
Garidan Vissir |

#2 and #3, in order of preference.
I note that your character creation rules don't account for the bonus rank in a Knowledge skill that you granted us. Is that formal character creation thing, or was it just for us?
Does an eligible character get all of those bonus feats, or just one like we did?
What races are on table? Any expanded options from before?
Bonded soul?
What if a character class is selected that doesn't have talent progression?

Truk'tosh |

Any of those are good by me.
I'd suggest keeping character building quirks to a minimum in order to give us the clearest understanding of what Spheres content is capable of.

Valjoen_GM |

@Truk'tosh - Good point, let's forget the essences for this play test.
@Garidan - 1) The bonus knowledge was to help with knowledge of a new world, but I'm introducing it in other ways and trying to give lots of free information, so it's not necessary. 2) All are bonused for which you are eligible. This is the "Elephant in the room" post that helps with feat taxes. I'd like to have it in the playtest as it will be used and will affect melee builds. 3) Core races plus changeling, fletching, kitsune, skinwalkers and ratfolk. Those five have all been played in the live Talanor campaign so I'm going to write them in for now. 4) No bound soul. That was specific to your campaign only. I won't be doing that one in the next campaign. 5) I believe all classes in SoP get magical talents and all classes in SoM get combat talents. Other classes get either an archetype to conform or class modifications. Did I miss something?
Since both Niyut and Garidan mentioned #2: Travelers who were caught in Eastgate during the Shaping, let's start there.
Anyone that wants to join, post here.

Niyut |

I think this archetype is perfect for a follower of the Sacred Mother. May I use it in the play test?

Truk'tosh |

All classes in SoP get magical talents. Magical talents can be granted to non-SoP classes at the cost of normal spellcasting at a rate dependent on the spellcasting they're giving up.
The same applies to SoM except that non-SoM characters can get access to Might talents by either A) Giving up spellcasting (magus, ranger, paladin, etc) or by B) Giving up regular access to normal feat progression. You get more Might talents the more regular feats you surrender.
In addition, both Power and Might gives characters a starting suite of talents dependent on a their magical/martial tradition. I don't know if the wiki details traditions but I can share them if you want to know more.

Garidan Vissir |

It'll be a bit before I can throw in a character, grinding out a sheet always takes me a good bit of time, and I'll have to work that in around what else I need to do.
But I think I'll go skald, for a start. SoP-focused with maybe the lowest level of SoM advancement for the combat aspect; depends on what it'll end up costing me in terms of class features.

Truk'tosh |

Skalds use the same casting mechanics as a bard:
Casting: The sphere bard may combine spheres and talents to create magical effects. The sphere bard is considered a Mid Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.
Spell Pool: The sphere bard gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere bard gains 1 magic talent every time she gains a caster level.
Recommended Casting Tradition: The classic feel of the bard can be recreated through taking the verbal casting and somatic casting drawbacks.
For the martial side, the lowest level of progression puts you at Proficient which requires you to give up feats at 1, 5, 9, 13, and 17. Being Proficient gives you 1 combat talent at level 3. In addition you can give up your skald weapon and armor proficiencies (minus simple weapons, light armor, and bucklers) in exchange for a martial tradition.

Valjoen_GM |

I think this archetype is perfect for a follower of the Sacred Mother. May I use it in the play test?
Think that should work. So, you're a Sphere Cleric - Blossoming Light Archetype.
Since your archetype loses the domain spells, you won't get the extra talents that the normal sphere cleric gets, correct?
Also, I think you will need to take the Divine Petitioner casting tradition.

Valjoen_GM |

@Garidan - Looks like Truk'tosh has you on the right path.
@Truk - What class are you thinking?
And let's move this to the other campaign to keep this one clean.
Thanks.

Niyut |

I would prefer not to take the Divine Petitioner casting tradition simply because I think the prepared caster draw back is too onerous when I'm learning how the sphere system works.
And losing the Domain granted talent seems appropriate.
I have a requested alteration to the Blossoming Light Archetype.
"her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead."
The chaotic component is a historical legacy of how this archetype developed on Golarion. Teysura is probably opposed to evil outsiders and worshipers of evil gods. Can we just say evil?

Valjoen_GM |

Sometimes adventure is thrust upon the common folk! In any event, the characters are starting at level III so they’ve had some adventures already.
So far we have a half-elven sphere cleric of Teysura from Haemil who is traveling to the Vale to see a love interest, a conscript (SoM class that is very flexible build) who has been sent to protect the cleric and human skald.
We would love to have you join us. No one is playing more of an arcane type caster. There are several spheres of power classes that would make very interesting characters , But you can play any class you would like provided that you are using the abilities from spheres of power or spheres of might.You can join the recruitment thread I linked above.

Niyut |

Truk'tosh gets the Ice Giant's life essence, which seems appropriate.
Remember since we decided that we were going to separate out the elemental essences all characters who currently have them will still be in the pool and that the rotation starts now. (This is so that they are not unduly punished by missing out on this chance and also being down on Ethereal Essences.)
Water Elemental Essence: 1d5 ⇒ 3
1: Garidan
2: Gruskorb
3: Malthazir
4: Niyut
5: Truk'tosh
Congratulations, Malthazir!

Gruskorb |

With combat over, I will compose a post about the essence allocation for Gruskorb tonight when I'm home.
As to my previous post, I just didn't know if you were expecting people who'd previous adventuring experience or those who just happened to be thrust into it - hobbits of Talanor, per se.

Valjoen_GM |

Sounds good on the post this evening. Please make sure you indicate where the essence is being imbued and the primary stats or ability you’re selecting for it. You can do that in an OOC portion of your post or post it in here.
Either is fine with me. I just want to make sure you tie why you were coming to the Vale and how you connected up with the other characters.

Garidan Vissir |

Whew, don't want to face off against one of giants again any time soon.
Valjoen, for my two white wolf essences, I have something in particular I'd like to run past you for secondary abilities. Not that your abilities aren't awesome, but the source and how they were earned fits amazingly well, so I'd like to make use of that thematic link.
For a start, I'll be adding both essences to the rapier for a +2 enhancement bonus. For secondaries, I'd like the following:
- +1d4 cold damage on critical hits;
- Ability to spend panache points, to a limit of 1 per round, to use Menacing Swordplay as a free action;
- Add rapier's enhancement bonus to the skill check and duration of Intimdiate checks made to demoralize-via Menacing Swordplay, Dazzling Display, or whatnot--while it is wielded (meaning unsheathed and in Garidan's hand). If multiple levels of fear effect are possible as a result of the demoralize attempt--because of Garidan's Signature Skill feat, for example--the increased duration applies to the weakest level of fear effect.
The first request is minor, and shouldn't cause any problems. I'm adding it in with the others because sources of cold-based damage aren't terribly common thus far.
The second ability is good, but I think balanced by costing some of Garidan's limited panache to use. But in situations where a swift/immediate action is worth more than a panache point, it'd be handy.
The last one I can see being considered overly powerful, so I'd certainly understand it being limited to a number of uses per day if you think it's needed.

Valjoen_GM |

@Garidan - I like the idea me you’re putting forth, however, I usually give just one benefit of this nature for each essence. Hear you’re suggesting three different benefits. I will let you select two of the three that you want to use. The one caveat I have is that the third option only grants the enhancement bonus to the skill check, not the duration. The other options I’m fine with.

Garidan Vissir |

Then I'll go with #1 and the amended #3. #2 can wait for another essence.

Truk'tosh |

Do life essences need to be imbued in an item?
Truk'tosh will be using it to increase his constituion.

Truk'tosh |

That's what I figured. Thanks.

Gruskorb |

Regarding the essence distribution, I would like the bear trap to consume the ethereal essences of one of the storm hags as well as the gnoll priest. I would like for one of them to grant the trap intelligence and the other to grant it mobility, perhaps similar to that of the floating disk spell.
Gurskorb himself will absorb the life essences for dexterity both.
The remaining hag, commander, and bone golem essences will be incorporated into his necklace if that's okay with you, though I'd planned to roleplay the crafting scene of them in a different location. I would like for them to improve the attack bonus from a +1 to a +2 (that's 2 essences, I believe) as well as append a +1 deflection armor bonus.
If any of these seem unworkable, just let me know. Secondary effects would need to be discussed anyway.
Also, if there is room in the playtest, I would like to participate if there is room. Would any particular personality types cause a conflict?

Valjoen_GM |

From this last battle:
Hag - 5x EE
Worg1 - 2x EE
Worg2 - 2x EE
Giant - LE & Water <-- To Truk and Mal, respectively.
I know Garidan asked for 2 EE's from Worg2. Who got the others?
Before giving out the Hag & 2 Words, I show:
Garidan: 12 Essences (11 Ethereal/1 Fire) & 3 Life Essences
Gruskorb: 12 Essences (11 Ethereal/1 Earth) & 3 Life Essence
Malthazir: 13 Essences (12 Ethereal/1 Water) & 3 Life Essence
Niyut: 12 Essences (8 Ethereal/4 Arcane) & 4 Life Essence
Truk'tosh: 12 Essences (9 Ethereal/1 Fire/1 Earth/1 Water) & 3 Life Essence

Niyut |

I did this already. Everybody but Truk'tosh got 2 ethereal essences. Truk got 1, since there were nine. Niyut is getting two of the hag's.

Niyut |

Since we have 9 essences, I'm going to roll to see who does not get a second essence.
Who is Unlucky: 1d5 ⇒ 5
1: Garidan
2: Gruskorb
3: Malthazir
4: Niyut
5: Truk'tosh
I'm sorry Truk'tosh. You are cursed by the dice gods. You get one EE and everybody else gets 2. On the bright side, you are assured the next one.
I want to save my two ethereal essences to pair them with the arcane essence that I want to change to Necromancy.
When we stop to rest and I research that ritual would it be possible for me to choose the order I get to learn the components for that ritual? It will take months or years oog for me to roll for Shadow or Necromancy and those are the two I care most about.

Valjoen_GM |

I wasn't planning on opening it up for a 4th magic item yet, but I love where you're going with the whole bear trap and hallucinations. My whole concept behind the magic items was to make them unique and special to the character... not something you go down to the local magic store and buy until you're ready to upgrade it a few levels later. My current plan was 1 to start, armor/robe by 4th, an item by 6th... then additional items at 10th, 15th and 20th.
Niyut, and now Gruskorb, have started thinking and proposing about their 2nd item. I like this as both seem very appropriate for the characters and have some thought put into them. So, I'm changing my plan the additional items should be BY, not after.
So, after all that, Gruskorb I'm good with your plan for the bear trap. However, I'd like to see some more essences on it before it truly becomes sentient. For know, I'll grant it some emotions that it can convey to you, but it will only interact during your visions/hallucinations. As it and you gain more essences, I'll increase the intelligence.
The 2nd essence will grant it a permanent floating disk under it. The range of the disk is just like the spell and will use your character level. I was considering making it 2/day like several of the other abilities I've given, but with its duration, it pretty much becomes permanent... so, WTH. It will only work with the trap, however. You can't take the trap off the floating disk and use it for another purpose. My house rule (which I believe is common) is that you can direct the disk to move, but only to your range.
I'll write up the secondary effects tomorrow... Lots to think about.
There is room in the play test. Just jump into the Recruitment Thread.

Valjoen_GM |

So,
2 Hag EEs to Niyut
2 Worg EEs to Garidan
2 ?? EEs to Gruskorb
2 ?? EEs to Malthazir
1 ?? EE to Truk'tosh
We have 3 Hag EEs and 2 Worg EEs to divide up. Anyone have a preference?

Truk'tosh |

Truk would appreciate one of the remaining worg essences.

Valjoen_GM |

Randoming for the last Worg EE:
Gruskorb1 Malthazir2: 1d2 ⇒ 2
So....
Garidan: 14 Essences (13 Ethereal/1 Fire) & 3 Life Essences
..Weapon: Garidan's Foil (+1 Rapier)
....(EE12:Worg) Frost. (Secondary Effect) ?
....(EE13:Worg) Intimidating: when wielding the rapier, add the enhancement bonus to intimidation skill checks made to demoralize. (Secondary Effect) ?
Gruskorb: 14 Essences (13 Ethereal/1 Earth) & 3 Life Essence
..Unassigned
....(EE12: Storm Hag) (Secondary Effect)
....(EE13: Storm Hag) (Secondary Effect)
....Life Essences
....(LE2: Gnoll Slayer) - +1 Dexterity. (Secondary Effect) 2/day as a move action, you gain study target as per the slayer ability. Use your character level as your effective slayer level. If you already have the ability, your bonus is increased by +1.
....(LE3: Gnoll Priest) - +1 Dexterity. (Secondary Effect) 1/day as a swift action, you can imbue your weapons with the essence of flame and fire, causing 1d6 +1 per 2 character levels of fire damage from any successful hit with your weapons for 1 full round.
..Item: Chimera's Tail Trinket Necklace
....(EE5: Bone Golem) +1 AC Deflection Bonus (Secondary Effect) ??
....(EE8: Gnoll Commander)/EE11: Storm Hag) +2 Attack Insight Bonus Upgrade. (Secondary Effect)??
..Item:The Bear Trap
....(EE9: Gnoll Priest) - Empathy: The item gains basic emotions that it can convey to the owner; will become sentient over time. (Secondary Effect)
....(EE10: Storm Hag) Floating: The item has a permanent floating disk under it. The range of the disk is just like the spell and will use your character level. (Secondary Effect)
Malthazir: 15 Essences (14 Ethereal/1 Water) & 3 Life Essence
..Unassigned
....(EE11: Storm Hag) - ?? (Secondary Effect) ??
....(EE12: Storm Hag) - ?? (Secondary Effect) ??
....(EE13: Storm Hag) - ?? (Secondary Effect) ??
....(EE14: Storm Hag) - ?? (Secondary Effect) ??
....(Water1: Ice Giant) - ?? (Secondary Effect) ??
Niyut: 14 Essences (10 Ethereal/4 Arcane) & 4 Life Essence
..Unassigned
....(Divination1) Gnoll Scout - Saving for conversion
....(EE9: Storm Hag) - Saving (Secondary Effect) ??
....(EE10: Storm Hag) - Saving (Secondary Effect) ??
Truk'tosh: 13 Essences (10 Ethereal/1 Fire/1 Earth/1 Water) & 3 Life Essence
..Unassigned
....(Water1: Gnoll Commander) - ?? (Secondary Effect) ??
....(EE10: Worg) - ?? (Secondary Effect) ??
....Life Essences
....(LE3: Ice Giant) - +1 Constitution. (Secondary Effect) ??
EDITED

Niyut |

Truk said he wanted a constitution buff with the life essence in a post above.
I'm saving those two essences to use with the hopefully soon to be converted Divination --> Necromancy Essence.

Niyut |

I feel like I've unlocked an achievement. My first successful ritual. Kinda funny that no matter how it goes down we/I stumble over the same part.

Truk'tosh |

Truk's first life essence was used to bump his constitution. This would be his second constitution bump.
Life (gnoll commander): Grants +1 bonus to constitution. Strength Surge: 1/day as an immediate action, you may draw upon an inner power of rage and increase your strength by +2 for 1 full round.
I'd like to use the worg essence to bump the enhancement bonus on Truk's shadowbrood armor.

Niyut |

How distantly related can this be for the bone shard to work? Would any member of the Nightblood or Firebird clan work? Talk about a perverse incentive. :-p

Valjoen_GM |

Truk's first life essence was used to bump his constitution. This would be his second constitution bump.
Quote:Life (gnoll commander): Grants +1 bonus to constitution. Strength Surge: 1/day as an immediate action, you may draw upon an inner power of rage and increase your strength by +2 for 1 full round.I'd like to use the worg essence to bump the enhancement bonus on Truk's shadowbrood armor.
On life essences, I didn't indicate +1 then +2 on successive, but rather showed that each one is a +1 to the stat... if that makes sense. But yes, you should have +2 Con from LE's at this time.
You'll need 3 EE's to go from +2 to +3 AC enhancement bonus on the armor. If you're looking for an AC boost, you are better off adding the Worg EE to the skull holy symbol and getting a +1 AC Deflection Bonus.

Valjoen_GM |

How distantly related can this be for the bone shard to work? Would any member of the Nightblood or Firebird clan work? Talk about a perverse incentive. :-p
All the components are from an actual paizo spell of that school. So, there is a necro spell that calls for a splinter of bone from relative. I'd rule that it must be a fairly close relative... maybe as far out as 2nd or 3rd cousin. But a random person from your clan, would be a no.
I smell a side quest! And by total randomness too!

Valjoen_GM |

A little side note on the mechanics of the Ice Giant fight.
I was tracking both Fire damage and total damage. Fire damage was permanent reduction to his max HP. Upon hitting zero HP, he would explode doing AoE damage of 3d6 reduced by 1d6 for every 10' from him. He would then get a random percent +15% to regenerate before coming back to life. He was regenerating at 10hp per round. If you reduced the max HP to zero or if his regenerated amount of HP was reduced to zero by fire damage only, he would be dead-dead.
So example...
- Start with 200 hp.
- By round 2, the Party does 50 Fire damage and 150 other damage... he explodes.
- Random was 50 plus the 15% = 65% of the 150 or 98 hp... so he would resurrect in 10 rounds.
- He resurrects in round 12 with 98 hp.
- In round 12, the party goes crazy and does 80 Fire damage and 50 other damage.
- Take Fire damage first so 18 hp left when other damage hits... he explodes.
- Random was 68 plus the 15% = 83% of the 18 hp or 15 hp... so he would resurrect in 2 rounds.
- He resurrects in round 14 with 15 hp... and a burning hands for 20 hp finishes him off... Party wins!

Garidan Vissir |

Garidan: 14 Essences (13 Ethereal/1 Fire) & 3 Life Essences
..Weapon: Garidan's Foil (+1 Rapier)
....(EE12:Worg) Frost. (Secondary Effect) ?
....(EE13:Worg) Intimidating: when wielding the rapier, add the enhancement bonus to intimidation skill checks made to demoralize. (Secondary Effect) ?
+2 rapier, and the +1d4 cold damage on a critical hit and weapon enhancement bonus to Intimidate checks to demoralize were the granted secondary effects.

Valjoen_GM |

bah. I knew that. I was just going too fast and forgot. Good catch

Truk'tosh |

Truk'tosh wrote:Truk's first life essence was used to bump his constitution. This would be his second constitution bump.
Quote:Life (gnoll commander): Grants +1 bonus to constitution. Strength Surge: 1/day as an immediate action, you may draw upon an inner power of rage and increase your strength by +2 for 1 full round.I'd like to use the worg essence to bump the enhancement bonus on Truk's shadowbrood armor.On life essences, I didn't indicate +1 then +2 on successive, but rather showed that each one is a +1 to the stat... if that makes sense. But yes, you should have +2 Con from LE's at this time.
You'll need 3 EE's to go from +2 to +3 AC enhancement bonus on the armor. If you're looking for an AC boost, you are better off adding the Worg EE to the skull holy symbol and getting a +1 AC Deflection Bonus.
We'll go with that then.
Also, Truk'tosh will absorb that remaining elemental essence now that it's fire. That will be his second fire essence.

Niyut |

I would recommend that it be a Luck bonus to your AC instead. Since you get more bang from luck bonuses because of your trait than you do Deflection.
I'm curious to see how Fire Essences stack, since we know their secondary properties alter/improve the former.

Valjoen_GM |

I would recommend that it be a Luck bonus to your AC instead. Since you get more bang from luck bonuses because of your trait than you do Deflection.
I'm curious to see how Fire Essences stack, since we know their secondary properties alter/improve the former.
Luck would be better choice.

Valjoen_GM |

UPDATED:
Garidan: 14 Essences (13 Ethereal/1 Fire) & 3 Life Essences
..Weapon: Garidan's Foil (+1 Rapier)
....(EE12:Worg/EE13:Worg) +2 Enhancement Bonus (Secondary Effect) 1d4 Cold damage on critical hits; and Intimidating: when wielding the rapier, add the enhancement bonus to intimidation skill checks made to demoralize.
Gruskorb: 14 Essences (13 Ethereal/1 Earth) & 3 Life Essence
..Unassigned
....(EE12: Storm Hag) (Secondary Effect)
....(EE13: Storm Hag) (Secondary Effect)
....Life Essences
....(LE2: Gnoll Slayer) - +1 Dexterity. (Secondary Effect) 2/day as a move action, you gain study target as per the slayer ability. Use your character level as your effective slayer level. If you already have the ability, your bonus is increased by +1.
....(LE3: Gnoll Priest) - +1 Dexterity. (Secondary Effect) 1/day as a swift action, you can imbue your weapons with the essence of flame and fire, causing 1d6 +1 per 2 character levels of fire damage from any successful hit with your weapons for 1 full round.
..Item: Chimera's Tail Trinket Necklace
....(EE5: Bone Golem) +1 AC Deflection Bonus (Secondary Effect) ??
....(EE8: Gnoll Commander)/EE11: Storm Hag) +2 Attack Insight Bonus Upgrade. (Secondary Effect)??
..Item:The Bear Trap
....(EE9: Gnoll Priest) - Empathy: The item gains basic emotions that it can convey to the owner; will become sentient over time. (Secondary Effect) ??
....(EE10: Storm Hag) Floating: The item has a permanent floating disk under it. The range of the disk is just like the spell and will use your character level. (Secondary Effect) ??
Malthazir: 15 Essences (14 Ethereal/1 Water) & 3 Life Essence
..Unassigned
....(EE11: Storm Hag) - ?? (Secondary Effect) ??
....(EE12: Storm Hag) - ?? (Secondary Effect) ??
....(EE13: Storm Hag) - ?? (Secondary Effect) ??
....(EE14: Storm Hag) - ?? (Secondary Effect) ??
....(Water1: Ice Giant) - ?? (Secondary Effect) ??
Niyut: 14 Essences (10 Ethereal/4 Arcane) & 4 Life Essence
..Unassigned
....(Divination1) Gnoll Scout - Saving for conversion
....(EE9: Storm Hag) - Saving (Secondary Effect) ??
....(EE10: Storm Hag) - Saving (Secondary Effect) ??
Truk'tosh: 13 Essences (10 Ethereal/1 Fire/1 Earth/1 Water) & 3 Life Essence
..Unassigned
....None
..Self
....Elemental Essences:
......(Fire1) Fire resistance 5. (Secondary Effect) You can cast Burning Hands as an SLA 2/day using your druid level as the caster level.
......(Fire2: Gnoll Commander) Fire resistance 5. (Secondary Effect) CHANGING THIS
....Life Essences
......(LE3: Ice Giant) +1 Constitution. (Secondary Effect) ??
..Item: Morgrym's Holy Symbol of Mylesar (Wound-wire Ram Skull)
....(EE10: Worg) +1 AC Luck Bonus (Secondary Effect) ??

Malthazir |

I could sink the 4 storm hag essences into a lesser quicken metamagic, correct? I think it would be very appropriate thematically as well, electricity and magic to create quickening effects. Malz could light up with lightning when he casts quickly.
From what I can see, the only possible thing to do with elemental essences is add to the corresponding resistance?

Niyut |

Lesser Quicken would be cool. Another neat option is that you could sink two into the lesser form of spell resistance and save the other two to purchase the greater version of spell resistance when you acquire two more essences.
For our purposes, yes, Elemental Essences go into resistances. We have seen some people use them to create golems or imbue weapons with elemental might. With the former I gave away the book that could have told you how to do it and the latter seems wasteful.

Garidan Vissir |

Speak for yourself on that last point, those of us slinging steel or other materials to bring the hurt very much appreciate such things :D.

Niyut |

By wasteful, I mean flaming or frost would be more efficiently done with Ethereal Essences which are far more common. Because like Elemental Essences improve the secondary benefits, there is a real opportunity cost to not doing a self imbue.

Garidan Vissir |

I can't help but wonder what would happen if Garidan decided to embrace all of the little fragments whose essences he's been stuffing into himself and his gear. I'm reasonably certain it wouldn't be a good idea, but there's that curiousity regardless.

Valjoen_GM |

I've started to flesh out a page on the Obsidian Portal website about the campaign itself. Here is the link. There is some details about what each of you have learned about your bound souls. Also, I'll be doing separate ages for each major encounter. That portion will take longer to recreate the past ones but I'll try to keep the new ones listed.
Let me know if there is any info you want me to add. I'm realizing that there is a lot of info about the campaign that is coming over long periods of time... some stufff even I forgot about, so I'm trying to be a bit more organized.

Niyut |

Some of the information is confusing.
For example, I believe that we are currently looking for a huge hunk of Amber that is the Key for the Circle of Whispering Wind (Created by Calledrym and capable of moving armies, which is different from the teleportation circles in the towers, which we specifically talked about.)
Another example, I believe that Quistaine is a paladin of Calledrym not a fighter/cleric of Mylesar.