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Heiromancer’s Armour

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Heiromancer’s Armour Empty Heiromancer’s Armour

Post by Taomagicdragon Mon Jun 02, 2008 7:43 pm

Heiromancer’s Armour

This quest is for a suit of armour that’s light as a feather but strong enough to protect a mage as well as bonus cantrips to hone their magical abilities. To earn this suit you must follow the path of the ancient race of Empyreans called Yalaini. These people are the same race as Asheron! Originally an Order of the Heiromancers was established to protect the Emperor of the Yalaini people and relied on their mastery of war magic.

Note: This quest can take a very long time to complete based on how long it takes for you to find your items needed. Characters of any level can access the dungeons but it is recommended at least level 30 for the lyceum portions and make sure you have help if you’re below level 60 for the later stages of the quest inside the Heiromancers’ Halls.

~Becoming a Heiromancer~

So you wish to follow the path of the few and the dutiful? Your quest will lead you through ancient Yalaini facilities used to teach young War mages and put promising students through a series of trials in order to asses their mastery of War magic. As such only War mages should be on this quest and only those proficient in the way of the School of the Arm will be able to reap the highest rewards. To find out more about The Order of the Heiromancers you can find a book on them. In order to do this you must track down Spertat the Ursuin Hunter who randomly spawns anywhere across the landscape but can be more easily located in the mountainous areas of Dereth. Purchase and Unreadable Text from him. Now you must track down the Wandering Archmage who carries a Puzzle Box and can be located anywhere across the landmass but moreso in the Southern Land bridge area as well as the deserts. Using the two items together results in A Text Book that Bretself near Cragstone at 26.0n 47.0e can translate the Decoded Untranslated Text into “On the Proper Use and Care of Thaumaturgic Plate”which will give a history on the Order as well as a description of the trials all the young initiates undertook eons ago. You will follow suit but to do that you must find a way to the lyceum to begin.

You give Bretself the Translator Decoded Untranslated Text.
Bretself the Translator tells you, "What a spectacular find! I haven't encountered anything so valuable to our understanding of Empyrean magic and technology since Atlan's Treatise."
Bretself the Translator gives you A Text Book.
Bretself the Translator tells you, "This an armor handbook for an elite order of Yalaini battle mages, completely devoted to their Emperor. Rather like our Knights of the Golden Flame, I expect."

~ On the Proper Use and Care of Thaumaturgic Plate ~

To you who read these words, we send greetings. For you to merely see this text indicates that you possess a high degree of talent and skill, and the esteem of your colleagues and your monarch.

You have been elected to join the Ancient and Glorious Order of Hieromancers. The Order has served the monarchs of the Seaborne Empire with humility and honor since the closing years of the Millennium War with Dericost. You may have heard any number of wild tales about the Order while training at your various Lyceums. Some are fabrication. Others, would it not be so, are true.

Our Order was founded by a decree of the Empress Alaidain, blessed be her name, requiring an elite cadre of battle mages to serve as her personal guard and household company. The first Matriarch of the Order was Kerelinas, a member of the Parhelic Sisterhood. It was Kerelinas, with her abhorrence of combat, who first made a habit of coming before the Empress daily and begging to be relieved of her charge. To this day, the head of the Order maintains this tradition. This reinforces the humility of our leader, and recognizes that it is our greatest wish to never be called upon.

The Order served with distinction on the battlefields of the Dericost. We are, however, more proud of our service after the fighting concluded. When the common soldiers of the Haebrous army wished to revenge their monarch's death, Her Majesty assigned us to guard the train of Gelidite refugees. We did not always succeed - the tales of Gelidites suffering torture and murder on the way to their exile are too often true.

In the Great War against the Bael'Zharon, the Order was often detached from their duties guarding the Palace to assist the efforts of the Council of Five. Lord Kerenth of Atermore, a member of the Council, was himself promoted to his position from a humble Exarch of the Order. Despite these duties, our main task remained the safeguarding of His Majesty Emperor Caerlin I. In this, it is to be feared, we failed grievously.

On the final night of our retreat from Haebrous, the general Omadin attacked the rear guard, scattering it like chaff and scything through our weakly defended trains. His Majesty lead us into the breach, and there fought in single combat against Omadin. Seeing his defeat imminent, Omadin called to himself the Black Madness.

Although we fought mightily, His Majesty was touched by it at the very moment Omadin's head was released from his body. We carried His Majesty from the field, boarded the waiting ships, and brought him in agony back to Tentael. The anniversary of this event is still marked within the Order with a three day period of fasting and reflection.


To atone for this infamous failure, Patriarch Taancraiti Omair, his fellow and wife, Aleth, and the surviving Hieromancers from that day of combat remained behind, defending Tentael after the rest had fled to Ireth Lassel. Their fate was not witnessed, but may be surmised. It is said that in the Shadows' advance across Ireth Lassel, the fiend Ferah was overheard exulting in her desecration and subsequent murder of Omair's mortal form.

Membership in the Order requires not only skill and dedication to our monarch, but conviction to the cause of light. Traditionally, the name you gave light mattered not; all that was required of a Hieromancer was dedication to the core beliefs of truth, empathy, and service to the greater good.

In recent years, since His Most Dignified and Serene Majesty Emperor Kellin II converted to the Northern Church, he has required us to swear the vows of Nali Athanas' Rule of Life. You may inquire into this creed on your own. If the Rule of Life conflicts with your own beliefs, we encourage you to instead seek an alternative path to to serving justice and the Empire.

You will spend the next two years in training at the Ishilai Lyceum. This school was founded by Exarch Sephrena Mirenndae, who was recruited to the Order from the Adjanite Sisterhood of Ithaenc, and subsequently retired to become that order's priestess. At the conclusion of your training, you will be sent to the Trials. Your success or failure will determine whether or not you graduate, or serve an additional year in training. If you do not pass all the Trials within four years, we must with regret withdraw our invitation to join the order.

The first Trials are those of combat. You will be required to best three Nephol Golems of increasing strength. Our Nephol Golems are unique, designed by the demiurgist Melisende of Anterac. They are invulnerable to conventional weapons and draining spells. Only War Magic, the chosen path of our Order, will harm them. From each golem you will acquire a token of the unique battle armor that marks a Hieromancer on the field of combat. These tokens may be presented to your trainer, who will actually give you the armor.

The armor may not be worn immediately. When granted to the prospective graduate, it is "unkindled," sealed and lacking any power. Once you have earned all three pieces, a convocation is called in our Halls, which here in Ireth Lassel are located in the upper levels of the buried fortress city of Vasith. At a ceremony attended by the Exarchs of the Order, you will face the second stage of the Trials, the Kindling. At this time, you will attempt to bind a Kindling Stone into your armor. This requires a great deal of skill at War Magic.


There are three colors of Kindling Stone, corresponding to each of the three Imperial Colors of the Seaborne Empire; sea blue, sea grey, and silver, the color of light reflected from the surface of the sea. Each Stone will tint your armor the appropriate color if successfully applied. You may choose to make your armor whichever color you wish, and you will be able to recolor the armor by applying a second Kindling Stone. This will, in most cases, revert the armor to its unkindled state. You may then rekindle the armor using a different colored stone.

The Thaumaturgic Plate worn by the Order is uniquely lightweight, because all of its defenses are in the form of magic. While quite resistant to conventional damage, the Hieromancer wearing Thaumaturgic Plate will possess no protection against weapons forged from deadearth (translator's note: a literal translation - perhaps this refers to chorizite?). On the chest of a set of plate is the seal of the Seaborne Empire. Pieces of Thaumaturgic Plate are bound such that their spells will only work for the individual who last kindled them. This, of course, means that you should not let your comrades recolor your armor.

For most, this will be the extent of your schooling, and it is no small feat to achieve. However, for those who excel in the arts of the battle mage, there are further possibilities. It is possible, though extremely difficult, to fully infuse a second Kindling Stone into a set of Thaumaturgic Plate. Only those born with a special gift for War Magic, and who have spent their lives specializing in the study and practice of it, will be able to accomplish this. Applying a second Kindling Stone will not merely change your armor's color, but will change it into a piece of Exarch Plate. Failure to accomplish this will, as detailed above, unkindle the armor.

Successful creation of a set of Exarch Plate makes one eligible for admission to the Exarchs, the Order's cadre of field commanders. Once a set of Exarch Plate is created, the application of any additional Kindling Stone will revert it to its unkindled state, allowing mages to recolor their armor. Reflecting the difficulty of its creation, the spells of Exarch Plate can only be activated by the dedicated battle mage

~Gatreway to the Lyceum~

To begin your journey to become a true heiromancer you must first access the Lyceum or school of magic. First you need to find a Vial of Organic Acid (1 week timer). This acid drops commonly off of Harrower Grievvers which can be found most easily in the Phyntos Menace dungeon near Stonehold at 68.1N, 20.1W.(The Ancient Caves near Ayan Baqur at 46.1S 87.2W also is chock-full of greivvers). I recommend slashing or bludgeon damage on your grievver hunt. Next, you need to find the wandering blacksmith Zairente Ra-Yao. She can be found pretty easily in the Southern Landbridge area as well as the Southern Direlands. Once you find her purchase a Peculiar Old Dagger from her and use the acid on the dagger. Doing this will result in a Glittering Crystalline Key.

You gingerly pour the putrid acid over the dagger. Centuries of encrusted filth are burned away, revealing a glittering crystal key!

Now you must search the landscape for a Humming Crystal Portal. When you finally find it you can go on in and use the key on the crystal. By doing this you will now have a Lyceum Recall Gem.

The glittering key fits neatly into the niche of the humming crystal. The hum grows louder for a moment, and the key reshapes itself before your eyes...
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Heiromancer’s Armour Empty Re: Heiromancer’s Armour

Post by Taomagicdragon Mon Jun 02, 2008 7:44 pm

~The Ishelai Lyceum~

Using the gem will teleport you atop an island far in the South off the coast near Kara. This is the Lyceum where the Order of the Heiromancers are trained and then put through trials. You will go through these same trials. The Lyceum is a safe area well protected by Guardian Golems and in the middle is a golem named Eaushi the Trainer (88.0s 48.7e).

The ceaseless mountain winds whistle around Eaushi's facets.
The golem stirs to life at your touch. "Kiya auranil..." it grumbles, then pauses.
In your mind, a mild voice says, "Good day. It has been many turns of the stars since this servant has greeted visitors. Welcome to the Ishelai Lyceum, serving in good faith His Most Serene Majesty Kellin II."
"If you are a student, the written permission of the caloyer is required for me to send you to the trials."

~The Trial Grounds~

Up the stairs in the building behind Eaushi is a room that is behind a fenced door. On the desk is a permisison slip (You may want to grab three as they are on a 20 second timer). You will need to complete three trials to complete your set of Heiromancer Armour. Give Eaushi one of your slips to gain access to one of five trial grounds, each with three trials in increasing order of difficulty.

You give Eaushi the Trainer Slip of Paper.
Eaushi the Trainer tells you, "This note appears to be valid... although the date seems to be... a bit off. This golem shall now teleport you to one of the five trial grounds. May light fall upon your shoulders, young apprentice."

You are now in a vestibule with three doors each leading to three trials. Here is safe to buff so do so and prepare a frost weapon. If you are doing this with a friend you may want to wait for them to get into the same vestibule as you. If they aren’t, then they can go out the surface portal and hand in another slip to try again (no timer on picking up or handing in slips).The layout for each trial is the same but the golems in each trial increase with difficulty and are also nearly immune to all types of damage except war magic!

~The First Threshold~

Go to the door on left side. In here are Tenuous Nephol Golems (Level 40).

The door swings wide, and a melodious voice in your mind says, "Beyond lays the first and easiest test. Once you jump into the abyss, you may not return this way. You must enter the test grounds again later."

Continue straight then jump down into the pit continue on straight until the tunnel opens up into a large room with a metal grate. Beyond the grate is an altar with the golem that drops the Small Pale Crystal you need. There will be another golem on the right side of the room and one below the metal grate guarding the surface portal. Go to the beginning of the metal grating and go down the small tunnel to get to the portal. You can take each golem on one at a time to make things easier for you.

Note: The golems here drop no loot other than the crystal on the final golem.

Tenuous Nephol Golem suffers a frozen fate!

You give Eaushi the Trainer Small Pale Crystal.
Eaushi the Trainer tells you, "Well done, young master! You have defeated the first Nephol Golem. This is the first step on your path to becoming a Thaumaturge of the Order."
Eaushi the Trainer tells you, "You must still Enkindle this girth before it may be worn."
Eaushi the Trainer gives you Unkindled Thaumaturgic Plate Girth.

~The Second Threshold~

Give Eaushi another slip to enter the vestibule. This time going into the second trial being the door straight ahead.

The door swings wide, and a melodious voice in your mind says, "Beyond lays the second test, more difficult than the previous. Once you jump into the abyss, you may not return this way. You must enter the test grounds again later."

This trial follows the same layout as before but there is a secret reward! After jumping into the pit take the first left then stick to the right wall until you enter an alcove (with a patrolling Diaphanous Nephol Golem (Level 65) nearby) that has an altar topped off with a torch as well as a chest in the corner. It’s locked with a 350 difficulty. Unlock it to loot 2 boots and them combine them like you would fletch. The Boots of the Vault are AL 50 with Jump and Run 5.

Using the A Boot with the Another Boot
The boots match! You're stylish now!

Get out of the alcove and take a left then stick to the left wall to reach the large, open room with the metal grating. As before, the Diaphanous Nephol Golem with the Pale Crystal resides by an altar at the end. This time a golem will be on the left side of the room instead of the right side. Kill the golem under the grate guarding the portal then head out.

Note: The golems here drop no loot other than the crystal on the final golem.

Diaphanous Nephol Golem suffers a frozen fate!

You give Eaushi the Trainer Pale Crystal.
Eaushi the Trainer tells you, "Splendid, young master! You have defeated the second Nephol Golem. Only one remains before you may be eligible to become a Thaumaturge of the Order."
Eaushi the Trainer tells you, "You must still Enkindle these leggings before they may be worn."
Eaushi the Trainer gives you Unkindled Thaumaturgic Plate Leggings.


You can also give Eaushi the boots to learn about their history. He’ll give them back so don’t worry!

You give Eaushi the Trainer Boots of the Vault.
Eaushi the Trainer tells you, "These bring back memories. These boots were the property of Marr Areleo, one of the Exarchs of the Order."
Eaushi the Trainer tells you, "He and his brother were responsible for patrolling certain... storehouses, ensuring they remained safely under lock and key."
Eaushi the Trainer tells you, "This task was given to them by Caerlin I, at the behest of the mage Asheron."
Eaushi the Trainer gives you Boots of the Vault.

~The Third Threshold~

Give Eaushi another slip and we’ll be heading to the last trial which happens to be the most difficult. It lies behind the door to the right.

The door swings wide, and a melodious voice in your mind says, "Beyond lays the last and most grueling test. Once you jump into the abyss, you may not return this way. You must enter the test grounds again later."

The dungeon has the same Layout as the other two. Jump into the pit then head straight. Unlike the other two trials the third trial’s Turbid Nephol Golems (115) drop loot! There is a golem on the right side of the room like the first trial. These golems are tougher so taking them on one at a time is a good idea. Loot the Large Pale Crystal and head on out like the prior trials.

Your assault sends Turbid Nephol Golem to an icy death!

You give Eaushi the Trainer Large Pale Crystal.
Eaushi the Trainer tells you, "Exceptional, young master! You have defeated the final Nephol Golem. You are now eligible to become a Thaumaturge of the Order."
Eaushi the Trainer tells you, "You must still Enkindle this coat before it may be worn, and the skill required to add the Kindling Stones to your personal battle armor is your final test before becoming a full Hieromancer."
Eaushi the Trainer tells you, "Seek the Halls of the Hieromancers, in the northwest of Werethas."
Eaushi the Trainer gives you Unkindled Thaumaturgic Plate Coat.
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Heiromancer’s Armour Empty Re: Heiromancer’s Armour

Post by Taomagicdragon Mon Jun 02, 2008 7:44 pm

~Side Quests~

Before leaving there is a lot to do in this lyceum! You’ll see Guardian Golems level 308 that won’t fight you unless you attack them first. Use bludgeoning on them and loot a Trunk Key.

The thunder of crushing Guardian Golem is followed by the deafening silence of death!

In the building on the south side of the Lyceum is a trunk that you’ll use the key on. It resides by a bed on the third floor.

The Trunk has been unlocked.
Your key is used up.
As the trunk is opened, a whisper of exotic scent rises from its rotting form. The ghosts of long-decayed spices leave you with an impression of warmth, hearth, and home.

Loot Sasalia’s Dress which is a skyblue and yellow dress with Cooking 5. You should show it to Eaushi to learn more about Sasalia.

You give Eaushi the Trainer Sasalia's Dress.
Eaushi the Trainer tells you, "This was once worn by the mage Sasalia, who became one of our instructors. In addition to the combat arts, Sasalia was also a master of culinary magic."
Eaushi the Trainer tells you, "An unusual combination for a Hieromancer. She often cooked for the students."
Eaushi the Trainer tells you, "She had a rather peculiar pet, too. When she was a girl attending this school, it would sit on her head during classes."
Eaushi the Trainer gives you Sasalia's Dress.

Next you can jump out of the Lyceum and head up the hill to the power station and a library. Inside the library down a ramp on the left side is a lightweight tome that has seventy pages for your writing pleasure! The lyceum Gates can only be activated by levers inside the Lyceum but you can still jump in and see if Eaushi has any ideas about this item.

You give Eaushi the Trainer Lightweight Tome.
Eaushi the Trainer tells you, "This book was crafted by Rurinah, a member of the last class of students here. She was quite skilled in the art of parchment-making."
Eaushi the Trainer tells you, "The process had been passed through her family for generations. She was proud to note that her grandmother had made paper for the esteemed Maila of Knorr."
Eaushi the Trainer tells you, "This servant recalls her well - a terribly serious silver-haired girl, given to calling more lighthearted people 'fools.'"
Eaushi the Trainer gives you Lightweight Tome.

You can also head back in to the Second or Third Threshold dungeons and hunt for a Sunstone Geode. They are rare-drop though and the respawn timers are long but you can always jump out and go back in by grabbing more slips and trying other trial grounds.

You give Eaushi the Trainer Sunstone Geode.
Eaushi the Trainer tells you, "It is rare to gain such a prize from the Nephol Golems, young master. This geode is said to indicate much favor. Perhaps you were born under Irihane ascendant?"
Eaushi the Trainer tells you, "No... This golem does not feel the influence of any lights it knows upon you. How odd."
Eaushi the Trainer gives you Hieromancer's Orb.

The Orb has a 5% mana conversion bonus and casts focus 6 as well as self 6 and war magic 6! The Mainland portal will drop you off on the nearby coastline not too far from the town of Kara. Now to journey to the Northwest area of the Direlands. Feel free to head to Fort Tethana (a portal there resides in the statue of the nearby town Kara (if you used the Mainland Portal)) to head out there or find another Humming Crystal Portal and use either of the exit portals which drops you significantly closer to the Heiromancers’ Halls Portal at 4.4S 82.8W.



~The Halls of the Heiromancers~

When you get inside, a Zirconium Golem (9) will greet you. Dispense of it quickly and buff up as well as prepare bludgeon, lightning, frost, fire, and even acid (unless you plan on running through). When done, proceed down and fight your way through Banderling Manglers and Maulers (85). After the first four spawns you will come to two pillars with a flame across. Jump over it as it’s a trap that launches a fire spell at you. After four more you’ll come to The Guardian Spirit (100). Kill it and it will cast Magic Resist 6 on you to make up for the book of inept spells it threw at you. The path splits but will rejoin at a Magma Golem (85). There will be more banderlings. Past the Magma Golem is a tall room lined with stairs. Follow them up and kill each of the Diamond Golems (95). At the top of the stairs jump to the alcove with two switches. If you’re with someone then leave them at the left-hand one (facing the wall with the switches). Then you will jump down the stairs and go back to where you met the Magma Golem. Take the left path and go into the side alcove. Have your friend pull the lever as you pull yours. After pulling you will need to run up the stone tunnel on the right, taking the first right then you will be in a large open room full of shadows. Up the slight ramp making up the open room are three tunnels. Take the one on the left side and go past the hopefully open door. Continue on and go down the spiral staircase to another hopefully open door. Stand in the door and have your friend pull the lever again.

Your friend will then jump over to the left ledge and go into the passage taking the up-ramp on the right side then taking the next left. They will then go through a door into a room of lightning elementals. They will take the right tunnel leading up and go through the door they opened on the right-hand side and continue down to where you are.

If you have three people then have two people on their own switch and you can run to hold open the doors. The more you have the easier it is. If you are solo then clear the spawns that will slow you down then start at the switch near the diamond and jump down to pull the switch in the left alcove and run up the tunnel take the right into the room of shadows and take the left tunnel through both doors. Beyond is a room akin to the meeting halls.

~The Trial of Enkindling~

In the days of the Yalaini Empire there was a ceremony for those of the Order of the Heiromancers where the initiates would enkindle their armour. You can now do the same! There are three stones sitting on three altars. Sea-blue, Silver, and Sea-grey. Using one stone on a piece of armour results in Thaumaturgic Plate. The entire suit gives 5 to War, Creature, and Item magic as well as a slew of other spells. The suit is easy to activate but only by the creator! If you are specialized in War magic then you can add another stone to make Exarch Plate. The Exarchs were officers in the Order and had heightened abilities in War magic. As such, the suit gives +10 bonuses in lieu of +5. The second enkindling may fail and result in an unbearable piece of armour. Simply enkindle another stone then another to try again. Those not specialized will only be able to enkindle one time. The suits rely on mana to cast their spells and banes (AL 170) and they come empty so you’ll have to fill them up yourself they also provide no protection against chorizite weaponry. This armour can also be baned in addition to its own protections resulting in al 390 with excellent rating to physical damage and unparalleled rating to elemental damage.

With a burst of warmth and heat, the Kindling Stone fuses itself into the coat. This piece of sea blue colored Thaumaturgic Plate may now be worn!
With a burst of warmth and heat, the Kindling Stone fuses itself into the girth. This piece of sea blue colored Thaumaturgic Plate may now be worn!
With a burst of warmth and heat, the Kindling Stone fuses itself into the leggings. This piece of sea blue colored Thaumaturgic Plate may now be worn!

With a burst of warmth and heat, the Kindling Stone fuses itself into your Thaumaturgic Girth. You have created a piece of Exarch Plate!
With a burst of warmth and heat, the Kindling Stone fuses itself into your Thaumaturgic Leggings. You have created a piece of Exarch Plate!
With a burst of warmth and heat, the Kindling Stone fuses itself into your Thaumaturgic Coat. You have created a piece of Exarch Plate!

If you wish to change the colour simply add another stone as follows:

You have reverted this piece of armor to its unkindled state. Your Kindling Stone breaks.

Congratulations, you are now a member of the Order of the Heiromancers!

Note: Even with a 477 buffed war magic I still only had a 99% chance on the first stone and a 98% chance on the second one so you may be going through many stones. Luckily they are on a fast respawn timer. Have someone cast Brilliance on you with a Focusing Stone or use a Heiromancer’s Crystal to up your War magic by 250! Try to have your war magic buffed around 250 for a reasonable shot of success.

~Side Quest~

Heading up the stairs on the other side of the ceremonial hall, travel to the right side of the room. There you’ll find two doors on either side. One door (the metal one) leads to a purple haze that is actually a secret surface portal that has grown hazy over time. Take the wooden door on the right and enter a stone tunnel taking the down-ramp on the left. You’ll find more banderlings hanging out in what appears to be a dining hall. Take the ramp down on the right and you’ll find more banderlings in an old lecture hall with a Prophecy Stone inside. Take the ramp down on the left side. At the fork if you take the stairs down on the right-hand side and continue through the door you will fight a Summoned Pulsar Wisp (79). If you take the stairs on the left side you will find a long hallway with many rooms full of golems and banderlings of the types you’ve seen in the earlier parts of this dungeon. On the third room on the left you will go in and continue through another door leading into a room with an altar with a stone couch on either side. Behind the right couch is a secret path! Continue through until you are in a chamber with a Vapor Golem (110). Use frost to kill it and find a Blue Orb next to a chest (requires a Sturdy Iron Key) and pick it up. Be careful as a wall of fire will burn you!

For further fun, return to the Lyceum and give Eaushi the Blue Orb to find out why the name of the planet you‘re on (Auberean) is etched on it.

You give Eaushi the Trainer Blue Orb.
Eaushi the Trainer tells you, "Ah. This bauble was created by the Imperial Talespinner Mistral Tersicor. For many years he wandered the world, recording the stories of all its' people."
Eaushi the Trainer tells you, "He disappeared from the palace at Tentael one cold night, just after Caerlin II had taken the throne. He left a note, saying that the songs of other worlds needed to be written, and that he would return in 2300 years."
Eaushi prods the orb gently. It blossoms, the blue surfaces spiraling open to reveal patches of green, brown, and white.
Eaushi the Trainer gives you Globe of Auberean

The globe has no bonuses but you can see the entire planet complete with its two moons! An awesome item that can be wielded like an orb as well as placed on a floor hook! If you decided to grab another permission slip and have it translated by Bretself you’ll find it to be a Permission Slip.

You give Bretself the Translator Slip of Paper.
Bretself the Translator tells you, "A mere scrap of ancient bureaucracy, I'm afraid. Nothing of interest to us."
Bretself the Translator gives you Permission Slip.


~ Permission Slip ~

Eaushi,

The bearer of this message has met all the written tests to my satisfaction. I give you permission to send this student to the trials.

Sahoni Harjelin, Hyrethis Eipoth 472
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