Savas Al-Hadar Savas discovers that this symbol is something ancient, and appears to hold power in keeping creatures from the places between realms out of this one. However its power tends to be based on how old the symbol is, and rather it was made with the right dyes, inks, and other special materials. It's apparently known to some Khinasi sages including Safoor bint Hanadi Naderi. A woman who is reported to have gone missing somewhere in Binsada. Sometimes the amulet seems magical, other times it doesn't. It's an odd thing. Dragomir Black Dragomir makes his spell. Orithar Trisk (Major Action) Orithar finds out about a sidhelien druidess by the name of Lithoniel Venfir. She's apparently difficult to find as she tends to only assume the form of animals, and lives out in the wild naturally. With that said some say she knows how to heal damage to the soul. (5 renown) Fenris Narthir Fenris spends some time hunting humans with his compatriots. Indeed the hunting is as good as it ever, and plenty of unwelcome humans, orogs, goblins, and other creatures can be found across the wood. His stories entertain his old friends. Cordelia Woodwytch Flawn gets settled into his new home quite peacefully. He tells Cordie that he feels that this place sits on a node of magical leylines. Something she already knew. Cordie discovers the book contains the Charm Monster, Compulsion, and Modify Memory spells hidden in its text. Outside of that she teaches her apprentice. Diesa Gemfire Diesa talks to Pinna, and spends some time around her shop. She's actually quite busy, and active these days. Her new potions, items, and inventions have actually made her little town of Gravesford a bustling center of activity. Sadly she doesn't have much time to spend with Diesa, but does enjoy trading spells. Unfortunately Diesa doesn't have one that she needs, but on the other hand the woman discovers that Pinna has collected allot of spells since she was last here... All of them at third level and lower. She lets Diesa pick out one she wants just this once. Galena bint Habivi Galena starts trade with Drachenward and Mispera. She also passes on some potions to her clan. Sabiha bint Habivi (Minor Action) Sabiha levels up (you can change your origin if you wish). Sabiha composes some poetry for fun. She thinks it's pretty good, and others seem to think so too. Becker Swifthammer (Minor action) Becker raises Mooncake, and teaches her about the world. Mostly she's just a curious cub, and will need time to mature. She learns fast though. Sithric Sidhefriend Sithric earns 5gp during his downtime. Theo Rendi (Minor Action) The Kallanon sends a letter back reading "The Matter for which you are requesting information is restricted knowledge." Brognir Bronzehelm Brognir writes to them asking about the isle of ghosts. He finds out the following information: The island is indeed inhabited by ghosts. However unlike normal spirits they can be hidden from. You must make a potion of Popper's Rye, Oylander Seeds, Ogre's Milk, and Dew of Tylon. This potion will make your body slow down, and your heart beat slow. However it will disguise you from the presence of the creatures. The green eyed monster killed her husband after he had an affair with another woman. Since then she has become full of jealousy, and despair. She sits on the bridge between worlds, and any normal person has no hopes of besting her in combat. However most do not know that her original home and village was located somewhere on the isle. If it can be found you might be able to find some object there which would let you treat with her, or at least distract her long enough so you could pass. The river is full of the souls of the dead, and they will attempt to drag anyone who falls in the water to the afterlife with them. The primordials did not just leave their captured souls unguarded. They have dreaded guardians. Solaria's will likely be creatures of fire and flame. If you want to avoid the bridge there's a skeletal ferryman who can take you across instead. His toll however is a small gold coin made out of a piece of your soul. Some rumors say that if you take the ferry, and a fishing rod with you it's possible to save those who have recently died. It's said you need an item important to the soul of the person you are trying to save as bait. It's also said some evil spirits will try to take advantage of this so that they might return to the world. Waterwalk, flight, levitate, and other similar spells do not work over the river of the dead. There's a force that pulls everyone down. Even normal boats sink. What the ferryman did to his boat to make it stay afloat is uncertain. It's said that items used to cast spells go to this realm to pass on as well. Some rumours say that there's is a large room of untold treasures somewhere down there. Tal Thrum Tal Thrum takes them back to Mispera with him. Darvius Darvius' time with Thinnie goes well, but Gak Gak is always glaring at the man. Though he never says anything to him. Thinnie does a good job teaching except for the meditation. She actually has a few panic attacks due to 'bad memories' whilst trying to focus. She tells Darvius that she doesn't like thinking too hard because she 'remembers the bad things.' She is doing a good job of learning to read.