Rekindling the Light

 
Aluvians

Gharu'ndim

Sho

Viamontians

Ispar History

Auberean History

Texts

Rumors


The Colosseum!

Kalazar of SC (along with Aspect of SC and Kat Jekura, Monarch of KoH) reports: "It is located at 11.3S, 37.6E west of Yanshi. Once inside, get your fellowship together. I recommend at least a mage/melee combo. Then buy your ticket off the ticket holder. 5 MMDs is the cost. He says he also takes certain rares (not sure what he means by that). After you get your ticket, hand it to the Master Arbitrator, then you have a ticket stub with your 1 hour timer on it and it updates as you ID it.

Once you have your stub, enter the arena on the left if you're under 80, and to the right if you're over 80. Then you'll be mobbed as you enter and ring the arena bell. There are 4 spawns per ring. After the 4th is dead, a door spawns to the north. Go in it to a new arena, rinse and repeat. The fellow of us 3 made it to arena 12. I sent some screen shots of the mobs we encountered. Our reward from the master after our 1 hour timer was 93 mil xp per person."

Thanks also to Jobu Uboj The Green of SC, Adam Swish of TD!
 

Colosseum Ticket Vendor tells you, "I sell tickets to the Colosseum. I will accept as payment five of trade notes that are worth 250,000 pyreal apiece. Rare gems are also an acceptable payment."

You give Colosseum Ticket Vendor Trade Note (250,000).
Colosseum Ticket Vendor tells you, "Thank you. I'll need more of these before I can sell you a ticket."

Colosseum Ticket Vendor tells you, "Thank you. We use these to reward our Champions and to buy food to feed the many animals we have housed here.
Colosseum Ticket Vendor tells you, "Here, take your ticket and give it to the Arbitrator who will grant you access to the Colosseum's Arenas."
 

Colosseum Ticket

This ticket gives access for one fellowship to the Colosseum's Arenas. Prepare you [sic] fellowship before handing this ticket into the Arbitrator since you will be unable to change your fellowship without disbanding it and losing your access to the Colosseum.
Hand this to the Colosseum Arbitrator to gain access to the Colosseum's Arenas.

Value

0

Burden

5

You give Master Arbitrator Colosseum Ticket.
Your fellowship is now locked. You may not recruit new members. If you leave the fellowship, you have 15 minutes to be recruited back into the fellowship.
Colosseum is now a closed fellowship.
Master Arbitrator gives you Colosseum Ticket Stub.

[Fellowship] Master Arbitrator says, "Your fellowship will be battling in Arena one."
[Fellowship] Master Arbitrator says, "Use one of the two portals to enter your Arena. If every member of your group is powerful enough you may skip the lower battles by using the Advanced Colosseum Arena, but any one member of your fellow may be restricted from using that portal so be careful of you may be split up."
[Fellowship] Master Arbitrator says, "Don't forget that you must wait one full hour after the time you enter the colosseum before I will reward you for your achievements in the Arena."
[Fellowship] Master Arbitrator says, "Good Luck!"

Master Arbitrator says, "Attention Patrons! Combat will soon begin in Arena One."

 

 

Colosseum Ticket Stub

This item expires in 58 minutes, 35 seconds.
A ticket stub showing the time your fellowship have left in the Colosseum.

Value

0

Burden

5

 

Arena Bell

Use this bell to begin the battle.

Value

???

Burden

Unknown Burden

 
(click to enlarge)

Master Arbitrator tells you, "Well done! It is evident that you have mastered many of the skills you will need to beat the Colosseum."
Master Arbitrator tells you, "You shall be known to all as a "Master Gladiator"!"
Master Arbitrator tells you, "Take this knowledge as a reward for your accomplishments."

You've earned 281,697,990 experience.
 


Colosseum Chest Rewards!
Blood Halo of DT reports: "A few of us ran through the new Colosseum dungeon and reached the 15th area before brought back to the main room, only to gain exp. Upon doing so, the character Blood Halo from the Blood monarchy on Darktide used a Skeleton Key to open the chest in the main room of the Colosseum. Within the chest we found this ring."
 

Green Empyrean Ring

A ring of pyreal fitted with a band of glowing green metal.
one of the five Empyrean Rings. Any two combine for an additional spell set.

Value

5000

Burden

50

Spells

Empyrean Regeneration (Increases Health Regen Rate by 50%. May be layered), Empyrean Rejuvenation (Increases Stamina Regen Rate by 50%. May be layered), Empyrean Mana Renewal (Increases Mana Regen Rate by 50%. May be layered), Epic Bludgeon Ward (Reduces damage target takes from bludgeoning by 20%. May be layered)

Spellcraft

325

Mana

x/1000

Mana Rate

1 pt. per 30 seconds

Restrictions

Level 150+ to wield

Special Props

Attuned, Bonded, Ivoryable

Thanks to C-Rex of LC for ring below!
 

White Empyrean Ring

A ring of pyreal with a band of glowing white metal.
One of the five Empyrean Rings. Any two combine for an additional spell set.

Value

5000

Burden

50

Spells

Major Bludgeoning Ward, Major Piercing Ward, Major Slashing Ward

Spellcraft

325

Mana

x/1000

Mana Rate

1 pt. per 30 seconds

Restrictions

Level 150+ to wield

Special Props

Attuned, Bonded, Ivoryable

Thanks to Fyr Quies of SC for Red Empyrean Ring!
 

Red Empyrean Ring

A ring of pyreal with a band of glowing red metal.
One of the five Empyrean Rings. Any two combine for an additional spell set.

Value

5000

Burden

50

Spells

Regeneration Other Incantation (Increases healing rate by 145%), Essence Glutton (Increases max health by 30 pts)

Spellcraft

325

Mana

x/1000

Mana Rate

1 pt. per 30 seconds

Restrictions

Level 150+ to wield

Special Props

Attuned, Bonded, Ivoryable


Talic from DT in the Dynasty of amber monarchy reports: "Using two rings at once gives +250 nat armor that doesn't stack with Armor self VII and magicd/meleed/missled self VII."
 

Buffing Pets!

Jobu Uboj The Green of SC reports: "I went to the Hall of Metos (4.4S, 0.6W), west of Samsur. In the dungeon, I am not for sure which passage (right passage, first left, I think), I went down to the bottom and ran into 3 NPC's. I spoke with the Golem Constructor first. He is looking for 3 motes combined to build a Blank Golem. He sends you over to the Sigil Keeper. The Sigil has 2 notes: "Finding Imprinting Motes" and "Golem Construction Material List". The Sigil also sells Alchemy Sigils. Each one represents a trade. Alchemy, Cooking, Fletching, Lockpicking.

Once you locate and combine the 3 stones, the Golem Constructor will give you your Blank Golem. The Sigils are applied to the one of the 3 Motes. Whichever Mote you get defines what level of spells your Pet casts. With the Sigil applied, I would think you stamp that to your Blank Golem to get your buffing pet."

Golem Construtor tells you, "Hello friend. I am a third generation Golem Construtor. My sole purpose is to create useful golems for those who require them. Bring me the three Empyrean Stones combined as one and I will build you a Blank Golem. See the Sigil Keeper for a list of locations where the Empyrean used to mine and imbue these stones."
 

Golem Constructor

Value

???

Burden

Unknown Burden


 

Golem Construction Materials List
°Mines of Despair: Stone of Rez'arel
°Colier Mines: Stone of Alb'arel
°Arwic Mines: Empyrean Sun Stone

Finding Imprinting Motes
The Empyreans used motes to imprint specific skills and knowledge in golems. There are sill places where these motes may be obtained. Search these locations and you may find one of the Imprinting Motes you need.

Imprinting Mote: Golem Sanctum (somewhere in the Floating City)

Quality Imprinting Mote: Crystal Mine Extreme (Assist Anasha in Arwic 33.4N, 56.6E to gain access to the floating platforms where the portal lies.)

Superb Imprinting Mote: Ancient Masonry (88.1N, 47.6E)

Fletching Sigil

A small stone with a sigil for fletching carved into it.
Use this item to imprint your Fletching skill on an Imprinting Mote.

Value

1000

Burden

5

Cooking Sigil

Alchemy Sigil

Fletching Sigil

Albrecht Durer of the P K U clan on DT reports: "I have some more information about this quest:

The golem construction materials list states:
Mines of Despair: Stone of Rez'arel
Colier Mines: Stone of Alb'arel
Arwic Mines: Empyrean Sun Stone

This isn't correct, the correct locations of these items was:
Colier Mines: Stone of Rez'arel
----located in the baron room
Arwic Mines: Stone of Alb'arel
----located at the very bottom
Mines of Despair: Empyrean Sun Stone
----located in the lich overseer's room (golden key and lockpicker required)

Inactive Blank Golem

A stone with empyrean engravings on it.
Use this stone to summon or dismiss your Golem.
This item cannot be sold.

Value

0

Burden

50

Special Props

Attuned, Bonded

 

Sun of Rez'arel

One of the three mysterious empyrean stones required to create an Empyrean Golem Stone.
Use this on an Empyrean Sun Stone.

Value

0

Burden

50

Special Props

Attuned, Bonded

 

Sun of Alb'arel

One of the three mysterious empyrean stones required to create an Empyrean Golem Stone.
Use this on an Empyrean Sun Stone.

Value

0

Burden

50

Special Props

Attuned, Bonded

Golem Constructor gives you inactive Blank Golem.
Golem Constructor gives you Finding Imprinting Motes.

Quality Imprinting Mote

You will need a skill of 300 or higher to have a good chance of using a Skill Sigil to imprint your knowledge on this mote succesfully. [sic]
Use a Skill Sigil purchased in the Halls of Metos on this mote or turn it in to the Golem Constructor there for practical knowledge.

Value

5000

Burden

10

 

Imprinted Mote

A mote imprinted with your skill as a Journeyman Cook.
Turn this back in to the Golem Constructor.

Value

5000

Burden

10

Special Props

Attuned, Bonded

Imprinted Mote

Imprinted Mote

 

Superb Imprinting Mote

You will need a skill of 604 or higher to have a good chance of using a Skill Sigil to imprint your knowledge on this mote successfully.
Use a Skill Sigil purchased in the Halls of Metos on this mote or turn it in to the Golem Constructor there for practical knowledge.

Value

5000

Burden

10

You press the Sigil into the soft pyreal of the mote and see a white flash behind your eyes. You have successfully imprinted on the mote.

Superb Imprinted Mote

A mote imprinted with your skill as a [sic] Artisan Lockpicker.
Turn this back in to the Golem Constructor.

Value

5000

Burden

10

Special Props

Attuned, Bonded

Ker-Lin of FF reports: "The Master Alchemist's Golem requires 300 alchemy skill for a good chance to imprint the mote , the Artisan Alchemist's Golem requires 604 alchemy skill for a good chance (yes, 604). Sry I didn't get a screenie of it when it was the Journeyman Alchemist's Golem. That mote required a 100 skill for a good chance at a successful imprint.

The golems cast Journeyman Alchemist's Inspiration for +10 (to your alchemy skill) , Master Alchemist's Inspiration for +20, and Artisan Alchemist's Inspiration for +30 respectively. They spells have a duration of 30 seconds and the golem continues to recast the spell every 30 seconds thereafter."

Thanks also to Lee W., Bartz of HG, Legs of TD, Lan'fear of HG, X-Myh-X of FF, Ker-Lin of FF, Wolfgryn Soulsight of WE, Flandamier of LC!

Artisan Cook's Inspiration

Increases the target's Cooking skill by 30 points. Additional spells can be layered over this.

Duration

30 seconds


New Creatures!
Thanks to
Kalazar of SC, Adam Swish of TD, Jedi Yoda of FF, Albrecht Durer of DT, X-Myh-X of FF, Bartz of HG, Taomagicdragon of SC!

New Creatures
 (click pics to enlarge)
Umbral Mukkir Infused Blood Golem Enraged Ancient Soul
       

Please send LIVE ACTION SHOTS in addition to stats panel. Thank you!
 
New Creatures Level Str End Coor Quik Foc Self Hlth Stam Mana
Disgraced Nanjou Shou-jen 165 300 400 300 300 300 300 1400 1600 2700
Umbral Mukkir 215 ? ? ? ? ? ? ? ? ?
War Mattekar 115 385 370 340 315 120 120 700 605 120
Inflamed Ursuin 250 500 300 320 320 150 150 5000 5000 150
Olthoi Progenitor 161 380 380 280 240 160 160 2030 9000 160
Swarm Demon 200 ? ? ? ? ? ? ? ? ?
Infused Blood Golem ? ? ? ? ? ? ? ? ? ?
Enraged Ancient Soul ? ? ? ? ? ? ? ? ? ?
Vacant Golem 1 20 30 25 30 25 15 20 80 15
Artisan [Craft's] Golem 1 20 30 25 30 25 15 20 80 15
Journeyman [Craft's] Golem 1 20 30 25 30 25 15 20 80 15
Master [Craft's] Golem 1 20 30 25 30 25 15 20 80 15


Bur Update!
Thanks to Jedi Yoda of FF!

Collector Golem tells you, "Greetings to you, Adventurer from Dereth. I have received the faint calling of my master, Lord Asheron, and have come. We have not yet been able to discern his direct location, and those Servitors and Guardians who have been sent to find more information or clues have been terminted."
Collector Golem tells you, "It would seem that my Lord's captors are well prepared for our attempts to rescue Lord Asheron, and I do not believe we will be able to offer any meaningful aid to your attmepts to locate him. It will be left in the hands of those who reside in Dereth and this village in Bur to rescue him."
Collector Golem tells you, "If you could bring me any sign of your involvement in Lord Asheron's release, salvation, or defense, I am prepared to reward you for your aid."
 


New Quest - Burun Liberator!

Thanks to Jedi Yoda of FF and to Dakmor Kavu of HG for details below!

Scout Leader Tmauruk tells you, "Jukukka. I am Tmauruk, leader of the scouts of this tribe. While I would rather be away from the town scouting, Gruuklar has asked me to remain here and brief those of you who would wish to help.
Scout Leader Tmauruk tells you, "Gruuklar and one of your kind, Hasin Lin, have together determined where we should search for Torgluuk. With this information, I found a previously hidden way in out and out of these caverns. It is impossible to enter without being told where it is, but I can tell you where to gain entrance."
Scout Leader Tmauruk tells you, "There is a rock in the southern catacombs, somewhat near the north of the top level cavern. If you push the rock aside, you'll find a very small corridor, impossible to see without knowing exactly what you are looking for."
Scout Leader Tmauruk tells you, "Please...find Torgluuk. We are lost without our chief shaman. Bring evidence of Torgluuk's rescue to me."
 


To complete this quest you must be flagged to enter Bur. I recommend bringing Fire, Cold, and Acid Weapons. To begin, simply speak to Scout Leader Tmauruk in the Kor-Gursha portal in Bur. He flags you to enter a "Rock" located in the Southern Catacombs dungeon and pleads for you to bring back evidence that you have helped rescue their shamans who have gone missing. To reach the rock you can simply hug the right wall from the portal drop all the way to it. When you use the rock it will drop you in an Ancient Temple.

The temple is packed with many forms of high level Scalvi, Guruk, Falatacots, Spirits, and a new type of golem called an Infused Blood Golem (acid works well on these). The temple is a rather square setup with single rooms lining the inside and outside of the hallway. Use the statues on the rooms on the inside wall until you find one that portals you to a new location (we dubbed this the "Prison Chamber").

Again in the prison chamber you will face similar monsters as before. The entrance is straight forward and you will soon reach a large room with 5 tunnels branching off. Down each tunnel you will run into a Falatacot Prison Warden (level 185) who drops a Lower Catacombs Prison Key (one use). Continue down the hall and you will eventually come to a "Lower Catacombs Prison" door (resistance 650, it is possible to pick the lock). If the room is empty simply go back to the main hall and choose a different tunnel. You are looking for an NPC The Burun Shaman of Kor-Gursha. When you talk to him he will proclaim his thanks and drop approx. 12 "Link of a Falatacor Chain" on the ground.

Pick up a chain and return it to Tmauruk for the title of Burun Liberator as well as XP (197347085 at level 275). Much thanks to B-I-Gs Pusher for the help and company on the quest!


New Quest - Mucor Enhanced Weapons!
Dakmor Kavu of HG reports: "To complete this quest you must be flagged for Bur, as well as have talked to Tmauruk in Kor-Gursha to be flagged to enter the "Rock". I also recommend bringing Cold, Fire, and Acid weapons.

To begin, talk to Torgluuk, High Shaman of Kor-Gursha, located in Kor-Gursha. He will tell you of the ley lines and hand you an "Inert Muccor" which looks like a mushroom. DO NOT EAT THE MUCCOR. He will also inform you that the muccor may be used to enhance the weapons favored by the Burun. Before you can use it on a weapon though, it first needs to be altered.

To alter your muccor, again travel to the Rock. This time, use the statues on the OUTSIDE wall of the dungeon until one teleports you (we dubbed it "Ley Lines Cavern"). Inside you will be fighting high level Falatacots, Spirits, Guruk, Scalvi, and the Blood Golems. The dungeon is a maze, but to reach the final room at one point you must cross a pit of lava. The bridge is made up of pieces that fade in and out of view (but are always safe to stand on). Continue on and you will find a room inhabited by an Infused Empyrean Blood Golem (level 125), and whose floor is scattered with the fallen followers of Asheron. On the east walls you will find the Ley Lines mentioned earlier. Simply hand you muccor to it to receive the enhanced version. This will also cause a global and cause the mana barrier (located in the dungeon of The Rock, but for a different quest) to fall.

Now that you have your enchanted muccor, you will need to find someone with an alchemy skill to use an alembic on it. This will result in creating an Alembic Muccor, which can be used on different kinds of salvage. Depending on what kind of weapon you wish to create, a different kind of salvage is needed. For a list of the correct salvages, speak to Kuurak the weapon smith in Kor-Gursha. While you are here, also purchase the kind of weapon you wish to create, as you must use the muccor on a Burun Weapon. Now add your Alembic Muccor to the desired salvage. This will result in creating "Muccor Altered [salvage type]". Now you must find someone with weapon tinkering to add the altered salvage to the burun weapon. Just like with normal tinkering, a higher skill means a higher % chance of success. Should the salvage be added correctly then you will have your new weapon. Congratulations!

Note: Once you have altered your muccor it is a 2 week timer until you may receive more muccor from Torgluuk. Thanks to B-I-Gs Pusher for the help in discovering and completing this quest!!!"
 

Channeling Bone Crossbow

This normal Burun bone crossbow has had mucor-altered mahogany applied to its bowstave, resulting in a magically enhanced weapon with unique magical properties.

Value

2500

Burden

1920

Damage

Bonus: +22%
Modifier: +270%

Speed

(0)

Range

80 yards

Bonuses

Melee: +34%

Spells

Mucor Jolt (The mucor imbued into this weapon sap a small amount of strength from the target of your blow, dealing 0-70 points of damage directly to health.), Atlan's Alacrity, Infected Caress, Cragstone's Will

Spellcraft

800

Mana

x/3000

Mana Cost

1 pt. per 20 seconds

Activation

Arcane Lore: 250

Restrictions

Base Crossbow 360+ to wield.

Special Props

Cast on Strike


Lan'fear of HG poses with the crossbow below!
 

Thanks to Allrion of HG for staff below!
 

Opal Repugnant Staff

This normal Burun staff has had mucor-altered opal applied to it, resulting in a magically enhanced staff with unique magical properties.

Value

2500

Burden

50

Bonuses

Melee: +17%
Mana Conv: +20%

Spells

Mucor Bolt, Major Hermetic Link, Mystic's Blessing, Major Mana Conversion Prowess, Nuhmudira's Blessing, Cragstone's Will

Spellcraft

800

Mana

x/3000

Mana Cost

1 pt. per 20 seconds

Activation

Arcane Lore: 250

Restrictions

War Magic 355+ to wield.

Special Props

Crushing Blow


New Quest - Asheron's Savior
Thanks to Kalazar of SC for the following details: "Torgluuk must have already been saved on your server so he is in Kor-Gusha. Talk to Torgluuk and get an inert mucor. Then head for the Southern Catacombs portal in the eastern hallway. Once in the southern cata's go straight and enter the room, hang a left and go in the first hallway to the left. Once out of that hallway stay left until you see the "Rock". Use it.
Once inside you're looking for a statue in one of the doors. It's the statue in the southern hall on the southern wall 3rd from the left.

After you use the statue inside the door, this dungeon is fairly easy. A few scattered Falatacots, and some Tortured spirits. Along with Infused golems. When you reach a drop with lava and 3 fading steps shift jump across then do a regular 1/3 - 1/2 jump into the hall. Kill the blue golem, then run up to one of the Ley Lines, USE the ley line (Double click it or target it and hit R) It will ask you if you want to give it your mucor, click yes. This will send a global message saying the barrier has been brought down for 24 hours. Also gives you a new mucor to be used on a burun weapon, or eat to give 100% mana regeneration for 3 hours. Now you can descend on Freeing Asheron.

Start by returning to Torgluuk. Speak with him again, you can give him the mucor for roughly 40 mil or keep it for the weapon. Then back to southern catacombs. Return to the rock. (For directions see above) This time once you're in you won't be oppening any doors. You're looking for the the hallways that have a room and ramps in it. They are located on the opposite side of where you enter. Once up the ramps you will find a portal, go in. Now you begin running through the dungeon. It's layed out most like all the other AC dungeons. Run through either keep going mostly right or mostly left. The splits just mean for 2 different ways to go. You will mostly be fighting the falatacot. The Gate Guardian you will find in front of the 5 gate you see are undead. Kill them, loot a key and open the door. You will be doing this 5 times. The undead has 15000 health, but fairly easy to bring down.

Then you will be coming up to two mana barriers. Depending on the size of your group depends on how long it takes you to kill the barrier. It takes at least 2 to kill it, melees and missiles hit it best. If you have under 4 people I suggest killing the first barrier then going inside the hallway and up to the 2nd barrier and logging out for 10 minutes. This is so the respawn doesn't kill you because you will hit dispell traps and stam/mana drain traps. The mana barrier on the side you killed will respawn so when you log in you can kill the other barrier no problem. Then go into the room with the statue, (Don't kill it) Rebuff here. Once everyone is rebuffed kill the statue under Asheron. It opens a portal to the chamber, go in.

It's a short dungeon to get to the bottom with another statue, killing this one will start the spawn of lots of sclavi and some falatacot. Kill the falatacot to increase spawn until finally the main boss' start spawning. Here you can either all go into the hallway or you can have the melees stay on the floor and mages/missile go above the ramps on the platform. Kill the 3 mini boss' before killing general (They weaken him when killed). The boss does some serious damage when he targets you. I suggest stop fighting and focus on healing. Once you kill the general, 3 matriarchs will spawn. Fire seemed to do better then slash on these. Have your group focus on one at a time. Killing these give you a global message for each. After they are all dead the final statue spawns, kill it also. Then the final global appears and the shards drop on the ground.

Be sure everyone gets a shard off the ground, take it back to the Golem in Kor-Gusha (There is a Kor-Gusha portal in the hallway) for your robe/title. If you die while in the summoning chamber fighting the boss' and such, don't worry. Just run back into the Rock, back up the ramps and into the portal."

 
(click to enlarge)


 

 

Empowered Empyrean Robe

A white Empyrean robe, like the one worn by Asheron. Embedded in the fabric are small threads of Thaumaturgic Crystal which ratiate an almost palpable power.

Value

100,000

Burden

450

Armor Level

150

Spells

Major Mana Gain, Major Stamina Gain, Coordination Other Incantation, Vision of Annihilation, Focus Other Incantation, Beast Murmur, Strength Other Incantation, Grip of Instrumentality, Mark of the Priestess, Greater Bludgeoning Durance, Greater Piercing Durance, Greater Slashing Durance, Endurance Other Incantation, Quickness Other Incatation, Willpower Other Incantation, Empyrean Ageis, Greater Decay Durance, Greater Consumption Durance, Greater Stasis Durance, Greater Stimulation Durance, Major Health Gain

Protections

Slash: Below Ave. (90)
Pierce: Below Ave. (90)
Blud: Below Ave. (90)
Fire: Below Ave. (90)
Cold: Below Ave. (90)
Acid: Below Ave. (90)
Elec: Below Ave. (90)

Spellcraft

400

Mana

x/10000

Mana Cost

1 pt. per 2 seconds

Activation

Arcane Lore: 320

Special Props

Attuned, Bonded, Ivoryable


New Squelch Panel!
Thanks to Jobu Uboj The Green of SC!
 
(click to enlarge)


New Splash Screen!
Thanks to Larceny of TD, Sucamarto of LC!

 
(click to enlarge)

 


 
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Roll-Out Article
Dev Notes
Letter to the Players
Dev Updates
Patch Page
Live Events

Town Crier Sayings
Ulgrim Sayings


 


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