<div align="center"><strong>Situation Update</strong></div><br/>As the morning grows into late noon and afternoon, the storms rolling in from Accord will take on an odd, hellish tint and other storms, these coming from across the turbulent sea will rise to meet them. Those with some magical facility will sense great portents in the air, as though events beyond knowing have stirred up the world.<br/><br/>A new vessel has docked near the Misty Vengeance, at one of the two main piers Landing supports. Sleek and covered in flowing sigils and artistic runes with five masts, all arrayed in colorful patterns that somehow complement one another, Dulonians can be seen moving about on board. Most of the people are handsome or attractive, without being overly sexualized, and appear as oversized humans. Around noon, a large caravan of circus performers, complete with a dozen rare animals disembark and one of the animals, a dire bear the size of a small house, escapes. Word through town is that a few adventurers knocked the animal unconscious, before wandering to the south. Players should feel free to investigate and interact at their leisure; most of these NPCS can be player controlled (just keep in mind that the Dulosians love art and creativity and glean supernatural power from their passion for it and you’ll be fine).<br/><br/><div align="center"><strong><br/>PC Notes</strong></div><br/><div align="center">Solfiria</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">To your carefully attuned senses, the town feels like a powder keg, a storm on the verge of exploding into life. Whenever you look to the North West, you sense great turbulence and hunger beyond anything you’ve ever experienced. Something alien seems to hover at the edge of your vision, ready to pound down on the tiny city and devour the land itself. You will encounter Corann inside Seaside Sal’s. </div></div><br/><div align="center">Nemea</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Life in the Bold Bison bustles. You see all manner of people, from Dulosians to humans, and even a cherubic-faced couple of Brial engaged in heated, high-pitched discussion. You believe they are arguing over the logic of investing in trade here: though a local group of adventurers is said to have cleared out most of the wild Blood Elves, it’s still not safe. That, and the Praetor family has a strangle hold on the area’s economy.<br/><br/>Boris, a huge, twisted and long-limbed looking half-giant smiles whenever he sees you and is happy to make sure that the few serving people he has hired to help out make your stay as comfortable as possible. Given who and what he is, it’s unlikely that anyone will disobey. </div></div><br/><div align="center">Hollywillow </div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Holly, you're on the far outskirts of Grace, where the trees are mostly just trees and the rolling hills were once flush with wild horses. You see a few in the distance, but far fewer than you'd expect. <br/></div></div><br/><div align="center">Callista </div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">When you arrive at Magistrate Hari’s, you notice a well-worn old wooden building, eroded a bit by the sea, but with a layer of varnish that seems new enough. Based on how it looks compared to the rest of the town, you believe this building has been around for some time. When you knock, a gruff voice calls out, “What now, Dolar? Come on in. I’m not going to bite your head off, as long as you’re not asking me to do your business for you again.”<br/>When you step inside, you see a spare wooden room with a low wooden wall near the back separating the main room from the portion ran by the man policing the town (think of an old time jail), with a hinged door in the middle. Behind the wall, apparently seated in a tall chair, tilted back so the ornate crest of it rests on the rear wall behind him, is a grizzled older human man with salt and pepper hair, a fringe of a beard, and swarthy skin. He’s wearing a dirty shirt and leather pants that you see as he stands to look you over, his all-but black eyes taking you in. <br/>“What can I do for you?” He asks, recognizing you – not for who you are, but what. Around the otherwise empty room, mounted on the walls, you see brackets supporting a wide variety of overtly magical gear: shadowy vestments, black leaf blade daggers, elven rope with sigils woven into it, and so forth. Hari seems to be publically advertising his previous profession, for whatever reason. <br/></div></div>