Pickup will be in the Landing. PM me or find Grimburn in game. I'll keep this list current, so if you see it here, it's available even if this thread hasn't been bumped in awhile. Cash accepted at the current rates.
CLOTHING/CONTAINERS:
a branded leather case inset with well-oiled metal gears - 250k
Belt worn, 2 lbs, holds medium amount for any number of items, zested open/close.
>open case
As you press a tiny button flush against the side of the case, you watch the metal gears turn counterclockwise, allowing you access to the contents within.
>close case
As you nudge the sides of your case together, the well-oiled gears tick clockwise, forming a seal as they fasten the container shut.
a compact leather herbalist's satchel - 250k
Shoulder worn, slightly large amount, 4 lbs.
an unadorned cloth-of vaalin knapsack - 2m
Back worn, significant amount, 8 lbs. Bundles gems/ingredients in jars or dumps them out when activated.
a tailored black samite duster -2m
Same as above, but cloak worn.
WEAPONS:
a shadowy black imflass claidhmore - 12m
+12, new style, max light.
a massive oak-hafted ora mattock - 5m
4x, heavily damage weighted.
a kroderine claidhmore- 80m
+22 claid, de-spell flares, level 80 to use.
ARMORS:
some cinereous onyx-studded platemail- 5m
5x full plate, 2 fusion slots, 60 lbs, made of mithril.
some gleaming glaes full plate - 20m
5x, +10 THW bonus (lvl 33 to use), +4 Summoning bonus. Simple project (80 difficulty), max light at 38 lbs.
some stygian mithglin plate armor - 3m
4x full plate, void flares, 67 lbs.
some thick cuirbouilli leather - 6m
5x, heavily damage padded (9 points), +6 Max Stamina (13 trains to use).
some dark leather cuirbouilli - 8m
5x, heavily crit padded.
some golden cuirbouilli leather - 12m
It imparts a bonus of +20 more than usual.
It provides a boost of 15 to Influence Base.
This enhancement may not be used by adventurers who have not trained 48 times.
It provides a boost of 8 to Max Mana.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 1 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 1 times.
The leather looks to have a lot of charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 17 pounds.
It is a simple project (49 difficulty) for an adventurer to modify.
some dark crimson leather - 1m
4x double leather with fire flares.
some burnished cuirbouilli leather - 2m
5x, fire flares, temp moderate resistance to void/vacuum attacks.
some burnished double leather - 3m
5x, moderately resistant to shocking attacks, 4 CER damage padding, 44 services.
some tooled cuirbouilli leather - 4m
5x, +7 TD.
SHIELDS:
a pitch black mithglin mantlet with sturdy ebonwood grips - 1m
4x tower shield, void flares, further enchantable (121 difficulty).
MISC.
"a cross-shaped pine thigh case" containing "a gleaming white eonake cross" - 25m
Case is made of wood, worn around your legs, and holds a fairly small amount for any number of items. Cross is pin worn and casts Uncurse 3x/Day.
"a sienna grimoire case decorated with crown-of-thorn blooms" containing "a warped vruul leather grimoire" - 10m
Case is belt worn, slightly large amount for a couple of items, scripted open and close.
Case scripts and grimoire contents below. No other items for sale below this, so if you aren't interested in these, you're finished with this post.
>close case
As you pinch a crimson petal adorning the grimoire case, a number of thorns fold forward and interlace to secure the contents within it.
>open case
As you brush your thumb across one of the crimson petals on the grimoire case, the thorns securing the case fold back and unlock. A small click can be heard as it opens.
>l in case
In the grimoire case:
Special [1]: a warped vruul leather grimoire
Total items: 1
>l grimo
Warped along its uneven surfaces, the leather is molded to give the impression of a dark forest, with red stains on its twisted trees. In the subtle contours of the embossing lay hidden forms as if on the edge of existence, including an island castle and a skeletal tower veiled in misty swirls of discoloration. Within the fog are weeping and laughing faces, contorted with the suffering of manic joy. The spine is engraved "The Malevolent Incarnated: Dark Spirits and the Demonic" by "Lord Xorus Kul'shin".
>get grimo
You remove a warped vruul leather grimoire from in your grimoire case.
>open grimoi
You open the vruul leather grimoire.
>read grimo
The Malevolent Incarnated: Dark Spirits and the Demonic
Lord Xorus Kul'shin
>turn grimo
You turn to page 2 of your vruul leather grimoire.
>read grimo
The world consists of innumerable powers who are self-aware manifestations of the essence itself. In the fall of dragonkind there was the emergence of such horrors born from the power unleashed by the War, whether the Great Elementals or the primordials such as Althedeus or the Vishmiir, who were often banished to the Void. The "Eye of the Drake" in Mount Aenatumgana sealed the Rift.
The Age of Darkness settled into a hierarchy of powers, giving rise to an Arkati dominated world precariously balanced under Koar. Closer to the world were lesser spirits and local gods. It was the fey who helped Imaera heal the lands of dark power, the warped vestiges of nature corrupted by the fell demons of old. These nymphs and sprites in turn mirrored the state of their surroundings.
>turn grimo
You turn to page 3 of your vruul leather grimoire.
>read grimo
>
I. The Warping of Dark Power
Faeries are essentially much weaker forms of the Arkati, who are not a race in any meaningful sense of the word. Legends hold that they themselves arose spontaneously of the essence, most often accidentally through the intense moments of dragons. Such myths often depict them as children growing into their formative experiences. When they rise instead through acts of will, it is called "ascension." For the fey it is the semi-sentient power of a region focused into local manifestations.
There are others who hold that the pantheonic divide was instead caused by their associations with the moons. Those "who once dwelled upon Lornon" were dark and twisted, corrupted by their surroundings, much as "Dark Elves" and others are warped by the southern wastelands.
>turn grimo
You turn to page 4 of your vruul leather grimoire.
>read grimo
Some legends hold the Ur-Daemon first breached in the icy caverns beneath Lornon, often blaming Fash'lo'nae, with Faendryl elder historians accusing the Dark Queen of intent. Regardless, those of Lornon have a long history of wielding demons, in turn being corrupted by unholy power from beyond the Veil.
There is thus an intimate relationship between the demonic and undead. With the corruption of these darker and more chaotic essences, cursed souls become bound to their forms, usually haunted realms from which they do not wander by themselves. In this way there are "undead" of extra-planar origins, serving otherworldly masters of darkness ranging from the Vvrael to the Ur-Daemon.
>turn grimo
You turn to page 5 of your vruul leather grimoire.
>read grimo
II. Of Trauma and Malice
It is beyond the scope of this work to detail the various kinds and origins of the undead. It suffices to say that the distinction between them and corrupted or bound spirits is blurry, just as it can be between the demonic and undead. The undead in this way are a foul analog to those living things corrupted by elemental power, which bleeds through the veil with local mergers of planes.
Tehir shamans do not hold the same distinctions as the Order of Voln which, outside of their more radical theologies, is concerned only with releasing those bound spirits who are sufficiently "unholy." Most monasteries do not care about malevolent fey or the animating spirits of golems and constructs.
>turn grimo
You turn to page 6 of your vruul leather grimoire.
>read grimo
While tending to be mercurial, the fey are not inherently malicious, which is not to say they cannot be inherently dangerous. They are traumatized by violence to the source of their power. Water nymphs become violent when subjected to volcanic eruptions or severe droughts.
There is a sharp difference between this and those corrupted by dark power. There are often malevolent fey in the lands poisoned by the demonic, as well as the undead, which is indeed part of the reason the demonic are so reviled and condemned. Known instances include the fire sprites of the Glaes Caverns of Teras Isle, the water spirits of the Lysierian Hills and Foggy Valley, and the fey of the Wyrdeep and the Red Forest with their "dire" beasts.
>turn grimo
You turn to page 7 of your vruul leather grimoire.
>read grimo
III. The History of Malevolent Spirits
Much as the major demonic often have attendant powers over the elements, or immunities thereof, they may twist the spiritual toward their thralldom. Traditionally more focus is upon fallen souls. In the wilds it is the dark spirits who are more dangerous. Haunted forests come alive, the very plants threatening. Whether we consider tree spirits "undead" but not the treekin is almost academic.
For the sake of brevity we will focus mostly on the northwest of the continent. It is a lawless realm with a dark history of both the demonic and malevolent spirits. Water spirits are the most prominent of the corrupted, especially those in the more northern reaches of Darkstone Bay.
>turn grimo
You turn to page 8 of your vruul leather grimoire.
>read grimo
(1) Shadow Valley
There was once a region in these Lysierian Hills known as Silver Valley, which thousands of years ago was a tourist attraction for its wild horses. The journals of Selias Jodame neglect to mention that this is a land known for its shapeshifters. It was said a terrible power from another world was unconscious beneath it, the "wyrm" truly a flying serpent demon with "night mare" servants, which was kept imprisoned by the horses who allowed none to ride them. This is, of course, nonsense.
While there were surely wild horses, some of these were actually shapeshifters such as pookas, or the fey "demon horses" known as kelpies who drown those foolish enough to ride them. There are now cursed souls of silver miners, who might truly be the fey "knockers" of mining myths. When this ancient demonic power was woken, the land was turned to dust with severe drought.
>turn grimo
You turn to page 9 of your vruul leather grimoire.
>read grimo
>
(2) Castle Anwyn
In the associated realm of Castle Anwyn there is a preponderance of naiads, the fresh water nymphs, and others of ill portent such as the hounds of Anwyn and moaning spirits. These are the same spirits who haunt what is now called the Shadow Valley. The "bainsidhe" of Anwyn are variants of the banshee, for which the most famous are those of Despana, wrought from the tormented wastes of the Ur-Daemon.
Castle Anwyn was corrupted by the Vvrael. In the wasteland myths it is said that its ailing king suffers as the land suffers, and only in his restoration may the land be renewed. In this there are esoteric parallels between the eschatology of Koar and the faerie or fey mythology.
>turn grimo
You turn to page 10 of your vruul leather grimoire.
>read grimo
It was the prince of Anwyn, Terate Niebelun, who was their greatest servant. His mother the "Demon Queen" was also corrupted with forbidden knowledge, transforming into the demonic herself. She was a powerful sorceress who commanded these spiritual forces, residing in the otherworld that is in some sense beneath it. Onar himself intervened upon her. It was rumored that the source of his own power is in the "living stone" beneath their fallen kingdom.
>turn grimo
You turn to page 11 of your vruul leather grimoire.
>read grimo
(3) The Red Forest
Sylvans first came to the northern forests eight thousand years ago, discovering an almost conscious woods with a central ring of enormous modwirs that seemed as old as the mountains. This was a Silver Veil of silver-leafed aspens which were turned black by a usurping Faendryl sorcerer, who had almost seduced them into lowering their guard, and then waged war upon them with orcs and dark beasts. With no other option the Sylvans utterly isolated their forest with powerful wards.
The history of the Red Forest, which is immediately west of the Sylvans, is shrouded in mystery. It was most probably sealed off from the world with this same magic, its foggy barriers representing sylvan "Nanrithowan" wards. These are essence barriers causing confusion, misdirection, and if strong enough, nauseousness.
>turn grimo
You turn to page 12 of your vruul leather grimoire.
>read grimo
The Sylvans renewed these wards in biannual festivals characterized by caprice and foolishness. It is almost certain the Ilvari, an archaic word descended from "high elves" or "beauties", were woodland fey thus imprinted by the Sylvans. These children of light were corrupted into dancing madmen by demonic power, presumably from the violence of the Dark Elven warlord. When Elven migrants of a later age came upon the oak forest, they mistook the Ilvari for orphans. They are "changeling" kidnappers.
>turn grimo
You turn to page 13 of your vruul leather grimoire.
>read grimo
IV. Otherworlds
Much as the elementals and demonic are related to weaknesses in the barriers between worlds, so it is that the haunted lands of the fey are often unstable realms. They may act as major, unstable portals writ large, coexisting in multiple times or places simultaneously. The most famous example of this is the Red Forest, which was phasing in and out of conjunction with our reality, its isolation magic disrupted under the influence of rare lunar alignments.
When its major warding magic collapsed the Red Forest came to exist on both sides of the Dragonspine Mountains. This was most likely a complication caused by the Elemental Confluence. Shortly later, the long dormant obelisk in the nearby forest became barely functional again, an old relic of the Chronomages.
>turn grimo
You turn to page 14 of your vruul leather grimoire.
>read grimo
In the Lysierian Hills it has sometimes been the case that Castle Anwyn has shifted unstably in and out of our world. The Silver Valley was similarly unstable, too dangerous for travel. Once only in the Lysierian Hills, it may now be reached underground very far to the south, like the Red Forest. The way is through the necropolis of a dark theocracy. This is similarly the haunt of an ancient sorcerer who made use of dark beasts and terrible demons.
>turn grimo
You turn to page 15 of your vruul leather grimoire.
>read grimo
V. The Esoteric Mysteries
What these nightmare realms often have in common are manifestations of black ichor which resembles the blood of more powerful demons. In the Shadow Valley this has replaced the rivers, which remain sentient, but now devour the living. The Red Forest is also darkly dreaming with writhing vines that hunger. There is most often heavy unnatural fog, with its own awareness, and the historical presence of "fog beetles."
While not of this world, the so-called "Broken Lands" is another such dreamland, with a sinister relationship to Lornon. It was once haunted by Marlu and only reached through a very ancient hidden portal beneath the Lysierian Hills.
>turn grimo
You turn to page 16 of your vruul leather grimoire.
>read grimo
Fog is a telltale symptom of great essence concentrations, whose corrupted sentience may take on malevolent incarnations. Of particular interest are myklian, who are essentially "dire-lizards", covered with the bony protrusions of such beasts. Magru are flesh-devouring things of black ichor, while vruul slumber in urns of it, abominations born of death.
Beetles have infested Shadow Valley, Teras Isle with its imprisoned Ur-Daemon, and Foggy Valley with the demonic cultists of Bonespear Tower. This tower of bone is possessed by Maleskari the Demon Lord of Undeath, who commands fire and ice spirits as well as pyrothags, and would manifest as an enormous skeleton were it not bound in place with anti-magical fields. The lost village of Velaskar was adjacent to Silver Valley long ago. The demon who destroyed it may well have been one of his lieutenants.
>
>turn grimo
You turn to page 17 of your vruul leather grimoire.
>read grimo
VI. Conclusion
The Wyrdeep to this day is subject to legends of huntsmen with direwolves and malicious spirits. Wanderers who venture too deep into the woods are struck with sickness and the madness of fever dreams. The Heart of the Wyrdeep was sealed many thousands of years ago by the Sylvans to prevent the primordial demon of chaos and shadow from entering this world.
These are not the idle concerns of occultists which may be safely ignored by civilization. The Wyrdeep druids provided another kind of barrier on the Deadfall, the haunted woods of the Shadows, only a year before the Red Forest failed.
>turn grimo
You turn to page 18 of your vruul leather grimoire.
>read grimo
This is a more conventional essence barrier sealing in oily black trees and their shadowy maw, which according to Harrower Ersix Severus Faendryl is not of this world. It was spawned of extrachthonic seeds acquired from a Marluvian priest. The trees are slick with black ichor, and feed upon blood. Their spores and saplings now exist in the wasteland that was Talador bordering the Red Forest.
What will come of this remains to be seen. But so long as warlocks practice in the shadows, bringing forth the powers of darkness into the wilds, so too shall there be malevolent spirits spawning of their corruption ever after. The black arts are the gateway of power and madness.
>turn grimo
You flip back to the first page of your grimoire.
>read grimo
The Malevolent Incarnated: Dark Spirits and the Demonic
Lord Xorus Kul'shin
>close grimo
You gently close the vruul leather grimoire, taking care with its pages.
>put grimo in my case
You put a warped vruul leather grimoire in your grimoire case.
>close case
As you pinch a crimson petal adorning the grimoire case, a number of thorns fold forward and interlace to secure the contents within it.