Recall history ability

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Bards are wanderers, travelers, roamers, moving from city to city, province to province. In their travels, and with their Bardic training, they pick up on all sorts of information others don't. Bards are the tellers of stories and the keepers of knowledge; they know countless stories of legends and folklore, and they remember. Bards are the entertainers and performers, and citizens and commonfolk open up to Bards when they would be suspicious and distrustful of others.

Because of all of these things, Bards are adept at learning information about the areas they visit through numerous means -- local gossip, rumor, legends, folklore, superstitions. Hearing things as they pass through a village, as they talk to its residents, as they spend time in the common rooms of inns, from their knowledge of books and songs and stories, from speaking with and learning from other Bards.

Recall History is a subset of the RECALL command, and is also closely tied to the ability Perceive History.


The RECALL HISTORY technique can be learned from any Bard Guild Leader.

50 Scholarship skill
15 Charisma


Stand in the room you want to know the history of, and RECALL HISTORY. This will use up a very small amount of your Bard's mojo.

Each history is comprised of one or more sentences describing the story in increasing detail. The number of sentences you get out of the available ones is determined by your scholarship skill relative to the difficulty of the recall.

This command is only successful if standing in a room that has a Recall History. The following message indicates that there is no history to recall in that room or you lack the skill to recall any of the history:

"You recall all the rumors, tales and myths you've heard, but nothing specific about this area comes to mind."

Also, if your Bardic Mojo is too low, you will not be able to recall anything no matter how skilled you are.

Locations by Province

Based on your skill levels, you might be able to <TT>RECALL AREA</tt>, which inform you if there are recall history areas located nearby.


Area Room Title First Line of Room Description Recall
Crossing [Bards' Guild, Backstage Stairwell] The base of a steep sweeping staircase faces the archway that leads to the performance hall. Running one hand down the steep staircase, you are reminded of the time you heard of several Bards who decided to slide down the railing while roaring drunk. You chuckle at the thought, remembering that while the tale ended with all four Bards involved landing unharmed, they also landed at the waiting Silvyrfrost's feet. She was not amused and instructed them to clean out the manure pile in the Paladin guildhouse for a week before letting them back into her own guildhouse.
Crossing [Bards' Guild, Repair Room] Shelves upon shelves of half-built mandolins, violins, lutes, flutes, and a slew of other unidentifiable parts cover the walls. You chuckle inwardly as you remember the tale of a young apprentice in this room who, unknowing of what instrument parts to use to repair her lute, had used enough strings for a gittern and used flute keys to repair the small holes. It had taken Silvyrfrost hours to repair the damage, while the apprentice giggled at the new way to learn a lesson in instrumental repair.
Crossing [The Crossing, Clanthew Boulevard] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Judging what you know about this area, you recall that this must be the spot where the great bardess Siryn died. You bring to mind the teachings of elder Bards, remembering how Siryn worked to train apprentices and reform the Bard Guildhall. She was killed here by the High Dragon Priest at that time, Tenebraus.
Crossing [The Crossing, S'zella Plaza] This small piazza stands between the Academy Asemath and the shops and residences clustered around the Town Green to the east. Reminiscing about your studies with an elder Bard, you recall that S'zella was considered one of the greatest Bards of his time before he was killed by Dzree. The stories tell how, after the death of his lover, the satirist and poet wore a silver mask that he never removed. He mocked the Priests, and died in his mask.
Crossing [The Crossing, Asemath Walk] You stand before a sign in the shape of a giant lute, painted in red and gilt and inlaid with ivory and jet, with florid script proclaiming the virtues of the True Bard d'Or, the Crossing's finest purveyor of high-quality instruments for bards, aesthetes and amateurs alike. As you stand outside the shop, you begin bringing to mind a song you heard once, remembering its extreme popularity in Zoluren. As you think, you recall the song -- "Softly, My Prince" by the famed court bard Loruek Moduestan, written about the tragedies of the First Zoluren Civil War.
Crossing [The Crossing, Gull's View Lane] Small shops and a few sparsely-stocked pushcarts line this street. Pausing by the shrine, you remember a story about a rich, elderly lady who was so devoted to Tamsine that she took in every stray cat she could find. By her death, she was rumored to be keeping several hundred cats in her house. She had an heir, a nephew who lived in Shard, but when he came to take over her estate, he learned that she had left everything to the cats and all he was to receive was a salary for taking care of the animals until the last one died. At the end of the month, the nephew was counting her cash and wearing a patchwork cat-fur cloak, because while the old lady's will said to take care of the cats til they died, the will didn't specify they had to die a natural death.
Crossing [The Crossing, Gull's View Terrace] Shrill calls of shorebirds sound overhead, while the scent of mingled river and sea water fills the air on this terraced overlook. Watching the birds hover and dive among the waves, you remember a story about a man and a seagull. The man was bald -- bald as a plucked chicken. As he was walking along the river bank one day, reciting a new song to himself, a terrible accident befell him! A near-sighted seagull mistook the man's shining bald pate for a rock and dropped a tortoise the gull had planned for dinner smack on the fellow's head, killing him instantly. You can't recall if the turtle survived.
Crossing [The Crossing, Landfall Dock] The dock here is teeming with travelers, stevedores and bales and bales of goods. You pause a moment, thinking of the immigrants and sailors who've passed through here, and the stories they could tell. The gulls remind you of a story about some shipwreck victims who survived by eating seagulls and drinking rainwater caught on palm leaves. Eventually, they were rescued by pirates. The pirates put them to work aboard ship, picking oakum, swabbing the decks, and cooking. One of the women was such a poor cook that the pirates threatened to make her walk the plank, certain she was trying to poison them! Then, at the last moment, as she was being prodded at scimitar-point to leap from the ship, the captain was smitten by her beauty. He ordered her released and married her on the spot. Sadly, the next morning, the captain was found dead in his cabin. The young woman protested that the elderly pirate captain had perished a natural death. The crew didn't believe her, promptly tossed her overboard in a sack, and that was the end of her.
Crossing [The Crossing, Oralana Ramble] You are traveling just inside the eastern town wall. Reminiscing about your studies with an elder Bard, you recall the tales of Lord Modalit Oralana, a famous commander whose brilliant tactics managed to save the Crossing from occupation during one of the province's civil wars. Judging what you know about this area, you imagine the street is probably named after him.
Kaerna Village [Kaerna Village, At the Well] The well has been craftily made of smooth interlocking stones. Remembering your guild histories regarding the Northern Townships, you remember that the body of the Bard Ayshega was found floating dead in this well. The sturdy Dwarf, known for his mastery of the lyre, had sided with the rebel Karovaas prior to the reconstruction of the guild and was slain by Songsworn Bards in service to Siryn's faction.
Path to Knife Clan [Wilderness, Deep Forest] Nestled beneath some large ferns, an old lean-to offers a little protection from the elements. Recalling the stories you've heard about the times before the reformation of the guild, you suspect that this is the place where the rebel Bard Egthabi died, burned in a fire. You also remember hearing something associating her with the mitbiq. Some tales mention that the skilled player of the mitbiq was murdered by Karovaas, while others claim Songsworn Bards killed her as she stood guard over her companions.
Silverwater Mines [Silverwater Mines, Cavern of Glass] Remembering your guild histories, you recall that the rebel Bard Desolu perished here after being thrown down the mineshaft by Siryn's loyalists. Rumor has it that the S'Kra Mur's bodhran survived the fall and was recovered by the rebel leader Karovaas.
Promado Village [Promado Village, Southwestern Lane] Gazing at the sign, you remember the tales you've heard about the famous taffelberry cordial once prepared by Tacy Yengrin, the proprietress of this pub in the first part of the century. A few bottles still survive here and there, treasured by their Halfling owners and opened only on the most festive occasions.
Leth Deriel [Sinjian's Bardic Requisites, Sales Room] Your eyes wander over the many instruments lining the walls, remembering that you heard Sinjian mention they were part of his own collection that he gathered over the course of his many travels. Though the Trader did not survive the journey, his daughter had, and in his memory Sinjian adopted the Human girl as his own.
Leth Deriel [Sinjian's Bardic Requisites, Practice Room] As you gaze around at this chamber, you recall an earlier conversation you overheard between two of Sinjian's apprentices, noting how seldom the room was used. With a tinge of jealousy coloring his tones, one of the lads had claimed it was reserved for Sinjian's few prize pupils.
Leth Deriel [Sinjian's Bardic Requisites, Workshop] You recall hearing some students in this room mutter about the foreigners and strangers constantly being underfoot, making it difficult to construct their delicate instruments. While one had complained loudly of having his lute fall to pieces as a careless mage bumped his elbow at precisely the wrong moment, another journeywoman had pointed out the commissions some of those passing Traders had generously granted so that their wares could be seen in other shops someday.
Leth Deriel [Sinjian's Bardic Requisites, Workshop] Noting the weary look to the weaver's eyes, you recall hearing among the townsfolk that Sinjian is thought of as a miser and a charlatan who teaches his few students outlandish ways, encouraging them to travel abroad while taking their parents' money. Nothing was said at the time about attempts upon his life, but there was a shady look in the eyes of the few Human residents who told you this, leading you to wonder at the validity of their tales. You frown as you think back, but cannot recall any overt complaints spoken about him by his staff.
Oshu'ehhrsk Manor [Silhouette Forest, The Ornate Gate] You recall that the ornate gate here is the entry way to the home of the Bone Dancer Lasarhhtha Oshu'erhhsk. Some claim they have opened the gate by filling the malite spheres in the area with magical energy, but others hint that there may be another way inside.
Oshu'ehhrsk Manor [Overgrown Manor Grounds, Granite Fountain] A dim recollection occurs to you regarding that granite statue. Somewhere, you overhead some adventurers talking about the owner of this manor and how he keeps people away with a series of obstructing puzzles. You're just not sure how that relates to the statue, however.
Oshu'ehhrsk Manor [Overgrown Manor Grounds, Before the Manor] There are so many rumors about this manor that it's hard to sort out which are fanciful and which are actually helpful. In most of the tales you remember, though, there are a lot of references to this strange tri-barred door. Apparently there's a way to open the bars one at a time by manipulating some sort of gargoyle statue.
Oshu'ehhrsk Manor [Oshu'ehhrsk Manor, Circular Stairwell] In a recollection so vague it seems like the memory of a dream, you consider a rumor you heard long ago during a time the Moon Mages refer to as the "Mirror Wraith Prophecy." It involved a secret passage that leads to the catacombs, but the location eludes you like a forgotten word on the tip of your tongue.
Arthelun Flats [Arthelun Flats, Cambrigweld] The massive crater known as Cambrigweld was created when an artifact called the Hand of Meraud was accidentally detonated, an event that changed the world forever.
Arthelun Flats [Arthelun Flats, Old Imperial Road] Much has been lost over the centuries, and it wasn't until 408 years after the Victory of Lanival that anyone remembered the existence of the Arthelun Cabal. Even their name is a modern appellation. Rumors have spread like wildfire since the ruins were rediscovered but sifting truth from myth has proven a difficult task, one made all the more difficult by the guardians and spirits that still linger about the ruins. Most assume the Arthelun Cabal fell to the Blackfire Cabal, but even that remains unfounded speculation.


Area Room Title First Line of Room Description Recall
Riverhaven [Bards' Guild, Conservatory] Gleaming with a lemon oil and elbow grease polish, massive oak bookshelves overflow with haphazard stacks of manuscripts, scrolls, bound manuals and half-built instruments. Glancing at the parchment tacked to one side of the bookshelves, you are reminded of the rumors of a struggle over its possession, and how a scholar from afar helped to decipher it.
Riverhaven [Crin's Herbal Shop, Salesroom] The smell of green, living things fill your nostrils as you stare around Crin's humble shop. Taking in your surroundings, you recall Crin tends to his plants and herbs as if they were his own children, and takes great offense to those who seek to cause them harm -- whether that be by direct or indirect action.
Riverhaven [House of Bardic Blues, Wayfarer's Den] Sweeping folds of deep blue broadcloth drape every wall from ceiling to floor, making the shop appear more like a tent than a building in the middle of town. Recalling a story you heard once, you remember that Chofupi is reknowned amongst the Prydaen for his music and storytelling, utilizing his inherant gracefulness to amplify his Bardic talents. Within his alert eyes, pride and confidence glimmer, along with an almost primal ferocity. Although he is a Bard by profession, you are quite certain you would like to cross neither swords nor claws with him.
Riverhaven [Zanthron's Artificer Shop, Salesroom] You flinch as you feel slight shocks of static running up your arm while standing in Zanthron's shop. Recollecting something you overheard in a tavern once, you recall that Zanthron was once apprenticed to a very powerful warrior mage in Shard, but despite her aptitude with magical devices, she held only a minor ability in manipulating the elemental streams, as well as an aversion to combat. Therefore, having reached the pinnacle of her studies with the mage, and fearing she would be cut off from further access to magical devices, Zanthron opened this establishment in hopes of continuing her studies by associating openly with adventurers.
Riverhaven [Clothiers, Sales Floor] Brightly colored silk veils hang down from the ceiling above you, forming a brilliant canopy overhead. Mulling over what you know, you recall that Alayle has never truly been considered a handsome man, but his attire has always more than made up for any physical shortcomings he has. Life to him has always been about the creation of the next garment, so it is doubtful he has ever worried over his looks, other than to display the latest style.
Riverhaven [Fara's Furs, Showroom] Furs of all types and styles are arranged meticulously in display cases in front of you as you peruse the room. Bringing to mind a conversation with some townsfolk, you recall that Fara was once married to a Ranger, undoubtably the most skilled hunter this side of the Faldesu River. There were few beasts he had not captured or tamed. However, as the townsfolk will also tell you, they cannot be certain if it was the ranger who tracked and finally captured Fara, or she who tamed the wild hunter.
Riverhaven [Anthelorm's Gems and Curios, Purchasing Office] Your first glance at this elegant shop is confusing. Remembering a song you heard once, you recall that Anthelorm not only runs a gem shop, but is considered a gem herself -- or, at least to one smitten young man with a rather unmelodic voice. It is obvious though that she gives little thought to suitors, and will continue to do so until she finds one as beautiful as she considers herself to be, which means she will be in for a long wait.
Riverhaven [Noel's Arms, Showroom] The weapon shop is a clean well-lit room with a green tiled floor and whitewashed walls. Bringing to mind a conversation with some townsfolk, you recall that Noel is the daughter of one of the most prestigious Elven families in Leth Deriel, however she disliked the confined lifestyle that was to be her birthright. The rumors say that when she was mature enough to venture forth on her own, she travelled far and wide studying the arts of swordsmanship, and had many a great adventure. Eventually Noel tried her hand at weaponsmithing, and opened this quaint little shop in Riverhaven. While she continues to tend shop daily, it is evident that the adventerous spirit still blazes deep within.
Therenborough [Tarsha's Emporium] The tinkling of door bells and the rich scents of dried flowers and leather fill this fashionable shop. Bringing to mind a conversation with some townsfolk, you recall that Tarsha is somewhat obsessed with the nobility. Stories say that, as a child, Tarsha would always watch the parades of the lords and ladies for hours. With her skill as a seamstress and her natural graces, Tarsha once served as a personal maid to Lady Alianhra M'Henral.
Therenborough [Gretchen's Hats, Workshop] An array of silk flowers, satin and grosgrain ribbons, wooden berries and chiffon scarves spread across the polished granite slab that covers a row of maple cupboards. Relying on knowledge gained during your Bardic travels, you recall that Gretchen Abernathy has a daughter, Julea, also a merchant specializing in hats.
Therenborough [Therenborough, General Store] The interior of the small general store is neatly ordered and clean. Bringing to mind a conversation with some townsfolk, you recall that Keth Lavatt, despite his current appearance, was once a fierce soldier. Local talk says that when his wife became pregnant, he retired from the Baron's Guard and opened this shop. His grandchildren live in homes of their own on the Mason's Circle.
Therenborough [Therenborough, Rutilor Boulevard] Abruptly, the boulevard comes to a halt, its granite paving making way for the cobblestones of the plaza facing the Amphitheatre. Taking in your surroundings, you realize you stand at the entrance to the Northern District of Therenborough, severely damaged over the course of the province's history of warfare. You recall the district was rebuilt by the Baron Jeladric after he gained monetary resources from a Merelew alliance.
Therenborough [Therenborough, Kaudric's Gateway] An alabaster arch stretches over the roadway, its smooth surface carved with elegant words. Recalling a story you heard once, you realize this arch, leading to Therenborough's Northern District, was named after the Therengian Baron Kaudric, famous in the north for his dedication to enhancing and expanding Therenborough.
Therenborough [Therenborough, Lirum Square] A magnificent limestone building with double doors flanked by marble columns stands proudly before the square. Remembering something you heard once in passing, you recall that this college focuses on studies of magical history, theory, and application.
Therenborough [Therenborough, Mercantile Street] The broad boulevard passes by a tiny building, its windows tightly shuttered, a sign proclaiming it the home of the mysterious sister Nongwen. Bringing to mind a conversation with some townsfolk, you recall that Nongwen, originally from Kwarlog before she moved to Therenborough, has a deep love of gardening and its relation to the Clerical arts.
Therenborough [Therenborough, Escutcheon Boulevard] The long Escutcheon Boulevard ends at a massive steel gate breaching a large rock wall. By bringing to mind stories you've heard, you recall Verek as being the son of the Ram Clan Chieftain, Akroeg, who worked to consolidate the continent under one rule. His son later went on to found the Empire along with a group of other leaders like Moliko, Baraliban, and his mother, Lirum.
Therenborough [Therenborough, Escutcheon Boulevard] A proud bronze lion rears up over the street from the marble pedestal it stands upon, his clawed paw slicing at the air. Reminiscing about your studies with an elder Bard, you realize the lion is considered the primary emblem of Therengia.
Therenborough [Vori's Fine Carpentry] Neatly cut pieces of lumber are piled in the far corner of the room and wood shavings almost completely conceal the smooth floor. Bringing to mind a conversation with some townsfolk, you recall that Vori once studied carpentry under a master in Leth Deriel. The local gossip says he fell in love with an Elven Bard there, and he tried to court her.
Therenborough [Gealeranendae College, Storage Room] Dust blankets this cramped underground storage space like the snowy quilt of winter upon a pale field. Relying on knowledge gained during your Bardic travels, you realize this altar must be an actual piece of the legendary Suur Pillar, said to be the staff of Firulf. Stories have said the Gealeranendae College had excavated a portion, but many disbelieved it -- the altar must contain incredible power.
Muspar'i [Muspar'i, Small Square] This small square serves as an intersection between the various streets of the city. As you take in your surroundings, you recall a story you heard once that told of an ancient king of the city wishing to expand this square to the size of some of the others that dot Muspar'i. As the tale goes, the king wished to build himself a new tower in the center of the town after he created a great new square in his name. In order to do that, the plaza would have needed to be expanded into the surrounding mercantile streets. The merchants of the city, aghast at the king's plans, arranged for his assassination.
Muspar'i [Muspar'i, Street of Performers] Each performer that passes reaches up to touch the outstretched carved hand of a magnificent statue that dominates the street. Recalling a story you heard once, you speculate that this might be a statue of the legendary Bard Kahishu, known as one of the greatest of those Bards that opposed the Dragon Priests. Stories tell how Kahishu was once a womanizer of ill repute, a follower of Idon that captivated ladies with his beautiful voice and poignant songs. He traveled the world over, seeing everything there was to see. As he watched the misery inflicted upon the innocent by the ascending Dragon Priests, he changed -- the Bard gave up Idon to serve the goddess Murrula.
Muspar'i [Bards' Guild, Foyer] Soft, even light bathes the foyer, given off by a shimmering portal in the center of the north wall. The statue and tapestry welcoming visitors to the Bard Guildhall tell the tales of Urisaar the Gold, the youngest daughter of Shorka the Cobra. The legend says that after the city was built, she sang a song of its founding in a voice so beautiful that it is said to have summoned the phoenix of Murrulla itself to give its blessing to the city. The Phoenix lit the desert sands aflame, and as they burned, vibrant images danced through the air and the songs of the gods floated on the winds. Ever since, the city has felt a certain veneration for music and the bardic arts.
Muspar'i [Bards' Guild, Crimson Room] Seated to either side of a polished cherrywood table, deep crimson cushions gently compliment the mahogany and golden hued carpets spreading across the dark stone floor. As you study the tapestries, you suddenly recall the legend of Naduan and Jilasadis. Naduan was a Human Ranger that traveled from place to place, scorning the company of men their cities, to cultivate a bond with the animals of the wild and with nature itself. During one of his travels in a faroff land, he came across a pristine lake. It was then that he heard it -- a gentle melody floating through the air. The song touched the depths of Naduan's heart, and he gazed down to see the most beautiful woman he had ever seen, bathing in the moonlight. It was Jilasadis, an Elven Bard apprenticed to a sect of worshipers of Murrula, and said to be blessed by the goddess herself. The hunter fell instantly in love, only to have fate snatch it away -- while he was too captivated to pay attention, a beast leapt from the woods to maul the maiden. As her blood washed upon the shore, Naduan called out in a deeper agony than he had ever felt...
Muspar'i [Muspar'i, Heketha Square] The arching entryway to the Heketha Theater stands at this part of the square, where it serves the wealthier citizens of the city with its high-class entertainment. Bringing to mind a conversation with some townsfolk, you recall that the Heketha Theater wasn't very popular when it opened, years ago. The people of the city adored their Street of Performers, where the crowds would gather for every type of entertainment imaginable, but the King hated mingling with the rabble, so he and a wealthy Elothean trader from Surlaenis collaborated to build the theater. The trader, Diyge Mearik, became an influential patron of the city's Bards, sponsoring many of the famous plays that came out of Muspar'i.
Muspar'i [Dhralduum's Instruments] At almost all hours of the day, a haunting melody floats through the stifling air that is confined within the sandstone walls. Recollecting something you overheard in a tavern once, you recall that Dhralduum, the shop owner, made a pact with the local Bard leader: she promised to provide him with some of her finest students, so that they could perform in his shop and increase his sales. In exchange, Dhralduum provided their instruments, and their repair, free of charge.
Muspar'i [S'hhtrkith's Instruments] Meticulously placed with care upon the cushioned shelves circling the walls of this small sandstone shop are a variety of musical instruments. Bringing to mind a conversation with some townsfolk, you recall that S'hhtrkith comes from a long line of Bards. His mother was a daughter of the Ru'atin Peri'el, and his father was the court bard that composed the poetry that won the king his wife. Their son longed from his very first breath to join his parents as a practitioner of the arts. Unfortunately, S'hhtrkith demonstrated none of the requisite skill -- and try though the Guild might, they just couldn't teach him to play, sing, or perform. It was then that S'hhtrkith discovered his true talent: he could not be a Bard, but he proved to be one of the city's finest instrument makers. You also recall a conversation with Guildmistress Selinthesa in which she proclaimed that none of her Bards display the love and care for their instruments that this man, who longed to be a Bard but never could be, does.
Muspar'i [Calabria's Daggers] A catalog rests on the rough wooden counter that divides the front sales area from the work area in the back of the shop. Evidently, Calabria's husband was a prominent trader until his death at the hands of brigands -- his caravan was waylaid by the thieves, and he was killed. They say Calabria was devastated when she discovered the death, and even more distraught when she learned that her husband had been killed by own of her own daggers. Some rumors around the city suggest that there's some sort of relationship between Calabria and Silaodail, the leader of the Black Market, as suspicious figures have sometimes been seen entering her shop at night, but the weaponsmith has also vowed to one day take the life of the Thief Lord out of vengeance.
Muspar'i [Muspar'i, S'zella's Square] To the west lies the blood red North King's Passage, which runs from S'zella's Square directly to Shorka's Square and the palace, allowing the king to make his ceremonial trips to this gathering place. Many Bardic tales tell of S'zella, himself a legendary Bard. The stories tell of how he entered the profession of the taleweavers to avenge the death of his beloved and became one of the greatest poets and satirists to live. He used his Bardic arts to challenge the reign of Dzree, and he was actually the first to do so. Dzree had him killed, beginning the war between the Dragon Priests and the Bards that would follow.
Muspar'i [The Sun Forge] The blended scents of oil, leather, and metal create the characteristic atmosphere of those rooms where the art of weapon repair holds sway. Bringing to mind a conversation with some townsfolk, you recall that Fekoeti was once the master craftsman of the palace, creating their weapons and the other metallic necessities of the king. As he aged, his skill with the blade declined, and so to did his ability to craft the finest of weapons. It was then that he began experimenting with potions and herbs; as he grew wiser, he learned to combine his skills of alchemy and metalsmithing, and by the time the king brought in a new, younger craftsman, Fekoeti was ready to strike out on his own and use his talents to repair metal like no one else.
Muspar'i [Muspar'i, Tuul Yamshuk Staho] A small plaza forms here at the elbow of the staho where two other streets feed into it, centering upon a rather extravagant fountain. As you gaze up at the fortress, you recall the stories some of the townspeople have told you about it. When the S'Kra Mur first came to the desert, their greatest concern was the hostile Sand Elves, who would raid the city almost nightly in an effort to drive the S'Kra away from their fledgling city. The Musparans constructed their Lata'arna Keep to offer some protection as a result. As time passed and relations brightened, the people of the merchant city found a new use for the second most heavily defended place in the city -- keeping their money safe. They even renovated parts of it to serve as private transaction areas.
Muspar'i [Sho'hhs Migendaniis, Hall of Masters] The stone walls are dense and thick, draping the hall in a curtain of heavy, reverent silence. Of all of the locations in the guild, this by far is the most avoided. Although Alhaani, the ghost, has not been known to harm anyone, her perpetually mourning presence made it necessary for the Guildmasters to assign elementals to take care of the tomb. Over the years it's said that the elementals themselves became disturbed by Alhaani's mourning, and took on a silence of their own.
Muspar'i [Sho'hhs Migendaniis, Meditation Room] Long wooden benches line the walls of the meditation room, spaced just far enough for a tail to rest comfortably behind them. The sun mosaic is a curious thing, nearly sacred to some sects of the S'Kra Mur. Here in Muspar'i, some of the more practical folk think of it as nothing more than a work of art -- but those who know the histories remember the myth that the weak-minded can lose themselves within the twisting passages of the 'maze', and never regain their sanity. The ones who can navigate the twists and turns in their entireity, and wind back to the center and out again, are considered masters of meditation.
Muspar'i [Muspar'i, North Wall Road] Along the side of the road, a small guardhouse clings to the scant portion of the wall reaching these heights on the hill. Bringing to mind a conversation with some townsfolk, you recall that the nearby Golden Heights section of the city, which overlooks the Musparan Palace, is viewed with contempt by the wealthier denizens of the city. The hill rises high above the city wall, and so is afforded no protection from that barrier by the raging desert sands outside. The merchants of the city banded together to keep the poorer citizens confined on the hill so as not to spoil the grandeur below to visitors.
Muspar'i [Ganen Eliza, Vestibule] Smooth walls curve gently around the perimeter of the room, forming a modestly spacious conical chamber with a high, vaulted ceiling. The small bargate statue kept here was found partially buried during renovation efforts that King Arhhdan ordered to be performed on the gardens behind Shorka's Palace. As a known patron of the arts, the King had the statue restored as best as possible and placed in the temple, where there previously had been a fountain that had fallen into disrepair. Though no physical proof of the story has been found to exist, many historians believe that the statue on display in the vestibule of Ganen Eliza was a gift presented to Shorka the Cobra by the then leader of the Sand Elves, Zeelah. As legends say, the Sand Elf warrior carved the stone herself over the better part of a decade to represent the sun watching over an egg, in respect to the name Shorka had given the city.
Muspar'i [Peri'el's Retreat, Grand Fountain] Crystal clear water swirls in small eddies around the giant limestone statue of Peri'el standing in the pool's heart. As the cool mist from the jets brushes against your face, you spend a few moments analyzing the fountain. You remember hearing the sculpture was imported all the way from Aesry Surlaenis'a. Carved from a single, massive piece of limestone, the statue's origins are somewhat shrouded in mystery. However, many postulate that the Estate Holder Council managed to commission the piece from a master artist living in residence with the Ruat'in Peri'el. The demand supposedly came straight from King Arhhdan himself while negotiating the neighborhood's design with the Council. A devout follower of the goddess, he specifically requested all of the gamants in the square face the central masterpiece. Shifting your gaze downward, you dwell on the textured mosaic lining the fountain's basin. You recall hearing the colorful seashells were shipped to the desert from the shores of Ratha, home of the great S'Kra Mur kings of yore. Observing the beauty of the mosaic's craftsmanship, your mind wanders to Ratha's "Golden Queen," Pohehhlho, who ruled the island from 1091-1040 BL. She was a benevolent ruler and great patron of the arts, and commissions such as the works in this fountain would not have been uncommon during her reign.
Throne City [Old Throne City, Magic District] Towering over the ruins is the colosseum to the north, impressively bulky and mostly standing while all the tallest remains of wizard towers are mere slivers pointed skyward. Thinking back to a particular tale you recall hearing as a child, you realize that the ruins of Throne City's Magic District were once home to hundreds of mages from all walks of life. Some stories imply that there was a great rivalry between mages of different colleges, and that they would occasionally indulge in great contests of magic and skill -- often to the chagrin of the ruling Emperor.
Throne City [Museum of Imperial History, Ancient Magic Exhibit] A quadruple set of marble columns rise towards the vaulted ceiling, each adorned with majestic restored tapestries and proud signs extolling the archaeological finds of Throne City. If the stories are true, the Moon Mage Guild actually uses magical items found in the ruins as bargaining chips for political favors. One example would be the Vertigo spell, which was exchanged to the Warrior Mages in return for a strong show of support after the Mirror Wraith Prophecy threatened to dismantle the Moon Mages for good. It was the Warrior Mage votes which actually kept Kssarh in the Crossing Observatory.
Throne City [Museum of Imperial History, The Young Empire Exhibit] Propped up by a wooden frame to appear as stoic as a dedicated guardian, the rusty top portion of an elaborately detailed set of plate armor watches over the area. You notice a few errors in the displays and signs. One of the most notable is the mention that HighHold 'followed Adamantia in being swallowed' by the Empire. Simply not true, from all you recall. HighHold survived independantly of Imperial intervention for over a century after a twenty year siege lifted in 634 BL, and it never truly was consumed by the Empire even after that.
Throne City [Museum of Imperial History, The Fall of the Empire Exhibit] Nestled between two elegant columns is a tabletop diorama, its surface covered with tiny model ships on an ocean of blue velvet. The tabletop diorama reminds you of the workmanship of the some interesting games of previous festivals. If you are to believe the rumors, this item was also created by 'Grubby' of 'Mole Smashing Emporium' fame.
Throne City [Old Throne City, Dahl Aeliy] Dingy water stains left by rain spot the framework box formed from the ornately topped columns of the bank. Recalling an overheard conversation between two Moon Mages, you realize Faldesu Exchequer is one of the few buildings in Throne City still used as it originally was during the times of the Empire. Ironically, the river it was named for flooded it back in the spring of three hundred sixty two.
Throne City [Museum of Imperial History, Outside Atrium] The lions' grotesque features are merely a mirror of the sculptor's personality. You remember vague tales of an artist known as Eredolus, who went mad near the end of his life and began creating horrible monstrosities with chisel and stone. Some claim that he killed his wife and daughter and entombed them within one of his works. Since he lived during the time of the Empire, nobody can really be sure if this is true.
Barghests [Ceceline's Meadow, Beneath the Oak] You remember that this particular tree was named after the young daughter of a merchant who once owned this land. The young girl loved to sneak off from her home to climb the tree and hide among its branches. One year during an epidemic she became ill and died, leaving her family grief stricken, and when they decided to move to a new home the contract selling this land required that the oak tree never be cut down. That led to the tree being named Ceceline's Oak, after the girl. You realize that at some point the name must have come to apply to the entire meadow.
Faldesu River [Faldesu River] (West of the center rock) Based on what you remember of your guild history, you're certain that this is the spot where the rebel Bard Syalobsu drowned when river bandits attacked the small boat she shared with Karovaas. Syalobsu was often rumored to be romantically involved with Karovaas, and when he was caught and imprisoned shortly after her death, the tales say that her prized mandolin was found in his possession.


Area Room Title First Line of Room Description Recall
Shard [Golden Phoenix, Trophy Room] Brass candle sconces vie for space with dozens of antlers, some still attached to the hunted's head, on the paneled walls. Relying on knowledge gained during your Bardic travels, you recall that the occupant of this portrait, Emietan Phoenixi, died under mysterious circumstances. An investigation took place to find the killer of the wealthy Trader, but no one was ever caught.
Shard [Crystal Shore, Sparkling Sands] The quiet lakeside retreat is sheltered from the trade road by a small grove of copperleaf trees. The lake is named for the trail of tears supposedly left by Sorril, mother of Sable and Lanival, as she fled her fiance Rivyn after eloping with Kanton. Thus started the War of Tears, and the lake has proven the accuracy of its moniker a thousand-fold since.
Shard [Demiciil's Armory] A showcase of wood and glass runs the length of this room around the east, west, and north walls. Judging what you know about this area, you piece together that Demiciil, a Paladin, belongs to the Elothean House of the Steel Dove.
Shard [Shard, Moonstone Street] A splendid building composed of a fine blond wood supported by beams of crystal stands head above shoulders over all other establishments by the Bridge of Rooks on Moonstone Street. Bringing to mind a conversation with some townsfolk, you recall that the Golden Phoenix Inn, founded by Elothean Deirdree Phoenixi of the Verdant Lily House, and the Silver Eye Inn are fierce competitors for the wealthy travelers to Shard.
Shard [Sierack's Reagents, Showroom] Bones hang from the ceiling by lengths of twine, clicking against one another as the taller customers make their way through the aisles. Recollecting something you overheard in a tavern once, you recall that Sierack can have quite a violent temper. As you look at Sierack, you suddenly bring to mind the story of a young boy who idolized the Mage of Storms, following him around everywhere, trying to emulate him. When the Mage turned and assaulted the city of Shard, the young boy cracked.
Shard [Malik the True Bard, Instruments and Picks] Less a shop and more an extension of Malik's living room, several tasteful couches and lounges have been arranged in aesthetically pleasing positions about the room, the better to allow the true musicians who visit this shop to test the owner's handiwork. Relying on knowledge gained during your Bardic travels, you get a feeling there's something suspicious about Malik. Mulling over what you know, you realize it's strange for one to bear the True Bard title at such a young age. It occurs to you that you've never even seen Malik play an instrument.
Shard [Liani's Heaven, Taproom] Light shimmers off the honey-colored wood that composes the low-roofed but expansive taproom of Liani's Heaven. The brothers, once happy brewers in their home of Fayrin's Rest, had wanted to go into business for themselves and so traveled to the nearby city for supplies and loans. As you gaze at the bartenders, you are reminded of the tales you heard describing the lengths Liani went to in order to hire them to work here in Shard. Liani, noting their experience with drinks at once when they came to sample her wares, decided to hire them rather than let them become competition. They expressed reluctance at giving up their plans, but Liani persisted, ending up developing several new varieties of tart in order to lure them into staying.
Shard [Aelik's Pawn] The deceiving appearance of this shop's broken down and dreary outside is nothing compared to the clean and carefully organized inside. Remembering something you heard once in passing, you suspect Aelik may have some connection to the city's criminal element. Citizens you've spoken to remark upon the neverending flow of disreputable figures into Aelik's shop -- perhaps he's dealing in stolen goods?
Shard [Meek's Stitchery] Piles of fabric and cloth lie in cluttered heaps about the room, all but hiding the small store's owner. Recollecting something you overheard in a tavern once, you recall that Meek is occasionally visited by a S'Kra Mur man wearing a dragon pendant. Local citizens remark about how terrified the dangerous-seeming man makes poor Meek. As you look at her, you suddenly remember a story you heard once -- many years after the final battle took place to capture Dzree's fortress at the end of the wars, there was found a small, timid two-year old girl, Dzree's own great-granddaughter. The little girl was held in the clutches of Sevanalri, Dzree's daughter -- she who used foul magics like her mother to extend her life, and sought to revive the Dragon Priests. Sevanalri was killed by the Bards who had found them, but still filled with hate for Dzree and her daughter both for the Bardic massacres, they proceded to silence the innocent little girl as they had once been silenced.
Shard [Shard, Diamond Street] The street, straight and level, moves like a swift arrow toward the center of the city. Bringing to mind a conversation with some townsfolk, you recall that the Silver Eye Inn, founded by retired Elothean Bard Amaris Silvereye, and the Golden Phoenix Inn are fierce competitors for the wealthy travelers to Shard.
Shard [Silver Eye, Hall of Heroes] Portraits of ancient heroes line the walls. Relying on knowledge gained during your Bardic travels, you reason this portrait must be of the Silver Eye Inn's founder, Amaris Silvereye. You suddenly recall a story about Amaris, an Elothean of the House of the Silken Strings. The Bard was one of those that fought alongside Neithrel to bring down Dzree's fortress. He lost one of his eyes during the fighting, and was left with only a single unnatural silver eye.

Qi Reshalia

Area Room Title First Line of Room Description Recall
Ratha [Lileyew's Workshop, Office] A broom, its bristles frayed with use, leans crookedly against the corner of a battered pine desk. Glancing around at the rooms contents, you are reminded of the stories told among the locals about the former Guildleader Yaziyi. It is said that Yaziyi's talent with painting foreign lands is only excelled by his ability to sing about them. One young lad even piped up with the boast that Yaziyi had sung for royalty, but he had nothing to substantiate that claim. Many locals are grateful that Lileyew kept some of Yaziyi's paintings in the shop after the Dwarf returned to the Dwarven homelands.
Ratha [Ratha, Ssivo's Migi Shagamat] This ostentatiously appointed shop is swathed in rich fabric and redolent with the aroma of rare spice. You recall histories and stories dating back to when the first Humans and Elves crossed the Reshalian Sea to escape the horrors of the War of Tears. The early settlers first came upon Ratha where they learned of an island known to the native S'Kra population as the "Island of the Damned." Being uncomfortable and unwanted on Ratha the reclusive pioneers set sail for that "cursed" island to live without the interference of others thus establishing what is known today as M'riss and Mer'Kresh. The Rissan practice of origami is used to bring good favor for oneself or to honor the gods: a cultural remnant or simply another Rathan way to make a lirum?
Ratha [The Raven's Mask and Leatherworks, Sales Room] Display cases holding leather armor and masks fill much of this tiny shop, but one corner is set up as a comfortable nook beside the stove. Bringing to mind a conversation with some townsfolk, you recall that Redwing once courted the same woman as his brother, a lovely woman named Robin. When Redwing fell from a horse and became lame, he gave up the competition. Redwing resents his lameness, and still regrets the turns his life has taken, but he never speaks ill to his brother.
Ratha [The Raven's Mask and Leatherworks, Embosser's Workshop] Hanging from a beam in the ceiling, a menu board sways gently in the breeze. Bringing to mind a conversation with some townsfolk, you recall that Nighthawk married a woman named Robin after his brother became lame. They have a daughter named Myna, who lisps -- she's adored by many of the citizens, and they speak of her with glee.
Ratha [Ratha, West Eslan Street] Guardsmen patrol this area heavily since many of the city's wealthy frequent the shops along this road. As you gaze at the shop of brothers Redwing and Nighthawk, you suddenly recall a play written by and starring Kestrel Hammerthorn around the time they would have been born. The play, called "The Esirishi Tragedy," centered around two characters named Redwing and Nighthawk.
Ratha [Elepaio's Luthierre] Birds twitter from wicker cages hung about the interior of the tiny music shop. Bringing to mind a conversation with some townsfolk, you recall that Elepaio is rather rebellious. Rumor has it that she's dating one of the Odalva sons.
Ratha [Ratha, Selridge Road] Spicy and aromatic, the scents of a growing herb garden drift past. Relying on knowledge gained during your Bardic travels, you recall that the wealthy Carstens family is desperately trying to unseat one of the current ruling families and that they might take a place on the Council.
Ratha [Ratha, Tierskel Way] A small monument rests here, overlooking the busy port district of the city below. Relying on knowledge gained during your Bardic travels, you recall that Tigorth brought his family to power by being one of the first to import Gor'Tog slaves to the islands and use them for labor.
Ratha [Sisters-in-Lore, Herbal and Alchemical Supplies] A fire crackles merrily in a cast iron stove mounted in an alcove along the rear wall of the shop. Bringing to mind a conversation with some townsfolk, you recall that kindly old Ktrini has wed quite a few times -- at least four husbands she's seen buried. From them come her fairly large number of children, grandchildren, and great grandchildren, her favorite being little V'rann. Ktzini devoted her life to some alchemical society, and scorned her sister for giving up alchemy for a life of family and herbalism.
Ratha [Ratha, Greater Cobra Road] The wide road leading from the docks to the lift makes a sharp bend as it passes a ruined pile of stones that was once a building. Remembering something you heard once in passing, you imagine this to be the remains of the Dne Orphanage. The gossip of local streetcorners, expressed in furtive whispers, raises the possibility the building was burned by the Odalva family.
Ratha [Ratha, Redthorne Way] Not lavish by any standards, the patterned brickwork of this byway contrast sharply with the fetid decay of the surrounding neighborhoods. Bringing to mind a conversation with some townsfolk, you recall hearing that Magdha follows the Fortune's Path. She came to Ratha some years back, but no one is quite sure why she tells the future for free.
Ratha [Ratha, Redthorne Square] Stepping through an elaborately carved archway, one is transported from the filth and decay of the city streets to a simple but elegant square. Recollecting something you overheard in a tavern once, you recall a bit about the Redthorne family. One of the wealthiest families on the continent, they built a powerful shipping fleet from virtually nothing. Many of the locals fear the violent Redthornes, and some whisper they're often little more than pirates.
Ratha [Ratha, Lower Mission Street] Long lines of indigent and hungry await a warming morsel outside Nadamian's Mission. Recollecting something you overheard in a tavern once, you recall that the Nadamians are one of the ruling familes of Ratha. Expert gemsmiths and traders, the Dwarves are also religious zealots -- they'll take in the city's young and poor, as long as they can purify the minds of their helpees.
Ratha [Ratha, Deadman's Run] A statue stands in the center of the street, dark with shadows. Reminiscing about your studies with an elder Bard, you bring to mind a story about a famous Gor'Tog, Orgrang. He was instrumental in the fight for freedom by the Gor'Togs on Reshalia Island, and later worked with the city's leaders to earn rights for his race. Alas, now he is all but forgotten.
Ratha [Ratha, Port Walk] The west end of Ratha's drydock commands the area, reaching out into the harbor with the machines to overhaul even the largest vessels. Relying on knowledge gained during your Bardic travels, you recall that these, the dry docks of Ratha, are owned by the powerful and influential Tierskel House. The family earned a fortune off the backs of Gor'Tog laborers.
Ratha [Captain Namazzi's Ship Goods] The scent of sea air drifts through the gaps of the wooden plank walls of this dilapidated shop. Recollecting something you overheard in a tavern once, you recall that Captain Namazzi was once a great sailor before the sea claimed an eye and a leg. He's bluff and he's gruff, but he adores both his daughter and granddaughter. Some local rumors suggest that Namazzi may have ties to the Odalva family, along with supplying goods to the pirates.
Ratha [Ratha, Greater Cobra Road] Cheap perfume and over-loud laughter wafts from behind deep-shaded windows hung with heavy curtains that line the upper story of a whitewashed stone building. Taking in your surroundings, you speculate that perhaps this is the infamous House of... Dentistry. Run by Madam Grooba, it specializes in a strictly male clientele.
Ratha [Tembat Nai Itan, Ledge] The great slab of granite forming the wall is adorned with a series of fluidly twining designs and has a sense of permanence amid the dissolving limestone. The designs on the wall bring to mind old songs about Peri'el placing her selki children upon Reshalia to sing to the sun from the bluffs, calling it up each dawn and setting it to rest at dusk. The S'Kra tried to enslave the selkie and use their song to dry the oceans into deserts.
Aesry [Aesry Surlaenis'a, Eluned Prayer Gate] Gentle terraces of tilled earth rise to the west, leading towards the Selhin Dava. Your knowledge of various customs around the continent tells you that the locals consider it an affront to not show homage to the gods before entering this holy city.
Aesry [Aesry Surlaenis'a, Peri'el Prayer Gate] A grove of white birch trees stands opposite the prayer gate dedicated to the Goddess Peri'el. Your knowledge of various customs around the continent tells you that the locals consider it an affront to not show homage to the gods before entering this holy city.
Aesry [Aesry Surlaenis'a, Faenella Prayer Gate] Rugged forests of white birch and silverwood trees climb the slopes of the mountain to the east, finally petering out at the snow line. Your knowledge of various customs around the continent tells you that the locals consider it an affront to not show homage to the gods before entering this holy city.
Aesry [Aesry Surlaenis'a, Liva'an Cha'walkas] The soft ground near the water's edge slants in a steady slope up to an undulating grassy hill. Taking in your surroundings, you recall the stories and songs of the Ru'atin Peri'el, a revered religious order. The Sisters of Peri'el were founded by the legendary Sister Asmisaar Hrroike, their goal to keep the World Dragon pacified by strengthening Peri'el through song, ritual, and dance. Many Bards seek to emulate the Sisters and their mastery of music.
Aesry [Aesry Surlaenis'a, Liva'an Cha'walkas] The First Stone of the Cloud rises erect from the soft ground near the lough's edge. Mulling over what you know, you glance at the Stone of the Cloud. The source of countless local stories and legends, no one is quite sure where the Stones came from, but they seem filled with some mystical or divine power. The island's priests seem to have several rituals involving the Stones and the seasons.
Aesry [Aesry Surlaenis'a, Liva'an Cha'walkas] The northern slopes of the island are drier and rockier than the forested and grassy areas to the east and south. Mulling over what you know, you glance at the Stone of the Cloud. The source of countless local stories and legends, no one is quite sure where the Stones came from, but they seem filled with some mystical or divine power. The island's priests seem to have several rituals involving the Stones and the seasons.
Aesry [Aesry Surlaenis'a, Liva'an Cha'walkas] A large, solid stone building stands on the western side of the road. Mulling over what you know, you glance at the Stone of the Cloud. The source of countless local stories and legends, no one is quite sure where the Stones came from, but they seem filled with some mystical or divine power. The island's priests seem to have several rituals involving the Stones and the seasons.
Aesry [Aesry Surlaenis'a, Liva'an Cha'walkas] The Second Stone of the Cloud, set amongst the soft ground of tule beds, marks the southeast radius of Aesry Surlaenis'a. Mulling over what you know, you glance at the Stone of the Cloud. The source of countless local stories and legends, no one is quite sure where the Stones came from, but they seem filled with some mystical or divine power. The island's priests seem to have several rituals involving the Stones and the seasons.
Aesry [Martrem's Forge and Armory] The air is filled with the raucous din of apprentices' hammers striking the anvils about the forge. Bringing to mind a conversation with some townsfolk, you recall that Master Smith Martrem is married to the Elven weapon crafter, Kilora.
Aesry [Kilora's Weaponry] Streaks of soot mar the cream-colored sandstone walls of the weaponsmith's workshop. Bringing to mind a conversation with some townsfolk, you recall that Master Smith Kilora, a Wind Elf, is married to the Gor'Tog armorer, Martrem. Kilora was banished from her clan for marrying the Gor'Tog, and rarely sees her people any longer. While she remains young, her husband grows steadily older and older. Your knowledge of regional customs tells you that when he dies, she'll face a choice -- whether to remain on Surlaenis, or return to her clan, freed of the marriage bond that caused her casting out.
Aesry [Aesry Surlaenis'a, Staho Lanahh'Mus] The white and pink shells of the staho curve westward to join the chui'mysanda jama. As you gaze at the statue, you bring to mind the legend of Sorril. An Elven woman who wed a Human male, their love began the War of Tears. Near the end of the war, her husband was killed by the Elven Prince she had been meant to marry. Taking up the sword, she slew him, and soon after gave birth to two children -- a boy and a girl. After that, Sorril left, never to be seen again.
Aesry [Teshi's Instruments] Toys lie scattered about the slightly dusty wooden floor, and an old cradle rocks silently in the corner. Bringing to mind a conversation with some townsfolk, you recall that Teshi has three children: Malobri, Lisha, and Yriel. A few citizens have remarked about her eldest two being little more than brats.
Aesry [Mother Marilla's Clerical Supplies] Moonlight filters through the window's shutters, lending a soft glow to the white paper walls. Bringing to mind a conversation with some townsfolk, you recall that Raeloka, apprenticed to the elderly Mother Marilla, is in love with a lad named Woodbyne.


Area Room Title First Line of Room Description Recall