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  <Name>game\items</Name>
  <NextEntryID>1</NextEntryID>
  <EntryCount>351</EntryCount>
  <Entries>
    <Entry>
      <ID>0</ID>
      <DefaultText>Arbalest</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1890</ID>
      <DefaultText>Severed Horn</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1891</ID>
      <DefaultText>Cracked Horn</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1892</ID>
      <DefaultText>Battered Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1893</ID>
      <DefaultText>Garodh's Chorus</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1894</ID>
      <DefaultText>Battery Relief Tile</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1895</ID>
      <DefaultText>Ice Troll Heart</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1896</ID>
      <DefaultText>Fennlan Liquor</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1897</ID>
      <DefaultText>Arda's Bracelet</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1898</ID>
      <DefaultText>Scrying Chamber Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1899</ID>
      <DefaultText>Bubbling Antidote</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1900</ID>
      <DefaultText>The end result of shaving an ice troll's heart down into thin layers, adding chopped river reed, and topping it off with an unidentified green liquid. This antidote is still bubbling ominously. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1903</ID>
      <DefaultText>This bottle is wrapped in a bright, stamped label declaring it to be a bottle of Fennlan Liquor.

Fennlan Liquor is distilled exclusively in the small Readceran town of Fennlan, which sits on a rocky promontory overlooking a marsh. The liquor is distilled from local figs and flavored with a blend of marsh plants, resulting in a sweet-tasting spirit that is popular both locally and abroad.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1904</ID>
      <DefaultText>This crystalline heart is comprised of a tangled knot of vinelike threads of ice, about the size of an orlan's head. It is still freezing to the touch.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1905</ID>
      <DefaultText>Battered Shipment</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1906</ID>
      <DefaultText>This large sackcloth package is stuffed to capacity. A long gouge along one side has permitted some of its contents to spill out - shallow tins that stink heavily of svef.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1907</ID>
      <DefaultText>Leaden Key Expedition Journal</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1908</ID>
      <DefaultText>Stone Dial</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1916</ID>
      <DefaultText>This bracelet is comprised of many small, interwoven beads, and is held together by a fine silver clasp. Together the beads form a stylized image of mountain peaks.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1921</ID>
      <DefaultText>A handful of polished crystals of white adra, retrieved from a Lagufaeth cavern. All are covered in notches and peculiar engravings, though their meaning is unclear.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1922</ID>
      <DefaultText>Ore-Locating Device</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1923</ID>
      <DefaultText>This is Ista's ore-locating divination tool - or so she calls it. It's covered in an impressive number of knobs and symbols, but you aren't entirely convinced they all do anything. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1924</ID>
      <DefaultText>This helm is so warped and dented that it barely rests on your head. There are two empty sockets on the side that once held something - horns, perhaps.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1925</ID>
      <DefaultText>Pickaxe</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1926</ID>
      <DefaultText>As common a sight among mountain travelers as miners, this humble pickaxe boasts a viciously sharp point. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1927</ID>
      <DefaultText>Weighted Dagger</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1928</ID>
      <DefaultText>This simple dagger appears to have been discarded. Whether through shoddy craftsmanship or overuse, the dagger is strangely heavy at the tip.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1929</ID>
      <DefaultText>Guard's Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1930</ID>
      <DefaultText>This heavy iron key has survived the years intact and free of rust.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1931</ID>
      <DefaultText>Workshop Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1933</ID>
      <DefaultText>Rolled Parchment</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1934</ID>
      <DefaultText>Marunn's getting suspicious. I've got her sniffing after Zoltun for the time being, but she'll keep an eye on me. I had the lads put the last shipment in with the coal, in a cart across the tracks. I'm counting on you to make sure it gets topside. You don't mind getting your hands dirty, right?

- Gregur</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1935</ID>
      <DefaultText>Mysterious Missive</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1936</ID>
      <DefaultText>'I have been informed by a mutual acquaintance that I have you to thank for the timely delivery of my product, as well as markedly improved conditions along the roads surrounding the village of Stalwart. 
Alongside this letter I have dispatched a small show of our appreciation. You will also find a sampling from our latest delivery. In time, perhaps we will be in a position to arrange a reward more suitable for personages of such lofty reputation. 

It is my earnest hope that we can continue to do business in the future.

- M' </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1937</ID>
      <DefaultText>Shriek</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1938</ID>
      <DefaultText>Lagufaeth Spear</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1941</ID>
      <DefaultText>Sigil of the Sword</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1942</ID>
      <DefaultText>Sigil of the Shield</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1943</ID>
      <DefaultText>Sigil of the Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1958</ID>
      <DefaultText>Scroll of Restore Critical Endurance</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1959</ID>
      <DefaultText>Wodewys</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1960</ID>
      <DefaultText>The Grey Sleeper</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1967</ID>
      <DefaultText>Spelltongue</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1968</ID>
      <DefaultText>Golden Gaze</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1969</ID>
      <DefaultText>Bittercut</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1970</ID>
      <DefaultText>The Last Tower</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1971</ID>
      <DefaultText>Badgradr's Barricade</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1972</ID>
      <DefaultText>Black Sanctuary</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1973</ID>
      <DefaultText>Curoc's Brand</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1974</ID>
      <DefaultText>Wayfarer's Hide</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1975</ID>
      <DefaultText>White Crest Armor</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1976</ID>
      <DefaultText>Raiment of Wael's Eyes</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1977</ID>
      <DefaultText>The Golden Scales</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1978</ID>
      <DefaultText>Letter to Zoltun</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1979</ID>
      <DefaultText>"Esteemed Coinmaster Zoltun,

I write to you in anger and bafflement. Have I not been a faithful customer to you? Have I not been fair in my dealings? Yet after all of our business together, your people turn me away like some filthy beggar.

I arrived at the Battery a fortnight ago, frost in my beard and not a morsel in my belly. Barely had I unhitched the horses when your Komendant Exandru came to meet me. The priest told me that I would be made welcome but my 'profane' business would not. In short, I would have to leave at first light, my wagons empty.

Certain that this was but a negotiating tactic, I told Exandru that I would of course see him compensated along with you. He left in a huff, and when I presented myself at the door, it was Komendant Marunn - your armswarden! - who met me. She told me to leave at once, that she wouldn't have my 'coin-grubbing' hands tarnishing Durgan steel.

Now, I appreciate forceful bargaining as much as any man of coin, but I was cold, hungry, and put off by her vehemence. So, I showed her the letter you had sent inviting me to examine your latest stock of Durgan steel.

Komendant Marunn drove a rapier through the letter and sliced it in two! She then warned me that her blade - a fine weapon, indeed - would be the last I ever laid eyes on if I did not hie back down the mountain at once.

Never have I endured such humiliation and expense only to return home empty-handed! I do not understand what has passed between you and your associates, but I urge you to take charge. I fear the other komendants will be your undoing - indeed, that of all Durgan's Battery - if you do not deal with them swiftly and decisively.

Yours,
Mestre Anetto of Cezarro"</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1980</ID>
      <DefaultText>Bill of Sale</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1981</ID>
      <DefaultText>You unroll the scroll and see an inventory of weapons and armor: swords, shields, breastplates, and helms. All are listed as sold to a "Lucan of Dunryd." The bill is signed by Komendant Zoltun, Coinmaster of Durgan's Battery.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1983</ID>
      <DefaultText>Silver Arrow</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1984</ID>
      <DefaultText>This tarnished silver arrow has survived its stay in a wolf's flank largely unscathed, though the carefully etched fletching has been gnawed on. Holding the arrow makes the hairs rise on the back of your hand. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1985</ID>
      <DefaultText>Odrun's Family Chest</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1986</ID>
      <DefaultText>Expecting to find Odrun's heirloom, from the depths of the icy waters of the Russetwood you instead recovered only its container. This jewelry chest is empty.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1987</ID>
      <DefaultText>Tattered Map</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1988</ID>
      <DefaultText>This yellowed piece of parchment shows a rough drawing of a cluster of trees, but little else. They could be anywhere in the White March.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1989</ID>
      <DefaultText>Ninagauth's Black Pages</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1990</ID>
      <DefaultText>The infamous archmage Ninagauth is a prolific author, and has taken on several apprentices, though none have yet achieved the fame - or longevity - of their master. Those fortunate enough to have glimpsed Ninagauths' grimoires typically describe the man's diagrams and writing as nearly indecipherable, but the power of the spells held within is undeniable. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1991</ID>
      <DefaultText>Bag of Stolen Offerings</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1992</ID>
      <DefaultText>This large bag is filled with offerings, meant to be cast away and forgotten, that the people of Stalwart Village have given to the giftbearers of Ondra. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1993</ID>
      <DefaultText>Okrun's Heirloom</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1994</ID>
      <DefaultText>This medallion, an heirloom of Okrun's family, features an intricate design of interwoven silver and copper strands that coil around a central disc of bloodstone. Its surface, though polished to a perfect finish, has been carved to hold fourteen small emeralds in place. While Okrun values this exquisite heirloom for its sentimental worth, it's clear that it would otherwise command considerable market prizes.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1995</ID>
      <DefaultText>Giftbearer Notebook</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1996</ID>
      <DefaultText>A recurring signature in the pages of this notebook indicates that it belonged to someone named Ixtli.

The pages contain an assortment of entries. Some notes list collection of items alongside their purported value. Other pages are scribbled with notes about the land.

A map of the Russetwood marks an important body of water. Next to it, there are several underlined notes. They read:

"Notoc Tlocotl, formalities first, of course, and she'll come up."

"Cualla Micha, she's a good girl and likes to hear it before she swims down."

"Xitlac Cualla, just make sure she likes the fish for a job well done."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1997</ID>
      <DefaultText>Inquisitor's Ire</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1998</ID>
      <DefaultText>Though its maker's mark can be traced to an otherwise unremarkable smithy in Dawning, this shield earned its fame within the keeping of Poldur Grynt, a young Aedyran lord whose fondness for dueling became the inspiration for many anti-Aedyr folksongs and plays in the time during and after the War of Defiance. 

Grynt cultivated a reputation as a relentless and unbeatable foe, for whenever a duel seemed to be going poorly he would raise his black shield and resume the fight with renewed vigor. Grynt employed the shield to great effect for several years, until he finally found himself severely outmatched by a more experienced rival. Mistakenly believing that the shield could preserve him even at the precipice of death, Grynt fled the field, only to bleed out on the bank of the Isce Îen River. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>1999</ID>
      <DefaultText>This heater shield bears the black wolf of the Badgradr line, as well as the personal sigil of the shield's last bearer, Mecgrun Badgradr.

A renowned fighter, Mecgrun had a reputation for practicality and ingenuity, and in his hands his shield was as much a weapon as his blade. Mecgrun had a particular fondness for taking on spellcasters, for his shield could reflect his foes' own arrows or spells against them, and a blow to the face from the Barricade was usually enough to put an end to further casting.

While their Ungradr cousins went on to rule the Coldwater region, the Badgradrs did not survive the War of Defiance. Mecgrun himself perished in the Battle of Defiance Bay, and his shield passed into the hands of a series of noble masters before slipping from common recollection. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2000</ID>
      <DefaultText>While its original bearer's name has been lost to the ages, the famed White Crest armor features in many tales of a dwarven adherent of Ondra whose blows struck his enemies with all the overbearing power of the sea. The armor's weight was such that the warrior is described as moving as if through shallow water, but foes believing themselves to have the advantage of speed often found they could not outrun the warrior's lighting spells. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2001</ID>
      <DefaultText>A famed dwarven explorer, Katrenn exemplified her people's reputation for wanderlust, undertaking journeys spanning nations on both sides of the Great Eastern Ocean. To aid her in her expeditions, she commissioned a set of hide armor which would allow her to cross treacherous terrain without hindrance. Inspired by her stories, the armorer enchanted the hide to grant the wearer uncommon stamina. The sight of Katrenn running along unscathed through a field of thorny brambles became a common one. 

It is said that Katrenn's fame and experience was such that she was asked to accompany the expedition which would ultimately result in the founding of Durgan's Battery. Whatever the truth of the matter, no further records of her exploits exist.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2002</ID>
      <DefaultText>Pilferer's Grip</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2003</ID>
      <DefaultText>Still polished to a mirror sheen, this set of golden scale armor was one of the last great works of Rus Stanclef. A well-respected smith, Stanclef was inspired by a local fable revolving around a golden dragon, and modeled this set of armor after the beast in question. 

He imbued the Golden Scales with protective enchantments against flame, as well as the same reflective properties which protected its namesake against ranged opponents. The result was an eye-catching and effective piece of armor, and it proved especially popular amongst those intent on being the center of attention.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2004</ID>
      <DefaultText>The helm is dented and scarred from countless battles. It once had horns mounted on it, but both horns are now missing.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2005</ID>
      <DefaultText>This horn was once mounted on a helm but looks to have been severed off in battle.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2006</ID>
      <DefaultText>Scrying Chamber Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2007</ID>
      <DefaultText>This key is the size of a large dagger, and it's unusually heavy.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2008</ID>
      <DefaultText>Tempered Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2009</ID>
      <DefaultText>Ydwen was a paladin and member of the Kind Wayfarers during the War of Black Trees. She was famous for escorting colonists and farmers through the Dyrwood and protecting them from Glanfathan war bands. Though a skilled warrior, she avoided the Glanfathans when possible rather than fight them. However, tensions and tempers rose, and one day she found herself guiding a family of farmers from their ruined homestead. While she attempted to wait out the prowling raiders, one of her charges rushed into the fray. Ydwen was forced to hold off the Glanfathans while the rest of the farmers fled. She died, outnumbered and surrounded, and it was said that even the raider who struck the killing blow wept for her.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2010</ID>
      <DefaultText>This gray cloak is covered in a multitude of stylized eyes, symbols of the god Wael. It is said to have been created by the wizard Göryn, who hoped that the pious endeavor might invoke Wael's protection. Set against the many eyes of the Hundred Mysteries, Göryn hoped, his enemies would stumble after falsehoods, while he would remain resistant to the bewildering effects of the world's mysteries. 

Those who have come across the cloak since have found much use in its enchantments. What became of Göryn himself is unknown, however, for nothing else remains of the man or his works.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2011</ID>
      <DefaultText>The sword passed to a warrior of the Twice-Split Arrows in honor of his bravery and skill during a ritual blood-hunt. This was a moment of great pride for the tribe, typically regarded as least among the six. It was also a time of shifting borders and changing relations between Dyrwood and Eir Glanfath. Bolstered by the newfound prestige and eager to seize more, the rîow of the Twice-Split Arrows declared that their young hunter should lead a series of raids on slave-holding estates. The first few were successful, but when the raiders set their sights on a village run by a guild of coopers, they were quickly overwhelmed. The hunter was killed and his sword lost.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2012</ID>
      <DefaultText>The sword had made its way to Forked Vale by the time the War of Defiance began. It was owned by the captain of the local militia, who used it to defend the fleeing townsfolk while Aedyran troops converged on the town from the northwest and the southeast. The captain guarded the road to Baelreach and fell while the villagers fled.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2013</ID>
      <DefaultText>Unstrung Bow</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2014</ID>
      <DefaultText>Though its sturdy wooden frame seems intact, this bow lacks a string, making it useless for the time being.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2015</ID>
      <DefaultText>Devil of Caroc's Body</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2016</ID>
      <DefaultText>The inventor Galvino constructed the Devil of Caroc's ornate body out of forged bronze inlaid with intricate silver panels and featuring elaborate etchings in the Vailian style. Held together with myriad small brass pins and hinges, it is a marvel of craftsmanship and serves as an ambulant vessel for her soul.

Whether for aesthetic or functional reasons, Galvino fitted the face with onyx eyes. Their smooth finish reflects the Devil's surroundings impassively, though occasionally a glint of imperfections within the stone or some deep-seated spark of malevolence shines through.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2017</ID>
      <DefaultText>The fur on this bear hide is exceptionally lustrous and thick. Although it's of no particular use to you, it will still fetch a high price wherever it's sold.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2018</ID>
      <DefaultText>Greyjaw's Hide</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2020</ID>
      <DefaultText>Carvings on one side of this stone disc depict a sword. On its back, three protrusions poke out from its expertly polished surface.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2023</ID>
      <DefaultText>The Ironclasped</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2024</ID>
      <DefaultText>This grimoire is filled with spells, some of which look recent, and others of which look very old. A skeletal hand latches to hold the grimoire shut.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2026</ID>
      <DefaultText>Unsigned Letter</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2028</ID>
      <DefaultText>Rune-engraved Copper Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2029</ID>
      <DefaultText>Despite the layer of green rust that covers the surface of this key, you can still distinguish elaborate runes adorning its bow.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2030</ID>
      <DefaultText>Annals of the Pargrunen</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2034</ID>
      <DefaultText>On the Binding of Souls</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2036</ID>
      <DefaultText>Record of Production</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2044</ID>
      <DefaultText>The aroki of Rahouka, a small province of inland Rauatai, famously commissioned this estoc from Durgan's Battery. She intended it for her game warden, who was charged with defending her forests from the spirits and wilder that roamed it. She ordered the blade forged according to her warden's specifications and sent an heirloom sword to provide the pommel.

Yet the estoc never arrived, and weeks after the promised delivery date, the aroki heard rumors of divisive Pargrunen politics and conflict within Durgan's Battery. She sent her game warden to personally retrieve the blade, but by the time he arrived, Durgan's Battery was sealed shut, with no sign of the dwarves who had recently inhabited it. The blade - and the aroki's considerable investment - were believed to be lost.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2045</ID>
      <DefaultText>Devotees of Ondra tell stories of her romance with the moons, especially her unrequited love for Senn Beläfa. Yet it was Ionni Brathr, the smaller of the two moons, that Ondra pulled into the sea thousands of years ago.

Small fragments of Ionni Brathr are believed to exist in some of the more remote places of Eora, lost tokens of the goddess' passion. Such moon fragments, and the crater lakes that often form around them, are known as "Ondra's Tears."

This flail is made with a piece of Ionni Brathr that was discovered by some of the Pargrunen dwarven explorers in the White March.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2046</ID>
      <DefaultText>Once, Stormcaller belonged to a young navigator on a merchant ship in the Deadfire Archipelago. She had an almost preternatural gift for predicting the weather - she could smell a storm brewing a day's journey away. On her final voyage, she detected a cyclone forming in their path. She instructed the captain to change course and seek shelter in a nearby strait, which he did. Unfortunately, a pirate ship was waiting there. The merchant vessel was boarded and its crew slain.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2047</ID>
      <DefaultText>A lookout on the pirate ship "Grinning Maralina" took Stormcaller from the captured merchant ship. He used Stormcaller to fire on enemy ships from the crow's nest. While the "Maralina" approached, he could set flame to enemy sails or peg fleeing ships with rope arrows. However, when the captain began to look with envy on the marvelous bow, he jumped ship, sold Stormcaller, and became a fisherman.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2048</ID>
      <DefaultText>Stormcaller eventually found its way to Fairhope, a port town on one of the easternmost islands of the Deadfire Archipelago. Fairhope found itself besieged when the harbormaster turned away the Seafang, a notorious pirate ship. The harbormaster stationed archers on the cliffs around town, and while their arrows kept the Seafang from docking, they couldn't drive the pirate ship away. As a result, the Seafang prowled just out of range of the archers' arrows, close enough to discourage merchant and supply ships.

As the siege stretched on, the harbormaster called for more archers, promising a reward to any who could land an arrow on the Seafang. One young Glamfellen came forward, but when the harbormaster saw her hunting bow, he laughed, explaining that she'd need a top-quality longbow at the least. But she insisted, and when the harbormaster led her to the cliff, she called a storm that struck the Seafang and churned the waves around it. The harbormaster watched as the Seafang sank before his eyes. When the wreck washed ashore, the Glamfellen drew Stormcaller and plunked an arrow into the broken mast.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2050</ID>
      <DefaultText>Shadows ooze and pool around you, filling your mind with memories of furtive expeditions, clandestine meetings, and the traffic of secrets. You hear the whispers of the men and women who snuck, struck, and survived by the power of this weapon.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2051</ID>
      <DefaultText>An apprentice smith of the Pargrun was cleaning out the forge room when he saw something glowing in the slag heap. He told his master about it, but the older smith waved him off, assuring the young man that it was merely a hot stone. Undeterred, the apprentice took the glowing stone before carting the rest of the slag away. He kept it in his pocket for the next several days, but the strange glow didn't abate. He snuck into the smithy at night to begin working on the piece. Yet he couldn't bring himself to hammer the glowing ore into a blade. Instead, he fashioned a mace.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2052</ID>
      <DefaultText>A thief from Ixamitl heard of the wealth of Durgan's Battery and determined to find the place that she might steal from it. She fell in with a traveling merchant company and followed them to the Battery, learning that the wealth of the dwarves lay in arms and armor. She snuck into the armory one night, determined to take a few pieces to sell. Yet she heard guards in the hall and realized she'd been discovered, and so she grabbed the first weapon she saw - a mace with a glowing head. She bludgeoned the first guard who came looking for her, and as he stumbled around, blinded and lost, she made her escape. So useful was the mace that she used it for decades before finally selling it.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2054</ID>
      <DefaultText>An Aedyran explorer in Eir Glanfath came across a row of adra pillars near what is now Solace Vale. Having never seen such a display of living adra, he thought immediately of the Ine Sycthrúa that houses the souls of Aedyran nobility and decided that these pillars must surely hold something magnificent. He chiseled a chunk of adra from the growth and brought it back to Dunryd for further study.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2055</ID>
      <DefaultText>The adra chunk was placed in a staff and given to Lady Rügfald, one of the fercönyng's favorite courtiers. Lady Rügfald was a talented dabbler in the magical arts and infamous at court for her clever but ostentatious spellwork. However, the Greenstone Staff was her undoing - she accidentally summoned a blight. The creature was quickly dispatched, but not before it had ruined the imperial consort's finest robes. Though many historians believe it was the fercönyng's untimely chuckle that doomed Lady Rügfald, the damage was done, and propriety demanded her removal from court. Lord and Lady Rügfald were sent to a distant but comfortable estate in the young colonial capital of New Dunryd. Despite her husband's protests, Lady Rügfald refused to surrender the Greenstone Staff.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2057</ID>
      <DefaultText>"Tanoss,

More than any of the others, you have chosen a path that complements your natural strengths. 

Your mind is a maze, and you use it to ensnare not only your thralls, but also your fellow pupils. They are blind to it because they look at you and see an animal.

Which is why I shall only warn you once: attempt your trickery on me, and I will give your corpse to Pelden.

I feel the workings of your mind as surely as you would feel a disturbance in your web. You would displace me as readily as you'd follow me. But the first defense of any wizard is a warded mind, and I have had centuries to strengthen mine."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2059</ID>
      <DefaultText>Sabel's Note</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2061</ID>
      <DefaultText>Uariki's Note</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2064</ID>
      <DefaultText>Soul Freeze</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2066</ID>
      <DefaultText>A twisted piece of wood grips a glowing adra chunk with root-like tendrils. Something about the staff resonates in your soul. When you hold it, you hear the distant whisper of wind through the trees.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2067</ID>
      <DefaultText>Pelden's Grimoire</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2068</ID>
      <DefaultText>Uariki's Grimoire</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2072</ID>
      <DefaultText>Empty Giftbearer Chest</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2073</ID>
      <DefaultText>Expecting to find Okrun's medallion from the depths of the icy waters of the Russetwood you instead recovered chests filled only with rocks. As proof, you took this empty chest with you.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2074</ID>
      <DefaultText>Giftbearer Chest</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2075</ID>
      <DefaultText>Giftbearer Chest</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2076</ID>
      <DefaultText>You recovered this chest from the icy waters of the Russetwood. Inside, you found Okrun's heirlooms - a medallion and an exceptionally crafted set of armor.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2086</ID>
      <DefaultText>Concelhaut's Skull</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2090</ID>
      <DefaultText>Firedorn's Head</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2091</ID>
      <DefaultText>This burlap sack contains the head of Firedorn, leader of the Disciples of the True Flame.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2092</ID>
      <DefaultText>Laenric's Head</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2093</ID>
      <DefaultText>"Sabel,

It gives me pride to see what you've suffered for your craft. The other apprentices may be more learned than you, but none match your tenacity.

For you understand something they do not.

Your body is a shell. If you are to achieve the power you desire, you will outlive it.

Your fellows fight and scheme against one another. Only you recognize your true foe."

</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2094</ID>
      <DefaultText>Ygadr's Journal</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2097</ID>
      <DefaultText />
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2098</ID>
      <DefaultText>"Uariki,

You tinker with blades and bludgeons while your peers shape the bodies and minds of kith, and they look down on you for it.

Let them.

Spellwork often attracts a certain kind of mind - one drawn to the mystery and theatre of grand, arcane spectacle.

But you are burdened with no such pretension. You see magic for what it is - power, raw and malleable. You shape it as best suits your needs, and this is what gives the greatest spells their strength. While the other apprentices are still perfecting their own ambitious spells, you will complete yours. When that day comes, strike them down, and do not hesitate."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2099</ID>
      <DefaultText>Ryona's Vambraces</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2100</ID>
      <DefaultText>This helm once belonged to Garodh, a long-dead tribal chieftain. For some reason, his soul never returned to the Wheel, lingering until he had forgotten much of his own history. Fortunately, you came along and helped him remember.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2102</ID>
      <DefaultText>Speckleback Jerky</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2103</ID>
      <DefaultText>Stalwart Rabbit Stew</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2105</ID>
      <DefaultText>Made with juniper berries that are common in the foothills and low slopes of the White March, White Ynefer is popular with locals as well as northern neighbors in Readceras. It is normally distilled in simple household pots with grain mash and various local herbs to meet the maker's preferences. Because it is a powerful spirit, it is not popular as a recreational drink in Eir Glanfath.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2106</ID>
      <DefaultText>Stalwart locals have their own common stew recipe that relies on marinated rabbit meat, onions, wine, and vinegar. Due to Stalwart's remote location, they don't use exotic spices for flavoring, only what they grow locally and dry during the summer months.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2107</ID>
      <DefaultText>Speckleback fish are common in the cold waters flowing out of the White March. Their lean meat makes them ideal for curing and drying for use as jerky. Dyrwoodans often salt their jerky, but Stalwart locals cut specklebacks into thin strips and use smoke to cure them.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2108</ID>
      <DefaultText>Brintwn Ban</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2109</ID>
      <DefaultText>Ryngr Berries</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2110</ID>
      <DefaultText>Tyn Hat</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2111</ID>
      <DefaultText>These small, fuzzy flowers grow in the cool climates of the White March's foothills. Though the petals are white, their yellow and lavender centers stand out in their snowy home. Glanfathans sometimes journey from the forest to collect the flowers for use in special ceremonies. Stalwart's locals learned the name from the friendlier members of the tribes.
</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2112</ID>
      <DefaultText>Ryngr bushes are extremely hardy and can be found even in the relatively barren upper reaches of the White March's mountains. The berries are extremely bitter and often cause sickness if ingested in any large quantity. Despite their toxicity, they are valuable to settlers for their ability to produce a vivid colorfast red dye.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2113</ID>
      <DefaultText>Tyn hats can be difficult to spot in the snowy landscape of the White March. Featuring an off-white coloration tinged by golden brown edges, the small mushrooms are often hidden along the bottoms of fallen birches. Stalwart locals often use them in cooking. Some bold individuals have used them to make an extremely potent tea, but varying reports on the brew claim it tastes vile and causes paralysis, hallucinations, and temporary blindness.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2114</ID>
      <DefaultText>Stalwart Boney</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2115</ID>
      <DefaultText>Durgan Cogwheel</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2116</ID>
      <DefaultText>Stalwart's residents use assorted pieces of carved fish bone as a supplemental currency. Most "boneys" are carved from a large flat spot on the skulls of speckleback fish. The carvings are intricate enough that outsiders find them valuable for their artistry.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2117</ID>
      <DefaultText>Lagufaeth Liver</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2118</ID>
      <DefaultText>This foul-smelling dark red organ came from the body of a lagufaeth.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2119</ID>
      <DefaultText>Durgan Copper Bracelet</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2120</ID>
      <DefaultText>Though Durgan's Battery is mostly known for its steel, the refineries also produced extremely high quality copper that was used in coinage, art, and jewelry. This copper bracelet is typical of the jewelry that was produced in the community at its height.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2121</ID>
      <DefaultText>Bronze Abydon Statuette</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2122</ID>
      <DefaultText>Many households in Durgan's Battery had a statuette of Abydon that was cast in the White Forge. The original was made by a renowned Aptapo sculptor.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2123</ID>
      <DefaultText>Tundra Clothing</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2124</ID>
      <DefaultText>The frigid environment of regions like the White March make these fur outfits a requirement for survival. The outfit is a combination of water-proofed leather and fur, designed to retain heat while repelling moisture.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2125</ID>
      <DefaultText>Monk Outfit</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2126</ID>
      <DefaultText>Frequently worn by practitioners of unarmed combat, this outfit is light and durable.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2127</ID>
      <DefaultText>Tundra Hood</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2128</ID>
      <DefaultText>This fur-lined hood is a necessity for staving off frostbite while traveling the frigid environs of the White March.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2129</ID>
      <DefaultText>Sabra Marie was owned by an archer from the Vailian Republics who fought for Dyrwoodan independence. When the War of Defiance began, many from the newly-independent Republics took up the cause and joined the battle to the north.

The Vailian had a longer - and more melodious - name for his bow, but "Sabra Marie" quickly became the local bastardization. No recorded histories explain where he got the bow, but plenty attest to its usefulness against larger forces. Quick, powerful shots fired from cover scattered and confused many Aedyran units throughout the war.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2130</ID>
      <DefaultText>Sabra Marie</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2131</ID>
      <DefaultText>Decipher the first verse of the poem.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2132</ID>
      <DefaultText>Decipher the second verse of the poem.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2133</ID>
      <DefaultText>Decipher the final verses of the poem.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2134</ID>
      <DefaultText>Storm of Fire Trap</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2135</ID>
      <DefaultText>A finely wrought silver key.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2136</ID>
      <DefaultText>Chaotic Orb Trap</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2137</ID>
      <DefaultText>Killing Bolt Trap</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2138</ID>
      <DefaultText>A plain iron key, found discarded in Galvino's workshop.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2139</ID>
      <DefaultText>Killing Bolt Trap</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2141</ID>
      <DefaultText>Meztla's Head</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2142</ID>
      <DefaultText>This burlap sack contains the head of Meztla, leader of the Sisterhood of the Slaked Skull.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2143</ID>
      <DefaultText>These boots were originally designed and made to punish runaway slaves. The lord who commissioned them would force attempted runaways to wear them for a week straight, waking and sleeping. The soles were studded with pebbles and shards that ground against the wearer's feet while the leather chafed sores into his heels. By the end of a week, most who wore the boots could barely walk.

Yet the slaves in this manor rose up and summoned the Effigy. Once the Effigy had completed his bloody work, the slaves discovered an unexpected boon - the boots that had once been a punishment had been transformed into something comfortable and, likely, valuable. 

The surviving slaves argued over the boots, and when words turned to blows, the daughter of the man who'd become the Effigy grabbed them and ran. She never looked back.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2145</ID>
      <DefaultText>Orlan's Key
</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2146</ID>
      <DefaultText>A plain iron key tied to a leather thong.
</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2147</ID>
      <DefaultText>A sack containing the head of Laenric, leader of the outlaw hunting group known as the Old Dunryd Hunting Lodge.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2148</ID>
      <DefaultText>Two final lines appear along the blade of the estoc:

"A penance now complete, a burden now a gift;
Keep this weapon at your side to remind you of your shrift."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2149</ID>
      <DefaultText>Reverence for ancestors is common among many of the peoples of Ixamitl, though it takes many forms. Some tribes and clans burn the remains and belongings of their loved ones, while others will pass down certain jewelry and artifacts. A few are even known to craft necklaces and bracelets from the bones and teeth of the departed.

A few of the beads of this necklace are veined with something rust-red in color. You feel the faint pulse of essence within it.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2150</ID>
      <DefaultText>Rest in the lair of a sky dragon.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2151</ID>
      <DefaultText>Subject Roster</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2152</ID>
      <DefaultText>Experimental Notes</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2160</ID>
      <DefaultText>The stamped engraving on this iron key is largely obscured by rust. You can just barely make out what may be a sword.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2161</ID>
      <DefaultText>"The enchantment duration on the animated weapons remains inconsistent. I've ruled out weapon type and material, but it's frustrating when the exact same procedure on identical weapons yields different results. The smell from Pelden's lab doesn't help things, either.

The elders are counting on me to alter the balance of power on the isle in our tribe's favor. If I don't return home with a reliable "army" of weapons, it may be better never to return at all.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2162</ID>
      <DefaultText>Uariki's Research Notes</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2163</ID>
      <DefaultText>Sabel's Research Notes</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2164</ID>
      <DefaultText>"Success with the new formula. The bonding with the vessel material is twice as strong as before. Presentation for Concelhaut will be excellent.

Need to acquire more skeletons first before I can demonstrate my experiment to the other apprentices."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2165</ID>
      <DefaultText />
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2166</ID>
      <DefaultText>Shares a substantial portion of the caster's divine strength, restoring a large amount of Endurance to all allies in the area of effect.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2167</ID>
      <DefaultText>Pelden's Research Notes</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2168</ID>
      <DefaultText>Fires five missiles of pure force at the target, causing a shockwave of Crushing damage to foes close to the impact.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2169</ID>
      <DefaultText>"As if I'd leave notes on my experiments for anyone to find! But while you're reading this:

Uariki - if one of your weapons wanders in here again, I'm keeping it.

Sabel - I've never talked to you, but stay out of my lab anyway.

Tanoss - I doubt you can even read, but I'm feeding your minions to my test subjects the next time I catch one of them loitering outside my lab.

</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2170</ID>
      <DefaultText>The Iroccian Calendar</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2171</ID>
      <DefaultText>Time has not been kind to this book - most of the pages are so faded as to be barely legible. However, this may be the last surviving copy in the world and is invaluable to collectors of rare tomes.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2172</ID>
      <DefaultText>The Iroccian Calendar (Rare)</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2173</ID>
      <DefaultText>This ancient copy is likely one of the oldest books in the world and invaluable to any collectors of rare manuscripts.

"Anni Iroccio: The New Year

While only 150 years old (and of Vailian origin as well), the Iroccian calendar is currently used throughout most of the Dyrwood and the surrounding areas. While the Dyrwood was using the Aedyran calendar until recently, they gave it up in favor of the Iroccian calendar. The transition was easy to get people to make because the Aedyran calendar was hopelessly inaccurate.

Iroccio calculated that it takes the planet approximately 334 days to orbit the sun, so he took the nine months from the Aedyran calendar and broke them into sixteen months of twenty days each, with each season consisting of four months. The length of each month corresponds to how long it takes Belafa (one of our moons) to circle the planet. At the end of each season, three days - not part of either season - are set aside for people to celebrate the transitions. Lastly, the final two days of the year - New Year and Mid Year - are used to observe the beginning and midpoint of the year.

To prevent any confusion for the transition from the old calendar to the new, Iroccio kept the year the same. So, although the calendar has only been in existence for 150 years, it is currently 2823 AI (Anni Iroccio).

Iroccio gave the months Vailian names, but in the Dyrwood and surrounding areas, they call them by their translated names.

The year is broken down in the following way -

New Year - A day to celebrate the arrival of the new year. Of all the holidays, this one is celebrated by most people around the Dyrwood and the Vailian Republics. Each new year is greeted with a fervent zeal to begin things anew and start with a fresh slate.

Winter Months (Two at the beginning of the year and two at the end)

Deep Winter - Fonivèrno 
Late Winter - Tarivèrno 

Spring Dawn (3 days) - Inprima - Used to celebrate the transition of the world, rebirth, and Spring. Eothasian festivals are especially prevalent at this time, or were, prior to the Saint’s War. 
 
Spring Months

Early Spring - Préprima
Mid Spring - Majprima
Deep Spring - Fonprima
Late Spring - Tarprima

Summer Rising (3 days) - Inestu - A period of transition from birth to growth. Many ceremonies designed to usher children into adulthood take place during Summer Rising.

Summer Months (and Mid Year)

Early Summer - Préëstu
Mid Summer - Majestu

Mid Year - A day of reflection and introspection. The year is half over. People who made promises on New Year use Mid Year to assess their progress and renew their oaths.

Deep Summer - Fonestu
Late Summer - Tarestu

Autumn Falling (3 days) - Inauton - Harvest celebrations happen during Autumn Falling if the crops were particularly bountiful. If the harvest was small, supplication is given to the gods asking for a better harvest the following year.

Autumn Months

Early Autumn - Préauton
Mid Autumn - Majauton
Deep Autumn - Fonauton
Late Autumn - Tarauton

Winter Dusk (3 days) - Inivèrno (ihn-ih-VEHR-no) - Winter Dusk is filled with celebrations of life and vigils for the dead. The world is returning to sleep, plants die, and those still alive raise a toast to another year.

Winter Months

Early Winter - Préïvèrno (pree-ih-VEHR-no)
Mid Winter - Majivèrno (mahzh-ih-VEHR-no)"
</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2174</ID>
      <DefaultText>Calls down a savage storm of sleet and ice chunks, causing Crush and Freeze damage to any in the area of effect.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2175</ID>
      <DefaultText>Creates a field of arcane energy around the caster, causing hostile targeted spells up to 3rd level to be reflected back at their casters (for a total of ten spell levels).</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2176</ID>
      <DefaultText>Engulfs the caster in fire, increasing their Freeze Damage Reduction and causing Burn damage to anyone who damages them with a melee attack.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2177</ID>
      <DefaultText>Prevents a severely wounded character's Health from reaching 0 when it would result in the death of the character. The character can still be knocked out through Endurance loss.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2178</ID>
      <DefaultText>Hunters have long made rough garments from the skins of their quarries, but this cloak is of an especially high quality. The thick, soft pelts appear to have come from winter wolves, and they provide excellent protection against cold and wind. Such a cloak would likely have been passed along several generations in a family of hunters.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2179</ID>
      <DefaultText>Ruphec was a bruiser and a follower of Wael. He was often hired as a courier or bodyguard because of his size and strength. Yet he was a quiet man, and he developed a habit of walking with his head bowed in prayer. Because, of this, would-be thieves frequently attempted to waylay him.

But Ruphec was blessed by the god of secrets. With uncanny foresight, he dodged and parried these sudden attacks and slew his assailants, sewing their eyes into his cloak. He intended it as a warning, but others saw it as a challenge. 

Eventually, he discarded this cloak and wore a simpler, subtler garment in its place. The sight of a dark cloak with shimmering, shifting eyes became infamous among highwaymen and bandits.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2180</ID>
      <DefaultText>The Cape of the Master Mystic was a gift to a Kulklin king in the days before the Kulklin and Aedyr Kingdoms joined to form the Aedyr Empire. It was imbued with spells and magics to protect the wearer, and so it was extremely useful for travel through some of the contested regions on the border with Aedyr. 

The king gave the cape to his children while they traveled, and years later, they used it to protect their own children. The tradition continued for years after the formation of the Aedyr Empire until a Kulklin princess traveling with the cape eloped with the captain of her personal guard. The princess and her lover were never heard from again, but the cape surfaced decades later in Dyrwood.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2183</ID>
      <DefaultText>Cailatto, more commonly known as "the Bronze Chanter" or simply "Cai," was a famous singer and flautist from the old empire of Grand Vailia. His exploits with women were even more famous than his skill with music, and though he claimed that his way with women came from his innate charm, he was never seen without a certain silver ring - even when he had divested himself of all else.

In the end, it was Cai's own indiscretions that led to his demise. He dallied with an assassin known as Faldila Rugia, and then he comforted the niece of the woman's most recent mark. What was an unfortunate coincidence for Cai looked like a suspicious alliance to the assassin, and she killed him in his sleep to prevent him from spilling her secrets.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2184</ID>
      <DefaultText>This simple belt isn't much to look at, but it's been a favorite of savvy adventurers for years. Its snug but comfortable fit and its myriad pouches, sheaths, and loops allow the wearer quick access to weapons and tools. Armorers and leatherworkers have tried over the years to replicate the Coil of Resourcefulness - or even to improve it - but the ideal design remains a matter of controversy. All anyone can agree on is that none of the recently-produced belts are as good as the original.

Every few years, however, an adventurer will show up at an inn, campfire, or hunting lodge, claiming to wear the original Coil of Resourcefulness. Speculation will run rampant once again as supporters and detractors compare the most recent specimen to the various and contradictory accounts from old adventurers' journals.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2185</ID>
      <DefaultText>This hat was designed by an apprentice wizard who sought to create the perfect magical accessory. He spent weeks binding spells and wards to the material, but when he finished, he felt that it looked rather plain. He wanted to strike an imposing figure for peers and rivals, so he spent a few more days adding embellishments - a crest of feathers behind one ear, a band of silk around the brim. It was an improvement, but it also showed the young wizard how poorly he'd chosen his  original color scheme, so he spent a few more days experimenting with other shades in suede, satin, and leather. 

While the poor young apprentice obsessed over his hat, his peers continued studying spells and hexes. By the time of his first duel, he had assembled a fantastic wardrobe but forgotten many of his spells. His performance ended his budding career in magic most ignominiously, but he went on to become a successful tailor.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2186</ID>
      <DefaultText>The Followers of the Winding Path believe in walking to see all that the world holds. Many of them take a strict vow of silence and travel with only the most basic supplies. They make camp each night without knowing where the next day will take them. When they arise, they choose their route based on their dreams.

Because of their itinerant nature, it's common to find their personal effects - and their remains - left in the wilderness or by the side of the road.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2187</ID>
      <DefaultText>This helm is dented and scratched - it looks like it's seen plenty of rough use. It's comfortable enough, but when you put it on, you feel a powerful rage start to descend on you.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2188</ID>
      <DefaultText>This belt bears the mark of Ryona, a legendary adventurer who traveled Eora in search of wealth and fame. When she was young, she trained at a martial academy in Ozia, where she struggled at first. Many of her fellow students came from wealthy, local families, but she was poor and foreign. 

But she was clever, and she practiced much. One day, her chief rival - the nephew of one of the ducs bels - challenged her to a duel. Ryona could not refuse and save face, so she accepted. When they had assembled in the arena, he offered to give her one piece of his armor before the fight began. 

He meant it as an insult to her skill, but when Ryona asked for his belt, he realized his mistake. He gave her his belt, with his sheathed rapier still attached to it, effectively disarming himself. Ryona won the duel by default and kept the belt as a memento.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2189</ID>
      <DefaultText>After Ryona established her reputation as a fighter, she began joining adventuring expeditions. For years, she was one of the most sought-after warriors in the Eastern Reach.

That changed after an expedition to the White March.

She traveled with a team of historians and treasure-hunters intent on breaching Durgan's Battery. Yet their guide fell ill, and they became hopelessly lost in a blizzard. The snows continued for days, and their provisions dwindled. While the rest of the party camped in the lee of a cliff, Ryona was sent to scout a way ahead. 

She wandered into the storm, barely able to see the hand in front of her face. After hours of trudging through the snow, Ryona stumbled into a cave.

Yet instead of shelter, she found a young alpine dragon.

The beast was too lean, and its eyes burned with hunger when it looked at Ryona. Yet she promised it a larger meal if only it would spare her. 

She led it to the hollow where the rest of her companions waited, and as the dragon turned on them, she fled. She lost the vambraces in the snow.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2190</ID>
      <DefaultText>Subject: Baelsyr</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2191</ID>
      <DefaultText>"She has outdone herself with this one, Baelsyr. A common robber with some natural talent for cipher abilities. It has gone to his head. The bazzo believes he is the next Antonino, I think. In any case the world would be well rid of him.

Still, he has yielded promising results - his mind is almost perfectly intact. I might even have been able to determine whether there is merit in his delusions about his soul lineage. But I made the foolish mistake of leaving the man's pistol on my worktable - his essence is bound to the weapon, rather than the body I undertook to build for him. Even bodiless, this fool seeks to trouble me.

I have sealed him within one of the tanks. I will have to proof the machines against the free-roaming experiments while I think of a solution. Until then, I suppose I must endure the company while I work."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2192</ID>
      <DefaultText>This paper contains a loose list of apparent personages, separated by dates.

"Godandag - 
Longwatch Falls. Bandit.

Mecwynsdag, Inprima - 
Some smuggler.

Folcsdag- 
Murderer. Nice hair.

Rytlingsdag -
Idiot who tried to knife me."

Under the list is a note in a different hand:

"Di verus, Devil, just give me numbers."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2193</ID>
      <DefaultText>Crumpled Experimental Notes</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2194</ID>
      <DefaultText>This crumpled piece of parchment was found jammed inside the faceplate of a construct.

"My efforts to instill even a child's intelligence in these creations have all failed. Most cannot hold a quill, much less set thoughts to paper. I believed for some time that subject sixty-three might have had a breakthrough during its lessons, but I discovered that it has simply been repeating my words, without comprehension.

These were not enlightened characters while they wore their original skins. Perhaps their essence lacks a fundamental capacity for learning? 

I have put them to the test in more martial arts, but here too they falter without the benefit of true sentience.  The Devil, of course, delights in mocking them. It is like boasting of besting children at combat. 

If I only had my old machines!"
</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2195</ID>
      <DefaultText>This discarded note reads:

"Madiccho! Three weeks of hard work gone, and a fully articulated frame with them. 

These crude materials are more unstable than expected - though no less expensive! 

I will try a slower process. Ac, more electricity, perhaps." 

Along the bottom of the page, a scrawled addendum reads:

"Too much electricity. Will require more subjects."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2196</ID>
      <DefaultText>This hastily written entry is dotted with blots of ink. 

"I refuse to continue wasting my time with these stitchwork grotesqueries! What work is spent in granting the rotting corpse the feeblest spark of life is later tripled in repairs. Truly, they come apart at the seams. 

The sight of them in the corridors has come to disgust me. They hold nothing of the subject's vitality, intelligence, coordination. Only a brute obedience. Flesh has too gentle a grasp upon the essence, that much is clear.

Little wonder the fools at Brackenbury were willing to pawn these sorry specimens off so cheaply! Madiccho, the stench!"</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2197</ID>
      <DefaultText>Durgan Iron Ingot</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2198</ID>
      <DefaultText>This cast pig iron ingot has been lightly refined in preparation for eventual use in Durgan steel. Without the fire of the White Forge, it has little value.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2199</ID>
      <DefaultText>Refined Durgan Iron Ingot</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2200</ID>
      <DefaultText>This iron ingot has been refined by the fires of the White Forge. It can now be used to create the legendary Durgan steel.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2201</ID>
      <DefaultText>Scroll of Restore Critical Endurance</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2202</ID>
      <DefaultText>Something was hastily scrawled across this page. It reads:

"Floru,

We're trapped here, but I take heart in knowing you're safe below. When this ends, take whatever you can carry and leave for Fort Bonepicker at once. Take our nephew if you can. It's not safe here.

Keep this with you.

Your love,
Erazmur"

The other side looks like a poem, but it's obscured with dirt.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2203</ID>
      <DefaultText>Erazmur's Letter</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2204</ID>
      <DefaultText>Ninagauth's Black Pages</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2205</ID>
      <DefaultText>The surface of this ancient helmet is pitted all over with dents like pockmarks on a diseased scalp. Two crusty sockets at the front mark the absence of what would likely have been horns.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2206</ID>
      <DefaultText>Nature's Bounty</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2207</ID>
      <DefaultText>This magical nectar possesses extraordinary powers to heal and empower those who consume it.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2208</ID>
      <DefaultText>The settlements across the White March used a variety of bronze coins as currency. These "cogwheels" were used in Durgan's Battery, where they were created in a two-part process. The distinctive cog-shaped planchets were cast in bronze. While cooling, they were struck in iron dies. The coins are still quite valuable in the Eastern Reach due to their high copper content.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2209</ID>
      <DefaultText>Cell Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2211</ID>
      <DefaultText>Galvino created this strange device to detect souls that dwelled in Durgan's Battery during a previous life. It sends out a pulse of energy generated by memories from soul fragments Galvino collected in the device's adra shard. The individual's dormant lives resonate with the "echo" by momentarily pushing forward through their present life's sea of consciousness. The subjects are not aware of what is happening, but the disturbance can be perceived through special lenses or, luckily, the eyes of a Watcher.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2213</ID>
      <DefaultText>Grimoire of the Tides</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2216</ID>
      <DefaultText>The Wind's Arm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2220</ID>
      <DefaultText>A lever you found in the West Tower. A malformed cog is attached to one end.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2246</ID>
      <DefaultText>White Crest's Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2247</ID>
      <DefaultText>The Colored Coat</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2248</ID>
      <DefaultText>Hunter's Mail</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2250</ID>
      <DefaultText>Comtessa's Gage</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2251</ID>
      <DefaultText>Siegebreaker Gauntlets</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2252</ID>
      <DefaultText>Maegfolc Skull</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2253</ID>
      <DefaultText>Executioner's Hood</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2258</ID>
      <DefaultText>Blood-spattered and creased, this tome has seen as much conflict as its master. Its inner secrets have been penned in purple ink, cramped symbols coating every available space on the paper.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2259</ID>
      <DefaultText>Vithrack Crystal</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2260</ID>
      <DefaultText>An oddly shaped crystal. When it is held tightly, you hear a sharp tone emanate from it.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2269</ID>
      <DefaultText>Vent Pick</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2272</ID>
      <DefaultText>Blackwarden's Breast</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2273</ID>
      <DefaultText>Cracked Ornate Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2274</ID>
      <DefaultText>The metal of this ornate key shows deep cracks on its surface.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2275</ID>
      <DefaultText>Wave Crested Key</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2276</ID>
      <DefaultText>This key, its handle resembling the crest of a wave, was cut from a deep blue crystal.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2277</ID>
      <DefaultText>Roedwith's Head</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2278</ID>
      <DefaultText>This burlap sack contains the head of Roedwith, leader of Magran's Faithful.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2279</ID>
      <DefaultText>Brynlod's Head</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2280</ID>
      <DefaultText>This burlap sack contains the head of Brynlod, infamous pirate of the Deadfire Archipelago.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2296</ID>
      <DefaultText>Maneha's armor reflects her extensive travels and experiences on the roads and waves of Eora. It incorporates brass baubles, the teeth of ferocious creatures, and myriad small bits of fashion Maneha took a fancy to on her adventures.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2313</ID>
      <DefaultText>Steadfast is a single-edged backsword with a recurved guard and a wire-wrapped grip. Though not especially fancy, the crafter's skill is readily apparent to any who hold the weapon in their hands.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2314</ID>
      <DefaultText>The only surviving son of an indentured servant, Adaryc Cendamyr was one of countless Readcerans who joined the ranks of Waidwen's army upon the outbreak of the Saint's War. Despite his youth and inexperience, Adaryc acquitted himself well in the fighting, and was soon popular among his fellow soldiers for his good sense, his passion, and his loyalty. Determined to honor Waidwen, Adaryc proved himself a disciplined and driven soldier.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2315</ID>
      <DefaultText>After a spate of hard-won victories, the destruction of Waidwen heralded the immediate retreat of Readceran forces back across the border. Situated far from the vanguard, Adaryc's company found itself embroiled in brutal fighting as triumphant Dyrwood forces set upon their disheartened foe. 

His commander slain, Adaryc had his first taste of command in the chaos. Adaryc and his fellows held off the enemy long enough for their company to rejoin the main body of the retreating army - but at the cost of many lives. 

It would be nearly a year later before Adaryc would be able to revisit the battlefield, but he returned to Readceras with the broken blades of several of his fallen brothers in arms. It was from these shattered remnants that Adaryc's sword was forged.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2316</ID>
      <DefaultText>Adaryc maintained contact with the surviving members of his unit after the war. Though he had struggled with bouts of melancholy since childhood, Adaryc was well-regarded as a capable and charismatic leader, devoted to his comrades. It was soon proposed that he should lead the others in forming a tight-knit collective of fighting men, united not by a desire for coin, but by their duty to their fallen comrades, and to their countrymen. 

Many of the Iron Flail's early engagements would be against less discerning mercenary companies, which Adaryc condemned as a particular danger to settlements along the Readceran border. In time, the Iron Flail's many victories, and Adaryc's seemingly dauntless will, would draw many more recruits into the fold. The Iron Flail soon had the backing of several prominent families, and was even rumored to have the blessing of Readceras' ruling powers.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2318</ID>
      <DefaultText>Twin Sting is a crossbow with an unusual design: it is built to fire two bolts before requiring a reload. Few are the practical uses of such a weapon that would be worth the trade-off of the extra weight. This item, however, was built to fulfill a very particular need.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2319</ID>
      <DefaultText>Local chapters of the Guild of the Poison Scale, a group of fanatical Woedican assassins who believe the world is safest when no single entity wields too much power, spread from Aedyr to Dyrwood in the years before the Dyrwoodan revolution, and have continued to operate there since.

Darden Guthroc failed his first assignment as a member of the New Heomar branch of the Poison Scale. It was not for lack of skill, but rather lack of contingency planning, that his attack was spoiled. He tracked an ascendant young noble to his lover's abode, and waited all night from a rooftop across the road, his crossbow trained on the door.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2320</ID>
      <DefaultText>When the noble emerged the next morning, Guthroc's poisoned bolt struck him just above the heart. However, the noble was a man of some girth, and the dose of poison was too sparing. The man ran through the streets of New Heomar screaming and waking up half the city, including an apothecary who quickly administered an antidote before the poison had taken full effect.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2321</ID>
      <DefaultText>Such was the embarrassment to the Poison Scale that Guthroc was nearly cast out. But the leadership knew that Guthroc's promise was great. They had built for him a custom crossbow capable of firing two bolts with a single shot, that he might never make the same mistake twice.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2323</ID>
      <DefaultText>"Simple" might be as specific as one can be when describing this dagger. Its handle is leather-wrapped and plain. Its blade is bronze. It has no markings, no filigree, no gems or fancy metalwork. It appears well made, but it is so unremarkable that it is a challenge to judge. 

There is a sense in holding it that there must be something more there, if only because it is difficult to believe any craftsman would take so little pride in his work.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2325</ID>
      <DefaultText>The leather on the handle has become brittle and begun to crack. The blade's original luster has dulled, and the reflections cast into it are hazy and indistinct.

A second rune appears next to the first. But the blade seems altogether worse despite the new detail.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2326</ID>
      <DefaultText>The edge of the blade has lost much of its original sharpness. Every slice is a labor, and it seems increasingly better suited to break the seal on letters than to pierce flesh. The grip has started to fray considerably.

There is a third rune on the blade now. Perhaps it is the symbol for "dull."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2327</ID>
      <DefaultText>The blade appears to be coated with a dense fog, its shine no more than a memory. There are deep scratches across it now, and it seems that all but the softest materials leave their mark upon it. Blobs of rust are spattered across the blade, and seem to spread from one moment to the next. They eat at the metal like a wasting sickness. The leather on the handle has begun to slough off entirely, and it needs to be secured in the palm to ensure a good grip before every use.

Four runes are visible along the blade. It seems increasingly likely that it is some kind of apology in a dead language.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2328</ID>
      <DefaultText>The blade has undergone a complete metamorphosis. The dagger is in every respect extraordinary - it seems like some transcendent realization of what a dagger would be in its purest, most perfect form. 

Five runes grace the blade now, and their meaning seems to trickle into your mind as you look at them:

"Weather, die, and be born anew, free of old labors."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2330</ID>
      <DefaultText>The best swindlers know how to put on a good show. Many charm with their words or with sleight-of-hand, but Elryn made his living with his eye for fashion. The son of a tailor, Elryn picked up his father's trade when his father died, but soon found that his love of stitching far outstripped his desire to keep ledgers, and it wasn't long before he was on the street with no means of plying his trade.

But while begging for coins, he noticed that he fared better than the other beggars, and eventually he realized it was because the jacket he wore - one that he had fashioned himself - drew attention. When he had scraped together enough money, he poured it into making a jacket so splendid and unique that it would disarm even the wariest of passersby. 

It worked exactly as he intended. And in fact so disarming was the jacket that he found he could read and beguile people quite easily once he'd drawn them in with it. He made promises he couldn't keep. He picked pockets with his left hand while pointing out the jacket's fine detail work with his right. In a matter of months, he had money enough to buy back and reopen his father's shop. But thrill and convenience of his new profession kept Elryn right where he was, begging and sweet talking and manipulating. At the end of each day he would steal away to a fine abode on the other side of town where no one knew him.

Things took a turn for Elryn when he met a young woman who captivated him from the moment he laid eyes on her. He tried to work his charms on her but found instead that he tripped over his own tongue and could barely get a word out. Yet the woman seemed to enjoy his efforts in spite of it all, and he finally convinced her to come to his home. He awoke the next morning to find his house had been emptied of every valuable and coin he'd ever saved or swindled, and only then did he realize it hadn't been the woman that captivated him at all - it had been her stunning velvet bodice - and he knew he'd been had by a kindred soul. Alas, his prized jacket was among the items she removed, and Elryn lived out the rest of his days in poverty.

Where most padded armor is constructed in vertical strips, Elryn's jacket bears a distinctive diamond pattern. It has a high collar and long sleeves that go all the way to the wrists, and it has an uncanny way of catching people off-guard.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2336</ID>
      <DefaultText>The Right Lord Lorel Taenring found himself in the unenviable position of being caught in a war between two branches of his own family, fought over hunting rights to certain lands that were jointly owned. While most family members found it easy to choose a side, Lorel could not bring himself to take up arms against anyone in his large extended family. 

He had this brigandine decorated in two tones, each representing the opposing family banners, and had the local spellwrights imbue it with the power to raise a wall of briars, which he hoped to use to keep the sides divided on the battlefield.

When the two sides met in combat, he rode out to the center of the battlefield, raising briar patches and waving to both sides, calling out for them to stop their mad feud. Unfortunately, his decorative brigandine had the opposite effect of what he intended, and each side read it as being the uniform of the other. He was felled by a rain of arrows from both directions.

When his family realized he had died, they put their battle on hold and discussed peace. Then they began to argue about where Lorel would be buried and the feud began anew.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2341</ID>
      <DefaultText>These were once commissioned for the commander of a company of Bleak Walkers. During the Siege of Palente, he sent word of his impending arrival and warned that if the gates of the keep were not open by the time he arrived, he would slay every man, woman, and child within.

The marceso of the keep argued with his retainers, but the Bleak Walkers arrived two days earlier than anticipated. Legend holds that the sound of the commander's armored fist on the keep's gates set funeral bells ringing for miles.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2343</ID>
      <DefaultText>A young knight sought a legendary armorer beneath the mountains of the Living Lands. The knight brought a fortune in gold and asked the armorer to craft something exquisite to protect her on her adventures. The old armorer agreed on the condition that the young knight would apprentice with him for three years to learn the basics of his trade.

The young knight agreed and worked at the armorer's side day and night, fashioning breastplates, greaves, cuisses, and shields. As the third year drew to a close, she waited to see what marvelous piece the armorer would craft for her, yet the old man never picked up a hammer but to correct her technique.

On the final evening of her apprenticeship, she approached the armorer and asked about the reward he had promised. He counseled patience and told her that he would finish it by morning.

When she arose the next day, she found him sitting by the hearth, twisting a length of rope. "I've done all you asked," she said. "I've served you faithfully and learned your trade. Where is the armor you promised me?"

"It is here," the old man said, holding up the rope.

"You vowed to grant me a great protection," the knight said, her hand moving to her blade.

"And so I have. You have worked at my side for three years. You have seen how even the strongest steel shatters, dents, and rusts. The greatest protection is not bent metal, but mastery over your own mind. With this, even the gravest wounds shall not stop you."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2344</ID>
      <DefaultText>This dark green enameled steel breastplate was the property of Ryona, an adventurer who hailed from the Vailian Republics and found her calling running with expedition companies in the Dyrwood. A small amount of copper chain extends under the breastplate for additional protection.

Ryona ended her career early after giving up her expedition group to a dragon in the White March in exchange for her own life.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2345</ID>
      <DefaultText>After escaping the alpine dragon, Ryona was overwhelmed with guilt. She resolved that she would not rest until she'd made amends for each of the lives she had traded away, and she began to travel the Eastern Reach in search of ways to help the surviving relations of her lost adventuring company.

In Defiance Bay she found the widower of one of the lost expeditioners. His wife had been part of the expedition in hopes of finding treasure within Durgan's Battery that might pay off a debt that he owed to House Doemenel. By the time Ryona arrived, House Doemenel had already put out a contract on his life. She acted as his personal bodyguard and helped him to survive a series of attacks by putting herself in the line of fire. Improbably, Ryona and the widower both lived through the ordeal.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2346</ID>
      <DefaultText>In Midwood she came to the aid of the family of an aristocratic expeditioner who had failed to satisfy the house of his daughter's husband-to-be with the dowry he'd provided. The angry in-laws swore to destroy the family for the insult, and enlisted a band of Bleak Walkers to perform the deed. 

Ryona rallied together army of the expeditioner's vassals, exhorting them with a powerful speech about the kind of man he'd been, and together they slew the Bleak Walkers to the last man.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2347</ID>
      <DefaultText>Always, though, the form of the dragon loomed large in Ryona's mind and haunted her dreams. She succeeded in every effort to help those who were close to the expeditioners she'd sacrificed, and yet peace eluded her. Only then did she come to understand that she would have to face the dragon and see it dead, or die in the attempt. 

She gathered her belongings and embarked on one final journey to the White March, and was never seen again.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2348</ID>
      <DefaultText>Cuetzpac was a famous raider from the Ixamitl Plains, and Athrek was his prized stallion. Renowned for his speed and skill on horseback, Cuetzpac could disarm an opponent in the time it took most to nock an arrow. He disdained heavy and elaborate armor, claiming that a true warrior could fight in anything. To prove his point, he fashioned his belt from Athrek's reins.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2349</ID>
      <DefaultText>Frythr, the "Coward of Kindle Vale," fled more battles than most men fought. He nevertheless rose to the rank of steadman, likely because he survived his doomed platoons on several noteworthy occasions. After an otherwise undistinguished military career, he was finally caught abandoning his comrades during a minor skirmish in the War of Black Trees. His commanding officer executed him on the spot.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2350</ID>
      <DefaultText>According to Old Vailian folktales, Viettro was a young tailor from a poor village who dreamed of attending the Majivèrno Ball at the imperial palace. However, though he had made many fine clothes for himself, he had no shoes to match, no invitation from the imperial family, and no knowledge of palace manners. 

One day, a kindly wizard heard his wish and gifted him with an enchanted pair of shoes. They were formal enough for the ball, and the wizard promised that they would provide all Viettro needed in time. 

Viettro took the wizard at his word and arrived at the palace gates the day of the ball, dressed in his best clothes and his new shoes. The guards on duty demanded Viettro's invitation, and suddenly, the young man felt a weight in his pocket. He found a flask of fine spirits, which he gave the guards in exchange for entry. 

Continuing to the ball, he found himself in conversation with several vicecomtes and marcesos. Viettro was certain his ignorance would betray him, but he spoke with such knowledge of history and custom that his hosts were impressed. 

His confidence in the wizard's shoes grew, and when he saw the most beautiful woman at the ball, he asked her to dance. The shoes guided his feet and his tongue, and such was his charm that he and the young príncessa were wed by the year's end. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2352</ID>
      <DefaultText>Gwyn was a young woman from Forked Vale who was engaged to be married to a farmer from her village. Her parents were thrilled about the match, yet as the day of her wedding drew nearer, Gwyn suffered from horrible nightmares that she was suffocating. She would awaken, gasping for breath but otherwise unable to move. 

She told her parents about the nightmares and the horrible weight that seemed to press on her shoulders more and more each passing day. They assured her that the nerves would pass, but they didn't. 

On the morning of her wedding day, when the sky was still gray and a heavy mist hung over the fields, Gwyn snuck away. She thought a long walk might calm her, but the further she got from Forked Vale, the better she felt. By the time she reached Pearlwood Bluffs, she realized she had no intention of going back.

She spent the night at a little roadside inn on the charity of the owner, and after a hot dinner and a good mug of ale, she enjoyed the best sleep she'd had in months. When she awoke, her hostess pointed her to Defiance Bay. 

She reached the city and quickly found the port. She had nothing of value besides her betrothal ring, which she traded for passage to Aedyr.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2353</ID>
      <DefaultText>Three brothers and two sisters from a mining village in Readceras were summoned to the front lines of Waidwen's march to the Dyrwood. While they were eager to heed their saint's call, they didn't want to abandon their elderly parents, so they had five rings made from the iron of the town mine, each designed to protect the wearer in battle. They wagered that with the rings, at least one of them would survive to care for their parents.

Four such rings were found in the battlefield wreckage after the Godhammer detonated.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2354</ID>
      <DefaultText>Maegfolc - or their remains - have been found on most of the known continents of Eora. In the Living Lands, they are rumored to have built cities with great towers that reach beyond the clouds. This helm was recovered by an explorer who claimed to have plucked it from the burial chamber of a maegfolc prince.  </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2355</ID>
      <DefaultText>The inland town of Lachan in the Deadfire Archipelago sat in the middle of a network of wealthy port cities and received the worst elements from all of them. Gamblers, thieves, and other miscreants trickled into Lachan and ruined the sleepy village through various acts of vandalism and violence.

At last, the mayor of Lachan had enough. She appointed village executioners who had standing orders to kill anyone out on the streets after sundown. The executioners wore brightly colored hoods so that residents and visitors could recognize them and get safely inside.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2356</ID>
      <DefaultText>The Unlabored Blade</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2358</ID>
      <DefaultText>Long Pain Fists</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2359</ID>
      <DefaultText>When a monk activates The Long Pain, his or her fists become capable of projecting powerful attacks over a long distance.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2360</ID>
      <DefaultText>Reaping Knives</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2361</ID>
      <DefaultText>These knives of soul energy do Raw damage and harvest Focus for the cipher who created them.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2362</ID>
      <DefaultText>War Pup</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2363</ID>
      <DefaultText>This plump, brindle-coated puppy already boasts a disciplined bearing... but only until it spots something to play with.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2388</ID>
      <DefaultText>A set of fragmented notes is scribbled almost illegibly on a scrap of parchment:

"Tunnels: Remember lamp. Keep hand on right wall whole way. Watch for spiders."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2392</ID>
      <DefaultText>"My love,

I have enclosed some coins from Stalwart, so you have proof that I arrived. 

You were right. I am colder than I have ever been. All the more so for being away from you.

The kith here are as cold as their land. They do not hate us as the Dyrwoodans do, but they are mistrustful and proud.
The commander has sent for delegates to start negotiations. Perhaps, by the time this letter reaches you, we will have moved into Durgan's Battery.

Stalwart has no soldiers, only a handful of guards. Efram says he went to look at the Battery with some scouts, and did not see anyone posted atop the tower. Without those cannons, they would be foolish to do anything but surrender.
If not, we're sure to knock the fight out of them quickly.

The Commander says that once the Battery is ours, our presence here alone may be enough to make the invaders think twice. 
Who would face us with the might of the Battery at our backs?

I write too much of battle, but only to assure you that we are well. 

I miss you.

The mountains are beautiful. I hold hope that you may see them for yourself, once it is safe for you to join us."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2393</ID>
      <DefaultText>A Letter Home</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2395</ID>
      <DefaultText>Artillery Lift Notice</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2396</ID>
      <DefaultText>"The artillery lift will be closed until further notice. The cogs are rusting, and any failure in the mechanism could be catastrophic. Potionmaster Andren is looking into patinating the cogs to make them weatherproof."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2397</ID>
      <DefaultText>Lever Request</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2413</ID>
      <DefaultText>Once full-grown, each dragon takes on the traits of the environment it has claimed as its kingdom, and the change is reflected in every aspect of its form. This particular scale has a strange, mossy texture at its surface, but is as solid and hard as steel beneath. The scale's sheen makes it appear slick, though it is dry to the touch.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2417</ID>
      <DefaultText>Lafda's Head</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2418</ID>
      <DefaultText>This burlap sack contains the head of Lafda, leader of the band of thieves that posed as priests of Ondra in Stalwart.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2424</ID>
      <DefaultText>This stiletto was crafted shortly before the fall of Durgan's Battery. In addition to its exceptional quality and the use of Durgan steel in its construction, it also features an enchantment that its previous owner used to ignite cannons and the occasional stove.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2428</ID>
      <DefaultText>Gravestep</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2433</ID>
      <DefaultText>Wilting Wind Trap</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2435</ID>
      <DefaultText>Pestilent Cloud Trap</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2436</ID>
      <DefaultText>Wyrthoneg</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2437</ID>
      <DefaultText>Readceran Prayer Bracelet</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2438</ID>
      <DefaultText>Ondrite Necklace</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2439</ID>
      <DefaultText>Readceran Skeyt</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2440</ID>
      <DefaultText>Readceran Fenning</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2443</ID>
      <DefaultText>Llengrath's Blunt Wisdom</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2444</ID>
      <DefaultText>Tattered Note</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2445</ID>
      <DefaultText>"Had to stash the delivery. This place is crawling with soldiers. Tell Owynna I'll make it up to her."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2451</ID>
      <DefaultText>A silver necklace bearing five discs of ebony and mother-of-pearl, each displaying a phase of the moon, from waxing to waning. At the center is the full moon, a wave pattern etched into its face.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2452</ID>
      <DefaultText>In the eastern parts of Readceras, thick with birch trees and white flowers, white deer (called "wit dyr" in Hylspeak) are common. Locals hunt them and make a popular jerky from the meat.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2459</ID>
      <DefaultText>Thirsty Man's Waterskin</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2460</ID>
      <DefaultText>You were given this waterskin by a man in Zahua's vision who asked you to fill it at a nearby waterfall in Whitestone Hollow.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2461</ID>
      <DefaultText>Thirsty Man's Waterskin (Full)</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2462</ID>
      <DefaultText>This dreaded poison has been a legend in Aedyr and the Eastern Reach for over two centuries. The method of its manufacture is a closely-guarded secret - so secret that few actually know who makes it. Some suspect it is an instrument of the Bleak Walkers, others that it is created by members of the Hand Occult. Whatever its origins, Berath's Kiss is still so rare that many still think it is a myth.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2463</ID>
      <DefaultText>Travel to Woodend Plains and defeat the Bleak Walkers</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2464</ID>
      <DefaultText>Huge and alien, this eye was taken from the corpse of Ondra's leviathan in the heart of Cayron's Scar. Even after the creature's death, the eye still holds tremendous magical power.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2495</ID>
      <DefaultText>Gravestep is a dangerous drug made from a mixture of various mushrooms and pieces of fungus-infected adra. It allows the user to more clearly perceive the structure of souls -- housed or otherwise. When the drug expires, the user is temporarily Blinded.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2496</ID>
      <DefaultText>The deadly Freezing Rake trap creates a huge spectral hand that does Freeze damage and leaves victims Weakened and Hobbled.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2497</ID>
      <DefaultText>Beregan's Battle Horn</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2498</ID>
      <DefaultText>Matron Beregan gave you this battle horn to summon her ogres to fight the Eyeless at Cayron's Scar. Dented metal bands encircle the battle horn, and a tattered, gold ribbon hangs from the middle.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2499</ID>
      <DefaultText>This shield was traditionally passed between dragon hunters to honor exceptional feats and kills. Receiving the Dragon's Maw Shield is one of the highest honors among dragon hunters, and over the years, it's been the object of countless bets, soured friendships, lifelong apprenticeships, and violent deaths.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2500</ID>
      <DefaultText>Rinetta the Scarred received the shield when she was still young for an especially brave - or foolish - battle against a stone dragon. She lost one of her eyes and all of her teeth, but she defeated the beast and received the shield on what many expected would be her deathbed. However, Rinetta recovered and lived a long life, to the consternation of many. 

She ceased hunting dragons and took to training pupils, of which she had many - all were eager to learn from the steward of the Dragon's Maw Shield, and many hoped she might pass it on to them. Yet her contemporaries grumbled that she should pass it on if she had given up the hunt, and they complained that no hunter should profit financially from the shield. Rinetta eventually bestowed it on another hunter, but by that time, she was a very wealthy woman.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2501</ID>
      <DefaultText>The twins Marad and Devna hunted dragons together for many years. They became successful, yet it was handsome Marad that their peers and admirers loved best. Devna was sharp-tongued and plain, and though her skill with a spear was undeniable, she always lived in her brother's shadow. 

They had fought and hunted together for almost twenty years when the Dragon's Maw Shield passed to Marad. Devna congratulated her brother and accepted his honor as gracefully as she could - after all, the shield had always had a single steward - but some saw resentment in her simmering in her eyes. Others said her reflexes slowed and her aim faltered. Whispers circulated that she was past her prime.

Within a year of Marad's receiving the shield, he perished beneath the claws of a sand dragon. Devna survived and retrieved the shield, but many blamed her failing skills for her dashing brother's death. Others suspected that she killed him in a fit of jealously. Whatever the case, she quickly passed the shield to a successor and lived the remainder of her days as a recluse.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2502</ID>
      <DefaultText>Lirat the swineherd never wanted to be a dragon hunter, but when his village drew the attention of a particularly nasty crag dragon, he was chosen to deal with it. Armed with his uncle's rusty sword and a single dose of heathbush poison - just in case - he set out to find the beast. 

The dragon was not hard to find - Lirat could hear its snores from half a mile away and smell it from farther still. He followed a trail of bones to a cave where the beast lay sleeping, surrounded by the bodies of dead and dying pigs. As Lirat entered the cave, one of the wounded swine squealed. This woke the dragon, which swallowed the pig whole. Only then did the beast notice Lirat, and in its surprise, it choked on the pig. 

Lirat nearly died of fright as he watched the dragon writhe and convulse. But the dying pig had lodged itself firmly in the dragon's unfortunately long throat, and within minutes, the monster was dead.

Despite his protests, Lirat was hailed as a hero. As world of his deed spread (and as the supposed size of his dragon grew), he attracted the attention of Turran the Bold, who passed the shield to the young swineherd. Lirat enjoyed a year of feasts and fetes, but when questions circulated about his next conquest, he passed the shield to another hunter.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2503</ID>
      <DefaultText>This mantle has allowed tax collectors all over the Dyrwood to find their way into the purses and ledgers of honest folk. </DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2505</ID>
      <DefaultText>Ondrite Monk Outfit</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2506</ID>
      <DefaultText>Ondrite Plate Armor</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2507</ID>
      <DefaultText>Ondrite Scale Armor</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2508</ID>
      <DefaultText>Ondrite Tidalfist Mask</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2510</ID>
      <DefaultText>Llengrath's Grimoire</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2511</ID>
      <DefaultText>Llengrath's grimoire, weathered as it is, boasts an enormous reservoir of spells, filled nearly cover to cover with instructions, warnings, and commentaries upon the art of magic. The tome has an earthy smell about it, and a few scattered water stains. Muddy fingerprints dot some of the pages, and at least one diagram has been set down in blood, long-dried. Despite this, the binding is still in fine condition, and the arcane symbols and notes within the grimoire are laid out in crisp black ink.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2512</ID>
      <DefaultText>Rest in the Alpine Dragon's lair after it has been slain</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2514</ID>
      <DefaultText>A History of Durgan's Battery, Volume II</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2515</ID>
      <DefaultText>"What a strange and marvelous place we have found! 

Our fathers and mothers decided early that proper defenses should be among our first priorities here, and so we built tall, sturdy walls and cast cannons at the forge. Yet as high as our walls are, the mountains are higher still, and so at Gabel's rather brilliant suggestion, we built a high tower and arrayed it with our finest cannons. With such defenses, no army in the world could besiege us!

Yet we encountered a problem. Biting winds and snow-laden gales sweep the top of the tower day and night, every season of every year, freezing not only our sentries, but also our cannons. We constructed a boiler capable of warming both, fed as it was by the heat of the forge. But placing it proved more difficult than we had imagined. Our first attempt trapped too much of the smoke in the forge itself, and our second warped in the heat, so badly that it nearly dropped the boiler into the forge itself! What a disaster that would have been.

We needed a material capable of withstanding the forge's heat while conducting it to the boiler. And we needed a design sturdy enough to support the weight of the boiler without insulating it from the heat.

It was then that one of our hunting parties returned with a strange artifact.

It looked like a skeletal hand, but it was enormous. The hunters claimed to have found it stuck in a crag, though they had no idea as to what it came from - or how it ended up there! - as there were no other remains nearby. It had taken all of their number to wrest it from its place, and even that was only possible because the thing had not been frozen to the crag. 

Now, each of us has seen our own breath freeze in our beards. I laughed and asked how their account was possible, and with the look of men and women who doubt their own tales, they told me ice and snow melted from the hand almost instantly. I confess, I doubted them, too, until I placed my hands on the great bones and felt a strange heat radiating from them. This was either a strange blessing or a stranger curse.

We called for Durgan himself.

Old and frail as he was, Durgan spent a day and a night alone in the hall where we'd left the hand, praying and meditating. He emerged with an energy that none had seen in him since the day he found the forge. He declared the hand a gift from Abydon himself, and one not to be squandered. At his suggestion, we installed the hand beneath the boiler, where it proved a strong support and a superb conductor of heat. What lends it these properties we do not know, but we have learned better than to question a fortunate gift in this cold and unforgiving land."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2519</ID>
      <DefaultText>A weak form of mead, wyrthoneg is found only in Readceras or on Readcerans when they travel. Due to Readceras' strict laws about intoxicants, wyrthoneg has relatively low alcohol content. Priests of Eothas regularly visit distilleries to ensure they are following the letter of the law, but it is common for well-traveled Readcerans to spike their supply when they travel to neighboring countries.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2520</ID>
      <DefaultText>Iron Flail Champion Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2521</ID>
      <DefaultText>Iron Flail Archer Coif</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2522</ID>
      <DefaultText>Iron Flail Infantry Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2523</ID>
      <DefaultText>Iron Flail Warlock's Helm</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2524</ID>
      <DefaultText>This devastating trap unleashes the power of holy fire on all those who are unfortunate enough to be caught in the area, doing terrible Burn damage.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2525</ID>
      <DefaultText>The ceremonial garb of the Tidebringer, a devout Ondrite elected by their conclave to take on the mantle of leadership at the Abbey of the Fallen Moon.</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2526</ID>
      <DefaultText>The Sea and Her Love</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2527</ID>
      <DefaultText>(Traditional Ondrite Hymn)

The sea beheld her love
Shining bright from on high
She bade him come down
From his palace in the sky

Her love could not be swayed
So she took a piece into her heart
And all who saw her grief that day
Sleep in her bosom still</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2528</ID>
      <DefaultText>Deal damage to enemies above 50% Endurance</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2529</ID>
      <DefaultText>Tides and Moons: A Natural Historian's Account</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2530</ID>
      <DefaultText>"We have all heard the legends of Ondra and Senn Beläfa, and the explanation that the goddess' love for the moon causes the tides. And, as men and women of science, we know this to be but a shadow of truth. 

Yet there is another myth that we have been quicker to dismiss, and I wonder if it does not merit further examination.

Ondrites tell of a smaller moon, Ionni Brathr, that the goddess supposedly pulled from the sky in an earlier age. And while such a thing seems impossible, for Ionni Brathr still roams the skies above, it is true that explorers in the far reaches have found mineral fragments that do not naturally occur on any known continent in Eora. 

Furthermore, naturalists in Aedyr, Rauatai, and the Dyrwood have observed the remains of ancient ocean life many miles inland. Such a thing would only be possible if Eora's oceans had once been larger, or - as I here propose! - if a catastrophic flood had once washed over the continents. While few phenomena could cause a flood of this magnitude, a large body falling into the seas just might do the trick. 

In these pages, I will explain how some force of nature - if not an amorous goddess - could have pulled a small moon into Eora millennia ago..."</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2531</ID>
      <DefaultText>Abydon's Hands</DefaultText>
      <FemaleText />
    </Entry>
    <Entry>
      <ID>2532</ID>
      <DefaultText>"Of all the stories of all the gods, no doubt one of the most charming is the legend of Abydon's Hands.

In some cultures, Abydon's Hands are tiny, cheerful creatures that hide in the walls and in the cracks between paving stones. In others, they are silent men of stone who roam distant lands. In all such tales, however, they are Abydon's constructs, built in his image to continue his good work of creating strong and wondrous things in this world. 

Thus, upon spying a mighty mountain peak, or a row of adra pillars, or another natural marvel, parents and nursemaids will tell young children that these are the work of Abydon's Hands. 

Such is the appeal of Abydon as a deity, as it is through his legend that we recognize familiar shapes in the natural world. Thus, when we see a landform that resembles a colonnade, or an arched gate, or a mighty home, we see a hand and a purpose at work that is not unlike our own. 

And while Abydon's own identity as a construct is alienating to some, to many of us, his crude yet practical shape is comforting. While the other gods take the form of birds, beast, and sea, Abydon takes the shape of our most common tools and constructions. His debasement in a body of iron elevates our own works and labors, and it offers us a grand hope. For if a god could rebuild himself out of iron, what wonders might kith create with their own hands?"</DefaultText>
      <FemaleText />
    </Entry>
  </Entries>
</StringTableFile>