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	<id>https://wiki.efupw.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dhund</id>
	<title>EfU Wiki - User contributions [en]</title>
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	<updated>2026-10-28T17:09:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.efupw.com/index.php?title=Races&amp;diff=3395</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Races&amp;diff=3395"/>
		<updated>2025-01-16T05:56:29Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many races to choose from in EFU ranging from the standard NWN races to specially scripted, application-only EFU subraces. We recommend new players pick a non-application race to explore the world and get to know the server.&lt;br /&gt;
&lt;br /&gt;
At this time, &amp;quot;Favored Class&amp;quot; for subraces does not actually change anything to do with XP penalty purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Race !! Subrace !! App Only? || ECL || Stats || Features || Additional Information&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Dwarf &lt;br /&gt;
| Shield Dwarf (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 CON, -2 CHA &lt;br /&gt;
| Stonecunning, Darkvision, Hardiness vs Poisons, Hardiness vs Spells, Offensive Training vs Orcs, Offensive Training vs Goblinoids, Defensive Training vs Giants, Skill Affinity (Lore)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold Dwarf&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| -2 DEX, +2 CHA &lt;br /&gt;
| As Default Dwarf, Favored Enemy (Abberation)&lt;br /&gt;
| &lt;br /&gt;
 Gold Dwarves, otherwise known as High Dwarves, are a race of Dwarves that descend from the civilisation of Mount Kulkund, in the north of the Great Ash Desert.&lt;br /&gt;
 &lt;br /&gt;
 Several hundred years ago, a terrible civil war broke the Kingdom of Mount Kulkund apart. This civil war took place between the Gold Dwarves and their once-cousins, now-rivals, the Deep Dwarves. Much of this history has been lost in the chaos of the war, and should be learned about in-game.&lt;br /&gt;
 &lt;br /&gt;
 Gold Dwarves have a natural skill with artisanship and accountancy. They make for meticulous mathematicians and architects, as well as fine metallurgists and precise toolworkers.&lt;br /&gt;
 &lt;br /&gt;
 Gold Dwarves have a cultural taboo against charity, and consider it a grievous insult both to themselves and to their Ancestors, whom they venerate with an almost-religious respect. Gold Dwarves are naturally suspicious of people who use flattery and &#039;polite manners&#039;; even saying &#039;please&#039; and &#039;thank you&#039; could be seen as cunning manipulative behaviour by a Gold Dwarf.&lt;br /&gt;
 &lt;br /&gt;
 Gold Dwarves are exiles from their ancient home, and many long to reclaim it for their people from the Deep Dwarves who defeated and banished them. No Gold Dwarf player character has been alive long enough to remember the war, though some elderly characters may have been infants during that time and remember fleeing with other refugees.&lt;br /&gt;
&lt;br /&gt;
 Gold Dwarves do not require an application to play, but players should be mindful of their lore when playing one.&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Wild Dwarf &lt;br /&gt;
| Yes &lt;br /&gt;
| +1 &lt;br /&gt;
| (As Default Dwarf) &lt;br /&gt;
| As Default Dwarf, Use Poison, Lore +2, +4 vs Disease, +1 vs Poison, 5/- Fire Resistance&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Elf&lt;br /&gt;
| Moon Elf (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 DEX, -2 CON&lt;br /&gt;
| Sleeplessness, Hardiness vs Enchantments, Weapon Proficiency (Elf), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low Light Vision&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sun Elf&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 INT, -2 DEX&lt;br /&gt;
| As Default Elf, Lore +1, Tinkering +2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Wild Elf&lt;br /&gt;
| Yes&lt;br /&gt;
| 0 &lt;br /&gt;
| +2 CON, -2 INT&lt;br /&gt;
| As Default Elf&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Wood Elf&lt;br /&gt;
| Yes &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 STR, +2 CON, -2 INT, -2 CHA&lt;br /&gt;
| As Default Elf&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot;| Half Elf&lt;br /&gt;
| Half Elf (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| N/A&lt;br /&gt;
| Sleeplessness, Hardiness vs Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low Light Vision&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot;| Gnome&lt;br /&gt;
| Rock Gnome (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 CON, -2 STR&lt;br /&gt;
| Hardiness vs Illusions, Offensive Training vs Reptilians, Offensive Training vs Goblinoids, Defensive Training vs Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low Light Vision, Small Stature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Halfling&lt;br /&gt;
| Lightfoot Halfling (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 DEX, -2 STR&lt;br /&gt;
| Skill Affinity (Move Silent), Skill Affinity (Listen), Lucky, Fearless, Good Aim, Small Stature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Strongheart Halfling&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| (As Default Halfling)&lt;br /&gt;
| As Default Halfling, Strong Soul feat, Removed feat: Lucky&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Ashfolk Halfling&lt;br /&gt;
| Yes &lt;br /&gt;
| 0 &lt;br /&gt;
| (As Default Halfling)&lt;br /&gt;
| As default Halfling, Immunity; Blindness, Removed Feats: Lucky and Good Aim&lt;br /&gt;
| &lt;br /&gt;
 The Ashfolk are a nocturnal race of halflings with markedly pale skin and dark black to slightly grey hair. Their eyes are covered with thin sheets of fibrous material, giving them a glassy appearance.&lt;br /&gt;
 &lt;br /&gt;
 They have a long history in the desert as great civilization-builders, administrators, and merchants. These many society-building projects litter the wastes, the most notable of which was a large Caliphate that was a time of great peace and prosperity for the people of the desert. They are the main residents of Baz&#039;eel, Qa&#039;im, and many other (smaller) city-states scattered throughout the sands. &lt;br /&gt;
 &lt;br /&gt;
 The Ashfolk are obligate pacifists. Guards and soldiers in ashfolk cities are almost always selected from among other races. However, this prohibition is exclusively a personal affair. They freely utilize bodyguards, conjurations, mercenaries, and assassins.&lt;br /&gt;
 &lt;br /&gt;
 They have a strong cultural inclination towards charity, though the specific form it takes varies; many, particularly among the elite, make large and extravagant showings of it to others to advance in status. Because of this, bribery is completely acceptable in ashfolk culture. Changing one&#039;s stance or circumventing the rules as the result of a generous gift is seen as an appropriate response to &#039;charity&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot;| Stonefolk&lt;br /&gt;
| Stonefolk&lt;br /&gt;
| No&lt;br /&gt;
| 0 &lt;br /&gt;
| +1 STR, +1 WIS, -2 DEX&lt;br /&gt;
| Darkvision, Toughness&lt;br /&gt;
|&lt;br /&gt;
 The Stonefolk are tall, muscular creatures with brown or pale-grey skin. They have no irises, and their hair exhibits as hard, thin strands.&lt;br /&gt;
 &lt;br /&gt;
 They are a people of uncertain provenance, who have long forgotten their origins. There are many competing theories among the academies of Baz’eel, but all that is truly known is that they have been a perennial, if peripheral, presence in the Great Ash Desert for a thousand years. The Stonefolk have no kingdoms, nor do they hold any political power. Instead they are marked with a pronounced melancholy. They serve as stonemasons and labourers, else wander in small groups in the company of their groknaks. Within the cities, the Stonefolk live in Tablets, which serve as enclaves reserved for them.&lt;br /&gt;
 &lt;br /&gt;
 Stonefolk culture is orally transmitted, and their praise-singers are the living embodiment of their culture. While not unintelligent, they have no patience for book learning and are slow and considered in all things. They have a distaste for violence and warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Human&lt;br /&gt;
| Human&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| N/A&lt;br /&gt;
| Quick to Master, Skilled&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Astrologian&amp;diff=3393</id>
		<title>Astrologian</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Astrologian&amp;diff=3393"/>
		<updated>2025-01-15T04:06:53Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterNav|title=Astrologian&lt;br /&gt;
|ClassPic=astrologian.jpg&lt;br /&gt;
|ClassName=Astrologian&lt;br /&gt;
|align=Any&lt;br /&gt;
|HP=4 + CON&lt;br /&gt;
|Prof=Armor (None), Weapons (Simple)&lt;br /&gt;
|Skills=4 + INT&lt;br /&gt;
|Saves=Fort Low, Will High, Reflex Low&lt;br /&gt;
|BAB= +1/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Astrologians are arcane spellcasters who study the movements and patterns of celestial objects. It is a broad classification. Some are tribal shamans, others secretive cultists, others still studious professors. All, however, draw their power from knowledge of one great and singular secret: the heavens are reflected upon the earth by way of mysterious aspects known as  &#039;Incarna&#039;. Astrologians work with these Incarna in a strange and esoteric study that can take many years. Through their careful manipulation, the threads of fate themselves can be altered to suit their purposes.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 4 + CON per level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;  Armor (None), Weapon (Simple)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039;  4 + INT modifier per level (*4 at 1st level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; Bluff, Concentration, Heal, Intimidate, Listen, Lore, Persuade, Spellcraft, Spot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Progression:&#039;&#039;&#039;  Fort Low, Will High, Ref Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039;  +1 per 2 levels&lt;br /&gt;
&lt;br /&gt;
===Level Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! BAB !! Fort !! Ref !! Will !! Feats !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0 || 0 || 2 || &#039;&#039;&#039;Draw&#039;&#039;&#039;, &#039;&#039;&#039;Play&#039;&#039;&#039; || 3 || 2 || - || - || - || - || - || -&lt;br /&gt;
|-     &lt;br /&gt;
| 2 || 1 || 0 || 0 || 3 || || 4 || 3 || - || - || - || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 3 || 1 || 1 || 1 || 3 || || 4 || 3 || 2 || - || - || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 4 || 2 || 1 || 1 || 4 || || 5 || 4 || 3 || - || - || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 5 || 2 || 1 || 1 || 4 || &#039;&#039;&#039;Stellar Gematria&#039;&#039;&#039; || 5 || 4 || 3 || 2 || - || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 6 || 3 || 2 || 2 || 5 || || 5 || 4 || 4 || 3 || - || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 7 || 3 || 2 || 2 || 6 || &#039;&#039;&#039;Royal Road&#039;&#039;&#039; || 6 || 5 || 4 || 3 || 2 || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 8 || 4 || 2 || 2 || 6 || || 6 || 5 || 4 || 4 || 3 || - || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 9 || 4 || 3 || 3 || 6 || &#039;&#039;&#039;Destiny Draw&#039;&#039;&#039; || 6 || 5 || 5 || 4 || 3 || 2 || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 10 || 5 || 3 || 3 || 7 || || 6 || 6 || 5 || 5 || 4 || 3 || - || -&lt;br /&gt;
|-      &lt;br /&gt;
| 11 || 5 || 3 || 3 || 7 || || 6 || 6 || 5 || 5 || 4 || 3 || 2 || -&lt;br /&gt;
|-      &lt;br /&gt;
| 12 || 6 || 4 || 4 || 8 || || 6 || 6 || 5 || 5 || 4 || 4 || 3 || -&lt;br /&gt;
|-      &lt;br /&gt;
| 13 || 6 || 4 || 4 || 8 || || 6 || 6 || 6 || 5 || 5 || 4 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; overflow:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px&amp;quot; | Astrologian Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Draw&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | The astrologian may draw a card at random, rolling a 1d6 (see below). Once drawn, an astrologian may imbue the effects of the card on a single target within 30 feet. At 8th level, the effect of the card increases by 1. The duration of the card&#039;s effect lasts a number of rounds equal to 10 + the astrologian&#039;s Astronomy skill divided by 5. The astrologian may use this ability a number of times per day equal to their astrologian level + their Wisdom modifier.&lt;br /&gt;
The Astrologian begins the game knowing the six fundamental Incarna. The cards are as follows:&lt;br /&gt;
 (1) The Star: This card grants the target a +1 bonus to attack rolls.&lt;br /&gt;
 (2) The Magician: This card grants the target a +1 bonus to damage rolls. This extra damage is not multiplied on a critical hit.&lt;br /&gt;
 (3) The Tower: This card provides a damage reduction of 1/- to the target.&lt;br /&gt;
 (4) The Moon: This card grants the target a +1 luck bonus on saving throws.&lt;br /&gt;
 (5) The World: This card grants the target a +1 dodge bonus to AC.&lt;br /&gt;
 (6) The Sun: This card grants the target Regeneration 1.&lt;br /&gt;
Other cards are known to exist.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Play&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | The astrologian selects a target and triggers the effect of their drawn incarnum. Only one card may be drawn at a time. Only one card effect may be active on a given target at a time. This is an [https://nwn.fandom.com/wiki/Instant_feat &#039;&#039;&#039;instant feat&#039;&#039;&#039;].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Stellar Gematria&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 5th level, after she uses the Draw ability, she may use a free action to convert that card into another. This card is one of the empowerment cards, and can only be used alongside another. This empowerment affects the next card that the astrologian uses to empower an ally.&lt;br /&gt;
 - If the Magician or the Tower card is drawn, the card becomes the Hanged Man. The next card&#039;s effects are doubled.&lt;br /&gt;
 - If the Star or the World card is drawn, the card becomes the Hierophant. The next card&#039;s duration is doubled.&lt;br /&gt;
 - If the Moon or the Sun card is drawn, the card becomes the Lovers. All allies within a 20-ft.-radius of the astrologian receive the effects.&lt;br /&gt;
 - If the Emperor or the Empress card is drawn, the card becomes Judgement. All of the above effects apply.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Royal Road&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 7th level, once per day, the astrologian converts the currently drawn card into &amp;quot;the Emperor&amp;quot; when Star, Magician, or Moon; or &amp;quot;the Empress&amp;quot; when Tower, World, or Sun. This card may be played on its own or in combination with a card produced by Stellar Gematria.&lt;br /&gt;
 - The Emperor: This card grants the bonuses of all three cards of Star, Magician, and Moon.&lt;br /&gt;
 - The Empress: This card grants the bonuses of all three cards of Tower, World, and Sun.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Destiny Draw&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | At 9th level, the astrologian&#039;s studies into the heavens have led her to better comprehend the deeper mysteries of the incarna, granting her a limited form of divination. As a free action, the astrologian may predict the next card she will draw and draw it instantly. This ability may be used once per day.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px&amp;quot; | &#039;&#039;&#039;Stacked Deck&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; | As a general feat, an Astrologian may take Stacked Deck to increase their available cards by 5 per day/rest. This feat is automatic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==  &lt;br /&gt;
Arcane (spell failure from armor is a factor), both intelligence-based (a base intelligence score of 10 + the spell&#039;s level is required to cast a spell, bonus spells and spell DC are based on modified intelligence), and requires preparation. Much like a cleric, an astrologian has access to the class&#039;s entire spell list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.&lt;br /&gt;
&lt;br /&gt;
==Astrologian Spell List==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cantrips !! 1st Circle !! 2nd Circle !! 3rd Circle !! 4th Circle !! 5th Circle&lt;br /&gt;
|-&lt;br /&gt;
| Cure Minor Wounds || [[Custom_Spells#Aethelwine&#039;s Enchanted Scribe|Aethelwine&#039;s Enchanted Scribe]] || Aid || Animate Dead || Cure Critical Wounds || [[Custom_Spells#Collapsing Void|Collapsing Void]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Custom_Spells#Dancing Lights|Dancing Lights]] || [[Custom_Spells#Astral Regeneration|Astral Regeneration]] || Blindness/Deafness || [[Custom_Spells#Baleful Starblight|Baleful Starblight]] || Death Ward || [[Custom_Spells#Contingency|Contingency]]&lt;br /&gt;
|-&lt;br /&gt;
| Daze || [[Custom_Spells#Crafter&#039;s Insight|Crafter&#039;s Insight]] || [[Custom_Spells#Blood Transcription|Blood Transcription]] || [[Custom_Spells#Celestial Regeneration|Celestial Regeneration]] || [[Custom_Spells#Debilitating Portent|Debilitating Portent]] || Energy Buffer&lt;br /&gt;
|-&lt;br /&gt;
| [[Custom_Spells#Hex of Anaximander|Hex of Anaximander]] || Cure Light Wounds || [[Custom_Spells#Body of the Sun|Body of the Sun]] || Clairaudience/Clairvoyance || Dismissal || Feeblemind&lt;br /&gt;
|-&lt;br /&gt;
| [[Custom_Spells#Hex of Eratosthenes|Hex of Eratosthenes]] || Endure Elements || [[Custom_Spells#Burst of Radiance|Burst of Radiance]] || Clarity || Enervation || [[Custom_Spells#Foretell Doom|Foretell Doom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Custom_Spells#Hex of al-Battani|Hex of al-Battani]] || [[Custom_Spells#Fortune Telling|Fortune Telling]] || Cure Moderate Wounds || Cure Serious Wounds || Fear || [[Custom_Spells#Gravity|Gravity]]&lt;br /&gt;
|-&lt;br /&gt;
| Light || Identify || [[Custom_Spells#Curse of Impending Blades|Curse of Impending Blades]] || [[Custom_Spells#Dread Seizure|Dread Seizure]] || Freedom of Movement || Lesser Mind Blank&lt;br /&gt;
|-&lt;br /&gt;
| Resistance || Ironguts || Enhance Ability || [[Custom_Spells#Foiled Future|Foiled Future]] || [[Custom_Spells#Future&#039;s Pain|Future&#039;s Pain]] || Monstrous Regeneration&lt;br /&gt;
|-&lt;br /&gt;
| [[Custom_Spells#Starblight|Starblight]] || Mage Armor || Hearthfire || Greater Magic Weapon || [[Custom_Spells#Horror Mark|Horror Mark]] || Spell Resistance&lt;br /&gt;
|-&lt;br /&gt;
|  || Magic Weapon || [[Custom_Spells#Hex Dispersion|Hex Dispersion]] || Haste || Lower Spell Resistance || True Seeing &lt;br /&gt;
|-&lt;br /&gt;
|  || [[Custom_Spells#Project Star Chart|Project Star Chart]] || Lesser Dispel || Healing Circle || [[Custom_Spells#Mass Foiled Future|Mass Foiled Future]] ||   [[Custom_Spells#Seven_Seals_of_Al-Saran|Seven Seals of Al-Saran]]||&lt;br /&gt;
|-&lt;br /&gt;
|  || Protect || Lesser Restoration || Heroism || Mass Ultravision || &lt;br /&gt;
|-&lt;br /&gt;
|  || Regroup || Remove Paralysis || Hold Person || Neutralize Poison ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Remove Fear || Resist Elements || Insight || Restoration ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Sanctuary || See Invisibility || [[Custom_Spells#Lunar Bolt|Lunar Bolt]] || Scrying ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Scare  || Silence || Magic Circle against Alignment|| [[Custom_Spells#Solar Circle|Solar Circle]] ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Shell || [[Custom_Spells#Star Shard|Star Shard]] || [[Custom_Spells#Mass Curse of Impending Blades|Mass Curse of Impending Blades]] || Stoneskin ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Shield  || [[Custom_Spells#Twist Fate|Twist Fate]] || Negative Energy Protection || Ward Area ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || [[Custom_Spells#Stellar Blade|Stellar Blade]] || Ultravision || Poison || ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || [[Custom_Spells#True Dodge|True Dodge]] || || Protection from Elements ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || True Strike || || Remove Blindness/Deafness ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
|  || Whispering Wind || || Remove Curse ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  || || Remover Disease ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  || || [[Custom_Spells#Shield Other|Shield Other]] ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  || || Slow ||  || &lt;br /&gt;
|}&lt;br /&gt;
As a prepared spellcaster, Astrologians can save their spell loadout on EfU using [[Chat_Commands#Creating_Spell_Notes|Spell Notes]]. This means you can save different sets of prepared spells for different situations. &lt;br /&gt;
&lt;br /&gt;
==Familiars==&lt;br /&gt;
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list [[Familiars|here]].&lt;br /&gt;
&lt;br /&gt;
*[[Familiars#Bat|Bat]]&lt;br /&gt;
*[[Familiars#Rat|Rat]]&lt;br /&gt;
*[[Familiars#Floating_Skull|Floating Skull]]&lt;br /&gt;
*[[Familiars#Imp|Imp]]&lt;br /&gt;
*[[Familiars#Gull|Gull]]&lt;br /&gt;
*[[Familiars#Parrot|Parrot]]&lt;br /&gt;
*[[Familiars#Chicken|Chicken]]&lt;br /&gt;
*[[Familiars#Raven|Raven]]&lt;br /&gt;
*[[Familiars#Snake|Snake]]&lt;br /&gt;
*[[Familiars#Ooze|Ooze]]&lt;br /&gt;
*[[Familiars#Eyeball|Eyeball]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Classes]]&lt;br /&gt;
&lt;br /&gt;
{{ClassList}}&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Fighter_Perks&amp;diff=3304</id>
		<title>Fighter Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Fighter_Perks&amp;diff=3304"/>
		<updated>2024-10-13T00:39:19Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fighter Perks=&lt;br /&gt;
Like many classes in EFU, Fighters have a large list of perks to choose from. You may select a perk by opening your character&#039;s Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighters receive a free action based on their perk that can be activated by entering &#039;&#039;&amp;quot;/c fighter_perk&amp;quot;&#039;&#039; and is usable once (1) per rest.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bonus feats (such as dual-wielder&#039;s Ambidexterity or squire&#039;s Disarm) count towards the prerequisites of further feats (such as Improved Two Weapon Fighting or Improved Disarm).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will lose these perks if you take levels in a base class other than Fighter!&#039;&#039;&#039; [[Prestige Classes]] bnot disable class perks, but may come with other restrictions.&lt;br /&gt;
&lt;br /&gt;
==Body Guard==&lt;br /&gt;
Be it a sheik&#039;s loyal eunuch guarding his harem or a king&#039;s most trusted knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*+1 vs Mind Affecting&lt;br /&gt;
*Immunity: Charm Person&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+3 Discipline&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+1 Will&lt;br /&gt;
*Immunity: Dominate Person&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bounty Hunter==&lt;br /&gt;
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*25% movement speed increase. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Special tanglefoot bag each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+4 Disable Trap&lt;br /&gt;
*+4 Set Trap&lt;br /&gt;
*Receive a trap kit each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Gain 5% movement speed&lt;br /&gt;
*5% physical immunity&lt;br /&gt;
*+4 saving throw vs traps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brawler==&lt;br /&gt;
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*2/- Damage Resistance vs Bludgeoning&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*Weapon Specialization: Close Quarters feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*Improved Critical: Close Quarters feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bravo==&lt;br /&gt;
There exists a rare breed of warrior who have learned to put style over substance. Scorning the clumsiness of shields and heavy weapons, they draw instead upon the luster of their heroic spirit and indomitable panache to win the day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*10/5 damage reduction, up to 30 total damage. +1 positive energy damage per 2 CHA. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Deflect Arrows&lt;br /&gt;
*+1 Reflex&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*+1 AB and +1 AC when using a medium weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be small.&lt;br /&gt;
*+1 AB and +2 positive damage when using a small, or tiny, weapon while the offhand slot is empty. For fighters with small stature (halflings/gnomes/etc), the weapon must be tiny.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*2/- Physical DR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cutthroat==&lt;br /&gt;
Every city has its slum, and every slum has its thug; dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +5 Intimidate&lt;br /&gt;
* +3 Appraise&lt;br /&gt;
* 1d4gp gained each rest&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Use Poison feat&lt;br /&gt;
* Double duration of poison weapon&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 1d6 Sneak Attack&lt;br /&gt;
* Wage of 5gp every ten minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Desert Warrior==&lt;br /&gt;
Be it a Janissary patrolling the outskirts or a sun-chewed dune raider stalking their prey, the harsh conditions of the desert produce a unique breed of warrior. As harsh and sharp as the pitiless noon, these men and women are death on the sands with their shamshirs gleaming bright.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*  +4 vs Fire&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Fortitude&lt;br /&gt;
* +5% Movement Speed&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 20% Fire Immunity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Drill Sergeant==&lt;br /&gt;
The terror of the aspirant, you are the supreme commander and second to none; upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* 20 temporary hitpoints given allies. Lasts for 5 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* You train characters at or below half your levels + 2 (max level 7). &lt;br /&gt;
:* They receive bonus XP for getting beaten in sparring matches (time limited)&lt;br /&gt;
:* You regenerate up to 1/4th of your own max HP if you lose&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Concentration&lt;br /&gt;
* +1 Discipline&lt;br /&gt;
* +1 Heal&lt;br /&gt;
* +1 Intimidate&lt;br /&gt;
* +1 Listen &lt;br /&gt;
* +1 Spot&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 2/day Master of the Drill Ability:&lt;br /&gt;
** +1 Attack Bonus &lt;br /&gt;
** +1 AC&lt;br /&gt;
** +10% movement speed &lt;br /&gt;
** Allies gain 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration&lt;br /&gt;
** Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual-wielder==&lt;br /&gt;
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk fire|acid|electrical|cold&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. Defaults to fire if no element is specified. &lt;br /&gt;
* If held, off-hand weapon receives +2 Deflection AC for 5 turns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain Ambidexterity feat if Dexterity is 13 or above&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* 5% physical damage immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 off-hand attack bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Duelist==&lt;br /&gt;
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* +1 attack bonus and +1 AC while wearing cloth, light, or medium armor. Lasts 1 turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Parry&lt;br /&gt;
* +3 Taunt&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Dodge AC vs. Piercing&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Uncanny Dodge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Executioner==&lt;br /&gt;
Some warriors believe that a battle is won, not by shields or spells or sneaky tricks, but by the strong hands holding mighty weapons. You are such a warrior. And so you have become the dustman of the battlefield, here to rinse it clean in blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
*Instant whirlwind attack, affecting all enemies in melee range, that applies Called Shot on hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
*Called Shot&lt;br /&gt;
*+3 Intimidate&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
*5% Physical Immunity&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
*+1 Slashing Damage on an equipped two-handed weapon.&lt;br /&gt;
*Wounding on an equipped two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
==Gloom Walker==&lt;br /&gt;
In a world of supernatural chaos, The Gloom-Walkers are those who traverse the Glooms whenever they can. As a result, they now have a minor connection to it, granting them unpredictable abilities. As the Gloom changes, so do they and their powers. Gloom-Walkers aim to unlock the secrets of the Gloom, for it is their enigmatic power born from being too much within its ever-changing grasp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039; &lt;br /&gt;
* Gloom Gamble: in an area with a gloom, they can &#039;reroll&#039; the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won&#039;t change glooms. Only the new ones spawned).&lt;br /&gt;
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039; &lt;br /&gt;
* 5% random elemental damage immunity each rest &lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 random elemental damage each rest&lt;br /&gt;
* Gloom areas give the Fighter minor effects related to the gloom, and where relevant, a minor protection against them.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039; &lt;br /&gt;
* 1% Chaos Shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Houndmaster==&lt;br /&gt;
Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man&#039;s best friend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Calls your faithful companion to join you.&lt;br /&gt;
* The dog gains XP over time and will grow stronger while called.&lt;br /&gt;
* On its death you get a new pup.&lt;br /&gt;
* Can name it with the /c name_companion command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +2 intimidate&lt;br /&gt;
* Animals are less likely to attack you&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Gain access to Tracking Tool&lt;br /&gt;
* +2 Spot&lt;br /&gt;
* +2 Listen&lt;br /&gt;
* +2 Search&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 2/- DR piercing &lt;br /&gt;
* Your dog is trained more rapidly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lay Sword==&lt;br /&gt;
Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* If Evil aligned you receive +2 AB and +1 AC vs Good&lt;br /&gt;
* If Good aligned you receive +2 AC and +1 universal saving throw vs Evil&lt;br /&gt;
* If Neutral aligned you receive +1 AC and +1 fortitude save&lt;br /&gt;
* Bonuses last for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +1 saves vs Divine&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Will&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Universal Saves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Man-at-arms==&lt;br /&gt;
These rugged men make up the bulk of any Lord&#039;s army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield; fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain 20% physical damage immunity. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +4 saves vs Disease&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +3 Discipline&lt;br /&gt;
* Cleave feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% Physical Damage Immunity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marksman==&lt;br /&gt;
Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spot&lt;br /&gt;
* +3 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Spawn a bundle of magical bolts each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pit Fighter==&lt;br /&gt;
Be it a freeman seeking coins and glory as a professional gladiator or a desperate slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors, but poor soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain bonuses depending on hitpoint percentage:&lt;br /&gt;
** With at least 70% hitpoints, gain +1 AC and 5% movement speed&lt;br /&gt;
** With at least 40% hitpoints gain +1 AC, +1 Regeneration, and 5% movement speed&lt;br /&gt;
** With less than 40% hitpoints gain +1 AB, +1 AC, +2 Regeneration, and 10% movement speed&lt;br /&gt;
* Bonuses last 1 turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Taunt&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Dodge Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* 10% movement speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rebel==&lt;br /&gt;
Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaotic Alignment Only.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* All nearby chaotic-aligned creatures receive +2 AB. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain one Potion of protection vs Law each reset&lt;br /&gt;
* Can rest without campfire in the wilderness&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Dodge vs Lawful &lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Damage vs Lawful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Self-taught==&lt;br /&gt;
Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles; if they manage to survive long enough to hone them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Random [-2 to +4] attack decrease/bonus and [-2 to +4] AC decrease/bonus. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* -5 Concentration&lt;br /&gt;
* -5 Discipline&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +1 Attack Bonus&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1 Dodge AC&lt;br /&gt;
&lt;br /&gt;
==Sellsword==&lt;br /&gt;
&lt;br /&gt;
Base men with loyalties as fluid as a dying man&#039;s bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.&lt;br /&gt;
&lt;br /&gt;
Fighter Perk &amp;quot;/c fighter_perk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp. Lasts for 2 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1&lt;br /&gt;
&lt;br /&gt;
    1d4 gp gained each rest/reset&lt;br /&gt;
&lt;br /&gt;
Level 5&lt;br /&gt;
&lt;br /&gt;
    +5 Intimidate&lt;br /&gt;
    +2 Appraise&lt;br /&gt;
&lt;br /&gt;
Level 8&lt;br /&gt;
&lt;br /&gt;
    1d6 Sneak Attack&lt;br /&gt;
    5gp wage.&lt;br /&gt;
&lt;br /&gt;
==Sharpshooter==&lt;br /&gt;
A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter&#039;s expertise at a close range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Held bow receives +1 attack bonus and +2 Mighty. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Spot&lt;br /&gt;
* +3 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Spawn a bundle of magical arrows each rest&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaver==&lt;br /&gt;
Whether a cultist, a pirate, or one of the many slaver bandits that roam the mainland, you&#039;ve spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Slaver throws out a set of chains trapping up to two hostile creatures to himself.&lt;br /&gt;
* Chained victims receive 30% movement speed penalty.&lt;br /&gt;
* Lasts for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Appraise&lt;br /&gt;
* +3 Intimidate&lt;br /&gt;
* Special tanglefoot throwable each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Dominate Person 1/day, Weapon Proficiency Exotic Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* On login gain a set of shackles that disappear on reset&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Squire==&lt;br /&gt;
The children of the wealthy receive a very different sort of warrior&#039;s education than the common footman; one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Immunity to Fear and +2 Will. Lasts for 5 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +3 Persuade&lt;br /&gt;
* +3 Lore&lt;br /&gt;
* +3 Concentration&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Disarm Feat&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 Charisma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vagabond==&lt;br /&gt;
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts&#039; reliance on armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Invisibility. Lasts 2 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 2 AC)&lt;br /&gt;
* Can track in wilderness.&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 3 AC)&lt;br /&gt;
* +10% Movement speed.&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Light Armor bonus (maximum bonus of 4 AC)&lt;br /&gt;
* +2 Reflex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armor bonus&#039;&#039;&#039;&lt;br /&gt;
* Adds armor bonus to &#039;&#039;&#039;Leathers&#039;&#039;&#039;, &#039;&#039;&#039;Studded Leathers&#039;&#039;&#039;, and &#039;&#039;&#039;Chain Shirt&#039;&#039;&#039; armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors).&lt;br /&gt;
* Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively.&lt;br /&gt;
* Enhancements to armor like Mage Armor or them having an AC bonus already on the armor, are included in these calculations. They do not stack.&lt;br /&gt;
* Dexterity modifiers above two will be subtracted from this bonus. If you have a dexterity modifier of 3/4, the bonus is reduced by 1/2, and so forth.&lt;br /&gt;
::For example, if you are level 8 and have a dexterity modifier of 3 while wearing Leathers that grants 2 AC, the bonus granted to your armor will be 3 AC, not 4 AC.&lt;br /&gt;
::If you have a dexterity modifier of 0 at level 8, if you will only be given 4 AC onto those same Leathers, because it can only grant a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
==Vigilante==&lt;br /&gt;
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lawful Alignment Only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* +1 Attack Bonus and 15% bonus movement speed. Lasts for 1 turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain one Potion of Protection vs Chaos each reset&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* +2 Dodge AC vs Chaotic&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +1d4 Bludgeoning Damage vs Chaotic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Watchman==&lt;br /&gt;
Every settlement has its guards. These warriors vary as much as the towns they serve; some are little more than farmers armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain See Invisibility for 2 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* +4 Spot&lt;br /&gt;
* +4 Listen&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Worn Helmet has Darkvision&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* +2 saves vs Mind Affecting&lt;br /&gt;
&lt;br /&gt;
==Witchhunter==&lt;br /&gt;
In a world of magic and wonder the magician is king. You&#039;ve learned this lesson time and time again as you swatted in vain at invisible imps, faced eldritch terrors from beyond, and painstakingly scaled cliffsides to the amusement of floating sorcerers. By curiosity, envy, or necessity you&#039;ve learned some alchemical tricks of your own to combat the supernatural.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter Perk&#039;&#039;&#039; &#039;&#039; &amp;quot;/c fighter_perk&amp;quot; &#039;&#039;&lt;br /&gt;
* Gain the effect of Magic Weapon for 10 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
* Gain a set of dissipating potions each reset.&lt;br /&gt;
* +5 EFUSS Alchemy/Herbalism&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;&lt;br /&gt;
* Additional dissipating potions on reset.&lt;br /&gt;
* +3 Lore&lt;br /&gt;
* +3 Spellcraft&lt;br /&gt;
&#039;&#039;&#039;Level 8&#039;&#039;&#039;&lt;br /&gt;
* Additional dissipating potions on reset.&lt;br /&gt;
* Gain a magic disruptor each reset.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_Perks]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=3298</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=3298"/>
		<updated>2024-09-27T00:27:32Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Cinquefoil Rose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Sultan&#039;s Jannisarries=&lt;br /&gt;
[[File:Janissaries.png]]&lt;br /&gt;
&lt;br /&gt;
The IVth Legion of the Sultan&#039;s Janissaries has been given the dubious privilege of maintaining law and order in Ephia&#039;s Well. Called &amp;quot;the Misfortune&amp;quot; by their compeers in Baz&#039;eel, they are dominated by an obsession with their perceived ill luck. Carrying charms and following their own superstitions, they prowl the Well looking for ne&#039;er-do-wells... and &amp;quot;ensuring&amp;quot; they find a fair few each time. The day-to-day of a recruit in the Janissaries is similar to the dreary life of a town watchman: they ring the bell to open and close the market, sit and gaze vacantly over the bustle of the bazaar, patrol its walls for signs of attack, and arrest petty criminals.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately for them, they are also the Well&#039;s first line of defense against invasion, and many find themselves on the wrong end of a barbarian&#039;s axe, or dragged to Qa&#039;im to suffer a fate worse than death. Those that survive such perils, and prove themselves worthy of laurels, can soon find themselves advancing into positions of command, and from there spring-boarding their way into the highest echelons of society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Martial and Cleric Only&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Cinquefoil Rose=&lt;br /&gt;
[[File:CinquefoilRose.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;We the swift remember to ye the dead, all the red blood that beats in our hearts.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cinquefoil Rose is a coalition of the forces that once fought tooth and nail to free Ephia&#039;s Well from Orentid occupation. Originally composed of refugees and heroes from far-away places, it now exists as a populist movement and formal alliance of the occupants of the Krak des Roses. Crucial to the citadel&#039;s defense, and bearing a never-quite-suppressed enmity for Baz&#039;eel and her Janissaries, the Cinquefoil Rose blooms still in Ephia&#039;s Well... thorns and all. &lt;br /&gt;
&lt;br /&gt;
United under Grandmaster Elizabetha d&#039;Avergne, these three groups compose the coalition:&lt;br /&gt;
&lt;br /&gt;
==Balladeers of the Lost Hearth==&lt;br /&gt;
[[File:Balladeers.png]]&lt;br /&gt;
&lt;br /&gt;
The Balladeers of the Lost Hearth are the dwindling souls who still follow the noble ideals of the old Rose. Originally the squires, troubadours, servants and sons of the original Cinquefoil Rose they have banded together under the name &amp;quot;Balladeers&amp;quot; and do all they can to keep the legacy of their fallen forebears alive. At odds with the callous Banda Rossa, whom they must abide so the Rose is not lost forever, and with a rumored fondness toward &amp;quot;the Drink&amp;quot; and the nostalgic bliss it brings, they struggle to embody chivalry and poetic virtue in a broken world. They are forever seeking (or proclaiming themselves to be) a prophesied hero who shall claim &amp;quot;the Cup,&amp;quot; the mystical relic whose waters might reinvigorate the arid sands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of an Evil alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids, wizards, sorcerers, or astrologians&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Banda Rossa==&lt;br /&gt;
[[File:Bandarossa.png]]&lt;br /&gt;
&lt;br /&gt;
The Banda Rossa are a mercenary company under exclusive contract with the Grandmaster of the Cinquefoil Rose. Although nominally independent, the groundswell of refugees, adventurers, and cupseekers feeding their ranks means they have become tightly coupled with the other members of the alliance, serving as the bulk of the military might of the Knights of the Cinquefoil Rose. This integration is at times a tense one, with many calling them allies of convenience at best. They yet seek gold and glory above all else... and their bloody reputation proceeds them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids, wizards, sorcerers, or astrologians&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Sisterhood of the Sibylline Vine==&lt;br /&gt;
[[File:Sibyllinesisterhood.png]]&lt;br /&gt;
&lt;br /&gt;
The Sisters of the Sibylline Vine are a monastic community of mystics, seers, fanatics and scholars united by shared consumption of a sacred wine, called &amp;quot;the Drink&amp;quot; by laymen. This wine is said to grant them visions of things that have yet to pass. They are highly secretive, zealously safeguarding their strange rites and their knowledge of past and future, and rarely share their insights even with the other members of the alliance. Even so, they serve as the mystic foundation of the cause: their vision of a sacred chalice and &amp;quot;the Heroic Pilgrim&amp;quot; who shall find it has bound the Cinquefoil Rose together in the years after the fall of the Orentid dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-martial&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human strongly recommended. Non-monstrous possible.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Astronomers of Q&#039;tolip=&lt;br /&gt;
[[File:Qtolipastronomers.png]]&lt;br /&gt;
&lt;br /&gt;
The Astronomers of Q&#039;tolip are the free-thinking, eccentric collection of scholars gathered under the banner of the enigmatic and brilliant visionary, Q&#039;tolip. Seeking to master the cosmos through scholarship, they are constantly engaged in the quest for knowledge of yore, and indulge in the power that comes from such things. In more practical terms, they are the primary archaeologists and magical authority of Ephia&#039;s Well, and their maintenance of the Shade affords them influence that few other organizations can boast. Often, the quest for knowledge is hindered by the unlearned, and the Astronomers understand well that their search can only be strengthened by cultivating a safe environment for their studies to bear fruit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039; Wizards and Astrologians. &lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Scribes of the Sublime Garden=&lt;br /&gt;
[[File:Sublimescribes.png]]&lt;br /&gt;
&lt;br /&gt;
The unceasingly busy bees of the Well, the commendable and highly stressed civil servants of the government. They are constantly collecting information, ensuring that letters arrive on time, and generally serving at the leisure of Ephia&#039;s legates. They are the workhorse of the minutiae of governance, and they are forever ensuring that taxes are paid, citizens are registered, and food is stored. Their duties and responsibilities are exhaustive. They, too, are exhausted. But the work is never done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters who cannot handle stress well and have a fear of papercuts may face unique challenges.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-druid&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Undisclosed&lt;br /&gt;
&lt;br /&gt;
=The Sandstone College=&lt;br /&gt;
[[File:SandstoneCollege.png|Frameless|960px]]]&lt;br /&gt;
&lt;br /&gt;
The Sandstone College is an institution of higher education located in a rambling sandstone complex in a corner of Ephia’s Well. It was founded by a group of disaffected Ashfolk Academics from Baz’eel and has now begun to accept students. Admission requirements are very low, paying a modest tuition and passing an elementary exam is all that is necessary. It has begun to attract a widerange of slacking students from Baz’eel, the listless and uncertain, amateur&lt;br /&gt;
archaeologists, and others who wish to devote themselves to the noble cause of learning.&lt;br /&gt;
&lt;br /&gt;
Not being a member of the Accord, their agenda and place in the wider politics of Ephia’s Well has yet to be determined. It is known that the founding Ashfolk Academics have a very hostile attitude towards Q’tolip and his astronomers. Students of the Sandstone College should not expect to receive as many perks as other factions, but the obligations and duties are considerably more low key&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any; (13+ INT &amp;amp; Lore Investment required)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Characters can eventually graduate and receive a degree and go on to pursue other things. Exceptional academics may be nominated for special prizes and positions.&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Spell_changes&amp;diff=3296</id>
		<title>Spell changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Spell_changes&amp;diff=3296"/>
		<updated>2024-09-08T13:33:58Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EFU has undergone massive changes to vanilla NWN spells. In particular, spells that last an &amp;quot;hour&amp;quot; per level have been changed to last five minutes per level, instead of two minutes.&lt;br /&gt;
&lt;br /&gt;
Please refer to the list below for the current changes. Unless stated, these benefits should apply when you cast the spell in question from an item or scroll. &lt;br /&gt;
&lt;br /&gt;
=Common Use Spells=&lt;br /&gt;
These are changes related to some of the most commonly used spells within EFU.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
*All Cantrips are limitless in use and should automatically refresh after each casting.&lt;br /&gt;
*&#039;&#039;&#039;Electric Jolt and Acid Splash&#039;&#039;&#039; are now 1d4 + 1 damage, similar to Ray of Frost.&lt;br /&gt;
*&#039;&#039;&#039;Inflict Minor Wounds&#039;&#039;&#039;, when cast as a spell and not from an item, will only damage living creatures.&lt;br /&gt;
&lt;br /&gt;
==Summon Monster==&lt;br /&gt;
&#039;&#039;&#039;Summon Monster&#039;&#039;&#039; duration has been reduced to 4 rounds/level for vanilla casting, with the following bonuses for Spell Focus feats/specializations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 5 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 6 rounds / level&lt;br /&gt;
* Additional 2 rounds / level for Wizard Spell School Conjuration and the Cultist Sorcerer Perk&lt;br /&gt;
* Pale Master levels considered when calculating duration&lt;br /&gt;
&lt;br /&gt;
Default summons reflect a basic City based theme. A number of additional themes are available through reagents, items, and other means in game.&lt;br /&gt;
 &lt;br /&gt;
PCs can speak through their summons using the chat command &amp;quot;/v s &amp;lt;message&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For additional information see [[Voice Commands]].&lt;br /&gt;
&lt;br /&gt;
==Animate/Create Undead==&lt;br /&gt;
&#039;&#039;&#039;Animate/Create Undead&#039;&#039;&#039; has been heavily customised in EFU and strength of summoned creatures, for both spells, is related to the type/quality of the in-game Corpse Item used as target when casting. Creatures summoned without a Corpse Item are much weaker than their corpse-summoned brethren (Wizard AB progression, lower AC, lower STR)&lt;br /&gt;
&lt;br /&gt;
All corpses can be further experimented on, given weapons etc. to increase their power. For further details, please refer to [[necromancy]].&lt;br /&gt;
&lt;br /&gt;
Animate Dead is now a 3rd level spell for Wizards, Sorcerers, and Bards, making it more accessible to those classes.&lt;br /&gt;
&lt;br /&gt;
==Bull&#039;s Strength/Endurance/Eagle&#039;s Splendor/Fox&#039;s Cunning/Cat&#039;s Grace/Owl&#039;s Wisdom==&lt;br /&gt;
* These are all now sub-spells of the spell &#039;&#039;&#039;Enhance Ability&#039;&#039;&#039;. A caster who has this as known/prepared spell can cast any of these spells using the radial menu. The spell provides a flat +4 bonus to the pertinent ability score, or +5 with Greater Spell Focus (Transmutation). Some perks and domains also increase the effect to +5, without the requiring the caster to specialize heavily in Transmutation.&lt;br /&gt;
&lt;br /&gt;
==Protection from/Resist/Endure Elements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection from/Elements/Resist Elements/Endure Elements&#039;&#039;&#039; have been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* No modification for vanilla casting (duration 120 minutes)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit by 5&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases absorption limit by an additional 5&lt;br /&gt;
&lt;br /&gt;
==Protection from Alignment==&lt;br /&gt;
&#039;&#039;&#039;Protection from Alignment&#039;&#039;&#039; has been removed, and its component effects have been divided up into the &#039;&#039;&#039;[[Custom Spells]]&#039;&#039;&#039; known as &amp;quot;Shell&amp;quot; and &amp;quot;Protect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic Circle against Alignment==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Circle against Alignment&#039;&#039;&#039; has been removed, and its component effects have been divided up into the &#039;&#039;&#039;[[Custom Spells]]&#039;&#039;&#039; known as &amp;quot;Mass Shell&amp;quot; and &amp;quot;Mass Protect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lesser Dispel/Dispel Magic/Greater Dispelling==&lt;br /&gt;
&lt;br /&gt;
*Dispels can now be blocked by Spell Resistance.&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases their caster level limit by +2.&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the limit by another +2, for a total of +4. For example, Lesser Dispel would reflect up to a maximum caster level of 9 for a spellcaster with both feats.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Defense: Abjuration&#039;&#039;&#039; gives +1 against caster level checks to dispel your effects.&lt;br /&gt;
* When targeting directly, a caster with &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; can destroy a Mirror Image with any dispel effect.&lt;br /&gt;
* When targeting an area, a caster with &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; can destroy Mirror Images en masse, up to: 3 with Dispel, 5 with Greater Dispel.&lt;br /&gt;
* When targeting an area, a caster with &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; can destroy Mirror Images en masse, up to: 2 with Lesser Dispel, 6 with Dispel, 10 with Greater Dispel.&lt;br /&gt;
&lt;br /&gt;
==Lesser Spell Breach/Greater Spell Breach==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Spell Breach/Greater Spell Breach&#039;&#039;&#039; have been changed to be improved by Spell Focus feats.&lt;br /&gt;
&lt;br /&gt;
* +1 effect dispelled if caster has &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039;&lt;br /&gt;
* +1 (additional) effects dispelled if caster has &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039;&lt;br /&gt;
* -1 effects dispelled if target has &#039;&#039;&#039;Arcane Defense: Abjuration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hold Person/Animal/Monster==&lt;br /&gt;
&#039;&#039;&#039;Hold Person/Hold Animal/Hold Monster&#039;&#039;&#039; have been changed to use mind spell saves.&lt;br /&gt;
&lt;br /&gt;
==Summon Shadow==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoned Shadow&#039;&#039;&#039; from &#039;&#039;&#039;Shadow Conjuration/Greater Shadow Conjuration/Shades&#039;&#039;&#039; has been changed to use custom shadow clone summons.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;Summon Shadow&#039;&#039;&#039; variant of each of the spells, and targeting the ground, the caster summons a Shadow Clone of the closest PC to the targeted area, or the likeness of the caster if no PC can be found (note: if used from an item, the Shadow Clone will take the likeness of the caster in all instances).&lt;br /&gt;
&lt;br /&gt;
You may only have one Shadow Clone active at any one time, and cannot have any other summons active. The Shadow Clone has the following stats/abilities/durations:&lt;br /&gt;
&lt;br /&gt;
* It is considered incorporeal (50% Concealment)&lt;br /&gt;
* Mental ability points (INT, WIS, CHA) are always capped to maximum of 3.&lt;br /&gt;
* Created from Shadow Conjuration: Copied physical ability points (STR, DEX, CON) are capped to a maximum of 7 points for non-caster targets and when used from items. This cap is increased to 11 points if the caster targets themselves. Duration is 5 rounds + 2 round per caster level.&lt;br /&gt;
* Created from Greater Shadow Conjuration: Copied physical ability points are capped to a maximum of 9 points for non-caster targets and when used from items. This cap is increased to 13 points if the caster target herself. Duration is 10 rounds + 2 round per caster level.&lt;br /&gt;
* Created from Shades: Copied physical ability points are capped to a maximum of 11 points for non-caster targets and when used from items. There is no cap for physical ability points if the caster targets herself. Duration is 15 rounds + 2 round per caster level.&lt;br /&gt;
&lt;br /&gt;
In addition to the above, all summoned Shadow Clones get the following benefits depending on the caster’s Spell School (if the caster is a Wizard) or Greater Spell Focus feat (if the caster is a Sorcerer; note: multiple bonuses from GSF stack for Sorcerers):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abjuration&#039;&#039;&#039;: The shadow gains Spell Resistance 12, 14 and 16 respectively&lt;br /&gt;
* &#039;&#039;&#039;Conjuration&#039;&#039;&#039;: Duration is increased by 5 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Evocation&#039;&#039;&#039;: The shadow gains 20%/30%/50% increased movement speed, respectively.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation&#039;&#039;&#039;: The shadow gains +1 to STR, CON and DEX and increases the relevant caps by the same amount.&lt;br /&gt;
* &#039;&#039;&#039;Illusion&#039;&#039;&#039;: The caster becomes ethereal for 1 round after casting the spell on herself.&lt;br /&gt;
* &#039;&#039;&#039;Necromancy&#039;&#039;&#039;: The shadow gains 5/- resistance against divine and positive energies and +2 regeneration.&lt;br /&gt;
&lt;br /&gt;
Note shadows &#039;&#039;&#039;can&#039;&#039;&#039; cast spells up to the circle limited by their corresponding mental ability for the caster class(es) of the cloned character.&lt;br /&gt;
&lt;br /&gt;
=Arcane Spell Changes=&lt;br /&gt;
Arcane spells are those cast by either a Bard, Sorcerer or Wizard.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
===Resistance===&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the target 5/+1 DR, to an absorption limit of 5.&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
If equipped armor has a AC value less than 4, it is increased to 4. For example, this spell will transform cloth armor from 0/6 to 4/6. Unlike Magic Vestment, this spell supplants equipped armor instead of improving it, and so the armor value will not exceed 4. School changed from Conjuration to Abjuration.&lt;br /&gt;
&lt;br /&gt;
===Ironguts===&lt;br /&gt;
* Now grants equivalent save bonuses to disease as well as poison.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Changed to grant +4 Deflection AC and immunity to Magic Missile, Isaac&#039;s Lesser Missile Storm and Isaac&#039;s Greater Missile Storm.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the target a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the target a +4 armor enhancement bonus (does not stack with mage armor or base AC from armor)&lt;br /&gt;
This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.&lt;br /&gt;
&#039;&#039;This spell cannot be brewed as a potion by PCs, but Potions of Shield may be rarely found as loot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Clarity===&lt;br /&gt;
               &lt;br /&gt;
* Base duration is now 10 + 1 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 4 rounds / level and also applies the buff on yourself if cast on another target&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; grants the target +5 Concentration and +2 Lore. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants the target +10 Concentration and +4 Lore.&lt;br /&gt;
&lt;br /&gt;
===Wounding Whispers===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level, GSF Abjuration to 3 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants 50% negative damage immunity. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases duration to 2 rounds / level and grants 75% negative damage immunity.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; releases a Huge (6.67m) AoE blast that deals 1d8 + 1 / caster level sonic damage to all enemies. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases damage to 2d8 + 1 / caster level and makes enemies roll fort save against deafness.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; grants +1 lore / 3 caster level for the duration of spell. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants +1 lore / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Dismissal===&lt;br /&gt;
               &lt;br /&gt;
Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
===Remove Curse===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; also grants the target immunity to curses for 5 minutes / caster level.&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
               &lt;br /&gt;
Duration is 1 minute / level.&lt;br /&gt;
&lt;br /&gt;
===Minor Globe of Invulnerability===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard &#039;&#039;&#039;also requires Spell School Abjuration&#039;&#039;&#039; in addition to &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; to receive increased duration.&lt;br /&gt;
&lt;br /&gt;
===Energy Buffer===&lt;br /&gt;
               &lt;br /&gt;
Hour/level duration&lt;br /&gt;
           &lt;br /&gt;
===Lesser Mind Blank===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; increases the duration to 2 minutes per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; will increase the duration to 3 minutes per caster level.&lt;br /&gt;
&lt;br /&gt;
===Greater Stoneskin===&lt;br /&gt;
               &lt;br /&gt;
* Duration is 1 minute / level. Provides damage reduction of 15/+5&lt;br /&gt;
           &lt;br /&gt;
===Globe of Invulnerability===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard &#039;&#039;&#039;also requires Spell School Abjuration&#039;&#039;&#039; in addition to &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; to receive increased duration.&lt;br /&gt;
&lt;br /&gt;
===Mind Blank===&lt;br /&gt;
               &lt;br /&gt;
Duration is changed to hour/level.&lt;br /&gt;
           &lt;br /&gt;
===Banishment===&lt;br /&gt;
               &lt;br /&gt;
Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
===Grease===&lt;br /&gt;
* Duration changed to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; causes -2 to reflex saves for 10 rounds on any who fail the reflex save in grease.  Reflex penalty does not stack.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Web===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Melf&#039;s Acid Arrow===&lt;br /&gt;
               &lt;br /&gt;
Damage over time duration increased to 1 + 1 round/2 levels.&lt;br /&gt;
&lt;br /&gt;
===Flame Arrow===&lt;br /&gt;
               &lt;br /&gt;
The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage.  Reflex save halves the damage for each arrow.&lt;br /&gt;
&lt;br /&gt;
===Stinking Cloud===&lt;br /&gt;
               &lt;br /&gt;
* All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave. Fortitude save. Duration 1 round / level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; also causes a 1d2 CON loss if fortitude save fails.&lt;br /&gt;
&lt;br /&gt;
===Evard&#039;s Black Tentacles===&lt;br /&gt;
               &lt;br /&gt;
* Now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. &lt;br /&gt;
* It entangles, rather than paralyses. Freedom of Movement makes you immune to entanglement, Spell Resistance is checked, and it can be absorbed by Spell Mantles. &lt;br /&gt;
* Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles. &lt;br /&gt;
* Tentacles damage is not dealt in bulk, but per tentacle and the damage does not count as magic, thus can be (mostly) countered by Ghostly Visage, for example.&lt;br /&gt;
&lt;br /&gt;
===Lesser Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Conjures whatever you would summon with Summon Monster 3 for a 24 hour duration.&lt;br /&gt;
           &lt;br /&gt;
===Mestil&#039;s Acid Sheath===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; grants 40% Acid Immunity.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; grants 80% Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
===Acid Fog===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focu:s Conjuration&#039;&#039;&#039; increases duration to 1 round / level, &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; lowers Fortitude Save by -4 for hour/level, &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; also makes creatures to roll against &#039;&#039;&#039;Iron Golem Fumes poison&#039;&#039;&#039;.&lt;br /&gt;
           &lt;br /&gt;
===Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 4 Summon Monster Spell with a 24h duration.&lt;br /&gt;
&lt;br /&gt;
===Greater Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 5 Summon Monster Spell with a 24h duration.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
Identify now gives +3 lore for rounds/level.&lt;br /&gt;
&lt;br /&gt;
===True Strike===&lt;br /&gt;
* This spell now has a somatic component.&lt;br /&gt;
* +15 AB for vanilla casting&lt;br /&gt;
* +20 AB for &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039;&lt;br /&gt;
* +25 AB for &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; provides all nearby non-hostile units (Huge Area of Effect) with +1 AB for 1 round/caster level.&lt;br /&gt;
&#039;&#039;This spell cannot be brewed as a potion by PCs, but Potions of True Strike may be rarely found as loot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===See Invisibility===&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; doubles the duration.&lt;br /&gt;
&lt;br /&gt;
===Clairvoyance/Clairaudience===&lt;br /&gt;
               &lt;br /&gt;
* Grants +15 Spot and Listen.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and targets themselves, then they will also receive 5/+1 damage reduction to represent a sort of minor form of premonition.&lt;br /&gt;
&lt;br /&gt;
===Find Traps===&lt;br /&gt;
               &lt;br /&gt;
* Undisarmable traps are disregarded&lt;br /&gt;
* If the caster has neither &#039;&#039;&#039;Spell Focus: nor Greater Spell Focus: Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 20.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 23.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 26.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes all creatures within area of effect to glow bright red light for 3 rounds if they are holding trapkits in their inventory.&lt;br /&gt;
* Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
===Remove Blindness/Deafness===&lt;br /&gt;
* Vanilla casting is unaffected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; blindness/deafness immunity increased to 1 minute / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; blindness/deafness immunity increased to 5 minutes / level.&lt;br /&gt;
&lt;br /&gt;
===Feeblemind===&lt;br /&gt;
* Now renders a PC brain dead (disabled) if intelligence is reduced below 3. &lt;br /&gt;
* Feeblemind has been changed to drain all three of intelligence, charisma and wisdom.&lt;br /&gt;
* Feeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: and Greater Spell Focus: Divination&#039;&#039;&#039; increases the chance to dispel PfA effects by 60% and 90% respectively.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; now causes Feeblemind to add the drained abilities to the spellcaster for 1 round/level.&lt;br /&gt;
&lt;br /&gt;
===True Seeing===&lt;br /&gt;
* No longer automatically sees stealthed opponents.&lt;br /&gt;
* Instead grants See Invisibility, Ultravision, and Immunity to Illusion spells (which includes Color Spray, Phantasmal Killer, and so on).&lt;br /&gt;
&lt;br /&gt;
===Premonition===&lt;br /&gt;
Provides damage reduction of 20/+5, duration remains at 5 minutes / level.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
===Daze===&lt;br /&gt;
* If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
===Charm Person===&lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* Duration increase, the duration is 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: An additional +1 DC Bonus&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: An additional +2 DC Bonus&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: Number of creatures that can fall asleep is doubled.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: Doom&#039;s duration after waking is increased to 5 + (1 round per caster level).&lt;br /&gt;
* When targeted on a creature gives you a single target uncapped HD sleep. Unchanged for ground targeting.&lt;br /&gt;
&lt;br /&gt;
===Balagarn&#039;s Iron Horn===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; increases the opposed strength roll to 18 (rather than 20)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases the opposed strength roll to 22 (rather than 20)&lt;br /&gt;
&lt;br /&gt;
===Blindness/Deafness===&lt;br /&gt;
               &lt;br /&gt;
* Duration of 2 rounds/level&lt;br /&gt;
* Does not affect undead, constructs or oozes.&lt;br /&gt;
&lt;br /&gt;
===Tasha&#039;s Hideous Laughter===&lt;br /&gt;
               &lt;br /&gt;
* Lasts 1 round/level&lt;br /&gt;
* Increase DC by +1 when your target is the same race as you.&lt;br /&gt;
&lt;br /&gt;
===Charm Monster===&lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: An additional +2 DC Bonus&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: An additional +3 DC Bonus&lt;br /&gt;
         &lt;br /&gt;
===War Cry===&lt;br /&gt;
               &lt;br /&gt;
Bonuses also affect allies.&lt;br /&gt;
&lt;br /&gt;
===Mind Fog===&lt;br /&gt;
               &lt;br /&gt;
* Duration is increased to round/level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds/level, &#039;&#039;&#039;Greater Spell Focus: Conjuration to 3 rounds/level.           &lt;br /&gt;
===Dominate Person===&lt;br /&gt;
               &lt;br /&gt;
* The target person temporarily becomes a faithful and loyal servant of the caster. Will negates. Duration: 2 rounds + 1 round / 3 caster levels.&lt;br /&gt;
* PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]].&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases the duration to 1 round / level.&lt;br /&gt;
&lt;br /&gt;
===Dominate Monster===&lt;br /&gt;
               &lt;br /&gt;
Duration is 1 minute / level. Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command &amp;quot;/v d &amp;lt;message&amp;gt;&amp;quot;. PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]].&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
===Shelgarn&#039;s Persistent Blade===&lt;br /&gt;
* The spell is targeted on &#039;&#039;&#039;weapons&#039;&#039;&#039;.&lt;br /&gt;
* The caster animates any non-plot WEAPON in his inventory to work as a loyal servant.&lt;br /&gt;
* Duration is 1 minute / level. &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 2 minutes / level.&lt;br /&gt;
* The weapon is destroyed when the summon dies/vanishes unless specifically decreed otherwise (by DM or on the weapon itself)&lt;br /&gt;
* Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039;, you can have 3 animated weapons activate at the same time. At level 7 with &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
&lt;br /&gt;
The weapon gains the following bonuses based on caster level:&lt;br /&gt;
                 &lt;br /&gt;
* +1 AB / 2 caster levels.&lt;br /&gt;
* +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Scintillating Sphere===&lt;br /&gt;
* Casting distance is now long range, like Fireball, instead of medium.&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
* When cast on Grease/Web/Entangle, it will destroy the area of effect and create a cloud of fire.&lt;br /&gt;
** The cloud will cause 1d6 fire damage per round, and will persist for 4 + 1d4 rounds&lt;br /&gt;
&lt;br /&gt;
===Elemental Shield===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the damage immunity to 65% for cold and fire. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases immunity 80% for cold and fire. &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases duration to 2 rounds / level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases duration to 3 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Wall of Fire===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Ice Dagger===&lt;br /&gt;
Now imposes a Fortitude save against the Slow effect for 2 rounds. Spell Focus: Evocation and Greater Spell Focus: Evocation raises the DC of this effect as normal.&lt;br /&gt;
&lt;br /&gt;
===Flame Weapon===&lt;br /&gt;
&lt;br /&gt;
* 1d4 fire damage at caster level 1-7&lt;br /&gt;
* Increased to 1d6 fire damage level 8+&lt;br /&gt;
* Does not stack with Darkfire, or other elemental types of damage&lt;br /&gt;
* Damage type can be changed to a variety of [[Elemental damage variables]]&lt;br /&gt;
* Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows&lt;br /&gt;
* Duration is 2 minutes per caster level&lt;br /&gt;
&lt;br /&gt;
===Gedlee&#039;s Electric Loop===&lt;br /&gt;
               &lt;br /&gt;
* Area of Effect increased from small to medium.&lt;br /&gt;
&lt;br /&gt;
===Gust of Wind===&lt;br /&gt;
This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. Fortitude save against being knocked down for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; deals 2d4 magical damage (fall damage) to all who fail the fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; deals 3d4 magical damage to all who fail the fortitude save.&lt;br /&gt;
&lt;br /&gt;
===Ball Lightning===&lt;br /&gt;
               &lt;br /&gt;
Damage changed to 1d9 damage per ball&lt;br /&gt;
           &lt;br /&gt;
===Bigby&#039;s Interposing Hand===&lt;br /&gt;
               &lt;br /&gt;
* Lesser Restoration no longer removes the effects of this spell.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;: Duration is increased to 2 rounds per caster level.&lt;br /&gt;
&lt;br /&gt;
===Isaac&#039;s Greater Missile Storm===&lt;br /&gt;
               &lt;br /&gt;
Damage is 1d6/level capped at 20&lt;br /&gt;
           &lt;br /&gt;
===Bigby&#039;s Forceful Hand:===&lt;br /&gt;
               &lt;br /&gt;
Now has a strength bonus of +4 instead of +14.&lt;br /&gt;
&lt;br /&gt;
===Incendiary Cloud===&lt;br /&gt;
               &lt;br /&gt;
Damage changed to 10d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
===Phantasmal Killer===&lt;br /&gt;
&lt;br /&gt;
* Blocked by the effects of Protection from Alignment or Magic Circle against Alignment&lt;br /&gt;
* When targeting a player that is currently resting (via Campfire, Bed, etc.) the spell will use the following effects:&lt;br /&gt;
** Skip all Immunity and Will save checks, but must roll a Fortitude save versus Death&lt;br /&gt;
** If they succeed the Death save, they are dealt 3d6 magical damage, or their current hitpoints - Xd4 magical damage, where X is your CON modifier plus one, whichever is higher&lt;br /&gt;
** If they fail this Death save, they will suffer the death effect as normal&lt;br /&gt;
&lt;br /&gt;
===Ghostly Visage===&lt;br /&gt;
               &lt;br /&gt;
* 10% concealment for vanilla casting&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039; provides 15% concealment&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; provides 20% concealment.&lt;br /&gt;
&lt;br /&gt;
===Continual Flame=== &lt;br /&gt;
* Summons a continual flame placeable/NPC at the target lotation, which emits bright light.&lt;br /&gt;
* If cast on a hostile PC, The hostile target rolls a fortitude save against fire, &#039;&#039;&#039;Spell Focus: and Greater Spell Focus: Evocation&#039;&#039;&#039; increase DC normally. If the target fails the save, it gets caught in a long lasting flame that deals 1 fire damage every round. The duration is 1 [[hour]] / level.&lt;br /&gt;
* The spell can be removed by two ways before the duration ends: &lt;br /&gt;
** Getting fully submerged in water (entering an underwater area) &lt;br /&gt;
** Getting dispelled. &lt;br /&gt;
Both ways instantly remove the effect. When a PC hits 0 HP or gets subdued, the spell ends. Be advised that there is no icon to show the effect on your PC.&lt;br /&gt;
&lt;br /&gt;
===Displacement===&lt;br /&gt;
               &lt;br /&gt;
When cast as a spell by character (potion, item etc. use unchanged).&lt;br /&gt;
&lt;br /&gt;
Duration increased to 3 rounds / level. In addition to normal effects (50% concealment on the target), the spell creates a Mirror Image out of the target.&lt;br /&gt;
&lt;br /&gt;
* Mirror Image makes a weak copy of the target. The copy has all stats dropped to 3. If target is the caster itself, constitution remains whatever the caster has as a base.&lt;br /&gt;
* Mirror Image is immune to mind spells, has -10 AC and 50% Concealment. Cannot be disarmed and holds no other items than what the target has currently equipped.&lt;br /&gt;
* Mirror Image is a custom summon, preventing any other summons to be active at the same time (Unsummons every summon the PC possesses, and Mirror Images vanish when summons are summoned).&lt;br /&gt;
* Mirror Image can be also be released similar to undead releasing, making a long lasting decoy that wanders around on its own and can no longer be controlled by the caster. You can only have one released decoy out at the same time. Duration is until destroyed or replaced by a new one.&lt;br /&gt;
                 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the maximum number of Mirror Images you can summon by 2. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increase the maximum number by additional 2, so a capable illusionist can have a maximum of 5 Mirror Images out at the same time (but still only one long lasting, semi-permanent decoy)&lt;br /&gt;
* In order to have 5 Mirror Images with Greater Spell Focus: Illusion, you will need to cast the spell five times. &lt;br /&gt;
* The command /c mirror-image will mark whether the Mirror Image you release will be hostile to others or not. By default, they are hostile.&lt;br /&gt;
&lt;br /&gt;
===Invisibility Sphere===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; insreases duration to 1 minute / 3 caster levels.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases duration to 1 minute / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
===Ray of Enfeeblement===&lt;br /&gt;
* Duration lasts1 minute / level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: Target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: Also casts Expeditious Retreat on target undead creature. Lasts 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
===Scare===&lt;br /&gt;
No longer restricted by a creature&#039;s HD.&lt;br /&gt;
           &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
&lt;br /&gt;
===Negative Energy Ray===&lt;br /&gt;
The following two changes only come in to play the spell &#039;&#039;&#039;is not&#039;&#039;&#039; cast from an item.&lt;br /&gt;
           &lt;br /&gt;
* If a wizard has &#039;&#039;&#039;Spell School Necromancy&#039;&#039;&#039; or a Sorcerer has &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;, casting the spell deals an additional 1d6 negative energy damage to the target.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; also gives a targeted undead creature +2 regeneration for 1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
===Death Armor===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; increases the duration to 2 rounds / level and 25% negative damage immunity.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the duration to 3 rounds / level and 50% negative damage immunity.&lt;br /&gt;
* Damage type changed to negative.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Touch===&lt;br /&gt;
No longer requires a touch attack.   &lt;br /&gt;
            &lt;br /&gt;
If the target succeeds the save and the caster has SF or GSF Necromancy, the target rolls again. On a failed save, the target is slowed. &lt;br /&gt;
&lt;br /&gt;
===Negative Energy Burst===&lt;br /&gt;
               &lt;br /&gt;
Negative Energy Burst&#039;s will save negates the STR drain in addition to halving the damage.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; increases damage to 2d8 + 1 caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases strength drain to 1 + 1 / 4 caster levels if will save fails.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Touch===&lt;br /&gt;
&lt;br /&gt;
No longer requires a touch attack.               &lt;br /&gt;
* Vanilla casting deals only 1d5 damage per 2 levels&lt;br /&gt;
* 1d6 damage per 2 levels for &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;&lt;br /&gt;
* 1d7 damage per 2 levels for &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contagion===&lt;br /&gt;
               &lt;br /&gt;
Now selects randomly from one of EFU&#039;s [[custom plagues]].&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
Unless otherwise stated thes SF/GSF bonuses do NOT work from items, for this school. &lt;br /&gt;
&lt;br /&gt;
===Expeditious Retreat===&lt;br /&gt;
* New VFX. &lt;br /&gt;
&lt;br /&gt;
===Burning Hands===&lt;br /&gt;
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
===Blood Frenzy===&lt;br /&gt;
&lt;br /&gt;
Available to Wizards and Sorcerers. Renamed to &amp;quot;Rage.&amp;quot; The spell can now be cast on others.&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1.5 rounds per level (rounded down).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants the caster +1 regeneration for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
===Knock===&lt;br /&gt;
               &lt;br /&gt;
Functions on all pick-able doors, up to a certain lock DC and depending on &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stone Bones===&lt;br /&gt;
&lt;br /&gt;
Changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels.  Duration 10 minutes / level.&lt;br /&gt;
               &lt;br /&gt;
If the caster is a sorcerer, in addition to the above changes and regardless of the target&#039;s racial type, the target receives the following bonuses for 1 hour per caster level.&lt;br /&gt;
                     &lt;br /&gt;
* Caster level 3: +1 Natural AC, 2/- Bludgeoning resist&lt;br /&gt;
* Caster level 7: +2 Natural AC, 3/- Bludgeoning resist&lt;br /&gt;
* Caster level 11: +3 Natural AC, 4/- Bludgeoning resist&lt;br /&gt;
&lt;br /&gt;
This AC bonus does not stack with the undead creature&#039;s bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.&lt;br /&gt;
&lt;br /&gt;
===Ultravision===&lt;br /&gt;
               &lt;br /&gt;
* Grants +2 Spot on target. &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; increases the bonus to +3 Spot.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; increases the bonus to +4 Spot.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
               &lt;br /&gt;
* Casting VFX is now a stylish pink.&lt;br /&gt;
&lt;br /&gt;
===Magic Weapon===&lt;br /&gt;
&lt;br /&gt;
* Can be used on gloves and ranged weapons, applying an enhancement bonus to each.&lt;br /&gt;
&lt;br /&gt;
===Greater Magic Weapon===&lt;br /&gt;
* Can be used on gloves and ranged weapons, applying an enhancement bonus to each.&lt;br /&gt;
* +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc)&lt;br /&gt;
* Duration is 1 minute / level&lt;br /&gt;
&lt;br /&gt;
===Keen Edge===&lt;br /&gt;
               &lt;br /&gt;
* Duration is 1 minute / level&lt;br /&gt;
* Can be used on all weapons (regardless of damage type), including gloves and ranged weapons.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
               &lt;br /&gt;
All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and lose a single attack per round. 1 round / level. Will negates.&lt;br /&gt;
&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; and any of the targets fail the will save, the caster will gain Expeditious Retreat for 1 round / 2 caster levels.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; and any of the targets fail the will save, the caster will gain Haste for 1 round / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Polymorph Self===&lt;br /&gt;
&lt;br /&gt;
* Greatly expanded form lists that can be accessed via the chat command  &amp;quot;&#039;&#039;&#039;/c polymorph list &#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* Macro-based casting of Polymorph Self is enabled via &amp;quot;&#039;&#039;&#039;/c polymorph_cast&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* Default forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing). &lt;br /&gt;
* Zombie form has been removed. It will now turn you into a giant spider unless you have set it to something else.&lt;br /&gt;
* All Special Abilities have 3 uses/day. This is due to bioware limitations make Special Abilities to be infinite uses/day, so any uses after the 3rd will have no effect. &lt;br /&gt;
* For a complete list of all polymorph shapes, click [[Polymorph_Shapes|Here]]&lt;br /&gt;
&lt;br /&gt;
* Duration is 2 min/level with &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Polymorph Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
===Bestow Curse===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla bestow curse is unchanged&lt;br /&gt;
* Bestow Curse with &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; reduces all abilities by 3 rather than just 2.&lt;br /&gt;
&lt;br /&gt;
===Blackstaff===&lt;br /&gt;
               &lt;br /&gt;
Duration has changed to 1 minute / level.&lt;br /&gt;
&lt;br /&gt;
=Divine Spell Changes=&lt;br /&gt;
&lt;br /&gt;
Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
===Mage Armor===&lt;br /&gt;
&lt;br /&gt;
Available to Clerics. If equipped armor has a AC value less than 4, it is increased to 4. For example, this spell will transform cloth armor from 0/6 to 4/6. Unlike Magic Vestment, this spell supplants equipped armor instead of improving it, and so the armor value will not exceed 4. School changed from Conjuration to Abjuration.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
               &lt;br /&gt;
The target immediately becomes ethereal for 1 round (The effect of Greater Sanctuary with greatly reduced duration. Does not work from items.). Only works if the caster is not the target.&lt;br /&gt;
&lt;br /&gt;
===Glyph of Warding===&lt;br /&gt;
               &lt;br /&gt;
Deals 1d6 damage up to a maximum of 10d6, rather than 1d8 per two levels.&lt;br /&gt;
            &lt;br /&gt;
===Negative Energy Protection===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
&lt;br /&gt;
===Shield of Faith===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield of Faith&#039;&#039;&#039; has been removed, and similar &#039;&#039;&#039;[[Custom Spells]]&#039;&#039;&#039; such as &amp;quot;Protect&amp;quot; have been added to replace it. &lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
===Cure Light Wounds===&lt;br /&gt;
               &lt;br /&gt;
Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.&lt;br /&gt;
&lt;br /&gt;
===Neutralize Poison===&lt;br /&gt;
               &lt;br /&gt;
* Target also becomes immune to poisons for 2 rounds per caster level. (does not work from items.)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases poison immunity duration to 3 rounds per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases poison immunity duration to 4 rounds per caster level.&lt;br /&gt;
&lt;br /&gt;
===Freedom of Movement===&lt;br /&gt;
&lt;br /&gt;
* Removes, and grants immunity, to Bigby&#039;s Interposing/Forceful/Grasping/Crushing Hand and Bigby&#039;s Clenched Fist.&lt;br /&gt;
* Grants immunity to the spell Flesh to Stone (but not other sources of petrification).&lt;br /&gt;
&lt;br /&gt;
===Monstrous Regeneration ===&lt;br /&gt;
* Duration is 1 minute per level, changed from 1 round per 2 levels.&lt;br /&gt;
&lt;br /&gt;
===Healing Circle===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; heals 2d8 +1 per caster level instead.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; heals 3d8 +1 per caster level instead.&lt;br /&gt;
            &lt;br /&gt;
===Raise Dead===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;THE RAISE DEAD SPELL IS UNAVAILABLE FOR CASTING BY PLAYER CHARACTERS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can read about how Raise Dead works in EFU [https://wiki.efupw.com/index.php?title=Death_in_EFU#Raise_Dead here].&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
               &lt;br /&gt;
Penalties for the spell Bane have been increased to -2.&lt;br /&gt;
&lt;br /&gt;
===Charm Person or Animal=== &lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* Duration has changed to round/level             &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: Charm Person or Animal has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: Charm person or Animal has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)&lt;br /&gt;
&lt;br /&gt;
===Chaav&#039;s Laugh===&lt;br /&gt;
               &lt;br /&gt;
Gives bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
===Darkfire===&lt;br /&gt;
&lt;br /&gt;
* Duration has been changed to 2 minutes/level, to match Flame Weapon&lt;br /&gt;
* 1d4 fire damage at caster level 1-7&lt;br /&gt;
* Increased to 1d6 fire damage level 8+&lt;br /&gt;
* Does not stack with Flame Weapon, or other elemental types of damage&lt;br /&gt;
* Damage type can be changed to a variety of [[Elemental damage variables]]&lt;br /&gt;
&lt;br /&gt;
===Flame Lash===&lt;br /&gt;
               &lt;br /&gt;
Increases in HD every two levels rather than three.&lt;br /&gt;
&lt;br /&gt;
===Sound Burst===&lt;br /&gt;
               &lt;br /&gt;
* All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.&lt;br /&gt;
* Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; causes creatures hit to roll fort save against deafness for 1 minute / level.&lt;br /&gt;
&lt;br /&gt;
===Call Lightning===&lt;br /&gt;
There are two modes to this spell:&lt;br /&gt;
&lt;br /&gt;
* When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning.&lt;br /&gt;
* While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level. &lt;br /&gt;
        &lt;br /&gt;
===Word of Faith===&lt;br /&gt;
               &lt;br /&gt;
Will save is now required, duration of blindness changed to 1 minute/level.&lt;br /&gt;
            &lt;br /&gt;
===Earthquake===&lt;br /&gt;
               &lt;br /&gt;
On failed reflex save, the victim is Knocked Down for 1d4 rounds.&lt;br /&gt;
            &lt;br /&gt;
===Sunbeam===&lt;br /&gt;
               &lt;br /&gt;
Blindness duration is increased to round/level.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
               &lt;br /&gt;
Duration increased to 2 rounds / level. Those entering the radius make a saving throw to resist it.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
               &lt;br /&gt;
Target rolls against random poison instead.&lt;br /&gt;
            &lt;br /&gt;
===Healing Sting===&lt;br /&gt;
               &lt;br /&gt;
Damage is 2d8 points + 1 per caster level instead, heals but cannot gain HP above maximum. If fortitude fails, also deals 1d2 constitution damage to the target.&lt;br /&gt;
            &lt;br /&gt;
===Quillfire===&lt;br /&gt;
               &lt;br /&gt;
Quillfire has been changed to throw one poisonous quill at the target for every two caster levels(rounded down). Each quill does 1d8 physical damage. The target also rolls for large scorpion venom for half of the quills (There will be at least one roll for poison regardless of the number of quills).&lt;br /&gt;
&lt;br /&gt;
===Circle of Doom===&lt;br /&gt;
               &lt;br /&gt;
Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 minute per caster level.&lt;br /&gt;
            &lt;br /&gt;
===Death Ward===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
&lt;br /&gt;
===Harm===&lt;br /&gt;
               &lt;br /&gt;
10 negative damage/caster level, capped at 150; will save halves damage, &#039;&#039;&#039;can be fatal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
===Camouflage===&lt;br /&gt;
               &lt;br /&gt;
Now gives +6 hide, +2 Move Silently&lt;br /&gt;
&lt;br /&gt;
===Magic Fang and Greater Magic Fang===&lt;br /&gt;
               &lt;br /&gt;
Will affect all summoned creatures and animal companions, but not Henchmen (i.e. not Undead).&lt;br /&gt;
&lt;br /&gt;
===Bless Water===&lt;br /&gt;
               &lt;br /&gt;
Creates holy water.&lt;br /&gt;
&lt;br /&gt;
===Deafening Clang===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 3 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increase duration to 5 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; provides a +2 AC bonus VS Evil AND Chaos (applied on armor) that lasts as long as the weapon enchantment does.&lt;br /&gt;
&lt;br /&gt;
===Bless Weapon===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; gives +1d4 divine damage vs Evil AND Chaos when casting this spell on oneself; while blessed with this power, the weapon can only be used by a paladin.&lt;br /&gt;
&lt;br /&gt;
===Blood Frenzy===&lt;br /&gt;
&lt;br /&gt;
Renamed to &amp;quot;Rage.&amp;quot; The spell can now be cast on others.&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1.5 rounds per level (rounded down).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants the caster +1 regeneration for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
===Magic Vestment===&lt;br /&gt;
               &lt;br /&gt;
* AC bonus is +1 at levels 1-6&lt;br /&gt;
* AC bonus is +2 at levels 7-12&lt;br /&gt;
* AC bonus is +3 for levels 13+. &lt;br /&gt;
* Only works on Armor (not Shields).&lt;br /&gt;
&lt;br /&gt;
===Battletide===&lt;br /&gt;
               &lt;br /&gt;
Also provides bonuses to allies.&lt;br /&gt;
&lt;br /&gt;
===Drown===&lt;br /&gt;
               &lt;br /&gt;
Damage type changed to water damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=3289</id>
		<title>Local Gods and Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=3289"/>
		<updated>2024-08-20T11:13:58Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Sage Maribela de Fortuna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To cast spells, newly created clerics of any faith (and other strict adherents) must have the proper name of their patron in their deity entry.&#039;&#039;&#039; As examples, &amp;quot;The Mother, B&#039;aara&amp;quot; or &amp;quot;The Warrior, Agaslakku&amp;quot; will correctly align a cleric. Similarly, your primary and secondary domains must align with those of your patron.&lt;br /&gt;
&lt;br /&gt;
=The Wheel=&lt;br /&gt;
&lt;br /&gt;
The Wheel’s spokes are said to be woven into the very foundations of the world. They are the far-reaching polytheism of the Disc and the remnants of the Great Ring. Though their worship seems to originate among the Ashfolk, each deity among the Wheel is worshiped in myriad ways. &lt;br /&gt;
&lt;br /&gt;
The supplements for each entry attempt to give a sense of their faiths among the most orthodox, Baz’eeli, and contemporary understanding of these faiths. Know that myriad interpretations and understandings are also possible within and without the Sultanate, and may be present in the gameworld.&lt;br /&gt;
&lt;br /&gt;
==The Mother, B&#039;aara==&lt;br /&gt;
[[File:Mother.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039;  Water, Creation, Good, Halfling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Protection, Healing, Repose, Suffering, Nobility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans &lt;br /&gt;
&lt;br /&gt;
B&#039;aara, the God of Water, is broadly understood to be the reigning Overgod of the Wheel and is thus symbolic of the pantheon itself. She said to have created the River Edutu so essential to life in the desert, and of all the gods it is her clergy that are most closely associated with the Sultanate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the B&#039;aarat are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect life; its beauty springs life from desolation.&lt;br /&gt;
*Aid the weak; their reborn vigor shall strengthen us all in turn&lt;br /&gt;
*Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.&lt;br /&gt;
*Tend to the dying; once atime they tended to thee. &lt;br /&gt;
*Spread the waters; its channels and tributaries are arteries of the world.&lt;br /&gt;
*Seek purity; to cleanse wickedness invigorates the spirit.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;B’aara in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The first spoke is the font of life and the patron of the line of Marib. She is the beginning of the Wheel and the rejuvenation of it as it turns. The B’aarat can be found among beggars and at court. It is an institution of vast wealth, but also of great charities. Her temples of water are ubiquitous across the Sultanate, some extravagant and others humble. The satrapies of the Sultan often appear about wellsprings, around which such temples are built, and sometimes serve as offices for their governors or Emirs. While many cultures upon the Great Disc outside the Sultanate may worship any spoke of the Wheel, most common are the cults of an analogue to B’aara.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sprawling Forum of the Limpid Pool, in the cool shade, is the navel of her church in Baz&#039;eel, and a place of society, mingling, and reflection in the Golden City. The Chahar Bagh is the Sultan’s personal garden-sanctum, whose wondrous symmetry is based on the Mother’s ancient instructions, from which it is said he can see all of his domain through his own undisturbed image in the gazing pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Her priests are expected to&#039;&#039;&#039; guide the great to altruism and administer their endowments, to empower protectors of peace, to lead embassies, to council leadership, to produce harmony, to exemplify grace, to provide shelter, to heal the sick and shattered, to exorcize the djinn, to be always decent and presentable, to chide the chafing and quell unrest, to prepare the community for hardship, to decorate holy places and worthy people, and to rescue the drowning and slake any thirst — water is life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clerics and druids of the B’aarat are known as, among other names, &#039;&#039;&#039;Waterbearer&#039;&#039;&#039; or &#039;&#039;&#039;Serene&#039;&#039;&#039;. The Many Mothers govern the faith and its many doctrines as a collective. The Godmother is the high priestess of the Wheel, who raises and instructs the Sultan’s family and anoints a succeeding Caliph or Sultan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;She is prayed to&#039;&#039;&#039; when water is discovered in the Great Ash Desert, for dispelling mirages, for promotions or favors, when a pot shatters and when it is mended, when a child leaves the home, when the sun is high and shade cannot be found, for the success of one’s peers, when opening negotiations, when witnessing suffering, to alleviate ailment, when thirsty, for stillness or clarity of mind, and when a toast is raised to the health of others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;She is associated with&#039;&#039;&#039; wells and aquifers, miracles of healing, peace and accord, obedience and authority, diplomacy, decorum, tactful guile, bribery, the purification of water, the setar and other bright string or bow instruments, hygiene and ablutions, ceramics, petrichor, terracotta servants, silk and sable, citrus and melon, olive oil, soap, tubers, fish, waterfowl and cranes, lotus, fresh clay, introspection, vanity, social status, scrying, pregnancy and children, magnanimity and charity, grandeur, protection from the sun, the water of the Edutu, the lineage of Marib, the right of Emirs, Caliphs, and Sultans, and the light of the moon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By other names she may be known as The Sable Cloak, al-Umm, The Assurance, Clarified B’a, Nest-of-Eagles, The Deep Table, Silver-the-Moon-Tear, The Staying Palm, Comportmenta, Her Significance, and Our Peace.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Among her holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;The Great Feast of B’aara&#039;&#039;&#039; — A solemn but sumptuous holiday of the Mother and her kin; the greatest feast in the Sultanate. The day is begun with thorough washing and ablutions. People dress in their finest, and days of prepared meals and months of stocked bottles are set out and enjoyed with decorous splendor in festooned halls, palaces, and salons. It is a time of seeing and being seen. The pious among the Mother’s faithful spend the day serving this meal to the bereft in the open markets or the almshouses. For the vain it is a game to see how engorged and inebriated one can become without losing face. Then the B’aarat lead the revelers in hours and hours of prayer and dedications to the Mother, excoriating any who fail to make it through. The ceremonies conclude with rejuvenating blessings of the waters and all their sources.&amp;lt;br&amp;gt;&#039;&#039;&#039;Subat 15th&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sina’s Night of Lamentation&#039;&#039;&#039; — Remembrance of an ancient saint, Sina, who was once shunned for bringing B’aara&#039;s purpose and quenching to the ignorant. Rough-spun robes and hoods and donned, and the people ask to be forgiven — not for personal failures, but for the whole culture’s myriad transgressions, as a whole. Those who can make the journey are guided by the Waradim to a holy site known as Umm’el, where tears are shed.&amp;lt;br&amp;gt;&#039;&#039;&#039;Nisah 9th&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emir’s Parade&#039;&#039;&#039; — The celebration of Salhin, the Eagle. This is a day of gaiety, and pomp is prepared all year. Even the poorest satrapies spangle their huts with dyed flags. Everyone is encouraged to don their best and refine their most captivating stories to tell. On rare years, the Sultan will lead the parade in-person across the Exodus with a vast train, guarded by the First Legion.&amp;lt;br&amp;gt;&#039;&#039;&#039;Qdim 29th&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mumusha’s Fastdays&#039;&#039;&#039; — When one may only drink water, and eat a fist-sized portion of meager nourishment at noon. Inaugurated by a pious Sayyida of old times, the three days of fast are observed by most, as a honing of the will and an especial observance of each of the Wheel’s aspects; whereon each day, in succession, three of the spokes are given particular reverence, except B’aara who is regarded again at the end of the third day by the famished who are reminded of humility. It seals the Mother&#039;s power over the Wheel.&amp;lt;br&amp;gt;&#039;&#039;&#039;Adar 1st through 3rd&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Our hands hold what’s poured.” — An affirmation of faith and assurance of responsibility.&lt;br /&gt;
&lt;br /&gt;
“The sweet well settles.” — Observing things falling into place.&lt;br /&gt;
&lt;br /&gt;
“Precious sable, cover.” — A prayer for protection / An exclamation of scandalization.&lt;br /&gt;
&lt;br /&gt;
“Weep into the dry clay.” — Improve a situation, especially in sacrifice / Create beauty from the base. &lt;br /&gt;
&lt;br /&gt;
“Worry Her not.” — A request to not act intemperently. &lt;br /&gt;
&lt;br /&gt;
“Time and water.” — Prevail through patience over especially dense obstacles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Warrior, Agaslakku==&lt;br /&gt;
[[File:Warrior.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Chaos, Law, Orc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; War, Planning, Protection, Strength, Metal, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans&lt;br /&gt;
&lt;br /&gt;
Agaslakku, the God of War, is the patron of soldiers. He is viewed as a prodigal brother, as Ashfolk culture strictly rejects violence, but is nonetheless seen as an important protector. His clergy largely consists of Janissaries and outlanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Agasians are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Make war; battle tempers the flesh and strengthens resolve.&lt;br /&gt;
*Reap the spoils; a warrior&#039;s fortunes are made upon the field.&lt;br /&gt;
*Keep the faith; the devout warrior claims victory from defeat.&lt;br /&gt;
*Where an Axe is broken, return it to the earth so that it might join its worthy kin.&lt;br /&gt;
*Die well; in death be revered by your brothers.&lt;br /&gt;
*Record the glorious; their tales may be remembered for eternity.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Agaslakku in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Agaslakku is a mighty pillar of the Sultanate. While to the civilized he is an abstraction or uncouth necessity, he is the recognized deliverer of any kind of courage or strategy. Though by no means disorganized, it is customary that his cult conducts their rites outside of the gaze of society. Agasians, while brazen in their acts, are quite disciplined about their secrets, kept unto death. The Warrior’s only truly public temple, The Marching, is found within the grounds of the Janissaries’ headquarters in Baz’eel, where sonorous and ghastly hymns to struggle, heard at dawn, cause nearby windows to shutter. When a legion returns to the gates of the Golden City, the Klaxon&#039;s Horn, made of shining copper, bellows at their welcome — heard from wall to wall — and twice to acknowledge a victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though some legions worship certain spokes as special patrons, such as the Wroth among the Fourth and B’aara among the Second, Agaslakku is the god of the Sultan’s armies — and, often, the god of their enemies. Such is the agony holy to the Warrior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;His priests are expected to&#039;&#039;&#039; inspire resolve and ready, to mete out execution or mercy, to lead the formation or galvanize the commands of its appointed commander, to scrutinize and bless arms and equipment, to maintain loyalty and never divulge, to devise stratagems, to uncover ambuscades, to detect weaknesses and spread fractious rumor, to divide spoils judiciously, and to glorify the worthy in death — they will be remembered in song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clerics of the Agasians are called, among other names, &#039;&#039;&#039;Warrior&#039;&#039;&#039; or &#039;&#039;&#039;Proud&#039;&#039;&#039;. Not much is known of the cult’s leadership; but it is seen when the Sultan’s Beys visit him in ceremony, the Kahraman emerges, bedecked in ancient armor, and stands between them holding a plate of smoldering embers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;He is prayed to&#039;&#039;&#039; for victory in struggle, for fear and rumor to spread through the enemy camp, for the discipline or friendship of the one next to you, for faultless materials or alloys, for the courage to do the unthinkable, for a clean flame by which to cook or see or warm oneself, against rust or patina, when honing or polishing, for good preparedness against danger, and for strength in chronic malady, painful hardship, or harsh calumny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;He is associated with&#039;&#039;&#039; the hegemony of the Sultanate, metallurgy, the blacksmith’s art, strategy, unwaveringly loyalty, legends and praise, insult, coups, command, horsemanship, bulls, hawks, hounds, the Janissaries, the Thousand Clans, courage in the face of suffering and fear, braggadocio, self-aggrandizement and boast, fortifications, the nafir and other horns, soldiers’ pay, salt, cured meats and fish, the roasting spit, hunting and sport, unsolvable problems, and the blood of centuries that, in the ground, becomes iron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By other names he may be known as The Broken Axe, Agasius-Arrowsnap, The Klaxon, The Shield-Shattered, Ossu-Unbelievable, al-Fa’is, The Unheeded Plea, The Advance, Brand-Bent Agaslakku, The Dent, or Clasp-of-Bronze.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Among his holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Vahd’s Triumph&#039;&#039;&#039; — A parade of the Legions in regalia, led by Warriors in red splendor. Spoils of war are put on display, and silver is thrown to the crowds by officers. Often, a mighty beast is sacrificed at nightfall and priests of Kula read its entrails for glory. Mock battles, usually with maniples led each by a Warrior in sacramental garb, are performed as displays of courage, sacred to the second spoke. The local Warrior most victorious in these games is gifted a Diadem of Triumph, to be worn until the next year’s contests.&amp;lt;br&amp;gt;&#039;&#039;&#039;Maribeh 2nd&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Uncensured Coals&#039;&#039;&#039; — On these days, the Agasians light a great fire with as much fuel as can be mustered. Without adding more fuel, they must extend the life of the coals as they burn down with great perseverance and attention. The bravest will start the conflagration they will attend in the wilderness, and welcome whatever predator drawn to it, so they may defend their embers. Weapons forged on this holiday are blessed by Agaslakku. &amp;lt;br&amp;gt;&#039;&#039;&#039;Iyar 18th and Qdim 18th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Galim’s Feastday&#039;&#039;&#039; — A day when the dead are given special reverence. The Agasians are known to appear with game on spits, and alamedas become rich with the smell of smoking meat. They recite and elaborate on the deeds of heroes and companions to the public during this holiday.&amp;lt;br&amp;gt;&#039;&#039;&#039;Illul 28st&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“What is broken…” — An affirmation of faith, if the second part of this phrase is said in response.&lt;br /&gt;
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“Ply the tin and copper.” — To make extraordinary the ordinary / To improve lesser circumstances.&lt;br /&gt;
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“Dislodge your axe.” — Let what is beneath one pass / To show mercy. &lt;br /&gt;
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“Go under the spears.” — Find a different strategy or approach. &lt;br /&gt;
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&amp;quot;Boots break the fang.” — To ready against some sudden misfortune.&lt;br /&gt;
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&amp;quot;Water Bel-Ishûn.&amp;quot; — To do battle / To shed blood. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==The Magi, Izdu==&lt;br /&gt;
[[File:Magi.jpg|Frameless|300px]]&lt;br /&gt;
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&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Magic, Law, Earth, Stars&lt;br /&gt;
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&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Planning, Trade, Knowledge, Fate, Spells, Time, Rune&lt;br /&gt;
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&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists&lt;br /&gt;
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Izdu, the God of Wisdom, is second only to B’aara herself. He is considered the wellspring of Ashfolk civilization and culture. His clergy are known to populate the great academies of Baz’eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Izdur are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek knowledge; true enlightenment is found through understanding.&lt;br /&gt;
*Tutor the ignorant; spread the light of wisdom to the dark corners of the world. &lt;br /&gt;
*Protect the word; knowledge lost is a grave sin.&lt;br /&gt;
*Record insights; truth is found in the broadest mind.&lt;br /&gt;
*Scribe chronicles; the present contains the lessons of the future.&lt;br /&gt;
*Create wonders; your mark on the world should be felt by all. &lt;br /&gt;
*Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Izdu in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;O Izdu. If the Mother is the font, you are the pipe by which her civilizations flow. The third spoke is the god of not only insight, magic, and knowledge, but also of productive creation, commerce and accounting, and mos maiorum. His cult in the Sultanate has a certain dogmatic unity, but subdivided into self-concerned clades of librarians, notaries, lecturers and tutors, pundits, astrologers, civil servants, administers of occupational blessings, advisors to the Sultan’s court, and so on. At the heart of the Grand Academy is nestled The Evident Motif — opened to the public only on holy days — where the Murshids lead solemn memory-sermons and lift veils and part curtains among incenses.&lt;br /&gt;
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The Izdur have, throughout history, described the stars, advanced magics, provided patronage for artists, and pioneered great works. Too have they been the source of, or bur in, many scandals when matters of proper opinion and cultural probity have come under their scrutiny, resulting in conflict with other churches or institutions of the Sultanate.&lt;br /&gt;
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&#039;&#039;&#039;His priests are expected to&#039;&#039;&#039; record and avow the truth, to adjudicate disputed transactions, to bless building projects, to observe and expound upon the natural and mystical world, to support artists or create art, to denounce misuses of art and writing, to protect and guide merchants and craftsmen and to ensure their honesty and diligence, and to innovate at the frontiers of making and knowledge.&lt;br /&gt;
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Clerics of the Izdur are called, among other names, &#039;&#039;&#039;Magus&#039;&#039;&#039; or &#039;&#039;&#039;Murid&#039;&#039;&#039;. A Mu’allim, who has passed many tests, is a great teacher. The Murshids who are masters of knowledge, have seen far, and instruct the faith. Often they hold a chair or have achieved the title of Muarakh at the Grand Academy.&lt;br /&gt;
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&#039;&#039;&#039;He is prayed to&#039;&#039;&#039; at the proceeding of civic functions and official procedures, at the publication of a finished manuscript, for the revealing of deceits, for the revelation of the machinations of the djinn, for protection against unwanted suggestion or persuasion, for lost memories, for favorable stars, at the casting of complex spells, when stressing tools or bridges or wagons, for the fruition of plans, and at the opening of storefronts.&lt;br /&gt;
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&#039;&#039;&#039;He is associated with&#039;&#039;&#039; the protection of and messages from the stars, architecture, aqueducts, examination, spellcraft, archaeology, history, vellum and paper, the formulation of inks and dyes, glass, invention, coinage, enterprise, the flow of dinar, logistics, irrigation, bread and confections, drums and percussion, kilns, seals and wax, bees and ants, earthworks and dikes, the Epicrasis, grammatology, dictation, steles, verse, embellishments, engineering, and the movements of the heavens.&lt;br /&gt;
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By other names he may be known as The Leverhand, Abaqos, Crane’s-Beak, The Prompting, The Vellumnate, Keystone Izdu, The Dyer of Every Color, Idris Thrice-Great, The Chisel, The Minter, Our Pleased Mentor, al-Fanoos, or The Lensgrinder.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among his holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Eid al-Fanoos&#039;&#039;&#039; — Lights fill the alamedas and plazas and flicker in every windowsill. The Izdur set alight a vast fleet of floating lamps and wash the night air with a wondrous and comforting glow. Ash-sails and river barges parade, aglow. From spires, one can see the settlements of the Sultanate as little, warm beacons across the wastes. Promises and deals struck on this day are sealed with Izdu’s certainty for a bright future.&amp;lt;br&amp;gt;&#039;&#039;&#039;Hziran 3rd&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Illuminations&#039;&#039;&#039; — With aplomb, the Izdur bring forth histories and shared knowledge, some ancient and some prepared anew all-year. In Baz’eel, crowds gather in the amphitheater at the Grand Academy where lightstones produce spectacular recitations. The community is reminded of the shared knowledge of times passed, and birds are released for augury and auspice. Poems and texts published on this day are blessed by the Magi.&amp;lt;br&amp;gt;&#039;&#039;&#039;Tesrin Hray 3rd&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Dedications of the Righting&#039;&#039;&#039; — “O Izdu, let no stone crumble, let the earth be your firm bed.” On this day, buildings are re-dedicated to the deity that teaches how they must be erected. Common folk will splash their doorways with chalk, and the great civic buildings and walls are sanctified by the priests of the Magi. Adventurous and ambitious Izdur will travel to old Caliphal sites and re-dedicate the ruins of history, praying for the wisdom of old. Buildings completed on this day are especially blessed.&amp;lt;br&amp;gt;&#039;&#039;&#039;Subat 30th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Offering at the Slope&#039;&#039;&#039; — The Kulamet and the Izdur make way to the base or, perhaps, the peak of the nearest mountains. Ministrations of deep geomantics are conducted, and the heartbeat of the land is felt for. Geomancy performed on this day may be especially powerful. &amp;lt;br&amp;gt;&#039;&#039;&#039;Subat 3rd&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“May the lamp shed clearly.” — An affirmation of faith, and a blessing to dispel the obscurity or fret.&lt;br /&gt;
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“It&#039;s but stone.” — To take on a lofty challenge with diligence and confidence.&lt;br /&gt;
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“The Magi registered.” — A congratulations or acknowledgement of worthy deeds.&lt;br /&gt;
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“With wheels of coin.” — To acknowledge a good prospect. &lt;br /&gt;
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“The records don&#039;t repeat.” — To accuse one of lying or presenting misinformation&lt;br /&gt;
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“On the eclipse.” — Probably never / A deferment.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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==The Wyld, Kula==&lt;br /&gt;
[[File:Wyld.jpg|Frameless|300px]]&lt;br /&gt;
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&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Storm, Earth, Air, Creation&lt;br /&gt;
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&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sand, Moon, Blood, Decay, Spider,&lt;br /&gt;
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&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Farmers, Hunters, the Poor, Radicals, Gardeners, Shepherds, Botanists&lt;br /&gt;
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Kula, God of Nature and Life, is specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector and winnower of all living things. Her clergy are decentralized across a network of gardens, sanctuaries, and radical organizations.&lt;br /&gt;
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&#039;&#039;&#039;The Tenets of the Kulamet are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Encourage growth; things that grow bring life to the world, fed by the Mother’s tears.&lt;br /&gt;
*Cull growth; not all that spreads should, select what must be fed back. &lt;br /&gt;
*Feed the earth; the Wyld smiles when the land’s belly is full, with fresh seed or fresh carrion. &lt;br /&gt;
*Attend the hearth; do not let the nourishing pot grow cold and dry.&lt;br /&gt;
*Cultivate flocks; animals are beloved of her, and desires they multiply, both the herd and pack that stalks it.&lt;br /&gt;
*Give shelter to the impoverished; the poor are her children for they live closest to the land’s bounty and hardship.&lt;br /&gt;
*Oppose elites; those furthest from subsistence do not deserve outright and frictionless power.&lt;br /&gt;
*Obliterate the unnatural; Qa’im, the undead, and innovation are anathema.&lt;br /&gt;
*Maintain Bel-Ishûn; the jungle is her garden, and it is most holy, writhing with life.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kula in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Terrible Kula, sweet Kula — the fourth spoke is the lightning that splits the tree and the rain that waters it, the expectant seed and the barren soil in which it lays dormant. The Wyld’s unpredictable power is a resource for those used to hardship, but may be a hazard for the well-to-do. Where the eleemosynary B’aarat are given to handouts and doles for the needy, the Kulamet prefer intervention to better the lives of the downtrodden: turf and palm turned to huts, dogs trained to watch and herd, nets mended, soil made fallow, taxmen chased off. They come among and orbit settlements to instruct in the ways of common craft and keeping. They scatter and coalesce in matters and moods known only to the rhythms of the earth, to tend city gardens or cast seeds cupped in clay into the barren wastes, to meditate in deep caverns or walk the markets and gardens.&lt;br /&gt;
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Like dapples of shade, lush gardens great and small dot Baz’eel in neighborhoods and floating terraces and along alamedas. In their easterly corners is the Wyld, carved in beech and ivory, piled with offerings from the local markets. Within the Meidān, or Great Gardens, — the grand, semi-wild zoological garden where the Sultan may admire tigers and gazelles — is an ancient pagoda of cedar whose name is known only to the Kulamet, wherein it is said can be opened a portal to Bel-Ishûn. &lt;br /&gt;
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&#039;&#039;&#039;Her priests and druids are expected to&#039;&#039;&#039; bring B’aara’s waters to where they are needed, to seal off the ruins of rust and stymie the powers of Qa’im, to nurture the downtrodden and lend them strength, to oversee the culling of predators, to eradicate unnatural infestations, to protect people’s livestock, to provide shelter from storms or conjure storms to destroy the enemies of the earth, to grow bountiful gardens. &lt;br /&gt;
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Clerics and druids of the Kulamet are often known as, among other names, &#039;&#039;&#039;Wyldwalker&#039;&#039;&#039; or &#039;&#039;&#039;Shepherd&#039;&#039;&#039;. Myriad Kulamet groups may have as many other names as there are blades of grass. &lt;br /&gt;
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&#039;&#039;&#039;She is prayed to&#039;&#039;&#039; for strong herds, to frighten off predators, when sheep and goats go astray, when one works in the field, at the times of harvest, in desperation during lean times, to bring rain or flood, for the strength of lions, for the kinship of wolves, to stave off a natural catastrophes, for nourishment, if the pot boils over or burns, to safekeep granaries and cellars, and to avert the ashstorm.&lt;br /&gt;
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&#039;&#039;&#039;She is associated with&#039;&#039;&#039; oases, gardens, forests, jungles, mountain ranges, herbal medicines, pastures, predators, herd animals and fowl, veterinary treatment, murrain, the incursion and eradication of pests, spiders, blight, germination, plenty, scarcity, charcoal, hearths, oikonomia, the ney-anbān and other bagpipes and flutes, cats, grain and lentils, vegetables and berries, wildflowers, mutton and kid, milk, wool, haruspex and estipex, storms and rain, flooding, rock falls and mudslides, the phases of the moon, the lush banks of the Edutu, the mysteries and dangers of Bel-Ishûn.&lt;br /&gt;
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By other names she may be known as The Embrace, Rampant K’al, Whispering Sedge, Cornucopia, The Crook, Larkspur, The Gathering Cloud, Flowering-the-Sheaf, The Warm Hearth, Ranging Arete, Verdis-Fleer, The Thrashing Frond, or Ishûn-Araaei.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among her holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Offering at the Edutu&#039;&#039;&#039; — They make their way to the banks of the great river that gives life, the Kulamet, and some resilient followers. It can be a dangerous journey, but the reeds and palms on the banks welcome them. It is said the holiest of Kulamet ceremonies takes place there, at the convergence of the sacred river and the people who come to pay it the homage it is due. They return with long fronds, signaling their offerings and passage.&amp;lt;br&amp;gt;&#039;&#039;&#039;Tammuz 8th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;First Flowering&#039;&#039;&#039; — Flowers spring up where they could not, for a day, in crevices, between paving stones, along walls and alameda, as long as the people have been observant of the Wyld. The Kulamet go into the settlements and remind the people of the miraculous earth, bringing fruits and game, and sometimes live beasts, made friendly by their hand. Kitchens are made ready, preserves and salted stock are finished off and old grain is tossed to the land. The people ready for the next year’s bounty. &amp;lt;br&amp;gt;&#039;&#039;&#039;Tammuz 16th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Shearing&#039;&#039;&#039; — When sheep are shorn, animals butchered aplenty, stockpile is made, and meat is salted. Wyldwalkers perform special blood sacrifices on this day to their goddess, spilling the life of beasts on stone. It is a day of especially clear soothsaying from the reading of organs and entrails.&amp;lt;br&amp;gt;&#039;&#039;&#039;Illul 12th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Festival of Eggs&#039;&#039;&#039; — During this raucous festival the people throw old eggs at one another, laughing and crying. The faithful of the Wyld are said to perform more contemplative rites outside the general public, relating to the generation of life and its fragility. For most, however, it is a frivolous day where one can let loose. The likenesses of common enemies, monsters, and predators made of mud and branches are paraded around, and summarily pelted.&amp;lt;br&amp;gt;&#039;&#039;&#039;Tesrin Hray 16th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Offering at the Slope&#039;&#039;&#039; — The Kulamet and the Izdur make way to the base or, perhaps, the peak of the nearest mountains. Ministrations of deep geomantics are conducted, and the heartbeat of the land is felt for. Geomancy performed on this day may be especially powerful. &amp;lt;br&amp;gt;&#039;&#039;&#039;Subat 3rd&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Tend well the flowering garden.” — A common affirmation of faith, though there are more secret phrases / A farewell.&lt;br /&gt;
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“Herds might mix.” — Things lie as they may. &lt;br /&gt;
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“Believe the beasts.” — Do not be caught up in thought / Respect the land. &lt;br /&gt;
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“Sew the wastes.” — Do something better with one’s time / Strive to better the dissolute.&lt;br /&gt;
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“The bite flows red.” — Not as bad as it seems / Everything has its risks.&lt;br /&gt;
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“And the earth shakes.” — To point out the obvious when it isn’t observed by others / An emphasis on an expressed wisdom.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==The Sabotage, Gellema==&lt;br /&gt;
[[File:Sabotage.jpg|Frameless|300px]]&lt;br /&gt;
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&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Stars, Chaos, Evil, Magic&lt;br /&gt;
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&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Luck, Trickery, Illusion, Darkness, Charm, Knowledge, Poison&lt;br /&gt;
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&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, &amp;amp; other Peripherals&lt;br /&gt;
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Gellema, God of Trickery, Deceit and Hedonism, is respected as a safeguard against ill will. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.&lt;br /&gt;
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&#039;&#039;&#039;The Tenets of the Gellemedes are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Foster obscurity; the unknown fosters more fear than the known.&lt;br /&gt;
*Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.&lt;br /&gt;
*At dusk aren’t shadows, and the gleaming moon casts no ray.&lt;br /&gt;
*Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.&lt;br /&gt;
*Hoard secrets; knowledge is power and hidden knowledge gives you power over others.&lt;br /&gt;
*Write over graven words. Burn the letter.&lt;br /&gt;
*Convince the certain of uncertainty.&lt;br /&gt;
*Memory is corrupt, history is death, seek continuously the immanent.&lt;br /&gt;
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&#039;&#039;&#039;Gellema in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The Sabotage, mercurial and flitting at the periphery, is many things to many people. Like echoes in the canyon, Gellema’s cults seem to go on, at times loud and at times dim. One heard often in the Sultanate is Gellema-Cimulat, invoked by cutpurses, swindlers, gamblers, blackmailers, and pigeon racers. Another is Sabotage-of-the-Weft, whose beautiful statue might be uncovered at a private salon where mizzar is smoked and gossip thickly woven, and whose priests might visit members of the court who cannot speak their mind openly to any other. Another is The Gleaming Friend, who many saw as children behind bushes or on roofs playing games, invoked during moments of nostalgia in the souk, or of sedation behind curtains. And more. Such veiled devotions seem to be the fifth spoke’s preferred temple.&lt;br /&gt;
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It is said, long ago, a grandiose house of marble, gauze, temptations, and burning secrets was razed by the Calipha Feyda I, and the clergy of the Gellemedes has been an untended garden ever since. Perhaps, outside Baz’eel, simulacra of that splendor might be found. Nevertheless, the fifth spoke is rarely far from the lips of the wonderstruck, the covetous, the inspired, the envious, the lucky, and the unlucky in the private prayers of even the most upstanding servant of the Maribid.&lt;br /&gt;
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&#039;&#039;&#039;Their priests are expected to&#039;&#039;&#039; hear confessions and coax desires, to satirize, to instigate from hesitation, to offer alternatives, to traffic hearsay, to lead to surprises not destinations, to move wealth unorthodoxically, to display wealth scandalously, to interpret dreams, to contrive endless possibilities against the credible, to untether minds, to open hearts, to create obstacles or excise them, and to reveal the perjuries of history.&lt;br /&gt;
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Clerics of the Gellemedes are often known as, among other names, &#039;&#039;&#039;Inspired&#039;&#039;&#039; or &#039;&#039;&#039;Glimmer&#039;&#039;&#039;. If leadership among the variegated cults exists, it is not revealed; however, notable oracles proficient in the fifth spoke’s divination are known as Oneirix. &lt;br /&gt;
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&#039;&#039;&#039;They are prayed to&#039;&#039;&#039; for fortune, for the misfortune of others, for avoiding tax, for winning at chance, before eating the possibly poisonous, for spinning or catching a lie, when at the end of one&#039;s wits, upon waking from nightmares, when hiding treasure, upon witnessing stunning or unexpected beauty, when unable to suppress cravings, at the new moon, to go unnoticed, and to astound.&lt;br /&gt;
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&#039;&#039;&#039;They are associated with&#039;&#039;&#039; turns of fortune, gambling, haggling, gossamer and damask, mosaics — marvelous birds, amphibians, and insects — mirages, double meanings, gloaming, debased coin, forgeries, dangerous ingredients, theft and burglary, prestidigitation, embezzlement, the missing, the reading of palms, augury, shellfish, shelled nuts and pitted fruit, alliums, the tympanum and other cymbals, jamais vu, blackmail, snares, pernicious rhetoric, celebrity, the spirits of drink and other substances, temptation, and the texture between the stars.&lt;br /&gt;
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By other names they are known as The Pareidolia, Dream’s Lintel, The Crepusculan, Gellema-Cimulat, Impattern-Again, That Shiver, Sabotage-of-the-Weft, The Beaded-Comb, Antiphasis, The Gleaming Friend, Hands-for-Feet, The Cadyssfly, and The Orchard’s Dance.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among their holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;The Sumptive Regard&#039;&#039;&#039; — Though it is said on these holidays other secret rituals occur, in public are performed satires meant to offend and lampoon everyone in the community. These plays may be put on by any who desire. Those that yield the most derision and delight are garlanded, and it is particularly loved by Gellema when the performers can most subtly deprecate themselves before the crowds. Much wine is poured and mizzar smoked on this day. &amp;lt;br&amp;gt;&#039;&#039;&#039;Hziran 20th and Tesrin Hray 30th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Presage-of-Chance&#039;&#039;&#039; — When games are held in abundance: races, sport, lotteries, cards and dice. On this day, the greatest of bets are made: enormous sums, family heirlooms, lofty promises, and prospects on future gains. The fulfillment of these bets are due next Presage’s Eve. Instigating Gellemedes will gift wealth to children, the destitute, and rivals and have them ante against the great-and-the-good who are shirking in their gambling spirit. The more one loses during the Presage-of-Chance, the greater one’s fortunes will be in the coming months.&amp;lt;br&amp;gt;&#039;&#039;&#039;Tabbah 30th and Adar 20th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Feast of B’aara&#039;&#039;&#039; — The Gellemedes delight in taking this feast day to extremes, coaxing others to drink beyond measure and break decorum. &amp;lt;br&amp;gt;&#039;&#039;&#039;Subat 15th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Illuminations&#039;&#039;&#039; — Those faithful of the Sabotage are known to celebrate the rites prescribed by the Izdur in a contratian manner, disseminating false or secret accounts and telling upsidedown and contorted histories. They are most pleased if their hoaxes are taken for truth. If they can be found, mockingbirds are added to the augur’s cages. &amp;lt;br&amp;gt;&#039;&#039;&#039;Tesrin Hray 3rd&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“The swallow chases…” — An affirmation of faith, if the second part of this phrase is said in response.&lt;br /&gt;
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“Hear the front, see the back.” — Fate and fortune is fickle / Better luck next time.&lt;br /&gt;
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“Back through the mirror.” — Watch your back / See what&#039;s hidden, especially in plain view. &lt;br /&gt;
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“We passerines.” — To signify one seeks to please Gellema / An exclamation when one is enthralled by the debauched or beautiful.&lt;br /&gt;
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“Give us twilight.” — A short prayer for obscurity in one&#039;s dealings or actions. &lt;br /&gt;
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“It’s all gossamer.” — One couldn’t resist / A scheme went well.&lt;br /&gt;
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“A plucked peacock.” — Concerning one who was well-fooled or duped.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==The Wanderer, Warad==&lt;br /&gt;
[[File:Wanderer.jpg|Frameless|300px]]&lt;br /&gt;
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&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Earth, Law&lt;br /&gt;
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&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Travel, Trade, Protection, Sand, Sea&lt;br /&gt;
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&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Nomads, Travelers, Merchants, Caravaneers, Messengers, Explorers&lt;br /&gt;
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Warad, God of Travel, is the protector of all who walk the sands. He is said to forever wander the desert, and many sightings are reported each year. His clergy tend to populate taverns and way-stations;  They are not a wealthy faith.&lt;br /&gt;
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&#039;&#039;&#039;The Tenets of the Waradim are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect the borders; turn back invaders that threaten your people.&lt;br /&gt;
*Carry messages; spread tales and knowledge of the roads and sanctuaries.&lt;br /&gt;
*Aid travelers; defend them on the road, and watch over their passing.&lt;br /&gt;
*Seek new roads; new paths bring prosperity and protection for travelers.&lt;br /&gt;
*Defy thieves and bandits; the borders must be guarded lest danger run rife.&lt;br /&gt;
*Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warad in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Expanse — unceasing expanse — the Wheel surrounds us all. The intrepid sixth spoke’s countless wheel-shrines dot the land, from simple way-markers to sprawling camps. Often, shrines are ensconced inside caravans, fastened to the decks of barges, installed in markets, nestled in taverns, or even utop the dressing of mounts, decorated with myriad devotional trinkets. The Welcome Reciprocity, where the Wanderer is said to sleep at height of day after traveling the entire Sultanate each night, is the great caravanserai just at the edge of Baz’eel’s shielding Epicrasis, in which thousands of hands move millions of goods. More than any other deity, reports of meeting Warad are endless, and greeting a lone stranger as if he were the god himself is pious among the Waradim. &lt;br /&gt;
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While the Waradim rarely play functionary roles in the Sultanate, the sixth spoke is beckoned when there is strife among the faiths, for he goes between them all along the Wheel’s rim. They only ask for dinar in great need, and instead tithe for assurances of altruism, present and future. To break such promises or refuse their offering will take one down the path of a pariah. &lt;br /&gt;
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&#039;&#039;&#039;His priests are expected to&#039;&#039;&#039; protect good and hapless travelers, to catch thieves, to open new trade routes, to discover the hidden, to invite or steer into safety, to invite others to novel delights, to redeem exiles if possible, to report hazards and enemy movements, to tell incredible tales, to deliver messages no matter the distance or conditions, to break or foal beasts of burden, to read the heavens for direction, and to forge new paths or cleverly discover better paths.&lt;br /&gt;
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Clerics and druids of the Waradim are often known as, among other names, &#039;&#039;&#039;Wanderer&#039;&#039;&#039; or &#039;&#039;&#039;Musafir&#039;&#039;&#039;. The seasoned and sun-kissed, who know every way one may take in their locale, whose stories of daring travail and brave crossings are countless are Guides or Wheelwrights.&lt;br /&gt;
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&#039;&#039;&#039;He is prayed to&#039;&#039;&#039; for safe passage, when meeting strangers, when confronting trespassers, for undisturbed sleep, to secure one’s baggage, when one’s path is unexpectedly blocked, when one’s sandal-strap snaps or bootheel wears out, to sooth a mount or pack animal, for calm seas, when approaching rapids, upon an approaching ash-storm, if stranded, upon making a rare find, to seal a barter, when launching or mooring ash-sail and ship, and when charting a path or giving directions.&lt;br /&gt;
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&#039;&#039;&#039;He is associated with&#039;&#039;&#039; exchange, hospitality, respite, perseverance, escapes, harbors, landmarks, caves and natural refuges, yokes and harnesses, camels and mules, farriery, migratory animals, the oud and other deep string or bow instruments, coconut, pepper, cinnamon and sweet spices, invigorating teas, cordage and rope, vessels and vehicles, compasses, canteens, rarities, sanctuary, fair winds, the return of friends, gates, roads, doorways, thresholds, the guest-host relationship, wanderlust, the horizon, orientation by star, and the turning of the Wheel. &lt;br /&gt;
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By other names he may be known as Urgence, The Sandalmaker, Our Visitor, Our Host, The Deliver, Zephyr, Hardblister, Vanishing Nuqta, The Tight-Loose-Spoke, The Bearer of Sumac, Euxine Sabaah, and The Lodesman.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among his holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Lodestone’s Finding&#039;&#039;&#039; — In the desert wastes, hidden in a swirl of ash, an old stone charged with the Disc&#039;s very directions rotates solemnly, alone. Once a season, the Waradim make their way here, a harsh journey, and collect flakes and chips of the stone for to make relics and compasses. There they contemplate the infinite horizons and places they have been and could go.&amp;lt;br&amp;gt;&#039;&#039;&#039;Tabbah 6th, Tesrin Hray 24th, Adar 6th, Hziran 24th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Washing of Feet&#039;&#039;&#039; — A day of compassion, when the community, especially those locked against one another in some antagonism, come face to face and perform minor deeds of kindness for one another. This day seals for the next year Warad&#039;s requirement of good hospitality.&amp;lt;br&amp;gt;&#039;&#039;&#039;Hziran 6th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Changing of Hands&#039;&#039;&#039; — A day most looked forward to, especially by children. No matter their worth, baubles and treasures are exchanged freely. To give a greater gift in turn than what was received will earn the Wanderer&#039;s delighted laugh. &amp;lt;br&amp;gt;&#039;&#039;&#039;Kanön Hray 6th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Four-Wheels-Rounding&#039;&#039;&#039; — On the 24th day of most months, those wishing to please Warad in particular for to bless an upcoming endeavor or for the return of those on a long journey follow groups of Wanderers and Guides through a short circuit of their choosing about the land. In each of the four directions, they stop for tea and leave offerings. &amp;lt;br&amp;gt;&#039;&#039;&#039;The 24th of each month, except on the months of Lodestone’s Finding&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“Where from, Wanderer?” “From another good host.”— An affirmation of faith and welcoming greeting, and response.&lt;br /&gt;
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“Horizons become footing.” — It’s not far off / One can attain a goal.&lt;br /&gt;
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“Measure each grain.” — Don’t be fooled.&lt;br /&gt;
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“Carry water for Him too.” — Be ready to help yourself and others / A farewell.&lt;br /&gt;
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“With sure feet.” — Make haste / Ready to take on danger and hardships.&lt;br /&gt;
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“Camels kick in any direction.” — A suggestion to be wary or be respectful of a situation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==The Martyrs, Kalim &amp;amp; Gamil==&lt;br /&gt;
[[File:Martyrs.jpg|Frameless|300px]]&lt;br /&gt;
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&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Law, Good, Death, Earth&lt;br /&gt;
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&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Trickery, Rune, Suffering, Fate, Repose, Metal&lt;br /&gt;
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&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Traditionalists and the Law-abiding, Judges and Advocates, Mourners, the Elderly and the Dying, Keepers and Protectors of Graveyards&lt;br /&gt;
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Kalim &amp;amp; Gamil, the Gods of Death and Law, judge the spirit before one passes beyond the final pale. The Temples and Maqams of the Martyrs ring out with dirges and laments, where bodies are treated before rest. In the halls of justice, their scales hang, weighing guilt and innocence; life and death.&lt;br /&gt;
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&#039;&#039;&#039;The Tenets of the Twindari are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Mourn the dead; their lives should be celebrated and their part in the world remembered.&lt;br /&gt;
*Record and uphold the law; remember the wisdom and judgments of the age and give them life.&lt;br /&gt;
*Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.&lt;br /&gt;
*Protect the sacred grounds; to break the sacred grounds is the greatest of sins.&lt;br /&gt;
*Protect the law and its precedents; do not let laws be used corruptly, the scale is calibrated and certain.&lt;br /&gt;
*Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.&lt;br /&gt;
*Obey your elders; their wisdom is born of ages, and they know what is best.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Twins in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Tradition states that Kalim dutifully sacrificed himself to bring order to the world, and his twin, Gamil — whose perpetual grief would be his own martyrdom — taught the fruits of brother’s martyrdom to the people. The church of Kalim and Gamil is a well-endowed but sober institution in the Sultanate. The pious and the lonely leave their bequeathals to the church, and the legal community of the Sultanate is a constant benefactor. The seventh spoke is venerated widely in the Great Ring, and among the people of Salhin its church is perhaps the most organized of the Wheel’s faith — a pillar of arbitration, law, and respect. It is said, in one’s moment of death, Gamil ferries the spirit down to the Edutu to meet Kalim on the bank, who passes final judgment and selects the final, obscure fork in the river down which it will be left to float.&lt;br /&gt;
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Almost every cemetary in the Sultanate is cared for and protected by the diligent Twindari. The Sepulchre of Themselves is nestled between the Sultan&#039;s palaces and the civil quarter of Baz&#039;eel. For centuries, Geomancers have expanded the vast mausoleum beneath it, with especially fine vaults for the families of the palace, into which Kamil faces holding the Scales of the Dead. Above it, in shining marble, the Adliye of the Martyrs — echoing with the sandals of advocates, judges, and councilors — houses generations of legal commentaries and case files, up to which Galim faces holding the Scales of the Living.  Around it are the Orchards of the Patient Graft, ripe with sacred fruit that springs from roots not their own, its floor bristling with the hallowed hyssop flower.&lt;br /&gt;
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&#039;&#039;&#039;Their priests are expected to&#039;&#039;&#039; live life toward death, to teach the honor and humility that will be remembered and deemed well by the Gods, to prepare the dying for death, to prepare the dead for burial, to prepare the living for judgment, to prepare the courts for good jurisprudence, to uphold legal precedent and procedure, to defend the unrepresented in fair trial, to document cases for posterity, to document the lives of the unremembered, to maintain tombs and maqbaras and protect them from graverobbers, and to lead the mourning in sorrow and past it.&lt;br /&gt;
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Clerics and druids of the Twindari are often known as, among other names, &#039;&#039;&#039;Witness&#039;&#039;&#039; or &#039;&#039;&#039;Preparator&#039;&#039;&#039;. Reverends are those known for their cultivated care and administrations, and an Avukat is one who walks the letters of law with certainty. The church is overseen by two Lawspeakers, arbiters of legal doctrine in the Sultanate. &lt;br /&gt;
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&#039;&#039;&#039;They are prayed to&#039;&#039;&#039; when beginning or ending a long vigil, when fatigued or restless, if troubled with a difficult decision, when friends make poor decisions, for humility and grace in defeat, when attempting to win at strategy, whenever court is brought to order and adjourned, if one detects perjury, to have one’s true word trusted, to greet one’s elders, upon discovering a corpse, when mourners pass, and for any spirit’s steady passage down the Edutu.&lt;br /&gt;
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&#039;&#039;&#039;They are associated with&#039;&#039;&#039; the correct administration of law, impartiality, grief, the game of tawla that the twins were said to play together, symmetry, convalescence, the toll of time, excavations, toads and hibernating beasts, songbirds, the dozaleh and other reed instruments, pomaceous fruits like pears and quince, mint and hyssop, chamomile, reeds and wicker, marble, granite, the disfigured, memento mori, trust, brotherhood, honesty, testimony, confession, reconciliation, the absolving of debts, the course of the Edutu, the earth everywhere which takes back life and generates it. &lt;br /&gt;
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By other names they are known as The Scales-Untipped, The Ordinances,  Tongueless-but-Heard, The Prow and the Rudder, Commencing Kalagim, The Branching Graft, Myrrh and Frankincense, They-Sit-Beside, Our Vigil, or The Consoling. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among their holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;The Calibrations&#039;&#039;&#039; — When the propriety and wisdom imparted to the world by Kalim is reviewed and measured. The streets are swept clean. The people take each a personal account of their dealings, and contemplate if they have been acting in good faith in the past year. Those who are unsure bring their affairs before the Twindari who give them judgment. Then, old and vestigial records that are burned after anything of note is copied into fresh ledgers, and unneeded things are cast away. Particularly fervent Twindari might require the community to upend their storage and liquidate hoarded goods. It is pious to update and adjust legal code on this day.&amp;lt;br&amp;gt;&#039;&#039;&#039;Nisah 21st&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Gamil’s Feastday&#039;&#039;&#039; — A holiday of remembrance and death. Plaster or marble skulls and other mementos mori are arranged in shrines, and the people commune with those who have gone and tell of their memories. Modest banquets of fruit, bread, and fermented honey are prepared, much of it left for the dead’s repast. The Sultan’s court and their proxies recite the good deeds of honored monarchs and leaders of old. Those in mourning are cheered by their neighbors, and the Twindari enact a ritual performance emulating the final passage down the river.&amp;lt;br&amp;gt;&#039;&#039;&#039;Illul 28th&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Eid al-Khana&#039;&#039;&#039; — Work ceases, tea is prepared, and the people play tawla. It is a day of rest for the mind and body. People make unusual bargains and speak plainly their opinions, for nothing said openly and honestly, save blasphemy, during this day may lead to punishment. It is pious to peacefully settle disputes over a game during Eid al-Khana. It is a day of forgiveness.&amp;lt;br&amp;gt;&#039;&#039;&#039;Kanön Hray 21st&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Offering at the Edutu&#039;&#039;&#039; — If they may, the Twindari are guided by the Kulamet to the river bearing a replica of the Twin’s coracle, which passes between them with the spirits of the dead. The faithful gently launch it into the wide waters, filled with candles. &amp;lt;br&amp;gt;&#039;&#039;&#039;Tammuz 4th&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;“And through the reeds.” — Such is life / An affirmation of faith.&lt;br /&gt;
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“The scales righten.” — Everything will fall into place.&lt;br /&gt;
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“Salhin heard.” — Affirmation of a truth / An emphatic coda to a statement.&lt;br /&gt;
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“Fruit, bear your works.” — Good luck and blessings.&lt;br /&gt;
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“Far is the next bank.” — Exasperation with or acceptance of hardship.&lt;br /&gt;
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“So they taught.” — To close an expressed wisdom / To assure one’s word is true or final.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==The Wroth, Urazzir==&lt;br /&gt;
[[File:Wroth.jpg|Frameless|300px]]&lt;br /&gt;
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&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Evil, Death, Frost&lt;br /&gt;
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&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Retribution, Undeath, Fate, Time, Hatred, Suffering&lt;br /&gt;
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&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive&lt;br /&gt;
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Urazzir, the God of Vengeance, is the terrible hand of reckoning. His temples are frightful places where the wronged go to invoke vengeance against their enemies.&lt;br /&gt;
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&#039;&#039;&#039;The Tenets of the Uzzarii are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.&lt;br /&gt;
*Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.&lt;br /&gt;
*Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.&lt;br /&gt;
*All you love and abide by can be ruined in a single stroke. Rest with one eye open, and away from the warm comfort of the hearth. Be alert.&lt;br /&gt;
*You are required to root out evil if you foresee it, never assume innocence.&lt;br /&gt;
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&#039;&#039;&#039;Urazzir in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Though Urazzir hides no secrets, few desire to hear him. The eighth spoke is the bent but uncowed pall over the world that most wish were but a vestige, yet know deserves honest obsequence. Dim shrines and glaring statues of the Wroth seem to boil up immodestly not far from water temples, gravesites, penury halls, and courthouses, where the unpitied come to lay and whisper their woe — and where those with means make offerings against, or to instigate, harm. Perhaps an unwelcome sight for clergy of other spokes, but none dare uproot such a thorny bramble. The disciplined Uzzarii file through the alamedas and along roads in barefooted groups the people hand dinar to pass on.&lt;br /&gt;
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Outside the Epicrasis, ravaged and pitted by time and ash, malingers Mhul&#039;afir, a fortress erected by Mansur more than a millennium ago from where Baz&#039;eel was sited and protected in its infancy, then abandoned. This is the cloistered and dismal seat of the Uzzarii priesthood, who survey the Golden City like a shadow from the grey spire of that Emir&#039;s struggle.&lt;br /&gt;
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&#039;&#039;&#039;His priests are expected to&#039;&#039;&#039; harry the sinful left unpersecuted by laws, to hunt down those condemned by law who flee justice, to service ritual curses, to lift curses wrongly applied, to extend the life of those at death’s door and to hear their regrets and execrations, to encourage grudges and facilitate them, to remind the people of their misdeeds and those of their enemies, to foresee ruin, and to watch when others sleep.&lt;br /&gt;
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Clerics of the Uzzarii are known as, among other names, &#039;&#039;&#039;Wronged&#039;&#039;&#039; or &#039;&#039;&#039;Makhyoon&#039;&#039;&#039;. Leadership of his church is a byzantine cohort of those known as Imprecates; above them, eight Vindicates whose ashen palanquins lurch throughout the Sultanate, dispensing proscriptions and warning.&lt;br /&gt;
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&#039;&#039;&#039;He is prayed to&#039;&#039;&#039; in dissatisfaction, when death draws near, while striving in vengeful pursuit, when overtaken with sudden violence, when siblings quarrel, when ordered to a hopeless post, when others refuse to take one&#039;s advice, should one believe themselves hexed, at the passing of a sentence one knows unjust, when disciplining or shaming a family member or underling, when plans go to shambles, and to see another’s misdeeds bury them.&lt;br /&gt;
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&#039;&#039;&#039;He is associated with&#039;&#039;&#039; desperation, disgrace, exposure, unwelcome sacrifices, the smell of death, debt, stubbornness, strife, vigilantism, mass graves, vultures and crows, wasps and scorpions, burdock and bay, resin, toil at the mill or oil press, yarn, torn and snagged fabric, unhappy answers from divination, erosion and weathering, lingering grief, impotence and barrenness, public executions, failures of jurisprudence, violation of oaths and perfidity’s punishment, violation of the tenet of pacifism, the ruins of the Old Caliphate, and the crushing roll of the Wheel.&lt;br /&gt;
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By other names he may be known as The Uncowed, Wronged-Stone, Unbidden Visit, The Hanged One, The Ventless, Old Curse, The Skein, Urazzir-Obliterate, The Untoward, al-Izdira, The Shaver, Beleaguered Ujr, The Stiff Cane, or Inevitable U’zzir.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Among his holy days are:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;The Tolling of Tin&#039;&#039;&#039; — Every other month, the Uzzarii go through the streets, barefoot, shaking awful, dissonant bells. They are followed by those who are thirsty for undelivered justice, wracked with the spirit of vengeance, or seized with unallievable grief. They go to doors, to civic buildings, to markets, to the residences of notables, to taverns, to cemeteries, and so on, and murmur astringent curses. The people beg them to leave, but they will not do so until they have given a tithe of coins in a factor of eight to the sum these spectres deem fits the individual’s means. &amp;lt;br&amp;gt;&#039;&#039;&#039;The 8th of every other month, beginning in Qdim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Letting&#039;&#039;&#039; — Those Uzzarii and their flock flagellate themselves to a state near death and stay there for a day, taking no aid nor succor, soured with drying blood. They linger in silence or admonishment in the plazas and forums. The community goes to them and offer an arm or breast to be cut ritually to stave off evil or show The Uncowed that they fear but do not fear.&amp;lt;br&amp;gt;&#039;&#039;&#039;Maribeh 16th&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emir’s Parade&#039;&#039;&#039; — The Wroth’s faithful will shadow these festivities, following the parade with an indignant effigy of dry grass, representing failed and fallen Caliphs and Sultans and their corrupt dignitaries. None dare stop them, and most hope to simply ignore this shameful counter-spectacle. &amp;lt;br&amp;gt;&#039;&#039;&#039;Qdim 29th&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mumusha’s Fastdays&#039;&#039;&#039; — Unlike the B’aarat, the Uzzarii hold that one may only drink, and may not eat rice nor porridge nor yams at midday, and the water is to be infused with the bitter herbs or ash. Only the dying may eat.&amp;lt;br&amp;gt;&#039;&#039;&#039;Adar 1st through 3rd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eid al-Khana&#039;&#039;&#039; — Sometimes, during the holiday of tawla, an Uzzarii will set up a lone game table made of inky, hard resin. The most represensible of the community may go and play them earnestly. If they lose, the community may show them unusual mercy in the future. &amp;lt;br&amp;gt;&#039;&#039;&#039;Kanön Hray 21st&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Among the faithful, they say:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Blood will have blood.&amp;quot; — Reprisals warned of / An affirmation of faith.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ground by the Wheel.&amp;quot; — Acknowledgement of intractable or tiring fate.&lt;br /&gt;
&lt;br /&gt;
“Only ash from the mouth.” — A command for silence / A declaration that words are meaningless.&lt;br /&gt;
&lt;br /&gt;
“Tight itself twisted.” — Nothing can be done / Something is entrenched.&lt;br /&gt;
&lt;br /&gt;
“And the right will wrong.” — Everyone is culpable.&lt;br /&gt;
&lt;br /&gt;
“Lower the stone.” — An admonishment / A command to back down.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Wyrm, Bashmu==&lt;br /&gt;
[[File:Wyrm.jpg|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Evil, Chaos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Strength, Tyranny, Poison, Decay, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Pariahs, the Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Bashmu-kar are unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...but some whisper a scant few, none certain...&lt;br /&gt;
&lt;br /&gt;
*That the Wyrm empowers the ambitious. &lt;br /&gt;
*That the Wyrm is a patron of monsters, and cannibals.&lt;br /&gt;
*That it is a patron of the defeated, downtrodden, contrarians and the rebellious.&lt;br /&gt;
*That Serpents are sacred, and lizards love the Wyrm&lt;br /&gt;
*That it is a curse to speak or hear the name Bashmu&lt;br /&gt;
&lt;br /&gt;
Details about The Wyrm can be (and are best) discovered in-game.  Characters with this God in their deity field may find they can access unique dialogue options and content.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bashmu in the Sultanate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The ninth spoke is an oxymoron to outsiders to the faith, taboo yet somehow within the sanctity of the turning of the Wheel. The great Muarakh Surinna the Dowser under Vahd I said, “For we must know evil, that the Wheel may turn; we must not forget evil, lest we become stranded.” While the operations of the Bashmu-kar are considered reprehensible, the Wyrm itself is charged with a fitful and terrifying hallowness. It is said there are those that meditate upon Bashmu without evil intent to test their will and their belief, though this practice is discouraged and deemed dangerous as a route to nihilism or madness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is associated with&#039;&#039;&#039; the passing of time into decay, treachery, sedition, the abandonment of common sense, the fear of gods, savagery, exile, spoilage, famine, parasites, dysentery and other wasting diseases, self-delusion, madness, dereliction, familicide, night terrors, abject horror, fallen civilizations, unchecked power, the Sibilant Empire, and typhoons from the Sea of Pearls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other euphemisms for it are The Spiraled, al-Taniyn, Wickedsnap, The Wheel’s Lurching, That Stench, The Perilspoke, or The Tyrant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;The Festival of Eggs&#039;&#039;&#039;, often a frightening and segmented effigy or puppet representing the ninth spoke, euphemistically called Old-Skin, is paraded among the people, aflame, and they take it to a pit of mud and cover it there, where it steams and cools and dissolves and hardens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is only one day associated with the Wyrm in the Sultanate’s culture. That is &#039;&#039;&#039;Adar 31st&#039;&#039;&#039;, &#039;&#039;&#039;The Year’s Gasp&#039;&#039;&#039;, which marks the Wheel’s inevitable turning, for good and for ill. Not a time for festival nor eid, but it is marked well by the people, and apotropaic rituals may be performed by the faithful. Occasionally, truly repentant Bashmu-kar will be received back into the community on this day under watch and purification by the B’aarat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phrases adjacent to the Wyrm are said:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;May the eagle clutch it.&amp;quot; — Take away this evil.&lt;br /&gt;
&lt;br /&gt;
“Straighten the spiral.” — Come to your senses.&lt;br /&gt;
&lt;br /&gt;
“Take your ninth step.” — A warning that one is about to cross the line.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Dome=&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome” is a monotheistic faith with pantheistic elements that is primarily located in the floating city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
It is the second pantheon that is active in EFU: Sands of Intrigue. Clerics of the Dome must choose / worship a particular Patron Sage (listed below). Each Sage has a particular dogma, agenda, and flair that your character&lt;br /&gt;
should engage with. It is assumed that clerics of the Dome exists in a formal Modini hierarchy of the followers of each particular Sage.&lt;br /&gt;
&lt;br /&gt;
The “Dome Faith” lacks local NPC support in the areas surrounding Ephia’s Well. Unlike the Pantheon of the Wheel, it is not a local religion and should be represented by a minority of characters.&lt;br /&gt;
&lt;br /&gt;
For a Cleric of any of the Sages to cast spells of Circle 4, it is necessary to conduct a pilgrimage back to Il Modo and purchase / receive a relic from representatives of your Sect. In order to cast spells of Circle 5, it is necessary to have further demonstrated and proved to the Church / your NPC superiors that you are worthy of advancing in the ranks. This can be done through a DM application or through a NPC possession. Level 9 Clerics seeking a relic must have had a substantive impact pushing their Sage’s agenda in order to be entrusted with this advancement. Playing a Priest of the Divine Dome is not intended to be an easy experience.&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome draws from a variety of fictional and non-fictional inspirations and players should be mindful to carefully portray something that is grounded, distinct and unique to EFU. If you wish to incorporate something drawn from an actual faith tradition please check with a DM to ensure that it is done tastefully and non-offensively &lt;br /&gt;
&lt;br /&gt;
The faith of the Dome is rooted in cosmology. According to its tradition, the universe is composed of a single crystalline sphere that surrounds all things and is itself the source of all creation, time, and movement. It is this sphere (or Dome) that gives form, structure, and meaning to the universe.  The world is but a speck (perhaps one of many specks) that floats suspended in the mysterious vapors of the Dome’s interior. The stars above, or Illuminations, are&lt;br /&gt;
those souls that have ascended to the firmament above. &lt;br /&gt;
&lt;br /&gt;
Particularly important Illuminations are believed to be the souls of past Sages who the Modini tend to revere &amp;amp; worship in a polytheistic manner.&lt;br /&gt;
&lt;br /&gt;
Followers of the Dome believe in reincarnation. Souls are fated to be born and die in a constant state of repetition until a life has reached its highest potential for harmonic congruence with the Dome. What this means exactly is subject to considerable interpretation, frequently associated with one or another of the different Sages. When this true death is achieved; the soul ascends to become an Illumination (or Star) that is set into or adjacent the Dome itself. Truly great souls might ascend to become Sages themselves, and thus Illuminations of greater potency and glory. &lt;br /&gt;
&lt;br /&gt;
While the movements and nature of the Dome itself transcends understanding, mortals seek guidance and blessings from the Nine Great Sages, each associated with with a particular Illumination (Star) above. The contemplation of the Dome itself is generally reserved only for philosophers and high-ranking Priests. The majority members of this faith are only dimly aware of the theology related to the Divine Dome, and instead simply pray to a Patron Sage as if it was a god.&lt;br /&gt;
&lt;br /&gt;
It is customary for the people of Il Modo to choose a Patron Sage in their early adolescence. Praying to a Sage is considering the best way to bring success and avert misfortune in one’s current life. Pleasing one’s Patron Sage is also considered to be the best way to ensure that one’s future life is an improvement upon the present one. The Modini are a deeply hierarchical and aristocratic people and it is commonly believed that (for example) the Nobility enjoy their position in part because of pleasing a Sage in their former life. Followers of the Dome are always keen to advance their status both in their current life and (more importantly) in the next one.&lt;br /&gt;
&lt;br /&gt;
It is also common for the followers of the different Sages to be in conflict with each other. Indeed, several Sages are considered to represent forces that are evil and sinister and associated with only a tiny minority of followers. Nevertheless, all Modini recognize that all the Sages are important historic and theological figures that deserve respect. Rituals and the making of offerings to the different Sages (as needed) are a common practice.&lt;br /&gt;
&lt;br /&gt;
While the sects of each Sage are often in conflict, they do have occasional (secretive) conclaves where fundamental matters of the faith are determined. This includes, for example, the potential recognition of a new Great Sage. This is very rare. Cults worshipping or seeking to advance the recognition of a lesser Sage exist.&lt;br /&gt;
&lt;br /&gt;
The central site for religious instruction for the most beloved Sages is the “The Dome of Man,” a large cathedral-dome complex located in Il Modo. It is a site for pilgrimage and contemplation, and is the most important locale of Il Modo.  Those Sages that are more feared than loved are known to have smaller temples and sites of worship hidden throughout the sprawling city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
Astronomy is highly significant to followers of this faith. The approach is, however, thematically very different than the Orthodox Astronomy of Baz’eel or the Arcano-Scientific Astronomy of the followers of Q’tolip. Star-knowledge is heavily rooted on a more mystical / ritualistic approach.&lt;br /&gt;
&lt;br /&gt;
The faith had its beginnings with the first Pilot-Prophet Sage Raffelo. He is believed to have discovered these fundamental cosmological truths and thus founded the Church of the Dome. From his teachings, a caste of Pilot-Priests began who are the core of the faith’s institutional hierarchy. As Il Modo itself is in constant untethered motion, floating here and there across the Sea of Pearls, it can be very difficult to find. The Pilot-Priests of Raffelo are experts in the study of the stars and applying their knowledge through rituals to be able to successfully chart a path through the sea’s treacherous waters.&lt;br /&gt;
&lt;br /&gt;
The Pilot-Priests as a caste attempt to exert a monopoly upon all naval navigation. The riches received from this monopoly has been poured into works of great art and architecture; however it has also frequently led to corruption and decadence.&lt;br /&gt;
&lt;br /&gt;
==Sage Raffelo the Pilot-Prophet==&lt;br /&gt;
[[File:Raffelo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Hierarchical Status / Knowledge / Law / Navigation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Travel, Planning, Nobility, Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Ambitious Pilot-Priests, politicians, wealthy nobles and their loyal servants, members of the Inspecta&lt;br /&gt;
&lt;br /&gt;
The first and most important of the Sages. The Sage of those Pilot-Priests who climb the elaborate hierarchy of the Church. A Sage also for those who seek to play the Game of Knives and climb their way to the top of the Modini institutions. Also associated with the feared Inspecta, that order of inquisitors and investigators who function as Il Modo’s secretive spy service and religious police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039; Pilot Priest, Esteemed Pilot-Priest, Eminent Pilot-Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Raffelo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Command your crew, if you do not have one then form one&lt;br /&gt;
*Obey your superiors and demand obedience from your inferiors&lt;br /&gt;
*Enhance the power and prestige of Il Modo&lt;br /&gt;
&lt;br /&gt;
==Sage Maribela de Fortuna==&lt;br /&gt;
[[File:Maribela.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Luck / Adventure / Fishing / Fate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Chaos, Creation, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Luck, Protection, Trickery, Fate, Moon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; NG, CG, TN, CN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Eel fishers &amp;amp; hunters, sailors, laborers, adventurers, gamblers&lt;br /&gt;
&lt;br /&gt;
 A popular and beloved Sage associated with the luck of eel fishers just as she is with adventurers. Also generally frequently associated with the unpredictability of the sea. Maribela is the subject of many tavern tales and legends, always fishing for eels and going on wild adventures in order to feed her family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal.&#039;&#039; Luckfisher, Fisher-Priest, Pilot-Priest, Cap’n, etc….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Maribela are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek bold adventure, trust in your luck&lt;br /&gt;
*Stories of your deeds should be remembered by your friends&lt;br /&gt;
*Help others find their way through this life&lt;br /&gt;
&lt;br /&gt;
==Sage Markolo the Navigator==&lt;br /&gt;
[[File:Markolo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Trade / Exploration / Skill / Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trade, Rune, Travel, Spells, Charm, Knowledge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE, TN, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Merchants, Explorers, the rare Modini wizard, also popular among less ambitious Pilot-Priests, Scholars….&lt;br /&gt;
&lt;br /&gt;
 Sage Markolo was a great trader and navigator who was instrumental in turning Il Modo into the naval trading power it later became. His merchant fleets brought great wealth and knowledge from distant places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Pilot-Priest, Merchant-Priest, Scholar-Priest….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Markolo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Accumulate wealth and show it off&lt;br /&gt;
*Explore distant locales and enhance your knowledge of the world and its splendors&lt;br /&gt;
*Develop connections with other lands and peoples&lt;br /&gt;
&lt;br /&gt;
==Sage Vittoria the Admiral==&lt;br /&gt;
[[File:Vittoria.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; War / Strength / Strategy / Honor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, War, Strength, Protection, Planning, Metal, Fate, Retribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, LN, LE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Soldiers, tacticians, sailors, warriors&lt;br /&gt;
&lt;br /&gt;
Vittoria was a legendary Admiral who oversaw the conversion of the old Modini fishing and eeling fleets into a significant naval power. She was undefeated in battle and led Il Modo to become (for a time) the preeminent naval power of the sea. A statue of proud Sage Vittoria atop a column stands overlooking the plaza of the Dome to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Captain-Priest, Admiral-Priest...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Vittoria are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Victory through strength and strategy&lt;br /&gt;
*Enhance the military power of Il Modo&lt;br /&gt;
*Achieve the limits of your own personal might&lt;br /&gt;
&lt;br /&gt;
==Sage Giacomo the Artificer==&lt;br /&gt;
[[File:Giacomo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Craft / Art / Creation / Madness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Metal, Rune, Planning, Destruction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CG, NG, CN, TN, CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Inventors (non-Mechanists), Artists, Builders, Manufacturers, Lunatics&lt;br /&gt;
&lt;br /&gt;
Giacomo the Artificer was a genius without parallel. His contributions to art, music, architecture, and simple craftsmanship seemed divinely blessed. How else to explain such genius? Yet he was also mad, and tended to burn much of what he produced, constantly dissatisfied. In addition to an enormous output of works of art, he designed the enormous ballast tank systems that keep Il Modo afloat. He also oversaw the construction of the Grand Duke’s Palace, the Dome of Man, and as a final project built ‘The Lamp of Learning,’ a towering university-lighthouse filled with bizarre traps and hidden secrets. He further developed advanced designs for arbalests, new naval vessels, cannons /&lt;br /&gt;
bombards, and established the tradition of Workshops. Scraps of his notebook are eagerly sought after, and those paintings of his that remain are valued more than the palaces they are found in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Artificer-Priest, Artist-Priest, Builder…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Giacomo are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Create, build, and learn.&lt;br /&gt;
*Victory and success through your own understanding&lt;br /&gt;
*Trust not the mechanistic works of Qa&#039;im, and the Dunes of Pra&#039;raj, for those works pass beyond your understanding and are not the product of man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sage Santina the Compassionate==&lt;br /&gt;
[[File:Santini.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Charity / Healing / Compassion / Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Healing, Sea, Repose, Protection, Suffering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, CG, LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Healers, the ill, the poor, the desperate, the compassionate, missionaries, ‘Lezrous’ paladins and knights&lt;br /&gt;
&lt;br /&gt;
Plague and disease has long been one of the great banes of Il Modo. During the first great bout of the ‘Crimson Death’, Sage Santina and her followers were instrumental in tending to its victims. Adherents of Saga Santina also are the most enthusiastically evangelical about the faith of the Dome. They strongly believe that, for the sake of the harmony of the Dome as well as the fate of every soul, it is absolutely necessary to convert as many people as possible. &lt;br /&gt;
&lt;br /&gt;
The sect of Sage Santina maintains an additional Knightly Order made up mostly of those who have suffered and survived the Crimson Death. “Lezrous” is an EFU-term (inspired by ‘Leprous’) to describe those who have suffered the ravages of the Crimson Death Plague. The “Order of the Lezrous Brethren” (or Lezerotti) are the defenders of the sect and those who are willing to go among the poor and diseased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Sister-Priest, Brother-Priest, Healer-Priest…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Santina are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Serve others, and put aside pride and ostentation&lt;br /&gt;
*Attend to the afflicted and needy&lt;br /&gt;
*Encourage others to join the faith&lt;br /&gt;
&lt;br /&gt;
==Sage Orlando of the Death Masque (Feared Sage)==&lt;br /&gt;
[[File:Orlando.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Disease / Death / Intrigue / Art (acting, opera)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Evil, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trickery, Illusion, Retribution, Suffering, Charm, Hatred, Blood, Decay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CN, LE, NE, CE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Courtiers, Assassins, the Depraved, Actors, those seeking vengeance&lt;br /&gt;
&lt;br /&gt;
 The Sage Orlando was a great performer, traveler, and courtier with a genius for intrigue and a taste for the grotesque. He toured the western Sea in a flotilla of courtiers and masked revelers, only to return and bring with them the plague of the Crimson Death, a flux that has never been truly stamped out from Il Modo. To follow Orlando is to be associated with many of the darkest characteristics of the Modini character: a dreadful fear of disease, adoration of beauty, a thirst for vengeance, and skill in intrigue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Shadow-Priest, Grotesque-Brother/Sister, etc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Orlando are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Embrace the beauty and horror of life&lt;br /&gt;
*Spin webs of intrigue and master them&lt;br /&gt;
*Avenge yourself against those who slight you&lt;br /&gt;
&lt;br /&gt;
==Sage Barbarina of the Lost Armada (Feared Sage)==&lt;br /&gt;
[[File:Barbarina.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Storms / Necromancy / Underworld / Pirates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Evil, Death, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Darkness, Undeath, Hatred, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  Doomseekers, Pirates, Necromancers, Drowned Skeletons, Cave Dwellers, and those seeking protection from them&lt;br /&gt;
&lt;br /&gt;
According to legend, Barbarina was a charismatic young noble who was betrayed by her family’s enemies. She organized a flotilla of oppressed eel fishers and mutinous naval vessels and was for a time a menacing Pirate Queen that threatened to conquer Il Modo itself. Ultimately, she decided to lead her armada on a mad expedition into the Maelstrom - there are various tales and legends as to why. At any rate, the Armada was sucked into the darkness below. It is said that Barbarina and her Armada now inhabit the undersea and have even traveled to the Other Side, there to behold the horrors of the Underdome.&lt;br /&gt;
&lt;br /&gt;
To follow the Sage Barbarina is considered too dangerous by the authorities and Inspecta of the Dome of Man (Church). It is therefore a forbidden cult, although she is nonetheless offered fearful prayer by many and adopted as a Patron by some. The people of Il Modo have a particular terror of underwater, underground places, the undead, and absolute darkness in part because of frightening tales told about Saga Barbarina and her Lost Armada.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Pirate-Priest, Dread-Captain, etc…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Tenets of Sage Barbarina are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Form your crew from the living and unliving alike&lt;br /&gt;
*Claim the dark and dank places of the world for Barbarina, and drive out those other horrors that exist&lt;br /&gt;
*Bring passionate terror and fear to all, its good for them&lt;br /&gt;
*Revel and enjoy the evil path you have chosen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Unknown Sage==&lt;br /&gt;
[[File:UnknownSage.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Mystery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  ?&lt;br /&gt;
&lt;br /&gt;
The identity of the Ninth and Unknown Sage is a secret that is maintained by the highest ranking members of each sect of the Way of the Dome. There are many speculations as to who it might be, but it is not known who or why all the Priests are so universally aligned with declining to identify the identity of this Greater Sage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players may not play cleric followers of the Unknown Sage at this time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Unknown Sage:&#039;&#039;&#039;&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Template:Class_Page&amp;diff=2959</id>
		<title>Template:Class Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Template:Class_Page&amp;diff=2959"/>
		<updated>2024-03-12T00:02:40Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heading|Classes}}&lt;br /&gt;
*[[Astrologian]]&lt;br /&gt;
*[[Bard]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Bard_Perks|Bard Perks]] • [[Custom_Songs|Bard Songs]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Barbarian]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Barbarian_Perks|Barbarian Perks]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Cleric]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Domains|Domains]] • [[Turn_Undead|Turn Undead]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Druid]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Druid#Druid_Perks|Druid Perks]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Fighter]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Fighter_Perks|Fighter Perks]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Monk]]&lt;br /&gt;
*[[Paladin]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Paladin#Oaths|Oaths]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Ranger]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Ranger#Favored_Enemy_Perks|Favored Enemies]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Rogue]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Rogue_Perks|Rogue Perks]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Swashbuckler]]&lt;br /&gt;
*[[Sorcerer]] • &amp;lt;small&amp;gt;&amp;lt;small&amp;gt;[[Sorcerer_Perks|Sorcerer Perks]]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Wizard]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Prestige Classes]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Multiclass Restrictions]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Races&amp;diff=2888</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Races&amp;diff=2888"/>
		<updated>2023-11-05T18:11:13Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many races to choose from in EFU ranging from the standard NWN races to specially scripted, application-only EFU subraces. We recommend new players pick a non-application race to explore the world and get to know the server.&lt;br /&gt;
&lt;br /&gt;
At this time, &amp;quot;Favored Class&amp;quot; for subraces does not actually change anything to do with XP penalty purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Race !! Subrace !! App Only? || ECL || Stats || Features || Additional Information&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Dwarf &lt;br /&gt;
| Shield Dwarf (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 CON, -2 CHA &lt;br /&gt;
| Stonecunning, Darkvision, Hardiness vs Poisons, Hardiness vs Spells, Offensive Training vs Orcs, Offensive Training vs Goblinoids, Defensive Training vs Giants, Skill Affinity (Lore)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold Dwarf&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| -2 DEX, +2 CHA &lt;br /&gt;
| As Default Dwarf, Favored Enemy (Abberation)&lt;br /&gt;
| &lt;br /&gt;
 Gold Dwarves, otherwise known as High Dwarves, are a race of Dwarves that descend from the civilisation of Mount Kulkund, in the north of the Great Ash Desert.&lt;br /&gt;
 &lt;br /&gt;
 Several hundred years ago, a terrible civil war broke the Kingdom of Mount Kulkund apart. This civil war took place between the Gold Dwarves and their once-cousins, now-rivals, the Deep Dwarves. Much of this history has been lost in the chaos of the war, and should be learned about in-game.&lt;br /&gt;
 &lt;br /&gt;
 Gold Dwarves have a natural skill with artisanship and accountancy. They make for meticulous mathematicians and architects, as well as fine metallurgists and precise toolworkers.&lt;br /&gt;
 &lt;br /&gt;
 Gold Dwarves have a cultural taboo against charity, and consider it a grievous insult both to themselves and to their Ancestors, whom they venerate with an almost-religious respect. Gold Dwarves are naturally suspicious of people who use flattery and &#039;polite manners&#039;; even saying &#039;please&#039; and &#039;thank you&#039; could be seen as cunning manipulative behaviour by a Gold Dwarf.&lt;br /&gt;
 &lt;br /&gt;
 Gold Dwarves are exiles from their ancient home, and many long to reclaim it for their people from the Deep Dwarves who defeated and banished them. No Gold Dwarf player character has been alive long enough to remember the war, though some elderly characters may have been infants during that time and remember fleeing with other refugees.&lt;br /&gt;
&lt;br /&gt;
 Gold Dwarves do not require an application to play, but players should be mindful of their lore when playing one.&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Wild Dwarf &lt;br /&gt;
| Yes &lt;br /&gt;
| +1 &lt;br /&gt;
| (As Default Dwarf) &lt;br /&gt;
| As Default Dwarf, Use Poison, Lore +2, +4 vs Disease, +1 vs Poison, 5/- Fire Resistance&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Elf&lt;br /&gt;
| Moon Elf (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 DEX, -2 CON&lt;br /&gt;
| Sleeplessness, Hardiness vs Enchantments, Weapon Proficiency (Elf), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low Light Vision&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sun Elf&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 INT, -2 DEX&lt;br /&gt;
| As Default Elf, Lore +1, Tinkering +2&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Wild Elf&lt;br /&gt;
| Yes&lt;br /&gt;
| 0 &lt;br /&gt;
| +2 CON, -2 INT&lt;br /&gt;
| As Default Elf&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Wood Elf&lt;br /&gt;
| Yes &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 STR, +2 CON, -2 INT, -2 CHA&lt;br /&gt;
| As Default Elf&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot;| Half Elf&lt;br /&gt;
| Half Elf (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| N/A&lt;br /&gt;
| Sleeplessness, Hardiness vs Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low Light Vision&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot;| Gnome&lt;br /&gt;
| Rock Gnome (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 CON, -2 STR&lt;br /&gt;
| Hardiness vs Illusions, Offensive Training vs Reptilians, Offensive Training vs Goblinoids, Defensive Training vs Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low Light Vision, Small Stature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Halfling&lt;br /&gt;
| Lightfoot Halfling (NWN Default)&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| +2 DEX, -2 STR&lt;br /&gt;
| Skill Affinity (Move Silent), Skill Affinity (Listen), Lucky, Fearless, Good Aim, Small Stature&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Strongheart Halfling&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| (As Default Halfling)&lt;br /&gt;
| As Default Halfling, Strong Soul feat, Removed feat: Lucky&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #d68686&amp;quot;&lt;br /&gt;
| Ashfolk Halfling&lt;br /&gt;
| Yes &lt;br /&gt;
| 0 &lt;br /&gt;
| (As Default Halfling)&lt;br /&gt;
| As default Halfling, Immunity; Blindness, Removed Feats: Lucky and Good Aim&lt;br /&gt;
| &lt;br /&gt;
 The Ashfolk are a nocturnal race of halflings with markedly pale skin and dark black to slightly grey hair. Their eyes are covered with thin sheets of fibrous material, giving them a glassy appearance.&lt;br /&gt;
 &lt;br /&gt;
 They have a long history in the desert as great civilization-builders, administrators, and merchants. These many society-building projects litter the wastes, the most notable of which was a large Caliphate that was a time of great peace and prosperity for the people of the desert. They are the main residents of Baz&#039;eel, Qa&#039;im, and many other (smaller) city-states scattered throughout the sands. &lt;br /&gt;
 &lt;br /&gt;
 The Ashfolk are obligate pacifists. Guards and soldiers in ashfolk cities are almost always selected from among other races. However, this prohibition is exclusively a personal affair. They freely utilize bodyguards, conjurations, mercenaries, and assassins.&lt;br /&gt;
 &lt;br /&gt;
 They have a strong cultural inclination towards charity, though the specific form it takes varies; many, particularly among the elite, make large and extravagant showings of it to others to advance in status. Because of this, bribery is completely acceptable in ashfolk culture. Changing one&#039;s stance or circumventing the rules as the result of a generous gift is seen as an appropriate response to &#039;charity&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot;| Stonefolk&lt;br /&gt;
| Stonefolk&lt;br /&gt;
| No&lt;br /&gt;
| 0 &lt;br /&gt;
| +1 STR, +1 WIS, -2 DEX&lt;br /&gt;
| Darkvision, Toughness&lt;br /&gt;
|&lt;br /&gt;
 The Stonefolk are tall, muscular creatures with brown or pale-grey skin. They have no irises, and their hair exhibits as hard, thin strands.&lt;br /&gt;
 &lt;br /&gt;
 They are a people of uncertain provenance, who have long forgotten their origins. There are many competing theories among the academies of Baz’eel, but all that is truly known is that they have been a perennial, if peripheral, presence in the Great Ash Desert for a thousand years. The Stonefolk have no kingdoms, nor do they hold any political power. Instead they are marked with a pronounced melancholy. They serve as stonemasons and labourers, else wander in small groups in the company of their groknaks. Within the cities, the Stonefolk live in Tablets, which serve as enclaves reserved for them.&lt;br /&gt;
 &lt;br /&gt;
 Stonefolk culture is orally transmitted, and their praise-singers are the living embodiment of their culture. While not unintelligent, they have no patience for book learning and are slow and considered in all things. They have a distaste for violence and warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Human&lt;br /&gt;
| Human&lt;br /&gt;
| No &lt;br /&gt;
| 0 &lt;br /&gt;
| N/A&lt;br /&gt;
| Quick to Master, Skilled&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- style = &amp;quot;background:  #FFC300 &amp;quot;&lt;br /&gt;
| ???&lt;br /&gt;
| Yes &lt;br /&gt;
| 0 &lt;br /&gt;
| [COMING SOON]&lt;br /&gt;
| [NOT YET AVAILABLE]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2886</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2886"/>
		<updated>2023-11-04T17:29:35Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Sisterhood of the Sibylline Vine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Sultan&#039;s Jannisarries=&lt;br /&gt;
[[File:Janissaries.png]]&lt;br /&gt;
&lt;br /&gt;
The IVth Legion of the Sultan&#039;s Janissaries has been given the dubious privilege of maintaining law and order in Ephia&#039;s Well. Called &amp;quot;the Misfortune&amp;quot; by their compeers in Baz&#039;eel, they are dominated by an obsession with their perceived ill luck. Carrying charms and following their own superstitions, they prowl the Well looking for ne&#039;er-do-wells... and &amp;quot;ensuring&amp;quot; they find a fair few each time. The day-to-day of a recruit in the Janissaries is similar to the dreary life of a town watchman: they ring the bell to open and close the market, sit and gaze vacantly over the bustle of the bazaar, patrol its walls for signs of attack, and arrest petty criminals.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately for them, they are also the Well&#039;s first line of defense against invasion, and many find themselves on the wrong end of a barbarian&#039;s axe, or dragged to Qa&#039;im to suffer a fate worse than death. Those that survive such perils, and prove themselves worthy of laurels, can soon find themselves advancing into positions of command, and from there spring-boarding their way into the highest echelons of society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Martial and Cleric Only&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Cinquefoil Rose=&lt;br /&gt;
[[File:CinquefoilRose.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;We the swift remember to ye the dead, all the red blood that beats in our hearts.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cinquefoil Rose is a coalition of the forces that once fought tooth and nail to free Ephia&#039;s Well from Orentid occupation. Originally composed of refugees and heroes from far-away places, it now exists as a populist movement and formal alliance of the occupants of the Krak des Roses. Crucial to the citadel&#039;s defense, and bearing a never-quite-suppressed enmity for Baz&#039;eel and her Janissaries, the Cinquefoil Rose blooms still in Ephia&#039;s Well... thorns and all. &lt;br /&gt;
&lt;br /&gt;
United under Grandmaster Elizabetha d&#039;Avergne, these three groups compose the coalition:&lt;br /&gt;
&lt;br /&gt;
==Balladeers of the Lost Hearth==&lt;br /&gt;
[[File:Balladeers.png]]&lt;br /&gt;
&lt;br /&gt;
The Balladeers of the Lost Hearth are the dwindling souls who still follow the noble ideals of the old Rose. Originally the squires, troubadours, servants and sons of the original Cinquefoil Rose they have banded together under the name &amp;quot;Balladeers&amp;quot; and do all they can to keep the legacy of their fallen forebears alive. At odds with the callous Banda Rossa, whom they must abide so the Rose is not lost forever, and with a rumored fondness toward &amp;quot;the Drink&amp;quot; and the nostalgic bliss it brings, they struggle to embody chivalry and poetic virtue in a broken world. They are forever seeking (or proclaiming themselves to be) a prophesied hero who shall claim &amp;quot;the Cup,&amp;quot; the mystical relic whose waters might reinvigorate the arid sands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of an Evil alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Banda Rossa==&lt;br /&gt;
[[File:Bandarossa.png]]&lt;br /&gt;
&lt;br /&gt;
The Banda Rossa are a mercenary company under exclusive contract with the Grandmaster of the Cinquefoil Rose. Although nominally independent, the groundswell of refugees, adventurers, and cupseekers feeding their ranks means they have become tightly coupled with the other members of the alliance, serving as the bulk of the military might of the Knights of the Cinquefoil Rose. This integration is at times a tense one, with many calling them allies of convenience at best. They yet seek gold and glory above all else... and their bloody reputation proceeds them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Sisterhood of the Sibylline Vine==&lt;br /&gt;
[[File:Sibyllinesisterhood.png]]&lt;br /&gt;
&lt;br /&gt;
The Sisters of the Sibylline Vine are a monastic community of mystics, seers, fanatics and scholars united by shared consumption of a sacred wine, called &amp;quot;the Drink&amp;quot; by laymen. This wine is said to grant them visions of things that have yet to pass. They are highly secretive, zealously safeguarding their strange rites and their knowledge of past and future, and rarely share their insights even with the other members of the alliance. Even so, they serve as the mystic foundation of the cause: their vision of a sacred chalice and &amp;quot;the Heroic Pilgrim&amp;quot; who shall find it has bound the Cinquefoil Rose together in the years after the fall of the Orentid dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-martial&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Human strongly recommended. Non-monstrous possible.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Astronomers of Q&#039;tolip=&lt;br /&gt;
[[File:Qtolipastronomers.png]]&lt;br /&gt;
&lt;br /&gt;
The Astronomers of Q&#039;tolip are the free-thinking, eccentric collection of scholars gathered under the banner of the enigmatic and brilliant visionary, Q&#039;tolip. Seeking to master the cosmos through scholarship, they are constantly engaged in the quest for knowledge of yore, and indulge in the power that comes from such things. In more practical terms, they are the primary archaeologists and magical authority of Ephia&#039;s Well, and their maintenance of the Shade affords them influence that few other organizations can boast. Often, the quest for knowledge is hindered by the unlearned, and the Astronomers understand well that their search can only be strengthened by cultivating a safe environment for their studies to bear fruit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039; Wizards and Astrologians. &lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Scribes of the Sublime Garden=&lt;br /&gt;
[[File:Sublimescribes.png]]&lt;br /&gt;
&lt;br /&gt;
The unceasingly busy bees of the Well, the commendable and highly stressed civil servants of the government. They are constantly collecting information, ensuring that letters arrive on time, and generally serving at the leisure of Ephia&#039;s legates. They are the workhorse of the minutiae of governance, and they are forever ensuring that taxes are paid, citizens are registered, and food is stored. Their duties and responsibilities are exhaustive. They, too, are exhausted. But the work is never done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters who cannot handle stress well and have a fear of papercuts may face unique challenges.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-druid&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Undisclosed&lt;br /&gt;
&lt;br /&gt;
=The Sandstone College=&lt;br /&gt;
[[File:SandstoneCollege.png|Frameless|960px]]]&lt;br /&gt;
&lt;br /&gt;
The Sandstone College is an institution of higher education located in a rambling sandstone complex in a corner of Ephia’s Well. It was founded by a group of disaffected Ashfolk Academics from Baz’eel and has now begun to accept students. Admission requirements are very low, paying a modest tuition and passing an elementary exam is all that is necessary. It has begun to attract a widerange of slacking students from Baz’eel, the listless and uncertain, amateur&lt;br /&gt;
archaeologists, and others who wish to devote themselves to the noble cause of learning.&lt;br /&gt;
&lt;br /&gt;
Not being a member of the Accord, their agenda and place in the wider politics of Ephia’s Well has yet to be determined. It is known that the founding Ashfolk Academics have a very hostile attitude towards Q’tolip and his astronomers. Students of the Sandstone College should not expect to receive as many perks as other factions, but the obligations and duties are considerably more low key&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any; (13+ INT &amp;amp; Lore Investment required)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Characters can eventually graduate and receive a degree and go on to pursue other things. Exceptional academics may be nominated for special prizes and positions.&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:SandstoneCollege.png&amp;diff=2852</id>
		<title>File:SandstoneCollege.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:SandstoneCollege.png&amp;diff=2852"/>
		<updated>2023-10-23T18:46:52Z</updated>

		<summary type="html">&lt;p&gt;Dhund: Dhund uploaded a new version of File:SandstoneCollege.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2850</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2850"/>
		<updated>2023-10-23T02:14:41Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* The Sandstone College */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Sultan&#039;s Jannisarries=&lt;br /&gt;
[[File:Janissaries.png]]&lt;br /&gt;
&lt;br /&gt;
The IVth Legion of the Sultan&#039;s Janissaries has been given the dubious privilege of maintaining law and order in Ephia&#039;s Well. Called &amp;quot;the Misfortune&amp;quot; by their compeers in Baz&#039;eel, they are dominated by an obsession with their perceived ill luck. Carrying charms and following their own superstitions, they prowl the Well looking for ne&#039;er-do-wells... and &amp;quot;ensuring&amp;quot; they find a fair few each time. The day-to-day of a recruit in the Janissaries is similar to the dreary life of a town watchman: they ring the bell to open and close the market, sit and gaze vacantly over the bustle of the bazaar, patrol its walls for signs of attack, and arrest petty criminals.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately for them, they are also the Well&#039;s first line of defense against invasion, and many find themselves on the wrong end of a barbarian&#039;s axe, or dragged to Qa&#039;im to suffer a fate worse than death. Those that survive such perils, and prove themselves worthy of laurels, can soon find themselves advancing into positions of command, and from there spring-boarding their way into the highest echelons of society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Martial and Cleric Only&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Cinquefoil Rose=&lt;br /&gt;
[[File:CinquefoilRose.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;We the swift remember to ye the dead, all the red blood that beats in our hearts.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cinquefoil Rose is a coalition of the forces that once fought tooth and nail to free Ephia&#039;s Well from Orentid occupation. Originally composed of refugees and heroes from far-away places, it now exists as a populist movement and formal alliance of the occupants of the Krak des Roses. Crucial to the citadel&#039;s defense, and bearing a never-quite-suppressed enmity for Baz&#039;eel and her Janissaries, the Cinquefoil Rose blooms still in Ephia&#039;s Well... thorns and all. &lt;br /&gt;
&lt;br /&gt;
United under Grandmaster Elizabetha d&#039;Avergne, these three groups compose the coalition:&lt;br /&gt;
&lt;br /&gt;
==Balladeers of the Lost Hearth==&lt;br /&gt;
[[File:Balladeers.png]]&lt;br /&gt;
&lt;br /&gt;
The Balladeers of the Lost Hearth are the dwindling souls who still follow the noble ideals of the old Rose. Originally the squires, troubadours, servants and sons of the original Cinquefoil Rose they have banded together under the name &amp;quot;Balladeers&amp;quot; and do all they can to keep the legacy of their fallen forebears alive. At odds with the callous Banda Rossa, whom they must abide so the Rose is not lost forever, and with a rumored fondness toward &amp;quot;the Drink&amp;quot; and the nostalgic bliss it brings, they struggle to embody chivalry and poetic virtue in a broken world. They are forever seeking (or proclaiming themselves to be) a prophesied hero who shall claim &amp;quot;the Cup,&amp;quot; the mystical relic whose waters might reinvigorate the arid sands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of an Evil alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Banda Rossa==&lt;br /&gt;
[[File:Bandarossa.png]]&lt;br /&gt;
&lt;br /&gt;
The Banda Rossa are a mercenary company under exclusive contract with the Grandmaster of the Cinquefoil Rose. Although nominally independent, the groundswell of refugees, adventurers, and cupseekers feeding their ranks means they have become tightly coupled with the other members of the alliance, serving as the bulk of the military might of the Knights of the Cinquefoil Rose. This integration is at times a tense one, with many calling them allies of convenience at best. They yet seek gold and glory above all else... and their bloody reputation proceeds them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Sisterhood of the Sibylline Vine==&lt;br /&gt;
[[File:Sibyllinesisterhood.png]]&lt;br /&gt;
&lt;br /&gt;
The Sisters of the Sibylline Vine are a monastic community of mystics, seers, fanatics and scholars united by shared consumption of a sacred wine, called &amp;quot;the Drink&amp;quot; by laymen. This wine is said to grant them visions of things that have yet to pass. They are highly secretive, zealously safeguarding their strange rites and their knowledge of past and future, and rarely share their insights even with the other members of the alliance. Even so, they serve as the mystic foundation of the cause: their vision of a sacred chalice and &amp;quot;the Heroic Pilgrim&amp;quot; who shall find it has bound the Cinquefoil Rose together in the years after the fall of the Orentid dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-martial&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Astronomers of Q&#039;tolip=&lt;br /&gt;
[[File:Qtolipastronomers.png]]&lt;br /&gt;
&lt;br /&gt;
The Astronomers of Q&#039;tolip are the free-thinking, eccentric collection of scholars gathered under the banner of the enigmatic and brilliant visionary, Q&#039;tolip. Seeking to master the cosmos through scholarship, they are constantly engaged in the quest for knowledge of yore, and indulge in the power that comes from such things. In more practical terms, they are the primary archaeologists and magical authority of Ephia&#039;s Well, and their maintenance of the Shade affords them influence that few other organizations can boast. Often, the quest for knowledge is hindered by the unlearned, and the Astronomers understand well that their search can only be strengthened by cultivating a safe environment for their studies to bear fruit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a chaotic alignment my be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039; Wizards and Astrologians. &lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Scribes of the Sublime Garden=&lt;br /&gt;
[[File:Sublimescribes.png]]&lt;br /&gt;
&lt;br /&gt;
The unceasingly busy bees of the Well, the commendable and highly stressed civil servants of the government. They are constantly collecting information, ensuring that letters arrive on time, and generally serving at the leisure of Ephia&#039;s legates. They are the workhorse of the minutiae of governance, and they are forever ensuring that taxes are paid, citizens are registered, and food is stored. Their duties and responsibilities are exhaustive. They, too, are exhausted. But the work is never done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters who cannot handle stress well and have a fear of papercuts may face unique challenges.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-druid&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Undisclosed&lt;br /&gt;
&lt;br /&gt;
=The Sandstone College=&lt;br /&gt;
[[File:SandstoneCollege.png|Frameless|960px]]]&lt;br /&gt;
&lt;br /&gt;
The Sandstone College is an institution of higher education located in a rambling sandstone complex in a corner of Ephia’s Well. It was founded by a group of disaffected Ashfolk Academics from Baz’eel and has now begun to accept students. Admission requirements are very low, paying a modest tuition and passing an elementary exam is all that is necessary. It has begun to attract a widerange of slacking students from Baz’eel, the listless and uncertain, amateur&lt;br /&gt;
archaeologists, and others who wish to devote themselves to the noble cause of learning.&lt;br /&gt;
&lt;br /&gt;
Not being a member of the Accord, their agenda and place in the wider politics of Ephia’s Well has yet to be determined. It is known that the founding Ashfolk Academics have a very hostile attitude towards Q’tolip and his astronomers. Students of the Sandstone College should not expect to receive as many perks as other factions, but the obligations and duties are considerably more low key&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any; (13+ INT &amp;amp; Lore Investment required)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Characters can eventually graduate and receive a degree and go on to pursue other things. Exceptional academics may be nominated for special prizes and positions.&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2849</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2849"/>
		<updated>2023-10-23T02:14:14Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* The Sandstone College */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Sultan&#039;s Jannisarries=&lt;br /&gt;
[[File:Janissaries.png]]&lt;br /&gt;
&lt;br /&gt;
The IVth Legion of the Sultan&#039;s Janissaries has been given the dubious privilege of maintaining law and order in Ephia&#039;s Well. Called &amp;quot;the Misfortune&amp;quot; by their compeers in Baz&#039;eel, they are dominated by an obsession with their perceived ill luck. Carrying charms and following their own superstitions, they prowl the Well looking for ne&#039;er-do-wells... and &amp;quot;ensuring&amp;quot; they find a fair few each time. The day-to-day of a recruit in the Janissaries is similar to the dreary life of a town watchman: they ring the bell to open and close the market, sit and gaze vacantly over the bustle of the bazaar, patrol its walls for signs of attack, and arrest petty criminals.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately for them, they are also the Well&#039;s first line of defense against invasion, and many find themselves on the wrong end of a barbarian&#039;s axe, or dragged to Qa&#039;im to suffer a fate worse than death. Those that survive such perils, and prove themselves worthy of laurels, can soon find themselves advancing into positions of command, and from there spring-boarding their way into the highest echelons of society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Martial and Cleric Only&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Cinquefoil Rose=&lt;br /&gt;
[[File:CinquefoilRose.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;We the swift remember to ye the dead, all the red blood that beats in our hearts.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cinquefoil Rose is a coalition of the forces that once fought tooth and nail to free Ephia&#039;s Well from Orentid occupation. Originally composed of refugees and heroes from far-away places, it now exists as a populist movement and formal alliance of the occupants of the Krak des Roses. Crucial to the citadel&#039;s defense, and bearing a never-quite-suppressed enmity for Baz&#039;eel and her Janissaries, the Cinquefoil Rose blooms still in Ephia&#039;s Well... thorns and all. &lt;br /&gt;
&lt;br /&gt;
United under Grandmaster Elizabetha d&#039;Avergne, these three groups compose the coalition:&lt;br /&gt;
&lt;br /&gt;
==Balladeers of the Lost Hearth==&lt;br /&gt;
[[File:Balladeers.png]]&lt;br /&gt;
&lt;br /&gt;
The Balladeers of the Lost Hearth are the dwindling souls who still follow the noble ideals of the old Rose. Originally the squires, troubadours, servants and sons of the original Cinquefoil Rose they have banded together under the name &amp;quot;Balladeers&amp;quot; and do all they can to keep the legacy of their fallen forebears alive. At odds with the callous Banda Rossa, whom they must abide so the Rose is not lost forever, and with a rumored fondness toward &amp;quot;the Drink&amp;quot; and the nostalgic bliss it brings, they struggle to embody chivalry and poetic virtue in a broken world. They are forever seeking (or proclaiming themselves to be) a prophesied hero who shall claim &amp;quot;the Cup,&amp;quot; the mystical relic whose waters might reinvigorate the arid sands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of an Evil alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Banda Rossa==&lt;br /&gt;
[[File:Bandarossa.png]]&lt;br /&gt;
&lt;br /&gt;
The Banda Rossa are a mercenary company under exclusive contract with the Grandmaster of the Cinquefoil Rose. Although nominally independent, the groundswell of refugees, adventurers, and cupseekers feeding their ranks means they have become tightly coupled with the other members of the alliance, serving as the bulk of the military might of the Knights of the Cinquefoil Rose. This integration is at times a tense one, with many calling them allies of convenience at best. They yet seek gold and glory above all else... and their bloody reputation proceeds them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Sisterhood of the Sibylline Vine==&lt;br /&gt;
[[File:Sibyllinesisterhood.png]]&lt;br /&gt;
&lt;br /&gt;
The Sisters of the Sibylline Vine are a monastic community of mystics, seers, fanatics and scholars united by shared consumption of a sacred wine, called &amp;quot;the Drink&amp;quot; by laymen. This wine is said to grant them visions of things that have yet to pass. They are highly secretive, zealously safeguarding their strange rites and their knowledge of past and future, and rarely share their insights even with the other members of the alliance. Even so, they serve as the mystic foundation of the cause: their vision of a sacred chalice and &amp;quot;the Heroic Pilgrim&amp;quot; who shall find it has bound the Cinquefoil Rose together in the years after the fall of the Orentid dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-martial&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Astronomers of Q&#039;tolip=&lt;br /&gt;
[[File:Qtolipastronomers.png]]&lt;br /&gt;
&lt;br /&gt;
The Astronomers of Q&#039;tolip are the free-thinking, eccentric collection of scholars gathered under the banner of the enigmatic and brilliant visionary, Q&#039;tolip. Seeking to master the cosmos through scholarship, they are constantly engaged in the quest for knowledge of yore, and indulge in the power that comes from such things. In more practical terms, they are the primary archaeologists and magical authority of Ephia&#039;s Well, and their maintenance of the Shade affords them influence that few other organizations can boast. Often, the quest for knowledge is hindered by the unlearned, and the Astronomers understand well that their search can only be strengthened by cultivating a safe environment for their studies to bear fruit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a chaotic alignment my be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039; Wizards and Astrologians. &lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Scribes of the Sublime Garden=&lt;br /&gt;
[[File:Sublimescribes.png]]&lt;br /&gt;
&lt;br /&gt;
The unceasingly busy bees of the Well, the commendable and highly stressed civil servants of the government. They are constantly collecting information, ensuring that letters arrive on time, and generally serving at the leisure of Ephia&#039;s legates. They are the workhorse of the minutiae of governance, and they are forever ensuring that taxes are paid, citizens are registered, and food is stored. Their duties and responsibilities are exhaustive. They, too, are exhausted. But the work is never done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters who cannot handle stress well and have a fear of papercuts may face unique challenges.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-druid&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Undisclosed&lt;br /&gt;
&lt;br /&gt;
=The Sandstone College=&lt;br /&gt;
[[File:SandstoneCollege.png|Frameless|800px]]]&lt;br /&gt;
&lt;br /&gt;
The Sandstone College is an institution of higher education located in a rambling sandstone complex in a corner of Ephia’s Well. It was founded by a group of disaffected Ashfolk Academics from Baz’eel and has now begun to accept students. Admission requirements are very low, paying a modest tuition and passing an elementary exam is all that is necessary. It has begun to attract a widerange of slacking students from Baz’eel, the listless and uncertain, amateur&lt;br /&gt;
archaeologists, and others who wish to devote themselves to the noble cause of learning.&lt;br /&gt;
&lt;br /&gt;
Not being a member of the Accord, their agenda and place in the wider politics of Ephia’s Well has yet to be determined. It is known that the founding Ashfolk Academics have a very hostile attitude towards Q’tolip and his astronomers. Students of the Sandstone College should not expect to receive as many perks as other factions, but the obligations and duties are considerably more low key&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any; (13+ INT &amp;amp; Lore Investment required)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Characters can eventually graduate and receive a degree and go on to pursue other things. Exceptional academics may be nominated for special prizes and positions.&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:SandstoneCollege.png&amp;diff=2848</id>
		<title>File:SandstoneCollege.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:SandstoneCollege.png&amp;diff=2848"/>
		<updated>2023-10-23T02:12:08Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2778</id>
		<title>Local Gods and Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2778"/>
		<updated>2023-10-12T01:17:35Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* The Dome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Wheel=&lt;br /&gt;
&lt;br /&gt;
In this faraway place and time, only the gods of the Wheel are known to answer prayers. &#039;&#039;&#039;To cast spells, newly created clerics (and other strict adherents) must have the proper name of their patron in their deity entry.&#039;&#039;&#039; As examples, &amp;quot;The Mother, B&#039;aara&amp;quot; or &amp;quot;The Warrior, Agaslakku&amp;quot; will correctly align a cleric. Similarly, your primary and secondary domains must align with those of your patron.&lt;br /&gt;
&lt;br /&gt;
They are said to be woven into the very foundations of the world.&lt;br /&gt;
&lt;br /&gt;
==The Mother, B&#039;aara==&lt;br /&gt;
[[File:Baara.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039;  Water, Creation, Good, Halfling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Protection, Healing, Repose, Suffering, Nobility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans &lt;br /&gt;
&lt;br /&gt;
B&#039;aara, the God of Water, is broadly understood to be the reigning Overgod of the Wheel and is thus symbolic of the pantheon itself. She said to have created the River Edutu so essential to life in the desert, and of all the gods it is her clergy that are most closely associated with the Sultanate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the B&#039;aarat are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect life; its beauty springs life from desolation.&lt;br /&gt;
*Aid the weak; their reborn vigor shall strengthen us all in turn&lt;br /&gt;
*Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.&lt;br /&gt;
*Tend to the dying; once atime they tended to thee. &lt;br /&gt;
*Spread the waters; its channels and tributaries are arteries of the world.&lt;br /&gt;
*Seek purity; to cleanse wickedness invigorates the spirit.&lt;br /&gt;
&lt;br /&gt;
==The Warrior, Agaslakku==&lt;br /&gt;
[[File:Agaslakku.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Chaos, Law, Orc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; War, Planning, Protection, Strength, Metal, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans&lt;br /&gt;
&lt;br /&gt;
Agaslakku, the God of War, is the patron of soldiers. He is viewed as a prodigal brother, as Ashfolk culture strictly rejects violence, but is nonetheless seen as an important protector. His clergy largely consists of Janissaries and outlanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Agasians are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Make war; battle tempers the flesh and strengthens resolve.&lt;br /&gt;
*Reap the spoils; a warrior&#039;s fortunes are made upon the field.&lt;br /&gt;
*Keep the faith; the devout warrior claims victory from defeat.&lt;br /&gt;
*Where an Axe is broken, return it to the earth so that it might join its worthy kin.&lt;br /&gt;
*Die well; in death be revered by your brothers.&lt;br /&gt;
*Record the glorious; their tales may be remembered for eternity.&lt;br /&gt;
&lt;br /&gt;
==The Magi, Izdu==&lt;br /&gt;
[[File:Izdu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Magic, Law, Earth, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Planning, Trade, Knowledge, Fate, Spells, Time, Rune&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists&lt;br /&gt;
&lt;br /&gt;
Izdu, the God of Wisdom, is second only to B’aara herself. He is considered the wellspring of Ashfolk civilization and culture. His clergy are known to populate the great academies of Baz’eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Izdur are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek knowledge; true enlightenment is found through understanding.&lt;br /&gt;
*Tutor the ignorant; spread the light of wisdom to the dark corners of the world. &lt;br /&gt;
*Protect the word; knowledge lost is a grave sin.&lt;br /&gt;
*Record insights; truth is found in the broadest mind.&lt;br /&gt;
*Scribe chronicles; the present contains the lessons of the future.&lt;br /&gt;
*Create wonders; your mark on the world should be felt by all. &lt;br /&gt;
*Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.&lt;br /&gt;
&lt;br /&gt;
==The Wyld, Kula==&lt;br /&gt;
[[File:Kula.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Storm, Earth, Air, Creation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sand, Moon, Blood, Decay, Spider,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Druids, Farmers, the Poor, Radicals, Gardeners, Shepherds, Botanists &lt;br /&gt;
&lt;br /&gt;
Kula, God of Nature and Life, is specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector of all living things. Her clergy are decentralized across a network of gardens, sanctuaries, and radical organizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Kulamet are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Tend growth; things that grow bring life to the world, fed by the Mother’s tears.&lt;br /&gt;
*Feed the earth; the Wyld smiles when the land’s belly is full.&lt;br /&gt;
*Cultivate flocks; animals are beloved of me, and she desires that they multiply.&lt;br /&gt;
*Gift alms to the impoverished; the poor are her children. She is pleased when they are tended to. &lt;br /&gt;
*Oppose elites; potentates and rulers are the cause of the land’s suffering. Their power must be limited.&lt;br /&gt;
*Shelter grove-tenders; the gardeners of the wild are beloved of her, offer them friendship and protection.&lt;br /&gt;
*Maintain Bel-Ishûn; the jungle is her garden, and it is holy. Its sanctity must be maintained.&lt;br /&gt;
&lt;br /&gt;
==The Sabotage, Gellema==&lt;br /&gt;
[[File:Gemella.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Stars, Chaos, Evil, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Luck, Trickery, Illusion, Darkness, Charm, Knowledge, Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, &amp;amp; other Peripherals&lt;br /&gt;
&lt;br /&gt;
Gellema, God of Trickery, Deceit and Hedonism, is respected as a safeguard against ill will. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Gellemedes are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Foster obscurity; the unknown fosters more fear than the known.&lt;br /&gt;
*Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.&lt;br /&gt;
*At dusk aren’t shadows, and the gleaming moon casts no ray.&lt;br /&gt;
*Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.&lt;br /&gt;
*Hoard secrets; knowledge is power and hidden knowledge gives you power over others.&lt;br /&gt;
*Write over graven words. Burn the letter.&lt;br /&gt;
*Convince the certain of uncertainty.&lt;br /&gt;
*Memory is corrupt, history is death, seek continuously the immanent.&lt;br /&gt;
&lt;br /&gt;
==The Wanderer, Warad==&lt;br /&gt;
[[File:Warad.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Earth, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Travel, Trade, Protection, Sand, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Nomads, Travelers, Merchants, Caravaneers, Messengers, Explorers&lt;br /&gt;
&lt;br /&gt;
Warad, God of Travel, is the protector of all who walk the sands. He is said to forever wander the desert, and many sightings are reported each year. His clergy tend to populate taverns and way-stations;  They are not a wealthy faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Waradim are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect the borders; turn back invaders that threaten your people.&lt;br /&gt;
*Carry messages; spread tales and knowledge of the roads and sanctuaries.&lt;br /&gt;
*Aid travelers; defend them on the road, and watch over their passing.&lt;br /&gt;
*Seek new roads; new paths bring prosperity and protection for travelers.&lt;br /&gt;
*Defy thieves and bandits; the borders must be guarded lest danger run rife.&lt;br /&gt;
*Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.&lt;br /&gt;
&lt;br /&gt;
==The Martyrs, Kalim &amp;amp; Gamil==&lt;br /&gt;
[[File:Twins.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Earth, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Trickery, Rune, Suffering, Fate, Repose, Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Mourners, Traditionalists, the Elderly, the Dying, Gravediggers, Tomb Guardians&lt;br /&gt;
&lt;br /&gt;
Kalim &amp;amp; Gamil, the Gods of Death, are the kind-spirited protectors of the dead. The Temples of the Martyrs ring out with dirges and laments, and they tend to all the graveyards. Twins born under their gaze are considered blessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Twindari are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Mourn the dead; their lives should be celebrated and their part in the world remembered.&lt;br /&gt;
*Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.&lt;br /&gt;
*Protect the sacred grounds; to break the sacred grounds is the greatest of sins.&lt;br /&gt;
*Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.&lt;br /&gt;
*Obey your elders; their wisdom is born of ages, and they know what is best.&lt;br /&gt;
*Collect secrets and knowledge of value, and teach them to the worthy.&lt;br /&gt;
&lt;br /&gt;
==The Wroth, Urazzir==&lt;br /&gt;
[[File:Urazzir.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Evil, Death, Frost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Retribution, Undeath, Fate, Time, Hatred, Suffering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive&lt;br /&gt;
&lt;br /&gt;
Urazzir, the God of Vengeance, is the terrible hand of reckoning. His temples are frightful places where the wronged go to invoke vengeance against their enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Uzzarii are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.&lt;br /&gt;
*Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.&lt;br /&gt;
*Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.&lt;br /&gt;
*All you love and abide by can be ruined in a single stroke. Rest with one eye open, and away from the warm comfort of the hearth. Be alert.&lt;br /&gt;
*You are required to root out evil if you foresee it, never assume innocence.&lt;br /&gt;
&lt;br /&gt;
==The Wyrm, Bashmu==&lt;br /&gt;
[[File:Bashmu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Evil, Chaos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Strength, Tyranny, Poison, Decay, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Pariahs, the Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Bashmu-kar are unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...but some whisper a scant few, none certain...&lt;br /&gt;
&lt;br /&gt;
*That the Wyrm empowers the ambitious. &lt;br /&gt;
*That the Wyrm is a patron of monsters, and cannibals.&lt;br /&gt;
*That it is a patron of the defeated, downtrodden, contrarians and the rebellious.&lt;br /&gt;
*That Serpents are sacred, and lizards love the Wyrm&lt;br /&gt;
*That it is a curse to speak or hear the name Bashmu&lt;br /&gt;
&lt;br /&gt;
Details about The Wyrm can be (and are best) discovered in-game.  Characters with this God in their deity field may find they can access unique dialogue options and content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Dome=&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome” is a monotheistic faith with pantheistic elements that is primarily located in the floating city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
It is the second pantheon that is active in EFU: Sands of Intrigue. Clerics of the Dome must choose / worship a particular Patron Sage (listed below). Each Sage has a particular dogma, agenda, and flair that your character&lt;br /&gt;
should engage with. It is assumed that clerics of the Dome exists in a formal Modini hierarchy of the followers of each particular Sage.&lt;br /&gt;
&lt;br /&gt;
The “Dome Faith” lacks local NPC support in the areas surrounding Ephia’s Well. Unlike the Pantheon of the Wheel, it is not a local religion and should be represented by a minority of characters.&lt;br /&gt;
&lt;br /&gt;
These two pantheons, while not strictly at war, exist in a state of confused tension that should be properly portrayed IG through role-play. As one small mechanical encouragement of this, players are warned that Beneficial Spells from a Wheel Cleric will have a substantial chance for spell-failure if cast on a follower of the Dome Faith (and vice versa). A cleric of the Dome may thus find it difficult to even find adventuring companions who will be able to reliably receive their spells.&lt;br /&gt;
&lt;br /&gt;
For a Cleric of any of the Sages to cast spells of Circle 4, it is necessary to conduct a pilgrimage back to Il Modo and purchase / receive a relic from representatives of your Sect. In order to cast spells of Circle 5, it is necessary to have further demonstrated and proved to the Church / your NPC superiors that you are worthy of advancing in the ranks. This can be done through a DM application or through a NPC possession. Level 9 Clerics seeking a relic must have had a substantive impact pushing their Sage’s agenda in order to be entrusted with this advancement. Playing a Priest of the Divine Dome is not intended to be an easy experience.&lt;br /&gt;
&lt;br /&gt;
The Way of the Divine Dome draws from a variety of fictional and non-fictional inspirations and players should be mindful to carefully portray something that is grounded, distinct and unique to EFU. If you wish to incorporate something drawn from an actual faith tradition please check with a DM to ensure that it is done tastefully and non-offensively &lt;br /&gt;
&lt;br /&gt;
The faith of the Dome is rooted in cosmology. According to its tradition, the universe is composed of a single crystalline sphere that surrounds all things and is itself the source of all creation, time, and movement. It is this sphere (or Dome) that gives form, structure, and meaning to the universe.  The world is but a speck (perhaps one of many specks) that floats suspended in the mysterious vapors of the Dome’s interior. The stars above, or Illuminations, are&lt;br /&gt;
those souls that have ascended to the firmament above. &lt;br /&gt;
&lt;br /&gt;
Particularly important Illuminations are believed to be the souls of past Sages who the Modini tend to revere &amp;amp; worship in a polytheistic manner.&lt;br /&gt;
&lt;br /&gt;
Followers of the Dome believe in reincarnation. Souls are fated to be born and die in a constant state of repetition until a life has reached its highest potential for harmonic congruence with the Dome. What this means exactly is subject to considerable interpretation, frequently associated with one or another of the different Sages. When this true death is achieved; the soul ascends to become an Illumination (or Star) that is set into or adjacent the Dome itself. Truly great souls might ascend to become Sages themselves, and thus Illuminations of greater potency and glory. &lt;br /&gt;
&lt;br /&gt;
While the movements and nature of the Dome itself transcends understanding, mortals seek guidance and blessings from the Nine Great Sages, each associated with with a particular Illumination (Star) above. The contemplation of the Dome itself is generally reserved only for philosophers and high-ranking Priests. The majority members of this faith are only dimly aware of the theology related to the Divine Dome, and instead simply pray to a Patron Sage as if it was a god.&lt;br /&gt;
&lt;br /&gt;
It is customary for the people of Il Modo to choose a Patron Sage in their early adolescence. Praying to a Sage is considering the best way to bring success and avert misfortune in one’s current life. Pleasing one’s Patron Sage is also considered to be the best way to ensure that one’s future life is an improvement upon the present one. The Modini are a deeply hierarchical and aristocratic people and it is commonly believed that (for example) the Nobility enjoy their position in part because of pleasing a Sage in their former life. Followers of the Dome are always keen to advance their status both in their current life and (more importantly) in the next one.&lt;br /&gt;
&lt;br /&gt;
It is also common for the followers of the different Sages to be in conflict with each other. Indeed, several Sages are considered to represent forces that are evil and sinister and associated with only a tiny minority of followers. Nevertheless, all Modini recognize that all the Sages are important historic and theological figures that deserve respect. Rituals and the making of offerings to the different Sages (as needed) are a common practice.&lt;br /&gt;
&lt;br /&gt;
While the sects of each Sage are often in conflict, they do have occasional (secretive) conclaves where fundamental matters of the faith are determined. This includes, for example, the potential recognition of a new Great Sage. This is very rare. Cults worshipping or seeking to advance the recognition of a lesser Sage exist.&lt;br /&gt;
&lt;br /&gt;
The central site for religious instruction for the most beloved Sages is the “The Dome of Man,” a large cathedral-dome complex located in Il Modo. It is a site for pilgrimage and contemplation, and is the most important locale of Il Modo.  Those Sages that are more feared than loved are known to have smaller temples and sites of worship hidden throughout the sprawling city of Il Modo.&lt;br /&gt;
&lt;br /&gt;
Astronomy is highly significant to followers of this faith. The approach is, however, thematically very different than the Orthodox Astronomy of Baz’eel or the Arcano-Scientific Astronomy of the followers of Q’tolip. Star-knowledge is heavily rooted on a more mystical / ritualistic approach.&lt;br /&gt;
&lt;br /&gt;
The faith had its beginnings with the first Pilot-Prophet Sage Raffelo. He is believed to have discovered these fundamental cosmological truths and thus founded the Church of the Dome. From his teachings, a caste of Pilot-Priests began who are the core of the faith’s institutional hierarchy. As Il Modo itself is in constant untethered motion, floating here and there across the Sea of Pearls, it can be very difficult to find. The Pilot-Priests of Raffelo are experts in the study of the stars and applying their knowledge through rituals to be able to successfully chart a path through the sea’s treacherous waters.&lt;br /&gt;
&lt;br /&gt;
The Pilot-Priests as a caste attempt to exert a monopoly upon all naval navigation. The riches received from this monopoly has been poured into works of great art and architecture; however it has also frequently led to corruption and decadence.&lt;br /&gt;
&lt;br /&gt;
==Sage Raffelo the Pilot-Prophet==&lt;br /&gt;
[[File:Raffelo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Hierarchical Status / Knowledge / Law / Navigation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Travel, Planning, Nobility, Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Ambitious Pilot-Priests, politicians, wealthy nobles and their loyal servants, members of the Inspecta&lt;br /&gt;
&lt;br /&gt;
The first and most important of the Sages. The Sage of those Pilot-Priests who climb the elaborate hierarchy of the Church. A Sage also for those who seek to play the Game of Knives and climb their way to the top of the Modini institutions. Also associated with the feared Inspecta, that order of inquisitors and investigators who function as Il Modo’s secretive spy service and religious police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039; Pilot Priest, Esteemed Pilot-Priest, Eminent Pilot-Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Raffelo:&#039;&#039;&#039;&lt;br /&gt;
*Command your crew, if you do not have one then form one&lt;br /&gt;
*Obey your superiors and demand obedience from your inferiors&lt;br /&gt;
*Enhance the power and prestige of Il Modo&lt;br /&gt;
&lt;br /&gt;
==Sage Maribela de Fortuna==&lt;br /&gt;
[[File:Maribela.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Luck / Adventure / Fishing / Fate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Chaos, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Creation, Luck, Protection, Trickery, Fate, Moon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; NG, CG, TN, CN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Eel fishers &amp;amp; hunters, sailors, laborers, adventurers, gamblers&lt;br /&gt;
&lt;br /&gt;
 A popular and beloved Sage associated with the luck of eel fishers just as she is with adventurers. Also generally frequently associated with the unpredictability of the sea. Maribela is the subject of many tavern tales and legends, always fishing for eels and going on wild adventures in order to feed her family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal.&#039;&#039; Luckfisher, Fisher-Priest, Pilot-Priest, Cap’n, etc….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Maribela:&#039;&#039;&#039;&lt;br /&gt;
*Seek bold adventure, trust in your luck&lt;br /&gt;
*Stories of your deeds should be remembered by your friends&lt;br /&gt;
*Help others find their way through this life&lt;br /&gt;
&lt;br /&gt;
==Sage Markolo the Navigator==&lt;br /&gt;
[[File:Markolo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Trade / Exploration / Skill / Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trade, Rune, Travel, Spells, Charm, Knowledge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE, TN, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Merchants, Explorers, the rare Modini wizard, also popular among less ambitious Pilot-Priests, Scholars….&lt;br /&gt;
&lt;br /&gt;
 Sage Markolo was a great trader and navigator who was instrumental in turning Il Modo into the naval trading power it later became. His merchant fleets brought great wealth and knowledge from distant places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Pilot-Priest, Merchant-Priest, Scholar-Priest….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Markolo:&#039;&#039;&#039;&lt;br /&gt;
*Accumulate wealth and show it off&lt;br /&gt;
*Explore distant locales and enhance your knowledge of the world and its splendors&lt;br /&gt;
*Develop connections with other lands and peoples&lt;br /&gt;
&lt;br /&gt;
==Sage Vittoria the Admiral==&lt;br /&gt;
[[File:Vittoria.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; War / Strength / Strategy / Honor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, War, Strength, Protection, Planning, Metal, Fate, Retribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, LN, LE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Soldiers, tacticians, sailors, warriors&lt;br /&gt;
&lt;br /&gt;
Vittoria was a legendary Admiral who oversaw the conversion of the old Modini fishing and eeling fleets into a significant naval power. She was undefeated in battle and led Il Modo to become (for a time) the preeminent naval power of the sea. A statue of proud Sage Vittoria atop a column stands overlooking the plaza of the Dome to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Captain-Priest, Admiral-Priest...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Vittoria:&#039;&#039;&#039;&lt;br /&gt;
*Victory through strength and strategy&lt;br /&gt;
*Enhance the military power of Il Modo&lt;br /&gt;
*Achieve the limits of your own personal might&lt;br /&gt;
&lt;br /&gt;
==Sage Giacomo the Artificer==&lt;br /&gt;
[[File:Giacomo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Craft / Art / Creation / Madness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Stars, Water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Metal, Rune, Planning, Destruction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CG, NG, CN, TN, CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Inventors (non-Mechanists), Artists, Builders, Manufacturers, Lunatics&lt;br /&gt;
&lt;br /&gt;
Giacomo the Artificer was a genius without parallel. His contributions to art, music, architecture, and simple craftsmanship seemed divinely blessed. How else to explain such genius? Yet he was also mad, and tended to burn much of what he produced, constantly dissatisfied. In addition to an enormous output of works of art, he designed the enormous ballast tank systems that keep Il Modo afloat. He also oversaw the construction of the Grand Duke’s Palace, the Dome of Man, and as a final project built ‘The Lamp of Learning,’ a towering university-lighthouse filled with bizarre traps and hidden secrets. He further developed advanced designs for arbalests, new naval vessels, cannons /&lt;br /&gt;
bombards, and established the tradition of Workshops. Scraps of his notebook are eagerly sought after, and those paintings of his that remain are valued more than the palaces they are found in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Artificer-Priest, Artist-Priest, Builder…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Giacomo:&#039;&#039;&#039;&lt;br /&gt;
*Create, build, and learn.&lt;br /&gt;
*Victory and success through your own understanding&lt;br /&gt;
*Trust not the mechanistic works of Qa&#039;im, and the Dunes of Pra&#039;raj, for those works pass beyond your understanding and are not the product of man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sage Santina the Compassionate==&lt;br /&gt;
[[File:Santini.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Charity / Healing / Compassion / Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Healing, Sea Caves, Renewal, Repose, Protection, Sufering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, CG, LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Healers, the ill, the poor, the desperate, the compassionate, missionaries, ‘Lezrous’ paladins and knights&lt;br /&gt;
&lt;br /&gt;
Plague and disease has long been one of the great banes of Il Modo. During the first great bout of the ‘Crimson Death’, Sage Santina and her followers were instrumental in tending to its victims. Adherents of Saga Santina also are the most enthusiastically evangelical about the faith of the Dome. They strongly believe that, for the sake of the harmony of the Dome as well as the fate of every soul, it is absolutely necessary to convert as many people as possible. &lt;br /&gt;
&lt;br /&gt;
The sect of Sage Santina maintains an additional Knightly Order made up mostly of those who have suffered and survived the Crimson Death. “Lezrous” is an EFU-term (inspired by ‘Leprous’) to describe those who have suffered the ravages of the Crimson Death Plague. The “Order of the Lezrous Brethren” (or Lezerotti) are the defenders of the sect and those who are willing to go among the poor and diseased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Sister-Priest, Brother-Priest, Healer-Priest…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Santina:&#039;&#039;&#039;&lt;br /&gt;
*Serve others, and put aside pride and ostentation&lt;br /&gt;
*Attend to the afflicted and needy&lt;br /&gt;
*Encourage others to join the faith&lt;br /&gt;
&lt;br /&gt;
==Sage Orlando of the Death Masque (Feared Sage)==&lt;br /&gt;
[[File:Orlando.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Disease / Death / Intrigue / Art (acting, opera)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Evil, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trickery, Illusion, Retribution, Suffering, Charm, Hatred, Blood, Decay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CN, LE, NE, CE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Courtiers, Assassins, the Depraved, Actors, those seeking vengeance&lt;br /&gt;
&lt;br /&gt;
 The Sage Orlando was a great performer, traveler, and courtier with a genius for intrigue and a taste for the grotesque. He toured the western Sea in a flotilla of courtiers and masked revelers, only to return and bring with them the plague of the Crimson Death, a flux that has never been truly stamped out from Il Modo. To follow Orlando is to be associated with many of the darkest characteristics of the Modini character: a dreadful fear of disease, adoration of beauty, a thirst for vengeance, and skill in intrigue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Shadow-Priest, Grotesque-Brother/Sister, etc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Orlando:&#039;&#039;&#039;&lt;br /&gt;
*Embrace the beauty and horror of life&lt;br /&gt;
*Spin webs of intrigue and master them&lt;br /&gt;
*Avenge yourself against those who slight you&lt;br /&gt;
&lt;br /&gt;
==Sage Barbarina of the Lost Armada (Feared Sage)==&lt;br /&gt;
[[File:Barbarina.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Storms / Necromancy / Underworld / Pirates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Evil, Death, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Darkness, Undeath, Hatred, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  Doomseekers, Pirates, Necromancers, Drowned Skeletons, Cave Dwellers, and those seeking protection from them&lt;br /&gt;
&lt;br /&gt;
According to legend, Barbarina was a charismatic young noble who was betrayed by her family’s enemies. She organized a flotilla of oppressed eel fishers and mutinous naval vessels and was for a time a menacing Pirate Queen that threatened to conquer Il Modo itself. Ultimately, she decided to lead her armada on a mad expedition into the Maelstrom - there are various tales and legends as to why. At any rate, the Armada was sucked into the darkness below. It is said that Barbarina and her Armada now inhabit the undersea and have even traveled to the Other Side, there to behold the horrors of the Underdome.&lt;br /&gt;
&lt;br /&gt;
To follow the Sage Barbarina is considered too dangerous by the authorities and Inspecta of the Dome of Man (Church). It is therefore a forbidden cult, although she is nonetheless offered fearful prayer by many and adopted as a Patron by some. The people of Il Modo have a particular terror of underwater, underground places, the undead, and absolute darkness in part because of frightening tales told about Saga Barbarina and her Lost Armada.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Pirate-Priest, Dread-Captain, etc…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Barbarina:&#039;&#039;&#039;&lt;br /&gt;
*Form your crew from the living and unliving alike&lt;br /&gt;
*Claim the dark and dank places of the world for Barbarina, and drive out those other horrors that exist&lt;br /&gt;
*Bring passionate terror and fear to all, its good for them&lt;br /&gt;
*Revel and enjoy the evil path you have chosen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Unknown Sage==&lt;br /&gt;
[[File:UnknownSage.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Mystery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  ?&lt;br /&gt;
&lt;br /&gt;
The identity of the Ninth and Unknown Sage is a secret that is maintained by the highest ranking members of each sect of the Way of the Dome. There are many speculations as to who it might be, but it is not known who or why all the Priests are so universally aligned with declining to identify the identity of this Greater Sage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players may not play cleric followers of the Unknown Sage at this time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Unknown Sage:&#039;&#039;&#039;&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Region_Profiles&amp;diff=2770</id>
		<title>Region Profiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Region_Profiles&amp;diff=2770"/>
		<updated>2023-10-09T03:34:34Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Il Modo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ephia&#039;s Well=&lt;br /&gt;
&#039;&#039;&amp;quot;You come from distant places, do you not, traveller? You must be thirsty. This Well... its waters are pure and clear. As we say in the desert: live and drink.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following worldview is commonly held by the residents of Ephia&#039;s Well, and can be gleaned by any who spend time within its walls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ephia&#039;s Well is a small-scale fortress and sometimes-settlement that has long occupied a prominent and central spot on the trade routes between the splendorous cities of the desert, straddling a crossroads of the great Giant&#039;s Road. It is said to have been built by the ancient giants thousands of years ago; now their ruinous walls form the innermost quarter of the fortress, surrounding a bountiful oasis that flows outwards from tributaries deep within the earth. The surrounding walls have been built and torn down by conquerors, adventurers, and merchants... again and again and again.&lt;br /&gt;
&lt;br /&gt;
The most recent incarnation of these attempts at state-building is a small colony-town tucked within the resurgent Sultanate of Baz&#039;eel. It is governed by an assembly of Legates elected from among the Voiced population (those true citizens of the Well who have paid for their right of citizenship) who reign on behalf of the Sultan. Many of these Legates are drawn from the three most prominent political Leagues of Ephia&#039;s Well. The League of Purple, staunch traditionalists, the League of Gold, who value coin over blood, and the League of White, who position themselves as voice for the poor and needy. The Well&#039;s laws are nascent, largely inherited from Baz&#039;eel, but dutifully enforced and mostly adhered to. Those who reject these laws find solace in the Well&#039;s linked network of cramped gutters and camps.&lt;br /&gt;
&lt;br /&gt;
On the outskirts of this political battleground, three prominent groups are situated within Ephia&#039;s Well - the Astronomers of Q&#039;tolip,  who ward Ephia&#039;s Well from natural disasters and lead its archaeological efforts, the Sultan&#039;s Janissaries, who maintain the Well&#039;s place in a growing empire and participate in its defense, and the Knights of the Cinquefoil Rose, who act as guarantors of the refugee culture and operate the Well&#039;s largest drinking establishment.&lt;br /&gt;
&lt;br /&gt;
Teeming with refugees from ruined settlements, the Well has a linked destiny with the much larger city of Baz&#039;eel, hosting the outflow of those that have been denied entry to the City of Splendors. Its minarets are visible in the Well&#039;s skyline, an ever-present reminder of the opulence that awaits those deemed worthy by the administrators of the settlement. The fourth legion of Baz&#039;eel&#039;s standing army is stationed in the Well. They enforce the will of the Assembly and work to advance the interests of the nearby capital.&lt;br /&gt;
&lt;br /&gt;
The population of Ephia&#039;s Well is small, perhaps no more than a few thousand people, but more refugees arrive every day. For work, many are craftsmen, relying on a steady stream of raw materials brought in by scavengers and caravaneers from the surrounding wastes - with frequent distributions of aid in &amp;quot;stabilization packages&amp;quot; from wealthy donors in Baz&#039;eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secretive - &amp;quot;The result of their discussion? I can&#039;t tell you that. Not for any price. They are listening, and they would have my head...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constructive - &amp;quot;Our walls, they crumble. Our people, they starve. We must build. We must build a jewel in the desert, a rival to all who behold it...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lawful - &amp;quot;The edict was clear; the cigars are illegal now. I suppose we will have to close the store. I don&#039;t know what I&#039;ll tell my father...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Norms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Desperate - We have lost everything. Our past and our present, both taken from us in an instant. All that now remains is our future, and that grows uncertain with each passing day. We must dig in the sand, and pull out the treasures we find.  If that is not enough, we shall go to our masters, and grovel. We are not too proud to beg.&lt;br /&gt;
&lt;br /&gt;
Hierarchical - All men have a place in society, and that must be recognized. The lesser is not the greater; the greater worked and labored and earned his place here. What have you done? You must bow your head when better men pass.&lt;br /&gt;
&lt;br /&gt;
Meritocratic - But after he has passed, you must prepare to surpass him. Perform great feats in the name of the Citadel; build great monuments on her behalf; earn your place here. When once you have, perhaps it shall be he who bows his head.&lt;br /&gt;
&lt;br /&gt;
=Il Modo=&lt;br /&gt;
&lt;br /&gt;
Il Modo is perhaps only 30-40% populated by the ethnically Modini. The city also has a Tablet in which there are substantial minorities of Stonefolk, Halflings, and Gnomes. Elves and Ashfolk are very rare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Way of the [[Local_Gods_and_Powers#The_Dome|Divine Dome]]&#039;&#039;&#039; is the state religion of Il Modo. “The Dome of Man” is a huge cathedral-complex situated in the center of the city.&lt;br /&gt;
&lt;br /&gt;
Il Modo floats upon the &#039;&#039;&#039;Sea of Pearls&#039;&#039;&#039; and does not have a fixed locale. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039; is very complicated and cut-throat. Il Modo functions independently but historically was under the control of the old Caliphate. Modinis still resentfully feel like they are thought of as a second-rate power.&lt;br /&gt;
&lt;br /&gt;
Il Modo is governed by a &#039;&#039;&#039;Grand Duke&#039;&#039;&#039; and his &#039;&#039;&#039;Council of Five&#039;&#039;&#039;. The Grand Duke’s name is Nicodemo Nicosino. He is very old and rumored to be at death’s door. &#039;&#039;&#039;The Council of Five&#039;&#039;&#039; has an additional four reserved places: The Seat of the Dome (highest religious leader), The Seat of the Soldier (highest military leader), The Seat of Coin (important business leader), and The Seat of the People (supposed to be for the common folk, in practice frequently isn’t). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Grand Dukes&#039;&#039;&#039; are elected for life in a complicated electoral process. Many Grand Dukes die from assassination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game of Knives&#039;&#039;&#039; is a Modini term used to describe many different kinds of conflict and intrigue.&lt;br /&gt;
&lt;br /&gt;
It also specifically refers to the system by which a family or individual’s “votes” are counted in electing the Grand Duke. Essentially, upon adulthood, many Modinis receive a special ceremonial knife from the head of their family (there are many kinds of knives, these ones vary in form and history but all bear the Seal of the Duke indicating its status). These Marked Knives each represent a single vote as well as an informal calculation of prestige and importance. Stealing, purchasing, or earning Knives through various actions are all possible. One isn’t supposed to kill someone else to get their Knife, but if it happens, who is to know?&lt;br /&gt;
&lt;br /&gt;
Some families are wealthy but have very few Knives, some families are poor but have very many Knives. Many long-term residents have no Knives at all, and are considered as worthless as foreigners. Almost all Modinis eagerly seek to accumulate as many of these Marked Knives as they possibly can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Crimson Death&#039;&#039;&#039; is a terrible plague that causes constant problems for Il Modo. Those who suffer it often develop blotchy-red pustules and discolorations that mark their skin a deep red. This is one reason&lt;br /&gt;
the Modini love to wear masks for those known to have been afflicted are frequently shunned and feared. Those who have been afflicted by it are called the &#039;&#039;&#039;Lezrous&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
There are many &#039;&#039;&#039;industries&#039;&#039;&#039; in Il Modo. The Modini are marvelous traders and merchants. They also possess huge Workshops that create all sorts of goods. Small eels are harvested nearby for food, and Eeling Schooners set forth to hunt the distant western seas for enormous Great Eels. These Great Eels have their blubber rendered into a valuable oil. Many ships do not return, beset by pirates or pulled into the depths by the Kraken.&lt;br /&gt;
&lt;br /&gt;
Il Modo is beset by many problems that might cause its inhabitants to seek a better life in the desert. Violence and disease are common, and opportunities for those born without Knives are few and far between. Life in the Humbles (the Modini Slums) is wretched and miserable. The city struggles to maintain the giant submerged flotation tanks (known as the Vesciche, or Bladders) that prevent it from sinking into the waves. Flooding is common, and space is at a premium.&lt;br /&gt;
&lt;br /&gt;
Who is to say what fresh opportunities might exist for a cunning Modini among the inferior peoples of the distant desert?&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Region_Profiles&amp;diff=2769</id>
		<title>Region Profiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Region_Profiles&amp;diff=2769"/>
		<updated>2023-10-09T03:27:57Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ephia&#039;s Well=&lt;br /&gt;
&#039;&#039;&amp;quot;You come from distant places, do you not, traveller? You must be thirsty. This Well... its waters are pure and clear. As we say in the desert: live and drink.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following worldview is commonly held by the residents of Ephia&#039;s Well, and can be gleaned by any who spend time within its walls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ephia&#039;s Well is a small-scale fortress and sometimes-settlement that has long occupied a prominent and central spot on the trade routes between the splendorous cities of the desert, straddling a crossroads of the great Giant&#039;s Road. It is said to have been built by the ancient giants thousands of years ago; now their ruinous walls form the innermost quarter of the fortress, surrounding a bountiful oasis that flows outwards from tributaries deep within the earth. The surrounding walls have been built and torn down by conquerors, adventurers, and merchants... again and again and again.&lt;br /&gt;
&lt;br /&gt;
The most recent incarnation of these attempts at state-building is a small colony-town tucked within the resurgent Sultanate of Baz&#039;eel. It is governed by an assembly of Legates elected from among the Voiced population (those true citizens of the Well who have paid for their right of citizenship) who reign on behalf of the Sultan. Many of these Legates are drawn from the three most prominent political Leagues of Ephia&#039;s Well. The League of Purple, staunch traditionalists, the League of Gold, who value coin over blood, and the League of White, who position themselves as voice for the poor and needy. The Well&#039;s laws are nascent, largely inherited from Baz&#039;eel, but dutifully enforced and mostly adhered to. Those who reject these laws find solace in the Well&#039;s linked network of cramped gutters and camps.&lt;br /&gt;
&lt;br /&gt;
On the outskirts of this political battleground, three prominent groups are situated within Ephia&#039;s Well - the Astronomers of Q&#039;tolip,  who ward Ephia&#039;s Well from natural disasters and lead its archaeological efforts, the Sultan&#039;s Janissaries, who maintain the Well&#039;s place in a growing empire and participate in its defense, and the Knights of the Cinquefoil Rose, who act as guarantors of the refugee culture and operate the Well&#039;s largest drinking establishment.&lt;br /&gt;
&lt;br /&gt;
Teeming with refugees from ruined settlements, the Well has a linked destiny with the much larger city of Baz&#039;eel, hosting the outflow of those that have been denied entry to the City of Splendors. Its minarets are visible in the Well&#039;s skyline, an ever-present reminder of the opulence that awaits those deemed worthy by the administrators of the settlement. The fourth legion of Baz&#039;eel&#039;s standing army is stationed in the Well. They enforce the will of the Assembly and work to advance the interests of the nearby capital.&lt;br /&gt;
&lt;br /&gt;
The population of Ephia&#039;s Well is small, perhaps no more than a few thousand people, but more refugees arrive every day. For work, many are craftsmen, relying on a steady stream of raw materials brought in by scavengers and caravaneers from the surrounding wastes - with frequent distributions of aid in &amp;quot;stabilization packages&amp;quot; from wealthy donors in Baz&#039;eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Secretive - &amp;quot;The result of their discussion? I can&#039;t tell you that. Not for any price. They are listening, and they would have my head...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constructive - &amp;quot;Our walls, they crumble. Our people, they starve. We must build. We must build a jewel in the desert, a rival to all who behold it...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lawful - &amp;quot;The edict was clear; the cigars are illegal now. I suppose we will have to close the store. I don&#039;t know what I&#039;ll tell my father...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Norms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Desperate - We have lost everything. Our past and our present, both taken from us in an instant. All that now remains is our future, and that grows uncertain with each passing day. We must dig in the sand, and pull out the treasures we find.  If that is not enough, we shall go to our masters, and grovel. We are not too proud to beg.&lt;br /&gt;
&lt;br /&gt;
Hierarchical - All men have a place in society, and that must be recognized. The lesser is not the greater; the greater worked and labored and earned his place here. What have you done? You must bow your head when better men pass.&lt;br /&gt;
&lt;br /&gt;
Meritocratic - But after he has passed, you must prepare to surpass him. Perform great feats in the name of the Citadel; build great monuments on her behalf; earn your place here. When once you have, perhaps it shall be he who bows his head.&lt;br /&gt;
&lt;br /&gt;
=Il Modo=&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2768</id>
		<title>Local Gods and Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Local_Gods_and_Powers&amp;diff=2768"/>
		<updated>2023-10-09T03:23:55Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Wheel=&lt;br /&gt;
&lt;br /&gt;
In this faraway place and time, only the gods of the Wheel are known to answer prayers. &#039;&#039;&#039;To cast spells, newly created clerics (and other strict adherents) must have the proper name of their patron in their deity entry.&#039;&#039;&#039; As examples, &amp;quot;The Mother, B&#039;aara&amp;quot; or &amp;quot;The Warrior, Agaslakku&amp;quot; will correctly align a cleric. Similarly, your primary and secondary domains must align with those of your patron.&lt;br /&gt;
&lt;br /&gt;
They are said to be woven into the very foundations of the world.&lt;br /&gt;
&lt;br /&gt;
==The Mother, B&#039;aara==&lt;br /&gt;
[[File:Baara.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039;  Water, Creation, Good, Halfling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Protection, Healing, Repose, Suffering, Nobility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Parents, Healers, Ascetics, Water-Carriers, Knights, the Afflicted, Sultans &lt;br /&gt;
&lt;br /&gt;
B&#039;aara, the God of Water, is broadly understood to be the reigning Overgod of the Wheel and is thus symbolic of the pantheon itself. She said to have created the River Edutu so essential to life in the desert, and of all the gods it is her clergy that are most closely associated with the Sultanate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the B&#039;aarat are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect life; its beauty springs life from desolation.&lt;br /&gt;
*Aid the weak; their reborn vigor shall strengthen us all in turn&lt;br /&gt;
*Quench the thirsty; any claimed by the furious heat of Pra’raj are forever lost.&lt;br /&gt;
*Tend to the dying; once atime they tended to thee. &lt;br /&gt;
*Spread the waters; its channels and tributaries are arteries of the world.&lt;br /&gt;
*Seek purity; to cleanse wickedness invigorates the spirit.&lt;br /&gt;
&lt;br /&gt;
==The Warrior, Agaslakku==&lt;br /&gt;
[[File:Agaslakku.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Chaos, Law, Orc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; War, Planning, Protection, Strength, Metal, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Soldiers, Barbarians, Bandits, the Thousand Clans, Rulers, Slavers, Bards, Veterans&lt;br /&gt;
&lt;br /&gt;
Agaslakku, the God of War, is the patron of soldiers. He is viewed as a prodigal brother, as Ashfolk culture strictly rejects violence, but is nonetheless seen as an important protector. His clergy largely consists of Janissaries and outlanders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Agasians are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Make war; battle tempers the flesh and strengthens resolve.&lt;br /&gt;
*Reap the spoils; a warrior&#039;s fortunes are made upon the field.&lt;br /&gt;
*Keep the faith; the devout warrior claims victory from defeat.&lt;br /&gt;
*Where an Axe is broken, return it to the earth so that it might join its worthy kin.&lt;br /&gt;
*Die well; in death be revered by your brothers.&lt;br /&gt;
*Record the glorious; their tales may be remembered for eternity.&lt;br /&gt;
&lt;br /&gt;
==The Magi, Izdu==&lt;br /&gt;
[[File:Izdu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Magic, Law, Earth, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Planning, Trade, Knowledge, Fate, Spells, Time, Rune&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Academics, Chroniclers, Poets, Astronomers, Geomancers, Archeologists&lt;br /&gt;
&lt;br /&gt;
Izdu, the God of Wisdom, is second only to B’aara herself. He is considered the wellspring of Ashfolk civilization and culture. His clergy are known to populate the great academies of Baz’eel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Izdur are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Seek knowledge; true enlightenment is found through understanding.&lt;br /&gt;
*Tutor the ignorant; spread the light of wisdom to the dark corners of the world. &lt;br /&gt;
*Protect the word; knowledge lost is a grave sin.&lt;br /&gt;
*Record insights; truth is found in the broadest mind.&lt;br /&gt;
*Scribe chronicles; the present contains the lessons of the future.&lt;br /&gt;
*Create wonders; your mark on the world should be felt by all. &lt;br /&gt;
*Observe the stars; their light and secrets, though dangerous, offer knowledge to the wary.&lt;br /&gt;
&lt;br /&gt;
==The Wyld, Kula==&lt;br /&gt;
[[File:Kula.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Storm, Earth, Air, Creation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sand, Moon, Blood, Decay, Spider,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Druids, Farmers, the Poor, Radicals, Gardeners, Shepherds, Botanists &lt;br /&gt;
&lt;br /&gt;
Kula, God of Nature and Life, is specifically associated with Bel-Ishȗn and Edutu. Her gardens fill Baz’eel, and she is considered the protector of all living things. Her clergy are decentralized across a network of gardens, sanctuaries, and radical organizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Kulamet are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Tend growth; things that grow bring life to the world, fed by the Mother’s tears.&lt;br /&gt;
*Feed the earth; the Wyld smiles when the land’s belly is full.&lt;br /&gt;
*Cultivate flocks; animals are beloved of me, and she desires that they multiply.&lt;br /&gt;
*Gift alms to the impoverished; the poor are her children. She is pleased when they are tended to. &lt;br /&gt;
*Oppose elites; potentates and rulers are the cause of the land’s suffering. Their power must be limited.&lt;br /&gt;
*Shelter grove-tenders; the gardeners of the wild are beloved of her, offer them friendship and protection.&lt;br /&gt;
*Maintain Bel-Ishûn; the jungle is her garden, and it is holy. Its sanctity must be maintained.&lt;br /&gt;
&lt;br /&gt;
==The Sabotage, Gellema==&lt;br /&gt;
[[File:Gemella.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Stars, Chaos, Evil, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Luck, Trickery, Illusion, Darkness, Charm, Knowledge, Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Liars, Conspirators, Spies, Sooth-Sayers, Charlatans, the Seditious, the Mad, Drunks, Drug Eaters, &amp;amp; other Peripherals&lt;br /&gt;
&lt;br /&gt;
Gellema, God of Trickery, Deceit and Hedonism, is respected as a safeguard against ill will. Their clergy mostly operate underground, in ale-houses and brothels, apart from a few glistening official temples. In the moon, among the stars, between clouds, within branches, on the muddy banks, upon the cliffside — children, the sick, and the sensitive point at the eyes and mouth they see there and utter Gellema. It is said secret and tantalizing rites take place under its gaze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Gellemedes are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Foster obscurity; the unknown fosters more fear than the known.&lt;br /&gt;
*Mislead the truthful; truth is the light that banishes the shadows, divert its gaze elsewhere.&lt;br /&gt;
*At dusk aren’t shadows, and the gleaming moon casts no ray.&lt;br /&gt;
*Spread mistrust; those allies that do not trust each other are less inclined to look upon you too deeply.&lt;br /&gt;
*Hoard secrets; knowledge is power and hidden knowledge gives you power over others.&lt;br /&gt;
*Write over graven words. Burn the letter.&lt;br /&gt;
*Convince the certain of uncertainty.&lt;br /&gt;
*Memory is corrupt, history is death, seek continuously the immanent.&lt;br /&gt;
&lt;br /&gt;
==The Wanderer, Warad==&lt;br /&gt;
[[File:Warad.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Earth, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Travel, Trade, Protection, Sand, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Nomads, Travelers, Merchants, Caravaneers, Messengers, Explorers&lt;br /&gt;
&lt;br /&gt;
Warad, God of Travel, is the protector of all who walk the sands. He is said to forever wander the desert, and many sightings are reported each year. His clergy tend to populate taverns and way-stations;  They are not a wealthy faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Waradim are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Protect the borders; turn back invaders that threaten your people.&lt;br /&gt;
*Carry messages; spread tales and knowledge of the roads and sanctuaries.&lt;br /&gt;
*Aid travelers; defend them on the road, and watch over their passing.&lt;br /&gt;
*Seek new roads; new paths bring prosperity and protection for travelers.&lt;br /&gt;
*Defy thieves and bandits; the borders must be guarded lest danger run rife.&lt;br /&gt;
*Tend the shrines; their sanctity must be ensured. They are a place of sanctuary, and protection.&lt;br /&gt;
&lt;br /&gt;
==The Martyrs, Kalim &amp;amp; Gamil==&lt;br /&gt;
[[File:Twins.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Earth, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Trickery, Rune, Suffering, Fate, Repose, Metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Mourners, Traditionalists, the Elderly, the Dying, Gravediggers, Tomb Guardians&lt;br /&gt;
&lt;br /&gt;
Kalim &amp;amp; Gamil, the Gods of Death, are the kind-spirited protectors of the dead. The Temples of the Martyrs ring out with dirges and laments, and they tend to all the graveyards. Twins born under their gaze are considered blessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Twindari are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Mourn the dead; their lives should be celebrated and their part in the world remembered.&lt;br /&gt;
*Enact burials; lay the dead to rest in sanctified grounds, out of the reach of the wretched.&lt;br /&gt;
*Protect the sacred grounds; to break the sacred grounds is the greatest of sins.&lt;br /&gt;
*Sacrifice in need; the greatest blessing is to give yourself to ensure the fruition of a cause.&lt;br /&gt;
*Obey your elders; their wisdom is born of ages, and they know what is best.&lt;br /&gt;
*Collect secrets and knowledge of value, and teach them to the worthy.&lt;br /&gt;
&lt;br /&gt;
==The Wroth, Urazzir==&lt;br /&gt;
[[File:Urazzir.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Evil, Death, Frost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Retribution, Undeath, Fate, Time, Hatred, Suffering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; The Vengeful, Scorned, Betrayed, Cursed, Fearful, and Vindictive&lt;br /&gt;
&lt;br /&gt;
Urazzir, the God of Vengeance, is the terrible hand of reckoning. His temples are frightful places where the wronged go to invoke vengeance against their enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Uzzarii are as follow:&#039;&#039;&#039;&lt;br /&gt;
*Do not allow a wrong to stand unanswered. Proclaim for justice, rally the people, stone the sinners.&lt;br /&gt;
*Curse your enemies; do not leave grave misdeeds forgotten; toil in recording horrible truth.&lt;br /&gt;
*Fear death, fear betrayal: attain control of these evils to belay their pains. Trust is not bound by blood, but respect is watered by it.&lt;br /&gt;
*All you love and abide by can be ruined in a single stroke. Rest with one eye open, and away from the warm comfort of the hearth. Be alert.&lt;br /&gt;
*You are required to root out evil if you foresee it, never assume innocence.&lt;br /&gt;
&lt;br /&gt;
==The Wyrm, Bashmu==&lt;br /&gt;
[[File:Bashmu.png|Frameless|300px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Fire, Evil, Chaos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039;  Strength, Tyranny, Poison, Decay, Sea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshipers:&#039;&#039;&#039; Pariahs, the Melek, Megalomaniacs, Anathemic Cults, Sibilant Collaborators, Sailors, the Power Hungry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Bashmu-kar are unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...but some whisper a scant few, none certain...&lt;br /&gt;
&lt;br /&gt;
*That the Wyrm empowers the ambitious. &lt;br /&gt;
*That the Wyrm is a patron of monsters, and cannibals.&lt;br /&gt;
*That it is a patron of the defeated, downtrodden, contrarians and the rebellious.&lt;br /&gt;
*That Serpents are sacred, and lizards love the Wyrm&lt;br /&gt;
*That it is a curse to speak or hear the name Bashmu&lt;br /&gt;
&lt;br /&gt;
Details about The Wyrm can be (and are best) discovered in-game.  Characters with this God in their deity field may find they can access unique dialogue options and content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Dome=&lt;br /&gt;
&lt;br /&gt;
The faith of the Dome is rooted in cosmology. According to its tradition, the universe is composed of a single crystalline sphere that surrounds all things and is itself the source of all creation, time, and movement. It is this sphere (or Dome) that gives form, structure, and meaning to the universe.  The world is but a speck (perhaps one of many specks) that floats suspended in the mysterious vapors of the Dome’s interior. The stars above, or Illuminations, are&lt;br /&gt;
those souls that have ascended to the firmament above. &lt;br /&gt;
&lt;br /&gt;
Particularly important Illuminations are believed to be the souls of past Sages who the Modini tend to revere &amp;amp; worship in a polytheistic manner.&lt;br /&gt;
&lt;br /&gt;
Followers of the Dome believe in reincarnation. Souls are fated to be born and die in a constant state of repetition until a life has reached its highest potential for harmonic congruence with the Dome. What this means exactly is subject to considerable interpretation, frequently associated with one or another of the different Sages. When this true death is achieved; the soul ascends to become an Illumination (or Star) that is set into or adjacent the Dome itself. Truly great souls might ascend to become Sages themselves, and thus Illuminations of greater potency and glory. &lt;br /&gt;
&lt;br /&gt;
While the movements and nature of the Dome itself transcends understanding, mortals seek guidance and blessings from the Nine Great Sages, each associated with with a particular Illumination (Star) above. The contemplation of the Dome itself is generally reserved only for philosophers and high-ranking Priests. The majority members of this faith are only dimly aware of the theology related to the Divine Dome, and instead simply pray to a Patron Sage as if it was a god.&lt;br /&gt;
&lt;br /&gt;
It is customary for the people of Il Modo to choose a Patron Sage in their early adolescence. Praying to a Sage is considering the best way to bring success and avert misfortune in one’s current life. Pleasing one’s Patron Sage is also considered to be the best way to ensure that one’s future life is an improvement upon the present one. The Modini are a deeply hierarchical and aristocratic people and it is commonly believed that (for example) the Nobility enjoy their position in part because of pleasing a Sage in their former life. Followers of the Dome are always keen to advance their status both in their current life and (more importantly) in the next one.&lt;br /&gt;
&lt;br /&gt;
It is also common for the followers of the different Sages to be in conflict with each other. Indeed, several Sages are considered to represent forces that are evil and sinister and associated with only a tiny minority of followers. Nevertheless, all Modini recognize that all the Sages are important historic and theological figures that deserve respect. Rituals and the making of offerings to the different Sages (as needed) are a common practice.&lt;br /&gt;
&lt;br /&gt;
While the sects of each Sage are often in conflict, they do have occasional (secretive) conclaves where fundamental matters of the faith are determined. This includes, for example, the potential recognition of a new Great Sage. This is very rare. Cults worshipping or seeking to advance the recognition of a lesser Sage exist.&lt;br /&gt;
&lt;br /&gt;
==Sage Raffelo the Pilot-Prophet==&lt;br /&gt;
[[File:Raffelo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Hierarchical Status / Knowledge / Law / Navigation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Law&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Travel, Planning, Nobility, Protection&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Ambitious Pilot-Priests, politicians, wealthy nobles and their loyal servants, members of the Inspecta&lt;br /&gt;
&lt;br /&gt;
The first and most important of the Sages. The Sage of those Pilot-Priests who climb the elaborate hierarchy of the Church. A Sage also for those who seek to play the Game of Knives and climb their way to the top of the Modini institutions. Also associated with the feared Inspecta, that order of inquisitors and investigators who function as Il Modo’s secretive spy service and religious police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039; Pilot Priest, Esteemed Pilot-Priest, Eminent Pilot-Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Raffelo:&#039;&#039;&#039;&lt;br /&gt;
*Command your crew, if you do not have one then form one&lt;br /&gt;
*Obey your superiors and demand obedience from your inferiors&lt;br /&gt;
*Enhance the power and prestige of Il Modo&lt;br /&gt;
&lt;br /&gt;
==Sage Maribela de Fortuna==&lt;br /&gt;
[[File:Maribela.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Luck / Adventure / Fishing / Fate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Chaos, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Creation, Luck, Protection, Trickery, Fate, Moon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; NG, CG, TN, CN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Eel fishers &amp;amp; hunters, sailors, laborers, adventurers, gamblers&lt;br /&gt;
&lt;br /&gt;
 A popular and beloved Sage associated with the luck of eel fishers just as she is with adventurers. Also generally frequently associated with the unpredictability of the sea. Maribela is the subject of many tavern tales and legends, always fishing for eels and going on wild adventures in order to feed her family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal.&#039;&#039; Luckfisher, Fisher-Priest, Pilot-Priest, Cap’n, etc….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Maribela:&#039;&#039;&#039;&lt;br /&gt;
*Seek bold adventure, trust in your luck&lt;br /&gt;
*Stories of your deeds should be remembered by your friends&lt;br /&gt;
*Help others find their way through this life&lt;br /&gt;
&lt;br /&gt;
==Sage Markolo the Navigator==&lt;br /&gt;
[[File:Markolo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Trade / Exploration / Skill / Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trade, Rune, Travel, Spells, Charm, Knowledge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, LN, LE, TN, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Merchants, Explorers, the rare Modini wizard, also popular among less ambitious Pilot-Priests, Scholars….&lt;br /&gt;
&lt;br /&gt;
 Sage Markolo was a great trader and navigator who was instrumental in turning Il Modo into the naval trading power it later became. His merchant fleets brought great wealth and knowledge from distant places.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Pilot-Priest, Merchant-Priest, Scholar-Priest….&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Markolo:&#039;&#039;&#039;&lt;br /&gt;
*Accumulate wealth and show it off&lt;br /&gt;
*Explore distant locales and enhance your knowledge of the world and its splendors&lt;br /&gt;
*Develop connections with other lands and peoples&lt;br /&gt;
&lt;br /&gt;
==Sage Vittoria the Admiral==&lt;br /&gt;
[[File:Vittoria.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; War / Strength / Strategy / Honor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, War, Strength, Protection, Planning, Metal, Fate, Retribution&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, LN, LE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Soldiers, tacticians, sailors, warriors&lt;br /&gt;
&lt;br /&gt;
Vittoria was a legendary Admiral who oversaw the conversion of the old Modini fishing and eeling fleets into a significant naval power. She was undefeated in battle and led Il Modo to become (for a time) the preeminent naval power of the sea. A statue of proud Sage Vittoria atop a column stands overlooking the plaza of the Dome to this day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Captain-Priest, Admiral-Priest...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Vittoria:&#039;&#039;&#039;&lt;br /&gt;
*Victory through strength and strategy&lt;br /&gt;
*Enhance the military power of Il Modo&lt;br /&gt;
*Achieve the limits of your own personal might&lt;br /&gt;
&lt;br /&gt;
==Sage Giacomo the Artificer==&lt;br /&gt;
[[File:Giacomo.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Craft / Art / Creation / Madness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Stars, Water&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Knowledge, Metal, Rune, Planning, Destruction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CG, NG, CN, TN, CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Inventors (non-Mechanists), Artists, Builders, Manufacturers, Lunatics&lt;br /&gt;
&lt;br /&gt;
Giacomo the Artificer was a genius without parallel. His contributions to art, music, architecture, and simple craftsmanship seemed divinely blessed. How else to explain such genius? Yet he was also mad, and tended to burn much of what he produced, constantly dissatisfied. In addition to an enormous output of works of art, he designed the enormous ballast tank systems that keep Il Modo afloat. He also oversaw the construction of the Grand Duke’s Palace, the Dome of Man, and as a final project built ‘The Lamp of Learning,’ a towering university-lighthouse filled with bizarre traps and hidden secrets. He further developed advanced designs for arbalests, new naval vessels, cannons /&lt;br /&gt;
bombards, and established the tradition of Workshops. Scraps of his notebook are eagerly sought after, and those paintings of his that remain are valued more than the palaces they are found in. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Artificer-Priest, Artist-Priest, Builder…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Giacomo:&#039;&#039;&#039;&lt;br /&gt;
*Create, build, and learn.&lt;br /&gt;
*Victory and success through your own understanding&lt;br /&gt;
*Trust not the mechanistic works of Qa&#039;im, and the Dunes of Pra&#039;raj, for those works pass beyond your understanding and are not the product of man&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sage Santini the Compassionate==&lt;br /&gt;
[[File:Santini.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Charity / Healing / Compassion / Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Healing, Sea Caves, Renewal, Repose, Protection, Sufering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; LG, NG, CG, LN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Healers, the ill, the poor, the desperate, the compassionate, missionaries, ‘Lezrous’ paladins and knights&lt;br /&gt;
&lt;br /&gt;
Plague and disease has long been one of the great banes of Il Modo. During the first great bout of the ‘Crimson Death’, Sage Santina and her followers were instrumental in tending to its victims. Adherents of Saga Santina also are the most enthusiastically evangelical about the faith of the Dome. They strongly believe that, for the sake of the harmony of the Dome as well as the fate of every soul, it is absolutely necessary to convert as many people as possible. &lt;br /&gt;
&lt;br /&gt;
The sect of Sage Santina maintains an additional Knightly Order made up mostly of those who have suffered and survived the Crimson Death. “Lezrous” is an EFU-term (inspired by ‘Leprous’) to describe those who have suffered the ravages of the Crimson Death Plague. The “Order of the Lezrous Brethren” (or Lezerotti) are the defenders of the sect and those who are willing to go among the poor and diseased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Sister-Priest, Brother-Priest, Healer-Priest…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Santina:&#039;&#039;&#039;&lt;br /&gt;
*Serve others, and put aside pride and ostentation&lt;br /&gt;
*Attend to the afflicted and needy&lt;br /&gt;
*Encourage others to join the faith&lt;br /&gt;
&lt;br /&gt;
==Sage Orlando of the Death Masque (Feared Sage)==&lt;br /&gt;
[[File:Orlando.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Disease / Death / Intrigue / Art (acting, opera)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Death, Evil, Stars&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Trickery, Illusion, Retribution, Suffering, Charm, Hatred, Blood, Decay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CN, LE, NE, CE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039; Courtiers, Assassins, the Depraved, Actors, those seeking vengeance&lt;br /&gt;
&lt;br /&gt;
 The Sage Orlando was a great performer, traveler, and courtier with a genius for intrigue and a taste for the grotesque. He toured the western Sea in a flotilla of courtiers and masked revelers, only to return and bring with them the plague of the Crimson Death, a flux that has never been truly stamped out from Il Modo. To follow Orlando is to be associated with many of the darkest characteristics of the Modini character: a dreadful fear of disease, adoration of beauty, a thirst for vengeance, and skill in intrigue&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Shadow-Priest, Grotesque-Brother/Sister, etc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Orlando:&#039;&#039;&#039;&lt;br /&gt;
*Embrace the beauty and horror of life&lt;br /&gt;
*Spin webs of intrigue and master them&lt;br /&gt;
*Avenge yourself against those who slight you&lt;br /&gt;
&lt;br /&gt;
==Sage Barbarina of the Lost Armada (Feared Sage)==&lt;br /&gt;
[[File:Barbarina.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Storms / Necromancy / Underworld / Pirates&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Air, Water, Stars, Evil, Death, Storm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Sea, Darkness, Undeath, Hatred, Tyranny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; CE, NE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  Doomseekers, Pirates, Necromancers, Drowned Skeletons, Cave Dwellers, and those seeking protection from them&lt;br /&gt;
&lt;br /&gt;
According to legend, Barbarina was a charismatic young noble who was betrayed by her family’s enemies. She organized a flotilla of oppressed eel fishers and mutinous naval vessels and was for a time a menacing Pirate Queen that threatened to conquer Il Modo itself. Ultimately, she decided to lead her armada on a mad expedition into the Maelstrom - there are various tales and legends as to why. At any rate, the Armada was sucked into the darkness below. It is said that Barbarina and her Armada now inhabit the undersea and have even traveled to the Other Side, there to behold the horrors of the Underdome.&lt;br /&gt;
&lt;br /&gt;
To follow the Sage Barbarina is considered too dangerous by the authorities and Inspecta of the Dome of Man (Church). It is therefore a forbidden cult, although she is nonetheless offered fearful prayer by many and adopted as a Patron by some. The people of Il Modo have a particular terror of underwater, underground places, the undead, and absolute darkness in part because of frightening tales told about Saga Barbarina and her Lost Armada.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  &#039;&#039;Informal&#039;&#039;. Pirate-Priest, Dread-Captain, etc…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of Sage Barbarina:&#039;&#039;&#039;&lt;br /&gt;
*Form your crew from the living and unliving alike&lt;br /&gt;
*Claim the dark and dank places of the world for Barbarina, and drive out those other horrors that exist&lt;br /&gt;
*Bring passionate terror and fear to all, its good for them&lt;br /&gt;
*Revel and enjoy the evil path you have chosen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Unknown Sage==&lt;br /&gt;
[[File:UnknownSage.png|Frameless|300px]]&lt;br /&gt;
&#039;&#039;&#039;Themes:&#039;&#039;&#039; Mystery&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Domains:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Alignments:&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worshippers:&#039;&#039;&#039;  ?&lt;br /&gt;
&lt;br /&gt;
The identity of the Ninth and Unknown Sage is a secret that is maintained by the highest ranking members of each sect of the Way of the Dome. There are many speculations as to who it might be, but it is not known who or why all the Priests are so universally aligned with declining to identify the identity of this Greater Sage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players may not play cleric followers of the Unknown Sage at this time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerical Titles:&#039;&#039;&#039;  Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tenets of the Unknown Sage:&#039;&#039;&#039;&lt;br /&gt;
*???&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2767</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2767"/>
		<updated>2023-10-09T02:53:01Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* The Sandstone College */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Sultan&#039;s Jannisarries=&lt;br /&gt;
[[File:Janissaries.png]]&lt;br /&gt;
&lt;br /&gt;
The IVth Legion of the Sultan&#039;s Janissaries has been given the dubious privilege of maintaining law and order in Ephia&#039;s Well. Called &amp;quot;the Misfortune&amp;quot; by their compeers in Baz&#039;eel, they are dominated by an obsession with their perceived ill luck. Carrying charms and following their own superstitions, they prowl the Well looking for ne&#039;er-do-wells... and &amp;quot;ensuring&amp;quot; they find a fair few each time. The day-to-day of a recruit in the Janissaries is similar to the dreary life of a town watchman: they ring the bell to open and close the market, sit and gaze vacantly over the bustle of the bazaar, patrol its walls for signs of attack, and arrest petty criminals.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately for them, they are also the Well&#039;s first line of defense against invasion, and many find themselves on the wrong end of a barbarian&#039;s axe, or dragged to Qa&#039;im to suffer a fate worse than death. Those that survive such perils, and prove themselves worthy of laurels, can soon find themselves advancing into positions of command, and from there spring-boarding their way into the highest echelons of society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Martial and Cleric Only&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Cinquefoil Rose=&lt;br /&gt;
[[File:CinquefoilRose.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;We the swift remember to ye the dead, all the red blood that beats in our hearts.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cinquefoil Rose is a coalition of the forces that once fought tooth and nail to free Ephia&#039;s Well from Orentid occupation. Originally composed of refugees and heroes from far-away places, it now exists as a populist movement and formal alliance of the occupants of the Krak des Roses. Crucial to the citadel&#039;s defense, and bearing a never-quite-suppressed enmity for Baz&#039;eel and her Janissaries, the Cinquefoil Rose blooms still in Ephia&#039;s Well... thorns and all. &lt;br /&gt;
&lt;br /&gt;
United under Grandmaster Elizabetha d&#039;Avergne, these three groups compose the coalition:&lt;br /&gt;
&lt;br /&gt;
==Balladeers of the Lost Hearth==&lt;br /&gt;
[[File:Balladeers.png]]&lt;br /&gt;
&lt;br /&gt;
The Balladeers of the Lost Hearth are the dwindling souls who still follow the noble ideals of the old Rose. Originally the squires, troubadours, servants and sons of the original Cinquefoil Rose they have banded together under the name &amp;quot;Balladeers&amp;quot; and do all they can to keep the legacy of their fallen forebears alive. At odds with the callous Banda Rossa, whom they must abide so the Rose is not lost forever, and with a rumored fondness toward &amp;quot;the Drink&amp;quot; and the nostalgic bliss it brings, they struggle to embody chivalry and poetic virtue in a broken world. They are forever seeking (or proclaiming themselves to be) a prophesied hero who shall claim &amp;quot;the Cup,&amp;quot; the mystical relic whose waters might reinvigorate the arid sands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of an Evil alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Banda Rossa==&lt;br /&gt;
[[File:Bandarossa.png]]&lt;br /&gt;
&lt;br /&gt;
The Banda Rossa are a mercenary company under exclusive contract with the Grandmaster of the Cinquefoil Rose. Although nominally independent, the groundswell of refugees, adventurers, and cupseekers feeding their ranks means they have become tightly coupled with the other members of the alliance, serving as the bulk of the military might of the Knights of the Cinquefoil Rose. This integration is at times a tense one, with many calling them allies of convenience at best. They yet seek gold and glory above all else... and their bloody reputation proceeds them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Sisterhood of the Sibylline Vine==&lt;br /&gt;
[[File:Sibyllinesisterhood.png]]&lt;br /&gt;
&lt;br /&gt;
The Sisters of the Sibylline Vine are a monastic community of mystics, seers, fanatics and scholars united by shared consumption of a sacred wine, called &amp;quot;the Drink&amp;quot; by laymen. This wine is said to grant them visions of things that have yet to pass. They are highly secretive, zealously safeguarding their strange rites and their knowledge of past and future, and rarely share their insights even with the other members of the alliance. Even so, they serve as the mystic foundation of the cause: their vision of a sacred chalice and &amp;quot;the Heroic Pilgrim&amp;quot; who shall find it has bound the Cinquefoil Rose together in the years after the fall of the Orentid dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-martial&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Astronomers of Q&#039;tolip=&lt;br /&gt;
[[File:Qtolipastronomers.png]]&lt;br /&gt;
&lt;br /&gt;
The Astronomers of Q&#039;tolip are the free-thinking, eccentric collection of scholars gathered under the banner of the enigmatic and brilliant visionary, Q&#039;tolip. Seeking to master the cosmos through scholarship, they are constantly engaged in the quest for knowledge of yore, and indulge in the power that comes from such things. In more practical terms, they are the primary archaeologists and magical authority of Ephia&#039;s Well, and their maintenance of the Shade affords them influence that few other organizations can boast. Often, the quest for knowledge is hindered by the unlearned, and the Astronomers understand well that their search can only be strengthened by cultivating a safe environment for their studies to bear fruit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a chaotic alignment my be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039; Wizards and Astrologians. &lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Scribes of the Sublime Garden=&lt;br /&gt;
[[File:Sublimescribes.png]]&lt;br /&gt;
&lt;br /&gt;
The unceasingly busy bees of the Well, the commendable and highly stressed civil servants of the government. They are constantly collecting information, ensuring that letters arrive on time, and generally serving at the leisure of Ephia&#039;s legates. They are the workhorse of the minutiae of governance, and they are forever ensuring that taxes are paid, citizens are registered, and food is stored. Their duties and responsibilities are exhaustive. They, too, are exhausted. But the work is never done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters who cannot handle stress well and have a fear of papercuts may face unique challenges.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-druid&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Undisclosed&lt;br /&gt;
&lt;br /&gt;
=The Sandstone College=&lt;br /&gt;
[[File:SandstoneCollege.png]]&lt;br /&gt;
&lt;br /&gt;
The Sandstone College is an institution of higher education located in a rambling sandstone complex in a corner of Ephia’s Well. It was founded by a group of disaffected Ashfolk Academics from Baz’eel and has now begun to accept students. Admission requirements are very low, paying a modest tuition and passing an elementary exam is all that is necessary. It has begun to attract a widerange of slacking students from Baz’eel, the listless and uncertain, amateur&lt;br /&gt;
archaeologists, and others who wish to devote themselves to the noble cause of learning.&lt;br /&gt;
&lt;br /&gt;
Not being a member of the Accord, their agenda and place in the wider politics of Ephia’s Well has yet to be determined. It is known that the founding Ashfolk Academics have a very hostile attitude towards Q’tolip and his astronomers. Students of the Sandstone College should not expect to receive as many perks as other factions, but the obligations and duties are considerably more low key&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any; (13+ INT &amp;amp; Lore Investment required)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Characters can eventually graduate and receive a degree and go on to pursue other things. Exceptional academics may be nominated for special prizes and positions.&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2766</id>
		<title>Factions &amp; Associations</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Factions_%26_Associations&amp;diff=2766"/>
		<updated>2023-10-09T02:51:56Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Sultan&#039;s Jannisarries=&lt;br /&gt;
[[File:Janissaries.png]]&lt;br /&gt;
&lt;br /&gt;
The IVth Legion of the Sultan&#039;s Janissaries has been given the dubious privilege of maintaining law and order in Ephia&#039;s Well. Called &amp;quot;the Misfortune&amp;quot; by their compeers in Baz&#039;eel, they are dominated by an obsession with their perceived ill luck. Carrying charms and following their own superstitions, they prowl the Well looking for ne&#039;er-do-wells... and &amp;quot;ensuring&amp;quot; they find a fair few each time. The day-to-day of a recruit in the Janissaries is similar to the dreary life of a town watchman: they ring the bell to open and close the market, sit and gaze vacantly over the bustle of the bazaar, patrol its walls for signs of attack, and arrest petty criminals.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately for them, they are also the Well&#039;s first line of defense against invasion, and many find themselves on the wrong end of a barbarian&#039;s axe, or dragged to Qa&#039;im to suffer a fate worse than death. Those that survive such perils, and prove themselves worthy of laurels, can soon find themselves advancing into positions of command, and from there spring-boarding their way into the highest echelons of society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Martial and Cleric Only&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Cinquefoil Rose=&lt;br /&gt;
[[File:CinquefoilRose.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;We the swift remember to ye the dead, all the red blood that beats in our hearts.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cinquefoil Rose is a coalition of the forces that once fought tooth and nail to free Ephia&#039;s Well from Orentid occupation. Originally composed of refugees and heroes from far-away places, it now exists as a populist movement and formal alliance of the occupants of the Krak des Roses. Crucial to the citadel&#039;s defense, and bearing a never-quite-suppressed enmity for Baz&#039;eel and her Janissaries, the Cinquefoil Rose blooms still in Ephia&#039;s Well... thorns and all. &lt;br /&gt;
&lt;br /&gt;
United under Grandmaster Elizabetha d&#039;Avergne, these three groups compose the coalition:&lt;br /&gt;
&lt;br /&gt;
==Balladeers of the Lost Hearth==&lt;br /&gt;
[[File:Balladeers.png]]&lt;br /&gt;
&lt;br /&gt;
The Balladeers of the Lost Hearth are the dwindling souls who still follow the noble ideals of the old Rose. Originally the squires, troubadours, servants and sons of the original Cinquefoil Rose they have banded together under the name &amp;quot;Balladeers&amp;quot; and do all they can to keep the legacy of their fallen forebears alive. At odds with the callous Banda Rossa, whom they must abide so the Rose is not lost forever, and with a rumored fondness toward &amp;quot;the Drink&amp;quot; and the nostalgic bliss it brings, they struggle to embody chivalry and poetic virtue in a broken world. They are forever seeking (or proclaiming themselves to be) a prophesied hero who shall claim &amp;quot;the Cup,&amp;quot; the mystical relic whose waters might reinvigorate the arid sands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of an Evil alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Banda Rossa==&lt;br /&gt;
[[File:Bandarossa.png]]&lt;br /&gt;
&lt;br /&gt;
The Banda Rossa are a mercenary company under exclusive contract with the Grandmaster of the Cinquefoil Rose. Although nominally independent, the groundswell of refugees, adventurers, and cupseekers feeding their ranks means they have become tightly coupled with the other members of the alliance, serving as the bulk of the military might of the Knights of the Cinquefoil Rose. This integration is at times a tense one, with many calling them allies of convenience at best. They yet seek gold and glory above all else... and their bloody reputation proceeds them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters of a Good alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  No druids&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
==Sisterhood of the Sibylline Vine==&lt;br /&gt;
[[File:Sibyllinesisterhood.png]]&lt;br /&gt;
&lt;br /&gt;
The Sisters of the Sibylline Vine are a monastic community of mystics, seers, fanatics and scholars united by shared consumption of a sacred wine, called &amp;quot;the Drink&amp;quot; by laymen. This wine is said to grant them visions of things that have yet to pass. They are highly secretive, zealously safeguarding their strange rites and their knowledge of past and future, and rarely share their insights even with the other members of the alliance. Even so, they serve as the mystic foundation of the cause: their vision of a sacred chalice and &amp;quot;the Heroic Pilgrim&amp;quot; who shall find it has bound the Cinquefoil Rose together in the years after the fall of the Orentid dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a Chaotic alignment may be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-martial&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Astronomers of Q&#039;tolip=&lt;br /&gt;
[[File:Qtolipastronomers.png]]&lt;br /&gt;
&lt;br /&gt;
The Astronomers of Q&#039;tolip are the free-thinking, eccentric collection of scholars gathered under the banner of the enigmatic and brilliant visionary, Q&#039;tolip. Seeking to master the cosmos through scholarship, they are constantly engaged in the quest for knowledge of yore, and indulge in the power that comes from such things. In more practical terms, they are the primary archaeologists and magical authority of Ephia&#039;s Well, and their maintenance of the Shade affords them influence that few other organizations can boast. Often, the quest for knowledge is hindered by the unlearned, and the Astronomers understand well that their search can only be strengthened by cultivating a safe environment for their studies to bear fruit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any Lawful; characters of a chaotic alignment my be uniquely challenged&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039; Wizards and Astrologians. &lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Application only&lt;br /&gt;
&lt;br /&gt;
=Scribes of the Sublime Garden=&lt;br /&gt;
[[File:Sublimescribes.png]]&lt;br /&gt;
&lt;br /&gt;
The unceasingly busy bees of the Well, the commendable and highly stressed civil servants of the government. They are constantly collecting information, ensuring that letters arrive on time, and generally serving at the leisure of Ephia&#039;s legates. They are the workhorse of the minutiae of governance, and they are forever ensuring that taxes are paid, citizens are registered, and food is stored. Their duties and responsibilities are exhaustive. They, too, are exhausted. But the work is never done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any; characters who cannot handle stress well and have a fear of papercuts may face unique challenges.&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any non-druid&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Undisclosed&lt;br /&gt;
&lt;br /&gt;
=The Sandstone College=&lt;br /&gt;
[[File:SandstoneCollege.png]]&lt;br /&gt;
&lt;br /&gt;
The Sandstone College is an institution of higher education located in a rambling sandstone complex in a corner of Ephia’s Well. It was founded by a group of disaffected Ashfolk Academics from Baz’eel and has now begun to accept students. Admission requirements are very low, paying a modest tuition and passing an elementary exam is all that is necessary. It has begun to attract a widerange of slacking students from Baz’eel, the listless and uncertain, amateur&lt;br /&gt;
archaeologists, and others who wish to devote themselves to the noble cause of learning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Alignment:&#039;&#039;&#039; Any;&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Classes:&#039;&#039;&#039;  Any; (13+ INT &amp;amp; Lore Investment required)&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Recommended Race:&#039;&#039;&#039; Any non-monstrous&lt;br /&gt;
&amp;lt;br/&amp;gt;&#039;&#039;&#039;Advancement:&#039;&#039;&#039; Characters can eventually graduate and receive a degree and go on to pursue other things. Exceptional academics may be nominated for special prizes and positions.&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Spell_changes&amp;diff=2764</id>
		<title>Spell changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Spell_changes&amp;diff=2764"/>
		<updated>2023-09-27T23:48:50Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EFU has undergone massive changes to vanilla NWN spells. As well as global changes to spells, Specialist Wizards receive even further bonuses to their school of choice. &lt;br /&gt;
&lt;br /&gt;
Please refer to the list below for the current changes. Unless stated, these benefits should apply when you cast the spell in question from an item or scroll. &lt;br /&gt;
&lt;br /&gt;
=Common Use Spells=&lt;br /&gt;
These are changes related to some of the most commonly used spells within EFU.&lt;br /&gt;
&lt;br /&gt;
==Cantrips==&lt;br /&gt;
*All Cantrips are limitless in use and should automatically refresh after each casting.&lt;br /&gt;
*&#039;&#039;&#039;Electric Jolt and Acid Splash&#039;&#039;&#039; are now 1d4 + 1 damage, similar to Ray of Frost.&lt;br /&gt;
*&#039;&#039;&#039;Cure Minor Wounds&#039;&#039;&#039;, when cast as a spell and not from an item, will only heal bleeding characters or damage undead.&lt;br /&gt;
*&#039;&#039;&#039;Inflict Minor Wounds&#039;&#039;&#039;, when cast as a spell and not from an item, will only damage living creatures.&lt;br /&gt;
*&#039;&#039;&#039;Flare&#039;&#039;&#039; now inflicts 1d3 damage.&lt;br /&gt;
&lt;br /&gt;
==Summon Monster==&lt;br /&gt;
&#039;&#039;&#039;Summon Monster&#039;&#039;&#039; duration has been reduced to 4 rounds/level for vanilla casting, with the following bonuses for Spell Focus feats/specializations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 5 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 6 rounds / level&lt;br /&gt;
* Additional 2 rounds / level for Wizard Spell School Conjuration and the Cultist Sorcerer Perk&lt;br /&gt;
* Pale Master levels considered when calculating duration&lt;br /&gt;
&lt;br /&gt;
Default summons reflect a basic City based theme. A number of additional themes are available through reagents, items, and other means in game.&lt;br /&gt;
 &lt;br /&gt;
PCs can speak through their summons using the chat command &amp;quot;/v s &amp;lt;message&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For additional information see [[Voice Commands]].&lt;br /&gt;
&lt;br /&gt;
==Animate/Create Undead==&lt;br /&gt;
&#039;&#039;&#039;Animate/Create Undead&#039;&#039;&#039; has been heavily customised in EFU and strength of summoned creatures, for both spells, is related to the type/quality of the in-game Corpse Item used as target when casting. Creatures summoned without a Corpse Item are much weaker than their corpse-summoned brethren (Wizard AB progression, lower AC, lower STR)&lt;br /&gt;
&lt;br /&gt;
All corpses can be further experimented on, given weapons etc. to increase their power. For further details, please refer to [[necromancy]].&lt;br /&gt;
&lt;br /&gt;
Animate Dead is now a 3rd level spell for Wizards, Sorcerers, and Bards, making it more accessible to those classes.&lt;br /&gt;
&lt;br /&gt;
==Inflict Minor/Light/Moderate/Serious/Critical Wounds &amp;amp; Harm==&lt;br /&gt;
* Can now be self-targeted.&lt;br /&gt;
* Inflict Wounds reduces the effectiveness of Cure Wounds on the target by 10% per spell level for ten rounds&lt;br /&gt;
** Inflict Light Wounds is 10%&lt;br /&gt;
** Inflict Moderate Wounds is 20%&lt;br /&gt;
** Inflict Serious Wounds is 30%&lt;br /&gt;
** Inflict Critical Wounds is 40%&lt;br /&gt;
&lt;br /&gt;
==Bull&#039;s Strength/Endurance/Eagle&#039;s Splendor/Fox&#039;s Cunning/Cat&#039;s Grace/Owl&#039;s Wisdom==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; casts the spell using the best roll of 2 (1+1d4) rolls for enhancement&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; casts the spell using the best roll of 3 (1+1d4) rolls for enhancement&lt;br /&gt;
&lt;br /&gt;
==Protection from/Resist/Endure Elements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection from/Elements/Resist Elements/Endure Elements&#039;&#039;&#039; have been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* No modification for vanilla casting (duration 24 hours)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the absorption limit by 5&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases absorption limit by an additional 5&lt;br /&gt;
&lt;br /&gt;
==Protection from Alignment==&lt;br /&gt;
&#039;&#039;&#039;Protection from Alignment&#039;&#039;&#039; has been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* Protection from Neutrality has been added (including Lawful Neutral, True Neutral, Chaotic Neutral)&lt;br /&gt;
* Blanket immunity to Mind-Affecting and Fear effects has been changed&lt;br /&gt;
** Now grants 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves&lt;br /&gt;
* Immunity to Phantasmal Killer spell&lt;br /&gt;
&lt;br /&gt;
==Magic Circle against Alignment==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Circle against Alignment&#039;&#039;&#039; has been changed as follows:&lt;br /&gt;
&lt;br /&gt;
* Magic Circle against Alignment is now the same as casting Protection from Evil/Good/Chaos/Law/Neutral on everybody within three metres&lt;br /&gt;
* Blanket immunity to Mind-Affecting and Fear effects has been changed&lt;br /&gt;
** Now grants 7 + (Spell caster level / 3) bonus to Mind Affecting and Fear saves&lt;br /&gt;
* Immunity to Phantasmal Killer spell&lt;br /&gt;
&lt;br /&gt;
==Lesser Dispel/Dispel Magic/Greater Dispelling==&lt;br /&gt;
&lt;br /&gt;
*Dispels can now be blocked by Spell Resistance.&lt;br /&gt;
*&#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases their caster level limit by +2.&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the limit by another +2, for a total of +4. For example, Lesser Dispel would reflect up to a maximum caster level of 9 for a spellcaster with both feats.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Defense: Abjuration&#039;&#039;&#039; gives +1 against caster level checks to dispel your effects.&lt;br /&gt;
* When targeting directly, a caster with &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; can destroy a Mirror Image with any dispel effect.&lt;br /&gt;
* When targeting an area, a caster with &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; can destroy Mirror Images en masse, up to: 3 with Dispel, 5 with Greater Dispel.&lt;br /&gt;
* When targeting an area, a caster with &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; can destroy Mirror Images en masse, up to: 2 with Lesser Dispel, 6 with Dispel, 10 with Greater Dispel.&lt;br /&gt;
&lt;br /&gt;
==Lesser Spell Breach/Greater Spell Breach==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Spell Breach/Greater Spell Breach&#039;&#039;&#039; have been changed to be improved by Spell Focus feats.&lt;br /&gt;
&lt;br /&gt;
* +1 effect dispelled if caster has &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039;&lt;br /&gt;
* +1 (additional) effects dispelled if caster has &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039;&lt;br /&gt;
* -1 effects dispelled if target has &#039;&#039;&#039;Arcane Defense: Abjuration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hold Person/Animal/Monster==&lt;br /&gt;
&#039;&#039;&#039;Hold Person/Hold Animal/Hold Monster&#039;&#039;&#039; have been changed to use mind spell saves.&lt;br /&gt;
&lt;br /&gt;
==Summon Shadow==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoned Shadow&#039;&#039;&#039; from &#039;&#039;&#039;Shadow Conjuration/Greater Shadow Conjuration/Shades&#039;&#039;&#039; has been changed to use custom shadow clone summons.&lt;br /&gt;
&lt;br /&gt;
Using the &#039;&#039;&#039;Summon Shadow&#039;&#039;&#039; variant of each of the spells, and targeting the ground, the caster summons a Shadow Clone of the closest PC to the targeted area, or the likeness of the caster if no PC can be found (note: if used from an item, the Shadow Clone will take the likeness of the caster in all instances).&lt;br /&gt;
&lt;br /&gt;
You may only have one Shadow Clone active at any one time, and cannot have any other summons active. The Shadow Clone has the following stats/abilities/durations:&lt;br /&gt;
&lt;br /&gt;
* It is considered incorporeal (50% Concealment)&lt;br /&gt;
* Mental ability points (INT, WIS, CHA) are always capped to maximum of 3.&lt;br /&gt;
* Created from Shadow Conjuration: Copied physical ability points (STR, DEX, CON) are capped to a maximum of 7 points for non-caster targets and when used from items. This cap is increased to 11 points if the caster targets themselves. Duration is 5 rounds + 2 round per caster level.&lt;br /&gt;
* Created from Greater Shadow Conjuration: Copied physical ability points are capped to a maximum of 9 points for non-caster targets and when used from items. This cap is increased to 13 points if the caster target herself. Duration is 10 rounds + 2 round per caster level.&lt;br /&gt;
* Created from Shades: Copied physical ability points are capped to a maximum of 11 points for non-caster targets and when used from items. There is no cap for physical ability points if the caster targets herself. Duration is 15 rounds + 2 round per caster level.&lt;br /&gt;
&lt;br /&gt;
In addition to the above, all summoned Shadow Clones get the following benefits depending on the caster’s Spell School (if the caster is a Wizard) or Greater Spell Focus feat (if the caster is a Sorcerer; note: multiple bonuses from GSF stack for Sorcerers):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abjuration&#039;&#039;&#039;: The shadow gains Spell Resistance 12, 14 and 16 respectively&lt;br /&gt;
* &#039;&#039;&#039;Conjuration&#039;&#039;&#039;: Duration is increased by 5 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Evocation&#039;&#039;&#039;: The shadow gains 20%/30%/50% increased movement speed, respectively.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation&#039;&#039;&#039;: The shadow gains +1 to STR, CON and DEX and increases the relevant caps by the same amount.&lt;br /&gt;
* &#039;&#039;&#039;Illusion&#039;&#039;&#039;: The caster becomes ethereal for 1 round after casting the spell on herself.&lt;br /&gt;
* &#039;&#039;&#039;Necromancy&#039;&#039;&#039;: The shadow gains 5/- resistance against divine and positive energies and +2 regeneration.&lt;br /&gt;
&lt;br /&gt;
=Arcane Spell Changes=&lt;br /&gt;
Arcane spells are those cast by either a Bard, Sorcerer or Wizard.&lt;br /&gt;
&lt;br /&gt;
==Abjuration==&lt;br /&gt;
===Resistance===&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the target 1/+1 DR, to an absorption limit of 10.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the target 2/+1 DR, to an absorption limit of 10.&lt;br /&gt;
&lt;br /&gt;
===Ironguts===&lt;br /&gt;
* Now grants equivalent save bonuses to disease as well as poison.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
* Changed to grant +4 Deflection AC and immunity to Magic Missile, Isaac&#039;s Lesser Missile Storm and Isaac&#039;s Greater Missile Storm.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; grants the target a +2 armor enhancement bonus (does not stack with mage armor or base AC from armor)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the target a +4 armor enhancement bonus (does not stack with mage armor or base AC from armor)&lt;br /&gt;
This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.&lt;br /&gt;
&#039;&#039;This spell cannot be brewed as a potion by PCs, but Potions of Shield may be rarely found as loot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Clarity===&lt;br /&gt;
               &lt;br /&gt;
* Base duration is now 10 + 1 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 4 rounds / level and also applies the buff on yourself if cast on another target&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; grants the target +5 Concentration and +2 Lore. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants the target +10 Concentration and +4 Lore.&lt;br /&gt;
&lt;br /&gt;
===Wounding Whispers===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level, GSF Abjuration to 3 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; grants 50% negative damage immunity. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases duration to 2 rounds / level and grants 75% negative damage immunity.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; releases a Huge (6.67m) AoE blast that deals 1d8 + 1 / caster level sonic damage to all enemies. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases damage to 2d8 + 1 / caster level and makes enemies roll fort save against deafness.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; grants +1 lore / 3 caster level for the duration of spell. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; grants +1 lore / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Dismissal===&lt;br /&gt;
               &lt;br /&gt;
Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
===Remove Curse===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; also grants the target immunity to curses for 1 hour / caster level.&lt;br /&gt;
&lt;br /&gt;
===Stoneskin===&lt;br /&gt;
               &lt;br /&gt;
Duration is turn/level.&lt;br /&gt;
&lt;br /&gt;
===Minor Globe of Invulnerability===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard &#039;&#039;&#039;also requires Spell School Abjuration&#039;&#039;&#039; in addition to &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; to receive increased duration.&lt;br /&gt;
&lt;br /&gt;
===Energy Buffer===&lt;br /&gt;
               &lt;br /&gt;
Hour/level duration&lt;br /&gt;
           &lt;br /&gt;
===Lesser Mind Blank===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; increases the duration to 2 turns per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; will increase the duration to 3 turns per caster level.&lt;br /&gt;
&lt;br /&gt;
===Greater Stoneskin===&lt;br /&gt;
               &lt;br /&gt;
* Duration is turn/level. Provides damage reduction of 15/+5&lt;br /&gt;
           &lt;br /&gt;
===Globe of Invulnerability===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases the duration to 2 rounds / level. Does not increase duration if PC uses item. Wizard &#039;&#039;&#039;also requires Spell School Abjuration&#039;&#039;&#039; in addition to &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; to receive increased duration.&lt;br /&gt;
&lt;br /&gt;
===Mind Blank===&lt;br /&gt;
               &lt;br /&gt;
Duration is changed to hour/level.&lt;br /&gt;
           &lt;br /&gt;
===Banishment===&lt;br /&gt;
               &lt;br /&gt;
Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
===Mage Armour===&lt;br /&gt;
Improves the armor of the target to 4, will not grant armor bonus if the target is already 4 or above.&lt;br /&gt;
&lt;br /&gt;
===Grease===&lt;br /&gt;
* Duration changed to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; causes -2 to reflex saves for 10 rounds on any who fail the reflex save in grease.  Reflex penalty does not stack.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Web===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; grants sticky webs: movement speed reduce stays for 1d4 rounds after leaving the webbed area.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Melf&#039;s Acid Arrow===&lt;br /&gt;
               &lt;br /&gt;
Damage over time duration increased to 1 + 1 round/2 levels.&lt;br /&gt;
&lt;br /&gt;
===Flame Arrow===&lt;br /&gt;
               &lt;br /&gt;
The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage.  Reflex save halves the damage for each arrow.&lt;br /&gt;
&lt;br /&gt;
===Stinking Cloud===&lt;br /&gt;
               &lt;br /&gt;
* All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave. Fortitude save. Duration 1 round / level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; also causes a 1d2 CON loss if fortitude save fails.&lt;br /&gt;
&lt;br /&gt;
===Evard&#039;s Black Tentacles===&lt;br /&gt;
               &lt;br /&gt;
* Now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. &lt;br /&gt;
* It entangles, rather than paralyses. Freedom of Movement makes you immune to entanglement, Spell Resistance is checked, and it can be absorbed by Spell Mantles. &lt;br /&gt;
* Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles. &lt;br /&gt;
* Tentacles damage is not dealt in bulk, but per tentacle and the damage does not count as magic, thus can be (mostly) countered by Ghostly Visage, for example.&lt;br /&gt;
&lt;br /&gt;
===Lesser Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Conjures whatever you would summon with Summon Monster 3 for a 24 hour duration.&lt;br /&gt;
           &lt;br /&gt;
===Mestil&#039;s Acid Sheath===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; grants 40% Acid Immunity.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; grants 80% Acid Immunity.&lt;br /&gt;
&lt;br /&gt;
===Acid Fog===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focu:s Conjuration&#039;&#039;&#039; increases duration to 1 round / level, &#039;&#039;&#039;Greater Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; lowers Fortitude Save by -4 for hour/level, &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; also makes creatures to roll against &#039;&#039;&#039;Iron Golem Fumes poison&#039;&#039;&#039;.&lt;br /&gt;
           &lt;br /&gt;
===Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 4 Summon Monster Spell with a 24h duration.&lt;br /&gt;
&lt;br /&gt;
===Greater Planar Binding===&lt;br /&gt;
               &lt;br /&gt;
Changed similar to Lesser Planar Binding so that it now summons whatever the caster would summon as a Level 5 Summon Monster Spell with a 24h duration.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
Identify now gives +3 lore for rounds/level.&lt;br /&gt;
&lt;br /&gt;
===True Strike===&lt;br /&gt;
* This spell now has a somatic component.&lt;br /&gt;
* +15 AB for vanilla casting&lt;br /&gt;
* +20 AB for &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039;&lt;br /&gt;
* +25 AB for &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; provides all nearby non-hostile units (Huge Area of Effect) with +1 AB for 1 round/caster level.&lt;br /&gt;
&#039;&#039;This spell cannot be brewed as a potion by PCs, but Potions of True Strike may be rarely found as loot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===See Invisibility===&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; doubles the duration.&lt;br /&gt;
&lt;br /&gt;
===Clairvoyance/Clairaudience===&lt;br /&gt;
               &lt;br /&gt;
* Grants +15 Spot and Listen.&lt;br /&gt;
* Duration increased to 3 rounds per level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; further increases the duration to 5 rounds per level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; further increases the duration to 7 rounds per level.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; and targets themselves, then they will also receive 5/+1 damage reduction to represent a sort of minor form of premonition.&lt;br /&gt;
&lt;br /&gt;
===Find Traps===&lt;br /&gt;
               &lt;br /&gt;
* Undisarmable traps are disregarded&lt;br /&gt;
* If the caster has neither &#039;&#039;&#039;Spell Focus: nor Greater Spell Focus: Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 20.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 23.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039;, the maximum disarm DC for traps which can be disarmed by this spell is 26.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; causes all creatures within area of effect to glow bright red light for 3 rounds if they are holding trapkits in their inventory.&lt;br /&gt;
* Also instantly destroys all mirror images within area of effect.&lt;br /&gt;
&lt;br /&gt;
===Remove Blindness/Deafness===&lt;br /&gt;
* Vanilla casting is unaffected&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; blindness/deafness immunity increased to 1 turn / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; blindness/deafness immunity increased to 1 hour / level.&lt;br /&gt;
&lt;br /&gt;
===Feeblemind===&lt;br /&gt;
* Now renders a PC brain dead (disabled) if intelligence is reduced below 3. &lt;br /&gt;
* Feeblemind has been changed to drain all three of intelligence, charisma and wisdom.&lt;br /&gt;
* Feeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: and Greater Spell Focus: Divination&#039;&#039;&#039; increases the chance to dispel PfA effects by 60% and 90% respectively.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; now causes Feeblemind to add the drained abilities to the spellcaster for 1 round/level.&lt;br /&gt;
&lt;br /&gt;
===True Seeing===&lt;br /&gt;
* No longer automatically sees stealthed opponents.&lt;br /&gt;
* Instead grants See Invisibility, Ultravision, and Immunity to Illusion spells (which includes Color Spray, Phantasmal Killer, and so on).&lt;br /&gt;
&lt;br /&gt;
===Premonition===&lt;br /&gt;
Provides damage reduction of 20/+5, duration remains at hour/level.&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
===Daze===&lt;br /&gt;
* If the target humanoid creature has 5 HD or less, they are dazed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
===Charm Person===&lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* Duration increase, the duration is 1 round/level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: An additional +1 DC Bonus&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: An additional +2 DC Bonus&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: Number of creatures that can fall asleep is doubled.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: Doom&#039;s duration after waking is increased to 5 + (1 round per caster level).&lt;br /&gt;
&lt;br /&gt;
===Balagarn&#039;s Iron Horn===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039; increases the opposed strength roll to 18 (rather than 20)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases the opposed strength roll to 22 (rather than 20)&lt;br /&gt;
&lt;br /&gt;
===Blindness/Deafness===&lt;br /&gt;
               &lt;br /&gt;
* Duration of 2 rounds/level&lt;br /&gt;
* Does not affect undead, constructs or oozes.&lt;br /&gt;
&lt;br /&gt;
===Tasha&#039;s Hideous Laughter===&lt;br /&gt;
               &lt;br /&gt;
* Lasts 1 round/level&lt;br /&gt;
* Increase DC by +1 when your target is the same race as you.&lt;br /&gt;
&lt;br /&gt;
===Charm Monster===&lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: An additional +2 DC Bonus&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: An additional +3 DC Bonus&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
   &lt;br /&gt;
If the caster is a [[Sorcerer]], [[Bard]], or a [[Wizard] with the Enchantment specialization:&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: An additional +2 bonus to DC, for a total of +3.&lt;br /&gt;
         &lt;br /&gt;
===War Cry===&lt;br /&gt;
               &lt;br /&gt;
Bonuses also affect allies.&lt;br /&gt;
&lt;br /&gt;
===Mind Fog===&lt;br /&gt;
               &lt;br /&gt;
* Duration is increased to round/level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Conjuration&#039;&#039;&#039; increases duration to 2 rounds/level, &#039;&#039;&#039;Greater Spell Focus: Conjuration to 3 rounds/level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; will instantly strip ALL creatures who enter from ALL Protection from Alignment spells upon entry regardless of save.  (Other mind immunity spells, such as clarity, will not be affected by this)&lt;br /&gt;
           &lt;br /&gt;
===Dominate Person===&lt;br /&gt;
               &lt;br /&gt;
* The target person temporarily becomes a faithful and loyal servant of the caster. Will negates. Duration: 2 rounds + 1 round / 3 caster levels.&lt;br /&gt;
* PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]].&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039; increases the duration to 1 round / level.&lt;br /&gt;
&lt;br /&gt;
===Dominate Monster===&lt;br /&gt;
               &lt;br /&gt;
Duration is turn/level. Allows the Dominator to speak through the Dominated creature (NPC or PC). This is done by using the chat command &amp;quot;/v d &amp;lt;message&amp;gt;&amp;quot;. PCs and NPCs can be commanded to move and act using the [[Control Companion]] [[player tool]].&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
===Shelgarn&#039;s Persistent Blade===&lt;br /&gt;
* The spell is targeted on &#039;&#039;&#039;weapons&#039;&#039;&#039;.&lt;br /&gt;
* The caster animates any non-plot WEAPON in his inventory to work as a loyal servant.&lt;br /&gt;
* Duration is 1 minute / level. &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases duration to 2 minutes / level.&lt;br /&gt;
* The weapon is destroyed when the summon dies/vanishes unless specifically decreed otherwise (by DM or on the weapon itself)&lt;br /&gt;
* Normally you can have only 1 animated weapon active at a time and NO other summons (if other summoning spells/items are used, all animated weapons are unsummoned). At level 4, if you have &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039;, you can have 3 animated weapons activate at the same time. At level 7 with &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; you can have a maximum of 5 animated weapons active at the same time.&lt;br /&gt;
&lt;br /&gt;
The weapon gains the following bonuses based on caster level:&lt;br /&gt;
                 &lt;br /&gt;
* +1 AB / 2 caster levels.&lt;br /&gt;
* +2 increased maximum HP / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Scintillating Sphere===&lt;br /&gt;
* Casting distance is now long range, like Fireball, instead of medium.&lt;br /&gt;
&lt;br /&gt;
===Fireball===&lt;br /&gt;
* When cast on Grease/Web/Entangle, it will destroy the area of effect and create a cloud of fire.&lt;br /&gt;
** The cloud will cause 1d6 fire damage per round, and will persist for 4 + 1d4 rounds&lt;br /&gt;
&lt;br /&gt;
===Elemental Shield===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases the damage immunity to 65% for cold and fire. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases immunity 80% for cold and fire. &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases duration to 2 rounds / level. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases duration to 3 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Wall of Fire===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 1 round / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; increases the duration to 2 rounds / level.&lt;br /&gt;
&lt;br /&gt;
===Ice Dagger===&lt;br /&gt;
Now imposes a Fortitude save against the Slow effect for 2 rounds. Spell Focus: Evocation and Greater Spell Focus: Evocation raises the DC of this effect as normal.&lt;br /&gt;
&lt;br /&gt;
===Flame Weapon===&lt;br /&gt;
&lt;br /&gt;
* 1d4 fire damage at caster level 1-7&lt;br /&gt;
* Increased to 1d6 fire damage level 8+&lt;br /&gt;
* Does not stack with Darkfire, or other elemental types of damage&lt;br /&gt;
* Damage type can be changed to a variety of [[Elemental damage variables]]&lt;br /&gt;
* Applies to thrown weapons (axes, darts shuriken etc) but not to bows and crossbows&lt;br /&gt;
&lt;br /&gt;
===Gedlee&#039;s Electric Loop===&lt;br /&gt;
               &lt;br /&gt;
* Area of Effect increased from small to medium.&lt;br /&gt;
&lt;br /&gt;
===Gust of Wind===&lt;br /&gt;
This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any cloudlike area of effect spells (such as cloudkill) that are in the path of the wind gust. Fortitude save against being knocked down for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Evocation&#039;&#039;&#039; deals 2d4 magical damage (fall damage) to all who fail the fortitude save.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; deals 3d4 magical damage to all who fail the fortitude save.&lt;br /&gt;
&lt;br /&gt;
===Ball Lightning===&lt;br /&gt;
               &lt;br /&gt;
Damage changed to 1d9 damage per ball&lt;br /&gt;
           &lt;br /&gt;
===Bigby&#039;s Interposing Hand===&lt;br /&gt;
               &lt;br /&gt;
* Lesser Restoration no longer removes the effects of this spell.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;: Duration is increased to 2 rounds per caster level.&lt;br /&gt;
&lt;br /&gt;
===Isaac&#039;s Greater Missile Storm===&lt;br /&gt;
               &lt;br /&gt;
Damage is 1d6/level capped at 20&lt;br /&gt;
           &lt;br /&gt;
===Bigby&#039;s Forceful Hand:===&lt;br /&gt;
               &lt;br /&gt;
Now has a strength bonus of +4 instead of +14.&lt;br /&gt;
&lt;br /&gt;
===Incendiary Cloud===&lt;br /&gt;
               &lt;br /&gt;
Damage changed to 10d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
===Phantasmal Killer===&lt;br /&gt;
&lt;br /&gt;
* Blocked by the effects of Protection from Alignment or Magic Circle against Alignment&lt;br /&gt;
* When targeting a player that is currently resting (via Campfire, Bed, Bedroll, etc.) the spell will use the following effects:&lt;br /&gt;
** Skip all Immunity and Will save checks, but must roll a Fortitude save versus Death&lt;br /&gt;
** If they succeed the Death save, they are dealt 3d6 magical damage, or their current hitpoints - Xd4 magical damage, where X is your CON modifier plus one, whichever is higher&lt;br /&gt;
** If they fail this Death save, they will suffer the death effect as normal&lt;br /&gt;
&lt;br /&gt;
===Ghostly Visage===&lt;br /&gt;
               &lt;br /&gt;
* 10% concealment for vanilla casting&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039; provides 15% concealment&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; provides 20% concealment.&lt;br /&gt;
&lt;br /&gt;
===Continual Flame=== &lt;br /&gt;
* Summons a continual flame placeable/NPC at the target lotation, which emits bright light.&lt;br /&gt;
* If cast on a hostile PC, The hostile target rolls a fortitude save against fire, &#039;&#039;&#039;Spell Focus: and Greater Spell Focus: Evocation&#039;&#039;&#039; increase DC normally. If the target fails the save, it gets caught in a long lasting flame that deals 1 fire damage every round. The duration is 1 [[hour]] / level.&lt;br /&gt;
* The spell can be removed by two ways before the duration ends: &lt;br /&gt;
** Getting fully submerged in water (entering an underwater area) &lt;br /&gt;
** Getting dispelled. &lt;br /&gt;
Both ways instantly remove the effect. When a PC hits 0 HP or gets subdued, the spell ends. Be advised that there is no icon to show the effect on your PC.&lt;br /&gt;
&lt;br /&gt;
===Displacement===&lt;br /&gt;
               &lt;br /&gt;
When cast as a spell by character (potion, item etc. use unchanged).&lt;br /&gt;
&lt;br /&gt;
Duration increased to 3 rounds / level. In addition to normal effects (50% concealment on the target), the spell creates a Mirror Image out of the target.&lt;br /&gt;
&lt;br /&gt;
* Mirror Image makes a weak copy of the target. The copy has all stats dropped to 3. If target is the caster itself, constitution remains whatever the caster has as a base.&lt;br /&gt;
* Mirror Image is immune to mind spells, has -10 AC and 50% Concealment. Cannot be disarmed and holds no other items than what the target has currently equipped.&lt;br /&gt;
* Mirror Image is a custom summon, preventing any other summons to be active at the same time (Unsummons every summon the PC possesses, and Mirror Images vanish when summons are summoned).&lt;br /&gt;
* Mirror Image can be also be released similar to undead releasing, making a long lasting decoy that wanders around on its own and can no longer be controlled by the caster. You can only have one released decoy out at the same time. Duration is until destroyed or replaced by a new one.&lt;br /&gt;
                 &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; increases the maximum number of Mirror Images you can summon by 2. &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increase the maximum number by additional 2, so a capable illusionist can have a maximum of 5 Mirror Images out at the same time (but still only one long lasting, semi-permanent decoy)&lt;br /&gt;
* In order to have 5 Mirror Images with Greater Spell Focus: Illusion, you will need to cast the spell five times. &lt;br /&gt;
* The command /c mirror-image will mark whether the Mirror Image you release will be hostile to others or not. By default, they are hostile.&lt;br /&gt;
&lt;br /&gt;
===Invisibility Sphere===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla casting - same as casting Invisibility on everybody within two meters, except lasting for only one round/level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Illusion&#039;&#039;&#039; insreases duration to 1 turn / 3 caster levels.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Illusion&#039;&#039;&#039; increases duration to 1 turn / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
===Ray of Enfeeblement===&lt;br /&gt;
* Duration lasts [[turn]]/level&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: Target undead creature gains + 1 strength per 3 caster levels for 1 round per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: Also casts [[Expeditious Retreat]] on target undead creature. Lasts 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
===Scare===&lt;br /&gt;
No longer restricted by a creature&#039;s HD.&lt;br /&gt;
           &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC.&lt;br /&gt;
&lt;br /&gt;
===Negative Energy Ray===&lt;br /&gt;
The following two changes only come in to play the spell &#039;&#039;&#039;is not&#039;&#039;&#039; cast from an item.&lt;br /&gt;
           &lt;br /&gt;
* If a wizard has &#039;&#039;&#039;Spell School Necromancy&#039;&#039;&#039; or a Sorcerer has &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;, casting the spell deals an additional 1d6 negative energy damage to the target.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; also gives a targeted undead creature +2 regeneration for 1 round per caster level.&lt;br /&gt;
&lt;br /&gt;
===Death Armor===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; increases the duration to 2 rounds / level and 25% negative damage immunity.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases the duration to 3 rounds / level and 50% negative damage immunity.&lt;br /&gt;
* Damage type changed to negative.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Touch===&lt;br /&gt;
No longer requires a touch attack.   &lt;br /&gt;
            &lt;br /&gt;
If the target succeeds the save and the caster has SF or GSF Necromancy, the target rolls again. On a failed save, the target is slowed. &lt;br /&gt;
&lt;br /&gt;
===Negative Energy Burst===&lt;br /&gt;
               &lt;br /&gt;
Negative Energy Burst&#039;s will save negates the STR drain in addition to halving the damage.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039; increases damage to 2d8 + 1 caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039; increases strength drain to 1 + 1 / 4 caster levels if will save fails.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Touch===&lt;br /&gt;
&lt;br /&gt;
No longer requires a touch attack.               &lt;br /&gt;
* Vanilla casting deals only 1d5 damage per 2 levels&lt;br /&gt;
* 1d6 damage per 2 levels for &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;&lt;br /&gt;
* 1d7 damage per 2 levels for &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contagion===&lt;br /&gt;
               &lt;br /&gt;
Now selects randomly from one of EFU&#039;s [[custom plagues]].&lt;br /&gt;
&lt;br /&gt;
===Fear===  &lt;br /&gt;
&lt;br /&gt;
If the caster is a [[Sorcerer]], [[Bard]], or a [[Wizard] with the Necromancy specialization:&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Necromancy&#039;&#039;&#039;: An additional +1 bonus to DC&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Necromancy&#039;&#039;&#039;: An additional +2 bonus to DC&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
Unless otherwise stated thes SF/GSF bonuses do NOT work from items, for this school. &lt;br /&gt;
&lt;br /&gt;
===Expeditious Retreat===&lt;br /&gt;
* New VFX. &lt;br /&gt;
* Vanilla expeditious retreat is unchanged (50% movement speed increase)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; provides a 55% movement speed increase&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; provides a 60% movement speed increase.&lt;br /&gt;
&lt;br /&gt;
===Burning Hands===&lt;br /&gt;
If the reflex save fails, the spell deals additional 1d6 fire damage each round for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
===Knock===&lt;br /&gt;
               &lt;br /&gt;
Functions on all pick-able doors, up to a certain lock DC and depending on &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; and &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stone Bones===&lt;br /&gt;
&lt;br /&gt;
Changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider Pale Master levels.  Duration 10 minutes / level.&lt;br /&gt;
               &lt;br /&gt;
If the caster is a sorcerer, in addition to the above changes and regardless of the target&#039;s racial type, the target receives the following bonuses for 1 hour per caster level.&lt;br /&gt;
                     &lt;br /&gt;
* Caster level 3: +1 Natural AC, 2/- Bludgeoning resist&lt;br /&gt;
* Caster level 7: +2 Natural AC, 3/- Bludgeoning resist&lt;br /&gt;
* Caster level 11: +3 Natural AC, 4/- Bludgeoning resist&lt;br /&gt;
&lt;br /&gt;
This AC bonus does not stack with the undead creature&#039;s bonus AC. If the caster is a non-sorcerer, the target does not receive the natural AC bonus but still gains the bludgeoning resist.&lt;br /&gt;
&lt;br /&gt;
===Ultravision===&lt;br /&gt;
               &lt;br /&gt;
* Grants +2 Spot on target. &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Divination&#039;&#039;&#039; increases the bonus to +3 Spot.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Divination&#039;&#039;&#039; increases the bonus to +4 Spot.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
               &lt;br /&gt;
*Casting VFX is now a stylish pink.&lt;br /&gt;
&lt;br /&gt;
===Magic Weapon===&lt;br /&gt;
&lt;br /&gt;
* Applies to bows, crossbows and all other ranged weaponry. Unlike Flame Weapon.&lt;br /&gt;
&lt;br /&gt;
===Greater Magic Weapon===&lt;br /&gt;
* Applies to bows, crossbows and all other ranged weaponry.             &lt;br /&gt;
* +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc)&lt;br /&gt;
* Duration is turn/level.&lt;br /&gt;
&lt;br /&gt;
===Keen Edge===&lt;br /&gt;
               &lt;br /&gt;
* Duration is turn / level&lt;br /&gt;
* Can be used on all melee weapons (regardless of damage type)&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
               &lt;br /&gt;
All enemy creatures within the area of effect are slowed, having their movement lowered by 50% and lose a single attack per round. 1 round / level. Will negates.&lt;br /&gt;
&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; and any of the targets fail the will save, the caster will gain Expeditious Retreat for 1 round / 2 caster levels.&lt;br /&gt;
* If the caster has &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; and any of the targets fail the will save, the caster will gain Haste for 1 round / 2 caster levels.&lt;br /&gt;
&lt;br /&gt;
===Polymorph Self===&lt;br /&gt;
&lt;br /&gt;
* Greatly expanded form lists that can be accessed via the chat command  &amp;quot;&#039;&#039;&#039;/c polymorph list &#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* Macro-based casting of Polymorph Self is enabled via &amp;quot;&#039;&#039;&#039;/c polymorph_cast&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing). &lt;br /&gt;
* Zombie form has been removed. It will now turn you into a giant spider unless you have set it to something else.&lt;br /&gt;
* All Special Abilities have 3 uses/day. This is due to bioware limitations make Special Abilities to be infinite uses/day, so any uses after the 3rd will have no effect. &lt;br /&gt;
* For a complete list of all polymorph shapes, click [[Polymorph_Shapes|Here]]&lt;br /&gt;
&lt;br /&gt;
* Duration is 2 min/level with &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039;.&lt;br /&gt;
* Duration is 4 min/level with &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; makes Polymorph Self impossible to dispel&lt;br /&gt;
&lt;br /&gt;
===Bestow Curse===&lt;br /&gt;
               &lt;br /&gt;
* Vanilla bestow curse is unchanged&lt;br /&gt;
* Bestow Curse with &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; reduces all abilities by 3 rather than just 2.&lt;br /&gt;
&lt;br /&gt;
===Blackstaff===&lt;br /&gt;
               &lt;br /&gt;
Duration has changed to turn/level.&lt;br /&gt;
&lt;br /&gt;
=Divine Spell Changes=&lt;br /&gt;
Divine spells are those cast by either a Cleric, Druid, Ranger or Paladin. Spells will not be repeated here if they were referenced in the Arcane Spell Changes section.&lt;br /&gt;
==Abjuration==&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
               &lt;br /&gt;
The target immediately becomes ethereal for 1 round (The effect of Greater Sanctuary with greatly reduced duration. Does not work from items.). Only works if the caster is not the target.&lt;br /&gt;
&lt;br /&gt;
===Glyph of Warding===&lt;br /&gt;
               &lt;br /&gt;
Deals 1d6 damage up to a maximum of 10d6, rather than 1d8 per two levels.&lt;br /&gt;
            &lt;br /&gt;
===Negative Energy Protection===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
===Cure Light Wounds===&lt;br /&gt;
               &lt;br /&gt;
Now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.&lt;br /&gt;
&lt;br /&gt;
===Neutralize Poison===&lt;br /&gt;
               &lt;br /&gt;
* Target also becomes immune to poisons for 2 rounds per caster level. (does not work from items.)&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; increases poison immunity duration to 3 rounds per caster level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; increases poison immunity duration to 4 rounds per caster level.&lt;br /&gt;
&lt;br /&gt;
===Freedom of Movement===&lt;br /&gt;
&lt;br /&gt;
* Removes, and grants immunity, to Bigby&#039;s Interposing/Forceful/Grasping/Crushing Hand and Bigby&#039;s Clenched Fist.&lt;br /&gt;
* Grants immunity to the spell Flesh to Stone (but not other sources of petrification).&lt;br /&gt;
&lt;br /&gt;
===Monstrous Regeneration ===&lt;br /&gt;
* Duration is turn per level, changed from 1 round per 2 levels.&lt;br /&gt;
&lt;br /&gt;
===Healing Circle===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Abjuration&#039;&#039;&#039; heals 2d8 +1 per caster level instead.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; heals 3d8 +1 per caster level instead.&lt;br /&gt;
            &lt;br /&gt;
===Raise Dead===&lt;br /&gt;
               &lt;br /&gt;
&#039;&#039;&#039;THE RAISE DEAD SPELL IS UNAVAILABLE FOR CASTING BY PLAYER CHARACTERS.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can read about how Raise Dead works in EFU [https://wiki.efupw.com/index.php?title=Death_in_EFU#Raise_Dead here].&lt;br /&gt;
&lt;br /&gt;
==Enchantment==&lt;br /&gt;
&lt;br /&gt;
===Bane===&lt;br /&gt;
               &lt;br /&gt;
Penalties for the spell Bane have been increased to -2.&lt;br /&gt;
&lt;br /&gt;
===Charm Person or Animal=== &lt;br /&gt;
* Now operates similarly to the standard NWN &amp;quot;Dominate&amp;quot; effect. You can control monsters you cast this on.&lt;br /&gt;
* Duration has changed to round/level             &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Enchantment&#039;&#039;&#039;: Charm Person or Animal has 35% (up from 15%) chance of dispelling the target from all instances PfA (effect is applied before the save against charm)&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Enchantment&#039;&#039;&#039;: Charm person or Animal has 50% (up from 30%) chance of dispelling the target from all instances of PfA (effect is applied before the save against charm)&lt;br /&gt;
&lt;br /&gt;
===Chaav&#039;s Laugh===&lt;br /&gt;
               &lt;br /&gt;
Gives bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.&lt;br /&gt;
&lt;br /&gt;
==Evocation==&lt;br /&gt;
&lt;br /&gt;
===Darkfire===&lt;br /&gt;
&lt;br /&gt;
* Duration has been changed to 2 turns/level, to match Flame Weapon&lt;br /&gt;
* 1d4 fire damage at caster level 1-7&lt;br /&gt;
* Increased to 1d6 fire damage level 8+&lt;br /&gt;
* Does not stack with Flame Weapon, or other elemental types of damage&lt;br /&gt;
* Damage type can be changed to a variety of [[Elemental damage variables]]&lt;br /&gt;
&lt;br /&gt;
===Flame Lash===&lt;br /&gt;
               &lt;br /&gt;
Increases in HD every two levels rather than three.&lt;br /&gt;
&lt;br /&gt;
===Sound Burst===&lt;br /&gt;
               &lt;br /&gt;
* All creatures within the area of effect take 1d8 points of damage and must make a will save or be stunned for 2 rounds.&lt;br /&gt;
* Bards deal 2d8 + 1 / caster level sonic damage instead of vanilla 1d8.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Evocation&#039;&#039;&#039; causes creatures hit to roll fort save against deafness for 1 turn / level.&lt;br /&gt;
&lt;br /&gt;
===Call Lightning===&lt;br /&gt;
There are two modes to this spell:&lt;br /&gt;
&lt;br /&gt;
* When Outdoors and while it is raining, the spell functions as Vanilla Call Lightning.&lt;br /&gt;
* While inside a Wilderness terrain area (Caves) it represents a cave in, not a lightning storm, causing 1d8 bludgeoning damage/level. &lt;br /&gt;
        &lt;br /&gt;
===Word of Faith===&lt;br /&gt;
               &lt;br /&gt;
Will save is now required, duration of blindness changed to turn/level.&lt;br /&gt;
            &lt;br /&gt;
===Earthquake===&lt;br /&gt;
               &lt;br /&gt;
On failed reflex save, the victim is Knocked Down for 1d4 rounds.&lt;br /&gt;
            &lt;br /&gt;
===Sunbeam===&lt;br /&gt;
               &lt;br /&gt;
Blindness duration is increased to round/level.&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
               &lt;br /&gt;
Duration increased to 2 rounds / level. Those entering the radius make a saving throw to resist it.&lt;br /&gt;
&lt;br /&gt;
==Necromancy==&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
               &lt;br /&gt;
Target rolls against random poison instead.&lt;br /&gt;
            &lt;br /&gt;
===Healing Sting===&lt;br /&gt;
               &lt;br /&gt;
Damage is 2d8 points + 1 per caster level instead, heals but cannot gain HP above maximum. If fortitude fails, also deals 1d2 constitution damage to the target.&lt;br /&gt;
            &lt;br /&gt;
===Quillfire===&lt;br /&gt;
               &lt;br /&gt;
Quillfire has been changed to throw one poisonous quill at the target for every two caster levels(rounded down). Each quill does 1d8 physical damage. The target also rolls for large scorpion venom for half of the quills (There will be at least one roll for poison regardless of the number of quills).&lt;br /&gt;
&lt;br /&gt;
===Circle of Doom===&lt;br /&gt;
               &lt;br /&gt;
Damage is increased to 4d8, +1 point negative damage per caster level. All creatures hit by the spell must make a Will save (same DC as the fortitude DC for halving damage) or be Doomed for 1 turn per caster level.&lt;br /&gt;
            &lt;br /&gt;
===Death Ward===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Abjuration&#039;&#039;&#039; grants the buff to the caster in addition to the target.&lt;br /&gt;
&lt;br /&gt;
===Harm===&lt;br /&gt;
               &lt;br /&gt;
10 negative damage/caster level, capped at 150; will save halves damage, &#039;&#039;&#039;can be fatal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
&lt;br /&gt;
===Camouflage===&lt;br /&gt;
               &lt;br /&gt;
Now gives +6 hide, +2 Move Silently&lt;br /&gt;
&lt;br /&gt;
===Magic Fang and Greater Magic Fang===&lt;br /&gt;
               &lt;br /&gt;
Will affect all summoned creatures and animal companions, but not Henchmen (i.e. not Undead).&lt;br /&gt;
&lt;br /&gt;
===Bless Water===&lt;br /&gt;
               &lt;br /&gt;
Creates holy water.&lt;br /&gt;
&lt;br /&gt;
===Deafening Clang===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 3 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increase duration to 5 rounds / level.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; provides a +2 AC bonus VS Evil AND Chaos (applied on armor) that lasts as long as the weapon enchantment does.&lt;br /&gt;
&lt;br /&gt;
===Bless Weapon===&lt;br /&gt;
               &lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; gives +1d4 divine damage vs Evil AND Chaos when casting this spell on oneself; while blessed with this power, the weapon can only be used by a paladin.&lt;br /&gt;
&lt;br /&gt;
===Blood Frenzy===&lt;br /&gt;
               &lt;br /&gt;
* Duration increased to 1.5 rounds per level (rounded down).&lt;br /&gt;
* &#039;&#039;&#039;Spell Focus: Transmutation&#039;&#039;&#039; increases the bonuses to +3 str, +3 con and +2 Will. Penalties remain -1 AC.&lt;br /&gt;
* &#039;&#039;&#039;Greater Spell Focus: Transmutation&#039;&#039;&#039; grants the caster +1 regeneration for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
===Magic Vestment===&lt;br /&gt;
               &lt;br /&gt;
* AC bonus is +1 at levels 1-6&lt;br /&gt;
* AC bonus is +2 at levels 7-12&lt;br /&gt;
* AC bonus is +3 for levels 13+. &lt;br /&gt;
* Only works on Armour (not Shields).&lt;br /&gt;
&lt;br /&gt;
===Battletide===&lt;br /&gt;
               &lt;br /&gt;
Also provides bonuses to allies.&lt;br /&gt;
&lt;br /&gt;
===Drown===&lt;br /&gt;
               &lt;br /&gt;
Damage type changed to magical damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:RoundWoodTable.png&amp;diff=2734</id>
		<title>File:RoundWoodTable.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:RoundWoodTable.png&amp;diff=2734"/>
		<updated>2023-07-18T01:30:20Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2733</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2733"/>
		<updated>2023-07-18T01:29:24Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Round Wooden Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Wooden Desk - Fancy===&lt;br /&gt;
[[File:WoodenDeskFancy.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDesk.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
[[File:RoundWoodTable.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Signpost2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2732</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2732"/>
		<updated>2023-07-18T01:28:34Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Sign - 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Wooden Desk - Fancy===&lt;br /&gt;
[[File:WoodenDeskFancy.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDesk.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Signpost2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2731</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2731"/>
		<updated>2023-07-18T01:28:17Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Signpost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Wooden Desk - Fancy===&lt;br /&gt;
[[File:WoodenDeskFancy.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDesk.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2730</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2730"/>
		<updated>2023-07-18T01:27:59Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Signpost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Wooden Desk - Fancy===&lt;br /&gt;
[[File:WoodenDeskFancy.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDesk.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
[[File:Signpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2729</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2729"/>
		<updated>2023-07-18T01:27:28Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Tables &amp;amp; Counters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Wooden Desk - Fancy===&lt;br /&gt;
[[File:WoodenDeskFancy.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDesk.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2728</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2728"/>
		<updated>2023-07-18T01:26:40Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Wooden Desk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDesk.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2727</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2727"/>
		<updated>2023-07-18T01:24:29Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Bookshelf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookshelf.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDeskFancy                                                                                         .png|200px]]&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2726</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2726"/>
		<updated>2023-07-18T01:20:59Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Bookshelf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDeskFancy                                                                                         .png|200px]]&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2725</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2725"/>
		<updated>2023-07-18T01:19:56Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Tall Bookcase - 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
[[File:TallBook2.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDeskFancy                                                                                         .png|200px]]&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:TallBook2.png&amp;diff=2724</id>
		<title>File:TallBook2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:TallBook2.png&amp;diff=2724"/>
		<updated>2023-07-18T01:19:48Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2723</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2723"/>
		<updated>2023-07-18T01:16:44Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Ornate Bookshelf - Ashfolk Style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
[[File:OrnateBookAsh.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDeskFancy                                                                                         .png|200px]]&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:OrnateBookAsh.png&amp;diff=2722</id>
		<title>File:OrnateBookAsh.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:OrnateBookAsh.png&amp;diff=2722"/>
		<updated>2023-07-18T01:16:43Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2721</id>
		<title>Furniture</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=Furniture&amp;diff=2721"/>
		<updated>2023-07-18T01:12:15Z</updated>

		<summary type="html">&lt;p&gt;Dhund: /* Carpenter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carpenter=&lt;br /&gt;
&lt;br /&gt;
==Cabinets &amp;amp; Bookcases==&lt;br /&gt;
&lt;br /&gt;
===Ornate Bookshelf - Ashfolk Style===&lt;br /&gt;
===Ornate Bookshelf w/ Alembics===&lt;br /&gt;
[[File:OrnateBookAmb.png|200px]]&lt;br /&gt;
===Ornate Bookshelf===&lt;br /&gt;
[[File:OrnateBook.png|200px]]&lt;br /&gt;
===Tall Bookcase - 2===&lt;br /&gt;
===Tall Bookcase - 1===&lt;br /&gt;
[[File:TallBook1.png|200px]]&lt;br /&gt;
===Small Bookcase===&lt;br /&gt;
[[File:SmallBooks.png|200px]]&lt;br /&gt;
===Long Bookcase w/ Candles===&lt;br /&gt;
[[File:LongBookCandles.png|200px]]&lt;br /&gt;
===Bookcase===&lt;br /&gt;
[[File:Bookcase.png|200px]]&lt;br /&gt;
===Chest of Drawers===&lt;br /&gt;
[[File:ChestDrawer.png|200px]]&lt;br /&gt;
===Cabinet===&lt;br /&gt;
[[File:Cabinet.png|200px]]&lt;br /&gt;
===Armoire===&lt;br /&gt;
[[File:Armoire.png|200px]]&lt;br /&gt;
===Bookshelf===&lt;br /&gt;
&lt;br /&gt;
==Crates==&lt;br /&gt;
&lt;br /&gt;
===Crate - 4===&lt;br /&gt;
[[File:Crate4.png|200px]]&lt;br /&gt;
===Crate - 3===&lt;br /&gt;
[[File:Crate3.png|200px]]&lt;br /&gt;
===Crate - 2===&lt;br /&gt;
[[File:Crate2.png|200px]]&lt;br /&gt;
===Crate - 1===&lt;br /&gt;
[[File:Crate1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Thick Wooden Desk===&lt;br /&gt;
[[File:ThickWoodDesk.png|200px]]&lt;br /&gt;
===Small Wooden Counter===&lt;br /&gt;
[[File:SmallWoodCounter.png|200px]]&lt;br /&gt;
===Wooden Desk===&lt;br /&gt;
[[File:WoodenDeskFancy                                                                                         .png|200px]]&lt;br /&gt;
===Rectangular Table===&lt;br /&gt;
[[File:WoodRectTable.png|200px]]&lt;br /&gt;
===Round Wooden Table===&lt;br /&gt;
&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Signpost===&lt;br /&gt;
===Large Signpost===&lt;br /&gt;
[[File:LargeSign.png|200px]]&lt;br /&gt;
===Sign - 2===                                                                                                                                      &lt;br /&gt;
[[File:Sign2.png|200px]]&lt;br /&gt;
===Bulletin Board===&lt;br /&gt;
[[File:BullBoard.png|200px]]&lt;br /&gt;
===Billboard===&lt;br /&gt;
[[File:Billboard.png|200px]]&lt;br /&gt;
===Sign===&lt;br /&gt;
[[File:SIgnpost.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs and Seats==&lt;br /&gt;
&lt;br /&gt;
===Stool===&lt;br /&gt;
[[File:WoodStool.png]]&lt;br /&gt;
===Couch===&lt;br /&gt;
[[File:Couch.png|200px]]&lt;br /&gt;
===Wooden Bench===&lt;br /&gt;
[[File:WoodenBench.png|200px]]&lt;br /&gt;
===Wood Throne===&lt;br /&gt;
[[File:WoodThrone.png|200px]]&lt;br /&gt;
===Big Chair===&lt;br /&gt;
[[File:BigChair.png|200px]]&lt;br /&gt;
===Chair===&lt;br /&gt;
[[File:WoodChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Bed, Poster===&lt;br /&gt;
[[File:BedPoster.png|200px]]&lt;br /&gt;
===Bed, Ornate===&lt;br /&gt;
[[File:OrnateBed.png|200px]]&lt;br /&gt;
===Bed, Double===&lt;br /&gt;
[[File:DoubleBed.png|200px]]&lt;br /&gt;
===Bed===&lt;br /&gt;
[[File:Bed.png|200px]]&lt;br /&gt;
===Bunk Bed===&lt;br /&gt;
[[File:BunkBed.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
&lt;br /&gt;
===Lockbox===&lt;br /&gt;
[[File:Lockbox.png|200px]]&lt;br /&gt;
===Chest - Tall===&lt;br /&gt;
[[File:ChestTall.png|200px]]&lt;br /&gt;
===Chest  - Long===&lt;br /&gt;
[[File:ChestLong.png|200px]]&lt;br /&gt;
===Chest===&lt;br /&gt;
[[File:Chest.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Stone Mason=&lt;br /&gt;
&lt;br /&gt;
==Beds==&lt;br /&gt;
&lt;br /&gt;
===Luxury Stone Bed===&lt;br /&gt;
[[File:StoneLuxBed.png|200px]]&lt;br /&gt;
===Stone Bed===&lt;br /&gt;
[[File:StoneBed.png|200px]]&lt;br /&gt;
==Signs &amp;amp; Boards==&lt;br /&gt;
&lt;br /&gt;
===Stone and Wood Shingle - 2===&lt;br /&gt;
[[File:StoneShingle2.png|200px]]&lt;br /&gt;
===Stone and Wood Shingle===&lt;br /&gt;
[[File:StoneShingle1.png|200px]]&lt;br /&gt;
===Stone Slab===&lt;br /&gt;
[[File:StoneSlab.png|200px]]&lt;br /&gt;
===Stone Bulletin Board===&lt;br /&gt;
[[File:StoneBulBoard.png|200px]]&lt;br /&gt;
==Tables &amp;amp; Counters==&lt;br /&gt;
&lt;br /&gt;
===Basalt Table - Large===&lt;br /&gt;
[[File:BasaltTableLarge.png|200px]]&lt;br /&gt;
===Basalt Table - Small===&lt;br /&gt;
[[File:BasaltTableSmall.png|200px]]&lt;br /&gt;
===Stone Table===&lt;br /&gt;
[[File:StoneTable.png|200px]]&lt;br /&gt;
===Stone Altar - 3===&lt;br /&gt;
[[File:StoneAltar3.png|200px]]&lt;br /&gt;
===Stone Altar - 2===&lt;br /&gt;
[[File:StoneAltar2.png|200px]]&lt;br /&gt;
===Stone Altar - 1===&lt;br /&gt;
[[File:StoneAltar1.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Furniture==&lt;br /&gt;
&lt;br /&gt;
===Brazier===&lt;br /&gt;
[[File:Brazier.png|200px]]&lt;br /&gt;
===Basalt Dresser===&lt;br /&gt;
[[File:BasaltDresser.png|200px]]&lt;br /&gt;
===Basalt Bookshelf===&lt;br /&gt;
[[File:BasaltBookcase.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Chairs &amp;amp; Seats==&lt;br /&gt;
&lt;br /&gt;
===Slate Seat===&lt;br /&gt;
[[File:SlateSeat.png|200px]]&lt;br /&gt;
===Basalt Seat===&lt;br /&gt;
[[File:BasaltSeat.png|200px]]&lt;br /&gt;
===Stone Bench===&lt;br /&gt;
[[File:StoneBench.png|200px]]&lt;br /&gt;
===Stone Throne - Upholstered===&lt;br /&gt;
[[File:StoneThroneUp.png|200px]]&lt;br /&gt;
===Stone Throne - Bronzed===&lt;br /&gt;
[[File:StoneThroneBronze.png|200px]]&lt;br /&gt;
===Stone Chair===&lt;br /&gt;
[[File:StoneChair.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
&lt;br /&gt;
===Flaming Statue===&lt;br /&gt;
[[File:StatueFlaming.png|200px]]&lt;br /&gt;
===Minotaur Statue===&lt;br /&gt;
[[File:StatueMinotaur.png|200px]]&lt;br /&gt;
===Female Statue - Sword===&lt;br /&gt;
[[File:StatueFemSword.png|200px]]&lt;br /&gt;
===Female Statue - Toga===&lt;br /&gt;
[[File:StatueFemToga.png|200px]]&lt;br /&gt;
===Gargoyle Statue===&lt;br /&gt;
[[File:StatueGarg.png|200px]]&lt;br /&gt;
===Giant Statue===&lt;br /&gt;
[[File:StatueGiant.png|200px]]&lt;br /&gt;
===Stone Statue - 3===&lt;br /&gt;
[[File:StatueStone3.png|200px]]&lt;br /&gt;
===Stone Statue - 2===&lt;br /&gt;
[[File:StatueStone2.png|200px]]&lt;br /&gt;
===Stone Statue - 1===&lt;br /&gt;
[[File:StatueStone1.png|200px]]&lt;br /&gt;
===Male Statue - Swordsman===&lt;br /&gt;
[[File:MaleSwordsStatue.png|200px]]&lt;br /&gt;
&lt;br /&gt;
=Glazier=&lt;br /&gt;
&lt;br /&gt;
==Mirrors==&lt;br /&gt;
&lt;br /&gt;
===Glass Mirror, Large===&lt;br /&gt;
[[File:GlassMirrorLarge.png|200px]]&lt;br /&gt;
===Glass Mirror===&lt;br /&gt;
[[File:GlassMirror.png|200px]]&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:WoodThrone.png&amp;diff=2720</id>
		<title>File:WoodThrone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:WoodThrone.png&amp;diff=2720"/>
		<updated>2023-07-18T01:11:25Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:WoodenDeskFancy.png&amp;diff=2719</id>
		<title>File:WoodenDeskFancy.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:WoodenDeskFancy.png&amp;diff=2719"/>
		<updated>2023-07-18T01:10:55Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:WoodenDesk.png&amp;diff=2718</id>
		<title>File:WoodenDesk.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:WoodenDesk.png&amp;diff=2718"/>
		<updated>2023-07-18T01:09:19Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:WoodenBench.png&amp;diff=2717</id>
		<title>File:WoodenBench.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:WoodenBench.png&amp;diff=2717"/>
		<updated>2023-07-18T01:08:47Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:ThickWoodDesk.png&amp;diff=2716</id>
		<title>File:ThickWoodDesk.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:ThickWoodDesk.png&amp;diff=2716"/>
		<updated>2023-07-18T01:07:15Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:TallBook1.png&amp;diff=2715</id>
		<title>File:TallBook1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:TallBook1.png&amp;diff=2715"/>
		<updated>2023-07-18T01:06:11Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:SmallWoodCounter.png&amp;diff=2714</id>
		<title>File:SmallWoodCounter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:SmallWoodCounter.png&amp;diff=2714"/>
		<updated>2023-07-18T01:04:44Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:SmallBooks.png&amp;diff=2713</id>
		<title>File:SmallBooks.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:SmallBooks.png&amp;diff=2713"/>
		<updated>2023-07-18T01:03:52Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:Signpost2.png&amp;diff=2712</id>
		<title>File:Signpost2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:Signpost2.png&amp;diff=2712"/>
		<updated>2023-07-18T01:03:15Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:SIgnpost.png&amp;diff=2711</id>
		<title>File:SIgnpost.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:SIgnpost.png&amp;diff=2711"/>
		<updated>2023-07-18T01:02:43Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:SIgn2.png&amp;diff=2710</id>
		<title>File:SIgn2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:SIgn2.png&amp;diff=2710"/>
		<updated>2023-07-18T00:58:35Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:OrnateBookAmb.png&amp;diff=2709</id>
		<title>File:OrnateBookAmb.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:OrnateBookAmb.png&amp;diff=2709"/>
		<updated>2023-07-18T00:52:04Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:OrnateBook.png&amp;diff=2708</id>
		<title>File:OrnateBook.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:OrnateBook.png&amp;diff=2708"/>
		<updated>2023-07-18T00:51:03Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:OrnateBed.png&amp;diff=2707</id>
		<title>File:OrnateBed.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:OrnateBed.png&amp;diff=2707"/>
		<updated>2023-07-18T00:50:01Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:LongBookCandles.png&amp;diff=2706</id>
		<title>File:LongBookCandles.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:LongBookCandles.png&amp;diff=2706"/>
		<updated>2023-07-18T00:49:23Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
	<entry>
		<id>https://wiki.efupw.com/index.php?title=File:Lockbox.png&amp;diff=2705</id>
		<title>File:Lockbox.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.efupw.com/index.php?title=File:Lockbox.png&amp;diff=2705"/>
		<updated>2023-07-18T00:48:46Z</updated>

		<summary type="html">&lt;p&gt;Dhund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dhund</name></author>
	</entry>
</feed>