Back Issues of Word of the Weave

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GoblinSapper

[hide="Issue #1']

Word of the Weave Issue #1
 
 
Necromancy

 
Lets start big, shall we? I shall cover basics like 'what is magic' at a later date, but I feel this issue has been demanding my attention.
 
There is perhaps no more divisive issue on the island then the practice of Necromancy. At least one prominent noble house openly practices it, as have several important persons. Erstwhile, entire guilds and associations have sprung up with destroying necromancy in all forms as their primary goal, most famously the Pallid Mask. In all quarters it is feared and reviled, or pursued with a passion. Necromancy is a form of magic, and like all magic falls within the sphere of Mystra and the weave. How can Mystra, a purportedly good deity allied with the likes of Lathander and Kelemvor possibly reconcile this? Why does necromancy exist? To answer, we must first examine what Necromancy IS.
 
 
At the fundamental level, Necromancy is about the manipulation of positive and negative energy and their interplay together. Life and death, growth and decay, light and darkness. Seeking to understand the nature of all these things and influence them is the goal of Necromancy, and it has been studied since time immemorial alongside the other seven schools of magic - Evocation, Conjuration, Divination, Abjuration, Transmutation, Illusion, and Enchantment -but more on them another time.
 
 
Positive and Negative energies are extra-planar (that is, from another plane of existence) forces which exist in all things, yet are not as immediately evident as other more mundane elemental forces such as fire or water. They are the energies behind, and produced by, life and death. Growth, birth, even the philosophical act of creation is bound up with positive energy. Just as, all destruction, death, decay, or stagnation is bound up in the forces of negative energy. A skilled necromancer manipulates these two forces to spectacular result - typically by controlling negative energy directly, and positive energy (which is much more elusive and difficult to control due to its unstable nature) via indirect means - positive energy will always recede from negative energy and encroach where it recedes from, and vice versa.
 
 
It should be noted that despite its highly stable, almost stagnant nature, negative energy is immediately more lethal then positive energy, as it saps the very stuff of life from everything it comes into contact with. A mage that is not properly prepared or shielded can even slowly poison themselves with radiant negative energies when practicing necromancy - a slow building toxin that can cause sterility, physical dysfunction, loss of mental faculty and even death. It is not meant to be toyed with, and should be treated with the utmost respect at all times.
 
 
The thing people immediately think of when confronted with Necromancy is the undead. Animates, Zombies, Vampires, Mummies, etc are all a product of Necromancy. Small wonder with how much woe and suffering these creatures inflict on the natural world, that Necromancy is hated. Undead creatures are entities composed of or imbibed with negative energy, and except in exceedingly rare cases are unthinking killing machines or irrevocably insane and hateful of all living beings, only held tenuously in check by whatever safeties the necromancer has in place to maintain control. The process of animation involves subduing a spark of life, or positive energy, in a fixed state using the far more lethargic and stagnant negative energy as a prison. The two mix about as well as fire and water, but through the power of magic what should be an impossible and unstable mixture becomes permanent and eternal. A thing that is for all intents and purposes, is imbibed with life.
 
 
The unfortunate truth of this process however is that 99% of all undead creatures (with the exception of Liches, which I will address in a bit) will go irrevocably insane over time due to the irreconcilable perversion of their existence and the cruel march of time coupled with what must be tremendous spiritual trauma, if they have a mind to speak of at all (skeletons, zombies, and other lower forms of undead are essentially just marionettes for the Necromancer). Even more unfortunate is that the spark of positive energy required is usually drained from the realm of spirits, most frequently the ghosts of the dead or the shades of the recently deceased who have yet to pass into the grey reaches. Life force is required to animate all forms of undead, and while simple forms such as zombies might be animated with the sacrifice of some animals, plants, or the letting of some of the mages own blood and life force (you may observe necromancers experimenting on their creations at times, to their own injury). All sentient or otherwise thinking undead creature require the sacrifice of a spirit of equal measure, and this is a tremendously traumatic and painful state for the creature to be in. Summoned ghosts and spirits are the most common you will see, and they exist in a pitiable state of constant agony until they are released back into the void. Some are never able to cope with the suffering caused by the dichotomy of undeath, and are thus unable to recede back across the veil without forceful persuasion. It should be noted that all of the Nightrisers are a higher form of undead, and though durable and seemingly in no pain the magic's that create them were designed for mass production and are thus necessarily crude - it is unlikely these beings have a semblance of sanity or morality we as mortals would recognize anymore.
 
 
Liches on the other hand are undead creatures that through an incredibly convoluted but evil ritual, have become effectively immortal and locked in a 'pure undead state'. Liches lack the usual suffering of entities like shades, or the slow mental degradation that vampires or mummies experience. They are the pinnacle of deathlessness, and highly dangerous. There is however, amongst the elven people an extremely rare form of Lich known as the Baelnorn. The Baelnorn accepts undeath upon itself as a duty, and is endorsed by the Seldarine gods themselves, before undergoing an unknown transformative ritual that does not debase their morality. Perhaps alone amongst the undead can the Baelnorns be said to not be evil or destructive. They serve as guardians for their clans and keepers of lore, and some of the greatest hero's of elven lore are Baelnorns. It should be noted that this is an extremely rare exception, possible only with extremely rare magic that cannot be practiced outside of the elven race. All forms of undead can usually be assumed to be hostile if not held in check by a mage.
 
So clearly this would mean that Necromancy is evil and cruel, yes? Well, it is not that simple. Necromancy is not just animation, though all animation is Necromancy. The research of Necromancy has also led, over time to the various healing and curative spells that mend injury, remove curses, or purge disease and poison. The power to restore true life to the dead, a spell only workable by priests, is still necromantic in nature though the procedures have slowly changed over time. In the most ancient days, a Necromancer was as likely to be a healer and medicine man as one who raised bones and shades. However, raising the dead is a far more spectacular and expedient way to power, and as is so often the case a single facet of the school was seized upon sometime during the height of the Netherese empire. The results are obvious to anyone who has lived here very long - the destruction of what little remained of the Netherese and the Nightrisers that plague us to this day.
 
 
It is my wish to see a new generation of Necromancers that ignore the allure of raising undead servants, and focus instead on the theoretical practices and energy manipulation. At one time, arcane healing and raising of dead was possible, in addition to a host of other practices lost to time. Furthermore, the skill with and understanding of Necromancy can foster an understanding of the hostile undead such as the Nightrisers, and provide a means to end them with greater efficiency.
 
 
I do not profess to be the sole arbiter of Arcane wisdom, nor the voice of Mystra herself - though if you happen to confront the faith at large I suspect you will find my views to be largely in line with theirs. Friendly debate, questions, and comments can be sent to me at the Kingsman inn. No death threats, please.
-
Aeliolia El'Soliu, Cleric of Mystra
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GoblinSapper

Word of the Weave, Issue 02

 
[hide="Editors Essay: Sorcery"]
 
Amongst those who work the Art, cast spells, and manipulate the Weave there are two sorts. The first is the Wizard, who through careful study, planning, and memorization draws out the latent magical powers of components and speaks ancient words of power to produce spells. Their work is largely standardized, and is a primarily academic pursuit.
 
Then there is the Sorcerer.
 
Where a Wizard might memorize their words of power, to the Sorcerer they come in dreaming and in visions. Where a Wizard spends years studying, the Sorcerer does not so much learn his powers but grow into them. They are those whose blood calls to the Weave, and the Weave calls to their blood. Descended from any number of magical, fey, draconic, or outsider creatures by distant ancestry, magic is not a vocation for them but a birthright. As one man might have red hair and green eyes, a Sorcerer has magic.
 
Much misunderstood, in some places throughout the realms Sorcerers can be victims of misunderstanding, misinformation, and bigotry. Some believe them inevitable disasters, not understanding the nature of their powers and fearing their magical power. Some Wizards resent their powers, believing them to be uncontrolled tricks of nature given abilities beyond their understanding and ability to use because they lack the seasoned training of study. Make no mistake however, these things are not true, and the only way to combat untruth is with truth. So let us closely examine the life of a Sorcerer.
 
The genesis of a Sorcerers abilities begins at some point, far back in their familial history, when their bloodline intersected with some form of magical creature, or a familial pact was made with such. Almost any entity capable of interbreeding with mortals can be the progenitor of such hereditary powers, from fiends to celestials to fey or most commonly, draconic. At times, the nature of this magical connection will have a profound effect on the nature of the Sorcerers powers, and at others none whatsoever. Whatever the case, the Sorcerer is almost always a completely normal, baseline member of his or her race aside from the magical powers that they manifest, and is in no way any sort of half-breed or abnormal creature. A human sorcerer is a human, full stop -though there are rare cases of beings like Aasimars, Tieflings, or Halfdragons being sorcerers, this is usually incidental.
 
Sorcery usually begins to manifest as the individual blossoms into adulthood - the exact age varies by race, but a baseline human can expect to show signs anywhere between sixteen and twenty winters of age, and it generally carries along to the parallel ages in different races. In some rare cases however, sorcery can manifest later in life, catalyzed either by some traumatic event or interaction with a magical artifact of some sort - such as the Mythaller whose magical field blankets us even now. Whatever the time or circumstances, that first tenuous touch to the weave is usually very traumatic for the new blood-mage. Suddenly confronted with powers they do not understand and cannot control, Sorcerers can injure themselves or those around them without any idea they're doing it until it is too late. It is during this adaptive time, when the Sorcerer can be overwhelmed with alien feelings and emotions and strange new physical urges brought on by the magic coursing through their body (examples include extreme hunger, thirst, arousal, anger, fear, or depression just to name a few) that many unfortunately perish, occasionally taking others with them. This traumatic birth period is from where much of the fear and misunderstanding about Sorcerers come from, as the unfortunate accidents that occur are spun into wilder and wilder stories until the masses, not knowing any better, are whipped into hysteria. Wizards, themselves often a target of anti-magical fear and hatred, often do little to stem this hysteria, grateful for the brief respite of appearing to be the preferable magical solution for a change. Unfortunate, but simple mortal nature that any of us might fall to given the right (or wrong) circumstances.
 
Should the Sorcerer survive the crucial birthing phase of their powers, their minds and bodies will begin to adapt to the new strains upon them, and within them magic will blossom. A Sorcerer is unique in that they do not need to memorize spells, or learn how to perform them from a book or a class. They come to them instinctively, or through visions in dreams. A Sorcerer cannot explain how their power works, nor teach specifics to another Sorcerer, for each may have vastly different processes to perform roughly the same spell. That is not to say Sorcerers cannot benefit each other - the power of fellowship cannot be underestimated, and moreover experienced Sorcerers can teach the less experienced mental discipline and focusing exercises that will make it easier for them to get a grip on their powers.
 
An experienced and powerful Sorcerer is a veritable battery of magical energy- they do not require memorization and can cast their spells multiple times without rest. There is a general limit to what they can do without wearing themselves out, but as their power grows so does this limit. Compared to a Wizard, their selection of powers is slightly more limited, but a Sorcerer can utilize their spells more fluidly and with less specialization on the arcane arts - Sorcery can be just as effective as Wizardry, and demands less of the mage allowing them to broaden their horizons into more physical avenues - a great many Spell-swords are sorcerers as a result.
 
Sorcerers are a vital and important part of the Art - their subconscious connection to the Weave means that often times, new or lost spells will surface within them that might never have been developed or rediscovered otherwise, and from these inspirations Wizards can then create formula so that the magic can be reproduced. Some have even suggested that Mystra herself uses Sorcerers as her messengers to bring spells into the world. On a less material level, Sorcerers inject an element of mystery and wonder into the Art which would otherwise be lost - a thing Mystra strongly desires to maintain, so that the Art will be viewed not just as a tool or a science to tame the world, but as a passion to devote one's self to.
 
We are left with the niggling issue of the danger that untrained and developing sorcerers can pose to themselves and those around them. By in large, it is this possibility for collateral damage that most point to as evidence that Sorcerers are a menace, but the Sorcerer themselves cannot be blamed for what they were born into and cannot control. Moreover, you cannot hunt down or exterminate Sorcery- anyone can be a Sorcerer, and their power can be born into any strata - from the wealthiest noble to the most isolated subsistence farmer. You may as well command the waves to stop crashing onto the shore then attempt to control the flow of magic, and the birth of Sorcerers.
 
Rather, the only logical way to confront these dangers is through education. Any child could become a Sorcerer, so all people should be educated of magic, from the rich to the poor. When everyone becomes educated in the signs of magic, when it becomes as known to them as "the sun rises in the east" or "water flows downhill", then we need never fear the inadvertent cook-off from a birthing Sorcerers powers - they will understand what is happening to them, and they will not be afraid, and the greatest danger will be overcome.
 
In closing, I will leave you with the words of the goddess Mystra herself-
 
Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.
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News

Our news section is devoted primarily to that which concerns magic, and those who use magic. The temple of magic is also accepting advertisement from interested mages seeking apprentices, teachers, business partners, components, or a place to sell goods. Please send all advertisements, proposals, or story tips to Aeliolia at the Kingsman Inn.

[hide="Viordai Antalinov MIA, incites revenge attacks against the Conclave"]
Viordai Antalinov, well known philanthropist (depending on who you ask), Wizard, and businessman of the Docks district, went missing not long ago after he departed to the Transcendent Enclave to answer accusations by the ruling Pentunverant of the Conclave that he had been implicated in a plot to assassinate Ambassador and Zeulisad Devlin and her consort Caius Drayden. The pair is somewhat infamous amongst the Docks dwellers for various reasons, and there was little love lost between the leader of the Laddermen (Antalinov's dockside gang and merchant-house) and Consort Drayden. Accusations arose that the wealthy Antalinov paid the last champion of Targus, Mahmoud, to assasinate Consort Drayden and the Zeulisad - in response, Consort Drayden challenged and killed Mahmoud in single combat within Targus' arena, claiming his title for his own. Consort Drayden then swore to see Antalinov punished for his duplicity, and though the wheels of justice took a few weeks to grind into motion the elderly wizard was eventually bountied and charged with conspiracy to commit murder by the Pentumverate.

Antalinov went willingly to the Transcendent Enclave to meet his accusers and prove his innocence by trial. What occurred afterwards is a subject of some debate - Antalinov was clearly found guilty by the Pentumverate. It is the claim of the Conclave that having been found guilty, Antalinov's punishment was banishment and he was teleported home by magical means, leaving his possessions behind. Many of his old followers contest this however, claiming that the "Floaters" - as is the docks nomenclature for those of the Conclave - killed Antalinov and stole his possessions.

In direct response to this, former Ladderwoman Cacey Con Mac Mara recently attacked and mugged Caliphar of the Conclave Delisse Iltazyara, stealing several of her possessions and her gold in retaliation for Antalinov's 'murder'. Son of Sabuth Quinten Mensk (inspiration for this week's essay) publically stated that he would see to it that Delisse was not murdered when within the docks, but gave no other assurances to her safety - true to his word, she was allowed to leave, albeit penniless. As of yet, no official public statement reguarding the fate of Viordai Antalinov or the attack on Caliphar Iltazyara has been made by the Pentumverate.
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[hide="Editorial"]
Editorial

Fear, mistrust, and outright fear of the Transcendent Enclave is an unfortunately pervasive attitude upon the island. I myself, not being a member of the organization, know as little of their comings and goings as anyone else - though I do know that I trust the word of both Zeulisiad Devlin and Caliphar Iltazyara, and would consider both women friends. The handling of this situation has been unfortunate, and the explanation that Viordai willingly gifted the possessions he would no longer need stretches the imagination - yet at the same time there is a kernel of truth to it.

Antalinov was a very old man, and of what his attitude would be for the future with his time on the island at an end none could say. Interviews with an anonymous source also confirmed that it is within the Conclaves power to teleport people off of the island by some means - a 'punishment' I believe many portal-trapped wouldn't mind receiving themselves. In many cases the pervasive viel of secrecy involving the Conclave is a necessary safety measure - let us not so quickly forget that they contained the recent fiendish invasion by the Marquis of Seven Terrors upon their Enclave exclusively to prevent collateral damage to the city - yet in this case I cannot help but feel it is a double edged sword. By not making whatever process of judgment Antalinov underwent public, likely a circle of truth as past trials have involved, they opened themselves to second guessing and outright denial of whatever it is they choose to report.

As for the veracity of the charges against Antalinov, I knew the man not very well and cannot comment on his character. What can be said is that Antalinov was a man either much loved or much despised, depending on which side of things your coin fell, and it was difficult to have a neutral opinion of the man. Whatever his fate, by many he will be dearly missed, and by others his death celebrated. As for me, I am saddened by the loss of an experienced mage who might have taught a younger generation, be he executed or banished. Justice is, however, justice, and if justice be here then I support the Conclaves decision to banish rather than kill - which for me, is what I believe happened, for I will trust the word of others until they prove themselves untrustworthy.

As for the assault on Caliphar Iltazyara, I find it a poor remembrance for a man to commit acts of violence in his name, whatever his disposition or belief.
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[hide="Gifts of the Weave - Divine Goods by Mystra"]
The Gifts of the Weave purveys fine magical goods - potions, scrolls, and wands of a divine nature - in the name and glory of Mystra. Our wands are specially crafted to hold more charges than the average competitor, and discounts are available for members of various prominent guilds. Potions of greater healing starting at 55 gold a bottle, wands of such at 735. See our posters for a complete list of prices and services. All proceeds go to benefit the Temple of Magic.
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[hide="The Temple of Magic seeks the Faithful"]
We of the Temple of Magic, an officially recognized ban, seek to do honor to the Gods of Magic and the Arcane, and champion the cause of magic itself. Funds are being raised for a house of worship now, and new members who wish to see the gifts of the weave spread to the masses are sought. Interested persons can send word to Aeliolia, Cleric of Mystra, at the Kingsman inn.
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GoblinSapper

Quote from: GoblinSapper;200685
Word of the Weave, Issue 03

 
 
[hide="Main Article - What is Magic?"]
With the issues of Necromancy and Sorcery behind us, let us return to fundamentals. Just what IS magic, and why should we care about it?
 
At the dawn of the universe, when all was shapeless, there was war. A War between life and death, light and dark, birth and eternal stillness. Selune, she of the moon, wished children and life within the universe, and created a star for Chauntea. Her sister, Shar, despised the noise and light of creation - so they did battle, in that primeval cosmos. In their desperate struggle, Selune hurled some of herself at Shar as if a spear, and when their mixed essence tore away, Mystryl was born. Mystryl mediated between the two, siding with Selune in the interest of life and driving Shar into the darkness where she lurks, though often balancing between the two in other matters. She created the Weave, the essence of magic, and bound it throughout the multi-verse creating order where there was chaos. She made the Weave accessible to all, that her warring mothers might not claim favoritism, and created magic to be wielded by mortals and divine alike.
 
There are two facets of magic, that which is arcane, is known as the Art. That which is divine, is known as the Power. Both the Art and the Power come from the weave, though it's access and effects are starkly different. The Power, as you might know, comes from the devoted worship of deities, who gift spells to their servants to do their bidding or spread their message - it is a delegation of a tiny part of their vast, divine authority. The energy to do so comes from the Weave, however, as all gods draw from it themselves. The Art is arcane in nature, and thus is not directly given by a god but must be accessed in different ways - more precisely, through the unlocking of the hidden magical potential of words and objects in the physical world.
 
You see, the Weave permeates everything that exists, and all that is, is tied to a strand of the Weave. Even words and concepts have magical power tied to them, if one knows how to access it. Thus the mage speaks words of magic, words of truth and singular definition that have been made known to them by instinct or study, and tap into the power of these words. The mage makes gestures and hand motions of significance, whose meaning is ancient and links to a time before language and written word - for gesture is the oldest language of all. The mage utilizes herbs, rocks, crystals, excrements, and all manner of magical components whose innate being is tied to magic. Then the mage weaves each of these strands together in an exhaustive process, and produces spells - it should be noted Sorcerers do not require components, as their natural connection to the weave catalyzes the necessary third element. It can be said then, and often is, that all things are magical and magic is in all things, from the rocks beneath our feet to the air we breathe to the tree's we stand under. This natural, omnipresent magic is the force that druids of the old ways connect to (often with the aid of nature gods) to work their own spells, by their own secret means.
 
All magic is connected by this Weave, by this singular source, no matter the differences in how we practice it. Mystra teaches us then that we are all brothers and sisters of Magic, that all things great and small are precious for the mysteries they possess. It is a beautiful philosophy, and one few grasp, seeing only the EFFECT of magic and not it's source.
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[hide="Advertisement - Tunnelcrouch's Goods"]
Lonely gnome looking for company.
 
Illusionist Tunnelcrouch of the Golden Alliance is seeking teachers and fellow researchers in alchemy and herbalism. He is not above the demeaning tasks of apprenticeship for the greater glory of magic. Recipes for trade.
 
Also looking for any and all knowledge on Netherese illusions and magical devices, and whatever is of interest to civilized spell slingers.
 
 
Illusionist Tunnelcrouch of the Golden Alliance offers his services as a potion brewer and wand maker. Blur Brews, Potions of Speed, Shield Drinks, Cloakshadow's Scepters of Concealment, Sticks of Stoneskin and other exquisite magical goods for sale at affordable prices. Discounts to gnomes.
 
Look for the stately gnome in grey.
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[hide="The Mystery of the Mist Raiders"]
 
The Mist Raiders are a recent and dire threat to the docks, the colony as a whole, and all who dwell in this region of the Shining Sea. Bloodthirsty madmen that live off of the pillage of others, they purport to serve and use the ever inexplicable Mists to empower themselves. I have spoken with several sages on the subject of the Mists, and what can be agreed upon is that while there are never any hard and fast rules for the Mists, it is unheard of for the Mists to be called upon at will by any force of man.

It has been suggested to me by agents of the Conclave that the Mist Raiders are using more "mundane" sorceries and cloaking their magic's behind a veil of superstition to take advantage of the natural fears of the Mist many have. All that can be said for sure at this time is that this ruthless, black hearted scourge is a threat to us all and demands unilateral retaliation for their callous murder of six innocent children not two days past.
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[hide="Advertisement - Divine Goods by Mystra"]The Gifts of the Weave purveys fine magical goods - potions, scrolls, and wands of a divine nature - in the name and glory of Mystra. Our wands are specially crafted to hold more charges than the average competitor, and discounts are available for members of various prominent guilds. Potions of greater healing starting at 55 gold a bottle, wands of such at 735. See our posters for a complete list of prices and services. All proceeds go to benefit the Temple of Magic.
 
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[hide="Better Life Through Magic Challenge - Winner and Entries"]
 
 
Recently the Temple of Magic held a public challenge - devise or invent a way to use magic to serve the greater good and prosperity of any or all of the people of the island, in a practical and proper way. The winning entry was promised 1000 coins. The contest has ended, and the winner has been chosen. Only two entries were sent in this time, and they will be posted in their entirety.

 
Sarah Elsea - Runner Up

 
 
 
 
 
 
 
Sarah was executed recently for various crimes including assault, resisting arrest, escaping the law, and being a general psychotic - a torrid affair I regret being involved in, but that is another topic for another time
 
 
Delisse Iltazyara - Winner

 
 
 
 
I selected Delisse as the winner because her idea was simple, highly practical, and very useful indeed - especially in these times. Also, the only other entry was the scrambled ravings of a lunatic.

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[hide="Advertisement - The Temple of Magic"]
 
We of the Temple of Magic, an officially recognized ban, seek to do honor to the Gods of Magic and the Arcane, and champion the cause of magic itself. Funds are being raised for a house of worship now, and new members who wish to see the gifts of the weave spread to the masses are sought. Interested persons can send word to Aeliolia, Cleric of Mystra, at the Kingsman inn.

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