X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F29tsoc.xml;h=0faac886dcdc6f762a41bc708570305053941086;hp=848fb03b77a2c2f8322eceaeeef6a50b18c778a1;hb=c162012a5349869b9ebc847bb9b0aec388b73a04;hpb=e987643441b7f293b5d881ab7849e6d239acac21 diff --git a/en/xml/29tsoc.xml b/en/xml/29tsoc.xml index 848fb03..0faac88 100644 --- a/en/xml/29tsoc.xml +++ b/en/xml/29tsoc.xml @@ -121,18 +121,18 @@
MS 5085 Bhanar and Chai
-
The vampiric Autarch Sejanoz of Bhanar was destroyed. Khea-khan Xo-lin of Chai rallied the New Kingdom armies, defeated the invading Bhanarian army and pursued it deep into the Bhanarian homeland. Xo-lins son, General Zha-zhing, looted the city of Yua Tzhan and razed it to the ground. Very few of its citizens escaped alive. This has since become remembered as the Massacre of Yua Tzhan. Young Prince Kamada, Xo-Lins great-great-grandson, died during the winter. He was next in line for the throne of Chai because General Zha-zing was the illegitimate son of Xo-lin.
+
The vampiric Autarch Sejanoz of Bhanar was destroyed. Khea-khan Xo-lin of Chai rallied the New Kingdom armies, defeated the invading Bhanarian army and pursued it deep into the Bhanarian homeland. Xo-lins son, General Zha-zhing, looted the city of Yua Tzhan and razed it to the ground. Very few of its citizens escaped alive. This has since become remembered as the Massacre of Yua Tzhan. Young Prince Kamada, Xo-Lins great-great-grandson, died during the winter. He was next in line for the throne of Chai because General Zha-zhing was the illegitimate son of Xo-lin.
MS 5086 Bhanar and Chai
The Chai army occupied eastern Bhanar, and all of its steam-powered engines and weapons of war were systematically destroyed. The aged Khea-khan Xo-lin of Chai died, and his only remaining son, Zha-zhing, acceded to the throne. Zha-zhings political rivals accused him of plotting and orchestrating the young prince Kadamas death in the preceding year for his personal gain. These accusations were never proven. Upon his inauguration he married Princess Myelsha of Mhytan. Chai forts along the border with Bhanar were attacked by Bhanarian irregulars in reprisal for the Massacre of Yua Tzhan. A treaty was signed between Chai and Mhytan (the Chai Sea Treaty). All Bhanarian shipping was denied access to the Chai Sea by Mhytanian and Chai men of war. The blockade soon suffocated Bhanarian resistance.
MS 5086 Shadaki and Free Alliance of Southern Magnamund
-
Zultan Zedoli seized the throne of Shadaki in a bloody uprising, and the state of Shadaki seceded from the Free Alliance of Southern Magnamundthe confederation of states which had emerged from the collapse of the Shadakine Empire of Shararak the Wytch-king in MS 5057. Grey Star, the previous ruler of Shadaki, fled but he remained the Wizard Regent of the Free Alliance and set up his new capital in Port of Suhn.
+
Zultan Zedoli seized the throne of Shadaki in a bloody uprising, and the state of Shadaki seceded from the Free Alliance of Southern Magnamundthe confederation of states which had emerged from the collapse of the Shadakine Empire of Shasarak the Wytch-king in MS 5057. Grey Star, the previous ruler of Shadaki, fled but he remained the Wizard Regent of the Free Alliance and set up his new capital in Port of Suhn.
MS 5087 Bhanar and Chai
Bhanarian resistance collapsed. Khea-khan Zha-zhing installed Overseer Klutan upon the throne of Bhanar. Klutan was a political puppet of Chai. The Chai army withdrew from eastern Bhanar. Khea-khan Zha-zhing had a son, Lao Tin.
MS 5088 Vaduzhan, Bhanar and Chai
Vaduzhan invaded south-western Bhanar. The capital city of Otavai fell to Vaduzian forces with little resistance. King Kardisa of Vaduzhan claimed the territories of former south-western Bhanar for his imperial throne. Chai chose not to oppose his claims. Overseer Klutan transferred his seat of power to the coastal city of Yua Klio near to the Chai border. Gradually he lost control over most of Bhanar.
MS 5088 The Isle of Lorn
The Shianti left the Isle of Lorn to reside with Goddess Ishir on the Plane of Light. Their final act upon Magnamund was to bequeath their island to the Order of the Kai. The handover was facilitated by their emissary, Grey Star.
-
MS 5089 The Isle of Lorn, Shadaki, and the Free ALliance
+
MS 5089 The Isle of Lorn, Shadaki, and the Free Alliance
Lone Wolf travelled to the Isle of Lorn. Assisted by Grey Star and Guildmaster Banedon, he made plans for the construction of a second Kai Monastery. Zultan Zedoli of Shadaki declared their presence upon the Isle of Lorn an act of war. Shadaki mustered its army and attacked its southern neighbours: Korli and Forlu, members of the Free Alliance of Southern Magnamund. The Freelands sent troops to support the Free Alliance led by Grey Star, as did Lone Wolf. A cassel of Kai and three cassels of Sommlending marines fought in the War of the Sea of Winds. Shadaki was soundly defeated and forced to relinquish all of its territorial gains. Zultan Zedoli was assassinated before the year was out. Ulonga the Shaman, the evil necromancer who pulled the strings in Zedolis shadow, now overtly seized control of Shadaki with assistance from Sesketera, the notoriously cruel ruler of the city-state of Ghol-Tabras.
MS 5090 Lencia and Nyras
The Lencians were forced out of Nyras by Warmarshal Ranghor. King Sarnac III was killed. A civil war erupted in the Drakkarim nations as Ranghor and his former lieutenant, Ghangrim, wrestled for control.
@@ -1289,13 +1289,13 @@

You rise an hour before dawn. You have chosen to wear the simple clothing of a Chai countrymana padded jacket of cinnamon-coloured cotton, apple green breeches, tan leather boots and a hooded grey woollen cloak. You don your equipment and make a final check before you leave your chambers and hurry to the parade ground.

-

In the early pre-dawn light, the area is alive with activity. The hum of the skyship engines makes the gravel surface of the parade ground vibrate beneath your feet as you approach the magnificent vessels. Lord Rimoah beckons you over to the boarding stairs of the Comet. He and Grand Master Blazer are awaiting you on main deck, and they both salute when you step aboard. They invite you to join them at the rail and watch the preparations that are underway on the deck of Skyfort, moored alongside. You watch Lone Wolf leading Black Hawk, Star Lynx, Steel Hand and Swift Sword in single file up the boarding steps. When they are all on deck, they turn to wave you farewell. You and Blazer return their waves and bid them good luck and good hunting.

+

In the early predawn light, the area is alive with activity. The hum of the skyship engines makes the gravel surface of the parade ground vibrate beneath your feet as you approach the magnificent vessels. Lord Rimoah beckons you over to the boarding stairs of the Comet. He and Grand Master Blazer are awaiting you on main deck, and they both salute when you step aboard. They invite you to join them at the rail and watch the preparations that are underway on the deck of Skyfort, moored alongside. You watch Lone Wolf leading Black Hawk, Star Lynx, Steel Hand and Swift Sword in single file up the boarding steps. When they are all on deck, they turn to wave you farewell. You and Blazer return their waves and bid them good luck and good hunting.

Comet is the first to leave the parade ground. The powerful hum of its engine rises steadily in pitch as the skycraft makes its ascent. As it gains altitude, so you are afforded a spectacular view of the morning sunrise. It bathes the Kai Monastery with a vividly golden light. Once the skyship is safely clear of the monasterys towers, Lord Rimoah sets a northwesterly course before handing over the helm to Bosun Durin. With a smile, Lord Rimoah invites you and Blazer to join him in the skycrafts comfortable cabin where breakfast awaits.

You enjoy a hearty meal together and discuss the details of your missions. The first part of your aerial voyage will take you to the small Chai coastal town of Hlau. This is where you will disembark and begin your overland journey incognito to the Chai capital, Pensei.

Enemy agents are known to be operating in Pensei and so it has been decided not to land you at the capital directly, for to do so would alert Zashnor to your presence and reveal your intentions. After dropping you off in Hlau, located on the Chai Sea, Lord Rimoah and Blazer will proceed to the Kraknalorg chasm where his mission awaits. You will each be picked up by Comet after you have completed your quests. Lord Rimoah gives each of you a large amber gem, the size of an orange. These are tracker-gems, kindly provided by Sage Chastan. He also gives you each a small leather satchel in which to keep it. (Record this Tracker-Gem as a Special Item on your Action Chart. You keep it in its leather satchel which you wear slung over your right shoulder and around your body, so that the satchel rests on your left hip.) Rimoah tells you that the stones are beacons. They emit a power that he can detect at a great distance. By way of these beacons, he will be able to steer the Comet to your precise locations and retrieve you. Then he adds a few cautionary words:

Be sure you do not part company with your tracker-gem. Look after it and it will look after you.

Rimoah tells you that the first part of the voyage, to your drop-off point at Hlau, will take six hours. You are expecting to arrive there at noon. A guide will be waiting for you at a clearing located a mile to the east of the coastal town. His name is Anseng. Lord Rimoah says that you could not wish for a better guide.

-

He was once an Imperial Chai Guard Captain, and now, in early retirement, he is one of a network of brave agents who provide us with reliable information about our enemies, most especially their troop strengths and dispositions. He will take you directly to Pensei for an audience with Khea-khan Lao Tin. You are to collect the Eye of Agarash and leave the city. Head south towards the coastal city of Dwala. I will return to Chai at dusk of the 6th day hence. So long as you still possess your tracker-gem, I will find you and bring you back to the monastery, safe and sure.

+

He was once an Imperial Chai Guard Captain, and now, in early retirement, he is one of a network of brave agents who provide us with reliable information about our enemies, most especially their troop strengths and dispositions. He will take you directly to Pensei for an audience with Khea-khan Lao Tin. You are to collect the Eye of Agarash and leave the city. Head south towards the coastal city of Dwala. I will return to Chai at dusk of the sixth day hence. So long as you still possess your tracker-gem, I will find you and bring you back to the monastery, safe and sure.

You are reassured by Rimoahs plan. Yet you know that so much depends upon you retrieving the Eye of Agarash before Zashnor and his ravenous army reaches Pensei.

Three hours after leaving the Isle of Lorn, the Comet runs into heavy weather over the Mythenian Sea. Bosun Durin commands the crew to secure the decks for a rough passage. Once their duties are completed, they hurry below deck to the safety of their quarters. The bosun is expecting to be clear of the storm and back on course within the hour. Yet the weather does not improve; it steadily worsens. The Comet is swallowed up in a seemingly endless expanse of roiling black thunder clouds. Tremendous winds buffet the hull and the skyship is shaken vigorously from bow to stern. Lord Rimoah draws upon his great powers to create a magical sphere of calmness that encapsulates the Comet. It keeps you safe from the lightning and the tremendous winds, but it cannot increase the speed of your passage and you are blown wildly off course.

It is close to midnight, twelve hours past your expected time of arrival, when finally the tiny lights of the coastal town of Hlau are first sighted in the sheeting rain. As Comet passes over the town, you see that it has been badly damaged by the storm. Many of the dwellings have lost their roofs and its colourful fleet of fishing boats lies smashed and scattered along the shoreline. On the outskirts of the battered town, Lord Rimoah orders Bosun Durin to slow the skyship to a halt. Below its keel, you look down upon a clearing in the toa and Chai pine trees which is bisected by a muddy road. This area is illuminated sporadically by flashes of lightning. A solitary male figure stands in the middle of this grassy, storm-swept clearing. He is clad in a wide-brimmed peasants hat, a hooded rain cape, and he is holding aloft a Chai lantern which gives off a pale yellowy light.

@@ -1315,7 +1315,7 @@

Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your Grand Master discipline to suppress the unbearable noise and your swift response saves you from sustaining any permanent injury to your mind: lose 1 ENDURANCE.

Howling with frustration, the ghoulish figure leaps towards you brandishing his black staff and, in the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

- Xaol the Necromancer (reconstructed undead, with Serpent Rod) 5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod) 5050

Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your COMBAT SKILL before this battle begins. If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

If you win the combat, turn to 160
@@ -1444,14 +1444,14 @@
  • Lantern: 20 Ren (2 Gold Crowns)
  • Manacles (with two keys): 30 Ren (3 Gold Crowns)
  • Whetstone: 30 Ren (3 Gold Crowns)
  • -
  • Rope (50ft length): 30 Ren (3 Gold Crowns)
  • +
  • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
  • Potion of Laumspur: 40 Ren (4 Gold Crowns)
  • Compass: 50 Ren (5 Gold Crowns)
  • You may buy any of the items listed above for the price indicated. They are all backpack items that will take up one space in your backpack. You are under no obligation to make a purchase.

    Shau Zau will buy any items you have noted on your Backpack List (with the exception of Ansengs Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.

    Shau Zau and his helpers bid you a pleasant good night when you leave the shop.

    - If you choose to visit or revisit Zian-zus Weaponshop on the opposite side of the street, turn to 325 + If you choose to visit or revisit Zian-zus Weapon Shop on the opposite side of the street, turn to 325 If you decide to continue along Daruzhi Street, turn to 266
    @@ -1469,7 +1469,7 @@ 15 -

    Congratulations, your answer is correct! The amounts are the same. After mixing in a quart of oil, the mixture would by 5/6ths vinegar and 1/6th oil. This would leave 5/6ths of a quart of oil in the first pitcher. Since the other 5/6ths of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with 5/6ths of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    +

    Congratulations, your answer is correct! The amounts are the same. After mixing in a quart of oil, the mixture would by vinegar and oil. This would leave of a quart of oil in the first pitcher. Since the other of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    The patrons cheer when Shou Lin confirms that you have given him the correct answer. With good grace, he hands you the Samor Queen and you place it inside the pocket of your jacket. (The Samor Queen is a Special Item. You should add this to your Special Items list on your Action Chart.)

    Well done, my Lord, says Anseng, cheerfully. I wish I had your gift for deduction.

    You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lins next riddle, you bid Anseng good night and retire to your room.

    @@ -1515,7 +1515,7 @@

    You place one hand around the blacksmiths ruined throat and the other on his chest. You draw upon your powers and transfer the healing warmth of your Kai discipline into the dying man. His eyes flicker open and he mouths a warning with blood-flecked lips: Beware the ghouls! His eyes glaze over and his agony comes to an abrupt end. He is dead.

    You lay his head upon the blood drenched floor and lower his eyelids. Now your mind is flooded with unanswered questions. Why was he savagely murdered? What kind of beast is capable of such cold-bloodied slaughter? Where is Anseng? Is he still alive or has he, too, met a grisly end?

    -

    Galvanised into action by what has happened here, you race down the stairs and mount your horse. Quickly you bring her around to face the open doors and ride out into the pouring rain. The fresh tracks from the Blacksmithy lead you along the paved road until you reach the northern perimeter of the village. Here they leave the highway and veer due east towards the Nagah Forest. A narrow woodmans trail snakes its way through the Chai pines and the tracks can clearly be seen in its muddy surface. Your Sixth Sense screams a warning that this dense forest harbours an evil presence. You rein in your horse and scan the surrounding trees. At once you detect an ambush has been prepared and several evil creatures are lying in wait for you on the trail ahead.

    +

    Galvanised into action by what has happened here, you race down the stairs and mount your horse. Quickly you bring her around to face the open doors and ride out into the pouring rain. The fresh tracks from the Blacksmithy lead you along the paved road until you reach the northern perimeter of the village. Here they leave the highway and veer due east towards the Nagah Forest. A narrow woodsmans trail snakes its way through the Chai pines and the tracks can clearly be seen in its muddy surface. Your Sixth Sense screams a warning that this dense forest harbours an evil presence. You rein in your horse and scan the surrounding trees. At once you detect an ambush has been prepared and several evil creatures are lying in wait for you on the trail ahead.

    If you wish to turn around and leave the forest, go to 218 If you decide to continue along the trail, knowing that to do so will trigger the ambush, turn to 262
    @@ -1639,7 +1639,7 @@ 30 -

    Anseng insists that it is too dangerous to linger here any longer. The constant shuddering of the ground beneath your feet confirms this to be so. With his lantern held aloft, he begins the difficult trek through the toa and pine forest with you following close behind. Soon you emerge from the swaying trees and set off along a muddy forest road at a brisk pace, heading east. The sheeting rain and the constant thunder make it impossible for you to speak with your determined guide until you reach a small woodmans hut a few miles distant. Anseng points to the huts rickety door and you follow him inside, thankful to be out of the relentless downpour.

    +

    Anseng insists that it is too dangerous to linger here any longer. The constant shuddering of the ground beneath your feet confirms this to be so. With his lantern held aloft, he begins the difficult trek through the toa and pine forest with you following close behind. Soon you emerge from the swaying trees and set off along a muddy forest road at a brisk pace, heading east. The sheeting rain and the constant thunder make it impossible for you to speak with your determined guide until you reach a small woodsmans hut a few miles distant. Anseng points to the huts rickety door and you follow him inside, thankful to be out of the relentless downpour.

    You did well to keep up with me, my Lord, he says, as he places his glowing lantern on the huts solitary table. Well rest here for a few hours and leave at first light.

    From his leather backpack he produces some provisions: a loaf of bread, some strips of cured lamb meat, some dried fruits and a small bottle of rice wine. Generously, he shares his meagre rations with you. While you are eating, you take the opportunity to observe your guide. He is a lean man in his early fifties, physically fit and impressively agile. He is dressed in simple peasant garb with a wide conical hat made from straw. Despite his mundane clothing, this man is clearly not a lowly peasant. He has the distinctive mien of a professional soldier, the legacy of years spent as a Captain in the Imperial Chai Guard: the warrior elite of the Chai army. A kirusami, an ornate bladed pole arm is slung over his shoulder on a thin strip of leather.

    When you have finished your meal, Anseng opens a wooden cupboard fixed to the interior wall and retrieves two bed rolls. He unties them and lays them out upon the floor of the hut.

    @@ -1671,7 +1671,7 @@ 33 -

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by 5/6ths vinegar and 1/6th oil. This would leave 5/6ths of a quart of oil in the first pitcher. Since the other 5/6ths of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with 5/6ths of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    +

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by vinegar and oil. This would leave of a quart of oil in the first pitcher. Since the other of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    The patrons mummer their approval when Shou Lin explains the correct solution to the puzzle. You must now erase 10 Gold Crowns from your Action Chart and give the coins to the old man. Gladly he accepts your payment and praises you for your brave attempt at solving it.

    Bad luck, my Lord, says Anseng, in an attempt to console you. May you have better fortune next time. You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lins next riddle, you bid Anseng good night and retire to your room.

    Turn to 286 @@ -1828,7 +1828,7 @@
  • Lantern: 20 Ren (2 Gold Crowns)
  • Chisel: 20 Ren (2 Gold Crowns)
  • Hammer: 30 Ren (3 Gold Crowns)
  • -
  • Rope (50ft length): 30 Ren (3 Gold Crowns)
  • +
  • Rope (50 ft. length): 30 Ren (3 Gold Crowns)
  • Potion of Laumspur: 40 Ren (4 Gold Crowns)
  • Small Telescope: 60 Ren (6 Gold Crowns)
  • @@ -1844,7 +1844,7 @@ 46 -

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it is has been awoken, triggered by the close proximity to youa champion of God Kai. Hurriedly, you draw upon your Magnakai discipline of Psi-screen to shield yourself from its malicious radiance. Your defences deaden its insidious effect, but you suffer a shock to your nervous system: lose 3 ENDURANCE.

    +

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it has been awoken, triggered by the close proximity to youa champion of God Kai. Hurriedly, you draw upon your Magnakai discipline of Psi-screen to shield yourself from its malicious radiance. Your defences deaden its insidious effect, but you suffer a shock to your nervous system: lose 3 ENDURANCE.

    Whenever you are affected by the debilitating power of the Eye of Agarash, you may use Laumspur to help you recover. Normally, a healing potion of Laumspur restores 4 ENDURANCE points when taken after combat. When using it to restore ENDURANCE lost due to the power of the Eye of Agarash, you may only restore the actual number of points lost. For example, if you lose 3 ENDURANCE points due to the effects of the Eye (as is the case here), and then you take a potion of Laumspur which normally restores 4 points, you will only regain the lost 3 points. The extra point of ENDURANCE is not gained and should not be added to your ENDURANCE score.

    Turn to 192
    @@ -1879,8 +1879,8 @@ 49 -

    The second Chagarashi enters the combat at the start of the 4th round. Fortunately, this is also the moment that Anseng joins you in the fight against these ferocious foes. You may now continue the combat you began in section 265.

    -

    Anseng engages the companion Chagarashi in combat directly, therefore you should continue the fight with you and your enemys COMBAT SKILL and ENDURANCE scores as they were at the end of the 3rd round.

    +

    The second Chagarashi enters the combat at the start of the fourth round. Fortunately, this is also the moment that Anseng joins you in the fight against these ferocious foes. You may now continue the combat you began in section 265.

    +

    Anseng engages the companion Chagarashi in combat directly, therefore you should continue the fight with you and your enemys COMBAT SKILL and ENDURANCE scores as they were at the end of the third round.

    If you win this combat, turn to 90
    @@ -1889,9 +1889,9 @@ 50 -

    When combat commenced, Zashnor sent a telepathic command to its Imperial Zlanbeast to assist it in the fight. The creature took off from the pier and commenced a flight over the raging estuary in a wide circle in order to best position itself to launch an attack on you from the rear. At the start of the 7th round, it comes swooping low along the deck behind you. It stabs at you with its sharp horny beak before the momentum of its attack carries it past and it soars away into the clouds.

    -

    In the 7th round, Zashnors COMBAT SKILL increases to 59. Its ENDURANCE points total increases by 5 points. The COMBAT SKILL increase lasts only for the 7th round and represents a temporary bonus that the Nadziran receives from the Imperial Zlanbeasts attack. If you survive the 7th round, the Imperial Zlanbeast will no longer be a part of the combat in any further rounds.

    - At the start of the 8th round, you may deduct Zashnors COMBAT SKILL bonus. This will return its COMBAT SKILL to 54. The increase of 5 points it gained to its ENDURANCE in the 7th round remains. +

    When combat commenced, Zashnor sent a telepathic command to its Imperial Zlanbeast to assist it in the fight. The creature took off from the pier and commenced a flight over the raging estuary in a wide circle in order to best position itself to launch an attack on you from the rear. At the start of the seventh round, it comes swooping low along the deck behind you. It stabs at you with its sharp horny beak before the momentum of its attack carries it past and it soars away into the clouds.

    +

    In the seventh round, Zashnors COMBAT SKILL increases to 59. Its ENDURANCE points total increases by 5 points. The COMBAT SKILL increase lasts only for the seventh round and represents a temporary bonus that the Nadziran receives from the Imperial Zlanbeasts attack. If you survive the seventh round, the Imperial Zlanbeast will no longer be a part of the combat in any further rounds.

    + At the start of the eighth round, you may deduct Zashnors COMBAT SKILL bonus. This will return its COMBAT SKILL to 54. The increase of 5 points it gained to its ENDURANCE in the seventh round remains. If you win the combat, turn to 276
    @@ -1902,7 +1902,7 @@

    Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your advanced discipline to erect a Mindfort to shut out the unbearable noise, and your swift response saves you from sustaining any permanent impairment to your mental faculties.

    Howling with frustration that its psychic attack has helped and not harmed you, the ghoulish figure leaps towards you brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

    - Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050

    Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your Combat Skill before this battle begins.

    If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

    If you win the combat, turn to 160 @@ -2008,7 +2008,7 @@

    The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.

    - Klz (armed with Zukgudrak)4542 + Klz (armed with Zukgudrak)4542

    The weapon that this enemy wields can leach power from the Eye of Agarash. This inflicts 1 ENDURANCE point of damage to you in every round of this combat.

    If you win the combat, turn to 228
    @@ -2082,7 +2082,7 @@

    Your arrow grazes the top of Chagarashis skull and fails to slow its inexorable advance. Curing your misfortune, you leap from the drivers seat and unsheathe your Kai Weapon the instant you land with a splash on the muddy highway. The Chagarashi are intent on attacking the leading pair of horses and you move quickly to block their advance. Screeching with frustration, the larger of the two horrors launches itself upon you with ferocious zeal.

    Large Chagarashi4237 If you win the combat in 3 rounds or less, turn to 313 - If you are still engaged in combat at the start of the 4th round, do not calculate the outcome of this round. Instead, turn to 49 + If you are still engaged in combat at the start of the fourth round, do not calculate the outcome of this round. Instead, turn to 49
    @@ -2493,7 +2493,7 @@

    Zashnor is immune to Mindblast, and has partial resistance to Kai-surge and Kai-blast. If you possess Kai-surge and use it during this combat, you may add 4 points to your COMBAT SKILL at a cost of 1 ENDURANCE point per round. If you possess the advanced Grand Master discipline of Kai-blast and use it during this combat, you may pick only 1 number from the Random Number Table to determine the damage inflicted upon the Nadziran, at the cost of 4 ENDURANCE points. If you use the Kai Weapon 'Valiance' or 'Spawnsmite' you may add the bonus that you gain from its unique properties during this combat.

    The Eye of Agarash becomes active throughout this combat. It drains you of 1 ENDURANCE point per round until the combat ends.

    If you win this combat in 6 rounds or less, turn to 312 - If combat is still in progress when you reach the beginning of the 7th round, do not continue. Turn instead to 50 + If combat is still in progress when you reach the beginning of the seventh round, do not continue. Turn instead to 50
    @@ -2627,7 +2627,7 @@

    Your hastily-aimed arrow arcs towards the Doomgah and strikes the middle of its iron bow, severing two of the fingers on its left hand and sending the bow spinning away. It shrieks with pain and frustration and hurriedly unsheathes its serrated sword. You run to the other side of the wheelhouse and peer around its side to see the Doomgah scurrying along the walkway, slashing at the rain with its black blade in a berserk frenzy. You shoulder your bow and draw your Kai Weapon as it comes racing down the gangplank, shrieking maniacally. It does not know precisely where you are and you seize this vital advantage. The moment it reaches the stern deck, you spring out from behind the wheelhouse and launch a swift attack.

    - Mooldor (wounded)3430 + Mooldor (wounded)3430

    Because of the speed and surprise of your attack, you may ignore any ENDURANCE losses you receive in the first round of combat.

    If you win the combat, turn to 300
    @@ -2745,7 +2745,7 @@

    Quang hurriedly unshoulders his bow and commands Bai and Deng to do likewise.

    Fire at will! he shouts, and the three of them unleash a flurry of arrows at the advancing Skarada. Six of the enemy fall dead or wounded before the remainder reaches the top of the hill. Two of the beasts rush at you in a frenzied attack, their bloodstained axes held poised to hack you down.

    - 2 Skarada (in combat frenzy)4545 + 2 Skarada (in combat frenzy)4545 If you win this combat, turn to 274
    @@ -2785,7 +2785,7 @@

    The Skarada are less than thirty feet away when Lieutenant Quang shouts Fire! As one, you release your straining bowstrings and send a volley of arrows whistling into the advancing enemy. The missiles all hit their mark and three of the four Skarada tumble forwards, mortally wounded. Your arrow penetrates the left shoulder of the leading Skarad and spins it around, but it does not make it lose its footing. Bellowing with pain, the creature hacks the protruding shaft in two with one blow of its flint axe. It snarls with anger and glares at you with its bloodshot amber eyes before it beats a hasty retreat into the trees.

    You are determined not to let it escape. Hurriedly, you shoulder your bow and urge your horse forward in pursuit of the wounded beast. In less than a minute you run it to ground among the pines. Roaring like a cornered tiger, the Skarad swings around and leaps towards your horse with its axe raised high, slashing the air as it strikes. Terrified by its ferocity, your mount rears up and shies away from the creatures manic attack. You are forced to cling to the pommel of your saddle with your left hand as you fight to prevent the snarling Skarad from hacking your horse to the ground.

    - Skarad Leader (wounded)4240 + Skarad Leader (wounded)4240

    This creature is immune to all forms of psychic attack except Kai-surge. If you possess this Grand Master discipline and wish to use it during this combat, you may only add 3 to your COMBAT SKILL.

    If you win the combat, turn to 17
    @@ -2917,7 +2917,7 @@

    Your arrow pierces the creatures left shoulder and makes it shriek loudly. But it does not penetrate any vital organs and the beast is enraged by the sudden pain. It grips the shaft of the arrow and contemptuously it snaps it in half as it lopes towards the terrified horses.

    You leap from the drivers seat and unsheathe your Kai Weapon the instant you land with a splash on the muddy highway. The remaining Chagarashi is intent upon attacking the leading pair of horses and you move quickly to block its advance. Screeching with pain and frustration, the ghastly creature launches itself upon you in a frenzied attack.

    Wounded Chagarashi3833 -

    Anseng joins you in this fight at the beginning of the 2nd round. You may now temporarily increase your COMBAT SKILL by 5 points until the combat ends.

    +

    Anseng joins you in this fight at the beginning of the second round. You may now temporarily increase your COMBAT SKILL by 5 points until the combat ends.

    If you win the combat, turn to 90
    @@ -3130,7 +3130,7 @@

    Anseng moves towards you, sweeping his glowing kirusami before him like a sorcerous scythe. Resolutely you unsheathe your Kai Weapon, yet as you raise it in readiness to counter his inexorable advance you are engulfed by a wave of nausea that makes you shiver and retch. Once again the Eye has activated, triggered now by the close proximity of the evil power that is driving Anseng to seek your doom: lose 4 ENDURANCE points.

    You retreat a few unsteady paces and struggle to suppress the tide of nausea that is sapping your strength. As if sensing your weakness, Anseng lunges forward and thrusts the glowing tip of his cursed weapon at your trembling face.

    - Anseng (undead)4850 + Anseng (undead)4850 If you win this combat, turn to 335
    @@ -3385,7 +3385,7 @@ 172 -

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by 5/6ths vinegar and 1/6th oil. This would leave 5/6ths of a quart of oil in the first pitcher. Since the other 5/6ths of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with 5/6ths of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    +

    Unfortunately, your answer is incorrect. The amounts are the same. After mixing in a quart of oil, the mixture would by vinegar and oil. This would leave of a quart of oil in the first pitcher. Since the other of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.

    The patrons mummer their approval when Shou Lin explains the correct solution to the puzzle. You must now erase 10 Gold Crowns from your Action Chart and give the coins to the old man. Gladly he accepts your payment and praises you for your brave attempt at solving it.

    Bad luck, my Lord, says Anseng, in an attempt to console you. May you have better luck next time. You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lins next riddle, you bid Anseng good night and retire to your room.

    Turn to 286 @@ -3858,7 +3858,7 @@

    Daruzhi Street is a cobblestoned thoroughfare well-lit by latticed street lanterns. Fifty yards along it you see two shops that stand directly opposite each other and are still open for business.

    If you wish to visit Shau Zaus General Store, turn to 13 - If you choose to visit Zian-zus Weaponshop, turn to 325 + If you choose to visit Zian-zus Weapon Shop, turn to 325 If you decide to continue along Daruzhi Street, turn to 266
    @@ -4106,7 +4106,7 @@

    Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault upon your senses. Hurriedly, you call upon your Magnakai discipline of Psi-screen to protect your mind from this powerful psychic assault, and you are able to create a mental wall to repel it. However, it takes you crucial seconds to erect this defensive wall and you suffer a painful psychic shock before it is completed: lose 4 ENDURANCE points.

    Sensing your distress and eager to exploit it, the ghoulish figure leaps towards you brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake which emerged from the mouth of undead Anseng! You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

    - Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050

    This enemy is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your Combat Skill before this battle begins. If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

    If you win the combat, turn to 160
    @@ -4249,7 +4249,7 @@

    Mount up! Lets get out of here!

    Quang and the Watchers leave their locations and race to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.

    You are almost upon them when your horse rears up in alarm. The Chagarashi seize this opportunity and leap forward to attack.

    - Chagarashi Scouts (x2)4545 + 2 Chagarashi Scouts4545

    You struggle to control your frightened horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your Combat Skill for the duration of this fight.

    If you win the combat, turn to 224
    @@ -4409,7 +4409,7 @@

    The Skarada are less than thirty feet away when Lieutenant Quang shouts Fire! As one, your companions release their straining bowstrings and send a volley of arrows whistling into the advancing enemy. The missiles all hit their mark and three of the four Skarada tumble forwards, mortally wounded. The lieutenants arrow penetrates the left shoulder of the leading Skarad and spins it around, but it does not make it lose its footing. Bellowing with pain, the creature hacks the protruding shaft in two with one blow of its flint axe. It snarls with anger and glares at you with its bloodshot amber eyes before it beats a hasty retreat into the trees.

    You are determined not to let it escape. Hurriedly, you urge your horse forward in pursuit of the wounded beast. In less than a minute you run it to ground among the pines. Roaring like a cornered tiger, the Skarad swings around and leaps towards your horse with its axe raised high, slashing the air as it strikes. Terrified by its ferocity, your mount rears up and shies away from the creatures manic attack. You are forced to cling to the pommel of your saddle with your left hand as you fight to prevent the snarling Skarad from hacking your horse to the ground.

    - Skarad Leader (wounded)4240 + Skarad Leader (wounded)4240

    This creature is immune to all forms of psychic attack except Kai-surge. If you possess this Grand Master discipline and wish to use it during this combat, you may only add 3 to your COMBAT SKILL.

    If you win the combat, turn to 17
    @@ -4531,7 +4531,7 @@

    You leap from the drivers seat and unsheathe your Kai Weapon the instant you land with a splash on the muddy highway. The Chagarashi are intent on attacking the leading pair of horses and you move quickly to block their advance. Screeching with frustration, the larger of the two horrors launches itself upon you with ferocious zeal.

    Large Chagarashi4238 If you win the combat in 3 rounds or less, turn to 313 - If you are still engaged in combat at the start of the 4th round, do not calculate the outcome of this round. Instead, turn to 49 + If you are still engaged in combat at the start of the fourth round, do not calculate the outcome of this round. Instead, turn to 49
    @@ -4565,7 +4565,7 @@

    Lets get out of here!

    Quang and the Watchers rush to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.

    You are almost upon them when your horse rears up in fright. The Chagarashi seize this opportunity and leap forward to attack.

    - Chagarashi Scouts (x2)4545 + 2 Chagarashi Scouts4545

    You struggle to control your terrified horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your Combat Skill for the duration of this fight.

    If you win the combat, turn to 224 @@ -4649,7 +4649,7 @@ 275 -

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it is has been awoken, triggered by the close proximity to youa champion of God Kai. Hurriedly, you draw upon your Grand Master discipline of Kai-screen to shield yourself from its malicious radiance. Your defences counter its insidious effect, but you suffer a minor shock to your nervous system that leaves you chilled to the bone: lose 1 ENDURANCE.

    +

    The moment you take the satchel from the Khea-khans hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it has been awoken, triggered by the close proximity to youa champion of God Kai. Hurriedly, you draw upon your Grand Master discipline of Kai-screen to shield yourself from its malicious radiance. Your defences counter its insidious effect, but you suffer a minor shock to your nervous system that leaves you chilled to the bone: lose 1 ENDURANCE.

    Whenever you are affected by the debilitating power of the Eye of Agarash, you may use Laumspur to help you recover. Normally, a healing potion of Laumspur restores 4 ENDURANCE points when taken after combat. When using it to restore ENDURANCE lost due to the power of the Eye of Agarash, you may only restore the actual number of points lost. For example, if you should lose 3 ENDURANCE points due to the effects of the Eye, and then you take a potion of Laumspur which normally restores 4 points, you will only regain the lost 3 points. The extra point of ENDURANCE is not gained and should not be added to your ENDURANCE score.

    Turn to 192
    @@ -5013,7 +5013,7 @@

    Mount up! Lets get out of here!

    Quang and the Watchers leave their locations and race to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.

    You are almost upon them when your horse rears up in alarm. The Chagarashi seize this opportunity and leap forward to attack.

    - Chagarashi Scouts (x2)4545 + 2 Chagarashi Scouts4545

    You struggle to control your frightened horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your COMBAT SKILL for the duration of this fight.

    If you win the combat, turn to 224 @@ -5169,7 +5169,7 @@

    Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your advanced discipline to absorb and transform the hostile psychic energy into a positive physical effect: restore 3 ENDURANCE.

    Howling with frustration that its psychic attack has not harmed you, the ghoulish figure leaps forwards brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach to your weapon and pull back as the serpents venomous fangs strike out for your throat.

    - Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050 + Xaol the Necromancer (reconstructed undead, with Serpent Rod)5050

    Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your Combat Skill before this battle begins. If you possess the Kai Weapon Spawnsmite or Valiance you may add the bonus that you gain from its unique properties during this combat.

    If you win the combat, turn to 160
    @@ -5226,7 +5226,7 @@

    Drawing upon your Animal Mastery discipline, you focus on the distant Chagarashi and command it to fall asleep. The creature slows its pace but it does not drop to the ground as you were expecting it to. Your Sixth Sense detects that this creature is unusually resistant to your psychic command. It shakes its head and emits a shriek of frustration before turning its feral gaze in your direction. On seeing you and your party it reacts in an instant. Swiftly, it turns about and lopes away through the trees in the direction of the roadblock.

    I must stop it getting away, you shout to your companions. If it makes it to the roadblock, well soon have more than one of them to deal with.

    You spur your horse to the gallop and charge at the fleeing Chagarashi. The creature panics and collides face first with a tree trunk in its desperation to evade your swift and sudden approach. Reeling from the impact with the tree, drunkenly it turns to face you as you bear down on it. You unsheathe your Kai Weapon and raise it in readiness to strike the beast a killing blow.

    - Chagarashi Scout (stunned)3436 + Chagarashi Scout (stunned)3436

    Due to the speed of your attack, you can only engage in one round of combat with this enemy before the momentum of your charging horse carries you past it.

    If you kill the Chagarashi in this single round of combat, turn to 267 If you do not kill the Chagarashi outright with your single blow, turn to 142 @@ -5445,7 +5445,7 @@

    The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.

    - Klz (armed with Zukgudrak)4848 + Klz (armed with Zukgudrak)4848

    Ansengs Kirusami partially blocks the Zukgudraks ability to leach power from the Eye of Agarash and turn it against you during this combat. In every round of combat in which you inflict an ENDURANCE points loss on Klz that is greater than 3, you may deduct a further 1 ENDURANCE from the result.

    If you win the combat, turn to 119
    @@ -6134,14 +6134,25 @@ -

    (Timeline of Notable Events in Magnamund) Changed MS 5101 Kalte, Sommerlund and Durenor to MS 5101 Kalte, Sommerlund, and Durenor.

    -

    (1) Replaced woolen with woollen.

    +

    (Timeline of Notable Events in Magnamund) Changed Zha-zing to Zha-zhing. Changed Shararak to Shasarak. Changed MS 5101 Kalte, Sommerlund and Durenor to MS 5101 Kalte, Sommerlund, and Durenor. Changed leveled to levelled.

    +

    (1) Replaced woolen with woollen. Changed 6th to sixth. Changed pre-dawn to predawn.

    (3) Replaced potholed with pot-holed.

    +

    (13) Changed 50ft to 50 ft.. Changed Weaponshop to Weapon Shop (cf. Section 221).

    +

    (15) Changed 1/6th to and multiple occurrences of 5/6ths to .

    (17) Replaced both occurrences of treeline with tree-line.

    +

    (19) Replaced woodmans with woodsmans.

    +

    (30) Replaced woodmans with woodsmans.

    (31) Replaced gulley with gully.

    +

    (33) Changed 1/6th to and multiple occurrences of 5/6ths to .

    +

    (45) Replaced 50ft with 50 ft..

    +

    (46) Replaced it is has been with it has been.

    +

    (49) Replaced 4th with fourth. Replaced 3rd with third.

    +

    (49) Replaced all instances of 7th with seventh. Replaced 8th with eighth.

    +

    (54) Replaced Queng with Quang.

    (55) Replaced birdsong with bird song.

    (58) Replaced traveling with travelling.

    (62) Added a quotation mark at the end of the paragraph starting with When he was a young boy,.

    +

    (66) Replaced 4th round with fourth round.

    (63) Replaced worshiped with worshipped.

    (78) Replaced Old Kingdom spell with Old Kingdom Spell.

    (79) Added a quotation mark at the end of the phrase Steady, my Lord,. Replaced treeline with tree-line.

    @@ -6151,9 +6162,11 @@

    (96) Replaced Brotherhood spell with Brotherhood Spell.

    (98) Replaced traveling with travelling.

    (99) Replaced treeline with tree-line.

    +

    (100) Replaced 7th round with seventh round.

    (108) Replaced treeline with tree-line.

    (114) Placed Madam Dai-zias speech inside a block quote element and removed the quotation mark at the beginning of the first paragraph and at the end of the last. Added an apostrophe to the phrase three minutes time. Added a period to the end of the last paragraph.

    (123) Added a quotation mark at the end of the phrase Steady, my Lord,.

    +

    (131) Replaced 2nd round with second round.

    (134) Replaced gulley with gully.

    (137) Replaced both occurrences of treeline with tree-line.

    (142) Replaced treeline with tree-line.

    @@ -6162,22 +6175,29 @@

    (157) Replaced ENDRANCE with ENDURANCE.

    (167) Replaced Brotherhood spell with Brotherhood Spell.

    (170) Replaced Brotherhood spell with Brotherhood Spell.

    +

    (172) Changed 1/6th to and multiple occurrences of 5/6ths to .

    (181) Replaced treeline with tree-line. Replaced gulley with gully.

    (194) Replaced ENDRANCE with ENDURANCE.

    (198) Replaced both occurrences of treeline with tree-line.

    +

    (208) Changed Weaponshop to Weapon Shop (cf. Section 221).

    (220) Replaced treeline with tree-line.

    (238) Added a quotation mark at the end of the phrase Grand Master,. Replaced Silver Virixe with Silver Virixe.

    (240) Replaced ENDURANE with ENDURANCE.

    +

    (242) Replaced Chagarashi Scouts (x2) with 2 Chagarashi Scouts.

    (241) Added a quotation mark at the end of the phrase Thank you very much,.

    (245) Replaced Sheni with Shen.

    (252) Replaced Old Kingdom spell with Old Kingdom Spell. Replaced treeline with tree-line. Replaced gulley with gully.

    (264) Replaced treeline with tree-line. Replaced gulley with gully.

    +

    (265) Replaced 4th round with fourth round.

    (267) Replaced treeline with tree-line.

    +

    (268) Replaced Chagarashi Scouts (x2) with 2 Chagarashi Scouts.

    (270) Replaced Zasnhor with Zashnor.

    (271) Replaced Brotherhood spell with Brotherhood Spell.

    (273) Replaced fulfill with fulfil.

    +

    (275) Replaced it is has been with it has been.

    (299) Replaced Meal.)You with Meal.) You. Replaced Shousan with Shousun. Replaced Soushan with Shousun.

    (304) Replaced Youi with You.

    +

    (307) Replaced Chagarashi Scouts (x2) with 2 Chagarashi Scouts.

    (314) Added a quotation mark at the end of the paragraph starting with When he was a young boy,.

    (318) Replaced Lone Wolf with Lone Wolf.

    (322) Replaced worshipers with worshippers.