The world of Atruna is a vast, dangerous, and largely unexplored place. To aid the itinerant mage, I have undergone the task of compiling...
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1.0 Introduction and TOC
You're reading it!
To jump to a particular section of the Almanac, use the numbered code.
2.0 Lay of the Land
2.1 Locations in Kandoria
2.2 Locations in Costaluna (Forthcoming)
2.3 Locations in Gorivir (Forthcoming)
3.0 Denizens of the Realm
3.1 Denizens of Kandoria
3.11 Merchants
3.12 Residents of Filigar
3.13 Residents of Kandor
3.14 Those Who Fight
3.15 The Magically Inclined
3.16 Other Ordinary Folk
3.2 Denizens of Costaluna
3.3 Denizens of Gorivir
3.4 Mysterious People...
5.0 Wild Encounters
5.1 Encounters of Kandoria
5.11 Animals of Kandoria
5.12 Magical Creatures of Kandoria
5.13 Human Encounters of Kandoria
5.2 Encounters of Costaluna
5.3 Encounters of Gorivir
5.4 Legendary Beasts
6.0 Help Wanted
Outstanding Area Quests, previously claimed Party Quests, and obstacles.
For a constantly updating map of the entire world, please reference the Cartographer's Keep.
The coordinate system uses Broadgate Meadow, the starting area, as its center point.
Positive x-values flow south. Positive y-values flow east.
2.1 Locations in Kandoria
Kandoria is the region to the northeast of Atruna, and also the starting location for new players. The province's main geographical feature is the Pol River, which runs southward down the center of the region. There is a small forest to the northwest and a large, sprawling jungle to the southeast, each located near urban centers of comparable size. Rocky mountains rise to the southwest. The region is dotted here and there with murky bogs.
[-1, 1] Cayman Lookout
A lookout on the other kingdoms to the north, where magic isn't so advanced.
There is an exit south to Pol River Bank.
[0,0] Broadgate Meadow
The entryway to the world of Atruna, Broadgate Meadow is a peaceful area.
There are exits east to Pol River Bank and south to Filigar.
[0,1] Pol River Bank
The Pol River runs south from where you stand. It is quaint, and seems like there might be all forms of wildlife hiding in the woods and muck.
Waylan Croakmoor likes to nap here.
There are exits north to Cayman Lookout, west to Broadgate Meadow, east to Pol River Mercenary Camp, and south to Pol River Cave.
[0,2] Pol River Mercenary Camp
A mercenary camp surrounded by a somewhat off-putting spiked fence. Everyone here seems wary of you, especially the leader, Derrick Kayle.
There are exits west to Pol River Bank and south to Mercenary Road.
[1,0] Filigar (Town)
While nothing more than a small village, it's the closest thing to real civilization within several miles of Broadgate. It has a rather nondescript tavern.
Filigar has town guardsmen on patrol.
There are exits north to Broadgate Meadow, east to Pol River Cave, and south to Pilgrim's Road.
[1,1] Pol River Cave
The Pol River comes to a large cave, then continues south over an intraversible cliff. Something about the cave frightens you, but those kind of places always have the best stuff. A few twists and turns into the cave's tunnels is a lever, which acts as an on-off switch for the overhead light sources.
There are exits north to Pol River Bank, west to Filigar (Town), and east to Mercenary Road.
[1,2] Mercenary Road
This road is frequented by mercenaries, which has rendered it intimidating, but actually quite safe.
There are exits north to Pol River Mercenary Camp, west to Pol River Cave, east to Kilkren Way, and south to Darkwood Glade.
[1,3] Kilkren Way
A spooky trail leads off the main road. You get the feeling you're being watched.
There are exits west to Mercenary Road and east to Mirna's Shack.
[1,4] Mirna's Shack
At the end of Kilkren Way lies a shack. Inside, Mirna the Enchantress sits with her books, meditating on incantations.
There is an exit west to Kilkren Way.
[2,-1] Milia Springs
The Milia Hot Springs are an attraction to many. While Filigar is the closest town, people come from great distances to enjoy the warm baths. Its proprietor is Matrin Bol.
The vampire Sepulvera spends almost all his time here.
There are exits west to ??? and east to Pilgrim's Road.
The way west is blocked by a shimmering, rainbow-colored wall of mist.
[2,0] Pilgrim's Road
Pilgrim's Road is a quaint, peaceful, and busy street. Merchants must conduct their business inside walls, but many performers still use this road to perform for tips.
There are exits north to Filigar (Town), west to Milia Springs, and south to Ashburn Path.
[2,2] Darkwood Glade
This somewhat open glade serves as an entryway to the Darkwood Jungle. All sorts of creepies and crawlies are known to hang out here, animals and otherwise.
There are exits north to Mercenary Road and south to Darkwood Jungle.
[3,0] Ashburn Path
Ashburn Path's northermost point is normal cobblestone road, but as one proceeds southward on it, the path quickly turns to dirt, then to ashes.
There are exits north to Pilgrim's Road, east to Phasion Road, and south to Scorchwind Camp.
[3,1] Phasion Road
This road has two distinct identities. To the west, it is ashen, and to the east, it is overgrown with life. In the center, a bridge passes over part of the Pol River.
Vurn, the Shepherd's farm is located here.
There are exits west to Ashburn Path and east to Darkwood Jungle.
[3,2] Darkwood Jungle
Making your way through this jungle is a difficult task. It is nearly impossible to see three inches in front of you, let alone follow a path. All kinds of unnerving sounds surround you.
There are exits north to Darkwood Glade, west to Phasion Road, and east to Darkwood Path.
[3,3] Darkwood Path
Darkwood Path serves as the main road out of the city of Kandor, and the unpleasantness of its atmosphere and denizens is part of what keeps Kandor so distant from the rest of Atruna.
There are exits west to Darkwood Jungle, east to Kandor (City), and south to Bleak Well.
[3,4] Kandor (City)
A city bustling with activity. Kandor is known partially for its wealthy inhabitants, and mostly for their corruption. It is governed by Lord Ventin Falar. There are many inns, including the Morning Moon.
There is an exit west to Darkwood Path.
[4,-1] Halnigh Rock
Part of the same formation as Mt. Angor, this rock spire is a source of adventure for those without the endurance to climb the mountain. It is rumored to house many treasures.
There is an exit east to Scorchwind Camp.
[4,0] Scorchwind Camp
This camp at the base of Mt. Angor is the most frequent place from which people attempt their ascents, and one of the first places to go should it erupt.
The south road is blocked by a magical wall of fire, which was put up by someone in a dark shroud.
There are exits north to Ashburn Way, west to Halnigh Rock, and south to ???.
[4,3] Bleak Well
Bleak Well serves as the main water source for Kandor's impoverished, which unfortunately means that the corruption in Kandor has spread to this outskirt as well. At the bottom of the well, a tunnel shoots off from the base. A pile of dead bodies lays there.
Sashran Sor and Galin Morrow suspect that the Kandor guards are using the well to hide the bodies of people they kill.
Zeke Quinto's band of thugs guards the road to the south.
There are exits north to Darkwood Path and south to ???.
Characters will be listed along with any information known about their inventory and their primary place of residence.
If a character's place of residence is not listed, assume he or she can be anywhere.
3.1 Denizens of Kandoria
3.11 Merchants
Caroline Harth: Human Merchant
The greatest wizard in Filigar, though that really isn’t saying much. She claims she can see the future, but what won’t she claim for a bit of gold.
Caroline sells magical items.
Flora the Salesgirl: Human Merchant
Flora is a salesgirl that many merchants hire to travel around, selling their goods. In addition to what they pay her, she makes a good amount in tips.
Flora sells magical items. She is not authorized to buy anything.
Matrin Bol: Human Merchant
The curator of the baths at Milia Springs. A nice, older gentleman. Matrin charges a fee of 10 gold to take a bath at the springs.
Narsha, the Reliable: Cat Merchant
This cat has been through many unsuccessful business ventures, but always seems to land on his feet. He sets up shop at Scorchwind Camp.
Narsha sells magical items.
Simon Bringreen: Human Merchant
The blacksmith of Kandor. He operates a shop in addition to his forge. Rumor has it he used to be an even greater fighter than his brother Xavier.
Simon sells high-quality iron shields and swords.
Ulric Sevensons: Human Merchant
Ulric operates the general store in Kandor, where all sorts of wares are sold, and the selection is often changing.
Xavier Bringreen: Human Merchant
The blacksmith of Filigar. He operates a shop in addition to his forge. Rumor has it he used to be a great fighter.
Xavier sells iron swords and shields, as well as boots.
3.12 Residents of Filigar
Damian Url: Human
A teenager just learning the ways of the wizard. He is modest, though, and does not claim to be any more proficient than he is.
David Keen: Human
A young child just learning his way in the world. He wants to be an adventurer someday.
Kurish the Mad: Cat
This cat is rambling to itself, clearly suffering from a serious mental disorder. It's not clear it has any idea who or where it is, let alone how to interact with others. It lives by an old well out behind back of town.
Patrick Keen: Human
David Keen’s father. He is a local farmer and doesn’t want his boy going off and getting himself killed when there’s too much work to be done on their farm as it is. His family heirloom is the Keen Dagger (+1 power).
Waylan Croakmoor: Human
A citizen of the town of Filigar, Waylan spends most of his time at the Pol River Bank hunting frogs.
3.13 Residents of Kandor
Master Alantir: Human
Head of the wizard's academy in Kandor, Alantir is the most accomplished spellcaster to the northeast of Atruna.
Allisandra Krivek: Human
This shaman oversees the gardens of Kandor, and teaches all its citizens in the ways of mana preservation and proper use of magical energies.
Amad Diverni: Human
A warrior who traveled from the distant south and has now made his home in Kandor. He became a servant to Lord Ventin and now serves as a consultant to the lord's guard.
Borrick the Summoner: Human
He leads a horde of warriors who work with bestial companions in order to serve justice, or whoever is willing to pay more than justice. He is a master tamer and summoner.
Carissa Valans: Human
Wife of Christoff Valans, a citizen of the city of Kandor. She is of the upper class, and got there through dubious means. A spellcaster, she was slain in her home by Simeom Abasaul in melee combat, who had come seeking revenge due to her attempts to have him killed.
Christoff Valans: Human
Husband of Carissa Valans, a citizen of the city of Kandor. He was born into money and doesn't let anyone forget it. A spellcaster who could cast Frost Breath, he was defeated in his home by Naltraz in magical combat, who had come seeking revenge due to Christoff's attempts to have him killed. Christoff begged for his life to be spared and was turned in to the authorities. He currently resides in one of Kandor's prisons.
Cormac Valans: Human
Son of Carissa and Christoff Valans. This boy of about 15 years of age has grown power-hungry and vicious after taking on lordship of his home during his parents' travels.
Moriark: Human
This wizard is the lord's mage, serving Lord Ventin and living within his castle. All in Atruna know he is not the best spellcaster, but he has supposedly made strides in experimental alchemy.
Moriark runs an alchemy emporium. For 5 gold per item, he will give you the full recipe for a potion that involves that item. For 20 gold, he will tell you what a recipe you know produces, or what an unidentified potion you carry does.
Sashran Sor: Human
A battlemage who has come to Kandor hoping to investigate and eliminate the corruption that seeps through it.
Sashran Sor is currently investigating the corruption at Bleak Well.
Theo Korbayne: Human
Husband to Isla Korbayne and lord's necromancer. He is often found in the dungeons of the castle, conducting strange, unspeakable experiments.
Professor Tyrion: Dwarf
A professor at the academy in Kandor, this dwarf is very wise but very gruff. Tyrion knows of a shrine dedicated to moon-magic in the Costaluna region.
Lord Ventin Falar: Human
The lord of Kandor and the surrounding area. He is a young, handsome lord who inherited the throne from his father, and has known no other life than ruling. He always gets what he wants, and does not always want what is best for his kingdom.
Volundra: Vampire
This young vampire makes his residence in Kandor. His house is notably distant from any other building within the city limits, and he seems to be feared by many. Volundra is willing to bestow the vampiric gift on those he deems worthy. He is the sire of Galin Morrow.
Wendy Halk: Human
THis woman is the innkeeper of Kandor's least threatening inn, the Morning Moon. She overhears much from conversations among her patrons, but she is neither a gossip nor a blackmailer.
3.14 Those Who Fight
Derrick Kayle: Human Mercenary
Head of the Pol River Mercenary Camp. Since they're mostly full up for now, he's wary of foreigners venturing into his territory. You've heard tell that he was raised as a wizard but turned to mercenary work later in life.
Gargo: Troll Mercenary
He's as strong as he is dumb. Gargo resides at Pol River Mercenary Camp.
Horold, Thief-Catcher: Human
Horold is one of the most respected lawmen in Atruna, and he always gets his man. Rumor has it he once chased a thief all the way to the top of Mt. Angor for stealing ten gold pieces.
Mabel Farnsburn: Human
This one-time farm girl ran away from home to be a warrior, and she has been having some great success. With those she deems good people, she is lovely. With the rest, she is deadly. Mabel's inventory contains a Scroll of Dreamcasting, two Coriander Root, and 10 gold.
Trog: Troll Mercenary
He's as dumb as he is strong. Trog resides at Pol River Mercenary Camp.
Zeke Quinto: Human
The leader of a band of thugs known for their extortion tactics. They guard the road south of Bleak Well. Zeke can cast Riptide.
3.15 The Magically Inclined
Furlish Bollon: Human Mutant
A student in the art of transmogrification, he was the target of his own failed spell, which has rendered his appearance somewhat boggle-like. Furlish can cast Trickery Charm. This turns a target into a crab for one turn.
Garrick Willums: Human Wizard
An uppity-looking wizard carrying a stack of mysterious books.
Tome of the Firehound
A glowing tome that gives off a swirling red mist. It summons two Firehounds when approached.
Tome of the Waterbird
A glowing tome that gives off a mist that turns to water. It summons a Waterbird when approached.
Isla Korbayne: Human
A professor of wizards in Kandor who from time to time makes her rounds throughout Atruna giving wisdom to any wizards who seek it.
Mirna the Enchantress: Human
An old woman who is at peace with the world. Through isolation, she has gained the focus to achieve unparalleled wisdom, which she is often willing to share with adventurers who manage to find her. Her shack is located east of Kilkren Way.
3.16 Other Ordinary Folk
Binos the Birdwatcher: Human
Binos looks through his pair of "magic" binoculars, that in theory are supposed to help him find birds, but he just looks frustrated.
Calturn Droff: Human
It's a miracle this rogue has gotten away with as much as he has, given how much he seems to be bragging about it.
Grubins the Guiding Goblin: Goblin Scout
A stocky little goblin if ever there was one. He honestly just wants to help, but be careful. It is possible for helpfulness to get obnoxious very quickly.
Lutra the Floutist: Human
She is beautiful, but ragged. It is unclear whether she has a proper home. She can play three magical songs on her flute:
The Aria of Abundance has an unknown effect.
The Symphony of Strength gives +2/+2 for 6 turns.
The Tremulous Tune has an unknown effect.
Purepulse Evangelists: Elf Druid
Purepulse evangelists abide by a set of tenets that dictate that the only life that should exist is that which the world has naturally provided.
They sometimes come by Filigar to preach to the citizens.
Sepulvera: Vampire
Sepulvera is a vampire who spends time almost exclusively at the hot springs. Nobody is exactly sure where he lives, but he seems to have some wealth to his name.
Vurn, the Shepherd: Human
A man holding a shepherd's cane. He is sitting on a single sheep. His farm is on Phasion Way.
3.2 Residents of Costaluna
3.3 Residents of Gorivir
3.4 Mysterious People...
Socratos, the Shrouded: Human
A shrouded figure lingers off to the side. Something about him tells you that you shouldn't get too close, or that even if you did, it wouldn't make a difference. Socratos's magical ability is unknown, but he can can cast Sudden Shock and can "zoom away like a wraith" when he needs to leave in a hurry.
Socratos has been most lately sighted sighted to the south of Bleak Well.
Iron Greatsword: +2 Power, two-handed
This large and heavy sword is made of a common metal. It will cut through things very well.
Iron Sword: +1 Power
This sturdy weapon is made of a common metal. It will help you hit things harder.
Pickaxe: +1 Power
In addition to bashing heads, this tool is also useful for gathering smithery ingredients.
Silver Dagger: +1 Power
This delicate weapon is made of an expensive metal. It will help you stab things.
Steel Greatsword: +2 Power, two-handed
This large and heavy sword is made of a refined alloy. It will cut through things very well.
4.12 Shields
Iron Broadshield: +2 Toughness, two-handed
This large and heavy shield is made of a common metal. It will defend you very well.
Iron Shield: +1 Toughness
This sturdy shield is made of a common metal. It will prevent things from hitting you as hard.
4.13 Helmets
Dreamreaper's Cowl: +???
This item is cursed. It causes the wearer to be possessed by an unknown force. Its other properties are unknown.
4.14 Armor
Voyager's Cloak: +1 Travel
This cloak provides no armor, but will keep the dust out of your eyes on long journeys.
4.15 Gloves
4.16 Boots
Swiftsteel Boots: +1 Travel, +1 Toughness
You'll get places in a hurry with these boots, and your feet won't even feel sore.
4.17 Amulets
Absorption Amulet: Grants absorb 1
This amulet exudes a power that dampens incoming attacks.
Augmentation Amulet: Charge 3
When its charge is released, increase your maximum spellcasting rarity by 1 until end of turn.
Jeweled Amulet: ???
This item was looted off Carissa Valans. Its properties are unknown.
4.2 Adventurers' Essentials
4.21 Potions
Potions, once consumed, have an effect that lasts for a certain duration.
Herbal medicine vial: 1 turn
Drink this vial to prevent 1 incoming damage. Alternatively, it removes 1 damage already sustained.
Hunter's Elixir: 1 turn
This potion gives you a rush of energy. It grants first strike and deathtouch.
Mastery Potion: Permanent
Drink this potion to increase the CMC limit on all types of spells you can cast at the time by 1.
Potency Elixir: 1 turn
This elixir's power lets you cast spells at one rarity higher than your normal capabilities.
Speed Elixir: 1 turn
This elixir grants first strike, and you may also feel slightly buzzed.
4.22 Scrolls
Scrolls are one-time-use items that have an immediate effect.
Banishing Scroll: This scroll was crafted by the Purepulse Evangelists. It destroys a single targeted token creature.
Scroll of Chillgasp: This scroll is cold to the touch, even though it's just paper. It provides a single casting of Frost Breath.
Scroll of Dreamcasting: This scroll is written in swirly, almost hypnotic, script. It provides a single casting of Reduce to Dreams.
Scroll of Growth: This scroll exudes a green aura of power. It provides a single casting of Giant Growth.
Scroll of Revolt: This scroll is inked in a haphazard, sharp-looking script. It provides a single casting of Thatcher Revolt.
Scroll of Staving: This scroll emits a white aura that seems to push your hands away. It provides a single casting of Stave Off.
Scroll of Winghaven: This scroll is written in delicate, feathery script. It provides a single casting of Flurry of Wings.
4.3 Alchemy
Alchemy Set: A set of tongs, flasks, and droppers that is vital to the practice of alchemy.
4.31 Alchemy Ingredients
Antler horn: This spiky, bonelike object was shed from a male deer's head.
Bear pelt: The shaggy hide of a bear.
Bone meal: Dry fragments of bone from an old skeleton.
Coriander root: The root of a thin, feathery herb. It has an intense flavor.
Filsiff flower: A brightly colored flower with large, moist petals.
Goblin toe: It's...a toe. I know it has alchemical properties, but eww.
Human toe: It's...a toe. I know it has alchemical properties, but eww.
Insect carcass: The preserved husk of a dead insect.
Lion pelt: The scratchy hide of a lion.
Nombark root: This root comes from a tree with edible, chewy bark.
Poisonfur: The venomous hide of a panther. Handle it with care.
Web strands: A few sticky, silken filaments scavenged from a spider.
Wool: A bundle of white fibers procured by shaving a sheep.
4.32 Alchemy Recipes
Socratos's Scroll, possessed by Donrok Firehands:
"Jarred Frog
Web Strands
Eye of Saproling"
Unknown alchemy recipes possessed by Galin Morrow:
"Bone meal
Web Strands
Insect Carcass"
"Bone Meal
Filsiff Flower
Nombark Root"
4.4 Smithery
4.41 Smithery Ingredients
Graphite chunk: A small chunk of soft, gray rock.
Iron ore: A chunk of common metal. It has a grayish tinge.
Molten ash: All that remains of a slain imp.
The Baloth Rose
A large and beautiful flower that only grows on the back of the Roseback Baloth. One specimen can be seen in Allisandra Krivek's garden.
Daedranox's Token
A circular gold object about an inch thick and five inches in diameter. It bears an etching that resembles the face of Daedranox. One of the four objects said to open the Nightmare Gate, though no one knows where that is. Kyra Ferrolus looted it off the slain Nightmare creature and kept it as a trophy.
Dusky Stone
This object has unknown magical properties. It was looted by Tombbrood Ictre off of a Darkshroud Centaur that had camouflaged itself.
Honeypetal powder
A substance mixed by Allisandra in Kandor's gardens. Its strong scent is said to lure the Roseback Baloth out of hiding.
Mysterious ooze
A strange creature that Simeom Abasaul bought from a traveling merchant. It jiggles in his bag.
Protected blue crystals
A pile of strange blue crystals was found on the ground at Mercenary Road by Simeom Abasaul. They appear to be glowing. Clearly there is some magic afoot, though it's unclear whether it's friendly. Some sort of ghostly enchantment was placed on these crystals. Mirna suspects those crystals were enchanted by 'The Ghost'. Simeom sold the crystals to Sayodor Hes. Isla Korbayne enchanted the blue crystals on the request of her student Damian, though she doesn't know where he got them.
Bear: 3cmc Bear creature, 3/3
Encountered at: Pol River Cave
A large, furry, four-legged animal that doesn't like being disturbed from its hibernation.
Loot: Bear pelt
Crow: 2cmc Bird creature with flying, 1/2
Encountered at: Cayman Lookout
Swarms of angry crows will dash downward at people just minding their own business, signaled by a lot of loud cawing from above.
Loot: Unknown
Deer: 4cmc Deer creature, 2/4
Encountered at: Kilkren Way, Pol River Bank, Pol River Cave
Deer are fairly common creatures with fairly poor eyesight. They do not attack unprovoked.
Loot: Unknown
Lion's Pride: 2cmc Cat creature, 2/2
Encountered at: Pilgrim's Road
A pair of young adult lions likes to play by the side of the path.
Loot: Lion pelt
Mama Mantis: 4cmc Insect creature, 4/4
Encountered at: Broadgate Meadow
It's an angry, huge, mother bug.
Loot: Insect carcass
Murkdrenched Panther: 5cmc Cat creature with wither, 4/3
Encountered at: Darkwood Jungle
A panther with dark, menacing eyes, venomous black magic emanating from its body.
Loot: Poisonfur
Sheep: ???cmc Sheep creature, 0/1
Encountered at: Darkwood Glade
It's a sheep. Baaa. A whole flock of these was owned by Vurn before it was mysteriously decimated.
Loot: Wool??
Small Bug: 1cmc Insect creature, 1/1
Encountered at: Broadgate Meadow, Pol River Cave
These bugs can be found all over grassy areas. They are a favorite snack of Grubins the Guiding Goblin.
Loot: Insect carcass
Spider: 4cmc Spider creature with reach and deathtouch, 2/3
Encountered at: Kilkren Way
A swarm of legs and eyes in the form of angry spiders, bearing their venomous fangs.
Loot: Web strands
Wall-weaver Spider: 5cmc Spider creature with reach, 2/5
Encountered at: Kilkren Way
It spends an enormous amount of time weaving an equally enormous web. It spits webbing at the feet of its foes, making them unable to flee.
Loot: Unknown
5.12 Magical Creatures of Kandoria
Centaur: 4cmc Centaur creature with absorb 1, 2/3
Encountered at: Broadgate Meadow, Darkwood Glade
Majestic centaurs roam through the brushland. They've been known to sometimes hide items and ingredients of magical properties.
Loot: Herbal medicine vial x2
Darkshroud Centaur: 5cmc Centaur creature with unstoppable (It can't be removed from combat when it's attacking), 4/4
Encountered at: Darkwood Jungle
This creature is not the majestic magical beast you know, but some sort of tainted version, made dark by the magic of the region it inhabits. Whenever it becomes the target of a spell, you lose a mana at random. It had appeared as a camouflaged critter at Pol River Cave, Darkwood Glade, and Darkwood Jungle.
Loot: Dusky Stone
Fire Elemental: 4cmc Elemental creature, 4/3
Encountered at: Ashburn Path
An elemental of coal, brimstone, and fire. As it charges you the first time, two Engulfing Flames leap off its body toward you.
Loot: Molten ash, graphite
Firehound: 3cmc Elemental Hound creature with first strike, 3/2
Encountered at: Tome of the Firehound
As you reach for the tome, a swirling red mist emerges from it. That mist turns to flame, and that flame takes the shape of two angry dogs running toward you, fangs bared.
Loot: Tome of the Firehound
Foul Little Imp: 2cmc Imp creature with flying (It can't be attacked or blocked by creatures without flying), 2/1
Encountered at: Ashburn Path, Phasion Road
A menacing little imp with a menacing little face.
Loot: Molten ash
Hexing Nightmare: 4cmc Nightmare, 3/3
Encountered at: Phasion Road
A strange monstrosity. Its approach addles the minds of those nearby. You can't cast spells with targets.
Loot: Unknown
Mindmeddling Devils: 2cmc Nightmare Devil creature, 1/1
Encountered at: Ashburn Path
Something about this band of small devils addles the minds of those nearby. Where have these devils even come from, anyway? Six of these devils can create a zone that afflicts players with the following ability: "Whenever you cast a spell, you get -X/-X until end of turn, where X is that spell's converted mana cost."
Loot: Unknown
Roseback Baloth: 6cmc Beast creature, 5/5
Encountered at: Pilgrim's Road
A great and intimidating beast with a single beautiful flower on its back. Whenever you cast a spell, it gains protection from that color until end of combat.
Loot: The Baloth Rose
Skeleton: 2cmc Skeleton creature, 1/1
Encountered at: Ashburn Path, Phasion Road
Doubtful that they're your ancestors trying to hug you. Each skeleton regenerates the first time it would be destroyed in a turn.
Loot: Bone meal
Slithering Basilisk: 5cmc Basilisk with deathtouch and wardplated (It can't be affected by more than one spell per turn), 4/4
Encountered at: Bleak Well (tunnel beneath the well)
A basilisk slithers its way straight for you, dripping with poison. Its gaze stops you still. You cannot run.
Loot: Basilisk tooth
Troll: 8cmc Troll creature with hexproof, 7/7
Encountered at: Darkwood Glade
You're basically an ant to it.
Loot: Troll skull
Twelve-Headed Hydra: 12cmc Hydra creature with Hydra-form (It is indestructible, but all sources deal damage to it as though they had wither), 12/12
Encountered at: Halnigh Rock
May flailing wurm-like heads soar in the air above you. Even if none of the heads seem to have noticed you, there are a dozen of them, so it's a matter of time.
Loot: Hydra skull
Waterbird: 4cmc Elemental Bird creature with flying, 3/2
Encountered at: Tome of the Waterbird
As you grasp the Tome of the Waterbird, a mist emerges from it, then the mist turns to water, and the water takes the form of a bird which starts circling above you. The waterbird is peaceful and will attempt to fly away if not attacked.
Loot: Tome of the Waterbird, Waterbird wing
5.13 Human Encounters of Kandoria
Bandit Pair: 3mc Human Rogue creature with first strike and separated (They cannot both be affected by a single spell, regardless of its wording), 2/1
Encountered at: Pol River Cave, Darkwood Path
A pair of bandits see you seem to be burdened by some gold and want to relieve you of that burden. Rather than fight, you may give up 50 gold or all you have to pay them off.
Bandit Wizard: 5cmc Human Wizard, 3/3
Encountered at: Mercenary Road
This thuggish spellcaster can respond to an attempt to flee by casting a spell.
Filigar Town Guardsman: ??? cmc Human creature with first strike, 4/4
Encountered at: Filigar
These guardsmen keep order in Filigar.
Filigar Town Guardsman: ???cmc Human Soldier creature with vigilance, 4/4
Encountered at: Filigar
These guardsmen keep order in Filigar.
Goblin Raiders: 4cmc Goblin Warrior creature, 3/3
Encountered at: Phasion Road
Some goblins haven't adjusted that well to society and still just want to fight, eat, and hoard.
Loot: Goblin toe
Goblin Hunter: 4cmc Human Warrior creature, 2/3
Encountered at: Ashburn Path
Some people just can't accept that goblins are part of our society nowadays. These men are certainly stuck in an old-fashioned mindset. They may carry goblin toes as trophies of their kills.
Pyromancer Bandit: 4cmc Human Shaman creature with Lightning Bolt, 2/2
Encountered at: Darkwood Path
Ashburn Path is home to fire-lovers, and this man is no exception.
Small-time Thief: ???cmc Human Rogue creature, 1/1
Encountered at: Filigar
Filigar, like any town, has its share of petty criminals.
Valans Lackeys: ???cmc Human Mercenary creature, 1/1
Encountered at: Halnigh Rock, Milia Springs
Men with armor, swords (Iron Sword, +1 Power), and shields (??? Shield, +2 Toughness) inscribed with the Valans family crest.
5.2 Wildlife of Costaluna
5.3 Wildlife of Gorivir
5.4 Legendary Creatures
Daedranox, the Invader: 9cmc legendary Nightmare Beast with unstoppable (It can't be removed from combat when it's attacking) and warbound (It can't be removed from the battlefield by spells that say "destroy" or "exile"), 9/9
Encountered at: Pol River Bank
A dark goliath rises in the distance. Whenever Daedranox kills a creature, remove all damage from it.
Loot: Coriander root x2, Antler horn x2, Molten ash x2, Daedranox's Token, Dreamreaper's Cowl, Scroll of Dreamcasting, 30 Gold
Bloody Flock - Party Quest - Phasion Road
Find out how Vurn's flock was killed.
Varbus Boonspear and Donrok Firehands have been removed for inactivity. This quest is now open again.
Camouflaged Critter (2nd) - Area Quest - Darkwood Jungle
You can barely make out a pair of eyes in the distant jungle. Clearly some sort of beast is out there, but there's no telling what it is until you're in front of its face.
Catlike Revenges - Party Quest - Scorchwind Camp
Find Narsha's old business partner in Filigar.
Thayer Ronamson has been removed for inactivity. This quest is now open again.
Learn from the Best - Area Quest - Kandor
Complete Master Alantir's challenges. They can be completed once per player and are different every time.
Master Alantir will reward successful challengers with a Mastery Potion and a Potency Elixir.
Mercenaries for Hire - Area Quest - Pol River Mercenary Camp
If you can prove that you're not just going to get them killed, Derrick will let you hire a mercenary for your party.
There are 4 mercenaries available for hire (2cmc Human Mercenary with deathtouch, 1/1). They are 60 gold each.
The Most Epic Battle I Ever Saw - Party Quest - Filigar
Show David Keen what a real battle looks like in a manner that his father won't find too violent or traumatizing.
Thayer Ronamson has been removed for inactivity. This quest is now open again.
Toll Please - Obstacle - Bleak Well
You inquire as to the toll amount, and Zeke Quinto replies, "250 gold." That amount is ridiculous, but so is the strength of your enemy, at this point. You should wait until you can pay the toll if you want to pass here alive.
The Vampiric Gift - Area Quest - Kandor
The vampire Volundra will bestow the vampiric gift on those he deems worthy. Becoming a Vampire grants the following changes:
You get +2/-1, often drink mana from killed creatures, but take more damage from spells.
Wall of Fire - Obstacle - Scorchwind Camp
As you attempt to proceed, it seems that some pyromancer has erected a wall of fire that spans the whole path. It looks pretty strong, and pretty fiery. Mabel Farnsburn described the caster as a "creep [who] came through wearing a dark shroud."
Camouflaged Critter - Area Quest - Pol River Cave, Darkwood Glade, Darkwood Jungle
You can barely make out a pair of eyes in the distant jungle. Clearly some sort of beast is out there, but there's no telling what it is until you're in front of its face.
Tombbrood Ictre attacked the critter in Darkwood Jungle, which was revealed to be a Darkshroud Centaur.
Cobweb Wall - Obstacle - East of Kilkren Way
As you make your way down the path, your route is obstructed by a giant wall of cobwebs. You must find a way to get past it, but be aware: a web like this must have come from one big arachnid.
Simeom Absaul used a blue diffusion spell to remove the wall, then fled from its angry eight-legged weaver.
Prismatic Barrier - Obstacle - Milia Springs
As you proceed, a shimmering wall of all the colors of the rainbow hovers in front of you like a mist. Yet, while it appears misty, you don't seem to be able to get through it. Right in the middle, on the ground, you see some sort of generator that must be powering the thing. It looks pretty indestructible. When a spell is cast targeting it, the spell's energy flies into a slot at the top of the generator, and a circle consisting of five silver wedges protrudes from its front.
Simeom Abasaul cast spells of all five colors to light up the generator's wedges, disarming the generator and dispelling the wall.
Dark and Full of Terrors - Area Quest - Pol River Cave
After lighting up the darkness of Pol River Cave and killing the bear in the cave, you come across an open area with three statues of kneeling men. Behind the middle one is a chest that has been magically locked.
Elena Sorbrand cast an uplifting spell, causing the stone statues to rise into majestic stances. This unlocked the chest and freed its treasures.
This is a work in progress. Current as of Thread Page: 25
Please post all comments and suggestions in the OOC discussion thread.
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2.0 Lay of the Land
2.1 Locations in Kandoria
2.2 Locations in Costaluna (Forthcoming)
2.3 Locations in Gorivir (Forthcoming)
3.0 Denizens of the Realm
3.1 Denizens of Kandoria
3.11 Merchants
3.12 Residents of Filigar
3.13 Residents of Kandor
3.14 Those Who Fight
3.15 The Magically Inclined
3.16 Other Ordinary Folk
3.2 Denizens of Costaluna
3.3 Denizens of Gorivir
3.4 Mysterious People...
4.0 Adventurers' Gear
4.1 Adventurers' Equipment
4.11 Weapons
4.12 Shields
4.13 Helmets
4.14 Armor
4.15 Gloves
4.16 Boots
4.17 Amulets
4.2 Adventurers' Essentials
4.21 Potions
4.22 Scrolls
4.3 Alchemy
4.31 Alchemy Ingredients
4.32 Alchemy Recipes
4.4 Smithery (Forthcoming)
4.41 Smithery Ingredients
4.42 Smithery Recipes (Forthcoming)
4.5 Infusion (Forthcoming)
4.51 Infusion Ingredients (Forthcoming)
4.52 Infusion Recipes (Forthcoming)
4.6 Quest-Related Items
5.0 Wild Encounters
5.1 Encounters of Kandoria
5.11 Animals of Kandoria
5.12 Magical Creatures of Kandoria
5.13 Human Encounters of Kandoria
5.2 Encounters of Costaluna
5.3 Encounters of Gorivir
5.4 Legendary Beasts
6.0 Help Wanted
Outstanding Area Quests, previously claimed Party Quests, and obstacles.
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For a constantly updating map of the entire world, please reference the Cartographer's Keep.
The coordinate system uses Broadgate Meadow, the starting area, as its center point.
Positive x-values flow south. Positive y-values flow east.
2.1 Locations in Kandoria
Kandoria is the region to the northeast of Atruna, and also the starting location for new players. The province's main geographical feature is the Pol River, which runs southward down the center of the region. There is a small forest to the northwest and a large, sprawling jungle to the southeast, each located near urban centers of comparable size. Rocky mountains rise to the southwest. The region is dotted here and there with murky bogs.
[-1, 1] Cayman Lookout
A lookout on the other kingdoms to the north, where magic isn't so advanced.
There is an exit south to Pol River Bank.
[0,0] Broadgate Meadow
The entryway to the world of Atruna, Broadgate Meadow is a peaceful area.
There are exits east to Pol River Bank and south to Filigar.
[0,1] Pol River Bank
The Pol River runs south from where you stand. It is quaint, and seems like there might be all forms of wildlife hiding in the woods and muck.
Waylan Croakmoor likes to nap here.
There are exits north to Cayman Lookout, west to Broadgate Meadow, east to Pol River Mercenary Camp, and south to Pol River Cave.
[0,2] Pol River Mercenary Camp
A mercenary camp surrounded by a somewhat off-putting spiked fence. Everyone here seems wary of you, especially the leader, Derrick Kayle.
There are exits west to Pol River Bank and south to Mercenary Road.
[1,0] Filigar (Town)
While nothing more than a small village, it's the closest thing to real civilization within several miles of Broadgate. It has a rather nondescript tavern.
Filigar has town guardsmen on patrol.
There are exits north to Broadgate Meadow, east to Pol River Cave, and south to Pilgrim's Road.
[1,1] Pol River Cave
The Pol River comes to a large cave, then continues south over an intraversible cliff. Something about the cave frightens you, but those kind of places always have the best stuff. A few twists and turns into the cave's tunnels is a lever, which acts as an on-off switch for the overhead light sources.
There are exits north to Pol River Bank, west to Filigar (Town), and east to Mercenary Road.
[1,2] Mercenary Road
This road is frequented by mercenaries, which has rendered it intimidating, but actually quite safe.
There are exits north to Pol River Mercenary Camp, west to Pol River Cave, east to Kilkren Way, and south to Darkwood Glade.
[1,3] Kilkren Way
A spooky trail leads off the main road. You get the feeling you're being watched.
There are exits west to Mercenary Road and east to Mirna's Shack.
[1,4] Mirna's Shack
At the end of Kilkren Way lies a shack. Inside, Mirna the Enchantress sits with her books, meditating on incantations.
There is an exit west to Kilkren Way.
[2,-1] Milia Springs
The Milia Hot Springs are an attraction to many. While Filigar is the closest town, people come from great distances to enjoy the warm baths. Its proprietor is Matrin Bol.
The vampire Sepulvera spends almost all his time here.
There are exits west to ??? and east to Pilgrim's Road.
The way west is blocked by a shimmering, rainbow-colored wall of mist.
[2,0] Pilgrim's Road
Pilgrim's Road is a quaint, peaceful, and busy street. Merchants must conduct their business inside walls, but many performers still use this road to perform for tips.
There are exits north to Filigar (Town), west to Milia Springs, and south to Ashburn Path.
[2,2] Darkwood Glade
This somewhat open glade serves as an entryway to the Darkwood Jungle. All sorts of creepies and crawlies are known to hang out here, animals and otherwise.
There are exits north to Mercenary Road and south to Darkwood Jungle.
[3,0] Ashburn Path
Ashburn Path's northermost point is normal cobblestone road, but as one proceeds southward on it, the path quickly turns to dirt, then to ashes.
There are exits north to Pilgrim's Road, east to Phasion Road, and south to Scorchwind Camp.
[3,1] Phasion Road
This road has two distinct identities. To the west, it is ashen, and to the east, it is overgrown with life. In the center, a bridge passes over part of the Pol River.
Vurn, the Shepherd's farm is located here.
There are exits west to Ashburn Path and east to Darkwood Jungle.
[3,2] Darkwood Jungle
Making your way through this jungle is a difficult task. It is nearly impossible to see three inches in front of you, let alone follow a path. All kinds of unnerving sounds surround you.
There are exits north to Darkwood Glade, west to Phasion Road, and east to Darkwood Path.
[3,3] Darkwood Path
Darkwood Path serves as the main road out of the city of Kandor, and the unpleasantness of its atmosphere and denizens is part of what keeps Kandor so distant from the rest of Atruna.
There are exits west to Darkwood Jungle, east to Kandor (City), and south to Bleak Well.
[3,4] Kandor (City)
A city bustling with activity. Kandor is known partially for its wealthy inhabitants, and mostly for their corruption. It is governed by Lord Ventin Falar. There are many inns, including the Morning Moon.
There is an exit west to Darkwood Path.
[4,-1] Halnigh Rock
Part of the same formation as Mt. Angor, this rock spire is a source of adventure for those without the endurance to climb the mountain. It is rumored to house many treasures.
There is an exit east to Scorchwind Camp.
[4,0] Scorchwind Camp
This camp at the base of Mt. Angor is the most frequent place from which people attempt their ascents, and one of the first places to go should it erupt.
The south road is blocked by a magical wall of fire, which was put up by someone in a dark shroud.
There are exits north to Ashburn Way, west to Halnigh Rock, and south to ???.
[4,3] Bleak Well
Bleak Well serves as the main water source for Kandor's impoverished, which unfortunately means that the corruption in Kandor has spread to this outskirt as well. At the bottom of the well, a tunnel shoots off from the base. A pile of dead bodies lays there.
Sashran Sor and Galin Morrow suspect that the Kandor guards are using the well to hide the bodies of people they kill.
Zeke Quinto's band of thugs guards the road to the south.
There are exits north to Darkwood Path and south to ???.
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Characters will be listed along with any information known about their inventory and their primary place of residence.
If a character's place of residence is not listed, assume he or she can be anywhere.
3.1 Denizens of Kandoria
3.11 Merchants
Caroline Harth: Human Merchant
The greatest wizard in Filigar, though that really isn’t saying much. She claims she can see the future, but what won’t she claim for a bit of gold.
Caroline sells magical items.
Flora the Salesgirl: Human Merchant
Flora is a salesgirl that many merchants hire to travel around, selling their goods. In addition to what they pay her, she makes a good amount in tips.
Flora sells magical items. She is not authorized to buy anything.
Matrin Bol: Human Merchant
The curator of the baths at Milia Springs. A nice, older gentleman. Matrin charges a fee of 10 gold to take a bath at the springs.
Narsha, the Reliable: Cat Merchant
This cat has been through many unsuccessful business ventures, but always seems to land on his feet. He sets up shop at Scorchwind Camp.
Narsha sells magical items.
Simon Bringreen: Human Merchant
The blacksmith of Kandor. He operates a shop in addition to his forge. Rumor has it he used to be an even greater fighter than his brother Xavier.
Simon sells high-quality iron shields and swords.
Ulric Sevensons: Human Merchant
Ulric operates the general store in Kandor, where all sorts of wares are sold, and the selection is often changing.
Xavier Bringreen: Human Merchant
The blacksmith of Filigar. He operates a shop in addition to his forge. Rumor has it he used to be a great fighter.
Xavier sells iron swords and shields, as well as boots.
3.12 Residents of Filigar
Damian Url: Human
A teenager just learning the ways of the wizard. He is modest, though, and does not claim to be any more proficient than he is.
David Keen: Human
A young child just learning his way in the world. He wants to be an adventurer someday.
Kurish the Mad: Cat
This cat is rambling to itself, clearly suffering from a serious mental disorder. It's not clear it has any idea who or where it is, let alone how to interact with others. It lives by an old well out behind back of town.
Patrick Keen: Human
David Keen’s father. He is a local farmer and doesn’t want his boy going off and getting himself killed when there’s too much work to be done on their farm as it is. His family heirloom is the Keen Dagger (+1 power).
Waylan Croakmoor: Human
A citizen of the town of Filigar, Waylan spends most of his time at the Pol River Bank hunting frogs.
3.13 Residents of Kandor
Master Alantir: Human
Head of the wizard's academy in Kandor, Alantir is the most accomplished spellcaster to the northeast of Atruna.
Allisandra Krivek: Human
This shaman oversees the gardens of Kandor, and teaches all its citizens in the ways of mana preservation and proper use of magical energies.
Amad Diverni: Human
A warrior who traveled from the distant south and has now made his home in Kandor. He became a servant to Lord Ventin and now serves as a consultant to the lord's guard.
Borrick the Summoner: Human
He leads a horde of warriors who work with bestial companions in order to serve justice, or whoever is willing to pay more than justice. He is a master tamer and summoner.
Carissa Valans: Human
Wife of Christoff Valans, a citizen of the city of Kandor. She is of the upper class, and got there through dubious means. A spellcaster, she was slain in her home by Simeom Abasaul in melee combat, who had come seeking revenge due to her attempts to have him killed.
Christoff Valans: Human
Husband of Carissa Valans, a citizen of the city of Kandor. He was born into money and doesn't let anyone forget it. A spellcaster who could cast Frost Breath, he was defeated in his home by Naltraz in magical combat, who had come seeking revenge due to Christoff's attempts to have him killed. Christoff begged for his life to be spared and was turned in to the authorities. He currently resides in one of Kandor's prisons.
Cormac Valans: Human
Son of Carissa and Christoff Valans. This boy of about 15 years of age has grown power-hungry and vicious after taking on lordship of his home during his parents' travels.
Moriark: Human
This wizard is the lord's mage, serving Lord Ventin and living within his castle. All in Atruna know he is not the best spellcaster, but he has supposedly made strides in experimental alchemy.
Moriark runs an alchemy emporium. For 5 gold per item, he will give you the full recipe for a potion that involves that item. For 20 gold, he will tell you what a recipe you know produces, or what an unidentified potion you carry does.
Sashran Sor: Human
A battlemage who has come to Kandor hoping to investigate and eliminate the corruption that seeps through it.
Sashran Sor is currently investigating the corruption at Bleak Well.
Theo Korbayne: Human
Husband to Isla Korbayne and lord's necromancer. He is often found in the dungeons of the castle, conducting strange, unspeakable experiments.
Professor Tyrion: Dwarf
A professor at the academy in Kandor, this dwarf is very wise but very gruff. Tyrion knows of a shrine dedicated to moon-magic in the Costaluna region.
Lord Ventin Falar: Human
The lord of Kandor and the surrounding area. He is a young, handsome lord who inherited the throne from his father, and has known no other life than ruling. He always gets what he wants, and does not always want what is best for his kingdom.
Volundra: Vampire
This young vampire makes his residence in Kandor. His house is notably distant from any other building within the city limits, and he seems to be feared by many. Volundra is willing to bestow the vampiric gift on those he deems worthy. He is the sire of Galin Morrow.
Wendy Halk: Human
THis woman is the innkeeper of Kandor's least threatening inn, the Morning Moon. She overhears much from conversations among her patrons, but she is neither a gossip nor a blackmailer.
3.14 Those Who Fight
Derrick Kayle: Human Mercenary
Head of the Pol River Mercenary Camp. Since they're mostly full up for now, he's wary of foreigners venturing into his territory. You've heard tell that he was raised as a wizard but turned to mercenary work later in life.
Gargo: Troll Mercenary
He's as strong as he is dumb. Gargo resides at Pol River Mercenary Camp.
Horold, Thief-Catcher: Human
Horold is one of the most respected lawmen in Atruna, and he always gets his man. Rumor has it he once chased a thief all the way to the top of Mt. Angor for stealing ten gold pieces.
Mabel Farnsburn: Human
This one-time farm girl ran away from home to be a warrior, and she has been having some great success. With those she deems good people, she is lovely. With the rest, she is deadly. Mabel's inventory contains a Scroll of Dreamcasting, two Coriander Root, and 10 gold.
Trog: Troll Mercenary
He's as dumb as he is strong. Trog resides at Pol River Mercenary Camp.
Zeke Quinto: Human
The leader of a band of thugs known for their extortion tactics. They guard the road south of Bleak Well. Zeke can cast Riptide.
3.15 The Magically Inclined
Furlish Bollon: Human Mutant
A student in the art of transmogrification, he was the target of his own failed spell, which has rendered his appearance somewhat boggle-like. Furlish can cast Trickery Charm. This turns a target into a crab for one turn.
Garrick Willums: Human Wizard
An uppity-looking wizard carrying a stack of mysterious books.
A glowing tome that gives off a swirling red mist. It summons two Firehounds when approached.
Tome of the Waterbird
A glowing tome that gives off a mist that turns to water. It summons a Waterbird when approached.
A professor of wizards in Kandor who from time to time makes her rounds throughout Atruna giving wisdom to any wizards who seek it.
Mirna the Enchantress: Human
An old woman who is at peace with the world. Through isolation, she has gained the focus to achieve unparalleled wisdom, which she is often willing to share with adventurers who manage to find her. Her shack is located east of Kilkren Way.
3.16 Other Ordinary Folk
Binos the Birdwatcher: Human
Binos looks through his pair of "magic" binoculars, that in theory are supposed to help him find birds, but he just looks frustrated.
Calturn Droff: Human
It's a miracle this rogue has gotten away with as much as he has, given how much he seems to be bragging about it.
Grubins the Guiding Goblin: Goblin Scout
A stocky little goblin if ever there was one. He honestly just wants to help, but be careful. It is possible for helpfulness to get obnoxious very quickly.
Lutra the Floutist: Human
She is beautiful, but ragged. It is unclear whether she has a proper home. She can play three magical songs on her flute:
The Aria of Abundance has an unknown effect.
The Symphony of Strength gives +2/+2 for 6 turns.
The Tremulous Tune has an unknown effect.
Purepulse Evangelists: Elf Druid
Purepulse evangelists abide by a set of tenets that dictate that the only life that should exist is that which the world has naturally provided.
They sometimes come by Filigar to preach to the citizens.
Sepulvera: Vampire
Sepulvera is a vampire who spends time almost exclusively at the hot springs. Nobody is exactly sure where he lives, but he seems to have some wealth to his name.
Vurn, the Shepherd: Human
A man holding a shepherd's cane. He is sitting on a single sheep. His farm is on Phasion Way.
3.2 Residents of Costaluna
3.3 Residents of Gorivir
3.4 Mysterious People...
Socratos, the Shrouded: Human
A shrouded figure lingers off to the side. Something about him tells you that you shouldn't get too close, or that even if you did, it wouldn't make a difference. Socratos's magical ability is unknown, but he can can cast Sudden Shock and can "zoom away like a wraith" when he needs to leave in a hurry.
Socratos has been most lately sighted sighted to the south of Bleak Well.
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4.1 Adventurers' Equipment
4.11 Weapons
Iron Greatsword: +2 Power, two-handed
This large and heavy sword is made of a common metal. It will cut through things very well.
Iron Sword: +1 Power
This sturdy weapon is made of a common metal. It will help you hit things harder.
Pickaxe: +1 Power
In addition to bashing heads, this tool is also useful for gathering smithery ingredients.
Silver Dagger: +1 Power
This delicate weapon is made of an expensive metal. It will help you stab things.
Steel Greatsword: +2 Power, two-handed
This large and heavy sword is made of a refined alloy. It will cut through things very well.
4.12 Shields
Iron Broadshield: +2 Toughness, two-handed
This large and heavy shield is made of a common metal. It will defend you very well.
Iron Shield: +1 Toughness
This sturdy shield is made of a common metal. It will prevent things from hitting you as hard.
4.13 Helmets
Dreamreaper's Cowl: +???
This item is cursed. It causes the wearer to be possessed by an unknown force. Its other properties are unknown.
4.14 Armor
Voyager's Cloak: +1 Travel
This cloak provides no armor, but will keep the dust out of your eyes on long journeys.
4.15 Gloves
4.16 Boots
Swiftsteel Boots: +1 Travel, +1 Toughness
You'll get places in a hurry with these boots, and your feet won't even feel sore.
4.17 Amulets
Absorption Amulet: Grants absorb 1
This amulet exudes a power that dampens incoming attacks.
Augmentation Amulet: Charge 3
When its charge is released, increase your maximum spellcasting rarity by 1 until end of turn.
Jeweled Amulet: ???
This item was looted off Carissa Valans. Its properties are unknown.
4.2 Adventurers' Essentials
4.21 Potions
Potions, once consumed, have an effect that lasts for a certain duration.
Herbal medicine vial: 1 turn
Drink this vial to prevent 1 incoming damage. Alternatively, it removes 1 damage already sustained.
Hunter's Elixir: 1 turn
This potion gives you a rush of energy. It grants first strike and deathtouch.
Mastery Potion: Permanent
Drink this potion to increase the CMC limit on all types of spells you can cast at the time by 1.
Potency Elixir: 1 turn
This elixir's power lets you cast spells at one rarity higher than your normal capabilities.
Speed Elixir: 1 turn
This elixir grants first strike, and you may also feel slightly buzzed.
4.22 Scrolls
Scrolls are one-time-use items that have an immediate effect.
Banishing Scroll: This scroll was crafted by the Purepulse Evangelists. It destroys a single targeted token creature.
Scroll of Chillgasp: This scroll is cold to the touch, even though it's just paper. It provides a single casting of Frost Breath.
Scroll of Dreamcasting: This scroll is written in swirly, almost hypnotic, script. It provides a single casting of Reduce to Dreams.
Scroll of Growth: This scroll exudes a green aura of power. It provides a single casting of Giant Growth.
Scroll of Revolt: This scroll is inked in a haphazard, sharp-looking script. It provides a single casting of Thatcher Revolt.
Scroll of Staving: This scroll emits a white aura that seems to push your hands away. It provides a single casting of Stave Off.
Scroll of Winghaven: This scroll is written in delicate, feathery script. It provides a single casting of Flurry of Wings.
4.3 Alchemy
Alchemy Set: A set of tongs, flasks, and droppers that is vital to the practice of alchemy.
4.31 Alchemy Ingredients
Antler horn: This spiky, bonelike object was shed from a male deer's head.
Bear pelt: The shaggy hide of a bear.
Bone meal: Dry fragments of bone from an old skeleton.
Coriander root: The root of a thin, feathery herb. It has an intense flavor.
Filsiff flower: A brightly colored flower with large, moist petals.
Goblin toe: It's...a toe. I know it has alchemical properties, but eww.
Human toe: It's...a toe. I know it has alchemical properties, but eww.
Insect carcass: The preserved husk of a dead insect.
Lion pelt: The scratchy hide of a lion.
Nombark root: This root comes from a tree with edible, chewy bark.
Poisonfur: The venomous hide of a panther. Handle it with care.
Web strands: A few sticky, silken filaments scavenged from a spider.
Wool: A bundle of white fibers procured by shaving a sheep.
4.32 Alchemy Recipes
Socratos's Scroll, possessed by Donrok Firehands:
"Jarred Frog
Web Strands
Eye of Saproling"
Unknown alchemy recipes possessed by Galin Morrow:
"Bone meal
Web Strands
Insect Carcass"
"Bone Meal
Filsiff Flower
Nombark Root"
4.4 Smithery
4.41 Smithery Ingredients
Graphite chunk: A small chunk of soft, gray rock.
Iron ore: A chunk of common metal. It has a grayish tinge.
Molten ash: All that remains of a slain imp.
4.42 Smithery Recipes
4.5 Infusion
4.51 Infusion Ingredients
4.52 Infusion Recipes
4.6 Quest-Related Items
The Baloth Rose
A large and beautiful flower that only grows on the back of the Roseback Baloth. One specimen can be seen in Allisandra Krivek's garden.
Daedranox's Token
A circular gold object about an inch thick and five inches in diameter. It bears an etching that resembles the face of Daedranox. One of the four objects said to open the Nightmare Gate, though no one knows where that is. Kyra Ferrolus looted it off the slain Nightmare creature and kept it as a trophy.
Dusky Stone
This object has unknown magical properties. It was looted by Tombbrood Ictre off of a Darkshroud Centaur that had camouflaged itself.
Honeypetal powder
A substance mixed by Allisandra in Kandor's gardens. Its strong scent is said to lure the Roseback Baloth out of hiding.
Mysterious ooze
A strange creature that Simeom Abasaul bought from a traveling merchant. It jiggles in his bag.
Protected blue crystals
A pile of strange blue crystals was found on the ground at Mercenary Road by Simeom Abasaul. They appear to be glowing. Clearly there is some magic afoot, though it's unclear whether it's friendly. Some sort of ghostly enchantment was placed on these crystals. Mirna suspects those crystals were enchanted by 'The Ghost'. Simeom sold the crystals to Sayodor Hes. Isla Korbayne enchanted the blue crystals on the request of her student Damian, though she doesn't know where he got them.
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5.1 Encounters of Kandoria
5.11 Animals of Kandoria
Bear: 3cmc Bear creature, 3/3
Encountered at: Pol River Cave
A large, furry, four-legged animal that doesn't like being disturbed from its hibernation.
Loot: Bear pelt
Crow: 2cmc Bird creature with flying, 1/2
Encountered at: Cayman Lookout
Swarms of angry crows will dash downward at people just minding their own business, signaled by a lot of loud cawing from above.
Loot: Unknown
Deer: 4cmc Deer creature, 2/4
Encountered at: Kilkren Way, Pol River Bank, Pol River Cave
Deer are fairly common creatures with fairly poor eyesight. They do not attack unprovoked.
Loot: Unknown
Lion's Pride: 2cmc Cat creature, 2/2
Encountered at: Pilgrim's Road
A pair of young adult lions likes to play by the side of the path.
Loot: Lion pelt
Mama Mantis: 4cmc Insect creature, 4/4
Encountered at: Broadgate Meadow
It's an angry, huge, mother bug.
Loot: Insect carcass
Murkdrenched Panther: 5cmc Cat creature with wither, 4/3
Encountered at: Darkwood Jungle
A panther with dark, menacing eyes, venomous black magic emanating from its body.
Loot: Poisonfur
Sheep: ???cmc Sheep creature, 0/1
Encountered at: Darkwood Glade
It's a sheep. Baaa. A whole flock of these was owned by Vurn before it was mysteriously decimated.
Loot: Wool??
Small Bug: 1cmc Insect creature, 1/1
Encountered at: Broadgate Meadow, Pol River Cave
These bugs can be found all over grassy areas. They are a favorite snack of Grubins the Guiding Goblin.
Loot: Insect carcass
Spider: 4cmc Spider creature with reach and deathtouch, 2/3
Encountered at: Kilkren Way
A swarm of legs and eyes in the form of angry spiders, bearing their venomous fangs.
Loot: Web strands
Wall-weaver Spider: 5cmc Spider creature with reach, 2/5
Encountered at: Kilkren Way
It spends an enormous amount of time weaving an equally enormous web. It spits webbing at the feet of its foes, making them unable to flee.
Loot: Unknown
5.12 Magical Creatures of Kandoria
Centaur: 4cmc Centaur creature with absorb 1, 2/3
Encountered at: Broadgate Meadow, Darkwood Glade
Majestic centaurs roam through the brushland. They've been known to sometimes hide items and ingredients of magical properties.
Loot: Herbal medicine vial x2
Darkshroud Centaur: 5cmc Centaur creature with unstoppable (It can't be removed from combat when it's attacking), 4/4
Encountered at: Darkwood Jungle
This creature is not the majestic magical beast you know, but some sort of tainted version, made dark by the magic of the region it inhabits. Whenever it becomes the target of a spell, you lose a mana at random. It had appeared as a camouflaged critter at Pol River Cave, Darkwood Glade, and Darkwood Jungle.
Loot: Dusky Stone
Fire Elemental: 4cmc Elemental creature, 4/3
Encountered at: Ashburn Path
An elemental of coal, brimstone, and fire. As it charges you the first time, two Engulfing Flames leap off its body toward you.
Loot: Molten ash, graphite
Firehound: 3cmc Elemental Hound creature with first strike, 3/2
Encountered at: Tome of the Firehound
As you reach for the tome, a swirling red mist emerges from it. That mist turns to flame, and that flame takes the shape of two angry dogs running toward you, fangs bared.
Loot: Tome of the Firehound
Foul Little Imp: 2cmc Imp creature with flying (It can't be attacked or blocked by creatures without flying), 2/1
Encountered at: Ashburn Path, Phasion Road
A menacing little imp with a menacing little face.
Loot: Molten ash
Hexing Nightmare: 4cmc Nightmare, 3/3
Encountered at: Phasion Road
A strange monstrosity. Its approach addles the minds of those nearby. You can't cast spells with targets.
Loot: Unknown
Mindmeddling Devils: 2cmc Nightmare Devil creature, 1/1
Encountered at: Ashburn Path
Something about this band of small devils addles the minds of those nearby. Where have these devils even come from, anyway? Six of these devils can create a zone that afflicts players with the following ability: "Whenever you cast a spell, you get -X/-X until end of turn, where X is that spell's converted mana cost."
Loot: Unknown
Roseback Baloth: 6cmc Beast creature, 5/5
Encountered at: Pilgrim's Road
A great and intimidating beast with a single beautiful flower on its back. Whenever you cast a spell, it gains protection from that color until end of combat.
Loot: The Baloth Rose
Skeleton: 2cmc Skeleton creature, 1/1
Encountered at: Ashburn Path, Phasion Road
Doubtful that they're your ancestors trying to hug you. Each skeleton regenerates the first time it would be destroyed in a turn.
Loot: Bone meal
Slithering Basilisk: 5cmc Basilisk with deathtouch and wardplated (It can't be affected by more than one spell per turn), 4/4
Encountered at: Bleak Well (tunnel beneath the well)
A basilisk slithers its way straight for you, dripping with poison. Its gaze stops you still. You cannot run.
Loot: Basilisk tooth
Troll: 8cmc Troll creature with hexproof, 7/7
Encountered at: Darkwood Glade
You're basically an ant to it.
Loot: Troll skull
Twelve-Headed Hydra: 12cmc Hydra creature with Hydra-form (It is indestructible, but all sources deal damage to it as though they had wither), 12/12
Encountered at: Halnigh Rock
May flailing wurm-like heads soar in the air above you. Even if none of the heads seem to have noticed you, there are a dozen of them, so it's a matter of time.
Loot: Hydra skull
Waterbird: 4cmc Elemental Bird creature with flying, 3/2
Encountered at: Tome of the Waterbird
As you grasp the Tome of the Waterbird, a mist emerges from it, then the mist turns to water, and the water takes the form of a bird which starts circling above you. The waterbird is peaceful and will attempt to fly away if not attacked.
Loot: Tome of the Waterbird, Waterbird wing
5.13 Human Encounters of Kandoria
Bandit Pair: 3mc Human Rogue creature with first strike and separated (They cannot both be affected by a single spell, regardless of its wording), 2/1
Encountered at: Pol River Cave, Darkwood Path
A pair of bandits see you seem to be burdened by some gold and want to relieve you of that burden. Rather than fight, you may give up 50 gold or all you have to pay them off.
Bandit Wizard: 5cmc Human Wizard, 3/3
Encountered at: Mercenary Road
This thuggish spellcaster can respond to an attempt to flee by casting a spell.
Filigar Town Guardsman: ??? cmc Human creature with first strike, 4/4
Encountered at: Filigar
These guardsmen keep order in Filigar.
Filigar Town Guardsman: ???cmc Human Soldier creature with vigilance, 4/4
Encountered at: Filigar
These guardsmen keep order in Filigar.
Goblin Raiders: 4cmc Goblin Warrior creature, 3/3
Encountered at: Phasion Road
Some goblins haven't adjusted that well to society and still just want to fight, eat, and hoard.
Loot: Goblin toe
Goblin Hunter: 4cmc Human Warrior creature, 2/3
Encountered at: Ashburn Path
Some people just can't accept that goblins are part of our society nowadays. These men are certainly stuck in an old-fashioned mindset. They may carry goblin toes as trophies of their kills.
Pyromancer Bandit: 4cmc Human Shaman creature with Lightning Bolt, 2/2
Encountered at: Darkwood Path
Ashburn Path is home to fire-lovers, and this man is no exception.
Small-time Thief: ???cmc Human Rogue creature, 1/1
Encountered at: Filigar
Filigar, like any town, has its share of petty criminals.
Valans Lackeys: ???cmc Human Mercenary creature, 1/1
Encountered at: Halnigh Rock, Milia Springs
Men with armor, swords (Iron Sword, +1 Power), and shields (??? Shield, +2 Toughness) inscribed with the Valans family crest.
5.2 Wildlife of Costaluna
5.3 Wildlife of Gorivir
5.4 Legendary Creatures
Daedranox, the Invader: 9cmc legendary Nightmare Beast with unstoppable (It can't be removed from combat when it's attacking) and warbound (It can't be removed from the battlefield by spells that say "destroy" or "exile"), 9/9
Encountered at: Pol River Bank
A dark goliath rises in the distance. Whenever Daedranox kills a creature, remove all damage from it.
Loot: Coriander root x2, Antler horn x2, Molten ash x2, Daedranox's Token, Dreamreaper's Cowl, Scroll of Dreamcasting, 30 Gold
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Bloody Flock - Party Quest - Phasion Road
Find out how Vurn's flock was killed.
Varbus Boonspear and Donrok Firehands have been removed for inactivity. This quest is now open again.
Camouflaged Critter (2nd) - Area Quest - Darkwood Jungle
You can barely make out a pair of eyes in the distant jungle. Clearly some sort of beast is out there, but there's no telling what it is until you're in front of its face.
Catlike Revenges - Party Quest - Scorchwind Camp
Find Narsha's old business partner in Filigar.
Thayer Ronamson has been removed for inactivity. This quest is now open again.
Learn from the Best - Area Quest - Kandor
Complete Master Alantir's challenges. They can be completed once per player and are different every time.
Master Alantir will reward successful challengers with a Mastery Potion and a Potency Elixir.
Mercenaries for Hire - Area Quest - Pol River Mercenary Camp
If you can prove that you're not just going to get them killed, Derrick will let you hire a mercenary for your party.
There are 4 mercenaries available for hire (2cmc Human Mercenary with deathtouch, 1/1). They are 60 gold each.
The Most Epic Battle I Ever Saw - Party Quest - Filigar
Show David Keen what a real battle looks like in a manner that his father won't find too violent or traumatizing.
Thayer Ronamson has been removed for inactivity. This quest is now open again.
Toll Please - Obstacle - Bleak Well
You inquire as to the toll amount, and Zeke Quinto replies, "250 gold." That amount is ridiculous, but so is the strength of your enemy, at this point. You should wait until you can pay the toll if you want to pass here alive.
The Vampiric Gift - Area Quest - Kandor
The vampire Volundra will bestow the vampiric gift on those he deems worthy. Becoming a Vampire grants the following changes:
You get +2/-1, often drink mana from killed creatures, but take more damage from spells.
Wall of Fire - Obstacle - Scorchwind Camp
As you attempt to proceed, it seems that some pyromancer has erected a wall of fire that spans the whole path. It looks pretty strong, and pretty fiery. Mabel Farnsburn described the caster as a "creep [who] came through wearing a dark shroud."
Camouflaged Critter - Area Quest - Pol River Cave, Darkwood Glade, Darkwood Jungle
You can barely make out a pair of eyes in the distant jungle. Clearly some sort of beast is out there, but there's no telling what it is until you're in front of its face.
Tombbrood Ictre attacked the critter in Darkwood Jungle, which was revealed to be a Darkshroud Centaur.
Cobweb Wall - Obstacle - East of Kilkren Way
As you make your way down the path, your route is obstructed by a giant wall of cobwebs. You must find a way to get past it, but be aware: a web like this must have come from one big arachnid.
Simeom Absaul used a blue diffusion spell to remove the wall, then fled from its angry eight-legged weaver.
Prismatic Barrier - Obstacle - Milia Springs
As you proceed, a shimmering wall of all the colors of the rainbow hovers in front of you like a mist. Yet, while it appears misty, you don't seem to be able to get through it. Right in the middle, on the ground, you see some sort of generator that must be powering the thing. It looks pretty indestructible. When a spell is cast targeting it, the spell's energy flies into a slot at the top of the generator, and a circle consisting of five silver wedges protrudes from its front.
Simeom Abasaul cast spells of all five colors to light up the generator's wedges, disarming the generator and dispelling the wall.
Dark and Full of Terrors - Area Quest - Pol River Cave
After lighting up the darkness of Pol River Cave and killing the bear in the cave, you come across an open area with three statues of kneeling men. Behind the middle one is a chest that has been magically locked.
Elena Sorbrand cast an uplifting spell, causing the stone statues to rise into majestic stances. This unlocked the chest and freed its treasures.
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