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

ID: 1^52
D'Vinn
D`Vinn

ID: 1^53
Ambassador D'Vinn
Ambassador D`Vinn

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

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.
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.

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.
The Goddess of Growth`s avatar on Norrath. She is occasionally glimpsed in deep forests where her presence alone causes flowers to grow and sick or wounded animals to be healed.

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.
First defender and namesake of the wood elven city in the trees, Kelethin. During the city`s 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.

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.
Insane, hideous, and brilliant exile of Ak`Anon. He is infamous for his unrivaled skill in the creation of clockworks and nefarious mechanisms.

ID: 16^52
Syncall
Syncall

ID: 16^54
Fairy
Faerie

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

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

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

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.
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.

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

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

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

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

ID: 42^61
Can you bring the spoon to Mizzle?
A gnome who takes his disguises a bit too seriously. "Can you bring the spoon to Mizzle?"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.
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.

ID: 95^53
Teir'Dal Prophet
Teir`Dal Prophet

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

ID: 99^53
Ak'Anon Engineer
Ak`Anon Engineer

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

ID: 100^53
Ak'Anon Guard
Ak`Anon Guard

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.
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.

ID: 103^61
Owwwwwwww!
'"Owwwwwwww!"'

ID: 105^61
This unit requires maintenance.
'"This unit requires maintenance."'

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

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

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

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

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

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

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

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

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

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

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

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

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.
Willing to risk life, limb, and breath to discover the ancient secrets of the kedge. Very protective of a stash of fish scales.

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.
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.

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

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

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

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

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

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

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

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

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

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

ID: 162^53
Sleeper's Acolyte
Sleeper`s Acolyte

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

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

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

ID: 169^61
Whirr... Click! Click! Whirr....
'"Whirr... Click! Click! Whirr...."'

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

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

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

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

ID: 179^52
Tinker
Tinkerer

ID: 179^53
Wandering Tinker
Wandering Tinkerer

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

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

ID: 224^57
It might be possible to gain influence of Amber, if you peer back far enough in time. She is the mother of the first half-elf, a rebel who risked all for love. Her power lies in her iron will and empathy.
It might be possible to influence Amber, if you peer back far enough in time. She is the mother of the first half-elf, a rebel who risked all for love. Her power lies in her iron will and empathy.

ID: 228^69
Challice's was unable to see any other path to power or happiness than the one she is on.
Challice was unable to see any other path to power or happiness than the one she is on.

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

ID: 711^57
A large number of lava snails are pouring in from Butcherblock. Where they have come from is anyone's guess. They need to be held back while the forced gather to kill them off.
A large number of lava snails are pouring in from Butcherblock. Where they have come from is anyone's guess. They need to be held back while forces are gathered to kill them off.

ID: 716^69
Even the aspect of free booze wasn't enough to get past the thought of drink the concoction. Nobody cared, and even that conclusion is being generous.
Even the aspect of free booze wasn't enough to get past the thought of drinking the concoction. Nobody cared, and even that conclusion is being generous.

ID: 720^57
A group of scholars who were out on a field trip accidentally triggered a trap within the Crypt of Shade and have been stuck in a pit for two days without food or water. They request rescue from the crypt in hopes of making it back to their camp in the Hills of Shade. They will need someone who can escort them back to safety from within the crypt.
A group of scholars who were out on a field trip accidentally triggered a trap within the Crypt of Shade and have been stuck in a pit for two days without food or water. They require immediate rescue from the crypt. They will need someone who can escort them back to the safety of their camp.

ID: 722^69
The berries delivered to Kaladim were poisonous berries and many dwarves became violently ill due to them. Was it the red berries with the blue leaves? Or the blue berries with the red leaves?
The berries delivered to Kaladim were poisonous and many dwarves became violently ill due to them. Was it the red berries with the blue leaves? Or the blue berries with the red leaves?

ID: 805^57
Just about anything every known can be found somewhere in the Plane of Knowledge library. There are often requests from people overwhelmed by the volume of books to be searched for anything of value that they need help. Sometimes the information they could find will have lasting effects on the world.
Just about anything ever known can be found somewhere in the Plane of Knowledge library. There are often requests for help from researchers overwhelmed by the sheer volume of books. However, their efforts often pay off if they discover information that can have a lasting effect on the world.

ID: 805^68
A young gnome needed to now the size of one obscure part used on an ancient piece of clockwork timekeeping. An experienced researcher helped her and she has improved the functionality of delicate clockworks noticeably.
A young gnome needed to know the size of one obscure part used on an ancient piece of clockwork timekeeping. An experienced researcher helped her and she has improved the functionality of delicate clockworks noticeably.

ID: 810^57
Evil can appear in the least likely places. There is a seed of dissent growing in Kelethin. A small group of wood elves, led by a mistreated half-elf, are trying to learn necromancy to get revenge on those that treated them poorly. I nudge here, some information there, could give them what they need and change thing in Kelethin forever.
Evil can appear in the least likely places. There is a seed of dissent growing in Kelethin. A small group of wood elves, led by a mistreated half-elf, are trying to learn necromancy to get revenge on those that treated them poorly. A nudge here, some information there, could give them what they need and change things in Kelethin forever.

ID: 812^57
A slightly eccentric gnome tinker is in need of a diorama of the Dragonscale Hills for an experiment.
A slightly eccentric gnome tinkerer is in need of a diorama of the Dragonscale Hills for an experiment.

ID: 812^68
With careful use of magic and good map making skills the diorama was made. Scale models of everything in the area replicated the hills perfectly. Unfortunately, the tinker used the diorama to test out a scale model of the Mechamatic Guardian. The model stomped all over the diorama. The tinker was greatly pleased.
With careful use of magic and good map making skills the diorama was made. Scale models of everything in the area replicated the hills perfectly. Unfortunately, the tinkerer used the diorama to test out a scale model of the Mechamatic Guardian. The model stomped all over the diorama. The tinkerer was greatly pleased.

ID: 812^69
The diorama did not please the tinker. He thought that the scale between various structures was wrong and that the materials used were not sturdy enough. He stomped the diorama to bits.
The diorama did not please the tinkerer. He thought that the scale between various structures was wrong and that the materials used were not sturdy enough. He stomped the diorama to bits.

ID: 814^57
There are two main reasons why a clockwork fails. External damage, and failed oil. There are many, obvious solutions to the first issue, but the second problem requires a lot of effort put toward oil changes. If a more heat resistant oil could be created, the life of all clockworks would be improved.
There are two main reasons why a clockwork fails. External damage, and failed oil. There are many, obvious solutions to the first issue, but the second problem requires a lot of effort put toward oil changes. If a more heat resistant oil could be created, the life of all clockworks would be improved.

ID: 818^57
There are treasures to be found in the dark waters of Kedge Keep. A truly brave and strong person could gain that treasure and put it to better use that the last Kedge and his fishy friends have.
There are treasures to be found in the dark waters of Kedge Keep. A truly brave and strong person could gain that treasure and put it to better use than the last kedge and his fishy friends have.

ID: 821^57
Kaladim lacks a statue of Brell Serilis. There are many statues of kings and heroes, but no statue to represent the creator of the dwarves himself. The dwarves have always considered the entire city a dedication to Brell, but it has been decided that if they can find a statue that they feel worthy then they will put it in a prominent location.
Kaladim lacks a statue of Brell Serilis. There are many statues of kings and heroes, but no statue to represent the creator of the dwarves himself. The dwarves have always considered the entire city a dedication to Brell, but it has been decided that if they can create a statue worthy of their creator then they will put it in a prominent location.

ID: 822^57
The soil of Dragonscale Hills have been affected by all the unusual magic that has happened there over the years. This has had an effect on the plants that grow there. Some of these could be very useful in potions or even poisons, but getting to them and identifying them is a challenge that can only be met by a few brave adventurers.
The soil of Dragonscale Hills has been affected by all the unusual magic that has happened there over the years. This has had an effect on the plants that grow there. Some of these could be very useful in potions or even poisons, but getting to them and identifying them is a challenge that can only be met by a few brave adventurers.

ID: 823^57
Blood holds many secrets, and a good scholar can learn much about the creature it was taken from, but also about magic that has affected it. There is clearly a lot to learn from the blood of were creatures. There are a lot of orcwere in Bloodmoon Keep, but they obviously will not give their blood willingly.
Blood holds many secrets, and a good scholar can learn much about the creature it was taken from, but also about magic that has affected it. There is clearly a lot to learn from the blood of were creatures. There are a lot of wereorcs in Bloodmoon Keep, but they obviously will not give their blood willingly.

ID: 823^68
Many orcwere had to be sacrificed so that they blood could be taken. That blood yielded several possible avenues of research that could provide great results in the future.
Many wereorcs had to be sacrificed so that they blood could be taken. That blood yielded several possible avenues of research that could provide great results in the future.

ID: 823^69
The orcwere were just too fierce and deadly. When a few were brought down it proved impossible to gather any of their blood before more would come rushing in.
The wereorcs were just too fierce and deadly. When a few were brought down it proved impossible to gather any of their blood before more came rushing in.

ID: 825^57
Grey Bloom Farms is failing. The Greyblooms have suffered setbacks ranging from one elder with a severe, for a dwarf, drinking problem to a mushroom blight. There is an opportunity here to purchase the lot and house and open up a casino. The potential here is outstanding. The dwarves of Kaladim will not like this idea, at least not until it is built.
Greybloom Farm is failing. The Greyblooms have suffered setbacks ranging from one elder with a severe, for a dwarf, drinking problem to a mushroom blight. There is an opportunity here to purchase the lot and house and open up a casino. The potential here is outstanding. The dwarves of Kaladim will not like this idea, at least not until it is built.

ID: 827^57
Clockworks have been spewing out of the fortress for hours now. They are spreading out to the far corners of Faydwer. What they are after is unknown, but it does present an opportunity. There are far fewer guards in the fortress. A bold person with the right allies could get in and out quickly and make a great score.
Clockworks have been spewing out of Fortress Mechanotus for hours now. They are spreading out to the far corners of Faydwer. What they are after is unknown, but it does present an opportunity. There are far fewer guards in the fortress. A bold person with the right allies could get in and out quickly and make a great score.

ID: 828^57
A few months ago, an agent of Ak'Anon was sent into the Fortress to keep tabs troop movement and negotiations and keep the King informed. That agent has not been heard from in weeks and is feared to be dead or, worse, exposed. If she is captured she will surely reveal secrets that the gnomes want to keep. If someone can't rescue her, then a timely death would help keep Ak'Anon safe.
A few months ago, an agent of Ak'Anon was sent into Fortress Mechanotus to keep tabs on troop movement. That agent has not been heard from in weeks and is feared to be dead, or worse, exposed. If she is captured she will surely reveal secrets that the gnomes want to keep. If someone can't rescue her, then a timely death would help keep Ak'Anon safe.

ID: 829^68
The undead fungusmen hordes brought with it several other sorts of undead hoping to feast on whatever they left behind. The strange combination of corporal and incorporeal undead was nearly overwhelming, but the right combination of companions proved enough to save the village.
The undead fungusmen horde brought with it several other sorts of undead hoping to feast on whatever they left behind. The strange combination of corporal and incorporeal undead was nearly overwhelming, but the right combination of companions proved enough to save the village.

ID: 829^69
The undead fungusmen hordes brought with it several other sorts of undead hoping to feast on whatever they left behind. The strange combination of corporal and incorporeal undead was completely overwhelming. The village was destroyed. Few of the villagers escaped into the hills.
The undead fungusmen horde brought with it several other sorts of undead hoping to feast on whatever they left behind. The strange combination of corporal and incorporeal undead was completely overwhelming. The village was destroyed. Few of the villagers escaped into the hills.

ID: 830^57
The orcs of Crushbone are at a distinct disadvantage against the elves of the Faydark. If they are to remain independent and alive, they will need their own advantage, or something that gives them the appearance of an advantage. Creating weapons that are extremely harmful to elven races would give them that advantage, even if they didn't have a lot of them or know how to make them themselves.
The orcs of Crushbone are at a distinct disadvantage against the elves of the Faydark. If they are to remain independent and alive, they will need their own advantage, or something that gives them the appearance of an advantage. Creating weapons that are extremely harmful to elven races would give them that advantage. Even a small number might be enough to give the elves pause.

ID: 834^68
The clockwork servant was an agent of Meldrath. The purpose for the Everburning Oil was clearly nefarious. This information was sold the the leadership of Ak'Anon for a good amount of platinum and an even greater amount of influence.
The clockwork servant was an agent of Meldrath. The purpose for the Everburning Oil was clearly nefarious. This information was sold to the leadership of Ak'Anon for a good amount of platinum and an even greater amount of influence.

ID: 1601^57
Gaining any influence over an avatar of a god is almost impossible. When the opportunity shows itself, strike. Being able to incluence the avatar of Brell would be invaluable.
Gaining any influence over an avatar of a god is almost impossible. When the opportunity shows itself, strike. Being able to influence the avatar of Brell would be invaluable.

ID: 14029^4
This passive ability increases the base healing of all the spells in the *#2+G line by #1%.
This passive ability increases the base healing of all the spells in the Promised Renewal or the Promised Reknit lines by #1%.

ID: 56612^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate by #7.
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate by #6.

ID: 56613^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate by #7.
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate by #6.

ID: 56614^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate by #7.
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate by #6.

ID: 58080^6
Increases the damage you deal via *$1%S, *$2%S, and *$4%S attacks by #1 and *$3%S attacks by #3. This value will decrease with faster weapons.
Increases the damage you deal via *$1+S, *$2+S, and *$4+S attacks by #1 and *$3+S attacks by #3. This value will decrease with faster weapons.

ID: 58081^6
Increases the damage you deal via *$1%S, *$2%S, and *$4%S attacks by #1 and *$3%S attacks by #3. This value will decrease with faster weapons.
Increases the damage you deal via *$1+S, *$2+S, and *$4+S attacks by #1 and *$3+S attacks by #3. This value will decrease with faster weapons.

ID: 58082^6
Increases the damage you deal via *$1%S, *$2%S, and *$4%S attacks by #1 and *$3%S attacks by #3. This value will decrease with faster weapons.
Increases the damage you deal via *$1+S, *$2+S, and *$4+S attacks by #1 and *$3+S attacks by #3. This value will decrease with faster weapons.

ID: 58083^6
Increases the damage you deal via *$1%S, *$2%S, and *$4%S attacks by #1 and *$3%S attacks by #3. This value will decrease with faster weapons.
Increases the damage you deal via *$1+S, *$2+S, and *$4+S attacks by #1 and *$3+S attacks by #3. This value will decrease with faster weapons.

ID: 58084^6
Increases the damage you deal via *$1%S, *$2%S, and *$4%S attacks by #1 and *$3%S attacks by #3. This value will decrease with faster weapons.
Increases the damage you deal via *$1+S, *$2+S, and *$4+S attacks by #1 and *$3+S attacks by #3. This value will decrease with faster weapons.

ID: 58085^6
Increases the damage you deal via *$1%S, *$2%S, and *$4%S attacks by #1 and *$3%S attacks by #3. This value will decrease with faster weapons.
Increases the damage you deal via *$1+S, *$2+S, and *$4+S attacks by #1 and *$3+S attacks by #3. This value will decrease with faster weapons.

ID: 59937^44
Masterwork Axe Components
Fine Axe Components

ID: 150632^43
Unwrap the Jar and make it your own.

Ruins of Kunark must be unlocked in order to unwrap a Kunark teleporter.

Unwrap the Jar and make it your own.

ID: 150633^43
Unwrap the Placard and make it your own.

Ruins of Kunark must be unlocked in order to unwrap a Kunark teleporter.

Unwrap the Placard and make it your own.

ID: 150634^43
Unwrap the Statue and make it your own.

Ruins of Kunark must be unlocked in order to unwrap a Kunark teleporter.

Unwrap the Statue and make it your own.

ID: 150635^43
Unwrap the Throne and make it your own.

Ruins of Kunark must be unlocked in order to unwrap a Kunark teleporter.

Unwrap the Throne and make it your own.

ID: 150636^43
Unwrap the Statue and make it your own.

Ruins of Kunark must be unlocked in order to unwrap a Kunark teleporter.

Unwrap the Statue and make it your own.

ID: 150637^43
Unwrap the Jar and make it your own.

Ruins of Kunark must be unlocked in order to unwrap a Kunark teleporter.

Unwrap the Jar and make it your own.







705 new strings found:

ID: 93^54
Nightmare

ID: 93^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 94^54
Spirit

ID: 94^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 95^54
Ooze

ID: 95^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 96^54
Rat

ID: 96^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 97^54
Wolf

ID: 97^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 98^54
Bat

ID: 98^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 99^54
Wasp

ID: 99^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 100^54
Dryad

ID: 100^55
Agent Traits can modify an Overseer Quest's success chance. This Trait indicates an Agent's Race.

ID: 182^52
Anashti

ID: 182^53
Avatar of Anashti Sul

ID: 182^61
'"I am beyond the limits of life or death. I am all."'

ID: 183^52
Bristlebane

ID: 183^53
Avatar of Bristlebane

ID: 183^61
'"I can`t just tell you the rules, or you`d abide by them. Where`s the fun in that?"'

ID: 184^52
Luclin

ID: 184^53
Avatar of Luclin

ID: 184^61
'"..."'

ID: 185^52
Quellious

ID: 185^53
Avatar of Quellious

ID: 185^61
'"You seek the strength to move mountains, but when you stand firm in a place of true peace, the mountain will move around you."'

ID: 186^52
Xegony

ID: 186^53
Avatar of Xegony

ID: 186^61
'"Clear skies can hide roiling winds." - Aviak saying'

ID: 187^52
Enynti

ID: 187^53
Enynti

ID: 187^61
'"Who, then, should explore this land, if not the outcasts? Why is their claim to it more valid than mine?"'

ID: 188^52
Founy

ID: 188^53
Founy Jestands

ID: 188^61
Doesn`t know anything about Stanos, and thinks you should probably stop asking so many questions.

ID: 189^52
Jyleel

ID: 189^53
General Jyleel

ID: 189^61
'"Stand at attention and seek the enlightenment of Tunare. "'

ID: 190^52
Juline

ID: 190^53
Juline Urncaller

ID: 190^61
'"Oh my. Do you think that the ticking sounds dangerous in the dark? "'

ID: 191^52
Maesyn

ID: 191^53
Maesyn Trueshot

ID: 191^61
All elves know his name. All orcs fear his arrows.

ID: 192^52
Niola

ID: 192^53
Niola Impholder

ID: 192^61
An inexhaustible researcher. One of the best on Norrath.

ID: 193^52
Nitalla

ID: 193^53
Nitalla

ID: 193^61
She protects the forest from corruption, even from you.

ID: 194^52
Daria

ID: 194^53
Sister Daria

ID: 194^61
She was once a beacon of hope, but now the cruel fate of her Camp Valor compatriots has driven her to despair.

ID: 195^52
Sylia

ID: 195^53
Sylia Windlehands

ID: 195^61
Songweaver and mentor to many young bards.

ID: 196^52
Tobon

ID: 196^53
Tobon Starpyre

ID: 196^61
If it can be known, he wants to know it. If it can be found, he wants to find it. If it can be burned...

ID: 197^52
Xicotl

ID: 197^53
Xicotl

ID: 197^61
Led the battle to steal Soulfire from the Temple of Life, and keeps the broken hilt as a trophy.

ID: 198^52
Yeolarn

ID: 198^53
Yeolarn Bronzeleaf

ID: 198^61
Noble guildmaster of the Clerics of Tunare. Dedicated to the teachings of the All Mother and trainer of Tunare`s initiates, disciples, and wardens. "Praise Tunare!"

ID: 199^52
Caitiff

ID: 199^53
Avenging Caitiff

ID: 199^61
'"Mother? Father? May you find peace at last. I shall avenge your suffering!"'

ID: 200^52
Dire

ID: 200^53
Black Dire

ID: 200^61
When the dire wolf howls, the forest listens.

ID: 201^52
Disciple

ID: 201^53
Disciple of Tunare

ID: 201^61
Enforces the natural order with frightening speed and power.

ID: 202^52
Dryad

ID: 202^53
Dryad Tender

ID: 202^61
Taking only what is given is the most difficult lesson to learn.

ID: 203^52
Armorer

ID: 203^53
Felwithe Armorer

ID: 203^61
Some see the beauty of elven armor as pure vanity, but to achieve such artistry requires a lifetime of dedication and training.

ID: 204^52
Imp

ID: 204^53
Imp Familiar

ID: 204^61
'"Master says I can sharpen my claws on your bones."'

ID: 205^52
Brewmaster

ID: 205^53
Kaladim Brewmaster

ID: 205^61
With his discerning customers, only skill and attention to detail will do.

ID: 206^52
Surveyor

ID: 206^53
Kaladim Surveyor

ID: 206^61
Ever in search of a longer rope.

ID: 207^52
Noble

ID: 207^53
Koada`Dal Noble

ID: 207^61
Born to rule. Raised to serve.

ID: 208^52
Fury

ID: 208^53
Stalking Fury

ID: 208^61
'"It`s simple, really. Nine times out of ten, no one looks up. You just need to have an arrow nocked for the tenth one."'

ID: 209^52
Warden

ID: 209^53
Warden of Tunare

ID: 209^61
Deeply attuned with the natural world to ensure that its voice is heard clearly and often.

ID: 210^52
Trader

ID: 210^53
Weapons Trader

ID: 210^61
Dealing in weapons can be a dangerous business. Fortunately, she knows how to use her wares better than most of her customers.

ID: 211^52
Ooze

ID: 211^53
Acidic Ooze

ID: 211^61
Most adventurers know not to touch oozes. The ones who don`t rarely have the chance to mislead anyone else.

ID: 212^52
Architect

ID: 212^53
Ak`Anon Architect

ID: 212^61
'"What do you mean your house doesn`t need to float? Are you daft?"'

ID: 213^52
Wolf

ID: 213^53
Blood Wolf

ID: 213^61
One of Mayong`s many experiments... Or perhaps simply victims of his curse.

ID: 214^52
Rat

ID: 214^53
Cauldron Rat

ID: 214^61
This is no common rat. He`s an excellent climber and swimmer, but he excels with his sense of smell. If something needs to be found, this guy can nose it out.

ID: 215^52
Theologist

ID: 215^53
Dwarven Theologist

ID: 215^61
Dedicated to the study of creation.

ID: 216^52
Guide

ID: 216^53
Elder Spirit Guide

ID: 216^61
A life dedicated to service outside the cities of his birth.

ID: 217^52
Nightgazer

ID: 217^53
Faydark Nightgazer

ID: 217^61
The smallest flame is a beacon to those who move within the shadows.

ID: 218^52
Salvager

ID: 218^53
Feir`Dal Salvager

ID: 218^61
The bounty of the forest can also come from that which has been left behind.

ID: 219^52
Guard

ID: 219^53
Felwithe Guard

ID: 219^61
Trained to heal the worthy and harm the unworthy.

ID: 220^52
Songwhisper

ID: 220^53
Felwithe Songwhisperer

ID: 220^61
Her songs can soothe the hearts of all who hear them.

ID: 221^52
Sunweaver

ID: 221^53
Felwithe Sunweaver

ID: 221^61
Some Koada`Dal magicians take their training more seriously than others.

ID: 222^52
Rover

ID: 222^53
Impetuous Rover

ID: 222^61
'"I`ve been told to look before I leap... but where`s the fun in that?"'

ID: 223^52
Alchemist

ID: 223^53
Koada`Dal Alchemist

ID: 223^61
'"It`s shocking how much can be accomplished with malachite, pearls, and willpower."'

ID: 224^52
Counselor

ID: 224^53
Koada`Dal Counselor

ID: 224^61
The high elves are often described as benevolent and just... A reputation that some of their kind abuse for their own selfish purposes.

ID: 225^52
Diviner

ID: 225^53
Koada`Dal Diviner

ID: 225^61
She can see what you`re having for breakfast anywhere in Faydwer.

ID: 226^52
Spider

ID: 226^53
Rock Spider

ID: 226^61
'"The important thing to know is that rock spiders have legs and bite you. Normal rocks generally don`t." - Kimble Nogflop, Ak`Anon Zookeeper'

ID: 227^52
Brawler

ID: 227^53
Shadowmane Brawler

ID: 227^61
'"A bit brawnier than mystics, but simple enough to take down if you know where to strike." - Aendurel Tethandras'

ID: 228^52
Bat

ID: 228^53
Sylvan Bat

ID: 228^61
A face only a mother can love.

ID: 229^52
Pilgrim

ID: 229^53
Sylvan Pilgrim

ID: 229^61
On a journey of spiritual discovery through the forests her people now call home.

ID: 230^52
Marauder

ID: 230^53
Teir`Dal Marauder

ID: 230^61
Most Teir`Dal take a boat to reach Faydwer. He simply decided to stay on board.

ID: 231^52
Seeker

ID: 231^53
Treasure Seeker

ID: 231^61
He`s been waiting his entire life for this moment... No, it`s definitely not cursed.

ID: 232^52
Knight

ID: 232^53
Undead Knight

ID: 232^61
Possibly a famed shadowknight in his previous life, now often unsure which parts of his skeletal body were originally his.

ID: 233^52
Magus

ID: 233^53
Undying Magus

ID: 233^61
The cackles reverberate in your dreams.

ID: 234^52
Wasp

ID: 234^53
Wasp Worker

ID: 234^61
'"Bzzzzzzzzzzzzzzzzzzzzzzz"'

ID: 1612^56
Golras Together Strong

ID: 1612^57
The golras in Timorous Deep have grown exponentially in numbers. This appears to be due to a population growth spurt brought on by unknown forces. They need to be culled before they overwhelm the region.

ID: 1612^68
Your agents were able to cut back the population of the golras. They are no longer a threat. Conservation at its finest!

ID: 1612^69
The numbers of the golras are so astronomical, that your agents were not able to make a dent in the population. Looks like reinforcements may be required.

ID: 1613^56
Hit, Hook, Match!

ID: 1613^57
The guards in Kaladim have decided to let out some steam by having an arm wrestling competition amongst each other. One guard seems to be taking this seriously and is looking for someone to sabotage one of the opponents by slipping a polymorph potion into their water bottle.

ID: 1613^68
Your agents knew the job was done without any hitches the moment they heard the emcee say "You've GOAT to be kidding me!"

ID: 1613^69
Your agents were caught, captured, and forced to drink the potion as their punishment. Surprisingly, they found that being a goat for a short time wasn't terrible.

ID: 1614^56
Hold the Line!

ID: 1614^57
Yeolarn Bronzeleaf, charged with the protection of Felwithe, is seeking agents to drive back an army of skeletons now gathering at the gates of the elven city. Can anyone lend a helping hand?

ID: 1614^68
The forces of Innoruuk forced back, the gates remain unbreeched. Felwithe still stands unscathed. All glory to the assisting agents!

ID: 1614^69
Despite the best efforts of guards and agents, Innoruuk's forces have breached the gates of Felwithe. Every citizen is now on their own.

ID: 1615^56
Pollination Station

ID: 1615^57
The forest around the Steamfont Mountains was an ideal place for Tarnin Erfried to start his apple orchard. With the rich soil and nearby water, Tarnin was sure his farm would flourish. Though his trees grew tall, their flowers never produced any fruit. Tarnin has realized there aren't enough insects in the area to pollinate his trees, and wonders if there's a way to draw more bugs to the area.

ID: 1615^68
Thanks to the imaginative thinking of your agents, Tarnin built a series of miniature wooden homes for bugs to thrive in. Some were filled with delicious leaves, and others with fruits or moss. Over time, beetles, bees, and butterflies thrived in the area, and Tarnin's trees were able to supply nearby villages with overflowing barrels of apples.

ID: 1615^69
Tarnin and your agents sat down and pondered for quite some time. How, exactly, do they attract more bugs? They crafted various nets and cages and attempted to catch and release insects at Tarnin's orchard. Unfortunately, as soon as they were let free, the insects flew quickly away. The proclivities of bugs still eludes them.

ID: 1616^56
The Good Norrath

ID: 1616^57
A farmer has discovered a cavern filled with rare gems while plowing her field. She would like to hire a surveyor to come to her farm to see how valuable the gems are.

ID: 1616^68
The survey concluded that this is a moderately large find of rare earth gems. The farmer was so happy with this news, she ran to tell her family and your agents are currently waiting for her return to finish the paperwork.

ID: 1616^69
The survey came back inconclusive. This news caused the farmer to give up and continue plowing. It was later discovered that faulty equipment was to blame.

ID: 1617^56
Return to Sender

ID: 1617^57
The League of Antonican Bards are always looking for help to deliver the mail. The Storm Guard have an extensive set up throughout the Butcherblock Mountains. The Dwarves do not really have patience for the League. A talented diplomat is needed to negotiate either a new route for the Bards or a station for the Bards to deploy an attache to.

ID: 1617^68
The Storm Guard agree to letting a Bard pass on mail through the Butcherblock Mountains.

ID: 1617^69
The Storm Guard has no time to listen to the Bards. Things will continue as before.

ID: 1618^56
Inner Fire

ID: 1618^57
Aanina Rockfinder is looking for new gemstones to cut and sell, specifically fire opals, but Miners Guild 628 controls the supply in Kaladim. She needs an alternate source if she's going to cut enough gems to make a profit.

ID: 1618^68
Your agents were fortunate enough to have established regular business in North Kaladim, so no one thought much of the additional activity. With this help, Aanina has been able to establish a profitable market for her cut gems elsewhere.

ID: 1618^69
The first few trades went unnoticed, but eventually the Miners Guild caught on. Your agents should probably keep away from the area for a while.

ID: 1619^56
Swimming with Sharks

ID: 1619^57
Rumor has it that a pirate treasure is floating around Timorous Deep... in the belly of a shark. The story goes that a pirate captain was fleeing his sinking ship and snagged a bag of jewels before boarding his raft. Too busy taking stock of his treasure, he sailed right into the maw of a shark. Anyone brave enough to find the shark would be rich enough to never work another day in their life.

ID: 1619^68
The shark put up a fight but was no match for your agents. The rumors were true, and a sack of jewels and coins were retrieved from its stomach. They fetched a pretty price on the market, and some trinkets found in the bag were invaluable to local scholars.

ID: 1619^69
Drawn by the promise of treasure, foolhardy adventurers dove in without much of a plan. The shark had plenty of space in its gullet for a few more people-sized meals. The treasure remains lost, and the new rumor in town is that the man-eating shark will snatch up anyone who sets foot in the water.

ID: 1620^56
I Drink and I Know Things

ID: 1620^57
A gathering is soon taking place in Greater Faydark; the wood elves, high elves, dwarves, and gnomes are sending representatives to meet and discuss an alliance against outside threats. As a symbol of goodwill, each party is bringing an item their city is renowned for as gifts to the others. The Kaladim dwarves need help brewing enough barrels of their exceptional ale in just a few short weeks.

ID: 1620^68
This challenge was no match for the skills of your agents. With confidence and precision, they were able to boil, seal, and ferment enough barrels of ale in time for the Greater Faydark gathering. Two wagons and a very excited group of dwarves departed Kaladim with enough ale to get even a dragon tipsy.

ID: 1620^69
Without more skilled help, the Kaladim dwarves didn't have nearly enough ale for the gathering. They brought what little they had, but each representative was served only half a mug of spirits. This was seen as a grave insult to the groups who prepared impressive foods and goods, and the dwarves were excluded from any further alliance discussions.

ID: 1621^56
Fanning the Dissent

ID: 1621^57
There have been reports of unrest among the ushers of Castle Mistmoore. A cunning teller of tales may be able to encourage this dissent into a full-fledged conflict. A subtle push could topple such a well-coordinated enterprise.

ID: 1621^68
Your agent's subtle whisperings have caused much dissent. The ushers have started to fight amongst themselves.

ID: 1621^69
Your agent's subtle whispering has caused the ushers to band together. They have failed in their chance to cause dissent.

ID: 1622^56
Brownie Points

ID: 1622^57
The Faeries and Brownies of Faydark share a common history and many common desires. They also despise each other. Send in a neutral party as a go-between so that they can strike mutually beneficial deals without getting upset about dealing with the other directly.

ID: 1622^68
Through careful negotiation, your agents were able to set up trades making both parties stronger without upsetting either.

ID: 1622^69
A slight slip of the tongue accidentally revealed the ultimate destination for the goods your agents were purchasing, and the deal was off. It will take much work to repair these relationships.

ID: 1623^56
Now Walk in a Straight Line

ID: 1623^57
Tipsy Teena is in need of bouncers for the drunken gnome race that is coming through the Estate of Unrest. A crew of rowdy agents may ensure the drunk gnomes have a fun, yet safe time.

ID: 1623^68
Tipsy Teena is happy with the work that was done today to keep the participants of the race safe. They all made it through, and were escorted back to their beds to sleep it off.

ID: 1623^69
Several of the racers fell into a pit, causing terrible injuries. Some may not be able to participate in the next drunken gnome race. Tipsy Teena is really displeased with the performance of your agents.

ID: 1624^56
We Live Here Now

ID: 1624^57
A new recruit to the Faydark Defenders has been captured and brought to Crushbone. A jailbreak has been planned but it can only succeed if the master key is lifted off of one of the guards.

ID: 1624^68
Your agents retrieved the master key without incident. The jailbreak will continue as expected.

ID: 1624^69
Your agents could not obtain the master key quietly. The guards were called and remain on high alert. The jailbreak will have to be postponed.

ID: 1625^56
The Emperor Wears No Cloaks

ID: 1625^57
Emperor Crush himself is building an army of orcs to march on Faydwer. Agents are needed to take the fight to him in Crushbone Keep before his army is organized.

ID: 1625^68
Slain orcs now litter the halls of Crushbone Keep and the Emperor's army has been devastated. Faydwer remains safe from an orc invasion for now.

ID: 1625^69
Overwhelmed by the Emperor's royal guard, the agents were forced to retreat from the halls of Crushbone Keep. This battle has raised the morale of Crush's army. They will be even more dangerous now.

ID: 1626^56
To Carry One's Weight

ID: 1626^57
A band of paladins are on their way to Dagnor's Cauldron to address a growing population of undead. Rumor has it that a necromancer set up camp at the top of a mountain and is responsible for the uptick in ghoulish creatures. The paladins' armor is too clunky for climbing and they are in search of specialized gear that will allow them to rappel up and down the mountain with ease.

ID: 1626^68
Getting to the peak was a cinch with an improvised elevator and pulley system involving crossbows, grappling hooks, and very strong, spider silk rope. The paladins' teamwork was a sight to behold, and they made it up the mountain in record time. The strange necromantic rituals were hastily put to an end.

ID: 1626^69
With an idea in place, your agents got to work crafting a solution for scaling the mountain. What they forgot to account for was the weight of the paladins' armor. No normal rope or leather straps were able to hoist their heavy plates without snapping during the ascent. The undead population continues to grow unchecked.

ID: 1627^56
Toxic Growth

ID: 1627^57
The waterways beneath Kaladim have been growing thick, toxic, green mold around the edges. The spores from this mold have made citizens of Kaladim feel ill; sneezing, coughing, and fatigue are not uncommon. The city needs someone who can handle the toxicity to collect and destroy all the patches of mold.

ID: 1627^68
It wasn't easy, but your agents removed the toxic mold from the edges of Kaladim's waterways. Slowly, the water turns clear once again and the denizens of Kaladim are able to breathe easily.

ID: 1627^69
The toxicity of the mold proved too much for the agents who volunteered to clean it. Back on the surface, between bouts of coughing, they wonder if there are creatures more suited to removing the sludge.

ID: 1628^56
Mind the Minotaurs

ID: 1628^57
The minotaurs within the Steamfont Mountains have been attacking trade caravans coming from Faydwer, en route to Ak'Anon. This has caused the roads to become dangerous for passing tradesmen. This needs to be cleared up before trade is halted.

ID: 1628^68
The minotaurs were beaten back and the trade routes are open again. It was discovered that they had a leader emerge with some...questionable leadership skills.

ID: 1628^69
The trade caravans are still being terrorized no matter how much the minotaurs are pushed back. There has to be a different approach to solve this issue.

ID: 1629^56
Kicking the Snake's Nest

ID: 1629^57
A cabal of necromancers have started to build a foothold somewhere in the bowels of Kelethin. Their hideout must be discovered so that the proper authorities can be called.

ID: 1629^68
Your agents were able to discover the location of the secret hideout without being caught. The paladins will have no problem clearing out the bunker.

ID: 1629^69
Strong magic has hidden the hideout too well. You will have to find another tactic to locate where it is.

ID: 1630^56
Grave Consequences

ID: 1630^57
A growing horde of undead is starting to pour into the south of Dagnor's Cauldron out of Unrest. If this can't be stopped, the Butcherblock Mountains could very well be inundated by the undead. Can they be stopped? And by who?

ID: 1630^68
The undead horde has been pushed back out of Dagnor's Cauldron into the Estate of Unrest. The Butcherblock Mountains, and lands beyond it or safer today because of it.

ID: 1630^69
As the horde swarms the entirety of Dagnor's Cauldron, they begin to overrun the Butcherblock Mountains. Will this horde ever be stopped?

ID: 1631^56
Letting Out Steam

ID: 1631^57
An experiment gone wrong in Ak'Anon has increased the pressure in pipes around the city. They are on the verge of bursting and releasing hot steam on unsuspecting gnomes. The damage to their homes and workshops would be vast unless someone can fix it in time.

ID: 1631^68
Armed with a sturdy wrench, your agents were able to adjust the pipes before disaster struck. By loosening the joints and replacing stuck screws that had worn threads, the pipes were able to let out steam slowly and safely. The pipes were due for maintenance, and the gnomes were grateful for the reminder.

ID: 1631^69
The complexities of the Ak'Anon pipe systems were lost on your agents. They couldn't figure out where one pipe began and another ended, and before they knew it, steam began blasting from the metal joints. Gnomes in the area were evacuated to safety, but some clockwork creations and tinkering gear were melted in the heat.

ID: 1632^56
Putting Down Roots

ID: 1632^57
A settlement in Lesser Faydark needs to bolster their defenses against the bands of brownie scouts causing chaos in their town. They need more wood logs to reinforce their walls, but no one has been brave enough to venture out into the forest. They seek a band of heroes willing to gather the logs needed for their fortifications.

ID: 1632^68
With the help of your agents the forest trees were chopped down with ease. After just a few ventures into the woods, the settlement had enough logs to reinforce their walls and add formidable sharpened stakes into the ground to ward off would-be intruders.

ID: 1632^69
Attracted by the noises of falling trees, bands of brownie scouts and warriors were dispatched to patrol the Lesser Faydark. Upon finding your agents harvesting trees, the brownie forces attacked and overwhelmed them.

ID: 1633^56
Who Keeps Making These?

ID: 1633^57
The Crushbone orc clan have been somehow gifted with a device that can surround Crushbone with a protective shield, not allowing anybody in or out. It is imperative that the device be identified and disabled immediately.

ID: 1633^68
Your agents discovered that the device was stolen from a group of adventurers who were heading to Kaladim to keep it safe. They also learned that it can be remotely deactivated using the passcode, "Kel datiar visis sa xaui ans rentha."

ID: 1633^69
Your agents were not able to discover anything useful about the device. The mages will have to be called in for this. If this isn't resolved soon, Kaladim will have a shortage of belts!

ID: 1634^56
Safety in Numbers

ID: 1634^57
The Aqua Goblins have become rowdier than usual and are making travel difficult in Dagner's Cauldron. The Fabulous Four may be able to provide safe passage if they can be convinced it is worth the trouble.

ID: 1634^68
Ghilanbiddle Nylwadil proved completely uninterested in the pleas of your agents, but Nyrien Lyrdarniel and Sigan Ilbirkun were happy to help. Eventually, even Elmion Hendrys agreed to offer safe passage through the Cauldron.

ID: 1634^69
Ghilanbiddle Nylwadil interrupted and dismissed all talk about safe passage. The cranky cleric became so irate that the rest of the Fabulous Four decided it would be best if they didn't get involved with your agents. Perhaps they can try again when the cleric has calmed down.

ID: 1635^56
Aqua Regia Ad Abundantiam

ID: 1635^57
Osisa Goldenspear, a merchant in Felwithe, needs a reliable source of saltpeter for spell research. Agents with the manners and style to move amongst the famously elite Keepers of the Art could do well here.

ID: 1635^68
Your agents were able to establish a regular connection between their suppliers and the Keepers of the Art, allowing them to continue to supply their initiates with spells.

ID: 1635^69
It may not ever be clear what unwritten rule your agents broke, but it is very clear that their business is no longer welcome in Felwithe.

ID: 1636^56
Goblin Bwakbwak

ID: 1636^57
A tribe of goblins in Dagnor's Cauldron have recently become obsessed with "bwakbwak." The goblins can be heard chanting the word over and over with increasing fervor. Bands of goblins are seen leaving camp, then returning with full burlap sacks, their contents unknown. Their obsession is worrisome, and people want to know where the goblins are constantly travelling.

ID: 1636^68
Shadowing the goblins reveals that they have been visiting a grotto, nestled away from the public eye. Within is a colony of chickens. The goblins fill their packs with eggs and walk triumphantly back home. In retrospect, their chant sounds a lot like the clucking of chickens. The flock seems to be well taken care of, and nearby villages can rest easy.

ID: 1636^69
Your agents tried their best to follow along stealthily, but they were discovered while stalking the goblins. To throw off their pursuers, the goblins began wandering in circles around Dagnor's Cauldron. Many hours passed, but eventually your agents decided to give up their pursuit, and their chance at ever learning the truth about "bwakbwak."

ID: 1637^56
We're with the Band

ID: 1637^57
A roaming theater troupe has stopped in Kaladim to perform their act for a few nights. They've heard a local group of ruffians may want to ransack their coffers between shows, but instead of hiring more guards they're looking for a group with the skills to strike first.

ID: 1637^68
The strike went off without a hitch! Your agents ran the ruffians out of town before they ever had a chance to steal from the troupe.

ID: 1637^69
The local ruffians were more clever than expected. Your agents never found their camp and the next morning the troupe woke to find their coffers empty.

ID: 1638^56
Is that your Phinigel answer?

ID: 1638^57
Treasure seekers are interested in procuring the Rod of Malisement from Phinigel in Kedge Keep. The catch is that it must be recovered without incident. Your agents must steal it as quietly as they can!

ID: 1638^68
Your agents were somehow able to sneak the rod out of the keep without being seen. The treasure seekers were pleased and paid your agents handsomely for the artifact.

ID: 1638^69
As your agents were attempting to steal the Rod, a group of adventurers teleported into the keep, causing a huge commotion. Your agents were barely able to leave with their lives.

ID: 1639^56
Blood Bound

ID: 1639^57
An undead sprite by the name of Bloodboil is twisting once noble Faeries into ghastly Frightlings, rapidly building an army. A strong show of force is needed to save the forests of Faydark.

ID: 1639^68
Bloodboil beaten back, the curse on the Faeries broken, the forests of Lesser Faydark are more peaceful, thanks to the actions of your agents.

ID: 1639^69
Bloodboil's growing army of Frightlings proved too much for your brave agents. The forests of Faydark are more dangerous than ever.

ID: 1640^56
A Scout in Shining Armor

ID: 1640^57
The elves of Faydark have set up a hidden outpost in the trees outside of Crushbone stronghold. These scouts relay vital information regarding the orcs to their military commanders back home. A resupply group was due to deliver more supplies a few days ago but haven't shown up. The elf scouts are in desperate need of repairs to their torn and worn out armor.

ID: 1640^68
Your agents arrived in the nick of time with pieces of cloth, leather, and scrap metal. Their deft hands fixed fraying edges, patched holes, and hammered out dents in the elves' armor. It might not be the prettiest job in the world, but the elf scouts will be well-protected until the next supply group arrives.

ID: 1640^69
Gathering the armor repair supplies took longer than expected. Your agents arrived to find that the elf scouts had retreated from their outpost because of their dingy armor. The scouts didn't notice a band of Crushbone soldiers march through the forest, and the elves of Faydark were unprepared for the orcs rampage.

ID: 1641^56
Flew the Coop

ID: 1641^57
The creatures of Dagnor's Cauldron are being terrorized by a crazed griffin. The griffin is attempting to roost at the top of a mountain and is gathering materials for its lair. It is ripping branches from trees, plants from the ground, and even fur from animals. No one has been able to stop it. The griffin will only be appeased when enough materials have been gathered for a suitable nest.

ID: 1641^68
After much toil, the griffin lair was beautiful. Your agents found sturdy branches for a nest and soft grass for the griffin to lay. They even laced flowers through the sticks around the nest's edge. Satisfied, the griffin has ceased its flurry of destruction and settled peacefully into its new roost.

ID: 1641^69
The nest is a disaster. Thorny branches poke under the griffin's feathers and stray pebbles make for a lumpy bed. The griffin chased the would-be heroes off the mountain before taking flight to steal more materials.

ID: 1642^56
An Epic Re-Request

ID: 1642^57
Lady Carolline of Thex has been reminiscing about her beloved and is in need of a fresh tale to distract her from her sullen heart. The Plane of Knowledge will have a tale that surely she hasn't heard yet!

ID: 1642^68
After hours of research, your agents found an epic tale inside a dusty tomb. Something about a lost city of Bronze. This tale has pleased Lady Carolline of Thex.

ID: 1642^69
An old tale was found in a dusty book. When this tale was retold to Lady Carolline of Thex, she began sobbing. The tale your agents chose was of her lost beloved.

ID: 1643^56
Not this One

ID: 1643^57
The Crushbone Orcs have taken an Elven lordling prisoner and there are even rumors that he has been tossed into the slave pits. Negotiating the safe return of the lordling before a war is started is crucial.

ID: 1643^68
The Crushbone Orcs accept your agent's trade offer meats, leathers and metal for the return of the delicate elf.

ID: 1643^69
The Crushbone Orcs don't trade with anyone. They take what they want, and they add your agent's caravan to their horde.

ID: 1644^56
Let Loose the Cogs of War

ID: 1644^57
Anyone who has spent time in the Steamfont Mountains has noticed the mechanical parts that litter the area. Most of these are expelled from Meldrath's floating fortresses as one thing or another breaks down. The Coalition of Tradesfolk in Freeport think they have a use for these off casts, but need someone to establish a deal for them.

ID: 1644^68
The gnomes listened to your agent's proposal carefully, then whispered excitedly among themselves for an agonizing amount of time. Eventually one of them accepted a trade deal, happy to be rid of the off casts they can't find uses for.

ID: 1644^69
Without assurances that the materials won't be used against them, the gnomes will brook no deal. They will find their own uses for the off cast cogs as they continue to fight against the fortress and its master.

ID: 1645^56
This Land is My Land

ID: 1645^57
A land dispute in Lesser Faydark threatens to escalate into violence. The quarrel is between two merchant guilds. One group claims that the other has been using their trade route without permission, while the other claims that they were the ones who created the route in the first place. They are threatening to hire mercenaries to block the path if a resolution can't be found.

ID: 1645^68
A solution has been found after bringing in a neutral third-party. After exploring the forest, it doesn't appear that a better route through the forest exists. The guilds have agreed to compromise by alternating which merchant group can use the path each week.

ID: 1645^69
Your agent explores the forest and suggests a few different paths that the merchants could use. They didn't realize that these paths cut dangerously close to undead territory, and numerous trade caravans were attacked. The two guilds are back to fighting, and no merchants have been able to pass through Lesser Faydark.

ID: 1646^56
The Thirst for Battle

ID: 1646^57
On the eve of a great battle, King Stormhammer has ordered his castle chefs to prepare a magnificent feast that will inspire his troops. The meats, pies, and stews smell so good that all of Kaladim is enticed by the aromas. It's missing just one notable element: ale. It's absurd to think that the dwarven soldiers will be inspired without cold mugs of ale, and the castle chefs need help fast.

ID: 1646^68
Your agents rallied together local farmers and tavern owners for a brewing event of the ages. The quickest boozy beverage to make was a spiked apple cider; the farmers brought the apples, the bartenders contributed their tools, and your agents miraculously filled enough kegs to keep the dwarven army well-hydrated all night.

ID: 1646^69
On such short notice, the King's order was impossible. There was no time to ferment anything vaguely palatable, though your agents tried. The castle chefs worried that the dwarven soldiers might sooner desert their comrades than drink such terrible spirits. The kegs were dumped into a nearby lake.

ID: 1647^56
Wayfarer Out of My Way

ID: 1647^57
Vaul Stoutest from the Wayfarer's Brotherhood is looking for someone to help him with his research inside the Mistmoore Catacombs. If uninterrupted, his findings could be invaluable to other adventurers.

ID: 1647^68
Your agents were able to collect the data Vaul needed to complete his research. Many adventurers heading to the catacombs will benefit greatly from this collaboration.

ID: 1647^69
The data needed couldn't be gathered as there was a constant stream of adventurers showing up to ruin the statistics.

ID: 1648^56
Seeping Darkness

ID: 1648^57
The Castle Mistmoore vampires have become more reckless and are sneaking out into the forests. Few know of these misdeeds or believe them to be true. A skilled orator may be able to convince the skeptical Captain of the Emerald Warriors and rally the protectors of the forest to turn back these monsters.

ID: 1648^68
Your agents have successfully rallied the Emerald Warriors into driving out the invading vampires.

ID: 1648^69
Your agents were unable to convince the Emerald Warriors of the threat. They have been defeated by the reckless hate of the invading vampires.

ID: 1649^56
Aqua Nets

ID: 1649^57
The aqua goblins of Dagnor's Cauldron don't understand things like currency, contracts, or even ownership, but they are glad to trade the fish they spear for other goods. The right agents might be able to get those fish to others who need them.

ID: 1649^68
Your agents successfully negotiated a deal that gives people access to the fish of the Cauldron without placing more lives in danger.

ID: 1649^69
Your agents were a little too serious, spooking the goblins and putting the deal on hold. They escaped with their lives, but they won't be going back for a while.

ID: 1650^56
Don't Look Inside

ID: 1650^57
The Felwithe Defenders have intercepted a caravan hauling illegal contraband. The contraband has been confiscated and needs to be stolen back from them. It is currently being held in their barracks but will likely be moved to a more secure location soon.

ID: 1650^68
Your agents were able to sneak in and out undetected. The original owner of the contraband paid them well for its return.

ID: 1650^69
The Felwithe Defenders were ready for the theft and your agents found it impossible to sneak past their defenses.

ID: 1651^56
The Fish Flu

ID: 1651^57
A temple of clerics have been petitioned to complete a unique quest: save the marine life of Kedge Keep, which is stricken with a mysterious fungal infection that makes it difficult for the fish to use their gills. The creatures are an integral part of the local, undersea ecosystem, but the clerics may not be able to concoct enough medicine to save them without help.

ID: 1651^68
After some experimentation, your agents produced a healing powder from crushed shells, seaweed essence, and a prayer to Tunare. The clerics combined it with buckets of chum and poured it into the water. Within a few days, the undersea biome was flourishing once again.

ID: 1651^69
Your agents were unfamiliar with crafting medicine to heal ailing animals. They blended together a fine powder of thorncap mushrooms, Faydark squash, and fern berries, then dumped it into the waters. Not only were the fish not healed, but any who ate the powder began growing extra fins and scales in places they shouldn't. The clerics are already seeking the opinions of other healers.

ID: 1652^56
Bronze Metals

ID: 1652^57
The bronze weapons that are wielded by the inhabitants of Castle Mistmoore are coveted by the smiths of Ak'Anon, who wish to repurpose the bronze for use in new clockworks. They simply need to find a way to obtain the weapons, disenchant any lingering curses, and transport them to the city.

ID: 1652^68
Adventurers often drive hard bargains, but they are always glad to empty their bags of bulky items in exchange for the right amount of coin. The smiths have their materials, and so the tinkerers of Ak'Anon are happy once again.

ID: 1652^69
After hours of talks, your agents were unable to find a deal for enough weaponry to matter. The gnomes will look elsewhere for raw materials.

ID: 1653^56
Not Here Too!

ID: 1653^57
A druid from Felwithe has gone mad and decided to stage an attack from the ocean against the docks in the Butcherblock Mountains. There have been reports of flying sharks attacking sailors on the pier. The druid must be stopped but a frontal assault would be fruitless.

ID: 1653^68
Your agents circumvented the flying sharks and caught the druid by surprise. When the druid was finally slain the sound of still-wet sharks slapping the ground erupted across the docks, along with cheers from the local sailors.

ID: 1653^69
The druid saw through the tactics of your agents and escaped their ambush. They could do nothing but listen to the sailor's screams as the last of the sharks finished the hunt.

ID: 1654^56
Brownie Bites

ID: 1654^57
Fenden Hetler needs someone to examine the device that is keeping the brownie camps in the Dragonscale Foothills under control. The device is not working correctly and a scholar is needed to examine it.

ID: 1654^68
Your agents were able to recover the manual for the device, which included proper instructions for repairing it. The device is once again in perfect condition.

ID: 1654^69
Your agents decided to check on the device without a manual. Their actions caused the device to malfunction and now the brownies are more rambunctious than ever. Fenden will have to find another solution to this problem.

ID: 1655^56
Clan Rivalries

ID: 1655^57
The rumor is the Shadowmane Mystics and the Bloodmoon Mystics have begun to disagree with each other. There may be some room to cause a dissent in their relationship.

ID: 1655^68
The Shadowmane and Bloodmoon clans have ceased in their contact until the next Moon gathering.

ID: 1655^69
The Shadowmane and Bloodmoon clans have gathered together in strength and celebrate all phases of the Moon.

ID: 1656^56
Those Ancient Artifacts

ID: 1656^57
The cursed village of Kirathas is a tragedy replaying itself eternally, but it also contains artifacts that have since been lost to time. The wood elves of Kelethin are interested in recovering these items so that they can revive the artistry from that era and export them to a new audience.

ID: 1656^68
Your agents were able to locate the cultural artifacts and provide them to the artisans of Kelethin. They are pleased to have these "lost" designs available to ship to the world.

ID: 1656^69
Cursed lands are not to be explored lightly, and your agents were unable to locate the artifacts they were seeking.

ID: 1657^56
Come Get Some!

ID: 1657^57
Emperor Crush is challenging any and all to a bout of unarmed combat, allowing multiple combatants against him. If he is able to win, this will embolden the orcs in Crushbone and could cause an increase in attacks throughout Faydwer.

ID: 1657^68
As your agents stood victorious over the beaten Emperor Crush, the orcs of Crushbone began to think twice about attempting more raids.

ID: 1657^69
Loud chants and battle cries can be heard from Crushbone. The denizens of Faydwer will have to be on high alert.

ID: 1658^56
I Exhume So As Well.

ID: 1658^57
Arreles Bonescrounger is once again in need of finding out who is digging up graves in the Hills of Shade. A camp of bandits have been recently seen in the area, though it seems odd that bandits would go through so much work for so very little.

ID: 1658^68
The bandit camp was a cover for a nest of vampires hidden within a cave nearby. Your agents were able to gather this information and leave without being notice. Arreles Bonescrounger can now plan a counter strike.

ID: 1658^69
While scouting out the camp, your agents found nothing of substance. Arreles Bonescrounger may have to start searching elsewhere.

ID: 1659^56
Rising Force

ID: 1659^57
A growing force of minotaurs is gathering, with the goal of eradicating any adventurers found in the Dragonscale Hills. A force of great strength is needed to quell this uprising.

ID: 1659^68
The minotaur numbers were greatly reduced and the rest of the gathered force has fled into hiding. The Dragonscale Hills are a bit safer for adventurer's today.

ID: 1659^69
The minotaur numbers were too great, and their strength proved overwhelming. Dragonscale Hills remains a dangerous place for traveling adventurers.

ID: 1660^56
Like Nailing Jelly to a Tree

ID: 1660^57
Commander Alysse Tillrun, a leader within the Felwithe guard regiment, has an issue with her soldiers' gear. Strange ooze creatures have been squeezing through crevices in walls and making their way into Felwithe. The oozes have an acidic property that melts through the guards' swords. Commander Tillrun is in need of a blacksmith able to create weapons that won't melt in the poison.

ID: 1660^68
The Felwithe guards have been armed with a unique, new weapon: a hammer crafted from jet-black stones found at the bottom of a nearby lake. Immune to the acidic slime, these hammers can smash oozes into a squishy, toxic jelly with just one swing. Within hours, the gooey menaces have been eradicated.

ID: 1660^69
Commander Tillrun had her guards try everything. Bronze, iron, wood, stone; nothing seems to work against the acidic oozes. Surely something in the area will work, but the guards will need to find a blacksmith more familiar with local materials.

ID: 1661^56
The Root of the Problem

ID: 1661^57
A once-thriving crop of pumpkins has suddenly turned purple and lumpy. The unknown disease is spreading quickly to other fields, ruining months' worth of food for the denizens of Dragonscale Hills. Infected crops must be harvested and burned as soon as possible in order to stop the disease from spreading further. Helping hands are needed to reap the plants before all the fields are blighted.

ID: 1661^68
The sickly, purple crops have been reaped. Your agents tossed the infected plants into a bonfire that burned a brilliant violet color for three full days. The people of Dragonscale Hills are grateful for the quick intervention.

ID: 1661^69
The disease spread quickly, infecting all the crops before anyone was able to dig them out of the ground. The season's harvest is ruined and the people of Dragonscale Hills will need to prepare for a brutal winter season.

ID: 1662^56
Smells Like Success

ID: 1662^57
Reaver Lebanezer is growing weary with his reluctant guards. The reluctant gnome guards have gone on strike until working conditions improve.

ID: 1662^68
Negotiating with Bertoxxulous Chosen has not gone well, but Seyvan Ebonlocke has agreed to make amulets that block smells of decay. For a small price of course.

ID: 1662^69
Negotiations with Bertoxxulous Chosen failed and they decided that undead guards will complain less.

ID: 1663^56
Emerald Steel

ID: 1663^57
The Emerald Warriors of Kelethin need a constant supply of weaponry to battle the Crushbone orcs and keep their citizens safe. A team of agents might be able to broker a deal with the Coalition of Tradesfolk in Freeport to obtain the steel they need.

ID: 1663^68
The Coalition of Tradesfolk are happy to keep Kelethin supplied with steel, provided that they quit asking all of those pesky questions about where the ore came from. No one needs to know, after all.

ID: 1663^69
Negotiations broke down over technicalities, and the heated debate that followed left everyone feeling sour about the deal. It will be some time before anyone involved will be willing to explore a new deal.

ID: 1664^56
Excavation Investigation

ID: 1664^57
By order of the king, a new area in Kaladim will be mined out to make room for the increasing number of visiting tradesmen. After a few past mishaps with tunnels collapsing, or digging into caves of rock spiders, the dwarves are looking for an expert to map out the safest location for this construction project.

ID: 1664^68
The dwarves observe your agents as they knock against rock walls, scribble notes onto parchment, and press their ears to the stone. After quite some time of diligent work, your agents deliver to the king an expertly drawn map noting the safest directions to dig in. The new Kaladim market is a roaring success.

ID: 1664^69
After much observing, knocking, and marking, your agents suggest a direction for the dwarves to expand their caves. The miners dug until their pickaxes hit a hard, solid ore too difficult for them to break through. The Kaladim market will have to wait until they can figure out a better direction to dig.

ID: 1665^56
Lumperiously Yours

ID: 1665^57
Lamperious Cogwittle's daughter has been lost since the crash of the Albatross. He has asked several adventurers to assist with finding her, but most have not come back. He surmised that she is hiding in Bloodmoon Keep. She must be found before it's too late!

ID: 1665^68
After fighting their way through the keep, your agents found Lumperia Cogwittle hiding in a crate.

ID: 1665^69
The defenses at the keep were too strong for your agents to get through and they were forced to retreat. Lamperious refuses to give up hope on Lumperia, but this is not a good sign.

ID: 1666^56
I just want to talk!

ID: 1666^57
A Crushbone scout has been found harassing the faeries in Greater Faydark. The orc has taken such a liking to them that he's begun trapping the faeries in little cages. Some faeries have been caged for days, forced to listen to an endless one-sided conversation. They need to be freed from this torment, but any outward aggression might tip the scales to conflict.

ID: 1666^68
Your agents were able to sneak into the camp after the scout left and set the faeries free. They also tampered with the cages so that future captures will be pointless.

ID: 1666^69
The camp was found, however the orc had not left. It continued to chat with the unwilling faeries for what felt like hours. Your agents eventually decided to try again later, hoping to find a window when the orc had finally finished talking.

ID: 1667^56
No Rest for the Wicked

ID: 1667^57
Necromantic forces are gathering, threatening to control the cursed spirits in the Hills of Shade. Only a holy band of paladins can have any hope of stopping them. This resistance force can use all the help it can get.

ID: 1667^68
Through pure might, your agents stand triumphant. The necromancer's plans have deteriorated.

ID: 1667^69
The spirits in the Hills of Shade now have new masters, despite your agents best efforts. What wicked plans will now come to fruition?

ID: 1668^56
Avant-garde Automation

ID: 1668^57
Novice bard Lyla Gillies has learned about the magnificent clockwork creations in Ak'Anon. She imagines a clockwork bard would be unlike anything else in existence; it could hold every instrument and be able to play them simultaneously as a one-man-band. The gnomes will not build Lyla such a "trivial" creation and her revolutionary idea might never see the light of day.

ID: 1668^68
The clockwork bard lives up to Lyla's hype. It effortlessly plays music that before could only be produced in quartets. Though it was expensive and difficult to build, even with the help of your agents, it's influence will forever be felt in the bard community. It has already inspired a level of imaginative and multidisciplinary thinking that musicians had not tapped into before.

ID: 1668^69
The clockwork musician could only play a cacophony of screeching, clashing noises. Your agents missed a few springs and gears, and Lyla's amateur grasp of musical theory meant that the songs she gave to her creation sounded like metal pots and pans thrown down a staircase. The bard community has written off the invention as a failure and dismissed the idea of bringing tinkering into music.

ID: 1669^56
If You Can't Stand the Heat...

ID: 1669^57
An encampment of orc raiders on the outskirts of Felwithe had the brilliant idea to set part of the forest on fire to cause chaos in the nearby high elf city. Their plan backfired spectacularly when the fire began spreading uncontrollably toward their own camp. They are desperate to put out the fire but would never accept the help of nearby elves and do-gooders.

ID: 1669^68
Many buckets of water later, the fire has been extinguished. Your agents were able to save large swathes of forest from the inferno. It is unclear if the orcs have learned their lesson, but Felwithe has been protected from irreparable damage.

ID: 1669^69
The fire grew too large too quickly. Over time, the blaze died down, but not before turning the surrounding trees and plants into nothing more than burnt crisps. The forest will regrow, but the damage will be deeply felt.

ID: 1670^56
Give it a Weigh Now!

ID: 1670^57
A friendly wager is happening in Ak'Anon where the public is being asked to guess the weight of a pumpkin that was grown nearby. Dedicated research may be able to figure out exactly how much this pumpkin can weigh.

ID: 1670^68
Every other entry was way off with their guess. It turns out that your agents were the only ones who used actual knowledge to guess its weight, and they won the prize.

ID: 1670^69
The answer that was given was around the same as everyone else's. Unfortunately, nobody else considered the weight of the stem being as heavy as it was. Someone else won the wager, but through pure, blind luck.

ID: 1671^56
Windy Trouble

ID: 1671^57
Leafrot needs help in dealing with the Wind Nymphs. They have started attacking the Darkvine Village, however the brownies are looking for a less violent solution.

ID: 1671^68
The Wind Nymphs have seen the light and won't bother the brownies any longer. There are Gnomes and mechanicals to pester.

ID: 1671^69
The Wind Nymphs fail to see Leafrot's concern. They attack the Darkvine Village huts and rip off the roofs with vigor.

ID: 1672^56
Protectors of the Light

ID: 1672^57
The Citadel of Tri'Qaras, home of the Ladies of the Light, is under siege from the Darkvine Brownies. They need magical supplies to continue to defend their tower, and some way to protect the goods on their journey. Their contacts among the High Elves suggest they might be able to provide both.

ID: 1672^68
Your agents have been able to establish a trade route with the assistance of the Keepers of the Art to maintain the safety of the merchants as they travel. With this lifeline in place the Ladies of the Light find themselves on much more even footing.

ID: 1672^69
Though most elves are sympathetic to the plight of the Citadel of Tri'Qaras, your agents were not able to establish protection for a trade route, and thus the supplies intended for the Ladies of the Light are often plundered before they reach their destination.

ID: 1673^56
Heart-Shaped Box

ID: 1673^57
Necromancers have unleashed an indomitable undead creation that is spreading a pestilence causing crops to wither and die. Many adventurers have tried to kill the beast, but no amount of damage seems to stop the monster. A paladin senses that the creature's heart is hidden away, deep within the Hills of Shade. Only finding and destroying the heart can kill the beast, but he needs help locating it.

ID: 1673^68
The paladin keeps ghouls and ghosts at bay while your agent sifts through mud, thorns, and bones. Eventually, you happen upon a graveyard. After unearthing numerous coffins, the beast's heart is found inside a buried, locked box. The creature's reign of terror is put to an abrupt end when a stake pierces its heart.

ID: 1673^69
Though the paladin can sense the general direction of the heart, it is well-hidden within the Hills of Shade. After searching for quite some time, the waves of attacking skeletons and ghosts overwhelm your agent and the paladin. The heart isn't found.

ID: 1674^56
Shall I Compare Thee to...

ID: 1674^57
The poets of Kelethin received a peculiar request from a faraway noble. He wants them to pen 365 poems about the object of his affection: the lovely Jolie Frey. She ignored his previous romantic gestures, but the noble is sure that a poem each day of a year will grab her attention. The bards couldn't say no to the ample coin he offered, but they won't be able to write so many poems on their own.

ID: 1674^68
Your agents proved vital in helping the poets overcome their severe writer's block. There are only so many ways to say "pretty." As for the noble, he learned an expensive lesson on love: one grand gesture is romantic. Two is determined. But 365 is downright creepy. The beautiful poetry still brought a smile to Jolie's face, and she hired the Kelethin poets for her own personal projects.

ID: 1674^69
Jolie is aghast at the daily poems delivered to her home. "Her fair skin is like a ghost." "Her green eyes shone like lake algae." The first few were nice, but they grew more perplexing as time went on. The poets were struggling to find fresh metaphors describing Jolie's beauty, and perhaps needed more creative help. Jolie sent soldiers to tell the nobleman to never contact her again.

ID: 1675^56
Mistwynd Minotaurs

ID: 1675^57
The Marble Mine of Mistwynd is an ancient quarry that produced much of the stone that now makes up Felwithe. This marble is precious to the elves and could fetch a great price if a mining operation can be installed and protected. Agents are needed to finance this operation and, in return, distribute the resultant goods. There's also a slight issue with minotaurs...

ID: 1675^68
Minotaurs are strong and stubborn, but not especially crafty. Your agents' use of elementals to block off a clear section of the ancient mine has provided a foothold for trade in this inhospitable stretch of land. The elves are happy to buy as much marble as their operation is able to provide.

ID: 1675^69
Your agents were unable to defend the mining operation to their satisfaction, causing them to pull out of the deal. They must return to the elves empty-handed for now.

ID: 1676^56
I'll Drink to That!

ID: 1676^57
The spirits in the Plane of Shadow have been acting more aggressive than normal. Something has them scared. Xol Xorn is looking for someone to deal with them. By "deal with," they mean "kill them again."

ID: 1676^68
Xol Xorn is pleased with the outcome. The spirits have been beaten back. Your agents discovered that an adept necromancer decided that messing with the spirits here was a good idea.

ID: 1676^69
The spirits where emboldened by some unknown force. Your agents were of no match for their strength.

ID: 1677^56
Can I Pet the Puppy?

ID: 1677^57
Emli Widgetton is looking for a person of low profile to pilfer some reagents from within Bloodmoon Keep. Seems like an easy enough job for those skilled in the arts of stealth.

ID: 1677^68
A hoard of wereorcs stood between your agents and the reagents. But they were able to finish the job without being detected.

ID: 1677^69
The wereorcs picked up the scent of your agents and chased them out of the keep.

ID: 1678^56
Heed the Call to Arms

ID: 1678^57
There is an opportunity to stop Meldrath from using his mechanized gadgets from wreaking any more havoc on the local Brownie populations. A group of dedicated guards would be an unexpected wrinkle in his plans.

ID: 1678^68
Meldrath's plans thwarted, the brownies liberated, a peace falls over the fortress, but for how long?

ID: 1678^69
The clockworks victorious, the brownies remain helpless.

ID: 1679^56
Blessed Weed Killer

ID: 1679^57
Few are foolish enough to adventure into Bloodmoon Keep, but a worrying new vine-like vegetation threatens to slither into surrounding lands. The evil miasma of the tendrils has caught the attention of nearby clerics of Tunare. They think they can destroy the plants by sprinkling them with blessed water, but they'll need to create it by the barrel-full to handle every vine.

ID: 1679^68
With the helping hand of your agents, the clerics split into teams and began exterminating the plants. The vines curled and shrank when the blessed water touched them, and their dark miasma has been held at bay in Bloodmoon Keep.

ID: 1679^69
It was simply too difficult to bless enough water to handle the large swath of vines creeping forward. Your agents did their best to help, but it was like splashing a cup of water onto a raging inferno. The vines continue spreading into surrounding lands while the clerics scramble to regroup and try again.

ID: 1680^56
A Bone to Pick

ID: 1680^57
A necromantic ritual has gone wrong. A haphazardly created abomination threatens to consume everything in its wake and needs to be stopped. The necromancers responsible require fresh components to fix their mess. Someone familiar with the cursed creatures of Mayong Mistmoore that wander the area might be able to find suitable reagents.

ID: 1680^68
The sheepish necromancers accepted the materials your agents harvested and redid their ritual. The uncontrollable abomination is now a controllable one. It will still destroy things, but at least it will destroy the intended things.

ID: 1680^69
It took too long to collect the bones needed. Back at the ritual circle, the necromancers were disemboweled, unable to control their creation. The abomination is nowhere to be found and is likely destroying things it wasn't meant to.

ID: 1681^56
But Taaaarrrrlll

ID: 1681^57
Tarl Punox has had a huge increase of trinkets being delivered to him by adventurers. He is in need of a scholar to verify if the trinkets are of any extra value.

ID: 1681^68
Tarl thanked your agents for the spot-on appraisals they gave him. The trinkets appraised were sold for several more sacks of platinum than anticipated!

ID: 1681^69
Tarl was not pleased with the appraisals. Apparently, he just sold a trinket that was worth millions, which is not the price point your agents gave him.

ID: 1682^56
A Touch of Valor

ID: 1682^57
The rebel gnomes of Fortress Mechanotus are losing their will to continue the fight against Meldrath. Convincing Plink Squichbolt and her brownies to join the war effort would do much to increase morale.

ID: 1682^68
Plink Squichbolt and her brownies infiltrated the fortress and defeated many enemies, including an enhanced steamsuit. Many rebel gnomes were seen with high spirits as they helped the brownies carry out pieces of the steamsuit, hoping to use the plunder to advance their cause.

ID: 1682^69
Efforts to rally the brownies failed, and disappointment can be felt throughout the region.

ID: 1683^56
Information Migration

ID: 1683^57
Ak'Anon's Library Mechanamagica is legendary for its unique research and resources. The Keepers of the Art are seeking access to this information but don't wish to appear too eager. The right agents could broker a deal that will work for both sides.

ID: 1683^68
Your agents were able to strike a balance between decorum and demands, thus letting both arcane groups benefit from the exchange of information.

ID: 1683^69
Several gnomes in a room will often result in explosions anyway, and adding the elves just made for a more volatile mixture. Everyone survived, but no one is eager to strike a deal any time soon.

ID: 1684^56
Buried Library

ID: 1684^57
Hidden away deep underground, through twisting tunnels and dark caverns, is a bygone library built by Mayong Mistmoore. Here, his subjects performed various experiments relating to vampirism. The cavern was lost after tunnels caved in over time, but the knowledge that could be gained by locating this library would be monumental.

ID: 1684^68
Equipped with the right gear and know-how, spelunking through the complex underground tunnels wasn't impossible. Finally, a dark hallway led to a grand, open cavern full of bookshelves and tables that clearly hadn't been touched recently. Recovering these lost books illuminated a wealth of once unknown information about vampires.

ID: 1684^69
Without being able to see the sun, it's difficult to tell how long one has been stuck in the tunnels. Hours stretch into days and after finding nothing except stone and dust, your agents decide to follow their tracks back to the surface.

ID: 1685^56
Tired Eyes

ID: 1685^57
Corporal Lancot is suspicious that guard Freklin may be sleeping on the job again. He's asked that someone go check on him to make sure he is still doing his job!

ID: 1685^68
Your agents found guard Freklin resting against a tree and decided to scare him straight by waking him up in the middle of a fight. During this time, bandits actually did try to rob travelers, and accidentally stumbled upon your agents. The bandits where left tied to a tree for the authorities to find.

ID: 1685^69
As your agents approached the sleeping guard, screams were heard coming from the road. Unfortunately, the threat was missed and many lives were lost.

ID: 1686^56
I'll Take My Gains and Go

ID: 1686^57
Thach Jerden is looking to unload a collection of worthless armor he has collected through the years. A group of scrappers have confronted him about buying the scrap but something doesn't seem right with one of them. He would like them to be investigated to make sure their books aren't cooked.

ID: 1686^68
After your agents stole the ledger, they discovered that the scrapper in question has been using fraudulent accounting tactics to steal from others. The criminal was reported to the proper authorities and Thach Jerden avoided a costly mistake.

ID: 1686^69
The scrapper in question was able to protect their books from your agents. Thatch took a risk and lost thousands in platinum.

ID: 1687^56
Weaving a Tale

ID: 1687^57
A seamstress on the Plane of Air is weaving a magnificent tapestry depicting the great triumphs of Norrath. She has expertly portrayed heroes prevailing over evil and woven their achievements into the annals of history. The only problem is that she has run out of the pigment she uses to dye her threads. The seamstress needs someone with an eye for beauty to craft new, vivid pigments for her art.

ID: 1687^68
The seamstress was in awe at the veritable rainbow of dyes your agents produced. Some pigments are in hues and shades she had never seen before. The resulting beauty and craftsmanship of her tapestry are beyond compare. The triumphs of Norrath have been captured eternally in her threads.

ID: 1687^69
Crafting dyes up to the seamstress' standards was much harder than it seemed. She is disappointed in the dull hues she receives and refuses to use them in her work. Artisans with a better eye for aesthetics might be able to help.

ID: 1688^56
Feeling Off Color

ID: 1688^57
A party of adventurers in Qeynos Hills have contracted a severe illness after a battle against the undead. They were on their way to stop a coven of necromancers from laying a powerful curse over the area but are worried they now won't make it in time. The group's cleric can cure their ailment by making a salve out of Glowlight fungi, if only enough can be collected in time.

ID: 1688^68
Thanks to your agents the cleric had ample Glowlight fungi to make a salve for their entire party. Once administered it quickly brought down the adventurers' fevers. The salve had the unintended consequence of making the adventurers glow like beacons for a couple of hours, but at least the bright light kept undead at bay.

ID: 1688^69
Your agents were unable to locate the cave of Glowlight fungi, so the cleric tried using Redwort mushrooms instead. The adventurers broke out in itchy, blistering bumps and became even less able to travel than before. The necromancers, uninterrupted by pesky heroes, were able to complete their ritual with ease.

ID: 1689^56
Moon Gazing

ID: 1689^57
A scroll has been found that talks about a library in Faygannen, Temple of the Vines. This library is said to contain detailed scrolls on inner peace. An envoy sent to treat with the Wereorcs within might gain access to the ancient library.

ID: 1689^68
The Wereorcs were confused and impressed by your agent's daring. They let them wander the keep for the day and keep any scrolls they found.

ID: 1689^69
The Wereorcs were not impressed with your agent's attempts at tact and burned the library to prevent further interest.

ID: 1690^56
Short Factor Five

ID: 1690^57
Meldrath the Malignant is a constant threat to order in Faydwer. He also takes himself far too seriously. Ak'Anon Strike Force V is an important check on Meldrath's power, so it is of utmost importance that they are kept supplied so that they can provide maximum annoyance to keep Meldrath's ego in check. A team skilled in stealth and, when that fails, combat is needed.

ID: 1690^68
Your agents have successfully navigated the complex battlefield surrounding Fortress Mechanotus, providing much needed supplies to the strike force and allowing them to continue disrupting Meldrath's plans... for now.

ID: 1690^69
Battlefields are, as it turns out, difficult places to conduct transactions. Your agents have been unable to provide enough supplies to the strike force to keep them relevant, thus endangering the balance of power on Faydwer.

ID: 1691^56
The Xegony Hawk

ID: 1691^57
A group of adventurers are plundering Eryslai, the Kingdom of Wind. However, they cannot get through the high winds that threaten their approach. They are asking for a group of champions to block the wind and allow them to pass. Your agents will have to be good enough for them.

ID: 1691^68
After listening to the adventurers complain that there wasn't enough "muscle" to protect them. The group still moved forward and made it to safety. Your agents enjoyed a smug feeling of superiority over the fact that they could prove these adventurers wrong.

ID: 1691^69
Your agents were no match for the gale force winds that protected the way into the Kingdom of Wind.

ID: 1692^56
Quest Name!

ID: 1692^57
Fizzlethorpe Bristlebane wishes to send a message from within Castle Mischief. Due to the utmost importance of this message, only the best spies will be allowed to carry it. They will have to prove they are up to the task by first breaking into the castle itself.

ID: 1692^68
Your agents successfully retrieved the missive, despite the numerous and bizarre traps spread throughout Castle Mischief. However, curiosity got the better of them and they took a peak inside. Turns out the missive was just a picture of Bristlebane laughing with the words "Got you!"

ID: 1692^69
Your agents were not able to sneak past the numerous traps within Castle Mischief. They were captured and tied up, forced to listen to Fizzlethorpe's poetry.

ID: 1693^56
Nimble Fingers and Silver Thimbles

ID: 1693^57
An exodus of refugees has arrived in Felwithe after their village was raided by orcs. Their temporary camp is cold and joyless. Trina Winzer, an accomplished tailor, has taken note of their poor conditions and plans to sew together clothes and blankets to distribute at the camp and raise the refugees' spirits. This is a tall order, and one she can't finish by herself.

ID: 1693^68
Many basting, buttonhole, and backstitches later, Trina and your agents created new tunics, slacks, and blankets for every person at camp. While getting themselves back on their feet, the refugees can now rest easily and comfortably in their temporary shelter.

ID: 1693^69
Clumsy hands led to clumsy stitches. Some tunics have holes in the armpits, blankets have frayed edges, and pants have been sewn with one leg longer than the other. Giving these items to the refugees would just be adding insult to injury. Trina wonders if she can find someone more familiar with fashion to help her.

ID: 1694^56
Troubled Waters

ID: 1694^57
A trade caravan travelling past Bloodmoon Keep was beset upon by a pack of starving worg. The caravan carried vital supplies for a nearby fishing village but, much to their dismay, nothing was left in the wreckage. The townspeople are in desperate need of help gathering enough jute to spin the twine and rope they need for fishing line and nets.

ID: 1694^68
Thanks to the efforts of your agents the harvest was a rousing success and the residents of the fishing village have enough supplies to last them until the next trade caravan comes.

ID: 1694^69
Foraging did not go as planned; the plants were scarce, and the townsfolk only had enough jute for a few nets and fishing lines. They have only enough supplies to survive the season and will be scant on coin for any future merchant caravans.

ID: 1695^56
Survival of the Fittest

ID: 1695^57
The Millers are looking for help in getting Holly Windstalker to leave their tanning business in peace. They need a top negotiator to settle their grievances and bring peace to the hills.

ID: 1695^68
The Millers and Holly Windstalker have come to a tentative agreement for now. The truce is a bit shaky, but an agreement has been made.

ID: 1695^69
Negotiations between the Millers and Holly Windstalker failed, and now natural selection will show who the survivor is.

ID: 1696^56
What We Did in the Shadows

ID: 1696^57
Though the Shadowmane are fierce enemies of the Bloodmoon Orcs, this does not make them the friends of the Fangbreakers. Establishing a financial incentive with the Fangbreakers to continue to fight both the Bloodmoon Orcs and the Shadowmane will help keep all three factions from dominating the others.

ID: 1696^68
A simple offer to purchase Shadowmane pelts, valuable for their insulating properties, has diverted the attention of the Fangbreakers just enough to ensure continued balance in the area. It isn't peace, but it might be the next best thing.

ID: 1696^69
The offers your agents put forward were all rejected. It appears that the Fangbreakers are too focused on revenge to allow them to be swayed by currency. Perhaps next time your agents can find something they prefer.

ID: 1697^56
Rod, Set, Knife!

ID: 1697^57
Neelo Leafwind was able to gain access to Sul Vius from the Plane of Health. However they were confronted at the entrance by a collection of Rodcet Nife's golems. They will have to be destroyed to continue inside.

ID: 1697^68
The golems put up a fight, but were ultimately defeated by your agents. There is nothing holding back Neelo from getting inside Sul Vius now!

ID: 1697^69
The golems stand firm as your agents cannot get a scratch on them. Looks like Neelo may want to look elsewhere for help to get inside.

ID: 1698^56
Jiggle the Handle

ID: 1698^57
Gurtrude the Spymaster needs to steal some plans from Fortress Mechanotus. These plans are hidden deep within the fortress and contain specifications to shut down some of Meldrath The Malignant's mechanized creations without creating a stir.

ID: 1698^68
The plans were easy for your agents to pilfer. Once they handed them off to Gertrude the Spymaster she was able to shut down much of the mechanized hoard before it could grow bigger. The reduction in Meldrath's army was a boon to all of Norrath.

ID: 1698^69
Your agents were caught while trying to steal the plans. Gertrude will need to find another way to recover the plans or the war front may soon be overrun.

ID: 1699^56
The Wind of Change

ID: 1699^57
After an unexpected raid by a band of Crushbone orcs, a group of wood elves returned to find their farmlands trampled and buildings razed. Ethlar Fernhollow was previously in charge of maintaining an array of windmills vital in grinding grain to supply their city with flour. His windmills have been totaled and Ethlar needs help rebuilding them.

ID: 1699^68
The rebuilding effort was a success. All of Ethlar's windmills have been reconstructed and are churning out flour once again. The wood elves are grateful for the help your agents provided in restoring the channel between the grain they grow and the bread on their tables.

ID: 1699^69
Misunderstanding how windmills work, the new buildings were built with blades positioned flatly against the wind rather than angled. Unable to catch a breeze, the windmills are still unable to operate their millstones and grind down grain. Perhaps someone with a finer understanding of wind could craft better machines

ID: 1700^56
The Rumored Remedy

ID: 1700^57
The Fangbreakers have noticed a spike in werewolf sightings around Bloodmoon Keep. As more adventurers go missing, they decide to investigate a rumor about a potion that can stave off the curse of lycanthropy. The ingredients are complex and the Fangbreakers can't gather enough to brew the potion on their own. They need powerful help to find what they need.

ID: 1700^68
The ingredients are dumped into a cauldron and stirred until the liquid turns a glittering, gold color. The result looks promising, and the Fangbreakers are grateful for the help of your agents in harvesting the needed reagents.

ID: 1700^69
Even with the combined strength of your agents and the Fangbreakers, some ingredients were simply too difficult to procure. The Fangbreakers immediately begin to discuss if there are stronger heroes who can help them with their problem.

ID: 1701^56
To Taste Fear

ID: 1701^57
A powerful corrupted Akhevan has been summoning followers of Fear and is planning on convening in the Plane of Shadow. They hope to find a way to bring Cazic-Thule back into the realm. A strong and tranquil negotiator is needed to dissuade either the Akhevan or the Denizens of Fear.

ID: 1701^68
The Denizens of Fear were confused by the captivating negotiator and have agreed to not waste a chance at bringing Cazic Thule back. They will return home and continue to seek his guidance.

ID: 1701^69
The Denizens of Fear lashed out at the negotiator and started the ritual early. But only a tendril of Fear filled the area before the summoning collapsed. Though the ritual failed, the corrupted Akhevan continue to work at figuring out how to make the summoning more powerful.

ID: 1702^56
We're All Happy Here

ID: 1702^57
The denizens of Mischief are throwing an expansive gala for the one and only Fizzlethorpe Bristlebane, with dozens of Norrath's elite invited. But they may need some help producing a list of eclectic gifts and dishes that befit the God of Mischief. No one wants to find out what happens if this goes wrong...

ID: 1702^68
Your agents outdid themselves, securing rare and unique dishes from across Norrath and beyond. Everyone is pleased and relieved that the banquet was a success.

ID: 1702^69
The list of necessary items was long, confusing, and full of difficulty, and though your agents worked diligently, they were unable to fulfill all of the requests. If nothing else, the tantrum was memorable.

ID: 1703^56
Recruit Enynti

ID: 1703^57
While it can be difficult to get close to Castle Mistmoore, an important asset can be found in Mistmoore's agent Enynti, if she can be influenced.

ID: 1703^68
Enynti has been influenced to join your cause. For a price, of course.

ID: 1703^69
Enynti's gargoyles have blocked the path, and she won't hear.

ID: 1704^56
Recruit Founy Jestands

ID: 1704^57
Small in stature and swift in action, the Dwarven rogue guildmaster Founy Jestands may be able to be influenced... That is, with a little coin.

ID: 1704^68
A little influence can sneak in anywhere, even in a Rogue Guildmaster's mind.

ID: 1704^69
Founy could not be swayed, and looks a little nervous.

ID: 1705^56
Recruit General Jyleel

ID: 1705^57
The Paladins of Tunare are some of the most steadfast of Norrath. With faith and perseverance, and the touch of Tunare, the Mother of All, General Jyleel of the Koada'Vie could be swayed.

ID: 1705^68
General Jyleel's heart has stirred and has found his calling.

ID: 1705^69
General Jyleel was too preoccupied with local needs.

ID: 1706^56
Recruit Juline Urncaller

ID: 1706^57
Deep in the heart of Ak'Anon, Juline Urncaller is a mistress of persuasion and enchantment, but perhaps she can be persuaded one way or another.

ID: 1706^68
Even Juline Urncaller can be lulled towards another path.

ID: 1706^69
Juline Urncaller's mind was too strong and she could not be swayed.

ID: 1707^56
Recruit Maesyn Trueshot

ID: 1707^57
One of the finest trackers in Faydwer is the commander of the Faydark's Champions, Maesyn Trueshot. If you need someone as a guide, he's your elf.

ID: 1707^68
Maesyn Trueshot can track a path, wherever it may lead.

ID: 1707^69
Maesyn Trueshot's path is another.

ID: 1708^56
Recruit Niola Impholder

ID: 1708^57
Magicians are masters of the elements, manipulating air, earth, water and fire to their will. In Felwithe, the Keepers of the Art train their magicians in mastering each element. Perhaps the guildmaster Niola Impholder's will can also be manipulated.

ID: 1708^68
Niola and the elements are perceptive towards new directions.

ID: 1708^69
Niola Impholder is set in her ways.

ID: 1709^56
Recruit Nitalla

ID: 1709^57
Deep in the Lesser Faydark, the young faerie Nitalla has been fighting corruption of wayward souls for years. With work, she could be nudged towards a cause.

ID: 1709^68
Nitalla can lend her assistance where asked.

ID: 1709^69
Nitalla is too preoccupied with the Lesser Faydark's troubles.

ID: 1710^56
Recruit Sister Daria

ID: 1710^57
The sisters and brothers at Camp Valor are steadfast protectors, even in the face of the curse of the Hills of Shade. Sister Daria may be swayed to assist where needed.

ID: 1710^68
Sister Daria is ready to fight for any cause.

ID: 1710^69
Sister Daria maintains the foothold at Camp Valor and cannot leave her post.

ID: 1711^56
Recruit Sylia Windlehands

ID: 1711^57
High atop the trees of Kelethin, the bard guildmaster Sylia Windlehands can be heard sharing her alto voice or a little ditty on her lute. It's possible she could have some musical direction.

ID: 1711^68
Sylia Windlehands is ready to sing a new song.

ID: 1711^69
Sylia Windlehands insists on keeping her own beat.

ID: 1712^56
Recruit Tobon Starpyre

ID: 1712^57
The wizards of Ak'Anon are masters of machines and magic, finding ways to interweave their power. The guildmaster Tobon Starpyre is one of the best, and he could be of use.

ID: 1712^68
Tobon Starpyre is receptive to lending a hand.

ID: 1712^69
Tobon Starpyre is too preoccupied with new wizards to assist.

ID: 1713^56
Recruit Xicotl

ID: 1713^57
One of Mistmoore's chosen guards, Xicotl makes his rounds through Castle Mistmoore, dedicated to his master. His strength would be of great use if he could be persuaded to assist.

ID: 1713^68
Xicotl is willing to lend his blade as needed.

ID: 1713^69
Xicotl remains at his post in the spa.

ID: 1714^56
Recruit Yeolarn Bronzeleaf

ID: 1714^57
The Mother of All has many devout priests, and few more devout than Yeolarn Bronzeleaf of Felwithe's Clerics of Tunare. Someone of such powerful faith can be of use.

ID: 1714^68
Tunare's faithful Yeolarn Bronzeleaf has opened his heart to where he may be needed.

ID: 1714^69
Yeolarn Bronzeleaf has duties to attend to for the Clerics of Tunare, and cannot take the time out to help.

ID: 1715^56
Recruit Enynti

ID: 1715^57
While it can be difficult to get close to Castle Mistmoore, an important asset can be found in Mistmoore's agent Enynti, if she can be influenced.

ID: 1715^68
Enynti has been influenced to join your cause. For a price, of course.

ID: 1715^69
Enynti's gargoyles have blocked the path, and she won't hear.

ID: 1716^56
Recruit Founy Jestands

ID: 1716^57
Small in stature and swift in action, the Dwarven rogue guildmaster Founy Jestands may be able to be influenced... That is, with a little coin.

ID: 1716^68
A little influence can sneak in anywhere, even in a Rogue Guildmaster's mind.

ID: 1716^69
Founy could not be swayed, and looks a little nervous.

ID: 1717^56
Recruit General Jyleel

ID: 1717^57
The Paladins of Tunare are some of the most steadfast of Norrath. With faith and perseverance, and the touch of Tunare, the Mother of All, General Jyleel of the Koada'Vie could be swayed.

ID: 1717^68
General Jyleel's heart has stirred and has found his calling.

ID: 1717^69
General Jyleel was too preoccupied with local needs.

ID: 1718^56
Recruit Juline Urncaller

ID: 1718^57
Deep in the heart of Ak'Anon, Juline Urncaller is a mistress of persuasion and enchantment, but perhaps she can be persuaded one way or another.

ID: 1718^68
Even Juline Urncaller can be lulled towards another path.

ID: 1718^69
Juline Urncaller's mind was too strong and she could not be swayed.

ID: 1719^56
Recruit Maesyn Trueshot

ID: 1719^57
One of the finest trackers in Faydwer is the commander of the Faydark's Champions, Maesyn Trueshot. If you need someone as a guide, he's your elf.

ID: 1719^68
Maesyn Trueshot can track a path, wherever it may lead.

ID: 1719^69
Maesyn Trueshot's path is another.

ID: 1720^56
Recruit Niola Impholder

ID: 1720^57
Magicians are masters of the elements, manipulating air, earth, water and fire to their will. In Felwithe, the Keepers of the Art train their magicians in mastering each element. Perhaps the guildmaster Niola Impholder's will can also be manipulated.

ID: 1720^68
Niola and the elements are perceptive towards new directions.

ID: 1720^69
Niola Impholder is set in her ways.

ID: 1721^56
Recruit Nitalla

ID: 1721^57
Deep in the Lesser Faydark, the young faerie Nitalla has been fighting corruption of wayward souls for years. With work, she could be nudged towards a cause.

ID: 1721^68
Nitalla can lend her assistance where asked.

ID: 1721^69
Nitalla is too preoccupied with the Lesser Faydark's troubles.

ID: 1722^56
Recruit Sister Daria

ID: 1722^57
The sisters and brothers at Camp Valor are steadfast protectors, even in the face of the curse of the Hills of Shade. Sister Daria may be swayed to assist where needed.

ID: 1722^68
Sister Daria is ready to fight for any cause.

ID: 1722^69
Sister Daria maintains the foothold at Camp Valor and cannot leave her post.

ID: 1723^56
Recruit Sylia Windlehands

ID: 1723^57
High atop the trees of Kelethin, the bard guildmaster Sylia Windlehands can be heard sharing her alto voice or a little ditty on her lute. It's possible she could have some musical direction.

ID: 1723^68
Sylia Windlehands is ready to sing a new song.

ID: 1723^69
Sylia Windlehands insists on keeping her own beat.

ID: 1724^56
Recruit Tobon Starpyre

ID: 1724^57
The wizards of Ak'Anon are masters of machines and magic, finding ways to interweave their power. The guildmaster Tobon Starpyre is one of the best, and he could be of use.

ID: 1724^68
Tobon Starpyre is receptive to lending a hand.

ID: 1724^69
Tobon Starpyre is too preoccupied with new wizards to assist.

ID: 1725^56
Recruit Xicotl

ID: 1725^57
One of Mistmoore's chosen guards, Xicotl makes his rounds through Castle Mistmoore, dedicated to his master. His strength would be of great use if he could be persuaded to assist.

ID: 1725^68
Xicotl is willing to lend his blade as needed.

ID: 1725^69
Xicotl remains at his post in the spa.

ID: 1726^56
Recruit Yeolarn Bronzeleaf

ID: 1726^57
The Mother of All has many devout priests, and few more devout than Yeolarn Bronzeleaf of Felwithe's Clerics of Tunare. Someone of such powerful faith can be of use.

ID: 1726^68
Tunare's faithful Yeolarn Bronzeleaf has opened his heart to where he may be needed.

ID: 1726^69
Yeolarn Bronzeleaf has duties to attend to for the Clerics of Tunare, and cannot take the time out to help.

ID: 1727^56
Recruit Avatar of Bristlebane

ID: 1727^57
With the Chaos of Mischief, it's difficult to say whether the Avatar of the god of mischief can be swayed to assist any cause, but he would be a great asset.

ID: 1727^68
The avatar of Bristlebane lets the whispers of coercion join the randomness of his other thoughts, and is now susceptible to persuasion.

ID: 1727^69
The god can't direct the mischief if someone else is in control.

ID: 1728^56
Recruit Avatar of Xegony

ID: 1728^57
Within Eryslai the Kingdom of Wind, the avatar of Air would be quite the catch and immensely useful if she can be swayed. The power of wind is not a force to be trifled with.

ID: 1728^68
A whisper of air, a breath of coercion, and the avatar of the god is now under control.

ID: 1728^69
On the wind, the suggestion disappears into the flowing current, lost.

ID: 1729^56
Recruit Enynti

ID: 1729^57
While it can be difficult to get close to Castle Mistmoore, an important asset can be found in Mistmoore's agent Enynti, if she can be influenced.

ID: 1729^68
Enynti has been influenced to join your cause. For a price, of course.

ID: 1729^69
Enynti's gargoyles have blocked the path, and she won't hear.

ID: 1730^56
Recruit Founy Jestands

ID: 1730^57
Small in stature and swift in action, the Dwarven rogue guildmaster Founy Jestands may be able to be influenced... That is, with a little coin.

ID: 1730^68
A little influence can sneak in anywhere, even in a Rogue Guildmaster's mind.

ID: 1730^69
Founy could not be swayed, and looks a little nervous.

ID: 1731^56
Recruit General Jyleel

ID: 1731^57
The Paladins of Tunare are some of the most steadfast of Norrath. With faith and perseverance, and the touch of Tunare, the Mother of All, General Jyleel of the Koada'Vie could be swayed.

ID: 1731^68
General Jyleel's heart has stirred and has found his calling.

ID: 1731^69
General Jyleel was too preoccupied with local needs.

ID: 1732^56
Recruit Juline Urncaller

ID: 1732^57
Deep in the heart of Ak'Anon, Juline Urncaller is a mistress of persuasion and enchantment, but perhaps she can be persuaded one way or another.

ID: 1732^68
Even Juline Urncaller can be lulled towards another path.

ID: 1732^69
Juline Urncaller's mind was too strong and she could not be swayed.

ID: 1733^56
Recruit Maesyn Trueshot

ID: 1733^57
One of the finest trackers in Faydwer is the commander of the Faydark's Champions, Maesyn Trueshot. If you need someone as a guide, he's your elf.

ID: 1733^68
Maesyn Trueshot can track a path, wherever it may lead.

ID: 1733^69
Maesyn Trueshot's path is another.

ID: 1734^56
Recruit Niola Impholder

ID: 1734^57
Magicians are masters of the elements, manipulating air, earth, water and fire to their will. In Felwithe, the Keepers of the Art train their magicians in mastering each element. Perhaps the guildmaster Niola Impholder's will can also be manipulated.

ID: 1734^68
Niola and the elements are perceptive towards new directions.

ID: 1734^69
Niola Impholder is set in her ways.

ID: 1735^56
Recruit Nitalla

ID: 1735^57
Deep in the Lesser Faydark, the young faerie Nitalla has been fighting corruption of wayward souls for years. With work, she could be nudged towards a cause.

ID: 1735^68
Nitalla can lend her assistance where asked.

ID: 1735^69
Nitalla is too preoccupied with the Lesser Faydark's troubles.

ID: 1736^56
Recruit Sister Daria

ID: 1736^57
The sisters and brothers at Camp Valor are steadfast protectors, even in the face of the curse of the Hills of Shade. Sister Daria may be swayed to assist where needed.

ID: 1736^68
Sister Daria is ready to fight for any cause.

ID: 1736^69
Sister Daria maintains the foothold at Camp Valor and cannot leave her post.

ID: 1737^56
Recruit Sylia Windlehands

ID: 1737^57
High atop the trees of Kelethin, the bard guildmaster Sylia Windlehands can be heard sharing her alto voice or a little ditty on her lute. It's possible she could have some musical direction.

ID: 1737^68
Sylia Windlehands is ready to sing a new song.

ID: 1737^69
Sylia Windlehands insists on keeping her own beat.

ID: 1738^56
Recruit Tobon Starpyre

ID: 1738^57
The wizards of Ak'Anon are masters of machines and magic, finding ways to interweave their power. The guildmaster Tobon Starpyre is one of the best, and he could be of use.

ID: 1738^68
Tobon Starpyre is receptive to lending a hand.

ID: 1738^69
Tobon Starpyre is too preoccupied with new wizards to assist.

ID: 1739^56
Recruit Xicotl

ID: 1739^57
One of Mistmoore's chosen guards, Xicotl makes his rounds through Castle Mistmoore, dedicated to his master. His strength would be of great use if he could be persuaded to assist.

ID: 1739^68
Xicotl is willing to lend his blade as needed.

ID: 1739^69
Xicotl remains at his post in the spa.

ID: 1740^56
Recruit Yeolarn Bronzeleaf

ID: 1740^57
The Mother of All has many devout priests, and few more devout than Yeolarn Bronzeleaf of Felwithe's Clerics of Tunare. Someone of such powerful faith can be of use.

ID: 1740^68
Tunare's faithful Yeolarn Bronzeleaf has opened his heart to where he may be needed.

ID: 1740^69
Yeolarn Bronzeleaf has duties to attend to for the Clerics of Tunare, and cannot take the time out to help.

ID: 1741^56
Recruit Avatar of Bristlebane

ID: 1741^57
With the Chaos of Mischief, it's difficult to say whether the Avatar of the god of mischief can be swayed to assist any cause, but he would be a great asset.

ID: 1741^68
The avatar of Bristlebane lets the whispers of coercion join the randomness of his other thoughts, and is now susceptible to persuasion.

ID: 1741^69
The god can't direct the mischief if someone else is in control.

ID: 1742^56
Recruit Avatar of Xegony

ID: 1742^57
Within Eryslai the Kingdom of Wind, the avatar of Air would be quite the catch and immensely useful if she can be swayed. The power of wind is not a force to be trifled with.

ID: 1742^68
A whisper of air, a breath of coercion, and the avatar of the god is now under control.

ID: 1742^69
On the wind, the suggestion disappears into the flowing current, lost.

ID: 59628^6
Pinpoints the deficiencies of your target, decreasing their chance to evade attacks by #1% while increasing the damage they take from *$4+S attacks by #4%, *$7+S attacks by #7%, and adds #2 damage to all melee attacks to their back for %z.

ID: 59629^6
Pinpoints the deficiencies of your target, decreasing their chance to evade attacks by #1% while increasing the damage they take from *$4+S attacks by #4%, *$7+S attacks by #7%, and adds #2 damage to all melee attacks to their back for %z.

ID: 59630^6
Pinpoints the deficiencies of your target, decreasing their chance to evade attacks by #1% while increasing the damage they take from *$4+S attacks by #4%, *$7+S attacks by #7%, and adds #2 damage to all melee attacks to their back for %z.

ID: 82697^44
Honed Axe Components

ID: 82698^44
Polished Axe Components

ID: 82699^44
Masterwork Axe Components