Kor Thrandir

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Overview

Kor Thrandir is a remote keep in the eastern Brintor Mountains. Its origins lie in the War of Night; it is the site at which the shuddeni were driven back into their underworld by the victorious alliance of surface dwellers. Virtually every aspect of Kor Thrandir is in some way related to this event. A large statue commemorates the actions of the greatest local human hero, Melanis, the first Lord Protector and bearer of the holy sword, Shadrist. The gallery of heroes in the Keep has relics or paintings of many of the War's great heroes and heroines-- as well as captured enemy treasures and ch'taren artifacts. The Keep itself is built on top of the Great Seal, a protective barrier over the maw from which Askulithi's Shalzichar armies of came.

The town itself has sprung up around the Keep, which is one of the two oldest buildings in Kor Thrandir. The second is the Temple, built to the east of the tower, in which there are shrines to the locals' most venerated deities-- Jolinn, Dolgrael, Vaialos, and Calaera. It should be noted that all of these deities have some primary theme of war (excepting Jolinn, but his connection to the victories of the War of Fire are not overlooked). What may seem a curious oversight is the lack of a shrine to Rystaia; however, during the post-War period, Rystaian worship was at its pinnacle everywhere else (such as Earendam itself), and Her chaotic nature is not an ideal fit for the orderly discipline expected by soldiers.

Because of its location and the hereditary line of its leaders, Kor Thrandir has what they consider a timeless mandate to do the following: protect the Great Seal; stop any shuddeni incursions; and suppress the corruption introduced to the area by the blood of Ur-Thazal. To this end, citizens of the town are required to serve in the local military for two years. This occurs in their late teens or early twenties. After this period has ended, they can either choose to remain enlisted (and/or pursue a career as an officer), or move on to some other venture. This allows citizens to take on whatever roles may be necessary: farmers, hunters, merchants, and so on-- while also ensuring that they have contributed to the town's mandate. Foreigners who move to Kor Thrandir tend to need special permission to do so (except in the case of marrying a local). However, people from foreign cities are not entirely trusted; if they are allowed to hold a title (such as Colonel Eanaar, who was born in Ashta Harrud), it is an honorary one only.

Aside from the local military, the town has two major schools which are renowned throughout Avendar. The first is the School of the Shining Blade, a swordmaster academy founded and instructed by Eanaar. The second is the School of Spirit, which operates out of Nora Memorial Hall. The town's original Spiritmaster, Valaiar Nora, was murdered during the War of the Eyeblight, and for that time, the School remained without a teacher. With the destruction of the Spirit Palace, Archmage Shilrin and her son, Deshmin, have been granted special permission from the Lord Protector to take up Nora's charge. This also brings the previously overlooked Rystaian influence to the area. Shilrin's prominence in the teaching of greater Spirit scholars ensures additional attention to the town and School.

While one would likely expect Kor Thrandir to have played a key role in the Eyeblight War, their association with it was largely periphery, mostly in the form of Melaith, the personal bodyguard of the Lord Protector. The town was not well-defended against shuddeni or evil attacks during that period, which has ushered in major changes to the Lord Protector's response to outside threats. Given the mandate of house Thrandir, the failures of the Eyeblight War and the town's lack of prominence are a tremendous embarrassment. This has much to do with his decision to not only grant asylum to Shilrin and Deshmin, but to expand the voices of his council; seek help from the ch'taren Haven of Ice, Avayn; and defend the entrance to the Yaoye Walk. Per the request of its remaining veterans, a memorial to the Eyeblight War has been built near the School of Spirit.


Notable NPCs

These NPCs are important characters in Kor Thrandir, and may be involved in quests, guilds, or hold powerful items that PCs may want to obtain. This section will review each of these mobs and describe their mechanical role and any pertinent fight details or items. The roles of these NPCs can be understood by reading their descriptions, or reading lore on the items they carry.

Old Man Ellsin

Ellsin is a human, and the oldest resident of Kor Thrandir. He sits in the bar all day and night, spending roughly half of the time awake and the other asleep. When awake, he will perform echoes, but his biggest feature is that he will comment on any named mob from Kor Thrandir, including ones found in other areas (such as the Patrician's Palace). His prog is derived from Ellirae/Jofis Tabr. He carries no special items.

Lieutenant Aisanya

Aisanya is aelin, and one of the lowest ranking officers mob in Kor Thrandir. She guards and maintains the warehouse, which is otherwise inaccessible without killing her or teleporting inside. She is a water templar and fights like one; she also wears an icy shield regularly. She heals herself if injured but not fighting. She carries no special items.

Colonel Ineche

Ineche is ch'taren, and maintains the Kor Thrandian library. He serves both the Lord Protector's army and the Vaialan Aiveh Lm'keh, and negotiates the exchange of information between the two groups. He is a swordmaster and fights like one, choosing different forms or swordmaster skills in combat. He carries no special items.

Sergeant Detheno

Detheno is ethron, and is tasked with guarding the door to the Yaoye entrance. He is a classed swordmaster and will choose from a list of forms in battle, as well as swordmaster skills. He is dressed similarly to Colonel Eanaar and other swordmaster mobs. He has the following special item:

  • a saber shaped from living wood

Captain Raiali

Raiali is ch'taren, and is the archer captain in Kor Thrandir. She supervises archer practice on the training grounds, and uses air templar skills in combat. She has a custom attack, in which she shoots an arrow at whoever is fighting her in-round. She carries the following special items:

  • a sleek steel sword
  • a smooth white longbow

Colonel Eanaar

Eanaar is aelin, and serves as the founder of the School of the Shining Blade. He is a swordmaster and behaves like one, choosing different forms or swordmaster skills in combat. He carries one unique item:

  • a white-bladed saber

Lieutenant Commander Velitius

Velitius is human, and oversees the soldiers on the training ground. He is the go-to mob for any affairs which involve rank-and-file troops. He is a fighter and behaves like one in combat. He has two special items:

  • a shining steel halberd
  • a shining bronze helm

Major Chartoff

Chartoff is human, and is has trained all water templar mobs in Kor Thrandir. He is therefore a water templar himself, and behaves like one in combat. He heals himself if injured and not fighting. He carries three special items:

  • an ice-encrusted mace
  • a shield of jagged ice
  • a pair of white steel gauntlets

Phirayis

Phirayis is a caladaran, and runs the Kor Thrandir infirmary. He is a water scholar and behaves like one if he is attacked. He heals himself if injured but not fighting. He offers some services to a selection of adventurers (see also-- Services). He carries no special items.

Deshmin

Deshmin is ch'taren, and is the pre-eminent spirit templar in Kor Thrandir. He is world-renowned and a sigiled follower of Rystaia (tier 3), and those in the Chosen of Rystaia faction. He behaves like his class in combat, and will attack adventurers who meet certain criteria (any red aura, void classes, enemies of Kor Thrandir or Chosen of Rystaia, or the permanent enemy bit). The room he is in is permanently sanctified. He carries a number of special items, carried over from the now-defunct Spirit Palace:

  • a light ash javelin
  • a ghara-skin whip
  • an enchanted chainmail shirt
  • a pair of blue dragonscale leggings
  • a pair of soft leather boots
  • a pair of blue dragonscale gauntlets
  • a silvery blue cape

Archmage Shilrin

Archmage Shilrin is ch'taren, and one of the most famous scholars in Avendar. She is a sigiled follower of Rystaia (tier 3) and therefore in the Chosen of Rystaia faction. She is a greater spirit teacher and can teach greater spells. While she is ostensibly of the Eternal Dawn path, many of its powers are not conducive to interesting mob fights; thus, she has kept visions, spirit block, and manabarbs. She carries a number of special items, carried over from the Spirit Palace:

  • a ring of sunlight
  • an opal amulet
  • the Robe of Ages
  • a bracelet of pure silver
  • the Staff of Spirit

Petrasen

Petrasen is human, and is the primary healer for the temple of Kor Thrandir. He is a sigiled follower of Jolinn, and a water scholar and behaves like one if he is attacked. He heals himself if injured and not fighting. He offers some services to a selection of adventurers (see also-- Services). He carries no special items.

Ashaeli Calaia

Ashaeli Calaia is ch'taren, and an emissary from Avayn to Kor Thrandir. She operates the Forge of the Farlight (see also-- Shops). She is a Vaialan spirit templar and restricts who may use her shop. As well, she will attack adventurers who meet certain criteria (any red aura, void classes, enemies of Kor Thrandir or the Chosen of Rystaia, or the permanent enemy bit). Her combat progging is similar to that of Deshmin. She carries no special items.

Rhuidar Neloneus

Rhuidar is an ethron, and a famous druid who has taken residence in Kor Thrandir. He behaves like a druid in and out of combat, using class powers when applicable. He is part of Assawi's quest, and carries the following special items:

  • a gnarled oaken staff / a gnarled pine staff
  • a pair of gloves woven from blades of grass

Telara Nadyr

Telara Nadyr is aelin, and is a world-renowned thief. Every night from midnight to 4am, she will choose and go to one of a number of locations in Kor Thrandir to rob (and loot items where applicable-- see Shops), before returning to her lair. She has one special attack in combat-- a spin kick-- and uses thief skills if attacked. She is unkillable except by instakill (she will flee); however, her special weapon is still obtainable via many forms of disarm. It is:

  • a black-hilted stiletto

Eaolar Eolodeu and Alaetan

Eaolar is aelin, and the ranking representative from Ilodaiya to Kor Thrandir. He travels with his retainer, Alaetan, who remains hidden in Eaolar's chamber. Neither are part of the Kor Thrandir faction. Eaolar is a swordmaster and behaves like one; Alaetan behaves like a thief. Eaolar will rescue Alaetan to try to allow him to use thief skills such as circle. Eaolar carries two special items:

  • a gold-trimmed rapier
  • a golden insignia ring

Alaetan carries two special items:

  • a dagger inset with a single sapphire
  • a silken black hood

Caieth Valiir

Caieth is human, and the ranking representative from Var Bandor to Kor Thrandir. He is part of the Var Bandor Scholar faction rather than the Kor Thrandir faction. He is a water scholar and behaves like one in combat. He heals himself if injured and not fighting. He carries three special items:

  • an ice-encrusted staff
  • a thick blue cloak
  • a pair of fine leather boots

Vhiona Larine

Vhiona is human, and the ranking representative of the Earendam military in Kor Thrandir. She is part of the Earendam Guard faction rather than the Palace Guard faction. She also responds to the permanent enemy of the Patrician bit [Bit 11302]. She has one special attack, one-round strike, in combat. She carries two special items:

  • a shining gold-laced spear
  • a crested pendant of the Earendam guard

Gahret Mieldoon

Gahret Mieldoon is human, and a prophet of Enirra. He is therefore part of the Servants of Balance faction. He is an earth scholar and behaves like one in combat. He is also a greater earth teacher, from which all greater earth scholars may learn spells. Because he is a chosen of Enirra, he is protected in part by divine shield. He carries a number of unique items:

  • a darkened platinum mace, "Denaar"
  • a darkened platinum breastplate
  • a darkened pair of platinum leggings
  • a darkened pair of platinum boots
  • a darkened pair of platinum gauntlets
  • a darkened pair of platinum armguards
  • the Mantle of Balance

Melaith

Melaith is human, and the personal bodyguard of the Lord Protector. He is a barbarian and behaves like one in combat, as well as has a special axe attack (arcing swing). If Malyn is attacked, he will try very hard to reach him-- going so far as to ram down any closed door, locked or not. If Malyn dies while he is in the room, Melaith will berserk. He carries two special items:

  • a glistening double-bladed axe, "M'aalir"
  • a gleaming iron belt

Lord Protector Malyn

Malyn is human, and the leader of Kor Thrandir. He is a sigiled follower of Jolinn. He is a water templar, and behaves like one in combat, as well as has a single custom attack (icy punishment). Malyn is easily the most powerful mob in Kor Thrandir, and if he is attacked, the person who attacked him is marked with the permanent enemy bit [Bit 17000], denying them all services in Kor Thrandir, and causing them to be attacked on sight by most other mobs in the area. He heals himself when injured but not fighting. Malyn carries a litany of unique items:

  • the ancient holy sword, "Shadrist"
  • a burnished iron breastplate
  • a burnished iron crown
  • a shield of burnished iron
  • two burnished iron bracers

A seraphic seal warden

This creature is a seraph, and its appearance is derivative of the Convocation of the Nine. It hovers over the Great Seal and has one special attack, a power word which will lag if not saved against. It is intended to be a ranking mob for evil characters, on par with the ancient griffin. It carries no special items.


Guilds

Kor Thrandir is allowed to be a hometown for good-aligned fighters, water templars, swordmasters, spirit templars, and spirit scholars. Therefore, it has guildmasters for all pertinent guilds.

Guildmasters

  • Fighter: Lieutenant Commander Velitius
  • Water templar: Major Chartoff
  • Swordmaster: Colonel Eanaar
  • Spirit templar: Deshmin
  • Spirit scholar: Archmage Shilrin

Graduate Rewards

Each of these guildmasters rewards native students for reaching level 20 by giving them a useful, but not particularly powerful, commemorative item. None of these items are progged.

  • Fighter: an etched iron shield
  • Water templar: a deep blue mantle
  • Swordmaster: a sword with a red tassel
  • Spirit templar: a steel teardrop earring
  • Spirit scholar: a shard of crystallized aether

Spirit Scholar Greater Paths

Archmage Shilrin allows spirit scholars to choose their greater path at level 30. She does this through a series of data_prog-driven dialogues. These paths may be assigned to PCs who are both native and foreign to Kor Thrandir. Her only restriction is on neutral spirit scholars; they may not choose the path of the Eternal Dawn.

Hero Rewards

At hero, native characters are given an option to be retitled by their guild. This means speaking to their guildmaster after reaching level 51, and acknowledging the offer given to them. It changes the PC's title to one of the titles listed below. This is not a requirement, merely an option; if it is within the PC's role to accept such a title, they may at any time (once only), but if they prefer their usual hero title, they may keep it. If their title is changed, the guildmaster will log a rumor about the event.

  • Fighter: the General of the Thrandian Militia
  • Water templar: the Lord/Lady of Snow and Ice
  • Swordmaster: the Master/Mistress of the Shining Blade
  • Spirit templar: the Lord/Lady of the Immaculate Soul

This does not apply to spirit scholars, as they already get a specialized Archmage title based on their greater path or sphere split.


Shops

Kor Thrandir has many shops and offers a variety of items. Each shopkeeper's items have a different level range, and are based on items from Elrith and Vandar in Earendam; Var Bandor potions; or the Front Room in Earendam.

Krunnet

  • Weapons
  • Hours: 8 to 23
  • Sells:
  • an iron-tipped arrow (range 2)
  • a Kor Thrandian longbow (range 3)
  • a staff shod with forged iron
  • a forged iron flail
  • a forged iron battleaxe
  • a pike tipped with forged iron
  • a forged iron mace
  • a forged iron broadsword

Endase

  • Jewelry
  • Hours: 7 to 19
  • Sells:
  • a silver cross earring
  • an Iron Cross amulet
  • a silver bracelet strung with glass charms
  • a ring bearing the Iron Cross

Peblenn

  • General store
  • Hours: 7 to 20
  • Sells:
  • a pack of traveler's rations
  • a sturdy backpack
  • a heavy sleeping bag
  • an iron lantern
  • a hip flask made of tin
  • an iron canteen

Aellai Denael

  • Tailor
  • Hours: 10 to 22
  • Sells:
  • a bulky white robe
  • a sleeveless white robe
  • a flowery dress
  • a pair of cotton pants
  • a tunic of fine linen
  • a pair of leather sandals

Jerent

  • Armor
  • Hours: 8 to 23
  • Sells:
  • a white fur cloak
  • a Kor Thrandian shield
  • a forged iron bracer
  • a pair of forged iron boots
  • forged iron gauntlets
  • forged iron leggings
  • forged iron armguards
  • a forged iron helmet
  • a forged iron breastplate

Chajada

  • Pills and potions
  • Hours: 8 to 22
  • Sells:
  • a clear potion (cure blindness, level 50)
  • a yellow pill (slow cure serious, level 30)
  • a white pill (slow cure disease, level 30)
  • a green pill (slow cure poison, level 30)
  • a blue pill (sustenance, level 30)

Nadisius

  • Scrolls and potions
  • Hours: 9 to 21
  • Sells:
  • a scroll of vanishing (invisibility, level 20)
  • a scroll of protection (armor and shield, level 40)
  • a pale green potion (seraphic wings, level 22)
  • a potion of return (word of recall, level 30)
  • a bubbling potion (water breathing, level 30)
  • a translucent potion (pass door, level 30)

Hargon Dellian

  • Food, drink, and keys
  • Hours: 10 to 23
  • Sells:
  • a grilled steak
  • a helping of fried potatoes
  • a light vegetable pastry
  • a bottle of Kor Thrandian red wine
  • a mug of dark ale
  • a shiny tin key
  • a shiny brass key
  • a shiny iron key

A farmer's wife

  • Food
  • Hours: 7 to 22
  • Sells:
  • a few turnips
  • a head of lettuce
  • a yellow squash

A farmer

  • Food
  • Hours: 8 to 22
  • Sells:
  • a few carrots
  • some broccoli
  • some raw green beans

Siqeth

  • Food
  • Hours: 6 to 22
  • Sells:
  • a bowl of vegetable soup

Ashaeli Calaia

  • Armor
  • Hours: 7 to 23
  • Sells:
  • a pair of shimmering white gloves
  • a pair of pearl-plated armguards
  • a pair of pearl-plated leggings
  • a pair of gold-trimmed boots
  • a sleek, gold-trimmed helmet
  • a thin pearl breastplate

Schedules

Additionally, shopkeepers leave their shops (with the exception of Hargon Dellian) when they are closed to return home. Each is scripted to simulate this without them having actual houses to go to. Because the hours of adjacent shops do not overlap, each moves independently of their immediate neighbor. They remain in an inaccessible room [Room 17237] until time to reopen their shops.

Theft

When a shopkeeper is out of his or her store, that store can be looted for items (the amount of items, and which items, change depending on the shop) with a search verb_prog. PCs with obscure evidence active will have a 2% chance of alerting guards while looting; other characters will have an 80% chance. A PC is echoed once someone may have been alerted, and they are considered suspicious for 48 game hours. Should they try to loot during that time, a standard guard with appropriate flavor [Mob 17074] spawns and attempts to enter the shop where the PC is looting. Fast PCs may have time to escape, but being caught will result in a -150 change in their faction, as well as being attacked. A shop's items are replenished when the shopkeeper returns to open.

Note: The farmer and his wife are the exception-- while food can be looted from their stand after hours, it does not attract guards.

Shop Defense

Shopkeepers themselves are never aggressive unless someone has the permanent enemy bit applied. Otherwise, they simply will deny services to PCs who do not meet their requirements. If a shopkeeper is attacked, he or she will call elite guards [Mob 17022] from an existing pool [Room 17232]. This means that it is possible for PCs to kill all of the elite guards, and they will remain gone until the next area reset. These guards are modeled after the Var Bandor and Earendam elite guards, and are therefore quite powerful.


Services

Kor Thrandir has services or quests available to PCs, either for money or as a result of friendship with the Kor Thrandir faction. There may be additional prerequisites for characters to receive certain services.

The Soldier's Wallet

  • Bank
  • Prerequisites: None

Petrasen

  • Healer (paid)
  • Prerequisites: No red aura, no void classes, no shuddeni, no faction enemies, no permanent enemy bit

Hargon Dellian

  • Free mug of ale (1/game day)
  • Prerequisites: Friend of Kor Thrandir faction
  • Shares active rumors on request
  • Prerequisites: Friend of Kor Thrandir faction, 1 silver

Siqeth

  • Free bowl of soup (1/game day)
  • Prerequisites: Friend of Kor Thrandir faction

Phirayis

  • Healer (progged)
  • Prerequisites: Friend of Kor Thrandir faction
  • Quest: Letter to Drajasi
  • Services available (all are delayed to prevent abuse)
  • Heal
  • Refresh
  • Mend wounds
  • Douse

Lieutenant Commander Velitius

  • Request pathing guide to Krilin
  • Prerequisites: PC is < level 20, no void classes, no shuddeni, no faction enemies, no permanent enemy bit

Lieutenant Aisanya

  • Warehouse access (one-time only)
  • Prerequisites: PC is > 29, friend of Kor Thrandir faction

Note: This allows you to search the warehouse like a shop after hours. No guards are called on these rooms.


Other Features

There are miscellaneous features of Kor Thrandir which don't fall into any of the prior categories.

Guard patrols

There are five separate guard patrol paths in Kor Thrandir, and individual guards will trace their path in both directions during their shift. There are three shifts, staggered by eight hours, for each path. Each path is offset time-wise from other paths, so the shift change is not simultaneous. When not on shift, a guard will report to the mess hall and eat. When not eating, he will report to the barracks to rest. If he is attacked, he will suspend all pathing functions to track the player in question, until that player leaves the area or quits.

If a guard is killed, he will appear to be resurrected by Phirayis at the infirmary. From there, depending on his shift, he will report to his first shift position; this may result in a brief duplication of guards on one shift. However, within 8 game hours, all shifts will be reporting to their proper positions once more.

Citizen pathing

Run-of-the-mill citizens of Kor Thrandir (human, aelin, and ch'taren) will, according to a schedule, load from a handful of randomly selected rooms which differ for each race. They will then path to one of eight locations (which are determined by race, and a single location, such as the Gallery of Weapons, could include more than one destination vnum). Upon arrival at their destination, they will restring themselves to an appropriate long desc. They will remain at that location for at least 6 hours before echoing their departure and purging themselves.

Children (same racial breakdown) of Kor Thrandir do not follow this pattern; instead, they move randomly throughout the area.

Flavor echoes

Most routine mobs in Kor Thrandir have flavor echoes which they will perform on a rand_prog 1. These echoes are usually some activity, but are also paired with a change to their long desc to match. This should give multiple copies of the same mob a little more life, and not make it as obvious that they are in fact duplicates. As well, all food in Kor Thrandir has eat_progs to give "taste" echoes when food is eaten.

Attack/death rumors

Certain NPCs will generate rumors when killed. They include Gahret Mieldoon, Archmage Shilrin, and Eaolar Eolodeu. When the permanent enemy bit is applied to a PC for attacking Malyn, a rumor about them is also generated.

Flower picking

Around the Keep of Kor Thrandir, room descriptions suggest that there are wildflowers growing. Each room has a room prog which allows flowers to be picked, with a maximum per room until they come back. These flowers do generate an item [Obj 17167], but it is purely flavor and has no functional purpose.

Peach picking

The tree next to Rhuidar Neloneus has peaches which can be picked via verb_prog. This tree allows one peach to be picked every few hours (repopulation controlled by a rand_prog 1).

Arrow barrages

Around the Tower, archers on the battlements can shoot passers-by if they meet certain criteria: if they are shuddeni; if they are an enemy of the Kor Thrandir faction; or if they have the permanent enemy bit set. A character's ability to dodge this barrage is based on a multiplication of their dexterity score. The damage can be higher if two archers can both target the same location. If these archers are missing (that is, killed), no barrage will occur in that position (but may in others).

The bell tower

Above the altar in the Kor Thrandir temple is a bell tower. Characters who enter this room may then choose to ring the bell, which has no mechanical effect except for an area echo. However, when characters approach the town gates, if they meet certain criteria, the bell will be rung (shuddeni, enemies of the Kor Thrandir faction, or if the permanent enemy bit is applied). This may alert players in the area if multiple enemies are approaching from the Vorinden Road.

Variable bar patrons

These patrons are loaded by Hargon Dellian during his shift while the bar is open. They can be one of four types: a soldier, a citizen, a patroller, or an acolyte. The appearance and skill selection of these patrons changes depending on type, and they perform flavor echoes while present. They are purged when Hargon ushers them out of the bar at closing time.

Traveling weapon merchant

This merchant travels from Krunnet's shop when the game loads or upon death, and ends in Earendam at Northeast of Tyril Square [Room 6923]. He sells a selection of weapons similar to Krunnet, except at a higher price than the native Kor Thrandian shop.

The swordmaster courier

This courier travels between four swordmaster guilds to their respective guildmasters-- the School of the Shining Blade, the Thrantian school in Earendam, the Tipsy Swordmaster in Var Bandor, Veteran's Hall in Krilin fortress, and back again. It performs a small scene with each guildmaster (Eanaar, Memarus, Mengjaal, and Swordmaster Aer) before moving on to the next one.

Calaera amulet effect

If a character is wearing a wrought-gold seraph amulet [Obj 22215] when they enter the Shrine to Calaera in the temple, the amulet will light up via prog until they leave the room.

Void quest: Kill a ch'taren councilor

The high priest quest from Yithoul (related to the Vkoren Configuration) to kill a ch'taren councilor takes place in Kor Thrandir in the Tower. It is controlled by room progs to determine if a councilor has been killed, by either the void scholar himself or demons.

Void symbol: Logorin Star

Void scholars can receive the Logorin Star symbol by studying a shield in the Hall of Trophies.

Founts

Founts are biased to either be created within the Temple of Kor Thrandir at its altars (its type depending on which), or above the Great Seal. The Great Seal, unlike the Temple, is a source of negative ley energy.