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		<updated>2026-04-04T22:50:56Z</updated>
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	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2018-02-27T21:53:02Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Residents of Settlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
===Residents of Note in Fao Manor===&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy. '''Required for barony to function when party is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. '''Required for barony to function when party is away.''' &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. It turned out he was undead and possibly a Cleric of Opal. The spell prolonging his resistance ended and he has left the mortal plane.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping. '''Required for barony to function.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* UNIQUE: '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system. '''Required for barony to function.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Drusilla''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius. '''Activates the Colonial Merchant Company headquarters.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Rosita''' ''(half-elf/mzyht)'': Former bandit. Now assistant innkeeper, working for Midge. '''Required for Inn to function when Midge is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Evelyn''' ''(half-elf/mzyht)'': Former bandit. Minor green magic. Keeps the manor garden. '''Required for garden to function when Maayan is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Mareet''' ''(half-elf/mzyht)'': Former bandit. Now guardsman for the manor, working for Cecile. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miacruz''' ''(human)'': Master carpenter who is assisted in her work by her son, Miho. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sprocket''' ''(gnome)'': Journeyman blacksmith without a master. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Sister Serena''' ''(human)'': Cleric of Emerald. '''Activates the Temple of Emerald as a resource.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Charles Mason''' ''(human)'': Mason from Amethyst with a sideline in sculpting. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Leonardo Guiseppe''' ''(human)'': Engineer and inventor. '''Reduces the cost of building/improving certain resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Hamid Deehani ibn Salhi''' ''(kobold)'': Guard and crossbow marksman. Works for Cecile.&lt;br /&gt;
&lt;br /&gt;
===Residents of Settlements===&lt;br /&gt;
* LEADER: '''Overseer Lisbeth''' ''(dwarf)'': Foreman of the Moonsilver Mining Guild. '''Activates the Moonsilver Mining Guild resource when at least 50 miners are present.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miles''' ''(human)'': Keeper of the singing mushroom creature.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Evelyn Proudfoot''' ''(halfling)'': Headwoman of the Proudfoot Farm. '''Activates the Proudfoot Farm resource when at least 50 farmers are present.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Jaf and Far''' ''(kobold)'': Primitive kobolds living in the cave containing the pitch lake.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Amor''' ''(human)'': Rifle markswoman and fur trader.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER:'''Ronja Navi''' ''(elf/mzhyt)'': Leader of the Kahvah tea field collective. '''Activates the Kahvah tea field resource when at least 50 farmers are present.'''&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2018-02-27T21:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Residents of Note in Fao Manor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
===Residents of Note in Fao Manor===&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy. '''Required for barony to function when party is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. '''Required for barony to function when party is away.''' &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. It turned out he was undead and possibly a Cleric of Opal. The spell prolonging his resistance ended and he has left the mortal plane.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping. '''Required for barony to function.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* UNIQUE: '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system. '''Required for barony to function.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Drusilla''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius. '''Activates the Colonial Merchant Company headquarters.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Rosita''' ''(half-elf/mzyht)'': Former bandit. Now assistant innkeeper, working for Midge. '''Required for Inn to function when Midge is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Evelyn''' ''(half-elf/mzyht)'': Former bandit. Minor green magic. Keeps the manor garden. '''Required for garden to function when Maayan is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Mareet''' ''(half-elf/mzyht)'': Former bandit. Now guardsman for the manor, working for Cecile. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miacruz''' ''(human)'': Master carpenter who is assisted in her work by her son, Miho. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sprocket''' ''(gnome)'': Journeyman blacksmith without a master. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* SUPPORT: '''Sister Serena''' ''(human)'': Cleric of Emerald. '''Activates the Temple of Emerald as a resource.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Charles Mason''' ''(human)'': Mason from Amethyst with a sideline in sculpting. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Leonardo Guiseppe''' ''(human)'': Engineer and inventor. '''Reduces the cost of building/improving certain resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* LEADER: '''Hamid Deehani ibn Salhi''' ''(kobold)'': Guard and crossbow marksman. Works for Cecile.&lt;br /&gt;
&lt;br /&gt;
===Residents of Settlements===&lt;br /&gt;
* '''Overseer Lisbeth''' ''(dwarf)'': Foreman of the Moonsilver Mining Guild. '''Activates the Moonsilver Mining Guild resource when at least 50 miners are present.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miles''' ''(human)'': Keeper of the singing mushroom creature.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Evelyn Proudfoot''' ''(halfling)'': Headwoman of the Proudfoot Farm. '''Activates the Proudfoot Farm resource when at least 50 farmers are present.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Jaf and Far''' ''(kobold)'': Primitive kobolds living in the cave containing the pitch lake.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Amor''' ''(human)'': Rifle markswoman and fur trader.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Ronja Navi''' ''(elf/mzhyt)'': Leader of the Kahvah tea field collective. '''Activates the Kahvah tea field resource when at least 50 farmers are present.'''&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-02-21T00:54:38Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 200&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 5.05''' Temple of the Icon Espejo Obscura.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 6.05''' Kahvah Tea Fields.&lt;br /&gt;
* LOCATION: '''Hex 7.04''' Fur trader Amor's house.&lt;br /&gt;
* '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* LOCATION: '''Hex 9.03''' Abandoned watch tower.&lt;br /&gt;
* ODDITY: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* LOCATION: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* NEW '''Hex 11.0''' Grass hills. Many wildflower patches here.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. The pond here used to house ghosts.&lt;br /&gt;
* LOCATION: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 12.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* LOCATION/RESOURCE:'''Hex 13.0''' Proudfoot Shire. Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* ODDITY: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* NEW: '''Hex 13.03''' Scrubland and hills. There's a tree encased in metal here. &lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.01''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.02''' Fao Manor.&lt;br /&gt;
* NEW: '''Hex 14.04''' Hills and scrubland. The caverns from 14.03 might continue here.&lt;br /&gt;
* NEW: '''Hex 14.03''' Cliffs and hills. A series of caverns. Possible troll infestation.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.01''' Lumbermill.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* NEW: '''Hex 16.0''' Grass hills. Unremarkable.&lt;br /&gt;
* ODDITY: '''Hex 16.02''' Lake with giant fish.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-02-20T21:07:54Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 200&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 5.05''' Temple of the Icon Espejo Obscura.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 6.05''' Kahvah Tea Fields.&lt;br /&gt;
* LOCATION: '''Hex 7.04''' Fur trader Amor's house.&lt;br /&gt;
* '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* LOCATION: '''Hex 9.03''' Abandoned watch tower.&lt;br /&gt;
* ODDITY: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* LOCATION: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. The pond here used to house ghosts.&lt;br /&gt;
* LOCATION: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 12.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* LOCATION/RESOURCE:'''Hex 13.0''' Proudfoot Shire. Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* ODDITY: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.01''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.02''' Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.01''' Lumbermill.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* ODDITY: '''Hex 16.02''' Lake with giant fish.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-02-20T21:05:31Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 200&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 5.05''' Temple of the Icon Espejo Obscura.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 6.05''' Kahvah Tea Fields.&lt;br /&gt;
* LOCATION: '''Hex 7.04''' Fur trader Amor's house.&lt;br /&gt;
* '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* LOCATION: '''Hex 9.03''' Abandoned watch tower.&lt;br /&gt;
* ODDITY: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* LOCATION: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. The pond here used to house ghosts.&lt;br /&gt;
* LOCATION: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 12.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* LOCATION/RESOURCE:'''Hex 13.0''' Proudfoot Shire. Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* ODDITY: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.01''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.02''' Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* ODDITY: '''Hex 16.02''' Lake with giant fish.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2018-02-20T21:04:46Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
===Residents of Note in Fao Manor===&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy. '''Required for barony to function when party is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. '''Required for barony to function when party is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. It turned out he was undead and possibly a Cleric of Opal. The spell prolonging his resistance ended and he has left the mortal plane.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping. '''Required for barony to function.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system. '''Required for barony to function.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Drusilla''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius. '''Activates the Colonial Merchant Company headquarters.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Rosita''' ''(half-elf/mzyht)'': Former bandit. Now assistant innkeeper, working for Midge. '''Required for Inn to function when Midge is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Evelyn''' ''(half-elf/mzyht)'': Former bandit. Minor green magic. Keeps the manor garden. '''Required for garden to function when Maayan is away.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Mareet''' ''(half-elf/mzyht)'': Former bandit. Now guardsman for the manor, working for Cecile. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miacruz''' ''(human)'': Master carpenter who is assisted in her work by her son, Miho. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sprocket''' ''(gnome)'': Journeyman blacksmith without a master. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sister Serena''' ''(human)'': Cleric of Emerald. '''Activates the Temple of Emerald as a resource.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Charles Mason''' ''(human)'': Mason from Amethyst with a sideline in sculpting. '''Required for the building/improving of structure resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Leonardo Guiseppe''' ''(human)'': Engineer and inventor. '''Reduces the cost of building/improving certain resources.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Hamid Deehani ibn Salhi''' ''(kobold)'': Guard and crossbow marksman. Works for Cecile.&lt;br /&gt;
===Residents of Settlements===&lt;br /&gt;
* '''Overseer Lisbeth''' ''(dwarf)'': Foreman of the Moonsilver Mining Guild. '''Activates the Moonsilver Mining Guild resource when at least 50 miners are present.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miles''' ''(human)'': Keeper of the singing mushroom creature.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Evelyn Proudfoot''' ''(halfling)'': Headwoman of the Proudfoot Farm. '''Activates the Proudfoot Farm resource when at least 50 farmers are present.'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Jaf and Far''' ''(kobold)'': Primitive kobolds living in the cave containing the pitch lake.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Amor''' ''(human)'': Rifle markswoman and fur trader.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Ronja Navi''' ''(elf/mzhyt)'': Leader of the Kahvah tea field collective. '''Activates the Kahvah tea field resource when at least 50 farmers are present.'''&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-02-20T20:38:14Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 200&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 5.05''' Temple of the Icon Espejo Obscura.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 6.05''' Kahvah Tea Fields.&lt;br /&gt;
* LOCATION: '''Hex 7.04''' Fur trader Amor's house.&lt;br /&gt;
* '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* LOCATION: '''Hex 9.03''' Abandoned watch tower.&lt;br /&gt;
* ODDITY: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* LOCATION: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. The pond here used to house ghosts.&lt;br /&gt;
* LOCATION: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 12.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* LOCATION/RESOURCE:'''Hex 13.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* ODDITY: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.01''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.02''' PFao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* ODDITY: '''Hex 16.02''' Lake with giant fish.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-02-20T20:37:31Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 5.05''' Temple of the Icon Espejo Obscura.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 6.05''' Kahvah Tea Fields.&lt;br /&gt;
* LOCATION: '''Hex 7.04''' Fur trader Amor's house.&lt;br /&gt;
* '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* LOCATION: '''Hex 9.03''' Abandoned watch tower.&lt;br /&gt;
* ODDITY: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* LOCATION: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. The pond here used to house ghosts.&lt;br /&gt;
* LOCATION: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 12.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* LOCATION/RESOURCE:'''Hex 13.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* ODDITY: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.01''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.02''' PFao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* ODDITY: '''Hex 16.02''' Lake with giant fish.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-02-20T20:37:05Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 5.05''' Temple of the Icon Espejo Obscura.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 6.05''' Kahvah Tea Fields.&lt;br /&gt;
* LOCATION: '''Hex 7.04''' Fur trader Amor's house.&lt;br /&gt;
* '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* LOCATION: '''Hex 9.03''' Abandoned watch tower.&lt;br /&gt;
* ODDITY'''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* LOCATION: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. The pond here used to house ghosts.&lt;br /&gt;
* LOCATION: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 12.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* LOCATION/RESOURCE:'''Hex 13.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* ODDITY: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.0''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.01''' Part of the Proudfoot Farm.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 14.02''' PFao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* LOCATION/RESOURCE: '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* ODDITY: '''Hex 16.02''' Lake with giant fish.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-01-24T02:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* NEW: '''Hex 5.05''' Swamp. Temple of the Icon Espejo Obscura.&lt;br /&gt;
* NEW: '''Hex 6.05''' Grasslands. Tea fields.&lt;br /&gt;
* NEW: '''Hex 7.04''' Grasslands. A fur trapper named Amor lives here.&lt;br /&gt;
* NEW: '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* NEW: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* NEW: '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* NEW: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* NEW: '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* NEW: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Religion</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Religion"/>
				<updated>2018-01-24T01:43:12Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Icons and Cults */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Totems of Krystallos===&lt;br /&gt;
[[image:Amethysttotem.jpg|thumb|right|The Amethyst Totem]]While the Totems all belong to the same pantheon there is a fairly wide range of religious practices throughout Krystallos. Since the Totems exist as physical forms they aren’t generally imagined as having organic forms. The Totems aren’t seen as personalities but, rather, elemental forces that influence the world. They do choose and empower members of their clergy as Clerics, Healers and Paladins and they have been known to answer the prayers of their followers. A Totem is always the primary deity within their own territory – Amethyst in the Kingdom of Amethyst, Sapphire in the Sapphire Forest, and so forth. However, the other Totems are usually venerated within their spheres of influence. All sailors, for instance, offer prayers to Tanzinite for safe passage on the seas no matter where they are from. The main temple of each Totem is centered around the Totem itself. However, there are multiple smaller temples throughout the lands – each containing a small gem shard chipped from the Totem that serves as a link. Clerics and the faithful often have small shards of the Totems as well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:red;color:white;font-weight:bold;&amp;quot; colspan=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Totems of Krystallos&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:beige;font-weight:bold;text-align:left;&amp;quot;&lt;br /&gt;
||Totem||Alignment||Domains||Favored Weapon&lt;br /&gt;
|-&lt;br /&gt;
||Amethyst||Lawful Good||Law, Trade||Halberd&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Tourmaline||Chaotic Good||Cold, Luck||Battleaxe&lt;br /&gt;
|-&lt;br /&gt;
||Alexandrite||Chaotic Neutral||Creation, Retribution||Rapier&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Iolite||True Neutral||Earth, Family||Club&lt;br /&gt;
|-&lt;br /&gt;
||Scapolite||Lawful Good||Glory, Purification||Flail&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Onyx||Lawful Neutral||Knowledge, Mysticism||Scythe&lt;br /&gt;
|-&lt;br /&gt;
||Pearl||Chaotic Neutral||Competition, Liberation||Scimitar&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Citrine||Neutral Good||Artifice, Wrath||Kopesh&lt;br /&gt;
|-&lt;br /&gt;
||Thulite||Lawful Neutral||Celerity, Strength||Longspear&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Topaz||Chaotic Neutral||Darkness, Illusion||Gnome Hooked Hammer&lt;br /&gt;
|-&lt;br /&gt;
||Sapphire||Lawful Neutral||Plant, Portals||Elven Curve Blade&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Peridot||Lawful Neutral||Chaos, Dreams||Kermbit&lt;br /&gt;
|-&lt;br /&gt;
||Amazonite||True Neutral||Force, War||Two-bladed Sword&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Ruby||Lawful Good||Craft, Fire||Warhammer&lt;br /&gt;
|-&lt;br /&gt;
||Emerald||Neutral Good||Hearth, Healing||Sling&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Jade||Lawful Good||Air, Nobility||Katana&lt;br /&gt;
|-&lt;br /&gt;
||Quartz||Chaotic Neutral||Charm, Weather||Bladed Scarf&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Chalcedony||Lawful Neutral||Lust, Protection||Longsword&lt;br /&gt;
|-&lt;br /&gt;
||Garnet||Lawful Good||Cavern, Metal||Dwarven Waraxe&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Turquoise||Neutral Good||Animals, Pacts||Halfling Sling Staff&lt;br /&gt;
|-&lt;br /&gt;
||Zirconian||Neutral Good||Good, Fate||Sickle&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Diamond||True Neutral||Balance, Community||Quarterstaff&lt;br /&gt;
|-&lt;br /&gt;
||Tanzinite||Neutral Good||Courage, Water||Trident&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Opal||Chaotic Good||Mind, Repose/Death||Kukri&lt;br /&gt;
|-&lt;br /&gt;
||Obsidian||Neutral Good||Oracle, Travel||Hunga Munga&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
The organization of each Totem's worshipers varies from faith to faith. The worshipers of some Totems, such as Scapolite, are very organized and have a complex hierarchy of clerics and temples. Other Totems, such as Peridot, have no true organizational structure and each temple is a separate entity. What remains true across all faiths is that the temple which houses a Totem is known as the Grand Temple among the faithful and the head cleric of the Grand Temple claims the title of Grand Cleric. It is also universal that any cleric may enter a Grand Temple, approach a Totem, and pray for a Shard. If the Totem decides to honor this prayer, a gemstone Shard breaks off from the Totem. The cleric may then take the Shard and found a temple of her own. If a faith is well-organized, the Grand Temple usually works the new temple into their hierarchy. &lt;br /&gt;
&lt;br /&gt;
===Icons and Cults===&lt;br /&gt;
Totems do not interact with their followers in any traditional sense. They do not appear to their followers as avatars nor do they speak to their followers. When Totems do communicate with a follower it is in the form of an epiphany. The follower receives divine inspiration, suddenly knowing something new. This can make it difficult for worshipers to know the will of their Totems. To fill this gap, Totems sometimes elevate particularly inspired or ardent worshipers to a higher status upon death, transforming them into Icons. Icons serve as intermediaries, giving words to a Totem's desires and needs, comfort to their worshipers and, at times, punishment to the unfaithful. Icons are powerful beings who rarely manifest on this plane of existence. They often appear as spirits or in dreams rather than as physical entities. &lt;br /&gt;
&lt;br /&gt;
Because Icons are easier to relate to than the Totems themselves, it is common for worshipers to pray to an Icon, asking him or her to speak to the Totem on the supplicant's behalf. Some groups of worshipers will pattern themselves after an Icon, forming a Cult - a religious organization with specific goals, tenants of faith and vows of behavior. Some Cults are welcomed by the parent faith (assuming there is one) as a valued member of the whole. Others are considered heretical and shunned. Yet, even the mother faith cannot keep Cult leaders from approaching the Totem and praying for a Shard with which to start a temple.&lt;br /&gt;
&lt;br /&gt;
Known Icons include:&lt;br /&gt;
* '''Espejo Obscura''': An Icon of Onyx who acts as a mirror, reflecting the hidden secrets of the soul.&lt;br /&gt;
* '''Joobur''': A Cleric of Opal who believed knowledge resided in the brain and, thus, the skull was sacred. Possibly explored methods of creating undeath and extending life.&lt;br /&gt;
* '''The Green Lady:''' An Illithid and Cleric of Opal who had light green skin. She popularized the belief that Clerics of Opal should tend to the spiritual needs of the living as well as the dead.&lt;br /&gt;
* '''John the Barber''': A Cleric of Emerald who studied anatomy as a way of enhancing divine healing powers.&lt;br /&gt;
* '''Gijima the Sacred Courier:''' A Cleric of Obsidian and founder of the Order of the Sacred Courier, a world-wide delivery service that ushered in an age of communication and exchange between the peoples of Krystallos.&lt;br /&gt;
* '''Rahoru the Bright-shining:''' The first Pharaoh of the Citrine Kingdom and, therefore, an Icon of Citrine. Tradition held that his soul would return time after time to possess a new body. Thus, each new Pharaoh of the Citrine Kingdom was also named Rahoru. While Rahoru's status as an Icon is undisputed, few outside of the Citrine Wastes believe the Pharaohs that followed Rahoru were actually the Icon given flesh.&lt;br /&gt;
* '''Ausar the Green-scaled:''' A Cleric of Opal who developed the funeral rites and mummification techniques used by the ancient Citrines.&lt;br /&gt;
* '''Dina, Lady of Butterflies:''' A Cleric of Diamond. So moved was she by the plight of refugees fleeing the Great Invasion that she went to her Totem and kneeled in supplication for nine days, begging that they be given a home. So still was she, butterflies by the hundreds came to perch on her. By the tenth day, Dina was so covered in butterflies that she could not be seen. Her prayers were answered and the simple Grand Temple of Diamond became the center of a new Diamond City, a place for the refugees to live.&lt;br /&gt;
* '''Zizash the Smooth-Fingered:''' A kobold Cleric of Ruby who discovered the process for manufacturing glass.&lt;br /&gt;
* '''Lady Dervish:''' A Cleric of Quartz who realized that to survive, art and beauty must be protected. She developed a martial style that combined dance and weapons.&lt;br /&gt;
* '''Mildred the Quiet:''' A Cleric of Emerald who took a vow of poverty so that she would never lose sight of her mission. She wandered the world, helping the destitute and poor. The Cult of the Quiet Hand continues her work today.&lt;br /&gt;
* '''Iona the Warleader of the White Crows:''' An Amazonite tribeswoman who helped guide forces into the wilds of the Zirconian Commonwealth and the Obsidian Badlands against the forces of the Invaders. She led her fellow tribeswomen and hundreds of others unflinchingly against impossibly overwhelming odds, extracting a ferocious price from the Invaders' forces.&lt;br /&gt;
&lt;br /&gt;
===Personal Totems===&lt;br /&gt;
In general, people venerate the Totem of their homeland first and foremost. This is simply good sense. You don't go to someone's house and start loudly praising the house of a man down the street. However, most people recognize that different Totems govern different aspects of life. It is customary, when praying on a specific request, to first give praise and thanks to one's home Totem and then to petition the Totem that governs the request (or an Icon of said Totem).&lt;br /&gt;
&lt;br /&gt;
===Druids===&lt;br /&gt;
The Totems radiate power along ley lines that travel the world. These ley lines sustain Krystallos and, without them, the land would wither and die. Originating among the elves but quickly spreading beyond them, Druids are the caretakers of the ley lines. They have raised stone monuments at specific points along ley lines across Krystallos to help maintain the Totem's flow of world sustaining energy using mystical rituals. In return for this task, the Druids have learned to draw power from the ley lines to perform magical deeds. Because Druids serve the ley lines and not any individual Totems, they are not considered clergy.&lt;br /&gt;
&lt;br /&gt;
===The Afterlife in Krystallos===&lt;br /&gt;
&lt;br /&gt;
Different peoples have different notions of the afterlife. The kobolds, halflings and most human nations believe in the twin lands of Elysium and Gehenna and that souls go to one or the other upon death depending on the quality of one’s life. Exactly what constitutes good deeds and bad might change from culture to culture. The dwarves believe that one’s soul is absorbed by the totem and held in trust until the time comes to be reborn in this world – into either a higher or lower caste depending on one’s life. The elves have a complex afterlife where one is judged moment by moment in a personal ledger and sent to any one of a dozen places of punishment or reward. The gnomes believe there is no afterlife and, so, life must be lived fully in the here and now.&lt;br /&gt;
&lt;br /&gt;
===Pantheon of Evil===&lt;br /&gt;
&lt;br /&gt;
Before the Great Invasion, Krystallos had no evil deities. The invasion changed all that. The invaders served Tiamat, a goddess of evil. Overseeing the invasion forces were Tiamat’s six god-generals. Each of these beings served as both leaders in the invasion and deities worshipped by the invaders. Since the end of the Great Invasion, Tiamat and her god-generals have been worshipped by pockets of invaders who were left behind when the bulk of the invasion force retreated. They have also become objects of worship by native cults seeking more evil and, some whisper, more powerful entities.&lt;br /&gt;
&lt;br /&gt;
'''Tiamat''': The evil force behind the Great Invasion, no one on Krystallos has seen her and lived. Whispers, however, describe her either as a human with pale skin, dark hair and terrible beauty or as a something disturbingly similar in shape to the Totems of Krystallos, only with five heads.&lt;br /&gt;
&lt;br /&gt;
'''Vecna''': Vecna and his wizard-priests formed the magical muscle of the Great Invasion. A corpse-like being missing his left hand and eye, Vecna wielded magic so powerful he could transform entire battalions to stone or melt them into gibbering pools of slime. Tomes stolen from Vecna’s wizard-priests formed the foundation of wizardry in Krystallos.&lt;br /&gt;
&lt;br /&gt;
'''Eclavdra''': The keeper of Tiamat’s secrets was Eclavdra. She and her legion of spies and seers provided intelligence on Krystallos for the invaders. As sadistic as she is beautiful, she could break the powerful with the merest whisper of a torture. She appears as an elf, though with jet black skin.&lt;br /&gt;
&lt;br /&gt;
'''Acererak''': An army is only as powerful as its weapons and keeps. The same was true of the Invasion. The architect who led Tiamat’s engineers has a knowledge of architecture and craftsmanship that could be much admired if it wasn’t for the perverse deadliness of his creations. Decades were spent destroying Acererak’s fortresses in Krystallos – a task made even more difficult because of the evil that radiated from the very stone of the buildings and the sadistic traps that seemed designed to destroy spirit as much as body.&lt;br /&gt;
&lt;br /&gt;
'''Strahd''': A being of pure evil and the night, Strahd created and led the undead shock troops of Tiamat’s invasion. A thing of nightmares, the pale skinned creature dressed in the clothing of nobles inspired fear as his forces turned night in Krystallos from a time of rest to a time of terror.&lt;br /&gt;
&lt;br /&gt;
'''Sakatha''': A lizardman similar to the kobolds, Sakatha ruled the slaves of Tiamat’s army. The poor wretches who dug trenches for the armies of Venger, cleaned the torture chambers of Eclavdra, served as beasts of burden for Acererak’s engineers, fed the shock toops of Strahd and served as experimental fodder for the wizard-priests of Vecna were under Sakatha’s domain. He is said to have especially relished the chance to break the spirits and warp the bodies and minds of captured Krystallos natives.&lt;br /&gt;
&lt;br /&gt;
'''Venger''': The leader of the troops, Venger was a brilliant strategist whose clever plans destroyed the Kingdom of Obsidian and nearly conquered Krystallos itself. A master of disguise as well as tactics, Venger was known for infiltrating an enemy camp and dining with the general of an opposing force the night before he crushed them in battle.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Pantheon of Evil&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:beige;font-weight:bold;text-align:left;&amp;quot;&lt;br /&gt;
!|Deity||Alignment||Domains||Favored Weapon&lt;br /&gt;
|-&lt;br /&gt;
||Tiamat||Lawful Evil||Destruction, Evil, Law||Claw&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Vecna||Neutral Evil||Evil, Knowledge, Magic||Dagger&lt;br /&gt;
|-&lt;br /&gt;
||Eclavdra||Chaotic Evil||Chaos, Evil, Trickery||Whip&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Acererak||Neutral Evil||Artifice, Evil, Retribution||Warhammer&lt;br /&gt;
|-&lt;br /&gt;
||Strahd||Lawful Evil||Deathbound, Evil, Tyranny||Rapier&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Venger||Neutral Evil||Domination, Evil, War||Bastard Sword&lt;br /&gt;
|-&lt;br /&gt;
||Sakatha||Neutral Evil||Evil, Hatred, Suffering||Rapier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Midge_Tier_3_options</id>
		<title>Midge Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Midge_Tier_3_options"/>
				<updated>2018-01-21T20:37:06Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: Created page with &amp;quot;===New Alchemist Abilities=== * '''Cypher Use''': You can now bear four cyphers at a time. Choose two of the following: * '''Carefully Applied Explosives''': Your attacks agai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Alchemist Abilities===&lt;br /&gt;
* '''Cypher Use''': You can now bear four cyphers at a time.&lt;br /&gt;
Choose two of the following:&lt;br /&gt;
* '''Carefully Applied Explosives''': Your attacks against objects deal an additional 4 points of damage.&lt;br /&gt;
* '''Combat Skill''': You gain an attack or defense skill you do not already possess. &lt;br /&gt;
* '''Hover''' (3 Intellect): You float slowly in the air. You can move up to a short distance in any direction as an action. This effect lasts 10 minutes or until you cancel it, whichever comes first.&lt;br /&gt;
* '''I Have a Potion For That''': You can spend a level of Effort to gain a minor special effect on a noncombat action, even when you do not roll a 19 or 20. The Effort spent does not count towards your Effort total for spending on the action but must come from the same Pool. It does not lower the difficulty of the action.&lt;br /&gt;
* '''Resilience''': Your beast form has bled into your normal form and you always have +1 Armor against physical attacks.&lt;br /&gt;
* '''Think Your Way Out''': You can spend points of Intellect instead of Might or Speed on noncombat actions.&lt;br /&gt;
===New Plays With Fire Ability===&lt;br /&gt;
* '''Fiery Hand of Doom''' (3 Intellect): When your Shroud of Fire is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of your own hand. The hand acts as you direct, floating in the air. The hand can perform one action per round at your command but commanding it does not take an action for you. It can move up to long distance in a round but never farther away from you than that. The hand can grab, move, and carry things but does 1 point of damage per round from the heat. The hand can also attack and is treated as a level 3 creature which deals 1 extra point of damage from fire when it attacks. The hand lasts up to 10 minutes when summoned.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra_Tier_3_options</id>
		<title>Zyindra Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra_Tier_3_options"/>
				<updated>2018-01-21T20:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Witch Abilities===&lt;br /&gt;
* '''Cypher Use''': You can now bear four cyphers at a time.&lt;br /&gt;
Choose two of the following:&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
* '''Light Dagger''' (4 Intellect): You infuse a target within short range with a weapon of light, dealing 3 points of damage which ignores physical armor each round for up to three rounds. You only need to perform the action and spend the points once but you must roll each round to keep effecting the target.&lt;br /&gt;
* '''Sensor''' (4 Intellect): You create an immobile, invisible sensor within immediate range which lasts 24 hours. While it exists you can concentrate to see, hear, smell, and use magical senses through the sensor, no matter how far you are from it. &lt;br /&gt;
===New Works Miracles Ability===&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Shiphrah_Tier_3_options</id>
		<title>Shiphrah Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Shiphrah_Tier_3_options"/>
				<updated>2018-01-21T20:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: Created page with &amp;quot;===New Trickster Abilities=== Choose three of the following: * '''Expert Cypher Use''': You can bear three cyphers at once. * '''Combat Skill''': Become trained in a new attac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Trickster Abilities===&lt;br /&gt;
Choose three of the following:&lt;br /&gt;
* '''Expert Cypher Use''': You can bear three cyphers at once.&lt;br /&gt;
* '''Combat Skill''': Become trained in a new attack or defense skill or become specialized in an attack or defense skill you already have.&lt;br /&gt;
* '''Enhancement (4 Intellect): You gain a +1 bonus to the Edge of your choice for 10 minutes. You cannot use this ability again until the previous use has worn off.&lt;br /&gt;
* '''Mind Reading''' (4 Intellect): You can read the surface thoughts of a creature within short range for one minute. This is an action and can be resisted.&lt;br /&gt;
* '''Onslaught''' (2 Intellect): You attack a foe using energies that assail their mind. You attack with a short range mental burst which inflicts 2 points of Intellect damage which ignores physical armor.&lt;br /&gt;
* '''Wrest from Chance''' (3 Intellect): If you roll a natural 1 on a d20, you can reroll. &lt;br /&gt;
===New Crafts Illusions Ability===&lt;br /&gt;
* '''Major Illusion''' (3 Intellect): You create a complex scene of images within immediate range. The entire scene must fit within a 100-foot cube. The images can move but not leave the area defined by the cube. The illusion includes sound and smell, lasts 10 minutes, and and changes as you direct (with no need for concentration).&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Maayan_Tier_3_options</id>
		<title>Maayan Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Maayan_Tier_3_options"/>
				<updated>2018-01-21T20:17:17Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: Created page with &amp;quot;===New Hunter Abilities=== Choose three of the following: * '''Expert Cypher Use''': You can bear three cyphers at once. * '''Combat Skill''': Become trained in a new attack o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Hunter Abilities===&lt;br /&gt;
Choose three of the following:&lt;br /&gt;
* '''Expert Cypher Use''': You can bear three cyphers at once.&lt;br /&gt;
* '''Combat Skill''': Become trained in a new attack or defense skill or become specialized in an attack or defense skill you already have.&lt;br /&gt;
* '''Deadly Aim''' (3 Speed): Takes an action to activate. For the next minute, all your ranged attacks deal 2 additional points of damage.&lt;br /&gt;
* '''Pincushion''': If you have already hit an enemy once this combat with a ranged attack, all rolls of 16 are treated as if a 17, all rolls of 17 are treated as if an 18, all rolls of 18 are treated as if a 19, and all rolls of 19 are treated as if a 20.&lt;br /&gt;
* '''Shoot it Down''' (5 Speed): You shoot down an enemy missile weapon as a defensive action, negating their attack.&lt;br /&gt;
* '''Trick Shot''' (2 Speed): You can hit two targets in a single round with a ranged weapon. The difficulty is increased by 1 and you make a separate attack roll against each.&lt;br /&gt;
===Speaks to Animals===&lt;br /&gt;
* '''Companion Growth''' Your companion is now level 3 and large enough to ride as a mount.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra_Tier_3_options</id>
		<title>Zyindra Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra_Tier_3_options"/>
				<updated>2018-01-21T20:08:08Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Witch Abilities===&lt;br /&gt;
* '''Cypher Use''': You can now bear four cyphers at a time.&lt;br /&gt;
Choose two of the following:&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
* '''Fire and Ice''' (4 Intellect): You cause a target within short range to become either very hot or very cold, dealing 3 points of damage which ignores physical armor each round for up to three rounds. You only need to perform the action and spend the points once but you must roll each round to keep effecting the target.&lt;br /&gt;
* '''Sensor''' (4 Intellect): You create an immobile, invisible sensor within immediate range which lasts 24 hours. While it exists you can concentrate to see, hear, smell, and use magical senses through the sensor, no matter how far you are from it. &lt;br /&gt;
===New Works Miracles Ability===&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Lucius_Tier_3_options</id>
		<title>Lucius Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Lucius_Tier_3_options"/>
				<updated>2018-01-21T20:01:31Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Swashbuckler Abilities===&lt;br /&gt;
Choose three of the following:&lt;br /&gt;
* '''Expert Cypher Use''': You can bear three cyphers at once.&lt;br /&gt;
* '''Combat Skill''': Become trained in a new attack or defense skill or become specialized in an attack or defense skill you already have.&lt;br /&gt;
* '''Deadly Aim''' (3 Speed): Takes an action to activate. For the next minute, all your ranged attacks deal 2 additional points of damage.&lt;br /&gt;
* '''Fury''' (3 Might): Takes an action to activate For the next minute, all your melee attacks deal 2 additional points of damage.&lt;br /&gt;
* '''Lunge''' (2 Might): Increase the difficulty of a melee attack by 1, increase the damage if successful by 4.&lt;br /&gt;
* '''Slice''' (2 Speed): Decrease the difficulty of a melee attack by 1, decrease the damage if successful by 1.&lt;br /&gt;
* '''Trick Shot''' (2 Speed): You can hit two targets in a single round with a ranged weapon. The difficulty is increased by 1 and you make a separate attack roll against each.&lt;br /&gt;
===New Walks in Shadow Ability===&lt;br /&gt;
* '''Shadow Weapon''' (3 Intellect): You can transform your blade or a bullet into shadow for a single attack. When you do so, the shadow weapon ignores an enemy's physical armor.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra_Tier_3_options</id>
		<title>Zyindra Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra_Tier_3_options"/>
				<updated>2018-01-21T19:58:48Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: Created page with &amp;quot; {{nav}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Lucius_Tier_3_options</id>
		<title>Lucius Tier 3 options</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Lucius_Tier_3_options"/>
				<updated>2018-01-21T19:56:47Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: Created page with &amp;quot;===New Swashbuckler Abilities=== * '''Expert Cypher Use''': You can bear three cyphers at once. * '''Combat Skill''': Become trained in a new attack or defense skill or become...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===New Swashbuckler Abilities===&lt;br /&gt;
* '''Expert Cypher Use''': You can bear three cyphers at once.&lt;br /&gt;
* '''Combat Skill''': Become trained in a new attack or defense skill or become specialized in an attack or defense skill you already have.&lt;br /&gt;
* '''Fighting Moves''': Choose one of the following to add to your abilities:&lt;br /&gt;
** ''Lunge'' (2 Might): Increase the difficulty of a melee attack by 1, increase the damage if successful by 4.&lt;br /&gt;
** ''Slice'' (2 Speed): Decrease the difficulty of a melee attack by 1, decrease the damage if successful by 1.&lt;br /&gt;
** ''Trick Shot'' (2 Speed): You can hit two targets in a single round with a ranged weapon. The difficulty is increased by 1 and you make a separate attack roll against each.&lt;br /&gt;
===New Walks in Shadow Ability===&lt;br /&gt;
* '''Shadow Weapon''' (3 Intellect): You can transform your blade or a bullet into shadow for a single attack. When you do so, the shadow weapon ignores an enemy's physical armor.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/House_Rules</id>
		<title>House Rules</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/House_Rules"/>
				<updated>2018-01-21T19:42:29Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Performing a Task==&lt;br /&gt;
===Core Mechanic===&lt;br /&gt;
* The player always rolls. The GM never rolls. &lt;br /&gt;
* Characters can perform only one task per round unless they have an ability which dictates otherwise.&lt;br /&gt;
* To perform a task, the player rolls a d20 and tries to meet or beat a target number. Target numbers are set by the difficulty of a task and is always 3x the difficulty. For example, if a task is difficulty 3, the target number is 9. The player must roll 9+ on a d20 in order to succeed.&lt;br /&gt;
* Players rarely get bonuses to the roll itself. It is rare to modify the roll after it is rolled. Instead of adding to the roll the Cypher System changes the chances of succeeding at a task by modifying the difficulty.&lt;br /&gt;
===Ways to Modify the Difficulty===&lt;br /&gt;
* If a character has a '''skill''' which is applicable to the task, the difficulty is reduced. This in turn reduces the target number. For example, reducing a difficulty 5 task to a difficulty 4 task reduces the target number from 15 to 12.&lt;br /&gt;
** The difficulty is reduced by 1 if the player is trained in a skill.&lt;br /&gt;
** The difficulty is reduced by 2 if the player is specialized in a skill.&lt;br /&gt;
* If the character has an '''asset''' the difficulty is reduced by 1. ''Under most circumstances a maximum of 2 assets can be applied to a single task.'' Example assets include:&lt;br /&gt;
** Light weapons are always considered an asset when rolling to hit because they are easier to wield.&lt;br /&gt;
** Having appropriate tools (lockpicks, an alchemy set, crafting tools, rope, etc.) can be considered an asset.&lt;br /&gt;
** Many abilities gained through Descriptors, Distinctions, Races, and Roles provide assets under certain circumstances.&lt;br /&gt;
* A player can apply '''Effort''' to reduce the difficulty. To apply Effort, the player spends points from their appropriate Stat pool. It costs 3 points to apply 1 level of Effort and 2 points for each additional level of Effort.&lt;br /&gt;
** There is a limit to how many levels of Effort a player can apply to a single task, as recorded on their character sheet.&lt;br /&gt;
** Effort can also be spent to increase damage. One level of Effort increases damage done to an opponent by +3. Levels of Effort spent on damage count toward the total levels of Effort which can be spent on a single task.&lt;br /&gt;
** Some abilities also require the spending of stat Pool points to activate. Effort costs extra beyond that point expenditure.&lt;br /&gt;
===Intrusions, Bonuses, and Effects===&lt;br /&gt;
* A natural '''1''' on a roll always results in a free GM intrusion. A GM intrusion allows the GM to dictate a complication for the players. Normally, the GM must give the player a brownie point when making an intrusion but a '''1''' allows the GM to do so for free.&lt;br /&gt;
* If a task is a damage-dealing attack it deals extra damage on a 17, 18, 19, or 20. &lt;br /&gt;
** '''17''' +1 damage.&lt;br /&gt;
** '''18''' +2 damage.&lt;br /&gt;
** '''19''' +3 damage.&lt;br /&gt;
** '''20''' +4 damage ''and'' any Stat pool points spent on the task are regained.&lt;br /&gt;
* If the task is something other than a damage-dealing attack it achieves an effect on a roll of 19 or 20.&lt;br /&gt;
** '''19''' Minor effect such as finishing a task faster, gaining an +1 to a roll on the next task involving a target, or extending the duration of an effect an extra round.&lt;br /&gt;
** '''20''' Major effect such as gaining an advantage on the next task involving a target, doubling the duration of an effect, or impressing an opponent so much they lose their next turn ''and'' all Stat pool points spent on the task are restored.&lt;br /&gt;
===Edge===&lt;br /&gt;
* '''Edge''' reduces the amount of Stat pool points which must be spent on a task. To determine the final cost for Stat pool expenditure on a task, add up the various costs (cost of the Ability + the cost of Effort) and then subtract the appropriate Edge. &lt;br /&gt;
===Retrying a Task After Failure===&lt;br /&gt;
* If a character fails at a task and wishes to retry they must spend at least 1 level of Effort to do so. The Effort reduces the difficulty as per normal. The GM can rule retries are impossible. Rerolling a task due to spending a brownie point does not count as a retry (see below).&lt;br /&gt;
===Cooperative Actions===&lt;br /&gt;
* If the helper's skill level involving a task is less than or equal to the acting character's skill level, the acting character gains a +1 to the task.&lt;br /&gt;
* If the helper's skill level involving a task is greater than the acting character's skill level, the acting character gains an asset on the task.&lt;br /&gt;
===Movement===&lt;br /&gt;
* A character can move up to 10 feet as part of another task.&lt;br /&gt;
* Moving between 10 and 50 feet is considered its own task. No roll is needed unless there are special circumstances.&lt;br /&gt;
* Moving between 50 and 100 feet is considered its own task and requires a roll (base difficulty 4).&lt;br /&gt;
&lt;br /&gt;
==Damage and Healing==&lt;br /&gt;
===Taking Damage===&lt;br /&gt;
* PCs do not have hit points. Instead, damage done to them is taken directly from their stat Pools. Unless damage is specified as affecting a Stat pool the damage is done to pools in this order:&lt;br /&gt;
** Might (unless the Pool is 0) then Speed (unless the Pool is 0) then Intellect.&lt;br /&gt;
* Armor reduces damage by an amount equal to its value. Some Armor reduces specific kinds of damage.&lt;br /&gt;
* A PC who has points in all three Stat pools is considered '''hale''' and suffers no penalties or ill effects.&lt;br /&gt;
* A PC with one Stat pool at 0 is considered '''impaired'''. Effort costs 1 extra point per level applied. The PC cannot gain minor or major effects by rolling a 19 or 20 and rolling a 17+ only adds +1 to damage.&lt;br /&gt;
* A PC with two Stat pools at 0 is considered '''debilitated'''. They can take actions.&lt;br /&gt;
* A PC with all three Stat pools at 0 is '''dead'''.&lt;br /&gt;
===Healing===&lt;br /&gt;
* PCs may rest up to 4 times per day. Each time they rest they recover d6+their tier in points which they may restore to their Stat pools as they wish. No significant actions can occur during a rest. Sleeping counts as rest.&lt;br /&gt;
** The first rest of a day can be done as a single combat action.&lt;br /&gt;
** The second rest of a day takes 10 minutes.&lt;br /&gt;
** The third rest of a day takes 1 hour.&lt;br /&gt;
** The fourth rest of a day takes 8 hours.&lt;br /&gt;
* Rest may be stacked. Someone who hasn't rested yet for a day can rest for a 1 hour and 10 minutes and recover 3d6+(3 x their tier) pool.&lt;br /&gt;
* Healing can also be done through the use of medical skills and magical abilities.&lt;br /&gt;
==Brownie Points vs. XP==&lt;br /&gt;
===Brownie Points===&lt;br /&gt;
Rather than have a single XP pool which can be spent for rerolls and character advancement, we will have two pools.&lt;br /&gt;
* Brownie points can be earned in game via nomination by players. When a player is nominated for a brownie point she receives two points. She keeps one and gives one point to another player she believes is deserving. &lt;br /&gt;
* Brownie points can also be earned via GM intrusion. This is when the GM decides something should happen regardless of a player's skills or rolls. The player can accept the intrusion and gain a brownie point in the process or deny the intrusion by spending a brownie point.&lt;br /&gt;
* Brownie points can be spent to reroll any roll with an additional asset.&lt;br /&gt;
===XP===&lt;br /&gt;
* XP will be earned by accomplishing goals and tasks as a group and can be spent on character advancement.&lt;br /&gt;
* At each tier, a player can spend 4 points to buy one of the following. Each type of advancement below can only be purchased once. When all four are purchased, the character advances to the next tier.&lt;br /&gt;
** '''Increasing Stat Pools''' The character gains 4 points to add to existing stat Pools.&lt;br /&gt;
** '''Increasing Edge''' The character gains 1 point to add to one of their Edges.&lt;br /&gt;
** '''Increasing Effort''' The character's Effort is increased by 1.&lt;br /&gt;
** '''Skills''' The character becomes trained in a non-combat skill. If already trained in the chosen skill the character becomes specialized.&lt;br /&gt;
==Magic Items==&lt;br /&gt;
* There are three types of magical items in Krystallos: oddities, cyphers, and artifacts.&lt;br /&gt;
* Alchemical items are not considered cyphers. Instead they are consumable assets which help with a specific task.&lt;br /&gt;
* Cyphers and artifacts have levels. An item's level can help determine its effects and can serve as a difficulty for determining its nature.&lt;br /&gt;
===Oddities===&lt;br /&gt;
Oddities are minor magical items which perform an interesting but fairly inconsequential action. They are valuable as curiosities and toys. Examples might include:&lt;br /&gt;
* A crystal the size of a pebble which reforms after it is shattered.&lt;br /&gt;
* A wooden rod which grows an inch each month.&lt;br /&gt;
* A cup which instantly heats any liquid poured into it to the perfect temperature for tea.&lt;br /&gt;
===Cyphers===&lt;br /&gt;
Most magical items of use to adventurers in Krystallos are cyphers. Cyphers are consumable items which perform a useful task. Cyphers come from a variety of sources. Some were brought to Krystallos by Tiamat's slave-armies, some have been created by native artisans using mystical knowledge gained during the Invasion, and some occur spontaneously in nature.&lt;br /&gt;
* Most cyphers are single use items. A rare few have multiple uses.&lt;br /&gt;
* Cyphers radiate fields of magic. Because of this, carrying too many can be hazardous to the health of the bearer. The cypher limit section on each character sheet lists how many cyphers can be carried safely before adverse effects kick in. If a character is carrying more cyphers than their limit a 1d100 is rolled. The roll is increased by +10 for every additional cypher carried over the character's limit.&lt;br /&gt;
** 1-60: Nothing happens.&lt;br /&gt;
** 61-70: The character's senses are altered. Roll 1d6.&lt;br /&gt;
*** 1: The world becomes monochromatic.&lt;br /&gt;
*** 2: Everything tastes like metal.&lt;br /&gt;
*** 3: Sense of smell stops working.&lt;br /&gt;
*** 4: Everything feels unpleasant and abrasive. &lt;br /&gt;
*** 5: There's a high pitched whining noise in the background.&lt;br /&gt;
*** 6: Roll twice on this table. If 6 is rolled a second time all 5 of the above effects occur.&lt;br /&gt;
** 71-80: One of the cyphers, determined randomly, fizzles and stops functioning.&lt;br /&gt;
** 81-90: The character feels ill and subtracts 1 from all die rolls.&lt;br /&gt;
** 91-95: Two of the cyphers, determined randomly, fizzle and stop functioning.&lt;br /&gt;
** 96-100: The character feels very ill. Increase the difficulty of all tasks performed by 1.&lt;br /&gt;
** 101-110: All of the cyphers fizzle and stop functioning.&lt;br /&gt;
** 111-120: The character feels deathly ill. Increase the difficulty of all tasks performed by 2.&lt;br /&gt;
** 121-130: Two of the cyphers detonate or dissolve into acid, doing 6 points of damage to the character. Armor does not help.&lt;br /&gt;
** 131-140: Three of the cyphers detonate. The character takes 10 points of damage and everyone within 10 feet takes 3 points of damage. Armor does not help.&lt;br /&gt;
** 141-199: All the cyphers dissolve into energy. The infusion of energy reduces one stat Pool by 5 permanently.&lt;br /&gt;
** 200: The cyphers merge together, becoming a creature which is sentient and hostile.&lt;br /&gt;
** 201+: The energy radiated from the cyphers punctures a hole in reality. The character and the cyphers are sucked into the resulting rift, never to be seen again.&lt;br /&gt;
Lasting negative effects of cyphers are eliminated once a character returns to carrying a number of cyphers less than or equal to their cypher limit.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
Artifacts are rare and potent magical items which are more permanent and stable than cyphers. While craftsmen can create cyphers with expense and hours of work, artifacts cannot be created deliberately except by powerful entities such as Icons, Totems, and Tiamat's Generals. Occasionally a cypher randomly becomes an artifact due to exposure to strange and unusual events.&lt;br /&gt;
* Artifacts have a depletion value. Every time an artifact is used the player rolls a die to determine if the artifact is depleted.&lt;br /&gt;
* Some artifacts are immune to depletion.&lt;br /&gt;
* Artifacts do not count against a character's cypher limit.&lt;br /&gt;
==Advancement==&lt;br /&gt;
During each Tier, the GM will award the PCs with 4 advancement points. An advancement point can be spent on one of the following. Each option can only be purchased once.&lt;br /&gt;
* '''Increase Capabilities''': Gain 4 points to add to your stat Pools however you wish.&lt;br /&gt;
* '''Moving Towards Perfection''': Add 1 to an Edge of your choice.&lt;br /&gt;
* '''Extra Effort''': Increase your Effort score by 1.&lt;br /&gt;
* '''Skills''': Become trained in one skill you do not have or become specialized in one skill you do have. You cannot select attack of defense skills with this option.&lt;br /&gt;
Once a PC has gained all 4 advancements, they move up a tier.&lt;br /&gt;
* [[Lucius Tier 3 options]].&lt;br /&gt;
* [[Zyindra Tier 3 options]].&lt;br /&gt;
* [[Maayan Tier 3 options]].&lt;br /&gt;
* [[Shiphrah Tier 3 options]].&lt;br /&gt;
* [[Midge Tier 3 options]].&lt;br /&gt;
[[Pathfinder House Rules]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-17T13:49:04Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Talk:Zyindra</id>
		<title>Talk:Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Talk:Zyindra"/>
				<updated>2018-01-17T13:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier 2 to Tier 3 Advancement Choices==&lt;br /&gt;
* Increase Effort by 1.&lt;br /&gt;
* Increases Magic skill to Specialized.&lt;br /&gt;
==Spheres of Magic Choices==&lt;br /&gt;
''High Caster'', gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points:''' 6 (1 per level, +1 per level for drawbacks, + INT bonus)&lt;br /&gt;
&lt;br /&gt;
* ''Healing'' Patron (Positive Material Plane), using ''Life sphere'', gained as bonus at 1st level.&lt;br /&gt;
* ''Fate Sphere'' taken at 1st level.&lt;br /&gt;
* Base talent at 1st level used to purchase access to ''Protection Sphere''&lt;br /&gt;
* First bonus talent at 1st level used to purchase ''Armored Magic (aegis)'' talent in ''Protection Sphere''&lt;br /&gt;
* Second bonus talent at 1st level used to purchase ''Greater Healing talent'' in ''Life Sphere''&lt;br /&gt;
* Custom drawbacks for casting (5, +1 spell point per level)&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
* Craft (Int)&lt;br /&gt;
* Fly (Dex)&lt;br /&gt;
* Heal (Wis)&lt;br /&gt;
* Intimidate (Cha)&lt;br /&gt;
* Knowledge (arcana) (Int)&lt;br /&gt;
* Knowledge (history) (Int)&lt;br /&gt;
* Knowledge (nature) (Int)&lt;br /&gt;
* Knowledge (planes) (Int) --&amp;gt; Knowledge (Religion)&lt;br /&gt;
* Profession (Wis)&lt;br /&gt;
* Spellcraft (Int)&lt;br /&gt;
* Use Magic Device (Cha)&lt;br /&gt;
==Hexes==&lt;br /&gt;
* '''Aura of Purity''' has a very limited use but is great for that use. Negating airborn ickies in a 10 foot area.&lt;br /&gt;
* '''Charm''' is essentially a charm person spell that works on any creature.&lt;br /&gt;
* '''Feral Speech''' lets you talk to animals.&lt;br /&gt;
* '''Flight''' gives you feather fall at your level. At 3rd it turns into levitate and at 5th into fly.&lt;br /&gt;
* '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.&lt;br /&gt;
* '''Mudwitch''' lets you turn into ooze.&lt;br /&gt;
* '''Peacebond''' prevent someone from drawing a weapon (including ammunition like arrows) for a number of rounds equal to your level. Will save negates.&lt;br /&gt;
* '''Prehensile Hair''' give you... well... prehensile hair. It grows up to 10 feet long, acts as a limb with your INT score in place of STR and if used to attack does 1d3 damage. It can manipulate items but not weapons with full dexterity. You can do it level minutes per day, spent in 1 minute increments.&lt;br /&gt;
* '''Slumber''' is basically the sleep spell on a single creature within 30 feet for level rounds. Will negates. It isn't bound to the HD level of the creature but the sleep can end with the use of a standard action on the part of another party. You can use it once per creature per day.&lt;br /&gt;
* '''Swamp's Grasp''' turns a 10 foot square per level within 90 feet into difficult terrain for 3+INT modifier rounds.&lt;br /&gt;
* '''Tongues''' lets you understand any spoken language for a number of minutes per day equal to your level (spent in 1 minute increments). Once you reach 5th you can also speak any language.&lt;br /&gt;
* '''Wards''' gives whomever you ward +2 AC, +2 to saves which lasts until the target is hit or fails a saving throw. You can't use it on yourself, the ward gets better at higher levels and there's no limit on how often you can use it, though you can only have one ward up at a time. There's nothing about range here.&lt;br /&gt;
* '''Water Lung''' lets you or a target breathe water for 1 minute. Or a water breathing target can breathe air for 1 minute.&lt;br /&gt;
* '''Catseye''' give you cat eyes (and dark vision) for 24 hours. Or an ally. Only one active at a time. Zyindra's would be fox eyes, naturally.&lt;br /&gt;
* '''Familiar Growth''' gives Sabbath a battle form. Making him an animal companion (qv. Druid of equal level) for 1 minute per level.&lt;br /&gt;
* '''Scuttle''' lets you climb like a spider.&lt;br /&gt;
* '''Whispers''' lets you summon guidance for you or an ally that gives a bonus of half your level on a skill that lasts for 1 turn, 1 minute or 1 day depending on the skill chosen.&lt;br /&gt;
* '''Will-O-Wisp''' lets you summon a pale light that lasts for 1 hour and gives you and your allies +4 to Perception checks made to notice things.&lt;br /&gt;
* '''Eldritch Ally''' increases effective caster level by 1 while in physical contact with familiar.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
*'''Cooperative Crafting''': You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.&lt;br /&gt;
*'''Craft Wondrous Item''': &lt;br /&gt;
*'''Extra Hex''': &lt;br /&gt;
*'''Craft Rituals''': You may research rituals.&lt;br /&gt;
*'''Extra Magic Talent''': Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.&lt;br /&gt;
&lt;br /&gt;
*'''Extra Spell Points''': Increase spell point pool by 2.&lt;br /&gt;
*'''Cunning''': +3 skill points, +1 per Hit Die beyound 3&lt;br /&gt;
*'''Curious''': Add 3 skills to your list of class skills&lt;br /&gt;
*'''Improved Cunning''': Gain a skill rank per Hit Die.&lt;br /&gt;
&lt;br /&gt;
== Spheres of Power ==&lt;br /&gt;
&lt;br /&gt;
Talents I want:&lt;br /&gt;
*Warp Sphere&lt;br /&gt;
**Unseeing Teleport - choose direction and distance rather than LoS&lt;br /&gt;
**Distant Teleport - increase to Long range when spending spell point&lt;br /&gt;
**&amp;lt;s&amp;gt;Quick Teleport - Teleport as a move action rather than standard action&amp;lt;/s&amp;gt;&lt;br /&gt;
**Emergency Teleport - Teleport to evade attacks, granting ''evasion'' and a bonus of half caster level to AC and Reflex saves&lt;br /&gt;
*Light Sphere&lt;br /&gt;
**Blinding Light&lt;br /&gt;
**Bound Light&lt;br /&gt;
**Searing Light&lt;br /&gt;
**Lasting Light&lt;br /&gt;
**Illuminate&lt;br /&gt;
*Healing Sphere&lt;br /&gt;
**Resuscitate - heal back from the dead within 1 round&lt;br /&gt;
**Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time&lt;br /&gt;
**Restore Soul - adds 1d8 to ''heal''; also cured of ability drain and temporary negative levels&lt;br /&gt;
**&amp;lt;s&amp;gt;Greater Healing (two more times)&amp;lt;/s&amp;gt; ''This is capped at x3 for now, as game balance is discussed.''&lt;br /&gt;
**Ranged Healing - Close range instead of touch&lt;br /&gt;
**&amp;lt;s&amp;gt;Mass Healing - +1 person per 2 levels at once&amp;lt;/s&amp;gt;&lt;br /&gt;
*Fate Sphere&lt;br /&gt;
**Greater Consecration - increase radius&lt;br /&gt;
*Diviniation Sphere&lt;br /&gt;
**Base&lt;br /&gt;
**Detect Undead Talent - grant the ability to detect undead based on the Life Sphere rather than the Death Sphere.&lt;br /&gt;
*Protection Sphere&lt;br /&gt;
**Distant Protection - Ward or Aegis within Close range rather than touch&lt;br /&gt;
**Greater Barrier - barrier as flat plane&lt;br /&gt;
**Resistance - aegis grants bonus to saving throws&lt;br /&gt;
**Obstruction (aegis) - absorbs damage, granting low DR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;br /&gt;
&lt;br /&gt;
==Cypher System Character Sheet==&lt;br /&gt;
{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
===Pools===&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
===Edge &amp;amp; Effort===&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
===Skills===&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
===Special Abilities===&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
=Pathfinder Character Sheet=&lt;br /&gt;
{{CharInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Class=Witch (Patron: Healing)&lt;br /&gt;
|Archetype=Hex Channeler&lt;br /&gt;
|Level=6&lt;br /&gt;
|Race=Human&lt;br /&gt;
|XP=15,000&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Age=18&lt;br /&gt;
|Alignment=Neutral Good&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Favored Class=Witch&lt;br /&gt;
|}}&lt;br /&gt;
==Attributes==&lt;br /&gt;
'''STR''' 12 (+1) • '''DEX''' 15 (+2) • '''CON''' 13 (+1) • '''INT''' 18 (+4) • '''WIS''' 18 (+4) • '''CHA''' 12 (+1)&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Hit Points''' 33 • '''Initiative''' +2 • '''Speed''' 30 ft (land) • '''Inspiration Points''': 4 • '''Stamina Points''': 3&lt;br /&gt;
&lt;br /&gt;
==Defenses &amp;amp; Attacks==&lt;br /&gt;
'''Armor Class''' 14/19 • '''Touch''' 12/14 • '''Flat-Footed''' 11/17 • '''CMD''' 18 • '''Flat-Footed CMD''' 14&lt;br /&gt;
* '''''Armor''''': Protection Aegis • '''AC Bonus''' +6 • '''Max DEX''' NA • '''Armor Check Penalty''' 0 • '''Spell Failure''' 0% • 5 hours&lt;br /&gt;
'''Fortitude Save''' +3 • '''Reflex Save''' +4 (+6 w/ fox) • '''Will Save''' +8&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Base Attack Bonus''' +3 • '''Melee Attack''' +4 • '''Ranged Attack''' +5 • '''CMB +4&lt;br /&gt;
* '''''Spellstaff''''' • '''Attack Bonus''' +7 • '''Damage''' 1d6 • '''Crit''' 19-20/x2 • '''Range''' 60 ft • '''Type''' Force&lt;br /&gt;
&lt;br /&gt;
==Trained Skills==&lt;br /&gt;
2 skill ranks per level (Witch class), +4 per level (Intelligence), +1 per level (Focus class), +1 per level (human race), +1 per level (Cunning feat), +2 per level (Background): 66 skill points&lt;br /&gt;
* Craft/Alchemy &amp;amp;copy; +6 ''(Int)'' '''+19'''&lt;br /&gt;
* Craft/Cooking &amp;amp;copy; +5 ''(Int)'' '''+12'''&lt;br /&gt;
* Diplomacy +4 ''(Chr)'' '''+5''' (+6 for Gather Information checks)&lt;br /&gt;
* Fly &amp;amp;copy; +1 ''(Dex)'' '''+3''' (+7 with broom)&lt;br /&gt;
* Heal &amp;amp;copy; +6 ''(Wis)'' '''+13'''&lt;br /&gt;
* Knowledge/Arcana &amp;amp;copy; +6 ''(Int)'' '''+13'''&lt;br /&gt;
* Knowledge/Dungeoneering +3 ''(Int)'' '''+7'''&lt;br /&gt;
* Knowledge/History &amp;amp;copy; +3 ''(Int)'' '''+10'''&lt;br /&gt;
* Knowledge/Local &amp;amp;copy; +3 ''(Int)'' '''+11'''&lt;br /&gt;
* Knowledge/Nature &amp;amp;copy; +3 ''(Int)'' '''+10'''&lt;br /&gt;
* Knowledge/Religion &amp;amp;copy; +4 ''(Int)'' '''+11'''&lt;br /&gt;
* Linguistics +3 ''(Int)'' '''+7'''&lt;br /&gt;
* Perception +5 ''(Wis)'' '''+9''' (+11 when within arm's length of your familiar) [Sabbath: +12]&lt;br /&gt;
* Sense Motive +4 ''(Wis)'' '''+8''' (+10 when within arm's length of your familiar)&lt;br /&gt;
* Spellcraft &amp;amp;copy; +6 ''(Int)'' '''+13'''&lt;br /&gt;
* Survival +3 ''(Wis)'' '''+6''' [Sabbath: +7, +11 tracking scent]&lt;br /&gt;
* Use Magic Device &amp;amp;copy; +1 ''(Cha)'' '''+5'''&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills==&lt;br /&gt;
* Acrobatics ''(Dex)'' +2&lt;br /&gt;
* Appraise ''(Int)'' +4&lt;br /&gt;
* Bluff ''(Cha)'' +1&lt;br /&gt;
* Climb ''(Str)'' +1&lt;br /&gt;
* Disable Device ''(Dex)'' +2 '''TRAINED ONLY'''&lt;br /&gt;
* Disguise ''(Cha)'' +1&lt;br /&gt;
* Escape Artist ''(Dex)'' +2&lt;br /&gt;
* Handle Animal ''(Cha)'' +1 '''TRAINED ONLY'''&lt;br /&gt;
* Intimidate &amp;amp;copy; ''(Cha)'' +1&lt;br /&gt;
* Perform ''(Cha)'' +1&lt;br /&gt;
* Profession ''(Wis)'' +4 '''TRAINED ONLY'''&lt;br /&gt;
* Ride ''(Dex)'' +2&lt;br /&gt;
* Sleight of Hand ''(Dex)'' +2 '''TRAINED ONLY'''&lt;br /&gt;
* Stealth ''(Dex)'' +2&lt;br /&gt;
* Swim ''(Str)'' +1&lt;br /&gt;
----&lt;br /&gt;
'''Languages''': Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite, Citrinic, Ancient Citrinic&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
* '''Weapons''': Simple Weapons&lt;br /&gt;
* '''Armor/Shields''': None&lt;br /&gt;
==Traits, Drawbacks and Feats==&lt;br /&gt;
* '''Adopted''' ''(Trait)'': You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).&lt;br /&gt;
* '''Alchemical Adept''' ''(Trait)'': You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.&lt;br /&gt;
* '''Caretaker''' ''(Trait)'': You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.&lt;br /&gt;
* '''Well-Informed''' ''(Trait)'': You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.&lt;br /&gt;
----&lt;br /&gt;
* '''Attached''' ''(Drawback)'': Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.&lt;br /&gt;
----&lt;br /&gt;
* '''Alertness''' ''(Class Feature Feat)'': '''When within arm's length of your familiar''' you gain +2 on Perception and Sense Motive checks.&lt;br /&gt;
* '''Brew Potion''' ''(Class Feature Feat)'': You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price. &lt;br /&gt;
----&lt;br /&gt;
* '''Amateur Investigator''' ''(Feat)'': You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.&lt;br /&gt;
* '''Extra Hex''' ''(Feat)'': Gain 1 extra hex class power. You chose Healing Touch.&lt;br /&gt;
----&lt;br /&gt;
* '''Cantrip''': (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created. &lt;br /&gt;
** You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target. &lt;br /&gt;
** You may clean, soil, or color up to 1 cubic ft of material per round. &lt;br /&gt;
** You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action. &lt;br /&gt;
** You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects. &lt;br /&gt;
** You may open or close a door or container weighing no more than 30 lbs. &lt;br /&gt;
** You may chill, warm, or flavor 1 lbs. of nonliving material. &lt;br /&gt;
** You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles. &lt;br /&gt;
** You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round. &lt;br /&gt;
** You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.&lt;br /&gt;
----&lt;br /&gt;
* '''Cunning''' ''(Feat, 3rd level)'': You gain +3 skill points, and +1 skill point per character level above 3rd.&lt;br /&gt;
* '''Extra Magic Talent''' ''(Feat, 5th level)'': Gain 1 extra magic talent (Spheres &amp;amp; Powers magic system)&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* +1 Skill Point per level&lt;br /&gt;
* +1 Feat at 1st level&lt;br /&gt;
* +2 to any attribute at 1st level&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
* '''Sphere Casting''': You can cast sphere magic as detailed in the magical abilities section below.&lt;br /&gt;
* '''Hex''': You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.&lt;br /&gt;
** '''Cauldron (Ex)''': You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.&lt;br /&gt;
** '''Healing (Su)''': You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell (2d8+15).&lt;br /&gt;
** '''Prehensile Hair (Su)''': The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.&lt;br /&gt;
** '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.&lt;br /&gt;
** '''Channel Positive Energy''' grants the witch the ability to ''channel positive energy'' in a manner similar to that of a priest. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (4x per day). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6.&lt;br /&gt;
* '''Witch's Familiar''': You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:&lt;br /&gt;
** While the familiar is within arm's length you gain the '''Alertness''' feat.&lt;br /&gt;
** You may cast spells with a target of &amp;quot;You&amp;quot; on your familiar as a touch spell. &lt;br /&gt;
** You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.&lt;br /&gt;
** Your familiar gives you a special ability (+2 bonus on Reflex saves).&lt;br /&gt;
* '''Ability Score Increases:'''&lt;br /&gt;
** ''+1 Wisdom'' @ 4th level&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| Potion of Healing (her own; 1d8+4; Wild Surge check when drunk -- fed to Kaza, created flaming sphere wild surge||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| (2) Fire Ward Gel (her own make; 1 hour resistance to fire if slathered on beforehand ||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 anti-plague&amp;lt;br/&amp;gt;1 anti-toxin&amp;lt;br/&amp;gt;1 bloodblock&amp;lt;br/&amp;gt;2 sunrods&amp;lt;br/&amp;gt;2 vials of holy water&amp;lt;br/&amp;gt;2 vials of liquid rainbow&amp;lt;br/&amp;gt;1 vial of ''potion of restoration''&amp;lt;br/&amp;gt;Veterinary potion for Sabbath&amp;lt;br/&amp;gt;Cure Moderate Wounds (self) [2d8+15, wild surge check required]&amp;lt;br/&amp;gt;Seasickness cures&amp;lt;br/&amp;gt;(2) Mage Armor potions [+5 AC 4 hours, wild surge check required]&amp;lt;br /&amp;gt;(2) Fortune potions [+1 to any 1 check, 5 min]&amp;lt;br/&amp;gt;Warp Potion [100ft range, LoS required, wild surge check required] ||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;s&amp;gt;Bracers of Armor +1&amp;lt;/s&amp;gt; ||  || &amp;lt;s&amp;gt;Worn&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| '''Bag of Holding''' ''Type I' This appears to be a common cloth sack about 2 feet by 4 feet in size. The ''bag of holding'' opens into a non-dimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This particular bag weighs 15 pounds at all times. It is capable of holding up to 250 lbs and 30 cubic feet.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.  ||  || Backpack&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;s&amp;gt;masterwork blue glass duck from faerie hole&amp;lt;/s&amp;gt; ||  || wrapped in rags in bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/broom-of-flying Broom of Flying]:  Grants up to 9 hours per day 40ft flight +4 Fly skill checks, carry up to 200 pounds; also flies to owner from as far away as 300 yards with command word.|| 3 lbs  || bag of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magical Abilities==&lt;br /&gt;
* '''Spell Points:''' 16 ''(1 per level, +1 per level for drawbacks, + INT bonus)''&lt;br /&gt;
* '''Caster Level''': +6&lt;br /&gt;
* '''Casting Ability Modifier''': INT (+4)&lt;br /&gt;
* '''Saving Throw DC''': 17 (10 + 1/2 caster level + INT modifier)&lt;br /&gt;
* '''Magical Skill Bonus''': +6&lt;br /&gt;
* '''Magical Skill Defense''': 17&lt;br /&gt;
* '''Concentration Check:''' +10 (INT+MSB) vs DC 15 + Caster level&lt;br /&gt;
===Magical Tradition===&lt;br /&gt;
* '''Focus Casting''': Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
* '''Magical Signs''': Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br&amp;gt; &lt;br /&gt;
''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
* '''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br&amp;gt; &lt;br /&gt;
''Zyindra has taken this drawback twice.''&lt;br /&gt;
* '''Wild Magic''': Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a Spell Point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic creates.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wild Magic Table]]&lt;br /&gt;
&lt;br /&gt;
===Life Sphere===&lt;br /&gt;
[[Image:lifesphere.png|right|150px]]You wield the powers of life.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Invigorate (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': 1 hour&lt;br /&gt;
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies. &lt;br /&gt;
=====Cure (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': Instant&lt;br /&gt;
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half). &lt;br /&gt;
=====Restore (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': Instant&lt;br /&gt;
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.&lt;br /&gt;
* Heals 1d4 points of ability damage to one ability score of your choice. &lt;br /&gt;
* Removes the fatigued condition or lessens exhaustion to fatigued. &lt;br /&gt;
* Removes the sickened condition or lessens nauseated to sickened. &lt;br /&gt;
* Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. &lt;br /&gt;
* Removes the staggered condition. &lt;br /&gt;
* Removes the dazzled condition.&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Greater Restore (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
When ''restoring'' a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.&lt;br /&gt;
=====Greater Healing (Talent) x2=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
Your ''cure'' effect heals 3 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level. [1d8+12]&lt;br /&gt;
=====Restore Health (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 0 (does not cost anything additional for the ''Healing''&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
Your ''cure'' ability heals an additional 1d8 hit points. When ''restoring'' a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.&lt;br /&gt;
=====Mass Healing (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': +1&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
&lt;br /&gt;
You may spend an additional spell point when using a ''cure'' or ''invigorate'' to affect an additional creature per 2 caster levels (+3 currently). All targets must be within range. &lt;br /&gt;
&lt;br /&gt;
===Fate Sphere===&lt;br /&gt;
[[Image:fatesphere.png|right|150px]]You command cosmic forces including luck, destiny, and alignment.&lt;br /&gt;
&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Word (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close (25 ft)&lt;br /&gt;
* '''Duration''': Variable&lt;br /&gt;
As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.&lt;br /&gt;
======Hallow (word)======&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close (25 ft)&lt;br /&gt;
* '''Duration''': 1 minute per caster level&lt;br /&gt;
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.&lt;br /&gt;
&lt;br /&gt;
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.&lt;br /&gt;
&lt;br /&gt;
=====Consecration (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': 20 ft radius centered on self&lt;br /&gt;
* '''Duration''': Variable&lt;br /&gt;
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.&lt;br /&gt;
======Serendipity (consecration)======&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': 20 ft radius centered on self&lt;br /&gt;
* '''Duration''': Concentration. Spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Greater Serendipity (Talent)=====&lt;br /&gt;
When you use your serendipity ''consecration'', in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.&lt;br /&gt;
&lt;br /&gt;
===Protection Sphere===&lt;br /&gt;
[[Image:protectionphere.png|right|150px]]You are a user of the magics of preservation.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Ward (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Radius centered on starting location&lt;br /&gt;
* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward: &lt;br /&gt;
======Barrier (ward)======&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Radius centered on starting location&lt;br /&gt;
* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).&lt;br /&gt;
&lt;br /&gt;
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.&lt;br /&gt;
&lt;br /&gt;
If you maintain your barrier through concentration, its HP is renewed each round on your turn. &lt;br /&gt;
=====Aegis (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere: &lt;br /&gt;
======Deflection (aegis)======&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels. &lt;br /&gt;
====Talents====&lt;br /&gt;
=====Armored Magic (aegis) Talent=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.&lt;br /&gt;
===Light Sphere===&lt;br /&gt;
[[Image:lightsphere.png|right|150px]]You may create and manipulate light.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
====Glow (Base Power)====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft (Ranged touch attack roll required)&lt;br /&gt;
* '''Duration''': 1 minute per level&lt;br /&gt;
As a standard action, you may cause an object or creature to ''glow'' for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.&lt;br /&gt;
&lt;br /&gt;
As a free action, you may cause any creature or object you have caused to ''glow'' that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.&lt;br /&gt;
&lt;br /&gt;
As a standard action, you may cause one of your ''glow'' effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue ''glowing'' brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.&lt;br /&gt;
&lt;br /&gt;
Whenever a ''glow'' effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the ''glow'' effect must pass a magic skill check against the MSD of the ''darkness'' effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.&lt;br /&gt;
&lt;br /&gt;
Some talents are designated (light), which add additional effects to your ''glow'' ability. You may only apply the benefits of one (light) talent to any individual ''glow'' effect. While you may only apply one such talent to an individual ''glow'' effect, areas of bright light from different ''glow'' effects can overlap.&lt;br /&gt;
&lt;br /&gt;
When augmenting a ''glow'' effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a ''glowing'' object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.&lt;br /&gt;
====Talents====&lt;br /&gt;
You currently have no additional Talents in the Light Sphere.&lt;br /&gt;
&lt;br /&gt;
===Warp Sphere===&lt;br /&gt;
[[Image:warpsphere.png|right|150px]]You can twist space to your whim.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Teleport (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close or 25 ft + 2.5 ft per caster level (Additional spell point to increase to Medium or 100 ft + 10/caster level)&lt;br /&gt;
* '''Duration''': Instantaneous&lt;br /&gt;
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.&lt;br /&gt;
&lt;br /&gt;
=====Bend Space (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': Varies&lt;br /&gt;
Talents marked ''(space)'' grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.&lt;br /&gt;
&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Teleport Beacon (space talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': Unlimited (same plane)&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to ''teleport'' yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead ''teleport'' your teleport beacon to you. You must use the ''Unwilling Teleport'' talent to do this with an unwilling creature, and they are allowed a saving throw as normal.&lt;br /&gt;
&lt;br /&gt;
You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the ''Group Teleport'' talent, you may use the ''Group Teleport'' talent to ''teleport'' multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).&lt;br /&gt;
=====Quick Teleport (space talent)=====&lt;br /&gt;
* '''Spell Point Cost''': +1&lt;br /&gt;
* '''Action''': Move action&lt;br /&gt;
* '''Range''': Close range (25 ft + 1ft)&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
When ''teleporting'' yourself or a group that includes yourself, you may spend an additional spell point to ''teleport'' as a move action instead of a standard action. You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;width:100%;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;Font-weight:bold;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:2%&amp;quot;| C&lt;br /&gt;
| style=&amp;quot;width:2%&amp;quot;| M&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot;| Name&lt;br /&gt;
| style=&amp;quot;width:13%&amp;quot;| Cast&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Components&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Range&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| AoE&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Duration&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot;| Save&lt;br /&gt;
| style=&amp;quot;width:2%&amp;quot;| SR&lt;br /&gt;
| style=&amp;quot;width:25%&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Arcane_Mark|Arcane Mark]]|| 1 standard action|| V, S|| touch|| one personal rune or mark, all of which must fit within 1 sq. ft.|| Duration permanent|| none|| no|| Magically inscribe rune, mark, 6 char, vis or invis&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Bleed|Bleed]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one living creature|| instantaneous|| Will negates|| yes|| Causes stabilized to begin bleeding to death&lt;br /&gt;
|-&lt;br /&gt;
|| || X || [[Zyindra's Spell List#Dancing_Lights|Dancing Lights]]|| 1 standard action|| V, S|| medium (100 ft. + 10 ft./level)|| Up to four lights, all within a 10-ft.-radius area|| 1 minute (D)|| none|| no|| Made lights&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Daze|Daze]]|| 1 standard action|| V, S, M (a pinch of wool or similar substance)|| close (25 ft. + 5 ft./2 levels)|| one humanoid creature of 4 HD or less|| 1 round|| Will negates|| yes|| clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions&lt;br /&gt;
|-&lt;br /&gt;
|| || X || [[Zyindra's Spell List#Detect_Magic|Detect Magic]]|| 1 standard action|| V, S|| 60 ft.|| cone-shaped emanation|| concentration, up to 1 min./level (D)|| none|| no|| 1st Round: Presence or absence of magical auras,&amp;lt;br /&amp;gt;2nd Round: Number of different magical auras and the power of the most potent aura&amp;lt;br /&amp;gt;3rd Round: The strength and location of each aura. Knowledge (arcana) to determine school of magic (One check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Detect_Poison|Detect Poison]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature, one object, or a 5-ft. cube|| instantaneous|| none|| no|| determine exact type of poison with a DC 20 Wisdom check&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Guidance|Guidance]]|| 1 standard action|| V, S|| touch|| creature touched|| 1 minute or until discharged|| Will negates (harmless)|| yes|| +1 competence bonus on a single attack roll, saving throw, or skill check&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Light|Light]]|| 1 standard action|| V, M/DF (a firefly)|| touch|| object touched|| 10 min./level|| none|| no|| 20-foot radius from the point touched&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Mending|Mending]]|| 10 minutes|| V, S|| 10 ft.|| one object of up to 1 lb./level|| instantaneous|| Will negates|| yes|| restoring 1d4 hit points&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Message|Message]]|| 1 standard action|| V, S, F (a piece of copper wire)|| medium (100 ft. + 10 ft./level)|| one creature/level|| 10 min./level|| none|| no|| whisper messages, receive whispered replies, nearby can hear with a DC 25 Perception check&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Purify_Food_and_Water|Purify Food and Water]]|| 1 standard action|| V, S|| 10 ft.|| 1 cu. ft./level of contaminated food and water|| instantaneous|| Will negates|| yes|| spoiled, rotten, diseased, poisonous, or contaminated food and water pure and suitable for eating and drinking&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Read_Magic|Read Magic]]|| 1 standard action|| V, S, F (a clear crystal or mineral prism)|| personal|| you|| 10 min./level|| decipher magical inscriptions on objects||  || &lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Resistance|Resistance]]|| 1 standard action|| V, S, M/DF (a miniature cloak)|| touch|| creature touched|| 1 minute|| Will negates (harmless)|| yes (harmless)|| granting it a +1 resistance bonus on saves&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Spark|Spark]]|| 1 standard action|| V or S|| close (25 ft. + 5 ft./2 levels)|| one Fine object|| instantaneous|| Fortitude negates (object)|| yes (object)|| unattended Fine flammable object catch on fire&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Stabilize|Stabilize]]|| 1 standard action|| V,S|| close (25 ft. + 5 ft./2 levels)|| one living creature|| instantaneous|| Will negates (harmless)|| yes (harmless)|| automatically stabilized and does not lose any further hit points&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Touch_of_Fatigue|Touch of Fatigue]]|| 1 standard action|| V, S, M (a drop of sweat)|| touch|| creature touched|| 1 round/level|| Fortitude negates|| yes|| immediately fatigued for the spell's duration&lt;br /&gt;
|-&lt;br /&gt;
!| C|| M|| Name|| Comp|| Components|| Range|| AoE|| Duration|| Save|| SR|| Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Cure_Light_Wounds|Cure Light Wounds]]|| 1 standard action|| V, S|| touch|| creature touched|| instantaneous|| Will half (harmless)|| yes (harmless)|| cures 1d8 points of damage +1 point per caster level (maximum +5)&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Diagnose_Disease|Diagnose Disease]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature, one object, or a 5-ft. cube|| instantaneous|| none|| no|| any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects, +4 bonus on Heal checks&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Ear-Piercing_Scream|Ear-Piercing Scream]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature|| instantaneous for damage; 1 round for dazed condition.|| Fortitude partial (see text)|| yes|| dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Identify|Identify]]|| 1 standard action|| V, S, M (wine stirred with an owl's feather)|| 60 ft.|| cone-shaped emanation|| 3 rounds/level (D)|| none|| no|| functions as detect magic, +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Mage_Armor|Mage Armor]]|| 1 standard action|| V, S, F (a piece of cured leather)|| touch|| creature touched|| 1 hour/level (D)|| Will negates (harmless)|| no|| +4 armor bonus to AC&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Sanctify_Corpse|Sanctify Corpse]]|| 1 standard action|| V, S, DF, M (a pinch of silver dust)|| touch|| corpse touched|| 24 hours|| none|| no|| preventing it from being turned into an undead creature&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Sleep|Sleep]]|| 1 round|| V, S, M (fine sand, rose petals, or a live cricket)|| medium (100 ft. + 10 ft./level)|| one or more living creatures within a 10-ft.-radius burst|| 1 min./level|| Will negates|| yes|| 4 HD of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage)&lt;br /&gt;
===Flaws===&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-17T13:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Equipent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-17T13:42:44Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Edge &amp;amp; Effort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-01-17T02:57:40Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* NEW: '''Hex 5.05''' Swamp. Fought Icon cursed bear.&lt;br /&gt;
* NEW: '''Hex 6.05''' Grasslands. Tea fields.&lt;br /&gt;
* NEW: '''Hex 7.04''' Grasslands. A fur trapper named Amor lives here.&lt;br /&gt;
* NEW: '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* NEW: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* NEW: '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* NEW: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* NEW: '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* NEW: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-01-10T02:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* NEW: '''Hex 6.05''' Grasslands. Tea fields.&lt;br /&gt;
* NEW: '''Hex 7.04''' Grasslands. A fur trapper named Amor lives here.&lt;br /&gt;
* NEW: '''Hex 8.04''' Grasslands. Might make for good farm land.&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* NEW: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* NEW: '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* NEW: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* NEW: '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* NEW: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2018-01-03T02:58:55Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* NEW: '''Hex 9.04''' A circular stream is located here, with five waterfalls that flow up hill. An artifact is creating the water but not making it flow up the waterfalls.&lt;br /&gt;
* '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* NEW: '''Hex 10.04''' Grasslands. Found the wreckage of a hot air balloon here. The body inside was cremated.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* NEW: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* NEW: '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* NEW: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:KrystallosFancyMap.jpg</id>
		<title>File:KrystallosFancyMap.jpg</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:KrystallosFancyMap.jpg"/>
				<updated>2018-01-03T00:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-12-13T03:13:40Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* NEW: '''Hex 11.03''': Home to a pair of kobolds. Bubbling pits of pitch located there.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* NEW: '''Hex 12.03''' Hilly Scrubland. Might be good for olive farming.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* NEW: '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-12-13T01:39:57Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 13.02''' Hills. There's a bridge crossing a stream here, made of human bone. Sitting in the Shrine of Opal under the manor allows one to see the area around the bridge.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2017-11-28T23:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. It turned out he was undead and possibly a Cleric of Opal. The spell prolonging his resistance ended and he has left the mortal plane.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Drusilla''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Ex-Bandits''' ''(half-elves)'': Three runaway mzhyt from Vesicule who joined the bandits plaguing the area. They agreed to work off their punishment in exchange for their lives. Their names are Rosita (former prostitute now assigned to the Inn), Evelyn (green thumb now assigned to the garden), and Mareet (scrapper now assigned as a guard).&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miacruz''' ''(human)'': Master carpenter who is assisted in her work by her son, Miho.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sprocket''' ''(gnome)'': Journeyman blacksmith without a master.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sister Serena''' ''(human)'': Cleric of Emerald.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Religion</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Religion"/>
				<updated>2017-11-28T23:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Icons and Cults */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Totems of Krystallos===&lt;br /&gt;
[[image:Amethysttotem.jpg|thumb|right|The Amethyst Totem]]While the Totems all belong to the same pantheon there is a fairly wide range of religious practices throughout Krystallos. Since the Totems exist as physical forms they aren’t generally imagined as having organic forms. The Totems aren’t seen as personalities but, rather, elemental forces that influence the world. They do choose and empower members of their clergy as Clerics, Healers and Paladins and they have been known to answer the prayers of their followers. A Totem is always the primary deity within their own territory – Amethyst in the Kingdom of Amethyst, Sapphire in the Sapphire Forest, and so forth. However, the other Totems are usually venerated within their spheres of influence. All sailors, for instance, offer prayers to Tanzinite for safe passage on the seas no matter where they are from. The main temple of each Totem is centered around the Totem itself. However, there are multiple smaller temples throughout the lands – each containing a small gem shard chipped from the Totem that serves as a link. Clerics and the faithful often have small shards of the Totems as well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:red;color:white;font-weight:bold;&amp;quot; colspan=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Totems of Krystallos&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:beige;font-weight:bold;text-align:left;&amp;quot;&lt;br /&gt;
||Totem||Alignment||Domains||Favored Weapon&lt;br /&gt;
|-&lt;br /&gt;
||Amethyst||Lawful Good||Law, Trade||Halberd&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Tourmaline||Chaotic Good||Cold, Luck||Battleaxe&lt;br /&gt;
|-&lt;br /&gt;
||Alexandrite||Chaotic Neutral||Creation, Retribution||Rapier&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Iolite||True Neutral||Earth, Family||Club&lt;br /&gt;
|-&lt;br /&gt;
||Scapolite||Lawful Good||Glory, Purification||Flail&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Onyx||Lawful Neutral||Knowledge, Mysticism||Scythe&lt;br /&gt;
|-&lt;br /&gt;
||Pearl||Chaotic Neutral||Competition, Liberation||Scimitar&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Citrine||Neutral Good||Artifice, Wrath||Kopesh&lt;br /&gt;
|-&lt;br /&gt;
||Thulite||Lawful Neutral||Celerity, Strength||Longspear&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Topaz||Chaotic Neutral||Darkness, Illusion||Gnome Hooked Hammer&lt;br /&gt;
|-&lt;br /&gt;
||Sapphire||Lawful Neutral||Plant, Portals||Elven Curve Blade&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Peridot||Lawful Neutral||Chaos, Dreams||Kermbit&lt;br /&gt;
|-&lt;br /&gt;
||Amazonite||True Neutral||Force, War||Two-bladed Sword&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Ruby||Lawful Good||Craft, Fire||Warhammer&lt;br /&gt;
|-&lt;br /&gt;
||Emerald||Neutral Good||Hearth, Healing||Sling&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Jade||Lawful Good||Air, Nobility||Katana&lt;br /&gt;
|-&lt;br /&gt;
||Quartz||Chaotic Neutral||Charm, Weather||Bladed Scarf&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Chalcedony||Lawful Neutral||Lust, Protection||Longsword&lt;br /&gt;
|-&lt;br /&gt;
||Garnet||Lawful Good||Cavern, Metal||Dwarven Waraxe&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Turquoise||Neutral Good||Animals, Pacts||Halfling Sling Staff&lt;br /&gt;
|-&lt;br /&gt;
||Zirconian||Neutral Good||Good, Fate||Sickle&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Diamond||True Neutral||Balance, Community||Quarterstaff&lt;br /&gt;
|-&lt;br /&gt;
||Tanzinite||Neutral Good||Courage, Water||Trident&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Opal||Chaotic Good||Mind, Repose/Death||Kukri&lt;br /&gt;
|-&lt;br /&gt;
||Obsidian||Neutral Good||Oracle, Travel||Hunga Munga&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
The organization of each Totem's worshipers varies from faith to faith. The worshipers of some Totems, such as Scapolite, are very organized and have a complex hierarchy of clerics and temples. Other Totems, such as Peridot, have no true organizational structure and each temple is a separate entity. What remains true across all faiths is that the temple which houses a Totem is known as the Grand Temple among the faithful and the head cleric of the Grand Temple claims the title of Grand Cleric. It is also universal that any cleric may enter a Grand Temple, approach a Totem, and pray for a Shard. If the Totem decides to honor this prayer, a gemstone Shard breaks off from the Totem. The cleric may then take the Shard and found a temple of her own. If a faith is well-organized, the Grand Temple usually works the new temple into their hierarchy. &lt;br /&gt;
&lt;br /&gt;
===Icons and Cults===&lt;br /&gt;
Totems do not interact with their followers in any traditional sense. They do not appear to their followers as avatars nor do they speak to their followers. When Totems do communicate with a follower it is in the form of an epiphany. The follower receives divine inspiration, suddenly knowing something new. This can make it difficult for worshipers to know the will of their Totems. To fill this gap, Totems sometimes elevate particularly inspired or ardent worshipers to a higher status upon death, transforming them into Icons. Icons serve as intermediaries, giving words to a Totem's desires and needs, comfort to their worshipers and, at times, punishment to the unfaithful. Icons are powerful beings who rarely manifest on this plane of existence. They often appear as spirits or in dreams rather than as physical entities. &lt;br /&gt;
&lt;br /&gt;
Because Icons are easier to relate to than the Totems themselves, it is common for worshipers to pray to an Icon, asking him or her to speak to the Totem on the supplicant's behalf. Some groups of worshipers will pattern themselves after an Icon, forming a Cult - a religious organization with specific goals, tenants of faith and vows of behavior. Some Cults are welcomed by the parent faith (assuming there is one) as a valued member of the whole. Others are considered heretical and shunned. Yet, even the mother faith cannot keep Cult leaders from approaching the Totem and praying for a Shard with which to start a temple.&lt;br /&gt;
&lt;br /&gt;
Known Icons include:&lt;br /&gt;
* '''Joobur''': A Cleric of Opal who believed knowledge resided in the brain and, thus, the skull was sacred. Possibly explored methods of creating undeath and extending life.&lt;br /&gt;
* '''The Green Lady:''' An Illithid and Cleric of Opal who had light green skin. She popularized the belief that Clerics of Opal should tend to the spiritual needs of the living as well as the dead.&lt;br /&gt;
* '''John the Barber''': A Cleric of Emerald who studied anatomy as a way of enhancing divine healing powers.&lt;br /&gt;
* '''Gijima the Sacred Courier:''' A Cleric of Obsidian and founder of the Order of the Sacred Courier, a world-wide delivery service that ushered in an age of communication and exchange between the peoples of Krystallos.&lt;br /&gt;
* '''Rahoru the Bright-shining:''' The first Pharaoh of the Citrine Kingdom and, therefore, an Icon of Citrine. Tradition held that his soul would return time after time to possess a new body. Thus, each new Pharaoh of the Citrine Kingdom was also named Rahoru. While Rahoru's status as an Icon is undisputed, few outside of the Citrine Wastes believe the Pharaohs that followed Rahoru were actually the Icon given flesh.&lt;br /&gt;
* '''Ausar the Green-scaled:''' A Cleric of Opal who developed the funeral rites and mummification techniques used by the ancient Citrines.&lt;br /&gt;
* '''Dina, Lady of Butterflies:''' A Cleric of Diamond. So moved was she by the plight of refugees fleeing the Great Invasion that she went to her Totem and kneeled in supplication for nine days, begging that they be given a home. So still was she, butterflies by the hundreds came to perch on her. By the tenth day, Dina was so covered in butterflies that she could not be seen. Her prayers were answered and the simple Grand Temple of Diamond became the center of a new Diamond City, a place for the refugees to live.&lt;br /&gt;
* '''Zizash the Smooth-Fingered:''' A kobold Cleric of Ruby who discovered the process for manufacturing glass.&lt;br /&gt;
* '''Lady Dervish:''' A Cleric of Quartz who realized that to survive, art and beauty must be protected. She developed a martial style that combined dance and weapons.&lt;br /&gt;
* '''Mildred the Quiet:''' A Cleric of Emerald who took a vow of poverty so that she would never lose sight of her mission. She wandered the world, helping the destitute and poor. The Cult of the Quiet Hand continues her work today.&lt;br /&gt;
* '''Iona the Warleader of the White Crows:''' An Amazonite tribeswoman who helped guide forces into the wilds of the Zirconian Commonwealth and the Obsidian Badlands against the forces of the Invaders. She led her fellow tribeswomen and hundreds of others unflinchingly against impossibly overwhelming odds, extracting a ferocious price from the Invaders' forces.&lt;br /&gt;
&lt;br /&gt;
===Personal Totems===&lt;br /&gt;
In general, people venerate the Totem of their homeland first and foremost. This is simply good sense. You don't go to someone's house and start loudly praising the house of a man down the street. However, most people recognize that different Totems govern different aspects of life. It is customary, when praying on a specific request, to first give praise and thanks to one's home Totem and then to petition the Totem that governs the request (or an Icon of said Totem).&lt;br /&gt;
&lt;br /&gt;
===Druids===&lt;br /&gt;
The Totems radiate power along ley lines that travel the world. These ley lines sustain Krystallos and, without them, the land would wither and die. Originating among the elves but quickly spreading beyond them, Druids are the caretakers of the ley lines. They have raised stone monuments at specific points along ley lines across Krystallos to help maintain the Totem's flow of world sustaining energy using mystical rituals. In return for this task, the Druids have learned to draw power from the ley lines to perform magical deeds. Because Druids serve the ley lines and not any individual Totems, they are not considered clergy.&lt;br /&gt;
&lt;br /&gt;
===The Afterlife in Krystallos===&lt;br /&gt;
&lt;br /&gt;
Different peoples have different notions of the afterlife. The kobolds, halflings and most human nations believe in the twin lands of Elysium and Gehenna and that souls go to one or the other upon death depending on the quality of one’s life. Exactly what constitutes good deeds and bad might change from culture to culture. The dwarves believe that one’s soul is absorbed by the totem and held in trust until the time comes to be reborn in this world – into either a higher or lower caste depending on one’s life. The elves have a complex afterlife where one is judged moment by moment in a personal ledger and sent to any one of a dozen places of punishment or reward. The gnomes believe there is no afterlife and, so, life must be lived fully in the here and now.&lt;br /&gt;
&lt;br /&gt;
===Pantheon of Evil===&lt;br /&gt;
&lt;br /&gt;
Before the Great Invasion, Krystallos had no evil deities. The invasion changed all that. The invaders served Tiamat, a goddess of evil. Overseeing the invasion forces were Tiamat’s six god-generals. Each of these beings served as both leaders in the invasion and deities worshipped by the invaders. Since the end of the Great Invasion, Tiamat and her god-generals have been worshipped by pockets of invaders who were left behind when the bulk of the invasion force retreated. They have also become objects of worship by native cults seeking more evil and, some whisper, more powerful entities.&lt;br /&gt;
&lt;br /&gt;
'''Tiamat''': The evil force behind the Great Invasion, no one on Krystallos has seen her and lived. Whispers, however, describe her either as a human with pale skin, dark hair and terrible beauty or as a something disturbingly similar in shape to the Totems of Krystallos, only with five heads.&lt;br /&gt;
&lt;br /&gt;
'''Vecna''': Vecna and his wizard-priests formed the magical muscle of the Great Invasion. A corpse-like being missing his left hand and eye, Vecna wielded magic so powerful he could transform entire battalions to stone or melt them into gibbering pools of slime. Tomes stolen from Vecna’s wizard-priests formed the foundation of wizardry in Krystallos.&lt;br /&gt;
&lt;br /&gt;
'''Eclavdra''': The keeper of Tiamat’s secrets was Eclavdra. She and her legion of spies and seers provided intelligence on Krystallos for the invaders. As sadistic as she is beautiful, she could break the powerful with the merest whisper of a torture. She appears as an elf, though with jet black skin.&lt;br /&gt;
&lt;br /&gt;
'''Acererak''': An army is only as powerful as its weapons and keeps. The same was true of the Invasion. The architect who led Tiamat’s engineers has a knowledge of architecture and craftsmanship that could be much admired if it wasn’t for the perverse deadliness of his creations. Decades were spent destroying Acererak’s fortresses in Krystallos – a task made even more difficult because of the evil that radiated from the very stone of the buildings and the sadistic traps that seemed designed to destroy spirit as much as body.&lt;br /&gt;
&lt;br /&gt;
'''Strahd''': A being of pure evil and the night, Strahd created and led the undead shock troops of Tiamat’s invasion. A thing of nightmares, the pale skinned creature dressed in the clothing of nobles inspired fear as his forces turned night in Krystallos from a time of rest to a time of terror.&lt;br /&gt;
&lt;br /&gt;
'''Sakatha''': A lizardman similar to the kobolds, Sakatha ruled the slaves of Tiamat’s army. The poor wretches who dug trenches for the armies of Venger, cleaned the torture chambers of Eclavdra, served as beasts of burden for Acererak’s engineers, fed the shock toops of Strahd and served as experimental fodder for the wizard-priests of Vecna were under Sakatha’s domain. He is said to have especially relished the chance to break the spirits and warp the bodies and minds of captured Krystallos natives.&lt;br /&gt;
&lt;br /&gt;
'''Venger''': The leader of the troops, Venger was a brilliant strategist whose clever plans destroyed the Kingdom of Obsidian and nearly conquered Krystallos itself. A master of disguise as well as tactics, Venger was known for infiltrating an enemy camp and dining with the general of an opposing force the night before he crushed them in battle.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Pantheon of Evil&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:beige;font-weight:bold;text-align:left;&amp;quot;&lt;br /&gt;
!|Deity||Alignment||Domains||Favored Weapon&lt;br /&gt;
|-&lt;br /&gt;
||Tiamat||Lawful Evil||Destruction, Evil, Law||Claw&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Vecna||Neutral Evil||Evil, Knowledge, Magic||Dagger&lt;br /&gt;
|-&lt;br /&gt;
||Eclavdra||Chaotic Evil||Chaos, Evil, Trickery||Whip&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Acererak||Neutral Evil||Artifice, Evil, Retribution||Warhammer&lt;br /&gt;
|-&lt;br /&gt;
||Strahd||Lawful Evil||Deathbound, Evil, Tyranny||Rapier&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Venger||Neutral Evil||Domination, Evil, War||Bastard Sword&lt;br /&gt;
|-&lt;br /&gt;
||Sakatha||Neutral Evil||Evil, Hatred, Suffering||Rapier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2017-09-06T00:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Drusilla''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Ex-Bandits''' ''(half-elves)'': Three runaway mzhyt from Vesicule who joined the bandits plaguing the area. They agreed to work off their punishment in exchange for their lives. Their names are Rosita (former prostitute now assigned to the Inn), Evelyn (green thumb now assigned to the garden), and Mareet (scrapper now assigned as a guard).&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Miacruz''' ''(human)'': Master carpenter who is assisted in her work by her son, Miho.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sprocket''' ''(gnome)'': Journeyman blacksmith without a master.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Sister Serena''' ''(human)'': Cleric of Emerald.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Fao1.JPG</id>
		<title>File:Fao1.JPG</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Fao1.JPG"/>
				<updated>2017-09-05T23:13:39Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-09-05T23:02:07Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light Forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* NEW: '''Hex 10.01''' Light Forest. Home to thousands of termite mounds. Roughly half the trees seem somehow immune to the termites.&lt;br /&gt;
* NEW: '''Hex 11.01''' Light Forest. There is a pond here. In the pond are about a hundred buckets. The buckets are perfectly suspended and cannot be moved.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* NEW: '''Hex 12.01''' Light Forest. There is an old, ruined tower here. Inside is a man named Miles who grows mushrooms which sing when touched.&lt;br /&gt;
* NEW: '''Hex 12.02''' Light Forest. A band of skunk apes make their home here.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Fao2.JPG</id>
		<title>File:Fao2.JPG</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Fao2.JPG"/>
				<updated>2017-07-12T00:54:09Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-06-20T22:32:45Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 15.02''' Dwarf Mining Hold.&lt;br /&gt;
* '''Hex 16.02''' Lake with giant fish. Bee hive.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2017-05-23T00:56:37Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Brutus''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Ex-Bandits''' ''(human)'': Three runaway mzhyt from Vesicule who joined the bandits plaguing the area. They agreed to work off their punishment in exchange for their lives. Their names are Rosita (former prostitute), Evelyn (green thumb), and Mareet (scrapper).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Races</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Races"/>
				<updated>2017-05-18T00:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:RacialChart.jpg|right|The Races of Krystallos]]&lt;br /&gt;
==Humans==&lt;br /&gt;
Humans are the most populous race of Krystallos. They are the primary populations of the Amethystian empire, the Free City of Peridot, the Chalcedony Protectorate, the Jade Kingdom, the Pearl Territories, the Quartz Territories and the Amazonite Tribe. They are an incredible diverse and adaptable people.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Humans vary widely, physically, depending on subtype.&lt;br /&gt;
* '''Northern Amethystian subtype''': Light skinned with hair colors including blonde, brown, black and red though hair tends towards grey or white in old age. Dark hair is more common in the Kingdom of Amethyst, blonde hair is more common in the Kingdom of Alexandrite and red hair and freckles are more common in the Peridot Grassland.&lt;br /&gt;
* '''Southern Amethystian subtype''': Darker skinned, looking light to heavily tanned. Hair colors range from dark brown to black with occasional red or blue highlights. The hair often has waves or curls.&lt;br /&gt;
* '''Thulite tribesmen subtype''': Taller on average than most humans with reddish bronze skin. Hair color is almost always black.&lt;br /&gt;
* '''Onyx subtype''': Chalk white skin and blue-black hair.&lt;br /&gt;
* '''Pearl Island subtype''': Olive-brown skin with dark hair. A slight almond shape to the eyes.&lt;br /&gt;
* '''Chalcedonik subtype''': Olive skin and dark hair with tight curls.&lt;br /&gt;
* '''Quartzish subtype''': Light skinned. Hair comes in white, green, blue, purple or pink depending on city of origin.&lt;br /&gt;
* '''Obsidianu subtype''': Light to dark brown skin. Black hair with natural curl and kink to it.&lt;br /&gt;
* '''Jadanese subtype''':  Golden skin with dark, straight hair. A pronounced almond shape to the eyes.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Human naming conventions depend mostly upon the culture of their nation of origin. &lt;br /&gt;
* '''Amethystian Empire''': Most humans in the Amethystian Empire have two names: a given name and a family name. Onyxish humans also have a secret name that they decide upon for themselves upon reaching the age of sixteen. An Onyxish secret name is only shared with very close friends and lovers.&lt;br /&gt;
* '''Thulite Tribesmen''': Thulite tribesmen are known first by their given name, then their profession and finally by their tribe. An example might be &amp;quot;Redstone the Hunter of the Nightrunner Tribe&amp;quot;. Thulite tribesman living outside of the Thulite Steppes sometimes replace their tribal name with the name of their town or city. For example, &amp;quot;Redstone the Guardsman of Temperance&amp;quot;.&lt;br /&gt;
* '''Pearl Islands''': Pearl Island natives consider names to be charms and, so, name their children accordingly. Being named after a type of flower represents a parent's wish for a child to be beautiful while being named for a famous hero represents a parent's wish for a child to have great courage. Names with negative meanings are also common and not a stigma. A child's name might mean filth, for example, as a way of warding away an evil spirit who might desire clean and beautiful children. Pearl Island natives only have one name.&lt;br /&gt;
* '''Chalcedony Protectorate''': Citizens of the Protectorate are known by rank, name and bloodline. For example, Captain Milosh of the Pagonis bloodline.&lt;br /&gt;
* '''Quartz Territories''': Humans in the Quartz territories tend towards given names and family names, though it isn't unusual for the given name to be changed several times over a lifetime at the whim of the individual.&lt;br /&gt;
* '''Obsidian Refugees''': Obsidanu humans begin with a given name and a family name. The given name holds great symbolic importance and, in introductions, an Obsidanu will often not only say his or her name but explain the surname's meaning. By tradition, Obsidanu acquire additional names as they age to commemorate important events in their lives. These additional names go between the given and family name and tell the story of that person's life. An example: &amp;quot;Gijima (Runner) Haravidole (Fast Fingers) Karibafu (Near Death) Mkuu (Cleric) Babu (grandfather) Mfanyabiashara.&lt;br /&gt;
* '''Amazonite Tribeswomen''': An Amazonite name consists of a given name and a family name as traced through the mother who gave birth to the tribeswoman. A clan name is also added on for formal occasions. Clans in the Amazonite tribe are known as seeds and the seed names are utilitarian, though they no longer describe the actual function members of the clan play in society. Example: Melash Rish, seed of the Climbers.&lt;br /&gt;
* '''Jade Kingdom''': Jadenese have a given name and family name but, when introducing themselves, the order is reversed compared to those in the Amethystian Empire. An individual with a given name of Kenta and a family name of Meiji would introduce himself as Meiji Kenta.&lt;br /&gt;
====Amazonite Tribeswomen====&lt;br /&gt;
The Amazonite Tribeswomen deserve special mention. Over the Ages, The amazonite tribeswomen have experimented with augmenting themselves using an alchemy derived from the strange plants, fungi and slimes found in the swamplands surrounding the Amazonite river. Because of this experimentation, individual Amazonites have been seen with any number of strange and unusual abilities.&lt;br /&gt;
===Human Racial Characteristics===&lt;br /&gt;
* Flex Skill: Each morning you can select one skill you are not already trained in. You become trained in it for the day.&lt;br /&gt;
* Skill: You are trained in one additional non-combat skill of your choice.&lt;br /&gt;
==Dwarves==&lt;br /&gt;
[[Dwarf Facts|10 Facts About Dwarves]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The dwarves of Krystallos live primarily underground, in vast halls beneath the Ruby and Garnet Mountains. There are two kingdoms who share a bitter rivalry – they were once one nation but argue bitterly over which one came first and which split off from the other. Outsiders who have visited both kingdoms say they are almost exactly alike. Dwarven society is divided by a strict caste system. While friendships are possible between castes they are rare. Dwarves are raised to believe that each caste is vital to society and that trying to step outside of one’s caste can cause society to break apart. Dwarves take pride in their castes and the tasks they perform, even if they (privately) grumble about how the higher castes treat them or the laziness of the lower castes. Dwarves who live outside the mountains usually belong to one of two groups – either they are traders or diplomats representing their kingdoms or they are outcast, exiled for breaking the laws of the caste system. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Physically, dwarves are shorter than humans but taller than halflings and gnomes. Their skin colors range from white to ash grey, though many dwarves look permanently sunburned from exposure to lava flows and fire. Dwarven skin turns leathery and rough as they get older. Dwarven hair tends to be brown or black with the occasional redhead and turns grey with age. It is a point of pride for male dwarves to wear beards that are often elaborately braided.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarves use a three name system: given name followed by middle name followed by family name. Given names vary widely while middle names are always the name of the dwarf's father. Family names usually have some meaning specific to the caste the family traditionally belongs to.&lt;br /&gt;
==Elves==&lt;br /&gt;
[[ElfFacts|10 Facts About Elves]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The elves of the Sapphire Forest are the longest lived of the races and bound by strict traditions. They have rules, rituals and ceremonies to govern every occasion. These traditions are kept by Loresages who answer questions, guide elves, and teach the rules of society. On the occasion that a situation arises that isn’t covered by the traditions the Loresages consult their texts and devise new rulings based on lengthy debate and history. The elves believe in living in harmony with the forest. They do not mine or farm in traditional ways but instead harvest from the forest. They are expert shapers, growing plants and trees into tools, clothing and even architecture. &lt;br /&gt;
Elven family units take the form of bond circles. A bond circle consists of between three to nine elven adults and their children. The adults in a bond circle have a cooperative, polyamorous relationship. As with all things in elven culture, there are traditions and rituals for joining and leaving a bond circle. The name of the bond circle is decided when it is first formed.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elven skin coloring depends upon which season the elf was born in. Elves born in spring have light to moderate green skin. Those born in summer have moderate to dark green skin. Those born in autumn have red, yellow or orange skin and elves born in winter have white, light blue or brown skin. Elven hair varies wildly but tend towards browns, oranges, reds, whites, greens, purples and pinks - all colors found on trees or flowers. Elves are taller, on average, than most humans (with the exception of the Thulite subtype) but shorter than Darfellan.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elves have three names: a surname, a bond circle name and a clan name. An elven bond circle name reflects the bond circle into which an elf was born and changes should the elf join a new bond circle. The clan name is passed down from mother to child.&lt;br /&gt;
===Elf Racial Characteristics===&lt;br /&gt;
* Trained in Low-Light Perception skill.&lt;br /&gt;
* Trained in one of the following: Light Melee Attack, Medium Ranged Attack, Nature Lore, or Survival.&lt;br /&gt;
* You gain an asset against any effects which cause aging.&lt;br /&gt;
==Grippli==&lt;br /&gt;
The Grippli are native to the Zirconian region and were living there in small villages, mostly undisturbed, when refugees began pouring in during the Great Invasion. Today, some grippli continue to live an isolated village life away from the now permanent settlements of the Zirconian Commonwealth but others have adapted and worked their way into the communities founded by the refugees.&lt;br /&gt;
==Halflings==&lt;br /&gt;
[[Emerald Halfling Facts|10 Fact About Emerald Halflings]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The Halflings are a joyful people who enjoy adventure but love comfort. They love stories and have an innate curiosity that often drives them to master new tasks or make new discoveries. Halflings are very fond of food and it is common for them to have as many as nine meals per day. Halflings can be clannish, with large extended families often making up entire villages. There are two major halfling communities: the Emerald Shire and the Turquoise Shire. Neither is a nation in the traditional sense but, instead, an alliance of villages brought together by culture and race. The Emerald Shire halflings are famous as culinary experts and it is considered a point of pride in other lands to have a Emerald Shire halfling on staff as a chef. The Turquoise Shire halflings famously breed large, ugly dogs that are incredibly loyal and amazingly fierce in combat. Halflings use them as mounts while others use them as guard dogs.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Emerald subtype''': Skin colors tend towards pale or tanned with light to dark brown hair. Emerald halflings are stockier and shorter on average than their Turquoise counterparts and are well known for the hair they grow on their feet. They're usually no more than three feet tall.&lt;br /&gt;
* '''Turquoise subtype''': Skin colors tend towards pale or tanned with light to dark brown hair. Turquoise halflings are taller and thinner on average than their Emerald counterparts and have mostly hairless feet. They occasionally are of height with gnomes.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Emerald and Turquoise Shires share a common naming convention. A halfling is given three names upon birth. The first, the surname, is given to the baby by the parents and usually comes from an ancestor. The second name, the luck name, is given to the babe by the oldest woman in the village. The luck name represents the community's hope for the child. The final name is the family name.&lt;br /&gt;
==Kobolds==&lt;br /&gt;
Short, reptilian humanoids who are native to the Citrine Wastes, kobolds are known the world over as craftsmen and innovators. They adapted sailing ships to create sailing skiffs that work on the shifting sands of the desert (and were later adapted for the grasslands around the Free City if Peridot). They regularly innovate in the fields of pottery and glassware and optics. Their invention of choava, a bitter drink that causes wakefulness in a manner similar to some teas, is currently a rage across the land. Kobolds have several cities set up for the purposes of trade across the Wastes but roughly half their population lives in nomadic tribes that travel from oasis to oasis and city to city. They are unfailingly polite and friendly people, willing to entertain and share with strangers but can turn warlike quickly if they believe their hospitality and good nature is being taken advantage of. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kobold scale colors include sandy or dark brown, light grey, black, forest green and dark red. It is common kobolds with one scale color to have highlight scales of another color, creating patterns that shimmer in the sun. Kobolds stand close to four feet tall.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Most kobolds of the Citrine Wastes use a four part naming system. The first name is a given name and often reflects the hopes of the parents for the child. The second is a description of the person and changes occasionally as he or she ages. It is meant to reflect more personal traits than traits of occupation. The third name reflects parentage and the final name is the family name. For example, a Kkoold known for being cautious might be known as: Hafishodet (Mighty Craftsman) Wellhathdehelderon (the Cautious One) ibn Saeed (child of Saeed) Al-Azash (of the glassblowers). A kobold never uses his or her second name when referring to him or herself and will only use the first, third and fourth in introductions. Another kobold might use the first name, second name or combination of the two to refer to another kobold depending on the social situation. If introducing another, a kobold will include the introduced kobold's second name (and often translate it into the third party's native language).&lt;br /&gt;
==Gnomes==&lt;br /&gt;
[[Gnome Facts|10 Facts About Gnomes]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The Gnomes of Krystallos like to live life to the fullest. That doesn’t mean life is a constant party. Instead, they put their all into whatever it is they do: work, play, love, and life. Gnomes are small people, only a little taller than halflings or dwarves. They have natural magics, capable of creating illusions. Gnomes have a reputation as master alchemists. Much of what they create is legal and helpful but there’s a dark side to this as well. Using various lichens that grow in their caves, some gnomes create different mind altering and addictive substances that flow out through the Free City of Peridot and into the world at large. Gnomes do not form family units. Instead, romantic and sexual unions are usually spur of the moment and temporary with children being raised by the community.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
Gnome skin and hair is vibrant, mimicking the colors of gemstones. Hair and skin usually somehow both clash and compliment each other. They often have overly large mouths and eyes which can be either unnerving or cute depending on the individual. They stand at three and a half feet tall.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gnomes have a single name and see no need for any others.&lt;br /&gt;
===Gnome Racial Characteristics===&lt;br /&gt;
* Trained in low-light perception.&lt;br /&gt;
* Trained in one of the following: alchemy, illusion, or tumbling.&lt;br /&gt;
* Sense for the Weird: You can sense odd, strange, unusual things at up to long distance (100 feet). This is not a precise sense but a combination of intuition and odd flashes of insight.&lt;br /&gt;
==Illithid==&lt;br /&gt;
Until recently, the Illithids were the most unusual race of Krystallos. While they resemble the other races, generally, they have a damp, smooth skin and almost aquatic heads with four, long tentacles that surround a rather lamprey like mouth. Illithids live in caverns on Mount Opal. They do not speak vocally but communicate through telepathy. This is not mind reading but, instead, an ability to project their words into the minds of others. Other races tend to be wary of Illithids, not understanding their grim and somber ways, but they also respect them as guardians of death rituals (even the elves will consult with an Illithid cleric of Opal about death rites) and natural diplomats.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Illithid are roughly of height with humans. The most common skin tones are pale white and fleshy pink.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Illithid children do not have names. Instead, they are referred to by the name of their parent and, if needed, birth order. For example: &amp;quot;First Child of Contemplates in Shadows&amp;quot;. When they grow older, the illithid children chose their own name after intensive meditation. These names are usually descriptive of how the child sees him or herself.&lt;br /&gt;
==Darfellan==&lt;br /&gt;
[[image:darfellan.jpg|right|200px]]A strong, tall and powerful race. Semi-aquatic, Darfellan live in villages along the northern coastline of Krystallos. They are hard working, taking great pride in their professions. The majority of Darfellan are fishermen. Those Darfellan found outside of their villages often work as laborers or mercenaries, sending funds back home to support their families. They take whatever job they have quite seriously, giving it their all.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The average Darfellan stands at eight feet tall and weighs around 300 pounds of pure muscle. Their slick, glossy skin is jet black broken up by white markings. The shape, size and location of those markings distinguish family groups. The rare individual who is born entirely black or entirely white are considered children of destiny, with important futures ahead of them.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Darfellan have two names: a surname and then a last name based on parentage. The last name always refers to the darfellan's father while the first is usually based on the creatures or features of the ocean. For example, Crab Wavechild is Crab, child of Wave.&lt;br /&gt;
==Modron==&lt;br /&gt;
The Modron are seemingly mechanical lifeforms who served the invaders during the Great Invasion. When the invaders left this realm, many Modron, for unknown reason, stayed behind in the Opal Badlands. However, instead of continuing the war, the Modron focused entirely on building a strange, mechanical, clockwork city. Exhausted by war, the people of Krystallos decided to leave the Modron alone so long as they proved to not be aggressive. Since then, some modrons have wandered out into the world to engage in trade, acquire goods and materials and even, occasionally, join society at large. They are extremely logical, analytical, and literal with little understanding of metaphor.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Physical Appearance'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Those modron who join society at large seem to be outcasts from their people and are all cube shaped, with two arms and two legs (modrons come in a variety of geometrical shapes with different numbers of limbs, normally).&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Naming Conventions'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modron names take the form of mathematical equations and number strings. Modron seem to simply be born (or made?) knowing their name.&lt;br /&gt;
==Fetchling==&lt;br /&gt;
[[Pathfinder Race Information]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-05-10T14:42:51Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao1.JPG|thumb|right|200px|Fao Barony. Explored sections are highlighted.]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-05-10T12:50:58Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Explored Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao.PNG|right|200px]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 13.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 13.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
* '''Hex 14.0''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.01''' Grasslands. Possible grazing land.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 15.01''' Light forest. Could be cleared to make room for a village.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/A_New_Beginning,_part_1</id>
		<title>A New Beginning, part 1</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/A_New_Beginning,_part_1"/>
				<updated>2017-05-10T11:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: Created page with &amp;quot;===Player Characters=== 75px 75px 75px 75px 75px...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Maayanicon.png|75px]] [[Image:Shiphrahicon.png|75px]] [[Image:Midgeicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
* '''Sebastian Bensonmum''', caretaker of Fao Manor.&lt;br /&gt;
* '''Cecile''', captain of the guards of Fao Manor.&lt;br /&gt;
* '''Muto''', quartermaster of Fao Manor.&lt;br /&gt;
* '''Brutus''', representative of the Colonial Merchant Company.&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
'''1st day of Citrine, year 55 of the Age of the Great Invasion'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
[[Image:brutus.jpg|thumb|right|150px|Brutus]]&lt;br /&gt;
* After uncovering a conspiracy against the crown and stopping the serial killer known as the Skinsaw Man, Lucius is elevated to the peerage by the Queen of Amethyst and given the barony of Fao in Onyx as his domain.&lt;br /&gt;
* The party travels to Fao where they find mostly wilderness and one single, broken down manor house attended to by only a handful of servants. Worse yet, the region is beset by bandits, making communication and trade between Fao and the rest of Onyx impossible.&lt;br /&gt;
* Baron Lucius leads his party against the bandits and defeats them. Most are killed in the fight or executed. Three surrender and are given a chance to work off their debt as laborers for the manor.&lt;br /&gt;
* During the weeks which follow, each member of the AvantGuard does their best to effect repairs and bolster the manor.&lt;br /&gt;
** Lucius learns more about being a baron and directs efforts towards restoring the inn.&lt;br /&gt;
** Zyindra established herself as cook and healer and learned more about the residents of the manor. Despite her efforts, she was unable to learn much about the mysterious librarian.&lt;br /&gt;
** Shiphrah worked with Sebastian, diving into learning the specifics of how the manor was run.&lt;br /&gt;
** Maayan cleaned out the garden and did her best to revitalize it, managing to start seeds sprouting. Because of Onyx's moderate weather, growing crops can happen all year long and the garden should be able to harvest at least once before the rainy season comes.&lt;br /&gt;
** Midge helped repair the inn, set up her laboratory, and used the last of the manor's reserves of grain to make beer.&lt;br /&gt;
* A month after eliminating the bandit threat, a small caravan from Vesicule arrives in Fao. The wagons contains supplies from the Colonial Merchant Company, sent to help Lucius establish the duchy. There is enough food and other consumable goods to last roughly thirty days as well a selection of home goods needed to make Fao Manor a home.&lt;br /&gt;
* Lucius' cousin, Brutus, arrives with the caravan. He announces he will be staying as a representative of the Colonial Merchant Company and claims one of the ruined stores. The caravan will repair the building before leaving.&lt;br /&gt;
* That evening, the group meets in the inn over the last of Midge's beer. They make a plan to explore the immediate area around the manor to look for resources with which to trade and attract settlers.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Brutus.jpg</id>
		<title>File:Brutus.jpg</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Brutus.jpg"/>
				<updated>2017-05-10T10:48:24Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Journal</id>
		<title>Journal</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Journal"/>
				<updated>2017-05-10T10:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Krystallos West */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Krystallos West==&lt;br /&gt;
===Burnt Offerings===&lt;br /&gt;
** Off-Panel: [[Before the Swallowtail Festival]]&lt;br /&gt;
* [[The Swallowtail Festival, part 1]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Swallowtail Festival, part 2]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Festival]]. &lt;br /&gt;
** Off-Panel: [[After the Festival]]&lt;br /&gt;
* [[The Boar Hunt]]. 5th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Boar Hunt]].&lt;br /&gt;
* [[The Boneyard Desecration]]. 5th &amp;amp; 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Desecration]].&lt;br /&gt;
* [[The Merchant's Daughter]]. 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Haunting of Chopper's Isle]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Haunting of Chopper's Isle]].&lt;br /&gt;
* [[Dinner with a Ranger]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Invading the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Below the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Glassworks]].&lt;br /&gt;
* [[Investigating Thistletop]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part I]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part II]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of Infiltrating Thistletop]].&lt;br /&gt;
&lt;br /&gt;
===City of Secrets===&lt;br /&gt;
* [[Haunted Home]]. 12th day of Tanzinite, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Gold Goblin]]. 13th day of Tanzinite - 13th day of Obsidian, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Investigation Session 2015-05-12|Investigating the Gold Goblin.]]&lt;br /&gt;
* [[Terror in the Dark]]. 3rd day of Opal, year 54 of the Age of the Great Invasion.&lt;br /&gt;
===The Half-Dead City===&lt;br /&gt;
* [[Journey to Shabatti]]. 13th day of Opal, year 54 - 3rd day of Tourmaline, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 1]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 2]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The Maiden Tree]]. 10th day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Lottery]]. 4th to 7th day of Alexanderite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 1]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 2]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 3]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 4]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Tomb of Akhentepi - Finds]] What was found at the tomb&lt;br /&gt;
===The Heart of Amethyst===&lt;br /&gt;
* [[A Troll in the Heart of Temperance]]. 12th day of Onyx, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Dream Slug]]. &lt;br /&gt;
===The Land of Wild Secrets===&lt;br /&gt;
* [[A New Beginning, part 1]]. 1st day of Citrine, year 55 of the Age of the Great Invasion.&lt;br /&gt;
&lt;br /&gt;
==Krystallos East==&lt;br /&gt;
===Preamble RP===&lt;br /&gt;
* [[I Need a Guide]], first meeting of [[Kikao]] and [[Sharrondra]]&lt;br /&gt;
* [[What's In a Name]], early conversation of [[Kikao]] and [[Sharrondra]] on their first journey&lt;br /&gt;
===Prisoners===&lt;br /&gt;
* [[Rough log of Prisoner sessions]] - Needs a lot of cleaning up, but this should provide everyone what we need.&lt;br /&gt;
* [[Good night, Guide]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-05-10T10:33:33Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao.PNG|right|200px]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral2.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor2.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels2.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Faotunnels2.jpg</id>
		<title>File:Faotunnels2.jpg</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Faotunnels2.jpg"/>
				<updated>2017-05-10T10:33:04Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Fao1stfloor2.jpg</id>
		<title>File:Fao1stfloor2.jpg</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Fao1stfloor2.jpg"/>
				<updated>2017-05-10T10:32:42Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Faogeneral2.jpg</id>
		<title>File:Faogeneral2.jpg</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Faogeneral2.jpg"/>
				<updated>2017-05-10T10:32:25Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/File:Faogeneral1.jpg</id>
		<title>File:Faogeneral1.jpg</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/File:Faogeneral1.jpg"/>
				<updated>2017-05-10T10:31:28Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: KrystGM uploaded a new version of &amp;amp;quot;File:Faogeneral1.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2017-05-10T10:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;KrystGM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Brutus''' ''(human?)'': A representative of the Colonial Merchant Company, sent to watch the company's interests in Fao. Cousin of Lucius.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Ex-Bandits''' ''(human)'': Three runaways from Vesicule who joined the bandits plaguing the area. They agreed to work off their punishment in exchange for their lives. Their names are Rosita, Evelyn, and Mareet. &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>KrystGM</name></author>	</entry>

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