Category Archives: Overlook

Notes on the Survival Accord, by Mug


Notes on the Survival Accord
by Mug

Darkday, Deadening 1
I have arrived to take up my new post. One of my duties is to learn about this settlement and look for information on their background and potential needs, which could provide clues as to what trade openings there may be. This notebook will help record the details if needed for a formal report.

Burnday, Deadening 2
Firmroot Moot is one of three outposts staffed by the organization that calls themselves the Survival Accord. My colleagues in the other two, the Overlook and the Shadowed Cleft, will also send me their notes for comparison. All we initially know is that this alliance represents members from both Grobb and Tupta who believe it’s more important to ally together and fight against the Brokenskull, the Ykeshans, and the Thullosians than it is to maintain historical enmities.

Windday, Deadening 4
Captain Lip Marrsquire works closely with Shaman Skullcleave to lead the organization in their task. Not long ago they were unceremoniously joined by a third party, the crew of the Skystrider, which crashed into the side of Firmroot Moot, to the great embarrassment of Captain Cogglespot and the expedition leader, who they only refer to as “the Great Morsley”. Nobody has yet been willing to tell me what is great about him.

Mirthday, Deadening 9
I spoke with Vegupa Marrsheart, an enthusiastic froglok who says she is a member of the Crusaders of Guk. This is apparently a small faction dedicated to clearing out and possibly reclaiming Guk. I enquired where the other members of her faction were stationed, but she only tried to recruit me to her cause, so I retreated. I am not mercenary for hire, despite my large build. I was always considered rather a scholar, back home.

Soulday, Deadening 13
Some of the gnomish tinkers have constructed an innovative contraption to transport people around the Moors. They are testing one now which so far can fly a single passenger from the Firmroot Moot up to the overhanging cliff above, where there is a save of boarfiends they’ve been investigating. Sissili and her ratonga assistant Pirdy pressed me to try it, but while it seems to carry the weight of a gnome safely, I am not sure about an ogre’s bulk. I prefer to use more traditional methods of transport.

Moorday, Deadening 17
A note from my colleague Quinn at the Shadowed Cleft outpost reports the fighting with the Brokenskull clans is fierce at times. She recently imported some basic furniture, but it is difficult for any supplies to reach them and there are likely good trade opportunities to be had, if a safe shipping route can be established. Klip Marrsquire, relative to Glip, leads the battles at that outpost. I am still awaiting word from Liasion Alden at the Overlook on the situation there.

Brewday, Deadening 20
So far I would guess there may be trade opportunities for gnomish tools and tinker supplies, weapons for the defense against the Brokenskull, Ykeshans, and the Thullosians, and building materials to fortify the outposts. They seem to manufacture a local armor which is quite strong, I plan to investigate the details of the manufacturing process next. It might sell well on other shores, if we can obtain some.

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Handbook of the Ironforge Exchange


Handbook of the Ironforge Exchange
Qeynos has rebuilt itself countless times over the ages. The constant thread that weaves its way through our city is the quality of the goods prosuced and the srvices provided by our own residents. We all have skills and talents to share with the community. The Qeynos Ironforge Exchange gives our creativity an outlet that is not only good for our artistic nature, but the city as well.
— Baron Kaedrin Ironforge, Qeynos Ironforge Exchange

The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one’s art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.

Your first step in becoming an artisan is to locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Ironforge Exchange, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.

In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and the one that the Ironfoge Exchange endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Qeynos such as the Peat Bog (located through Starcrest Commune or Nettleville); Oakmyst Forest and the Caves (accessed by ringing the mariner’s bell on one of the village docks); or the Forest Ruins (accessed via Baubbleshire or Willow Wood).

Every artisan’s skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the villages.

As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for theses, if you have not yet made the acquaintance of many others in your new home.

The Ironforge Exchange is comprised of all artisans and merchants who own shops within the city of Qeynos. This faction manages the city’s broker system, and all vendors who use them must pay a tax used for their upkeep. The merchants of Qeynos are always quick to lend a helping hand with any task that benefits their realm or its people. They often compromise with the other factions of Qeynos, and will sometimes make decisions that result in a financial loss if it benefits the greater good. No amount of profit is worth more than the prosperity of all Antonicans. The Ironforge Exchange is an extremely integral part of the rebuilding of Qeynos. The Ironforge Exchange headquarters is located in North Qeynos, opposite the bank.

As you increase in skill as an artisan, you may offer to provide your services to aid the city of Qeynos. Representatives of the Ironforge Exchange will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ironforge Exchange. Work order representatives can be found at the Ironforge Exchange headquarters, as well as in most crafting areas in the oulying villages.

If your earn sufficient status with the Ironforge Excahnge to merit membership, the Ironforge Exchange faction merchant located in North Qeynos will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society’s most closely-guarded recipes. Membership in the Ironforge Exchange is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.

As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill, you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.

The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers to use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.

Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.

Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat upgrades for Fighter types. Jewelers make items of jewelry, and also combat upgrades for scout types. And sages make spell upgrades for mages and healers.

Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession.
Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself or other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventure-related, it can be a useful secondary craft to augment an adventurer’s abilities.

Transmuting is the art of breaking down unused items into components and using the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Any Artisan who wishes to create their Artisan class Adornments will need components created by a Transmuter. All Artisan classes, including Tinkerer and Transmuter, can make some Adornments.
Those interested in learning more about tinkering and transmuting can consult trainers available on the continent of Faydwer.

Should you decide at any time to change your profession as an artisan, Fidelia Recolo, the career counsellor at the Ironforge Exchange headquarters, can assist you in retraining to start a new profession.

Should you choose to pursue the life of an artisan, you may wish to keep this manual in you your room for reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Qeynos is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!

Handbook of the Ravens of the North


Halas, the ancestral home of the Northmen, is no more. Torn asunder by years of fighting with the snow orcs, the city was finally razed to the ground by the fiery chunks of Luclin raining down to fulfill the shaman’s prophecy: “On the night of fire, Halas shall be consumed by earth. Blood shall flow like water, for death travels through the air.” Yet the sons and daughters of the Marr twins will not go quietly into the Gray Wastes, nor shall we leave our beloved Erollisi Marr unguarded as she travels those lands. Where she now lies, let us go too. We shall rebuild New Halas to stand guard by her shrine, and never again shall we turn our backs on our home.
–Nikolas MacCraifft, the White Raven

The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one’s art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.

Your first step to becoming an artisan is to visit the hall of the Ravens of the North. This should be marked on your map. Inside you will find some representatives of the Ravens, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.

In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ravens of the North endorse, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around New Halas. The main isle supplies the first harvests you will require, and materials for more advanced crafting can be found on the outer isles.

Every artisan’s skills and desires can take them on different paths through life. You will find new doors open to you and you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who is within the hall of the Ravens of the North.

As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.

The Ravens of the North are comprised of all artisans and merchants who own shops within New Halas. This faction manages the city’s broker system, and all vendors who use them pay a tax used for their upkeep. The artisans of Halas are always quick to lend a helping hand, and have been an essential and driving force behind the establishment of New Halas. While their fins skills and craftsmanship can earn them a comfortable living, they realize that no amount of profit is worth more than seeing the successful establishment of New Halas.

As you increase in skill as an artisan, you may offer to provide your services to aid the city of Halas. Representatives of the Ravens of the North will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ravens of the North. Work order representatives can be found in the hall of the Ravens of the North.

If you earn sufficient status with the Ravens of the North to merit membership, their faction merchant located in their hall will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society’s most closely-guarded recipes. Membership in the Ravens of the North is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.

As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.

The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.

Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.

Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.

Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer’s abilities.

Transmuting is the art of breaking down unused items into components and using the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.

Should you decide at any time to change your profession as an artisan,the career counselor at the hall of the Ravens of the North can assist you in retraining to start a new profession.

Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. The entire city of New Halas is a labor of love by its artisans, filled with many beautiful carvings and more still to come. We look forward to adding your work towards the enhancement of our city!

Handbook of Tunare’s Pages


Our enemies assaulted us with fire and blade, and without the talents of our artisans, the city would have been destroyed in the fires of Faydark and again during the second Rallosian war. That the city still stands and remains as strong and beautiful as ever is a testament to the skills of our tradesfolk and the strength of our citizens.
— Master Liaison Aeble Ashberry, Tunare’s Pages

The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one’s art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.

Your first step to becoming an artisan is to locate the tradeskill area within Kelethin. The main hub of crafting in Kelethin is the Tunare’s Pages building, which should be marked on your map, or a guard can give you directions. Around this building you will find a broker, some representatives of Tunare’s Pages, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.

In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that Tunare’s Pages endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the areas underneath Kelethin and in the Nursery region of Greater Faydark.

Every artisan’s skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance to Tunare’s Pages.

As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.

Tunare’s Pages is comprised of all artisans and merchants with an interest in the crafts of Kelethin. This faction is guided byu a democratic council of Kelethin’s senior artisans, and answers to Queen Amree. They manage the city’s broker system, and all vendors who use them must pay a few which is used for the upkeep and administration of the system. The merchants of Kelethin are always quick to lend a helping hand with any task that benefits their realm or its people. They played a large part in rebuilding Kelethin after a number of historical fires, and continue to improve the city. The headquarters of Tunare’s Pages is located in Kelethin near Joleena’s Restaurant.

As you increase in skill as an artisan, you may offer to provide your services to aid the city of Kelethin. Representatives of Tunare’s Pages will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of Tunare’s Pages. Work order representatives can be found at the Tunare’s Pages headquarters.

If you earn sufficient status with Tunare’s Pages to merit membership, the society’s faction merchant located in the Tunare’s Pages headquarters will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society’s most closely-guarded recipes. Membership in Tunare’s Pages is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.

As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archtype you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty., but you will no longer learn recipes for crafts in other areas.

The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.

Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.

Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.

Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. it is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer’s abilities.

Transmuting is the art of breaking down unused items into components and using the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Any Artisan who wishes to create their Artisan class Adornments will need components created by a Transmuter. All Artisan classes, including Tinkerer and Transmuter, can make some Adornments. Those interested in learning more about tinkering or transmuting can consult trainers available on the continent of Faydwer.

Should you decide at any time to change your profession as an artisan, Amy Recolo, the career counselor for Tunare’s Pages, can assist you in retraining to start a new profession. Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for references as needed. it is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Kelethin is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!

Eastgate & Westerly Reach


You say, ‘Hail, Oracle Morgak’

Oracle Morgak looks at you with wide eyes. “Stand back! I warn you! [Felinyria] may burn, burn! I cannot be thwarted! The fires burn within me. . .’

You say, ‘who is Felinyria’

Oracle Morgak says ‘Watched her lands did I, ruled by the Dukes. Squabbling children, noblest of men. . . where is the difference? They are but insects to my kind. Upon the Overlook stood I, watching the Widening from Westerly Reach to Eastgate. Readying plans, readying for the day of [burning].’

You say, ‘what burning’

Oracle Morgak frowns and his eyes blaze with an infernal hue. “Behind me, they came. Two. The foolish, so stuck up in their “honor”, they had to hail me rather than attack from behind. Turned to face them, did I. The burning taking my hand already. The two, they knew my course, and a right pretty [speech] did one give.’

You say, ‘what speech’

Oracle Morgak growls. ‘The pretty words of the Lightlings mean but snuff to me! Silvered Tree, he called himself. Tall. He had a burning of his own, but it did not show. He called it with his voice, and from the ground it sprang. The other, she named herself Cabbageleaf. Small, she was. Furry feet in sandals! I didn’t hear them arrive, but the little one, she had a [shine] to her.’

You say, ‘what shine’

Oracle Morgak says ‘The High Ones, they don’t believe in the old arts. Stories for children, they say. We know different, though!’ He cackles, and looks at you slyly. ‘The half-size woman, when I first turned, she had that shine from the old magic. It is my guess that she had just jumped place-strands, with the Tall One, [moving instantly] from another place to where I plotted.’

you say ‘what moving instantly’

Oracle Morgak says ‘The arts of the old ones are all but forgotten by “civilization”, but some have the know of them.’ He shrugs. ‘No time to think on it, did I have. The tall one, fair he was, his burning shook the ground at my feet, hurt my eyes, stung my poor skin. . . My burning gave [battle]!’

You say, ‘what battle’

Oracle Morgak says ‘Burned the tall one, did I! Took his eyebrows, the look on his face! Maybe not too clever of me. . . ‘ He looks downcast. ‘He reached his hands up to the clouds, and the weather itself bent to him, answered him! While the storm gathered about his head, the little one. . . she put her hand on the Tall’s arm. The wounds I’d just caused. . . closed and mended right there! [Trouble] for me.’

You say, ‘what trouble’

Oracle Morgak says ‘While the shorty mended the Tall, the storm grew dark. . . my burning was fading! Sparks, there were, sparks from the cloud jumping at my feet. . . poor me. Won over by two Lightlings, Dark curse their days. Banished here, was I. Felinyria will burn in time. . . all in time. It seems here, I have plenty enough of that.’