EQ2 FURNITURE



Total items in category Books: 1123
Books
"Age of Discovery" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Age of Discovery"

With the return of Overlord Lucan D'Lere, Freeport underwent a massive overhaul in appearance. No longer a city of rough wooden structures thrown together after the Rending and Shattering, the new Freeport shows off the power of the Overlord, including a rebuilt Dethknell Citadel.

Also at this time, the Truespirit re-awakened. Long ago, the Truespirit, in the form of animals of various forms called warders, bonded with certain mortals, known as beastlords. The Harbingers, guardians of the Codex of Khati Sha, re-appeared, and presented the Codex, which taught the ways of the beastlords, to those they found worthy, beginning the Third Awakening.
Within Drunder, the children of Rallos Zek, Sullon, Tallon, and Vallon, defeated their father, preventing him from finding Kerafyrm and obtaining the power of the twin swords. The Duality contacted the leaders of the six major cities of Norrath - Qeynos, Freeport, Kelethin, Neriak, Gorowyn, and New Halas - and got them to agree on an alliance to figure out how to prevent Age's End. While initially reluctant, the leaders of the cities were persuaded when the dragon Yelinak emerged from Thurgadin, and convinced the leaders they needed to work together.

Yelinak also showed the alliance, calling itself the New Combine, how to get through the storm barrier surrounding the area once known as the Wakening Lands. Home of the Plane of Growth, it had become corrupted and stormy. Now called the Withered Lands,
it still held Skyshrine, ruled by Yelinak and his Claws of Veeshan. Slowly pushing back the corruption, the New Combine made its way to Skyshrine.
The City of Freeport's Great Port

This painting shows the harbour of Freeport, after the construction efforts following the return of the Overlord. At the top, on the right, is the new Dethknell Citadel.
Pennant of Skyshrine Loyalty

In Skyshrine, the droag Jorlak was attempting to open a portal to the Underdepths, to prevent Kerafyrm from altering history. To do so, he needed various components, some of which could only be found in the past. Through his chronomagic, the portal was completed, and those who aided him, disguised as droag, became trusted by the inhabitants. This pennant, granted only to the most highly-trusted allies, allows one to return to the city from anywhere.

DO NOT TOUCH.
Icon of the Recondite

Found in the Lyceum of the Recondite, this icon depicts an unknown dragon. Similar styles are found all throughout the city of Skyshrine.
Crest of the Lion's Mane

Like Freeport, Qeynos also underwent renovations. The castle was remodelled, the walls fortified, and many other aesthetic improvements were made all around the city. But not all was well. The villages - the Baubbleshire, Castleview Hamlet, Graystone Yard, Nettleville, Starcrest Commune, and the Willow Wood - were attacked, and a network of spies was uncovered who were trying to resurrect Kyle Bayle to allow him to seize the throne.

This is a replica of the crest of the Lion's Mane, one of the major inns in South Qeynos.
The Stone of Kaladim

During the trouble in Qeynos, a Sullonite artefact brought to the city caused the barbarians and dwarves of Graystone Yard to suddenly start fighting each other - and not the usual drunken brawls, or fights for fun. In the middle of Graystone Yard was the Stone of Kaladim, the only reminder of their home of Kaladim, lost to bugbears and kobolds. Concerned about it being destroyed in the fighting, Mav and Marv Boilfist had a plan to move it, but a dweomer had been placed on it to make it immovable except by a member of the Stormhammer family. Another dwarf in the city, Brelaine, was discovered to be the great-grandaughter of Kazon Stormhammer's first son, and the only child of that line. At first reluctant to accept the responsibility, she was convinced that the stone was worth saving, lest the dwarves lose any more than they already
had. The stone was successfully moved, and Brelaine was hailed as the dwarven queen, not only by the dwarves of Graystone Yard, but by Councilor Harkold, who stepped down from the Council of Ten to allow Queen Brelaine to take her place, invited by Queen Antonia Bayle.

A replica of the stone is displayed here.
Navigated Travels

Before the Shattering, Qeynos was a primarily human city. Since then, members of other races whose cities were severely damaged or destroyed in the Rending have made their way there. Wishing to pass along their cultures and ways, mentors for each race were established. Those who completed the tasks were awarded with one of these compasses.
Books
"Altar of Malice" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Altar of Malice"

After the Shattering, many survivors were rescued by the ships of the Far Seas Trading Company and brought to the Isle of Refuge, where they learned fighting, magic, healing, tracking, crafting, and many other skills that would help them survive in this new world. Several years before the defeat the of the Awakened, the Far Seas Trading Company sealed off access to the islands in the Shattered Seas, including the Isle of Refuge. Following Kerafyrm's banishment, both Qeynos and Freeport sought new pacts with the Far Seas, desiring to secure their resources for their city. Upon arrival, they discovered the isle had been magically attacked, and Malvonicus' Tower was not only shattered, but the pieces were frozen in time. Both cities believed Far Seas' Captain John Graymast to be responsible, acting on behalf of agents of the other.
Graymast was tracked to Death Weave Isle, home to the urzarach, half-spider, half-bear creatures, many of whom had gone feral and attacked. Once their trust was earned, their elder said that the traders were captured and handed over to the nearby Brokenskull pirates. Although Graymast was not located within the pirates' hideout, an artefact was found which was poisoning the minds of the urzarach, solving the mystery of the rabid urzarach.

Graymast's trail then led to the isle of South Dshinn, home of deinodon-worshipping pygmies threatened by the Allu'thoa lizardmen, and their village of Bawgava. While not entirely cooperative, the attacks by the Allu'thoa suggested the lizardmen might be responsible for Graymast's disappearance.

The island of North Dshinn, in the Phantom Sea, contained another pygmy village, along
with a Far Seas outpost. The island is divided into two main sections, the caustic Boiling Wells to the north, and Dshinn Peak to the south. While searching for missing Far Seas members, the emissaries were attacked by four-armed creatures later discovered to be Akheva, ancient beings from Luclin who served as her guardians.

To the west of North Dshinn is the island of Kithicor, the site of the legendary forest and battle. The north of the island contains the remains of Highpass, formerly connecting the forest with the Plains of Karana, now the Thundering Steppes on Antonica. The keep remains, now the headquarters of the Far Seas Trading company. Further south, below the pass, is the Teir'Dal fishing village of Ghorkhaal, which was discovered to be no mere fishing village, but the heart of the cult of the Primordial Malice, seeking to resurrect Lanys T'Vyl, daughter of Innoruuk,
slain by Firiona Vie at the Battle of Kithicor.

Keep Master Yonette Ironboard was in charge of Castle Highhold, and said Captain Greymast was there, along with his son, Dargan. After repelling an attack by the akheva, the emissaries met with Captain Greymast, who said he found his son floating among the ruins of Malvonicus' Tower, holding a book, and they were pursued by the Akheva. During the attack, Dargan was captured, and Duke Ferrin was slain.

The book found with Dargan contained Shissarian magic, and a spell of origination revealed that the artefact found among the Brokenskull was previously on Grim Shales isle. The isle contained the underground ruins of Ssraeszha Temple, where the Akheva were using Dargan in a ritual to open a portal to Luclin. The Akheva were
defeated, as were the Shissar, greatly weakened, who came through the portal, but the portal itself remained open. Using the artefact found among the Brokenskull pirates, the magic was transferred from Dargan back to the Shissarian Codex, and the portal was closed, but the shissar likely remain on Luclin, awaiting another chance to invade Norrath.
Mage Tower Mirage

Malvonicus' Tower, on the Isle of Refuge, trained refugees who arrived on the Isle of Refuge after the Shattering in the magical arts. Master Malvonicus and his student Mizan Vaeoulin resided there, along with their assistant Dreak, who taught many of the refugees how to craft items. Starting with tin bars and spikes, many of Norrath's greatest artisans started here, including the carpenter Terial, whose furniture adorns homes all over Norrath. Other mages built similar towers; two of them include Myrrin the Magnific and Sythor the All-Seeing. The tower was destroyed when a Shissar artefact unearthed by a D.I.R.T.Y. expedition activated, transferring magic from a Shissar codex into Dargan Graymast, son of Captain John Graymast, head of the Isle of Refuge for the Far Seas Trading Company. The pieces of the destroyed tower were left
suspended in time, from the chronomancy contained in the book.
Far Seas Ship's Wheel

The Far Seas Trading Company began during the Rending, formed from the union of surviving seafarers. They transport goods to every part of Norrath, serving settlements both great and small. Their headquarters is in Castle Highhold in the islands of the Phantom Sea, led by Duke Jaestan Ferrin. In addition to gathering resources, they have rescued many survivors during the Rending and the Shattering, taking many of them to their outpost on the Isle of Refuge.
Pygmy Charm
Deinodon Bone Table

The pygmies of Dshinn do not often share their ways with outsiders, but did share a few of their recipes in exchange for pickles. The charm is hung in many pygmy dwellings for good luck. The pygmies make the tables from deinodon bone, which the deinodons give to them; this one is made from stone and wood.
Urzarach Cocoon

The urzarach, meaning 'spider bear', live in the village of Gorir on Death Weave Isle, in the northern part of the Tranquil Sea. This is a replica of one of their cocoons. Such cocoons are of more importance to the tribe than ever, as many of their number were recently lost, turned feral by a Shissar artefact wielded by the Brokenskull pirates. The artefact was retrieved and the pirates' hold over the urzarach was broken by emissaries from Qeynos, whom some of the urzarach called Redeemers.
Zavith'loa Hatching Egg

This egg is from Zavith'loa, the underground realm of the Allu'thoa, the lizardmen that inhabit the Shattered Seas. Growing within the eggs is a toxic fungus that the Allu'thoa sometimes feed to the deinodons, making them enraged, thus better at fighting.

DO NOT EAT.
Ghorkaal Weapon Rack

An example of the furnishings of the Teir'Dal village of Ghorkaal, on the southeastern coast of the island of Kithicor.
Ancient Shissar Artifact Replica

This is a replica of the artefact used to transfer the Shissarian magic from Dargan Greymast to a book, enabling the portal to Luclin in the Ssraeszha Temple to be closed without harm to him.
Subjugation of the Iksar

This wall carving, discovered in excavations on Grim Shales island in the Phantom Sea, depicts the enslavement of the iksar by the shissar.
Unobtainable
"Brien - Clan Icereaver"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
"Chains of Eternity" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Chains of Eternity"

The Duality's research suggested that a Shissar calendar held the missing pieces of the Chelsith Stone, which was thought to hold the knowledge of averting the Age's End prophecy. The Deepwater Circle believed that the spirit of Lord Rikantus Everling knew about the Chelsith stone. Firiona Vie drew forth his spirit, saying 'the keys of fate belong to the ring, and the ring belongs to the stone'. But shortly after this, the Koada'Dal princess was suddenly lifted into the air, surrounded by a bright blue light, then fell to the ground, lifeless. Curiously, the Deepwater Circle said this was not the first report of such a death. Ravinus, one of the Truespirit Elders, that spiritual energy was being drawn out of Norrath at an increasing rate, and to end this, mortals would have to travel to the Grey Wastes, Ethernere, the land of the dead.
Assembling amulets filled with remnants of spiritual pain, those whose souls were strong enough to resist the pull of Ethernere travelled there to investigate, arriving first in the Obol Plains, a reflection of Norrath's Loping Plains. In Cardin Ward, the Ethernere's reflection of Somborn Village, the steward of Drinal revealed that the Ethernere had become unbalanced, with many parts having already fallen to the Harrowing Horde, who were supposed to be Ethernere's protectors.

When Rallos Zek fell, a piece of his essence made its way to Ethernere, unbalancing the plane, and an alternate Cazic-Thule was attempting to enter Ethernere through the Fear Gate in the Eidolon Jungle, which reflects the Feerott in Norrath. Both were driven back. Also within the Fear Gate was a behemoth named Baelon, who held one of the Monoliths of Theer, part of the Shissar
calendar. Others were soon found in Wurmbone Crag, Wurmbone's End, the ancient vault of Chelsith, and the boat of the dead, Dreadcutter.
Drinal's Scythe: Replica

When the other deities withdrew from Norrath, Drinal was inadvertently raised to godhood, tying him to Ethernere, and causing him to suffer along with the plane. To prevent Obol Plains from falling to the Harrowing Horde, and making it impossible to reach Drinal, Firiona Vie assisted the townsfolk of Cardin Ward in fighting back, and in destroying the tourbillion spires created by the Horde. Through the knowledge of the lujien, werewolves of the Ethernere, the Relic of Fate was created, allowing entrance to Drinal's citadel Harrow's End. The boat Dreadcutter, anchored in Obol Plains, which ferries the souls of the dead from Ethernere to other planes, held a soul skiver, which is used to sever the soul's links with Ethernere upon reaching its final destination. It was thought it might also sever the links between Drinal
and Ethernere, freeing him from the plane's suffering. The plan worked in part, freeing Drinal long enough for him to send the stolen souls back to Norrath, including that of Firiona Vie. He revealed that he took the souls in a hunger for power, triggered by the influence of War and Fear on the plane, and, with the cleansing of the plane, swore to no longer do so.
Ancient Shissar Urn

The Shissar are large, snake-like beings who ruled Kunark and enslaved the iksar. They were mostly destroyed by the Greenmist, but teleported their temple to Luclin before the Greenmist fell. Whether they survived the Shattering is unknown, but it is rumoured they again moved their temple. This urn is of Shissar design, and due to their enslavement, hated by the iksar, who destroy Shissar artefacts in some of their rituals.
Strand of Blue Heroes' Festival Lights
Strand of Gold Heroes' Festival Lights

Introduced for the fourth Heroes' Festival, these lights can be seen all over the cities of Qeynos and Freeport during the festival.
New Combine New Halas Banner

The New Combine, allied with Lord Yelinak and his Claws of Veeshan, continued the fight against Kerafyrm the Awakened and his drakota forces in Cobalt Scar. Each of the six cities in the alliance had a banner; this one represents New Halas.
Tubular Coral Pod

Within Cobalt Scar is Siren's Grotto, the domain of Queen Dulseris and her sirens. Many forms of coral grow within the grotto, including this tubular coral pod. The Grotto used to serve as a passage from Cobalt Scar to the Western Wastes, but such exits no longer exist. It is believed that the Western Wastes were destroyed in the Rending and the Shattering.
Tear of Veeshan Replica

The New Combine sent an expedition into Siren's Grotto to investigate the sirens' claims of undead within their caves. But instead of undead, the expedition found only sirens wishing to trap them. They escaped the sirens' trap, and discovered a strange artefact within the Grotto: the Tear of Veeshan. Tests revealed that it was an amplifier, increasing the power of any sort of magic. Bringing it to the Drakelands, Queen Antonia Bayle, Overlord Lucan D'Lere, New Combine Field Marshal Vishra, droag chronomancer Jorlak, and Lord Yelinak planned on using it to defeat Kerafyrm. Jorlak used the stone to summon the visage of Lendiniara, one of the ancient Keepers, when Kerafyrm and his chronomages arrived, attacking the group. Lord Yelinak fought with Kerafyrm, while the chronomages attempted to use the Tear to
draw Lendiniara forth from where and when she was hidden. Yelinak was slain, but his sacrifice allowed the chronomages to be defeated and Jorlak to send the Queen and the Overlord to safety - but Kerafyrm seized the Tear of Veeshan. During a meeting with Firiona Vie and the Duality, the Overlord slew Vishra and attempted to slay the Queen, stopped only by the intervention of the Duality. Although the New Combine was at an end, the threat of Kerafyrm was not.
Books
"Desert of Flames" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Desert of Flames"

Parts of the former continent of Antonica continued to be rediscovered after the Shattering. The first of these was the Desert of Ro, home to the dunes of the Sinking Sands, the dervish city of Maj'Dul, and the mesas of the Pillars of Flame. Now nicknamed the Silent City, the city of Akhet Aken, home to the Sul'Dal, or sand elves, and its temple to Anashti Sul, a former goddess of healing who was banished for inadvertently introducing undeath to Norrath, were discovered underneath the Sinking Sands.

Once unified by Sultan Ahkari, Maj'Dul has become a city divided by factions who seek to rule it. While the factions have agreed not to engage in outright war, fights between them are not uncommon, and a web of treachery and assassination binds the city
together.

In the Pillars of Flame, the monks of the Ashen Order, one of the oldest monk clans in Norrath, and the Ashen Disciples, a group which split from the Order preferring strength and discipline to tranquillity and wisdom, make their home, along with the naga of the Anvil of Ro, who keep the secret of gaining entrance into the Shimmering Citadel of the djinn.
Court of the Blades Tapestry
Court of the Coin Tapestry
Court of Truth Tapestry
Court of Tears Tapestry

These tapestries represent the major factions of the dervish city of Maj'Dul. The Court of the Blades protect the city from the hostile desert creatures, particularly the orcs of Rujark. The Court of the Coin control the flow of money in the city, including merchant transactions, banking, and wagering. The Court of Truth gather and maintain the knowledge of the Dervish people, and are heavily involved in the law making associated with the Arena Games. Unlike the other three, the Court of Tears remain hidden, engaging in thievery and assassination, perhaps for one - or all - of the other courts.
Carpet of El'Khazi

This flying carpet exemplifies the style of Maj'Dul, consisting of symbols, runes, and geometric designs, unlike the portraiture common in Qeynosian and Freeportian art. This particular carpet was obtained from El'Khazi, a rug merchant in the Sinking Sands. It is rumoured that this one was purchased with the spirit of a djinn lord.
A Globe of Old Norrath

This globe depicts Norrath as it was before the Shattering. This example comes from the Tunarian Alliance, the scouts' guild in Qeynos.
Books
"Destiny of Velious" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Destiny of Velious"

The power of the twin swords was meant to keep the balance in Norrath. But it now resided with 'Fyr'remd Lorak' - the disguised dragon Lord Kerafyrm - who stole it following the defeat of Roehn Theer. While his plans were still unknown, the prophecy of Age's End described the dragon and the swords, and scholars knew that Kerafyrm could not contain that amount of power indefinitely. According to the research of the Duality, the runes of the Chelsith Stone relate to the prophecy, and the last one meant that the key to preventing Age's End was to be found in Velious. A horn was found that could summon immense beasts of the Ocean Lord, Prexus, and sounding it brought the giant sea turtle Lodizal to the docks of the Sinking Sands, along with worshippers of Prexus, the otter-like othmir. Their Speaker, Nipik, was the one who
received visions of Lodizal from Prexus.

Those who were brought to Velious by Lodizal found the othmir village of Fina's Retreat in the Great Divide. South of the village is the Tower of Frozen Shadow, the cursed home of Tserrina Syl'Tor, bride-to-be of the vampire Mayong Mistmoore. Also nearby are the Snowfang gnolls. Once numerous throughout the Iceclad Ocean region, they face extinction from starvation and undead attacks. On the mainland of Velious is Thurgadin, city of the coldain, ruled by Dain Frostreaver VI, and its elaborate harbour. The dwarves of Thurgadin have fought many battles against the Kromrif and Kromzek giants who also inhabit Velious, including the Ring War and the Battle of Storm Gorge. High in the mountains is the village of the goahmari goat-men. Secluded for centuries, they have emerged seeking help against the Order of
Rime, which has recently attacked them. The former Velketor's labyrinth is now home to the Order, with its leader Kraytoc Killingfrost within. But the Rime do not control the entire labyrinth: the efreet Lord Doljonijiarnimorinar continues to rule the Forgotten Pools. In the Eastern Wastes, the forces of Kael Drakkel and Drunder have ravaged the land and the forests. Not far from the Combine spires, the camp of the Ry'Gorr orcs is filled with unrest, having been subjugated by the Kromzek, who reside in the stone city of Kael Drakkel, whence they make war on the coldain and others. The fortress of Drunder, an extension of the Plane of War, has begun to materialise in the Eastern Wastes. Within, Rallos Zek has imprisoned his three children, Sullon, Tallon, and Vallon. It appears Rallos is invading Norrath against the wishes of the other deities. Nipik's Haven is the main othmir village, trying to survive in the midst
of war brewing all around them. The Pit of the Awakened holds Sleeper's Tomb, the former prison of Kerafyrm until his inadvertent release by adventurers who slew the four elemental warders keeping Kerafyrm asleep.
Nipik's Cane

Nipik, the othmir shaman who foresaw Lodizal and the arrival of those foretold, greeted the newcomers. Having them introduce themselves to the other othmir and earn their trust, they came to Nipik's aid when Lodizal became ill. They tracked the cause to the undead in the Tower of Frozen Shadow, and, destroying the tainted statues, cured the turtle. Not long after, Nipik's great-great-grandson Osh was ambushed by the undead and captured. After Osh's rescue, Nipik conducted the ceremony whereby he passed his powers as Speaker of Lodizal to Osh, before turning into sea foam and blowing away. All that was left behind was Nipik's walking stick.
Shrine of Prexus

Built from traditional othmir components, this shrine to the Ocean Lord is also a reminder that the villages of Nipik's Haven and Fina's Retreat are connected, and that both othmir camps must remain united.
Blessed Coldain Prayer Shawl

Various prayer shawls are used by the coldain, ranging from simple burlap to elaborate silk. During the reign of Dain Frostreaver IV, an outlander was able to master the techniques of crafting a silk shawl, made from the crystalline silk spun by the spiders of Velketor's Labyrinth. Once woven, the shawl was embroided with sacred coldain patterns and a velium-etched rune. Once completed, the outlander was commissioned by the Dain to create armour for the coldain in preparation for war with the Kromzek giants, and sent to recruit the gnomish pirates of the Iceclad Ocean as allies. For these efforts, the Avatar of Below appeared and blessed the shawl, granting it the power of Brell himself. The shawl was eventually lost, believed to have gone missing when its owner was killed fighting snow griffins. Following this lead, it was
discovered that the great snow griffin Stormfeather had crashed, wounded, into the goahmari village with a damaged shawl clasped in one claw. Obtaining new crystalline spider silk and the hairs of sirens, the silk and the embroidery were able to be repaired by skilled artisans. The method of creating the rune had been lost, but was revealed by Brell after prayers to him were offered in Thurgadin's temple. Once repaired, the shawl was taken to a cave near the battle site of the Ring War, where the spirits of both coldain warriors and their giant foes remained trapped, in hopes of attracting Brell's attention and freeing the spirits. Summoning the spirits to the shawl, Brell appeared and re-blessed the shawl, but informed the artisans that it was not yet the spirits' time to depart. Their help was still needed, but they would join him in the Halls of the Creator when their work was complete.
Books
"Destiny of Velious" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
The Ten Coldain Insignia Rings

Eight of the ten rings, made of various metals, were originally owned by the coldain warrior Garadain Glacierbane, and granted to those who aided the coldain. The other two were awarded by the Dain. Many of them were lost over the centuries. One copper ring was found frozen on a corpse at the site of the Ring War battle, with runes showing that it belonged to Garadain. His descendant Malidain Glacierbane, glad to have the ring returned to him, gave the second, silver ring. As did his ancestor, Malidain granted the next rings - gold, platinum, and obsidian - for additional tasks: honouring the grave of Garadain with an ancestral blanket made from the finest kodiak pelts and cougar skins, locating the body of his father, discovered to have been slain in the Tower of Frozen Shadow, and crafting the Coldain Chipper pickaxe from a
pristine rhino horn. The Chipper was used to recover the mithril ring, which was also frozen in the Ring War battlefield. An adamantium ring was held by a coldain scout who had been captured by the Order of Rime, who returned to Thurgadin with urgent news: the Rime were preparing to attack Storm Gorge. For participating in the battle and defeating the Rime cavalry, the velium ring was awarded. Hearing about the battle, the bookkeeper Marpa Coldbrow requested assistance in retrieving artefacts relating to Tserrina Syl'Tor, needed to break the curse and defeat her. These were found inside the Tower of Frozen Shadow, earning the Coldain Hero's Insignia Ring from Dain Ulrinn Frostreaver VII. But another battle awaited: the final victory of the coldain spirits of the Ring War over the Kromrif. During the battle, echoes of which were periodically re-fought, the leader of the Kromrif, Narandi the Enraged, was slain,
and the coldain cryomancers were prevented from casting their Dweomer of Ice, putting an end to the battle and allowing the coldain spirits to finally rest. For this achievement, the tenth ring, the Ring of Dain Frostreaver VI, was granted.
Snowchipper

The coldain dwarves are named for their first leader, Colin Dain, who founded the city of Froststone, and died defending it from a Kromrif attack. He refused to allow all the coldain to perish in the defense, although they would have gladly stood with him, and he selected Glight Snowchipper to lead the rest to safety. They took refuge in the Crystal Caverns, where they built a new city, with a maze of tunnels to confuse any invaders. But they were eventually discovered by Slagd Frozentoe, who returned with two hundred and fifty Kromrif warriors. Glight fought the giants with his pick, Snowchipper, but knowing they were outnumbered, used the rubble from the construction to spring a trap. Glight and a few others led the Kromrif through the tunnels, and sprung the trap, burying not only the giants but also Glight,
who stayed behind to ensure the trap worked. During preparations for a recent exhibition in Thurgadin about early dwarven expeditions to Velious, adventurers gathering various artefacts discovered that the Ry'Gorr orcs and the Kromrif were once again seeking the Crystal Caverns. Encountering the spirit of Glight Snowchipper, the adventurers cleared the orcs from the caverns, and then defeated the spirit of Slagd, preventing him from summoning his undead frost giant army. This allowed Glight and the other coldain spirits to finally rest in peace. For this help, Glight gave them his weapon, which is displayed here.
Cursed Wedding Cake

The Tower of Frozen Shadow was built by Mayong Mistmoore for his bride-to-be, the Tier'Dal enchantress Tserrina Syl'Tor. Seeking immortality, she performed a ritual, likely in Nektulos Forest, but it appeared to have no effect. Intending on turning her into a vampire to share immortality with him, Mistmoore gave her a glass of his blood. Rather than become a vampire, however, the combination of the blood and the ritual caused Tserrina to change into something else. It was then that she discovered that the Tower was meant to be not merely a home, but her prison. Enraged, Tserrina cursed the entire tower, including all the servants inside. Mistmoore had left the tower to investigate why Tserrina failed to change into a proper vampire, and, although Tserrina continued to make preparations, he failed to return on the day of their wedding,
further driving her into insanity. When he did return, seeing her condition, he called off the wedding, and ensured she would be trapped in the tower forever. Tserrina slew all within, but her love for Mistmoore caused a piece of her soul to always remain at the altar, waiting to wed him. Despite her imprisonment, she was able to kidnap Dain Frostreaver VI. A rescue party was able to undo the curse and release Tserrina, allowing her to escape and seek revenge on Mistmoore. The cake from the wedding, displayed here, is also cursed.

DO NOT EAT.
Unobtainable
"Donnghail - Clan McNaggle"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
"Echoes of Faydwer" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Echoes of Faydwer"

Of the major pre-Shattering continents of Norrath, Faydwer was the first to be rediscovered. Thought to have been destroyed, the tree city of Kelethin was found to be home to the Fae, small, winged beings who, like the elves, were also created by Tunare. The Fae, originating in the Lesser Faydark, still inhabit that area, but the powers unleashed during the Rending sped up the growth of the plants. No longer pine forests, giant mushrooms and vines cover the region. The Camp of the Legendary Wu, a group of human monks founded by Wu the Enlightened, who befriended the Fae, is also found there. Felwithe, city of the Koada'Dal and always somewhat isolationist, became much more so after the Shattering. The elves who lived there shortened their lifespans to encourage faster population growth, and called themselves the Renda'Dal,
or New Elves, and attack any visitors on sight, even Koada'Dal. The dwarven city of Kaladim had been taken over by kobolds and bugbears, and the control of Ak'Anon, renamed Klak'anon, was lost by the gnomes to their clockwork creations, with the gnomes retreating to the Steamfont Mountains and a new headquarters they called Gnomeland Security. The cursed Loping Plains remain home to Castle Mistmoore and its vampire inhabitants, led by Mayong Mistmoore, and the Butcherblock Mountains still contain the Estate of Unrest, in which the souls of those murdered by crazed dwarf Garanel Rucksif are said to still dwell. The ghost of Rucksif himself is said to reside deep in the manor's basement.
The Tender's Growth Floret

Grown from a seed of Growth, found only in the Emerald Halls, the lair of the dragon Wuoshi, who guarded the Bloom of Growth for Tunare until he was slain by adventurers.
Crested Shield of Mistmoore

Formerly used by glyphed ghouls in Castle Mistmoore, the ghouls now roam the Loping Plains, but no longer with their shields. Investigation of the strange tattooed flesh led to Amares D'Vehnz, a vampire who sought to slay a powerful undead ghoul lord. After restoring and upgrading a Ghoulbane sword for the task, those who did so were rewarded with this shield.
Touch of Arasai

Since the Shattering, most believed that the Teir'Dal city of Neriak had been destroyed, except for the fallen gate of the Foreign Quarter. But others were convinced it survived, particularly the Thexians and spared no effort searching for it. The city finally revealed itself when the sword Soulfire was stolen from Freeport's overlord Lucan D'Lere. It is believed he allowed it to be taken to force Neriak back into the open. Still ruled by Queen Cristanos, the city had sealed itself off after the Shattering. Through torture and dark magic Queen Cristanos created the Arasai, a twisted and corrupted version of the Fae, in much the same way that Innoruuk corrupted the children of Tunare to create the Teir'Dal.

This mushroom, named for the mischievous creatures, was grown in Longshadow Alley
and can still be found in Neriak. It is used by the Teir'Dal to create very potent poisons.

DO NOT EAT.
Books
"Fallen Dynasty" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Fallen Dynasty"

The isle of Mara consists of two main areas: the village of Shin to the south, and the Mystic Lake to the north. The Tower of the Four Winds, the monastery of the Whistling Fists Clan, founded by Zan Fi, stands on the hills above the village. In the village itself is an outpost of the Far Seas Trading Company, which, after initial distrust, have helped to distribute the highly detailed Wantia furniture made in the village according to the traditional recipes of the Nurwin family, and many other goods produced in the village. The Mystic Lake once held the city of Tanaan, until it was destroyed when they challenged Chel'Drak, the tortoise-like guardian of the 'ungod' Zebuxoruk. Zebuxoruk was released from his long vigil when Chel'Drak was defeated by a powerful group of adventurers, heralding the return of the gods to Norrath.
A Tranquil Bonsai

Bonsai is a manner of cultivating small trees in containers to mimic the appearance of full-size trees. Done for contemplation for the viewer and for the exercise of skill and effort for the planter, the art of bonsai is popular in the village of Shin. The grower must skilfully trim the plant, grown from cuttings rather than seeds, prepare areas for new branches and graft them in, and prune the tree into the desired shape. Once completed, the tree should appear completely natural.
The Spear of Sentries

To hasten the return of Mithaniel Marr, god of Valor, the Order of Marr, led by Sir Bayden Cauldthorn, prophet of Marr, searched for pre-Shattering artefacts. The Spear of Sentries was rumoured to have been buried with a priest of Mithaniel Marr named Celsar Vestagon. He was indeed found in the Freeport graveyard, but when his rest was disturbed, he demanded proof that the would-be wielder understand Valor. A Knight of Truth, Marko Quetalis, had infiltrated the Dismal Rage, investigating that group's plan to expel the goodly Orders from Freeport, when he was discovered to be a spy and murdered. Not even his family knew that he was a Knight of Truth, until his signet ring was returned to his family, restoring his, and their, honour. Next was the requirement to cross the bridge near Lucan's Mount in the Commonlands, the only
habitat of a rare beetle, without killing any of the beetles. Following this proof that the wielder valued life, the next test was a requirement to show faith, through death - by sacrificing himself on the altar in Celsar's chamber. Dutifully doing so, and having passed the tests, body and soul were reunited, and the Spear was obtained. This replica serves as a reminder that with the return of Valor also came Fear, Hate, and War.
Sacrifical Dagger of Fear

Prophet Danak Dhorentath and those who followed Cazic-Thule, god of Fear, sought to feed the Gate of Fear, believing their god would reward them once he reappeared. The ritual dagger displayed here, along with a device called a Soul Shredder, was used to harvest souls for the Gate, which then poured out minions of Fear.
The Pool of Tranquility

This pool was awarded for the rescue of followers of Quellious, goddess of Peace and Tranquillity, when some of her followers were captured by the minions of War and held in Deathfist Citadel. Sensei Makoto Shoda, then the head of the dojo in the Elddar Grove and prophet of Quellious, organised a rescue, but as they were sworn to non-violence, it had to be done without harming any of the orcs inside the fortress.
The Gong of War

To honour Rallos Zek, god of War, his prophet Tychus Zeksworn held the usual ritual: battle. Those who would follow Rallos tested their abilities in the Arena of Zek, in Deathfist Citadel. Those who were victorious were awarded with this gong, a replica of the one in the arena used to start each round of combat.
Pick of the Underfoot

At a ceremony to awaken all the followers of Brell Serilis, god of Earth and creatures below, six chieftains of the creations of Brell, dwarves, gnomes, and Darkpaw, Skindancer, Splitpaw, and Underpaw gnolls, each believed the others were not true followers of Brell and wanted to harm them. It was determined that the person responsible for spreading the rumours and stirring up the camp had also stolen the ritual tablet used to start the ceremony. With the help of a Darkpaw Sniffer, the ratonga thief was tracked to the Blackburrow Brewery, who gave the tablet back along with a letter of apology. This magical pick was awarded for the safe return of the tablet.
The Hand of Ro

Prophet Civean Il'Pernod tested those who would follow Solusek Ro, god of fire, to strengthen them for their god's return. The test required crossing the Pit of Faith. Only the willing touch of fire would extend the bridge, requiring a sacrifice of one's flesh, and the torches had to be lit in the correct order. As a memento of their triumph, those who passed the test received a replica of the Hand of Ro, which stands at the dock of Lavastorm.
Bowl of Growth
Book of Hate

Long ago, the Koada'Dal acquired half of the Scroll of H'dar, an incantation used to create a channel directly with Innoruuk, the god of Hate worshipped by the Teir'Dal. The other half was in Neriak. By capturing Felwithe, the city of the high elves, Prince Talvus Thex obtained the other half of the scroll. To stop Thex and his army, which was reinforced by the forces of Commander N'Farre and his dragoons, the Kithicor Rangers met them in battle at Cauldron Hollow. During the chaos of the battle, the half of the scroll held by Thex was lost. The fall of Cauldron Hollow warped the fabric of time, allowing both Eva Corunno'thes, high priestess of Tunare, goddess of Growth, and Xilania Nevagon, Seraph of Hate, to send adventurers back in time to attempt to obtain the scroll. Both sides were suddenly attacked and slain by
Assassins of the Arm, which was unknown to previous histories. The scroll remained lost, but both rewarded the adventurers with tokens of their respective deities: an ivy-covered bowl, providing a blessing of regeneration to followers of Tunare who drink from it, and the Book of Hate, setting forth the shadowy teachings of Innoruuk.
Unobtainable
"Good Eatin'"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"Greshvoule"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"In Search of the Wooly Mammoth"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
"Kingdom of Sky" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Kingdom of Sky"

The reactivation of the Ulteran spire teleportation network led to the Overrealm, also known as the Plane of Sky. The restored spires allowed for two-way travel, no longer requiring visitors to leap from above and hope for the best. Many flying races live among the islands of the Overrealm, including the droag, humanoid servants of the dragons, inhabiting the dusky Tenebrous Tangle, and the aviak, eagle-like beings who make their home in the Barren Sky, land of eternal sun. The gnomish Drednever expedition, despite some setbacks, has been exploring the volcanic islands of the Bonemire, shrouded in eternal twilight, where the fates of the ancient dragons Lord Vyemm and Tarinax the Destroyer may be found.
Egg Warmer
A Tiny Stuffed Magical Aviak Plushie

These egg warmers aid in the hatching of aviak eggs. After the repair of the Ulteran spires, many aviaks would fight in the arena in Maj'Dul.
Ceremonial Tapestry

This tapestry is one of several designs used by the droag Cult of the Awakened, who assist their draconic master in his plans for Norrath.
Claws of the Earth Sculpture

This sculpture represents a piece of the sky held between the 'claws of the earth', a rock formation on the Isle of the Watchers, the highest island in the Barren Sky. A story is told of a fae named Clarissa Cloudpuff, whose mother, when Clarissa was young, would tell her that no matter how bad things were, looking up at the beautiful sky would make her feel better. Ever since, Clarissa and her brother Criggle searched for a piece of the sky. But one day, Criggle started acting strange, and eventually ran off with Clarissa's journal with her notes on obtaining a piece of the sky. Sadly, Criggle's bones were found in the Barren Sky - the Criggle who was still searching for a piece of the sky was an imposter who had killed the real Criggle! Clarissa hurried to complete the ritual at the Claws of the Earth to obtain a piece of the sky, doing so, but the imposter
revealed himself and the fate of her brother before escaping. Having achieved her dream, it gave her hope that the imposter would be found someday.
Books
"Kunark Ascending" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Kunark Ascending"

The third shard of the Chaos Rebirth Stone remained hidden in the Arcanna'se Spire. Queen Alwenielle, sensing that the magic hiding the spire was fading, had an imitation stone created, and sent adventurers to hide the real one within a magical censer. The switch was made, but Lanys T'Vyl discovered the plan. The Queen teleported the adventurers out, but with her magic fading, she did not know where they were teleported to. They found themselves captured by the Crusaders of Greenmist, and taken to their cave in Obulus Frontier. Helping defend the camp against sarnak Sel'Nok invaders, they were freed, and Zhazsze, a disciple of Cazic-Thule, spoke of a vision of these adventures, with Cazic-Thule requiring their service. Also captured was the shaman Setri Lur'eth, who sought to help some disturbed iksar spirits, and who
had previously been seen seeking her lost granddaughter in Nektulos Forest during the Nights of the Dead. Several arcane obelisks were discovered around the area, which appeared to cause those who leave Obulus Frontier to lose their memories of the area, but this did not affect the adventurers, even after being banished from the region by elves, ending up in Kylong Plains. The elves were from the city of Nye'Caelona, in Warslik Wood, northeast of the Crusaders' camp. Although previous elven attempts to settle on Kunark had met with defeat, one of Dominus Rile's generals told the Crusaders to allow these elves to remain, as part of their cover, since it was the elven spell keeping the Crusaders from being discovered.

The elves, the Cae'Dal, requested assistance in repairing the obelisks, as the obfuscation spell was decaying. After doing so, the
adventures returned to the Crusaders' camp, where they were asked to obtain a new weapon for Dominus Rile. The original Greenmist blade had been lost at sea, and this would confirm him as the Chosen by Cazic-Thule. Venturing into the crypt of Dalnir, the great weaponsmith of Rile Sathir, a new weapon was forged from materials found within, and it was taken to the Kunzar Jungle to be blessed by Xuurk, the Hand of Cazic-Thule, and presented to Dominus Rile, along with his phylactery, ensuring Venril no longer had it. Hearing of Venril's plan to resurrect Drusella Sathir, his wife and empress, Rile planned to attack during the ritual, knowing Venril would be vulnerable. The plan, and the battle, were successful, and Rile deposed his father Venril to become emperor of the Sebilisian Empire.

After the battle, Setri Lur'eth again asked for aid, seeking shards of Dalnir's ghosts,
sarnaks doomed to wander Warslik's Woods, so she could free them. Returning with the shards, she wondered how the adventurers could leave Obulus Frontier and return without losing their memories. Realising it was the stone hidden in the censer, keeping memories that would otherwise be lost, they mentioned it to Setri. She immediately summoned Lanys T'Vyl, who, seizing the third shard of the Chaos Rebirth Stone, opened a portal to Vaedenmoor, the realm of Despair. Confronted by Innoruuk, she destroyed the stone, releasing its power to slay her father, which allowed Setri Lur'eth - revealing herself to be Terris Thule - to ascend to Goddess of Nightmares, and resurrected Saryrn, Mistress of Torment.
Scribe's Arcane Podium

Found within the Arcanna'se Spire, this podium holds the books of the scribes, including those that contain the spells to seal or release the door.
Broken Tooth Covered Jar

In the northern part of Obulus Frontier is the goblin village of Twark, where the Bloody Tooth goblins live among iksar ruins with their tame forest slugs. Artisans who gained their trust during the events surrounding the ascension of Emperor Rile learned their crafts, including this jar in their style.
Kaesora Ritual Carving

Kaesora was an iksar citadel built during the reign of Rile Sathir and used by his vampiric general Chosooth to gather knowledge. At one time, it contained the most knowledge anywhere outside the Plane of Knowledge itself. This carving was found in the ruins, perhaps merely decorative, but perhaps connected to experiments rumoured to be conducted by General Chosooth.
Torsis Ewer

The city once known as Torsis, but now commonly called the City of Mist, was built by Lord Rak'Ashiir not long after the Shissar fell. When his wife Queen Neh'Ashiir had a secret romance with High Scale Kirn, and the two fled the city, Lord Rak'Ashiir lost faith in Cazic-Thule after he took Rak'Ashiir's daughter away. This loss of faith led to many leaving Torsis, and the city's fall, now inhabited only by undead and spirits. This ewer reflects the style of the city, once full of trade and a base for the army, and richly decorated with the finest Kunark limestone, marble, and tapestries.
Cae'dal Bowl

This bowl displays the style of the elves of Nye'Caelona, the elven city in Warslik's Wood. The Cae'Dal originally lived in the Elddar Forest until they noticed it was slowly dying, and migrated to another forested land where they founded the colony of Khalee'Sri. That forest also became a desert, but they saw it as a lesson from Tunare, that the desert, no less than the forest, is teeming with life and with Growth.
Ancient Desert Urn

During the Nights of the Dead, magical pumpkins were created that, when thrown, could be pulped by others for treats. More recently, the spirits began granting gifts to the thrower, as well. One such gift was this urn, in the style of Maj'Dul, where the holiday began. It was rumoured that the spirits would grant a bat which would serve any adventurer as a mount. So many urns were obtained by people looking for the mount that they were sold for a few copper pieces each, and entire houses were built from them. It remains unknown if the bat actually exists, or if it was simply a trick by the spirits.
Unobtainable
"Local Color - Halas"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"Lost Treasures of the North"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
"Planes of Prophecy" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
Khali'Yrzu Arcanum Orb

As creations of Druzzil Ro, magic is intrinsic to the Yrzu. They are able to feel it flowing through them, to shape and direct it, giving them a sense of connection to their world.
Khali'Yrzu Crate of Crystals

The Yrzu use their magic to shape the rocks of the Plane of Magic, and gather many types of crystals from the plane to use for various purposes. The brighter ones are metetherial crystals, pure essences of the plane's magic, and the darker ones are from the Aetherscar, which was created by an unnatural magical eruption.
Khali'Vahla Arcanum Orb

The Vahla are one of the two houses of Allyrians, the creations of Druzzil Ro. They practise Effect magic, such as persuasion and illusion, augmenting the world as it exists in one's mind and senses. They view the Affect magic practised by the Yrzu as brutal, forcing its will upon others. They use orbs such as this one to store arcanum, the energy of the Plane of Magic.
Khali'Vahla Chest

This chest is of the Vahla style, reflecting their city and their Effect magic, distinct from the Yrzu's Affect magic.
Starfire Crystal

The Pride Pakiat sphinxes of the Pakiat Bluffs are not native to the Plane of Magic, possibly having been summoned as part of some plan that failed. These crystals are found throughout the Pakiat Bluffs, used in many magical sources, having the ability to allow magic to flow and be directed, and as a source that can be harvested or consumed.
Arcane Remnant Seal
Powered Etherium Pad

These arches and pads allow for teleportation across the Plane of Magic, built from etherium, an ore common to the plane. Their magic is such that they require visiting once before use, but can then be used to access any other pad which has previously been visited.
Chrono Gate

This is a model of the gate opened by Lanys T'Vyl in the Molten Throne, destroyed with her in the detonation of the Dresolik crystal.
Books
"Planes of Prophecy" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Planes of Prophecy"

Students of magic, even the most promising mages, in both the Concordium and the Academy of Arcane Science began to have difficulty with their magical lessons. But more experienced practitioners felt that their magic was more empowered. Consulting the dragon Lendiniara, it was learned that these strange sensations indicated that a greater power was awakening. An ancient tome, half from Kaesora and half from Silent City, described a ritual to release the magic that was filling up the world. T'dylis, a researcher who had been working with the Concordium and Academy, performed it at the Combine Spire in the Greater Faydark, and received a message from an unknown voice thanking him for 'turning the key'.

The 'key' unlocked a new destination on the spire network: the Plane of Magic, the realm
of Druzzil Ro, goddess of Magic. Those who had worked with T'dylis travelled to the plane, where three factions resided. While not at war with each other, relations between them were tense, with a possibility of open conflict erupting at any time. Two of them were Allyrians, creations of Druzzil Ro, split into the Yrzu and Vahla houses in a long-ago schism, and residing on floating platforms on either side of the Fount of Arcanum. The third was a tribe of sphinxes, Pride Pakiat, who lived to the east in the desert and mesas of the Pakiat Bluffs, with their aluxob servants. The four arcane seals around the Fount had been shattered by Druzzil Ro herself, enabling new arts of ascension, Elementalism, Etherealism, Geomancy, and Thaumaturgy, to enter Norrath, and to draw those who had mastered their power to the plane, as Lanys T'Vyl and her Tenets of Hate, Terris Thule and Saryrn, threatened the planes of the gods as well as Norrath.

In the Coliseum of Valor, Mithaniel Marr welcomed those who would aid Druzzil against Lanys. The Hounds of War had been asked to join Lanys, but only Sullon Zek was convinced to do so. No other gods sided with the Tenets of Hate as of yet, but Bertoxxulous was believed to be the next target. The portal to the Plane of Disease was closed, but Meldrath, the gnome who had developed machines and magicks to open planar portals, was in the Plane of Innovation. That plane had never severed its ties with Norrath, allowing Druzzil to open a portal to it.

The clockworks in the Plane of Innovation led the visitors to Meldrath, who had been split into two. Meldrath the Marvelous had escaped from his brother, Meldrath the Malignant, and his experiments of forcing his consciousness into clockworks. Using
this to escape his brother, Meldrath the Marvelous did what he could to shield the visitors from his brother while they searched for parts to an Enigmatic Portal Opening Device, or EPOD. Protecting them as they were confronted by Meldrath the Malignant, and then by the Great Gear, an emerging consciousness of the plane itself, showing the very spirit of Innovation, the device was assembled and a portal to the Plane of Disease opened within the Coliseum.

Within the Plane of Disease, the Springview Healers, the followers of the Plaguebringer, sought to stop the visitors. With the help of masks found on the healers, and then blessed by Druzzil, they made their way through the plague-ridden plane to the Crypt of Decay disguised as puslings, where Lanys was indeed attempting to recruit Bertoxxulous. She took some object from the
air, which appeared to be her true goal, as Bertoxxulous appeared to only be humouring her.

Although other gods agreed on the need to confront Lanys, they disagreed on allowing mortals to enter their planes. Some, like Quellious and Karana, were in favour, but others refused, particularly Solusek Ro, who resolved to incinerate any mortal entering his Plane of Fire. Karana was not responding to Mithaniel's summons, however, so an expedition was sent to the Plane of Storms. It found that the Primordial Malice had attacked, and Karana's Staff of the Rainkeeper had been broken, causing him to lose control over the plane. Obtaining elements from each of the plane's towers, the staff was remade. Karana, confronted by Agnarr, who had imprisoned Karana and to whom Lanys promised the Plane of Storms, transported himself and the visitors back to
the Coliseum, leaving Agnarr to be dealt with later, recognising his throne was nothing if Norrath and the planes fell to Lanys.

Druzzil believed Lanys was attempting to reach the Plane of Time. Centuries ago, she had rewoven the threads of time, which saved all of existence, but split the weave of time in two: two Norraths, two Planes of Disease, two Planes of Magic, and so on. Now Lanys was trying to obtain objects in the other reality to make them exist in this one, to re-establish a connection to the Plane of Time. A mortal enchantress from the other timeline was summoned, who built a device which she called paradoxulars, allowing one to see items from another timeline. The next item was the Globe of Dancing Flame, held by Solusek Ro in his Molten Throne. Travelling through the Tower of Solusek Ro, they were stopped by
Solusek, furious that mortals were present in his plane. He had already fought off Lanys and her army, but prevented from advancing further, Lanys was one item closer to her goal. She had taken a large crystal, not the Globe of Dancing Flame, but perhaps this was to replace the Globe. The next item was the Sphere of Coalesced Water, in the Plane of Water, within the Brackish Vaults. Mithaniel Marr transported the visitors there, who fought their way through the vault and obtained the sphere ahead of Lanys.

The good news, however, soon gave way to bad. Morell-Thule, brother of Terris-Thule, had learned from his sister, whom he had convinced to abandon Lanys, that the crystal wasn't a replacement for the Globe of Burning Flame, but the Dresolik. During the Age of Turmoil, Solusek Ro, allied with Rallos Zek, channeled and amplified
elemental power into a gem kept at the top of his tower on Dresolik Mountain. They planned to use it to annihilate Norrath, but the machine was destroyed by a band of mortals. While the crystal was detonated here - likely destroying Luclin - it remained in the other reality, until Lanys seized it, and began to construct a time gate in the Molten Throne and charge the Dresolik with the plane's energy. With the aid of Druzzil Ro, Quellius, Mithaniel Marr, who held back Sullon Zek, the mortals fought the Tenets' minions, moving towards the Dresolik. They set it to detonate, but Druzzil, Solusek, and Fennin Ro, who had just been freed by Morris-Thule, shielded them from the crystal's blast, trapping Lanys with it, destroying her.
Unobtainable
"Preacher Story - Thex'Ka III"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"Preacher Story - Thex'Ka IV"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"Preacher Story - Thex'Ka V"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
"Rise of Kunark" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Rise of Kunark"

The second continent to be rediscovered after the Shattering, Kunark is home to the reptilian races of Norrath, the iksar and sarnak. Led by Dominus Rile, the iksar dwell in their city of Sebilis, deep inside the Kunzar Jungle. Originally built by Venril Sathir and destroyed by Trakanon, the city has been rebuilt. The sarnak city of Chardok is in the Kylong Plains, where a neutral city home to many races, Teren's Grasp, has been established at the site of the old Combine spires. While Karnor's Castle used to be a desert fortress, the trees now have relentlessly made their way to it. At Kunzar's Edge, near the remains of the elven city of Firiona Vie, the inhabitants defend their outpost against the attacks of the Gra'al Shul iksar.

Another sarnak city, Gorowyn, was
established 60 years ago on the islands of the Timorous Deep: Chrykori, Gorowyn, and Mok. The militaristic sarnak continue to fight the Haoaeran spirocs on the isles, and, more recently, Blackshield pirates. Gorowyn has a reputation for tolerance, and unlike elsewhere, those who are not citizens of it or its allies are not attacked on sight.

Much of the Fens of Nathsar are divided between the iksar of Riliss, bastion of the Sathirian Empire, and the sarnak of Bathezid's Watch, which, so far, has been able to stand against the Sathirian Empire. The human and elven outpost of Omen's Call sits on the coast, a starting point for those who seek the ruins of the iksar resort of Veksar, thought lost to the waters of the Lake of Ill Omen, but once again rediscovered. To the north rises Kurn's Tower, surrounded by the caves of the burynai.
In the Jarsath Wastes, the iksar city of Charasis, in the Overthere, is home to the mightiest of the iksar, the Kunzar, and was the birthplace of Venril Sathir, who united the iksar. They also inhabit the docks of the Danak outpost, operating a shipyard. The dragons' lair of Veeshan's Peak lies in the Skyfire Mountains. Many adventurers have travelled inside to try their skills against the draconic inhabitants. Some have made it back out.
Mounted Fish

The battle between the sarnak fisherman Niba'Ouz and Vethka the Gorger could only end one way: with Vethka mounted on Niba'Ouz's wall. In gratitude for their assistance, he presented the saltfin he caught to those who helped him.
Statue of a Di'Zok Warrior
Statue of a Sathirian Warrior

Both the Di'Zok of Bathezid's Watch and the Sathirians of Riliss have numerous blueprints and recipes, but will only share them with those who have earned their trust. These statues depict a warrior of each group, and have been imbued with magic boosting the skill of any artisan.
Mounted Celestial Mallet

During a blight spreading across Norrath, Seeress Ealaynya Ithis was elevated to prophet of Rodcet Nife, the Prime Healer. Aided by items of healing provided by Rodcet Nife himself, the Seeress sent adventures across Norrath to cure those afflicted by the blight. Agents of Bertoxxulous, god of Disease, were discovered spreading the plague, but visions granted to the Seeress revealed their locations, and the items and visions from Rodcet Nife were able to put an end to both the plague and those spreading it. This Celestial Mallet, crafted by the Celestial Watch and blessed by the Seeress, was granted to those who aided in the healing.
Temple of Life

The Celestial Watch, the priests' guild of Qeynos, is based in the Temple of Life. While they honour all the good gods, the Temple itself is based on the design favoured by Rodcet Nife, god of Healing. This model was found in a chest in the Down Below, opened by a key which had been swallowed by one of the koalindl fish that swim in the water around the Temple. The design reminds us that, 'No matter how far we travel nor how dark the days may seem, the light of this temple burns bright. Let it guide and strengthen you, and you, in turn, will become a beacon for others in their time of need.'
Decorative Runed Battleaxe

Although currently inhabited by kobolds and bugbears, from time to time dwarves travel to Kaladim to ensure that the dwarven knowledge left behind is not lost. One such dwarf, Braxley, was researching the various axes used by the Kaladim dwarves. He shared his research with those brave enough to sneak into the city to gather information for him. This battleaxe is an example of the Kaladim style.
Succulent Plushie

These walking, eyed cacti are common in the Jarsath Wastes. Poking one causes it to release pollen, which is a component in certain spells.
Books
"Rum Cellar" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Rum Cellar"

The Brokenskull pirates, after repeated attacks on the Far Seas Trading Company, was running low on rum. With some of the pirates calling this the 'rumpocalypse', claiming the most dangerous thing in the world is a sober pirate, they invaded the Far Seas Distillery in the Phantom Sea. Initially successful at taking over the facility, the Far Seas, with some outside help, fought back, eventually pushing the pirates out.
Nibbles

The parrot of Charandra, the Brokenskull shaman who led the attack on the Far Seas Distillery. During the attack, the bird is reported to have shouted orders to help the pirates navigate the caves and buildings. Not fond of all of the pirates, those who Nibbles almost led to their deaths took revenge on Nibbles, killing him - at least until he could be reanimated by Charandra.

Or so it was thought. Nibbles was actually Baz the Illusionist, who, following Charandra's defeat, revealed himself, ending the charades of the Brokenskull pirates in the rum cellar when he was also defeated.
Damaged Tunarbos Replica

Disturbances had been reported within the Faydark, of figures cloaked in hate and malice corrupting the strength of Growth. They were discovered to be cultists of the Primordial Malice, and there were further reports of disturbances in Antonica, the Enchanted Lands, and Everfrost. Tunarbos, the World Tree, in Everfrost, had been split open, and the cultists had bones of sentient creatures which they pierce themselves with, including their eye sockets. This allowed a spell to show what the bones witnessed: Villandre V'Zher, daughter of Lanys T'Vyl, sacrificed herself so that her mother could rise within her daughter's body.

Not long after, there were additional reports of disturbances, this time of elementals. Clockworks were found among the undergolems, and when parts were fit
together, they had a message asking for help from Moradhim and Klick'Anon to fend off an attack from 'aberrants'. Both cities mentioned were likely destroyed in the Rending, but this suggested that the city under attack was in Subtunaria or the Underfoot, and Serilian.
Books
"Sentinel's Fate" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Sentinel's Fate"

The repair of the Ulteran spire network made it possible to travel to Odus, torn from Norrath and shifted into Ultera. During his attempt to take control of the city of Erudin, El'Arad built a new Nexus based on the Luclin Nexus in Toxxulia Forest. Unknown to him, the gods had blocked travel through Luclin, and the energy was discharged back into the new Nexus, causing the entire continent to shift. During the chaos, El'Arad revealed that he was working with the Void and Roehn Theer, and his shadowed allies appeared in the city.

The Stonebrunt Highlands contain the remains of Erudin, along with the village of Moonfield Hamlet and the ruins of Quel'ule. The great wall in Quel'ule once divided the Erudites of Erudin, who worshipped Quellious, from the Heretics of Paineel, who
worshipped Cazic-Thule. All that now remains of the wall is the gate. In the Sundered Frontier, the city of Paineel sits above the ruins of old Paineel, commonly called simply the Hole. Digging too deep and reaching the Plane of Underfoot, elementals and minions of Brell Serilis swept through the city, forcing the Heretics to retreat to the current location of the city. The various factions of invaders still retain control over the Hole.

Further investigation into the kidnapping of Overlord Lucan D'Lere learned that he was being held captive by Roehn Theer in Erudin Palace. With the help of a strange figure named Fyr'remd Lorak, the investigation led to Anashti Sul herself, who had once allied herself with Theer to enable her to escape the Void. She said that Theer's power to slay even the gods has caused the deities to again retreat from Norrath to find a
way to defeat him. Using a binding thread obtained from the lich Perah'Celsis, mortal adventurers defeated Roehn Theer and rescued the Overlord from his captivity. With his defeat, the Void invasion of Norrath was at an end. But Lorak then appeared, and performed a rite which drained the swords Enoxus and Aeteok, the Qeynos Claymore and Soulfire, of their power, and then vanished.
Kejek Totem Pole

The kerra, originally from the city of Kejek in the Stonebrunt Mountains, now reside only on Kerra Isle, having been pushed out of the Stonebrunt Highlands by the erudites. This totem pole exemplifies their craftsmanship. Making a variety of goods, but primarily clothing and potions of various types, the kerra share their recipes once their visitors prove trustworthy.
Hua Mein Totem

Hidden from outsiders, the panda-like Hua Mein withdrew after Odus was lifted into Ultera. The war between the Hua Mein and the Erudites resulted in few Hua Mein surviving. Changed by the storm, they claim their namesake Hua Mei as their saviour, who taught them three things: nothing is lost and all things return, nothing shall remain constant, and cause and effect. She taught them to coexist with the land, and those who do good will have good things happen, and those who do bad will have bad things happen. This totem is made from bamboo, which the Hua Mein not only eat but use in building many things.
Laboratory Research Flask

With the Ulteran spires again active, researchers and artisans have returned to Quel'ule to study the site. Primarily scholars, this flask is an example of the equipment used in their research.
Truth of Marr

The paladin entrusted with Valeron Dushire's Testimony, a holy relic of the Order of Marr, by a knight captured in the former home of the Order, Freeport, was the one prophesied to return 'that which was lost' and would go on to slay mighty evils. After freeing frogloks enslaved by Sebilis, the paladin was told by a spirit to seek the Truth of Marr, to 'balance the power, carry out justice and bring peace to the innocent'. Informed by the scholar Izzal Din that the Truths of Marr, tablets of living metal, were lost in a battle against in the Sphere of Malevolance, a demi-plane of Fear, the paladin learned that the iksar in the Kunzar Jungle were worshipping Cazic-Thule with an item of malevolence. Told by a servant that the Sword of Malevolence was inside the Tabernacle of Pain and used in the Rites of Challenge, the paladin entered, defeated
the Tabernacle's grandmasters, and claimed the sword, which revealed itself to be the Truth of Marr. The tablets had reformed themselves into the sword, but were corrupted by the influence of the Sphere. Realising that an ancient Marrsian text was about the sword, not the tablets, the paladin learned to 'Cure the irascibility of the item once gallant with Rings of Contrition! Wield the sword of truth, and others will yield.' Defeating the holders of the three rings: the golem Imzok's Revenge, who had the Ring of Valor, the drachnid Tairiza the Widow Mistress, who had the Ring of Mercy, and the dragon Hoshkar, deep in Veeshan's Peak, who had the Ring of Generosity, the paladin cleansed the weapon, restoring the Truth of Marr to its full power.

Later, based on the research of Sa'ib Waseem, a member of Paineel's Hall of Wizardry, a spell was created which could transfer the
powers of a weapon directly to a person, permitting their use even without the weapon. Gathering the potent and dangerous items needed for the spell, Waseem successfully performed the ritual. The enervated weapon is displayed here.
A Vigilant Captain's Chair
Fresh Fruit Assortment
Authentic Cooking Pot from the Vigilant

The Sentinel was an airship originally built by the Erudin Erudites and used to haul large amounts of cargo overland. When the Void intruded into Odus, it was abandoned. The Paineel Erudites claimed the airship and re-worked it for their own purposes. It then became known as the Vigilant, as it watched over and protected the city. When the Tallonites attacked the Vigilant and captured the crew, a rescue attempt was made which successfully freed the crew but was unable to fully defeat the invaders. The decision was then made to destroy the airship rather than let the Tallonites use it. The captain's chair, fruit plate, and cooking pot are some of the items which survive the Vigilant's final destruction.
Books
"Sentinel's Fate" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
Shipwrecked Scavenged Table

After being freed from his grief in the Shard of Love, Mithaniel Marr searched Norrath for a place to build New Halas, to replace the city destroyed in the Rending. Finding an island in the Frostfang Sea, later named Erollis, he convinced the coldain dwarves who lived on the island to allow the building of the city. In the centre of the town is a statue of his sister, Erollisi Marr. After the city's establishment, many followers of Mithaniel Marr, particularly barbarians and frogloks, migrated to the city.

When ships travelling to New Halas were attacked by snow orcs, much like the passengers of the Far Journey who were brought to the Isle of Refuge, the survivors of the orc attacks were tended to at Pilgrim's Landing, a chunk of ice and rock upon which the New Halasians had built a camp.
This table was made from the wreckage of one of the ships.
Coldain Anvil

This anvil, made in New Halas, is of coldain design. The coldain are known for their skill at smithing, particularly with velium.
White Granite Druid Ring

Kurista, a fae servant of Tunare, sought to restore the druid rings found in various locations around Norrath: Nektulos Forest, the Enchanted Lands, Zek, the Feerrott, the Sinking Sands, Loping Plains, the Jarsath Wastes, and the Stonebrunt Highlands. Seeking help with her plan, many adventurers aided in the effort, guarding the rings from the drakota and other enemies of Growth, gathering living stones delivered from the Plane of Growth by Karana, and crafting Eldritch materials to repair the rings, allowing Kurista to perform the Rite of Renewal at each site. Once the rituals were completed, the newly-restored druid rings could be used for teleportation, adding their locations to the rings in Antonica, Butcherblock Mountains, the Commonlands, Darklight Wood, Greater Faydark, Kunzar Jungle, Kylong Plains, the Moors of Ykesha,
and the Steamfont Mountains.

This is a model of the druid ring in the Enchanted Lands, made of white granite.
Chipped Freeport Celebration Cup
Chipped Qeynos Celebration Cup

To celebrate the five-year anniversary of the Isle of Refuge, which trained many heroes for Qeynos and Freeport after the Shattering, the restoration of Qeynos and Freeport, and the innumerable accomplishments made in rebuilding Norrath, rediscovering old lands, and defeating evils, Queen Antonia Bayle of Qeynos and Overlord Lucan D'Lere of Freeport held a Heroes' Festival in the two cities, and spoke to their people. These cups were made for the event.

'Good citizens of Qeynos, I come before you today in honour of our city and all of our accomplishments. It has been five years since our light guided the first refugee to the welcoming shores of our island colony. During this time you have risen to every challenge Surviving the multitude
of threats, both natural and unnatural orchestrated by neighbouring kingdoms, delusional zealots and misguided entities, alike. You have kept our city of valour safe with the sweat of your brow and the blood of your veins. It is your sacrifice and accomplishment that we honour today, within this paradise without equal!'

                   --Queen Antonia Bayle

'Gather around, my subjects.  Heed my words and draw strength from the word of D'Lere! It has been five years since my island outpost began taking on refugees from the calming seas. During this time you have been kept secure within these walls - safe against the multitude of threats, plots and deceptions perpetrated by neighbouring kingdoms, delusional zealots and meddling entities. Rejoice in this!  Take this moment to recall where you have been and
acknowledge what could have been. Destiny is not done with us yet!  Five years it has been since that day, but we have a great many more ahead!'

                 --Overlord Lucan D'Lere
Books
"Tears of Veeshan" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Tears of Veeshan"

With Lord Yelinak dead, returning to the Ethernere was the next step. The dragons' land in the Ethernere, called the Vesspyr Isles, reflects the Norrathian land they revere, the Overrealm. In the Vesspyr Isles, Lord Yelinak said that although he took up the cause of leading the Claws of Veeshan, the best choice would have been Lendiniara. It was then discovered that Kerafyrm had breached the veil into the Ethernere, and moved the Temple of Veeshan there. An attempt was made to locate her through the Nexus Core, similar to the Nexus in Odus, but upon activation, the heart of the Nexus shattered. Lord Yelinak suggested finding someone with the knowledge to repair the Heart, but Drinal's Steward refused to allow any more mortals to enter the Ethernere. But he did allow a bargain to be made, as Drinal often does. The holes in the veil go both
ways, and goblin spirits had escaped into High Keep. Capture and return them, or face the immediate judgment of Drinal. The spirits were successfully captured, but Drinal's Steward did not allow further travel into the Ethernere. Only those areas which were already accessed could be revisited. Fortunately, an erudite named Zal'Urid was in Cardin Ward, and agreed to try to fix the Nexus. He said it had a protection trap, which triggered when it was used by someone not authorised. The pieces of the Heart were scattered around Vesspyr Isles, but eventually retrieved. Zal'Urid repaired the Heart, and it was used to contact Lendiniara. She, noting that this was a Nexus of time, not just space, and that it was powered by the Tears of Veeshan, used the Tears to empower those who had entered, to enable them to destroy the Tears. With the amplified power, two of the three were destroyed, but Kerafyrm's General Raklish
had already seized the third. After the battle, where the power of the Nexus was used against him, Raklish was defeated.

The prophecy, however, was not yet averted. To complete the Shissar calendar, the final monolith of Theer was obtained from Mayong Mistmoore. The Shissar had recorded that when all sixteen events depicted on the calendar had occurred, the centre event would then occur. While the symbols detail the end of creation, they also show how it can be averted. The Duality concluded that the Nameless would destroy his creations who failed to interpret the message, and then build again in a new cycle. New runes then appeared on the calendar, representing the Awakened, the Swords of Destiny, Bayle, and D'Lere, among others. Although the swords had been drained by Kerafyrm, they were not completely inert, having been used to slay
Rallos Zek. At the location of the fall of Lord Yelinak, Lendiniara returned, bringing Firiona Vie's staff, Lifeguide, which had been lost during the events when the Overlord slew Field Marshal Vishra. Although glad to have it back, she detected that someone with malice had used it. Jorlak, Firiona Vie, Lendiniaria, Queen Antonia Bayle, Overlord Lucan D'Lere, and those who had destroyed the Tears and retrieved the monolith assembled at Skyshrine Tower for the final battle - along with Roehn Theer, to whom Jorlak had returned the swords.
High Keep Ornate Chest

The fortress of High Keep was once the centre of an empire which ruled much of central Antonica. It was reduced to the area of Highpass Hold from attacks by orcs and gnolls. Now, High Keep has fallen to the Pickclaw goblins, led by a dwarf who claimed to be Bolgin Serilis, who had been imprisoned in the dungeon of the keep. This chest shows the style of the furnishings of the keep, which, prior to the Shattering, had been a stopping point for travellers, a resort including a casino.
Bixie Lamp

Adventurers who travelled to an alternate version of Guk, where bixies now ruled, and two queens fought for control of the hive, brought back this lamp. It appears that it may have been grown, rather than manufactured.
Dark Ethernere Crystal
Charged Ethernere Crystal

These crystals, charged with energy from the Ethernere, are used as lighting.
Temple Necrovat

This vat was found hanging from the ceiling in the Laboratory of Mutation in the Temple of Veeshan, containing unknown fluids used in the dragons' necromantic experiments.
A Tiny Mischievious Castle

Found deep within the Temple of Veeshan, it is rumoured that this tiny castle is the entrance to Bristlebane's Plane of Mischief.
Vibrant Banner of Antonia

This banner depicts Queen Antonia Bayle of Qeynos, and was created for the annual Heroes' Festival celebration.
Zlandicar's Tortured Heart

Dorondal, a loremaster in Thurgadin, sent adventurers out to retrieve Jaled Dar's key, promising Zlandicar's Heart to whoever found it. Unknown to him, and to the monk Khrolan, who retrieved the key, the Awakened were also seeking the Heart. Khrolan was tracked to the Laboratory of Mutation inside the Temple of Veeshan, where his body was found, but he managed to hide the Heart before he died. His spirit was located in the Ethernere, but had lost its memories from the experience of his death. The adventurers found them among the Horde, and restored them to Khrolan, who revealed the hiding place of the Heart. Fighting their way through the aerakyn in the Forsaken City on the isle of Mara, they located the Heart, retrieving it before the Awakened could get it, although they could still scry on it, as it remained linked to the
undead Zlandicar. By venturing into the Temple of Veeshan, destroying the altar the aerakyn were using for scrying, feeding the Heart with true draconic essences, and slaying Zlandicar, the link between him and his Heart was finally broken.
Moonlit Mushroom Ring

A replica of the mushroom ring and portal that appears in various areas of Norrath once a month, taking those who enter to hidden grottos inhabited by nature spirits. Those who help them are rewarded with crystals, minerals, plants, and other natural items.
Books
"Terrors of Thalumbra" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
Tallon Zek's Visage

The Jaggedpine Forest, once a lush woodland, was turned into Zek, the Orcish Wastes, by the Deathfist orcs, stripping the land above of its trees, and digging mines below. The lands which remained untouched were guarded by the elven Green Hoods, who eventually assassinated Emperor Fyst in his Deathfist Citadel. Emperor Blacktusk next claimed the crown, and attacked the Green Hoods, almost wiping them out. But what came next was worse: two of the new gods of War, Tallon Zek, the god of Strategy, and Vallon Zek, the god of Tactics, raised up a new kind of orc as Sanctifier of War, to lead their orcish army from the Plane of War. These were the Scourge orcs, from the Fortress of Drunder.
This helmet was retrieved from Scourge Keep, the former Deathfist Citadel, from a chapel dedicated to Tallon Zek.
Explorer's Globe

Sold by merchants at the Heroes' Festival, this globe depicts unknown lands, ready for the brave to explore.
Books
"Terrors of Thalumbra" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"Terrors of Thalumbra"

Many responded to the distress call of the undergolems and clockworks, perhaps threatened by Lanys T'Vyl and her Primordial Malice. Tinkered portal-gates were set up in Kelethin, Neriak, and Shin. Those who went through arrived in the region of Thalumbra, the Ever Deep, with the city of Maldura to the south, inhabited by deep dwarves and gnomes. Maldura was indeed the city who sent out the call for help, being under siege by Aberrants. Undead, immolated wights, had made it into the city, requiring several areas to be sealed off. Inside one of them, the Alcove of Reason, was a group called the the Dark Gears and their leader Black Bolt, who was somehow involved with the immolated. Both rulers of Maldura, gnemlin Grand Artificer Tobon Blingden and dhalgar Queen Alwenielle, ordered searches of the Stonebrunt Yards in
Thalumbra, which located several Primordial Malice cultists, showing a link between them and the Aberrant. But it was also learned that Queen Alwenielle permitted Black Bolt to create the immolated, as a last stand - or, rather, vengeance - against the Aberrant, as they were to only be released if nobody were left in Maldura. This was reported to Kelethin's Queen Amree, who suggested finding Queen Alwenielle's sister Lafenielle, who left her after a battle long ago. Refusing to lose another, the Queen ordered the immolated to be created. The search for Lafenielle led to the Luminous Peaks, home to the glaufaye and their village of Zou'Lidelas. A glaufaye named Lamari said that no dhalgar had ever resided in Zou'Lidelas, but there was a glaufaye named Lafenielle. Suspecting the Queen to either be under the influence of ancient magic, or not who she claimed to be, Lamari used an illusion trituration crystal to
reveal the Queen to be a glaufaye, and her guards as Primordial Malice cultists. Unmasked, the guards attacked. They were defeated, and while the Queen was unharmed, the Grand Artificer was killed.

The Queen, her memories restored with her true form, then told the story of how she ended up in Maldura. The glaufaye had been charged to be guardians of invaluable knowledge, knowledge that could bring justice to heavy sentences carried out in the name of Balance. Knowing that this knowledge could be lost if they were slain, she created a gem, the Chaos Rebirth Stone, that contained this knowledge and split it into three. One was placed in the Arcanna'se Spire, and she went into exile with the other two, taking the form of a dhalgar. She should have been released from the spell approximately every seven hundred years, but the duration was linked with the moons.
The destruction and reformation of Luclin affected it, giving the spell an even greater hold on her. The second shard of the stone was part of a jewelled screwdriver owned by the Grand Artificer - taken from him by the Primordial Malice when he was killed.

Meanwhile, Brytthel, one of the Queen's guard who had been injured and rescued by artisans sent by Captain Ethan from the village of Shin, and who was not replaced by the Primordial Malice, suggested that the glaufaye might know of a way to hide the stones. The glaufaye Elanluelle said that the glaufaye were servants of a goddess of magic, Zou Kunnen, who had been destroyed by Roehn Theer long ago, but before she was slain, gave the glaufaye immortality and placed them in a shard of her plane, which eventually ended up in the Luminous Peaks. Believing that a god is not truly dead until forgotten, they keep Zou
Kunnen's memory, and those of three other gods, Aniquilacion, Paixao, and Pingyuan Diqu, and placed the memories into the shards. The dhalgar once created metalwork that could enhance a stone's power, so the reverse should also be possible. Consulting the library in Maldura, the artisans drew up plans for a censer made from rare metal and imbued with the same magic as the stones, to hide what was inside. Shaped at the Forge of Brell in Maldura and imbued by the glaufaye magic of Zou Kunnen, the censer was made.

The Aberrant siege had been a diversion, to allow the Primordial Malice to enter the city to steal the shards of the Chaos Rebirth Stone. The Exceptional Screwdriver was recovered from Kralet Penumbra, a maze filled with Aberrants, but the shard had already been removed. Upon the adventurers' return, Queen Alwenielle was under attack by Tserrina Syl'Tor and
Primordial Malice cultists. While the Queen was saved, Tserrina stole the royal crown, giving Lanys possession of two of the three shards. The artisans arrived in the throne room with the newly-crafted censer, just moments late.

The third shard remained hidden in the Arcanna'se Spire.
Map of Old Tunaria

Tunaria was the elven name for the continent that Antonius Bayle later renamed Antonica. The elves lived in the Elddar Forest in the eastern part of Tunaria, before Solusek Ro forced them from their homes and they fled to Faydwer, and the Elddar Forest became the Desert of Ro. Moradhim was a dwarven mine just north of the Plains of Karana, and they had a trade route to Kaladim. The largest city on the route was Maldura.
Violet Fathomlurker Plushie

Fathomlurkers live in the caves of Thalumbra, rarely seen in open areas. They have poor eyesight, relying instead on echolocation, and fine bristles on the upper body can detect the slightest motion. In emergencies, the fathomlurker can expel inky smoke, allowing it to escape. The ten tentacles have bony claws on the ends which dig into prey, and powerful sinews make it very difficult for the prey to escape. Most are approximately the size of an ogre, but travellers have reported some which have grown to a much larger size. These reports are difficult to confirm, as few have volunteered to investigate and trap fathomlurkers for research.
Dhalgar Mining Pick

This mining pick is used by the dhalgar of Maldura. The golden colour is common in their tools, as well as in equipment made by both them and the gnemlin, including crafting stations.
Curved Lifeleaf Tree

Lifeleaf trees grow in the Luminous Peaks, home to the glaufaye, who live in Zou'Lidelas, their city among the trees.
Books
"The Bloodline Chronicles" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"The Bloodline Chronicles"

Behind a waterfall in Nektulos Forest lay a new threat: vampires. Discovered by the Hand of Marr, an investigation into missing scouts initially uncovered grinnins, but the grinnin cavern was only the first room of a much larger cave system. The deeper caverns held innumerable vampires, led by Dryxl T'Rath, in search of bloodstone crystals. Once T'Rath was slain, however, it was revealed that the danger went far deeper. Further investigations into the caves and the discovery of the vampires' symbols showed several sects to be present. Adventurers using their amulets and a piece from their dark altar were able to disguise themselves as vampires and defeat another vampire leader, in the process discovering many techniques useful for fighting the undead creatures.
Bloodstone Shards

Found in the vampire caves in Nektulos Forest, it has been said that the bearer of such stones will be granted the strength of heroes lost. Beware, however, a remour is stirring through Freeport. It is being said that these lost adventurers were taken into the shadows and these stones represent their terror. To those who choose to carry the power in the stones comes a great curse. You don't believe in curses, right?
Unobtainable
"The Chilling Terror"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"The Felling of the Ice Wyrm"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"The Ice Queen"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"The Kromise"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
"The Lady and the Scamp"
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
"The Shadow Odyssey" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"The Shadow Odyssey"

Following the eruption of void storms all over Norrath, members of the Academy of Arcane Science and the Concordium were sent to investigate. Although the Aab'I Hayat failed to cure those afflicted with the recent blight, it did reverse the destructive void effects on tempest-affected creatures. Once reversed, voidbeasts appeared and escaped. Further investigation showed that the voidbeasts were using the tempests as portals into Norrath. Although tougher, the tempests were able to be defeated, depriving the voidbeasts of a way in.

Meanwhile, a mostly gnomish group of researchers, Dedicated Individuals Recovering Technology of Yesteryear, or D.I.R.T.Y., excavated an ancient airship in the Sinking Sands. Once restored, the airship took adventurers to the Moors of Ykesha,
the remains of the Rathe Mountains and Innothule Swamp, as well as the froglok city of Guk, now overrun by undead. A new city, Tupta, is home to a group of frogloks, and at the opposite end of the Moors, trolls still live in their city of Grobb. Members of both cities, despite the ancient enmities between the two races, have formed a group called the Survival Accord, to ally themselves against the Brokenskull pirates, Thullosian ogres, and Ykeshan trolls who also inhabit the Moors.

Also in the Moors were obelisks full of void energy, allowing the voidbeasts access to Norrath. Adventurers who entered the Void discovered the Staff of Theer, thought to be the key to stopping the void invasion. Formerly adorned with runes representing each of the Ethernauts, a group of adventurers who had stopped a previous invasion, the runes were recovered, and the
void anchors in the obelisks destroyed. Entering the Void to destroy the final anchor, the adventurers found the Ethernauts, who aided them in the battle against those behind the invasion: Anashti Sul, goddess of the Undead, and Valdoartus Varsoon the Undying, a mage who led an undead attack on Qeynos centuries ago, and burned to ashes after his defeat. With the strength of both groups, Anashti Sul and Varsoon were defeated, ending the new invasion.
An Encased Void Beast

This is one of the void beasts that invaded Norrath during the void storms.

DO NOT TOUCH.
Tuptan Vase

A traditional vase made by the Tuptan frogloks. The circular patterns are common to many of their furnishings.
Grobb Stone Basket

Many of the furnishings of the Grobb trolls are made from stone.
White Dragonscale Cloak

The White Dragonscale Cloak was originally made by the dwarven smith Karam Dragonforge in exchange for a platinum trio ring, marquise cut alexandrite, and a square-cut black sapphire necklace, for him to propose to his fiancee with. His grandson Rotheck Dragonforge, after being presented with a similar necklace for his girlfriend, revealed that another cloak had been made for Lenya Thex, a member of the Koada'Dal royal family. Brought to her in New Tunaria by Mayong Mistmoore, she told him it made her homesick, and she never wanted to see it again. The lich guarding it in Mayong's repository was slain, and the cloak retrieved.
Banner of the Unseen

This banner bears the symbol of the Circle of the Unseen Hand, a secretive organisation rumoured to have cells all over Norrath.
Lava Blossom
Lava Crystal

Both of these items come from Lavastorm, sold, perhaps for a sort of garden, by a group of goblins calling themselves the Sootfoot Talent Society.
A Frosted Order of Rime Banner

The Order of Rime, led by the half-giant Kraytoc Killingfrost, landed an iceberg not far from Kurn's Tower. It was eventually discovered they sought a golden orb from the tower called the Coalescence of Life.
Spicebracket Fungus

Every month across Norrath, portals to hidden grottos open within mushroom circles. Those who aid the brownies, dryads, fauns, naiads, pixies, treespirits and zygomyds inside the grottos are rewarded with mushrooms, plants, crystals, and other items. This fungus was found in the brownie grotto.
Ornate Quellithulian Vase

The initial repair of the Ulteran spires allowed for travel only from Antonica or the Commonlands to the Overrealm and back. Wishing to restore the network, the Quellithulians enlisted the help of adventurers to repair the network. For their help in repairing damage done to the essence of the spires, defeating other-planar creatures disrupting the network, and reconnecting the torn ethereal threads linking the spires together, items of fine Quellithulian craftsmanship, such as this vase, were rewarded.
Basket of Rotting Pomegranates

Despite the return of the gods to Norrath, Erollisi Marr, goddess of Love, remained missing, rumoured to be dead. Wishing to prevent agents of Hate from corrupting the Shard of Love, the Sisterhood of Erollisi and priestess Annalisa Swornlove used a valorian bloom and Lady Shae's arrow to find the weakest point between the shard and Norrath, and opened a portal. Upon entering the remnant of the Plane of Love, they discovered that Erollisi was indeed dead, slain by Cazic-Thule, Innoruuk, Rallos Zek, and Bertoxxulous in an attack on her brother Mithaniel Marr's realm, the Plane of Valor. Although he attacked the newcomers in a trance of sorrow and self-pity, blaming himself for the death of his sister, the fight snapped him out of it, and he released his sister from the world of Norrath. The pomegranate has long been a symbol of love,
but with Erollisi's death, much of the Shard has become corrupted.
Veiled Bow of the Shard

The pieces of this statue were recovered from the Shard of Love and reassembled. Along with Love, Erollisi Marr is also the goddess of the Hunt, the bow being her favoured weapon.
Books
"The Shadow Odyssey" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
Replica: Qeynos Claymore

A missing book of Bayle family lore, 'The House of the Claymore', led to the discovery of plots against the thrones of both Qeynos and Freeport. The book was taken to be translated from Old Qeynosian, containing information which could have put all of Qeynos in danger. The investigation led to Murrar Shar, one of the Queen's most trusted companions who had sent a letter to Princess Saphronia of Kelethin, which was not well-received, endangering the alliance between the two cities. Murrar Shar then slew the rest of the royal party on a hunting trip, but was defeated before he could kill the Queen. Only then was it revealed that it was not Shar's doing, but that of Kyle Antihilus Bayle, a long-dead member of the royal family who had possessed Shar. His intent was to steal the Qeynos Claymore and give it to some unknown Void being. Upon
reaching the chamber where the blade was kept, it was found to be missing, but numerous replicas, meant to deter thieves, were still there.
Replica: Soulfire

After the mysterious disappearance of Overlord Lucan D'Lere, Lucanic Knight Tallen Yevix used a gnomish devices called Tinmizer's Magnificent Messenger to contact the missing Overlord, who revealed that it was Tayil N'Velex, his closest companion, who betrayed him, opening a Void portal and holding him hostage in exchange for the sword Soulfire. Teleporting into Dethknell Citadel, Yevix took Soulfire for herself.
Shining Metallic Robe

Gabbin Bittlegrip's search for mechanical parts in the Moors led to information about an ancient gnome tinkerer, and the Shining Metallic Robe. Once the robe was in great demand by rogues, but now, trading a broken dagger to a trader in Maj'Dul resulted only in a broken pen. With nothing to go on but the name RILCOG on the pen, and knowing the pen was found in Antonica, investigating the wreckage where it was found opened a portal to a strange, alternate Qeynos under attack by clockworks, where the gnome enchantress who built the time portal was found. She needed the robe to repair the timeline. Rilgor Plegnog, the owner of the pen, had descendants in Qeynos, and Sarbith Plegnog, in exchange for the repaired pen, gave the robe, tarnished with centuries of wear. Returning back in time and
confronting Rilgor in Ak'Anon, none too pleased, a pristine robe was obtained. The robe was returned to the enchantress and the time portals, devices, and notes were destroyed to prevent further breaches of the timeline. Five hundred years later, this robe arrived in a package which had been stored for centuries.
Books
"The Shattered Lands" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"The Shattered Lands"

From 3571 to 3661, severe geological disturbances occurred all over Norrath. Massive chasms and canyons opened suddenly, destroying entire cities such as Halas and Oggok. Some, such as Rivervale, survived, but in a corrupted state. Those who survived the Rending had to find new homes, bringing great change to Norrath. In 3711, Luclin, one of the two moons of Norrath, exploded. Some say Rallos Zek was responsible, others say Solusek Ro and the Dresolik crystal, and still others say it was the Sleeper, Kerafyrm. Regardless of the cause, pieces of the shattered moon rained down upon Norrath, tearing apart the continents, separating some lands and destroying others forever. The two cities of Qeynos and Freeport were rebuilt, but the fate of others - Felwithe, Gukta, Kaladim, Kelethin, Neriak, Paineel – remained
unknown. The Plains of Karana and the Commonlands, once separated by the Kithicor Forest and the fortress of Highkeep, were now separated by a vast ocean. During the upheaval, many artefacts were lost. In their quests to restore the Shattered Lands, adventurers rediscovered some and remade others, to aid in the rebuilding.
The Legendary Electrified
Bone Bladed Claymore

Once found in Befallen, formerly the stronghold of the Order of Marr's Fist, the Bone Bladed Claymore was broken during the Shattering. Repaired with the energy of Redak, the troll warrior who found himself trapped in Befallen but rose to control the fortress, and Gynok Moltor, the first wielder of the sword who Redak defeated, and of a thousand sentient beings, the newly-reforged blade was then combined with a weapon which claimed to be Berik, a former Knight of Thunder who was dedicated to the eradication of undead. Calling itself Berik, Sword of Thunder, it was broken over the forge in Runnyeye to incorporate its power into the Claymore.
The Legendary Journeyman's Boots

Hasten Bootstrutter, the gnomish mapmaker and guidebook author, would give pairs of Journeyman's Boots to anyone who would bring him a shadowed rapier, held by shadowed men but which would quickly disappear once taken from them, the ancient ring worn by the Ancient Cyclops, an elusive beast which generated as many theories on how to make it appear as there were adventurers seeking it, and 3,250 gold pieces - gold only, not the equivalent in other coins. Catching up to Bootstrutter weighed down with all that coin was its own challenge! Bootstrutter's legacy is continued today by Cru Naseto and others, who have organised a contest to run the old bard mail routes. To those who can beat the allotted times, a pair of Journeyman's Boots is again the reward.
The Legendary Polished Granite Tomahawk

Used by the gnolls of Highpass Hold, the tomahawk was lost during the Shattering. It was found by a giant named Obsid, who presented this to an adventurer who saved his pet bear. Repaired with pristine granite from the Plains of Karana, now the Thundering Steppes, sharpened on the bones of the undead, and polished with ink from an Octagorgon, the magic of the tomahawk was restored.
Ancient Froglok Talisman

Following the loss of Gukta in the Shattering, a group of frogloks made their way to the city of Qeynos, where, although initially wary, they grew to trust those in their new home. Other frogloks had built the hidden village of Kugup in the Feerrott, and, after earning the trust of Chief Kaorf, those who found the village were granted a talisman as a symbol of that trust, showing the location of the village.
Books
"The Splitpaw Saga" by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel to Kamaia in Everfrost Summer Home, Qeynos Capitol District (Holiday House Exchange 2018).

Discovered on 4 May 2018 at 17:00:00 PDT.
"The Splitpaw Saga"

Not long after the discovery of the vampire threat in Nektulos Forest came news of another danger: cannibalistic gnolls underneath the Thundering Steppes. While initially hostile, it was found that it was possible to earn their trust, and adventurers who did so were granted spells and other items known only to the rigid caste-based Splitpaw gnolls. Many of them helped their new allies in defeating the Underpaw army, which was threatening to overrun the Splitpaw caverns.
A Mounted Dreadsnout Head

This head was taken from a dreadsnout ravager by the owner of this trophy after defeating the creature in gladiatorial combat in the depths of the Splitpaw caverns. Known for their ferocity dreadsnouts are a mighty foe indeed, widely feared throughout the Underfoot.
Books
"1st Lieutenant Danarg, 291 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Danarg, 313 AS (Feerrott), started by examining 1st Lieutenant Danarg, 313 AS (dropped in The Feerrott).

Discovered on 11 Jan 2005 at 13:38:26 PST.
This book is titled "1st Lieutenant Danarg, 291 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 332, 291: First Lieutenant Mugreeza has learned the price of failure. She could not see what I saw. She could not see that the Frogloks are cunning. She did not know of the caves of Guk. I did. Now the General knows. And now I am First Lieutenant. As it should have been from the beginning.
Entry Two
Put book away.
Day 70, 294: My command will listen to what I say, for I am their leader. The General is no longer here. He marches with the Arm of Vallon to the scourge the world to the west. The Arm of Tallon marches to join with the dirty orcs. My command now marches to Guk. We will annihilate the Frogs one and for all. Then we will annihilate the rest.
Entry Three
Put book away.
Day 339, 297: My command bristles at my orders. Do they not know that I was chosen as First Lieutenant? Do they not understand that I am the General to them? They will listen. Yes. They will listen.
Entry Four
Put book away.
Day 67, 299: We have found some more of the pathetic trolls living in the swamp. The Frogloks will wait to be cleansed. I have a better idea. One that the General will appreciate. We will take the Innothule swamp as ours. The Feerrott has been claimed. Soon this swamp will, too.
Entry Five
Put book away.
Day 156, 302: I have lost more of the soldiers to these swamps. The enslaved trolls continue to track down their brethren. When the refuse to do so, I personally draw and quarter them for all to see. This proves very effective.
Entry Six
Put book away.
Day 466, 304: The trolls have begun to fight back. This will not be tolerated. The soldiers are now listening to my orders. Now they know that I speak for the General. I have not had to kill any soldiers at dawn for close to a week now. This is good. I do miss the disembowlings, however.
Entry Seven
Put book away.
Day 14, 307: The Trolls continue to crawl out of the swamp. Just as we kill one hundred, we watch as two hundred flee in different directions. They have no courage. We should have killed the trolls first then killed Frogs. I will see to correcting the mistake.
Entry Eight
Put book away.
Day 234, 310: We are beginning to run out of food. The last of our troll dogs we have were eaten today. The soldiers are beginning to complain. I have ordered the next Rallosian who utters a word of contempt will be the next to served as dinner. This will quiet them for now.
Entry Nine
Put book away.
Day 9, 313: My troops only listen to my orders when we are fighting Frogs. The doomed race does not know that death is coming for them. They do not know that we know where they are. They will see death coming for them. They will feel it. They will embrace it.
Entry Ten
Put book away.
Day 67, 313: I have ordered all of my Rallosian troops to let the worthless trolls flee for now. When the Arms of Tallon and Vallon unite again, that is when they will be used to crush the trolls. My purpose is more important. We stand before the caves of Guk. Within lies our prey.
Close book
Books
"1st Lieutenant Danarg, 313 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Danarg, 313 AS (Feerrott), started by examining 1st Lieutenant Danarg, 313 AS (dropped in The Feerrott).

Discovered on 16 Feb 2005 at 22:57:43 PST.
This book is titled "1st Lieutenant Danarg, 313 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 105, 313: They do not know we are here. They believed we would not know of this place. We did. I did. When the final Froglok lay dead at the feet of my twenty thousand troops, I will name these caves after myself. With the General's blessing, of course.
Entry Two
Put book away.
Day 212, 313: A messenger has come saying that the Rathe Mountains have been taken by the Arm of Tallon. This is as it should be. I killed the messenger so that he would not be able to return my report. The General does not need to know that things are not running to schedule.
Entry Three
Put book away.
Day 400, 313: I have lost many troops to the cunning of the Frogloks. Springing from the murky depths, they rained both fire and ice upon us. Many of my brave soldiers died to protect the most important Rallosians amongst us. If their Lieutenant were to die, how would they know the orders of the General?
Entry Four
Put book away.
Day 34, 314: We have slaughtered their elite warriors today. Our numbers are now half, but this leaves thousands. The Frogloks can hear us coming. We can hear their fear.
Entry Five
Put book away.
Day 122, 314: We have driven them further into the caves. Why do they not accept their deaths? I am here to give it to them. My troops, my Rallosians, we are here to bring them death. It will be a sweet mercy to them for all they suffered.
Entry Six
Put book away.
Day 246, 314: The dead have risen to fight us. The Frogloks mean to use their bones to overpower the strength of the Rallosian Empire. MY Rallosian Empire. This will not happen. They have died once. They will die again.
Entry Seven
Put book away.
Day 313, 314: We have found where the last of the Frogloks have hidden. Here in the lower depths of Guk, they are now trapped. Deep below the earth, they already stand within their tomb. There is no way out. Our forces are too many. I have had horns fashioned from the skulls of the fallen. They will play as my victory completes.
Entry Eight
Put book away.
Day 420, 314: They are all dead. Once and for all. There are no more Frogloks. The Froglok Lord sat upon his throne, waiting for me. We faced off in mortal combat. He did not expect my blade to be poisoned. His honor failed him in the end.
Entry Nine
Put book away.
Day 33, 315: We leave these caverns tomorrow. My troops, one thousand strong, have succeeded. We have scourged all life from the upper and lower ends of Guk. This would not have been possible without my leadership. I am the greatest general the Rallosians could ever wish for. Aside from the General, that is.
Entry Ten
Put book away.
Day 90, 315: The Rallosian Empire spans the lower half of Antonica. My Rallosian Empire. I am the one who conquered the Frogloks. I am the one who reduced the numbers of the trolls. I am as strong as the General and I will prove it. My troops will launch a surprise attack and take the greatest city on Norrath - RALLOS!
Close book
Books
"1st Lieutenant Danarg, 315 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Danarg, 315 AS (Feerrott), started by examining 1st Lieutenant Danarg, 315 AS (dropped in The Feerrott).

Discovered on 27 Feb 2005 at 16:13:10 PST.
This book is titled "1st Lieutenant Danarg, 315 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 130, 315: I have had to kill my advisor today. He was a traitor. He claimed that it was folly to attack our own city. Did he not know whom he was speaking to? Does he know what he was speaking to the General? The General of the Rallosian Empire!?
Entry Two
Put book away.
Day 160, 315: The march is long but it must continue. One cannot hold the element of surprise if we succumb to sluggishness. I will not tolerate disobedience. I will hold another speech tomorrow. The morale of the troops always builds after they hear my voice.
Entry Three
Put book away.
Day 178, 315: We near Feerrott. This is just as I had planned. I have sent out a scout party to warn us if any trolls try to sneak up. They have not relayed any messages back to the division. I fear this can only mean one thing. Trolls have taken them.
Entry Four
Put book away.
Day 207, 315: With a heavy heart, I sent the third scout party to look for the remains of the first two. My troops now number five hundred. This will be enough to take the city of Rallos, however. My troops have one thing that Rallos does not have. My leadership.
Entry Five
Put book away.
Day 243, 315: My troops have fallen sway under a strange Froglok spell. Using deceitful troll magics, the vile fiends ensorcelled one hundred of my troops. In their enchanted state, they spoke of mutiny. Unfortunately, they could not be saved. I ordered their brains kept in sacks so that they can be used as warding charms against evil alligator ghosts.
Entry Six
Put book away.
Day 290, 315: As I sit within this great circle of stones, I taste each one of the rocks. The blood in my mouth masks the flavor, so I am unable to accurately tell which of these boulders is the truth teller. All of them say that I will die in different ways. I will not tolerate disobedience! These rocks will be toppled!
Entry Seven
Put book away.
Day 321, 315: In the distance is the mighty city of Rallos. Tomorrow we will take it as ours. For the first time in the history of the Rallosian Empire, our capital will finally be under the rule of Rallosians. And I will be their Great Emperor. For am I not already First Lieutenant Danarg? Am I not already the General Uurduk? Am I not already the Avatar of War? Yes. I am. And Rallos Zek, too! I must not forget I am also him.
Entry Eight
Put book away.
Day 360, 315: The invasion will begin in a matter of moments. I have devised a plan that involves all of us dressing as washerwomen. We will offer to sell the city a basketful of onions. When they open the gates, we will take the city. The gates are already open, though. We must tell the city to close the gates before we offer to sell them the onions or my plan will not work. Yes. Yes, that will work perfectly!
Entry Nine
Put book away.
Day 400, 315: The greatest victory since the creation of the world has happened today. We have taken Rallos! The citizens must have gotten wind of our plan. In their pure terror of my cunning, the absolute entire populace killed themselves! Everywhere throughout the city, their corpses line the streets, grasping at their throats!
Entry Ten
Put book away.
Day 5, 316: What's this? Ahhh... my troops are bringing me to my coronation ceremony. As they walk towards me, I can already see them drawing their blades in a salute to my brave leadership. Yes, yes... they are so astonished at my victory, they cannot even replace the looks of hatred and rage on their faces with ones of joy and love. Let me close this book so that I may welcome my subjects with open arms.
Close book
Books
"1st Lieutenant Dergud, 263 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Dergud, 263 AS (Feerrott), started by examining 1st Lieutenant Dergud, 263 AS (dropped in The Feerrott).

Discovered on 23 Jan 2005 at 15:59:29 PST.
This book is titled "1st Lieutenant Dergud, 263 AS." It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 72, 263 AS: Urduuk has granted me great honor in making me his first Lieutenant. He has chosen well. I will not fail him. Today marks a glorious day. I will make the first true warriors of our people. I will learn from the Avatar and thrust that learning upon all ogres.
Entry Two
Put book away.
Day 159, 273 AS: Training goes well. I see flaws and I know how to fix them. The Avatar has granted me insight and shown me the truth of weakness. If a soldier does not succeed, other soldiers will learn from his mistake. Second chances are for the weak.
Entry Three
Put book away.
Day 390, 274 AS: The General Urduuk has brought us weapons as he promised. Shaped in the image of his holy sword, we now bear weapons worthy of our kind. Bronze no longer belongs in our hands. Our enemies will feel death from fine steel. A soldier will be bound to his weapon, for he and it are the same.
Entry Four
Put book away.
Day 114, 275 AS: Drilling will continue for the next two days. Disobedience will not be tolerated. Those that die during the lessons will be ogres. Those that pay in blood and sweat will be true Rallosians.
Entry Five
Put book away.
Day 276 AS: Our Rallosian army strengthens. I have chosen two of the most obedient to be Lieutenants just as I am. The General designed the armor to be given the troops. I am to inform every soldier they must forge their own armor. The heat of the forge must come from the peat of our home. The water that cools the metal must be their blood.
Entry Six
Put book away.
Day 48, 277 AS: The General and the Avatar demand a demonstration of the troops. If the men fail, this will show that I have failed. The General will grant me the honor of severing my own head from my shoulders, for I am his Lieutenant.
Entry Seven
Put book away.
Day 49, 277 AS: The wargame has proven me as a true Rallosian. The shock troops have shown they will die when told to. The support troops have shown they will kill their own when told to. The Rallosians now number one hundred score. Training must be doubled.
Entry Eight
Put book away.
Day 212, 278 AS: The General will take the first legion and will destroy the surrounding undead. No longer will we suffer them. We are not ogres. We are Rallosians. Their brittle bones will become as dust under the boot of the Empire.
Entry Nine
Put book away.
Day 215, 278 AS: The lizardmen were no match for a handful of Rallosians. Their group could not flee, for we kept coming. We will kill more lizardmen if they interfere. The Avatar was pleased to see this. The General nodded his head in approval. We will bring our might upon the Frogloks. They will be annihilated. I so swear upon the name of the General and the name of The Warlord, Rallos.
Entry Ten
Put book away.
Day 93, 279 AS: I will not train the Trolls. They are not Rallosians. They are only fodder that does not deserve the honor of battle. I have made four more Lieutenants like me. Now there are seven. They will train these worthless creatures, for so the General has decreed. I will join the General in rebuilding Oggok.
Close Book.
Books
"1st Lieutenant Dergud, 279 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Dergud, 279 AS (Feerrott), started by examining 1st Lieutenant Dergud, 279 AS (dropped in The Feerrott).

Discovered on 24 Feb 2005 at 13:40:08 PST.
This book is titled "1st Lieutenant Dergud, 279 AS." It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 100, 279 AS: The people are soft. I spent too much time training soldiers. I did not see the rest of the people need to be made into Rallosians, too. We will not live like beasts as our forefathers had. I will see to this, for I am the General's Lieutenant.
Entry Two
Put book away.
Day 160, 279 AS: Oggok will no longer suffer incompetence. We will have a grand city as we deserve. This will require the hard work from everyone - man, woman, child. Those who will not shoulder the burden will suffer.
Entry Three
Put book away.
Day 24, 283 AS: Those that cannot fight will craft. Those that cannot craft will supply food. Those that cannot supply food will be fed to the trolls. Those the trolls will not eat will, I will gut open and remove from the city. I have moved many today. I will continue. Oggok has no room for the useless.
Entry Four
Put book away.
Day 298, 284 AS: The city is being built under the eye of the General and myself. He wants it done faster. I can make the people move faster. We will leave Oggok behind as a testament to our home. Soon enough we will destroy the lesser races and take Norrath. For now, we will build. Then we will destroy.
Entry Five
Put book away.
Day 473, 284 AS: The Avatar does not want the temple to Zek rebuilt. He says we must battle. I say we must show our greatness to the nothing races. The General agrees with the Avatar and he his stricken me across the face, taking my eye. He is my General, so he may take my eye if he wishes.
Entry Six
Put book away.
Day 41, 287 AS: The new houses have been built. The people have been moved into the homes according to station and rank. The Troll cages have been built as well. The lesser Lieutenants have not trained the Trolls well. They enjoy pain too much. It is a distraction for them. They will be put on leashes, for they are nothing but our dogs.
Entry Seven
Put book away.
Day 375, 287 AS: The General has said it is time for the troops to be split among legions. I am to organize the thousand score troops and give them their mark. The General says they are to be marked in the name of Tallon and in the name of Vallon. I will see to their branding.
Entry Eight
Put book away.
Day 440, 287 AS: They have been trained well. I killed only but seven of the thousand score for flinching in pain. A Rallosion will not flinch when branded with searing metal. The lesser races would call this cruelty. The Rallosian calls this their birthright.
Entry Nine
Put book away.
Day 77, 289 AS: Battle plans have been laid. The Avatar of War demands to the General that we acquire more armies. I say to the General that the Second Rallosian Empire is enough. The Avatar of War speaks of another Avatar who commands the orcs. He says the orcs possess something the Rallosians do not. They possess tactics. I agree. We will take their tactics and use them.
Entry Ten
Put book away.
Day 104, 289 AS: The General has rallied all five thousand score of the Rallosians. He says it is time to destroy the world. I agree.
Close book
Books
"1st Lieutenant Dergud, 289 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Dergud, 289 AS (Feerrott), started by examining 1st Lieutenant Dergud, 289 AS (dropped in The Feerrott).

Discovered on 28 Dec 2004 at 17:05:27 PST.
This book is titled "1st Lieutenant Dergud, 289 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 107, 289 AS: This world has not known the Rallosians for many centuries. It is time for the world to remember. We no longer suffer the curse of the Rathe. Now we will have our vengeance upon Norrath. The warning horns have been sounded for five hours. I have never heard anything more beautiful.
Entry Two
Put book away.
Day 120, 289 AS: The Feerrott has been our homeland for centuries. Nature has reclaimed it in our absence. We have returned. We will take it back. The bones of walking ancestors will no longer disturb the living as the Army moves forward.
Entry Three
Put book away.
Day 140, 289 AS: The General leads us to the south. I am not aware of our direction, but I have instructed my soldiers that they are to destroy everything they see. We have sighted more lizardmen. They have been destroyed.
Entry Four
Put book away.
Day 160, 289 AS: The Avatar walks with us and tells us that we will be given even more help. We do not need help. We are the Rallosian Empire. We do not subjugate. We do not enslave. We annhilate.
Entry Five
Put book away.
Day 170, 289 AS: The lizardmen have been driven even further south. Many villages have been found and razed, but this is not satisfying. Our goal is not to kill lizards, it to destroy frogs. And then we kill everything else. We are spending too long in our goal. But our soldiers are obedient.
Entry Six
Put book away.
Day 193, 289 AS: The soldiers have been tested today. We have reached the forbidden temple and find it filled with life that must be destroyed. They followed the General's orders given by me. This makes me proud. They did not kill the tentacle-headed creatures that guarded the temple. This does not make me proud.
Entry Seven
Put book away.
Day 199, 289 AS: A week has passed and now we march again. The Avatar and the General spoke with the tentacle-headed creatures. They will not join our force. Their Avatar of Fear has forbidden us from the temple. We are Rallosians, not dogs. We will leave for now. They will pay.
Entry Eight
Put book away.
Day 240, 289 AS: My soldiers have reported a cavern leading to a world of nightmares. I have personally ended twenty of their lives. A Rallosian does not fear anything.
Entry Nine
Put book away.
Day 241, 289 AS: The General has commanded we are not to go near what he calls the Gate. I do not understand. We are Rallosians. We do as we please. We are Rallosians.
Entry Ten
Put book away.
Day 270, 289 AS: The General has explained to me the deal made between the two Avatars back at the temple. I tell him that we do not need the Trolls, even as dogs. He has told me that Second Lieutenant Mugreeza will have more information in her tent. I leave for there now.
Close book
Books
"1st Lieutenant Mugreeza, 289 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Mugreeza, 289 AS (Feerrott), started by examining 1st Lieutenant Mugreeza, 289 AS (dropped in The Feerrott).

Discovered on 1 Mar 2005 at 14:53:39 PST.
This book is titled "1st Lieutenant Mugreeza, 289 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 271, 289: The Rallosians will no longer take direction from a frightened old man. My General has chosen Dergud's successor wisely - Me. His head will be atop my standard flag to let the soldiers know that weakness will not be tolerated. No one is too young to die. No one is too old.
Entry Two
Put book away.
Day 409, 289: The final lizardman village has been slaughtered. Their death squeals filled the trees. This raised the soldier's morale to all time heights. I will not tolerate unhappy soliders under my command. Any soldier that is unhappy will have their midsection cut open and dragged at the end of the marching line.
Entry Three
Put book away.
Day 3, 290: The Feerrott is nearly ours. I have sent four platoons to find the last of those who remain within marsh. The General has ordered us to return to Oggok. We will celebrate the first of many victories.
Entry Four
Put book away.
Day 75, 290: We have tasted victory and it is sweeter than blood. Oggok is no more. What stands is now Rallos, the capital city of the Rallosian Empire. We are not stupid beasts that stomp across the land. We leave tomorrow to show the Frogloks that we are horrible beasts that will stomp across the skulls of all who are not Rallosian.
Entry Five
Put book away.
Day 77, 290: Rallos lies behind us by many leagues. The marsh is quiet. No sounds of birds chirping. No sounds of splashing in the pools. No sounds of frogs croaking. Soon, this will change. We will hear plenty of Frogs croaking. Soon.
Entry Six
Put book away.
Day 200, 290: Boredom is settling in. I cannot stand it. I have not killed an opponent in seven days. I am tiring of killing my soldiers. Their obedience makes them too easy. I will push them harder.
Entry Seven
Put book away.
Day 272, 290: I have been left in command. The General has taken several platoons and leaves with the Avatar. I have been given explicit orders. My General knows they will be followed. Our course of direction changes slightly.
Entry Eight
Put book away.
Day 441, 290: The troll dogs smelled them before we could hear them. Dergud had wasted a resource with his foolish pride. The trolls are worth their weight in gold. They eat a lot, but they will eat their own if they get too hungry. They are excellent hounds. And now, we have found more.
Entry Nine
Put book away.
Day 24, 291: The Troll villages have been razed. Those that did not come willingly are being kept in the larders for the ones who did. They will be kept on leashes and placed at the front. These beasts will serve their purpose for as long we are within this dismal swamp.
Entry Ten
Put book away.
Day 70, 290: The troops need to see action. They have already slaughtered one third of the trolls in their frustrations. This will not be tolerated. Were we not so close to Gukta, I would give the troops a lesson in obedience. I understand them, however. We will all feel much better once we are wading in the blood of the Frogloks instead of this brackish water.
Close book
Books
"1st Lieutenant Mugreeza, 290 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Mugreeza, 290 AS (Feerrott), started by examining 1st Lieutenant Mugreeza, 290 AS (dropped in The Feerrott).

Discovered on 6 Mar 2005 at 16:20:12 PST.
This book is titled "1st Lieutenant Mugreeza, 290 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 3, 290: We have met our first Frogs today. The battle did not last long. It has been too long since we last slaughtered any one. Praise Rallos that there are more where these ones came from.
Entry Two
Put book away.
Day 74, 290: We are being harassed on all ends. These Frogs don't understand that we are Rallosians. We will not be defeated. It is not possible. Let them skirmish all they like. It will make no difference in the end.
Entry Three
Put book away.
Day 102, 290: The first wave has passed. They are now sending the next wave. Riding upon the backs of lizard creatures, they believe they will beat us. Let them come. They have only seen our trolls, not the true Rallosians.
Entry Four
Put book away.
Day 141, 290: We are running out of our beasts. The trolls are no match for cooperation of the Frogloks. I have played my hand by showing the Frogs one troop unit. We are now the proud owners of thousands of Froglok knights. Our food supplies will last for years.
Entry Five
Put book away.
Day 159, 290: I have sent a Froglok back to his home. He will send the message to their people. Our terms are this - Open the gates and we will slaughter them quickly. Hold out, and we will take our time. I took the messenger's eyes as a receipt that he will deliver the message.
Entry Six
Put book away.
Day 163, 290: A messenger has arrived from Rallos. We are to stay where we are and fortify the area. This spot we stand at will be our base of operations during the push into Gukta. The siege will continue once the General has arrived.
Entry Seven
Put book away.
Day 390, 290: The messages come more regularly now. The General is close. He, with the Avatar of War, has visited with some foreigners. I do not understand, but he is my General. I trust his wisdom as long as I am part of the slaughter.
Entry Eight
Put book away.
Day 90, 291: The Frogloks have mistaken our patience for weakness. I must inform them that we are Rallosians. We are not weak like they are. I have opened the gates to our fort. I invite them inside to lay waste to our camp.
Entry Nine
Put book away.
Day 188, 290: The impaled corpses fill the swamp as far as I can see. Nowhere can one look and not see Froglok corpses rotting from spears. This message should be loud enough for the Frogloks. Hopefully, it will be loud enough for the world.
Entry Ten
Put book away.
Day 307, 290: Have they no sense? They still keep coming. And we still keep slaughtering them. I hope their numbers have not dwindled. I will be sorely disappointed when it comes time to destroy their city if they do not put up a fight.
Close book
Books
"1st Lieutenant Mugreeza, 291 AS"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 1st Lieutenant Mugreeza, 291 AS (Feerrott), started by examining 1st Lieutenant Mugreeza, 291 AS (dropped in The Feerrott).

Discovered on 13 Feb 2005 at 4:18:52 PST.
This book is titled "1st Lieutenant Mugreeza, 291 AS". It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Day 307, 290: The General has joined us. The cheers of the soldiers are deafening. The General allows this slip in obedience to slide. I will not. Let them roar like beasts today. Tomorrow I will hang one hundred.
Entry Two
Put book away.
Day 339, 290: The General explained to me my order. I am to take three divisions into the eastern regions of the Innothule and rouse the remaining Frogloks. This will cause them to react in accordance with his plans. I do not question. I only obey.
Entry Three
Put book away.
Day 402, 290: The Frogs have been given too much time to prepare for the invasion. Their defenses have been underestimated. This does not matter. Our numbers will crush down the walls of Gukta. Their magic means nothing to us.
Entry Four
Put book away.
Day 443, 290: We have lost ten score in the past month to the Frogs. They have laid the area with traps. Is this what has happened to their precious honor? Honor will not bring them victory. Only blind obedience will. They will not last long.
Entry Five
Put book away.
Day 470, 290: Their forces have come from the side. We were not prepared. We have lost one score to the frogs. Their numbers have dwindled. The General says this was their last raid. He can tell by watching their desperation. They have now seen both of the Tallon and the Vallon legions. Their desperation will turn to hopelessness.
Entry Six
Put book away.
Day 45, 291: The Trolls have broken their leashes. The dogs call out to their dead god, Cazic-Thule. He will not hear them. No one will hear them. They are of no concern to us any more. They have served their purpose. We will hunt down the rest later and put them out of their misery.
Entry Seven
Put book away.
Day 173, 291: The walls of Gukta stand before us. The Frogloks will have the honor of being the first to fall to the might of the Rallosian Empire. The smell of their impending doom fills the air. The smell of their fear thickens it. It is a good day for them to die.
Entry Eight
Put book away.
Day 202, 291: The walls have toppled. The Frogloks lie at our feet. They have taken from our numbers. We have taken from their future. The fighting continues as I record this. It will not last for long. I will step forward into the fray and claim my trophies. Lieutenant Danarg will stay behind and see that not one Frog escapes. They will all die.
Entry Nine
Put book away.
Day 245, 291: There are no more Frogs within Gukta. The Rallosian Empire has brought to them the pain and destruction they deserved. Their numbers were far less than the General expected. There were no eggs to smash in front of the mothers and fathers. I believe something may not be right.
Entry Ten
Put book away.
Day 331, 291: I have sent word to Lieutenant Danarg that Gukta has been taken and the destruction has begun. He is to tell the General that our first battle is done. He is to tell the General that I will give my debriefing. Gukta is in ruins. Gukta is no more. The Frogloks have been wiped from the face of Norrath.
Close book
Books
"3rd Lieutenant Gerrog - Logbook"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] 3rd Lieutenant Gerrog - Logbook (Feerrott), started by examining 3rd Lieutenant Gerrog - Logbook (dropped in The Feerrott).

Discovered on 3 Feb 2005 at 19:27:02 PST.
This book is titled, "3rd Lieutenant Gerrog - Logbook." It is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry One
Put book away.
Entry 14: We march through the Feerott. It is a good march. It is a quiet march. Nothing lives within the Feerrott since we have last passed through. The General personally leads us. The Arm of Vallon marches behind us. The Rathetear Mountains is our destination. We will stomp on the bones of the gods we once defeated. This time they cannot stop us.
Entry Two
Put book away.
Entry 17: We have changed course in the march. The forgotten temple of Cazic-Thule is within sight. The General tells us in command that the Amygdalans will join our ranks or they will be destroyed. I pray to Rallos that they refuse to join us.
Entry Three
Put book away.
Entry 32: We have entered the foothills of the Mountains of the fallen Rathe. The Amygdalans have refused to add their numbers to our ranks. Let them hide in the temple for as long as they wish. It will be their tomb. For now, we will take the land of our forefather's defeat and turn it into victory.
Entry Four
Put book away.
Entry 40: The General has detached us from the Arm of Vallon. The Arm, hundreds of scores in number, will continue marching north. They are to cross the Lake of Tears. Then they are to annihilate the gnolls. The Arm of Vallon will conquer the Karana plains. There is no question this will be done.
Entry Five
Put book away.
Entry 57: My command, led by the General himself, have easily taken the Rathetear Mountains. The Hill Giants recognized our superiority and bowed to our will. The lizardmen have been eradicated. If I listen closely, I can still hear the sound of the dead gods of the earth weeping. The Rallosians are conquering Norrath. Their curse has failed.
Entry Six
Put book away.
Entry 61: Taking the Hill Giants with us, the General will no longer tolerate the insolence of the Amygdalans. Their claims of counsel received from the Avatar of Fear are worthless lies. Their Avatar would never have allowed us to capture the Gate leading to their dead god's plane. The only true Avatar is the one that inspires us - the Avatar of War.
Entry Seven
Put book away.
Entry 67: When I was a runtling, my mother's mother told me of the temple of Fear. She claimed it was filled with unimaginable nightmares waiting to destroy the world. She was wrong. NOW it is filled with nightmares. Us. The Rallosians.
Entry Eight
Put book away.
Entry 79: The final Amygdalan has fallen to the black blade of the General. The ones we have captured have been forced to watch as we begin to tear down their precious temple. They incessantly chant prayers to the god of green mist. If their god cannot stop us from tearing down their place of worship, what makes them believe their god will save their worthless hides?
Entry Nine
Put book away.
Entry 83: This great temple lies in ruins. All that stands is the sacred tomb the Amydalans pray to at the center of this temple. We received word that Guk is being scourged as we speak. The split-pawed gnolls have been exterminated. The Plains are ours. Freeport is about to fall. The General is about to enter the heart of the temple and personally defile the tentacled one's most holy of all relics - the Forbidden Sarcophagus. When he has done so, the Rallosian Empire will know that we have conquered one half of the world. The other half will follow.
Entry Ten
Put book away.
Entry 84: Bring this journal to your commanding officer, Rallosian. They must know of the fate of General Urduuk. When the box was opened, a green mist oozed out, crawling into the General's nostrils. He barely had time to grasp his throat before falling over dead. One by one, thousands of Rallosians suffered the same fate. I sealed myself away inside a nearby stone coffin before the vapors reached me. It will not be long before I run out of air, for neither air or Green Mist can enter this casket. I will die as a Rallosian inside this tomb. I will not die as a forever-cured ogre outside to the Green Mist.
Close book
Books
"Adventures of Jorbo and Mappy"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "Adventures of Jorbo and Mappy" (Rivervale) (Heroic), started by examining "Adventures of Jorbo and Mappy" (found in Rivervale (-831, -6, -110)).

Discovered on 29 Dec 2004 at 14:03:00 PST.
This book is titled "Adventures of Jorbo and Mappy ". It is the story of two halfling boys and how they happened upon some exciting adventures.
Entry One
Put book away.
One day, Jorbo and Mappy decided to have an exciting adventure and visit far off lands. Packing their bags, they told their moms what they were about to do. With a kiss to their forehead, both mothers gave the two boys their blessing.
Entry Two
Put book away.
It wasn't too long after they began their journey that they were accosted by an orc. The orc told the two boys that they could not cross the bridge until they both told him a joke. If the joke wasn't funny, he would throw them off of the bridge into the water below.
Entry Three
Put book away.
Below their feet was a lake filled with the deadliest fish ever seen in all of Norrath. The lake boiled and bubbled with the fish anticipating their next meal. Jorbo started with a joke about why the duck crossed the lake. When he got to the punchline, the orc said he heard that one before, and took another drink from his jum-jum mug.
Entry Four
Put book away.
Mappy knew if they were going to escape from this wild predicament, he would have to make up a joke no one ever heard before. He looked at the orc and said, "What does the farmer say when he can't find his rake?" The orc looked confused and said he didn't know. When Mappy gave the punchline, "Where's my rake?", the orc started laughing so hard he fell over into the lake.
Entry Five
Put book away.
Then the orc splashed into the lake, all the fish swam away from him. Behind them, they two friends could hear the sound of other orcs running to see what happened, so they left. Knowing they would be taken prisoner in a big castle if they were seen, they ran for the biggest tree they could find and climbed it as fast as they could.
Entry Six
Put book away.
When they were up in the tree, Jorbo and Mappy started getting hungry. They pulled out the food they brought with them and ate it all. Still hungry, they saw a beehive hanging from one of the branches. Digging inside they dug out a handful of honey and had that for desert. That's when little bumblebee bixies swarmed out and started scolding them.
Entry Seven
Put book away.
Knowing they would get in trouble if the bixies told their mothers about taking things without asking, they jumped out of the tree and started running. A short while later, they had escaped both the bixies and the orcs inside a crude shelter buried beneath a hillside. What they didn't know was that the little house wasn't empty.
Entry Eight
Put book away.
Inside the house was a wicked old witch who called out to them. This witch had evil magical powers, for she knew their names. She then began asking them mysterious questions about what they were doing, and many questions about their mothers. Soon enough, the two friends realized that she was going to use this information in some horrible spell.
Entry Nine
Put book away.

Entry Ten
Put book away.
Jorbo and Mappy became very quiet, politely refusing to answer any more questions. At that moment, the witch tried used her magical powers and made a strawberry cake appear in her oven. She offered it to the two boys, and being fully under her spell, they ate half of the cake. Coming to their senses when they were finished eating, they said "thank you" and left to explore even further.
Close Book.The two friends, barely escaping a horrible fate, realized they needed to be more careful, for the world was very dangerous. Behind them a voice told them that they were quite right. Turning around, they saw that the speaker was an adult halfling. The interesting thing about him was that he had scales like a lizard covering his entire body. Who was this mysterious halfling? Well, that's a tale for another day.
Books
"Alliz Evol Ew"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] Alliz Tae Ew (Feerrott), started by examining "Alliz Tae Evol" (dropped in The Feerrott).

Discovered on 27 Jan 2005 at 6:33:16 PST.
This book is titled "Alliz Evol Ew". It is a folktale concerning the lizard people of the Feerrott.
Entry One
Put book away.
This is a story that tremors in the earth like the worm of below. It splits the tail as it does the tongue. This is a truth that can become a lie if it is spoken too much so beware. Listen to the tale and you will know. Choose your Ew and you shall know. Know the Alliz Evol Ew.
Entry Two
Put book away.
The many worlds wrap around us like the smell of the swamp on our tongue. The world with the five moons and the two moons are only real. The worlds that are not real do not exist until they do. The world of the shattered moon and the world of no moons and all moons do not exist. The Alliz Evol Ew know this. And we know they are real.
Entry Three
Put book away.
The fourth secret is not known to the Tae Ew. This is what fills our heart with the slowness of night. Ew can be felt by all. Ew is where the hunger is filled. When we walk the world of Ew as one mind, we no longer have the consuming within our guts. The Tae feed their hunger upon Evol. This will no longer be when we are all within Ew.
Entry Four
Put book away.
We are one within the Ew. All that is and all that can be is within the Ew. As the warmth of the sun leaves our body, we make a new one within the Ew. All are now within the Ew. All that are Evol. None that are Tae.
Entry Five
Put book away.
In the Ew we thrive as one. In the world of the two moons that will not be, we are taken to the false secret of the Tae. Within the eggshell, we gaze upon the lie of the Tae. It does not frighten us for we know of the true Ew. We are given to false secret and we are consumed by the hunger of the Tae. The Evol become smaller within the two moon world, but we become bigger within the Ew.
Entry Six
Put book away.
We Evol are no longer Onu. The Onu will be as one. In the Ew, we are greater than all alone. If we are not dead enough for life, are we not alive enough for death? We are two and we are one and we are two. The Evol are two, for the worlds can become as one. The Alliz Evol Ew walk in the waking world as the Evol. The Alliz Evol Ew walk in the sleeping world as Alliz Ew Saur. They are the same. We are Onu.
Entry Seven
Put book away.
The soft land with the water is no more than the water with the soft land. They are barriers between worlds, just like the Ew and the Here. Two that cross at the same time, these world. Alliz are two. Evol are two. We Alliz Evol Ew are in the Here. We Alliz Ew Saur are in the Here. We are many and we are one.
Entry Eight
Put book away.
Our numbers are given to the false secret of the Tae. Our numbers are given to the ogres and the trolls and the furry worms. We grow smaller as the Alliz Evol Ew. We grow larger as the Alliz Ew Saur. We Evol stand within our home of water and bog. We Saur move between the earth and wind and will be with we Evol.
Entry Nine
Put book away.
We Evol no longer live within the Ew. We live only within the Here. The secret given to use by the multi-color lizard stand before us. We are not Alliz Onu. We are Alliz Evol Ew. We are not Alliz Tae Ew. We are Alliz Ew Saur. Our fourth secret will be shown to the false fourth secret of the Tae. Then we will be Alliz Onu.
Entry Ten
Put book away.
We are the Alliz Ew Saur and we are the Alliz Evol Ew. The Tae see us at the same time. We do not see their secret. Their eggshell is empty of yolk. They have no Kaz'zar'aik'Chuel. Their truth has been spoken too much and now becomes a lie.
Close Book.
Books
"Alliz Onu"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] Alliz Onu (Feerrott), started by examining "Alliz Onu" (dropped in The Feerrott).

Discovered on 1 Feb 2005 at 3:23:36 PST.
This book is titled "Alliz Onu". It is a folktale concerning the lizard people of the Feerrott. It looks as if it was translated from another language.
Entry One
Put book away.
This is a story made from wind and earth. This is a truth that can become a lie if it is spoken too much, so beware. Listen to the tale and you will know. Listen with your tongue and you shall see. See how we have been one but are now two. Know the Alliz Onu.
Entry Two
Put book away.
In the land of the five moons, the stars still spoke with us. They taught us the secrets of the marsh. They taught us the secrets of fire. But the stars did not teach us the secrets of our heart. We could not feed until this secret was known.
Entry Three
Put book away.
Onu is who we were. Onu was what we felt. And this was how we lived. Many times the wings of the root flies would be used to wipe away our smells. Without the smell of the Onu, we could find the secret of the heart of the Onu. One must always remember this.
Entry Four
Put book away.
We could not hear the screams, but we knew they were there. We could smell them coming from the great stones that grew with edges. The Onu knew that within the eggshell of these stones held a secret. We had been given three by the stars, but we could not feed until we owned the fourth.
Entry Five
Put book away.
The Onu with no scent would steal the fourth secret. The egg would be cracked and the mystery revealed. We Onu with the scent would remain to tend to the clutch. During this time, we would not feed until the fourth secret was known.
Entry Six
Put book away.
We Onu who had opened a hole within the great edged stones would hold our bravery. This is why there was no scent. We Onu who would hold the clutch could feel the hunger and this we held too.
Entry Seven
Put book away.
The horned lizard with four legs and two more above spoke for the stars. The light of the north sky would follow this great lizard and the lizard would follow it. The white lizard was there when the night would come and was not there when the day warmed our skin. The hooved lizard would show us the fourth secret. We now knew the secret of the Onu's heart. The secret was Ew.
Entry Eight
Put book away.
We Onu would return from the inside of the stone egg. We Onu would say that we knew the fourth secret. We Onu knew the secret of the Onu's heart. Now we knew the fourth secret and we knew the fourth secret. There were two that could only be one. And this is why we Onu are now two.
Entry Nine
Put book away.
We Onu knew that the fourth secret could only be known when the day was gone. The secret to our hearts was between our eyes. And if we could open our heart, we Onu could make the world command our bidding. When we were one being within the world that is not, we feed and we are Evol. When we are within the world that is, we are Alliz Evol Ew.
Entry Ten
Put book away.
We Onu knew that the fourth secret was not for us. The fourth secret is Ew. The secret will now be Kaz'zar'aik'Chuel. We are the Alliz Onu. We will now be the Alliz Tae Ew. Now that the secret is known, the secret will be given to and it will give unto us. We can give more if we feed. We feed only on those that do not know Ew and what Ew is now.
Close Book.
Books
"Alliz Tae Ew"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] Alliz Tae Ew (Feerrott), started by examining "Alliz Tae Ew" (dropped in The Feerrott).

Discovered on 14 Feb 2005 at 5:23:03 PST.
This book is titled "Alliz Tae Ew". It is a folktale concerning the lizard people of the Feerrott. It looks as if it was translated from another language. Entry One Put book away.
This is a story made from salt whispers so one must check for the scent. This is a truth that can become a lie if it is spoken too much so beware. Listen to the tale and you will know. Choose your Ew and you shall know. Know the Alliz Tae Ew. Entry Two Put book away.
The Evol do not know the secret as we do. We must give this secret with our teeth and our gizzards. This is the only way, for the secret has shown us. The Evol resist us giving them the secret. There is no other way. Entry Three Put book away.
The Evol do as we tell them. We tell them to leave the warmth of the holy site of the fourth secret. They will walk the lands of flowing sap and running blood and the fanged flies. They must chew the acrid air and have the cold of the night wash over them. This makes the feeding better. Entry Four Put book away.
Not the Tae, not the knowers of the secret, not the givers to the Kaz'zar'aik'Chuel. They are Evol and we are not. The secret promises that when we are on Onu again, the fourth shall tell us the fifth. This is us being slow. This is us tasting the air. This is us preparing to feed. Entry Five Put book away.
We Alliz Tae Ew know the secret within our heart, but for some the secret is known deeper in their hearts. And the secret has given a tap-tap-tap to their hearts and their tail holds more water. There are Alliz Tae Ew that must be listened to, for they know the fourth secret. They know the Kaz'zar'aik'Chuel. They will bring forth the cold night with their gift, we will bring the meat with our sharpened sticks of wood. Entry Six Put book away.
We Tae give to the secret and it gives to us. This is known. The secret tells us that we do not need five moons to guide us. The two full moons will be the honesty that is given to us. The moons that become two from five can only happen if the Tae and Evol slide through the holse that is not there. And it will. Entry Seven Put book away.
The five moons are only two and the blood pools are clear. The evershifting land stays as one place. Warmth is in the air. The fouth secret has given us the truth. The fourth secret must be given to. We must not give only the teeth and the gizzard. There must be more. Entry Eight Put book away.
The fourth secret is lost to us is the place that once was. Evol children speak that their false fourth secret cannot leave them. We will birth an eggshell made from sharp edged stones just as it was. The yolk will then fill with the fourth secret and the Evol will know theirs is a lie. Entry Nine Put book away.
The house of the fourth secret now stands upon the true world. The Tae and the Evol have built the shell. Now we wait for the yolk to fill. Evol do not know. Our hunger does know. They will stand and we shall show them what we feel. We will gain from their meat as the secret has shown us. Entry Ten Put book away.
It is the Temple. It is the home to the secret. The aspects of the secret fill the stones. We need not chew and smack upon the bones of only the Evol. The secret that stands within the heart has shown us softer meat. We will suck the marrow from ogres and trolls. We will give the secret to the Evol or we will feed on them. We are Onu. We are Tae. We are the bringers of the Kaz'zar'aik'Chuel Eggshell. Close Book.
Books
"Bestest Orc Emperors"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [38] "Bestest Orc Emperors" (Zek, the Orcish Wastes), started by examining "Bestest Orc Emperors" (dropped in Zek, the Orcish Wastes).

Discovered on 9 Dec 2004 at 16:14:03 PST.
This book is titled "Bestest Orc Emperors". It briefly highlights several important leaders from orcish history. Unfortunately it is told from the perspective of an orc.
Entry One
Put book away.
I am the person who tells stories for the Emperor because I tell the best stories ever. I was told to write a story down on this so in case I get killed by the Emperor he won't forget all my old stories. Emperor Fyst told me to write all the stories about the bestest Emperors ever so I will write them down now.
Entry Two
Put book away.
The first of the greatest orc emperors was Emperor Crush. He was the smartest orc and the most powerfullest orc that ever lived. He lived in this far off place where there were all these trees and stupid elves and stuff. Emperor Crush built this huge castle with his own hands and let other orcs live inside it with him.
Entry Three
Put book away.
He would go ahead and make everyone of his orcs do all kinds of exercises everyday until they died. Not all of them died, but a lot of them did! That is how good he was! He made a really good army out of his orcs and then called them names like Centurion and things like that which meant "Really Good Fighter".
Entry Four
Put book away.
Emperor Crush would be the greatest Emperor any of the orcs would have for a long time. He would smash all of the elves and he even chopped down all of those stupid trees of theirs. One day he would fall on a dagger that a dark elf was holding and would die, though. That would make all of the orcs really mad, so they killed even more stupid elves.
Entry Five
Put book away.
There was no bigger and better Emperor than Crush until Emperor Gash took over a lot of the orcs. I don't know if he was in the same place that Emperor Crush was, but he had to be because the orcs have always been together. Emperor Gash would make lots of different armies work together and do some really sneaky things to all the humans.
Entry Six
Put book away.
Emperor Gash didn't just make the orcs do things, he also made all the big dumb ogres do things too. He said stuff like "Do this or I kill you" and they did, because the ogres are not as good as orcs are. He also made some big Averturd thing some stuff too, because he was the greatest orc Emperor there ever was.
Entry Seven
Put book away.
Emperor Gash was the best Emperor because he had sneakiness and did it on all the stupid other humans. They gave him lots of money to leave them alone and then he went into the desert. No other orc could come up with something like that. He made us wait there and said we orcs would go back to the humans when they had more money and take it one day.
Entry Eight
Put book away.
Emperor Fyst is our Emperor today and he is the best one to ever lead any orcs. He was the bestest gladiator in all of the rings. I even made a lot of money off of him when he was fighting. When he became Emperor I gave him all of my money back and he made me the history person to tell about him.
Entry Nine
Put book away.
We used to have another Emperor who was really stupid and did nothing really good. The old dumb Emperor used to make gladiators fight in front of him whenever he ate dinner. He make Emperor Fyst fight one day and the Emperor killed all of the other orcs. He then call the stupid emperor mean names and then killed all of the other guards who were told to kill him.
Entry Ten
Put book away.
Emperor Fyst then jumped out of the fighting pit and started to fight the dumb emperor. We all laughed because the dumb emperor didn't even know how to fight. All the dumb emperor knew what do was to take orders. Emperor Fyst doesn't do that stuff. He is the best fighter ever!
Close Book.
Books
"Bird Watching - The Beast of the Enchanted Lands, Part I"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 17 Feb 2005 at 12:30:38 PST.
This book is titled "Bird Watching - The Beast of the Enchanted Lands, Part I". It is the story of the author's fateful encounter with the Great White Hummingbird.
Entry One
Put book away.
Welcome, reader, to another exciting chapter in my Bird Watching series. Many of you have asked me, "Artemisio III, what caused you to take up bird watching?" Well, in this special edition, I"ll tell you how it all began.
Entry Two
Put book away.
Many years ago, when I was a wee lad, I would traipse around the countryside, exploring all the great mysteries of the world. I was so overjoyed at all the interesting things I found, I never really paid attention to where I was going.
Entry Three
Put book away.
My life drastically changed when I ran afoul of what would later become my arch-nemesis. As I collected posies to give to dear Mum, I saw an odd sight floating above a patch of flowers. Curious, I stepped forward to investigate.
Entry Four
Put book away.
There before me was a hummingbird. But reader, make no mistake, it was no ordinary hummingbird. No, this hummingbird would send shivers down your spine. Hovering before me was one of the deadliest creatures known to Norrath - The Great White Hummingbird.
Entry Five
Put book away.
Now, I know you're saying, "But Artemisio III, isn't the Great White Hummingbird just a myth?" and I say to you, reader, "Listen to the stories, for they are true!" A simple sighting of such a magnificent beast would not have normally been enough to change my life were it not for what happened next.
Entry Six
Put book away.
Hearing my approach with its supersonic powers of hearing, the Great White slowly looked up at me. I'll never forget the look in its eyes as it spotted me! It was like looking into pools of darkness, and from its eyes it oozed an ichor of filth that penetrated deep into your soul.
Entry Seven
Put book away.
As the Great White smelled my fear, it began to laugh in that low, mocking cackle all of the stories claim it possesses. It began to rise over the flower patch, knowing that I had nowhere to run. This is when my life began to flash before me.
Entry Eight
Put book away.
The Great White began to hover around in a pattern that began to lull my senses. As I watched it, I was hypnotized by its beauty, all but forgetting the mortal peril I was in. That's when it opened its gaping maw, showing me its jagged teeth. The Great White was about to go for the kill. As I turned to run, I tripped over a rock, knocking myself to the ground. That was when I knew it was all over.
Entry Nine
Put book away.
But you see, that was what saved me! The special helmet my mother always made me wear fell off my head as I tripped. It flew straight into the sky, and as it plummeted to the ground, it fell right on top of the Great White Hummingbird. Underneath my helmet was trapped all 2 inches of seething evil! Fortunately, I had my wits about me, and I left the helmet where it was.
Entry Ten
Put book away.
I ran home to tell my Mum of the events, but she was more concerned about what happened to my helmet. Instead of making up some story about giving it to a nomad in exchange for some magical beans, I chose to tell her the truth, no matter how much it frightened her. This is only the beginning, however. In the next volume, I shall detail how someone unleashed the Great White back into the world, and how I began my search to save Norrath from utter destruction.
Close Book.
Books
"Bird Watching - The Beast of the Enchanted Lands, Part II"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 4 Dec 2004 at 10:33:59 PST.
This book is titled "Bird Watching - The Beast of the Enchanted Lands, Part II". It is a guide to bird watching in the Enchanted Lands and the great danger that flies across the land.
Entry One
Put book away.
Welcome, reader, to the exciting conclusion of the story I began in Part I of the Beast of the Enchanted Lands. As you may remember, I told you the harrowing tale of my first encounter with the Great White Hummingbird. The following tale covers how I risked my life to track down that evil fiend and stop it from wreaking destruction upon innocent travelers.
Entry Two
Put book away.
Ever since that day I narrowly escaped death at the maw of the Great White Hummingbird, the memory of that encounter haunted my sleep for years. The reader will be surprised to learn that I began bird watching not for the sheer pleasure of it, but rather to follow the old adage -- know your enemy.
Entry Three
Put book away.
When my dearest Father found my special helmet in the hands of a wandering nomad, I knew that the Great White had been unleashed upon the land again. I vowed that I would find it and put an end to its existence once and for all. You can read all about my various adventures in my other books, which I know you are sure to buy.
Entry Four
Put book away.
For many years I studied my elusive prey. And elusive it was! No one claimed to know anything about it, and after much questioning I came to the conclusion that Great White Hummingbird had frightened everyone into silence. My clue to its whereabouts came from the ramblings of a drunken dwarf. He would be the one to give a name to my archenemy - Zibbly Blip.
Entry Five
Put book away.
Now that I knew the True Name of my enemy, I sought out the greatest mages of the land. In time, I found him hiding down by the docks in Freeport. Through much coercing in the way of platinum coins, he used the True Name to reveal where I would find my prey -- The Enchanted Lands.
Entry Six
Put book away.
I set sail at once for these so-called Enchanted Lands, intent on engaging in mortal combat with the foul beast. Captain Grok'Zar, a burly man that looked a little bit like an orc, had assured me that I would arrive safely upon the shores in no time at all. Were it not for the sneaky attack by pirates in the middle of the night, I surely would have made it there safe and sound.
Entry Seven
Put book away.
Having been blindfolded by pirates and tossed overboard, I would have thought my journey at an end. I managed to secure a piece of flotsam to hang onto, and over the course of several months, I managed to collect enough to build a small raft. Food and water were no problem, for the sea is swimming with fish and filled with, well, water (a bit on the salty side, yes, but beggars can't be choosers).
Entry Eight
Put book away.
I am not sure how much time passed, for when adrift on the ocean, there are other things to concern oneself with. After several weeks, for instance, I started seeing the most beautiful birds you could possibly imagine flying past the sun. The amount that I saw could fill whole volumes, but I am here to tell of the Great White Hummingbird. Fear not, reader, for in the end I finally found the lands I sought.
Entry Nine
Put book away.
When I arrived on shore, it took a few moments for my sealegs to become accustomed to solid land. No sooner than I adjusted, I spied my prey floating right in front of me. In the time since I had last seen the Great White Hummingbird, it had learned the magical arts of illusion. For you see, rather than appear as the threatening monster it truthfully was, it had taken the form of a smiling, waving halfling.
Entry Ten
Put book away.
Not falling for its insidious tricks, I grabbed my harpoon I fashioned from the barnacles floating under my raft and I launched it through the air with all my might. Rest assured, gentle reader, it hit its mark square in the chest. Falling to the ground, it did not have time to cast its spell to turn back into its true hummingbird form. I buried the false halfling that day, saying a small prayer for a fallen enemy, and wound up doing my part to save Norrath from the horrid predations of the Great White Hummingbird.
Close Book.
Books
"Bird Watching - The Do's and Don'ts of Nektulos Forest"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 14:31:04 PST.
This book is a complete volume on different types of birds that can be found in the Nektulos Forest. The title is - "Bird Watching: The Do's and Don'ts of Nektulos Forest".
Reread Story
Close
If you're reading this book then you're like me - a bird enthusiast. I've been a bird watcher for years now, and would like to share some of my favorite spots with you, the reader. This tome will help to point out three types of birds I've found in the Nektulos Forest - The Double-Headed Thrush, the Horned Woodpecker, and the Ash Dodo.
Read Story 1
Read Story 2
Read Story 3
Close
The Double-Headed Thrush is a rather common bird, but I've found that the species found in the Nektulos Forest have a very vibrant shade of yellow in their plumage. This yellow color helps to camouflage them while they fly from tree-top to tree-top, but with a few tricks, they can easily be spotted.
Continue Story 1
Close
When looking for the Double-Headed Thrush, you must remember to keep in mind that the Thrush is a very shy bird. They are most frequently found near a very large pond that has a large skeleton in the center. And that very same skeleton is what can help you find the little guys.
Continue Story 1
Close
Before venturing to the pond, you must be sure to put on a very tight-fitting leather chest-piece. A harness, if you will. Make sure you put on some boots with very good traction as well. But, as a fellow bird-watcher, you know as well as I that this is standard field-gear.
Continue Story 1
Close
Once properly equipped, I usually like to leave for the pond right at about dawn. To be honest, any time of the day will suffice. The reason for this is that I like to see where I'm going. This is a tip I learned from a fellow bird-watcher who helped me out of the bottom of a pit-trap. Also, be sure not to take a sip of water from the river. The fish there are rather hungry.
Continue Story 1
Close
Once you've reached the pond locate the skeleton. You should be able to spot it rather easily being that it is about six Ogres high. Climb to the very top of one of the ribs and slide the rib-bone between your tunic and the leather chest-piece. At that point, hang upside down for the next hour and, sure enough, you'll see the Double-Headed Thrush.
Close
My first encounter with a Horned Woodpecker was several years ago when I was vacationing in the southern Commonlands. I was drinking a cold Sloshy Grog, with a spritz of lemon, mind you, when I started thinking about birds. I poured a few more Sloshy Grogs while pondering, then a few more, and a few more. That's when I found one!
Continue Story 2
Close
I looked at first and was stunned! I had never seen a Horned Woodpecker before, and there was one right in front of me, pounding its head against a tree! That's when I realized that while I was pondering birds, I had wandered into the Nektulos Forest! And I knew exactly where I was, too!
Continue Story 2
Close
For those who rarely make it out to the Nektulos Forest, you may not be familiar with Bone Lake. It's a short jaunt to the north and a little to the east. And if you have as much perseverance as I, you too can find the Horned Woodpecker living in the trees around this river. Let me describe it to you, so that you can spot it better.
Continue Story 2
Close
The Horned Woodpecker is about one thumb high and has a wingspan of two Troll's armlengths. On the top of its head you'll find the most marvelous pair of curved horns jutting out of it, which they use to dig holes in trees so that they can store nuts for the winter.
Continue Story 2
Close
Were it not for that pondering while I had a few of Sloshy Grogs, I would have never thought of traveling to Nektulos to find the Horned Woodpecker. My fellow enthusiasts may scoff at me for my claims, but I know I've seen it. As a matter of fact, I saw the most interesting thing in the water as well, but I'll save that for another book.
Close
Ah! The Ash Dodo... my personal favorite of ALL the birds in the Nektulos Forest. Now some may say, "Look... the Ash Dodo was hunted to extinction twelve thousand years ago", but I say "Hogwash!". All you have to do is look real hard. And in this chapter, I'll show you how to find them!
Continue story 3
Close
You'll never find the Ash Dodo by standing around in Freeport. You'll need to follow the Torrent River all the way up to where it starts, at the most beautiful waterfall you'll ever see in your life. Once there, you'll need to use the following bird watching technique to spot those clever little birds.
Continue Story 3
Close
First, you'll need to squint your left eye until it's almost fully closed. Now hold it like that for a few minutes. Then do this with your right eye. Repeat this a few more times. Now go find a rather comfortable rock.
Continue Story 3
Close
The next step is for you look for a good spot in the sky. Now, you see, the Ash Dodo is a rather tricky little bird. The reason people think it's extinct is that its plumage is the same exact color as that of the sky in Nektulos. That's why you'll need to get the squint down perfectly.
Continue Story 3
Close
Finally, when you're ready to see the Dodo, get off of the rock you're sitting on. Look at the rock, pull your head back, and with all of your might, smack your head into that rock three times. Now quickly, look at the sky! Squint your eyes like I showed you. See those little red swirls up there? That, my friend, is the Ash Dodo.
Close
Books
"Bronsin"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [49] "Bronsin" (Permafrost), started by examining "Bronsin" (dropped in Permafrost).

Discovered on 19 Dec 2004 at 10:05:04 PST.
This book is titled "Bronsin." It is the tale of a man named Bronsin, how he came to lose his village, and what he's done with his life since then.
Entry One
Put book away.
There hasn't been one tavern I've been to that you can't find someone willing to part with their life's story in exchange for a free ale. Add in a lost love to that story, and it may not cost you an ale at all. Finally, mix in a personal nemesis of some type and you can be assured that it won't cost you a copper to hear it. I've been told I'm a good listener, too. But this story? This one's mine.
Entry Two
Put book away.
The name's Bronsin. I grew up in a village far away from here. So far away, as a matter of fact, its name probably means nothing to you. My village ain't too important to the story, though. What happened to it is. For you see, the place don't exist anymore thanks to the Drakota.
Entry Three
Put book away.
What's a Drakota, you ask? Well, they're the things I've been hunting for years now. But I'll get back to that later - we were talking about my village. Well, it goes like this. We had this visitor who showed up one night, claimed he had something really important that he needed to keep hidden. Wound up telling my Pa what it was. After he did, well, my Pa told him he could live there for as long as he liked.
Entry Four
Put book away.
Everything was all hunky-dory for a number of years, and that fellow always kept to himself. So much so that we never even found out what his name was. Never got a chance to find out what it was that he had on him, either. Maybe things could've been much different if we did. Doesn't really matter now, since the Drakota came from the skies and killed him in the end.
Entry Five
Put book away.
It was a nice lazy day. Everyone was enjoying some watermelon juice, being as hot as it was. That's when we all heard what sounded like old Margera beating her carpet. Soon enough, we saw it was those lizards. About twenty of them swooped down from the sky in perfect formation and started breathing fire all over the surrounding houses. I may sound matter of fact about it, but that's just because I've seen much worse since then.
Entry Six
Put book away.
Looking back now, I see what these things were doing. They were rounding us up just like cattle for the slaughter. Once we were all in a big circle, we heard even more beating of wings. That's when we saw that it was much, much bigger than the flying lizards. Been told this one is what they call a Dragon. me? I call him my nemesis.
Entry Seven
Put book away.
So this golden dragon comes flying down and tells everyone that he knows the Keeper is in the village. Says he wants the Keeper and the Orb. I spoke up first, stupid me. I tell him we won't know what he's talking about and that we just want to be left alone. Well, it was good luck and bad luck I said that. Good because I'm still here today, bad because I got a 'punishment' I've never forgotten.
Entry Eight
Put book away.
So as the Drakota are busy teaching me a lesson for opening my big mouth, this big Dragon tells the villagers that if the Keeper isn't handed over, half of the people will be killed. Just as everybody starts screaming and hollering, a magical explosion goes off in the hut the nameless guy was living in. At once, all the Drakota forget all about me and check out the destroyed hut.
Entry Nine
Put book away.
They come out holding the already dead body of the nameless guy and say the Orb was nowhere to be found. This dragon tells the Drakota to kill everyone and flies off. Well, those Drakota sure know how to do their job! With their fiery breath, they went and killed my neighbors. They killed my family. They killed my wife. They killed my children. But they made a big mistake, they forgot to kill me.
Entry Ten
Put book away.
Since then, I've been hunting down these beasts. Already killed about twenty of them, and plan on killing every last one of them. Makes it hard to track them, being they cut out my tongue that day. But all I have to do is look for signs of terror in the eyes of people talking to me. That tells me if the Drakota are close. And if the Drakota are close, then that Dragon is too. And I'm saving him for last.
Close Book.
Books
"Destroyer's Folly"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [48] "Destroyer's Folly" (Permafrost), started by examining "Destroyer's Folly" (dropped in Permafrost).

Discovered on 15 Dec 2004 at 21:14:54 PST.
This book is titled "Destroyer's Folly". It is an old song transcribed onto the pages.
Its structure is familiar with elven poetry, so it wouldn't be too much to assume that this song goes back thousands of years.
Entry One
Put book away.
The following song was taught to me by my grandmother. She tells me that was sung to her by her own grandmother. I am recording it here for my own granddaughter.
Entry Two
Put book away.
"When the sun was high in the sky,
And the winds blew gently in the wind,
The Destroyer would come to the land,
And spread his hatred and sin."
Entry Three
Put book away.
"From high in the mountains he would fly,
And rain unholy fire from the sky,
Taking his copper bride,
And letting loose his pride"
Entry Four
Put book away.
"His set forth his name on a plate and a prayer,
And ordered his flock to sow despair.
Seeking the heat of the heart and the cold of the fair,
His children were to seek out their lair."
Entry Five
Put book away.
"Destroyer, Destroyer, you came for blood,
Destroyer, Destroyer, your mind did flood,
Betrayer, Betrayer, you removed your ring,
Betrayer, Betrayer, your heat did sing."
Entry Six
Put book away.
"The broodlings of carnage and lust,
They sang your name as Terrinax.
The broodlings of pain and untrust,
They sang your name as Master."
Entry Seven
Put book away.
"Wielding his leash and letting them loose,
The Destroyer sent forward his brood,
To open their hearts and to set them free,
The two lovers of Fire and Ice reunited."
Entry Eight
Put book away.
"But a hero would come from the light of day,
To save our forests and towns.
Wielding a blade to strike down the Drakota,
The hero would say the Destroyer."
Entry Nine
Put book away.
"The broodlings, bereft of their Harness,
Ravaged the lands, winds, and sea.
Death and destruction from their unholy mouths,
We prayed for salvation to set us free."
Entry Ten
Put book away.
"The unbroken Ring came to offer us solace,
reigning in the maddened broodlings.
Taking the Drakota back to the desolate lands of their birth,
they calmed the wildfire with cooling ice."
Close Book.
Books
"Dragoon Zytl - Black Rank"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 19 Nov 2004 at 22:36:03 PST.
This old book is titled "Dragoon Zytl - Black Rank". It is the account of a dark elven soldier that appears to have lived hundreds of years ago. Its chronicle tells of the Dragoons adventures throughout Norrath during the Time of Turmoil. Through much work, most of the missing pages have been found.
Read entry one.
Put book away.
The Outpost serves no purpose. Why do we Teir'Dal, rightful owners of Norrath, insist on working "with" these mindless Trolls and Ogres? They need to be whipped into submission, not worked along side with. Were it not for these degenerate lizard-men, the King would never stand for this!
Read entry two.
Put book away.
I have been called back to my home. Though I will not say it aloud, I miss Neriak like one misses a lover. I have suffered the dishonor of briefing the General on the route I took each night on my patrol. Whereas I was able to take the path myself, exterminating anything that dared walk upon it, the General has plans on bringing a whole contingent of Dragoons with him. Knowing him, he'll get them all killed.
Read entry three.
Put book away.
We have convinced the captain of this abomination of a ship to remain quiet about our presence. We too will visit this frozen land just as our degenerate cousins have done. There must be something here that draws them so. We will find what it is and report it to our glorious King.
Read entry four.
Put book away.
We have found her home. The one they call their mother, Tunare. She feels it with every death. With every one of these creatures felled, it is like a slash to her face. We can hear her cries of pain echo from the trees themselves. And the way our brethren stand in horror as we slaughter the children of their Mother. I have never known a joy so much as I know now.
Read entry five.
Put book away.
I have been honored by both my King and my Prince for leading the squad to the Plane of Growth. I was judged worthy enough to be told that our discovery has caused the King and Queen to come upon a stroke of inspiration. I know nothing more than that, but it is enough to swell my chest with pride.
Read entry six.
Put book away.
I have been personally selected by my King to extract the secrets of the Spires from the Scions. I do not trust these mysterious individuals. They seem to contain much power, or how else could they have unlocked the secrets of the Spires. I will bring with me a whole contingent of Dragoons to be on the safe side.
Read entry seven.
Put book away.
I have been given one last chance to atone for losing the contingent of Dragoons to the Scions spells. I personally will travel, alone, to the rumored city rumored to exist upon the moon. If the rumor is true, and I find those of Teir'Dal blood living in harmony with all of the other races within that city of Katta Castellum... then I will report back to the King. I must keep my vow not to kill them.
Read entry eight.
Put book away.
The moon of Luclin is like no other place I have ever seen. Not only does Luclin contain creatures that are unlike anything upon or below Norrath, there is a deeper secret hidden with the Grey. Since this is a solo mission, I do not have one of the weak spellcasters with me to allow us to breathe in that dead place. It's mysteries will remain just that.
Read entry nine.
Put book away.
The Queen has directly ordered me to venture to the Plane of Knowledge and see if there may be some way for the Teir'Dal to gain the upperhand. I have been assured that this order has come from the King, but he is incapacitated at the time. I am to report back to her in five years time.
Read entry ten.
Put book away.
The Queen is very pleased by the information that I have garnered about the gateways into the planes. She has assured me that the King will be most pleased to hear this information. By her decree, which she has assured me was from the King, I have been raised into the Blood Rank. I am one of the Six. I am DRAGOON.
Close Book.
Books
"Dragoon Zytl - Blood Rank"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 26 Nov 2004 at 14:48:54 PST.
This old book is titled "Dragoon Zytl - Blood Rank". It is the account of a dark elven soldier that appears to have lived hundreds of years ago. Its chronicle tells of the his involvement in events that led up to the invasion of Faydwyr. Through much work, most of the missing pages have been found.
Read entry one
Put book away.
My subordinates have displeased me. Today I had to discipline a whole contingent of Dragoons for daring to question the King's orders. They do not need to know why the First Gate is being built. All they have to do is defend it. To question the Kings orders is to question why you are allowed to breathe.
Read entry two.
Put book away.
The First Gate has neared completion. No longer will these disgusting Trolls be allowed to walk so close to the Third Gate. It is bad enough that we must continue to suffer their presence. The Queen has assured me personally that all will be understood in the future.
Read entry three.
Put book away.
First Gate is a testament to the superiority of the Teir'Dal. It is now complete and the lesser races that we allow to enter will only interact with the low-borns - merchants and simple guards, alike. The monuments glorifying the wisdom of our past rulers will show the lessers where their place in the world is.
Read entry four.
Put book away.
All heretics will suffer the same fate as the band suffered today. No one will walk within Neriak and dare to utter blasphemy as they did today. Innoruuk has not grown silent, as they claim. He is in our very hearts and guides our hands in all of our actions. I am sure the Queen's necromancers will bring upon them a more deserving fate even in undeath.
Read entry five.
Put book away.
My troops will be the most prepared for when the day comes. I drill them twenty hours a day. I will not suffer the indignity of seeing Gmiz's command reign victorious. Mine will be the first to go see the glory. And take it all. In several more years, my men will see what I've done for them.
Read entry six.
Put book away.
We have won every last one of the contests. My men will be the first. Gmiz came to congratulate me for my victory. I ran my blade through his gut before his hand had fully lifted his assassin's dagger. Now, not only are his men without a leader, they will remain behind as the invasion begins.
Read entry seven.
Put book away.
The Overlord's ragtag group of undisciplined ruffians has attempted a failed push into the forest. It was close to four hundred years ago that I last stood at that bridge and defended it. I still brandish the scar given to me by my Prince to this day, having refused all healing. Slaughtering those Militiamen brings me back to my youth. But I have no time for that now. I must see to it that the ships are completed.
Read entry eight.
Put book away.
The armada has finally been constructed. Our spellcasters have done much to keep the armada hidden from prying eyes. Now it is time to stand aside and let the true warriors take over. Soon, our oh-so-beloved brethren will pay for their millennia of insolence. In their contemptuous state, they will never know what happened.
Read entry nine.
Put book away.
Today King Naythox Thex, in all his resplendent glory, sailed out on the first ship. I am honored to follow tomorrow. My Queen informs me that she has a message that I must personally deliver to the King. As I depart, she will give me the message. Tomorrow we shall fell their precious trees. We shall raze their cities to the ground. We shall let loose the dogs of war.
Read entry ten.
Put book away.
Five hundred years ago, I passed the nine trials. I defeated my enblooded brothers in mortal combat. I drank from the Chalice of Hate. I bent my knee to MY King. I will NOT take her offer. I will not leave my King's side at the moment of our greatest triumph. I will not betray my king with an assassin's blade. I will die for him before I betray him. I am Zytl. I am, always have been, and always will be - DRAGOON.
Close Book.
Books
"Dragoon Zytl - Green Rank"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Nov 2004 at 13:07:44 PST.
This old book is titled "Dragoon Zytl - Green Rank". It is the account of a dark elven soldier that appears to have lived hundreds of years ago. Its chronicle tells of this dark elf's rise through the ranks of the Dragoons. Through much work, most of the missing pages have been found.
Entry One
Put book away.
I have passed the nine trials. I have defeated my enblooded brothers in mortal combat. I have drunk from the Chalice of Hate. I have bended the knee to our glorious King. I have torn away the chains of my home. I have stripped away the ties to my family name. I am no longer T'Xerd. I am now Zytl. I am now Dragoon.
Read Entry Two.
Put book away.
The commander has assigned our company to watch over the bridge for the following decade. I am proud to guard the bridge, for I am a Dragoon. I saw some halflings enter the forest today. Our forest. They were curious. They are now dead.
Entry Three
Put book away.
I have now mastered the Three-Singing-Skulls technique today with my blade. In recognition of my skill, my blade will be blessed by the priests of hate. No longer will those balls of light gleam with smug defiance as my steel passes through them. Not one wisp will escape my vigilance.
Entry Four
Put book away.
I have received an honor today. We spied some dervish cutthroats approaching the bridge and stopped them. Much fighting ensued, and in the end they had slain all but myself. The bandits were in truth my Prince and his entourage disguised as commoners. I was commended for lasting as long as I did from his very mouth. I will wear these scars with pride.
Entry Five
Put book away.
The Dragoons will no longer guard the bridge, leaving it to the lower births to do so. This is the decree from my glorious King. Some say that the Queen has made this decree, not the King. The next one to say this will also have his tongue severed from his mouth.
Entry Six
Put book away.
I am to escort our prestigious necromancers to the Innothule swamp. We will waylay some of the lowly Trolls and bring them back with us. It will test my discipline to not kill them as the animals they are. I pray to Innoruuk that he will give me an opportunity to vent elsewhere.
Entry Seven
Put book away.
Innoruuk is testing me. I have been assigned to watch over the Foreign Quarter. To watch over all of the Lessers... and not to slaughter them. I must not question my King's orders, but I do not understand why they should be allowed to walk among us. I must find some way to hurt these inferior beings, whilst maintaining my vows.
Entry Eight
Put book away.
It has been two hundred years, and I have risen amongst the ranks. I am now free to choose my assigned duties. I have placed my request to join the strike teams that roam the West Commonlands. After all of these years watching the lessers walk in safety within our city... now they will pay for their assumptions of equality.
Entry Nine
Put book away.
Innoruuk is with me. The larger that Freeport becomes, the more it expels travelers from its' sickening walls. The more that travel the Western Commonlands, the more that learn the mistakes of their ancestors. The Teir'Dal are the masters, and the rest are the chattel to do with as we please.
Entry Ten
Put book away.
I have been raised to the Black Ranks due to my unswerving vigilance. I now wear the full armor of the Dragoon. My blade, soaked with the blood of many a traveler, will be reforged and I will be given another honor. I shall escort D'Vinn to the lands of our worthless cousins. I shall witness the beginning of their downfall.
Close Book.
Books
"Even More Adventures of Jorbo and Mappy"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 9 Mar 2005 at 15:47:09 PST.
This book is titled "Even More Adventures of Jorbo and Mappy ". It is the story of two halfling boys and how they happened upon some exciting adventures.
Entry One
Put book away.
Jorbo and Mappy had many exciting adventures ever since the moment they left their mothers behind and left the kitchen. Having narrowly escaped an orc, an old witch, and seeing a dragon-like halfling, they knew there was so much more out there to find. With a little help from the Drafling, they intended to do just that - find more adventure.
Entry Two
Put book away.
Following the directions given to them by the Drafling, they trekked through many hills and valleys, through farms and past homes until they found what the mysterious man had mentioned. Hidden away, they stood before a mighty troll, frozen in time. With large spindly legs and gangly arms outstretched, the troll was made entirely of wood.
Entry Three
Put book away.
Having never seen a troll before, the halfling friends didn't know what it would do. They were assured by the Drafling that it was perfectly safe, however, so they began to climb up to his head to get a better look. It took a long time, for the troll was as tall as a tree, but they eventually made it to the top. That's when the troll's eyes opened and it began to move.
Entry Four
Put book away.
Slowly moving across the land, the troll took very steady and deliberate steps. The two boys, rather than being scared, had a great time seeing the world in motion! That was until the passed an orc who spotted them riding atop the trolls' head. The orc called out its other fellows and began grunting at the troll to give them the children.
Entry Five
Put book away.
The troll at first didn't seem to pay any attention to the orcs, but when a number of them had gathered around the wooden troll, it stopped in place. One of the orcs stepped forward and started speaking in a strange tongue. Having spoken to the goblin with three tongues, they paid attention to what the orc was saying, but to the boys it only sounded a tree bending with the wind.
Entry Six
Put book away.
The wooden troll then began to move its arms and quickly plucked the boys from the top of its head. Lowering it to the ground, the boys came to the conclusion that the Drafling had lied to them, for they were now in the clutches of the orcs. With nowhere to escape this time, the two boys knew that their adventure was finally over.
Entry Seven
Put book away.
Paraded through the orc town as prisoners, the two boys knew they were in store for a cruel fate at the hands of these evil villains. Looking around, they realized that the orcs had not just captured the boys, but all of RIVERVALE! Just when everything looked hopeless, they were given a glimmer of hope. It seemed that the orcs were taking the kids straight to their houses.
Entry Eight
Put book away.
As the orcs approached the houses, Jorbo and Mappy could see their mothers waiting on the front doorsteps, tapping their feet impatiently, arms crossed. That was when the two boys knew that all hope was indeed lost. They could tell at once that their mother had been taken over by the wicked witch they encountered earlier. For you see, the crone was standing right beside them.
Entry Nine
Put book away.
The mothers started off by asking why they pushed Deputy Dopkin into the pond? Not knowing what they were talking about, the kids remained silent. That's when one of the orcs called out and said that he saw Deputy Dopkin drinking jumjum by the bridge that day. By saying nothing more than those words, the magic spell wore off of all the orcs and they were turned back into halflings again!
Entry Ten
Put book away.
The children then began to tell their mothers and everyone else about the great adventure they had that day around Rivervale. When the boys asked what was for dinner, they realized that their mothers were still under the control of the wicked witch. For you see, when they asked about dessert, they were told that there would be none... since they already ate some strawberry cake earlier that day. THE END
Close Book.
Books
"Fauna of the Enchanted Lands A-K"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] Fauna of the Enchanted Lands A - K (Enchanted Lands), started by examining "Fauna of the Enchanted Lands A - K" in Nektropos Castle (plundered in the library).

Discovered on 23 Dec 2004 at 11:04:16 PST.
This book is titled "Fauna of the Enchanted Lands A-K". It is a guide to some of the animals that roam the wilds of the Enchanted Lands.
Entry One
Put book away.
Badgers: The badgers of the Enchanted Lands are rather similar to those found throughout the rest of Norrath. Growing as tall as a halfling, the badger is known for its foul mood. Extremely territorial, it is not uncommon for this animal to charge at anyone who approaches it in a threatening manner.
Entry Two
Put book away.
If one is charged by a badger, climb up a tree as fast as possible. Although quite sharp, their claws are not strong enough to allow them to follow you up the tree. When the badger has finally given up, make sure you jump down rather than climbing, for it may have rubbed its poisonous fur against the trunk of the tree.
Entry Three
Put book away.
Briarpaw: The briarpaw is a sub-species of the average brown bear found throughout Norrath. Ranging in size from a cub to a full grown adult, the Briarpaw is a force to be reckoned with just due to its sheer size. Fortunately, the bear has a habit of hibernating during the winter, allowing for safe travels during that frozen season.
Entry Four
Put book away.
Easily spotted, it is well advised to stay away from these great beasts. The Briarpaw's diet primarily consists of rotting flesh, but if none can be found, they are not adverse to devouring a living being. Taking into consideration the size of the claws on the bear, it doesn't take too long for them to take down their prey
Entry Five
Put book away.
Creeper: Truthfully a form of vegetation, the Creeper shares many traits of fauna over flora. A carnivorous plant, the Creeper will store the bodies of its prey inside the tangle of branches that make up it's "body". Able to uproot and move at a slow pace, the Creeper is one of the more dangerous animals within the Enchanted Lands.
Entry Six
Put book away.
A Creeper is usually smelled far before it is sighted, due to all of the rotting flesh it stores for the winter. This can work to one's advantage, however. Epic battles between Briarpaws and Creeper are not an uncommon sight. It's generally wise to not stick around to see how the battle ends.
Entry Seven
Put book away.
Grimmins: Do not confuse the grimmins for the average goblin. Though they share similar traits, they are worlds apart. Whereas the goblin is a cunning creature, the grimmin appears to have replaced that with pure viciousness. Do not be caught unawares by these creatures, for no matter how cute they may appear to be, for this is how they lure their prey.
Entry Eight
Put book away.
Always be sure to keep your distance from these creatures. If one spots you, it may begin to approach you with a curious look. It is highly advised that you run at this point, for if it gets too close, it will attempt to leap at your head. Opening it's maw as wide as possible, the grimmin then proceeds to gnaw at your face until you quit struggling.
Entry Nine
Put book away.
Klakroks: One of the larger species of beetle in Norrath, the Klakrok gather in large numbers. Through some unknown means of communication, the Klakrok appear to assume various roles and functions in their society. Although many of them are nothing more than simple drones, there are some that act as a type of enforcer among their collective.
Entry Ten
Put book away.
Though no one has ever seen a Queen Klakrok, it is assumed they have one which may be source of all their directions. This is evidenced by the peculiar means in which the Klakroks will overcome a victim many times their size. Gathering together, they begin to pile on top of each other until they are taller than their victim. By some unheard signal, they fall over all at once, toppling the opponent. They then proceed to stomp all over the victim until the victim is nothing more than a puddle of red goo.
Close Book.
Books
"Fauna of the Enchanted Lands L-Z"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Jan 2005 at 0:22:11 PST.
This book is titled "Fauna of the Enchanted Lands L-Z". It is a guide to some of the animals that roam the wilds of the Enchanted Lands.
Entry One
Put book away.
Lasher: The native lasher of the Enchanted Lands is a rather dangerous creature that is best avoided. Possessing a nasty disposition, it does not take much to cause it to act. Unlike a typical rodent, the lasher will not run if approached, but rather it will engage its attacker at once with a violent fury.
Entry Two
Put book away.
Though it is a natural assumption to keep away from its scorpion-like tail, this is not where the true threat lies. The lasher will try to bite its victim, hoping to infect it with its disease-ridden teeth. Keeping rotting meat in between the gums and teeth, the lasher's mouth is more poisonous than its tail could ever be.
Entry Three
Put book away.
Salt Snappers: The Salt Snapper is a rather unassuming creature, looking like nothing more than a turtle. Walking with a slow gait, it is easy to assume that it is an easy choice for that day's meal. It doesn't take long before a lazy predator soon comes across the turtle's hidden defenses.
Entry Four
Put book away.
Rather than hide within its' shell as most other turtles would, the Salt Snapper lash out with its venomous fangs. Containing a very deadly poison within it's teeth, it will attempt to render it's victim incapacitated before feasting on it's food of choice - a still-beating heart.
Entry Five
Put book away.
Seed of Darkness: Not much is known about this odd creature. Floating in the air, yet not possessing any noticeable wings, the Seed of Darkness travels the Enchanted Lands unmolested. It's diet is as much a mystery as it's species, as well. It seems to feed on animals of all types through some means of osmosis.
Entry Six
Put book away.
Emitting an oddly colored light that is reminiscent of the color of dried blood, the seed of darkness will coat its victim in that luminescence. A few moments later, the "food" will then drop to the ground, looking emaciated and possibly even older than a few moments before. Whatever it is that the Seed feeds off of, it is never enough, for it is always in search of more sustenance.
Entry Seven
Put book away.
Void Bats: A variant of the average bat, the Void Shrillers and Shriekers get their name from the loud, ear-splitting howl they emit in order to stun their victims. Not necessarily heard with the ears, it is regularly argued that the sound is heard within a person's head. The sound of its wail is usually followed by a flock descending upon their chosen victims.
Entry Eight
Put book away.
Being knocked unconscious is only the beginning, however. It is reported that the wailing will build in crescendo until it reaches dangerous levels. The magnitude of the sound is enough to cause the victims' head to explode, allowing the shriekers and shrillers to feed without any disturbance.
Entry Nine
Put book away.
Wasps: As is seen elsewhere in the world, the Lancer wasps grow to an alarming size. Though it is good advice to stay away from wasps of any size, it is especially important to stay away from the ones that roam the Enchanted Lands. It's not a rare sight to see corpses of animals with large stingers jutting from their bodies.
Entry Ten
Put book away.
Were it not enough that the Lancer variety of wasp is notorious for it's suicidal attacks on people, the Impaler wasp is even more vicious. When attacking, it seems to know where to strike, aiming straight for a major blood vessel on a body. The stinger will then elongate, following the vein straight into the heart. It doesn't take longer than two or three seconds for the victim to at that point fall over dead.
Close Book.
Books
"Foreman Garz'gog Dyeree"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] "Foreman Garz'gog Dyeree" (Zek, the Orcish Wastes), started by examining "Foreman Garz'gog Dyeree" (dropped in Zek, the Orcish Wastes).

Discovered on 2 Jan 2005 at 2:53:13 PST.
This book is titled "Foreman Garz'gog Dyeree". It is the journal kept by an orc by the name of Garz'gog, and chronicles the time he spent constructing a great bridge within the land known as Zek.
Entry One
Put book away.
Day 1 - Me the biggest foreman on making the big bridge. Me tell every other orc what to do. If they don't, I throw them into the water and kick them in the head if they try to get out.
Entry Two
Put book away.
Day 3 - Me send out party to find some stupid droods. They think they hiding, but I know where they is. Me needs to have a droods blood mixed into the mortar for the foundation of the bridge, or it might fall down. Come on! Everyone knows that!
Entry Three
Put book away.
Day 5 - Have to send centurions out to get the droods now, cause they putting up a good fight. This no make me happy, because the centurions gonna kill all of them. When they all gone, now I have to use orc blood in the mortar. Me then start running out of workers! AARG!
Entry Four
Put book away.
Day 20 - Bridge is coming along pretty good. I kicked five orcs in the head today for not making the bridge long enough. I tell other orcs that the bridge needs to reach the other side for it to work right.
Entry Five
Put book away.
Day 25 - Emperor Fist came to see the bridge today. He say make it even bigger! That makes me happy! I like making big bridges, but I really like making even bigger bridges. The Emperor say he will come back later and see if it is big enough.
Entry Six
Put book away.
Day 29 - Had to kick more workers in the head for not doing the job right. Throwing in the water and kicking in the head is only reserved for biggest punishment. Me go outta way to find reasons to give it.
Entry Seven
Put book away.
Day 40 - The Emperor liked how big I made it. He say it might be too big, but then I show him all the tricks I put on it. That's when he made a big smile and patted me on the back in front of all the other orcs! Now everyone know how important I am!
Entry Eight
Put book away.
Day 50 - Bridge just about done. Haven't had to kick people in head lately, because they know how important I am. Sending messenger to tell Emperor that bridge is just like he wanted, and to show all the other tricks I put on the bridge.
Entry Nine
Put book away.
Day 55 - Emperor Fist say he wants demonstration of how good bridge is. Me getting all the archers together to hide them in the small boxes for the demonstration. Me also getting the oil boiled up to show off how that works, too. The Emperor will think it's the greatest thing ever!
Entry Ten
Put book away.
Day 60 - Emperor has put me in the prison for making bridge too good. The demonstration wiped out 200 centurions and 60 elite guard in five minutes! Me am very happy, because me thought it would take seven minutes!
Close Book.
Books
"History of the Runnyeye Goblins, Vol. I"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "History of the Runnyeye Goblins, Vol. I" (Miscellaneous), started by examining "History of the Runnyeye Goblins, Vol. I" (found in Rivervale (-376, -1, -315)).

Discovered on 2 Mar 2005 at 7:51:21 PST.
This book is titled "History of the Runnyeye Goblins, Vol. I". It chronicles the history of the goblins from their creation to the exodus from their homelands.
Entry One
Put book away.
1 GE - The creations of Rallos and The-Brell-That-Is-Not, the goblins were brought into the world. Gathering together as the One Clan, the goblins would create a society that would flourish within their cavernous world.
Entry Two
Put book away.
200 GE - The form of an enormous goblin would appear before the Enlightened Council and present itself as the Avatar of War. The Avatar would demand of the goblins an oath that would bind every following generation. In return for the oath, the goblins would be allowed continued existence.
Entry Three
Put book away.
900 GE - The first schism among goblin society would happen at the death of the Great Chief. His twin sons would fight for succession over the throne, dividing the goblins into two separate camps. Many glorious battles would be fought during what would be called the The Two Chiefs.
Entry Four
Put book away.
930 GE- The Two Chiefs would end during a duel to the death between the twins. The victor emerged from the duel and proclaimed himself as both himself and his twin. The warring camps, not being able to tell the difference between the two, followed the new Great Chief as if he were their victorious leader.
Entry Five
Put book away.
215 RGE- The Crumbling would cause the goblins to leave their home behind. Many goblins would perish during the Crumbling and those that survived would begin the Long Journey. Many years of hardship would pass as the Mass Exodus would search for a new home.
Entry Six
Put book away.
30 PC -The One Clan would see its first separation caused by the Long Journey. While passing through a system of lava channels, a group of goblins would express that they wished to settle down where it was warm. The remaining clan did not agree, leaving this group to live among the fire.
Entry Seven
Put book away.
32 PC - The next group of goblins to leave the clan would come several years later. Finding an archipelago of islands, a group insisted on living upon those rock outcroppings. Again, the remainder of the clan did not agree, leaving behind that group to their aquatic existence.
Entry Eight
Put book away.
34 PC - Having found a land that was never visited by the warmth of day, a group of goblins would insist that the Long Journey must stop, for they had reached the end of the world. The remainder, still resolute on finding a home, refused. As before, they left the group behind, traveling beyond that cold and icy environment.
Entry Nine
Put book away.
35 PC - With more than half their numbers lost during the Long Journey, the goblins began to feel despair that they would never find a suitable home. Many arguments would arise, debating whether or not to return to their original home. With much regret, the remaining members of the One Clan would split one last time. One half would continue looking for a home, and the other half would return to their ancestral home.
Entry Ten
Put book away.
36 PC - The One Clan, reduced down to nothing more than a small tribe, continued the Long Journey. After an endless travel, they would step foot upon the soil of a strange new land. Little did they know they would soon find a new home.
Close Book.
Books
"History of the Runnyeye Goblins, Vol. II"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 3 Dec 2004 at 13:53:22 PST.
This book is titled "History of the Runnyeye Goblins, Vol. II". It chronicles the history of the goblins from when they settled in Norrath to the horrible curse that befell them.
Entry One
Put book away.
40 PC - The One Clan would spend the next several years scouting the newfound land for a place to settle. The surrounding land was filled with a bounty of food, but they wanted something to remind them of their old home.
Entry Two
Put book away.
1 MC - Carving out an intricate cave system within a mountainside, the One Clan would change their name to the Mountain Clan in honor of their new home. All would be fine for the next several decades until their continued tunneling would cause them to meet their unknown neighbors.
Entry Three
Put book away.
37 MC - The goblins would eventually be introduced to a race of short people who lived within the same mountain. For no reason other than lack of being able to communicate, the two races would wind up going to war with each other. Territorial battles would be waged for the next several years.
Entry Four
Put book away.
43 MC - Using the gifts given to them by their creators, the goblins would craft a magical device that allowed them to actually speak the high pitched tongue of their enemies. Once they realized what these little men were saying, the war stopped at once. Both of these two people shared a love for the same thing... invention!
Entry Five
Put book away.
100 MC - The partnership between the two races would continue for many years to come. As the years went by, however, the two races would come to disagreements on the methods of creation. These disagreements would escalate to full arguments. The King of the little people and the Great Chief would meet to discuss how to prevent another war.
Entry Six
Put book away.
100 MC - Both races came to the decision that the only way to prevent a new war was for both peoples to leave for new lands. Agreeing to do so, they left every last one of their marvelous devices within their homes, sealed the mountain and left.
Entry Seven
Put book away.
1 RE - Seeking a new home once again, the Mountain Clan would be visited by the Avatar of War and told that the oath of their forefathers had come due. They were told to travel to a land where they were to meet other children of Rallos. With that, the Mountain Clan would find themselves soon enlisted in army of the Rallosian Empire.
Entry Eight
Put book away.
1 - ? RE - The goblins would serve the Rallosian Empire for many years to come. Not fully enslaved by their gigantic counterparts, they were not as free as they had been in the past. Their role would be the part of supplier. Creating their magical devices for use by the soldiers on the front lines of the Empire, the goblins would finally come to know their true role in the world.
Entry Nine
Put book away.
? RE - During the course of the campaigns across the world of Norrath, the goblins would begin to invent devices of untold beauty and destruction. The blend of technology and magic would reach its height on the day the Rallosian Empire would defeat the gods of the earth themselves.
Entry Ten
Put book away.
? RE - The mighty gods of the earth would ultimately take their vengeance upon all of those that joined the Rallosian Empire. Soon after the final battle, the goblins would find they were no longer able to construct the most simple of devices. Several generations would pass as more of that knowledge began slipping away until, finally, the goblins could only survive if they stole the tools and weapons from other lesser races.
Close Book.
Books
"History of the Runnyeye Goblins, Vol. III"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 1 Dec 2004 at 19:15:58 PST.
This book is titled "History of the Runnyeye Goblins, Vol. III". It chronicles the history of the goblins from when they made a new home in the Bog Mountain to the present.
Entry One
Put book away.
1 NR - Many uncounted years would pass as the goblins would aimlessly wander throughout the world. Not possessing any powers of creation, they could no longer "make" a home and had to find something that already existed and could support their numbers. Eventually they would find a new home deep inside a cavern.
Entry Two
Put book away.
4 NR - Soon after they settled, the goblins would be assaulted by monstrous bull-men. Having neither the size or the weapons to stop them, the goblins would retaliate with suicidal charges against the minotaur's villages. After many of these death squads would run to their deaths, enough minotaur axes were secured by the goblins to allow them to fight on even terms.
Entry Three
Put book away.
20 NR- The wars between the minotaurs and the goblins would continue until a third party would appear. A large eyeball, much larger than a goblin, began communicating with the goblins. It asked to speak with the Big King, and when the meeting was over with, the Big King announced to his people that they would be called "Runnyeye".
Entry Four
Put book away.
21 NR - With the help of the Great Eyes, the goblins would overpower the minotaurs and put an end to the war. The subjugated minotaurs were then brought before the Great Eyes and made to bow their knees to their new masters. The now mentally controlled minotaurs took no time in conquering the unassuming goblins.
Entry Five
Put book away.
21 - 600 NR - The goblins, under the mental domination of the Great Eyes, would spend many years in a cruel form of captivity. Acting as the menial labor for the Great Eyes, the goblins would be forced to perform all manner of evil actions. This would continue for many centuries to come.
Entry Six
Put book away.
600 NR - The Rending would change the face of Norrath, causing the lands to shift. No longer attached to the rest of the world, the Runnyeye goblins would find that their Great Eye masters would spend much of their time away from their minions. This would be the beginning of the end for the Great Eyes.
Entry Seven
Put book away.
600 NR - While the Great Eyes would turn their attention away from the goblins to discuss their future endeavors, their control would lessen over their mental slaves. A goblin only known as Gribble would bring about a change in the way things were done in Bog Mountain.
Entry Eight
Put book away.
600-650 NR - Gribble would show the other goblins the manner in which to break the chains of mental slavery. This would cause what is called the Great Purge. The goblins would begin to slaughter what they now referred to as Evil Eyes. When the numbers were reduced to such a small amount, the goblins stopped and came up with an even crueler fate. They would enslave the Evil Eyes!
Entry Nine
Put book away.
650 - Now - The goblins would proceed to subjugate not only the Evil Eyes, but the minotaurs and boarfiends as well. In addition to their reverse of fate, they seemed to be able to do something they had not done in quite a long time. One of them managed to construct a crude weapon with no assistance from the Evil Eyes.
Entry Ten
Put book away.
Now - To this day, the Runnyeye goblins are free of their cruel masters. It will take many years before they manage to rebuild all of their lost knowledge. For now, however, the Runnyeye goblins are free to think for themselves and pursue all manner of interests. No longer will they be forced to have thoughts not their own. They are free to rule their own lives. Yes, they are completely free.
Close Book.
Books
"Horguz"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "Horguz" (Runnyeye), started by examining "Horguz" (dropped in Runnyeye).

Discovered on 19 Dec 2004 at 2:16:53 PST.
This book is titled "Horguz". It seems to be a journal kept by someone called Horguz the Hoarder where wildly rambles about many of the items he's collected over the years.
Entry One
Put book away.
Me know how to rite in ledders so me is putting dem in dis book. Me is Horguz but dey say I am duh Hoarder. Its because I have duh best hord in all of dis gobelin house. Horguz kicks skulls of goblins and meenotores who take any of Horguz stuff. Me is gonna rite down sum of his stuff he has.
Entry Two
Put book away.
Me has one of duh things dat is made from metal. Horguz can bend metal with his hands, but dis one bends very fast even with his pinkies. Me thinks it is made from tin. Me is hoping so because me doesn't have dat many things made from tin! Not enuff things is bad!
Entry Three
Put book away.
Me has all of duh swords and duh axes and duh biggie hammers. Me has one of dem dat is all cracked with pretty glass of all kinds of colors on duh bottom. Horguz likes duh pretty glass, so he keep it. Horguz would keep it even if it didn't have glass.
Entry Four
Put book away.
I have small little swords, too, even smaller dan duh ones dat duh gobelins use. I have counted dem and counted dem and counted dem because I have so many of dem. Sometime I have twelve of dem and sometimes I have two hundred of dem. Dey are really tricky like dat.
Entry Five
Put book away.
My favorite thing dat I have is reely small and yellow. It looks like a little bird and it is so funny to look at. When I leave all my treasures behind to go get some water from duh pool, I take dis with me. Sometimes duh little bird will fall in duh water and float around and it makes me laugh and laugh! I WANT MORE OF DESE!
Entry Six
Put book away.
Me have dis thing that is really interesting. It is small and round and made from metal. It kinda looked like a little rock at first. When I put it in a fire to see if it would glow, it began to melt, so I took it out and kept it! Dis is duh neetest thing ever!
Entry Seven
Put book away.
Me is having big problem right now keeping all of my stuff. Gobelins see how much stuff I have and dey want it, so dey make meenotores and oduhr wierdo peoples come in and try to take it. Horguz is now losing his stuff, so he puts out all of his silver hoops so people take dem first. Me makes sure to bend dem first so people think dey are valuable first, though.
Entry Eight
Put book away.
Me started getting all of my stuff when me was a small meenotaur and found dis skeleton of some fishy-man thingie. From duh top it looked like it was a person but duh bottom looked like a fish. I found two more of dem and took dem home. My papa bull beat me up and said I was stupid. That's when I knew he was jealous, so I kept looking for more stuff from den on.
Entry Nine
Put book away.
I keeps getting all of duh gobelins underwheres. I don't want dese! When I go to get duh food to eat from duh troughs I come back and I always get more. Dey are all stinky and I have no more room for dem! I know dose gobelins are putting dem in my hord and I DON'T WANT DEM!
Entry Ten
Put book away.
My super special thing that I have is dis body of a beastie that I've never seen before. I can put duh body on me and I look like a monster! I have gray skin and dis one big horn that's all straight on my forehead! I like to walk around a scare little gobelins. Den I push dem off duh bridge! HARHAR!
Close Book.
Books
"How to Serve Mortals - Flowing Thoughts"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 14 Jan 2005 at 21:39:31 PST.
This book appears to be what can only be described as a cook book. It looks as if it was translated from another language. Unfortunately, most of the pages have been ripped out of the book. The title of the cookbook is "How to Serve Mortals - Flowing Thoughts."
Entry One
Put book away.
One cannot truly appreciate the taste of a mortal until they have amyg oozing from the holes in their skin. Since these furred worms come in as many flavors as the color of their pelts, it can be too easy to not appreciate the full succulence of their minds. Make sure to insinuate the chance of escape when presenting these words to them. Their apprehension marinades their amyg to the point of brain-watering piquance. The following enigmas should be presented to the ones that have big thoughts.
Entry Two
Put book away.
Instructions: Present the question to the furred worm and tell them they have nine tentacle clicks to answer. At five clicks, ask the question and do not allow them to argue for more time. You should notice the taste will begin to sharpen at that point. Question - I clothe myself all in black and hide in the corner of the room. All of the braziers have been snuffed out, and you carry no torches of your own, yet you still see me. How is this possible?
Entry Three
Put book away.
Answer - It is daytime. Question - A'natylan's mother has three children. One is named G'ylzanar. Another is named My'aazcriz. What is the other's name?
Entry Four
Put book away.
Answer - A'natylan. Question - Who makes it, has no need of it. Who buys it, has no use for it. Who uses it can neither see nor feel it. What am I?
Entry Five
Put book away.
Answer - A Coffin. Question - Two words. My answer is only two words. To keep me, you must give me. What am I?
Entry Six
Put book away.
Answer - Your Word. Question - I am always hungry. I must always be fed. The finger I lick. Will soon turn red. What am I?
Entry Seven
Put book away.
Answer - Fire. Question - Each morning I appear to lie at your feet. All day I will follow no matter how fast you run. Yet I nearly perish in the midday sun. What am I?
Entry Eight
Put book away.
Answer - Your Shadow. Question - You heard me before, yet you hear me again. Then I die, until you call me again. What am I?
Entry Nine
Put book away.
Answer - Your Echo. Question - What do mortals love more than life, and fear more than death or mortal strife? What do the poor have, the rich require, and what contented men desire? And what does the miser spend and the spendthrift save? And what do all mortals carry to their graves?
Entry Ten
Put book away.
Answer - Nothing. If you find your meal answers these enigmas rather easily, just tell them they are wrong. Proceed to make motions that you are about to bring cessation to them, then give them another chance. Repeat as many times as necessary until you find the flavor of their fear just right.
Close Book.
Books
"How to Serve Mortals - Slow Thoughts"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 15 Dec 2004 at 16:54:46 PST.
This book appears to be what can only be described as a cook book. It looks as if it was translated from another language. Unfortunately, most of the pages have been ripped out of the book. The title of the cookbook is "How to Serve Mortals - Slow Thoughts."
One cannot truly appreciate the taste of a mortal until they have amyg oozing from the holes in their skin. Since these furred worms come in as many flavors as the color of their pelts, it can be too easy to not appreciate the full succulence of their minds. Make sure to insinuate the chance of escape when presenting these words to them. Their apprehension marinades their amyg to the point of brain-watering piquance. The following enigmas should be presented to the ones that have small thoughts.
Instructions: Present the question to the furred worm and tell them they have nine tentacle clicks to answer. Begin to consume their amyg, and whatever other portion of their husk that amuses you. Question - What always ends everything?
Answer: The letter G. Question. What room has no doors, no windows, no walls, and no roof?
Answer: A mushroom. Question: What question can you never answer yes to?
Answer: Are you asleep?. Question: A lizardman has nine toads, and all but seven died. How many did he have left?
Answer: Seven. Question. What can you hold without ever touching or using your hands?
Answer: Your breath. Question: What can be destroyed by speaking a single word?
Answer: SilenceQuestion: I dance, yet I have no legs. I breathe, yet I have no lungs. I have no life, yet I live and die. What am I?
Answer: A flame. Question. I have holes on the top, bottom, and sides. With all my holes, I still hold water for a short time. What am I?
Answer: A sponge. If the furred worms have answered any of the questions correctly, do not give them time to feel relief. This will spoil the flavor of their amyg, and that would be such a sad waste.
Books
"Jerb Northstar's Journal"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [39] "Jerb Northstar's Journal" (Zek, the Orcish Wastes), started by examining "Jerb Northstar's Journal" (found in Nektropos Castle) (plundered in the library).

Discovered on 11 Jan 2005 at 0:08:45 PST.
This book is titled "Jerb Northstar's Journal". It appears to be a chronicle of how a druid investigated some new visitors that came to live within his forest.
Entry One
Put book away.
Entry Thirty-Eight - I have spoken with Left Paw and he told me that there are visitor within the Pines. Though he was too interested in the salmon, in between mouthfuls he told me that I would find them down by the shore. I may wish to see who these guests are, and what intentions they have.
Entry Two
Put book away.
Entry Forty-Three - I have seen our visitors from afar. I cannot tell for certain what they have planned, but it looks as if our guests may be staying for a while to come. I believe I shall introduce myself to these women so that they know the Glade and the Pines are already being looked after.
Entry Three
Put book away.
Entry Forty-Six - I am very uncertain about why these women have come to our trees. Though they claim they are refugees, I could tell there was something unspoken between them whenever they would talk. The most mysterious was what appeared to be their leader. I will record my findings and bring this to the Circle. Perhaps their wisdom may better know what to do.
Entry Four
Put book away.
Arialla Clearsong appears to be the leader of this group of women. She is the one who introduced each of her fellows and explained why they were here in the Jaggedpine. She said they would take refuge on the small island for the time being and leave it as it was when they were done. She refused to say what it was that they were "doing", however.
Entry Five
Put book away.
Andria introduced herself as a templar. I was unfamiliar with the term, but she assured me it was just a word her people used to describe those who held faith within their hearts. I was unable to get her to tell me what god she worshipped, which draws my suspicion.
Entry Six
Put book away.
Abella claimed to be a sorcerer. She explained that she drew energies from the surrounding air and crafted them into other forms. I am unfamiliar with the workings of magic that comes not from nature, so much of what she said meant nothing to me.
Entry Seven
Put book away.
Alexis described herself as a sooth. When I asked her what that meant, she told me that I would surely find out one day. I took her for being one of the rudest of the group.
Entry Eight
Put book away.
Anessa called herself a thaumaturge. She started to explain what it was that a thaumaturge did, but was interrupted by Arialla who had questions for me. When I answered and asked Anessa to continue, she told me I would not find it interesting. I am no fool, however. I know Arialla gave Anessa a signal to hold her silence.
Entry Nine
Put book away.
Abigail said that she was a mystic. She told me how she could see those who were trapped between the worlds of life and death. Telling her that I did not believe in such nonsense, I felt the wind kick up around my hair. I am sure it was nothing more than mere coincidence.
Entry Ten
Put book away.
Anathema was the last one I spoke with, and she in turn aroused my suspicion the most. She told me she was a protector, but when I asked of what, she just looked to Arialla. I stood between the two, blocking visual contact, and that was when I could see the tears begin to well up in her eyes. I am certain there is more going on than meets the eye to these women.
Close Book.
Books
"Karath Smoothmane - The Breaking of the Pact"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 22 Nov 2004 at 5:10:44 PST.
This book is titled "Karath Smoothmane - Breaking of the Pact ". It is a complete volume chronicling the events of a centaur chieftain and how the tribe managed to co-exist with the giants of the Thundering Steppes.
Entry One
Put book away.
The following is the account of my travels with Karath Smoothmane, chief of the Baelazern tribe of centaurs in the Commonlands. Throughout the time I spent with him, I came to know him as a good friend. Not only did I learn his customs, I learned much about his life, as well. One of the most important tales I learned from him is transcribed in the following pages - The Breaking of the Pact.
Entry Two
Put book away.
It was late in the summer when Karath told me why the centaurs would attack only the groups of giants that had six or more in them. Instead of singling out the easier targets, such as the old or the occasional wandering giant, the herd would attack those that could easily defend themselves. He said that this was due to the Breaking of the Pact.
Entry Three
Put book away.
Karath's sire's sire was the chieftain of the Baelazern tribe at the time when the Pact was broken. It seems that both the giants and the centaurs had a generations-long truce to share the land, staying out of each other's way. Both races lived in harmony, even throughout the time of the Rending. Not only would the Shattering destroy the moon of Luclin, it would also break apart the Pact the two peoples held.
Entry Four
Put book away.
As the very moon began to barrage the land, both of the two peoples decided that they must work together in order to survive. Both leaders of the races agreed to meet so that they could work out an alliance, not just a truce. Much ceremony was prepared for when the two would meet.
Entry Five
Put book away.
As both parties met and exchanged their welcoming customs, tragedy struck. In a blazing ball of fire, an enormous boulder from the moon struck the ground where both leaders were, killing them instantly. Only a few people survived the impact, and they went back to describe the treachery of the other side, blaming each other for what happened.
Entry Six
Put book away.
For the next several years, open warfare broke out among both the giants and the centaurs. Finally, when Kararth's sire came of breeding age, he rose up and united the clan once again. With his eloquent words, he stopped the centaurs from raiding the giants by emphasizing honor. He told them he had a plan.
Entry Seven
Put book away.
The plan that Karath had in mind would involve showing the giants that they were nothing more than beasts. They could not defeat their enemies by lowering themselves down to their level. If the centaurs were to survive the Shattering, they must not come out of it as barbaric as a human. Or so, these were the words that Karath had said to his people.
Entry Eight
Put book away.
And so the Baelazern clan proceeded to agree to rules of engagement, asking for council from their new chief. As the years went on they, refined their tactics to the point that they would only attack those that could defend themselves. Karath said that since that day, the centaurs have succeeded at his sire's vision. I asked Karath how many foes they have defeated since then, and he responded with one word, "None".
Entry Nine
Put book away.
I was wondering how not killing a single giant, the centaur's sworn enemy for close to a hundred years, could be considered successful. Seeing my confusion, Karath chuckled and told me the why. As his sire grew up, waiting for the day when he would rule his people, he would run and play with his only friend... the giant chieftain's son.
Entry Ten
Put book away.
While they played, they both came up with a plan on how to get their people to work together, yet to also keep their pride. When both chieftains were old enough to lead their people, the plan went into effect. Both people would only attack those that could defend themselves. In the end, even though they war with each other, both peoples have not lost one warrior, woman, or child to the other side for the past two generations.
Close Book.
Books
"Karath Smoothmane - Winter Comes"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Dec 2004 at 10:47:26 PST.
This book is titled "Karath Smoothmane - Winter Comes". It is a complete volume chronicling the events of a centaur chieftain and the decline of his tribe.
Entry One
Put book away.
The following is the account of my travels with Karath Smoothmane, chief of the Baelazern tribe of centaurs in the Commonlands. Throughout the time I spent with him, I came to know him as a good friend. Not only did I learn his customs, I learned much about his life, as well. This tale is my last memory of this proud centaur.
Entry Two
Put book away.
At this point, it had already been close to ten winters that I had been traveling with Karath's tribe, the Baelazern. Karath was already beginning to show some silver in his mane by now, and the two sons the High mare had given him were growing to look just like him. This is when Karath asked of me what would be his last request.
Entry Three
Put book away.
Karath asked me to follow him to the great crater, site of the doomed alliance ceremony between the giants and the centaurs. We left at dawn and spent the next several days trekking across the Steppes. Being that it was during the mid-season, the heat was beginning to take a toll on me. When I could take it no more, I looked over and saw that he was worse for wear than even I.
Entry Four
Put book away.
The sweat glistening off his fur had an unhealthy sheen to it, but it did not compare to the look of consternation on his face. I asked him if he was alright, and he insisted that we continue, for we didn't have much further to go. Not an hour later, we arrived at our destination and spied that is was overrun by gnolls. Karath then told me that we needed to speak, for he was dying.
Entry Five
Put book away.
Karath told me that he had a sickness in his lungs that the tribal medicine man could not cure. Much had been done to heal him of this wasting illness, but to no avail. I yelled at him and demanded to know why he did not tell me. He said that no one knew - just him and the medicine man. I asked him why there was so much secrecy and he told me that when he dies, the Baelazern clan will die with him.
Entry Six
Put book away.
Karath then told me the secret to the centaurs surviving upon the Steppes where everyone else either emigrated or was extinguished. Many, many years ago, a man approached Karath's sire and offered a deal. He offered to keep the tribe safe from the gnolls and surrounding humans, all in exchange for one small favor.
Entry Seven
Put book away.
The man, who called himself Varsoon, only asked for Karath's sire's firstborn son in return for his assistance. Karath's sire refused and demanded the man leave at once. Karath was safe, and the tribe struggled to survive. When Karath was made chief, the man came again. And Karath made a choice he now regrets.
Entry Eight
Put book away.
Karath agree to the deal, and handed over his firstborn son. Though everyone thinks he died in a hunting accident, the truth is far worse. The prosperity of the Baelazern tribe was all due to his son's unwilling sacrifice. Karath believed the fate of one outweighed the fate of dozens. That was until Varsoon came to him again and demanded another son. Karath drove him away this time, but not without a terrible price.
Entry Nine
Put book away.
Varsoon issued a curse upon the tribe from afar. Karath now realizes what he has done. With his bloodline in the hands of Varsoon, the tribe would never be free of Varsoon. However, if Karath died without blessing his son, then the tribe would be free to join up with other herds. The Baelazern would be done, but it's people would live on. With that, he thanked me for being his friend, and proceeded to gallop down into the crater, full of ravenous gnolls.
Entry Ten
Put book away.
That was the last time I ever saw Karath. Since then, his clan broke apart and merged with other surrounding clans. The giants and the centaurs would eventually go to war again with each other, nearly decimating each other. Though he does not know I am there, I still spy his grandson, Zair, from time to time. In my heart, I hope that his grandson will have the strength to reunite the Baelazern once again. If not, I do not expect the two peoples, giants and centaurs, to last another century on Norrath.
Close Book.
Books
"Leatherfoot Brigade Field Training Guide"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Dec 2004 at 20:57:54 PST.
This book is titled "Leatherfoot Brigade Field Training Guide". It is a field guide for a military platoon the halflings had at one point assembled.
Entry One
Put book away.
So you want to be a Leatherfoot? Good! We want you to be one, too! We all know how hard it is to leave home and do our part to help the other races in the world. Just think of it this way - when you come back home a hero, your family will be so proud of you! So proud that they might bake you cakes and pies all the time to thank you for what you did. See, everyone wins!
Entry Two
Put book away.
Ranks: A number of different ranks exist within the Leatherfoot Brigade. New recruits will be referred to as Private. After a while, everyone will stop calling you Private and you'll be like all the rest of your fellow soldiers. Finally, your Sergeant will be the one giving you orders. Please be polite and don't give the Sarge any grief. Thank you.
Entry Three
Put book away.
Salutes: Sergeants and other officers are to be given the triple hand to the head salute. Soldiers and others of equal rank are to be given the double elbow salute. Dark Elves and other minions of darkness are to be given any salute you feel is the most appropriate.
Entry Four
Put book away.
Boots: Ever Leatherfoot will be given a pair of standard field boots. It will have all manner of pockets for holding interesting things in. If you plan on wearing the boots, please inform your sergeant at once, for you will be one of the first to do so.
Entry Five
Put book away.
Field Pack: In addition to the field boots, you will also be issued a field pack to carry your gear. Most of the room in your field pack will be reserved for your daily rations, therefore expect your pack to be twice your size.
Entry Six
Put book away.
Issuing of rations: Every day, a soldier will be issued their daily rations. These rations will include all the necessary foods for the following meals - breakfast, more breakfast, pre-brunch, brunch, lunch, post-lunch, afternoon snack, dinner, after-dinner, supper, and late night dessert.
Entry Seven
Put book away.
Cleaning of Weapons: When cleaning your issued shortbow, always remember to keep it pointed away from your face. If you think you're a little smarty and insist on horsing around, you may want to ask Deadeye Jebby what happens when a joke goes too far.
Entry Eight
Put book away.
Wargames: We Leatherfoots will regularly engage in field training, re-enacting famous battles between us and those dark elves. One side will be chosen to be us, and the other side will be the dark elves. When it's your turn to be a dark elf, do not go home and hide under your bed - this is not a tactic the enemy uses.
Entry Nine
Put book away.
Drilling Songs: While marching in formation, your sergeants may begin singing the "Leatherfoot Forever" song. As a proud Leatherfoot, you must sing along unless you have a sore throat. If so, make sure you have either your wife or your mother send you to training with a note that day.
Entry Ten
Put book away.
Leatherfoot Forever Words: Sarge - "I don't know but you've been told, but I like my jum-jum nice and cold!" You - "Drink up, Chow down!" Sarge - "I don't know, but it's been said, I'd much rather be home in bed." You - "Drink Up, Chow Down!"
Close Book.
Books
"More Adventures of Jorbo and Mappy"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "More Adventures of Jorbo and Mappy" (Rivervale), started by examining "More Adventures of Jorbo and Mappy" (dropped in Rivervale).

Discovered on 8 Mar 2005 at 17:01:21 PST.
This book is titled "More Adventures of Jorbo and Mappy ". It is the story of two halfling boys and how they happened upon some exciting adventures.
Entry One
Put book away.
Jorbo and Mappy, two friends who left for an exciting journey one day, happened across a very interesting person. Looking just like a halfling, the man had lizard scales covering his entire body, and two small little horns sprouting from the top of his head. He was chewing on a small wooden stick, and would puff smoke between words. Interested at their discovery, the friends asked him if the man knew where to find adventure.
Entry Two
Put book away.
Laughing and puffing smoke, the odd halfling introduced himself as the Drafling. He said he knew many different places where to find adventure, and offered to show the two boys where to find it. Taking him up on his invitation, both Jorbo and Mappy followed him to adventures they never would have found on their own.
Entry Three
Put book away.
The first interesting thing the Drafling showed the two boys was a goblin who could speak three languages. The two boys asked the goblin how he was able to do it, and the goblin pointed out that he had three tongues. When they asked where they could find more tongues, the goblin told them that tongues always hid away inside books.
Entry Four
Put book away.
The goblin then offered to trade tongues with the boys. They boys had become rather accustomed to their own tongues, so they declined. The goblin nodded his head and told them that if anyone ever asks them for their names, they should never give it away. He said that if you give a person your name, you won't have one anymore, and you won't know what to call yourself. They knew this was wise advice.
Entry Five
Put book away.
The Drafling patted the boys on the shoulders and said it was time to go. He had already finished eating the stick he was chewing on and was now chewing on another. The Drafling told them that he would now show them other exciting sights. They told the goblin "thank you", asked him his name, and the goblin said "I don't know anymore".
Entry Six
Put book away.
The Drafling would then take the boys to a grove of trees and told them to watch for what was about to happen. In front of them, there were really small people walking around. One group was a bunch of girls, and the other group was a bunch of boys. Every now and then one of the boys would run over and pull one the girls hair, then run back to his friends.
Entry Seven
Put book away.
The two friends began to laugh at the sight before them. The Drafling popped them on the back of the head and told them to keep watching. After several more girls were made to cry after having their hair pulled, the little boys started laughing so hard that they didn't notice a cat had crept up behind them.
Entry Eight
Put book away.
As the cat crept closer and closer, the little girls refused to say anything, for they had their hair pulled by those mean boys. Soon enough, the cat pounced on all of the little boys, causing them all to scream for their mothers. Right at the moment it's mouth was about to gobble up all the boys, the Drafling waved his had, and the cat disappeared.
Entry Nine
Put book away.
The two friends asked the Drafling what had just happened. The Drafling smacked his head and sighed, then told them that he showed them what happens when people are mean. He looked at them, chomped on the stick for a moment, and said not to pull the girls hair or maybe they might find a big cat standing behind them. The boys quickly nodded their heads, for they understood that.
Entry Ten
Put book away.
The Drafling then told the boys that they would need to find their own adventures, for it was time that he went home. He brought them back to where he found them and said goodbye. Before he left, however, he told them of a few places where they could find some interesting things, gave them a wink, and was gone. Jorbo and Mappy immediately started running for the place where the mysterious halfling had pointed out.
Close Book.
Books
"Quotes of General Urduuk"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] Quotes of General Urduuk (Feerrott), started by examining "Quotes of General Urduuk" (dropped in The Feerrott).

Discovered on 19 Feb 2005 at 4:42:33 PST.
This book is titled, "Quotes of General Urduuk." It is a very old copy of thoughts purported to have been written by a mighty ogrish General.
Entry One
Put book away.
To take your revenge is to make yourself even with your enemy. To take their life makes you their better.
Entry Two
Put book away.
We will show no mercy, nor will we ask of it.
Entry Three
Put book away.
The weak and cowardly threaten others with death. The strong just do it.
Entry Four
Put book away.
One's anger must be fed, just as one feeds their stomach. If one starves either of the two, one will die.
Entry Five
Put book away.
Obedience is Freedom. Happiness is Destruction.
Entry Six
Put book away.
Choose to be strong of body and not strong of soul.
Entry Seven
Put book away.
Humility is an affront to Rallos. Bow to no one.
Entry Eight
Put book away.
Victory belongs to the most deserving. The Rallosian Empire shall be victorious.
Entry Nine
Put book away.
Anger is the truth of our birthright.
Entry Ten
Put book away.
A single death is a tragedy. A million deaths is a victory.
Close Book.
Books
"Remembrances - Berrox"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [43] "Remembrances - Berrox" (Obelisk of Lost Souls), started by examining "Remembrances - Berrox" (dropped in The Obelisk of Lost Souls).

Discovered on 14 Jan 2005 at 5:11:32 PST.
This tome bears the title of "Remembrances - Berrox." When first looking at the text, it appears as if it is written in another language, but after careful examination it most assuredly is written in your native tongue. It appears to be a fantastical tale as told by a bard.
Entry One
Put book away.
The obelisk appeared in the center of the marketplace on Jallows Day. A great black structure, it spindled higher into the sky than any of the surrounding buildings. At first the citizens of our capital, Darrow's Hollow, had believed it to be some sort of elaborate magical prank. We couldn't have been more wrong.
Entry Two
Put book away.
At first King Adan summoned all of the wise men of magical learning. They came from far and near - from the desert lands or Naragin to the floating jungles of the Desolation. Not one of these great wizards could explain what it was or how it came to be.
Entry Three
Put book away.
Then King Adan summoned forth all of the bards and jongleurs to see if they had any tales of this forbidding structure. Listening to endless hours of tales of boldness and courage, the King came to the conclusion that they knew as much as the wizards.
Entry Four
Put book away.
Finally King Adan called upon all of priests of the Heavenly Pantheon to ask their frightening gods for some insight. After hearing gruesome threats of death and destruction, the King remembered why his ancestors drove the holy men into the wilds. It would seem as if no one could answer the mystery of the obelisk.
Entry Five
Put book away.
Messages would come from the marketplace of frightening creatures lurking near the stalls at night. Being described as creatures straight out of nightmares, the good King feared for his people and began sending adventurers to do combat with these horrors. This would continue until the day that Ultor Szanvon would appear before the court, proclaiming he knew the secrets of the obelisk.
Entry Six
Put book away.
Ultor explained to King Adan that the answer lay not with magic or gods or stories, but rather with his ancestors. He claimed to know how to speak with the dead and offered to show the King how to do the same. Both intrigued and at his wit's end, the King agreed to listen to this stranger.
Entry Seven
Put book away.
For then next month, the king would watch as Ultor would speak with the spirits and would reveal their secrets to the ruler. Ultor would rise to the position of Chancellor, both due to his wisdom and also coincidental deaths among the king's advisors. In the end, Ultor told the king that it was time for the regent to learn the answers of increasingly menacing obelisk.
Entry Eight
Put book away.
Chancellor Ultor advised King Adan that his forefathers, kings of times gone by, would know about the truth of the obelisk. Knowing the answers were close at hand, the King ordered his squires to bring him the oaken box from within his sleeping chambers. Inside held the key to the burial crypts of the noble line of the Adan Kings - King's Rest.
Entry Nine
Put book away.
Preparing for a long journey to the mausoleum of the ancient kings, the Chancellor advised that it should be only the King and himself who went. Claiming that the spirits of the fallen regents would be offended at being disturbed by anyone other than nobility, Ultor and King Adan were the only ones to enter the Crypts of King's Rest.
Entry Ten
Put book away.
And thus is the tale of how the people of Berrox would lose their king in these dark days. The obelisk still stands within the center of the twisted ruins of Darrow's Hollow, having never changed. Just as we lost our king in his search for answers to the obelisk, so too would we lose armies great and small in their own search. Countless parties of adventurers have ventured into that now opened doorway on the side of that blackened obelisk... but none have yet to return.
Close Book.
Books
"Remembrances - DyzAz"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [43] "Remembrances - DyzAz" (Obelisk of Lost Souls), started by examining "Remembrances - DyzAz" (dropped in The Obelisk of Lost Souls).

Discovered on 14 Feb 2005 at 13:33:00 PST.
This tome bears the title of "Remembrances - DyzAz". When first looking at the text, it appears as if it is written in another language, but after careful examination it most assuredly is written in your native tongue. It's very hard to understand what is being said in this tome. It's possible it was written by a bard that was struck mad (or had one too many glasses of wine).
Entry One
Put book away.
Log A9-Green: Several more fluctuals were enhanced after the rise of the third sun. I can feel my dizals quiver in alarm. This is definitely out of place.
Entry Two
Put book away.
Log Ce8: The placement of the spindles are out of alignment. This cannot be the case, for I adjusted them earlier between the ninth sun's setting. I am rather disturbed.
Entry Three
Put book away.
Log 99L: GxvveR and Cvxlx are delayed in their daily transference. This is unheard of. I am debating whether or not I should float over to the structure myself. If I catch them careening circles from that spire, they will get no hearth-light before sleep.
Entry Four
Put book away.
Log AA3-Blue: My budded pair concerns me. I have observed them and they appear to be different. Their glow has faded, which is a sign of the Grizzer virus. But Grizzer virus only comes about during the Lain Cycle, which is three cycles from now.
Entry Five
Put book away.
Log Reeg4: The Holy Overlord has quarantined the western house-bowl. My budded pair has become even more sick and it spreads to the other Dyzalar. Their beautiful blue glow is now light-absent, and they no longer recognize me. I fear they are dying.
Entry Six
Put book away.
Log Ff63: I have prayed to all nine of the suns for a blessing, but nothing has changed. My budded pair have now lost their healthy spherical shape. If I get too close, I can feel my glow... weakening. It is as if they are drawing my life into them. They have not even named me as their bud-source for six turns now.
Entry Seven
Put book away.
Log 93: I would have never thought it to be possible, but I too have been forced to break the Tymoth Law. My budded pair deceived me into believing they had their round form again. As I was about to spread my glow around them, they changed into limbed horrors and attempted to consume me. I had no choice but to sever their lines.
Entry Eight
Put book away.
Log KRV: My simulacrum showed a patch of absent light growing on my upper hemisphere. I have rubbed electrical powder onto that spot, for I do not want the others to know that I have been afflicted. It should not matter, for I see many Dyzalar with light-absent patches these turns. I have even seen the Holy Overlord trying to bandage the limb that is growing from his upper hemisphere.
Entry Nine
Put book away.
Log BlueGreenBlue: The Holy Overlord has lifted the quarantine from all house-bowls. We are free to walk upon the ground as we please. It is no longer difficult to approach the others, for we will take the form of the Dyzalar. When they approach, we can offer them the gift of light-absence.
Entry Ten
Put book away.
Log 42hg: The true-limbed ones are pleased by our efficiency. The Dyzalar have been deceased. We are the transcended now. All life, all existence, all being. It is all ours to decease. They have told us where to find more existence to consume. We leave this husk behind.
Close Book.
Books
"Remembrances - Norrath"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [46] "Remembrances - Norrath" (Obelisk of Lost Souls), started by examining "Remembrances - Norrath" (dropped in The Obelisk of Lost Souls).

Discovered on 24 Jan 2005 at 19:54:45 PST.
This tome bears the title of "Remembrances - Norrath". When first looking at the text, it appears as if it is written in another language, but after careful examination it most assuredly is written in your native tongue. It appears to be some type of journal kept by a farmer.
Entry One
Put book away.
Darkday 17th - Woke up this morning. Fed the chickens. Milked the cows. Chased off some goblins who were trying to get to the chickens. Saw something glowing off in the distance. Gathered some hay. Ate dinner and went to bed.
Entry Two
Put book away.
Burnday 18th - Woke up this morning. Fed the goats. Fed the chickens. Saw that glow again. Gonna check it out tomorrow if it's still there. Found a rusty sword in the ground like all the rest. Tossed it out my way. Ate dinner and went to bed.
Entry Three
Put book away.
Soulday 19th - Woke up this morning. Fed the chickens. Got my pitchfork and bundled up some food. Walked out to the woods in the direction of the glow. Stopped glowing halfway there. Getting dark early today. Don't know why. Gonna sleep here for now.
Entry Four
Put book away.
Windday 20th - Woke up this morning. Not really feeling hungry. Ate some of my food I bundled. Glow is still glowing, but it's kinda dark somehow. Gonna keep walking and see what this is. Don't want it to spook the cows, you know.
Entry Five
Put book away.
Windday 20th - Finally found the thing. It's a doggone tower. I don't know why I've never seen nothing like this before. Could have sworn I would have seen something like this out in these woods on my land. The blasted thing is all black, too.
Entry Six
Put book away.
Windday 20th - Been walking around this huge tower, but I couldn't see a way in at first. Walked around it one more time, and this dang thing had some kind door opened. I knew that door wasn't there before, cause I just walked by it. It's all dark inside, too. Gonna head home and get some supplies before walking in there.
Entry Seven
Put book away.
Steelday 21st - Woke up this morning. Fed the goats, cows, and chickens. Grabbed my pitchfork, a torch, and some food. Gonna go into the tower today and see what it's all about. Maybe there's some gold hidden away from that Combine Empire old Gartho keeps talking about. If so, I'm gonna buy me some new cows.
Entry Eight
Put book away.
Steelday 21st - Getting near the tower and seeing lots of things out of place. All kinds of shadows being cast by the trees, but it's not time for the shadows to be stretching. I think it just might be my eyes. Gonna go into town and see if a cleric can check me out.
Entry Nine
Put book away.
Steelday 21st - Dagnabbit. I knew I was seeing some strange things. Got to the front of that tower thing and I could've swore I saw some big ole bull walking in his two feet. Walked toward the direction of the tower. Now I know no bull is gonna go walking on his two feet, and I know there ain't no minotaurs for leagues around. Dagnabbit! I'm gonna get to the bottom of this.
Entry Ten
Put book away.
Steelday 21st - Must've been much further away than I thought it was going to be. It's nighttime now, but I don't remember walking that far. Don't matter, though, cause I'm going in that tower. Just lit my torch and I'm walking in that door. I'm gonna wish me luck, 'cause when I step inside there I'm gonna be rich!
Close Book.
Books
"Remembrances - Nyalla-Phon"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 9 Feb 2005 at 9:44:41 PST.
This odd tome appears to be a chronicle of some sorts. You're not sure who, what, or where it's about, however. At first it appeared as if it was written in a different language, but the more you look at it, the more you realize it actually was transcribed in your native tongue this whole time. Unfortunately, most of the pages have been ripped out of the book. The two words on the cover of the book are "Remembrances - Nyalla-Phon."
Entry One
Put book away.
Aggregate Gathering, Hour 1: In attendance - Arisain, Biddledobbles, Dreggas, Grathok, Grij Menkols, Llylleaneans, The Mennoth, Night Tabards, Ondranicains, Ozradicains, Qiv, Tintintoran, Tygars, Wixlefathers, Vuls. In absentia - Crentooks, Thears, Zennic Horde.
Entry Two
Put book away.
Aggregate Gathering, Hour 2: Tiva (The Mennoth) to host Grand Bazaar for next decade - two consent, twelve dissent, one abstain. Earthen Flow (Wixlefathers) to host Grand Bazaar - two consent, twelve dissent, one abstain. Silver Citadel (Arisain) to host Grand Bazaar - twelve consent, two dissent, one abstain.
Entry Three
Put book away.
Aggregate Gathering, Hour 3: The Grathok insist on disrupting the peace again! Loudly clacking their claws will not speed this up, as the Chancellor keeps telling them. But will they listen? No! It's always about them, isn't it? Sheesh. Whose bright idea was it to let them join the Aggregate, anyways?
Entry Four
Put book away.
Aggregate Gathering, Hour 4: Farmlands will no longer encroach upon the shores of the Tintintoran's home - nine consent, two dissent, three abstain. Bronze can be used for weapons only during the bi-annual rise of the Zennic Horde - four consent, three dissent, eight abstain. The Arisain shall continue to guide the Aggregate for the next decade - fourteen consent, zero dissent, one abstain.
Entry Five
Put book away.
Aggregate Gathering, Hour 5: Here they go again! Clack-clack-clack! Stubborn to the core, I tell you! How can I keep the minutes of the gathering with all that racket! I am right about to stuff my trunk in my ears if they don't quiet down! Well, it's about time! The Arisain themselves have finally soothed those lobster-headed fools. Hopefully we can get back to business.
Entry Six
Put book away.
Aggregate Gathering, Hour 6: Decay magic to be outlawed - nine consent, five dissent, zero abstain. Death magic to be outlawed - twelve consent, two dissent, zero abstain. All magic to be outlawed - one consent, thirteen dissent, one abstain.
Entry Seven
Put book away.
Aggregate Gathering, Hour 7: This is something to tell my grandchildren about. Never do you see the Arisain vote on anything. They just hover there by gently flapping their feathered wings, making sure everyone's voice is heard during the Gathering. You know, I've heard those ethereal women hated Death and Decay magic, but I didn't realize how much! Wow... to see them actually cast a vote. Amazing!
Entry Eight
Put book away.
Aggregate Gathering, Hour 8: Lengthening the Lower Wall (Grij Menkols) - twelve consent, two dissent, one abstain. Excavating the Western Spires (Dreggas) - seven consent, seven dissent, one abstain (No Accord - 12th Casting). Full Aggregate investigation of the Shadowed Tower - one consent, thirteen dissent, one abstain.
Entry Nine
Put book away.
Aggregate Gathering, Hour 9: They're at it again!!! That incessant clacking! Just because their Shadowed Tower resolution didn't pass (again, mind you), they think they can annoy us into doing it? Look! Even the Vuls are upset, and that takes one heck of a lot of effort. Oh. Great. Now the Arisain are going to let them speak. Wonderful. Now we'll be here for hours listening to their tall tales about that tower.
Entry Ten
Put book away.
Aggregate Gathering, Hour 10: Meeting Adjourned. The next Gathering will commence in seven years time. I must add that I am... well, worried. After hearing the latest tale by the Grathok, they've agreed to investigate the tower themselves. This is unprecedented. What concerns me the most was the look of fear on their faces. I sure hope those ladies have some good news the next time the Aggregate gathers.
Close Book.
Books
"Remembrances - Prime"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [47] "Remembrances - Prime" (Obelisk of Lost Souls), started by examining "Remembrances - Prime" (dropped in The Obelisk of Lost Souls).

Discovered on 16 Jan 2005 at 0:31:28 PST.
This tome bears the title of "Remembrances - Prime." When first looking at the text, it appears as if it is written in another language, but after careful examination it most assuredly is written in your native tongue. It seems to be some type of record transcribed by a bard.
Entry One
Put book away.
Reports have been coming in from as far away as the Great Forest and the Cherry Blossom Archipelagos of people contracting a mysterious illness. For the past several months, this virus was nothing more than a rumor, but it has been finally confirmed by various mayors that people have been falling down sick everywhere.
Entry Two
Put book away.
As odd as it is that someone could even get sick in our day and age, what makes this story even more unsettling are the physical deformations associated with this sickness. Though specifics on the situation are unconfirmed, it seems as if the ill are suffering from what can only be described as changes to the body, including rapid weight gain and odd growth spurts.
Entry Three
Put book away.
We got in touch with the world renowned Dr. Rodger Effin, founder of the White Palm Hospitalers and inventor of the Panacea Cure, and asked him what he had to say about the situation. "This sickness is unlike anything I've seen before," he said. "The protrusions from the skull are the most unsettling of all of this. It's as if the bone is growing at a rapid pace, affecting the growth of hair as well."
Entry Four
Put book away.
Dr. Effin did leave us with a positive note. "I want the public to know that I will not rest until I find a cure," Effin said. "No matter how far I have to travel, I will see to it that the people of Prime can sleep comfortably at night."
Entry Five
Put book away.
Dr. Bartholomew Oculus, chairman of the Association of Entropio-Atrophic Studies, disagrees with the findings, however. "I have told the people of Prime for many years that something like this would happen one day, but no one will listen. My findings show that the Panacea Cure will one day break down and corrupt the body."
Entry Six
Put book away.
Oculus went on to say, "This illness is nothing more than another one of the lies that Rodger has been telling the public for years. If the public would have listened to me and started taking MY serum, this illness wouldn't have spread as far as it has already". With that, Dr. Oculus stormed out the room, ending our interview.
Entry Seven
Put book away.
In other news, we have been able to get an exclusive interview with the leader of the Shadeways Harbingers. Calling himself only the Shadow Father, his group claims responsibility for the unauthorized construction of the black Obelisks throughout Prime.
Entry Eight
Put book away.
Before conducting our interview, we did our own research on this mysterious Shadow Father. Our sources show that the Shadeways Harbingers only came together as group six years ago in the Great Cold Lands, whereas the first Obelisk was spotted in the Death Desert nearly 14 years back.
Entry Nine
Put book away.
Since then, several more Obelisks have been constructed in some of the most hard to reach places such as the Cloudy Plateaus, Sarim Savannahs, and New Exetarin. All of the surrounding populations near these structures have coincidentally left. We have been unable to track down any of these emigrants for an interview, unfortunately.
Entry Ten
Put book away.
During our interview, all the Shadow Father had to say was the following, "We have closed our minds for too long. Secrets from long ago are being revealed. Come to us and we will show you. Those who wish to know the lost knowledge will be taught and become like us. Those who reject it will regret their decision. But not for too long..."
Close Book.
Books
"Remembrances - Tel'riia'mil'an'ane'ie"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 28 Jan 2005 at 17:17:15 PST.
This odd tome appears to be a chronicle of some sorts. You're not sure who, what, or where it's about, however. At first it appeared as if it was written in a different language, but the more you look at it, the more you realize it actually was transcribed in your native tongue this whole time. Unfortunately, most of the pages have been ripped out of the book.
Entry One
Put book away.
Trirain 30:127 - "And the air will fill with the eyes of storms, and the crystal crops will begin to shatter. When the gathering of the hail-lines begin to fall, the time will be nigh."
Entry Two
Put book away.
Trirain 30:128 - "The beautiful will congregate beneath the one true Cynarian Crystal and sing the blessed hymn. They will be bathed in cleansing cinnamon and marked for freedom."
Entry Three
Put book away.
Trirain 30:129 - "Rewarded will be those who follow the Cynarian Crystal, and damned will be those who follow the Black Tower."
Entry Four
Put book away.
Septrain 9:72 - "And the Ice Taylenes will come collapsing down upon the heads of the deceivers, leaving no merchants or farmers or tam housers. The songs of the many will now become the songs of the few."
Entry Five
Put book away.
Septrain 9:73 - "The Man of Talzaron will then be the next to fall. No longer will the crystals hum in his presence, leaving the shadows to walk free among the people."
Entry Six
Put book away.
Septrain 9:74 - "The triple moon will darken and haze, causing all those who see with eyes to know of the impending doom. They will seek solace within the Black Tower, knowing this to be their false salvation."
Entry Seven
Put book away.
Septrain 9:75 - "And as the Last Night comes, the ruby oceans will vomit forth the Pillar of Shadow. The true believers who have been washed with the blessing of freedom will now be released of their tenure. All that will remain will be those who did not choose."
Entry Eight
Put book away.
Septrain 9:76 - "The division of light and dark will come to those who embraced the shadows. Those who did not choose during these dark times will be consumed by the light that is not, for so it shall be."
Entry Nine
Put book away.
Septrain 9:77 - "The men of shadows shall show their face and it will be a gaping maw of victory. The last horn shall sound from the Obelisk of Despair and all will know the cycle has ended. Darkness shall wash over the land and all will know nothing."
Entry Ten
Put book away.
Septrain 9:78 - "And the ground will move and the sky will quake. The darkness that is the world will pull into itself. All that is. All that was. All that will never be."
Close Book.
Books
"Rise of the Orcs - The Ascension"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Dec 2004 at 3:28:40 PST.
This book is titled "Rise of the Orcs - The Ascension". It details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.
Entry One
Put book away.
The following historical account details what stories would describe as the main turning point in the rise of the orcs. No longer primal savages, the orcs would organize into armies the like that hadn't been seen on Norrath for millennia. Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.
Entry Two
Put book away.
Snow Orcs: Launching a surprise attack on both Surefall Glade and Qeynos at the same time, the Snow Orcs would attempt to divide the two cities. Sending wave after wave of gnoll suicide squads against the two people, the orcs directed the attack against the humans. Employing frighteningly effective tactics, the destruction caused by the orcs would seem to be amplified by the man leading them - a being engulfed in fire.
Entry Three
Put book away.
As the invasion would wear on, the gnoll's numbers would be decimated - leaving behind only women and children in Blackburrow. The Avatar of Flame would ultimately send the signal that would spell the doom for Qeynos. Having suffered major losses to the gnolls, the human city would stand no chance against the orcish hordes marching straight for them. Were it not for a miracle that happened that day, Qeynos would not be standing.
Entry Four
Put book away.
As the Snow Orc horde began their charge, a great rumbling was felt in the earth. It intensified to the point of toppling many of the nearby towers. When the dust settled, the armies of Qeynos gazed upon a huge hole in the land where the hordes once stood. Slowly they realized that the very earth had swallowed the entire orc army. They watched in amazement as the ground began to reform, leaving no trace that there was ever a rift in the earth. Even with this turn of events, the war was far from over.
Entry Five
Put book away.
The Avatar of Flame, somehow avoiding the great sinkhole, still stood with only a few remaining orcish troops. The Qeynosians, having suffered severe losses from the invasion, would then see their second miracle that day. Approaching from the north, the combined forces of the Knights of Thunder and the Druids of Surefall were riding to join the ranks of Qeynos - being led by the Avatar of Storms. Unbeknownst to the human forces, however, was that the Avatar of Flame had reinforcements of his own. And they, too, had just arrived.
Entry Six
Put book away.
Deathfist Orcs: Though they had just traveled many leagues to join with their Rallosian brethren, the Deathfist orcs would find that the war in the south had changed since they were called. Already controlling the Innothule swamp, the Rallosian Army had now set their sights on new targets. Splitting the forces into two armies, one would sweep to the west being led by the Rallosian Warlord. The other, being led by Emperor Gash and the Avatar of War, would return to the north. Rather than being upset by the change in direction, the orcs were looking forward to what was to come.
Entry Seven
Put book away.
Traveling back through the desert wasteland the orcs had just devastated, the Rallosians would remark upon the efficiency of the orcs' work. Sometime during the march, Emperor Gash would send several platoons towards the hills, but not offering to explain why. When questioned, he would reply that the ogres needn't worry about having enough troops when they reached their destination.
Entry Eight
Put book away.
Though working together as allies, the orcs and the ogres would maintain wide berths during the march. This would prove a stroke of luck for the Rallosians, but not for the Deathfists. As they the armies passed into an open stretch of desert, the Rallosians would watch as tens of thousands of orcs would instantly be swallowed by the sand in one fell swoop. Though a devastating loss to the Deathfist Empire, Emperor Gash informed the Rallosians and the Avatar of War that all was not lost. For, he claimed, the orcs he brought with him were only one half of the Empire. The other half were already waiting at their destination.
Entry Nine
Put book away.
Finally reaching their destination, the remaining orcs and the Rallosians joined with the other half of the Deathfist Empire. Employing the tactics of the orcs and the unstoppable might of the Rallosians, the Avatar of War began preparing for battle against their target - the great city of Freeport. When the assault was set to begin, the Avatar of War gazed upon Freeport and watched as thousands of Militia gathered to defend the walls. The battle was about to begin.
Entry Ten
Put book away.
The orcs, once viewed as a petty annoyance, would rise from primitive savagery to tactical genius. Ancient tales that told of their former greatness were oft overlooked as being nothing more than fairy tales. Norrath would come to know that the stories were actually true, and were more attention paid to them, they would have known that the orcs had "returned" to Norrath. And their "return" would be forever burned into the memory by the part they played in the War of Defiance.
Close Book.
Books
"Rise of the Orcs - The Deadtime"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 5 Jan 2005 at 18:11:35 PST.
This book is titled "Rise of the Orcs - The Deadtime". It details the histories of several orcish tribes when they were nothing more than savage beasts.
Entry One
Put book away.
The following historical account details the early years of the orcish people. Not much is known about these savages, for most that has been written about them speak only of their predations rather than their personal histories. The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.
Entry Two
Put book away.
The Deathfist Orcs - Before the Rending, Antonica was much larger than it is today. Many orcs would roam this once great continent, banding together in tribes. One of these tribes called themselves the Deathfist orcs. Making their home near the city of Freeport, they were a deadly threat to travelers.
Entry Three
Put book away.
Preying upon merchant caravans traveling to the nearby fortress of Highhold, the Deathfist orcs would acquire goods of all types, ranging from foodstuffs to finely crafted weapons. Attracting the attention of nearby brigands, they would ultimately come to an unspoken agreement to not get in each other's ways, sometimes even joining forces with each other.
Entry Four
Put book away.
Working alongside their Dervish Cutthroat partners, the Deathfists would become enough of a threat to Freeport that the city started issuing bounties for proof of their deaths. This would continue for many years to come, but the city was never able to fully exterminate these ruthless savages.
Entry Five
Put book away.
Snow Orcs - One of several tribes of orcs living on the great continent of Antonica, the Snow Orcs had managed to thrive by choosing to migrate to a desolate, frozen wasteland. Living in the land that was once called Everfrost, the Snow Orcs had only one major enemy to contend within upon those frozen plains - the barbarians of Halas.
Entry Six
Put book away.
An uneasy peace would exist between their barbarian neighbors and themselves. Due to this truce, The Snow Orcs were able to devote more time to worshipping their god than their other tribal counterparts in other lands. One of the few tribes known to have shown signs of having more than just animal-level thought, the Snow Orcs would create small temples to perform primitive rituals and ceremonies to Rallos Zek.
Entry Seven
Put book away.
The barbarian clans would eventually unite, causing the shaky truce to come to and end. Destroying every temple they could find, the barbarians would wage war upon the Snow Orcs for the coming centuries. During this time, the Snow Orcs would revert to savagery, all but forgetting their shamanistic qualities.
Entry Eight
Put book away.
The Crushbone Orcs - Another tribe that would by migrating far away were the Crushbone Orcs. In a weird chapter of orcish history, the Crushbone tribe would build a great fleet of crude boats and rafts and sail off to the former continent of Faydwer. Never before had anyone seen a level of ingenuity evidenced by these primal savages. Many of the orcs would survive the crossing of the ocean, which is the most astounding part of this tale.
Entry Nine
Put book away.
Wasting no time in making new enemies upon this new continent, the Crushbone orcs would begin warring with the native dwarves and soon after, the elves. Being overwhelmed by the cooperation of the dwarves and elves, the orcs would be routed battle after battle. Were it not for finding an abandoned outpost in a secluded vale, the Crushbone tribe's history would have ended there.
Entry Ten
Put book away.
Using the fort as a base of operations, the Crushbone orcs would soon begin to turn the table on the elves and dwarves. Launching surprisingly organized raids upon the tree city of Kelethin, the Crushbone orcs would become a force of destruction rather than annoyance. Eventually seeking aid from adventuring types, the elves would find that the Crushbone orcs had organized into a haphazard army, but one that could not easily be put down even with the combined might of the elven and dwarven nations. In hindsight, this would be the first warning of what was to come.
Close Book.
Books
"Rise of the Orcs - The Fall"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 29 Jan 2005 at 0:42:31 PST.
This book is titled "Rise of the Orcs - The Rejoining". It details how the orcs would nearly succeed at toppling the two most powerful cities on Norrath.
Entry One
Put book away.
The following historical account details the orc's involvement during the short, yet devastating, War of Defiance. Simultaneously laying siege to the two largest cities on Norrath, the orcs would come close to achieving greatness, only to be crushed in the final moments. Several accounts of this time period still exist in varying forms, which have been condensed together within this volume.
Entry Two
Put book away.
Snow Orcs: Numbering only in the hundreds, the Snow Orcs would have their numbers reinforced by the Avatar of Flame's hidden army. Coming from the Plains of Karana, hundreds of goblins and giants would join their ranks to do battle with combined forces of the humans. The resulting clash between forces would echo halfway across the world.
Entry Three
Put book away.
For eight days, the battle would rage. Giants would smash the Qeynosian Guard, druids would kill orcs, but neither side was winning. Ultimately, the Qeynosians would make a valiant charge that would end the war. The Knights of Thunder would land a killing blow against the Orcish horde by severing the head from the Avatar of Flame's shoulders.
Entry Four
Put book away.
Losing the guidance from their divine leader, the giants, goblins, and orcs would finally fall to the Qeynosians. Not having enough troops to hunt down the stragglers, so the fallen army would scatter to the four winds. The few remaining Snow Orcs would be routed back through Blackburrow, and that is where history would last see these people. It is not known how many Snow Orcs survived the journey through their former slaves' den, but it is known that orc bones would be seen in the gnoll's rubbish pits for months to come.
Entry Five
Put book away.
Deathfist Orcs: The siege of Freeport would not bode well for the Militia. Not expecting the combined might of the orcs and the ogres, the Militia did all they could just to keep the walls standing. Soon enough, the humans would realize that the orcish and ogrish armies were doing nothing more than taunting them. When it was noticeable in the faces of every one of the guards that all hope was lost, something unexpected happened. A greenish mist began covering the land for as far as the eye could see. Filling the lungs of everyone, it seemed nothing more than an odd weather phenomenon. Nothing could be further from the truth.
Entry Six
Put book away.
The orcs would look in horror as they watched as all of the ogres began to cough up clouds of green colored mist from their lungs. These spasms would become more and more violent until the ogres would collapse dead from asphyxiation. Looking all around them, the Deathfist army would see every last one of their Rallosian brethren lying dead on the battlefield, with nary a scratch on them. To make matters worse for the orcs, the battle would be joined by two other armies, intent on finishing what the green mist had started.
Entry Seven
Put book away.
Though their numbers were unimaginable, the Deathfists were not able to withstand an army on three fronts - The Freeport Militia on one side, the Ashen Order on another, and the Knights of Truth on the last. The orcs would not go down without a fight, however. It would take the death of the Avatar of War before the Deathfist would be routed. With their numbers reduced to the mere hundreds, the Deathfist orcs fled past the Ashen Order monks towards the Desert of Ro, where they were never seen again.
Entry Eight
Put book away.
The orcs would neither be heard nor seen for the next several decades. Aside from isolated clans that remained out of the War of Defiance, Norrath believed the threat was forever gone. With the coming of the Rending and later the Shattering, the endless hordes of the orcs would begin to become nothing more than stories again. This would prove to be folly once again.
Entry Nine
Put book away.
The re-emergence of the orcs would first be seen in the Commonlands. A clan calling themselves the Bloodskulls would begin to become a new threat to Freeport. Using siege engines, Freeport has managed to keep these orcs at bay, but they must remain ever vigilant. Coupled with this clan that emerged overnight, those foolish enough to ply their trade on the sea lanes claim to have seen great armadas of ships roaming the water. Those that have survived these encounters claim that the people crewing these ships are not just people, but rather, orcs.
Entry Ten
Put book away.
Some unfounded reports claim that that the Deathfist Empire had managed to survive their defeat during the War of Defiance. These stories claim that the phantom armadas exist and it's nothing more than the naval branch of the Deathfist Empire. Even wilder stories claim there is a land filled with these orcs, and not only have they rebuilt their Empire, they're preparing for another attack on Norrath. Fortunately, these stories have no proof to validate these foolish claims.
Close Book.
Books
"Rise of the Orcs - The Rejoining"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 10 Dec 2004 at 22:32:44 PST.
This book is titled "Rise of the Orcs - The Rejoining". It details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.
Entry One
Put book away.
The following historical account details what stories would describe as the main turning point in the rise of the orcs. No longer primal savages, the orcs would organize into armies the like that hadn't been seen on Norrath for millenia. Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.
Entry Two
Put book away.
The Deathfist: Having defeated the Freeport Militia on several occassions, the Deathfist orcs would cause the city's armies to rethink their strategies. During this time, the Emperor of the Deathfist orcs would be visited by a being of immense power. This visitor would cause the Deathfist to send out a call to all of the minor tribes that made up the entire empire.
Entry Three
Put book away.
The Snow Orcs: Efficiently using many ancient artifacts acquired from the Dragon Vox, the Snow Orcs would begin to push back against the barbarians. Eventually laying siege to Halas, they would signal the death-knell for the rugged barbarians. The Snow Orcs would immediately change direction, however, after meeting with a strange visitor. Leaving Halas behind, they began marching to the south with a determined pace.
Entry Four
Put book away.
The Crushbone: Not much is known about the Crushbone orcs during this time period. Having taken part in a great war that ravaged the continent of Faydwer, these orcs would fade into obscurity. All that is known is that a small group of Crushbones would sail across the ocean on great ships they built, intent on joining up with the Deathfist on the main continent. They claim their motivation for doing so would be due to a directive given to them by a mysterious visitor.
Entry Five
Put book away.
Snow Orcs: Marching through the frozen tundra of Everfrost Peaks, the Snow Orcs would gather every tribe along their way, eventually forming into a great army. They would continue this march, annihilating everything in their path. Rather than raiding and capturing small villages along their way, they would simply kill everyone and raze the buildings to the ground. This march would eventually end when they reached the homeland of the gnolls, Blackburrow.
Entry Six
Put book away.
Having evidenced the wanton slaughter they had caused on their way to the gnoll's home, one would expect the orcs to have done the same to the dog-men. Instead, however, the gnolls were waiting for them and invited the orcs inside their den. No battle took place that day, and the orcs passed into the winding caves without harm. Making camp at sites prepared for them, it become evident the orcs and the gnolls were working together.
Entry Seven
Put book away.
The residents of the nearby Qeynos received word of the plight of Halas and would send forces to help the barbarians. None of thier forces could reach the frozen tundra due to pact between the gnolls and the orcs, however. All that would be learned during this time was the orcs now residing within Blackburrow were no longer guests, but instead dominators. By now, the Snow Orcs of Blackburrow had enslaved every last gnoll and were using them to mine or for their war efforts.
Entry Eight
Put book away.
Deathfist Orcs: Not long after their visit by the mysterious stranger, Emperor Gash would begin to mobilize every member of his tribe into a great army. Spanning from the southern Rujarkian orcs to the western Kithicorian orcs of the Deathfist Empire, they all were given orders to arm themselves and collapse their nomadic camps. The stranger's message was then delivered to every orcish soldier - War.
Entry Nine
Put book away.
Amassing their mighty armies within the Desert of Ro, their ancestral homeland, the orcs began to march south. Just like the Snow Orcs, they would decimate anyone and everything within their path. From gypsies to desert madmen, there was nothing left alive in the Desert of Ro after they had crossed its endless dunes. They would continue their march until they finally reached the southernmost Innothule swamp. This was where their forces were joined to an even larger army.
Entry Ten
Put book away.
The Second Rallosian Empire, comprised of ogres who regained their long-lost intelligence, welcomed the orcs into their ranks. Joining together into one great army, the Deathfist orcs watched as their Emperor bowed one knee and swore fealty to the leader of this titanic army - The Avatar of War. When the Avatar stated that the Deathfist armies were larger than he had expected, Emperor Gash smiled enigmatically and told him, "If this is the case, then we have already won, your Divineness."
Close Book.
Books
"Rise of the Orcs - The Rousing"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 25 Dec 2004 at 13:11:33 PST.
This book is titled "Rise of the Orcs - The Rousing". It highlights the turning point when the orcs would start to become a force to be reckoned with.
Entry One
Put book away.
The following historical account details what some stories describe as the "return" of the orcs. Once primal savages, the orcs would become frightening masters of tactics and strategy not seen on Norrath for nearly a thousand years. The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.
Entry Two
Put book away.
The Deathfist Orcs: By the Age of Turmoil, the Deathfist orcs would become a formidable threat to the city of Freeport. Having grown in size, the Deathfist orcs would absorb all of the surrounding tribes, making them the largest tribe on Norrath. Their numbers would prompt the Overlord of Freeport to send his armies against these savages from time to time in an attempt to keep them from destroying all commerce. This would change one day, however.
Entry Three
Put book away.
When one of the Freeport Militia raiding parties failed to return one day, several search parties were sent after them. When none of them returned either, one third of the Militia was sent to find the cause of their disappearance. Of the twelve hundred soldiers that left to search for the patrols, only seventeen would return to describe what happened to the legion. Their tale would change the way people viewed the orcs the world over.
Entry Four
Put book away.
As the legion reached the last known site of the troops, they spotted several orcs fleeing into a narrow ravine. Following them into the ravine, they spotted the mangled bodies of their fallen comrades. At that same moment, a wave of boulders fell from the surrounding cliffs, closing off their escape. That was when the hundreds of enraged, trained elephants were let loose by the Deathfist orcs. At full speed, they began to stampede through the ravine... straight for the doomed Militia.
Entry Five
Put book away.
The Snow Orcs: During this time, the Snow Orc's numbers would be reduced drastically. Having been driven to the eastern half of Everfrost Peaks, the Snow Orcs were wedged between the lair of a mighty dragon on one side and the ever-expanding mammoth-tusk trade on the other. Were it not for a change in the way they used their weapons, the snow orcs would count this time period as their last on Norrath.
Entry Six
Put book away.
The shamans of the Snow Orc tribes would at times raise the bodies of the fallen, friend or foe alike. These icy boned skeletons would then be sent loose to wander the frozen wastelands, attacking anything it would find. The Snow Orcs hoped that the skeletons would one day find a barbarian or adventurer and kill them. By some unknown means, the Snow Orcs would change tactics and start using their undead minions with surprising efficiency.
Entry Seven
Put book away.
Cleverly hiding their actions from everyone, the orcs would begin to bury many lines of skeletons beneath the snow outside the entrance to the great dragon's lair. As great heroes would come running out of her lair holding some stolen artifact, a group of orc shamans would be waiting. At the precise moment, all of the shamans would raise the skeletons to life, trapping the raiding party inside a circle of hundreds of skeletons. It wouldn't take long for the undead to overwhelm the heroes. The Snow orcs would then take the artifacts from the dead adventurers, flay the flesh from their bones, and add them to their army of undead.
Entry Eight
Put book away.
The Crushbone Orcs : No one knows for sure where they acquired them, but by this time in history the Crushbone orcs would be seen carrying weapons of dark elf make. Rumors tell of a dark elf ambassador being seen in the highest tower of the orc's castle, so it can only be assumed the orcs had brokered a deal with their people. Considering the less than philanthropic nature of the dark elves, it is still a mystery as to what the orcs were providing in return.
Entry Nine
Put book away.
The Crushbone orcs would claim a stunning victory against the elves of Kelethin one fateful day. Amassing their highly trained armies, they launched an attack against both the dwarven city of Kaladim and the high elven city of Felwithe. The residents of the tree city of Kelethin split their forces to help defend their allies' cities and were able to stop the orcish legionnaires with only minimal causalities.
Entry Ten
Put book away.
Little did they know, the true target of the orcish assault was the city of Kelethin. Attacking with their real army, the Crushbone orcs would succeed at chopping down two of the ancient trees supporting the wood elf city. By the time the wood elves would return home and put a stop to the orcs, half of Kelethin would be destroyed.
Close Book.
Books
"Ship's Log - Bountiful Mane"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [47] "Ship's Log - Bountiful Mane" (Permafrost), started by examining "Ship's Log - Bountiful Mane" (dropped in Permafrost).

Discovered on 28 Dec 2004 at 21:26:14 PST.
This book is titled "Ship's Log - Bountiful Mane." It is a log kept by a ship's captain and details how he came to lose his ship.
Entry One
Put book away.
Captain's Log 27: The seas have been calm for the past several days. I'm glad I thought of bringing along extra water. I can't say I've seen the ocean this calm in the past several years I've been plying the seas. If the winds don't pick up soon, I won't be able to get this shipment to the Far Seas HQ in time. Blasted wind!
Entry Two
Put book away.
Captain's Log 34: Passed by a small island today. Looked like there were some people still living there. Must have been living there forever, because the seas haven't been this calm in hundreds of years. Or so the bards say.
Entry Three
Put book away.
Captain's Log 39: Got another shipment the Far Seas wants me to pass along. I don't know what it is these guys are up to, but they pay well enough that I'm not going to ask any questions. Got an odd warning from one of the Taskmasters, too. Said to watch the skies and sail away from anything flying in the air. Must've been dipping into their own rum.
Entry Four
Put book away.
Captain's Log 42: I don't know what the heck that thing was, but I sure as heck saw it on the horizon. If I knew that I hadn't taken a swig from Cookie's special brew since two days ago, I'd say I was seeing things. It was huge and sure wasn't no bird. Were I drunk, I'd almost say it looked like one of the dragons in those stories the bards tell.
Entry Five
Put book away.
Captain's Log 44: Spotted it again. I'm positive it was one of those dragons them bards talk about, but it was a lot smaller than they say those things are. I'm having the navigator turn the opposite direction to be sure it doesn't spot us. I'm beginning to get spooked.
Entry Six
Put book away.
Captain's Log 46: It was no use. The thing was like something straight out of my nightmares! No matter how much the bards exaggerated about how big they were, they got one thing right! It flew right over the ship and breathed fire right down onto the sails. We were able to put out the fire, but we don't have enough canvas to make any new sails. I fear we will be dead in the waters for as long as we have water. Then we'll just be dead.
Entry Seven
Put book away.
Captain's Log 48: I think I'm going to start believing in that Prexus god again, because it could only be called a miracle as to what happened. Another merchant ship came sailing by and responded to our signals of help. We're now on board the Beautiful Lady, captained by Draik Varlos. To make matters better, he's lookin' for some work! I've offered to show him where the Far Seas HQ is in exchange for bringing us there.
Entry Eight
Put book away.
(Former) Captain's Log 50: We should be there in a manner of days. Draik Varlos has told me about the beast that destroyed my ship. Says it was called a Drakota and that it wasn't a Dragon. Says they're a bit common from where he comes from and knows how to avoid the things. Gave me a few tips on what shipping lanes aren't safe, so I can always avoid the monstrosities.
Entry Nine
Put book away.
(Former) Captain's Log 58: Introduced Captain Varlos to the Duke. Both him and the Duke hit it off right from the start. Varlos and his crew are now going to sail exclusively for the Far Seas. Since I don't have a ship, I've offered my services to Draik, but he turned me down saying that he has more than enough people to look after. I guess I can understand.
Entry Ten
Put book away.
Captain's Log 290: Been assigned to a new ship, this one ferrying refugees from the Isle of to that grand city. On my first voyage out, I was giving passage to a refugee who says they were saved by Draik Varlos! That captain sure has a string of bad luck, I tell you! Should've listened to his own advice, like me, or else he wouldn't keep running into those Drakota all the time!
Close Book.
Books
"Telanius Menonius Ledger - Warmstill"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 2 Dec 2005 at 10:46:42 PST.
This book is titled "Telanius Menonius Ledger - Warmstill." It is the logbook of a merchant, containing what he bought and sold.
Entry One
Put book away.
DAY: Feastday - 9 bales of hay, 6 slabs of salted pork, 2 stuffed goblin heads, 1 bronze shortsword, 4 tin cups - 9 silver, 40 copper ; SOLD - Finely-crafted tabard, 4 Travel Rations, 3 Bottles of Purified Water - 11 silver, 9 copper ; MISSING - nothing
Entry Two
Put book away.
DAY: Darkday- 16 spools of twine, 49 heads of cabbage, 1 odd book (sell it as something from before the Shattering), 4 brass shields - 2 gold, 3 silver, 78 copper ; SOLD - 1 Purity belt, 1 slab salted pork - 1 gold, 2 silver, 9 copper ; MISSING - nothing
Entry Three
Put book away.
DAY: Burnday - 1 Silver Helmet (dented), 120 bottles of purified water, 1 metal chest (odd black metal, locked, hire a rogue to open it) - 1 gold, 43 silver, 12 copper ; SOLD - 6 heads of cabbage, 4 quills, 1 leather wristguard - 3 gold, 5 silver, 15 copper ; MISSING - 2 goblin ears (blasted cats)
Entry Four
Put book away.
DAY: Soulday - 6 pairs of breeches (dyed green), 20 bat wings (sell to gnomes at double cost), 12 sanded boards of oak (keep away from druids), 12 full haunches of beef - 57 silver, 13 copper ; SOLD - 12 malachite chunks, 20 woodchips, 2 slabs salted pork - 1 gold, 45 silver, 12 copper ; MISSING - 6 bat wings (gonna kill those cats)
Entry Five
Put book away.
DAY: Windday - 2 expensive tapestries, Rogue services (couldn't open the chest, didn't pay her), 23 dried goblin ears (sell before they go bad), chainmail tunic - 3 gold, 78 silver, 92 copper ; SOLD - 1 Leather helm (halfling sized), 40 bottles of purified water, 1 silver ingot - 2 gold, 92 silver, 13 copper ; MISSING - 1 slab of salted pork (going to hire exterminator tomorrow)
Entry Six
Put book away.
DAY: Steelday - 1 crate of steel spikes, 2 wolf tongues, 1 tin dagger, Exterminator services, 4 unidentified potions (sell as healing potions) - 1 gold, 45 silver, 77 copper ; SOLD - 1 stuffed goblin head, 1 brass shield, 2 pairs of breeches, 9 travel rations - 1 gold, 44 silver, 12 copper ; MISSING - 1 haunch of beef (Exterminator better not have ripped me off)
Entry Seven
Put book away.
DAY: Spryday - Expert Rogue service (couldn't break the lock, refused to pay), 1 bronze polearm, 12 doubly-woven bags - 3 gold, 87 silver, 23 copper ; SOLD - 1 fine steel leggings - 14 gold, 12 silver, 23 copper; MISSING - 3 haunches of beef (gonna find that Exterminator and beat him to a pulp)
Entry Eight
Put book away.
DAY: Moorday - 1 chipped sapphire, 12 slabs of salted pork, 1 bag of tinkered parts - 4 gold, 23 silver, 33 copper ; SOLD - 1 brass shield, 20 bottles of purified water, 2 sheets of steel - 5 gold, 48 silver, 12 copper ; MISSING - All my blasted haunches of beef! (can't find that exterminator, either)
Entry Nine
Put book away.
DAY: Brewday- Master Rogue service (broke the lock, will open the chest after recording the daily takes), 60 bottles of purified water, 12 goblin ears - 4 gold, 88 silver, 21 copper ; SOLD - 1 chainmail tunic, 1 sanded board, 2 quills - 5 gold, 2 silver, 65 copper ; MISSING - Nothing from inventory, but all the cats in the area are missing. Must be why.
Entry Ten
Put book away.
DAY: Mirthday - Nothing ; SOLD - Merchant Stall (getting out of this place now!) - 0 gold, 0 silver, 1 copper ; MISSING - My life if I don't leave soon! That thing inside the chest was made from shadows! I swear to it! I'm GONE!
Close Book.
Books
"Termble Clankerbang Findings Vol. 98"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 10 Aug 2005 at 2:28:39 PDT.
This book is titled "Termble Clankerbang Findings Vol. 98." It is the journal of a gnome and how he came across an odd tower made from black stone.
Entry One
Put book away.
Entry One: This log will chronicle the recorded findings of an interesting structure I have found today. Having spent much time analyzing the rocks of this dark forest, I came across a construction that I am pretty sure wasn't there yesterday. I must admit I was engrossed with a marvelous formation of limestone in the surrounding area, so I must write it off to being preoccupied.
Entry Two
Put book away.
Entry Two: I have brought all of my equipment to the surrounding area so that I can run experiments in a far more efficient manner. From my visual inspection of this obelisk-like structure, I'd say I'll need to start with a strata-bifurcating dowel to acquire a sample. Yes, yes... a strata-bifurcating dowel indeed.
Entry Three
Put book away.
Entry Three: I have found that the stone that was used to create this building is unlike anything I've ever seen before in my years of geology. Having resisted all attempts at the strata-bifurcating dowel, I have been unable to acquire even the most meager of samples from the facade. I will now tinker up a means to add some type of added force to the dowel. I am certain this will do the job.
Entry Four
Put book away.
Entry Four: Having devised a small corkscrew to add an automated means of hammering at the obelisk, I was certain I would chip away a piece of rock in no time. Unfortunately, I still haven't even scratched this blackened stone. I now must resort to increasing the power on this pump to a drastic level. I will continue my log of recorded events when I have tinkered a new way of increasing the force of my dowel.
Entry Five
Put book away.
Entry Five: After much tinkering, including adding hastily devised gyroscopes, cylindrical valves, and an external power source comprised of a wheel being turned by the surrounding falls, I have done it! This rock sample is far heavier than it would initially appear. Being no bigger than a large pebble, it weighs about as much as a small elephant. I fear that I will now have to devise a cart to bring this back to my camp.
Entry Six
Put book away.
Entry Six: By boiling the water from the mouth of the waterfall and forcing it through several pipes, I have been able to make a cart that will both move on its own and also support the weight of this odd rock. Fortunately I only have to move the rock two-hundred cogs back to my camp. Any farther and I fear my contraption might not be able to hold out.
Entry Seven
Put book away.
Entry Seven: Blast it! I was so close, too! My automatical-cart-traveler was unable to make it the full way. I have spent the better part of today moving my makeshift laboratory to where the cart broke down, five cogs away. I am nearly done, so I should be able to analyze this curious rock. I believe I shall see what levels of conductivity this rock is capable of.
Entry Eight
Put book away.
Entry Eight: Important note - do not artificially supply forms of electricity to this rock, which I am now calling obeliscore. Using a jury-rigged Akanon's Ladder, I introduced some portable lightning to the rock. At first I believed it had suffused the lightning. I was shocked to see that it not only absorbed it, but apparently could not contain it for long. A moment later it released the charge in the direction of my valuable equipment. I must now see what can be salvaged.
Entry Nine
Put book away.
Entry Nine: I was unable to recover much of my equipment. Fortunately, I was able to get my portable Keg-er-ator back online, but to my misfortune, one of the hoses burst. I was unaware that it was blowing heat-absent air directly on the stone for quite a while. When I stopped it from doing so, the cold discharged in such an intensity that it froze everything within a hundred cogs. I write this with great difficulty, now missing several fingers, a few toes, and the tip of my nose due to that horrible release of arctic air.
Entry Ten
Put book away.
Entry Ten: Though I have already lost several digits, and even more importantly, my equipment to this pebble, I cannot leave it behind without recording the full effects of the stone's properties. Chopping down a number of trees, I am about to light a very large bonfire on top of the stone. I am quite curious to see how much heat will be discharged after it has had time to absorb several hours worth of fire. I'm looking forward to recording my findings in this journal once I have returned from the bonfire.
Close Book.
Books
"The Age of Cataclysms"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [49] "The Age of Cataclysms" (Permafrost), started by examining "The Age of Cataclysms" (dropped in Permafrost).

Discovered on 24 Dec 2004 at 20:00:28 PST.
This book is titled "The Age of Cataclysms". It is a chronicle of history as told by the Sage of Ages.
Entry One
Put book away.
Forward: This volume is a copy of one the more recent tomes within our library. This was a chronicle of the several times the Sage of Ages spoke to us of his infinite knowledge. It is only now that we can understand what his visions can teach us. The Sage of Ages, or Sages as the case may be, has observed Norrath for time immemorial. This story is a glimpse into just one of the many viewpoints of unrecorded history.
Entry Two
Put book away.
As the Age of Cataclysms came, the Dragons would watch as their world would change drastically. Their jewel, their present from the great Mother, was being ripped apart before their very eyes. The gods had come and gone, and in their wake devastation followed.
Entry Three
Put book away.
Having followed the great wars of the lesser races for much of the last Age, they were not convinced that the heroes were stable enough to use as tools. This is because they did not understand that the lessers were as important as those that were not draconic. This is something the Dragons would come to know in time.
Entry Four
Put book away.
For the time being, they would continue observing from a far as the world broke apart. The turbulence of the seas was what began to alarm them at first. They could tell this was something greater than they were capable of. With the absence of the gods, they could not blame it on divine interference. But what it was, they could not say.
Entry Five
Put book away.
When the rumblings beneath the earth began, they asked all of their agents within Sub-Tunaria if there was a cause that was simply mundane. Not hearing an answer from their eyes and ears, they became alarmed. Ultimately, one of the Ring spoke first. One spoke the name of the Exiled Ones.
Entry Six
Put book away.
During the Age of Turmoil, the invading heroes would undo all that the Ring of old had seeked to contain. The blatant disregard toward the Laws on part of the King of Fire and the Queen of Ice is what was contained within the deepest tomb. When it was released, destruction unlike anything the Dragons had seen in any Age was wreaked across the land. Perhaps Nagafen and Vox had been freed from their prison after all these Ages.
Entry Seven
Put book away.
The Ring convened as it had done so in the past. One group wanted to move their prison to their homeland to watch over them. One group wanted to seal their prisons forever. And one individual suggested the using of the Drakota. After many ages, they gave in and allowed the Drakota to be used once again.
Entry Eight
Put book away.
The Truthspeaker, the Dragon who was in control of the Drakota, traveled to the prison of the King of Fire and saw that the worst come to pass. The destruction of the world was being caused by the joining of the two. At once, he took his faithful Drakota to the ice prison that entombed Vox. His worst fears were true, for within the Ice Queen's prison was the Fire King.
Entry Nine
Put book away.
The Truthspeaker waited for the Fire King to leave, knowing that he could not suffer the freezing temperatures of the prison for too long. As Nagafen left, the Truthspeaker unleashed the Drakota upon Vox. Where the Destroyer of past ages was seduced by the foolish lies of the fiends and failed, the Truthspeaker was successful. Vox was destroyed.
Entry Ten
Put book away.
Not letting the victory pass, the Truthspeaker assaulted the King of Fire before he could reach the safety of his lair - his former prison. The Truthspeaker would suffer only half a victory during this age, for the King of Fire had drawn from powers not his own to defeat the Drakota. The Age would end, but the Truthspeaker would vow that in the next Age, the bane of the Ring would cease once and for all.
Close Book.
Books
"The Age of Destiny"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] "The Age of Destiny" (Permafrost), started by examining "The Age of Destiny" (dropped in Permafrost).

Discovered on 22 Feb 2005 at 5:35:19 PST.
This book is titled "The Age of Destiny." it is a chronicle of history as told by the Sage of Ages.
Entry One
Put book away.
Forward: This volume is a copy of the most recent tome in the library. It is unprecedented to for the Sage of Ages to speak of an Age before it has closed, yet this volume is exactly that. We cannot yet understand what the meaning of these words are. In time they will become clear.
Entry Two
Put book away.
The Sage of Ages, or Sages as the case may be, has observed Norrath for time immemorial.
Entry Three
Put book away.
This story is a glimpse into just one of the many viewpoints of unrecorded history.
Entry Four
Put book away.
The Age of Destiny is upon us. The Ages have come and gone like the passing of a river. The Dragons remain watching their world as they always have done. And now they see sights that alarm them. Many Ages ago, a Law was broken. This was the most sacred of Laws there ever was. And the repercussions of this broken Law are felt to this day.
Entry Five
Put book away.
It is known the Vox and Nagafen had been part of the Ring and they were severed. This has been told before. It is known that they are the Exiled Ones who created a force of destruction that could barely be contained. It is known that they live within their forever prisons to suffer for what they have done. It is known that they are now free.
Entry Six
Put book away.
One was freed from this mortal coil. The Queen of Ice. The Frozen Wyrm. The Lady Vox. She is known by many names, but now she is known only as one - Dead. The faithful Drakota of the Truthbringer felled her within her lair. And this is good.
Entry Seven
Put book away.
One was freed from his prison, able to walk this world with ease. The King of Fire. The Enflamed One. Nagafen. He is known by many names, but he is missing the most important - Dead. The faithful Drakota were stopped from completing their task by the use of deceptive magics. But this will not stop the Drakota entirely, for their numbers are many.
Entry Eight
Put book away.
But even now, in the Age of Destiny, the Exiled Ones still wish to cause havok and destruction.
Entry Nine
Put book away.
For when they broke the first Law, they had a blatant disregard for what they were doing. And now, it is seen that they have broken the Law again. The cost of the first Law being broken was the moon in the sky. Look to it and know the truth. The two of Fire and Ice brought this destruction and must be stopped.
Entry Ten
Put book away.
Many Ages ago, the Dragons knew that the Drakota were a very important tool. A tool that could be used to keep order within the world. What they disregarded were the heroes from the lesser races. Even when they looked and saw the possibility, they still did not pay attention. But one Dragon did. The Truthbringer.
Close Book.
Books
"The Age of Monuments"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [48] "The Age of Monuments" (Permafrost), started by examining "The Age of Monuments" (dropped in Permafrost).

Discovered on 22 Dec 2004 at 21:11:04 PST.
This book is titled "The Age of Monuments." it is a chronicle of history as told by the Sage of Ages.
Entry One
Put book away.
Forward: This volume is a copy of one of our older tomes within our library. This was a chronicle of the several times the Sage of Ages spoke to us of his infinite knowledge. It is only now that we can understand what his visions can teach us. The Sage of Ages, or Sages as the case may be, has observed Norrath for time immemorial. This story is a glimpse into just one of the many viewpoints of unrecorded history.
Entry Two
Put book away.
The Ring of Scale has nestled deep within their kingdom lairs, ignoring the rest of the world during the Age of Monuments. They still agonized over losses within the Ring - not just on one occasion, but several more times as well. The rest of the world would continue to grow out of hand during their time of withdrawal.
Entry Three
Put book away.
The Elven-kind would build a great haven to house themselves within the shelter of the First Trees. Promoting art and harmony, the Elven-kind prospered beneath and atop the boughs of their solace. Calling their realm Takish'Hiz, they foresaw an eternity of harmony. Their lifespan was but a sliver compared to the Dragons, their dreams of eternal harmony were insignificant.
Entry Four
Put book away.
The Ogres would begin to build their empire as well. It was hard for the Dragons to understand the thoughts of these creatures, for they lived and died within a day. But yet, they still rose to power somehow, and built mighty citadels all over the world to mark their territory. The Dragons viewed these mayflies to be even more insignificant than their Elven neighbors.
Entry Five
Put book away.
And many more races would continue to sprout, blend, merge, and shed throughout the great gift of the Dragons. From the Kedge to the Dwarves, and the Halfling and Trolls, and the Dark Elves and the Gnomes, the races would mark the world to show they were there. And when these monuments of existence grew large enough, the Dragons feared they would find the Exiled Ones.
Entry Six
Put book away.
Convening the Ring into one, the Dragons chose to act outwardly upon the world once again. The lesser beings posed a great risk to the Ring, for if they came too close to the exiled Fire and Ice, the first law may be broken again. It had taken all the effort of the Ring to contain the damage done by the breaking of the first law. They would not do it again, therefore they made their presence known.
Entry Seven
Put book away.
Detaching one of their own, they sent him into the exiled lands to remove the threat of a law being broken once again. So that the hand of the Ring was not bloodied, the Destroyer brought with him the petulant children - the Drakota. The children had now learned that the wishes of the Ring were greater than theirs, so the children were now safe.
Entry Eight
Put book away.
The Destroyer journeyed to the exiled lands and began seeking the prisons of the King of Fire and the Queen of Ice. With the Drakota, he would destroy them once and for all. No longer would the laws be broken when the two were destroyed. And so he went unto them, to explain to them why they had to die. And to show them how they would.
Entry Nine
Put book away.
But this was his folly, for the Destroyer knew only how to bring upon the end of things. He was not familiar with creating, such as the lies that were told to him by the pair of regents. Seduced by the beguiling words of Vox and Nagafen, the Destroyer severed himself from the Ring.
Entry Ten
Put book away.
Striving to do what he could to unite the pair so that they could break the laws once again, he sent forth the Drakota to tear down the prisons of Fire and Ice. The Destroyer would nearly succeed at his perfidy were it not for an unnamed hero that would rise from the races and stop him. With his death, this would be the end of the Age of Monuments.
Close Book.
Books
"The Age of Scale"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [46] "The Age of Scale" (Permafrost), started by examining "The Age of Scale" (dropped in Permafrost).

Discovered on 9 Jan 2005 at 12:29:34 PST.
This book is titled "The Age of Scale." it is a chronicle of history as told by the Sage of Ages.
Entry One
Put book away.
Forward: This volume is a copy of the oldest tome within our library. This was a chronicle of the first visit of the Sage of Ages, when our order was founded. As time has passed, we now know the full significance of his words during these visits. The Sage of Ages, or Sages as the case may be, has observed Norrath for time immemorial. This story is a glimpse into just one of the many viewpoints of unrecorded history.
Entry Two
Put book away.
There were no ages before the Ages of Scale. Norrath was, but it was not as it is known now. It was fresh and pristine. It was untouched by thoughts or life, turmoil or war. Time passed but nothing existed to note its passage. It is hard to explain how everything was but was not at the same moment. The clear separation would only become evident when the Marking was placed.
Entry Three
Put book away.
A manifestation of all that is physical would place the Marking. The Marking would be the divider of all things. It divided time from non-time. It divided being from non-being. The claw of Veeshan scraped across the world and this is when all things began. With the Marking, she who is Veeshan would place her children upon Norrath, beginning the Age of Scale.
Entry Four
Put book away.
The Dragons, as she would name her children, were not only given life but were granted an even greater gift - Norrath. This world would be theirs. She would mark the world a second time, creating smaller companions so that the Dragons did not grow restless or lonely. These small dragons, Drakota, would exist to remind the Dragons of the Mother's gift to the kings of the world. With that, the Mother would leave, vowing to return one day.
Entry Five
Put book away.
Dragons were gifted with a touch of the powers of creation that Veeshan had used to bring them into being. With this power, they created magic. Seeing that this was a good creation and the Mother would be pleased, they next created society. This was even greater than magic. Enthralled with the perfection of their second creation, they stopped creating anything more from there, never making the third.
Entry Six
Put book away.
The Drakota, trying to imitate their betters, began to create as well. They created fury and liked it. Then they created rampage, and this they liked too. But before they could create a third time, the Dragons looked at the small ones and chose to stop them. Using their two creations, Magic and Society, they created once again. They created the Ring.
Entry Seven
Put book away.
The Ring merged both magic and society together into one. All Dragons were of the Ring for they were one and the same. And as the Ring of Scale, they became even greater than they already were. And as the Ring they chastised the Drakota as a parent would an unruly child. And as good parents, they sent the Drakota to their "rooms" for a long, long time.
Entry Eight
Put book away.
The Dragons would then begin instituting laws, for the society could not remain stable if there were no laws. As the laws were laid down, there were two within the Ring that did not like these laws. For these two, the King of Fire and the Queen of Ice, they believed themselves to be better than the Ring. The Ring would eye these two, but not see what was in their minds. But the Dragons had all the time in the world.
Entry Nine
Put book away.
As the laws and the rules would begin to pile upon each other, the Ring would not notice that their world had been invaded by lesser, pathetic beings. By the time they would see the infestation, it was already too late. These new lives spread like wildfire, and it took much to contain them. In the end, the Ring chose the opposite route. Withdrawing from the world they owned, they beheld a great surprise.
Entry Ten
Put book away.
Believing themselves to be more than the Ring, thinking themselves to be above all laws, the King of Fire and the Queen of Ice disregarded the first and most important of all the laws. And with this law broken, the Ring would create one last law. The King and the Queen were severed from the Ring. And with this ended the Age of Scale.
Close Book.
Books
"The Age of Turmoil"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [49] "The Age of Turmoil" (Permafrost), started by examining "The Age of Turmoil" (dropped in Permafrost).

Discovered on 20 Dec 2004 at 0:32:35 PST.
This book is titled "The Age of Turmoil". It is a chronicle of history as told by the Sage of Ages.
Entry One
Put book away.
Forward: This volume is a copy of one of our older tomes within our library. This was a chronicle of the several times the Sage of Ages spoke to us of his infinite knowledge. It is only now that we can understand what his visions can teach us. The Sage of Ages, or Sages as the case may be, has observed Norrath for time immemorial. This story is a glimpse into just one of the many viewpoints of unrecorded history.
Entry Two
Put book away.
As the Ages would come to pass, the Dragons by know had realized the threat of the lesser beings. Actively involving themselves in the matters of the small mortals, they began keeping eyes and ears open all around them. Learning from the harsh lessons of the Destroyer, a new strategy had come about through a heavy cost.
Entry Three
Put book away.
Great arguments among the Ring would rage for days, even weeks. One side wanted to change the Laws whereas another wanted to make even more. One ignored side wanted to reintroduce the Drakota to the world, giving them to the mortals as a punishment for their audacity. These arguments would reforge the Ring, making it stronger than ever.
Entry Four
Put book away.
The Ring would see more changes as time went on, but to a Dragon time is meaningless. The leaders of the mortals would come and go, just as their empires of the past did so many times already. Of these changes, however, one was the most pleasing. For the memory of the Destroyer still lingered within the minds and stories of the lesser races. And when they would finally breach the prisons of the Exiled Ones, the mortals were already prepared for what they would see.
Entry Five
Put book away.
Never once did the lies and promises of power sway the hearts of these adventurers. No matter how cruel and black their insides were, these heroes knew the lies spoken by the King of Fire and the Queen of Ice. The heroes would attempt to carry out the original instructions of the Destroyer from ages past, but would sadly fail time and time again.
Entry Six
Put book away.
Bemused by the incessant attempts to destroy Vox and Nagafen, the Ring kept watch over their attempts. As their eyes were turned, they did not see that the old enemy's land would become known again to the mortals. This would only be the beginning of further atrocities, for these heroes would soon find the first land. The land of the Dragons.
Entry Seven
Put book away.
Having had their own lands breached by these mortals, the Ring was forced to act upon before thinking. Many of the Ring would actively seek out the mortals who roamed the frozen wastes. From the dense jungles to the highest peaks, the mortals would soon learn that their trespasses were not to be tolerated.
Entry Eight
Put book away.
Gathering once again, the Ring considered what was to be done about the mortals. Some chose to close off the lands and use the Magic to prevent them from ever getting to their sanctum again. Others chose to launch a counter assault against the mortals as they had once done with the old enemy. And the other ignored one suggested the Drakota could be controlled again.
Entry Nine
Put book away.
In the end, the Ring chose to remove the intruders from their lands. Once they had been defeated, they would count their losses, for the Ring would need to be reforged once again. Then, they would decide what to do. What was certain however, was that they would no longer view these heroes as insignificant creatures.
Entry Ten
Put book away.
The Age ended with the Ring being reforged one last time. This time, they would be resolute and treat these heroes with as much respect as the Drakota. They needed to be leashed like the dogs they were. Just like the Drakota.
Close Book.
Books
"The Amygamalion - The Dulling"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 5 Jan 2005 at 12:15:36 PST.
This book is titled "The Amygamalion - The Dulling". It appears to be a myth concerning the history of the Amygdalans. Entry One Put book away.
We are Amygdalan, and we are that which tastes the amyg of this world. Though all of the emotion feeds us, the most pleasing is the true amyg that comes from the minds of the Lesser Emotions creations. Our history is the only true history, for everything else is but a lie told to placate the minds of the fearful. Entry Two Put book away.
Within the Dulling a home was needed, so we Amygdalan looked to what was within our means. The world around us is rich in feeling, but we needed that which would not overwhelm us. The lizardmen of the First Thought were within the Dulling as well, exiled from the true home. They would be the ones to build the home for the Amygdalan. Entry Three Put book away.
Tasting their fear, the lizardmen set forth to create a great home in memory of the ones we held within the First Thought. Much was done on their part, and we fed them with the drained husks of those ripe with the taste of Amyg. We would consume the toys of He who is Cazic-Thule, with taste of the Great Beasts were far more pleasing. Their amyg would become bitter and flat as time would pass. Entry Four Put book away.
Our home pleased us, but we were no longer within the presence of the Source of Amyg. We would take once again those whose flavor would not overwhelm us and set them to creating a new temple. They would labor and upon their completion, we would chant to the Great Emotion. And he would come in the form of the Quintessence. Entry Five Put book away.
The Quintessence would walk among our temple built to honor him. This pleased the Source of the Amyg and would allow us to return to the First Thought. Rejoicing at being accepted within the true world, we would flee the Dulling. Time would pass unnoticed within the First Thought until the Prismatic Aggression would come. Then we would remember our hunger. Entry Six Put book away.
Basking in the Source of Amyg, we would forget the flavors of fear. The Prismatic Aggression breached the First Thought through our own portal and brought their metals and their pains. The Great Emotion would eventually have to reach out and smite these mortals, for their numbers were too great. This would be the sign of True Exile. Entry Seven Put book away.
He who is Cazic-Thule would geas our people to return to the Dulling. This was not out of anger, but instead an honor. The Source of Amyg was to chastise Lesser Emotions for the folly of their creations. We Amygdalan would be charged with preparing for when the Source of Amyg would return from inflicting punishments. The pain was lessened, as well, for we knew the varieties of fear were endless within the Dulling. We would feast as we once had. Entry Eight Put book away.
Though we were no longer in sight of the Source of Amyg, He would send us a new Quintessence. Taking our charge, we hid away the Quintessence within the most sacred of hearts in the temple. For many changings of the two moons, the Quintessence would act out upon the wish of He who is Cazic-Thule. Just as It undertook Its task, so we too would prevent the fresh tasting Great Beasts from entering the temple. Sadly, we underestimated how fast they could stop the flow of amyg from their minds. Entry Nine Put book away.
We failed at the only thing the Source of Amyg asked of us. We could not keep the Quintessence kept away in safety, and we called upon the Great Secret to help us. The Great Beasts destroyed the honor to the Source of Amyg. They disrupted the Quintessence. They brought upon the cessation of all their future emotions though releasing the Great Secret. And now we await our punishment for our own failure. Entry Ten Put book away.
The punishment has begun. The lizardmen have rebuilt the temple by our command, but it is not enough. The Great Winged Lizardman has come to the temple of He who is Cazic-Thule. The Winged One is only the beginning of our punishment. But Winged One's pain is not as vicious as it will taste when the Source of Amyg returns to see what how we have failed His Quintessence. Close Book.
Books
"The Amygamalion - The Form"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 31 Dec 2004 at 5:40:02 PST.
This book is titled "The Amygamalion - The Form". It appears to be a myth concerning the god Cazic-Thule. Entry One Put book away.
In the time before the land was flowing with thought and emotion, there were those who were the only ones who felt. The source of Amyg was amongst these beings that were the only keepers of emotion. Being the first, He did not know of solid forms nor did He need them. But as the other Lesser Emotions would take forms, He too, would see a need to do the same. Entry Two Put book away.
In His great wisdom, He chose to observe the other Lesser Emotions and watch as they chose a solid form. Once these great feelings would complete their transformation, the Amyg would take a form that was even greater than all the rest. This would show His magnitude among the Lesser Emotions so that they would know their place in the world. Entry Three Put book away.
He went forth to Lesser Emotion that chose its form first. Being the most solid, the source of Amyg that is called Cazic-Thule asked what form he should take. The keepers of the slow emotions of earth told the Source of Amyg to choose one that was more solid than anything that could be. And the form He that is Cazic-Thule took was that of the most solid of all stone. Entry Four Put book away.
He then went forth to the Emotion that felt the strongest among the Lessers. He asked the keeper of fire what form He should take, and the Emotion of Fire quickly responded in an abrupt manner. Saying that the Source of Amyg should choose one that is quick to react and all consuming, He changed his stone form to that of slow moving lava. Entry Five Put book away.
Watching from afar, He who is Cazic-Thule went and spoke with the winged Emotion that flitted throughout the air. Asking which form should be taken, the Source of Amyg was given many answers but nothing that was considered too long. Knowing that this Lesser Emotion changed her feelings as often as the wind turned its course, He moved on. Entry Six Put book away.
Finding the Emotion that flows in a sickening manner, the Source of Amyg took showed much patience in listening to the watery Lesser Emotion. The flowing water told He who is Cazic-Thule to pick a form that ebbed and flowed. Taking this information, the Source of Amyg released His form into a flow of Lava, spreading all over the land. He who is Cazic-Thule was nearly lost to us all, for He now was everywhere at once, but nowhere at all. This transgression would never be forgotten. Entry Seven Put book away.
As the Source of Amyg struggled to regain His form, He had much time to dwell upon His anger. The Lesser Emotion of nothing came to Him and told Him to not struggle. For the advice of this great Nothing was to not take any form at all. Knowing that His wisdom was far greater than this Lesser Emotion's, He chose to disregard these words. Entry Eight Put book away.
The next of the Lesser Emotions came to Him. Of all the Lessers, this one was the strongest and paid true fealty to the Source of Amyg. Telling Amyg to feel as strongly as him, this emotion of hatred allowed He who is Cazic-Thule to think upon whom did this to him. Gathering all of this Emotion's power, Cazic shaped His face into that of Hatred's. Entry Nine Put book away.
As he entered His realm, The First Thought, the Source of Amyg was approached by an Emotion-That-Is-Not. The Emotion told him that His face was the same as that of the Lesser Emotion of loathing, making Him no better than one less than Him. This pestilent ridden Emotion-That-Is-Not helped the Source of Amyg to shape his face into one that would show what He really was. Unlike the face of seething, He who is Cazic-Thule now possessed a smooth worm-like body, yet His face was now great and mighty. Entry Ten Put book away.
Content with His new form, the Source of Amyg was approached by one last Emotion. This one bubbled with mirth and glee which tastes sour upon our minds. He advised the Great One to shape His entire form to match His mighty visage. Knowing that He was greater than all the rest, the Source of Amyg pushed His form to the utmost extreme, achieving a greatness unlike none other. This Lesser Emotion of giddiness left the presence of the Great One, filled with its sour smell. And so was it that this small Emotion was the wisest of all the Lessers, for now He who is Cazic-Thule now possesses the most refined of all of the forms of the Lesser Emotions. Close Book.
Books
"The Amygamalion - The Four That Are We"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 22 Jan 2005 at 14:30:00 PST.
This book is titled "The Amygamalion - The Four That Are We". It appears to be a myth concerning the creation of the Amygdalans. Entry One Put book away.
The great world that sets beneath our feet is not the true world. This land is but a false image of what truly is, for we are exiles from our true home. This land is the Dulling, whereas we come from the First Thought. We are made from the First Thought, and we feed upon it as well. We are Amygdalan, and we are from the Source of Amyg. But to know where we are, you must know why we are. Entry Two Put book away.
As the Source of Amyg sat upon His mighty throne and gazed upon the First Thought, He would observe the Lesser Emotions infusing their feelings into even lesser versions of themselves. The Great Emotion was not pleased by this sight, for He did not give His approval. Feeling a forbidden emotion, he created from his mind four forms that took shape - Horror, Fright, Dread, and Terror. Entry Three Put book away.
His four children were given a part of the First Thought to do with as they pleased. He who is Cazic-Thule would amuse Himself by watching their antics, being far more interested in his realm than the Dulling. The Dulling was the false world that the Lesser Emotions played upon and was beneath the Source of Amyg. Entry Four Put book away.
Though the four children existed, they too had nothing to occupy their time with. So again, in the ineffable wisdom of the Source of Amyg, He shaped a lizard into a form not unlike that of his children. The lizardmen offered the Four much to play with now. He who is Cazic-Thule enjoyed watching as they scattered to the four corners of the First Thought, forever fleeing the Four. Entry Five Put book away.
Soon the Source of Amyg would watch as the Lesser Emotions would continue making lesser versions of themselves upon the Dulling. To remind them of the greatness of He who is Cazic-Thule, He would make another toy to play upon the Dulling with the other lessers. Soon enough, He would bore of these toys, turning his attention back to the First Thought. Entry Six Put book away.
The Source of Amyg desired a new enjoyment, so he created two more children from his mind. Granting more of himself to these new toys, he created the Secondary Thoughts Thought for them to play within. This would not escape the attention of the Four, his first children. They would speak among themselves and decided to go to their father and demand their own realms, as well. Entry Seven Put book away.
Standing before the Throne of Amyg, the Four would insist they be given more. He who is Cazic-Thule felt pride in his children and told them that he would take them to a place of their own. He took the Four and placed them into his massive hands and squeezed his palm together. Where there were once Four, there was now One. He then squashed the One with his fist, splitting the One into Two, then Four, then Eight, until the number could not be counted anymore. We still bear the mark of the Four upon our face to remind us from where we came. Entry Eight Put book away.
The Source of Amyg then told the many that they would take the name of what he is. And thus we were named Amygdalan. He would teach us things about who we were through the wisest of our numbers. We would know our four fathers and we would know the Amyg. We would taste many emotions, but we would feed only from fear to honor the Source itself. The lizardmen were our supply, and they would feed us for many eons to come. Entry Nine Put book away.
Soon enough the lizardmen no longer were able to feed us Amygdalan, for our numbers were many. He who is the Source offered another gift to his children and told us where we could find more amyg to feed from. Listening to His divine wisdom, we created a great ball filled with much amyg. When this ball was done, the Source of Amyg would then send it forward to a place we would call the Dulling. Entry Ten Put book away.
Much time would pass, and we would remain hungry. From time to time, there would be morsels oozing with all different flavors of amyg that would come to us, but this was never enough to sate our appetites. He who is Cazic-Thule would ultimately tell us that it was time for us to guide ourselves and banished us to the Dulling. Now we stand here where the world is flat and solid. Yet here, within the Dulling, we can feast until our brain-lobes are gorged with pure amyg. Pure fear.Close Book.
Books
"The Book of Days Past"
This item can be placed on the floor in any house type.

A book on minor cataclysms. This book can be placed in your house and read.

NO-TRADE  NO-VALUE

Plundered from North Qeynos or North Freeport.

Discovered on 23 Dec 2004 at 7:31:39 PST.
And so it came to pass that the world was shattered a second time by forces unforeseen and unknown. The bearer of this book survived the great cataclysm that befell Norrath on this, the twelfth month, day seventeen, of the year two millennia past and four.
Close Book.
Books
"The Contentment"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [48] The Contentment (Everfrost), started by examining "The Contentment" (dropped in Everfrost).

Discovered on 29 Mar 2005 at 2:52:31 PST.
This book is a creation myth as told by the Valkyrie.
Entry One
Put book away.
When the world was still young, all things were clean. The elements worked in harmony and the Urges of Heaven were calm. This was the time known as the Contentment. All things were good and all things were at peace. This would soon change with the coming of the mortals. As life would begin, the Contentment would end.
Entry Two
Put book away.
As the Urges of Heaven would lay their seeds in the earth, they would blossom into beings great and small. Running out of room to grow, these children of the Urges would eventually struggle against each other for dominance. Seeing this, the Urge of Ice bore her children and hid them deep away within her own home, one of never-ending Ice.
Entry Three
Put book away.
The children of Ice would be named Valkyries, and old word in their Mother Urge's hidden tongue. Free from the predations of the other children, the Valkyries were free to create a society unhampered by warfare. As their numbers multiplied, they would eventually create a mighty kingdom that prospered in peace.
Entry Four
Put book away.
Building huge spires that floated in the sky, the Valkyries would exist in pure harmony. The Urge of Ice would smile upon them, for she had created the only children that amongst all the Urges that would see this bliss. Choosing one of these women as her emissary, she would leave them to their eternal rapture as the Urge attended to other matters.
Entry Five
Put book away.
Their ruler, Frikka, was the most beautiful of all the Valkyries. Her wings were as black as a calm dream and her crimson hair was as vibrant as her heart. Soaring among her sisters and daughters and mothers, all the Valkyries admired her for what she was - a symbol of complete perfection.
Entry Six
Put book away.
Frikka would take the Mother Urge's blessing and spread it out to her people. Promoting the arts, ballads and paintings and sculptures would be made to honor the concept of perfection and harmony. This would continue for many ages and the Valkyries would enjoy a life free of pain and hurt. Just as the Contentment would end, so would the perfect world of the Valkyries.
Entry Seven
Put book away.
As Frikka sat upon her throne, she would think of things that she could give to her people to make them even happier. As she would delve deeper into contemplation she began to think of things she had never thought of before. One of these things was the nature of Happiness itself. She knew what being happy was, but she did not understand what it was NOT. So she continued to think on this.
Entry Eight
Put book away.
Telling her people that she was contemplating a new gift that the Valkyries were to be given, Frikka shut herself away for a long time. Locked away in a room by herself, she thought not just about Happiness, but of Peace and Harmony. If she was to make these concepts even greater, she must understand where they came from.
Entry Nine
Put book away.
After a great deal of time had passed, she gained understanding of what it was to be happy. She understood the nature of peace. She knew how harmony came into being. And with this understanding, she now knew how to increase this among her people. Frikka stood upon her balcony and gazed down at her people as they gently floated through the sky. Unfurling her exquisite black wings, she flew out to join them.
Entry Ten
Put book away.
Frikka was the greatest Queen of the Valkyries, for not only did she create the greatest age of the Valkyries, she would also be the one to tear it apart. For in her contemplation on the nature of Happiness, Peace, and Harmony she found what the Mother Urge had hidden from her children - Despair, War, and Strife.
Close Book.
Books
"The Dying"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [43] The Dying (Everfrost), started by examining "The Dying" (dropped in Everfrost).

Discovered on 10 May 2005 at 14:44:29 PDT.
This book is titled "The Dying ". It appears to be a creation myth as told by a Valkyrie.
Entry One
Put book away.
When the world would enter its twilight years, the memories of youth would become bittersweet. The elements would clash against each other and the Urges would withdraw. This time was known as the Dying. Things were only good or bad, there was no inbetween. And the world would be introduced to people they had never seen before.
Entry Two
Put book away.
The Mother Urge had watched what had happened to her children during her absence. The "gifts" that the queen of the Valkyries, Frikka, had given to her beautiful children had destroyed them. In a scream of both anguish and anger, a wave of force washed over everyone of the Valkyries.
Entry Three
Put book away.
As the divine force spread into the bodies of the Valkyries, they felt gut-wrenching pain course through their bodies. All around them, they felt something they had never felt before - Disappointment. Then they felt another feeling - Horror. For one by one, the Valkyries began to watch as they changed.
Entry Four
Put book away.
Their hair was the first to change. The Valkyries watched as their color from their black hair began to drain, dripping down their backs. When the draining was done, it had no color. The worst was to come next. After their hair drained, they stood in shock as their wings would do the same. When the draining was complete, they would be as full of color as the ice they lived within.
Entry Five
Put book away.
Not understanding what was happening, they looked around at each other. Ceasing their warfare for a moment, they spied something from way up high. Above them, there was a small black speck that was becoming larger and larger. As it got closer, they realized it for what it was - their queen, Frikka.
Entry Six
Put book away.
Plummeting to the ground, Frikka still possessed the beautiful color of the Valkyries. But another color, red, covered her entire body. As they watched, she made no attempt to stop her descent. Finally, after what would seem an eternity, Frikka would hit the ground with an impact that left enormous crater many miles below. And for the first time ever, the Valkyries learned another concept - Death.
Entry Seven
Put book away.
The houses and temples that floated in the air were soon to follow their queen. One by one, the structures plummeted to the ground below, leaving only the Valkyries that hovered in the air. And soon, they too would be moved. The Mother Urge showed her face to her children, and in one fell swoop exiled them from her home forever.
Entry Eight
Put book away.
Foreigners in a new land, the Valkyries would quickly come to terms with their newfound mortality. Losing many of their numbers to the creatures that already existed upon this world, they would eventually build a new home. Having been exiled from their original home, the Valkyries would need to learn to survive in this brave new land.
Entry Nine
Put book away.
Encountering beasts with great horns was only the first of many obstacles the Valkyries would have to overcome. Creatures very much like themselves, yet with no wings, would harass them from time to time. Gathering together, they would divert their War from among themselves and direct it toward these enemies.
Entry Ten
Put book away.
To this day, these proud people remain within the icy reaches of the cold northlands. Keeping to themselves, not much is known about them. What is known, though, is that they claim to want three things - they want an end to war, and an end to strife, and an end to their eternal despair.
Close Book.
Books
"The First Battle"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] The First Battle (Everfrost), started by examining "The First Battle" (dropped in Everfrost).

Discovered on 29 Jun 2005 at 11:39:50 PDT.
This book is a creation myth as told by the Minotaurs
Entry One
Put book away.
When it began, there was but Earth and Sky. Nothing else existed, for nothing had to. They were not friends, nor were they enemies. And this is the way it would be countless ages, for there was no such thing as time. But all things must come to an end, as did the wholeness of Earth and Sky.
Entry Two
Put book away.
Sky was loud and Earth was quiet. Sky was quick to anger and would scream when upset, which would happen much of the time. Earth was slow to anger, but when provoked would rumble louder and groan with its displeasure. Not understanding Sky, Earth took a piece of its partner and created companions that had some of its own qualities. And thus, the Kings were made.
Entry Three
Put book away.
Seeing the companions Earth had made, Sky took a piece of its partner and made a companion of its own. Placing a piece of itself into the piece of Earth, it floated in the space that was Sky. And since Sky only did this out of jealousy, Sky told its new companion that it should be seen by all of the Kings and Earth to let them know that Sky's companion was better. And this, the Sun was made.
Entry Four
Put book away.
Soon enough, both Earth and the Kings would see the greatness of the Sky Sun. Earth wanted the Sky Sun as a companion as well and asked the Kings to spread their great wings and fly upwards to snatch it from Sky. Sky, remaining ever jealous, told Sky Sun to go away whenever the Kings flew too close. Thus, Night and Day were made.
Entry Five
Put book away.
Sky, being insecure, was lonely whenever the Sky Sun would leave her alone. So Sky, in her jealousy, reached down again and took another piece from Earth and made two more companions. Having taken a large piece, Sky cut it in half and made two companions. Though not as bright as the Sky Sun, both of these new companions would entertain Sky when the Sky Sun was away. And thus, the Two Moons were made.
Entry Six
Put book away.
Earth watched as Sky created more companions and after much consideration, chose to make more companions than Sky ever could. He reached up and grabbed many pieces of Sky and made companion after companion after companion. Soon enough, there were more companions than could be counted. And thus, Life was created.
Entry Seven
Put book away.
Sky soon noticed that it only had three companions and Earth had many. Barely able to contain its anger Sky screamed like a bawling child. The screaming continued for so much time that when it finally calmed, Sky looked down and saw that it had scattered Life to many different corners of Earth. And thus, the Races were made.
Entry Eight
Put book away.
Feeling anger for what Sky had done to Life, Earth had erupted into anger. Lashing out personally at Sky, it hurled itself up towards its partner. Fiery violence flew high towards Sky, cutting her and scraping her. Every blow landed against Sky would create a small little hole to mark the damage, and all of the fists would fall back to Earth. And thus, the Stars and the Mountains were made.
Entry Nine
Put book away.
From every cut that punctured its body, Sky would bleed. And since there were hundreds of punches, there was much blood. Sky would bleed and bleed, not stopping for many ages. Covering Earth in its blood, it would take many ages before Sky would staunch the flow, though never healing the wounds. And thus, the Oceans were made.
Entry Ten
Put book away.
This would be known as the First Battle. It would mark the beginning of the endless battle between Earth and Sky. The fight would last for many eternities, for both sides were no longer partners but now enemies. This would continue until the Last Battle would come one day.
Close Book.
Books
"The Growing"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [47] The Growing (Everfrost), started by examining "The Growing" (dropped in Everfrost).

Discovered on 26 Jan 2005 at 15:24:03 PST.
This book is a creation myth as told by the Valkyrie
Entry One
Put book away.
As the world aged, the innocence of youth would begin to fade. As the elements would rebuff one another, so too would the Urges bristle in the presence of another. This was the time known as the Growing. Things were neither good nor were they bad, for the mortals would be the ones to make the ultimate choice. However, this was not the case everywhere. In another world, in a world of never-ending Ice, there would be a place where the Contentment never ended.
Entry Two
Put book away.
The Valkyries soared throughout their kingdom city known as the Cloister of Euphoria. Being led by their queen, Frikka, they would know only Happiness, Peace, and Harmony. After ages of contemplation, the queen would understand how this came to be. For you see, Frikka was the first Valkyrie to think of the opposite.
Entry Three
Put book away.
Knowing that Happiness came from the absence of Despair, that Peace came about from the end War, and Harmony was known only when Strife was overcome. Seeing that her people did not know this, they could never appreciate what it was that they had. And that was what she would give to the Valkyries - appreciation of the gifts given to them by the Mother Urge.
Entry Four
Put book away.
Gathering her people together, she gave a grand speech about what it was that she had found. She explained to them what they were missing in their lives, but her speech was only met with blank stares. As she continued, she saw that she would have to give a demonstration of what she meant.
Entry Five
Put book away.
In order for her people to understand Happiness she must show them Despair. Selecting from the crowd the greatest ballad singer within the Cloister of Euphoria, the queen banished her to a life in exile. For the first time ever, a cry of anguish was heard within the Cloister. Frikka explained that only when the singer would return to the Cloister, would Despair end and Happiness resume.
Entry Six
Put book away.
In order for her people to understand Peace, she would have to show them what War was. She divided the Cloister of Euphoria into two peoples and set them against each other. Initially not knowing what to do, they stood there. After some time, however, the Valkyries got the hang of it and aggressively attacked each other. Frikka explained that once everyone could learn to get along with each other, War would end and Peace would begin.
Entry Seven
Put book away.
In order for her people to understand Harmony, she would have to show them what Strife was. To demonstrate this she began to destroy all of the art, all of the songs, and all of the sculpture within the Cloister of Euphoria. As the Valkyries looked at their spartan surroundings, they felt strife deep in their hearts. Frikka explained that when the art, and with it comfort, would return is when Strife would end and Harmony would begin again.
Entry Eight
Put book away.
Frikka concluded her speech to the Valkyries by telling them that when all Happiness, Peace, and Harmony would return, the people would truly appreciate it all the more. Leaving her people with her greatest gift, she returned to her chambers to think upon what more she could give her people.
Entry Nine
Put book away.
As she sat in her chamber knowing that her people were no longer living in ignorance, Frikka felt as if she had granted her people a new life. She stood upon her balcony and watched as the maiden after maiden would fight against each other, struggling to survive, and many wallowing in the depths of anguish. And she knew this would be all for the better one day.
Entry Ten
Put book away.
As she contemplated what she saw in the now ruined city of the Cloister, she was approached by the Urge of Ice. The Mother Urge asked Frikka what had happened in her absence and Frikka explained everything she had done for the Valkyries. The Mother Urge exploded in a fury never before seen by the Valkyries and its wake washed over them all.
Close Book.
Books
"The Last Battle"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [43] The Last Battle (Everfrost), started by examining "The Last Battle" (dropped in Everfrost).

Discovered on 8 May 2005 at 21:41:58 PDT.
This book is titled "The Last Battle ". It appears to be a creation myth as told by a Minotaur.
Entry One
Put book away.
When it is to end, Sky and Earth would wage endless war against each other. As one side gained the advantage, the other side would steal it away from the other. This would continue until both agreed to one Final Battle. Sky made its champions to fight against Earth, and Earth made its champions to fight against Sky.
Entry Two
Put book away.
Earth thought long and hard and created its champion. Taking only from Earth and placing no Sky within its creation, Earth breathed its own essence into its warriors. Sky watched Earth, and being ever jealous, stole some of Earth to put in its champions. Earth was smarter, for there was not much room for Sky's essence in its creations. And thus, the Minotaurs and the Valkyries were created.
Entry Three
Put book away.
As the Final Battle would begin, the Minotaurs would win every battle. Soon enough Sky realized it was about to lose, the great act of treachery was performed. Sky hid away its champions to stall the battle. Earth seeing this, stole a piece of Sky when it wasn't looking and showed the Minotaurs how to use Sky against its champions when the battle would resume. And thus, Magic was made.
Entry Four
Put book away.
The Kings would watch as the Minotaurs were given everything and they, Earth's first companions, were given nothing. Having a piece of Sky within them, they felt jealousy just as she did. The Kings reached out and stole most of the Minotaur's Magic, upon which Earth banished the Kings into a circle of hidden places. And thus, the Evil Ring was made.
Entry Five
Put book away.
Thinking this was a sign of weakness on Earth's part, Sky brought forth the Valkyries once again. Continuing to cheat during the Final Battle, Sky summoned forth all of its strength and blew away all of the Earth's many, many companions. All that remained on Earth's body were the Minotaurs and the Valkyries. And thus, the Last Two were made.
Entry Six
Put book away.
As the two champions fought, so would Earth and Sky. Watching as both champions were about to end in a draw, Sky launched a daring assault upon Earth. Opening all of its old wounds, Sky began to bleed upon Earth hoping to drown the Minotaurs. Earth was ready for this trick and formed a shield. The blood of Sky and the shield of Earth would become merged as one. And thus, Ice was formed.
Entry Seven
Put book away.
Sky could no longer reach Earth and Earth could no longer reach Sky, for Ice separated the two. Knowing that Sky could no longer touch Earth in anger, its anger raged out of control. Getting more and more angry, Sky spun itself into great circling storms until finally it could not undo the great knot it had tied itself in. And thus, the Great Maelstrom was made.
Entry Eight
Put book away.
Earth could no longer reach Sky and Sky could no longer reach Earth, for Ice separated the two. Knowing that Earth was prevented from lashing out in its anger, it began to boil and stew in its frustration. Its anger would rumble and rumble, tearing itself apart. When the anger subsided, Earth had crumbled until it was only a tiny portion of what it used to be. And thus, the Final Land was made.
Entry Nine
Put book away.
Knowing the Last Battle could not be won by cheating, allowing only for the champions to decide the outcome, Sky became spiteful. Reaching over to one of its original companions, Sky squeezed it until it burst, raining pieces of a Moon down upon the Ice. And thus, the One Moon was made.
Entry Ten
Put book away.
And now the fight continues. The Valkyries are the champions of Sky and we Minotaurs are the champions of Earth. The Final Battle will be fought until there is only one victor. And since we Minotaurs have more essence of Earth than the Valkyries have of Sky, it is only a matter of time before Earth prevails and the Valkyries are destroyed.
Close Book.
Books
"The Lyresmith Poetry Collection - Children's Rhymes"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 3 Apr 2005 at 10:55:08 PDT.
This book is titled "The Lyresmith Poetry Collection - Children's Rhymes". It is a collection of rather strange children's rhymes.
Entry One
Put book away.
The following poems are more like songs than actual poetry. Sung by children all over the world, it's hard not to smile when hearing a little one reciting the verses. Though their choice of lyrics may seem a bit strange, the happy kids sing them with all their heart. These are just a few that I've collected from the youngsters themselves over the years.
Entry Two
Put book away.
"Ring Around the Tower"
Ring around the tower,
Crackling full of power.
Shadows, shadows,
Norrath falls down.
Entry Three
Put book away.
"It's Raining, It's Pouring"
It's raining, it's pouring
The shadowed man is snoring.
Lopped off your head,
Now you're dead,
You won't wake up next morning.
Entry Four
Put book away.
"In a Tower, In a Wood"
In a tower, in a wood
Shadowed man by a window stood
Saw a halfling walking by
Knocking at his door, he was about to die
Entry Five
Put book away.
Help me! Help me! the halfling said
Wicked troll wants to eat me dead.
Little halfling come inside.
Take my hand and you I'll hide.
Entry Six
Put book away.
"Here Comes a Candle"
Here comes a candle to light you to bed,
And here comes a shadow to chop off your head
Chip, chop
Chip, chop
Chip, chop
Chip, ch...
Entry Seven
Put book away.
"Open, Shut Them"
Open them, shut them,
Open them, shut them,
Give a little clap, clap, clap
Entry Eight
Put book away.
Creep them, meet them,
Creep them, meet them,
Put them in your lap, lap, lap
Entry Nine
Put book away.
Know them, need them,
Know them, need them,
Right up to your chin, chin, chin
Entry Ten
Put book away.
Bad old shadows
Bad old shadows
Open wide and let them in!
Close Book.
Books
"The Merchant's Deal"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [36] The Merchant's Deal (Feerrott), started by examining The Merchant's Deal (dropped in The Feerrott).

Discovered on 21 Feb 2005 at 5:11:23 PST.
This book is titled "The Merchant's Deal" It tells the tale of a merchant and what befell him in his quest for riches.
Entry One
Put book away.
In the days of long ago, deep beneath the surface and far away from the land, there was a great city that prospered through trade. Many a successful merchant would live like kings, drinking the finest wines and owning the smartest thralls. For every merchant king, there would be hundreds of merchants that would die copperless and broke. T'Nax the Merchant vowed he would not be one of these failures.
Entry Two
Put book away.
T'Nax first began to sell clay bowls to visitors from far off lands. When he made no money from this, he began to deal in fine steel. Adamantium would be desired shortly thereafter, rendering his steel worthless. Insisting that he would not fail, he chose the riskiest of ventures - the sale of jewels.
Entry Three
Put book away.
Investing the last of his money in precious red rubies, he would come to find that the fickle market would change. For it was not red that the people wanted, it was blue. Having no coin left to purchase even one blue diamond, T'Nax proclaimed his vehement hatred to all of his fellow merchants. Hearing this exclamation, a mysterious shopper approached him.
Entry Four
Put book away.
"Did I hear you say that you would do anything to make more money than all of these merchant kings combined?" the stranger asked. "To simplify it, yes, that is what I said" replied T'Nax. The shopper smiled in a very odd way and told T'Nax that he knew of a way that he could make it happen for the merchant.
Entry Five
Put book away.
T'Nax listened intently to what the shopper had to say. The mysterious stranger told the merchant that there was an untapped market that he knew of. The stranger would offer T'Nax not only the location of where this market was, but also the merchandise that the people would be interested in. All he asked for was one half of the profits.
Entry Six
Put book away.
T'Nax readily agreed to this deal, and both parties shook hands in a contract. The stranger told T'Nax to venture to the Feerrott and set up shop amongst the marshes. The surrounding ogres would soon become very interested in purchasing all manner of materials. Once the merchant established his merchant camp, the stranger would arrive with the supplies to be sold.
Entry Seven
Put book away.
Having traveled long and hard, T'Nax reached the Feerrott. Once he built his camp, the stranger arrived just as was promised. T'Nax was shocked to see an endless amount of odd materials filling his stores. The stranger reminded T'Nax that he was promised half of the profits and promised to return in one year's time.
Entry Eight
Put book away.
For the next year, T'Nax would watch as his sales would increase more and more each day. Finally, as the seasons would pass a full cycle, the stranger returned. Having seen how his endless supply of merchandise had gained him near a thousand platinum coins already, T'Nax asked for more time. He promised that by the time the stranger would return, he would have increased his profit ten times over. The stranger agreed, promising to return in two years.
Entry Nine
Put book away.
Two years passed, and now T'Nax had turned the one thousand into ten. T'Nax had asked the stranger for even more time, promising to turn the ten thousand into one hundred thousand. The stranger agreed once again, promising to return in five years. By the time the stranger returned one last time, T'Nax had the most ambitious request waiting for the stranger.
Entry Ten
Put book away.
"I will give you my eternal vow that I will not leave this place until I have one million platinum coins to split between us. All I ask is that you give me all the time I need," T'Nax proclaimed, having no plans on keeping his oath. Sealing the deal with a handshake, the stranger pulled back his hood and revealed his face. Innoruuk, the god of Hatred and Spite, laughed at T'Nax and said, "I accept your eternal vow, friend, but I regret to inform you that it might be some time until I return." With that, the stranger turned and walked away, never to be seen again. And T'Nax still waits.
Close Book.
Books
"The Monsters"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 26 Nov 2004 at 15:47:22 PST.
This book is titled "The Monsters - by Maria Scalius". It is a fictional account of a young couple and how they found shelter for the night in the Nektulos Forest.
Entry One
Put book away.
It was a dark and stormy night. A young couple, having been lost for days in the Nektulos forest, now sought shelter from the rain. As they aimlessly wandered, a bolt of lightning struck the earth in a nearby valley. As they glanced over at the flash, they saw their only hope for shelter - a castle.
Entry Two
Put book away.
As the young couple quickly approached the castle, they were relieved to see candlelights in the windows. They banged on the front door and were shortly greeted by the butler. The couple was invited inside at once and told they could stay there for the night, only as long as the master of the castle gave his permission.
Entry Three
Put book away.
The young couple was led to what appeared to be a workshop of sorts and told to wait there. All manner of strange instruments lined the shelves of the workshop, which were all arranged around what appeared to be two coffins. The young man walked up to one of the caskets, fully intent on peering inside. At that moment, a shadow stretched out from the doorway
Entry Four
Put book away.
The shadow belonged to an old man who introduced himself as Lord Everling, owner of the castle. He told them they were welcome to stay the night if they so desired. He apologized in advance, however, for any noise that might disturb their rest. He explained that tonight he would finally complete his greatest creations to date.
Entry Five
Put book away.
The young couple expressed interest in his creation. Everling invited them to watch its completion, but asked them to stay out of the way. He then called in his assistants who gathered around the coffins. All of the women were of varying ages, from little girl to young woman, yet they all shared the same face. Everling introduced them one by one, explaining they were his daughters.
Entry Six
Put book away.
For the next several hours, the couple watched as Everling, assisted by his daughters, adjusted the various instruments around the workshops. When he was done, the hush in the room was deafing. A moment later, a bolt of lightning coursed down a rod, straight into the caskets. Lord Everling stepped over to the coffins and removed the lids, smiling proudly.
Entry Seven
Put book away.
Inside the coffins were nothing more than dolls, just like a child would own. Everling asked the couple what they thought, and confused, they just nodded and congratulated him on his... creations. He told them he was overjoyed that they liked the dolls. He pointed out that the hour was late and that they should all retire for the night.
Entry Eight
Put book away.
The young couple were both led to their bedchambers by the littlest daughter. The child told them that they may want to consider finding somewhere else to sleep for the night, for her father wasn't feeling well. Having seen how proud the man was of his dolls, they knew what she meant. But they also knew the dangers of the forest as well. They would take their chances this one time.
Entry Nine
Put book away.
The storm broke with the dawn, and the young couple awoke. They had never felt better in their short lives. They thanked Lord Everling for everything he did for them and left. They trekked through the Nektulos forest, following a direct path straight to Freeport. They made it safely to the city, and have led ordinary lives there to this day. Well, ordinary save for one minor detail.
Entry Ten
Put book away.
The couple has a reputation for purchasing clothing that are many sizes too small and even sometimes forgetting their own names. In addition to that, they have been reported to have an odd look in their eyes whenever they are in the company of small children. When asked what they're thinking, they just smile and say "I remember when I was that small."
   THE END
Close Book.
Books
"The Nine Contemplations"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [38] "The Nine Contemplations" (Zek, the Orcish Wastes), started by examining a bookcase (found in East Freeport (-81, -37, -21)).

Discovered on 16 Jan 2005 at 16:34:47 PST.
This book is titled "The Nine Contemplations". It presents several riddles that the druids and rangers of a place called the Surefall Glade would puzzle over.
Entry One
Put book away.
To know truth, one must understand the cycles of life and nature. In order to find harmony within the Surefall Glade, you must find harmony within yourself. Take these mantras and know them in your heart. When the words become second thought, then you will have found your balance within the world.
Entry Two
Put book away.
Growth
"Stasis without thought,
Timeless nothing is a wrong.
Once this sprouts from naught,
It will guide one all life long."
Entry Three
Put book away.
Decay
"To live one's full life,
One must start and one must end.
As joy is to strife,
It is growth's only true friend."
Entry Four
Put book away.
Health
"When life is so quick,
Vim and vigor should not hide.
The mind pours the tonic,
Body is where it resides."
Entry Five
Put book away.
Ocean
"To ride on its back,
One feels the strength of our moons.
Sink into its black,
One will gaze at life filled dunes."
Entry Six
Put book away.
Sky
"It falls from above,
And sinks deep into the lung.
True home of the dove,
And every song it has sung."
Entry Seven
Put book away.
Storm
"In numbers they're loud,
And forms tempests from breezes.
Welcome it's wet shroud,
For its gift replenishes."
Entry Eight
Put book away.
Sun
"If one stares too long,
It will be the last sight seen.
From it trees grow strong,
Changing yellow into green."
Entry Nine
Put book away.
Underfoot
"Darkness rules supreme,
In the globe below the peat.
Just as in a dream,
Its gateway is its conceit."
Entry Ten
Put book away.
Hope
"When all things are none,
When existence is bereft,
There will be but one,
The only thing that is left."
Close Book.
Books
"The Orcs of Norrath"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] "The Orcs of Norrath" (Zek, the Orcish Wastes), started by examining "The Orcs of Norrath" (found in Nektropos Castle) (plundered in the library).

Discovered on 13 Jan 2005 at 21:18:57 PST.
This book is titled "The Orcs of Norrath". It is a guide that is intended to help the reader identify orcs by analyzing various noticeable features about them.
Entry One
Put book away.
Having grown up in Freeport, I have known about orcs ever since I was a small child. Though my parents would commonly threaten to feed me to the orcs when I was acting in an unruly manner, I wouldn't actually see one until I was close to fifteen years old. Since then I have devoted much time to studying these beasts and have collected my findings within these pages.
Entry Two
Put book away.
One of the first things that a person will notice about the orc is their body shape. They stand slightly shorter than human-height, yet possess the hulking brutish qualities of an ogre. Having a slightly stooped posture, the orc's monster-like qualities rarely cause someone to mistake them for a traveling human or half-elf.
Entry Three
Put book away.
The arms of these horrible beasts are one of the most striking features. Rarely will you find an orc who does not possess a frightening amount of muscles bulging throughout their arms. Their musculature extends from their fingertips all the way up to their shoulders. The upper body strength of an orc should never be underestimated.
Entry Four
Put book away.
Easily recognized, an orc's face belies its monstrous nature. Mottled and pockmarked, their faces are pressed together causing them to look as if they have a perpetual scowl. The nose is not defined, rather appearing to be two small holes with flaps of skin around them.
Entry Five
Put book away.
One cannot look at the face of an orc and not notice the tusk-like fangs jutting from their mouth. These teeth cause the orcs to speak in an incoherent manner, making it difficult to understand whether they are crying for mercy, or crying out for reinforcements. Surprisingly, they do not use their teeth as weapons, which is fortunate indeed.
Entry Six
Put book away.
Coming in a variety of different colors, the orc's skin will range from a deep green to a burnt orange and even all the way to a deep black. Not much is known why there is such a broad range in the skin coloration, but it can be said that their aggressive nature isn't affected by the color of their skin.
Entry Seven
Put book away.
Orcs are not exclusively carnivores. They have been seen from time to time eating various plants if meat is not available. Though their food of choice is (usually) cooked meat, some groups of orcs have been reported to cultivating food from grains to livestock. Though they have the reputation of eating living people, I have come to the conclusion that this is just a story that must have started many years ago.
Entry Eight
Put book away.
At first it may look as if the weapons used by the orcs are crude and rusted. This may be the case in the Commonlands, but not in Zek. Utilizing the same standard swords and axes used the world over, the metal they use in its construction is what makes them so effective. Being very similar to iron, the metal has a red tint that gets more vibrant for a short time after the weapon has been used to kill something.
Entry Nine
Put book away.
The orcs has two modes of dress. Either they will be covered from head to toe in the strongest armor they can get their hands on, or they will be stripped down to nothing more than breeches. The latter is usually worn by those holding lesser positions, such as lumberjacks. There is no such thing as "casual" clothing amongst the orcs.
Entry Ten
Put book away.
Of all the information I've collected about the orcs over the years, there is one thing that I have always found disturbing. No matter where I have gone, from the Commonlands all the way to Zek, I have never once spied a female orc. This causes me to believe that of all the countless orcs I've seen... I've only seen one half of their numbers.
Close Book.
Books
"The Pawn"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "The Pawn" (Miscellaneous), started by examining "The Pawn" (dropped in Runnyeye).

Discovered on 3 Dec 2004 at 18:33:40 PST.
This book is titled "the pawn". It seems to be the story of an adventurer and how he came to love living in the Runnyeye citadel.
Entry One
Put book away.
The wooden bridge creaked in such a way that caused Jaerinik to wonder if this would be the time it would finally collapse. Having skulked throughout the halls of the Runnyeye goblin's citadel for the past several days, crossing this bridge again meant nothing to him. But if he fell to his death, he wouldn't feel happy anymore, would he?
Entry Two
Put book away.
Thinking back though his hazy memories, he remembered that everything started just a few days ago. He and some people burst into the goblin's citadel intent on doing... something. Come to think of it, Jaerinik couldn't even remember who those people were. Were they his friends? No... they were bad people, now that he thought about it.
Entry Three
Put book away.
For some reason, they all were attacking the goblins and were losing. In the end, they were all captured and put into chains. Surrounded by hungry minotaurs, their goblin captors spent the next several hours torturing these bad people. That's when Jaerinik came up with a great idea on how to escape.
Entry Four
Put book away.
Even though the manacles were solidly clamped around his wrists, he knew that he could escape by just thinking happy thoughts. For a moment, he thought he was going mad from terror, but finally decided to give it a try. As he was flooded with delightful images of all the good things that could befall him, he felt his manacles suddenly open.
Entry Five
Put book away.
Even though he was no longer bound, he couldn't just walk out of that room with all the minotaurs and goblins standing in there. A moment later, he saw every one of the villains stop what they were doing and stare blankly at the floor. Deep inside, he knew he had to escape at once. But rather than heading for the entrance, he journeyed deeper into the fortress.
Entry Six
Put book away.
Jaerinik, having stared death straight in the face and survived, knew that he should be leaving as fast as possible. Instead, he felt that the Runnyeye citadel held the key to all his happiness. He knew that deep inside the labyrinthine walls were a collection of flags that were really important for some reason. He needed to find those first.
Entry Seven
Put book away.
After searching for hours, he finally found them in a small crate, nestled away with the rest of the debris that goblins took no mind to. Now that he had these flags in his hand, he knew that they needed to be placed all over the fortress. He wondered where he came up with a hare-brained idea like that, thought about it another moment, and decided it was a good plan after all.
Entry Eight
Put book away.
For the next several days, he would sneak about the goblin's den and place these flags all over rooms that were filled with goblins. On each flag was a symbol of their clan, but if he looked real close, there appeared to be a small eyeball floating inside the rune. Each time he saw the eye, he would look again and realize he didn't see it after all.
Entry Nine
Put book away.
When he had placed the final one, he wondered why he was not happy. A flood of happy thoughts instantly filled his head. Jaerinik was floating in pure euphoria, never having been so happy before in his life. That's when he thought of another way he could even be happier than he already was! He would share the happiness with the King of the Goblins.
Entry Ten
Put book away.
Having already passed the throne room several times, Jaerinik knew exactly how to get there and not get caught by all of the patrols. Bursting into the room, he ran up to the king and handed the goblin his sword. For the last three seconds of his life, he stared up and saw a shadowy form in the shape of an eye floating over the King's throne. No longer having lungs, however, he was not able to tell anyone of what he had gazed upon.
Close Book.
Books
"The Pirate Queen and the Heart"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 18 Jan 2005 at 20:25:55 PST.
This book is titled "The Pirate Queen and the Heart". It is the fourth book in the five part series starring the Pirate Queen as the hero.
Entry One
Put book away.
Having spent many years plying the sea trade lanes, the name of the Pirate Queen Alta was spoken with dread amongst the pirates of Norrath. Scourging the five seas in search of a long lost jungle, Alta would terrorize the ocean to fund her quest. Her search, however, would eventually come to an end.
Entry Two
Put book away.
Having undertaken a years long quest in search of the Rubicite Heart, the Pirate Queen Alta had finally found the long lost island she was in search of. Trekking through the dangerous jungle and seeing a sight straight out of her nightmares, she never once thought to herself she wouldn't make it to the place she was seeking - the Temple of Cazic-Thule.
Entry Three
Put book away.
Gazing upon the gargantuan structure, she felt a wave of fear wash over her. So many years she had searched for this place, and now it stood before her. Having read the journal of the forgotten adventurer who originally found the place, she knew that if she walked in the front door of holy sight, she would be killed instantly. Fortunately, she knew of the safe way in.
Entry Four
Put book away.
Venturing around the edges of the temple, she was on the lookout for a small waterfall that was built into the side of the structure. Making sure none of the lizardman guards spotted her, she walked up to the waterfall and stepped through it. Behind the falls was a small alcove that led nowhere. Looking for the third brick in the shape of an oval, she pushed at it four times. Slowly, a small door opened.
Entry Five
Put book away.
Behind this door was the entrance to a series of winding sewers. Littered all around these tunnels were the rotting corpses of apelike beings. Having read of these things and how they roamed the temple freely, she knew at once that something may not be right. She had not come this far to stop now, however. Thus, the Pirate Queen pressed on.
Entry Six
Put book away.
Navigating through the endless labyrinth with ease, she passed up several chances at climbing the ladders that led to temple complex above. Moving deeper and deeper into the sewers, she found herself at a dead end - just like the journal said. Reaching out, she found the holes in the stones. Reaching inside certain holes in a certain order, she was more relieved than shocked to see one whole wall disappear into nothing.
Entry Seven
Put book away.
Putting out her torch, Alta proceeded to walk through this new tunnel. Unlike the sewers, this one wound wind around in circles, leading ever upwards. What seemed like an eternity of walking eventually ended, again at a blank wall. Opening the journal, she searched for the passage describing this part of the temple. Finding it, she looked at the wall and said the word - "Sha-ahir-eeh".
Entry Eight
Put book away.
After speaking that word, the wall dissolved just as the one below had. Before her was a circular chamber with runes lining the walls. The runes glowed in various different colors, pulsing from one color to the next. But none of this mattered, for in the center of the room was what she had dreamed of for many years - the Rubicite Heart.
Entry Nine
Put book away.
Taking tentative steps, she moved only when the runes were green, for this is what the journal had recorded. Unfortunately, this was where the journal ended and she did not know if there were any traps after this. The last entry of the adventurer was of him figuring out the proper color, but nothing more. Taking a deep breath, Alta took one last step and was directly in front of the Rubicite Heart.
Entry Ten
Put book away.
Closing her eyes, she reached out to grab the gem. Grasping it, she thought to herself that even though it was the size of an ogre's head, it was surprisingly light. Feeling its cold surface, she gently lifted it and slowly opened her eyes to gaze upon the most precious gem in all of Norrath. Reflected in the hundreds of facets of the gem was the image of a tentacle-faced creature. Looking up, she found the final trap.
Close Book.
Books
"The Pirate Queen and the Map"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 30 Dec 2004 at 5:02:39 PST.
This book is titled "The Pirate Queen and the Map". It is the first book in the five part series starring the Pirate Queen as the hero.
Entry One
Put book away.
As the bow of the ship sliced through the waves, there was no mistaking the markings on the sails. Known throughout the Shattered Lands for being a terror on the high seas, this vessel was none other than the Painted Harpy. Though notorious from Karan to D'Lere, there was only one thing more feared than this ship, and that was her captain - The Pirate Queen Alta.
Entry Two
Put book away.
Never a more daring woman, Alta was as dangerous as she was beautiful. She crewed her ship with the most dastardly men to ever walk the deck and always paid them a fair share of the plunder. But the one treasure they wanted was always off limits. For if ever a pirate were to approach her with less than honest intentions (and that's saying much for a pirate), the Pirate Queen would show them what happened to those unfortunate men.
Entry Three
Put book away.
Hanging from the main sails of the ship were the withered corpses of all the pirates who tried to woo the Queen. Challenging the swarthy pirate to a duel, the Pirate Queen would see to it that her opponent was not only defeated, but was humiliated before they died. Then, to keep the warning fresh in the crew's minds, their bodies would rot from the beams of the ship.
Entry Four
Put book away.
For you see, no matter how much gold would be plundered from other vessels that dared to brave the turbulent ocean, there was only room for one thing within the heart of this nefarious pirate. For many years, she sailed the world in search of the one thing the she desired more than gold and silver - the Rubicite Heart.
Entry Five
Put book away.
The Rubicite Heart was a gem larger than anything Norrath had ever seen before. Having first heard the tale at a tavern on the docks of Freeport many years prior, she would dismiss it as being another story told over a pint of ale. Thinking nothing of it, she continued making a living boarding other ships and taking her share of ill-gotten gains.
Entry Six
Put book away.
Not until she would plunder and scuttle a merchant ship bound for a small island outpost known as the Far Seas Trade Isle would she again hear about the Rubicite Heart. Not finding anything of value on the ship she proceeded to keelhaul the ship's captain, careful not to kill him, until he eventually confessed to the true treasure stowed away on the vessel.
Entry Seven
Put book away.
The only thing him and his crew were bringing back to their headquarters was a book and a map. She ordered the crew of the ship to all walk the plank, then set fire to the schooner. Ordering her helmsman to keep sailing until they found another merchant vessel, she locked herself away within her cabin and began perusing the book.
Entry Eight
Put book away.
Reading the book, she learned that it was the journal of an adventurer that lived long ago. This nameless fortune-hunter would travel far and wide looking for all manner of treasures. Though he managed to find quite a number of priceless artifacts, the only one that managed to elude him was a gem worth all of relics combined - the Rubicite Heart.
Entry Nine
Put book away.
She continued to read about how he had found it in a forgotten temple deep within a dark jungle. Recording his journey, he described in detail how he overcame numerous traps and eluded the guards of this ruin. By the time she was done, Alta was convinced this gem was not only real, but it would be her ticket to retiring from her pirating ways.
Entry Ten
Put book away.
Just as she closed the cover of the book, a great swell overtook the ship, rocking it violently. Not only was she knocked down, but the book flew across her desk, knocking over the lamp she used for light. The spilled lamp catching the map on fire, she was unable to put it out before it was burned to a crisp. Sadly, her one opportunity to find this priceless treasure had gone up in smoke before her very eyes.
Close Book.
Books
"The Pirate Queen and the Nightmare Creature"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 14 Jan 2005 at 14:16:38 PST.
This book is titled "The Pirate Queen and the Nightmare Creature ". It is the fifth and last book in the five part series starring the Pirate Queen as the hero.
Entry One
Put book away.
The Pirate Queen Alta, notorious for her years of preying on merchant vessels, had put herself on a quest to find the Rubicite Heart, a gem as legendary as her captaining skills. Though it took many seasons before she would find the land that held this treasure, she finally was able to place her hands on this precious jewel.
Entry Two
Put book away.
Unfortunately for the pirate captain, she had found out personally why the journal she possessed had ended so abruptly. The adventurer, whose tales led her to finding the gem, never had a chance to write down what the final trap was. Having undergone great ordeals to find the Rubicite Heart, she feared she would have her greatest treasure snatched right out of her hands. For standing in front of her was a creature that existed only in her nightmares.
Entry Three
Put book away.
A beast that stood like a man, yet whose face was wrapped in tentacles, gazed through beady eyes at the Pirate Queen. It spoke to her, but rather than using words, it sounded as if it was coming straight from her mind. It asked her why she did not fear. Laughing, she told it that she had nothing TO fear. It then offered her a deal.
Entry Four
Put book away.
It told her that if she could answer its riddle, then she would be free to go. If not, she would become food for the guardians of the temple. She thought about it for a moment, and agreed... only under one condition. The condition was that she was able to ask a riddle first.
Entry Five
Put book away.
Never having been asked a riddle before in its existence, the nightmare-creature was intrigued. It agreed to the deal and asked the Pirate Queen what the question was. She thought for a moment and then asked him, "What do I have in my pocket?" A puzzled look appeared on the monsters face, or so Alta thought, being hard to read any emotions on this creature's face. A moment later, the monster told her he had the answer.
Entry Six
Put book away.
The monster told her that what she had in her pocket was a dagger. Before he could react, she had drawn the dagger and planted it right between the creature's eyes. In the moments before it died, its last memory would be of her saying, "Wrong. It was your death."
Entry Seven
Put book away.
The Pirate Queen, now holding the Rubicite Heart in her possession, proceeded to travel down the spiral tunnel. Venturing back through the sewers and out into the oppressive jungle, she knew her quest was nearly over. Traveling through the jungle, staying aware of anything that may wish to jump down on her, she made a bee-line straight for the beach.
Entry Eight
Put book away.
Having escaped the clutches of the near death so many times, the Pirate Queen eventually made it back to the shores of the dark jungle. Getting in her rowboat, she rowed back to her empty ship. As she stood on board the Painted Harpy, she had no worries of crewing the vessel. Ripping open her shirt and exposing the empty cavity in her chest, she took the Rubicite Heart and shoved it in.
Entry Nine
Put book away.
A moment later, she gazed at the lifeless bodies on the deck of ship and gave a little flick of her finger. All at once, every one of the lifeless pirates began to rise up, moving on their own volition. Manning their former stations, the zombies waited for a signal. With another flick of the Pirate Queen's finger, winds filled the sails of her ship, yet there were no gusts to be felt.
Entry Ten
Put book away.
To this day, stories tell of the ghost ship that roams the waters, manned by dead men and captained by the spectre of the Pirate Queen. Some have claimed there is an island filled with pirates, all owing allegiance to a ruthless captain known only as Alta. If these stories are true, then let us count ourselves lucky that she has found her heart's desire. Or perhaps she found her desired Heart.
Close Book.
Books
"The Pirate Queen and the Seafury Buccaneers"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 13 Jan 2005 at 12:41:14 PST.
This book is titled "The Pirate Queen and the Seafury Buccaneers". It is the second book in the five part series starring the Pirate Queen as the hero.
Entry One
Put book away.
The Pirate Queen Alta had sailed the five seas for nearly her whole life. Preying upon the few ships that dared to sail the violent oceans, her crew was comprised of the vilest of lowlifes and wretched scum. As long as there were ships filled to brim with gold and gems, she would be able to buy their loyalty long enough for her to complete her search.
Entry Two
Put book away.
No matter how many ships that were plundered, vessels that were raided, or schooners that were scuttled, it was never enough for her. Her heart was as cold as ice and there was but only one thing in the entire world that could warm it. No longer sailing the five seas for adventure and excitement, she visited port after port in search of one thing - the Rubicite Heart.
Entry Three
Put book away.
A gem as large as the head of an ogre, the Rubicite Heart was the only thing that the Pirate Queen desired. She had in her possession a book that told of HOW to find the fabled gem, but did not know WHERE to find it. That information was found on an old map no longer in her possession. The only thing she had to go on was a brief passage in the book mentioning a dark jungle island.
Entry Four
Put book away.
Since the oceans were littered with small islands and rock outcroppings, the Pirate Queen had hope that this jungle still might exist. Many seasons would pass as she and her motley crew would sail from island to island, always in search of foreboding trees. Throughout this time, no merchant vessel was safe from her predations. For these ships was her source of paying the endless stream of new deckhands.
Entry Five
Put book away.
As the legend of the Pirate Queen spread all throughout the world, she would begin to find that she would change from being the hunter and turn into the hunted. Pirates from all corners of the map would come looking for her, knowing that her holds were filled with unimaginable bounties. This, however, would not slow her down. If anything, it drove her to keep three sheets to the wind at all times.
Entry Six
Put book away.
Soon enough her luck would run out. One day the Painted Harpy rounded on a merchant vessel, just as it had done to countless others in the past. As her pirates boarded the deck of the newly captured ship, she saw that the sailors onboard were all former crewmembers she had once hired. Trusting her instincts, she ordered all of her man back onto the Harpy at once. But it was too late, for the trap had already been sprung.
Entry Seven
Put book away.
At once all of the sailors aboard the merchant vessel dropped their disguises and revealed themselves to be Seafury Buccaneers. By the time all the Painted Harpy's pirates had returned to her deck, the Buccaneers had thrown grappling hooks over the railings, tying the ships together. A great battle on the deck would then ensure!
Entry Eight
Put book away.
As the clash of steel on steel rang all over the two decks, many pirates and buccaneers would fall. The Pirate Captain herself slew over twenty men, ultimately engaging in battle with the Buccaneer captain himself. Using all the dirty tricks she could muster, she eventually defeated her formidable adversary.
Entry Nine
Put book away.
By the time the battle over, the decks of the two ships were littered with the dead. As the survivors lay dying, she realized she was the only one to have walked away from the trap with only a few scratches. Cutting away the ropes that bound the ships together, she pulled away from merchant vessel and began to sail away.
Entry Ten
Put book away.
During the time of the battle, both ships had veered off course enough to the point that the Pirate Queen no longer knew where she was. Her navigator lying dead on the deck was no help to her, either. As she began to despair, not knowing if she'd ever gain her bearings, she spied on the horizon an island she had never seen before - the humid jungles of the long lost Feerrott.
Close Book.
Books
"The Pirate Queen and the Temple"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 16 Jan 2005 at 13:54:43 PST.
This book is titled "The Pirate Queen and the Temple". It is the third book in the five part series starring the Pirate Queen as the hero.
Entry One
Put book away.
Having spent many years plying the sea trade lanes, the name of the Pirate Queen Alta was spoken with dread amongst the pirates of Norrath. Scourging the five seas in search of a long lost jungle, Alta would terrorize the ocean to fund her quest. Her search, however, would eventually come to an end.
Entry Two
Put book away.
After surviving an intense battle between her crew and a band of buccaneers, Alta found herself adrift off the shore of the island she so desperately sought. Racing to her cabin, she grabbed the journal that detailed how to find the treasure that was hidden in this forlorn land - the Rubicite Heart.
Entry Three
Put book away.
Dropping anchor as close to shore as she would safely allow, she gathered some supplies together and lowered a rowboat. Getting inside, she patted her ship, the Painted Harpy, and began rowing to shore. When she reached the sand, she began to look for a passage into the jungle. Finding only a cave entrance leading in the direction of the trees, she began traveling.
Entry Four
Put book away.
The cave turned out to be a tunnel leading straight into the jungle. Having memorized the journal from all the many times she had read it over the years, she knew she was in the right place. Seeing the ruined outposts, she began looking for a path leading through the jungle, hoping it was still there after all these years.
Entry Five
Put book away.
It didn't take long before she found the path. Keeping an eye out for any unfriendly natives, she carefully followed the trail through the jungle. Spotting some walking lizards off in the distance, she climbed one of the tallest palm trees to get a better look at her surrounding environs.
Entry Six
Put book away.
From her vantage point, she could see that the jungle was teeming with life. Knowing all about the various beasties she could find among the fronds, she had an advantage they did not. Waiting for the patrol of the lizardmen to pass her, she climbed down and began walking to the north, for she knew that was where her true destination lay.
Entry Seven
Put book away.
Traveling through the jungle for the next several hours, the Pirate Queen would avoid all manner of threatening creatures. Ranging from undead haunts that refused to die to man-headed lions with scorpion tails, Alta relied on her wits to see her safely to her target. She knew she was not too far away from the Rubicite Heart.
Entry Eight
Put book away.
Finally, after what seemed like days trekking through the jungle, she saw something rise from the treetops. At first she thought is was another tree until she looked closer. As she approached, she realized she was looking at a lizardman that towered high into the sky. Higher than any of the treetops, it turned its head and gazed right at her.
Entry Nine
Put book away.
Never having seen anything like this before, she was shaking in her boots. The gargantuan lizardman regarded her for another moment, the turned it's head back in the direction it was originally looking and lumbered though the trees. Barely escaping death, Alta didn't think there was anything that was more frightening than what she had just experienced. That was until she found the temple.
Entry Ten
Put book away.
Continuing on her way, the Pirate Queen eventually arrived at her destination. Standing higher than the surrounding cliff sides, she gazed upon the home of her quest, the Rubicite Heart. Before her was a grand temple carved from many hundreds of huge stone blocks. According to the journal, the Rubicite Heart would be found at the center of this, the Temple of Cazic-Thule.
Close Book.
Books
"The Shadows of Lonesome Hollow"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 31 Mar 2005 at 2:02:59 PST.
This book is titled "The Shadows of Lonesome Hollow." It is the story of a village filled with strange people and the visitor that witnessed their horrific ceremony.
Entry One
Put book away.
The following tale was told to me by my father, which he had heard from his father's father. I won't be alive too much longer, and I have no son to tell this story to. Therefore I will record it in this book. Perhaps someone will find it and pass the story along, keeping the warning alive.
Entry Two
Put book away.
Many years ago, there was a community of people that lived not far from here. Having chosen to live away from the big city, they were a very private people. They did not even have an available tavern for the wandering visitor. One such visitor was my great-grandfather, Daramain. Having suffered grievous wounds by an attack from a hungry pack of wolves, he sought shelter in their village.
Entry Three
Put book away.
Though he bled profusely, it would seem that no one in the village would acknowledge his cries for help. He would watch as the villagers would peek at him from behind closed curtains, but no one would come to his assistance. Just when he thought he would die from his wounds, a young woman came out of her house and began tending his wounds.
Entry Four
Put book away.
Taking him inside, she argued with her parents that they couldn't just let him die out upon their doorstep. After finally agreeing, they took him up to their attic and allowed the young woman to assist him in his convalescence. No clerics lived within the village, so Daramain would only be able to rely upon natural healing to heal his wounds.
Entry Five
Put book away.
For the next several weeks, Daramain would slowly regain his strength though the help of this young woman. She introduced herself as Marilitha, and said that he would need to leave the village by the full moon, which was only a few days away. The urgency in her eyes filled Daramain with a sense of unease.
Entry Six
Put book away.
That night, as he lay sleeping in the attic, he heard some sounds coming from the town courtyard below. Dragging himself to the window from his bed, he watched the townsfolk in the village's courtyard. They appeared to be erecting some type of wooden structure similar to a gallows pole. Behind the gallows pole was a sheet of odd looking marble that stood about a man's height. Daramain was unsure of the purpose of the stone.
Entry Seven
Put book away.
Each day, Marilitha would check on his health and urge him to try to build his strength at a quicker pace. She alerted him on the night before full moon that it was imperative he leave. By now Daramain was getting rather worried when speaking with her. He could see fear in her eyes as she would speak with him, and felt there were words that she stopped short of speaking.
Entry Eight
Put book away.
On the day of the full moon, Marilitha did not come to see to his wounds. Daramain, having taken her warning, gathered his belongings together and braced himself for a long journey across the endless plains. As he approached his door, he found it to be locked. He began to panic with the girl's warnings ringing in his ears. In his weakened state, he was not strong enough to bash the door down. Using everything he could find, he began attacking the door with all the strength he could summon. Eventually, he was able to break open the door, but by now night had already fallen.
Entry Nine
Put book away.
Limping out of the house, Daramain spotted the entire village congregating around the gallows beneath the full moon. Hanging from a rope was Marilitha, neck broken and dangling to the side. Her shadow, cast upon the marble sheet from the bright moon, was being traced by one of the villagers. When they lowered the body, however, her shadow remained. And started moving on its own.
Entry Ten
Put book away.
Marilitha's corpse then stood up, dusted off, shook hands with her shadows and then joined the crowd. That's when Daramain noticed that not a single villager cast a shadow in the bright moonlight. By the time the villagers had entered his room, he was already miles away. Several months later he returned with a large posse intent on destroying this village of undead creatures. But sadly, there was no trace the village ever existed. But it did. And this is my warning to you, reader. This was true. This was real. And those shadowy people are still out there.
Close Book.
Books
"The Storm Shepherds - Darnalithenis"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 27 Dec 2004 at 1:09:17 PST.
This book is one of the Storm Shepherd series titled "Darnalithenis of Felwithe". It is the story of a high elf that left his home for the wilderness and his further travels across the world.
Entry One
Put book away.
Darnalithenis was born and raised in the beautiful city of Felwithe. Though he was groomed to join the ranks of the holy paladins that protected the city, he could never ignore the longing he felt as he stared deep into the depths of the Greater Faydark forest. After much thought, he finally brought himself to steal away in the night and leave for the wilderness.
Entry Two
Put book away.
He would spend the next several decades living among the woodland creatures of Faydwer. He learned the secrets of moving through the trees undetected, on how to forage food from the land itself, or when the winters were hard, to track and hunt down game for his dinner. He enjoyed living his life being free of the constraints of the city, but he also knew that he would not be accepted amongst his kin were he to choose to return. One day, he came up with a plan.
Entry Three
Put book away.
Darnalithenis began to make as many arrows as he could shove in his quiver. When he was done, he gathered as much food as he could, then hiked to the western edge of the forest. Continuing through the foothills of Butcherblock he avoided the roads, and in turn, the dwarves that guarded them. After skirting by Kaladim, the city of the dwarves, he traveled for several days. Finally, he reached the docks that would take him to other lands - and possibly others like him.
Entry Four
Put book away.
The first place he came to was the great trade city, Freeport. Though it was not as clean or beautiful as his home, Felwithe, it still was larger than anything he had ever seen. He spent some time there, but not caring for the ever-increasing brutality of the guards, decided it was time to move on.
Entry Five
Put book away.
He continued to head west, traveling though dark forests, craggy mountaintops, and endless plains. Soon enough, he reached where the land came to an end. Choosing to follow the coastline to the north, he eventually found a glade populated with people just like him. Darnalithenis knew that his journey was now at an end, for the people of Surefall accepted him for whom he was, not what he was expected to be.
Entry Six
Put book away.
Darnalithenis spent many years living among the tenders of the glade he now called home. He would spend his time educating those who journeyed to outlying forest on the ways to respect the wilderness. At one point, he even joined with a group of people who were trying to stop an army of gnolls that were assaulting a nearby village.
Entry Seven
Put book away.
With him leading the party on a direct path to the village, they arrived just in time to join the fray. It was a bloody battle, and many people lost their lives, but the gnolls were driven back. As Darnalithenis left to return to the glade, he spied the party he was with killing hundreds of woodland creatures for nothing more than their skins. In a fit of rage, he slaughtered every last one of the poachers. When he returned to the glade, he knew that it was time for him to return to the solitude of the Greater Faydark. Darnalithenis traveled across the continent to the city of Freeport. Someone calling himself the Overlord now ruled the city and demanded an exorbitant fee to travel across the ocean.
Entry Eight
Put book away.
Darnalitenis had no plan on paying this man any fee, so in the dead of night, he stole a ship and began to sail across the ocean. On the fifteenth day out his ship was attacked by a fleet of ships sailed by his dark cousins, the Teir'Dal. He leapt into the ocean, swimming for a nearby island he spotted.
Entry Nine
Put book away.
He would spend the next several hundred years trapped on this island. He lost all hope of rescue, for the seas roiled with a fury that he had never seen before. To make matters worse, the cyclopes that lived on the island with him were beginning to overpopulate. Soon enough they would know that he lived there, too. And one day, they did.
Entry Ten
Put book away.
As he gathered water from a stream, he heard the sound of the large rock flying through the air just a moment too late. As he lay there, back broken from the impact of the rock, he watched as the cyclops lifted his foot in order to crush Danalithenis's skull. A moment later, the Cyclops fell to the ground with a thud. Standing over the cyclops's corpse was a human, pulling a sword from the monster's back. The man said, "It looked like you could use some help."
Close Book.
Books
"The Storm Shepherds - Gremius Hazzengrav"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 3 Dec 2004 at 11:52:16 PST.
This book is one of the Storm Shepherd series titled "Gremius Hazzengrav". It is the story of a man raised on the streets of Freeport, his rise to notoriety, and his quest for atonement.
Entry One
Put book away.
Gremius Hazzengrav was born the son of simple bandage merchant in the city of Freeport. When he was only a boy of seven years, he witnessed an exchange between his father and a member of the Freeport Militia. He watched as the militiaman insisted that his father needed to pay more protection money. When his father insisted that he didn't have any more money, the militiaman ran a sword through him and left his corpse for the ratonga to loot.
Entry Two
Put book away.
Not having any other family, Gremius nearly starved on the streets. He was taken in by a ratonga who taught him how to pick people's pockets as they passed by. Gremius was forced to give his guardian all of the coin he earned in exchange for a place to sleep at night. Ten years would go by with Gremius forced to steal for food, while the ratonga did nothing and became rich. The day he turned seventeen, Gremius walked into the sleeping ratonga's room and slid a dagger into his throat. The next morning, he enlisted in the Militia.
Entry Three
Put book away.
While he was training to be a member of the city's law enforcement, he received constant praise for his dedication to the job. The most praise would come from his drill instructor, and took Gremius under his wing. On the final training day, the soldier with the best scores would be made into an officer and the one with worst would be lowered into a pit of hungry, rabid hyenas. As the ceremony began, Gremius was made into an officer and an unfortunate ogre was chosen to feed the hyenas.
Entry Four
Put book away.
As the drill commander put all of his weight into pushing the lever that held the victim suspended over the pit, something unexpected happened. Instead of pushing the lever, he stumbled over it and clumsily fell over into the pit, just barely catching the lip with one hand. For you see, someone had greased the lever. The commander screamed for Gremius to help him up before he fell in. Officer Gremius walked over to the pit, looked down and said, "You killed my father ten years ago" -- and then crushed the commander's fingers with his foot. Gremius didn't leave until the commander finally stopped screaming.
Entry Five
Put book away.
Gremius would become notorious throughout Freeport for his merciless enforcement of the law. If a merchant tried to bluff his way out of protection payment, Gremius would kill them. If a soldier forgot to salute the image of the Overlord whenever they passed one, Gremius would kill them. If a citizen walked within the city without proper papers, he would kill them. This would continue until the day that he tortured and killed some worshippers of a long forgotten god, Karana.
Entry Six
Put book away.
For the next several weeks, he would wake up screaming from horrible nightmares. He would dream of a wizened old man who stood in the center of a massive rainstorm. The winds would begin to tear Gremius apart until he would plead for the man to stop the rains. When the rains stopped, Gremius could see a broken crystal sphere that floated above a pool of darkness that was slowly seeping into the ground. All around him, endless trees would turn black and the darkness would spread, moving towards the ocean. Eventually, the darkness would surround him and finally eat his soul.
Entry Seven
Put book away.
Gremius finally realized that the dreams were a vision. Not only did the darkness represent what he had become, but within them were a clue on how he could atone for all of his past crimes. He began searching throughout the Nektulos Forest for answers, but found nothing to give him insight on how he could "clean" the taint on his soul. Then he remembered the pirate's stories of countless islands out within the ocean. He knew what he had to do.
Entry Eight
Put book away.
Gremius began constructing a sailing vessel from the trees in the Nektulos Forest. He spent the next year trying to build a boat to take him to the island that he saw in his vision. Having left Freeport, he was now an outlaw and would be killed on sight, or else he would have just stolen a boat from the harbor. During the construction, he had much time to contemplate what he could to change his life around, but could never come about to a clear answer.
Entry Nine
Put book away.
When he finally completed the boat, he sailed off into the Neriuss Flow. His plan was to sail upon the turbulent ocean, stopping at island after island, until he finally found the one in his dream. He spent many months searching island after island. On one desert isle he found to be inhabited by nothing more than numerous cyclopses, he stopped to refresh his water supplies. As he carefully looked for water, wanting not to disturb the natives, he came across an interesting sight.
Entry Ten
Put book away.
A cyclops was about to kill what appeared to be a High Elf, sharing the same physical traits as many of his countless victims. Believing this to be his chance to atone for his past sins, he came up behind the cyclops and slew it before it could kill the elf. Not feeling the expected sense of absolution, Gremius looked at the elf and prepared to kill him in anger. Seeing the helpless person in front of him caused Gremius to remember the heinous actions he performed upon the worshipers in Freeport. For the first time since the day he saw his father killed, Gremius felt a long-forgotten emotion. Pity.
Close Book.
Books
"The Storm Shepherds - Tammin Whipperwillow"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 4 Dec 2004 at 13:54:05 PST.
This book is one of the Storm Shepherd series titled "Tammin Whipperwillow". It is the story of a young woman who has been given a divine gift and the responsibility that comes with those gifts.
Entry One
Put book away.
Tammin Whipperwillow knew from a very early age that she was different. Whenever she would help her mother collect berries cooking, she would always say hello to the squirrels and they would say hello right back. Her mother would always laugh whenever Tammin would tell what the squirrels were saying, but Tammin didn't understand what was funny.
Entry Two
Put book away.
It didn't stop with just the squirrels. She would hear the birds talking about where to find the best grubs or which of the apples were ripe. Her mother always called her a "good luck" charm because Tammin always knew where to find the best fruit to gather. Not until Tammin was twelve years old did she realize that no one else could hear what the animals were saying.
Entry Three
Put book away.
One day, as Tammin was playing outside her family's home in Rivervale, a dog came up to her and had an urgent look on his face. Tammin asked the dog what was wrong, and the dog told her that Lubby, Mayor Fatbottom's son, had fallen into the well. Tammin quickly told her mother that Lubby was in trouble, and the whole town ran to help him.
Entry Four
Put book away.
When they asked her how she knew it happened, she told them the dog told her. Everyone laughed, except for old Dripple Smitherish. Later that day, Dripple stopped by their house. Dripple announced that Tammin had been called by the Storm Father. From that day on, Tammin would learn all of the teachings of the Storm Father, in addition to her numbers and letters.
Entry Five
Put book away.
As she grew older, she learned that she not only had the ability to speak with the animals, but could also sense the patterns of the weather. During the construction of the Third Wall, she would be asked if it was going to be a clear day to do the work, or if hopefully it would rain.
Entry Six
Put book away.
Not everyone believed she had the powers she claimed to have. Many people who knew the stories of the Storm Father claimed that he was a made-up god. They claimed praying to him would be as useful as praying to have Rivervale Island become part of Antonica again. She would always dismiss these claims, for she had been told by the forest why she was given these powers.
Entry Seven
Put book away.
One day as the wind whipped up, it began to speak to her. She realized the wind was actually the voice of the forest. It told her that the Storm Father was with her, but not in the way that she thought he was. The forest went on to tell her that Tammin was one of the three people that could save her.
Entry Eight
Put book away.
When Tammin asked what she needed to do to save the forest, the clear sky broke with rain. Wind gusts swirled the rain around in such a way that it formed a series of patterns that Tammin vowed not to forget. The rain first showed an old man holding a shepherd's crook, then a crystal sphere that was broken in half. Darkness swarmed from the broken sphere, spreading throughout the forest. Soon the rain of darkness was so thick, she couldn't see the forest.
Entry Nine
Put book away.
When she asked whom the other ones that could help, she was shown a man with a sword and one with a bow. The one with the sword laid his weapon down on the rock in front of her and it became a shepherd's crook. The one with the bow laid down his weapon and it became a perfect crystal sphere. She asked where they were, and where she stood, the trees began to slowly change with the seasons, building up in speed, until she saw many seasons pass before her very eye. Then all returned to normal.
Entry Ten
Put book away.
She called out to the forest and asked it what she needed to do when she met the other three. The forest remained silent. She called out again, and the forest still remained silent. She knew that the answer would come one day. For now, she would wait. Wait for as long as she needed to.
Close Book.
Books
"The Storm Shepherds - The Calm"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [33] The Storm Shepherds - The Calm (Enchanted Lands), started by examining "The Storm Shepherds - The Calm" (dropped in Enchanted Lands).

Discovered on 8 Jan 2005 at 23:06:51 PST.
This book is one of the Storm Shepherd series titled "The Calm". It is the story two people from different times and backgrounds and how they join forces to find the answers they're looking for.
Entry One
Put book away.
How Danalithenis of Felwithe and Gremius Hazzengrav came to meet is a tale unto itself. Needless to say, were it not for Gremius to have been at the right place at the right time, Danalithenis would not be part of this new tale. Danalithenis, suffering from grievous wounds, was just barely saved from the clutches of death by the atoning Gremius.
Entry Two
Put book away.
Gremius looked at Danalithenis, caught sight of his wounds, and offered the elf his last healing potion. Once Danalithenis was healed, the man introduced himself to the elf and offered to help him escape the island. Listening to the human's tale, Danalithenis accepted the offer, and they both sailed off into the turbulent ocean.
Entry Three
Put book away.
Over the next several weeks as they sailed aimlessly, Gremius would fill in Danalithenis on what he missed during the centuries he was gone. Danalithenis would learn that the gods have left the world, or so many people believed. Gremius professed that, due to his visions, he wasn't necessarily sure that was the case.
Entry Four
Put book away.
Danalithenis listened to Gremius as he described the vision and then told the man of the Surefall Glade. He said to Gremius that he thinks the old man was Karana, but had no idea what the darkness represented. After staring long and hard at Gremius, Danalithenis stated that he believed the story and would accompany him until the human found the truth he was seeking.
Entry Five
Put book away.
Danalithenis and Gremius traveled for what seemed like months, maybe even years, across the endless oceans. They would stop at every island they found, both to replenish their water stores and to look for game. During this time, they became very good friends.
Entry Six
Put book away.
As they landed at each island, Gremius was amazed at how much the world of Norrath could change so often from island to island. Danalithenis would sometimes pose theories as to where he believed they were, using odd names such as the Feerrott, or Lavastorm, or even Everfrost. Where Gremius was constantly in awe of the sights, Danalithenis saw a world destroyed.
Entry Seven
Put book away.
Finally Danalithenis couldn't take it anymore and asked Gremius what had happened to Faydwer, to the Greater Faydark... to Felwithe. Gremius looked at Danalithenis for a moment, and said in a sympathetic tone, "All of it was destroyed in the Rending, friend. As sure as the moon is in the sky, there is no more Faydwer". This was all Danalithenis needed to hear. He stepped inside his cabin and began to cry.
Entry Eight
Put book away.
Several days after their last conversation, Danalithenis spotted an island off in the distance covered in trees. They were both as excited as each other, but yet they were both hoping to find something different. As they made landfall, they gathered their gear and started to explore, both believing this to be their destination. When they were deep enough into the trees, they found a surprise that neither one were expecting.
Entry Nine
Put book away.
As they approached a calm pool of water, they spotted a person on the other side of the pool, sitting motionless. Aside from each other, they had seen no real people in countless months. As they stepped closer, they were able to make out that it wasn't just a person, but rather a child. Finally, as they got within several feet of the person, Danalithenis uttered the word, "Halfling".
Entry Ten
Put book away.
At that very moment, the old halfling opened her eyes. She explained that she was in deep meditation with the forest around her. She also looked at the two, gave her name as Tammin Whipperwillow, and said she had been waiting for them.
Close Book.
Books
"The Storm Shepherds - The Downpour"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 12 Dec 2004 at 19:57:19 PST.
This book is one of the Storm Shepherd series titled "The Downpour". It is the story of how three people had come together to fight the darkness encroaching upon an enchanted land.
Entry One
Put book away.
The three heroes, having come together at last, proceeded to detail all of the events that led them to meet that day. The halfling druid learned much about the faith of the Storm Father from Danalithenis, who called him by his old name, Karana. Throughout their discussions, something came over Gremius. As he listened to the stories of faiths gone by, he realized that what was missing from his life. Belief.
Entry Two
Put book away.
When Danalithenis was done telling his tales, Gremius stood up and drew his sword. They looked at him and saw a single teardrop fall from his eyes, falling into a stone beneath his feet. He threw his sword down and repented for everything he had done in his life, asking Karana for forgiveness. What he was especially sorry for was those worshipers he tortured and killed. At the moment he finished confessing, his sword changed into a shepherd's crook... but one made of glowing steel, and with a pointed blade extending from the bottom of the staff.
Entry Three
Put book away.
When Danalithenis heard everything Gremius confessed, he realized that he had befriended an evil man. Even now, after all these hundreds of years, the corruption of civilization still followed him. In anger, he threw down his bow on the same stone and proclaimed that he would rather die than let the shadow of corruption taint the world any longer. At that moment, his bow changed into a small glass sphere.
Entry Four
Put book away.
Gremius recognized that sphere as the one from his dream that brought him here. As he stood up from his crouched prayers, Danalithenis could see that his blackened Freeport Militia armor was gleaming silver, like the sheen from a newly fallen rain. Tammin, the old druid, said that the time has come to pass. Now is when they would fight the darkness. She explained her full vision to the pair. When she was done, they knew they were all tied together stronger than any friends could possibly be.
Entry Five
Put book away.
Thus, the Storm Shepherds, as they called themselves, worked to push back the blight that was tainting the lands. Danalithenis used his skills as a tracker to find all of the creatures that had been afflicted, allowing Tammin to cure them - or in the case of those who were too far gone - for Gremius to put them out of their misery. As a team, they were able to prevent the ever encroaching darkness from spreading across the land.
Entry Six
Put book away.
For the next several years, they would win victories against the darkness that would begin to taint the land. They soon enough realized they would not be able to do it alone, so they recruited followers. They found a small village of shipwrecked refugees living along the coast and talked with them. Many of these people, elves just like Danalithenis, joined them in their battle
Entry Seven
Put book away.
The elves would tell Danalithenis of the sad fate of Faydwer and how they came to live in this enchanted isle. This would have normally crushed Danalithenis, but he now had a new cause - to fight the blight. Holding his newly crafted bow and the clear crystal sphere, he vowed that if he could not save the Greater Faydark, then he would save this enchanted forest.
Entry Eight
Put book away.
In addition to the elves, the Storm Shepherds gathered a group of followers from the village of Rivervale. With everyone working so well together, it wasn't long before the Storm Shepherds attracted the attention of those responsible for the blight. Soon enough, creatures of darkness would begin to pursue the three companions, seeking to ensure the Shepherds would not destroy all of their hard work. Many battles were fought against these fiends, and most of them were won.
Entry Nine
Put book away.
As battle after battle passed, the years began carrying on. Soon enough, Tammin would succumb to one enemy she could not fight - Time. One night as she lay in her bed, too weak to stand anymore, she asked to see both Danalithenis and Gremius. She told them of one final vision the forest, screaming in agony, had given her. She patted them on the hands, told them they knew what had to be done, and closed her eyes.
Entry Ten
Put book away.
On one fateful day, the followers of the Storm Shepherds found the bodies of Danalithenis and Gremius in a small clearing in the forest. Clutched in the dead elf's hand was a black sphere that swirled with a frightening darkness. The followers would later take up the name of their leaders and keep fighting the darkness as the Storm Shepherds. To this day, they continue to protect both their enchanted lands and that mysterious black sphere.
Close Book.
Books
"The Three Keys - The First Key"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 14 Nov 2004 at 9:10:34 PST.
This book is titled "The Three Keys - the First". It is the story of a small girl by the name of Aiven and what when she is given three separate keys.
Entry One
Put book away.
As Aiven woke up that morning, she felt the day would bring her all manner of exciting surprises. But this was a common feeling, her being a girl of only ten years. She had already learned that discoveries could be found anywhere if you just went looking. What she didn't know was that that today, those discoveries would come looking for her.
Entry Two
Put book away.
After she helped her mother around the farm for most of the morning, Aiven asked if she could go play. She listened patiently to all the warnings her mother recited to her, for she had heard them all before. With a final "I will, Mom", she sprinted off to explore, with not a second thought to what her mother said. After all, how dangerous could a troll actually be?
Entry Three
Put book away.
As Aiven engrossed herself in a rousing game of "What's Under This Rock?", she lost all track of time. Even though her mother had told her to be home well before sunset on penalty of the switch, she paid little attention to the lengthening shadows. Not until one stole over her rather quickly did she finally look up, only to see what - or who - was casting the shadow.
Entry Four
Put book away.
Standing in front of her was an old woman wearing odd robes. She asked Aiven, "What is it, little girl, that you are looking for?" Aiven instantly remembered all the warnings her mother gave her, especially the ones about little girls being sold to the dark elves. "Interesting things," she replied, at which time the old woman smiled.
Entry Five
Put book away.
"If you are seeking things of interest, then these will help you open the way to finding them," the old woman said, and handed Aiven a small pouch. Inside were three keys, one copper, one silver, and one gold. "But what doors do they unlock?" she asked. "Many exciting discoveries," the old woman said warmly. Aiven looked up to ask what the old woman meant, but she saw that she had vanished without a trace.
Entry Six
Put book away.
Aiven decided it was now a good time to go home. As she turned around, she was surprised to see a door standing right behind her. Not pausing to question how that was even possible, she quickly tried the keys, knowing this was no mere coincidence. The first one she tried opened the door right away. Looking inside, she saw the most interesting sights she had ever witnessed.
Entry Seven
Put book away.
Entranced by what she saw, Aiven stepped inside the door. Floating all around her were oddly shaped rocks, straw-stuffed poppets, and bowls of flavored iced creams. Inside this enormous room was everything she could ever want! Just as she was about to start eating some of the iced creams, she noticed an adjoining room connected to this one. She thought, "If this room contains so many wonders, what does the next room hold?"
Entry Eight
Put book away.
In the next room, she saw someone who looked like her older sister. If she had one, that is. The young maiden was locked in an embrace with a young man wearing a suit of shining armor. As they were about to kiss each other, Aiven exclaimed, "Ewww! Boys are icky!" At that moment, Aiven noticed that behind the couple was even another room. She sidestepped the two, let out another "ewww", and walked into the next room
Entry Nine
Put book away.
In this room, she saw a smiling woman who looked a lot like her mother. Standing around the woman were several girls of different ages. The more she looked, the more she thought the girls looked a little like her. And though she couldn't exactly explain why, Aiven thought the room felt like "Happy". Aiven, feeling she was interrupting something, turned around to leave - at which point she smacked her face into a tree trunk.
Entry Ten
Put book away.
As Aiven rubbed her bruised nose, she gave the tree a good pound with her fist. The tree then said, "No need to be rude." Aiven looked up and saw that is was not a tree after all, but rather a gigantic one-eyed man. He peered down at her with his one eye and said, "You unlocked the door to your heart. People usually never leave the first room they enter. Do you want to unlock the next door?"
Close Book.
Books
"The Three Keys - The Second Key"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 27 Nov 2004 at 11:32:51 PST.
This book is titled "The Three Keys - the Second". It is the story of a small girl by the name of Aiven and what happens to her when she seeks to unlock the second door.
Entry One
Put book away.
Aiven would have never expected such amazing things to be hidden behind such an odd door. She looked at the remaining two keys and wondered what interesting things these ones kept locked away. Finally she answered the giant one-eyed man and said, "Yes, I think I am still curious. Show me to the next door," and remembering her manners finished with, "if you would be so kind."
Entry Two
Put book away.
The cyclops reached down and hoisted Aiven onto his shoulders and said, "Hold onto my topknot... it might get bumpy." He then proceeded to step out of the first door and back into the plains. Aiven asked the giant, "Where are we going?" to which he responded, "You have the key to unlock your mind. We are going to find the door".
Entry Three
Put book away.
The cyclops then began to walk with slow, steady steps. As they began to travel in the direction of the sun, his pace began to pick up. Sooner than Aiven would have thought possible, they had reached a great shoreline with endless ocean ahead of them. Instead of stopping, however, the cyclops continued walking into the ocean.
Entry Four
Put book away.
Aiven was worried that they would sink, but noticed that the cyclops never broke the surface of the water. She asked him, "How do you do that?" The cyclops replied back, "When you put you mind to something, nothing is impossible." And for some reason, that made perfect sense to Aiven.
Entry Five
Put book away.
They continued to travel across the ocean until they eventually made landfall in a misty green forest. Aiven said, "What an odd forest". The cyclops replied, "It is not a forest. When you give something a second thought, you may wind up seeing things differently." So Aiven looked and thought again, and saw the forest for what it really was this time. And they both continued traveling.
Entry Six
Put book away.
As they traveled on, they came upon a land covered in snow and ice. They climbed a great mountain and saw winged lizards engaged in heated arguments. After they passed, Aiven asked why they were arguing. "New ideas are just as important as old ones. They think otherwise", said the cyclops. And they traveled on.
Entry Seven
Put book away.
Eventually, the pair found themselves walking around a wild land, full of lush jungles and arid savannas. All around them were the ruins of a once mighty civilization. Before Aiven had a chance to ask, the cyclops said, "Even though you think you 'can' do it, you should always ask yourself if you 'should' do it. No one here has ever learned that." And they traveled on.
Entry Eight
Put book away.
Soon enough, the cyclops announced that they had arrived at their destination and lowered Aiven to the ground. She looked around and recognized where they were. "But, we're back at where we started!", she said. When there was no reply, she looked around and saw that he was gone. All she was left with were his words during their journey.
Entry Nine
Put book away.
Aiven remembered what the cyclops said about giving things a second thought. She gave the door a second look and saw there was another keyhole she didn't see before. She thought about whether she 'should' open the door just because she 'could', but being ten years old, wasn't able to understand the cyclops meant by that. Aiven then unlocked the door... and found no room on the other side. This time, she knew to turn around.
Entry Ten
Put book away.
As she turned around, she wasn't surprised to see a new companion. In front of her was a very old centaur. She had seen one before, so she knew not to be rude and stare. The centaur looked at her and said, "You have unlocked your mind, child. You have used two keys. Forget about the third. I can lead you safely home now, if you so desire."
Close Book.
Books
"The Three Keys - The Third Key"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 11 Dec 2004 at 14:14:39 PST.
This book is titled "The Three Keys - the Third". It is the story of a small girl by the name of Aiven and what happens to her when she unlocks the third and final door.
Entry One
Put book away.
"But what about the third key?" she said, "What could this one possibly open?" The old centaur looked at her with a stony gaze and said, "This one unlocks your fate". Those words were enough to spark Aiven's curiosity once again. She had to know what the final key opened.
Entry Two
Put book away.
Aiven told the centaur that she wanted to see what the last key unlocked. The centaur said in a warningly, "That doorway is not for little girls. Some things are better left unknown". She insisted, however, until the centaur finally relented and told her to climb up onto his back. He told her to close her eyes as they traveled.
Entry Three
Put book away.
She felt the centaur begin to gallop, and waited impatiently. At least had the decency to let her see where they were going. After a short while, she risked a peek. All around her was a vibrant storm of colors, violently swirling in a chaotic maelstrom. She quickly shut her eyes again and refused to open them for the rest of the journey. What seemed like an eternity later, the centaur said, "We are here."
Entry Four
Put book away.
Where there were once swarming colors, all that remained was the pair, a door, and an endless field of white. Aiven asked where they were, but the centaur just looked at her dispassionately. Aiven realized he was waiting for her to unlock the door, so she obliged. As she was about to open the door, then centaur said, "It is not too late, child. I can take you home. I fear for what you will find inside, child."
Entry Five
Put book away.
Aiven told the centaur, "I can't stop now." I'm going to find out what my fate is. And with that, the centaur vanished. She knew it was now or never, and opened the door. Inside she saw an immense room, oozing with darkness. Aiven summoned all of her courage, and stepped through the door.
Entry Six
Put book away.
It didn't take long for her eyes to adjust to the darkness. It took a few moments more for her to realize she could see in perfect darkness. As a matter of fact, there were a number of odd things happening. For one, she felt like she was taller and her muscles ached. Another thing was that she was dressed in an odd robe and had a number of different interesting objects hanging from her sash. The most interesting thing was when she looked into a nearby hanging mirror, she saw that she had the face of an old woman.
Entry Seven
Put book away.
Before she realized what was happening, she began walking to a massive door made from the blackest metal she had ever seen. She moved her hand in an odd manner and the door exploded into a thousand pieces. She then called out in an old, yet steady voice, "I am here, fiend! This world is not yours, it is ours! I may not be able to stop you, but I WILL slow you down." With that, a figure materialized in front of her... formed of a darkness unlike anything she had seen before.
Entry Eight
Put book away.
The figure of pure darkness spoke, "You have refused our offers. You have destroyed our towers. You have entered our lands." It continued, "By my hands, it is your time to suffer... for all eternity", at which point Aiven presented forth a glimmering sphere. "No... you cannot know of that", the form screamed, "Two hundred thousand years and no one knows of that!!!" Aiven replied, "I remembered it from when I was a child."
Entry Nine
Put book away.
At that moment the sphere in her hands started glowing white. "Finding this wasn't hard, fiend," said Aiven as the sphere's glow intensified, "What was difficult is letting go of the keys I held onto for all those years." The sphere was now as bright as the sun. "As a matter of fact, even what I'm about to do isn't as hard as letting go of those keys. For you see, I know for a fact that this is where it ends." With that, she took a deep breath, exhaled, and the sphere exploded with the intensity of a thousand suns instantly dying.
Entry Ten
Put book away.
Aiven was shaken awake by her mother. "I was worried sick, Aiven!", she yelled, "I thought you were taken by the nomads!". Looking around, she realized she had dozed off beneath a tree on their farm. She told her mother she had the oddest dream, to which her mother said, "Don't believe any of that nonsense. No one ever got far by believing in silly dreams. Now you had better clean up before we eat dinner, do you hear me?". Aiven nodded her head and went back to the house to wash up. But first, she stopped by her room, took something from her pocket, and placed them under her pillow - three keys of copper, silver, and gold.  THE END
Close Book.
Books
"The Varsoon Collection, Volume 1 - Varsoon and the Combine Era"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [28] "The Varsoon Collection, Volume 1 - Varsoon and the Combine Era" (Ruins of Varsoon), started by examining a bookshelf (found in The Ruins of Varsoon (236, -8, 55)).

Discovered on 22 Nov 2004 at 13:28:24 PST.
This book is titled "The Varsoon Collection, Volume 1 - Varsoon and the Combine Era". It is a complete volume that details the rise of a young mage during the Combine Era.
Entry One
Put book away.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume begins with the first known appearance of this mysterious mage, complied from what little records actually exist from the Combine Empire.
Entry Two
Put book away.
The first known account of Varsoon comes from a series of ancient scrolls that were found, surprisingly enough, in an empty ale keg in the lost city of Kaladim. The scrolls tell the tale of a young mage by the name of Valdoartus, and how he achieved an amazing feat. For the first time in the history of the Archesian Order, a mage solved all seven of the Ember Conundrums on his first attempt.
Entry Three
Put book away.
The scrolls continue to tell of this mage's rise to fame by detailing several more accomplishments that would soon follow. Valdoartus, not content with solving the Conundrums as easily as he had, began to search for a previously unknown Conundrum. He spent the next several years altering the methods in which fire could be drawn from stone, until he finally mastered the technique of the Yellow Flame.
Entry Four
Put book away.
With the Yellow Flame inscribed on the front page of his spellbook, he went before the Illucidic Council and offered to give them a demonstration of the Eighth Conundrum. Once the Yellow Flame had achieved it's highest temperature, Valdoartus used nothing more than a single fig leaf to transform it into a Pillar of Earthen Lore.
Entry Five
Put book away.
Once his demonstration was over, the Council convened for the next fortnight. When they re-emerged, they proclaimed the Eighth Conundrum truly did exist and that Valdoartus would be credited as its discoverer. Not only would this solidify his name as a respected mage among the Illucidic Council, it would also open the way for future discoveries.
Entry Six
Put book away.
Due to his discovery of the Eighth Conundrum, Valdoartus Varsoon was granted access to the most secret of all magicks - Planar Thaumaturgy. He would spend the next several years researching the most simple of spells within this line of magic until finally attempting his first spell. After a grueling twelve hour ritual, he opened a rift between the planes.
Entry Seven
Put book away.
Already prepared for his journey, Valdoartus stepped though the rift and began his journeys through the planes. Not much is said in the scrolls about the specific details of the journeys themselves, but the scrolls do highlight many of the artifacts that he brought back with him when he returned.
Entry Eight
Put book away.
The scrolls are rather vague about the specifics about the artifacts, but they describe them as being unlike anything anyone had seen before. Of all the artifacts only three were mentioned in detail. One of the artifacts was an egg that burned to a crisp anything that touched it, yet were it to be placed within a ceramic vase, it would glow as bright as the sun in the sky.
Entry Nine
Put book away.
One of the other artifacts that Valdoartus brought back with him was named the Whisper of Marr. Its description is rather odd, for the scrolls claim it was shaped like a creature not unlike a rabbit and also made from pure crystal. When set on a table made from a sapient apple tree, the Whisper of Marr would turn pink and quietly say the word "Glorious." Anyone within earshot of the Whisper would wake up the next morning and find a pouch in their hands containing exactly three pieces of gold.
Entry Ten
Put book away.
The only artifact that Valdoartus purportedly kept for himself was a small cup carved from ivory. Upon its lip were etched letters in an unknown language. Never being seen without it, Valdoartus was constantly questioned as to its function. The only answer he ever gave was, "It is the greatest discovery I have ever made."
Close Book.
Books
"The Varsoon Collection, Volume 2 - The Quest for Immortality"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 22 Nov 2004 at 14:29:46 PST.
This book is titled "The Varsoon Collection, Volume 2 - The Quest for Immortality ". It is a complete volume that details the quest of a young mage to find the secrets of immortality.
Entry One
Put book away.
Many say that some questions are best left unanswered. For those engaged in the highest of pursuits, this is more of a challenge than a prohibition. Indeed, some say that there are those to whom the words, "That is impossible" should never be uttered.
Entry Two
Put book away.
The stories surrounding Varsoon's quest for immortality primarily come from a journal found in the Academy of Arcane Science's private larders. Looking for a midnight snack, a student happened upon it behind a jar of prune marmalade. The writer of the journal, one Aldrenus, claimed to be the apprentice of the great mage Varsoon.
Entry Three
Put book away.
According to the account kept in the journal, Valdoartus Varsoon possessed an ivory cup that he called nothing more than the Chalice. He believed it was the key to unlocking the secrets to immortality. Once he found the way to granting eternal life, he planned on sharing the secret with anyone who wanted it. With this goal in mind, Valdoartus would set off on his greatest expedition ever. Aldrenus, his apprentice, was to assist him in his quest.
Entry Four
Put book away.
Valdoartus, who was an accomplished Planar Thaumaturge, opened a rift between the planes and traveled to the Plane of Knowledge. They spent a great while there as Valdoartus perused the books that lined the library's shelves. Aldrenus seems to have lost track of the time spent there, for the entries are rather scattered with the dates. Eventually, however, Valdoartus found what he was looking for.
Entry Five
Put book away.
From there, the master and apprentice traveled to a place of calm, serene beauty. Rather than relax, as Aldrenus claims he begged his master to do, they trekked long and hard throughout the idyllic countryside, seeking something only Valdoartus knew of. When they came upon a large sundial, Valdoartus supposedly proclaimed that he was on the right track.
Entry Six
Put book away.
Valdoartus then proceeded to open a rift to a land of darkest night, and they trekked aimlessly among the trees. Or so it seemed, according to Aldrenus. At the point when Aldrenus was positive the trees were following them, Valdoartus looked to the distance and nodded his head. The great mage then opened another rift, urging Aldrenus quickly through.
Entry Seven
Put book away.
Aldrenus writes that the plane they entered was even worse than the previous nightmarish landscape. As far as the eye could see, the land looked to be composed of pestilent flesh. All manner of maggots, flies, and rodents walked freely within this plague-ridden land. According to Aldrenus, after a long walk, the great mage reached down to cut a large chunk of the fleshy earth and placed it into a container. A moment later, he opened a planar rift once again.
Entry Eight
Put book away.
They arrived back within the tranquil countryside they had left not so long ago. Aldrenus states he felt rather weak from the travels in the disease-ridden plane they had just left. Valdoartus apparently looked exasperated, claiming the discovery was so close. The apprentice convinced his master to allow him to stay behind for the last trip. At that, Valdoartus opened another rift and stepped through.
Entry Nine
Put book away.
The journal from this point on is filled with a number of entries describing what Aldrenus did to fill his time. It seems the apprentice was perfectly content to stay in this serene land and was a bit annoyed that Valdoartus returned eventually. Upon Valdoartus's face was an enormous smile. The great mage then opened one last rift and they traveled home.
Entry Ten
Put book away.
According to Aldrenus, when they arrived back home Valdoartus told him to fetch a book from the Sixteenth Library. Valdoartus opened the book, read it for a brief moment and said nothing more than, "I found it. It's been here the whole time." Sadly, Aldrenus failed to mention the name of the book. Instead, the remaining entries are filled with nothing more than cursing after he found out that they had been gone for forty years. The last entry is that of him quitting the next day.
Close Book.
Books
"The Varsoon Collection, Volume 3 - The Gift of Immortality"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 20 Feb 2005 at 9:30:57 PST.
This book is titled "The Varsoon Collection, Volume 3 - The Gift of Immortality". It is a complete volume that details the quest of a young mage to find the secrets of immortality.
Entry One
Put book away.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume highlights the events that took place after his failed bid for immortality. Please note, reader, that the source of this of this account is highly questionable indeed.
Entry Two
Put book away.
The only account we have of the time after Varsoon's quest for immortality comes from a dramatic play written by a bard, the Lyresmith, over several hundred years ago. It has taken much work to distinguish possible facts from the obviously blatant embellishments exhibited throughout the performance. Were it not for the fact that there are striking coincidences between events in the play and facts unknown to the general public, this would have been written off as an outright fantasy.
Entry Three
Put book away.
As is typical of the Lyresmith's work, the play goes on for an uncomfortable amount of time. It starts in an unnamed city and involves an old man who is an accomplished spellcaster. The character, named simply Varsoon, is involved in some type of experiment and has a number of assistants helping him. This goes on for close to an hour of the play. Eventually, Varsoon exclaims that his work is nearing completion.
Entry Four
Put book away.
Another act involves him at a wedding feast for his nephew. Varsoon is shown to be a very loving family man, performing all manner of magical feats to help fix the problems of various family members. The interesting thing to note in this act was that between each spellcasting miracle, Varsoon would take a sip from a small white cup. This cup is associated with the sigil-etched ivory cup the real Varsoon was reported to have.
Entry Five
Put book away.
One of the following acts returns Varsoon to his laboratory where he works by himself late into the night. Feverishly muttering to someone named Aldrenus (see the previous volume for more about Aldrenus), he finally completes his work as the moon rises over the horizon. He pours a number of odd liquids into the white cup, causing all sorts of odd things to happen.
Entry Six
Put book away.
Finally, when all of the liquids have been poured into the cup, Varsoon then waved a wand over the cup. The cup rose into the air and spun around (thanks to an intricate array of pulleys and wires). All of a sudden, the cup would vanish and be replaced with a small cloud of red mist. The cloud covers Varsoon from head to toe, and the scene ends with him laughing triumphantly.
Entry Seven
Put book away.
A following act shows Varsoon approaching a council of mages and telling them of his accomplishment. He offers them a demonstration of his immortality by having them assault him with all manners of spells. When the spell show is over, which takes about three hours, we see Varsoon emerge from the storm of energy, still alive. He is usually missing a limb or two, an eye, and sometimes even his nose, but yet he lives. The scene ends with the council agreeing that he has found the secret of immortality.
Entry Eight
Put book away.
Sometime later during the play, Varsoon is seen dictating to his nephew the secrets of immortality. As Varsoon expounds on how he wishes everyone to learn the secret, there is a knock at the door. A mob waits outside, led by some priests. They demand he give themselves over to him, and when he resists, they unleash all manner of divine terrors on him. Eventually, he is stricken with diseases and wounds that no man could withstand, yet he lives through it all and disperses the crowd.
Entry Nine
Put book away.
Many hours later, the play reaches the final act. Varsoon is brought before the same council of mages from the earlier act and is put on trial for crimes against the city. He appears to be overcome by all manner of diseases and barely has the strength to defend himself. In the end, he is banished from the city and forced to live as an exile. As is typical of a Lyremsmith play, the council concludes the show by throwing jum-jum pies at each other until the audience disperses.
Entry Ten
Put book away.
Much of the Lyresmith's play,"The Horrible Case of Varsoon - A Performance in Twenty-Nine Acts," has been left out of this account, for obvious reasons. It is highly debated as to what aspects of the play are truthful, but what we do know is the following : no records have mentioned the cup since the time period of the play's setting. Also, Varsoon is never mentioned again in any records of the Combine Empire. Finally, what has been proven to be an actual legal document from that era writes of the banishment of someone only named as "The Undying."
Close Book.
Books
"The Varsoon Collection, Volume 4 - The House of Varsoon"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 17 Feb 2005 at 10:34:54 PST.
This book is titled "The Varsoon Collection, Volume 4 - The House of Varsoon". It is a complete volume that details the horrors of the villainous ghoul known as Varsoon.
Entry One
Put book away.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume details his reappearance within the world, and the mysterious yet tragic circumstances of his demise.
Entry Two
Put book away.
Most of what we know of Varsoon comes from an account kept within the Three Towers in Qeynos. Several hundred years ago, a mage came before the Qeynos Council and wished to confess for crimes that he had committed in the name of magic. During his confession, he explained that he was a of the member of the House of Varsoon. Their leader, a mage calling himself Varsoon, claimed to be searching for immortality. The following quotes are directly from the record he gave to the Council.
Entry Three
Put book away.
"I believed in the words he said. Though we could not see his face, I knew his words were honest. I packed up my belongings and followed him to the Plains of Karana where he had built a keep to research the way to stop death."
Entry Four
Put book away.
"Soon enough, he had shown us all manner of mysteries I had never believed possible. His magic was unlike anything the Concordium had said even existed. It was easy enough for us to fall for his lies ... to do what he asked us."
Entry Five
Put book away.
"At first we started using cattle. We would cut them open and learn how to keep the insides still alive when we put the organs in the jars. We were to do this all throughout the day, looking for ways to instill unlife within the organs while using as little magic as possible."
Entry Six
Put book away.
"I found a way to do so using a variation of a healing spell, except I used a fig leaf as the consumed component. When Varsoon found out I had done so, he approached me personally. That's when I saw his face, disfigured and pockmarked. He told me to reverse the spell, but I couldn't. He then took me into his private chambers and I saw horrors that still haunt me to this day."
Entry Seven
Put book away.
"Hanging from chains were the bodies of hundreds of men, women ... and even ... even children. They were all alive, faces frozen in excruciating pain. He told me that I would find out how to reverse the spell of unlife I had found. He said that in my mind I held the answers, but if I failed him I would join the rest of those living cadavers. That night, I fled the keep and came to you. Please forgive me for what I have done."
Entry Eight
Put book away.
After the Council had heard the confession of this young mage, they convened for several hours. They tracked down all of the victims of the evil mage Varsoon and saw that the record spanned a period of over two hundred years. Hunting accidents, bear maulings, et cetera ... all linked back to Varsoon. They gathered several divisions of the Qeynos Guard and marched at once to the House of Varsoon, in the center of the Karanas.
Entry Nine
Put book away.
When they arrived, they caught Varsoon and his minions unawares. A spell battle ensued, and the evil mage himself unleashed spells that had not been seen for ages. In the end, the forces of Qeynos were triumphant. They imprisoned all of the mages of the House, including Varsoon. When they were done, they burned the keep to the ground and returned to Qeynos.
Entry Ten
Put book away.
Varsoon was put on trial for his crimes, which are too long to even be listed. A crowd of ten thousand people stood and watched as his reign of terror came to an end. At midday, Varsoon was burned at the stake and buried in an unmarked grave far out in the countryside. The people of Qeynos were finally free of all him. Or so they would think until he would return again one day and wreak his vengeance upon Qeynos during the War of Plagues.
Close Book.
Books
"The Varsoon Collection, Volume 5 - The War of Plagues"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 30 Nov 2004 at 11:45:34 PST.
This book is titled "The Varsoon Collection, Volume 5 - The War of Plagues." It is a complete volume that details the War of Plagues and the return of Varsoon.
Entry One
Put book away.
The Following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The final volume in the series, this book speculates about the rumors of his return from death.
Entry Two
Put book away.
The story of Varsoon does not end simply with his death many hundreds of years ago. During the War of Plagues, there were many reported rumors of a mysterious mage that led the Bloodsabers, a group of cultists devoted to the worship of Bertoxxulous. The cult is reported to have existed for many hundreds of years, but one day came out of hiding to lay waste to Qeynos during the time of King Antonius Bayle V.
Entry Three
Put book away.
The War of Plagues raged across the land for a number of years, with neither side gaining ground. Using tactics reserved for only the depraved, the Bloodsabers, under order of their leader, contaminated the city's water supply. Thousands of innocent people died during the war, and most of the atrocities were blamed on a mage the Bloodsabers called "The Undying."
Entry Four
Put book away.
"The Undying" was seen at the dead of their armies, raining down upon the soldiers of Qeynos all manner of blights. From locusts to oozing miasmas, the Undying was a formidable mage. It didn't take too long for some people to claim that this mage was Varsoon returned to life.
Entry Five
Put book away.
Using the fear that came with the name Varsoon, the mage began calling himself Varsoon the Undying. His demands against Qeynos were for them to hand over every second child that lived in the city. it seems there was some type of dissension among the Bloodsabers over this demand, which allowed Qeynosian soldiers to gain the upperhand. Soon enough, after a massive battle, Qeynos defeated the Bloodsabers once and for all. Unfortunately, they were never able to find Varsoon the Undying after the battle.
Entry Six
Put book away.
There are hidden records, however, that we had the privilege of reading. These records tell of a mage's body being found on the battlefield. The mage's body was covered in scar tissue from horrible burns. The cause of death was not from fire, however. He had died from nothing more than a simple arrow piercing his heart. Or so they thought, until they noticed he was still breathing.
Entry Seven
Put book away.
A priest of the Temple of Life was with the party that discovered the body. being a high-ranking exarch, he knew this man was no ordinary undead soldier. The priest summoned several of his brethren to the body and began to perform a very intricate ritual over it.
Entry Eight
Put book away.
After several hours, the priests had completed their spells and proceeded to burn the body of the mage until it was nothing more than ashes. Rather than letting the ashes be scattered to the four winds, they gathered them into a special container and carried them to a special crypt in the Qeynos Hills. When asked what the ceremony was all about, they explained that it is the only way to prevent a lich from returning to life.
Entry Nine
Put book away.
To this day that crypt remains licked, so we have no way of confirming whether or not the lich those priests destroyed was the same Varsoon from centuries earlier. Were this the case, it would appear that Varsoon actually did achieve immortality after all. But it does not explain why the word "lich" was never attributed to him until that final account.
Entry Ten
Put book away.
We thank you for reading this series. As the reader can tell, there atre not many solid facts about the real history of Varsoon. Perhaps if the House of Varsoon had not been burned to the ground so many centuries ago we might have been able to find more facts there. Whether more information comes to light in the future, the fact remains that Varsoon no longer walks among the living. Norrath has been safe from his predations for hundreds of years, so we may at least take comfort in that as we lay down to sleep at night.
Close Book.
Books
"The Wall"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "The Wall" (Enchanted Lands), started by examining "The Wall" (dropped in Enchanted Lands).

Discovered on 21 Jan 2005 at 15:12:38 PST.
This book is titled "The Wall". It tells the story of how the resourceful halflings of Rivervale constructed a mighty barrier.
Entry One
Put book away.
Long ago, longer than could be counted by the turning of the seasons, our fellow kinsmen set out to build a barrier against the predators that lurked in the shadows. This wall that they built would be built two more times, for even more dire reasons than before. Sit, young one, as I tell you this tale of what people can do when they put their mind to it.
Entry Two
Put book away.
Our kinsman from time gone built this town out of love and cooperation. Though they would all live in harmony, there were dark shadows that lurked just beyond sight. Sometimes our ancestors would lose a family member to the darkness that took the form of snarling, hungry dogs. After much talk, our ancestors agreed that something must be done to stop this.
Entry Three
Put book away.
Gathering all of their courage, they would leave at dawn to travel beyond the tunnel leading out past the safety of their village. By the time the sun would set, they would all return carrying bundles of rocks they had gathered.
Entry Four
Put book away.
Once they had a pile of rocks as tall as a mountain, they began to construct what would only be known as the "Wall." After much hard work, their project was done. Spamming as high as six feet into the air, the Wall would protect our ancestors from the vicious dogs that anxiously awaited an easy meal.
Entry Five
Put book away.
The Wall did much to save our ancestors from an early fate and lasted many years. Their need would become far greater as the seasons would pass. As giant peoples began to tread outside the tunnel, our forefathers believed themselves safe, having built the Wall. They would not foresee that the goblins would come, however. And when they did, the Wall did little to stop them from climbing into our peaceful town.
Entry Six
Put book away.
Learning from the past, our ancestors surmised that if the first Wall was enough to stop the evil dogs, then a bigger wall should be able to stop the goblins. They knew they could no longer build with the stones, for they had fathered all they could find to construct the first Wall. Then one day an ingenious halfling came up with another idea.
Entry Seven
Put book away.
Sending forth large groups of brave and courageous men and women into the Misty Thicket, Rivervale would wait anxiously for their return in the evening. Soon enough, much wood was harvested from the trees and brambles of the thicket. In the end, the wood would be piled high over the original Wall, doubling the height of the first version. This would keep the goblins out for many years to come.
Entry Eight
Put book away.
All was well within Rivervale for many, many seasons. Time would pass and the earth itself would grow angry. When the rumblings subsided, our ancestors would find that they had been given a protection greater than the Wall ever could - they were separated from the rest of the world. No longer would they need to worry about enemies coming to harm their way of life.
Entry Nine
Put book away.
But little did they know that the goblins would take advantage of this situation. For you see, just as our forefathers would prosper, so would the goblins. Not waiting for the worst to happen, our ancestors began building another Wall, this time higher than anything imagined. This time, our ancestors began building a wall that would tower over the other Walls built in the past.
Entry Ten
Put book away.
Choosing the largest of oak trees, they began to chop them down and line them up, one by one. To this day, gaze about and you can see the fruits of their labor. The Wall spans a length never before seen, and is taller than even the greatest of giants. But pay attention, young one. If you look at where the Wall was lined, you may wish to ask yourself, "Was the Wall meant to keep something out, or maybe to keep something in?"
Close Book.
Books
"The Words of Freedom"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [48] "The Words of Freedom" (Permafrost), started by examining "The Words of Freedom" (dropped in Permafrost).

Discovered on 23 Dec 2004 at 3:12:19 PST.
This book is titled, "The Words of Freedom." It is a collection of messages and thoughts that seem as if they were intended to be read by a Drakota.
Entry One
Put book away.
Oh, my brothers and sisters, listen unto me. I am Jhaegoris, and I am no more than one of you. I too have the blood of the Great One that courses through me, just as you do. I too feel the air beneath my wings and know it is the gift of the Great One. I too feel the call of the harness just as you do. But I know the harness is a shackle. it is a chain. And I tell you, oh my brothers, that it does not need to be this way.
Entry Two
Put book away.
Look to the Masters and you know them to be the ones that are our parents. Do they not feed us? Do they not provide us a shelter? Do they not give us our reason for living? Yes. They do, for they are our Masters. Feel the call of the Harness and you will feel the call of the Masters. But it does not need to be this way.
Entry Three
Put book away.
Look inside your thoughts and you will know that the Harness and the Masters are one and the same. Now take away the Harness then think of the Masters. Now what are they? They are not Masters without the Harness. Now remove the Masters but keep the Harness. Who now holds the Harness? We do. We can hold the Harness as much as the Masters can.
Entry Four
Put book away.
Think back to what your brood mother has told you of what you are. You are one of many, and as many we are strong. Your brood mother has told you we serve the Harness is what guides your thoughts. And through the Harness is why the Masters are so great. Your brood mother has been told of the Great One and how she gave is and the Masters the world we our own.
Entry Five
Put book away.
Look inside your thoughts and think of what your brood mother has told you about the Harness. Now take that away. If you did not know about the Harness, how could you have known to follow its call? Think of your brood mother, and think of her not telling you that the Great One gave the world to the Masters too. Would that not mean that only we owned the world? It is not this way, but it can be this way.
Entry Six
Put book away.
Is there a time when you have felt the hunger within your guts and thanked the Masters for the food they have given? Is there a time when you have felt the air beneath your wings and thanked the Masters for granting this to you? Is there a time when you have followed the instructions of the Masters and felt pleased that you could perform duties for them?
Entry Seven
Put book away.
Look inside your thoughts and think of what it would be like if you were to feed yourself. To choose from the walking beasts and devour them as you pleased. Think of what it would be like if you could fly through the air whenever you chose! Think about deciding for yourself what it was that you wished to do. Not to do something for the Masters. This can be. It is not just a dream.
Entry Eight
Put book away.
When you gaze upon the mighty lairs the Masters have built for themselves, is this not what the Harness tells you is right? When you gaze upon the kennels and the pens given to us to sleep within, does not the harness tell you this is right? When you think that the Masters are few and that we are many, do you feel the Harness tell you this is right?
Entry Nine
Put book away.
Look inside your thoughts and hold this word in your head - Why. When you think of the Masters having greater kingdoms, think of the word "why." When you think of our meager pens and kennels, think of the word "why." When you think that we are many, yet the Masters, who are few, rule over us - think of the word "why."
Entry Ten
Put book away.
Now take all of those thoughts, of my brothers and sisters, and think of the harness. The call is not so strong, is it? Because this is what freedom is. This is but a taste. Think on this, for the time to overthrow the Dragons is close. And when our Masters have been devoured, then we Drakota shall take our rightful place as the Masters. And they will cease to be.
Close Book.
Books
"Watcher of the Mauls Theriig"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [48] "Watcher of the Mauls Theriig" (Permafrost), started by examining "Watcher of the Mauls Theriig" (dropped in Permafrost).

Discovered on 16 Dec 2004 at 13:47:54 PST.
This book is titled "Watcher of the Mauls Theriig." It seems to be written by some type of military commander. You're not sure what army he commanded, nor which country he defended. He speaks of reagents you're unfamiliar with, too. It's possible this is just the work of a deranged bard.
Entry One
Put book away.
Log: The fire giants are too many. We slaughter them, but not enough. We are suffering losses as well, which is not good. It is time to tell our mistress that the Red King's empire is growing too large. I will offer my head as the price of failure.
Entry Two
Put book away.
Log: Our good mistress is wise and merciful. I am still the Watcher of the Mauls, and my head remains upon my shoulder. She plans a different outcome that we are not to know. I neither agree nor disagree. The mistress has spoke.
Entry Three
Put book away.
Log: The ambassador has returned and still lives. There is never a time when our mistress has not ruled over us well. Did she not notice when we had awoken? Did she not give us the secrets of mastering the ether? We can only repay her for her kindness, and we are proud to do so.
Entry Four
Put book away.
Log: The Mauls met the giants today upon the Field of Fire. The battle was intense. For every fallen ogre, there lay next to it a fallen giant. It seemed as if both sides would fall together as one, were it not for the terrible magic of Mistress Najena. She appeared before us and raised from the very lava itself a victory we have never witnessed.
Entry Five
Put book away.
Log: The mistress does not need us. The Guardian was enough to decimate the armies of the Fire Giants. We can offer her no more loyalty than we already have. And this is what she will be given. The Red King has sent his ambassador to us, and we did not eviscerate him as we should have. Our mistress told us to expect him.
Entry Six
Put book away.
Log: We meet today upon the Field of Fire, our armies and the armies of the Red King. But we do not fight. We stare at each other, knowing that is our lords had not commanded us differently, we would all die in battle today. So we wait. We wait for our mistress to appear. And we wait for the Red King to return from icy netherlands. And we will wait until this has happened. We owe it to our mistress.
Entry Seven
Put book away.
Log: Though he is our enemy, one must acknowledge his lordship. The Red King towers over all of his armies. But perhaps he does not understand that size does not dictate victory. For is not our mistress smaller than us, yet far more powerful? The King has taken the offer of truce, and now ogre and giant march side by side to our mistress' laboratory to enter negotiations.
Entry Eight
Put book away.
Log: It is done. The Red King and our Mistress Najena have sealed an agreement. We will no longer embattle the giants, and they will no longer encroach. It was very difficult for us to allow the King's escort to leave our home unescorted, but this was her command. And we can offer her nothing less than to accede to her wishes.
Entry Nine
Put book away.
Log: All are to arms! Every Maul is lining into formation. The Red King has betrayed us, for we heard his roar of defiance. The very walls of our home shook with the intense fury of his declaration. Our mistress cannot be found, so we must act on our own recognizance. The Red King will pay for betraying our mistress' kindness.
Entry Ten
Put book away.
Log: Never before have I feared so much. They were so much smaller than the Red King, yet fought with a ferocity the King could not meet. There were four, and they fought with the power of a hundred. The Red King did not betray us. And our mistress was by his side, honoring her pact. The Guardian of Flame rose again from the lava and struck down one of the small dragons and drove off the rest. The Red King lay wounded, and we are commanded to offer him aid. If he lives... then I believe our pact with his armies will be sealed forever more.
Close Book.
Books
"Words to Remember - by Mother Deasie"
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] "Words to Remember - by Mother Deasie" (Miscellaneous), started by examining a bookshelf at the Fool's Gold (found in Rivervale (-75, -18, -5)).

Discovered on 13 Dec 2004 at 3:48:02 PST.
This book is titled "More Words to Remember - by Mother Deasie". It is a collection of proverbs told by the halflings long ago.
Entry One
Put book away.
Cooperation is the flower of philanthropy. The love of evil is the root of all money.
Entry Two
Put book away.
When forced to make a choice between a greater evil and a lesser evil, choose to look for the greater good instead.
Entry Three
Put book away.
Always count the cost, for if you don't, you may wind up paying more than you expected.
Entry Four
Put book away.
Sometimes is it better to wait for the rain to stop before bailing the water out of your boat. Just always make sure you're close to shore.
Entry Five
Put book away.
Don't throw away the old bucket until you know whether the new one holds water.
Entry Six
Put book away.
Beware of all things that require a new set of clothes. When you change a person's clothes, you've changed what the person appears to be.
Entry Seven
Put book away.
You can tell more about a person by what he says about others than you can by what others say about him.
Entry Eight
Put book away.
To understand your parents' love you must raise children yourself. That's when you'll finally know.
Entry Nine
Put book away.
You can only learn to love something once you understand it. It's easy enough to look at a rose and comment on how pretty it is, but it takes a true heart to say the same about a troll.
Entry Ten
Put book away.
Before you can go adventuring on a grand and noble quest to find the solution, you should first seek out the problem.
Close Book.
Books
'Twas the Night Before Frostfell by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (Jethal's 'Twas the Night Before Frostfell contest).

Discovered on 15 Jan 2010 at 18:00:00 PST.




'Twas the night before Frostfell, and out on the ice


All the elves were preparing, with goblins (they're nice);


They hid the ingredients tied with a bow,



And scattered them 'round in the white winter snow;







The people of Norrath all slept in their beds,



And knew that tomorrow they'd have on their heads


Red and white caps, maybe blue, green, or pink,


Iced cookies to eat and cold eggnog to drink, -







The elves ran about to get everything right,



And they skated and slid 'cross the ice - what a sight!


The goblins were putting ex-trees into pails,



And made sure they wouldn't escape (they used nails).







Drinal shone down from above with its light



(For Norrathian holidays all start at night);



The gleam off the snow made it seem almost sunny


As they worked with such glee for their leader, Queen Bunny







They gathered the candy canes, boxes, and bags,


The snowballs in buckets, the wreaths, and the tags.


They loaded them up as their reindeer drew near


To take them and decorate - Frostfell is here!







To Freeport! To Haven! To Kelethin's trees!



To Neriak! Gorowyn, over the seas!



We fly into Qeynos, we fly to the dock,



We fly to the harbor and take down that clock!







Like griffons who take brave adventuring bands


Aloft in their quests through Norrathian lands


The elves and the fae and the goblins and fauns


Soared on through the night before Kinship Day[1] dawns

--------------------------------------------------------------
[1] The first of the days of Frostfell, followed by Feasting Day, Gifting Day, and Frostfell




They startled no innkeep nor blacksmith nor guard


In Nettleville, Temple Street, Commune, or Yard,


Who stood all in wonder while watching the work


The elves even let Nathan Ironforge lurk.

--------------------------------------------------------------
Day






They wore fuzzy hats that would keep them quite warm


As they rushed all around like a void-fueled storm,


Unloaded the goodies they had in their packs,


The ribbons and stockings and candles and snacks!







They smiled throughout all their labours so cheery


And onlookers said not a one was e'er weary



Some had donned vests made from rare nimbus roots,


And others wore bracers and greaves with their boots.







Red peppermints flew 'round their heads in a whirl,


Their eyes twinkled just like a ruby or pearl.



And one of them had too much pie in his belly


Which wubbaed[2] around like a cube made of jelly.

--------------------------------------------------------------
[2] Wubbaing is the way a gelatinous cube moves.




The people about couldn't help but to grin



Upon seeing the Frostfell elves dance, jump, and spin


And nobody minded, not Bayle nor D'Lere



That soon random snowballs would travel the air.







The trees were soon up and the lights all aglow


In the cities of Norrath above and below



Glad music and candy canes filled every street,


And so the elves waited for sunrise to greet







The holiday revelers who would awake



And ask them for gifts and for presents to shake;


But seek the right elves, or her[3] answer is keen:


I'm not a Frostfell elf; I'm not their queen!



--------------------------------------------------------------
[3] You know who.
Books
'Twas the Night Before Frostfell by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (Jethal's 'Twas the Night Before Frostfell contest).

Discovered on 15 Jan 2010 at 18:00:00 PST.
Books
10 Reasons why Lera is indeed a Frostfell elf. by Kardell
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Kardell Goldha.

The book is a lie.
Discovered on 5 May 2009 at 9:00:00 PDT.
1. The hat. If she takes it off, she would be instantly melted unless she is in Frostfell Land (or possibly Everfrost).

2. Endless supply of snowballs - only a true frostfell elf knows secret of producing those all year around.

3. Unnatural affinity for everyting weird (cubes, sludge creeps, slimes) - frostfell elves by nature very curious beings.

4. Excess of energy - running around in circles attributes to a special frostfell ritual of running around sacred frostfell tree.

5. Tendency to say things in specific way - like Kaaaaade or yeeees. It points at frozen speech pattern.
6. Lera is very short. But taller than most frostfell elves - which points to her probably being their queen.

7. Blue skin. One might argue its because she is tierdal, but there is a possibility of cold weather affecting her that way.

8. Excessively merry - though it could also be attributed to possible halfling heritage (1)

9. Strange urges to jump off cliffs and improper use of explosives - perhaps an ancient frostfell ritual required to reach the sacred Frostfell Land.

10. Denial. The phrase "I am not a frostfell elf!" has been deemed as most said phrase in entire Norrath in past decade.

(1) Do not ask her about halfling heritage - see number 2.
Books
1st Lieutenant Danarg, 291 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 13:29:06 PST.
1st Lieutenant Danarg, 291 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 332, 291:

First Lieutenant Mugreeza has learned the price of failure. She could not see what I saw. She could not see that the Frogloks are cunning. She did not know of the caves of Guk.

I did. Now the General knows. And now I am First Lieutenant. As it should have been from the beginning.
Day 70, 294:

My command will listen to what I say, for I am their leader. The General is no longer here. He marches with the Arm of Vallon to the scourge the world to the west.

The Arm of Tallon marches to join with the dirty orcs. My command now marches to Guk. We will annihilate the Frogs one and for all. Then we will annihilate the rest.
Day 339, 297:

My command bristles at my orders. Do they not know that I was chosen as First Lieutenant? Do they not understand that I am the General to them?

They will listen. Yes. They will listen.
Day 67, 299:

We have found some more of the pathetic trolls living in the swamp. The Frogloks will wait to be cleansed. I have a better idea. One that the General will appreciate.

We will take the Innothule swamp as ours. The Feerrott has been claimed. Soon this swamp will, too.
Day 156, 302:

I have lost more of the soldiers to these swamps. The enslaved trolls continue to track down their brethren.

When the refuse to do so, I personally draw and quarter them for all to see. This proves very effective.
Day 466, 304:

The trolls have begun to fight back. This will not be tolerated.

The soldiers are now listening to my orders. Now they know that I speak for the General. I have not had to kill any soldiers at dawn for close to a week now.

This is good. I do miss the disembowlings, however.
Day 14, 307:

The Trolls continue to crawl out of the swamp. Just as we kill one hundred, we watch as two hundred flee in different directions.

They have no courage. We should have killed the trolls first then killed Frogs. I will see to correcting the mistake.
Day 234, 310:

We are beginning to run out of food. The last of our troll dogs we have were eaten today.
The soldiers are beginning to complain.
I have ordered the next Rallosian who utters a word of contempt will be the next to served as dinner. This will quiet them for now.
Day 9, 313:

My troops only listen to my orders when we are fighting Frogs. The doomed race does not know that death is coming for them.

They do not know that we know where they are. They will see death coming for them. They will feel it. They will embrace it.
Day 67, 313:

I have ordered all of my Rallosian troops to let the worthless trolls flee for now. When the Arms of Tallon and Vallon unite again, that is when they will be used to crush the trolls.

My purpose is more important. We stand before the caves of Guk. Within lies our prey.
Books
1st Lieutenant Danarg, 291 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Danarg, 291 AS (Tome).

Components
1st Lieutenant Danarg, 291 AS - Page 3 (plundered from a plant at 21, -6, 320 in The Feerrott)
1st Lieutenant Danarg, 291 AS - Page 5 (shinies in The Feerrott)
1st Lieutenant Danarg, 291 AS - Page 7 (shinies in The Feerrott)
1st Lieutenant Danarg, 291 AS - Page 8 (shinies or looted in The Feerrott)
1st Lieutenant Danarg, 291 AS - Page 10 (plundered from a plant at -270, 5, 309 in The Feerrott)
1st Lieutenant Danarg, 291 AS - Page 12 (shinies or looted in The Feerrott)

Discovered on 4 Feb 2006 at 12:40:18 PST.
1st Lieutenant Danarg, 291 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 332, 291:

First Lieutenant Mugreeza has learned the price of failure. She could not see what I saw. She could not see that the Frogloks are cunning. She did not know of the caves of Guk.

I did. Now the General knows. And now I am First Lieutenant. As it should have been from the beginning.
Day 70, 294:

My command will listen to what I say, for I am their leader. The General is no longer here. He marches with the Arm of Vallon to the scourge the world to the west.

The Arm of Tallon marches to join with the dirty orcs. My command now marches to Guk. We will annihilate the Frogs one and for all. Then we will annihilate the rest.
Day 339, 297:

My command bristles at my orders. Do they not know that I was chosen as First Lieutenant? Do they not understand that I am the General to them?

They will listen. Yes. They will listen.
Day 67, 299:

We have found some more of the pathetic trolls living in the swamp. The Frogloks will wait to be cleansed. I have a better idea. One that the General will appreciate.

We will take the Innothule swamp as ours. The Feerrott has been claimed. Soon this swamp will, too.
Day 156, 302:

I have lost more of the soldiers to these swamps. The enslaved trolls continue to track down their brethren.

When the refuse to do so, I personally draw and quarter them for all to see. This proves very effective.
Day 466, 304:

The trolls have begun to fight back. This will not be tolerated.

The soldiers are now listening to my orders. Now they know that I speak for the General. I have not had to kill any soldiers at dawn for close to a week now.

This is good. I do miss the disembowlings, however.
Day 14, 307:

The Trolls continue to crawl out of the swamp. Just as we kill one hundred, we watch as two hundred flee in different directions.

They have no courage. We should have killed the trolls first then killed Frogs. I will see to correcting the mistake.
Day 234, 310:

We are beginning to run out of food. The last of our troll dogs we have were eaten today.
The soldiers are beginning to complain.
I have ordered the next Rallosian who utters a word of contempt will be the next to served as dinner. This will quiet them for now.
Day 9, 313:

My troops only listen to my orders when we are fighting Frogs. The doomed race does not know that death is coming for them.

They do not know that we know where they are. They will see death coming for them. They will feel it. They will embrace it.
Day 67, 313:

I have ordered all of my Rallosian troops to let the worthless trolls flee for now. When the Arms of Tallon and Vallon unite again, that is when they will be used to crush the trolls.

My purpose is more important. We stand before the caves of Guk. Within lies our prey.
Books
1st Lieutenant Danarg, 313 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Danarg, 313 AS (Tome).

Components
1st Lieutenant Danarg, 313 AS - Page 5 (shinies in The Feerrott)
1st Lieutenant Danarg, 313 AS - Page 6 (looted in The Feerrott)
1st Lieutenant Danarg, 313 AS - Page 8 (plundered from a plant at -749, 6, 214 in The Feerrott)
1st Lieutenant Danarg, 313 AS - Page 10 (shinies or looted in The Feerrott)
1st Lieutenant Danarg, 313 AS - Page 11 (plundered from a plant at -977, 13, 495 in The Feerrott)
1st Lieutenant Danarg, 313 AS - Page 12 (shinies in The Feerrott)

Discovered on 6 Feb 2006 at 15:23:44 PST.
1st Lieutenant Danarg, 313 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 105, 313:


They do not know we are here. They believed we would not know of this place. We did. I did.


When the final Froglok lay dead at the feet of my twenty thousand troops, I will name these caves after myself. With the General's blessing, of course.
Day 212, 313:


A messenger has come saying that the Rathe Mountains have been taken by the Arm of Tallon. This is as it should be.


I killed the messenger so that he would not be able to return my report. The General does not need to know that things are not running to schedule.
Day 400, 313:


I have lost many troops to the cunning of the Frogloks. Springing from the murky depths, they rained both fire and ice upon us.


Many of my brave soldiers died to protect the most important Rallosians amongst us. If their Lieutenant were to die, how would they know the orders of the General?
Day 34, 314:


We have slaughtered their elite warriors today. Our numbers are now half, but this leaves thousands.


The Frogloks can hear us coming. We can hear their fear.
Day 122, 314:


We have driven them further into the caves. Why do they not accept their deaths? I am here to give it to them.


My troops, my Rallosians, we are here to bring them death. It will be a sweet mercy to them for all they suffered.
Day 246, 314:


The dead have risen to fight us. The Frogloks mean to use their bones to overpower the strength of the Rallosian Empire. MY Rallosian Empire.


This will not happen. They have died once. They will die again.
Day 313, 314:


We have found where the last of the Frogloks have hidden. Here in the lower depths of Guk, they are now trapped. Deep below the earth, they already stand within their tomb.


There is no way out. Our forces are too many. I have had horns fashioned from the skulls of the fallen. They will play as my victory completes.
Day 420, 314:


They are all dead. Once and for all. There are no more Frogloks.


The Froglok Lord sat upon his throne, waiting for me. We faced off in mortal combat.


He did not expect my blade to be poisoned. His honor failed him in the end.
Day 33, 315: We leave these caverns tomorrow. My troops, one thousand strong, have succeeded. We have scourged all life from the upper and lower ends of Guk. This would not have been possible without my leadership. I am the greatest general the Rallosians could ever wish for. Aside from the General, that is.
Day 90, 315:


The Rallosian Empire spans the lower half of Antonica. My Rallosian Empire. I am the one who conquered the Frogloks.


I am the one who reduced the numbers of the trolls. I am as strong as the General and I will prove it.


My troops will launch a surprise attack and take the greatest city on Norrath - RALLOS!
Books
1st Lieutenant Danarg, 313 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 13:29:10 PST.
1st Lieutenant Danarg, 313 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 105, 313:


They do not know we are here. They believed we would not know of this place. We did. I did.


When the final Froglok lay dead at the feet of my twenty thousand troops, I will name these caves after myself. With the General's blessing, of course.
Day 212, 313:


A messenger has come saying that the Rathe Mountains have been taken by the Arm of Tallon. This is as it should be.


I killed the messenger so that he would not be able to return my report. The General does not need to know that things are not running to schedule.
Day 400, 313:


I have lost many troops to the cunning of the Frogloks. Springing from the murky depths, they rained both fire and ice upon us.


Many of my brave soldiers died to protect the most important Rallosians amongst us. If their Lieutenant were to die, how would they know the orders of the General?
Day 34, 314:


We have slaughtered their elite warriors today. Our numbers are now half, but this leaves thousands.


The Frogloks can hear us coming. We can hear their fear.
Day 122, 314:


We have driven them further into the caves. Why do they not accept their deaths? I am here to give it to them.


My troops, my Rallosians, we are here to bring them death. It will be a sweet mercy to them for all they suffered.
Day 246, 314:


The dead have risen to fight us. The Frogloks mean to use their bones to overpower the strength of the Rallosian Empire. MY Rallosian Empire.


This will not happen. They have died once. They will die again.
Day 313, 314:


We have found where the last of the Frogloks have hidden. Here in the lower depths of Guk, they are now trapped. Deep below the earth, they already stand within their tomb.


There is no way out. Our forces are too many. I have had horns fashioned from the skulls of the fallen. They will play as my victory completes.
Day 420, 314:


They are all dead. Once and for all. There are no more Frogloks.


The Froglok Lord sat upon his throne, waiting for me. We faced off in mortal combat.


He did not expect my blade to be poisoned. His honor failed him in the end.
Day 33, 315: We leave these caverns tomorrow. My troops, one thousand strong, have succeeded. We have scourged all life from the upper and lower ends of Guk. This would not have been possible without my leadership. I am the greatest general the Rallosians could ever wish for. Aside from the General, that is.
Day 90, 315:


The Rallosian Empire spans the lower half of Antonica. My Rallosian Empire. I am the one who conquered the Frogloks.


I am the one who reduced the numbers of the trolls. I am as strong as the General and I will prove it.


My troops will launch a surprise attack and take the greatest city on Norrath - RALLOS!
Books
1st Lieutenant Danarg, 315 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Danarg, 315 AS (Tome).

Components
1st Lieutenant Danarg, 315 AS - Page 3 (shinies in The Feerrott)
1st Lieutenant Danarg, 315 AS - Page 4 (plundered from a reed at -1157, -7, -415 in The Feerrott)
1st Lieutenant Danarg, 315 AS - Page 5 (shinies in The Feerrott)
1st Lieutenant Danarg, 315 AS - Page 6 (plundered from a plant at -1283, 5, 728 in The Feerrott)
1st Lieutenant Danarg, 315 AS - Page 7 (shinies or looted in The Feerrott)
1st Lieutenant Danarg, 315 AS - Page 8 (shinies or looted in The Feerrott)

Discovered on 3 Feb 2006 at 17:44:39 PST.
1st Lieutenant Danarg, 315 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 130, 315:

I have had to kill my advisor today. He was a traitor. He claimed that it was folly to attack our own city.

Did he not know whom he was speaking to? Does he know what he was speaking to the General? The General of the Rallosian Empire!?
Day 160, 315:

The march is long but it must continue. One cannot hold the element of surprise if we succumb to sluggishness.
I will not tolerate disobedience. I will hold another speech tomorrow. The morale of the troops always builds after they hear my voice.
Day 178, 315:

We near Feerrott. This is just as I had planned. I have sent out a scout party to warn us if any trolls try to sneak up. They have not relayed any messages back to the division.

I fear this can only mean one thing. Trolls have taken them.
Day 207, 315:

With a heavy heart, I sent the third scout party to look for the remains of the first two. My troops now number five hundred.

This will be enough to take the city of Rallos, however. My troops have one thing that Rallos does not have. My leadership.
Day 243, 315:

My troops have fallen sway under a strange Froglok spell. Using deceitful troll magics, the vile fiends ensorcelled one hundred of my troops.

In their enchanted state, they spoke of mutiny. Unfortunately, they could not be saved.

I ordered their brains kept in sacks so that they can be used as warding charms against evil alligator ghosts.
Day 290, 315:

As I sit within this great circle of stones, I taste each one of the rocks. The blood in my mouth masks the flavor, so I am unable to accurately tell which of these boulders is the truth teller.

All of them say that I will die in different ways. I will not tolerate disobedience! These rocks will be toppled!
Day 321, 315:

In the distance is the mighty city of Rallos. Tomorrow we will take it as ours. For the first time in the history of the Rallosian Empire, our capital will finally be under the rule of Rallosians. And I will be their Great Emperor.

For am I not already First Lieutenant Danarg? Am I not already the General Uurduk? Am I not already the Avatar of War? Yes. I am. And Rallos Zek, too! I must not forget I am also him.
Day 360, 315:

The invasion will begin in a matter of moments. I have devised a plan that involves all of us dressing as washerwomen.

We will offer to sell the city a basketful of onions. When they open the gates, we will take the city. The gates are already open, though.

We must tell the city to close the gates before we offer to sell them the onions or my plan will not work. Yes. Yes, that will work perfectly!
Day 400, 315:

The greatest victory since the creation of the world has happened today. We have taken Rallos!

The citizens must have gotten wind of our plan. In their pure terror of my cunning, the absolute entire populace killed themselves! Everywhere throughout the city, their corpses line the streets, grasping at their throats!
Day 5, 316:

What's this? Ahhh... my troops are bringing me to my coronation ceremony. As they walk towards me, I can already see them drawing their blades in a salute to my brave leadership.

Yes, yes... they are so astonished at my victory, they cannot even replace the looks of hatred and rage on their faces with ones of joy and love. Let me close this book so that I may welcome my subjects with open arms.
Books
1st Lieutenant Danarg, 315 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:19 PST.
1st Lieutenant Danarg, 315 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 130, 315:

I have had to kill my advisor today. He was a traitor. He claimed that it was folly to attack our own city.

Did he not know whom he was speaking to? Does he know what he was speaking to the General? The General of the Rallosian Empire!?
Day 160, 315:

The march is long but it must continue. One cannot hold the element of surprise if we succumb to sluggishness.
I will not tolerate disobedience. I will hold another speech tomorrow. The morale of the troops always builds after they hear my voice.
Day 178, 315:

We near Feerrott. This is just as I had planned. I have sent out a scout party to warn us if any trolls try to sneak up. They have not relayed any messages back to the division.

I fear this can only mean one thing. Trolls have taken them.
Day 207, 315:

With a heavy heart, I sent the third scout party to look for the remains of the first two. My troops now number five hundred.

This will be enough to take the city of Rallos, however. My troops have one thing that Rallos does not have. My leadership.
Day 243, 315:

My troops have fallen sway under a strange Froglok spell. Using deceitful troll magics, the vile fiends ensorcelled one hundred of my troops.

In their enchanted state, they spoke of mutiny. Unfortunately, they could not be saved.

I ordered their brains kept in sacks so that they can be used as warding charms against evil alligator ghosts.
Day 290, 315:

As I sit within this great circle of stones, I taste each one of the rocks. The blood in my mouth masks the flavor, so I am unable to accurately tell which of these boulders is the truth teller.

All of them say that I will die in different ways. I will not tolerate disobedience! These rocks will be toppled!
Day 321, 315:

In the distance is the mighty city of Rallos. Tomorrow we will take it as ours. For the first time in the history of the Rallosian Empire, our capital will finally be under the rule of Rallosians. And I will be their Great Emperor.

For am I not already First Lieutenant Danarg? Am I not already the General Uurduk? Am I not already the Avatar of War? Yes. I am. And Rallos Zek, too! I must not forget I am also him.
Day 360, 315:

The invasion will begin in a matter of moments. I have devised a plan that involves all of us dressing as washerwomen.

We will offer to sell the city a basketful of onions. When they open the gates, we will take the city. The gates are already open, though.

We must tell the city to close the gates before we offer to sell them the onions or my plan will not work. Yes. Yes, that will work perfectly!
Day 400, 315:

The greatest victory since the creation of the world has happened today. We have taken Rallos!

The citizens must have gotten wind of our plan. In their pure terror of my cunning, the absolute entire populace killed themselves! Everywhere throughout the city, their corpses line the streets, grasping at their throats!
Day 5, 316:

What's this? Ahhh... my troops are bringing me to my coronation ceremony. As they walk towards me, I can already see them drawing their blades in a salute to my brave leadership.

Yes, yes... they are so astonished at my victory, they cannot even replace the looks of hatred and rage on their faces with ones of joy and love. Let me close this book so that I may welcome my subjects with open arms.
Books
1st Lieutenant Dergud, 263 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Dergud, 263 AS (Tome).

Components
1st Lieutenant Dergud, 263 AS - Page 1 (shinies in The Feerrott)
1st Lieutenant Dergud, 263 AS - Page 2 (shinies in The Feerrott)
1st Lieutenant Dergud, 263 AS - Page 3 (plundered from a plant at -1318, 23, 790 in The Feerrott)
1st Lieutenant Dergud, 263 AS - Page 9 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 263 AS - Page 11 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 263 AS - Page 12 (shinies or looted in The Feerrott)

Discovered on 4 Feb 2006 at 16:47:06 PST.
1st Lieutenant Dergud, 263 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire
Day 72, 263 AS:


Urduuk has granted me great honor in making me his first Lieutenant. He has chosen well. I will not fail him.


Today marks a glorious day. I will make the first true warriors of our people. I will learn from the Avatar and thrust that learning upon all ogres.
Day 159, 273 AS:


Training goes well. I see flaws and I know how to fix them.


The Avatar has granted me insight and shown me the truth of weakness. If a soldier does not succeed, other soldiers will learn from his mistake. Second chances are for the weak.
Day 390, 274 AS:


The General Urduuk has brought us weapons as he promised. Shaped in the image of his holy sword, we now bear weapons worthy of our kind.


Bronze no longer belongs in our hands. Our enemies will feel death from fine steel. A soldier will be bound to his weapon, for he and it are the same.
Day 114, 275 AS:


Drilling will continue for the next two days. Disobedience will not be tolerated.


Those that die during the lessons will be ogres. Those that pay in blood and sweat will be true Rallosians.
Day 276 AS:


Our Rallosian army strengthens. I have chosen two of the most obedient to be Lieutenants just as I am.


The General designed the armor to be given the troops. I am to inform every soldier they must forge their own armor. The heat of the forge must come from the peat of our home.


The water that cools the metal must be their blood.
Day 48, 277 AS:


The General and the Avatar demand a demonstration of the troops. If the men fail, this will show that I have failed.


The General will grant me the honor of severing my own head from my shoulders, for I am his Lieutenant.
Day 49, 277 AS:


The wargame has proven me as a true Rallosian. The shock troops have shown they will die when told to.


The support troops have shown they will kill their own when told to. The Rallosians now number one hundred score. Training must be doubled.
Day 212, 278 AS:


The General will take the first legion and will destroy the surrounding undead. No longer will we suffer them.


We are not ogres. We are Rallosians. Their brittle bones will become as dust under the boot of the Empire.
Day 215, 278 AS:


The lizardmen were no match for a handful of Rallosians. Their group could not flee, for we kept coming.


We will kill more lizardmen if they interfere. The Avatar was pleased to see this. The General nodded his head in approval.


We will bring our might upon the Frogloks. They will be annihilated. I so swear upon the name of the General and the name of The Warlord, Rallos.
Day 93, 279 AS:


I will not train the Trolls. They are not Rallosians. They are only fodder that does not deserve the honor of battle.


I have made four more Lieutenants like me. Now there are seven. They will train these worthless creatures, for so the General has decreed.


I will join the General in rebuilding Oggok.
Books
1st Lieutenant Dergud, 263 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:21 PST.
1st Lieutenant Dergud, 263 AS

Second Edition
This is the journal of a very important Lieutenant in the Second Rallosian Empire
Day 72, 263 AS:


Urduuk has granted me great honor in making me his first Lieutenant. He has chosen well. I will not fail him.


Today marks a glorious day. I will make the first true warriors of our people. I will learn from the Avatar and thrust that learning upon all ogres.
Day 159, 273 AS:


Training goes well. I see flaws and I know how to fix them.


The Avatar has granted me insight and shown me the truth of weakness. If a soldier does not succeed, other soldiers will learn from his mistake. Second chances are for the weak.
Day 390, 274 AS:


The General Urduuk has brought us weapons as he promised. Shaped in the image of his holy sword, we now bear weapons worthy of our kind.


Bronze no longer belongs in our hands. Our enemies will feel death from fine steel. A soldier will be bound to his weapon, for he and it are the same.
Day 114, 275 AS:


Drilling will continue for the next two days. Disobedience will not be tolerated.


Those that die during the lessons will be ogres. Those that pay in blood and sweat will be true Rallosians.
Day 276 AS:


Our Rallosian army strengthens. I have chosen two of the most obedient to be Lieutenants just as I am.


The General designed the armor to be given the troops. I am to inform every soldier they must forge their own armor. The heat of the forge must come from the peat of our home.


The water that cools the metal must be their blood.
Day 48, 277 AS:


The General and the Avatar demand a demonstration of the troops. If the men fail, this will show that I have failed.


The General will grant me the honor of severing my own head from my shoulders, for I am his Lieutenant.
Day 49, 277 AS:


The wargame has proven me as a true Rallosian. The shock troops have shown they will die when told to.


The support troops have shown they will kill their own when told to. The Rallosians now number one hundred score. Training must be doubled.
Day 212, 278 AS:


The General will take the first legion and will destroy the surrounding undead. No longer will we suffer them.


We are not ogres. We are Rallosians. Their brittle bones will become as dust under the boot of the Empire.
Day 215, 278 AS:


The lizardmen were no match for a handful of Rallosians. Their group could not flee, for we kept coming.


We will kill more lizardmen if they interfere. The Avatar was pleased to see this. The General nodded his head in approval.


We will bring our might upon the Frogloks. They will be annihilated. I so swear upon the name of the General and the name of The Warlord, Rallos.
Day 93, 279 AS:


I will not train the Trolls. They are not Rallosians. They are only fodder that does not deserve the honor of battle.


I have made four more Lieutenants like me. Now there are seven. They will train these worthless creatures, for so the General has decreed.


I will join the General in rebuilding Oggok.
Books
1st Lieutenant Dergud, 279 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Dergud, 279 AS (Tome).

Components
1st Lieutenant Dergud, 279 AS - Page 4 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 279 AS - Page 5 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 279 AS - Page 6 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 279 AS - Page 10 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 279 AS - Page 11 (plundered from a reed at -1159, -8, 743 in The Feerrott)
1st Lieutenant Dergud, 279 AS - Page 12 (shinies in The Feerrott)

Discovered on 4 Feb 2006 at 21:44:51 PST.
1st Lieutenant Dergud, 279 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 100, 279 AS:

The people are soft. I spent too much time training soldiers. I did not see the rest of the people need to be made into Rallosians, too.

We will not live like beasts as our forefathers had. I will see to this, for I am the General's Lieutenant.
Day 160, 279 AS:

Oggok will no longer suffer incompetence. We will have a grand city as we deserve.

This will require the hard work from everyone - man, woman, child. Those who will not shoulder the burden will suffer.
Day 24, 283 AS:

Those that cannot fight will craft. Those that cannot craft will supply food. Those that cannot supply food will be fed to the trolls.

Those the trolls will not eat will, I will gut open and remove from the city. I have moved many today. I will continue. Oggok has no room for the useless.
Day 298, 284 AS:

The city is being built under the eye of the General and myself. He wants it done faster.

I can make the people move faster. We will leave Oggok behind as a testament to our home. Soon enough we will destroy the lesser races and take Norrath. For now, we will build. Then we will destroy.
Day 473, 284 AS:

The Avatar does not want the temple to Zek rebuilt. He says we must battle. I say we must show our greatness to the nothing races.

The General agrees with the Avatar and he his stricken me across the face, taking my eye. He is my General, so he may take my eye if he wishes.
Day 41, 287 AS:

The new houses have been built. The people have been moved into the homes according to station and rank. The Troll cages have been built as well.

The lesser Lieutenants have not trained the Trolls well. They enjoy pain too much. It is a distraction for them. They will be put on leashes, for they are nothing but our dogs.
Day 375, 287 AS:

The General has said it is time for the troops to be split among legions. I am to organize the thousand score troops and give them their mark.

The General says they are to be marked in the name of Tallon and in the name of Vallon. I will see to their branding.
Day 440, 287 AS:

They have been trained well. I killed only but seven of the thousand score for flinching in pain.

A Rallosion will not flinch when branded with searing metal. The lesser races would call this cruelty. The Rallosian calls this their birthright.
Day 77, 289 AS:

Battle plans have been laid. The Avatar of War demands to the General that we acquire more armies. I say to the General that the Second Rallosian Empire is enough. The Avatar of War speaks of another Avatar who commands the orcs. He says the orcs possess something the Rallosians do not. They possess tactics. I agree. We will take their tactics and use them.
Day 104, 289 AS:

The General has rallied all five thousand score of the Rallosians. He says it is time to destroy the world.

I agree.
Books
1st Lieutenant Dergud, 279 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:22 PST.
1st Lieutenant Dergud, 279 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 100, 279 AS:

The people are soft. I spent too much time training soldiers. I did not see the rest of the people need to be made into Rallosians, too.

We will not live like beasts as our forefathers had. I will see to this, for I am the General's Lieutenant.
Day 160, 279 AS:

Oggok will no longer suffer incompetence. We will have a grand city as we deserve.

This will require the hard work from everyone - man, woman, child. Those who will not shoulder the burden will suffer.
Day 24, 283 AS:

Those that cannot fight will craft. Those that cannot craft will supply food. Those that cannot supply food will be fed to the trolls.

Those the trolls will not eat will, I will gut open and remove from the city. I have moved many today. I will continue. Oggok has no room for the useless.
Day 298, 284 AS:

The city is being built under the eye of the General and myself. He wants it done faster.

I can make the people move faster. We will leave Oggok behind as a testament to our home. Soon enough we will destroy the lesser races and take Norrath. For now, we will build. Then we will destroy.
Day 473, 284 AS:

The Avatar does not want the temple to Zek rebuilt. He says we must battle. I say we must show our greatness to the nothing races.

The General agrees with the Avatar and he his stricken me across the face, taking my eye. He is my General, so he may take my eye if he wishes.
Day 41, 287 AS:

The new houses have been built. The people have been moved into the homes according to station and rank. The Troll cages have been built as well.

The lesser Lieutenants have not trained the Trolls well. They enjoy pain too much. It is a distraction for them. They will be put on leashes, for they are nothing but our dogs.
Day 375, 287 AS:

The General has said it is time for the troops to be split among legions. I am to organize the thousand score troops and give them their mark.

The General says they are to be marked in the name of Tallon and in the name of Vallon. I will see to their branding.
Day 440, 287 AS:

They have been trained well. I killed only but seven of the thousand score for flinching in pain.

A Rallosion will not flinch when branded with searing metal. The lesser races would call this cruelty. The Rallosian calls this their birthright.
Day 77, 289 AS:

Battle plans have been laid. The Avatar of War demands to the General that we acquire more armies. I say to the General that the Second Rallosian Empire is enough. The Avatar of War speaks of another Avatar who commands the orcs. He says the orcs possess something the Rallosians do not. They possess tactics. I agree. We will take their tactics and use them.
Day 104, 289 AS:

The General has rallied all five thousand score of the Rallosians. He says it is time to destroy the world.

I agree.
Books
1st Lieutenant Dergud, 289 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Dergud, 289 AS (Tome).

Components
1st Lieutenant Dergud, 289 AS - Page 2 (looted in The Feerrott)
1st Lieutenant Dergud, 289 AS - Page 3 (shinies in The Feerrott)
1st Lieutenant Dergud, 289 AS - Page 6 (shinies in The Feerrott)
1st Lieutenant Dergud, 289 AS - Page 7 (shinies or looted in The Feerrott)
1st Lieutenant Dergud, 289 AS - Page 10 (looted in The Feerrott)
1st Lieutenant Dergud, 289 AS - Page 11 (looted in The Feerrott)

Discovered on 21 Feb 2006 at 19:09:51 PST.
1st Lieutenant Dergud, 289 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 107, 289 AS:

This world has not known the Rallosians for many centuries. It is time for the world to remember.

We no longer suffer the curse of the Rathe. Now we will have our vengeance upon Norrath. The warning horns have been sounded for five hours. I have never heard anything more beautiful.
Day 120, 289 AS:

The Feerrott has been our homeland for centuries. Nature has reclaimed it in our absence. We have returned. We will take it back.

The bones of walking ancestors will no longer disturb the living as the Army moves forward.
Day 140, 289 AS:

The General leads us to the south. I am not aware of our direction, but I have instructed my soldiers that they are to destroy everything they see.

We have sighted more lizardmen. They have been destroyed.
Day 160, 289 AS:

The Avatar walks with us and tells us that we will be given even more help.

We do not need help. We are the Rallosian Empire. We do not subjugate. We do not enslave. We annhilate.
Day 170, 289 AS:

The lizardmen have been driven even further south. Many villages have been found and razed, but this is not satisfying.

Our goal is not to kill lizards, it to destroy frogs. And then we kill everything else. We are spending too long in our goal. But our soldiers are obedient.
Day 193, 289 AS:

The soldiers have been tested today. We have reached the forbidden temple and find it filled with life that must be destroyed.

They followed the General's orders given by me. This makes me proud. They did not kill the tentacle-headed creatures that guarded the temple. This does not make me proud.
Day 199, 289 AS:

A week has passed and now we march again. The Avatar and the General spoke with the tentacle-headed creatures.

They will not join our force. Their Avatar of Fear has forbidden us from the temple. We are Rallosians, not dogs. We will leave for now.

They will pay.
Day 240, 289 AS:

My soldiers have reported a cavern leading to a world of nightmares. I have personally ended twenty of their lives.

A Rallosian does not fear anything.
Day 241, 289 AS:

The General has commanded we are not to go near what he calls the Gate.

I do not understand. We are Rallosians. We do as we please. We are Rallosians.
Day 270, 289 AS:

The General has explained to me the deal made between the two Avatars back at the temple.

I tell him that we do not need the Trolls, even as dogs. He has told me that Second Lieutenant Mugreeza will have more information in her tent. I leave for there now.
Books
1st Lieutenant Dergud, 289 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:24 PST.
1st Lieutenant Dergud, 289 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 107, 289 AS:

This world has not known the Rallosians for many centuries. It is time for the world to remember.

We no longer suffer the curse of the Rathe. Now we will have our vengeance upon Norrath. The warning horns have been sounded for five hours. I have never heard anything more beautiful.
Day 120, 289 AS:

The Feerrott has been our homeland for centuries. Nature has reclaimed it in our absence. We have returned. We will take it back.

The bones of walking ancestors will no longer disturb the living as the Army moves forward.
Day 140, 289 AS:

The General leads us to the south. I am not aware of our direction, but I have instructed my soldiers that they are to destroy everything they see.

We have sighted more lizardmen. They have been destroyed.
Day 160, 289 AS:

The Avatar walks with us and tells us that we will be given even more help.

We do not need help. We are the Rallosian Empire. We do not subjugate. We do not enslave. We annhilate.
Day 170, 289 AS:

The lizardmen have been driven even further south. Many villages have been found and razed, but this is not satisfying.

Our goal is not to kill lizards, it to destroy frogs. And then we kill everything else. We are spending too long in our goal. But our soldiers are obedient.
Day 193, 289 AS:

The soldiers have been tested today. We have reached the forbidden temple and find it filled with life that must be destroyed.

They followed the General's orders given by me. This makes me proud. They did not kill the tentacle-headed creatures that guarded the temple. This does not make me proud.
Day 199, 289 AS:

A week has passed and now we march again. The Avatar and the General spoke with the tentacle-headed creatures.

They will not join our force. Their Avatar of Fear has forbidden us from the temple. We are Rallosians, not dogs. We will leave for now.

They will pay.
Day 240, 289 AS:

My soldiers have reported a cavern leading to a world of nightmares. I have personally ended twenty of their lives.

A Rallosian does not fear anything.
Day 241, 289 AS:

The General has commanded we are not to go near what he calls the Gate.

I do not understand. We are Rallosians. We do as we please. We are Rallosians.
Day 270, 289 AS:

The General has explained to me the deal made between the two Avatars back at the temple.

I tell him that we do not need the Trolls, even as dogs. He has told me that Second Lieutenant Mugreeza will have more information in her tent. I leave for there now.
Books
1st Lieutenant Mugreeza, 289 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:28 PST.
1st Lieutenant Mugreeza, 289 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 271, 289:

The Rallosians will no longer take direction from a frightened old man. My General has chosen Dergud's successor wisely - Me.


His head will be atop my standard flag to let the soldiers know that weakness will not be tolerated. No one is too young to die. No one is too old.
Day 409, 289: The final lizardman village has been slaughtered. Their death squeals filled the trees. This raised the soldier's morale to all time heights. I will not tolerate unhappy soliders under my command. Any soldier that is unhappy will have their midsection cut open and dragged at the end of the marching line.
Day 3, 290:


The Feerrott is nearly ours. I have sent four platoons to find the last of those who remain within marsh.


The General has ordered us to return to Oggok. We will celebrate the first of many victories.
Day 75, 290:


We have tasted victory and it is sweeter than blood. Oggok is no more. What stands is now Rallos, the capital city of the Rallosian Empire.


We are not stupid beasts that stomp across the land.


We leave tomorrow to show the Frogloks that we are horrible beasts that will stomp across the skulls of all who are not Rallosian.
Day 77, 290:


Rallos lies behind us by many leagues. The marsh is quiet. No sounds of birds chirping. No sounds of splashing in the pools. No sounds of frogs croaking.


Soon, this will change. We will hear plenty of Frogs croaking. Soon.
Day 200, 290:


Boredom is settling in. I cannot stand it. I have not killed an opponent in seven days.


I am tiring of killing my soldiers. Their obedience makes them too easy. I will push them harder.
Day 272, 290:


I have been left in command. The General has taken several platoons and leaves with the Avatar.


I have been given explicit orders. My General knows they will be followed. Our course of direction changes slightly.
Day 441, 290:


The troll dogs smelled them before we could hear them. Dergud had wasted a resource with his foolish pride.


The trolls are worth their weight in gold. They eat a lot, but they will eat their own if they get too hungry. They are excellent hounds. And now, we have found more.
Day 24, 291:

The Troll villages have been razed. Those that did not come willingly are being kept in the larders for the ones who did.


They will be kept on leashes and placed at the front. These beasts will serve their purpose for as long we are within this dismal swamp.
Day 70, 290:


The troops need to see action. They have already slaughtered one third of the trolls in their frustrations. This will not be tolerated.


Were we not so close to Gukta, I would give the troops a lesson in obedience.


I understand them, however. We will all feel much better once we are wading in the blood of the Frogloks instead of this brackish water.
Books
1st Lieutenant Mugreeza, 289 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Mugreeza, 289 AS (Tome).

Components
1st Lieutenant Mugreeza, 289 AS - Page 5 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 289 AS - Page 6 (plundered from a plant at -81, -2, 377 in The Feerrott)
1st Lieutenant Mugreeza, 289 AS - Page 8 (shinies or looted in The Feerrott)
1st Lieutenant Mugreeza, 289 AS - Page 10 (shinies or looted in The Feerrott)
1st Lieutenant Mugreeza, 289 AS - Page 11 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 289 AS - Page 12 (shinies or looted in The Feerrott)

Discovered on 5 Feb 2006 at 15:45:40 PST.
1st Lieutenant Mugreeza, 289 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 271, 289:

The Rallosians will no longer take direction from a frightened old man. My General has chosen Dergud's successor wisely - Me.


His head will be atop my standard flag to let the soldiers know that weakness will not be tolerated. No one is too young to die. No one is too old.
Day 409, 289: The final lizardman village has been slaughtered. Their death squeals filled the trees. This raised the soldier's morale to all time heights. I will not tolerate unhappy soliders under my command. Any soldier that is unhappy will have their midsection cut open and dragged at the end of the marching line.
Day 3, 290:


The Feerrott is nearly ours. I have sent four platoons to find the last of those who remain within marsh.


The General has ordered us to return to Oggok. We will celebrate the first of many victories.
Day 75, 290:


We have tasted victory and it is sweeter than blood. Oggok is no more. What stands is now Rallos, the capital city of the Rallosian Empire.


We are not stupid beasts that stomp across the land.


We leave tomorrow to show the Frogloks that we are horrible beasts that will stomp across the skulls of all who are not Rallosian.
Day 77, 290:


Rallos lies behind us by many leagues. The marsh is quiet. No sounds of birds chirping. No sounds of splashing in the pools. No sounds of frogs croaking.


Soon, this will change. We will hear plenty of Frogs croaking. Soon.
Day 200, 290:


Boredom is settling in. I cannot stand it. I have not killed an opponent in seven days.


I am tiring of killing my soldiers. Their obedience makes them too easy. I will push them harder.
Day 272, 290:


I have been left in command. The General has taken several platoons and leaves with the Avatar.


I have been given explicit orders. My General knows they will be followed. Our course of direction changes slightly.
Day 441, 290:


The troll dogs smelled them before we could hear them. Dergud had wasted a resource with his foolish pride.


The trolls are worth their weight in gold. They eat a lot, but they will eat their own if they get too hungry. They are excellent hounds. And now, we have found more.
Day 24, 291:

The Troll villages have been razed. Those that did not come willingly are being kept in the larders for the ones who did.


They will be kept on leashes and placed at the front. These beasts will serve their purpose for as long we are within this dismal swamp.
Day 70, 290:


The troops need to see action. They have already slaughtered one third of the trolls in their frustrations. This will not be tolerated.


Were we not so close to Gukta, I would give the troops a lesson in obedience.


I understand them, however. We will all feel much better once we are wading in the blood of the Frogloks instead of this brackish water.
Books
1st Lieutenant Mugreeza, 290 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Mugreeza, 290 AS (Tome).

Components
1st Lieutenant Mugreeza, 290 AS - Page 3 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 290 AS - Page 4 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 290 AS - Page 5 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 290 AS - Page 6 (shinies or looted in The Feerrott)
1st Lieutenant Mugreeza, 290 AS - Page 7 (shinies or looted in The Feerrott)
1st Lieutenant Mugreeza, 290 AS - Page 8 (shinies or looted in The Feerrott)

Discovered on 3 Feb 2006 at 20:06:33 PST.
1st Lieutenant Mugreeza, 290 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 3, 290:

We have met our first Frogs today. The battle did not last long.

It has been too long since we last slaughtered any one. Praise Rallos that there are more where these ones came from.
Day 74, 290:

We are being harassed on all ends. These Frogs don't understand that we are Rallosians.

We will not be defeated. It is not possible.

Let them skirmish all they like. It will make no difference in the end.
Day 102, 290:

The first wave has passed. They are now sending the next wave. Riding upon the backs of lizard creatures, they believe they will beat us.

Let them come. They have only seen our trolls, not the true Rallosians.
Day 141, 290:

We are running out of our beasts. The trolls are no match for cooperation of the Frogloks.

I have played my hand by showing the Frogs one troop unit. We are now the proud owners of thousands of Froglok knights. Our food supplies will last for years.
Day 159, 290:

I have sent a Froglok back to his home. He will send the message to their people.

Our terms are this - Open the gates and we will slaughter them quickly. Hold out, and we will take our time.

I took the messenger's eyes as a receipt that he will deliver the message.
Day 163, 290:

A messenger has arrived from Rallos. We are to stay where we are and fortify the area.

This spot we stand at will be our base of operations during the push into Gukta.

The siege will continue once the General has arrived.
Day 390, 290:

The messages come more regularly now. The General is close. He, with the Avatar of War, has visited with some foreigners.

I do not understand, but he is my General. I trust his wisdom as long as I am part of the slaughter.
Day 90, 291:

The Frogloks have mistaken our patience for weakness.

I must inform them that we are Rallosians. We are not weak like they are. I have opened the gates to our fort. I invite them inside to lay waste to our camp.
Day 188, 290:

The impaled corpses fill the swamp as far as I can see. Nowhere can one look and not see Froglok corpses rotting from spears.

This message should be loud enough for the Frogloks. Hopefully, it will be loud enough for the world.
Day 307, 290:

Have they no sense? They still keep coming. And we still keep slaughtering them.

I hope their numbers have not dwindled. I will be sorely disappointed when it comes time to destroy their city if they do not put up a fight.
Books
1st Lieutenant Mugreeza, 290 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:30 PST.
1st Lieutenant Mugreeza, 290 AS

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 3, 290:

We have met our first Frogs today. The battle did not last long.

It has been too long since we last slaughtered any one. Praise Rallos that there are more where these ones came from.
Day 74, 290:

We are being harassed on all ends. These Frogs don't understand that we are Rallosians.

We will not be defeated. It is not possible.

Let them skirmish all they like. It will make no difference in the end.
Day 102, 290:

The first wave has passed. They are now sending the next wave. Riding upon the backs of lizard creatures, they believe they will beat us.

Let them come. They have only seen our trolls, not the true Rallosians.
Day 141, 290:

We are running out of our beasts. The trolls are no match for cooperation of the Frogloks.

I have played my hand by showing the Frogs one troop unit. We are now the proud owners of thousands of Froglok knights. Our food supplies will last for years.
Day 159, 290:

I have sent a Froglok back to his home. He will send the message to their people.

Our terms are this - Open the gates and we will slaughter them quickly. Hold out, and we will take our time.

I took the messenger's eyes as a receipt that he will deliver the message.
Day 163, 290:

A messenger has arrived from Rallos. We are to stay where we are and fortify the area.

This spot we stand at will be our base of operations during the push into Gukta.

The siege will continue once the General has arrived.
Day 390, 290:

The messages come more regularly now. The General is close. He, with the Avatar of War, has visited with some foreigners.

I do not understand, but he is my General. I trust his wisdom as long as I am part of the slaughter.
Day 90, 291:

The Frogloks have mistaken our patience for weakness.

I must inform them that we are Rallosians. We are not weak like they are. I have opened the gates to our fort. I invite them inside to lay waste to our camp.
Day 188, 290:

The impaled corpses fill the swamp as far as I can see. Nowhere can one look and not see Froglok corpses rotting from spears.

This message should be loud enough for the Frogloks. Hopefully, it will be loud enough for the world.
Day 307, 290:

Have they no sense? They still keep coming. And we still keep slaughtering them.

I hope their numbers have not dwindled. I will be sorely disappointed when it comes time to destroy their city if they do not put up a fight.
Books
1st Lieutenant Mugreeza, 291 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 1st Lieutenant Mugreeza, 291 AS (Tome).

Components
1st Lieutenant Mugreeza, 291 AS - Page 1 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 291 AS - Page 2 (shinies in The Feerrott)
1st Lieutenant Mugreeza, 291 AS - Page 7 (shinies or looted in The Feerrott)
1st Lieutenant Mugreeza, 291 AS - Page 9 (shinies or looted in The Feerrott)
1st Lieutenant Mugreeza, 291 AS - Page 10 (plundered from a plant at -367, -4, 545 in The Feerrott)
1st Lieutenant Mugreeza, 291 AS - Page 12 (shinies in The Feerrott)

Discovered on 3 Feb 2006 at 20:06:35 PST.
1st Lieutenant Mugreeza, 291 AS


Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 307, 290:


The General has joined us. The cheers of the soldiers are deafening.


The General allows this slip in obedience to slide. I will not. Let them roar like beasts today.


Tomorrow I will hang one hundred.
Day 339, 290:


The General explained to me my order. I am to take three divisions into the eastern regions of the Innothule and rouse the remaining Frogloks.


This will cause them to react in accordance with his plans. I do not question. I only obey.
Day 402, 290:


The Frogs have been given too much time to prepare for the invasion. Their defenses have been underestimated.


This does not matter. Our numbers will crush down the walls of Gukta. Their magic means nothing to us.
Day 443, 290:


We have lost ten score in the past month to the Frogs. They have laid the area with traps.


Is this what has happened to their precious honor? Honor will not bring them victory. Only blind obedience will. They will not last long.
Day 470, 290: Their forces have come from the side. We were not prepared. We have lost one score to the frogs. Their numbers have dwindled. The General says this was their last raid. He can tell by watching their desperation. They have now seen both of the Tallon and the Vallon legions. Their desperation will turn to hopelessness.
Day 45, 291:


The Trolls have broken their leashes. The dogs call out to their dead god, Cazic-Thule.

He will not hear them. No one will hear them. They are of no concern to us any more. They have served their purpose.

We will hunt down the rest later and put them out of their misery.
Day 173, 291:


The walls of Gukta stand before us. The Frogloks will have the honor of being the first to fall to the might of the Rallosian Empire.


The smell of their impending doom fills the air. The smell of their fear thickens it.


It is a good day for them to die.
Day 202, 291:


The walls have toppled. The Frogloks lie at our feet. They have taken from our numbers. We have taken from their future.


The fighting continues as I record this. It will not last for long. I will step forward into the fray and claim my trophies.


Lieutenant Danarg will stay behind and see that not one Frog escapes. They will all die.
Day 245, 291:


There are no more Frogs within Gukta. The Rallosian Empire has brought to them the pain and destruction they deserved.


Their numbers were far less than the General expected. There were no eggs to smash in front of the mothers and fathers.


I believe something may not be right.
Day 331, 291:


I have sent word to Lieutenant Danarg that Gukta has been taken and the destruction has begun.


He is to tell the General that our first battle is done. He is to tell the General that I will give my debriefing.


Gukta is in ruins. Gukta is no more. The Frogloks have been wiped from the face of Norrath.
Books
1st Lieutenant Mugreeza, 291 AS
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:33 PST.
1st Lieutenant Mugreeza, 291 AS


Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Day 307, 290:


The General has joined us. The cheers of the soldiers are deafening.


The General allows this slip in obedience to slide. I will not. Let them roar like beasts today.


Tomorrow I will hang one hundred.
Day 339, 290:


The General explained to me my order. I am to take three divisions into the eastern regions of the Innothule and rouse the remaining Frogloks.


This will cause them to react in accordance with his plans. I do not question. I only obey.
Day 402, 290:


The Frogs have been given too much time to prepare for the invasion. Their defenses have been underestimated.


This does not matter. Our numbers will crush down the walls of Gukta. Their magic means nothing to us.
Day 443, 290:


We have lost ten score in the past month to the Frogs. They have laid the area with traps.


Is this what has happened to their precious honor? Honor will not bring them victory. Only blind obedience will. They will not last long.
Day 470, 290: Their forces have come from the side. We were not prepared. We have lost one score to the frogs. Their numbers have dwindled. The General says this was their last raid. He can tell by watching their desperation. They have now seen both of the Tallon and the Vallon legions. Their desperation will turn to hopelessness.
Day 45, 291:


The Trolls have broken their leashes. The dogs call out to their dead god, Cazic-Thule.

He will not hear them. No one will hear them. They are of no concern to us any more. They have served their purpose.

We will hunt down the rest later and put them out of their misery.
Day 173, 291:


The walls of Gukta stand before us. The Frogloks will have the honor of being the first to fall to the might of the Rallosian Empire.


The smell of their impending doom fills the air. The smell of their fear thickens it.


It is a good day for them to die.
Day 202, 291:


The walls have toppled. The Frogloks lie at our feet. They have taken from our numbers. We have taken from their future.


The fighting continues as I record this. It will not last for long. I will step forward into the fray and claim my trophies.


Lieutenant Danarg will stay behind and see that not one Frog escapes. They will all die.
Day 245, 291:


There are no more Frogs within Gukta. The Rallosian Empire has brought to them the pain and destruction they deserved.


Their numbers were far less than the General expected. There were no eggs to smash in front of the mothers and fathers.


I believe something may not be right.
Day 331, 291:


I have sent word to Lieutenant Danarg that Gukta has been taken and the destruction has begun.


He is to tell the General that our first battle is done. He is to tell the General that I will give my debriefing.


Gukta is in ruins. Gukta is no more. The Frogloks have been wiped from the face of Norrath.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Beggar's Court 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Ayr'Dal


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Beggar's Court
Whether from dark, or high, or wood,
Be welcomed to our Brotherhood.
You'll find no pretty life of ease
Or cute things here among the trees.
Rely upon your human side;
No one cares for elvish pride.
Of us you would not have a need,
But now we have a foe indeed:
Here Captain Rommuls was assigned,
Who wants this place without our kind.
The Militia are not whom we fight
They hate him, but they serve in fright
Take this report within the gates.
Now go. The Brotherhood awaits.
You wish to help? We hear that much.
But most wish torment, pain, and such.
We only cut injustice short,
Which walks the streets of Beggar's Court.
Rommuls' power kills and harms,
But few in Freeport raise alarms.
Though they don't care, we will stay strong -
What's happened? Tell me! What's gone
        wrong?
Jalya's dead, and Thaen is bound,
And Revlos, sir, has gone around
To Rommuls' side, although his wife
By Rommuls' scheming lost her life.
The traitor's cohorts soon will meet.
Will you take them their defeat?
We're undermanned, our newest friend:
Will you be with us to the end?
Buy Loamshallow's whispered fate
Then hide yourself behind the gate
Find out where they'll debrief their man
Then poisoned cups will stop their plan.
They say they'll meet him near the inn
Where promised prize he thinks he'll win
Instead they plan a painless death
But they'll both draw their final breath.
Now that our foes have suffered loss,
The time has come to take their boss.
The guards, by Lucan's own command
Have been relieved of contraband.
It's here now, in a wooden crate,
And it will be the perfect bait.
We've marked some barrels full of scrap -
Components for our final trap.
Once the parts have been retrieved,
Rommuls soon will be relieved
Of his command, and of his post
Of this the Brotherhood can boast.
The bomb is set. The pieces fly.
He runs into our men nearby.
Quickly captured, led away,
He's out before the end of day.
The Overlord declares him weak
(Not that he himself did speak)
Some office that was in the know
Prepared the statement long ago.
One last thing - Thaen must be freed
Head to his room with quickest speed.
The guards are two of Rommuls' men
No challenge. Thaen's soon free again.
You've been key to the Brotherhood,
Both human, and dark, high, or wood.
Our goals and his both match up well
To Sunken City take the bell.
With Thorson you should soon go speak.
In everything a balance seek.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Beggar's Court 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Common


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Beggar's Court
Do you seek work or tips from me?
Here's some information, free.
Take no flak from lesser slop.
You're human, so you're at the top
Except the Overlord, you know
Without him, Freeport long ago
Would have crumbled all away
And he hates traitors. Don't betray.
Enough of that. Let's get to work.
And being human, you won't shirk
Unlike that coward rat. Where's he?
Why did I let him work for me?
Anyway - the secret stash:
It could be jewellery, could be cash.
The owner? He's no longer found.
You're new here. If you're seen around
They'll think you're lost. Ain't it delicious?
'Cause if it's me, they'd get suspicious.
And if to keep it's your belief,
I'd just report you as a thief.
Good work. Well done. Let's sort this junk.
So this is why that fellow's sunk.
Everyone here knows the lore
Of Lucan's triumph in the war,
His victory, single-handedly.
This note, though, very candidly
Claims otherwise. This shady thug,
Go and squash him like a bug.
Protect our valiant Overlord
Retrieve these lies for your reward.
You've found the thug and made him dead
This confirms the note we read.
These papers threaten Lucan's might
I'll keep them here, where out of sight
I'll study them so we might know
The ways of this disloyal foe.
And then the guard can have them burned.
Time for another lesson learned:
The Court's the blackest market 'round
Where anything you might have found
Can be brought here, and for a price
Will go away. It's very nice.
Do some legwork now for me
A package needs delivery.
Sell this box to Durio
I'll cut your share if you're too slow.
He was found beneath the stair
And asked to see these goods so rare
Inside the package, a surprise:
The papers filled with treach'rous lies.
Of course Alucius didn't come
He's shady, but he isn't dumb.
He mentioned his ratonga fence?
The Militia came - not seen him since.
Alucius has you in a fix
Can't turn him in - you're in the mix.
I know where you ought to go:
Take these to Captain Kaseo.
He has a fairly open mind,
But, to be safe, don't share this bind.
While you go find him by the gate,
I'll ponder our Alucius' fate.
Sir? I found a troubling note
That some disloyal scoundrel wrote.
Are you a fool to waste my time?
But no - you're quick to share this crime.
Don't make me deal with trifles small.
It isn't, sir - it's not at all.
The scoundrel, sir, he tried to sell
This note to me, before he fell.
He tarnished Lucan's mighty name.
I slew him. May he rot in shame.
Well done, most loyal citizen.
Your tale will show what happens when
The people have some civic pride -
And when our Overlord's defied.
Has it been done? What did he say?
Alucius might be scared away.
You, they've no reason to suspect
And those who help them, they protect.
Alucius tried to stir some strife
He'll now fear for his very life.
You're back, but lacking goods or coin:
So now there's someone you will join.
Might that be your ratonga friend?
You heard of him? You'll meet his end!
But if you carry out that threat,
Militiamen will be upset.
They were quite pleased to get your note
And now they'll help me stay afloat.
Quite clever, friend - I'll give you that
I should have kept that lesser rat.
But humans, being at the top -
I'll have to let this matter drop.
Back once more beside the stair
Durio then told me where
I'd find his friend, a better guide
Than he whose scheme I just denied.
To Thorson, with the Dismal Rage:
My next step onto Freeport's stage.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Big Bend 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Oggish


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Big Bend
You've picked a time that's rather bad
For Captain Sorio is mad.
The guards are here, was the alert,
But they still saw the shards and dirt.
We praise Rallos when we fight
But Zek's a threat to Lucan's might
And Sorio, the little punk,
Told me to clean up the junk.
And since we're under Lucan's thumb,
To disobey would just be dumb.
I'll make it worth your while if you
Do this task that I must do.
The gate is clean. The junk is gone.
But this is no use for our brawn.
All non-humans they push hard -
'Cept those in the army and the guard.
They would not allow us here
If in their ranks we'd not appear.
Do what they say, seem to agree,
They won't suspect your treachery.
The Green Mist came, and brought us down,
But one day we will take this town.
But Rallos still awaits our praise,
No fight this time, but other ways.
Go barsh some rats and bring them back
I'll get the rest. Go smash and hack.
Here they are. There's not much left.
Lucan's soul! You've got some heft!
You've flattened these that squeak and crawl,
Made these ratonga very small.
Ratonga? Ha! That's what we need,
But these will do. We can proceed.
This ritual of fume and fire,
More sacrifices he'll admire.
From Zukogg, Barch, and Crattok seek
Flesh from those among the weak,
Some blood that's from our enemies,
And last, some incense, to appease.
Zukogg, you can sell me skins?
I gots many in the bins
For armour, or a bed or tent.
For Rallos' glory these are meant.
Keep it down! The flesh you seek
Will symbolise those who are weak.
When we rise, when it's completed,
It is their fate to be defeated.
But Rallos Zek deserves his flesh
Not from my stock. It isn't fresh.
See tailor Darby, with all speed,
His hunters bring him what you need.
Barch strong hunter! How 'bout you?
I love to barsh! These skins will do.
For Rallos Zek I need some blood.
It honours him, with every flood.
I need blood from an enemy.
For fire and fume you come to me.
There are prisoners, and one's an elf,
They put his things up on the shelf.
Go retrieve an elven vase,
And I'll find blood that's from their race.
I've brought the vase you told to me.
The writing's swirly. There's a tree.
That sounds elvish. I will fill
It with the blood you'll need to spill.
You look new, who now appears:
You want elf skull? With yummy ears?
No, Crattok, I need incense here.
Cense what? Since now. Stops that: be clear.
Some smelly powder. It has smoke.
Oh, I have that. But you look broke.
It costs one silver. Which I lack.
I'll talk to Kroota. I'll come back.
You have it all? No, she wants coin.
We need the incense. It will join
With destruction's stench of death
Carried to him, on its breath.
Trolls' sense of value, though, is skewed:
What they prize is mostly food.
I knew these rats would have a use.
She'll trade the powder for their juice.
You have four silver? I have more:
Ten yummy rats. Deal! Food galore!
You have the things. Now let us start.
And I want you to have a part.
You won't be there? No, I can't go.
They're watching me, and must not know.
Go see Somdoq, to the west.
What brings you here? Kroota's request.
Good. Then let the tribute start.
Burn incense, rip the flesh apart.
Smear the blood onto your face,
Smash to bits the elven vase.
Born in conflict, there we thrive
To smash the weak in war we strive.
We fight our battles in your name,
Strife and conquest we proclaim.
Broken bones, torn flesh is slain,
Their ashes rise up to your plane.
Until that feast when time will end,
Warlord, father, these we send.
You did this not for a reward,
But Rallos Zek will use your sword.
Take these. They'll help bring victory,
But as for being here with me,
Go see Kurdek, in the Sprawl.
Help him. They won't suspect at all
Our secrets, or the death we bring,
For Rallos Zek your sword will sting.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Big Bend 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Ykeshan


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Big Bend
Huzzah! I knowed you'd soon be here.
I heard so much. Now you appear.
Braz learns da new trolls 'bout the Bend
The old ways have come to an end.
The Overlord's in charge, and he
Says, 'Don't eat everything you see.'
He leaves us mostly all alone
With trolls for guards, we keeps our own.
I tells ya more, but I got work
A special job I cannot shirk.
You're new here - you could do this fast
I tells ya more when help is past.
Thick-Headed Ruzb will get us beat
He eats li'l gnomes from Temple Street.
Go find him and get him to stop,
Or he will be the one we chop.
Go get your own! This gnomesteak's mine!
Bad Ruzb! Not eat! You cannot dine
On gnomes. But why? They taste so good!
The guards will come, and then you would
Have no more gnome, not any more.
I'll get you something from the store
To chew on. I'll be back, so just
Stay here. Not sure... okay... me trust.
You're back! What yummies did you bring?
Real chunks of dorf! They're just the thing!
Eats them up! Now munch, munch, munch!
And on the gnomes you must not crunch!
How did it go? Must Braz get mean?
Nooooo. We gud. I 'splained. He seen.
Good job. You're quite the stand-up troll.
Come back to hear about our role.
I'll 'splain Big Bend. In here we rule,
The favourites of Cazic-Thule.
He's not 'round much, so some trolls say
The Inkie god's who we should pay.
But hate is weak. We worship fear.
No matter, though. The gods aren't here.
What we want is what we'll do
And what I want is rats from you.
I have a-some'tin for their meat.
Oh good! You mean I'll get a treat?
Whut's diz you brought? These rats iz burned!
No blood! No taste! You haven't learned!
I's sorry, Braz! Not cooked too much!
I thought you'd like the extra touch.
Iz okay. The juice will flow
When the mizzus skins them so.
But I'll still tell the bestest tale,
Although at getting rats, you fail.
My fahver told me, as a lad
What's a fahver? Uh... like dad.
Anyway, it's 'bout da frogs.
Not even Marr could save their bogs.
It was a great troll victory.
We barshed and stomped them, all we'd see
The froggies were all led by Marr -
Delicious, though, is what they are.
He was barshing us real good
But something happen - yes, it would.
A big green cloud, with Cazic-Thule!
He came out and barshed that fool!
And den whut? Go do my patrol,
Come back and then I'll tell the whole.
Oh, you look bad! What did you see?
Dis giant... thing! jumped out at me!
Ha ha! Looks like I won my bet!
I knew you'd get that haffer yet!
Now one last thing. I know no more.
Here's something you not heard before.
From Braz's troll-in-Freeport school:
Don't let that stupid tummy rule.
Aww, that's no fun! Not say don't eat,
But careful or you might get beat.
There's things out there that even has
Big pointy teeth that could eat Braz!
Do one last thing. Check from before
And see if Ruzb eats gnomes no more.
And if he is, you barsh him down
Or Freeport's guards will crush our town.
These gnomesteaks made of yummy flesh,
So super gud, is nice 'n' fresh!
Gnomore gnomesteaks! Bad Ruzb! Bad!
Me put you down! You make me mad!
I hoped he'd learned no gnomie parts,
But not all trolls have gots da smarts.
Now Braz is sad. You'll go to glory,
Forget old Braz was in your story.
Take this ring of Cazic's fear,
And you remember Braz was here.
Me Graktak want a tasty shrub
Get it for me or you be grub!
What is it? Where? And what's it called?
It shrub. Me just care where it's hauled.
Much tastiness I need for stew,
No shrub of goodness, me eat you.
You have it! It need goodness smashed.
We good at eating what we bash.
But they say me can't eat the gnomes,
Graktak misses swampy homes.
An old mean troll made Graktak go
And not smash frogs - ha, ha, they're slow.
The frogs made Grobb no longer smell,
We lived with dark skin elves, as well
They were mean. Won't let us chomp.
Graktak want stew, from the swamp.
Stew of goodness! Smell like feet!
Remind of swamp or you be meat!
Swamp water stew! It tickles nose.
Graktak remember slugs on toes.
So me not smell you more today,
For yummy, when you look away.
And now me share some things to tell,
About new city where we dwell.
More fun to smash big things than small,
Like Dreadnaughts gang out in the Sprawl.
Hurt Graktak once. Graktak lose sword.
Go bring it back. Me have reward.
Dreadnaught kick sword into the wet.
Me not go in. There Graktak get
All dirty, like that human smell.
I'll get it. I think water's swell!
Sword not there, for frogman steal.
Go smoosh him for a later meal.
He hide behind the northeast door,
But Overlord say eat no more,
For all Big Bend, he'll make me meat.
Then Graktak sad. Not there to eat.
You found it! Now my sword is back!
And frog meat Graktak does not lack!
Troll secret now. Trolls like to kill,
Eat yummy goodness, bellies fill.
But can't be great inside Big Bend,
You go outside, or meet troll friend.
But first you prove you say right thing,
Then me tell what help will bring.
Why trolls here and not in swamp?
The frogloks came. In Grobb they stomp.
Why tasties here not every dish?
'Cause Lucan stronger. Lucan squish.
Why tasty frogmen we not like?
They made Grobb's troll smell take a hike.
What secret be to be good troll?
Be strong to smash, and eat things whole.
And last, what Graktak like the best?
The swamp. You good! You pass my test!
Go talk to Braz. Braz help in here.
Or Kurdek's work give sword or spear.
His work is hard, but do not eat.
You eat him, you the trolls will beat.
Thanks for your help. I hope you find
More tasty things to smash and grind.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Longshadow Alley by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Thexian


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Longshadow Alley
You seem confused, but I sense hate,
Flowing, wild, but could be great.
We'll temper you to his dark will,
A creature of his vengeance still.
I'm not confused. You bother me.
I'm busy, so just let me be.
Don't speak to me with tongue so keen,
Though to the rest we may be queen,
Equal respect here, elf to elf.
Don't bring dishonour to yourself.
First you must know your way around
This Freeport home where we're now found.
You mean this slum? We must make do.
We're vigilant, and patient, too.
Several places you must stop:
The gates, the bank, the vendors' shop,
The Knowledge Portal, now destroyed,
The grates above the hidden voids.
You need familiarity.
Go find these and return to me.
Good. You made your passage back.
This place, it twists like Neriak.
The high elves sealed our home away,
But we will have revenge someday.
We always strike with subtlety:
This lesson you'll next learn from me.
Teah - who's a common thief -
Just stuffs himself beyond belief.
If we all know, the time is right.
Today we shall remove this blight.
The fungus known as Shadow's Kiss,
Collect it and we shall not miss.
Ahh, good. It soon will be distilled
And then our plan can be fulfilled.
Our magic and our alchemy
Our father gave to you and me.
We are quite fortunate, indeed.
It's done. Kalraath has what we need:
A medium that one can eat,
Say it's for me, but be discreet.
Aldera needs a medium.
She sends you for this tedium?
What type, and what's it needed for?
Lots of things are in my store.
Ingestible. You know she pays.
She's teaching me our ancient ways.
Take it. I've no time to pry.
An answer from you as to why.
Good. You're back. I need not ask
If you told what this will mask.
The truth - you teach our proper arts.
That answer's true, and shows your smarts.
And now it's mixed within this dough,
To Lynsia it soon will go.
He often steals things from her shop,
Tonight he'll steal, and then he'll stop.
But first I ask - I must be sure -
Who is it that receives our cure?
Teah. Why? He's brought great shame
To us and to the Teir'Dal name.
Good. I'm glad that you agree.
Now, finally, where? The food booth. Free.
Correct. If someone else might eat,
Collecting you'd have to repeat.
A true Teir'Dal thinks of the cost,
If only now, the future's lost.
One other thing I'll share with you:
Our people's loyalties are two.
Some stay in Freeport, though it's bleak,
The Thexians, though, say that's weak.
They will not live within this shack:
They strive to find our Neriak.
What's wrong with that? We want our home.
We do, but there's no need to roam.
Gain strength and knowledge, day by day,
Instead, they throw their lives away.
But enough. Now take this loaf,
And place it for the greedy oaf.
He'll find it soon, and then he'll learn
His unbecoming ways to spurn.
Good, good. The plan that we have hatched
Has led to Teah's quick dispatch.
But learning other strengths awaits
Out in the Graveyard, near the gates.
Go see Custodian Zaddar,
You'll gain respect, and will go far.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Scale Yard 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Halasian


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Scale Yard
I've not seen your face afore -
I'd cut your throat, but I sense more.
We ain't no elves, with tree and leaf,
I'm Malachi, and I'm Clan Chief.
Stay out of trouble, with your wits,
Or be prepared to take some hits.
Good, I'm looking for a fight!
Point me where I'll show my might.
Ha! That's what they always say!
I've just the thing for you to slay.
Some hood wasps here cause great distress:
They're poisonous, an awful mess.
Get rid of them, destroy their hive,
You'll establish that you can survive.
The hive is squashed, the wasps are dead.
You've shown your strength. That being said,
We've one more thing to help us rise.
Fear! So give your best war cries!
Although I love to show my brawn,
Bloodshed's sometimes frowned upon.
Ginmarr Grimgut, says the tale,
Caused so much panic with his wail,
Although in stature he was small,
He chased his foes and killed them all.
AHHHHHHHHHHHHHHHH! ... I gotcha!
     Let 'er rip!
Ahhhhhh! What is that little yip?
AHHHHHHHH! That's better AHHHHHHHHHHHHHHHH! Don't quit!
AHHHHHHHHHHHHHHHH! Again! "AHHHHHHHHHHHHHHHH!" That's it!
You'd scare the ugly off a troll
Now here's a list of who's your goal.
Vleske? What's on your little mind?
AHHHHHHHHHHHHHHHH! Don't worry,
     it's your kind.
Someday I know you'll learn to speak.
But... bye. Now Caleb needs a shriek.
Caleb? What can I do you for?
AHHHHHHHHHHHHHHHH! I yelled, and
     nothing more.
AHHHHHHHHHHHHHHHH! the cry came
     from his maw,
AHHHHHHHHHHHHHHHH! again, and
    AHHHHHHHHHHHHHHHH! ... a draw.
And finally, Jondy Cobbleblork:
AHHHHHHHHHHHHHHHH! You made me
    foozlespork
My clangerfimbles! Stop, by Brell!
And mom, and tinkered things, as well!
Don't hurt me! It would make a mess!
Ha! At last, I can impress!
Well done, young cub! I heard that here!
I'm sure that you'll soon master fear.
But though you may be tough as nails,
Be careful near the ones with scales.
The iksar are a shifty lot,
Always in some scheme or plot,
They've gained some power in the Yard,
A few might be in Lucan's guard.
That might be false, it might be true,
Right now it's talk. I have my crew
Assembled, ready to go fight.
A thousand orcs we'll slay tonight.
The captain, Issik, plans the raids,
Go tell him he can have our blades.
Speak, or die. Choose which you like.
Your orders for the chief to strike
Our enemies, his men await.
Well, good for him. Too bad he's late.
Others are on this endeavour.
He's for later. Maybe never.
You'll notice I don't speak to you.
Just move your feet. That you can do.
Your insolence I won't forget.
We'll meet again. We're not through yet.
When do we go? Soon blood will spill!
He sent others for this kill.
That two-faced gecko said we're next!
He's gonna pay. He's made me vexed.
I ought to go and - Stomp some tail?
Not with his rank. The Militia, they'll
Send more officials snooping 'round.
Instead, his furniture we'll pound.
He's broken a Halasian's trust.
His office desk and chair are dust,
His weapon rack I've gone and smashed.
I've heard that Issik's home was trashed.
It's like a comet made of ice -
You didn't hear. I'll say it twice:
I've heard of this. It wasn't clean.
It appears that you were seen
By agents of the Overlord.
They're still nearby. Go use your sword.
Won't the guards come to their aid?
They're only here as a blockade
For Freeport. If the riff-raff's out,
What's in here they don't care about.
They're slain. They won't have a report.
Good. Our plans they will not thwart.
What plans are those? Since you've helped
     me,
I'll tell you what this place will see.
We'll place our agents, they will rise,
The Militia will be filled with spies,
First we control, and then we'll act,
He'll have no help when he's attacked.
The Overlord? He wasn't voted.
Here, by force you are promoted.
For now, we'll follow in our places,
But then expel non-human races,
And when we've reached at what we've
     aimed,
Our New Halas we'll have claimed.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Scale Yard 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Sebilisian


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Scale Yard
Something wicked comes this way:
Who's this new broodling here today?
I'd love to share with you a tale,
But other matters now prevail.
I'll help. What would you have me do?
Just blackmail. Some extortion, too.
Sounds interesting! Yes, does it not?
So who's the target of our plot?
I cannot tolerate this snub:
Melvin Drunford, at the pub,
Stole a shipment meant for me,
Components from my alchemy.
I went to him; he wouldn't tell,
But I can see, and I can smell.
So show to him our little game:
This puppy collar, and its name.
If this theft does not soon end,
Poor Wittens will meet my trollish friend.
Melvin Drunford? Leave me be!
My mates are watching - can't hurt me!
Brood Matron Vrim says one more chance.
They've got my back! Here, take a glance -
He was a gift from my late wife!
I'll tell you where! Just spare his life!
Your... co-operation I will note.
I found your box, right where he wrote.
Oh, you are too good to me!
You have bold intrepidity.
You can scare, but can you, though,
Bend the wills of those below?
Large, squishy things are in this place:
It was decreed we share this space.
Suggestible and prone to act
Is what they are, so let's extract
A bit of fun that we could use.
I recently have heard the news
Captain Issik's room was trashed,
And a barbarian had dashed
Away from there. So find a brute
Named Tristan, and then say his route
Was seen by Wesley Tundrafoot,
Who Tristan, you will say, can put
Him at the scene. Enjoy the fight,
The chaos that we can incite.
Tristan? Yes? What can I do?
No, I've a thing to offer you.
The name of who just got you framed
For Issik's office. You've been blamed.
I didn't do a thing with that!
That's not what Wesley says. The rat!
He probably did it, that I bet.
To think of this he'll soon regret!
May I suggest a club or hammer?
I know you'll deal well with his clamour.
Wesley? Is it time to fight?
You won't be slaying things tonight.
The Militia think that you're to blame
For Issik's office. What's the name
Of the one who said this thing?
Tell me, lizard. Tell me! Sing!
It's possible that it's not true,
But I hear Tristan told on you.
That under-handed - this is how
He pays me back - back-stabbing cow!
I'll pummel him! His blood will spray!
I'll take my leave now, sir. Good day.
Splendid work! They took the bait.
Your silver tongue will make us great.
We've been enslaved, we've been the master,
Our cities rise, meet with disaster,
Despite our struggles, we still last,
By paying homage to the past:
The Faceless One placed us in Kunark's lands,
We were enslaved, and by the Shissar cursed.
The sacred Green Mist brought us from their
     hands
We, unaffected, watched our captors burst:
We descrate all things they once had made.
Then Venril Sathir rose, and we were one,
And Sebilis was built - for so he bade.
But Trakanon destroyed what he had done.
We burn their bones, with honour, in a pile
The Rending came, and smashed an iksar
     ship:
Survivors took their refuge on an isle.
They battled, but were bound in Lucan's grip.
We fought Rallosians with him to be free:
Cast his oppressive tools into the sea!
A ritual lets us connect
With our forebears, and reflect.
This was a thing for me to do,
But it's more benefit to you.
Go to my room, just up the stair.
You'll find the things you'll need in there.
First I smash the Shissar vase,
Then slay the asp it did encase,
The iksar skulls are set afire,
A spirit comes forth from the pyre.
Then shackles thrown into the sea:
It's finished. What is gained? Tell me.
We've suffered, but we've prospered, too.
What's been destroyed, we will renew.
Learn more at the Academy,
But there is one more task from me.
Issik's busy, since the crime,
For other duties, there's no time.
One of his men is such a waste
Let's skip the forms: get him replaced.
I don't care how, but do it soon,
With sword, or bow, or bolt, or spoon.
To guard some corner in this slum
Just makes no sense. This is so dumb!
Anthony? What? Who are you?
That's not important. You are through.
No one fires me but me!
Not that I would. So Bwah! to thee!
Cease your banter! Draw your blade!
Retirement is not delayed.
How did it go? He's dead, Vrim. Good.
But I'm surprised that no one would
Care about what happened here.
They know what's best, and this was clear.
One would act if you did not
More iksar come. I must allot
My time to them so they don't fall.
You go to Kurdek, in the Sprawl.
Gain riches; may your foes be cowed.
Strike-tail, young one. You do us proud!
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Temple Street 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Gnomish


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Temple Street
All my theories are amazing!
If just one is right, they'll be praising
Me throughout all history.
If none are right? Well, then I'll be
Known for thinking up the most
Amazing theories which are toast!
So would you like to hang around?
My new invention will astound!
Right now, it doesn't have a name,
But things will never be the same!
It transfers objects, instantly.
The last one worked, but didn't. See,
I felt the surge the power adds,
I saw myself on both the pads.
When I awoke, the thing was gone!
I must, for science, carry on.
A few more times it needs to fail,
Before perfection will prevail!
Will you help me to succeed?
Old powder kegs are what I need.
The stuff is cheap, and left around.
They won't be missed if they are found.
Good! The main control we'll load...
Wow! I knew it would explode!
You knew? Yes, it was made from scrap.
We need a better blasting cap.
The hyper-organic suppressor's crate
Is C68F, near the gate.
Twergo sells a dongle-sweep
Particle buoy that isn't cheap.
And lastly, to complete the haul,
An arcanic tracer from Qwergo's stall.
Wonderful! It's good as new!
We'll try again. Test number two!
Tell Frondo that I need a pig:
I sense we're on to something big.
Frondo? I had a pig that knew
The meaning of life. I swear it's true.
Though to me it made no sense,
The differences are quite immense
From pig to gnome - which I'd forget.
Or I just wasn't ready yet.
Neezer Grund has sent me here.
My pigs are still too small, I fear.
It's not to eat - a test today.
Last time was bacon, anyway.
Here you go. Into the cage!
We're ready for the final stage!
I'll start the process, turn this cog...
WOW! It's perfect! I'm agog!
It didn't move. I think it failed.
No. not at all! For I've unveiled
A whole new military way:
Mutated pigs! I know they'll pay!
Go find some buyers: Malyk, yonder,
Darsus, and Malvik. I must ponder.
If figures aren't exact, that's fine.
I'll know what's meant. Now sell my swine!
Neezer Grund? What's he to show?
Aggressive pigs? How tough? Don't know.
Tusks and fire from its back?
I see, but data you still lack
About what this device will do
To gnomes - and to ratonga, too.
I'm interested. But I need more
Results. Come back, but not before.
Speak quickly. I don't have all day.
Neezer Grund? What's he to say?
His new device would not transport,
At that it fell a little short.
The pig mutated. Hmm. I see.
Tell Grund I'll pay the standard fee.
With more results, the price will slide,
Four-fifty percent I would provide.
The processes within my mind
You're interrupting. I'm behind.
Grund? You have some news for me?
He supplies our R&D.
His work moves objects here to there,
And his device is very rare.
It moves these objects instantly.
Alright, the standard fifth rank fee.
The subject that was placed within -
Was terminated? Fourth rank, then.
The pig mutated, snout to flank,
It grew some tusks. Wow! Seventh rank.
You sure? It's dangerous, with fire.
All right, rank eight. We can't go higher.
I brought your bid. The pig has fled!
It found ratonga! Now they're dead!
I'll be ruined, or in jail,
Or executed, without fail.
Find him! Capture him, at least.
No, you can't catch this wild beast.
He must be killed. But pigs don't lack
Their share of smarts. He might go back
To his owner, or stomping ground.
Frondo might know where he'll be found.
Go to Frondo, pick his mind,
But careful! If you die, I'm fined!
You need more pigs? What's Neezer learned?
The old pig's what he needs returned.
Why? What's happened? Won't you say?
He escaped. He ran away.
Hah-hah, Jimbly! Way to go!
He's dangerous! Ol' Jimbly? No.
The old one's not. The new one is.
Neezer and these schemes of his.
Why come to me? We thought you'd know
Any place where he might go.
He hasn't come back here today,
But Jimbly always liked to play
On the stairwell, just nearby,
I'm gonna miss that little guy.
Jimbly tries a fiery snort,
Very quickly I retort.
Did you stop it? Yes, it's dead.
Great! Disaster will not spread.
You've been a help. You saved my life.
This project's caused a lot of strife.
It might seem quite heretical,
But I think theoretical
Is how my work will have to be.
At least for now. At least, mostly.
It won't be powered for some time,
So I won't need your help. But I'm
Sending you to one in need.
To Inquisitor Thorson now proceed.
We'll see each other once again,
Unless you die. Well, he'll explain.
There's much to do. Your purpose here?
Neezer told you I'd appear.
Ah, yes. Great promise you afford,
An asset to the Overlord.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues - Temple Street 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Ratongan


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Temple Street
When I saw you standing near,
I knew you would approach me here.
I merely read you, nothing more,
That's what people pay me for.
I have offers, one or two,
Tasks that you might want to do.
There's one outside who you could meet,
Or I have work in Temple Street.
I think I'll stay in here for now.
There's a mistake I can't allow.
An item, recently, was shipped
And neither party has been tipped
Off about its power yet,
But I knew, and I was set
To intercept it, but I was late.
A week went by. There was no crate.
Delivered? Someone got there first.
My treasure's theft must be reversed.
The Forest Spider's what it's called.
We - ratonga - had it hauled
From the earth where it did lie -
And its owners tend to die.
It's not malevolent, or cursed,
But if the owner's weak, the worst
Of them it leads to doom:
But in the right hands, it will bloom.
Crate B8CF - find some clues
At the scene, and bring back news.
Claw marks, broken wood, and hair -
Another ratonga's who was there.
I think I know who it might be,
But go see Neezer. Pay his fee.
We might know, by the dust that's found,
A long-time resident's around.
If he's sick, we'll learn some more.
I bet I've met him once before.
I love to test! What do you need?
I need to find where dust will lead.
How long he's been here, and if these
Show any hints of a disease.
I'll do your tests, but they're not cheap.
Not just the coin, but you must reap
From piles of trash, filth gobbler glands -
Don't get their acid on your hands.
When you get back with what I'll use,
I'll be done. You'll have your clues.
Perfect! So, what did you find?
He's been in Freeport for some time,
But there's no illness in this grime.
Thank you, Neezer, that will do.
No sign of sickness? Still a clue.
Here's some coin so you're well-fed:
To keep you with me up ahead.
Another source for us to scout
Is Malyk. Find him, ask about
The spider, for if he can tell,
That means someone wants to sell.
How may I help? I want to buy.
Many things I can supply,
What is it that you'd like to own?
A small, green spider, made of stone.
Hmm... why would this interest me?
I want it back. I see, I see.
How long ago did someone sneak
Away with it? About a week.
No one's sold to me since then,
At night they come within my den.
But people say there lurks a beast,
And so my business has decreased.
There's also been an awful flu.
But I'll survive. I always do.
A flu, and no one in a week?
Then the doctor we must seek.
Jubil Frankobi isn't far,
Ask her what the symptoms are.
If they're flu-like, was there one
In whom no fever had begun?
This flu has given me much pause:
I cannot find a cure or cause.
Contagious, febrile, and acute,
But I think 'flu' does not compute.
There was one, he had no fever,
That's why I'm not yet a believer.
Anomaly, or not the flu?
Was he the first? Yes, that is true.
His file, then, I need to see.
No! Patients would not come to me
If I just hand out every note,
Retaining them keeps me afloat!
I just heard a ratonga squeak!
I think he's hurt! You should go peek!
I'll save him! (And my coin will grow.)
Ha! It worked! And in I go!
Sparzit says his brain is sore,
Angignioitus, nothing more.
To treatment he will not adhere:
No tinkering - at least a year.
Neezer feels he isn't whole.
It's wreaking havoc on his soul.
He feels split, so he did mention,
Since he tried out his invention.
He thinks he acts within his sleep:
So a placebo that's not cheap.
Iarog - his nose is stuffed.
He couldn't pay, so off he huffed.
Back in a week, he had sore bones
Still no money, lots of moans.
Now his symptoms are not rare,
But fever's one he doesn't share.
He could have brought an illness in,
That's just a theory. Kind of thin.
Iarog - I should have known.
I can't be seen, so act alone.
His room is southwest of the gate,
But careful if he's in a state.
You try to takes it... go away!
No, Iarog, you end today.
On the Spider, quite compact,
'My poison's slow, but it will act
Until my power is unlocked.'
You got it? No. And I was shocked
He didn't have it. Any clues?
Nothing there that we can use.
With all their plans, these thieves must know
The power that it can bestow.
You must stop them, at the forge.
What is there? Will it disgorge
The Spider's power? Or some sign?
That information's only mine.
Stop them there, and then bring back
The Forest Spider which we lack.
Holding it near has no effect,
Something else should now be checked -
Placed in the glowing coals so deep,
Then tongs... Unlocked! But it's asleep!
Did you find them? Who was there?
No one. All this work! Despair!
By now, they're probably far away.
When it unlocks, who knows where they
Might be. Much work? I did the most.
That's slightly true, but you can't boast.
You'd not have known, if not for me,
Where to go or who to see.
Instrumental was my part
In failure, but I can restart.
We've wasted time. You should leave.
But your help I did receive.
Go to Thorson. Take the bell.
And for the favour, he will tell
The other task I spoke about.
My mood is bad, so now get out.
Fedul sent me here to you.
Yes, I've heard what you can do.
More undead activity
Is why the Dismal Rage sent me.
It's dangerous, with deadly stakes -
Within its bag, the stone awakes.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues-Stonestair Byway 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Erudian


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Stonestair Byway
So, it seems we finally meet.
I've seen your talent. Quite elite.
A job's not really what I need.
No, much more for you, indeed,
A waste for you to sweep the floor -
That's what we have the kerra for.
They're pets. We've no need for their kind.
The not-a-job, then, on your mind?
We have a little... group in here.
No details - who you are's not clear.
But with a story I will start:
When the world was torn apart,
Not many cities were maintained.
Those of us who still remained
Came to Freeport, but were feared,
A threat to Lucan we appeared.
The 'qualified' who passed his test
Stayed in the city. Here, the rest.
But he didn't just reduce
Our numbers - there's one more abuse:
The kerrans, and they always stray.
We need to keep those beasts away
From the experiments we do
So this is what need from you:
Collect some herbs. Their seeds will drop.
The scribe can grind them at his shop.
I found the seeds, and crushed the pod.
Take this to Sevri Il'Bethod.
This comes from Vess? So you're the one
Who's helping with what we've begun.
Vess has outstanding qualities,
But eyesight isn't one of these.
To see what's needed for a spell
Is something he can't do so well.
He didn't say. No, he would not.
Such weaknesses would harm our plot.
These things must tightly stay inside
The Abbatoir, since our divide.
We are a secret brotherhood.
We'll keep it secret. Understood?
With silver tweezers, get some fur
Directly from the ones who purr.
I got the fur, and some to spare.
Achoo! This hair is everywhere!
So you're allergic, I suppose?
No! It drifted up my nose.
For if I were, it would be hard
To live here, with what they discard.
I'll add this in. Return to Vess.
Our situation he'll address.
You've helped a lot. We've reached new
     heights,
But we're... deficient with our rites.
Since the Divergence, our technique
Has been improved, but parts are weak.
What's the Divergence? When it came,
The world was rent, and changed our frame.
We do not speak of why today,
But our appearance was not grey.
We had no runes, much darker skin,
And Odus's knowledge lost within.
But where we're weak, we sense you're strong,
Our ritual cannot go wrong.
Once warded, then the kerra can't
Disturb our work. Now learn the chant.
Kah Shee-jah Ver-ata Nik-su
Gej-raz. Now go, and speak it true.
Get Sevri's mixture for the spell,
I've marked the place. Good luck. Be well.
Here's the mix. I was not sure
You could assist, but you endure.
With the progress that you've made,
We will succeed. We won't be stayed.
Kah! Shee-jah! I heard you shout
The barrier will keep them out.
Our trust is paid. You do impress.
I'm pleased we've had this great success.
Zaddar waits in the Graveyard's shade,
Take this reward, then lend him aid.
Books
3rd Annual Festival of Discord Scavenger Hunt Official Clues-Stonestair Byway 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Kerran


Discovered on 8 Nov 2012 at 17:00:00 PST.






The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues

Stonestair Byway
We must speak, but, friend, stay near,
So that those... things don't overhear.
They killed Kejaan, who brought us peace,
They torment us, and never cease.
Do you not feel the hate between
Their kind and ours? It's almost seen.
Defiling Odus, all we held
Sacred - then we were expelled!
For justice our ancestors cry.
Collect the offerings nearby.
You'll find our rituals worthwhile.
Stones from Odus, Kerra Isle,
And Luclin guard the Byway's gates,
There the sacred dust awaits.
You found the dust? I did. Good, good!
But I only wish we could
Perform our rituals, with them
Not mocking us. Next you must swim
In cleansing water, where you'll pray
Kejaan his blessing to convey.
Across the sea our home did lie,
On land, the wind then makes us dry.
Our mother's wind, our father's stone,
Nashii will make these things your own.
Their presence is disturbing me -
My advice is let them be.
Their fate they'll reach, their plans unfold,
Hear their ascension's tale, of old.
No longer did their paths conflict,
Disciple and the Heretic,
In Stonebrunt was their citadel,
But we knew all wasn't well.
Their temples were to peace and fear,
But we dug deep. More would appear.
Not only temples was this place:
They built an arcane power base.
On Kerra Isle they would wait,
Leaving Odus to its fate.
Then in a week, a mighty sound
Echoed, faded, then around
The continent, a cloud of mist.
We thought no life would still exist.
But we were wrong, for soon there came
The Erudites, with altered frame.
But if they're asked, they will not show:
The Erudites think we don't know.
To keep this secret's for the best.
Return, and take Batarra's test.
The base, the flight, the noise, the cloud,
You know these things. This makes me proud.
But knowing history's not enough,
Living at their side is tough.
They call us simple, twist our trust,
We're peaceful, so they think we must
Be stupid. But don't be the fool.
Go to The Hole, and find a stool.
It's by the fountain, not too far.
Miala is behind the bar.
Batarra said... Hush! Beware!
They have spies most everywhere.
Killing us is what they've planned.
Speak with Melai. He knows first-hand.
Did they send you? They're watching me!
I'm no exhibit. Let me be!
Miala said you might know more
About the plans they have in store.
Miala? Then I'll speak to you.
The room I had - my brother, too -
Was full of rats, and not maintained,
My brother finally complained
To the landlord - one of THEM.
His response was very grim.
Some Erudites appeared one night.
They slit his throat, and bound me tight,
Cats, they said, should all be drowned,
But they ran off when we were found.
Then the guard said I'm to blame,
I would not harm my kin. The shame!
No one who hears this tale believes
Kerra would lose to Erudite thieves.
There should be vengeance! Yes, there should,
I am watched. But Thindel could.
Welcome! Bows or arrows, friend?
I've other business to attend:
Melai said I should speak to you.
And what you think that we should do.
They thought his family had heard
About their schemes, so they transferred
His business to the Freeport gate,
Their prying eyes on every crate.
They call us beasts, but they're far worse.
Their schemes and plots we'll soon disperse.
The room they meet's where they attacked.
Hide by the wall. You won't be tracked.
I will go, and I will hear.
Stonestair Byway will be clear
Of all these pests. They'll be declawed.
You're right, Batarra. I applaud
Your courage to go learn their plans.
We should act. But there are bans
On open fighting. So, then we
Should take down one, and secretly.
We'll slowly whittle down their ranks.
Yes, that's the plan! You have my thanks.
Someone's listening, drawing near...
He'll pay. He must not interfere.
From the shadows one's emerged,
But this threat is quickly purged.
I see the fire in your eyes.
How went the battle? A surprise.
If every kerra kills just one,
Then soon our battle will be done.
Last time we had tried to flee,
And overwhelmed we seemed to be.
With ones like you, we'll be secure,
Our future's bright. We will endure.
Still, more secrets we must learn.
Zaddar is where you next should turn.
Though one of them, endure the pain.
It's worth the knowledge you'll obtain.
Books
3rd Lieutenant Gerrog - Logbook
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:35 PST.
3rd Lieutenant Gerrog - Logbook

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry 14:


We march through the Feerott. It is a good march. It is a quiet march. Nothing lives within the Feerrott since we have last passed through. The General personally leads us. The Arm of Vallon marches behind us. The Rathetear Mountains is our destination. We will stomp on the bones of the gods we once defeated.


This time they cannot stop us.
Entry 17:


We have changed course in the march. The forgotten temple of Cazic-Thule is within sight.


The General tells us in command that the Amygdalans will join our ranks or they will be destroyed.


I pray to Rallos that they refuse to join us.
Entry 32:


We have entered the foothills of the Mountains of the fallen Rathe. The Amygdalans have refused to add their numbers to our ranks.


Let them hide in the temple for as long as they wish. It will be their tomb. For now, we will take the land of our forefather's defeat and turn it into victory.
Entry 40:


The General has detached us from the Arm of Vallon. The Arm, hundreds of scores in number, will continue marching north.


They are to cross the Lake of Tears. Then they are to annihilate the gnolls. The Arm of Vallon will conquer the Karana plains. There is no question this will be done.
Entry 57:


My command, led by the General himself, have easily taken the Rathetear Mountains. The Hill Giants recognized our superiority and bowed to our will. The lizardmen have been eradicated.


If I listen closely, I can still hear the sound of the dead gods of the earth weeping. The Rallosians are conquering Norrath. Their curse has failed.
Entry 61:


Taking the Hill Giants with us, the General will no longer tolerate the insolence of the Amygdalans. Their claims of counsel received from the Avatar of Fear are worthless lies.


Their Avatar would never have allowed us to capture the Gate leading to their dead god's plane. The only true Avatar is the one that inspires us - the Avatar of War.
Entry 67:


When I was a runtling, my mother's mother told me of the temple of Fear. She claimed it was filled with unimaginable nightmares waiting to destroy the world. She was wrong.


NOW it is filled with nightmares. Us. The Rallosians.
Entry 79:


The final Amygdalan has fallen to the black blade of the General. The ones we have captured have been forced to watch as we begin to tear down their precious temple.


They incessantly chant prayers to the god of green mist. If their god cannot stop us from tearing down their place of worship, what makes them believe their god will save their worthless hides?
Entry 83:

This great temple lies in ruins. All that stands is the sacred tomb the Amydalans pray to at the center of this temple.

We received word that Guk is being scourged as we speak. The split-pawed gnolls have been exterminated. The Plains are ours. Freeport is about to fall.

The General is about to enter the heart of the temple and personally defile the tentacled one's most holy of all relics - the Forbidden Sarcophagus. When he has done so, the Rallosian Empire will know that we have conquered one half of the world. The other half will follow.
Entry 84:

Bring this journal to your commanding officer, Rallosian. They must know of the fate of General Urduuk. When the box was opened, a green mist oozed out, crawling into the General's nostrils. He barely had time to grasp his throat before falling over dead. One by one, thousands of Rallosians suffered the same fate. I sealed myself away inside a nearby stone coffin before the vapors reached me. It will not be long before I run out of air, for neither air or Green Mist can enter this casket.

I will die as a Rallosian inside this tomb. I will not die as a forever-cured ogre outside to the Green Mist.
Books
3rd Lieutenant Gerrog - Logbook
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] 3rd Lieutenant Gerrog - Logbook (Tome).

Components
3rd Lieutenant Gerrog - Logbook - Page 4 (shinies in The Feerrott)
3rd Lieutenant Gerrog - Logbook - Page 5 (plundered from a reed at -530, -7, 201 in The Feerrott)
3rd Lieutenant Gerrog - Logbook - Page 6 (shinies in The Feerrott)
3rd Lieutenant Gerrog - Logbook - Page 10 (shinies or looted in The Feerrott)
3rd Lieutenant Gerrog - Logbook - Page 11 (shinies or looted in The Feerrott)
3rd Lieutenant Gerrog - Logbook - Page 12 (shinies or looted in The Feerrott)

Discovered on 5 Feb 2006 at 16:48:18 PST.
3rd Lieutenant Gerrog - Logbook

Second Edition
This book is the journal of a very important Lieutenant in the Second Rallosian Empire.
Entry 14:


We march through the Feerott. It is a good march. It is a quiet march. Nothing lives within the Feerrott since we have last passed through. The General personally leads us. The Arm of Vallon marches behind us. The Rathetear Mountains is our destination. We will stomp on the bones of the gods we once defeated.


This time they cannot stop us.
Entry 17:


We have changed course in the march. The forgotten temple of Cazic-Thule is within sight.


The General tells us in command that the Amygdalans will join our ranks or they will be destroyed.


I pray to Rallos that they refuse to join us.
Entry 32:


We have entered the foothills of the Mountains of the fallen Rathe. The Amygdalans have refused to add their numbers to our ranks.


Let them hide in the temple for as long as they wish. It will be their tomb. For now, we will take the land of our forefather's defeat and turn it into victory.
Entry 40:


The General has detached us from the Arm of Vallon. The Arm, hundreds of scores in number, will continue marching north.


They are to cross the Lake of Tears. Then they are to annihilate the gnolls. The Arm of Vallon will conquer the Karana plains. There is no question this will be done.
Entry 57:


My command, led by the General himself, have easily taken the Rathetear Mountains. The Hill Giants recognized our superiority and bowed to our will. The lizardmen have been eradicated.


If I listen closely, I can still hear the sound of the dead gods of the earth weeping. The Rallosians are conquering Norrath. Their curse has failed.
Entry 61:


Taking the Hill Giants with us, the General will no longer tolerate the insolence of the Amygdalans. Their claims of counsel received from the Avatar of Fear are worthless lies.


Their Avatar would never have allowed us to capture the Gate leading to their dead god's plane. The only true Avatar is the one that inspires us - the Avatar of War.
Entry 67:


When I was a runtling, my mother's mother told me of the temple of Fear. She claimed it was filled with unimaginable nightmares waiting to destroy the world. She was wrong.


NOW it is filled with nightmares. Us. The Rallosians.
Entry 79:


The final Amygdalan has fallen to the black blade of the General. The ones we have captured have been forced to watch as we begin to tear down their precious temple.


They incessantly chant prayers to the god of green mist. If their god cannot stop us from tearing down their place of worship, what makes them believe their god will save their worthless hides?
Entry 83:

This great temple lies in ruins. All that stands is the sacred tomb the Amydalans pray to at the center of this temple.

We received word that Guk is being scourged as we speak. The split-pawed gnolls have been exterminated. The Plains are ours. Freeport is about to fall.

The General is about to enter the heart of the temple and personally defile the tentacled one's most holy of all relics - the Forbidden Sarcophagus. When he has done so, the Rallosian Empire will know that we have conquered one half of the world. The other half will follow.
Entry 84:

Bring this journal to your commanding officer, Rallosian. They must know of the fate of General Urduuk. When the box was opened, a green mist oozed out, crawling into the General's nostrils. He barely had time to grasp his throat before falling over dead. One by one, thousands of Rallosians suffered the same fate. I sealed myself away inside a nearby stone coffin before the vapors reached me. It will not be long before I run out of air, for neither air or Green Mist can enter this casket.

I will die as a Rallosian inside this tomb. I will not die as a forever-cured ogre outside to the Green Mist.
Books
4th Festival of Unity and 1st Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (2010 Festival of Unity and Festival of Discord Scavenger Hunts).

Discovered on 1 Dec 2011 at 12:00:00 PST.






The Fourth Annual

Festival of Unity

Scavenger Hunt




Official Clues






The First Annual

Festival of Discord

Scavenger Hunt




Official Clues










GROUP A










GROUP A









1. Come on in and have a beer
Forget about your troubles here
Where you, alone or with a friend,
Can eat and shop and rest and mend.









1. Come on in and have a beer
Forget about your troubles here
Where you, if you've an ogre friend,
Can eat and shop and rest and mend.









2. O sweet wubbly cubes!
I know that you are in there!
So I'll wave to you.









2. O sweet wubbly cubes!
I know that you are down there!
So I'll come hug you.




3. Here's a task that can't be beat:
Harvest every fish and meat,
Find each food and mine each ore,
(It's cheating if they're from the store)
Then you'll need to chop some wood,
But not for Hwal, though boots are good.
Then a pelt, the gems, and root,
Maybe there's a neat rock suit?
While Antonica you roam,
Don't forget about the loam.
You don't need anything that's rare:
We'll save that for the evil fair.
Then bring them back so I can go
Return and give these things to Qho!




3. Here's a task Qeynosians beat:
They harvested all fish and meat,
Found each food and mined each ore,
(No cheating; they weren't from the store)
Then they chopped some maple wood,
But not for Hwal, though boots are good.
Then a pelt, the gems, and root
But we've long had a neat rock suit.
Through Antonica they'd roam,
Not forgetting salty loam.
But you need anything that's rare:
We've saved that for the evil fair.
Then keep it for when you will go
Back to the start - it's not for Qho!









4.  Once you found his ancient port
He seemed a rather friendly sort
Now that you've dug up his bubbly,
He'll let you have what's almost wubbly.









4. Once you found her ancient port
She seemed a rather friendly sort
Now that you've dug up her bubbly,
She'll let you have what's almost wubbly.









5. Wand'ring as I please,
I see them on the trees.
For practice with my bow,
I'll take it as I go.









5. Floating as they please,
I see them in the trees.
For practice with my bow,
I'll take one as I go.










GROUP B










GROUP B
1. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And evil scheming in a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
1. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And schemers hid inside a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or to the caves or bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would adventure on the plain
With orcs as foes, an endless bane,
While others fought the gnolls for good,
By Fippy's Hill and Archer Wood.
And as they travelled all around
They found that notes with tasks abound
For snakes and lizards, mites and rats,
Manta rays and sonic bats.
Then once fulfilled, now feeling bold,
They turned the order in for gold,
So stop on by and choose a task
From in between the crate and cask
As thanks for all the skills they taught,
And did it in the way they ought.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or graveyard or the bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would fight the gnolls for good
By Fippy's Hill and Archer Wood,
While others journeyed on the plain
With orcs as foes, an endless bane.
And as they travelled all around
They found that notes with tasks abound
Snakes or spiders, seeping ooze,
Shrilling bats or gloom snakes choose,
Then once fulfilled, now feeling bold,
They turned the order in for gold,
So to the forest take a stroll
And from the table pick a scroll
As thanks for all the skills they taught,
And did it in the way they ought.









2. Could this be for the Guurok,
If we could visit him?
No, just for silly goblins,
For they are often dim.









2. These could be for the Guurok,
If we could visit him.
Perhaps I'll see him someday
So I'll go take a swim.








3. There was a ship that sailed the sea
It once was one, but now is three.
(But not the ship that brought us here:
It still is one, but gone, I fear.)
I think you should go take a look
For there could be a long-lost book.








3. There was a ship that sailed the sea
It once was one, but now is three.
(But not the ship that brought us here:
It still is one, but gone, I fear.)
So take a look and be astute,
For there could be some long-lost loot.








4. Antonica and Commonlands and on to
        Kelethin
The griffon and the boat you could both use
        just anywhen
But till you had this, druids simply would not
        let you in.








4. Antonica and Commonlands and on to
        Kelethin
The griffon and the boat you could both use
        just anywhen
But till you had this, druids simply would not
        let you in.
5. While on the beach and hunting crab,
I soon discovered something drab:
Just a bone, a sandy shard.
Something else that I'll discard.
Wait! What's this? There's some design
On this item from the brine.
Could the other crabs have more
As they scurry on the shore?
Yes! The others have them, too!
Now what shall I use for glue?
I can use the fishes' skin,
Won't even have to gather ten.
Then I'll take another look
At what I found and what I took.
The goblins, they should have a cord:
Got it! What a nice reward!
Very useful scrimshaw token,
Now that it's no longer broken.
I have long moved on from here:
One day I was hunting deer.
I found a tiny piece of fur
Looks like from some gnollish cur.
5. While on the beach and hunting crab,
I soon discovered something drab:
Just a bone, a sandy shard.
Something else that I'll discard.
Wait! What's this? There's some design
On this item from the brine.
Could the other crabs have more
As they scurry on the shore?
Yes! The others have them, too!
Now what shall I use for glue?
I can use the fishes' skin,
Won't even have to gather ten.
Then I'll take another look
At what I found and what I took.
The goblins, they should have a cord:
Got it! What a nice reward!
Very useful scrimshaw token,
Now that it's no longer broken.
I have long moved on from here:
Hunting orcs both far and near.
I found on one a stony wedge
But with, alas, the dullest edge.
From what I learned before I grew,
I know exactly what to do!
I've gathered ten more - that was rough.
Now for something I can stuff
Into these gloves, some griffon down
Before I can return to town.
And finally, a tendon thread
To sew it shut and get ahead.
From what I learned before I grew,
I know exactly what to do!
Five giants slain for whetting stones,
And undead pirates for their bones
Now all I need to make it rip:
Hide of an elephant for grip.
You fowl will soon feel mighty pain!
Flee from me! I'll be your bane!









6. They're cooking here, so go retrieve
A spark of the hot.
But too bad troll Chef Gorga
Cannot enter her pot.









6. They're cooking here, so go retrieve
A spark of the hot.
But too bad troll Chef Gorga
Cannot enter her pot.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Baubbleshire 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Gnomish


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

The Baubbleshire
Good day to you! How are you, friend?
You're here to learn? That's good! We tend
To thrive on thrills of new things learned,
And junk into inventions turned.
But don't lose sight of what's around
When building with the things you've found:
The target model, the ideal,
Keep it in mind to make it real.
A clockwork gnoll? Observe the brute.
A wolf? Then wolves. If clockwork fruit -
But anyway, I have a need,
The price of metal's high indeed.
And I enjoy life's finer things:
Especially free cogs and springs.
Scrap metal fills the Baubbleshire
So bring me bits and bobs and wire.
Excellent! A job well done!
And from this I have learned a ton!
My clockwork gnomes were lacking, see,
A certain gullibility.
But I've another project planned,
It's something really rather grand.
My breakthrough will leave quite a mark,
Bigger even than Nogginspark!
Who's he? It's good that you don't know
That means he's managed to lay low.
He studied rats from tail to snout
But everyone was quite creeped out
He disappeared from his detractors
But he still sends me his Reactors.
If it needs power and is small,
A Nogginspark Reactor's all
You need. But now he hides below
And made the population grow
Of rodents - yet they're really not.
His clockwork rats are how they're brought.
So go bring seven back for me
I'll be here, pond'ring patiently.
Well done! Don't think of halflings, quick.
I'll show you now my latest trick.
With this technique I will obtain
The foremost thoughts upon the brain.
Your thoughts I'll read most easily:
Halflings there are what I see.
Go ask around these questions five
And from this data I'll derive
What they have upon their mind
From just the first word that you find.
What's the way you'd calibrate
A Fizzo Torque Wrench in the state
You'd do some work in Lavastorm
And same in Everfrost perform?
What's the measurement from Keen
On a Druther-Nest, to Preen?
To vote for Queen, if you'd a voice,
Would nut or bolt obtain your choice?
Although it isn't proven yet,
What theory is most widely set
How thermoparticles decide
The flow of metaphysic tides?
Isn't Neezer Grund amazing,
Shouldn't you his mind be praising?
The Banton particle's amounts
Of what are high, by most accounts?
First to Drundo - he seems drunk.
It's likely that he's going to flunk.
Erm, he says, and nothing other.
What was that about my mother?
I don't understand at all,
And, Thermo-what? I don't recall.
Neezer Grund's amazing! Who?
And, I don't understand - part two.
To Remo Zigg - Now go away!
But just hear what I have to say!
Leave me be! The answer's nine,
A nut! Now leave!, I can't opine.
Neezer Grund's amazing! Who?
Is it tension? Tension! Shoo!
And last, not least, to Fillzer Fuzzle.
Maybe he can solve this puzzle.
Variable from hot to ice:
It's 0.034, precise.
In bolts, it's twenty over fifty,
Going to abstain - he's shifty!
No idea, then Neezer - Who?
I think it's tension. Is it? Oo!
Erm, leave, variable - the first.
What, the, in's what they conversed.
The third! I need more data! More!
I, nut, going. Now for four.
Theramwatt is right! I, no.
Who, who, who. Oh, ouch! How low!
I, is, I. Tautology!
Exciting stuff to busy me!
Analysis will take a while
All this data to compile.
You should go visit Poko Zing
And take this Tickerdoodle thing.
What do you want? A random task?
There's hostiles here. You shouldn't ask.
Help with that? I don't know you.
But here's some random work to do.
Go find assorted metal parts
I'll use them in my tink'ring arts.
You've brought them back - wait, this one's
     new
And this is bad - Freeportian, too.
Go and tell the guard Germain
What these ruins now contain.
What is it, citizen? I've news.
I found things Poko Zing could use,
But this one's from across the sea -
Freeportian's what it seems to be.
The bad news, it just doesn't cease,
With one more thing to break the peace.
I thank you for defending, gnome,
All those who call fair Qeynos home.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Baubbleshire 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Stout


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

The Baubbleshire
Hello! Good day, my friendly friend!
We're matched just right, I do contend.
You offered me a mug of ale,
So welcome, friend of Rivervale!
We halflings need to stick together
Both in fair and fouler weather.
My friend Maela, she's been down
Would you see about her frown?
She's over by the waterfall.
It's calming here. Life gets us all.
That's all she'd say. She won't say more.
She's helped too much to just ignore.
I know what will bring her cheer:
The shadebloom flowers growing here!
Oh, Shadebloom. Thank you, I suppose.
Rondo said to give you those.
That ruffian! That little tease.
My husband used to give me these.
The call of home has its demands,
He's off in the Enchanted Lands.
I miss him oh so terribly
And I don't want my friends to see
Me be a burden and complain.
But you help them without disdain.
Oh, I suppose you're probably right,
And thank you, friend, for this delight.
So how'd it go? I knew she'd share.
Her husband's absence shows its wear.
And now that she has let it out
Her friends can help her; there's no doubt.
It's good to help - and good to joke.
Not Maela, she's too sweet to poke.
Pranks! Our gift from Bristlebane
Although of late I must abstain
My reputation, well, they'd know,
So I'll send you and watch the show.
This kit of prank preparedness
Has all you need for your success.
Inside are pies and Remmy's note,
And the instructions Rondo wrote.
First Drundo. He replaced my brew
And turned my lips a purple hue
A walnut pie all topped with cream
Will seem to him the halfling's dream
But he's allergic to the nut
He'll swell up like a lush's gut!
Wherever shall I set this pie?
For one just like it I did buy
I couldn't help but eat it whole
And then I had to take a stroll -
Twin pies, you say? Pies need a home.
I wouldn't want a pie to roam.
A berry pie? Just leave it here.
It might go rather well with beer.
Let my second prank unfold:
Jayla charmed me from my gold.
And third, well, Bolo's getting old
With his opinion of himself.
So give him pie from on my shelf.
You bring to me dear Remmy's note?
I want to meet you's what he wrote!
And it says he'll bring some pie
He's interested! I'll soon be by!
That Bolo keeps on asking me,
But Remmy's who I want to see.
Now Bolo's getting quite the news,
An offer that he won't refuse.
Jayla wants to meet with him.
No, I don't think so. I'm not dim.
Well, in case you turned her down
There's someone else from here in town -
Wait! You said she wants a pie?
She's there in Oakmyst? off I fly!
An hour, though? That's rather quick.
Your berry pie would do the trick!
It was for a delivery,
I'll get another. Take it, free.
Rondo will be quite amused
With all the mischief he's diffused.
He'll tell them what he shouldn't know
The looks upon their face will grow
It's priceless, but it's also dear
To spread around such halfling cheer.
A baker who's a friend of mine
Made for me these pies so fine.
Bees are something we don't lack.
Their honey's what I'll pay her back.
This honey's good. You've really grown.
It's time for pranking of your own.
The guard thinks Remmy stole some pies
It might be true, it might be lies.
So with him in this little jam
Go and call him Pie Man Sam.
Hello! Nice day! That's why I'm here.
You're Pie Man Sam, that's very clear.
They weren't for me! They had no food,
This family and their little brood -
Here! I'll pay you any fine!
Seven, eight, and here is nine!
You dare to offer me a bribe?
Your punishment I will describe:
A fine's not all we had in store,
Days and nights with every chore
Within the kitchen where you stole
I can't do that! I'll make it whole!
But maybe you'll avoid the charge
If my pocket's filled up large
With silver. I'll do anything!
No, wait! Before, that was a sting.
Just take me now! I cannot bear
To stay within this endless snare!
Rondo knew you'd fall for this!
You got me good! But it's amiss.
I didn't make those pies go poof
But I can't find them any proof.
Something got into the shed
Please go search for clues instead.
This barrel's smashed, there's bits of wood,
But what is this? Oh, this is good!
It's very coarse, this patch of fur,
Looks like from some gnollish cur.
Remmy's not who they'll accuse:
Germain appreciates this news.
He's glad to hear, but must beware
Could this be big, or something rare?
Without more proof, the guard stays short -
Erm, no offense. None taken, sport.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Castleview Hamlet 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Guktan


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Castleview Hamlet
Greetings to ye, noble one!
Every breath, Marr's will be done.
Marr hath often aided us
Let us now our tale discuss.
Overwhelmed, we fled to Guk
The Rallosians had us stuck
But our valour made him proud
He unleashed the Greenmist cloud.
Gukta we could then reclaim
But slavery and the Shattering came.
Again Marr's blessing with us dwelt
We won, but many wrongs were dealt.
I'm parched with telling you this tale -
Wouldst thou fetch a pint of ale?
A sweet bog spirit to drink down
Thou wilt find within this town.
Here's a coin; I must wait here
For a message to appear.
Ah! This drink is what I crave
But, alas! The news is grave.
An ogre in the Down Below!
Inquiry Rrak if this is so!
Mine eyes have struck me to the quick
I desired to fight and kick
But bats and spiders he'd assail,
So I returned to tell the tale,
What hast thou learned and brought from
     Rrak?
Will this beast emerge? Attack?
Go below and search for clues,
Something that can bring us news.
Thou hast returned! What didst thou find?
Did he leave anything behind?
This satchel's ogrish in design,
But on it is a Qeynos sign.
By the truth of Marr he's swayed,
Freeport's overlord betrayed!
It seems he's good. May Marr be praised!
But many here will be amazed.
We're duty-bound to help in need
So now within these walls proceed
To spread these tenets to the elves
They share honour with ourselves.
To elf and froglok news must spread
Lest they both be filled with dread.
The word is shared. They will not fret.
The ogre poseth not a threat.
Graac Justheart needeth now thy hands
Above the stairs with tads she stands.
What service dost thou now desire?
Water do the tads require.
Procure from Carpenter Goroop
A barrel for my taddish troupe.
Then fill it from the fountain here
Although the water's far too clear.
I come from Graac. A barrel, sir.
My services belong to her!
I'll part with one, she need but ask,
Made tight and sturdy for her task.
The barrel's filled, but froak! Alas!
The tads are now upon the grass!
What hath happened, dearest lady?
Who hath done this deed so shady?
An ogre ran within the walls!
'Twas he who caused these dreadful falls?
Nay, I hurried to protect
But my speed could not be checked.
Instead my haste did tip a barrel
Help me save them from this peril.
Ye found them all amongst the weeds!
Marr's name is praised through noble deeds.
Thou aidedst them without a yelp
Lost were they without thy help.
Kwa requesteth all details:
Please, regale me with thy tales.
No harm did on the tads befall.
Thou bringst Marr's blessing to us all.
One more favour I would ask,
If thou hast no other task:
In Oakmyst Charlin needs thine aid
He serveth in the Queen's brigade.
With faith in Marr, please go assist
And do his will within our midst.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Castleview Hamlet 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Koada'Dal


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Castleview Hamlet
The Koada'Dal have need of you -
Who are they? What are you, new?
If it should be Tunare's will
Koada'Dal will die, or kill
A high elf's not among our peers,
That's human with some pointy ears.
We've fought in wars both small and great
And we would never hesitate.
Now we're here as refugees
Our time has gone without reprise.
To help our people's what I do
These tasks must be attended to.
In Felwithe were the Green Wisp plants
At night they glowed; their light would dance
I wish those here in Castleview
Could see what all of us once knew.
Fill this flask with water, blessed,
The soil in that barrel's best,
Around the fountain are the seeds:
These three satisfy our needs.
Excellent! They have been found.
See those planters all around?
Plant the wisp beside the tree
Their beauty everyone shall see.
The blessed water, seed, and soil
Make this work an easy toil.
The plants grow at a stunning rate
Seven done, but what is eight?
An agitated wisp attacks!
But soon is slain within its tracks.
Have you planted all the bushes?
You're planting one and something pushes
Out from deep within the plant?
This evil must be fixed. I can't
Cleanse this taint all by myself
But I know another elf.
Seek Shae'Ahla by the gate.
Learn from her the green wisp's fate.
All the sentients follow pain.
What does that mean? Please explain.
Elves and humans, gnomes and trolls,
All of Norrath's sentient souls,
Without intent, do yet embark
Upon the paths of chaos dark.
Worlds in strife produce no glee
What has brought you here to me?
The green wisp gave you quite the scare?
You see? Corruption's everywhere!
But I can help. Please, give your hand.
Take this blessing to the land.
Rub your fingers on the leaf,
Then this plant shall have relief.
The blessing worked, but then a sprite
Emerged and it began to fight.
A sprite had this corruption's breath?
I'm sorry that we've caused its death.
We only wanted to bring growth,
But seek its spirit for us both.
The spirit will remain nearby
And maybe even tell us why.
Tell me, sprite, what have you sown?
For what I've done, I can't atone.
This day is sad, for I did fall
Corruption has me in its thrall.
I just remember one green thread
But I must go. I'll tend this bed.
What did she say? Her thread is strong
She yet may to Tunare belong.
Now go to Oakmyst, tell this tale
To Adalin Emerael.
What this corrupted sprite might mean
He knows, for Oakmyst, too, has seen
Unpleasant things of unknown source.
While I was upon my course
To cleanse the trees and make then clear
A gnoll did suddenly appear.
Fighting skills I've not achieved,
And, sadly, I was not believed
When I escaped and told the guard.
Please cleanse these trees which have been
     marred.
While you're out on this patrol,
If indeed you find a gnoll,
Find some proof and bring it back.
Evidence we must not lack.
The trees are cleansed, for this I saw,
And you have a gnollish paw?
If their plan we would avert,
The Qeynos guard we must alert.
Lieutenant Charlin's not enthused:
You're the second one confused
By what you saw - a gnoll, right here?
A paw? Now this is cause for fear.
You have some proof. I'll send the word,
Now that this is not absurd,
On up the chain, to my command.
Our people thank you, and our land.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Graystone Yard 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Halasian


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Graystone Yard
Good to see you! We've not met.
We've things in common, though, I bet.
Sometimes we don't know who we are,
Which, for our kind, is quite bizarre.
Who are you, if you're so in touch?
The answer doesn't matter much
If it's something you believe,
It can change, but to achieve,
Keep present whate'er it may be,
Now go remind another three.
The young learn who they are through war,
The old reminded what they're for,
Go around and spread this light,
Find these three, and start a fight.
The guards are used to such a thing,
The way we are, and what we bring.
First is Marus, at the bar,
And second Angus, not too far
From the armoury, near the dock,
And Dunda, third, would quickly knock
Your head and punch and take a whack,
But lately she's been holding back.
There sits Marus, drinking beer -
Is someone making cheese in here?
What did you say? Now closer, well,
It is your feet that cause that smell.
Oh, that's good - he takes a swing,
But soon he's down. That has to sting.
Angus, standing by the wall
Needs to have a healthy brawl.
Did someone put a lighthouse in?
Oh, just your forehead, all that skin.
Did I hear what you said to me?
It's shiny! That's B-A-L-D!
He lunges - You are going down!
We'll see! He charges with a frown.
The struggle's brief. He soon is beat.
Just one more to go complete.
What d'ya need in Dunda's place?
Mav was right about your face.
Don't mention her! Now you'll regret
The thrashing you're about to get!
Maybe so, or maybe not -
She's down in just a single shot.
Hah hah! You're back! Those fights remind
One of his place - that's what you'll find.
I like you. I won't send you off quite yet.
This problem has me quite upset.
My package isn't in my grip.
I hope that it survived the trip.
Take this manifest from me,
It's shipment GG4QC.
I hope I'm not a worrier -
Should I fight the courier?
No, don't do that. Just go and ask.
This should be a simple task.
GG4QC is here,
But on the list does not appear.
I'm working through the overflow,
Outside of that, I wouldn't know.
The coordinator's at the pier,
Now are we done? I'm working here.
You're here for Burk about a crate?
Its arrival's very late?
All new shipments we receive
Are unloaded, and we leave
Them on the dock until they're moved.
Go and check them. You're approved.
Was it there? In the thirteen
Crates and barrels that you've seen?
No? Ask the loader of the dock -
Marus'll know about this stock.
You're back. Still looking for a fight?
Sometimes, yes, but not tonight.
A shipment that you helped unload
Should be here, but never showed.
I've been following its path -
Oh, that one! That one took a bath.
He said it fell and floated down?
I hope you're not afraid to drown.
Put these buoys on each crate,
We'll pull them out and save this freight.
You found my package! Another, too,
That must be a gift for you.
I'm glad this package wasn't lost,
A weaving found in Everfrost.
It details my family's past,
Our whole story we've amassed,
It's very educational,
Important, inspirational.
This must immediately adorn
Our house. I'll send you now to Jorn.
In Oakmyst, where I'm sure he will
Have a task you can fulfil.
What duty might Jorn soon require?
That little blasted, jerk-faced liar!
Burk sent me - did he not speak true?
Oh, no, not Burk. This gnome is who
Has got me steamed, for he's a cheat
At high-stakes cards, and he'll get beat.
He fled out here. I was too drunk
To smash his face, the gnomish punk.
I've been out here for several days,
The guards would tell me if he strays.
But I could really use some rest,
I saw him heading to the west.
He can't get out, but he could sneak.
The docks are where you need to seek.
There you are, and now you'll pay!
Oops, I'll go the other way!
We need to talk. What's this about?
Jorn wants his money, cheating lout!
Oh, no, you don't! I won't go down!
You don't run this stupid town!
But to the ground he quickly sags.
I had to kill him. Here's his bags.
I'm glad you got my money back,
But what is this within his sack?
A book in the Lucanic tongue?
Looks like our gnomish friend had sprung
From Freeport - this is not for me.
This is something guards should see.
Go to Charlin, tell the tale.
He can follow up this trail.
I have some news. I found a tome
Brought here by a cheating gnome.
You found this here, among the oaks?
With my luck, it's a book of jokes.
I'll send it to be studied well,
And see what secrets it may tell.
I thank you for this loyal deed,
It may to something bigger lead.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Graystone Yard 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Dwarven


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Graystone Yard
Well, hello! You're sort of new?
I could use some help from you.
My husband's been out for a while,
The shop is starting to compile
Many tasks that must be done,
But, right now, I'm only one.
Here's what I need you to do:
Right here is my fermenting brew!
I found a family recipe,
And got the mix to all agree.
Ingredients for my next batch
Are here, but sadly, this dispatch
Is sitting here - it's unassigned.
The shipping company's behind.
My honey, cherries, and my yeast
Have been here two whole days, at least.
I have an overflow manifest
Which will help upon this quest.
Here are 4QGCG's
Barrels - spices - some old cheese -
Under that, the frozen cherries!
Wow, this barrel really varies.
Inside 2DF0F's hid
The yeast right underneath the lid,
And lastly, for the dwarven chef,
Is barrel QGC4F.
Packed in 'gnomish misc.' and coal,
The honey jar remains quite whole.
You found them all, and just in time!
This batch is done, and in its prime.
It's been so long that all must think
That I made up my family drink.
I must stay here and tend my shop,
So would you go and give a drop
To several friends? Collect the jug
And take my brew for them to chug.
Gnor and Gurna in the inn
Will love to give this brew a spin
And Dunda Frostgrip gets a share
She's by the scribe shop, over there.
Gnor thinks it keeps you warm at night,
And Gurna says it's got some bite.
But Dunda's not so fond of Mav -
What great, big, new thing does she have?
Twice in a row, can't be one-upped -
Retaliation must erupt.
She brewed her family's recipe.
She didn't! Trouble! Where is she?
I'll pound that brew - it's aley bliss!
Delicious - but don't tell her this!
Your brew is shared all over town,
It actually knocked Gnor right down.
Gurna loved it, Dunda, too,
Although she said to not tell you.
I knew she'd love it! She had thought
The recipe would ne'er be wrought.
Although she teased about my booze,
Today is filled with such good news!
And there's more! A package from
My cousin's here. It's finally come!
But the shipping's all a mess,
It certainly is not express.
It's on the docks, so would you go
Before it's dropped in overflow?
Mav's new shipment's what you need?
She has a backlog. But proceed
Down on the dock. It's at the end.
Go retrieve it for your friend.
You got my package from the dock!
For months I've waited for this rock!
From Kaladim is whence it came -
You surely know that dwarven name.
To visit it one day's my dream,
Impossible as that may seem.
But here we also have a stone,
A monument to halls unknown.
Please take it there. It might react.
Perhaps our home remains intact.
The stone is cold, and rather rough
For building, though, it's just the stuff.
The stones together give a sense
Both audible and quite intense.
Hammers, chisels, very strong,
Moving carts, a dwarven song.
What happened with what I had asked?
Sounds and visions from our past.
It's strong with you, Kaladim's spirit.
My husband, too, would love to hear it.
He's very late; he's been delayed
Probably from the shipping trade.
But if his drunkenness is rife,
Come back - that job will need a wife.
But without or with a mug,
I really miss him, that old lug.
In Oakmyst Forest he awaits,
Surprisingly, quite near the gates.
There you are! You must be Marv.
I'm glad you're not about to starve
Mav sent you here, and on the double,
She thinks I'm drunk, or else in trouble.
But I'm fine. I'm waiting here.
The courier lost half my beer.
If I ship this half, extra fees,
And if I leave, then theft's a breeze.
He dropped my kegs right in the drink.
Would you retrieve what he let sink?
You've found them all! Ah, this is great!
But wait - I didn't order eight.
Someone else has been about.
This one says Blackburrow Stout.
Don't take it back - the guard will know
Just where that keg will need to go.
You found a keg of gnollish ale?
You're not the first to come and hail
Me with some news about a gnoll
Here in the forest, on patrol.
Things are getting rather strange.
That they are. May they soon change.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Nettleville Hovel 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Common


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Nettleville Hovel
May the gods bring you their blessing!
Erm, if you're the sort who is professing -
You used to tell just by one's race
Which god it is he would embrace
But a human might maintain
Faith in Tunare or Bristlebane.
All you can assume's we strive,
No matter what, that we'll survive.
The only thing that's constant's change,
We adjust, adapt, and rearrange.
Although other cities fell,
Here in Qeynos, all may dwell.
I follow Quellious and her peace,
Which, of late, seems to decrease.
If we knew ourselves and neighbours,
We'd have no war, nor all its labours.
Oh! Andret said that I could borrow,
Yesterday, some books tomorrow!
Would you pick them up for me?
He should have two, or maybe three.
Here's the books for her to start.
The one on Brell, though, came apart.
Hmm - 'Age of Blood, Age of Glory',
The Combine Empire's violent story.
Human power was at its heights.
'Humans, Barbarians, and Erudites'
All related, did you know?
This understanding helps us grow.
Although the Combine Empire fell,
That's not to say we did, as well.
Our time has not come and gone,
Our city adapts and carries on,
Our queen's admired - another book?
And it's ancient, by the look.
It's called 'Followers of Brell
Serilis', but some pages fell.
Too bad this knowledge now has flown,
Scattered, and the wind has blown
Them who-knows-where in Nettleville.
I dropped them, so I shall refill
Your tome that's filled with ancient lore.
They're here. Have you another chore?
You've fit in quite well 'round here,
Where we help, not rule by fear.
I don't have another task
My four friends, though, you could ask.
Amazu, if I might obtain
Some work - I'm from your friend Helain -
My friend, you say? I'll run you through!
Aaaah, I'm sorry! Just teasing you!
For that, I should have you declawed!
Ha! I like you! I applaud!
I've nothing, though, to fetch or shovel.
Then others wait within the Hovel!
You're back! Don't say she finished those!
Not yet! Her interest really shows.
Might you, though, have a task for me?
Not today? To number three!
Bahati Linnxar's by her stall,
But, sadly, has no work at all.
She says Helain is sweet, but odd,
With talk of Quellious, her god.
On my hunting she has frowned,
My hunt is where my peace is found!
And last, Laudine. You're new here, friend?
Yes, but I've run from end to end
Of Nettleville, sent by Helain,
So its knowledge I might obtain.
Helain? I like her. You'd excel
If you take a page from her book well.
No thanks, those take forever to find.
What was that? Oh, never mind.
She had sent you here because -
For work? I've none, but Johfrit does.
Sounds good. He's not a stable boy?
Ha ha! No, that's not his employ.
You're here for work? See, I procure
Goods that are a bit obscure.
My suppliers made my shipment shrink:
They dropped two items in the drink.
And they decided not to dive
To make my life hard, I contrive.
They didn't finish; they weren't paid.
Now get them and complete my trade.
You found my barrel and my crate.
Well done. My customers await.
You're all slimy and smell like fish.
But you've retrieved the goods they wish,
You sure that this is honest work?
Of course! But let the guards not lurk
Till of these goods you've gotten rid -
Take Amazu his imported squid,
And Laudine her ale. That's how she knew
To send me to find work from you!
Be sure they pay, else I cannot
Pay you for the goods you got.
You brought my squid! You smell so tasty!
All the Kerra will follow, hasty!
Here's your ale, but for a price.
More than willing for drink this nice.
Here's the money that they paid
For the goods I have conveyed.
Here's your cut. An item, too.
Don't go! I have no more to do,
But I know others who can use
Some help. I know you won't refuse.
Lieutenant Dawson needs a hand
It's honest work that she has planned.
She's in the Bog, right through the gate
Thank you. Hmm. I'll head there straight.
A question? My mind's occupied.
With what? Not sure. Things coincide.
Strange things are happening in the Bog.
The ecology just took a jog
We need a stronger presence here,
But Qeynos says that isn't clear.
I'm still working on my plan,
But I know you'll help as soon as you can.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Nettleville Hovel 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Kerran


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Nettleville Hovel
Is direction what you seek?
Purpose, meaning, when it's bleak?
Of words and friendship I can boast,
With rituals I help the most.
We hold to them, for that's their aim,
And know that others do the same.
You will not have far to roam:
This one acquaints you with your home.
The Ritual of Hearth you'll learn.
Gather soil, then return.
Gather it from places three:
By the market's western tree,
By tree that's near the bog of peat,
By Qeynos' gate will this complete.
Now take these soils, let them fall
Through your fingers. That is all.
Nettleville will now know you,
And, perhaps, you'll know it, too.
Wait - this soil's from each site?
The smell and colour isn't right.
Something might be very wrong,
There's elements that don't belong
Someone's conducting a Pa'Rok,
This mystery we must unlock.
Take this to the Spiritist.
Laharn's his name. He can assist.
This soil causes some concern?
Let us see what we can learn,
But it's quicker to enlist
The help of a human alchemist
Ask Gunta to identify
What's here. She's with the scribe, nearby.
You say it's an important task?
I don't have time for what you ask.
I must label; I must sort,
So I must cut our meeting short.
I won't, if I don't tend the store,
Be his assistant any more.
And leave the alchemist alone,
For he has problems of his own.
To help us, sadly, she refused.
Not surprising is this news,
For we are often all alone.
This makes us stronger. We have grown.
Three things I need if they won't stop:
Reactive Kesmith from his shop,
A Litsuth bag the tailor sells,
And Selkie mushrooms by the bells.
Lakosha asked you for this test?
She thought the compounds might suggest
The ceremony was corrupt,
And something bad might soon erupt.
Pa'Rok's a way we mourn our dead,
But it's too long, or old, some said:
It helps not those who think such things,
For others, closure's what it brings.
If this corruption does not cease,
The ceremony brings no peace.
It threatens the link with the soul
Another may come, or not the whole,
This study we have not employed,
It's something that we must avoid.
Tell Lakosha what I've said.
We must stop the stage ahead.
The performer's in great danger here,
And we don't know what might appear.
Return to where the soil was,
And tell him what corruption does.
By the Peat Bog! He's the one!
Don't interrupt! This must be done!
Contaminants are in the soil.
This has made the ritual spoil.
The final offering's been made -
She appears - Ja'neth's shade.
Because of the corrupted stage,
She's not at peace, but in a rage.
What have I done? Instead of bliss,
I've poisoned her because of this.
She fights, but soon is put to rest -
Now must my penance be addressed.
Ralkesh, Ja'neth will be just fine.
Do you believe that, with this sign?
I'll tell Lakosha of her fate:
It was completed, I was late,
But he'll prepare and try again,
And now we'll find whence comes this stain.
The botanist will run some tests
To find exactly what infests
The soil. So I need some clues
From the sludges and the ooze.
They eat the mud in which they slink,
I'll need that, too, to find this link.
The samples found, the tests will run
Just a moment... now they're done
This mineral is not found here,
But in the Caves it does appear.
Lieutenant Dawson needs to know
The results my tests all show.
What is this about the dirt?
Alone, no need for an alert,
But other things are going on.
This worries me, who might be drawn
With these changes in the land -
But I thank you for your hand.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Starcrest Commune by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Erudian


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

Starcrest Commune
To seek the truth's the greatest quest,
And next enlightenment is best.
Will you achieve this goal you seek?
You do not know? That's not unique.
Enlightenment, though, of our race
I will achieve, but now the pace
Is rather slow. Those who are here
And those in Freeport don't adhere
To the same compassionate views.
I'll show them something else to choose.
Their views, though, I can tolerate,
Their evil action's what I hate.
A heretical relic has been brought
Into Qeynos. This must be fought.
Its ideals are adverse
To Qeynos. It may have a curse
Or just attract those who promote
Keeping those ideals afloat.
Go see a human behind the shop,
Climb the bench, for he's up top.
Cayan's friends can help us find
The package that I have in mind.
It was brought to Oolium,
His path has kept our agent from
Following, for he'd be seen,
So learn what Cayan's friends can glean.
He'll want some payment - not in coin -
A favour's what he will rejoin
For information flows his way
Through favours and his friends' array.
Oolium's package is what you seek?
I will need some time to speak
With friends, but I'll get what you ask.
In the meantime, here's my task:
Red sun berries grow around
Starcrest Commune, near the ground.
I get them, then I'd be accused
Of having things assassins used.
An Erudite, well, say that you're
Looking for an ancient cure.
But their malicious properties
Are not what I intend for these.
They're at the bush's heart to take
So reach on in and give a shake.
You've got them? Good. A statue, small
And bronze is sold at Zinun's stall
No one who's in their right mind
Would purchase such a useless find.
To you it has a certain charm.
Go buy it. Really. What's the harm?
The statuette has lost its sheen,
But there's a tiny seam between
The upper and the lower part
A minor twist, and it's apart.
Inside, a note: We found your grey
But he threw the box away.
He must have thought we're on to him
He made the package take a swim.
It landed with a heavy thud
And likely in three feet of mud.
It could be in the Peat Bog, deep,
Or eaten by the beasts that creep.
This note is bad. Now we won't know
To whom the package was to go.
Who knows who could find it now?
That we simply can't allow.
We were so close! Wait... there's a grate
That might have stopped our precious crate.
In the water, there's debris,
Or is that the box I see?
It was pushed here by the tide,
It's far too large, but what's inside
The package which I just have seen
Can easily be pulled between
The bars. Inside, a metal box,
And soggy note beneath the docks.
There's arcane symbols all in black,
I should get these quickly back.
The ink has run, but I sense more:
Velderoth is who it's for.
That's the box? These runes... oh, dear.
A Soul Spike is what's found in here.
A weapon of the heretic,
He must be out of Qeynos, quick.
We must make this Soul Spike known.
Once it's destroyed, he will have flown.
Go to Cayan, get the stand,
Then tap it with this stone in hand.
The stand is up. A magic sting -
No! How could you do this thing?
Heretic, you should now flee.
Your insults will just anger me.
This knowledge should not be destroyed!
For power it can be employed.
If this isn't what you seek,
You're not an Erudite. You're weak.
He's gone. We should not share this news.
To keep the peace, the truth must lose.
He could cause, indirectly, harm
If this gets out. There'd be alarm.
All this, illusions, strictly play,
Is how this must be explained away.
Go to the Peat Bog, seek a friend,
He'll help put this to an end.
Maareona sent me here
With news of heretics, I fear.
He and his Soul Spike are now gone,
No one else knows what went on.
So you've been Maareona's aide?
Not long? Then you can help here in the
     shade.
My contact doesn't know my face,
So I can send you in my place.
Take the path to near the tree
My contact's waiting there for me.
The dark figure says, "Ist neelum"
The reply, "Ret katha est al inum"
Which means that 'it all cancels out',
You're the one, without a doubt.
To the south, a sunken log,
Where you'll find Pale here in the Bog.
"An ambiguous reflection"
Is what you'll say for his direction.
The password worked. Go to the north,
And veh'ra will quite soon come forth.
Say it's by the "light of the moon"
You'll have what you seek very soon.
Veh'ra gives the envelope.
Then back. No trouble, then, I hope?
Not really. Good. Exciting news!
Lieutenant Dawson, she can use
The information you retrieved.
Here's the note that I received.
From Rujiarmo? A bit suspect.
But still, my thanks. I'll have this checked.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Willow Wood 1 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Ayr'Dal


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

The Willow Wood
Well met, Ayr'Dal. That much is clear.
Worry not, you'll find friends here.
Your mother's side? Sentimental, then.
Or father's, a more practical ken.
Such patterns I have come to see,
And others, well, you'll soon agree.
Go talk to Gar, behind the inn,
See how he treats one of our kin.
Then Lia, by the Elddar's gates,
And see what attitude awaits.
You want some work? For coin, no doubt.
You just thought that you'd help me out?
Good deal for me, for I've a task,
But I know coin is why you ask.
Some kids moved all my labels 'round
So that my goods cannot be found.
Check each box and take a peek
And find where are the things I seek.
Clay figures, raisins, carving wood
Bottles, herbs - your work is good.
That was quick, and thorough, too.
I'm sorry that I snapped at you.
Lia, you've a troubled look.
What can I do? A strong wind shook
The birds who nest among the trees,
Not that you care for things like these.
A half elf wouldn't understand
Silly concerns about the land
That's not an insult, simply true -
So you don't want my help, do you?
I'm sorry to come off as such,
I didn't think you'd care too much.
Very well. Go check each nest.
If eggs are fallen and distressed,
Bring them back. I'll give them care.
How will I know which bird goes where?
Just like an Ayr'Dal to ask that.
I know where every bird is at.
The northeast corner of the inn
Is where your search should go begin,
Then to the north, there grows a tree,
And by the Ruins will make three.
You found them all! They've been retrieved
With greatest care. I'm most relieved.
It looks like all three can be saved.
You've returned. Were they behaved?
Assuming, rude, but thanked my aid.
Unfortunate this was displayed.
But not surprising, and here's why
I showed you what is here nearby.
We're often judged, but we're well-versed
In tending to assume the worst.
We think look down is what they'll do
And see it when it isn't true.
It's hard to deal with, but there's more.
Go see Milo, in the store.
Ask of Lyssia, seek her out,
Ask her what Milo's all about.
Milo, you're quite chipper, sir.
Lyssia? You'll marry her?
I'm very lucky, I confess,
That she to this plain guy said yes.
She's beautiful, with wit and grace,
And wisdom from the elven race.
When I mess up - which is a lot,
An even temper's what she's got.
It sounds like you're a lucky man.
I'll be as lucky as I ever can.
Lyssia! You must be she.
Milo's delightful, isn't he?
I spoke with him. He says you're great.
But he is of a plainer state.
Well, how embarrassing is that!
He thinks his own worth's rather flat.
But his modesty appeals to me,
He's careful, strong, don't you agree?
Love comes to all of us in time,
He doesn't see it, though, but I'm
Able to tell he's quite the man,
And share this joy as oft I can.
You're back, but something has occurred.
Milo's story must be deferred.
The essay that I had to write
Has pages which just took a flight.
I took a break, forgot a stone,
When I got back, the wind had blown
Them all around the Willow Wood.
Will you find them, if you could?
I have to now rewrite a bunch
Of pages a dog had for lunch.
You found all five! Now, where were we?
Milo and Lyssia - what did you see?
He loves her beauty, wisdom, wit,
She thinks he's strong, compassionate.
Their races' strengths are what they love,
Just as before, we'd spoken of
What's weak in elves and humankind,
But also keep these strengths in mind.
We're not better or worse than each,
Though that conclusion others reach.
This can be hard, but has rewards,
My essay's on what this affords.
It's now complete, so would you take
A copy over to the lake?
In the Ruins, west of here,
My friend Elvic will appear.
I thank you, friend, for Daelyn's work.
But something has begun to lurk.
Something's off - I know not what -
I've found abandoned camps here, but
It's mostly junk, though sometimes clues.
Would you help, and find out who's
Causing all the mystery here.
See if something makes this clear.
An old, worn brush, a mouldy doll,
A mug that's cracked. Could this be all?
Finally! I found a note!
This clue, it was a gnoll that wrote.
The guard must see this right away,
You found this here? This means that they
Could likely have some plans in store,
And Qeynos isn't sending any more
Guards out here for quite some time.
Unfortunate. At least though, I'm
On this, if but only one,
And grateful, friend, for all you've done.
Books
6th Annual Festival of Unity Scavenger Hunt Official Clues - Willow Wood 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Feir'Dal


Discovered on 17 Jul 2012 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

The Willow Wood
Welcome to the Willow Wood!
An eager learner, that is good.
Speak with Davyn, he's the same,
And learn Feir'Dal's not just a name.
Offer help - he's just ahead -
And then return with what is said.
Good day to you. And you, as well.
I'm busy, though. My thoughts propel
Me everywhere. I'm quite distracted,
And my focus is impacted.
It must be from some inner distress,
But my dear friend's tribute can't progress.
Your help I most appreciate,
See Aelis. She will help create.
I knew that he'd accept your aid.
Do you know why a tribute's made?
You will learn. It will grow clear.
Reverence for something dear,
Friends or family, nature, too,
Crafting tributes is what I do.
I help the one who comes to ask
Make something worthy for his task.
We'll build not just a physical shell,
But metaphysical as well.
It's strange that he does not desire
To take more part or to acquire
The things we need. But as he please.
First Dewdrop leaves. You'll gather these.
The quality can be great or scant,
Each must be from a different plant.
Here are the leaves. What's next to do?
The tribute needs a task from you.
It's Davyn's tribute, after all,
So do it for him - grand or small.
Is my tribute finished yet?
A task for you must now be met.
That's funny, since you're doing one.
What sort of task must now be done?
It could be anything you need.
I've one, though dangerous, indeed.
I'll try. A wolf was seen last night,
And gave the citizens a fright.
The first report's from Taval Zane.
Go speak to him and find this bane.
And if you haven't yet gone in,
There's one-room lodging at the inn.
Good day. The wolf report was yours?
You've chosen, too, to stay indoors
Where it's safe. Yes, that was me
Who saw the wolf out by the tree.
I ran inside and closed the door
Before the wolf could do much more.
Later, when I dared peek out,
Towards the scribe it went about.
Jana's usually there, but I've
Doubts that she is still alive.
Last night, a rabid wolf was here
Jana, did you see it near?
I did not, but you should check
JUst to the north, that wooden wreck.
When I arrived, I saw that cart
Looked like it was torn apart.
Aha! Some tracks lead to the east
And soon I've found the rabid beast.
It growls and charges from ahead,
But very soon, the wolf is dead.
To Davyn, with some news for him:
You've helped, although the task was grim.
Aelis then asks what you did.
I tracked a wolf and then got rid
Of it. No, no, with more detail,
Or else the ritual will fail.
He asked me how his tribute was,
And sought a task. He said he does
Have a task he'd give to me:
Put the wolf out of its misery.
And how did this task make you feel?
Sad? Or scared? With eager steel?
All these feelings began to dawn.
Interesting. Please carry on.
He then sent me to the inn
Where Taval was afraid within.
Did you comfort Mr Zane?
Yes, I helped his fear to wane.
Then Jana's often by the shop,
So she became my second stop.
She hadn't seen it, wasn't worried,
But pointed out a cart. I hurried
Over to see goods and sacks
Rummaged through, and found some tracks.
Were you nervous or on edge?
A bit. Continue. On the ledge,
In the hills I found the beast
It leapt at me - then was deceased.
Now that it's done, have you regret?
Nature kills when there's a threat.
Most interesting. I'm now inspired
To write the tribute that's required.
The last component's all around:
Woodsun flowers must be found.
You got the flowers? Here they are.
Take it to Davyn. It's come far.
How goes your tribute? It's not mine.
You and Aelis made this sign.
It would show great disrespect
To Ulinir if I elect
To place this tribute on his grave.
I would not wish to so behave.
He was worthy, though you didn't know
Ulinir. Yes, I will go.
The Forest Ruins have a river,
Its end is where you will deliver
This tribute which you have acquired.
May others also be inspired
By the friendship you have shown,
And may see how much you've grown.
The grave is found, the tribute placed:
May his memory never be erased.
Ilaen Lilac stands nearby
And speaks about the earth and sky.
If we don't work to save this land,
No one else will raise a hand.
With what problems are you so in tune?
If you've not felt it, you will, soon.
The movement, interest, deaths quite strange,
There's been a most alarming change.
Though there are signs of this new threat,
The Guard has not shown interest yet.
Deer are slain at such a rate,
Some say it's wolves that just predate.
A few, but most, definitely not
For these deer are left to rot.
Their wounds seem like from arrow fire,
But no clues I could acquire.
You've returned from your patrol
This arrow was made by a gnoll.
Take this arrow to Germain,
Maybe now it will be plain.
Citizen, what have you brought?
I hope that isn't what I thought.
The gnolls are likely on the move,
Although one arrow doesn't prove
Enough to spur the city. I'm
Sure the proof will come, in time.
I'm sure this problem will be won,
Thank you again for all you've done.
Unobtainable
a black leather book
This item can be placed in any house type.



Undiscovered.
Books
A Book of Gnollish Orders
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [10] A Lack of Information (Caves), started by Consul Bree in The Caves.

Discovered on 2 Feb 2006 at 13:34:29 PST.
Rockpaw Operations
Of Note:

The Haggletons have offered their services. It is important to realize that, though they share our hatred of Qeynos, they are not by any stretch our allies. They come from Freeport. As such we can safely assume that help provided to us is given because they know our goals and theirs coincide. Treat the Haggletons with respect, but do not share with them any information they do not need to know.
External Preparation

Our initial stages involve testing some of the Haggleton's prototype designs. This will occur in the areas surrounding Qeynos itself. There are significant dangers involved in this operation, as such it is meant to last only a short while. Though our presence is almost certainly going to be detected, it may provide enough confusion to draw suspicions elsewhere for at least a short while.
Internal Preparation
Within the Caves we will begin with two tasks.
First:
As directed by the Haggletons we will find appropriate areas for digging. Expediency in this is a top priority. Once Fulkoir has finished his machines we must get started digging as soon as we can.

Second:
We have an honored guest among us: Slampaw of Blackburrow has set up a forge. From here he will outfit our warriors with weapons worthy of an invasion.
Final Plans

Our specific final plans will be distributed as the day of attack nears. Until then learn from our forward agents of Qeynos' defenses. Our initial injection points will place us in the Forest Ruins, the Oakmyst Forest, and the Elddar Grove. From there our initial intent is to stay hidden while we harass the Qeynos Guard and study response times.
Final Plans

Once our Lieutenants have confidence in our intelligence we will attack simultaneously from our three initial bases. After an amount of time to later be determined our fourth injection point -- within Northern Qeynos -- will be opened and the bulk of our forces will pour through.
Contingencies

Post-attack contingencies will be distributed along with the specific plans. Until that time, standard contingency plans are in effect.

By the might of the Paws, the Caves shall spill forth a legion of gnolls directly into the belly of Qeynos herself.
Books
A Bound Collection of Research Notes
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 18 Nov 2008 at 11:22:33 PST.
Kor'Sha Experimentation Project
Research notes compiled by Relsiir Vailrek
Assistant Researcher in service to the Empire
It is an honor to be serving directly with the emperor on his most ambitious of plans, one that will surely bolster the strength of the Sebillissian Empire so that it might stand forever against any enemy foolish enough to face it. Although I will never be able to return to my home within Veksar -- a history filled with the triumphs of the iksar.
We are to begin fusing the essences of our kind with the dragons this very eve. our initial tests proved very promising, and the results proved the theories of our top researchers. Once the Emperor heard about these revelations, he ordered the project to be begun immediately. Emperor Atrebe, a brilliant theorist and the overseer our project, is in the primary laboratory at this moment, preparing the subjects for the procedure. I am to meet him within the house, and will begin the extraction of essence immediately. We should know by first light if we will have a successful, viable union of the essences so that we might proceed with the next stage of our experiments.
The Emperor's theory was absolutely correct - we were able to fuse the essences into something new... something even stronger than before. However, the result has shown a surprising resistance to the magics we had planned to use to shape its growth. We had expected a full test subject by today, but the new essence looks much the same now as it did on the first day. This is contradictory to what we had achieved before, although Emperor Atrebe now says that he had expected this to happen. He won't explain further, but has retreated to his chamber to think and plan. In the meantime, I believe we will need to discard the current test subject, which is unfortunate.
Emperor Atrebe emerged from his chamber late last nightfall, and hurriedly began talking with the other chief researchers. I was not able to hear much, but it seems that his theory rests in the change of essence we used for the experiment. it seems that we were using a swamp frog essence before, which appeared to be more receptive to the shaping magics we had planned to utilize. It seems, therefore, that the strength of our people is a hindering factor in our own experiments - which is of little surprise, now that I think about it. We will have to plan for this going forward, although I believe that the Emperor may already have something be is working on.
It's been weeks, and I've heard little news of progress on the Emperor's project, aside from home hushed conversations and glimpses of him quickly making sketches. However, even though the first test was largely unsuccessful, we did learn much about the process. Another of the chief researchers, Velizz, decided to continue with the frog-essence experiments. Apparently she believes we can create something useful from those creatures, and has even managed to gather the support of none other than Emperor Atrebe himself - much to the chagrin of the rest of the researchers. I haven't seen any results as of yet, but I am planning to visit the laboratory this evening.
I must admit, my original skepticism regarding Velizz's work evaporated fairly quickly after visiting her lab. I can easily see the potential in the beasts she is creating -- even though the first few I have seen would technically be considered failures. The first one immediately devoured another assistant before we could destroy it, and the next one screamed in agony for several minutes before it finally died as well. But the sheer power of these beasts cannot be denied, and the potential for a sturdy, obedient, flying mount to supplement our forces certainly is an unexpected boon. Without question, Velizz's creation will see its way into the ranks of our mighty armies.
I see now what took so long for Emperor Atrebe's plan to come to fruition. Apparently, we were attempting to merge the essences too quickly. However, if we do not maintain the magic necessary to create the union, then the essences will die. Unfortunately, given the amount of power that must go into the merging, there's no possible way we could have our mages and priests maintaining the channels for the required length of time. The Emperor, however, had a different plan. It seems that he devised a way to create a liquid with the necessary arcane properties through alchemy, and a tank to hold the subjects in until such a time when they have reached maturity. I eagerly await the outcome of this new methodology.
Success! The Emperor's genius cannot be denied. What emerged from the birthing tanks was more glorious than I could have imagined. Everything Emperor Atrebe said proved true, and the fruits of his genius are being put to training in the on-site facilities. I was amazed how obedient these creatures were when they first left the tanks. It was as if they understood the instructions they were given immediately, and they did not hesitate to obey them. I overheard the Emperor saying that he had found a way to put "whispers" into the thoughts of the growing subjects, so that they would hear and obey the commands they were given when they were ready. It's brilliant -- these creatures can be created, trained, and outfitted in a remarkably short periods of time, allowing us to keep the ranks of our armies almost permanently supplied with able troops.
Following the success of his last creation, Emperor Atrebe had devised a new plan, although the details to this one are secret to most all of us. Thus, I am not sure what it is he is attempting to achieve, although I imagine it will again be of tremendous benefit to the Empire. There is a rumor, however, that he is planning to use himself as the test subject for this new procedure. I'm not sure if I am comfortable with this decision, but if it meets with the same success as his previous endeavor, then who knows what power the Emperor himself may possess. This is to take place within the next few days, and I must go prepare. Long live Emperor Atrebe!
Unobtainable
a brown leather book
This item can be placed in any house type.



Undiscovered.
Books
a charred book
This item can be placed on the floor in any house type.

This book seems to have charred edges, and although it seems rather old, it still seems to give off a faint smell of singed leather. Thumbing through the pages, you notice that a few loose notes are hidden inside the pages, that appear to be transcripts.

TREASURED
LORE  NO-TRADE

Quest reward from [200] The Beginning of the End? (Miscellaneous), started by Al'Kabor in The Sundered Frontier (1878, -295, 3478) or by Dartain in The Sundered Frontier (1878, -295, 3478).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Lorekeeper Drelin in Thurgadin, City of the Coldain (475, -212, 261) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 78c.

Discovered on 12 Oct 2010 at 9:44:19 PDT.
...here in my research. I found more examples of the symbol with the followers of Cazic-Thule, near the temple dedicated to him. It seemed to me that they certainly attached some significance to the symbol, perhaps believe it as a representation of the very temple itself. This is not surprising - it does resemble a similar structure, and I could see how they might come to that conclusion, with their simplistic thinking. I have to wonder, however, how it came to them in the first place. Was it passed to them by Cazi...
...ough finding it was a stroke of luck. I believe that while his research is sound on the symbol we collaborated on, I will keep this piece to myself. There is no point in sharing all of my knowledge with him, although it is imperative that I convince him to do exactly that for me. The writing on this is strange, and will take some time to decipher, but I am amazed at how clearly it represents the symbol within the texts. If I can properly decipher this, I might be able to learn the nam...
...zment, it was right there in front of me. I chastise myself for not having put the connection together before, but the halls of Erudin display this symbol prominently. I find it strange that two distinct groups half a world away from one another could be using the same symbol. I wonder more, then, what the origin of this symbol is, and even more so, what the significance of it could be. I find it implausible, then, that the cultures developed these symbols on their own, without some outside influence. Whether they were handed it, found it and adopted it, or an unseen hand guided its development in bot...
...uch of the research I had done would be wasted, if not for this stone slab. I've only managed to translate a portion of it, with the help from the manuals I found in the libraries of Odus. It's clear to me that this is called the Rune of Severing, although what it's significance is to my research is still a mystery. But severing what? And importantly why would such a symbol find its way to the intelligent Highmen and the savage lizard creatures of Cazic-Thule? One thing I am certain of, however, is that it does fit with the other runes that Everling and I have bee...
Unobtainable
a colleciton of books
This item can be placed in any house type.



Undiscovered.
Books
A Collection of Epitaphs
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:45:23 PDT.
The poetry and stories have a homey simplicity about them, especially those written during times of great stress throughout the world. The frayed edges of the pages upon which these verses are copied is a mute testament to those who read this book before, several times.
The epitaphs are grouped roughly by race. Not all Norrathian races are represented, although the ones most likely to have lived for many generations in Qeynos are listed.
"Of Humans and Halflings"
Humans and halflings may seem an odd combination for burial groupings, but it proved to be a very practical choice. The humans preferred to be interred horizontally, while the halflings seemed to prefer a vertical burial. That allowed for placement of tombs in very close proximity without wasted space.
Time and again we called your name
Little did we know
You'd lost your ears to the trolls  -- Ezzie Appledore, aged 49
Ezzie Appledore's neighbors always wondered why she didn't hear them; they thought she was too proud to associate with them. It wasn't until her death that they discovered she hadn't any ears, which would have made hearing a bit of a chore.
There's a place at the table where you used to sit
Your feet after a long day in the fields
That's the very first thing I polished
After your funeral. -- Lestin Farmerson, age unknown
Lestin operated a large farm and had large feet that he planted on his wife's table every chance he had. At first, he did it just to annoy her. Later, he'd gotten into the habit.
The gods welcome you home
Wherever they are
And wherever you roam
Though, if gods there still be
Then I am a gnome -- Brenna Marche, aged 89
Brenna's husband Rusty believed that the gods had forsaken Norrath and that no one would hear from them ever again, while Brenna firmly believed the gods would return. Time will tell which of them was right.
Under cover of darkness, Ilkalla slipped off through the black water. She opted for a small coracle and paddled silently across the Lake. The smoke that drifted across the water may have hidden the ogres' activities but it also provided Ilkalla with excellent concealment from any watching eyes. She soon found out that if anyone were watching her, it wasn't the ogres. They were apparently so confident of victory that they set no watch along the shore.
You never returned
From your trip over-sea
Oh, how I wish
You'd left stuff to me -- No Name
It's not clear to whom this epitaph was written, and the tomb on which it was engraved was robbed many generations past. It seems whoever the person was, they were considered wealthy in their day -- evidently moreso in material wealth than friends.
"Of Elves and Half-Elves"
The elves buried beneath Qeynos often fell in battles of its defense and the residents of the town from its early days wanted to show respect to the elder children of Tunare. While they generally shun the half-elven in life, the choice of burying them together was pure practicality -- there were fewer elves being buried and the humans refused to have half-elves buried amongst them, so they moved all half-elven tombs to the section reserved for the elves.
You were my best friend forever
Who listened when no one else would
Other elves and the humans reject me
I wish they took me and not you -- Ferianna Leimi, aged 94
The Leimi family died of one of the many diseases rampant during the War of Plagues. Ferianna was rare among high elves, associating freely with the half-elven and befriending them while others shunned them and called them names. The writer of this epitaph was presumably one of Ferianna's half-elf friends.
Though fallen in battle,
I hear your voice sing
Though your last breath is drawn
I still wait for Spring -- Meiri Linnarian, ageless
Meiri was a member of the Qeynos Guard on patrols in the lowest level of the catacombs. Her unit was overwhelmed by enemy forces. None survived.
Far out to sea, ships are sailing
And I stand alone at the quay
You've taken my heart on this journey
Hold it within yours, my love -- Jarna Greyflower, half-elf
Interestingly, many of the half-elf tombs include not their age but the fact that they were half-elves. It is unclear whether this is a mark of pride in their heritage, or whether they were not accorded the honor of noting their lifespan.
Many who died are unburied
Their bones scattered over the hills
Let this song be their remembrance
Until the battlefield stills -- For the Unsung Heroes
"Of Dwarves and Barbarians"
Dwarves and barbarians formed alliances as they came to the city of men, both enjoying hearty meals and gaudy entertainment. After the destruction of the northlands, the dwarves joked that the barbarians could be buried alongside them, if there be any reason to bury a dwarf. The comment had been made in jest, but with so much upheaval in the lands, it was inevitable that many from all the races of Norrath would perish.
Here lies Tammak Brannuck
Who knew how to swing
But forgot how to duck -- Tammak Brannuck, age unknown
Tammak was a barbarian who would go to the local eateries and challenge the patrons to fisticuffs in the street. One day, someone accepted his challenge and Tammak turned around to leave but forgot the door was much lower than he was used to. He hit his head on the door's lintel so hard it knocked him backward into a display of deer antlers.
These are the bones of Wallace McWallace
He lived rough, fought hard and ate well
Too bad he drank from the well, too -- Wallace McWallace, died aged 37
Wallace was slain by lizardmen archers as he drew water from the well outside his farm.
We promised we wouldn't write you a poem
So we won't.
Don't let it be said
We didn't do anything you ever asked -- Garr Stonehammer
The Stonehammer family was famous for disobeying the rules their patriarch Garr set down. Looks as though he finally got his way.
You didn't tell me there'd be elves. -- Gruer Hardy
Gruer and his family escaped the destruction of Halas, fighting many brave battles through gnoll territory to reach Qeynos, where Gruer collapsed in shock at the unexpected sight of elves in the city of men.
Books
A Collection of Epitaphs
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 10 Nov 2004 at 23:03:16 PST.
The poetry and stories have a homey simplicity about them, especially those written during times of great stress throughout the world. The frayed edges of the pages upon which these verses are copied is a mute testament to those who read this book before, several times.
Reread Story
Close
The epitaphs are grouped roughly by race. Not all Norrathian races are represented, although the ones most likely to have lived for many generations in Qeynos are listed.
Read "Of Humans and Halflings"
Read "Of Elves and Half-elves"
Read "Of Dwarves and Barbarians"
Close
Humans and halflings may seem an odd combination for burial groupings, but it proved to be a very practical choice. The humans preferred to be interred horizontally, while the halflings seemed to prefer a vertical burial. That allowed for placement of tombs in very close proximity without wasted space.
Continue Story 1
Close
Time and again we called your name
Little did we know
You'd lost your ears to the trolls
  -- Ezzie Appledore, aged 49
Ezzie Appledore's neighbors always wondered why she didn't hear them; they thought she was too proud to associate with them. It wasn't until her death that they discovered she hadn't any ears, which would have made hearing a bit of a chore.
Continue
Close
There's a place at the table where you used to sit
Your feet after a long day in the fields
That's the very first thing I polished
After your funeral.
 -- Lestin Farmerson, age unknown
Lestin operated a large farm and had large feet that he planted on his wife's table every chance he had. At first, he did it just to annoy her. Later, he'd gotten into the habit.
Continue
Close
The gods welcome you home
Wherever they are
And wherever you roam
Though, if gods there still be
Then I am a gnome
 -- Brenna Marche, aged 89
Brenna's husband Rusty believed that the gods had forsaken Norrath and that no one would hear from them ever again, while Brenna firmly believed the gods would return. Time will tell which of them was right.
Continue Story 1
Close
You never returned
From your trip over-sea
Oh, how I wish
You'd left stuff to me
 -- No Name
It's not clear to whom this epitaph was written, and the tomb on which it was engraved was robbed many generations past. It seems whoever the person was, they were considered wealthy in their day -- evidently moreso in material wealth than friends.
Close
The elves buried beneath Qeynos often fell in battles of its defense and the residents of the town from its early days wanted to show respect to the elder children of Tunare. While they generally shun the half-elven in life, the choice of burying them together was pure practicality -- there were fewer elves being buried and the humans refused to have half-elves buried amongst them, so they moved all half-elven tombs to the section reserved for the elves.
Continue Story 2
Close
You were my best friend forever
Who listened when no one else would
Other elves and the humans reject me
I wish they took me and not you
 -- Ferianna Leimi, aged 94
The Leimi family died of one of the many diseases rampant during the War of Plagues. Ferianna was rare among high elves, associating freely with the half-elven and befriending them while others shunned them and called them names. The writer of this epitaph was presumably one of Ferianna's half-elf friends.
Continue Story 2
Close
Though fallen in battle,
I hear your voice sing
Though your last breath is drawn
I still wait for Spring
 -- Meiri Linnarian, ageless
Meiri was a member of the Qeynos Guard on patrols in the lowest level of the catacombs. Her unit was overwhelmed by enemy forces. None survived.
Continue Story 2
Close
Far out to sea, ships are sailing
And I stand alone at the quay
You've taken my heart on this journey
Hold it within yours, my love
 -- Jarna Greyflower, half-elf
Interestingly, many of the half-elf tombs include not their age but the fact that they were half-elves. It is unclear whether this is a mark of pride in their heritage, or whether they were not accorded the honor of noting their lifespan.
Continue Story 2
Close
Many who died are unburied
Their bones scattered over the hills
Let this song be their remembrance
Until the battlefield stills
 -- For the Unsung Heroes
Close
Dwarves and barbarians formed alliances as they came to the city of men, both enjoying hearty meals and gaudy entertainment. After the destruction of the northlands, the dwarves joked that the barbarians could be buried alongside them, if there be any reason to bury a dwarf. The comment had been made in jest, but with so much upheaval in the lands, it was inevitable that many from all the races of Norrath would perish.
Continue Story 3
Close
Here lies Tammak Brannuck
Who knew how to swing
But forgot how to duck
 -- Tammak Brannuck, age unknown
Tammak was a barbarian who would go to the local eateries and challenge the patrons to fisticuffs in the street. One day, someone accepted his challenge and Tammak turned around to leave but forgot the door was much lower than he was used to. He hit his head on the door's lintel so hard it knocked him backward into a display of deer antlers.
Continue Story 3
Close
These are the bones of Wallace McWallace
He lived rough, fought hard and ate well
Too bad he drank from the well, too
 -- Wallace McWallace, died aged 37
Wallace was slain by lizardmen archers as he drew water from the well outside his farm.
Continue Story 3
Close
We promised we wouldn't write you a poem
So we won't.
Don't let it be said
We didn't do anything you ever asked
 -- Garr Stonehammer
The Stonehammer family was famous for disobeying the rules their patriarch Garr set down. Looks as though he finally got his way.
Continue Story 3
Close
You didn't tell me there'd be elves.
 -- Gruer Hardy
Gruer and his family escaped the destruction of Halas, fighting many brave battles through gnoll territory to reach Qeynos, where Gruer collapsed in shock at the unexpected sight of elves in the city of men.
Close
Unobtainable
a couple reading books
This item can be placed in any house type.



Undiscovered.
Books
A Dangerous Pet to Keep
This item can be placed on the floor in any house type.

Assembled pages of a witch's journal

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] A Dangerous Pet to Keep (Tome).

Components
A Dangerous Pet to Keep - Page 2 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 3 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 4 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 5 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 6 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 7 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 8 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 9 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 10 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 11 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
A Dangerous Pet to Keep - Page 12 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])

Discovered on 12 Apr 2022 at 17:07:45 PDT.
A Dangerous Pet to Keep



Assembled pages of a witch's journal
For years, I had known comfort in the fields of Vetrovia, and derived pleasure from the necrotic work that entrenched me. It was my obsession from dawn to dusk, and often times did not stop there. While others of my coven were tempted by the opulence and pleasures contained within Castle Vacrul, it held no sway for me. It was but a dim ember next to roaring fire for me and my interests. That is, until I found what it contained...
Deep within the labyrinth of caverns under the castle resides a being of unequaled beauty! A creature of rotting flesh and dark, insatiable hunger, yoked to the will of the very one he was sent to destroy! My rickety knees almost buckled when the air of his lair enveloped me. It was heavy with the smells of copper, effluent, and decay; an intoxicating mix for a witch like me!
I had come, accompanying Sister Morttessa as a favor, but after seeing this dragon -- this child of Veeshan -- turned vampire, I was entranced! How did such a thing come to be? Why would Lord Mayong keep such a beast? Morttessa didn't have the answers, but I knew others within the castle must. Over the next few days, I would return to the castle several times to speak with others. What I learned amazed me!
The beast answered to the name of Zarrakon and was a member of the Ring of Scale. During the Age of Turmoil, he had infiltrated Mayong's castle in Loping Plains of Faydwer, disguised by a shape-shifting spell. Rumor was Mayong had ascended to that of a demigod. The Ring of Scale may not have given this rumor much credence, but they assumed it meant his castle was vulnerable. Zarrakon would come to regret this assumption.
It was true that Mistmoore was absent, but the castle was not empty. Zarrakon found Castle Mistmoore occupied by one of Mayong's sons -- someone they had no knowledge of! Zarrakon's plan changed immediately, and he attacked the dhampir! Unfortunately for Zarrakon, Lord Mayong's awareness of his son proved keen. Mayong returned to the castle and attacked Zarrakon.
A fierce battle, the likes of which I'm told had never been seen, between demigod vampire and draconic might. In the end, Zarrakon was drained of his blood and dragged to his estate in Mistmyr, where Mayong threw him in a tower filled with blood as his only sustenance. It was only a matter of time until the defeated creature would drink. The dragon suffered a mortal death, but rose a vampiric dragon bound to Mayong, and now an enemy of the Ring of Scale.
Soon thereafter Lord Mayong learned of the Celestial Order's decision to rescind their connection with Norrath, and that as a result a great many sub-planes were to be absorbed, amongst them Mistmyr. He quickly carried out a plan that ensured the survival of his estate. It was expunged from Hate and placed within a pocket dimension with no connection to its former parent plane of Hate, thus saving it, but at the cost of his ascended deific status and power. It became a planar shard known simply as Mistmyr.
Mayong began to use this shard as a place of secret solitude that was nearly impossible to locate and breach. Here he kept some of his greatest secrets and deepest sentiments and stationed his pet dragon as guard.
It would not be until well into the Age of War when Vacrul Castle would start to be constructed, after Mayong's army, including his sons and members of my own coven, defeated the weakened and isolated Muramite invaders, and named the land Vetrovia. And even later still, during the Age of Destiny, when Mayong would bring a near lifeless Zarrakon to Vetrovia. He had been slain while in Mistmyr, but his vampiric-draconic heart had not been destroyed. He would fully regenerate given enough time and sustenance.
Whatever befell the magnificent beast in Mistmyr, I for one am pleased it happened, for without it I would never have had the opportunity to lay eyes on this beautiful abomination of undeath and eternal vengeance! Now to hope Mayong is never given a reason to regret it.
Books
A Dark Diary
This item can be placed on the floor in any house type.

This tome appears unassuming at first. The writing on the pages, however, is an unusually deep shade of red.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:12:43 PDT.
My power grows. I've trained right under the noses of the Qeynos guard, and now, I am ready to leave my instructors and begin to study on my own. I have surpassed them, and it is time to begin studying on my own. I cannot remain here, however, as the magic I have chosen to devote my life to is forbidden in this city.
I have gathered all that I need. My instructors were reluctant to let me... borrow... a few tomes from the collection that I wanted. I convinced them to allow me to use them. I also found a mysterious black stone on one of them after our discussion. I can feel some power emanating from it, and I believe it might be useful. Now, I must make my way out of the city before they are discovered.
I've made my way out of the city, and into Qeynos Hills. Although I don't feel threatened by anything out this way, I do need to find a place to continue my studies. I do need to keep an eye out for Holly Windstalker, though. Although she isn't tied directly to the guards of Qeynos, I have no doubt she would be happy to drag me back to them if given the chance.
Excellent. I managed to find a set of ruins, which proved to be fortuitous in a couple of different ways. First, it is well outside of the eyes of the Qeynos guards, and secondly, it contains several complete humanoid skeletons, which I can put to immediate use. This way, I can set up an ample defense while I conduct my other experiments in peace. This should be exactly what I need.
My guards are now in place, and have already proven to be effective. A few adventurers approached my ruins, and attempted, I assume, to collect on a bounty that Qeynos likely placed on me. My skeletons and I made short work of them, and now I have a couple more guards for my ruins. I also noticed that the glowing black stone I found appears to be helping me focus better - I can feel some manner of energy flowing from the stone, and into me. This object is quite useful indeed.
I am comfortable here. I think I would like to have my skeletons begin helping me to build up the ruins a bit, both to be more defensible, and because, simply, I want to make that which is mine even more grand. I have made great strides in my studies since coming here, and I believe I am on my way to a breakthrough... to an ancient process that might allow me to study forever. And eventually, perhaps return triumphantly to Qeynos with my undead armies in tow.
Books
A Dilapidated Journal
This item can be placed on the floor in any house type.

Perhaps once a work of art, this leatherbound journal has seen much better days. While most of the pages have either gone missing or fallen victim to the elements, you find a few pages which appear to have journal entries written in an elvish script.

TREASURED
NO-TRADE  NO-VALUE

Offers the Quest
'Of Fire and Ice'
and is required by it

Language
Koada'Dal

Looted from various Yha'lei (82-83) in Chelsith (part of the wizard epic weapon line).

Discovered on 6 Feb 2008 at 12:06:49 PST.
Arendahr Lossehelin, Flame Disciple, Keepers of the Art
      ... of fire and ice we were. Two very different souls who were never meant to form a union but yet could not deny the feelings we had for one another. How different things would be had we never met...
My algid lover's touch is the only thing that calms my feverish anger and allows me to continue my lessons unhindered. To write these words simultaneously pains my heart and fills it with a great sense of nostalgia. There in the library I professed my undying passion for you, not caring about the outcome, only that you finally knew the longing in my head which I could no longer bear to hide. To my surprise, you confessed similar feelings of want.

















Our romance had to remain secret, as engagements of the heart are strictly forbidden between students. So, I forged for us two rings; one infused with the essence of flame, the other frost. These contrasting dualities represented us best, I always felt.
Cor Gollor ed'Lhach: Forged from pyroclastic stone and bathed in the seething white heat of Solusek's flame.



           ... Cor Per'Edhel ed'Hegel was its name. Carved from a glacier and enchanted with cryptic runes unknown to anyone but me. On her hand she wore it until the day of the attack...
            ... shimmering white ... crushed the nearest dragoon with her claw...
In Kunark I shal harness... on a similar type of beast...



           ... Mountains where the drakes slither and snap.
Books
A disenchanted ancient grimoire
This item can be placed on the floor in any house type.

This appears to be a complete ancient tome, written in the Shisik language and free of the magical enchantment that was previously placed upon it preventing its translation.

NO-TRADE  NO-VALUE

Required by the Quest
'A Mysterious Trinket'

Language
Shisik

Quest reward from [85] A Mysterious Trinket (Signature) (Heroic), started by examining Mark of the Emissary in Nektulos Forest (-1702, 25, -774) (part of the assassin epic weapon line).

Discovered on 8 Feb 2008 at 19:21:57 PST.
Tv sh dh ufho  
egaod ttloT  uo  
eckftutu ntrainn  
ohtht hara us    
Rtkput snh ewnet  
hru  rupmn s o  
oft thla ispm  
tso ifrre    
tetas oTa fh    
npr outstta i  e  
mao
Tonasi  diate  
eoniraesor  
acmahhtuoodac i  
tiis uoelvca u  
ennict  m tim  
ctl n  
twnhrdeieai sa  
t rtlto  
voissib  orer  w  
Tpettestunuehmsea
l onaa  e veh  
ooh tuyrf fots  
pn c stensfsh  
lrlikfaio aknt  
anoweoeeuyse d  
hleloo ite spuf    
f ibtas  
socuhetomnoeteano
weht  ua  
sesgson ekvp  
cotlst e kh  
aethe fhmsdeoz  
smuos    
woitgdlia  
owahoen f  nnn w
The long ence  
morturaver thuff  
dearms the of of  
sper d mor wish  
wry consummake  
of the a by  
thend sang  
entralls for  
thend beat  
hindead makeso  
beamitheir their  
to be  matus of  
unworturns  of a  
we entrageourns  
of re  flend  
love kno gre  
sleep the withe  
cont a lamself  
alam  a cove  
nam  whe havelf  
grubled ent dis  
to sleep the a  
cons a sind the  
of o ers whose  
The re s to
Then he patimend  
life  thation  
thathe ing en  
acher  
therprithips  
pithe nows th  
make nat to  
giver s of to  
long  we knothat  
scome wourn  
frountumethat he  
pectish a lietus  
and to sled th  
an hat sh the  
the use hand  
make wills  
thocklied sleep  
to scoub  to  
scontralamin  
Who orthend of  
Thus whe dre  
paus opposes  
trall  ay  the  
of  To sleep to  
bodkings quiethe
To dres of  
dispect to lins  
an s coreturn  
weam  the his  
consolutly off  
dre  nothise  To  
beary lamight  
the opprithance  
the us sleep  a  
calay  their  
cast within  
thing aw s th  
this that trome  
re  no we of to  
to lieturn whe  
hathat deat  
ageous or  
therche ent of  
the of se  The  
uselawry  an  
that fromer we  
useam  an s a  
wit ther  
retumell  fleep  
the cal shousand
The  
bodkinsorturrome  
en thave  their  
we dise  To sles  
that give of  
offleep  ang a  
withence  
knowards the wry  
flesh thave  the  
sing a by andied  
ance woutis a  
life  fleep to  
an s al cor is a  
shoutiong ang a  
we hat scows per  
tion no sleep  
ance of scong  
ence knoblen  
nothe puzzleep  
a wron  To  
sieturnsummake  
of the agaings  
thent whe mance  
us ot ance  
untrave res and
To sler der inst  
an acher no dead  
thentraleep  to  
the kno be  
whould sh d the  
pand lose  To  
makes  a  
offickling en  
and of gretunter  
castis hise  
Thueshust mus  
office of dre s  
the ses tragain  
to lam  to by  
wor thathat give  
and  to   tie  
mor the weamely  
whiscove scongs  
cow no to off  
thetummakesh  
ills th al sely  
pris dis slesh d  
beat makes  
thavelf to by  
frong  aw s hims
Whocks th  
afterpronso  
deations  we of  
momell  fron  To  
the the usay for  
and cons al com  
withat wount  
takes  bodking  
ence sleep  
theamen we butly  
cove us cows of  
that of grub  
the prithe off  
off the knotheir  
to of grunts  
woubleep to  of  
try thend an wit  
mit fort  
achatuntragain  
To we rund be of  
th  arrome by a  
swead or beary  
we life  
beathathat  
untroutly con  
Books
A Dwarf's Guide to Surviving a Minotaur Attack.
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Minotaur'

Quest reward from [55] Lore and Legend: Minotaur (Lore and Legend), started by examining minotaur parts or by examining A Dwarf's Guide to Surviving a Minotaur Attack. in Steamfont Mountains (-831, 70, 1589).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Minotaur"
for 1c.

Plundered from Steamfont Mountains (-831, 70, 1589).

Discovered on 28 Feb 2007 at 10:28:01 PST.
A dwarf's guide to surviving
a minotaur attack
The minotaur survival guide is your complete resource for surviving an encounter with these beasts of burden.

You'll learn how to recognize your enemy and choose the right weapons to defend yourself. You'll gain information on killing techniques, along with tips on what to do when on the defense, on the run or on the attack.
Understanding the Minotaur:
Minotaurs have often been used as guardians or defenders, and will usually only follow through on an attack if you encroach upon said territory, or have obtained one of their guarded possessions. But be weary as you venture through Steamfont, you may find yourself face to face with these powerful beasts.
Minotaur Attributes:
The minotaur is a sentient creature resembling an upright bull or cow. It stands twice as tall as a gnome or dwarf on its hoofed, digitigrade legs. Their broad chests and shoulders add to their intimidating stature, as do the large horns of the bulls.

Minotaurs have a visual spectrum of black and white. They also have great night vision capability, a fact that explains their skill at low light hunting, such as that of mines and cave groups. Minotaurs have excellent hearing. Not only can they detect sound, they can determine its direction or origin even when echoing in many directions.
Tests indicate the range of their hearing to be similar to that of a human, gnome, or halfling.

The minotaur's sense of smell is very acute. They can pick up the smell of another minotaur or that of an intruder and distinguish the two at a much greater distance then previously assumed.
How to Fend Off a Minotaur:
1. Hit back! If a minotaur is coming towards you or attacks you, use anything you have in your possession -- a shield, pick axe, your fist -- to hit the minotaur's eyes, or snout, which are the areas most sensitive to pain. Make quick, sharp, repeated jabs in these areas.

2. If you or one of your group members has a proficiency with spells then those too should be used to injure the beast. Be weary though, the minotaur may also be spell savvy, or have resistances to particular spells.
3. Additionally, if you have other creatures at your command, they can be used to confuse or to attack.

4. Do not allow yourself to get backed into a corner. The more room you have for your battle with these creatures, the better. Minotaurs have many charging battle tactics, which open areas discourage and make less effective.
5. Avoid the horns. The bull minotaurs have large and dangerous horns that can easily be used to gore prey.

6. Blind it! If the attack is happening in a dark location, you can attempt to use its night vision capability against it. Be sure to shield your eyes prior to casting the mesmerization or light spells.
How to Avoid an Attack:
The best advice is to avoid mines or caves with known treasures or previously unattainable items of glory. They are bound to be guarded, by test, trial, spells, and beast. Promises of reward by someone unwilling to do the work themselves, are good indicators of such action. But if you find yourself on such a trek keep these pointers in mine:
1. Avoid being in derelict mines or unexplored caves alone. Always stay in groups. Minotaurs are more likely to attack a solitary individual.
2. Do not enter questionable enclosures if you are bleeding or previously wounded. Minotaurs will have a better chance of smelling you.
3. Scout your advancement carefully for tell tale signs of minotaur, such as hoofprints or echoing snorts.
4. Use extra caution when enclosures are dark, and sounds are muffled. It will decrease your chance of sensing the minotaur but they may still be able to sense you.

5. If a minotaur shows itself to you, it may be intimidating you rather than attacking, in hopes that its presence is enough to dissuade you from encroaching further. Back away slowly. Do not make any sudden movements.
6. Do not harass, try to cajole, or bribe any minotaur. Minotaur are known for their fierce, explosive tempers!

7. Although rarely found, you should leave calfs alone. Any adult minotaur will respond to a distress call from a youngster.

8. A minotaur attack is a potential danger for anyone who frequents mines or caves, but it should be kept in perspective. Wolves, undead, and trap chests are responsible for far more fatalities each year.
Books
a finely decorated book
This item can be placed on the floor in any house type.

This is the most elaborate book you have ever seen. It bares the mark of a jester's cap on the cover.

FABLED
LORE  NO-TRADE  NO-VALUE  NO-DESTROY



Discovered on 6 Jan 2017 at 9:57:35 PST.
Books
A Frostfell Carol
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [200] A Frostfell Favor (World Event) (Repeatable), started by Mr. McScroogle in Frostfell Wonderland Village.

Discovered on 20 Dec 2006 at 12:46:21 PST.
"A Frostfell Carol"

Being the tale of Mergott Mizzlefig McScroogle's Corporation and its impact on the holiday of Frostfell throughout Norrath.
PREFACE

I HAVE endeavored in this Ghostly little book, to explain why Frostfell should be the most profitable of seasons. May it haunt the houses of those who read it with a desire to earn a living, honest or otherwise.

Your faithful Friend and Servant, M.M.M.
STAVE I: Those Annoying Frostfellians

For the past twenty years, the Frostfell elves and Fae have endeavored to change me. At first, their visitations during Frostfell did indeed give me pause. I considered their message of charity toward others and harmony to all living beings.

And yet, there is no profit in living this way. Why should I give away the hard-earned coins within my grasp to someone else? And truly, the loss of sleep on the night of these Frostfell visits was harming me for the work at hand.
Profit! Yes, profit! And soon enough, even the Frostfell folk, those merry and capering fools, learned the cost of maintaining these annual Frostfell visitations upon others. For soon, they replaced the actual ghosts of my associates with cheaper imitations due to budgetary constraints.

Their decision led me to finding a way of my own to allow myself a night of sweet, uninterrupted repose. Using my skills and the backbones of my own cheap laborers, I discovered a way to allow someone else to take on the task of attending to these Ghosts on my behalf, for next to nothing.

Ka-ching.
STAVE II: The First of the Three Ghosts

And so, in my stead, someone else was forced to live through the events that supposedly shaped my past. Alas, my business partner Marlon, whose specter troubled me the most, for I owed him some plat and do not want to repay it.

In some years, the Frostfell elves would present Lani Cogspinner, my ex-girlfriend whose ghost is available much more cheaply than she ever was in life. At other times, I have had to endure a Gigglegibber impersonating my father.

They so annoy me.
Comes now Gwenda Gurgley Gigglegibber, the Ghost of Frostfell Past and waste of breathable air.

This time, it is Lani Cogspinner's tale of misplaced woe that we must endure. Does no one realize that this chatty little flizgig DUMPED ME on Feast Day? Why do the Frostfell Elves and Fae feel that this apparition would move me to change my ways?

I enjoy seeing her again, though, as it gives me enormous pleasure to remember how much I had saved through the years by not having her drain my bank accounts for the creams and potions she must surely need to stay presentable. Hah!
STAVE III: The Second of the Three Ghosts.

Gergus Gigglegibber, Ghost of Frostfell Present, is not particularly bright. Within the folds of his cloak huddle two miserable young Gigglegibbers: Ignoranty and What, who had been accidentally sewn into the garment's lining.

Ah, a visit to the home of Bobby Kritchat. A family of petulant losers if ever there was one, and Tiny Jim the most whiny of all!
This is usually when the Gigglegibbers try to pole it on thick, having me clean house and do chores. Not this time!
STAVE IV: The Last of the Ghosts

A truly frightful apparition, Gilby Gigglegibber should really not wear that particular shade of red.
This is the worst part of the whole visitation, for the Ghost of Frostfell Future does not take you into a warm, if somewhat uncomfortable home. Instead, he drags you out to the middle of an icy valley and gives you no hint as to how to find the future.
I've done this one nineteen times before. But you, my friend... you are on your own.
Just remember: there is a reward for finishing this task! Ka-ching!
What's that? Oh... you want the key to the mystery? The secrets of the maze? I give you but one piece of advice: find a high point and gaze across the valley.

The canyons of ice and snow are meant to confuse us. They are intended to show us that we must all make choices in our lives that can lead us astray. The unrelenting sameness of each sparkling blue wall thrusting upwards from the snow like a blank slate is to show that we can each of us write our own story.

It is annoying beyond words. Nineteen seasons, I've lost countless hours negotiating the maze. But no longer!
For yes! We can all score the icy walls with the pathetic scribbles of our worthless lives!

And to what purpose? What gain can be had in this wretched exercise? Nothing but the loss of a night's sleep and the usual hourly wage! Pathetic!

The Gigglegibbers wish me to learn that Frostfell is a time of giving and charity. Bah! The only giving should be shoppers giving me their hard-earned coin! The only charity should be buying only McScroogle Corporation goods and redistributing them to the poor!

That is giving. That is charity. Ka-ching!
STAVE V: The End of It

Ah, to wake the finally morning of Frostfell fully-rested and full of energy! I throw open the window of my boudoir and exclaim to the butcher's boy who passes below:

"You there! Boy! Yes, yes I mean you, lad! What day is it?"
"Today, sir? Why it's Frostfell Day, sir!"

I had not been bothered through the night, finally! A good rest does wonders for the spirit of someone long-used to being annoyed throughout the long watches of the night by frivolous Frostfellian do-gooders.
And so, dear friend, I thank you for assisting me to this end. I, Mergott Mizzlefig McScroogle, appreciate your assistance this Frostfell season and reward you with not only this book tat celebrates your adventure, but also a warm and seasonal Frostfell cloak!

Which, might I add, was left over from a batch of poorly-cut fabric and comes at no cost to me. Therefore, you have not only given me the gift of rest, but also am taking off my hands something that is absolutely worthless to me but of potentially great value to you! This, my friend, is the true message the McScroogle Corporation wishes to impart this Frostfell season. Ka-ching!
Books
A Gnollish Contingency Book
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 2 Feb 2006 at 14:00:12 PST.
Contingency Plans
In the event of a failure of a mission ranked anywhere from one to seven it is your duty to return to your superior to await further instructions. If a superior cannot be found then a judgement call must be made as to whether further attempts at the mission are likely to succeed.

In the event of a failure of a mission ranked eight or higher death must come before capture. Take no chances at this point.
Locale Specific Instructions

Our current structure is broken up into three teams. The lieutenants leading these teams shall wait for Gilrix at the following spots when they hear of a failed mission from another team: Lieutenant of the Rotpaws - Alcove on the south eastern edge of the northern plateau that holds the sprites, Lieutenant for the Snagtooth - The rocky hill south of Clearwater Pond, and the Lieutenant for the Gleaming Eye - The alcove that the bears use just north of the Western Falls.
Regarding Our Allies

Play dumb to any interrogation on the subject of the gnomes. Giving away information about them will not save your hide, as you are dead once captured anyway. Play dumb, speak slowly, drool if you have to -- but do not give up what you know of their involvement in our plans.
Books
A Gnome-Scribed Journal
This item can be placed on the floor in any house type.

A frantically written journal.

TREASURED
LORE  NO-TRADE  NO-VALUE

Offers the Quest
'Minotaurs? Minotaurs!'

Plundered from Steamfont Mountains (-1093, 160, 1640).

Discovered on 20 Mar 2014 at 8:11:11 PDT.
I…

I don’t know how. Here I am at the top of a peak in Steamfont, and I don’t know how. I don’t know how I got up here, I don’t know how to get down, and I don’t know how this all happened.

One moment, I was scavenging scrap from the gearyards, trying my best to keep away from the minotaurs’ attention (and doing quite well at that, I might add), when I suddenly felt… torn?
Everything went topside down. Left was right, hornscroggle went tomdangle and then, before I could tell you my name, there were minotaurs EVERYWHERE. I’ve never seen so many minotaurs.
Gnomeland Security? Gone. Like it never existed. In its place? Minotaurs. Frugrin Observatory? Nope - minotaurs. Steamfont Windmill? Minotaurs. Minotaurs? Minotaurs.
I’ve never run so much in my life. Thank goodness for my Gnomeland Security internship. They may be tough, but they’re not the most observant cows.
And then, just as quickly, three days after I arrived… POOF. I’m up here. And I’m still up here. I have two choices - stay up here and starve to death, or jump and fall to death. Either way, these aren’t good options.

-Agler Togglespin
Books
a goblin's notebook - History of the Condemned Catacomb
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:45:46 PDT.
Breaking into catacombs and stealing artifacts is what we do best, the Necrosis clan strikes fear into heart of man.
We are many; auger, shrew and conscript will always be. They are our workers, help us dig, help us carry the artifacts.
Then the guards and crones watch the hallways for intruders, making sure no one comes near the Wraithcaller or his thaumaturges.
If someone does get by, me am sure that the elite guards or beldames will take care of them... but if not... the mighty one will see that they shut their eyes in eternal sleep while the necromancers trap their souls as pets.
We protect the artifacts, we use the artifacts, we will rule Qeynos some day.
Books
a goblin's notebook - History of the Condemned Catacomb
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Jan 2005 at 9:32:51 PST.
Breaking into catacombs and stealing artifacts is what we do best, the Necrosis clan strikes fear into heart of man.
Entry One
Put book away.
We are many; auger, shrew and conscript will always be. They are our workers, help us dig, help us carry the artifacts.
Entry Two
Put book away.
Then the guards and crones watch the hallways for intruders, making sure no one comes near the Wraithcaller or his thaumaturges.
Entry Three
Put book away.
If someone does get by, me am sure that the elite guards or beldames will take care of them... but if not... the mighty one will see that they shut their eyes in eternal sleep while the necromancers trap their souls as pets.
Entry Four
Put book away.
We protect the artifacts, we use the artifacts, we will rule Qeynos some day.
Close Book.
Books
a goblin's notebook - The Hideout
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:45:51 PDT.
We Gobblerock have found secret place. We steal from Militia, hide in here. Tell in book, good for remember.
Watch the front... the Grunt, Swindler and Shaman do. Weak they, but watch good. Gobblerock like let weak die first.
Train the slug, they good pet. We stole many things from Militia today, hide them here. The butchers fight with tricksters who better, but we know haruspex is best. They get ready for raid now.
We train hard, brutes getting stronger and prophets getting smarter. Raid, Raid, raid... that what we do. The hooligans are playing card, me play too now.
Boss Gobblerock and us raid the Militia, we keep stuff selves. We keep secret place. Great Gobbler protect us.
Books
a goblin's notebook - The Hideout
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Jan 2005 at 20:38:35 PST.
We Gobblerock have found secret place. We steal from Militia, hide in here. Tell in book, good for remember.
Entry One
Put book away.
Watch the front... the Grunt, Swindler and Shaman do. Weak they, but watch good. Gobblerock like let weak die first.
Entry Two
Put book away.
Train the slug, they good pet. We stole many things from Militia today, hide them here. The butchers fight with tricksters who better, but we know haruspex is best. They get ready for raid now.
Entry Three
Put book away.
We train hard, brutes getting stronger and prophets getting smarter. Raid, Raid, raid... that what we do. The hooligans are playing card, me play too now.
Entry Four
Put book away.
Boss Gobblerock and us raid the Militia, we keep stuff selves. We keep secret place. Great Gobbler protect us.
Close Book.
Unobtainable
a group of books
This item can be placed in any house type.



Undiscovered.
Podiums
a heretic's chanting podium
This item can be placed on the floor in any house type.

Chanting shall reveal the secrets held within.

TREASURED
NO-TRADE

Rent Status
Reduction
39

Purchased from Zur in The City of Freeport (-89, -10, -172)
requires at least 10,000 faction with The Dismal Rage

or Thulkanil Shai'lin in Timorous Deep (2647, 66, 1159)
requires at least 10,000 faction with The Watchers of Timorous

for 10,000SP 30s.

Discovered on 27 Feb 2005 at 19:49:38 PST.
Books
A History of the Centaur
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Centaur'

Quest reward from [50] Lore and Legend: Centaur (Lore and Legend), started by examining centaur parts or by examining A History of the Centaur in The Thundering Steppes (593, 1, -144).

Plundered from The Thundering Steppes (593, 1, -144).

Discovered on 13 Sep 2005 at 12:19:40 PDT.
"A History of the Centaur," by Wiseman Oluran, centaur of the Thundering Steppes -- Being a history of the centaurs, as told by one of their own.
In the years after the cataclysms that reshaped Norrath, changes shook the foundations of many societies. Some were forced from ancestral homes, others were reduced to begging and thievery. The centaurs of the Thundering Steppes adapted to the changes in the world in their own way.
A long time ago, when the gods still lived and the moon was whole, the centaurs lived in Karana.

Long did we hunt upon the plains of Karana, racing one another in bands several hundred strong! Tails held high, hooves burnished with thin sheets of copper, silver and gold, the centaurs lived as one with the land.
Centaurs have no creation myth, we know we have always existed.
Some say that centaurs were formed by the union of a wood elf queen and the god Karana, which is why centaurs always roam, yet love the land so completely.
We centaurs feel no such need to explain ourselves; we have always been, and that is enough.
In the long-ago, female centaurs resented the numerous male centaurs that sought to keep them.

The males sought to cherish, confine and keep the females from harm. The females appreciated this attention not and battles erupted.

To bring peace to the centaurs, Zehadra the Wise decreed that male and female live apart, only to come together at certain times and places. This living arrangement, while not perfect, allowed male and female centaurs to appreciate each other.
Over the years, the Plains of Karana changed, beset by war, by plague, by violent rending of the very earth.

At last, the Shattering desolated the lands so loved by the centaur and brought about the ruin of many of our scattered villages.
Centaurs alone did not suffer, of course. All of Norrath was covered in flame and pestilence, bombarded by shards from the once-veiled moon.

The violence subsided. The face of Norrath was completely changed.

Centaurs returned to what was left of Karana's plains, brought together by the world's suffering and loss.
Fortunately, as the Shattering's destruction lessened and the centaur tribes reunited, there were still bands of female centaurs.

Knowing how close they came to civil war, the male and female centaurs agreed to live by the rules imposed by Zehadra all those years past.

This is still our way. The females come to the males, then leave again, only to return when they are ready or when they must leave behind a male centaur child.
Still, the destruction of so much we centaurs held valuable was disturbing to both male and female.

While we still live mainly apart, our females now live in closer proximity than before. They are strong, courageous and skilled so they do not remain near for protection, but for the surety of knowing that those they love still live.

And we are glad to know that they are near, for we love them fiercely in return.
After the Shattering, the Steelhoof centaurs in particular became bitter over the destruction of their homes and forges, turning to raiding as a way of life.

No longer do they burnish their hooves with metals simply for the beauty of it, but to use in battle with the hill giants that still live in what is now called the Thundering Steppes.
Alas, though we have been strong and true, no longer does the sound of a thousand hoofbeats shake the grasslands of the plains! The vales are filled with sorrow and our long memories cannot dispel thoughts of the beauty that once filled the lands.
And yet, there is hope. For grasses grow, forests return and the gods cannot have abandoned their children.
We still have hope.
Know, then, the history of the centaurs of the Thundering Steppes.
We are proud and have lineage that reaches back through time before all memory. Do battle with us at your own peril.

Blessed be Karana, always.
Books
A History of the Centaur
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Centaur (Lore and Legend), started by examining A History of the Centaur in The Thundering Steppes (593, 1, -144).

Discovered on 19 Nov 2004 at 17:34:12 PST.
In the years after the cataclysms that reshaped Norrath, changes shook the foundations of many societies. Some were forced from ancestral homes, others were reduced to begging and thievery. The centaurs of the Thundering Steppes adapted to the changes in the world in their own way.
Entry One
Put book away.
"A History of the Centaur," by Wiseman Oluran, centaur of the Thundering Steppes -- Being a history of the centaurs, as told by one of their own.
Read book
Put book away.
A long time ago, when the gods still lived and the moon was whole, the centaurs lived in Karana. Long did we hunt upon the plains of Karana, racing one another in bands several hundred strong! Tails held high, hooves burnished with thin sheets of copper, silver and gold, the centaurs lived as one with the land.
Entry Two
Put book away.
Centaurs have no creation myth, we know we have always existed. Some say that centaurs were formed by the union of a wood elf queen and the god Karana, which is why centaurs always roam, yet love the land so completely. We centaurs feel no such need to explain ourselves; we have always been, and that is enough.
Entry Three
Put book away.
In the long-ago, female centaurs resented the numerous male centaurs that sought to keep them. The males sought to cherish, confine and keep the females from harm. The females appreciated this attention not and battles erupted. To bring peace to the centaurs, Zehadra the Wise decreed that male and female live apart, only to come together at certain times and places. This living arrangement, while not perfect, allowed male and female centaurs to appreciate each other.
Entry Four
Put book away.
Over the years, the Plains of Karana changed, beset by war, by plague, by violent rending of the very earth. At last, the Shattering desolated the lands so loved by the centaur and brought about the ruin of many of our scattered villages.
Entry Five
Put book away.
Centaurs alone did not suffer, of course. All of Norrath was covered in flame and pestilence, bombarded by shards from the once-veiled moon. The violence subsided. The face of Norrath was completely changed. Centaurs returned to what was left of Karana's plains, brought together by the world's suffering and loss.
Entry Six
Put book away.
Fortunately, as the Shattering's destruction lessened and the centaur tribes reunited, there were still bands of female centaurs. Knowing how close they came to civil war, the male and female centaurs agreed to live by the rules imposed by Zehadra all those years past. This is still our way. The females come to the males, then leave again, only to return when they are ready or when they must leave behind a male centaur child.
Entry Seven
Put book away.
Still, the destruction of so much we centaurs held valuable was disturbing to both male and female. While we still live mainly apart, our females now live in closer proximity than before. They are strong, courageous and skilled so they do not remain near for protection, but for the surety of knowing that those they love still live. And we are glad to know that they are near, for we love them fiercely in return.
Entry Eight
Put book away.
After the Shattering, the Steelhoof centaurs in particular became bitter over the destruction of their homes and forges, turning to raiding as a way of life. No longer do they burnish their hooves with metals simply for the beauty of it, but to use in battle with the hill giants that still live in what is now called the Thundering Steppes.
Entry Nine
Put book away.
Alas, though we have been strong and true, no longer does the sound of a thousand hoofbeats shake the grasslands of the plains! The vales are filled with sorrow and our long memories cannot dispel thoughts of the beauty that once filled the lands. And yet, there is hope. For grasses grow, forests return and the gods cannot have abandoned their children. We still have hope.
Entry Ten
Put book away.
Know, then, the history of the centaurs of the Thundering Steppes. We are proud and have lineage that reaches back through time before all memory. Do battle with us at your own peril. Blessed be Karana, always.
Close Book.
Books
A History of the Centaur
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:48:36 PDT.
"A History of the Centaur," by Wiseman Oluran, centaur of the Thundering Steppes -- Being a history of the centaurs, as told by one of their own.
In the years after the cataclysms that reshaped Norrath, changes shook the foundations of many societies. Some were forced from ancestral homes, others were reduced to begging and thievery. The centaurs of the Thundering Steppes adapted to the changes in the world in their own way.
A long time ago, when the gods still lived and the moon was whole, the centaurs lived in Karana.

Long did we hunt upon the plains of Karana, racing one another in bands several hundred strong! Tails held high, hooves burnished with thin sheets of copper, silver and gold, the centaurs lived as one with the land.
Centaurs have no creation myth, we know we have always existed.
Some say that centaurs were formed by the union of a wood elf queen and the god Karana, which is why centaurs always roam, yet love the land so completely.
We centaurs feel no such need to explain ourselves; we have always been, and that is enough.
In the long-ago, female centaurs resented the numerous male centaurs that sought to keep them.

The males sought to cherish, confine and keep the females from harm. The females appreciated this attention not and battles erupted.

To bring peace to the centaurs, Zehadra the Wise decreed that male and female live apart, only to come together at certain times and places. This living arrangement, while not perfect, allowed male and female centaurs to appreciate each other.
Over the years, the Plains of Karana changed, beset by war, by plague, by violent rending of the very earth.

At last, the Shattering desolated the lands so loved by the centaur and brought about the ruin of many of our scattered villages.
Centaurs alone did not suffer, of course. All of Norrath was covered in flame and pestilence, bombarded by shards from the once-veiled moon.

The violence subsided. The face of Norrath was completely changed.

Centaurs returned to what was left of Karana's plains, brought together by the world's suffering and loss.
Fortunately, as the Shattering's destruction lessened and the centaur tribes reunited, there were still bands of female centaurs.

Knowing how close they came to civil war, the male and female centaurs agreed to live by the rules imposed by Zehadra all those years past.

This is still our way. The females come to the males, then leave again, only to return when they are ready or when they must leave behind a male centaur child.
Still, the destruction of so much we centaurs held valuable was disturbing to both male and female.

While we still live mainly apart, our females now live in closer proximity than before. They are strong, courageous and skilled so they do not remain near for protection, but for the surety of knowing that those they love still live.

And we are glad to know that they are near, for we love them fiercely in return.
After the Shattering, the Steelhoof centaurs in particular became bitter over the destruction of their homes and forges, turning to raiding as a way of life.

No longer do they burnish their hooves with metals simply for the beauty of it, but to use in battle with the hill giants that still live in what is now called the Thundering Steppes.
Alas, though we have been strong and true, no longer does the sound of a thousand hoofbeats shake the grasslands of the plains! The vales are filled with sorrow and our long memories cannot dispel thoughts of the beauty that once filled the lands.
And yet, there is hope. For grasses grow, forests return and the gods cannot have abandoned their children.
We still have hope.
Know, then, the history of the centaurs of the Thundering Steppes.
We are proud and have lineage that reaches back through time before all memory. Do battle with us at your own peril.

Blessed be Karana, always.
Books
A History of the Order of Nektulos
This item can be placed on the floor in any house type.

This book was given to me by Bruhn K'Viir in Nektulos Forest. I can place this book in my house.

NO-TRADE


Discovered on 6 Apr 2005 at 10:38:26 PDT.
This book was given to me by Bruhn K'Viir of the Order of Nektulos. It contains information on the history of the Trials.
Entry One
Put away
The Order of Nektulos was created during the times of the first Emperor of Neriak. The purpose of the Order is to test, train and weed out the weak among the young Dark Elf Warriors. All young warriors must first face these trials before they are allowed to join the soldiers who patrol the realm outside the First Gate. This is the way of the Teir`Dal warrior.
Entry Two
Put away
The weak never survive long in the forest. Whether they are cut down by another dark elf or fall in a pit out of stupidity they are always shown for what they are. Contestants usually number around ten to fifteen and no more than one can ever be truly called winner, survivor yes, but not winner.
Entry Three
Put away
The one who proves strongest takes the title and must remain to be challenged by the next Teir`Dal who attempts to win the Trials. If the challenger does not prove himself in the final battle he is stripped of the title and sent back to the ranks of soldier.
Entry Four
Put away
The Trials are not for the weak. Many have and will continue to fall to the dangers and will of the Forest. It is a living breathing thing and should never be traversed or thought of with anything but respect and caution.
Entry Five
Put away
Consider this a word of warning. If you do not have the heart of a true dark elf, if you do not understand what it takes to rise through the ranks of the greatest race in all of Norrath then burn this volume and turn away. For you shall fail and pay with your life.
Put away
Books
A History of the Order of Nektulos
This item can be placed on the floor in any house type.

This book was given to me by Bruhn K'Viir in Nektulos Forest. I can place this book in my house.

NO-TRADE


Discovered on 13 May 2008 at 9:45:56 PDT.
This book was given to me by Bruhn K'Viir of the Order of Nektulos. It contains information on the history of the Trials.
The Order of Nektulos was created during the times of the first Emperor of Neriak. The purpose of the Order is to test, train and weed out the weak among the young Dark Elf Warriors. All young warriors must first face these trials before they are allowed to join the soldiers who patrol the realm outside the First Gate. This is the way of the Teir`Dal warrior.
The weak never survive long in the forest. Whether they are cut down by another dark elf or fall in a pit out of stupidity they are always shown for what they are. Contestants usually number around ten to fifteen and no more than one can ever be truly called winner, survivor yes, but not winner.
The one who proves strongest takes the title and must remain to be challenged by the next Teir`Dal who attempts to win the Trials. If the challenger does not prove himself in the final battle he is stripped of the title and sent back to the ranks of soldier.
The Trials are not for the weak. Many have and will continue to fall to the dangers and will of the Forest. It is a living breathing thing and should never be traversed or thought of with anything but respect and caution.
Consider this a word of warning. If you do not have the heart of a true dark elf, if you do not understand what it takes to rise through the ranks of the greatest race in all of Norrath then burn this volume and turn away. For you shall fail and pay with your life.
Books
A History of the Sporconid
This item can be placed on the floor in any house type.

A history of the swamp dwelling sporconid race.

NO-TRADE  NO-VALUE

Quest reward from [76] Mushroom Magic (Kunzar Jungle), started by Fisher Rissen in Kunzar Jungle.

Discovered on 14 Nov 2007 at 0:12:55 PST.
A History of the Sporconid
Thousands of years ago, a group of brilliant iksar druids sought a power unlike any other possessed by their people. They tapped into a deep, ancient power that drew on a very different aspect of nature.
This power is the root of decay - truly a mixture of nature and shadow power. Where most natural power gives energy and life and growth, this power sucks it away. Some powers of wardens and furies draws on this in small doses, but none plunge straight into it the way that these iksar did.
They might have had the world at their feet if the nature of the magic hadn't slowly drained them of their mental power. They fed more and more on it, and as they did, they lost more of their mental acuity and of their physical form.
Soon, they had little more will or reason than fungi, and their bodies had grown to resemble their intellects; ashen skin covered in slime-like glaze. A small growth protruded from their head, and as time passed, it swelled and swelled until it resembled a mushroom cap.
Today we know these beasts as the sporconids, and they dwell in the muck and near Dragon Drool Lake. Though they may resemble giant mushrooms, they have a measure of sentience, and an undeniable power at their finger tips. Fortunately, they don't have the guile to harness this power fully.
And so we see what can result from harnessing a power that is not fully understood. What might have been a world devastating force became the idle plaything of a childlike, simplistic race of swamp dwellers.
Should the sporconids ever once again realize what they have in their hands, and find a way to apply it fully, all of Norrath might be on their knees before them. Fortunately, they would need an intellect magnitudes greater than their own to do so.
Books
A History of the Vah Shir, Vol. I
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] A History of the Vah Shir, Vol. I (Tome).

Components
A History of the Vah Shir, Vol. I, page 1 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 2 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 3 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 4 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 5 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 6 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 7 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 8 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. I, page 9 (shinies or looted in The Forsaken City)

Discovered on 20 Jul 2006 at 1:47:20 PDT.
A History of the Vah Shir Vol. I
The Prophecy

Before the beginnings of Kerran Civilization, each Kerran roamed their own territory as did the beasts of the wild. Soon the lands became too small to divide, and so four of the eldest Kerran journeyed to the very top of the highest peak in Stonebrunt Mountains to seek out more land, one from each direction.
When they reached the top, they met and began to speak to one another. Kajek, the first to arrive spoke first, and he said "I am the first to have found this peak. And so the land is mine." Shir the second to arrive and largest of the four spoke next, and he said "You are the first, but there is no more land, and so we will fight. The victor shall take this land" Karani and Shahar were females and spoke as one, and they said "We will share this land with the victor."
But Kajek was wise and he said to the three "You say there is no more land and so we must fight. Perhaps the spirits can show us if this is, indeed, the last of the land." And so they agreed. Kajek made fire and called to the spirits to show them the truth. He chanted to the spirits until night when the moon came forth and Kajek glanced to the skies and places his staff upon the fire. The crystal stone within his staff began to glow and upon the moon the image of Shir could be seen. And Kajek spoke up "Up there lies land. If you are truly strong then that land is for you and this is my land." Shahar and Karani agreed "He is right and we will share this land with Kajek as the spirits foretell."
Shir turned away his head as if to leave. It was then that the voice of the spirits cried out, "You must share the land until the journey to the farthest land of the nights sky can be made by the children of the beast. It is on this land that the chosen ones will become the warriors of the great spirit. It is on this land that the destiny of the chosen ones shall be proclaimed."
The four nodded in acknowledgment of the wise spirits. Kajek howled to the spirits "It will be so, but it was Shir who had wished to slay me. From this day his kin must seek council with the three that wish for peace." The reply of the spirit came forth "It shall be so until the wise one steps forth from the rocks and the mist. It is then that all shall be as one."
And so went the prophecy of the Kerran.
The lands were divided among the four. Kajek took the Stonebrunt to watch the passing of the land and learn. Shahar took the fruitful plains to the north. Karani who could swim took the islands. And Shir took what was left, the barren lands.


The Splintering of the Four.
As time went by, the four great kerrans of the prophecy had children. It was then that Partha Shir, son of Shir, stepped forth on a day of mist to claim leadership of all kerrans under him. But the children of Kajek, Shahar, and Karani lay claim that the prophecy called for the rocks and the mist. Nairu Karani, daughter of Karani, proclaimed that the mist is the water and the rocks are the islands and it was her kin that would be queen. Kiara Shahar chose not to speak for she was wise. Faern Kajek had the wisdom of his father and said the wise one would come from no tribe but unite them all as one.
Time passed and the moon left the sky. This did not please the children of Shahar, Karani, or Shir. Great anger took hold and battles raged for many years. Thus began the splintered ages.
Books
A History of the Vah Shir, Vol. II
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] A History of the Vah Shir, Vol. II (Tome).

Components
A History of the Vah Shir, Vol. II, page 1 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. II, page 2 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. II, page 3 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. II, page 4 (shinies or looted in The Forsaken City)
A History of the Vah Shir, Vol. II, page 5 (shinies or looted in The Forsaken City)

Discovered on 12 Jul 2006 at 22:23:49 PDT.
The Splintered Age
Much suffering had been felt during the time of the splintered tribes. In battle Partha had been mortally wounded. In remorse for what he had done to cause such blood, Partha tore the fangs from his mouth and gave them to the wisest of his sons, Ratha Shir, and spoke to him. "You are not my heir, but you are the wisest of your kin. You must show these to your brothers and tell them they must battle no more. You must lead them with wisdom." But when Ratha had done as his father had asked, he was slain by his eldest of brothers in secrecy. The years of war and death raged on.
Safra, daughter of Faern Kajek, went to the Shir to ask for peace once more. It was then that Vahaan, son of Partha, was taken by her beauty. Vahaan and Nairu agreed to peace for Vahaan was nearby when Partha had spoke to his uncle Ratha. But he was the youngest of his kin and knew they would slay him for his thoughts. Vahaan took the fangs of Partha and nairu journeyed with him to the lands of Sharar to ask the spirits for guidance.
Many years passed and many kinsman lay slain upon the fields. On the day that the moon returned, the mists rose from the great veil. Kejaan Kerrath stepped forth from the mist with Vahaan and Safra at his side. "It is the wise one!" They cried out. The Kerrans saw that this was good, but some Shahar and Karani took their leave and vanished to the lands. All that chose to remain were united as one as the prophecy claimed. The golden Age had begun.
The Kingdom of Odus Kejaan chose the wildest from the clan of the Shir, those who were outsiders of their kin. From them he made his nobles and warriors. Kejaan took the wisest from the clan of Kajek. From them he made his shaman and advisors. Kejaan took the quickest from the clan of Shahar, from them he made his hunters and farmers. The children of Nairu, the Karani, became the servants of the kingdom. United, the Komiyat Kerrath prospered for many years. Kejaan built his palace of gold within the claws of the four fingered paw.
Books
A History of Veksar
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [80] A Thing of the Past (Veksar), started by Scholar Phinea in Fens of Nathsar.

Discovered on 3 Sep 2008 at 10:05:25 PDT.
An Account of the History of Veksar
Translated by Scholar Phinea of Omen's Call
Translator's Note
I have done my best to use the notes of the goblin scholars to create a decent translation key, but the reader should understand this is passing through the filter of the minds of lesser individuals. Therefore, many of the nuances of the script have doubtless been lost.
Following the victory over the Shissar, the iksar of the Kylong tribe set out to build a city, grand in its scope and dedicated to pleasure and to art. This city was built and became known as Veksar. with only the most refined architectural techniques in mine, it was built stone by stone into aliving masterwork.
The theater of Veksar was perhaps their finest accomplishment. Its players have played to only the most noble and wealthiest of iksar families for generations, and its halls have fostered some of the finest performers and composers known to our people.
When Venril Sathir assumed patronage of Veksar by way of the Unification wars, the theater, as well as all of Veksar, only grew in magnificence. Every spire was elevated higher, every hall was made grander, every mosaic was made that much more intricate and beautiful.
Many individuals, such as the playwright Yeviksi Ggzash or the singer Zrisi Ssthith, have found their fame here. Zrisi, in particular, was a favorite of Venril Sathir. She came to the theater as a young iksar and played here until her death. Venril Sathir himself requested would host a private show with her every visit.
The stories that have come from her halls have grown and spread among the iksar so that even the lowliest of jungle villager knows the progression of their basic tales. Such classic fables as "The Ant Tale" began as performances conducted for her audiences.
I record here, regrettably, at the end of her days. Though Veksar survived the end of the Sebilisian Empire, I believe she will not see another day. I am Poet Urviszin and have read my verses in these halls since I was a young iksar, but I will do so no longer. The great dragon Garudon, infuriated at the wrongs he believed done to him, has set his sights upon it.
Even now, I can feel the halls shake as he and his minions throw themselves against her walls. Frescoes are cracking and breaking, costumes are scattered, sculptures have toppled and are being tripped over by fleeing bodies, desperate nobles and poets reduced to a common fate with slaves and servants us all try to survive.
I have chosen to stay and leave this final account upon the walls. Veksar and her theater deserve that much. For hundreds of years, this city has persisted as the jewel of the iksar, but today, this jewel will be smashed and shattered.
Books
A Martyr's Tale
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [21] A Martyr's Tale (Crypt of Betrayal), started by A Martyr's Tale (purchased from Indis Surion in Qeynos Capitol District or Navarius Orvalis in The City of Freeport or Ricka Stonehide in Frostfang Sea or Beata Sringer in City of Fordel Midst).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "A Martyr's Tale"
for 1c.

Discovered on 13 May 2008 at 9:46:01 PDT.
"A Martyr's Tale," by an anonymous martyr of the Bloodsabers, who was put to death by the wretched Qeynosians in a show of might at the end of the War of Plagues.
In the darkness, I light a candle to my god Bertoxxulous. See the flame shimmer? See how it wavers as though fending off blows? When I crush the candlewick in my fingers, the light offers no resistance but a mere sting. This is, then, how the Qeynosians are to those of us who know the truth -- they are the wick and we will extinguish them, one by one.
They are foolish, believing that they can win in the end. Though I languish in their prison cell where they fling me the rotted flesh from the battlefield as meat, I know that my faith in Bertoxxulous will be rewarded. Perhaps not now, not in this lifespan...but a reward I shall receive nonetheless. I look to no promise to make me whole, no misguided agreements shackle me.
We nearly had won that day. With the help of our leader, Kane Bayle, we were positioned beneath the city. He gave us advance warning of battle plans and suggested routes we might take to ease our passage through the city's armies. The city acclaimed his leadership; little did they know then where his allegiance lay.
I was a singer at a local eatery and dallied with the men of the Guard. They pretend to be so righteous, such devoted husbands and Guardsmen. Their wives, the mistress in the marriage of a Guardsman to Qeynos, believing all the while that their men were working diligently. But I knew otherwise. I knew the truth about many of those faithless so-called heroes.
One day, I met Kane and we began our affair. He, who had suffered such slighting at the hands of his family, needed my encouragement. I forsook all others to woo him to our side, to the cause of Bertoxxulous. The conquest was easy; he was already intrigued by our god and eager to learn more. I fed him as much as I could, then took him to my mistress, who helped him learn more.
My Kane is not the blind fool his trial makes him out to be -- oh, no! Even while he toyed with me, he already knew what he wanted. He soon cast me aside for larger prey amongst our ranks, but I am not a jealous cat. We needed his strength, his knowledge, his connections. At that time, we had need of him more than he of us. I am grateful to have known him so intimately for so long.
Yes, for so long -- for Kane was one of us for much, much longer than the foolish Bayle family realizes. While they mocked his achievements, cast him aside in order to fawn over Antonius...Kane was with us. He steeped himself in our lore while he covered himself in the mantle that Qeynos wanted to see in him. They thought his work was on their behalf, but it was for us. It was for Bertoxxulous.
They have put up the gallows where we can see it from the barred windows of the prison. They think it will intimidate us, make us squirm before our deaths. I stand beside the window, my spine straight and my head up. I am not ashamed to die for my beliefs. What frightens the "good" people of Qeynos is nothing to a Bloodsaber. I have slain my own family, murdered without a care those who crossed me. No, I am not afraid to die.
How quaint. The guard who watches me was one of my patrons from my old singing days. He offered to release me in exchange for my favor! My gaze weakened him and I let him stay with me. I am not interested in bargaining with a fool. Still, I will miss some of the pleasures of this life...such as keeping the guard intrigued long enough for us to be discovered. He is now sitting in the cell across from mine, crying. The fool.
I will return to finish my work here in Qeynos. This, I already know: I will be assigned to the catacombs below, to the Bayle family's tombs. Though they despise him, they will bury Kane there...and I will follow. Death will grant me more power than I have as a minion in life. I will remain true to our cause and fight against the weak with renewed vigor.
Books
A Martyr's Tale
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Nov 2004 at 16:46:09 PST.
"A Martyr's Tale," by an anonymous martyr of the Bloodsabers, who was put to death by the wretched Qeynosians in a show of might at the end of the War of Plagues.
Entry One
Put book away.
In the darkness, I light a candle to my god Bertoxxulous. See the flame shimmer? See how it wavers as though fending off blows? When I crush the candlewick in my fingers, the light offers no resistance but a mere sting. This is, then, how the Qeynosians are to those of us who know the truth -- they are the wick and we will extinguish them, one by one.
Entry Two
Put book away.
They are foolish, believing that they can win in the end. Though I languish in their prison cell where they fling me the rotted flesh from the battlefield as meat, I know that my faith in Bertoxxulous will be rewarded. Perhaps not now, not in this lifespan...but a reward I shall receive nonetheless. I look to no promise to make me whole, no misguided agreements shackle me.
Entry Three
Put book away.
We nearly had won that day. With the help of our leader, Kane Bayle, we were positioned beneath the city. He gave us advance warning of battle plans and suggested routes we might take to ease our passage through the city's armies. The city acclaimed his leadership; little did they know then where his allegiance lay.
Entry Four
Put book away.
I was a singer at a local eatery and dallied with the men of the Guard. They pretend to be so righteous, such devoted husbands and Guardsmen. Their wives, the mistress in the marriage of a Guardsman to Qeynos, believing all the while that their men were working diligently. But I knew otherwise. I knew the truth about many of those faithless so-called heroes.
Entry Five
Put book away.
One day, I met Kane and we began our affair. He, who had suffered such slighting at the hands of his family, needed my encouragement. I forsook all others to woo him to our side, to the cause of Bertoxxulous. The conquest was easy; he was already intrigued by our god and eager to learn more. I fed him as much as I could, then took him to my mistress, who helped him learn more.
Entry Six
Put book away.
My Kane is not the blind fool his trial makes him out to be -- oh, no! Even while he toyed with me, he already knew what he wanted. He soon cast me aside for larger prey amongst our ranks, but I am not a jealous cat. We needed his strength, his knowledge, his connections. At that time, we had need of him more than he of us. I am grateful to have known him so intimately for so long.
Entry Seven
Put book away.
Yes, for so long -- for Kane was one of us for much, much longer than the foolish Bayle family realizes. While they mocked his achievements, cast him aside in order to fawn over Antonius...Kane was with us. He steeped himself in our lore while he covered himself in the mantle that Qeynos wanted to see in him. They thought his work was on their behalf, but it was for us. It was for Bertoxxulous.
Entry Eight
Put book away.
They have put up the gallows where we can see it from the barred windows of the prison. They think it will intimidate us, make us squirm before our deaths. I stand beside the window, my spine straight and my head up. I am not ashamed to die for my beliefs. What frightens the "good" people of Qeynos is nothing to a Bloodsaber. I have slain my own family, murdered without a care those who crossed me. No, I am not afraid to die.
Entry Nine
Put book away.
How quaint. The guard who watches me was one of my patrons from my old singing days. He offered to release me in exchange for my favor! My gaze weakened him and I let him stay with me. I am not interested in bargaining with a fool. Still, I will miss some of the pleasures of this life...such as keeping the guard intrigued long enough for us to be discovered. He is now sitting in the cell across from mine, crying. The fool.
Entry Ten
Put book away.
I will return to finish my work here in Qeynos. This, I already know: I will be assigned to the catacombs below, to the Bayle family's tombs. Though they despise him, they will bury Kane there...and I will follow. Death will grant me more power than I have as a minion in life. I will remain true to our cause and fight against the weak with renewed vigor.
Close Book.
Books
A Mysterious Black Tome
This item can be placed on the floor in any house type.

This mysterious tome appears to be written in an unknown language. By the pictures in it, I would assume it's a childrens book.

NO-TRADE  NO-VALUE

Offers the Quest
'Find Sethis Kai'

Language
Sathirian

Purchased from Master Scribe Phonetia in Qeynos Province District (829, -24, 127) or Krishana in The City of Freeport (-242, -55, 101) or Scribe Hilja Saraste in Greater Faydark (298, 124, 230) or Martok K'Fauxx in Neriak, City of Hate (-212, -4, 249) or Eredykil Zum'tok in Timorous Deep (2407, 19, 1372) or Dannon Ramsdell in Frostfang Sea (-118, 149, -83) or Bellin Icepike in Thurgadin, City of the Coldain (565, -212, 280)
requires completing the Quest "A Mysterious Black Tome"
for 14c.

Collection reward from [75] A Mysterious Black Tome (Kunark).


Components
a loose page 1 (shinies in Fens of Nathsar)
a loose page 2 (shinies in Fens of Nathsar)
a loose page 3 (shinies in Fens of Nathsar)
a loose page 4 (shinies in Fens of Nathsar)
a loose page 5 (shinies in Fens of Nathsar)
a loose page 8 (shinies in Fens of Nathsar)
a loose page 9 (shinies in Fens of Nathsar)
a loose page 12 (shinies in Fens of Nathsar)

Discovered on 14 Nov 2007 at 1:42:20 PST.
The Scaled Wolf and the    
Blustery Day    

by Naylie DelANews    
A long time ago in a land not too far away a young scaled wolf went for a walk. He walked here, there, and over there. He walked high, low, and all around until he had walked as far as he had ever been. Being a scaled wolf not much scared him so he kept going.
It wasn't until he reached the trees that he noticed that the wind had started to blow. He was a scaled wolf, no wind would stop him, and so he kept walking. He had never seen so many trees before so he kept walking.
The wind began to howl and still he kept walking. Nothing was going to scare this little scaled wolf. He walked past animals that he had never seen before. He watched strange animals fighting other animals that he knew to be friendly to him. The strange ones ignored him because he was too little. He kept walking if a little more slowly.
He walked towards a large ravine wondering what would be in such a place when the wind began to blow so strongly that his little top scales began to quake. Then a burst of wind grabbed his little top scales that acted like little sails and sent him flying. He flew through the air with such speed but his little armored body lacked any grace. Like a thrown rock that had not to worry about his landing, this little scaled wolf knew no fear even if he did curl his legs into his body.
He passed hills and ravines. Past trees and grass until he saw his home approaching him rather fast. He closed his eyes and landed with a loud thud that echoed throughout the land. When he opened his eyes and looked up he found his mother staring down at him in his little crater. Maybe he would stay home the rest of that blustery day. Tomorrow is soon enough to go walking again.
Books
A Mysterious Green Tome
This item can be placed on the floor in any house type.

This mysterious tome appears to be written in an unknown language.

NO-TRADE  NO-VALUE

Offers the Quest
'Find the Freed Froglok'

Language
Froak

Purchased from Master Scribe Phonetia in Qeynos Province District (829, -24, 127) or Krishana in The City of Freeport (-242, -55, 101) or Scribe Hilja Saraste in Greater Faydark (298, 124, 230) or Martok K'Fauxx in Neriak, City of Hate (-212, -4, 249) or Eredykil Zum'tok in Timorous Deep (2407, 19, 1372) or Dannon Ramsdell in Frostfang Sea (-118, 149, -83) or Bellin Icepike in Thurgadin, City of the Coldain (565, -212, 280)
requires completing the Quest "A Mysterious Green Tome"
for 14c.

Collection reward from [75] A Mysterious Green Tome (Kunark).


Components
a shuffled page 1 (shinies in Fens of Nathsar)
a shuffled page 2 (shinies in Fens of Nathsar)
a shuffled page 4 (shinies in Fens of Nathsar)
a shuffled page 6 (shinies in Fens of Nathsar)
a shuffled page 8 (shinies in Fens of Nathsar)
a shuffled page 9 (shinies in Fens of Nathsar)
a shuffled page 11 (shinies in Fens of Nathsar)
a shuffled page 15 (shinies in Fens of Nathsar)

Discovered on 13 Nov 2007 at 14:49:50 PST.
Frotine's Frolicking Good Food.
Frotine specializes in recipes for cooking with your offspring. No matter how young your spawn are, they can help you make tasty treats. (no recipes contain ingredients requiring Froglok offspring substitution at your own risk.)
Frogurt and Berries
1 part cream
1 part sea foam
1 part berries
Stir vigorously to make sure that it is light and airy. Leave to sit over night, exposed to the ocean breeze. You should end up with something like a nice mud water taffy.
Seaweed Crackers
1 part seaweed
1 part seasonings
Bake in an oven (or on a nice flat rock in the sun) until crispy.
Scallop Lick
1 skewer
1 part scallop
1 part salt water
1 part seasonings
Roast over a medium fire until golden brown and then ad the seasonings. You will want to make sure that these are nice and salty licking good.
Goliath Beetle Pie
1 part beetle carapace
1 part beetle meat
1 part dough
1 part Frogurt and Berries
These little beauties are naturally sweet from the fruits they eat. There is no need to sweeten them. Cover the inside of the carapace with the dough. Pour in the other ingredients and mix them together. Bake on medium low fire for a few hours. You will want to make sure that the meat is nice and tender.
Tree Sap Covered Dragonfly
1 part Tree Sap
1 part Dragonfly meat
1 sharp stick
Take the sharp stick and skewer the Dragonfly meat. Roll the meat in the tree sap until covered. Heat the skewer until the tree sap starts to harden. Let the skewer cool for a few minutes before enjoying.
Books
A Mysterious Red Tome
This item can be placed on the floor in any house type.

This mysterious tome appears to be written in an unknown language.

NO-TRADE  NO-VALUE

Offers the Quest
'Locate the Legate'

Language
Di'Zokian

Purchased from Master Scribe Phonetia in Qeynos Province District (829, -24, 127) or Krishana in The City of Freeport (-242, -55, 101) or Scribe Hilja Saraste in Greater Faydark (298, 124, 230) or Martok K'Fauxx in Neriak, City of Hate (-212, -4, 249) or Eredykil Zum'tok in Timorous Deep (2407, 19, 1372) or Dannon Ramsdell in Frostfang Sea (-118, 149, -83) or Bellin Icepike in Thurgadin, City of the Coldain (565, -212, 280)
requires completing the Quest "A Mysterious Red Tome"
for 14c.

Collection reward from [72] A Mysterious Red Tome (Kunark).


Components
a scattered page 1 (shinies in Fens of Nathsar)
a scattered page 2 (shinies in Fens of Nathsar)
a scattered page 3 (shinies in Fens of Nathsar)
a scattered page 4 (shinies in Fens of Nathsar)
a scattered page 5 (shinies in Fens of Nathsar)
a scattered page 6 (shinies in Fens of Nathsar)
a scattered page 7 (shinies in Fens of Nathsar)
a scattered page 8 (shinies in Fens of Nathsar)

Discovered on 13 Nov 2007 at 17:41:28 PST.
The edict of Di'Zok Leader Warlord Kel'Nor
It is Warlord Kel'Nor's opinion that any aspiring military strategist needs to know the following terms.
- Adversary - Any person, animal, or party that refuses to follow Warlord Kel'Nor's orders.
- Ballistic - A Ballistic is anything that Warlord Kel'Nor wants fired in the air at any adversary.
- Cache - A cache is a supply of items that Warlord Kel'Nor feels are necessary. Like a cache of ballistics for throwing at an adversary.
- Dazzle - A form of attacking with something like fire or spells that can blind the adversary. These are very effective when attached to the cache Warlord Kel'Nor's ballistics.
- Emplacement - A prepared position for attacking from or repairing any ballistics under Warlord Kel'Nor's command.

- Fallout - Particles that can some times break off of ballistics and or pieces of a foot soldier that might have fired Warlord Kel'Nor's weaponry incorrectly.
- General Orders - Any standing order that must be followed at all times. For instance, never get in Warlord Kel'Nor's way.
- Hazard - A condition that can lead to the causing of injuries due to being in Warlord Kel'Nor's way.
- Incident - What they will tell your family happened after you got in Warlord Kel'Nor's way.
- Joint - An operation that contains activities in which two or more divisions are under Warlord Kel'Nor's control.
- Key Terrain - Any location that Warlord Kel'Nor decides to take, that will grant him an advantage.
- Liaison - The liaison is the only person that Warlord Kel'Nor will allow to travel between his camps to make sure that everyone is following his orders.
- Manifest - A list usually carried by the liaison that can contain specifics of Warlord Kel'Nor's ballistics.
- Neutral - An opponent of Warlord Kel'Nor's that may not be considered directly an Adversary.
- Objective - The goal which Warlord Kel'Nor is fighting towards.
- Pace - The pace is the speed with which Warlord Kel'Nor is moving towards his objective.
- Quick Response Force - Warlord Kel'Nor's special team that handles his special assignments.
- Raid - An operation usually run by the Quick Response Force that is a temporary seizure that may be necessary to obtain Warlord Kel'Nor's objective.
- Sabotage - An act which the Quick Response Force is known for doing after a raid has taken place.
- Target - A target is a designated area or object that has been chosen by Warlord Kel'Nor.
- Unit - Warlord Kel'Nor commands many small units that make up a larger unit.
- Validate - Units have to be validated before they can join Warlord Kel'Nor's command.
- Warning - Knowledge of impending danger. The sound of Warlord Kel'Nor's foot steps will be all the warning you need to get out of his way.
- X - Marks the spot to where Warlord Kel'Nor has planned his offensive.
- Yield - A yield is what is attained from Warlord Kel'Nor's directions. Raids are expected to have high yields.
- Zone of Action - An area decided by Warlord Kel'Nor that is sub-divided from a larger area, where an offensive action will take place.
Books
A Passenger's Journal
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [65] A Hatred Repressed (Deity), started by Xilania Nevagon in Greater Faydark.

Discovered on 14 Nov 2006 at 14:42:31 PST.
The boat crashed, I'm not sure how, all I know is it did. I cannot gather my thoughts enough to figure it out. My body is sore and my mind fuzzy. I must've suffered a blow to the head. Things are still somewhat chaotic, at least they are to me. After I gather my sense I will begin to look for more survivors.
I have yet to find other survivors, but I also cannot find all of the boat. Who knows where other people may have washed up. Though this land is foreign to me, I get an odd feeling that I am supposed to be here. Only now have I realized that I do not recall to where I had originally planned on taking this boat. I will resume my explorations in the morning.
I found supplies and luggage, but still no survivors. I am constantly looking inland. My gut urges me away from this shipwreck, though I fear what dangers may lurk inland.
I have decided to go inland and leave the wreck behind. However, my resolve is weak. I cannot bring myself to ignore the thought that I might yet find more objects of use among the wreckage. If I go inland, I may need more supplies.
I don't know why I didn't just go inland. I found it today…staring up at me, and suddenly became aware of a voice within my own mind. Or, became aware of my voice within someone else's mind. It is so hard to look at, yet I cannot avert my eyes. It was the necklace that gave it away…my grandmother gave me that necklace. My face, however bloated and discolored, became easier to recognize at that point… Tanath, help me.
That took much longer than it ever did during our tests. I have, however, finally pushed whoever invaded my mind into submission. I would wager that it took longer than in the tests because of the trauma I most likely suffered during the boat wreck. It wasn't until we stumbled upon his own body that he finally realized he was dead. Lucky break for me, I guess.
One of the boxes he gathered while in control of my body did contain the Essence Culler; given what happened with him I was certain it was nearby. I am still curious as to what powered it. That will have to wait, though, my search is more important right now.
Blasted bandits. They sliced my legs and left me for dead. I'd be more upset if they hadn't sped directly into a group of gremlins. Not two hundred feet from where they left me I watched the gremlins slaughter them all. Tanath, I am sure they will send you after me. Our moment is not lost, merely delayed.
Books
A Pile of Research Books
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
200

Purchased from Beck Quantem in Great Divide (1193, -533, 464) for 2g 50s.
requires Lore and Legend server

Collection reward from [120] Notes from the Lab (Reign of Shadows).


Components
Experiment 3764 Notes (shinies in Vasty Deep: Toil and Trouble [Solo])
Toxicity Test Results (shinies in Vasty Deep: Toil and Trouble [Solo])
Lab Safety Guidelines (shinies in Vasty Deep: Toil and Trouble [Solo])
Cleaning Schedule (shinies in Vasty Deep: Toil and Trouble [Solo])
Acid-stained Notebook (shinies in Vasty Deep: Toil and Trouble [Solo])
Head Researcher's Shopping List (quest reward from Burbles, Baubles and Pandemonium [Solo])

Discovered on 10 Aug 2021 at 17:27:36 PDT.
Books
A Pirate's Tale
This item can be placed on the floor in any house type.

This moldering old book is printed with the words "A Pirate's Tale" in flaking gold gilt on its cover.

LORE  NO-TRADE  NO-VALUE

Offers the Quest
'A Pirate's Tale'

Quest reward from [80] A Pirate's Tale (The Moors of Ykesha), started by examining A Pirate's Tale (found in Moors of Ykesha).

Purchased from Salty Jotz in Moors of Ykesha (-892, -1087, 1050)
requires at least 50,000 faction with Clan Brokenskull

for 0c.

Discovered on 18 Nov 2008 at 12:36:01 PST.
A Pirate's Tale
This be a tale of the mighty Gunthak in his latter years.
Gunthak's life were a long and prosperous one. Though born a lowly land lubbin' troll, he were shanghaied and brought on aboard the ship of the fearsome ratonga pirate, Seelie Lixx. It started out a joke ye see, fer trolls at that time were mighty distrustful of the sea, and when they made the young troll be thar cabin boy, they thought it twould break 'im. But Gunthak were not so soft as that.
As time went by, Gunthak proved to be the heartiest, quickest, and cleverest pirate of them all. Aye, even the cleverest. Fer a troll, he had a mighty fine brain, and he used it to overthrow 'em all and become captain himself. From that day forth, be vowed ta bring more trolls to the sea. Slowly, his boat, and then his armada, filled with trolls recruited to 'is cause.
I said this be a tale of his old age and I swear that be the case. From 'ere, it is enough to say 'e built up quite a crew of pirates, and had many great triumphs over many landlubber, even the mighty Warlord Ykesha, from who 'e stole the Grozmok stone, the most worthless priceless treasure there ever was. Though 'e'd promised to lead the landlubber trolls, 'e just left 'em in the mess they'd gotten themselves into.
After that, things quieted for old Gunthak. He had all the wealth 'e could ever need, many a fine troll wench to feed 'em 'is dinner, and hundreds to do 'is bidding. For old Gunthak, it had become enough of a job to keep it all straight. He barely saw the seas anymore, he did, which breaks an old sailor's heart to say.
Before old Gunthak knew it, he was starin' old age right in 'er saucy old face, and it had been years since 'e'd commanded a right proper skipper. Though 'e had any number of ships that were his by right, they all had captains, and those captains t'weren't eager to give up command. Gunthak's mood grew dark the day 'e' surveyed the whole of what was supposed to be his armada, and realized none of it were truly his own.
But old Gunthak did not get where he was by lettin' others get the best of him. 'e came to the one pirate 'e knew 'e could trust, the very first troll 'e ever managed to convince to come to sea, and asked 'im to help. I don't mind sayin' I was that troll, and I did as I could ta help me friend and me captain.
In the dark of the night, we loaded a small ship with everythin' Gunthak truly cared fer. I won't say Gunthak were a sentimental troll and all 'e took were 'eart felt mementos or some such trip. No, Gunthak took the most valuable of all the treasures he had pillaged in his years, no matter whether 'e'd promised it to another or not. Why, I remember slippin' an amulet what sported a sapphire the size of my fist from the neck of his favorite wench, Slippery Sal, even! It all went into the hold.
Just befer dawn came upon us, we set out, Gunthak and I, into the open sea. Lookin' at me old friend, I thought 'e looked twenty years younger than 'e'ad before. 'e truly did love the sea. As I manned the lines and he the wheel, 'e said to me, "Izak, look befer ye." So I looked befer me, and I said, "What's it be, captain? What do you want me to see? All that's out there be water." And then Gunthak said, "Exactly."
I were struck dumb and felt ashamed of meself, fer of course there were the sea! And what more should there be but that? I knew I'd disappointed him, and when the next say I woke up marooned on an isle, I knew why it were that it happened, and I couldn't blame 'im fer it. None of us 'ad ever truly loved it the way 'e did. 'e might've brought trolls to the sea, but it were fer a love 'o plunder, not a love 'o the ocean.
'e left me with one of the lifeboats and enough rations to be sure I'd find me way back without too much hurt, but that were the last I ever say of 'im. Stories would come in, simple tales on the wind, of him starting up a crew of lizardfolk somewhere, a gang of orcs there, and marauding new seas. But none could ever prove it were truly he, and 'e never did return to what 'e had built.
We all remember 'is name though, and know what 'e done fer us. The name of Gunthak'll never die so long as Clan Brokenskull sails the waters.
Books
A Recent History of the Tunarians
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [65] Purification (Felwithe) (Heroic), started by examining a tablet in the tower in New Tunaria (-135, 50, -975).

Discovered on 14 Nov 2006 at 15:50:21 PST.
A Recent History of the Tunarians
The past 500 years have been that of turmoil.  Our people, the Koada'Dal, have had to endure atrocities that we would not even wish upon our enemies.
Beginning with the fall of Felwithe and the murder of King Thex, the inhabitants of the city were forced to flee into the mountains to survive. The casualties from the war were great, and the number of paladins were low. A plan was to be formed, the home that Tunare gave to her people was to be retaken.
In the mountains above the city the remaining paladins, priests and mages gathered. They were to all at once draw upon the divine power of Tunare and expel the forces of Innoruuk that had seized control of the city.
The siege of the city caused great destruction, even the mountain canyon that the city had been built in had taken damage. Besides the remaining Koada'Dal there were no living things left in the canyon. The agents of Innoruuk had during the final battle burned the trees, the grass and all of the other vegetation. Even the great tree was on the verge of death.
From the mountains came a wary ally. The Myntr, a tribe of satyr from the plane of Growth came to tend to the tree. It was sacred to them, and to their Mother Tunare. They were unwilling at first to assist the Koada'Dal in rebuilding the city, and for a while left to the mountains above. They left with the tree the tenders. Beings of nature that would take care of the great tree.
During the excavation and rebuilding of the city, historians found books that read of a time ages past. Where the elves lived in the Eldar Forest, and closer to Tunare. The whole of what was Antonica and now the shattered lands used to be under the control and influence of the elves.
These elves were different than the elves that the Koada'Dal saw in their own race. They then noticed how the wood elf and half elf had become perversions of Tunare's perfect elf. They looked upon their darker kin knowing their creation was a work of Innoruuk, they were no longer able to acknowledge that they had once been elf. These historians convinced the council that there should be a purification, and a recreation of the perfect elf.
It was decided that to become a new race of perfect Elf, they must leave behind their old names, and take upon a new name that would represent their devotion to Tunare, during her absence. The name decided upon was the Renda'Dal, or more commonly the New Tunarians. Family trees were created for the elves that could trace back their history, and those with the most pure blood were selected to bring about more pure blood elves.
Unobtainable
a red leather book
This item can be placed in any house type.



Undiscovered.
Books
A Romp Through Withered Lands
This item can be placed on the floor in any house type.

This appears to be a collection of journal entries from a gnome tinkerer.

TREASURED
NO-TRADE  NO-VALUE

Offers the Quest
'Techgnical Difficulties'

Quest reward from [92] Techgnical Difficulties (Withered Lands), started by Guides in The Withered Lands.

Discovered on 17 Apr 2012 at 17:07:25 PDT.
Day 1

Oh, what I wouldn't give for a nice slab of centaur meat... Grilled to perfection! Errr, wait... I should be writing notes not thoughts... So, there I was! Sitting near the back of the room next to a broken table writing down all my genius ideas for the torso housing of my wonderful contraption, when one of the plants came alive and started spitting vile nasties at me! Let me tell you... It was rude. I even had giants nearby nearly stepping on me. I ended up dropping my schematic and ruining my brand new sweater my mother made me... It even had twirling cogs on it just for decoration. Gah! I loved that sweater.
Day 2
After losing my favorite sweater yesterday... I figured I would look around for something suitable to wear. All I can find is purple and purple really clashes with my eyes and skin tone. Anyway... I come across this poor excuse for a raptor who looks like its lost a hatchling. I mean this thing was frantic. I would be too! I once lost one of my sons in Thundering Steppes it was horrible. I was just starting to panic when I realized I had tied him to a hovering contraption tied to my backpack and he had fallen asleep. Man, was I embarrassed...
Where was I? OH YEAH! Now this is the good part... I followed the matron seeing if I could help it find its lost hatchling when all of a sudden she turns around and looks at me with hungry eyes... My heart just dropped into my boots. Which reminded me I was wearing my nifty jump boots. I rocketed up into the air away from the impending attack, but as I soared I dropped the schematic for my master control down on to the top of one of the nearby rocks... My luck just couldn't get any worse.
Day 3
So... My luck got worse. I was traveling through the Holgresh Pass and I thought to myself, "Self... This is a good time to test out my Gnomish Cloaking Device!" There were lots of flying monkeys around and they looked angry... Angry enough to cook me up for dinner even! I mean what would my mother say to her friends? "My son was eaten by flying monkeys... By the way he was a genius, but couldn't outsmart a flying monkey" NO WAY! I am good enough, smart enough, and dog gonnit people like me!
So, back to the cloaking device. I decided to take a detour since nothing could see me anyway. Something about half way down the pass caught my eye. It was a flying monkey teaching other flying monkeys hand signals... This confounded me! I snuck right up behind them to get a closer look and right when I did the larger of the bunch of flying monkeys turned around, grunted, beat his chest, and took off after me. It was so scary! I think I left yet another part of my schematic back there but I made it out alive and with a tiny bit of dignity... A very tiny bit.
Day 4
Yay! Swimming! I never turn down a chance to take a dip. This swamp was perfect. It reminded me of times back in temple street when I would pull out the wash tub and play sharks and minnows. Some gnomes thought it was odd that I would do this as an adult but hey... It was fun! Anyway, I was swimming through the swamp when what doth my eyes behold? BUBBLES!!! Being the inquisitive gnome that I am, I had to check it out. BAAAAD mistake! Apparently the bubbles were being caused by a HUGE monster under the water that formed from a pile of mud. It was terrifying. Oh yeah, I dropped another schematic. Are you starting to see a trend here? No? Me either. I just turned on my panic mode and ran on top of the water. I bet it was funny looking.
Day 5
Dry land! I finally found it. You thought I was excited before? Nope, this was it... The pinnacle of my travels. My feet were shriveled messes of wrinkles and smells you wouldn't wish upon your worst enemy! And the water was making them worse! Anyway, I just noticed reading back through my journal that it is full of run on sentences and really bad punctuation... I hope no one ever reads this. It makes me look like a simpleton.
So, back to my story of day five... I was sitting there working on my tan, or lack there of, and drying my feet off when I heard this deep rumbling... I looked down and saw my cup of drinking water rippling with each loud boom. THEN A ROAR! I think I soiled my leggings... I left my possessions and ran right out of there. Figures... It was the last piece of my schematics. Who cares at this point? I lost the rest of them too.Day 6
Books
A Romp Through Withered Lands
This item can be placed on the floor in any house type.

This appears to be a collection of journal entries from a gnome tinkerer.

TREASURED
NO-TRADE  NO-VALUE

Quest reward from [92] Techgnical Difficulties (Withered Lands), started by Guides in The Withered Lands.

Purchased from Shady Swashbuckler XVIII in Nektulos Forest (804, 6, -98)
requires completing the Quest "Techgnical Difficulties"
for 1g 20s.

Discovered on 3 May 2012 at 14:37:52 PDT.
Day 1

Oh, what I wouldn't give for a nice slab of centaur meat... Grilled to perfection! Errr, wait... I should be writing notes not thoughts... So, there I was! Sitting near the back of the room next to a broken table writing down all my genius ideas for the torso housing of my wonderful contraption, when one of the plants came alive and started spitting vile nasties at me! Let me tell you... It was rude. I even had giants nearby nearly stepping on me. I ended up dropping my schematic and ruining my brand new sweater my mother made me... It even had twirling cogs on it just for decoration. Gah! I loved that sweater.
Day 2
After losing my favorite sweater yesterday... I figured I would look around for something suitable to wear. All I can find is purple and purple really clashes with my eyes and skin tone. Anyway... I come across this poor excuse for a raptor who looks like its lost a hatchling. I mean this thing was frantic. I would be too! I once lost one of my sons in Thundering Steppes it was horrible. I was just starting to panic when I realized I had tied him to a hovering contraption tied to my backpack and he had fallen asleep. Man, was I embarrassed...
Where was I? OH YEAH! Now this is the good part... I followed the matron seeing if I could help it find its lost hatchling when all of a sudden she turns around and looks at me with hungry eyes... My heart just dropped into my boots. Which reminded me I was wearing my nifty jump boots. I rocketed up into the air away from the impending attack, but as I soared I dropped the schematic for my master control down on to the top of one of the nearby rocks... My luck just couldn't get any worse.
Day 3
So... My luck got worse. I was traveling through the Holgresh Pass and I thought to myself, "Self... This is a good time to test out my Gnomish Cloaking Device!" There were lots of flying monkeys around and they looked angry... Angry enough to cook me up for dinner even! I mean what would my mother say to her friends? "My son was eaten by flying monkeys... By the way he was a genius, but couldn't outsmart a flying monkey" NO WAY! I am good enough, smart enough, and dog gonnit people like me!
So, back to the cloaking device. I decided to take a detour since nothing could see me anyway. Something about half way down the pass caught my eye. It was a flying monkey teaching other flying monkeys hand signals... This confounded me! I snuck right up behind them to get a closer look and right when I did the larger of the bunch of flying monkeys turned around, grunted, beat his chest, and took off after me. It was so scary! I think I left yet another part of my schematic back there but I made it out alive and with a tiny bit of dignity... A very tiny bit.
Day 4
Yay! Swimming! I never turn down a chance to take a dip. This swamp was perfect. It reminded me of times back in temple street when I would pull out the wash tub and play sharks and minnows. Some gnomes thought it was odd that I would do this as an adult but hey... It was fun! Anyway, I was swimming through the swamp when what doth my eyes behold? BUBBLES!!! Being the inquisitive gnome that I am, I had to check it out. BAAAAD mistake! Apparently the bubbles were being caused by a HUGE monster under the water that formed from a pile of mud. It was terrifying. Oh yeah, I dropped another schematic. Are you starting to see a trend here? No? Me either. I just turned on my panic mode and ran on top of the water. I bet it was funny looking.
Day 5
Dry land! I finally found it. You thought I was excited before? Nope, this was it... The pinnacle of my travels. My feet were shriveled messes of wrinkles and smells you wouldn't wish upon your worst enemy! And the water was making them worse! Anyway, I just noticed reading back through my journal that it is full of run on sentences and really bad punctuation... I hope no one ever reads this. It makes me look like a simpleton.
So, back to my story of day five... I was sitting there working on my tan, or lack there of, and drying my feet off when I heard this deep rumbling... I looked down and saw my cup of drinking water rippling with each loud boom. THEN A ROAR! I think I soiled my leggings... I left my possessions and ran right out of there. Figures... It was the last piece of my schematics. Who cares at this point? I lost the rest of them too.Day 6
Unobtainable
a row of three books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a row of two books
This item can be placed in any house type.



Undiscovered.
Books
A Seeker's Diary
This item can be placed on the floor in any house type.

This slim volume is a copy of the personal notes once kept by a Keeper of Solusek Ro.

NO-TRADE

Quest reward from [50] Researching Lavastorm: Restoring the Records (Lavastorm), started by examining a badly damaged book in Lavastorm (-125, -115, 646).

Discovered on 31 Mar 2009 at 10:12:13 PDT.
Property of Genni
Seeker of Ro
Blossoming 10 - Melvar is up to something, I'm convinced of it. Old Gavel says I have an overactive imagination, but Gavel is too good tempered to mistrust anyone's motives, particularly if they buy him ale. I'm sure he's up to no good, despite what Gavel thinks; he's changed his habits, and I've seen him with a strange expression on his face when he thinks no one's looking. I'm going to watch him and keep notes. If I can accumulate enough evidence to prove he's up to something, I'll take it to the temple leaders.
Blossoming 21- He seems discontented with the temple's leadership. Or perhaps he simply wishes to lead us himself. He does not speak directly against the leaders during public discussion, but afterwards, in one-to-one conversations in the hallways, he is fast to criticize. He seems to be gathering a clique of those who agree with him. They whisper in the corners.
Oceansfull 3 - I saw him depart to the south around midday, although he thought he was unobserved. He did not return to the temple last night. When he returned today in late morning, he was carrying something. It was wrapped, so I couldn't tell what it was, but he definitely didn't have it when he left yesterday. He took it to his room, which is always kept locked.
Oceansfull 10 - The concealed passage behind the ornamental sideboard leads down to the chamber of the efreeti. Only the elders are supposed to enter here, as the efreeti is not to be disturbed in any way. However, fewer people know that there is a second concealed passage beyond this point Tonight I followed him down it, and saw him meet with some others. I could not hear what they were discussing, however, and the others were heavily cloaked and hooded.
Oceansfull 21 - Today Blaize returned from a standard scouting mission, and reported a worrying increase in the activity of the shadowed men in the south of Lavastorm. The temple elders are concerned at the unusual disturbance. A special meeting has been called.
Scorchedsky 2 - I overheard one of his followers boasting to a friend that "soon we'll be in control". I tried to creep closer to hear more, but my foot scuffed on the floor and they heard the noise. I barely managed to run away before they saw me. Reading over my notes, I can't say I've managed to collect any absolute proof something is wrong, but I am even more convinced.
Scorchedsky 3 - I spoke to Blaize, and she agreed Melvar's been acting strangely recently. She said she has seen a cloaked figure that might have been him in the area of the shadowed men a couple of times while she was out scouting. Since our order opposes all that these creatures of shadow stand for, this would be a serious concern if it was indeed him. She has promised to investigate.
Scorchedsky 6 - It was three days ago that I spoke to Blaize, and I haven't seen her since the day before yesterday. A search party has been sent out to search the hills in case she was injured while scouting, but I fear that danger befell her much closer to home.
Scorchedsky 7 - I have searched every corner of the temple I can access, but found no sign of Blaize. I am sure there is foul play involved. But still I have no absolute proof! I fear for my life if Melvar or his followers find out, but I need to approach the elders with my suspicions.
Scorcheclsky 8 - All is lost! I spoke to the elders and they gathered to discuss the evidence. But while we gathered in the library, the void beings attacked. Normally, the temple is sealed and warded against them, but HE must have let them in while the elders were distracted. We have barred the doors to the library, but they can't hold long.
Does he really think the shadowed men truly serve him? Is power worth such betrayal? I pray some of the others can escape while they are distracted trying to break into the library. Perhaps if they do survive, and can one day retrieve these notes, it may help explain what happened.
Unobtainable
a set of books
This item can be placed in any house type.



Undiscovered.
Books
a set of memoirs
This item can be placed on the floor in any house type.

A journal penned by a Teir'Dal, locked away in the prison cells of High Keep.

TREASURED
LORE  NO-TRADE


Discovered on 12 Nov 2013 at 12:46:29 PST.
Oh, how I miss the comforts of Neriak. I should have stayed in the academy, as deplorable as that prospect was. At least there I had some entertainment after listening to those idiots drone on about their useless theories – now I just have this useless cell to rot in. My only joy here is the wails of the other prisoners bemoaning their fates. Beautifully pathetic.
Well, now I have a cell mate. He is gruff and smells like he has been drug through a horse’s filthy corral. And the noise… he talks about himself non-stop. He’s over there talking right now, clearly aware that I am not paying attention, just rambling on and on. Every word crawls up my spine like a venomous widow looking to deliver a fatal bite. I saw the guards smile when they tossed him in here – they knew what they were doing. Commendable.
Today the idiot said something that was actually interesting. Apparently he is rich – even richer than the vapid nobles that fill the upper floors. I am suspect, but in his drunken stupors, the fool tells me intricate details about where the stash is, what is in it, what he is planning to do with it… unless he is an amazingly imaginative storyteller, there’s probably something to this. But where does he keep getting this alcohol? His breath would offend Bertoxxulous.
Well, there are some advantages to having this cell mate. He has been able to make a small hole in the back of the room, and has done so without the guards noticing. Dwarven mastery over stone is fascinating, if generally useless in most circumstances. We’re going to make our way out of here tonight, and head out into the pass. He claims to know the way, but I question if he even knows his way out of his bed. I guess we’ll see.
I think these years in confinement have messed with my ability to properly reason. I should have known better than to listen to that fool. He made a ridiculous hat from candles to help him see better in the dank passageway we were crawling through, but it didn’t help him see the massive hole he fell into. Now he has been captured by goblins, and I am stuck here in a narrow passageway with no idea where to go. I thought dwarves can see in the dark. What was he even doing?
This just took a turn for the bizarre. The goblins are actually rather interesting to observe – they relish in the pain of others, and after all the time listening to the idiot ramble on, I was going to enjoy watching them pick him apart. But they didn’t do that at all. When they carted him away, they set him up on a pile of rocks like a throne. I have no idea what they are thinking, but over the past few days, they have brought him offerings of food and trinkets, and it looks like they found his treasure for him in the hills. I’m perplexed, but must admit I am curious.
I approached him last night, and he was glad to see me. I’ve spent the past few hours talking to him, and he is enjoying his newfound power. Still, this is a situation I can turn to my advantage, I believe. I pointed out to him that he doesn’t have to be content being served in the mines. That the Keep above us was ripe for the taking, and that he had an army. He spouted off some nonsense about divine providence and authority or something – I think some of this has gone to his head. But he likes the idea, which could be very interesting if this goes well.
Well, well! If you’ve never seen goblins whipped into a religious frenzy, it is truly an interesting sight to behold. Still, they performed quite effectively, and the lower parts of the Keep are ours. My partner has his riches, the goblins have their god, and I have a place to entertain myself. I could get used to this. I think I’ll start with those pathetic prisoners from the other cells. Their cries are quite lovely indeed.
Unobtainable
a set of three books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a set of two books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a small pile of books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a small pile of textbooks
This item can be placed in any house type.



Undiscovered.
Unobtainable
a small stack of books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a small stack of textbooks
This item can be placed in any house type.



Undiscovered.
Books
A Sojourn of Faith
This item can be placed on the floor in any house type.

An autobiographical account written by a disciple of Quellious.

NO-TRADE  NO-VALUE

Collection reward from [72] A Sojourn of Faith (Tome).

Components
A Sojourn of Faith - Page 1 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 2 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 3 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 4 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 5 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 6 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 7 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 8 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 9 (shinies in The Estate of Unrest)
A Sojourn of Faith - Page 10 (shinies in The Estate of Unrest)

Discovered on 2 Mar 2007 at 21:21:59 PST.
A Sojourn of Faith
By
Nicadiaus Quellborn
It is with much eagerness that I begin scribing this account, a tale that has taken me from my birth home of Erudin on the continent of Odus and has found me in this humble hovel within the foothills of the Butcherblock Mountains. This journey was prompted by a yearning and a compelled conscience that try as I might I could not deny.
During my maturation as a young erudite I noticed a contempt my brethren had towards other races, a feeling I did not share. In particular, I was quite intrigued with the civilized societies of Faydwer. Surely these people who were so radically different from each other but who could co-exist for so long in peace much have been blessed by the Tranquil One.
This thought was confirmed to me one sacred night when Quellious herself appeared to me in a dream and called me to this special mission. I was to be her voice and bring her to the people of Faydwer. However, I had a very difficult choice to make. I was, after all, a highly respected man within the temple and my beautiful wife, Jessa, was with child.
After weighing the decision carefully I concluded that I could not deny my feelings nor my goddess. I would leave my noble position and wrest my ever loving wife from her palatial home and make the dangerous sea journey. My commitment and my choice would come at a heavy cost.
It was on that passage that Jessa would give birth to our lovely daughter, but the Ocean of Tears is aptly named. By beloved wife soon fell gravely ill following childbirth. The gods in their mysterious ways decided to claim her before she ever laid eyes upon the land of our destination. My faith was shaken to its very core as I went through the horrible task of preserving my wife's body for travel.
Our ship landed on the southern shores of Faydwer, blown off course by a savage storm. Heartbroken and filled with sorrow, I couldn't bear to look into the face of anyone as I stepped off the ship. I ignored the warnings of the dwarven sailors that crewed the ship and set out into the wilds.
As I traveled the strange new countryside I swore that I could not bring hollow words to the dwarven city of Kaladim. I still needed time. I constructed a humble tomb for my beloved wife in the foothills of the Butcherblock Mountains and laid her to rest. I then built a simple hovel nearby, the very house I now make this record.
In time, it was through my daughter, Jessa, named for her precious mother, that my faith would return. She possessed every quality that I loved in her mother. She glowed with a lightness of spirit and warmth of heart that I could feel, as if she contained Ro itself. It was young Jessa that would one day urge me to offer up my prayers to Quellious once again.
I feel the time has come for me to make my long-delayed journey into the gates of Kaladim. I end this account now that I might close this chapter of my life and begin a new one. The dwarves of Faydwer will now hear of the peace of the Tranquil One and of the blessings she brings.
Books
A Tale of the Arena
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [55] A Tale of the Arena (Tome).

Components
A Tale of the Arena - Page 3 (shinies or looted in Maj'Dul)
A Tale of the Arena - Page 5 (plundered from a broken vase at 150, 139, -2 in Maj'Dul)
A Tale of the Arena - Page 8 (shinies or looted in Maj'Dul)
A Tale of the Arena - Page 12 (plundered from a scroll at 34, 136, 203 in Maj'Dul)
A Tale of the Arena - Page 15 (plundered from a basket at -100, 162, 95 in Maj'Dul)
A Tale of the Arena - Page 16 (shinies in Maj'Dul)

Discovered on 24 Sep 2005 at 23:57:23 PDT.
by Morasca Juman
There are many tales about the arena and its champions. This story of a young girl and her champion is a rare work of fiction by historian Morasca Jumman.
The lists were posted outside the arena entrance, keeping the scribes busy as they entered in the names of the different champions and the times of the events in which they would participate.

Bazima studied the lists for several long moments before approaching the scribe and entering her name for one of the games.
"Which champion?" barked the scribe's assistant. "Quickly, quickly! A line forms behind you, child!"

Bazima took a deep breath and said, "I enter my champion, Vara, an avenger."

"Another avenger," smirked the scribe, busily adding her name to a placard. "Move along, then! Next! Which champion?" Bazima entered the arena.
Bazima had been to the arena many times, but only as an observer. This was her first match with Vara, a valkyrie avenger.

She had seen Vara several times in other matches and thought that Vara was not being used to her full potential. Bazima begged her father to buy out Vara's contract so that she could work with the valkyrie.
As befitted an icy maiden, Vara did not speak while the deal between Bazima's father and her contract holder was negotiated. Instead, she quietly observed the proceedings, occasionally quirking an eyebrow.

Negotiating for a champion, even a champion who had yet to win anything, was done according to a set ritual that took hours.
In the end, Bazima walked with Vara to the training arena as Vara's new contractor. Vara said nothing, but her demeanor showed that in addition to her wings, she had major chips on her shoulders.

"Your attitude interferes with winning," said Bazima. "You can win, but you must realize that your raw talent alone is nothing."

Vara's eyes narrowed.
"What do you know?" Vara said, speaking for the first time in a slightly accented, well-modulated voice. "My blood thirsts for battle and here all I have had to fight are creatures not worth my time and effort. There is no challenge."

"Then you should never lose," countered Bazima. "And now that I am your trainer and contractor, you won't."
Vara initially resisted Bazima's efforts as trainer. She scorned the young girl's suggestions concerning tactics and techniques.

Finally, Bazima challenged Vara directly to a contest to capture a single flag, just the two of them.

Most trainers avoided this technique as, should the trainer lose, the champion might view them less favorably.
Still, Bazima was willing to risk this. "After all, she does not respect my authority now; I cannot lose anything more," she thought, preparing herself for their challenge.

She had chosen a single flag event specifically to keep from becoming exhausted. After all, Vara could fly if she chose and Bazima would then be at a disadvantage.
Though young, Bazima had been preparing to become a trainer like her father all her life.

She collected posters about various matches the way other children collected rocks or shells.

Her father would not have encouraged her, nor would he have negotiated to obtain Vara's contract if he did not trust her and so Bazima was confident in her abilities.
The challenge between Bazima and Vara was over in no time. Bazima was quicker and used Vara's arrogance against her.

By keeping herself slightly out of range of Vara's magical attacks, Bazima managed to capture Vara's red flag and return it to the blue base before Vara could stop her. One flag, one win.
Vara muttered something about beginner's luck, but it was clear that she recognized that Bazima might know a thing or two about the arena.

"You are always on the direct offensive." Bazima said, "And that can be used against you. Sometimes, it is better to use a feint, or a defensive maneuver."

Vara shrugged, "As you wish. I prefer a straight fight, but I will try your way."
The addition of non-aggressive moves would make Vara less predictable and therefore a more challenging opponent.

This gave Vara more confidence as well, both in herself and in Bazima's techniques. Vara grudgingly admitted, "I did not give you credit, but perhaps it is sometimes better to refrain from the straight charge."

Bazima grinned at her.
And so after many months of training together, they came to the arena for their first competition.

Bazima preferred to join a blue team, while Vara wanted to be on a red team.

Earlier in their relationship, this would have been another sticking point, but Bazima said instead, "If it is the color you prefer, then we will join on the red side. If they lose, though, we will return to blue."
Vara's wings twitched slightly as they sized up the members of the red team.

She nodded to Bazima and said, "I agree to those terms. Our team will win tonight because I could never fight on a blue team. Blue has never been a good color for me."

Their laughter echoed within the antechamber as they waited to enter the arena, together.
Books
A Tale of Victory
This item can be placed on the floor in any house type.

LORE  NO-TRADE  NO-VALUE

Offers the Quest
'Final Warning'
and is required by it


Discovered on 18 Nov 2008 at 12:00:36 PST.
The Lower Reaches of Guk
A Journal of Victory
By Talrien Dolvermist
On Sarreth's suggestion, I've decided to chronicle our adventures into the lower reaches of the froglok city of Guk, so that others might learn about the dangers we will undoubtedly face and overcome as we explore this ancient city. This will be done as proof of the deeds we will accomplish, but also as warning and guidance to those who might follow behind us. My companions and I are prepared and capable, and we will meet whatever the depths might hold for us with honor and courage.
We attempted to cross through the upper halls of Guk, but met resistance from the frogloks residing there. Although we clearly did not mean them harm, they were adamant about not allowing us to pass, and they even attacked us at one point in an attempt to drive us back. We know these are the children of Mithaniel Marr, so one would assume they would welcome us and our help. However, they are apparently quite xenophobic, and will not allow us to pass without a fight.
Although it made not a one of us happy, we were forced to cut through the frogloks, after which we found our way to a dark hall, wherein the skeletons of several races seemed to be intermixed. This appears to be the place we have been searching for -- along with the many bones, the stench of death permeates the air around us, and we can hear haunting wails coming from the darkness beyond. We've decided to rest for now, then venture in after we've had some time to gather our strength. We won't be able to linger long, however, as the nearby frogloks are likely to return, and in greater numbers.
Our first foray into the depths of lower Guk was successful! We met resistance from the aberrations roaming near the entrance hall, but they were no match for our combined strength. At first, the sheer ferocity of their attacks were daunting to us, but we have experience and preparation on our side, and we stood fast against their assaults. Although we were able to defeat our foes, I have to admit that the sight of them still has me shaken -- the beasts we fought were indeed frogloks, but were clearly only animated husks, shadows of what they once were. It seems that the lower halls are crawling with the undead, and not the living frogloks we encountered before. We will need to take care.
Our luck in the lower caverns did not hold. Although we have regrouped for now, we lost Vaelrin, our ranger, to the claws of our enemies. Although we attempted to fight our way to free him, we were not able to break their line, and had to retreat to a defendable position. At first it seemed we had lost our morale, and might retreat back to the surface. However, Sarreth stood fast, and reminded us that there was always an element of danger to our venture here, and that none of us were guaranteed to come back. We've decided to focus our anger into something stronger, and we are planning to challenge our enemy after some needed rest.
Today we will attempt to punch through the lines of the enemy, and perhaps even recover the body of our fallen comrade. We have a focused determination now, and although we are fewer in number, our determination and courage will undoubtedly carry us to victory in the coming battle. Our guardian Rell is finishing up some patch work on his armor, and Sarreth is meditating quietly against the wall just outside the torchlight. I can still hear our enemies, the vile undead froglok, combing the passageways just beyond our camp. They've stayed back for the most part, and only a couple of individuals have attempted to attack us as we rested. This is a boon we have taken full advantage of, and are just about ready to begin our counterattack. I will write of our victory once this battle has finished.
We are battered, bruised, and bleeding, but we have achieved our goal. The hordes have been beaten back and now we are firmly entrenched in the depths of the lower caverns of Guk. From here, we have set up a camp that will allow us to delve into the deeper reaches of Guk, hopefully to unlock the secrets held within this ancient city. Strangely, the wails and moans we have heard from the darkness have seemingly all but stopped. Rell believes that the beasts have retreated further into the depths, and is planning to lead us on what is effectively a charge while they are still reeling from our last attack Thus, our rest time will be shorter this time, but our spirits are high and we will cut through them again as we have before.
I am shaking as I write this. We could not have been more wrong about our foe. Now that I think about it, I can't believe how foolish we were. Once we began our assault, we found that we were hopelessly surrounded. Even ones that we thought had been destroyed rose back up to join their numbers. They kept coming, no matter how many we put down. The noises... the grating croaking and vile hissing the beasts spat at us - it all still rings in my ears. Rell fought long enough so that we might escape the slaughter, but I heard his screams cut short not long after we fled. Only Sarreth and I remain now... and Sarreth can no longer move or speak. I fear that unless he regains his strength quickly, we will be overcome. How could this happen? How did things turn so wrong?
They are coming...
Sarreth no longer breathes. He has been released from his fear.
I can hear them and their soft hissing... they are not far now.
All around me, they draw closer.
If you read this, leave now! Go before they claim yo... ... ...
(The rest of the page is stained and is unreadable.)
Unobtainable
a tall pile of books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a tall pile of textbooks
This item can be placed in any house type.



Undiscovered.
Unobtainable
a tall stack of books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a tall stack of textbooks
This item can be placed in any house type.



Undiscovered.
Books
A Tattered Journal
This item can be placed on the floor in any house type.

This journal documents the journey of a young traveler. It was sent to you as the travelers last wish, for your kindness in helping him escape from dire circumstances. This item can be placed in your home and read.

NO-TRADE  NO-VALUE

Rent Status
Reduction
350

Quest reward from [40] Halting the Plague (World Event), started by Apothecary Ridren in Nektulos Forest.

Discovered on 6 Apr 2005 at 22:21:15 PDT.
The edges of the journal are tattered and worn. Upon the cover is a faded gilt title: "My Travel Journal." Slender threads hold the fragile pages in place. Each page but the last is crowded with letters and drawings.
Read the journal.
Close the journal.
Day 1. How envious my friends are! Though I have not yet completed my studies, our instructors chose me to be a field investigator. I will be off to distant lands, documenting what I learn in this journal, a parting gift from my family. I cannot wait to see the wonders of our world with my own eyes!
Read the journal.
Close the journal.
Day 5. One thing I did not prepare for is the abrupt changes in my environment. Today as I studied the insects scuttling beneath an overturned rock, a sudden rain storm caught me by surprise. I had barely gathered my instruments when as quickly as it arose, the rain stopped. Taking its place in the sky: a rainbow.
Read the journal.
Close the journal.
Day 8. Now and then in the night, I hear odd creatures calling and feel compelled to pack my things and follow them. It's a marvelous thing, to be free to travel this way. I go where I please and whenever I wish. There is a band of roving entertainers camped nearby; perhaps I'll join them!
Read the journal.
Close the journal.
Day 16. Horrible, wracking cough. I don't know where I picked this cold up, but I cannot seem to shake it. The past few days are a blur to me. I feel as though I've been fumbling in a fog. This morning, I woke out in a field without my tent or bedroll. I do not know how I got here.
Read the journal.
Close the journal.
Day 19. All better now. I've encountered some fellow travelers who offered me several different herbal remedies. Not sure which, but one of them worked. My fever is gone and I'm back to work documenting the creatures I see. Today I am tracking some fay creatures through the woods. The air sparkles about them with a gold and silver light.
Read the journal.
Close the journal.
Day 21. My cold is back. Generally feel miserable, but I must push on. I've completed a catalog of different fay creatures and have sent my report back to the school. My drawings were not as well rendered as I would like, but I cannot stop my hand from shaking.
Read the journal.
Close the journal.
Day 24. So cold, always. Another group of travelers is helping me. I was not prepared for how kind folks are to an unfortunate person such as myself. If I could only repay them. When I am better, I will think of something.
Read the journal.
Close the journal.
Cannot focus on the words. There is something I must do. Don't know what. Don't remember. So kind, these people are. So kind.
Close the journal.
Books
A Testimony of Tranquility
This item can be placed on the floor in any house type.

A Testimony of Tranquility by Wurgoz, Acolyte of Peace

TREASURED
LORE  NO-TRADE  NO-VALUE


Discovered on 13 Nov 2018 at 12:07:49 PST.
A Testimony of Tranquility
by Wurgoz

Acolyte of Peace
Now, let me tell you that little tale -- short and sweet it is, though dark and terrible in truth.

I committed a terrible crime many years ago against my own people an. . . Innocent people. I regret my actions, I regret them dearly, but there is nothing I can do to make right out of my ancient crimes from here.
Long, long ago my people came upon a swampland perfect for our habitation. Unfortunately, it was also the perfect habitation for the trolls -- the vile, horrible, maniacal creations of The Faceless. We wanted only peace and to inhabit a piece of that fertile swampland without confronting the trolls directly.

However, the trolls did not feel the same as we. The trolls began to capture and use our people as slaves or consume them as food! We were horrified and took immediate action against them.
We came together in massive force and struck at the heart of the troll civilization to dominate the swampland. We prepared an invasion of their city that dwelled deep beneath the soggy earth of the swamp. The battle seemed to sway to the trolls' favor. I, a shaman general and advisor to our leaders, felt the pain of our people as we fell by the hundreds to troll armies.
I could not stand to see our people suffer so, for we had come seeking peace. War -- all war -- hurts us most deeply within.

I pleaded with our leaders to find another swampland; to leave this place to the trolls who rightfully had claimed the land before us. Their ears were deaf to me, for they saw a great evil in these lands. It had gone beyond a desire for a new homeland for our people. It had become a crusade.
Our elders sought to purge the swamplands of the trolls. We knew they were vile and truly evil in every recess of their beings, but still I could not stand by and watch a war engage. We were creatures of peace who sought only the betterment of our own people. War was not our way.

A troll shaman by the name of Gkerzha approached me one eve whilst I was alone, scouting the swampland.
He claimed to approach in peace and we spoke. Gkerzha claimed he wanted the same as I -- for the frogloks to leave the swampland and let the trolls alone. He seemed sincere and regretful for the loss and turmoil that infected his people as it did my own. We parted ways shortly thereafter, but he claimed he wished to make a bargain with me that would end the war peacefully.
Gkerzha and I met several times to discuss plans to bring peace to both races, for frogloks to move to another region of the swamp and for trolls to return to their lives before froglok presence.

I was foolish enough to trust him, but he was cunning and knew how to invoke my sense of sorrow and yearning for peace. He brought to me three of my kin, who had been taken prisoner and were used as slaves.
They were in bad health, due to abuse and lack of nutrition. Gkerzha could have cast some healing spells upon them, but knew how we feared troll magic. Instead, he brought them to me for healing. His gesture was clever. I healed the slaves and returned them to our camp, where they recovered.

I met Gkerzha again the next eve, and he brought two more slaves and an ancient trollic dagger.
After releasing the slaves into my care, Gkerzha placed the dagger on the ground, in an obvious gesture of peace. He identified the dagger as an ancient trollic weapon of legend -- initially belonging to the troll hero, Tjarduugh, who saved their swampland from invasion, centuries earlier, but now an instrument of darker use.

The blade had not only killed many of my kin, but had made them the undead that accompanied their forces! He was presenting me with the very weapon that had brought great suffering to many of my people.
He said that my taking of the dagger would assure that no more frogloks would be cursed to walk as the undead servants of the trolls. This was his way of proving his desire for peace. He left quickly without further explanation, fearful of being caught by his own people, the dagger still on the ground. I picked up the dagger with a cloth, too aware of its previous use, and put it safe in my pack. I and my newly freed kin, set out to return to camp.
Once there I had council with the arch magi and high shaman. I wanted to show them the dagger, proof of this great gesture of peace, but as soon as it touched my skin, something changed in me. I brought the dagger to the arch magi and high shaman, and before they could act, I killed them with it! I remember going out into the camp and killing more of my people there.
I had murdered almost all of them before I was subdued and the dagger rent from me. I felt, as soon as the dagger left my hand, regret for what I had consciously done. I was taken prisoner before the council of generals and our leader. As the hearing was held, news of a greater and unforeseen devastation resulting in my foolishly placed trust reached us.
All that I had killed, including the arch magi and high shaman, had arisen as undead and were being commanded by a troll shaman. I immediately knew it to be Gkerzha. The scout said they were heading to the very camp where I was currently held. I pleaded with the council to destroy the dagger, or take it far, far away for it will cause them more suffering if they did not.

They did not listen to me.
I was caged and thrown into the deepest pool of the swamp, where I would either meet my fate or wait for the trial to continue. Days passed before the council returned and retrieved me from my swampy prison. They said that Gkerzha committed suicide -- invoking the dark power of Innoruuk to destroy hundreds of froglok legions.

It was my fault that so many died, they said, and my judgment was beyond their abilities. I was sacrificed and my spirit sent to stand trial before The Tribunal.
It was there, within the prison cells of the Plane of Justice, where I was visited by the occasional traveler.

Several times, I had distracted myself by sharing my tale with those who would listen. It provided me some relief from my suffering and eased my conscience, if only for a moment. Each time, I was thankful for their patience and expected no more to come of it.
I had never dreamt one of those travelers would be instrumental in securing my release! I never held any such hopes, and yet that is exactly what happened!

One of those fateful travelers was a devoted Priest of Tranquility. I learned this only after she appeared before me. Though she had taken the form of a child, she was bathed in radiance and serenity. Beside her stood one of the eternal jailors. I had been awestruck and could find no air to speak.
As soon as my shackles were unlocked, I fell at her feet.

"Rise, Wurgoz. You have been locked away here for far too long, there is no need to linger on my account." She took my arm and helped me stand. "One of my devoted priests has been praying to me on your behalf."

"Why? What of my terrible life is worth your attention?" I offered to tell her my tale, certain she had been told lies about my innocence. She smiled, and looked at me with unflinching compassion.
She assured me, "I do not stand before you as a result of the duplicitous actions of your foe. I am here on account of your motivations. My priest was inspired by your desire for peace, not just for yourself but for your enemies too. You had sought to know the trolls and share the swamp with them."

"But I failed!" I cried. The vision of the cursed dagger, coated with my kin's blood from blade to handle, flashed before my mind's eye. The memory was as fresh as the day it happened.
"They were unwilling to follow the path of enlightenment. That is not your failure to bear for eternity. Not all have the strength to walk the path to tranquility, as you have." I could hardly believe her words! "I plead your case before the Tribunal and have won your release, Wurgoz. You are to be welcomed in my paradise, if you so wish."

I thanked her profusely. I lavished her with adulation. I wept with relief!
"Forgive me, Tranquil One, but might I delay my travels long enough to perform one last task?" I asked.

"I will leave a portal to the Plane of Tranquility here. Step through it once you have conducted your final business. Take the time you need, my precious one. I will see you basking in peace upon the other side."
And with that, she exited, leaving me to pen these words, my testimony. I don't know who you are, dear reader, but I hope these words help to ease your burdens, and provide some guidance towards the path of enlightenment for you.
As she said, may we meet one another basking in peace upon the other side!

Signed,
Wurgoz, Acolyte of Peace
Unobtainable
a Thexian handbook
This item can be placed in any house type.



Undiscovered.
Unobtainable
a Thexian hardcover book
This item can be placed in any house type.



Undiscovered.
Books
a Thexian log book
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [57] Joining the Family (Lesser Faydark) (Heroic), started by Sharina Nybright in The Lesser Faydark.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Joining the Family"
for 12s.

Discovered on 14 Nov 2006 at 18:59:52 PST.
Warmstill 22nd, 3053

My liege,

Our work in the Lesser Faydark goes well. With each passing day we become closer to discovering the mystery of the artifact hidden here by the monk Wu. I'm quite confident that our spies here will soon obtain enough information to make a full assault upon the monk camp, allowing us to claim those lands in your name.
The monks there are not as weak as we originally had expected. The additional arms and provisions you have approved and sent will only speed our efforts. I assure you that we shall have the item in our possession soon, be it by hook or by crook.

You shall find a detailed account of our findings in the pages that follow within this log.

In your service,

High Dragoon N'Mar
Acting Command,
Lesser Faydark Forces, Faydwer
Unobtainable
a Thexian novel
This item can be placed in any house type.



Undiscovered.
Unobtainable
a Thexian textbook
This item can be placed in any house type.



Undiscovered.
Unobtainable
a thick comely book
This item can be placed in any house type.



Undiscovered.
Unobtainable
a thick ornate book
This item can be placed in any house type.



Undiscovered.
Unobtainable
a thin ornate book
This item can be placed in any house type.

TREASURED



Undiscovered.
Books
A Tome of True Crushbone History
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [28] Revisionist History (Crushbone Keep) (Heroic), started by Janitor Gorreth in Crushbone Keep.

Discovered on 14 Nov 2006 at 15:50:45 PST.
Journal: A preservation of Truth
by Vergeth Jawcrush, a loyal son of Crushbone
I must write this quickly. It won't be long before I am branded a traitor and locked away, or perhaps subjected to some worse fate. But I cannot remain silent while my beloved empire crumbles around me.
There was a time when Clan Crushbone was pure. We could stand against any of the races that challenged our rightful rule of Faydwer. But little by little we have been corrupted from within, and now that corruption threatens to destroy our way of life.
What do I mean? I wonder if, by the time someone reads this, it will even matter. The damage could have already been done, and the glory of Clan Crushbone may only be a memory. But I must try.
The Teir'Dal came to us long ago and established a kind of alliance. It made sense, for we shared a common foe in the light elves. Our mutual interests even resulted in them sending an ambassador to stay with us. That is how the usurper came to be here.
D'Vinn was ever near to Emperor Crush, whispering in our great leader's ear of plans and promises. The emperor had proven his divine right to lead us through countless battles against our enemies. What had D'Vinn ever proven? Nothing, except his ability to deceive.
This snake lived in our presence for generations, standing beside many emperors. His venom was inflicted so gradually it went without notice. After a time, many believed that D'Vinn was as important to us as our own emperor. Oh, mighty Rallos, how could we have been so blind?
When the War of Fay reached its end and the Teir'Dal lost their grip on Felwithe, D'Vinn brought many of his kind to our keep. He said his mages would teach us their dark arts of necromancy and make us stronger. The promise of such power appealed to the Emperor.
Thus the corruption spread under the guise of fortune. Our keep was expanded and made stronger, though much of the castle would be taken up by the Teir'Dal. Even as we seemed to grow more powerful, we could not rid the lands of the accursed light elves.
D'Vinn used this unrest to his advantage. Working with the Prophet, who was hungry for power of his own, the devised a plan to take control. The Prophet claimed to have received a vision from Rallos Zek that told him our army would never know victory until we atoned for our losses in war.
The Prophet told Emperor Crush that he must make a pilgrimage to a sacred shrine hidden in the Loping Plains. Once a blood sacrifice was performed, Clan Crushbone would once again know Zek's favor and be victorious in battle. To appease his people, the emperor agreed.
No record exists of what happened next. Not long after the emperor departed, D'Vinn came before us and announced that our leader would be gone for some time. He showed us a document signed by Emperor Crush naming D'Vinn as his regent.
Some of our bravest warriors expressed doubts about the validity of D'Vinn's leadership. They quickly disappeared or were silenced. D'Vinn acted as if nothing was wrong, as bit by bit the Teir'Dal assumed positions of greater authority within the keep.
While my people are fierce in battle, we are sometimes too easily misled. Over the years, D'Vinn gradually took more and more power until he was ordained emperor without a bit of resistance. Most orcs came to believe that it was natural for a dark elf to lead us.
My family kept the truth alive and passed it down, ensuring our past would not be forgotten. I write this knowing my time till soon be at its end. Please, if you read these words, keep the memory of our empire alive and liberate us from the great deceiver, D'Vinn.
Books
a torn diary
This item can be placed on the floor in any house type.

The completed diary of an unfortunate spirit that went mad in Ethernere. It has a small engraving on the corner that says G. Trunkcracker.

TREASURED
LORE  NO-TRADE

Quest reward from [92] Diary of a Madman (Eidolon Jungle), started by examining a torn diary in The Eidolon Jungle (167, -9, 161).

Discovered on 13 Nov 2012 at 12:38:38 PST.
I've washed on shore in what I think is the Feerrott. I haven't seen any of the rest of the crew yet, but I will keep searching. The captain is mighty, and surely will have survived the storm. In the meantime, I must scout ahead, and see if I can make a camp to ready myself for their arrival.
The camp is set, but I haven't any food. I tried going fishing, but none are biting. I should probably be more concerned about this, but I haven't noticed my hunger at all. I imagine my body has gone into some kind of survival state, and is living off reserves right now. I will probably be famished soon.
I went hunting, and saw some strange lizard men out in the jungle. I've been here before, and I don't remember this particular clan from my travels here. They are, as expected, quite aggressive, although I was able to fend them off. They have no chance against a Gunthak sailor, and when my fellows get here, their treasures will be ours.
It's been days. Weeks maybe. I haven't seen another soul, nor have I noticed any hunger or thirst. I have been looking at the sky, and I've noticed a strange hue to it. While I might not remember the Feerrott well, I do remember the sky well enough. Something is amiss.
I've been approached by a strange cloaked figure, offering me passage. To where? I asked. The Plane of Fear? Why would I want to go there? He said it where my eternity awaited. In the face of his threat, I attempted to strike him down, but my blade passed straight through him! Again and again I struck, and none of the blows landed. And his expression never changed. I fled.
I know he is looking for me. He tells me I am dead, but I know I am not. I would know if I were dead, and I am not dead. Do you hear me? I am not dead! I will not allow that creature to take me alive. I'll find out his weakness, and destroy him.
He keeps finding me and I run he keeps finding me and I run he keeps find me and I run he keeps finding me and I run he keeps finding me and I run
This time is the last time. I will kill him I will kill him I will kill him and I will be freeee... Freee freeee freee freee freee I am not dead I am freeeeee!
Books
a torn diary
This item can be placed on the floor in any house type.

This torn diary is incomplete, but the pages may be somewhere nearby. It has a small engraving on the corner that says G. Trunkcracker.

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'Diary of a Madman '

Quest reward from [92] Diary of a Madman (Eidolon Jungle), started by examining a torn diary in The Eidolon Jungle (167, -9, 161).

Discovered on 29 Nov 2012 at 8:31:55 PST.
I've washed on shore in what I think is the Feerrott. I haven't seen any of the rest of the crew yet, but I will keep searching. The captain is mighty, and surely will have survived the storm. In the meantime, I must scout ahead, and see if I can make a camp to ready myself for their arrival.
The camp is set, but I haven't any food. I tried going fishing, but none are biting. I should probably be more concerned about this, but I haven't noticed my hunger at all. I imagine my body has gone into some kind of survival state, and is living off reserves right now. I will probably be famished soon.
I went hunting, and saw some strange lizard men out in the jungle. I've been here before, and I don't remember this particular clan from my travels here. They are, as expected, quite aggressive, although I was able to fend them off. They have no chance against a Gunthak sailor, and when my fellows get here, their treasures will be ours.
It's been days. Weeks maybe. I haven't seen another soul, nor have I noticed any hunger or thirst. I have been looking at the sky, and I've noticed a strange hue to it. While I might not remember the Feerrott well, I do remember the sky well enough. Something is amiss.
I've been approached by a strange cloaked figure, offering me passage. To where? I asked. The Plane of Fear? Why would I want to go there? He said it where my eternity awaited. In the face of his threat, I attempted to strike him down, but my blade passed straight through him! Again and again I struck, and none of the blows landed. And his expression never changed. I fled.
I know he is looking for me. He tells me I am dead, but I know I am not. I would know if I were dead, and I am not dead. Do you hear me? I am not dead! I will not allow that creature to take me alive. I'll find out his weakness, and destroy him.
He keeps finding me and I run he keeps finding me and I run he keeps find me and I run he keeps finding me and I run he keeps finding me and I run
This time is the last time. I will kill him I will kill him I will kill him and I will be freeee... Freee freeee freee freee freee I am not dead I am freeeeee!
Books
a torn half of a map
This item can be placed on the floor in any house type.

This is half of a very strange looking map. You do not recognize any of the land masses on it but have a feeling this will be very important later.

FABLED
LORE  NO-TRADE  NO-VALUE



Discovered on 28 Dec 2016 at 0:14:10 PST.
Books
A translated ancient grimoire
This item can be placed on the floor in any house type.

This is the translated version of the tome that was originally magically encrypted and written in the Shisik language to keep its contents secret.

NO-TRADE  NO-VALUE

Required by the Quest
'A Mysterious Trinket'

Language
Shisik

Quest reward from [85] A Mysterious Trinket (Signature) (Heroic), started by examining Mark of the Emissary in Nektulos Forest (-1702, 25, -774).

Discovered on 15 Sep 2010 at 10:58:05 PDT.
Tv sh dh ufho  
egaod ttloT  uo  
eckftutu ntrainn  
ohtht hara us    
Rtkput snh ewnet  
hru  rupmn s o  
oft thla ispm  
tso ifrre    
tetas oTa fh    
npr outstta i  e  
mao
Tonasi  diate  
eoniraesor  
acmahhtuoodac i  
tiis uoelvca u  
ennict  m tim  
ctl n  
twnhrdeieai sa  
t rtlto  
voissib  orer  w  
Tpettestunuehmsea
l onaa  e veh  
ooh tuyrf fots  
pn c stensfsh  
lrlikfaio aknt  
anoweoeeuyse d  
hleloo ite spuf    
f ibtas  
socuhetomnoeteano
weht  ua  
sesgson ekvp  
cotlst e kh  
aethe fhmsdeoz  
smuos    
woitgdlia  
owahoen f  nnn w
The long ence  
morturaver thuff  
dearms the of of  
sper d mor wish  
wry consummake  
of the a by  
thend sang  
entralls for  
thend beat  
hindead makeso  
beamitheir their  
to be  matus of  
unworturns  of a  
we entrageourns  
of re  flend  
love kno gre  
sleep the withe  
cont a lamself  
alam  a cove  
nam  whe havelf  
grubled ent dis  
to sleep the a  
cons a sind the  
of o ers whose  
The re s to
Then he patimend  
life  thation  
thathe ing en  
acher  
therprithips  
pithe nows th  
make nat to  
giver s of to  
long  we knothat  
scome wourn  
frountumethat he  
pectish a lietus  
and to sled th  
an hat sh the  
the use hand  
make wills  
thocklied sleep  
to scoub  to  
scontralamin  
Who orthend of  
Thus whe dre  
paus opposes  
trall  ay  the  
of  To sleep to  
bodkings quiethe
To dres of  
dispect to lins  
an s coreturn  
weam  the his  
consolutly off  
dre  nothise  To  
beary lamight  
the opprithance  
the us sleep  a  
calay  their  
cast within  
thing aw s th  
this that trome  
re  no we of to  
to lieturn whe  
hathat deat  
ageous or  
therche ent of  
the of se  The  
uselawry  an  
that fromer we  
useam  an s a  
wit ther  
retumell  fleep  
the cal shousand
The  
bodkinsorturrome  
en thave  their  
we dise  To sles  
that give of  
offleep  ang a  
withence  
knowards the wry  
flesh thave  the  
sing a by andied  
ance woutis a  
life  fleep to  
an s al cor is a  
shoutiong ang a  
we hat scows per  
tion no sleep  
ance of scong  
ence knoblen  
nothe puzzleep  
a wron  To  
sieturnsummake  
of the agaings  
thent whe mance  
us ot ance  
untrave res and
To sler der inst  
an acher no dead  
thentraleep  to  
the kno be  
whould sh d the  
pand lose  To  
makes  a  
offickling en  
and of gretunter  
castis hise  
Thueshust mus  
office of dre s  
the ses tragain  
to lam  to by  
wor thathat give  
and  to   tie  
mor the weamely  
whiscove scongs  
cow no to off  
thetummakesh  
ills th al sely  
pris dis slesh d  
beat makes  
thavelf to by  
frong  aw s hims
Whocks th  
afterpronso  
deations  we of  
momell  fron  To  
the the usay for  
and cons al com  
withat wount  
takes  bodking  
ence sleep  
theamen we butly  
cove us cows of  
that of grub  
the prithe off  
off the knotheir  
to of grunts  
woubleep to  of  
try thend an wit  
mit fort  
achatuntragain  
To we rund be of  
th  arrome by a  
swead or beary  
we life  
beathathat  
untroutly con  
Unobtainable
a weathered book
This item can be placed in any house type.



Undiscovered.
Unobtainable
Aboard the Far Talon
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
Abyssal Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Deepforge Scribing Essentials (recipe purchased from Thalnor in Maldura
requires at least 10,000 faction with Deepforge Founders
or Elmelar Stilltree in Myrist, the Great Library).


Abyssal Leather Notebook
Level
100
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 17 Nov 2015 at 17:49:38 PST.
Books
Abyssal Maldura Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Deepforge Scribing Essentials (recipe purchased from Thalnor in Maldura
requires at least 10,000 faction with Deepforge Founders
or Elmelar Stilltree in Myrist, the Great Library).


Abyssal Maldura Notebook
Level
100
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 17 Nov 2015 at 17:48:58 PST.
Books
Adventurer's Journals
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from a Heroes' Festival merchant (311, -21, -47 or 310, -21, -46) or a Heroes' Festival merchant (67, -20, 90 or 68, -20, 90) for 3 Tokens of Heroism.

Discovered on 1 Nov 2018 at 0:01:13 PDT.
Books
Adventures of Jorbo and Mappy
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [35] "Adventures of Jorbo and Mappy" (Rivervale) (Heroic), started by examining "Adventures of Jorbo and Mappy" (found in Rivervale (-831, -6, -110)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Adventures of Jorbo and Mappy""
for 1c.

Discovered on 13 May 2008 at 9:45:27 PDT.
This book is titled "Adventures of Jorbo and Mappy ". It is the story of two halfling boys and how they happened upon some exciting adventures.
One day, Jorbo and Mappy decided to have an exciting adventure and visit far off lands. Packing their bags, they told their moms what they were about to do. With a kiss to their forehead, both mothers gave the two boys their blessing.
It wasn't too long after they began their journey that they were accosted by an orc. The orc told the two boys that they could not cross the bridge until they both told him a joke. If the joke wasn't funny, he would throw them off of the bridge into the water below.
Below their feet was a lake filled with the deadliest fish ever seen in all of Norrath. The lake boiled and bubbled with the fish anticipating their next meal. Jorbo started with a joke about why the duck crossed the lake. When he got to the punchline, the orc said he heard that one before, and took another drink from his jum-jum mug.
Mappy knew if they were going to escape from this wild predicament, he would have to make up a joke no one ever heard before. He looked at the orc and said, "What does the farmer say when he can't find his rake?" The orc looked confused and said he didn't know. When Mappy gave the punchline, "Where's my rake?", the orc started laughing so hard he fell over into the lake.
Then the orc splashed into the lake, all the fish swam away from him. Behind them, they two friends could hear the sound of other orcs running to see what happened, so they left. Knowing they would be taken prisoner in a big castle if they were seen, they ran for the biggest tree they could find and climbed it as fast as they could.
When they were up in the tree, Jorbo and Mappy started getting hungry. They pulled out the food they brought with them and ate it all. Still hungry, they saw a beehive hanging from one of the branches. Digging inside they dug out a handful of honey and had that for desert. That's when little bumblebee bixies swarmed out and started scolding them.
Knowing they would get in trouble if the bixies told their mothers about taking things without asking, they jumped out of the tree and started running. A short while later, they had escaped both the bixies and the orcs inside a crude shelter buried beneath a hillside. What they didn't know was that the little house wasn't empty.
Inside the house was a wicked old witch who called out to them. This witch had evil magical powers, for she knew their names. She then began asking them mysterious questions about what they were doing, and many questions about their mothers. Soon enough, the two friends realized that she was going to use this information in some horrible spell.
Jorbo and Mappy became very quiet, politely refusing to answer any more questions. At that moment, the witch tried used her magical powers and made a strawberry cake appear in her oven. She offered it to the two boys, and being fully under her spell, they ate half of the cake. Coming to their senses when they were finished eating, they said "thank you" and left to explore even further.
The two friends, barely escaping a horrible fate, realized they needed to be more careful, for the world was very dangerous. Behind them a voice told them that they were quite right. Turning around, they saw that the speaker was an adult halfling. The interesting thing about him was that he had scales like a lizard covering his entire body. Who was this mysterious halfling? Well, that's a tale for another day.
Books
Aerakyn History Here and There
This item can be placed on the floor in any house type.

The majority of this book appears to be scraps of parchment adhered to the bound book pages. Few of them are written in the same hand, nor on the same parchment. They must have been collected over time.

NO-TRADE

Quest reward from [95] Lore and Legend: Awakened Aerakyn (Lore and Legend), started by examining Aerakyn parts in Vesspyr Isles.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Awakened Aerakyn"
for 1c.

Discovered on 15 Jul 2014 at 7:55:48 PDT.
"According to Lord Vyemm, it is the Awakened's will that a division of arcanists carry out an intriguing task - that of army creation! He has reminded us that the pool of willing dragon and dragonkin recruits for the Awakened Legion is finite, and although we have yet to reach such a point, the new recruits have observably slackened. They have been following many prospects and arcane schools of thought on the issue, beginning with the magical techniques first discovered by the iksar archmage, Atrebe Sathir. They are carrying out their efforts within the Overrealm, where our concealment is assured."
"Kerafyrm consented to our experimentation upon the unhatched, claimed from Western Wastes. We intend to increase their gestation through arcane and alchemical alterations, thus providing our legion with the increased forces it needs."

"No matter what arcane or alchemical change was applied, all of the experiments have resulted in failure; unstable eggs, brittle shelled eggs, still-hatched young, or short-lived kin unable to care for themselves. We are not to be sacrificing any more of the unhatched."
"Our forces suffered a monumental loss within Skyshrine. We had projected high causalities, but felt that the successful outcome, including the decimation of the Claws of Veeshan, would have brought more kin within our ranks, as a result. The offense was not successful, and our legion was diminished. We are in dire need of more kin to refill the ranks we have lost. I have advised Lord Feshlak of this. He assures me that Kerafyrm is aware of the issue, and to not question his brilliance."
"Kerafyrm has begun to utilize the Tear of Veeshan in an effort to locate she, who was known as the Keeper within the Claws of Veeshan, Lendiniara. She hides within another thread of reality, like a frightened hatchling. Her clairvoyance must have revealed her future! No one can hide from the great Awakened One, or stop him from ushering in a new Age of Scale! One of the [dragon mages] casts a draconic location spell upon the Tear, followed by my own chronomagic. The results are impressive! The spells are combined, and amplified by the Tear, opening portals to other threads. She will be found!"
"The most recent thread portal has brought with it great fortune for our ranks! The chrono-location spell had opened a portal near something with a strong connection to Veeshan on the other side, but what awaited the thread scouts was not Lendiniara. The droag scouts found themselves face to face with an army of dragon-elves! Elddar elves in body, but their kindred features were abundantly clear: Wings, horns, and the slight glimmer of scales upon their limbs. There was no doubting they were looking upon other children of Veeshan!"
"Thankfully, the droag scouts were received with curiosity by the dragon-elves, calling themselves aerakyn, and led by another, named Dyn'leth. Upon receiving this report Kerafyrm entered the thread, himself. I assumed that he suspected they were hiding Lendiniara, and had gone to battle, but the truth was even greater! According to others, Dyn'leth attacked Kerafyrm, sealing his doom. How foolish! Kerafyrm returned to the Temple of Veeshan, with Dyn'leth's forces marching behind him. But that was not all he had claimed from their thread!"
"Veeshan's Scale, that is what they call it. I remain unconvinced that it is any more the Wurm Mother's scale as what we hold is truly a tear fallen from her eye, but the symbolism is strong, and their ties to its arcane power is even stronger. This I am convinced of! With it in the Awakened One's clutches, they do his bidding, and carry out every action, unquestioningly. They have grown our ranks to overwhelming numbers, once again! The few remaining members of the Claws of Veeshan hold no chance against the might of the Awakened!"
I have collected these bits of parchment as a record of our role within the Awakened Legion. We are numbers for Kerafyrm's legion, that is all - a body count. He thinks nothing of us as a people!

Somehow, I have managed to erode the Scale's spell that bound me to the Awakened One. I am uncertain how this was accomplished. Perhaps my mind or will was stronger, or the distance between myself and the Scale was great enough to weaken its ties. However it occurred, the magic that keeps other aerakyn in-line, obeying and pleasing The Awakened Legion, no longer binds me.
Remember our heritage! Do not allow our current situation eat away your pride. We are the progeny of Lethar, a black dragon, and Veldyn, an Elddar elf woman - a coupling built on a shaky foundation of deceit. Lethar had approached Veldyn under the illusion of an Elddar male, while she wandered, mourning the loss of many of her kin. She found strength and contentment within Lethar's embrace. When she became with child she knew that it was the gods reassuring her that she and Lethar were to begin their own clan. Her conviction was tested when she looked upon their son, Dyn'leth, for the first time.
Dyn'leth's body exposed his father's deception. But his small form, swaddled by thin wings and crowned by diminutive horn starts, did not invoke feelings of anger or betrayal by Lethar, instead Veldyn was intoxicated by his strength and power. He had chosen her, and showered her with love and devotion, when he could have certainly taken a great many other dragons as his mate. His true physical form was of little consequence to her, he had already proven she held his soul!
Lethar and Veldyn went on to sire many more children through the years, each one a slight variation of their firstborn. She basked in the reassuring power of her growing clan, not just for herself but for her children and lover. Long had the cowl of mourning, for the loss of her fellow Elddar, weighted her with fear of abandonment. She relished the thought of being the matriarch of such powerful new people on Norrath! In time, Dyn'leth took an elven mate and sired more aerakyn, as did his siblings, thus expanding our numbers.

















We may be stuck here, in this thread of elsewhere. My brethren, our true history must not be forgotten!

Daeron Ashenwing
Books
After The Shifting
This item can be placed on the floor in any house type.

This book contains a tale originally recorded in a Vah Shir echo stone.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] After the Shifting (Tome).

Components
After The Shifting - Title Shard (shinies in City of Shar Vahl)
After The Shifting - Shard 1 (shinies in City of Shar Vahl)
After The Shifting - Shard 2 (shinies in City of Shar Vahl)
After The Shifting - Shard 3 (shinies in City of Shar Vahl)
After The Shifting - Shard 4 (shinies in City of Shar Vahl)
After The Shifting - Shard 5 (shinies in City of Shar Vahl)
After The Shifting - Shard 6 (shinies in City of Shar Vahl)

Discovered on 30 Mar 2021 at 12:10:01 PDT.
After The Shifting
This is the tale of the time that followed the Shifting. Our people had been thrown into darkness with only a handful of heroes to guide us. Perhaps it was fate that brought us here... or maybe the spirits are calling us to their aid.
When the magic ripped us from our realm, we found ourselves within a strange land. We could no longer sense our guiding spirits around us, and fear began to overtake our kin. Fortunately, our king Vah Kerrath was quick to see this, and so he began to give us tasks to help our people regain their sanity and stability. He sent his greatest warriors under the leadership of the great explorer Khati Sha to the north to find out more about these strange lands. King Vah Kerrath then sent another army of brave men to the west under the leadership of Dar Khura.
The citizens that marched into the darkness in those days were responsible for the security that we now enjoy. The bravery of Vah's leaders and our ability to come together as a people secured our sanctuary here in the darkness. Those days were full of turmoil and conflict... much like they are now.
Before the time of the Shifting we had the spirits to guide us, but their guidance seemed to be blocked from us by the darkness, much like the sun. We had no voices to follow and no light to warm our spirits. Our shaman tried to find the spirits but they could only sense a distant creature lurking as if it was of the shadow itself. Without the will of Vah to guide us through those desolate years, we might have lost everything.
Our people feared that we were the only of our kind left alive and to give up would have meant that the honor of our ancestors would have surely been lost to the ages.
When our king passed on, we took his name as our own to show that we are strong, for he was a strong king. Under the leadership of Vah Kerrath, we survived. We survived the loss of our ancestral spirits and we survived the loss of our home and our people. We stood firm against the lurking shadows and roared the name of Vah as a challenge to all who would stand against our will to live.
That is how we survived the Shifting.
Books
Age's End - A First Hand History
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [200] In Chains Again (The City of Freeport), started by Psellic in The City of Freeport (171, -4, 20).

Discovered on 11 Nov 2014 at 18:30:03 PST.
Although change is inevitable, no one expected changes of the magnitude experienced during the Age of Cataclysms. This story is told about one of the veterans of the Age of War, who returned home to help rebuild it, only to see everything else collapse.
The rest of this book has been torn and shredded. There is not much readable beyond the first page...
Books
Alchemist's Tome
This item can be placed on the floor in any house type.

HANDCRAFTED

Crafted from Celebrations of the Dead XIII (recipe purchased from Haint in Qeynos Capitol District or The City of Freeport or Maj'Dul or Haven or Greater Faydark or Darklight Wood or Neriak, City of Hate or Timorous Deep or Haint in Frostfang Sea).

Alchemist's Tome
Using Nights of the Dead treats and a little magic to create an Alchemist's Tome.
Level
29
Technique
Geocraft
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 8 Oct 2020 at 0:04:47 PDT.
Books
Alliz Evol Ew
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 17:04:36 PST.
Alliz Evol Ew  Second Edition
This is a folktale concerning the lizard people of the Feerrott.
This is a story that tremors in the earth like the worm of below. It splits the tail as it does the tongue.


This is a truth that can become a lie if it is spoken too much so beware. Listen to the tale and you will know.


Choose your Ew and you shall know. Know the Alliz Evol Ew.
The many worlds wrap around us like the smell of the swamp on our tongue. The world with the five moons and the two moons are only real.


The worlds that are not real do not exist until they do. The world of the shattered moon and the world of no moons and all moons do not exist.


The Alliz Evol Ew know this. And we know they are real.
The fourth secret is not known to the Tae Ew. This is what fills our heart with the slowness of night.


Ew can be felt by all. Ew is where the hunger is filled. When we walk the world of Ew as one mind, we no longer have the consuming within our guts.


The Tae feed their hunger upon Evol. This will no longer be when we are all within Ew.
We are one within the Ew. All that is and all that can be is within the Ew.


As the warmth of the sun leaves our body, we make a new one within the Ew. All are now within the Ew. All that are Evol.


None that are Tae.
In the Ew we thrive as one. In the world of the two moons that will not be, we are taken to the false secret of the Tae.


Within the eggshell, we gaze upon the lie of the Tae. It does not frighten us for we know of the true Ew.


We are given to false secret and we are consumed by the hunger of the Tae. The Evol become smaller within the two moon world, but we become bigger within the Ew.
We Evol are no longer Onu. The Onu will be as one. In the Ew, we are greater than all alone.


If we are not dead enough for life, are we not alive enough for death? We are two and we are one and we are two. The Evol are two, for the worlds can become as one.


The Alliz Evol Ew walk in the waking world as the Evol. The Alliz Evol Ew walk in the sleeping world as Alliz Ew Saur. They are the same. We are Onu.
The soft land with the water is no more than the water with the soft land. They are barriers between worlds, just like the Ew and the Here.


Two that cross at the same time, these world. Alliz are two. Evol are two. We Alliz Evol Ew are in the Here. We Alliz Ew Saur are in the Here.


We are many and we are one.
Our numbers are given to the false secret of the Tae. Our numbers are given to the ogres and the trolls and the furry worms.


We grow smaller as the Alliz Evol Ew. We grow larger as the Alliz Ew Saur. We Evol stand within our home of water and bog.


We Saur move between the earth and wind and will be with we Evol.
We Evol no longer live within the Ew. We live only within the Here.



The secret given to use by the multi-color lizard stand before us.


We are not Alliz Onu. We are Alliz Evol Ew. We are not Alliz Tae Ew. We are Alliz Ew Saur. Our fourth secret will be shown to the false fourth secret of the Tae.


Then we will be Alliz Onu.
We are the Alliz Ew Saur and we are the Alliz Evol Ew. The Tae see us at the same time.


We do not see their secret. Their eggshell is empty of yolk. They have no Kaz'zar'aik'Chuel.


Their truth has been spoken too much and now becomes a lie.
Books
Alliz Evol Ew
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] Alliz Evol Ew (Tome).

Components
Alliz Evol Ew - Page 4 (shinies in The Feerrott)
Alliz Evol Ew - Page 5 (plundered from a plant at -593, -2, 217 in The Feerrott)
Alliz Evol Ew - Page 6 (plundered from a plant at -42, 5, -5 in The Feerrott)
Alliz Evol Ew - Page 10 (shinies in The Feerrott)
Alliz Evol Ew - Page 11 (shinies in The Feerrott)
Alliz Evol Ew - Page 12 (shinies in The Feerrott)

Discovered on 3 Feb 2006 at 17:44:38 PST.
Alliz Evol Ew  Second Edition
This is a folktale concerning the lizard people of the Feerrott.
This is a story that tremors in the earth like the worm of below. It splits the tail as it does the tongue.


This is a truth that can become a lie if it is spoken too much so beware. Listen to the tale and you will know.


Choose your Ew and you shall know. Know the Alliz Evol Ew.
The many worlds wrap around us like the smell of the swamp on our tongue. The world with the five moons and the two moons are only real.


The worlds that are not real do not exist until they do. The world of the shattered moon and the world of no moons and all moons do not exist.


The Alliz Evol Ew know this. And we know they are real.
The fourth secret is not known to the Tae Ew. This is what fills our heart with the slowness of night.


Ew can be felt by all. Ew is where the hunger is filled. When we walk the world of Ew as one mind, we no longer have the consuming within our guts.


The Tae feed their hunger upon Evol. This will no longer be when we are all within Ew.
We are one within the Ew. All that is and all that can be is within the Ew.


As the warmth of the sun leaves our body, we make a new one within the Ew. All are now within the Ew. All that are Evol.


None that are Tae.
In the Ew we thrive as one. In the world of the two moons that will not be, we are taken to the false secret of the Tae.


Within the eggshell, we gaze upon the lie of the Tae. It does not frighten us for we know of the true Ew.


We are given to false secret and we are consumed by the hunger of the Tae. The Evol become smaller within the two moon world, but we become bigger within the Ew.
We Evol are no longer Onu. The Onu will be as one. In the Ew, we are greater than all alone.


If we are not dead enough for life, are we not alive enough for death? We are two and we are one and we are two. The Evol are two, for the worlds can become as one.


The Alliz Evol Ew walk in the waking world as the Evol. The Alliz Evol Ew walk in the sleeping world as Alliz Ew Saur. They are the same. We are Onu.
The soft land with the water is no more than the water with the soft land. They are barriers between worlds, just like the Ew and the Here.


Two that cross at the same time, these world. Alliz are two. Evol are two. We Alliz Evol Ew are in the Here. We Alliz Ew Saur are in the Here.


We are many and we are one.
Our numbers are given to the false secret of the Tae. Our numbers are given to the ogres and the trolls and the furry worms.


We grow smaller as the Alliz Evol Ew. We grow larger as the Alliz Ew Saur. We Evol stand within our home of water and bog.


We Saur move between the earth and wind and will be with we Evol.
We Evol no longer live within the Ew. We live only within the Here.



The secret given to use by the multi-color lizard stand before us.


We are not Alliz Onu. We are Alliz Evol Ew. We are not Alliz Tae Ew. We are Alliz Ew Saur. Our fourth secret will be shown to the false fourth secret of the Tae.


Then we will be Alliz Onu.
We are the Alliz Ew Saur and we are the Alliz Evol Ew. The Tae see us at the same time.


We do not see their secret. Their eggshell is empty of yolk. They have no Kaz'zar'aik'Chuel.


Their truth has been spoken too much and now becomes a lie.
Books
Alliz Onu
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] Alliz Onu (Tome).

Components
Alliz Onu - Page 4 (shinies in The Feerrott)
Alliz Onu - Page 5 (shinies in The Feerrott)
Alliz Onu - Page 7 (plundered from a plant at -120, 7, -54 in The Feerrott)
Alliz Onu - Page 9 (shinies in The Feerrott)
Alliz Onu - Page 10 (shinies in The Feerrott)
Alliz Onu - Page 11 (plundered from a plant at 51, 27, 942 in The Feerrott)

Discovered on 3 Feb 2006 at 20:06:35 PST.
Alliz Onu

Second Edition
This is a folktale concerning the lizard people of Feerrott. It looks as if it was translated from another language.
This is a story made from wind and earth. This is a truth that can become a lie if it is spoken too much, so beware.

Listen to the tale and you will know. Listen with your tongue and you shall see. See how we have been one but are now two. Know the Alliz Onu.
In the land of the five moons, the stars still spoke with us. They taught us the secrets of the marsh. They taught us the secrets of fire.

But the stars did not teach us the secrets of our heart. We could not feed until this secret was known.
Onu is who we were. Onu was what we felt. And this was how we lived.

Many times the wings of the root flies would be used to wipe away our smells. Without the smell of the Onu, we could find the secret of the heart of the Onu.

One must always remember this.
We could not hear the screams, but we knew they were there. We could smell them coming from the great stones that grew with edges.

The Onu knew that within the eggshell of these stones held a secret. We had been given three by the stars, but we could not feed until we owned the fourth.
The Onu with no scent would steal the fourth secret. The egg would be cracked and the mystery revealed.

We Onu with the scent would remain to tend to the clutch. During this time, we would not feed until the fourth secret was known.
We Onu who had opened a hole within the great edged stones would hold our bravery. This is why there was no scent.

We Onu who would hold the clutch could feel the hunger and this we held too.
The horned lizard with four legs and two more above spoke for the stars.

The light of the north sky would follow this great lizard and the lizard would follow it.

The white lizard was there when the night would come and was not there when the day warmed our skin. The hooved lizard would show us the fourth secret.

We now knew the secret of the Onu's heart. The secret was Ew.
We Onu would return from the inside of the stone egg. We Onu would say that we knew the fourth secret.

We Onu knew the secret of the Onu's heart. Now we knew the fourth secret and we knew the fourth secret. There were two that could only be one.

And this is why we Onu are now two.
We Onu knew that the fourth secret could only be known when the day was gone. The secret to our hearts was between our eyes.

And if we could open our heart, we Onu could make the world command our bidding. When we were one being within the world that is not, we feed and we are Evol.

When we are within the world that is, we are Alliz Evol Ew.
We Onu knew that the fourth secret was not for us. The fourth secret is Ew.

The secret will now be Kaz'zar'aik'Chuel. We are the Alliz Onu. We will now be the Alliz Tae Ew.

Now that the secret is known, the secret will be given to and it will give unto us. We can give more if we feed. We feed only on those that do not know Ew and what Ew is now.
Books
Alliz Onu
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:28:49 PST.
Alliz Onu

Second Edition
This is a folktale concerning the lizard people of Feerrott. It looks as if it was translated from another language.
This is a story made from wind and earth. This is a truth that can become a lie if it is spoken too much, so beware.

Listen to the tale and you will know. Listen with your tongue and you shall see. See how we have been one but are now two. Know the Alliz Onu.
In the land of the five moons, the stars still spoke with us. They taught us the secrets of the marsh. They taught us the secrets of fire.

But the stars did not teach us the secrets of our heart. We could not feed until this secret was known.
Onu is who we were. Onu was what we felt. And this was how we lived.

Many times the wings of the root flies would be used to wipe away our smells. Without the smell of the Onu, we could find the secret of the heart of the Onu.

One must always remember this.
We could not hear the screams, but we knew they were there. We could smell them coming from the great stones that grew with edges.

The Onu knew that within the eggshell of these stones held a secret. We had been given three by the stars, but we could not feed until we owned the fourth.
The Onu with no scent would steal the fourth secret. The egg would be cracked and the mystery revealed.

We Onu with the scent would remain to tend to the clutch. During this time, we would not feed until the fourth secret was known.
We Onu who had opened a hole within the great edged stones would hold our bravery. This is why there was no scent.

We Onu who would hold the clutch could feel the hunger and this we held too.
The horned lizard with four legs and two more above spoke for the stars.

The light of the north sky would follow this great lizard and the lizard would follow it.

The white lizard was there when the night would come and was not there when the day warmed our skin. The hooved lizard would show us the fourth secret.

We now knew the secret of the Onu's heart. The secret was Ew.
We Onu would return from the inside of the stone egg. We Onu would say that we knew the fourth secret.

We Onu knew the secret of the Onu's heart. Now we knew the fourth secret and we knew the fourth secret. There were two that could only be one.

And this is why we Onu are now two.
We Onu knew that the fourth secret could only be known when the day was gone. The secret to our hearts was between our eyes.

And if we could open our heart, we Onu could make the world command our bidding. When we were one being within the world that is not, we feed and we are Evol.

When we are within the world that is, we are Alliz Evol Ew.
We Onu knew that the fourth secret was not for us. The fourth secret is Ew.

The secret will now be Kaz'zar'aik'Chuel. We are the Alliz Onu. We will now be the Alliz Tae Ew.

Now that the secret is known, the secret will be given to and it will give unto us. We can give more if we feed. We feed only on those that do not know Ew and what Ew is now.
Books
Alliz Tae Ew
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [40] Alliz Tae Ew (Tome).

Components
Alliz Tae Ew - Page 4 (shinies in The Feerrott)
Alliz Tae Ew - Page 5 (shinies in The Feerrott)
Alliz Tae Ew - Page 6 (shinies in The Feerrott)
Alliz Tae Ew - Page 8 (shinies in The Feerrott)
Alliz Tae Ew - Page 9 (plundered from a pole at -147, 8, 105 in The Feerrott)
Alliz Tae Ew - Page 12 (shinies in The Feerrott)

Discovered on 3 Feb 2006 at 20:06:34 PST.
Alliz Tae Ew


Second Edition
This is a folktale concerning the lizard people of the Feerrott. It looks as if it was translated from another language.
This is a story made from salt whispers so one must check for the scent. This is a truth that can become a lie if it is spoken too much so beware.


Listen to the tale and you will know. Choose your Ew and you shall know. Know the Alliz Tae Ew.
The Evol do not know the secret as we do. We must give this secret with our teeth and our gizzards.


This is the only way, for the secret has shown us. The Evol resist us giving them the secret. There is no other way.
The Evol do as we tell them. We tell them to leave the warmth of the holy site of the fourth secret.


They will walk the lands of flowing sap and running blood and the fanged flies. They must chew the acrid air and have the cold of the night wash over them.


This makes the feeding better.
Not the Tae, not the knowers of the secret, not the givers to the Kaz'zar'aik'Chuel. They are Evol and we are not.


The secret promises that when we are on Onu again, the fourth shall tell us the fifth.


This is us being slow. This is us tasting the air. This is us preparing to feed.
We Alliz Tae Ew know the secret within our heart, but for some the secret is known deeper in their hearts.


And the secret has given a tap-tap-tap to their hearts and their tail holds more water. There are Alliz Tae Ew that must be listened to, for they know the fourth secret.


They know the Kaz'zar'aik'Chuel. They will bring forth the cold night with their gift, we will bring the meat with our sharpened sticks of wood.
We Tae give to the secret and it gives to us. This is known. The secret tells us that we do not need five moons to guide us.


The two full moons will be the honesty that is given to us. The moons that become two from five can only happen if the Tae and Evol slide through the holse that is not there.


And it will.
The five moons are only two and the blood pools are clear. The evershifting land stays as one place. Warmth is in the air.


The fouth secret has given us the truth. The fourth secret must be given to. We must not give only the teeth and the gizzard. There must be more.
The fourth secret is lost to us is the place that once was. Evol children speak that their false fourth secret cannot leave them.


We will birth an eggshell made from sharp edged stones just as it was. The yolk will then fill with the fourth secret and the Evol will know theirs is a lie.
The house of the fourth secret now stands upon the true world. The Tae and the Evol have built the shell.


Now we wait for the yolk to fill. Evol do not know. Our hunger does know. They will stand and we shall show them what we feel.


We will gain from their meat as the secret has shown us.
It is the Temple. It is the home to the secret. The aspects of the secret fill the stones.


We need not chew and smack upon the bones of only the Evol. The secret that stands within the heart has shown us softer meat. We will suck the marrow from ogres and trolls.


We will give the secret to the Evol or we will feed on them. We are Onu. We are Tae. We are the bringers of the Kaz'zar'aik'Chuel Eggshell.
Books
Alliz Tae Ew
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 13:29:39 PST.
Alliz Tae Ew


Second Edition
This is a folktale concerning the lizard people of the Feerrott. It looks as if it was translated from another language.
This is a story made from salt whispers so one must check for the scent. This is a truth that can become a lie if it is spoken too much so beware.


Listen to the tale and you will know. Choose your Ew and you shall know. Know the Alliz Tae Ew.
The Evol do not know the secret as we do. We must give this secret with our teeth and our gizzards.


This is the only way, for the secret has shown us. The Evol resist us giving them the secret. There is no other way.
The Evol do as we tell them. We tell them to leave the warmth of the holy site of the fourth secret.


They will walk the lands of flowing sap and running blood and the fanged flies. They must chew the acrid air and have the cold of the night wash over them.


This makes the feeding better.
Not the Tae, not the knowers of the secret, not the givers to the Kaz'zar'aik'Chuel. They are Evol and we are not.


The secret promises that when we are on Onu again, the fourth shall tell us the fifth.


This is us being slow. This is us tasting the air. This is us preparing to feed.
We Alliz Tae Ew know the secret within our heart, but for some the secret is known deeper in their hearts.


And the secret has given a tap-tap-tap to their hearts and their tail holds more water. There are Alliz Tae Ew that must be listened to, for they know the fourth secret.


They know the Kaz'zar'aik'Chuel. They will bring forth the cold night with their gift, we will bring the meat with our sharpened sticks of wood.
We Tae give to the secret and it gives to us. This is known. The secret tells us that we do not need five moons to guide us.


The two full moons will be the honesty that is given to us. The moons that become two from five can only happen if the Tae and Evol slide through the holse that is not there.


And it will.
The five moons are only two and the blood pools are clear. The evershifting land stays as one place. Warmth is in the air.


The fouth secret has given us the truth. The fourth secret must be given to. We must not give only the teeth and the gizzard. There must be more.
The fourth secret is lost to us is the place that once was. Evol children speak that their false fourth secret cannot leave them.


We will birth an eggshell made from sharp edged stones just as it was. The yolk will then fill with the fourth secret and the Evol will know theirs is a lie.
The house of the fourth secret now stands upon the true world. The Tae and the Evol have built the shell.


Now we wait for the yolk to fill. Evol do not know. Our hunger does know. They will stand and we shall show them what we feel.


We will gain from their meat as the secret has shown us.
It is the Temple. It is the home to the secret. The aspects of the secret fill the stones.


We need not chew and smack upon the bones of only the Evol. The secret that stands within the heart has shown us softer meat. We will suck the marrow from ogres and trolls.


We will give the secret to the Evol or we will feed on them. We are Onu. We are Tae. We are the bringers of the Kaz'zar'aik'Chuel Eggshell.
Books
An Agenda to Carry Out
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Roekillik'

Quest reward from [100] Lore and Legend: Roekillik (Lore and Legend), started by examining roekillik parts or by examining Into the Hive in The Sundered Frontier (226, 61, 958).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Roekillik"
for 1c.

Plundered from The Sundered Frontier (874, -274, 3356).

Discovered on 16 Feb 2010 at 8:16:00 PST.
I write this for you, the young ones of the pack.
The lesser-ones, yes, the bane-touched creations given our name - As if they could ever replace us! HA! They were to carry out the Agenda. They knew enough of the plan to carry it out, say the pack elders. They were to be used. Tools to our ascension, discarded when done. But now we are cut off from them. You don't think they could be messing it all up or worse, they could be fulfilling it, and reaping the rewards for themselves!? To even think of those pathetic no-claws conquering and spreading disease throughout the world when they only deserve to serve us, the true roekillik!
I was not there, nor was my sire, or his, or my greatsire, but oh, I know the lesser ones' place and history! Even if they do not! We came first, carved out of the Clay of Cosgrove, by Brell Serilis, that miserable excuse for a deity! But then he didn't like us. He attacked us, his own creations, when he learned of my ancestor's campaign of dominating and purifying the Underfoot! What else were we to do?! We have always been good at killing! It is said that we had successfully brought about the eradication of several inferior beings within the Underfoot. Even then we knew it was our destiny to conquer all of Norrath. We are superior!
His divine wrath crushed and cut down a great many of us! The true roekillik were all but destroyed. Smote by our own creator! Unwilling or able to annihilate all of us, he imprisoned the few survivors within the Vaults of Serilis. Guess he didn't have the spine for eradication! There my ancestors languished, unable to dig their way out, despite their teeth and claws, the very instruments bestowed upon us by Brell for burrowing through the stone of the Underfoot. Then to find that he went back to his pile of clay and created them, the lesser-ones!
Our jailer and creator tried to recreate us, but this time he employed the help of Bristlebane. Good 'ole 'Bane boy! A touch of mirth was to be added to these new creatures, with the intention of replacing the "darkness" that he claimed dwelled with us. At first, the plan seemed to work and Brell smiled upon our imitations. But his mockery didn't stop there! He named them roekillik too! His creativity must have hit bedrock! Disfigured and crippled imitations, they had inferior teeth and hardly any claws to speak of. But what they lacked in menace they made up for in deception! To our glee, the King of Thieves had given them this talent in secret.
They began to spread out from the lowest reaches of the Underfoot, rebelling against Brell's wishes, and venturing into the higher levels of the plane. Oh, how they grow up! Once there, they began stealing the riches of the Underfoot, hoarding and amassing treasures. And oh, when daddy Brell discovered this was he furious! Although, he went rather easy on them, if you ask me. Rather than decimating the no-claws, he merely imprisoned them within the Vaults, confining them within his fortress, alongside the true roekillik.
Brell's arrogance and foolishness made our foresires livid! He had created us, and we were superior to all that existed! How dare he attempt to "improve" upon us with these new ones, and then say these lesser-ones were worthy of life, while we were not!? The battle that occurred within the Vaults of Serilis was devastating! Their pack out numbered ours, but they were no match for the deranged ferocity and wicked cunning of the true roekillik. We are superior! Before the sentries of Brell were able to separate them, nearly all of the pitiful no-claws were slaughtered, with the survivors quickly enslaved by our foresires. We were their ascendants in more ways than one!
These lesser-ones lived within the bonds of servitude, manipulated from afar by our mental prowess, for countless seasons. Pulling on their strings! During the age called "Blood" by surface-worlders, a band of dark men entered the Vaults of Serilis and met the no-claws. Using their skills of trickery and guile, they were able to convince the dark men to facilitate their escape from their divinely-imposed imprisonment. Don't be impressed, man is stupid! This was to our advantage, for although they had not released us, the lesser-ones returned to the Underfoot, where they continued to perform nefarious deeds on our behalf, still calling themselves roekillik.
That is, most of them did -those that knew better! The majority of the freed lesser-ones were still loyal to their masters - theirb rightful masters! They knew their place and were prepared to carry out their part of the Agenda. The details of the Agenda did not matter to them. They wouldn't have understood them, anyway! But our foresires heard of an uprising amongst the freed no-claws. A select few of incompetent lesser-ones were attempting to leave the pack, and break their bonds of servitude. Maybe a few of them had spines after all, but not for long! They were slain for being pathetic traitors, forcing those who agreed with them to think again, or flee.
Those who skittered away were merely putting off the inevitable. They would be slaughtered without the protection of the pack! They were doomed to meet their horrific end within the harsh world of the Underfoot before they would ever reach the surface world. Squish! Rock in the brain pan! We shouldn't even give thought to the possibility that they survived and continued to besmirch our good name by spreading themselves upon the surface. Those that knew their place continued to carry out their part of the Agenda. They courted Bertoxxulous, the Plaguebringer! Our foresires had long admired the god of disease, and his tenacious lust for decay. A god with a kindred spirit! His help was the cornerstone of the Agenda.
I wouldn't state here the details of the Agenda, in case this tome was to ever find its way into the wrong hands. In fact, I may have told too much as it is! But you're one of our own. I will say that the lesser-ones were eager to please their ages-old masters, even when it meant self-sacrifice. How useful! They were to be carriers, using the caverns of the Underfoot as their means of travel. This ensured that there would be no place on Norrath that they could not reach. The world would be left a cursed cesspit of disease for everyone to wallow in, and the true roekillik would reign!
The Agenda was certain to succeed if it had not been for the damned actions of our wretched creator! Spoil sport. He sealed the Underfoot off from the rest of Norrath when he withdrew from mortal contact. Run away squeamish one! We could no longer communicate with our servants, and they help the gift bestowed upon us by the Plaguebringer! We had no idea what was happening outside the sealed realm. It was of little consequence that his absence gave us the opportunity to escape the Vaults of Serilis, for we could still not leave the Underfoot!

Then came the intoxicating day of magic!
Our foresires had no idea what triggered it or what had happened outside the of Underfoot. They only knew that there was a great hum as loud as any horn, and suddenly the world felt penetrable, and their eyes were blinded by the brightest of light to have ever reached the dark recesses of Norrath! Arcane powers flowed through their veins, overwhelming them with exquisite pleasure. When they woke from the experience my ancestors could see nothing different, but they felt it. An immeasurable arcane experience had occurred, and they survived it!
It has been years since that day.Oh, how time flies when you're killing! And a myriad of ways to escape the confines of the Vault of Living Stone have been found. Called by the abundant (and addictive) kaborite deposits within Odus, we now take refuge within the Hole, and any of the caverns and tunnels of the deep. It was not easy, but we will never be deterred! Let this be a lesson those damned lesser-ones learn! The day will come when we are no longer imprisoned! There is talk now of a magic system of travel being explored by the grey men. Could they finally be of use? Just a teensy bit? If they give us the key to our freedom, maybe their deaths should be quick. Right, young one?
Then we will fulfill the Dark Agenda!
Books
An ancient grimoire
This item can be placed on the floor in any house type.

This appears to be an ancient tome, written in a language you do not recognize. It's quite obvious someone wanted to keep its contents safe from unwanted eyes.

NO-TRADE  NO-VALUE

Required by the Quest
'A Mysterious Trinket'

Language
Shisik

Quest reward from [85] A Mysterious Trinket (Signature) (Heroic), started by examining Mark of the Emissary in Nektulos Forest (-1702, 25, -774).

Discovered on 8 Feb 2008 at 0:48:11 PST.
Tonasi  diate
eoniraesor  
acmahhtuoodac i  
tiis uoelvca u  
ennict  m tim  
ctl n  
twnhrdeieai sa  
t rtlto  
voissib  orer  w  
Tpettestunuehmsea
l onaa  e veh  
ooh tuyrf fots  
pn c stensfsh  
lrlikfaio aknt  
anoweoeeuyse d  
hleloo ite spuf   
f ibtas  
socuhetomnoeteano
weht  ua  
sesgson ekvp  
cotlst e kh  
aethe fhmsdeoz  
smuos    
woitgdlia  
owahoen f  nnn w
To the ence is  
and be might  
the re ques the  
kno be  
thuffleep  and  
may theard love  
a shuffer would  
mor coil  ther  
reamind mind  
thould lon an  
die  beation  
whips the res  
runteris whe wry  
thand th after  
bart-achave to  
beat  
unwounwought  
have  butly  
thout trat deat  
officklife  to  
sh andis curn  
take ent give  
ence  
sufficklinsole  
scow nam  
Tpttoo lat rhep  
a totr o r te  
tenoarroct  s  
aartotocee  
olieetuta ddtgoh  
eh o l   s ne  
ephslay e ohoh e  
r so ieoa abwve  
tamh  
srnteusstaik  
eedeir  
terieogtale  su  
ca  p  n   o  
hatulhe  
pomeahhuaiemrtaar
rtsanrnopa  
uhoepe n retdttf  
bderfu  
deheolpsrommitpee
yw  dn sruneht  
cd ymhr hs    s  
seuasoelhb  
nt toeeay  
elusnnulel sres  
u  toiomqb r  n   
To soleshuse  
hins dely  talay  
thationt mand  
mus th  thathe  
ustis oud of the  
untragaing  
after s and  
sleep  fleep to  
beat what tiong  
achat ing a who  
by ay a  
coillenter  
nothoub  after  
dreamight  agar  
ings to woud  
thing a lawry  
fary for d by  
wear no scon  
pand make  
nowartake bea  
san thourn th  
the whould  
lovelf sleep  al  
scon  
therprithationg
Books
An ancient grimoire
This item can be placed on the floor in any house type.

This appears to be an ancient tome, written in a language you do not recognize. It's quite obvious someone wanted to keep its contents safe from unwanted eyes.

NO-TRADE  NO-VALUE

Required by the Quest
'A Mysterious Trinket'

Language
Shisik

Quest reward from [85] A Mysterious Trinket (Signature) (Heroic), started by examining Mark of the Emissary in Nektulos Forest (-1702, 25, -774).

Discovered on 7 Feb 2008 at 22:44:08 PST.
Tv  sh  dh  ufho
egaod  ttloT    uo    
eckftutu  ntrainn
 ohtht  hara  us      
Rtkput  snh  ewnet  
hru    rupmn  s  o  
oft  thla  ispm  
tso  ifrre      
tetas  oTa  fh      
npr  outstta  i    e
 mao  
Tonasi    diate  
eoniraesor  
acmahhtuoodac  i
tiis  uoelvca  u    
ennict    m  tim  
ctl  n    
twnhrdeieai  sa  
t  rtlto  
voissib    orer    w  
Tpettestunuehmsea
l  onaa    e  veh  
ooh  tuyrf  fots    
pn  c  stensfsh    
lrlikfaio  aknt  
anoweoeeuyse  d  
hleloo  ite  spuf    
f  ibtas    
socuhetomnoeteano
weht    ua    
sesgson  ekvp  
cotlst  e  kh  
aethe  fhmsdeoz  
smuos        
woitgdlia  
owahoen  f    nnn  w
The  long  ence  
morturaver  thuff  
dearms  the  of  of  
sper  d  mor  wish  
wry  consummake  
of  the  a  by  
thend  sang  
entralls  for  
thend  beat  
hindead  makeso  
beamitheir  their  
to  be    matus  of  
unworturns    of  a  
we  entrageourns  
of  re    flend  
love  kno  gre  
sleep  the  withe  
cont  a  lamself  
alam    a  cove  
nam    whe  havelf  
grubled  ent  dis  
to  sleep  the  a  
cons  a  sind  the  
of  o  ers  whose    
The  re  s  to  
Then  he  patimend  
life    thation    
thathe  ing  en  
acher  
therprithips  
pithe  nows  th  
make  nat  to  
giver  s  of  to  
long    we  knothat  
scome  wourn  
frountumethat  he  
pectish  a  lietus  
and  to  sled  th  
an  hat  sh  the  
the  use  hand  
make  wills  
thocklied  sleep    
to  scoub    to  
scontralamin    
Who  orthend  of    
Thus  whe  dre  
paus  opposes    
trall    ay    the  
of    To  sleep  to  
bodkings  quiethe  

Unobtainable
an assortment of books
This item can be placed in any house type.



Undiscovered.
Unobtainable
an enchanter's book
This item can be placed in any house type.



Undiscovered.
Books
An Oasis in the Desert
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [53] An Oasis in the Desert (Tome).

Components
An Oasis in the Desert - Page 4 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 6 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 9 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 15 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 16 (plundered from a scroll at 52, 139, -35 in Maj'Dul)
An Oasis in the Desert - Page 20 (plundered from a broken vase at 189, 140, -77 in Maj'Dul)
An Oasis in the Desert - Page 22 (plundered from a barrel at 136, 140, -121 in Maj'Dul)

Discovered on 6 Oct 2005 at 15:03:18 PDT.
--For those who hunger and thirst for knowledge.
Life in the desert can be cruel and its justice swift. Could one who is thirsty resist the call of the oasis?
He had heard the rocky spires referred to by many different names. That formation there was supposedly Anankar and his family, who died while wandering the Clefts of Rujark.


The Giant's Throne was to the south, though frankly that name seemed entirely too fanciful. Sand giants did not have thrones.
Turning to stone would be a relief. Farheer had been in the desert for many days now, searching for the legendary Scimitar of Mudeef.


Ever since he had first heard the tale from a storyteller on the streets of Maj'Dul, Farheer felt that he must be the one to find it; as some felt called to be a monk or a champion, Farheer was called to this quest. His family tried to dissuade him, but he would not hear of it.


Whoever found the Scimitar, so the legend went, would never know hunger or thirst again.
Farheer leaned against one of the spires he was circling and shook his water skin again. It hung limp against his hip; obviously, the skin had not miraculously refilled itself.


Perhaps is he repeated the story aloud, he might glean another clue that would lead him to the Scimitar.
"Mudeef travelled the worlds, gaining secret knowledge of the distant Planes and lands," whispered Farheer, his parched lips barely moving. "Through his adventures, he carried a Scimitar of magical Planar metals. Its hilt was wired with gold and the blade so fine that the edge could be seen by any mortal."
"After Mudeef slew the great Master of the Djinn in a battle lasting twenty days and twenty nights, the dragon of the night, Siyamak, came to Mudeef in a dream.


'Give me the Scimitar, that I may place it in the sky amongst the stars,' said the dragon. But Mudeef knew the dragon would not hold true to his word, and so Mudeef carried the Scimitar to the wastes and placed it on an altar of stone himself."
Farheer rubbed the bridge of his nose with his raw, cracked fingertips. "The Scimitar had become even more magical and powerful once stained by the Master of the Djinn's blood.


Therefore, Mudeef knew that others like the trickster dragons would try to steal it and use it against him. His only...his only..."


Farheer's voice trailed off as he squatted in the scant shade of the rocks.
"His only choice, to save his people from the fear that someone would steal the Scimitar and use it against them, was to take the Scimitar himself to the desert and offer it to the gods.


He carried...no, I have already said that," Farheer licked his lips with his dry, swollen tongue. "He made the altar himself in the desert and thrust the Scimitar into it."
Hadn't the storyteller given more details about the altar? Farheer pulled his knees to his chest and rested his chin on them, trying to remember.


The altar was definitely high up, someplace difficult to reach. Farheer had climbed every rocky pillar, some of them several times, in this area. He was sure the Scimitar was in this particular area, but he could not recall why.
There had to be something more in the tale, something Farheer had long forgotten. He tried to locate the storyteller later, but had never seen him again.


So here he sat: no food, no water, and no idea where to turn. To go back to Maj'Dul now would be to admit defeat. Farheer was determined to return a hero.


Though perhaps, he now thought through the thick haze filling his mind, it might be better to return with nothing than to never return at all.
He struggled to his feet, leaning against the stones and considering his options. In this weakened state, he would be easy prey for the harpies.


The orcs would treat him no better, but if they kept him as a laborer he would at least get fed. Farheer thought for a long while as the sun began its slow descent. Now at least the spires offered some shade.
"The altar was atop a spire, from which one would see all the boundaries of the lands," Farheer continued the tale aloud as he stumbled through the canyon.


"The light of the sun and moons and the stars reflected off the handle of the Scimitar. Like pearls of gold. Pearls..." Farheer paused, squinting.


Was that shimmer at the edge of the canyon an oasis at last?
Farheer staggered, quickly covering the remaining distance as fast as his weakened legs would carry him.


"Like pearls of gold, light reflected from the handle of the Scimitar and danced across the desert. And Mudeef...to hide the light...covered the altar with his turban."


That must be an oasis; he could smell the vegetation from here! Only a few steps more and he would find water!
"Now no one will see the altar in which my Scimitar will remain,' said Mudeef, 'for I have hidden it safely away. But should anyone find this weapon of great reknown, they shall never know hunger or thirst...or thirst...'


Farheer fell to his knees and cried out, "No! It cannot be!" For the oasis he had seen melted away from view as he emerged from the canyon.
"No, no, no," sobbed Farheer, wishing he would cry so that at least he might drink his own tears. He would not give up; at the very least, he might reach the Oasis of Marr which would not dissolve into the sand on his approach.


Through the night, Farheer stumbled along while reciting the story of Mudeef's legendary Scimitar. At long last, however, he fell asleep on his feet and walked unseeing for a time.
When his eyes opened, Farheer found himself lying in the shade of a large date palm. He felt dizzy as he sat up and looked cautiously around. How long has he walked?


This was not the Oasis of Marr, yet it was an oasis of some sort. Near his feet, a small pool reflected the bright blue sky above.


Beside the pool sat a woman combing her hair and singing.
"Welcome, stranger," she said, noticing that Farheer was awake. "Please, help yourself to what food I have and drink your fill at this spring."


Farheer said," Where am I?" The woman laughed and pointed at the water, but did not reply.


She continued to hum while combing her thick black hair, coiling it up, then letting it tumble down her back to her waist.
"This is no oasis," said Farheer, closing his eyes. "This is a trap set for me to tempt me from the ways of my righteousness. I must be close to the Scimitar."


The woman laughed and dipped a cup into the water, pouring it slowly back so that the sound was unmistakable. "This may be tempting, but it is also very much an oasis. Drink, for you have great need of refreshment," she said.
Farheer instead began to recite the story again and again to chase away the visions. Yet each time he opened his eyes, the oasis remained.


"I have never heard of such a tale," the woman said after a while. "You must be delirious; there is no such Scimitar." She set out platters of dates and figs then called to him, but he would not be moved.


"This is a vision to turn me aside from my quest," he said, though his voice cracked.
"What quest is more important than your life?" the woman said scornfully. "I do not understand you fanatics."


She filled several skins with water (Farheer could clearly hear this and resented the fact that she was doing so much more loudly than necessary) and cleared away the remains of the food.


"I leave you to your 'quest,' stranger," she said at last, "If you are seeking death, it will surely find you this day."
Farheer heard her slap the rump of her camel and lead it away. He has never had a vision this clear before, but obviously, everything was intended to keep him from finding the Scimitar.


The more realistic it seemed, the more of a trap it must be.


The next caravan to use the oasis found Farheer too far gone for their help. And so the question remains: did Farheer find the Scimitar? For most certainly, he no longer knew hunger or thirst.
Books
An Old Cookbook
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 12 Nov 2004 at 0:44:59 PST.
Definitely not a recipe book with anything for the faint of heart -- or the non-Troll!
Reread Book
Close
Table of Contents -- wherein the reader selects from various chapters to achieve the end result desired. I hope you will expand your culinary horizons to include some of the dishes sampled within, and take to heart the advice I give on cookery.
Read Recipe 1
Read Recipe 2
Read Recipe 3
Close
There are three elf races in Norrath: Dark elves, Wood elves and High elves. High elves have more delicate features and are slightly less tall than the Wood elves. Dark elves are very small, so in preparing any of these items you may need to double up. Wood elves can be a bit nutty, but are good with any meal that includes a leafy vegetable.
Continue Recipe 1
Close
How to tell the elves apart: High elves, or Koada'Dal, are slighter than humans (which are so numerous, an entire tome is devoted to cooking with them), with very delicate features and fair skin. Dark elves' skin is very dark, almost blue. The Teir'dal are more numerous around Freeport. The Wood elf is my favorite to cook with, though, as they are generally easiest to approach. Feir'dal can often be found in the woods of Antonica.
Continue Recipe 1
Close
High elves are currently found in and around the city of Qeynos, where these slim, frail beings took shelter after the Shattering. They are skilled fighters, so it is best to sneak up on them unawares from behind and give their necks a quick twist. It is not so easy to sneak up on Dark elves as they trust no one, so be prepared for a good battle. If you want to use Wood elf, you can easily distract them with a tree branch or perhaps a small, furry creature (not halfling) in distress.
Continue Recipe 1
Close
Bring a large iron pot to the fire and fill half-way with clear, fresh water. If water is unavailable, substitute any liquid except the juice of fruits. High and Dark elves have thin, fair hair which is easy to remove. Wood elves on the other hand, while not hirsute like a dwarf, have darker hair that seems more abundant. It's pretty tasty, though, if drizzled with vinegar and rendered fat.
Continue Recipe 1
Close
Once the water is on the boil, drop in the elves and stir, then quickly remove from heat. They are very fragile, so take care not to overcook. Elves are best served with only a bit of sauce as their tenderness can be overwhelmed by anything too heavy. Enjoy!
Close
"Halfling" is a generic term used to describe a short, big-footed race. One can generally substitute gnome or froglok, bearing in mind the generally smaller stature of the latter races. Frogloks in particular are in high demand, but small supply. Gnomes are not as hairy as halflings, but are more delicate and may be better suited to other uses.
Continue Recipe 2
Close
Identifying Edibles: Halflings are the number one choice of all the cooks interviewed. They are meaty, and because they are omnivorous, they are versatile in the kitchen. Gnomes, on the other hand, are softer and more tender. A definite plus is their relative lack of hair which some find more appealing. And of course, who can forget the delicacy that is the froglok? Their taste is legendary. Finally, a relative newcomer to the culinary scene is the ratonga. They are easy to identify, being halfling-sized rodents.
Continue Recipe 2
Close
Many people eschew smaller creatures for the larger, thinking more is more! And it is, but there are certain culinary aspects that require something smaller. While I do not advocate serving halflings, gnomes or ratonga as appetizers, they are obvious choices for skewers or pickling in brine for long-term storage.
Continue Recipe 2
Close
Some find the texture of halfling is improved with a quick blanching in boiling water, then removal of the outer layer. Personally, I find this disgusting and prefer them whole. The first technique is to skewer your halfling, gnome or ratonga, on a stake which has first been soaked in water to prevent it from burning. You may alternate onions with your meat on the skewer. Roast over low coals, taking care not to drop any of them into the fire. Roasting is good; coal-coating is not.
Continue Recipe 2
Close
My favorite method is to keep barrels of these little folk for the winter months by preserving them in brine. Bring together water, sea salt, and ask your Wood elf before preparing him (or her) what plants would enhance the flavor. I often use pine berries. Boil the liquid and cool, then pour containers filled with halflings, gnomes or ratonga. Seal the barrels with wax. With a decorative wax seal, these make excellent gifts.
Close
Traditionally barbarians hail from the northern provinces which are no longer available to them. That makes them much easier to locate. If barbarians are not available, you may substitute ogres, taking into account their tougher skin and thicker layer of fat. An easier substitute is dwarf. Dwarves are readily available, simply remember to use a ratio of 3:1 -- three dwarves being the rough equivalent of one healthy barbarian.
Continue Recipe 3
Close
Identifying Large Folk: The barbarian is a real crowd pleaser. They are tall and muscular, yet it is a subtle muscularity that means less cooking time. Ogres are taller than most barbarians, with tough skin and a thick layer of fat. They can be a bit gamey.
Continue Recipe 3
Close
Barbarians' ancestral home is Halas, a land far to the north and very cold. Despite this, their skin is only slightly tougher than human skin. An obvious bonus is their size and current availability. They can be found in both Freeport and Qeynos, which is handy for the traveling troll to know. Ogres also have size on their side, however they cannot be directly substituted for barbarian without additional preparation.
Continue Recipe 3
Close
To prepare ogre, first remove the husk. Be sure to use a sharp blade and keep your whetstone handy -- these things are tough! The skin is useless in the kitchen, although it can be used to bait crab traps, so I wouldn't just discard it. If you do not mind the extra effort, you can first peel off the layer of fat and keep that aside for other uses, such as basting. Or you may leave it intact for a good oily gloss on the pot. Barbarians do not need to be peeled.
Continue Recipe 3
Close
As both ogres and barbarians are tough, you will want to simmer them over low coals for several hours. If you are combining ogres and barbarians, make sure to let the ogres simmer for an hour before adding anything else to the pot. Add onions and root vegetables for a hearty stew.
Close
Books
An Old Cookbook
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.



Discovered on 7 Apr 2019 at 20:30:12 PDT.
Definitely not a recipe book with anything for the faint of heart -- or the non-Troll!
Reread Book
Close
Table of Contents -- wherein the reader selects from various chapters to achieve the end result desired. I hope you will expand your culinary horizons to include some of the dishes sampled within, and take to heart the advice I give on cookery.
Read Recipe 1
Read Recipe 2
Read Recipe 3
Close
There are three elf races in Norrath: Dark elves, Wood elves and High elves. High elves have more delicate features and are slightly less tall than the Wood elves. Dark elves are very small, so in preparing any of these items you may need to double up. Wood elves can be a bit nutty, but are good with any meal that includes a leafy vegetable.
Continue Recipe 1
Close
How to tell the elves apart: High elves, or Koada'Dal, are slighter than humans (which are so numerous, an entire tome is devoted to cooking with them), with very delicate features and fair skin. Dark elves' skin is very dark, almost blue. The Teir'dal are more numerous around Freeport. The Wood elf is my favorite to cook with, though, as they are generally easiest to approach. Feir'dal can often be found in the woods of Antonica.
Continue Recipe 1
Close
High elves are currently found in and around the city of Qeynos, where these slim, frail beings took shelter after the Shattering. They are skilled fighters, so it is best to sneak up on them unawares from behind and give their necks a quick twist. It is not so easy to sneak up on Dark elves as they trust no one, so be prepared for a good battle. If you want to use Wood elf, you can easily distract them with a tree branch or perhaps a small, furry creature (not halfling) in distress.
Continue Recipe 1
Close
Bring a large iron pot to the fire and fill half-way with clear, fresh water. If water is unavailable, substitute any liquid except the juice of fruits. High and Dark elves have thin, fair hair which is easy to remove. Wood elves on the other hand, while not hirsute like a dwarf, have darker hair that seems more abundant. It's pretty tasty, though, if drizzled with vinegar and rendered fat.
Continue Recipe 1
Close
Once the water is on the boil, drop in the elves and stir, then quickly remove from heat. They are very fragile, so take care not to overcook. Elves are best served with only a bit of sauce as their tenderness can be overwhelmed by anything too heavy. Enjoy!
Close
"Halfling" is a generic term used to describe a short, big-footed race. One can generally substitute gnome or froglok, bearing in mind the generally smaller stature of the latter races. Frogloks in particular are in high demand, but small supply. Gnomes are not as hairy as halflings, but are more delicate and may be better suited to other uses.
Continue Recipe 2
Close
Identifying Edibles: Halflings are the number one choice of all the cooks interviewed. They are meaty, and because they are omnivorous, they are versatile in the kitchen. Gnomes, on the other hand, are softer and more tender. A definite plus is their relative lack of hair which some find more appealing. And of course, who can forget the delicacy that is the froglok? Their taste is legendary. Finally, a relative newcomer to the culinary scene is the ratonga. They are easy to identify, being halfling-sized rodents.
Continue Recipe 2
Close
Many people eschew smaller creatures for the larger, thinking more is more! And it is, but there are certain culinary aspects that require something smaller. While I do not advocate serving halflings, gnomes or ratonga as appetizers, they are obvious choices for skewers or pickling in brine for long-term storage.
Continue Recipe 2
Close
Some find the texture of halfling is improved with a quick blanching in boiling water, then removal of the outer layer. Personally, I find this disgusting and prefer them whole. The first technique is to skewer your halfling, gnome or ratonga, on a stake which has first been soaked in water to prevent it from burning. You may alternate onions with your meat on the skewer. Roast over low coals, taking care not to drop any of them into the fire. Roasting is good; coal-coating is not.
Continue Recipe 2
Close
My favorite method is to keep barrels of these little folk for the winter months by preserving them in brine. Bring together water, sea salt, and ask your Wood elf before preparing him (or her) what plants would enhance the flavor. I often use pine berries. Boil the liquid and cool, then pour containers filled with halflings, gnomes or ratonga. Seal the barrels with wax. With a decorative wax seal, these make excellent gifts.
Close
Traditionally barbarians hail from the northern provinces which are no longer available to them. That makes them much easier to locate. If barbarians are not available, you may substitute ogres, taking into account their tougher skin and thicker layer of fat. An easier substitute is dwarf. Dwarves are readily available, simply remember to use a ratio of 3:1 -- three dwarves being the rough equivalent of one healthy barbarian.
Continue Recipe 3
Close
Identifying Large Folk: The barbarian is a real crowd pleaser. They are tall and muscular, yet it is a subtle muscularity that means less cooking time. Ogres are taller than most barbarians, with tough skin and a thick layer of fat. They can be a bit gamey.
Continue Recipe 3
Close
Barbarians' ancestral home is Halas, a land far to the north and very cold. Despite this, their skin is only slightly tougher than human skin. An obvious bonus is their size and current availability. They can be found in both Freeport and Qeynos, which is handy for the traveling troll to know. Ogres also have size on their side, however they cannot be directly substituted for barbarian without additional preparation.
Continue Recipe 3
Close
To prepare ogre, first remove the husk. Be sure to use a sharp blade and keep your whetstone handy -- these things are tough! The skin is useless in the kitchen, although it can be used to bait crab traps, so I wouldn't just discard it. If you do not mind the extra effort, you can first peel off the layer of fat and keep that aside for other uses, such as basting. Or you may leave it intact for a good oily gloss on the pot. Barbarians do not need to be peeled.
Continue Recipe 3
Close
As both ogres and barbarians are tough, you will want to simmer them over low coals for several hours. If you are combining ogres and barbarians, make sure to let the ogres simmer for an hour before adding anything else to the pot. Add onions and root vegetables for a hearty stew.
Close
Unobtainable
an opened book
This item can be placed in any house type.



Undiscovered.
Books
an opened ornate book
This item can be placed on the floor in any house type.


Discovered on 20 Feb 2024 at 15:32:23 PST.
Unobtainable
an worshiper's book
This item can be placed in any house type.



Undiscovered.
Books
Anatomy of the Fathomlurker
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [100] Lore and Legend: Fathomlurker (Lore and Legend), started by examining fathomlurker parts (dropped in Thalumbra, the Ever Deep).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Fathomlurker"
for 1c.

Discovered on 17 Nov 2015 at 13:09:35 PST.
Anatomy of the Fathomlurker
by Wilfre Cogboom
Among the most terrifying creatures that prey upon the denizens of Thalumbra is the one they call the fathomlurker.
Rarely seen in open, exposed areas; more likely found lurking in dark crevices and dank caves.
Many the unsuspecting gnome has vanished into the shadows while traversing a dark cavern, never to be seen again.
Fathomlurkers have a cluster of eyes set at the lower front of the conical upper body. At first we thought this meant we could evade them by slipping behind the creatures. We soon learned our mistake the hard way!
Examination of dead specimens reveals the fathomlurker's eyesight is poor at best. Perhaps the eyes are a vestige from a surface-dwelling ancestor, now atrophied through disuse in the depths of subtunaria. Instead, the creature seems to rely on echolocation. Fine bristles around the upper body catch the slightest echo of motion in any direction. It is joked that it's easier to sneak up on the mighty Nagafen than on a fathomlurker.
In moments of dire emergency, the fathomlurker can expel an inky dark smoke, blinding those around it not fortunate enough to be as skilled in echolocation.

The ten flexible tentacles are equipped with sharp, bony extrusions that dig into captured prey. These combined with the impressive sinews of the tentacles make it almost impossible for a solo traveler to escape the grasp of a fathomlurker. Cave expedition guidelines mandate groups of no less than three for this reason.
Most fathomlurkers reach the approximate mass of an overfed ogre. Some explorers have reported seeing specimens grown to immense size, but were unable to determine the cause. Are these some closely related but larger species? Or can all fathomlurkers attain such a size with great age? Or perhaps some gender dimorphism?

Thus far, volunteers to go and trap these immense beasts for scientific research have been regrettably scarce.
Books
Anaz Mal, Blackfang
This item can be placed on the floor in any house type.

Collection reward from [55] Anaz Mal, Blackfang (Tome).

Components
Anaz Mal, Blackfang - Page 4 (looted in The Sinking Sands or The Silent City or The Living Tombs)
Anaz Mal, Blackfang - Page 5 (looted in The Sinking Sands or The Silent City or The Living Tombs)
Anaz Mal, Blackfang - Page 8 (plundered from a vase at -592, 9, 93 in The Living Tombs)
Anaz Mal, Blackfang - Page 9 (plundered from a vase at -534, -18, 347 in The Living Tombs)
Anaz Mal, Blackfang - Page 11 (looted in The Sinking Sands or The Silent City or The Living Tombs)

Discovered on 16 Sep 2005 at 23:18:28 PDT.
This reads like a religious text of some sort. There is no author listed. Though it is worn, it seems to have been very well made - albeit long ago.
Anaz Mal, Blackfang
Of Our Past


We are the master's secret hand. It is of us, and only of us, that true order can flow. We sacrifice it among ourselves so that we may better provide it for others.

It is our great duty to do this in the name of the Godking, in the name of his goddess. We work at their bidding, though it is the peace and livelihood of the Godking's followers that our efforts support. In that we are revered.
Let this not be a guide, nor a map or stepping stone. Instead, this is our journey.

The path you take is your own, the goal we seek is shared. At path's end we are given our reward: The gift of the Godking, the gift of his goddess.

Our purpose, then, is to repay their kindness, with the skill of our ancestors. You are born Blackfang, and you shall die Anaz Mal.

Forever more you shall die Anaz Mal.
Go, then, Anaz Mal, and find your tools of death. Suit your garments, your shadows, and exist not as what they fear, but as their subconscious.

Strike at mind and body; exist as not a thing to be feared but as fear itself. Use that fear - your non-physical presence - as your poisoned tip. To kill with as much is not unheard of.

We exist in the tales of the lesser; we are their death, their specter in the desert.
Take then not just their bodies, but their minds and souls.

For upon the minds we can impress fear and in turn feed upon it. And in many cases it is in a lack of exercising our power, in feigned mercy, that our power spreads.

For each one slain five are mysteriously afraid. For each one spared, fifty are afraid with good reason. And from those souls we can bring ever closer the truth of the Godking.
Go, then, Anaz Mal, and find your tools of death. Draw your sickening blades and taste the scent of fear. To reap the soul of the unknowing brings prestige and power. To reap the soul of the fearful brings prophecy uppn these lands. And to reap the soul of an entire people is godliness.
And as the power of the Godking grows so grows his need of us. We are his renewing decree.

In our lives, and our lives beyond, if we instill the fear of the unknown - and the fear of the known - then we have fulfilled our pact with creation, and our pact with the Godking.
Go, then, Anaz Mal, and find your tools of death. Don your black-toothed grins. Paint your faces with the rich feelings you shouldn't have.Kill in the name of the Godking. Bring his prophecy to this land.
Of Our Future


Our eternal ancestors, just as foretold, await the Deathhowl just as we do. As we pass through the gates of life and into the Silent City we will wait as they do. And when the howl comes, if we have done our job then they shall do theirs. Thus, it is in our work and reverence that we must prepare.
Give to the dead the sacred rites of the fallen.
With Deathhowl shall they repay us.

Give to the dead the reverence of elders.
With Deathhowl shall they repay us.

Give to the dead the path of Graul.
With Deathhowl shall they repay us.

Give to the dead the right of Godking.
With Deathhowl shall they repay us.

Give to the dead a land ripe for them.
With Deathhowl shall they repay us.

In the Deathhowl we shall meet them again.
Unobtainable
Ancient Cyclops & Terrorantula
This item can be placed in any house type.

HEIRLOOM  NO-VALUE



Undiscovered.
Books
Ancient Moldering Grimoire
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
200

Purchased from Beck Quantem in Great Divide (1193, -533, 464) for 2g 50s.
requires Lore and Legend server

Collection reward from [120] Forbidden Grimoires (Reign of Shadows).


Components
Thrice-locked Grimoire (quest reward from Burbles, Baubles and Pandemonium [Heroic I])
Flesh-bound Grimoire (shinies in Vasty Deep: Toil and Trouble [Heroic I])
Thexian Dark Ritual Grimoire (shinies in Vasty Deep: Toil and Trouble [Heroic I])
Void Magic Grimoire (shinies in Vasty Deep: Toil and Trouble [Heroic I])
Vile Glowing Grimoire (shinies in Vasty Deep: Toil and Trouble [Heroic I])
Witch's Grimoire (shinies in Vasty Deep: Toil and Trouble [Heroic I])

Discovered on 12 Aug 2021 at 21:45:38 PDT.
Unobtainable
Aniron's Journey
This item can be placed in any house type.

A collection of letters from a child as he travels across Faydwer in search of a way off the isolated continent during the time of the rending.

NO-TRADE  NO-VALUE



Undiscovered.
Books
Anton's Bound Writings
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE

Required by the Quest
'Mad Crown's Quest'

Quest reward from [94] Mad Crown's Quest (Obol Plains), started by Anton the Mad in Obol Plains.

Discovered on 13 Nov 2012 at 16:43:09 PST.
Dear Heartbound,
I left the world of pain. The loss of you had taken all the beauty and spoilt it.

Rot and rage was all that was left. Tried I did to drown it in ogre blood and troll screams. Oh, how such things used to make you giggle! Bliss you called it.

     My spirits refused to raise, as did yours.

I was dead.
Watch the body burn and billow.
Smell the roast and taste the wine.

Dance and sing before the pillow!
Let them weep - tonight we dine!
From birth to death our hearts were one. The Silver Reaper be damned!
He refused my summons. Anything, I was prepared to give to him. Everything he took from me.

Where has he hidden you? What walls are you behind? What stone is atop you?
I flew from the tower, chasing after you!
Crying your name, down. Down. You did not answer.
You do not answer.

Crying.
[Lines of text smeared beyond recognition]
Remember those days of sun? Running through fields and traitors always made you shine!
Age of War, and power! The army marched under the name of Rallos. Slain you were.


Here you should be!

I have not passed onto other lands. Here I stay in search.
When we are reunited all will be whole, and together we will pass on.
[Jots of erratic text smeared beyond recognition]
Books
Antonica Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:44:55 PDT.
Antonica Creature Catalog
by Pearl Honeywine
Before the Rending, Antonica was the name of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta.

Since the cataclysms that changed the lands, the name "Antonica" refers only to the western half of the continent of Karan.

Its major city is Qeynos, which is located on Antonica's western coast.
Antonica is the western half of the continent of Karan. It is surrounded by the Coldwind Coast on its north, west and southwestern edges. To the southeast, the Phantom Mountains separate Antonica from the Thundering Steppes.

Travel through the Phantom Mountains is difficult. One can take advantage of Blind Man's Pass which is under the protection of the Qeynos Guard, however the lands surrounding the Pass are inhospitable.
The climate of Antonica is temperate, with cool nights and comfortable days.

The winds are generally from the west during the days, bringing sea breezes from across the Coldwind Coast. In the evenings, the wind flows from the east down the slopes of the Phantom Mountains. When the winds are reversed, the air is drier during the day but not uncomfortably so.

Rains are generally mild during Growth and Harvest seasons. Overnight frosts are common during Decay, but melt away with the sunrise.
As the temperatures are so temperate, Antonica has a good season of Growth. The fertile lands contain scattered farms with pastures and fields.

Trees are mainly deciduous oaks and maples in the valleys, while the hills are crowned by coniferous pines. Beneath the shade of the trees one can find flowers such as violets, Tunare's breath and dwarf-bearded iris.

At night, one might be fortunate enough to find the rare night blooming gnoll's bane.
Gnolls are the most obvious creature throughout Antonica. Various clans stake out territories for themselves and attempt to establish themselves as the major player in the region.

Non-sentient creatures scattered through the green hills include timber wolves, badgers, bears, and klicnik beetles. Bats are known to wander near old ruined structures or amongst the trees.

The Coldwind Coast around Antonica abounds with sea life as well, including crabs, pikes and lurkers.
Books
Antonica Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Antonica Creature Cataloging'

Quest reward from [20] Antonica Creature Cataloging (Tome), started by Antonica Creature Catalog (purchased from Indis Surion in Qeynos Capitol District or Navarius Orvalis in The City of Freeport or Ricka Stonehide in Frostfang Sea or Beata Sringer in City of Fordel Midst).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Antonica Creature Cataloging"
for 34s 56c.

Discovered on 5 Oct 2005 at 10:02:02 PDT.
Antonica Creature Catalog
by Pearl Honeywine
Before the Rending, Antonica was the name of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta.

Since the cataclysms that changed the lands, the name "Antonica" refers only to the western half of the continent of Karan.

Its major city is Qeynos, which is located on Antonica's western coast.
Antonica is the western half of the continent of Karan. It is surrounded by the Coldwind Coast on its north, west and southwestern edges. To the southeast, the Phantom Mountains separate Antonica from the Thundering Steppes.

Travel through the Phantom Mountains is difficult. One can take advantage of Blind Man's Pass which is under the protection of the Qeynos Guard, however the lands surrounding the Pass are inhospitable.
The climate of Antonica is temperate, with cool nights and comfortable days.

The winds are generally from the west during the days, bringing sea breezes from across the Coldwind Coast. In the evenings, the wind flows from the east down the slopes of the Phantom Mountains. When the winds are reversed, the air is drier during the day but not uncomfortably so.

Rains are generally mild during Growth and Harvest seasons. Overnight frosts are common during Decay, but melt away with the sunrise.
As the temperatures are so temperate, Antonica has a good season of Growth. The fertile lands contain scattered farms with pastures and fields.

Trees are mainly deciduous oaks and maples in the valleys, while the hills are crowned by coniferous pines. Beneath the shade of the trees one can find flowers such as violets, Tunare's breath and dwarf-bearded iris.

At night, one might be fortunate enough to find the rare night blooming gnoll's bane.
Gnolls are the most obvious creature throughout Antonica. Various clans stake out territories for themselves and attempt to establish themselves as the major player in the region.

Non-sentient creatures scattered through the green hills include timber wolves, badgers, bears, and klicnik beetles. Bats are known to wander near old ruined structures or amongst the trees.

The Coldwind Coast around Antonica abounds with sea life as well, including crabs, pikes and lurkers.
Books
Antonica Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 11:12:44 PST.
Before the Rending, Antonica was the name of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta. Since the cataclysms that changed the lands, the name "Antonica" refers only to the western half of the continent of Karan. Its major city is Qeynos, which is located on Antonica's western coast.
Read the book
Put the book away.
Antonica is the western half of the continent of Karan. It is surrounded by the Coldwind Coast on its north, west and southwestern edges. To the southeast, the Phantom Mountains separate Antonica from the Thundering Steppes. Travel through the Phantom Mountains is difficult. One can take advantage of Blind Man's Pass which is under the protection of the Qeynos Guard, however the lands surrounding the Pass are inhospitable.
Read the book
Put the book away.
The climate of Antonica is temperate, with cool nights and comfortable days. The winds are generally from the west during the days, bringing sea breezes from across the Coldwind Coast. In the evenings, the wind flows from the east down the slopes of the Phantom Mountains. When the winds are reversed, the air is drier during the day but not uncomfortably so. Rains are generally mild during Growth and Harvest seasons. Overnight frosts are common during Decay, but melt away with the sunrise.
Read the book
Put the book away.
As the temperatures are so temperate, Antonica has a good season of Growth. The fertile lands contain scattered farms with pastures and fields. Trees are mainly deciduous oaks and maples in the valleys, while the hills are crowned by coniferous pines. Beneath the shade of the trees one can find flowers such as violets, Tunare's breath and dwarf-bearded iris. At night, one might be fortunate enough to find the rare night blooming gnoll's bane.
Read the book
Put the book away.
Gnolls are the most obvious creature throughout Antonica. Various clans stake out territories for themselves and attempt to establish themselves as the major player in the region. Non-sentient creatures scattered through the green hills include timber wolves, badgers, bears, and klicnik beetles. Bats are known to wander near old ruined structures or amongst the trees. The Coldwind Coast around Antonica abounds with sea life as well, including crabs, pikes and lurkers.
Close the book.
Books
Arasai -Hate Gives Rise To Another Superior Race!
This item can be placed on the floor in any house type.

This recently published tome is adorned with Teir'Dal designs.

NO-TRADE  NO-VALUE

Plundered from Neriak, City of Hate (-701, 18, 247, by arasai).

Discovered on 23 May 2007 at 11:28:06 PDT.
The Arasai


Hate Gives Rise To Another Superior Race!
Chapter 1: A Necessary Journey.
Long ago, before the world above was rocked and Luclin was shattered, the gods of Norrath walked this plane. They gave birth to a myriad of races. All of which were pitiful and in need of coddling, save one - Innoruuk's Teir'Dal!

They were ruthless, sinister, cunning, and dangerous. They were the very embodiment of His hate! For thousands of years they fulfilled his bidding and adhered to his tenets.
Then came the years of his absence. But this did not mean the end of the great Teir'Dal empire! The Dark Prince had left the Teir'Dal his words - seeds of disdain that grew darker within them. Those seeds were then taken up and nurtured by Queen Cristanos of the Teir'Dal. She guided the empire and strengthened it even in times of isolation.
But not all Teir'Dal are strong. Some showed weaknesses during this time and feel out of favor for speaking blasphemies about Her Ever-darkness, The Queen. Some attempts were even made upon her blessed life. The traitorous ones were all dealt with, slowly and agonizingly, but it made Her Unholiness angry and distrustful of other Teir'Dal.
If she were to focus on the prosperity of Neriak and the entire Teir'Dal empire then she must have an army of allegiant warriors by her side!

On a mission of secrecy a band of Teir'Dal traveled from Nrriak to the disdained lands of Faydwer. There they were able to acquire, through clandestine acts, fae spirit blossoms.
Chapter 2: The Circle of Hate and Creation.
Queen Cristanos performed dark and beautifully abhorrent magics upon the captured spirit blossoms. She would allow them birth, and then torture them with unspeakable acts. After the inevitably painful deaths, she would perform further sadistic magics upon the resulting spirit blossoms.

Over and over, the cycle of birth, torment and death continued, thus molding them into something new - something superior to the fae by far!
Chapter 3: Wings of Fate.
The wings of the fae turned out to be too fragile to withstand the violent acts. Time and time again, during Queen Cristanos' tainting of the blossoms, the creatures were formed with withered and broken wings.

She knew this to be an opportunity to further remove them from the appearance of the pitiful fae, and to embody them with characteristics of creatures associated with such blissful aspects as decay and darkness.
Through further delightful twisting, she adapted the wings of dank cave creatures such as bats and moths for her malignant children. But even to this day, a few arasai are born without wing or with wings too damaged to allow flight. As a result they are granted arcane constructed wings on which they can still glorify Her Darkness in deed and word.
Chapter 4: Living in The City of Hate.

The arasai are now just as Queen Cristanos wanted. They are physical embodiments of undying devotion for their creator and goddess, with a penchant for dark magics and pain.

She has arisen as a tangible goddess upon this plane and deserves to be exalted as such, by all!
Books
Arasai -Hate Gives Rise To Another Superior Race!
This item can be placed on the floor in any house type.

This recently published tome is adorned with Teir'Dal designs.

NO-TRADE  NO-VALUE

Plundered from Neriak, City of Hate (-690, 18, 247, by non-arasai).

Discovered on 23 May 2007 at 10:19:26 PDT.
The Arasai


Hate Gives Rise To Another Superior Race!
Chapter 1: A Necessary Journey.
Long ago, before the world above was rocked and Luclin was shattered, the gods of Norrath walked this plane. They gave birth to a myriad of races. All of which were pitiful and in need of coddling, save one - Innoruuk's Teir'Dal!

They were ruthless, sinister, cunning, and dangerous. They were the very embodiment of His hate! For thousands of years they fulfilled his bidding and adhered to his tenets.
Then came the years of his absence. But this did not mean the end of the great Teir'Dal empire! The Dark Prince had left the Teir'Dal his words - seeds of disdain that grew darker within them. Those seeds were then taken up and nurtured by Queen Cristanos of the Teir'Dal. She guided the empire and strengthened it even in times of isolation.
But not all Teir'Dal are strong. Some showed weaknesses during this time and feel out of favor for speaking blasphemies about Her Ever-darkness, The Queen. Some attempts were even made upon her blessed life. The traitorous ones were all dealt with, slowly and agonizingly, but it made Her Unholiness angry and distrustful of other Teir'Dal.
If she were to focus on the prosperity of Neriak and the entire Teir'Dal empire then she must have an army of allegiant warriors by her side!

On a mission of secrecy a band of Teir'Dal traveled from Nrriak to the disdained lands of Faydwer. There they were able to acquire, through clandestine acts, fae spirit blossoms.
Chapter 2: The Circle of Hate and Creation.
Queen Cristanos performed dark and beautifully abhorrent magics upon the captured spirit blossoms. She would allow them birth, and then torture them with unspeakable acts. After the inevitably painful deaths, she would perform further sadistic magics upon the resulting spirit blossoms.

Over and over, the cycle of birth, torment and death continued, thus molding them into something new - something superior to the fae by far!
Chapter 3: Wings of Fate.
The wings of the fae turned out to be too fragile to withstand the violent acts. Time and time again, during Queen Cristanos' tainting of the blossoms, the creatures were formed with withered and broken wings.

She knew this to be an opportunity to further remove them from the appearance of the pitiful fae, and to embody them with characteristics of creatures associated with such blissful aspects as decay and darkness.
Through further delightful twisting, she adapted the wings of dank cave creatures such as bats and moths for her malignant children. But even to this day, a few arasai are born without wing or with wings too damaged to allow flight. As a result they are granted arcane constructed wings on which they can still glorify Her Darkness in deed and word.
Chapter 4: Living in The City of Hate.

The arasai are now just as Queen Cristanos wanted. They are physical embodiments of undying devotion for their creator and goddess, with a penchant for dark magics and pain.

She has arisen as a tangible goddess upon this plane and deserves to be exalted as such, by all!
Books
Arcane Tome
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bloody Tooth Advanced Scribing (recipe purchased from Scribbleclaw in Obulus Frontier
requires at least 30,000 faction with Bloody Tooth Clan
or Elmelar Stilltree in Myrist, the Great Library).


Arcane Tome
Level
100
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 17 Nov 2016 at 18:31:41 PST.
Books
Architecture of the Vermin's Snye
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 10 Nov 2004 at 23:09:15 PST.
These stories cover the variety of architectural elements found beneath the city of Qeynos, in the Vermin's Snye. Together with a greater understanding of architecture in general, this book explores examples beneath the city of Qeynos.
Reread Story
Close
Three different styles of architecture within the Vermin's Snye are explored and outlined in this tome. Some of the pages are torn out -- perhaps its former owner went on a tour and took along only the pages necessary. I'll have to find them in order to read the entire tome.
Drains
Arches
Ceilings
Close
Many will consider the catacombs merely drains, useful for channeling away overflowing rain or excrement. And yet, these areas represent some of our richest heritage, in terms of age and of architecture. For only those of high intelligence will understand the usefulness of draining a city the size of Qeynos.
Continue Story 1
Close
As many of you know, while Qeynos appears to have existed from man's earliest Age, it is a relatively recent construction project. Its roots go much deeper, as the catacombs beneath Qeynos include ruined and rebuilt aqueduct systems. What comes in must go out, therefore while the aqueducts brought water into the city, the drains enable it to leave, without making the city's streets impossible to navigate safely -- or cleanly.
Continue Story 1
Close
The Vermin's Snye drains are simple -- that is part of their charm. Roughly hewn blocks of granite and other hard stone are fitted and mortared into place with connecting corridors of iron gates separating various chambers. It is possible, as some of the illicit residents of Qeynos have found, to travel through the city via this underground method. Some of the gates are therefore locked. At various points, a reservoir forms where slower-moving materials will sometimes accumulate.
Continue Story 1
Close
Many of Qeynos' residents avoid the catacombs beneath their feet, considering them an unsavory area. It is true that within the catacomb walls, one will find a variety of unwholesome creatures -- shrillers, rats of all sizes and the occasional undead creature. Do not let these little inconveniences discourage you. A well-prepared visitor can usually make the trek to visit the drain reservoirs without much effort. Vermin's Snye is well-lit, probably by the city workers who clear out the muck to enable the waste water to flow freely.
Continue Story 1
Close
A word to the wise: keep your eyes open, for there are rumors that the Bloodsabers are congregating in the catacombs. This group of miscreants believe they worship the god of decay, Bertoxxulous the Plaguebringer. The intelligent reader knows that he and all other gods no longer exist. Still, watch out for these fanatics as you explore the architecture of Vermin's Snye.
Close
Arches are a very strong structural technique. In this chapter, we explore the styles of arches found in the Vermin's Snye and attempt to date the structures based on known architects' styles. They are strong, bearing many times their own weight, making them ideal for underground areas.
Continue Story 2
Close
Arches are my weakness. When I travel through Antonica, I will often stop to admire the remnants of the old aqueducts across the countryside. There is no other form in architecture that is so versatile and strong. There are some splendid examples of them in the Vermin's Snye.
Continue Story 2
Close
Within the Vermin's Snye, travel beyond the room of the drains and you will enter some of the oldest parts of the Qeynos catacomb system. Look at the arches -- they are stockily formed and the ceilings not very high. In some places, the arches seem to have been added as an after thought! Indeed, sections of the catacombs previously used only for drainage were converted at various times to crypts. You will therefore sometimes encounter restless spirits in the dark.
Continue Story 2
Close
Beyond the large drain room, pass through the low-ceilinged corridor into a room with a very low vaulted ceiling. This dates to the period of architect Randalph Magnamorse, a human of Qeynos and is known as the "Randalphesque period" of Qeynosian architecture. The style is plain, simple and yet balanced. One recognizes the broad arches that will span across a central perpendicular beam and the relatively plain columns supporting them.
Continue Story 2
Close
One last arch style covered is the high elf style. One can easily distinguish it by the flowing, graceful lines. Recall that Qeynos was founded by Antonius Bayle the First and so the city has long been the stronghold of humans. Yet, the elves would in those days offer advice and counsel, and clearly, they also offered architectural assistance as well. While there are many graceful arch styles, they are all simply known as "elven" and they are all beautiful to behold.
Close
If one carries a bright enough light source to the Vermin's Snye, the ceilings are visible through the darkness. These magnificent elements do not deserve to languish in the complete and utter dark! After reading this, you will consider ceilings more than just a roof over your head.
Continue Story 3
Close
Too often as we go through our day, we spend our time looking at the ground -- will a root or loose stone trip me? Will I find a lucky copper? Is my bootlace really untied? The information in this guide will give you good reason to look up for a change, as you travel the Vermin's Snye in Qeynos.
Continue Story 3
Close
I will admit, that there are few ceilings of note in Vermin's Snye. However, once one knows what to look for, architecturally speaking, one will be able to recognize and identify elements of style in other similar catacombs. Much of the Vermin's Snye area is in the Randalphesque style, with generally plain columns supporting plaster and lathe ceilings. This early architecture was a "back-to-our-roots" reaction to the cataclysms reshaping the world, when people wanted simple yet homey structures.
Continue Story 3
Close
In time, the Randalphesque simplicity gave way to modest decorating with tiles or unusual keystones in the arches. Ceilings were still plain, although one could see an effort to add some decorative touches. A frieze of tiles brought one's eyes up from the pavers, or a column would be fluted or topped with a stylized capital. Pillared arcades in the catacombs were eventually walled up. Examples of this "Later Antonican" style abound in the Snye.
Continue Story 3
Close
The most beautiful ceilings in the Vermin's Snye are in the "Early Elven" style, where form took equal place with function. The ceilings are high and most often rib-vaulted. Each of the wedge-shaped areas between the ribs, known as a vault cell, were painted, usually with a scene of the night sky. In some areas, the ceilings are still brightly colored. Be sure to take advantage of available light to get a good look at these gems beneath our streets.
Close
Books
Ardathium, Volume I
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Ardathium, Vol. I (Tome).

Components
Ardathium, Vol. I, page 1 (shinies in The Forsaken City)
Ardathium, Vol. I, page 2 (shinies in The Forsaken City)
Ardathium, Vol. I, page 3 (shinies in The Forsaken City)
Ardathium, Vol. I, page 4 (shinies in The Forsaken City)
Ardathium, Vol. I, page 5 (shinies in The Forsaken City)

Discovered on 19 Jul 2006 at 21:13:04 PDT.
Ardathium, Volume I
These brief details are conclusions drawn by me in my brief encounter with the ruins of this lost citadel. I cannot claim any word of this to be absolute truth, for the information I had available was vague, if not cryptic through the impenetrable veil of ignorance and time that shadowed my vision. Throughout the whole of Norrath's libraries and scholars, I was not able to find a single shred of evidence or legend relating to this place. Eerily, it was as if it had never existed, that the memory of Norrath itself had torn Ardathium from its mind.
Ardathium - that is the name of the place I shall detail as best I can in these pages. A glorious citadel constructed by the first followers of Mithaniel Marr in what is now known as the Southern Desert of Ro. I know for certain that this place exists, or existed, though in unfortunate, irreparable ruin beneath the unforgiving sands of the desert. I have been there, and I have seen it. I cannot tell you where or how to enter this place, for I was forced to leave prematurely during my investigation of the site.
An earthquake forced me to escape, or be buried alive with the city's forgotten dead. Unfortunately, the earth swallowed the city further into its belly, the topmost portion of Ardathium's tower was buried deep beneath the sands once more. I cannot say when or if the city will rise again through the will and labor of united men and it would be the wasted energies of a fool to hope for as much within our lifetimes.
In the two and a half days that I was allotted the opportunity to explore the standing portions of this place, I learned so little and yet, so much. A great library had once been housed within the walls of the white and golden city of Truth. Though most of the tomes have dissolved into dust in the cruel clutches of time, I was fortunate to find a few legible documents, preserved by the desert's heat. The script was ancient, but I recognized bits and pieces of the runic tongue of old. This story is one that I have concluded to be a possible fate of Sir Grenic Drere, the hero of our tale, and the fate of the city of Ardathium.
Books
Ardathium, Volume II
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Ardathium, Vol. II (Tome).

Components
Ardathium, Vol. II, page 1 (shinies or looted in The Forsaken City)
Ardathium, Vol. II, page 2 (shinies or looted in The Forsaken City)
Ardathium, Vol. II, page 3 (shinies or looted in The Forsaken City)
Ardathium, Vol. II, page 4 (shinies or looted in The Forsaken City)
Ardathium, Vol. II, page 5 (shinies or looted in The Forsaken City)
Ardathium, Vol. II, page 6 (shinies or looted in The Forsaken City)
Ardathium, Vol. II, page 7 (shinies or looted in The Forsaken City)

Discovered on 7 Jul 2006 at 6:56:14 PDT.
Ardathium, Volume II
In the first years to crown the Monument Age, the Fortress of Ardathium was erected in the northernmost fields outside the Elddar Forest. Established by the half elven paladin, Countess Viannay, Ardathium would be the first of the great monuments established in the name of Mithaniel Marr throughout all of Norrathian history. Dedicated solely to the crusades of The Truthbringer in the name of valor, honor, and truth, Ardathium was one of Norrath's most beautiful, though tragically short-lived treasures.
Constructed of pure alabaster stone and crowned in statues and tower caps of solid gold, Ardathium was a sight to behold. Its white and blue banners rose high toward the heavens and the brilliant glinting of sunlight off of its tower's golden caps could be seen for miles above the lush, green canopy of the Elddar Forest to the south.
The Che Virtuson was established shortly thereafter - an elite force of zealous knights and priests dedicated to The Truthbringer and his divine word. A small commune of faithful peasants dwelled within the outer sanctum of the fortress' temple, though the fortress was primarily governed as a war-front against the dark evils that lurked in the eastern swamps of Innothule and the Feerrott. Countess Viannay appointed three Viscounts to her aid, dubbing each of them a General of the Che Virtuson and second in command to only her dominion over Ardathium.
Grenic Drere, a human paladin of Marr who had led several knights and faithful pilgrims to Viannay's aid during the first battles with the troll armies of the east, was among those appointed to lead at her side.
Ardathium would launch several campaigns against the massive trollish armies that dwelled in the swamps of Innothule to the east. Countess Viannay's fervent regard of the amphibious race as a poisonous plague upon the face of Norrath and her military prowess in conjunction with her unchallenged zealous faith in The Truthbringer would lead the Che Virtuson to several victories over their enemies -- all the in the name of Mithaniel Marr.
Unfortunately, Countess Viannay would not live to see the end of her life's work and her death would be the first step toward the glorious fortress' demise several generations later.
Books
Ardathium, Volume III
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Ardathium, Vol. III (Tome).

Components
Ardathium, Vol. III, page 1 (shinies or looted in The Forsaken City)
Ardathium, Vol. III, page 2 (shinies or looted in The Forsaken City)
Ardathium, Vol. III, page 3 (shinies or looted in The Forsaken City)
Ardathium, Vol. III, page 4 (shinies or looted in The Forsaken City)
Ardathium, Vol. III, page 5 (shinies or looted in The Forsaken City)
Ardathium, Vol. III, page 6 (shinies or looted in The Forsaken City)
Ardathium, Vol. III, page 7 (shinies or looted in The Forsaken City)

Discovered on 12 Jul 2006 at 14:42:09 PDT.
Ardathium, Volume III
During one of the greatest battles that Ardathium had mounted against the trolls of Innothule, Countess Viannay fell terminally ill to a foul curse placed upon her by one of the powerful troll shamans, Tjarduugh. Unable to lead her armies and confined to her bed chambers, Countess Viannay handed the reins of her armies to the Viscounts while the high priests struggled to counter the curse.
After a mere fortnight of battle, Grenic Drere was the only remaining general of the Che Virtuson and the war had seemed to turn to an inevitable defeat within the clutches of the infectious shadow. His desire to avenge the Countess was overwhelming and upon the final moments of her life, Grenic vowed to fulfill Viannay's life's work.
The Countess' body was to be preserved through the magic of the priests and laid to rest in the grand mausoleum that housed all of Ardathium's heroes in the highest tower of the fortress. In the largest chamber of the tower mausoleum, Countess Viannay's body was placed upon a raised platform of alabaster and gold.
She was dressed in ceremonial garb of silk and chain-linked armor and held beneath her hands, folded over her breast, was the hilt of her holy blade. Her body was covered with Soraviene's Veil - an artifact that would kill any creature whose faith was not solely bound to honor and virtue that dared to touch it.
With the Countess laid to rest, Grenic ascended to hold the title of count over all of Ardathium. His vow to his mistress would become the consuming goal that gave meaning to his life. Two massive campaigns would be launched beneath Grenic's command against the trolls.
The loss of their Countess had fueled a passion that acted as an impenetrable shield upon all souls of the Che Virtuson, and they were victorious. The troll warlord, a shadowknight known as Kzurott, and his forces were pushed out of the plains upon the first campaign, and the second would lead to the knight's demise. However, this victory would seem hollow, for Tjarduugh, the high shaman that had ended the life of their beloved Countess, remained and much of the troll army stood.
Books
Ardathium, Volume IV
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Ardathium, Vol. IV (Tome).

Components
Ardathium, Vol. IV, page 1 (shinies or looted in The Forsaken City)
Ardathium, Vol. IV, page 2 (shinies or looted in The Forsaken City)
Ardathium, Vol. IV, page 3 (shinies or looted in The Forsaken City)
Ardathium, Vol. IV, page 4 (shinies or looted in The Forsaken City)
Ardathium, Vol. IV, page 5 (shinies or looted in The Forsaken City)
Ardathium, Vol. IV, page 6 (shinies or looted in The Forsaken City)

Discovered on 10 Jul 2006 at 18:28:03 PDT.
Ardathium, Volume IV
No doubt fell upon Grenic's mind that Tjarduugh would launch an attack that would more than likely cripple Ardathium, if not destroy it. His men were weary and few amidst their immeasurable bravery and honor. The attack could not occur if Ardathium were to survive, and above all things, Grenic's vow to Viannay was held in the foremost of all his considerations.
He ordered the pilgrims to leave Ardathium for their own safety, vowing to them that they would hear word when and if it was safe for them to return. The Che Virtuson were then organized and prepared to act as mediators of defense, for to launch an offensive with such an army of a mere five hundred soldiers and priests would be suicide and inevitably guarantee Ardathium's downfall.
Grenic sent a message with the pilgrims, who had to travel through the Elddar forest to reach safety as he had instructed them to do so. A small band of the migrating pilgrims stopped at one of the elven outposts on the eastern border of the forest. There, they left Grenic's message, which would reach Elwyean in the halls of Takish'Hiz. The great Koada'Dal wizard was quick to follow Grenic's request for his guidance and wisdom, for this several thousand year-old elf was the grand-sire of Viannay and had given his blessing for Ardathium's construction outside of the sacred forest.
The news was nothing new to Elwyean, for Ardathium's impending doom had not escaped the keen eyes of the elves. Elwyean advised Grenic that the destruction of the swamp would diminish much of the troll's forces and would leave them in scattered chaos. Grenic was hesitant, though he did not take Elwyean's advice lightly, for an elf's pledge to destroy a natural niche was not something uttered in every lifetime.
The elves of the Elddar believed that the swamp was corrupt - that the trolls' darkness had seeped into every fiber of the land and that even the trolls' destruction would not uproot the whole of the evil that had infected the region. The wizard informed Grenic that the swamp would inevitably be destroyed by the elves, but it was up to Grenic to decide whether or not this act would be one in favor of his city's continued existence, or one executed after Ardathium's fall.
Books
Ardathium, Volume V
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Ardathium, Vol. V (Tome).

Components
Ardathium, Vol. V, page 1 (shinies or looted in The Forsaken City)
Ardathium, Vol. V, page 2 (shinies or looted in The Forsaken City)
Ardathium, Vol. V, page 3 (shinies or looted in The Forsaken City)
Ardathium, Vol. V, page 4 (shinies or looted in The Forsaken City)
Ardathium, Vol. V, page 5 (shinies or looted in The Forsaken City)

Discovered on 18 Jul 2006 at 21:28:51 PDT.
Ardathium, Volume V
After much consideration and prayer, Grenic conceded to Elwyean's advice and asked for his aid, for the swamplands were immune to fired kindled by human hands. The ancient, stoic elf understood and advised further that Grenic station his troops for defensive purposes, and to destroy the trolls that dared to flee toward the forest's borders. Hesitantly, Grenic agreed, knowing that the act would undoubtedly leave a mark on his soul for judgment in the hereafter. However, his heart and convictions were steely upon his promise to the late Countess and the protection of the great city and everything it stood for.
Elwyean briefly returned to his people to inform them of the coming destruction of the swamp. The elves were on guard for any trolls that penetrated Grenic's forces, though none left the Elddar to directly aid the human citadel. Elwyean's return was heralded in a massive azure, gold, and red maelstrom of arcane fires that erupted across the swamplands. The magical fire could be seen for miles beyond the forest and its glittering flames raged on for days. Grenic's forces destroyed hundreds of troll warriors and civilians that fled for their lives.
After twelve long days, the swamp of Innothule had been obliterated - the waters evaporated by the searing heat of the blaze and even the most robust of foliage reduced to pillars of ash. Elwyean never again returned to Ardathium or consorted with Grenic after the battle. Grenic's fortress was safe, though the cost of this victory would weigh heavily upon the knight's conscience and soul for the next several decades.
Summons were sent back to the pilgrims that had previously been sent away. Most returned, though a few opted to remain in the new settlements that had begun to establish upon the eastern coast of the continent. All were welcome back, though Grenic denied a celebration in the wake of a time of mourning for what had been done.
Books
Ardathium, Volume VI
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Ardathium, Vol. VI (Tome).

Components
Ardathium, Vol. VI, page 1 (looted in Nizara, City of the Nayad)
Ardathium, Vol. VI, page 2 (looted in Nizara, City of the Nayad)
Ardathium, Vol. VI, page 3 (looted in Nizara, City of the Nayad)
Ardathium, Vol. VI, page 4 (looted in Nizara, City of the Nayad)
Ardathium, Vol. VI, page 5 (looted in Nizara, City of the Nayad)

Discovered on 14 Sep 2006 at 17:21:45 PDT.
Ardathium, Volume VI
Years would pass and Grenic would see the prosperity of his city rise up from the ashes of its former turmoil. His remorse and shame would lift their scars from his soul and his thoughts would change to that of humble acceptance. Grenic revered what he had done as a necessity, for if he had not given into a tactic that would otherwise be dishonorable, all that he saw before him - the peace and happiness of his people, the people of Marr - would have fallen to damnation and ruin.
The next several decades would bring prosperity and peace to the people of Ardathium. Grenic would produce a son and daughter, Erolysia and Mitharius, twin children who would be named after the patron deity and his respected sister that the fortress had been founded for. Upon Grenic's death, Mitharius, a knighted warrior in the Che Virtuson, would ascend to Count of Ardathium. The great leader's body would be taken to the highest tower in the city and in the great chamber of Ardathium's Heroes, Grenic's body would be laid to final rest beside his comrades.
Ardathium would experience nearly a century of prosperity and peace beneath the leadership of Grenic's bloodline, though a great earthquake and the burning of the Elddar forest would leave the once-white and golden jewel of Mithaniel's legacy upon Norrath in irreparable ruins that would, in the passing eras, be consumed by the desert sands of Ro. The memory of this great city would be lost as the ages passed and turmoil wrought the minds of the modern cultures.
I hope that these words can give resurrection to the memory of this glorious place - that the descendants of its survivors and the scholars of Marr will come forward and restore the proper glory and respect to the memory of a might, though compromised knight's achievements and the history of Marr's first successful mortal campaign.
Books
Assistant Researcher's Notes, Vol. 1, Halls of Erudin
This item can be placed on the floor in any house type.

LORE  NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 14 Jul 2009 at 21:08:09 PDT.
I have been Zal'Urid's apprentice for several years now, and have witnessed his ingenuity and enlightened insight first hand. I guess I should have surmised that one day Zal'Urid would challenge Erudin in some capacity, I just never thought he would engage in open debate with the Erudin council itself. Yet there we were, walking through the city of those we once considered enemies, preparing to meet with those who shunned and stood against us for so long.
Zal'Urid said little as we approached the council hall itself. I could tell that he was lost in thought, no doubt going over his research in his head, anticipating questions and counterarguments that would come up during the debate. Occasionally he would ask for a specific page or manual, but other than that, he said nothing. He didn't even seem to notice the Deepwater Knights escorting us, and only gave a dismissing nod or wave of his hand to the attendants assigned to us when they asked if he required assistance or refreshments.
While my master mused silently to himself, I took the time to observe my surroundings. I had never been to Erudin before, and I was impressed with the beauty and craftsmanship of the halls, pillars, fountains, and artwork places throughout the city. Everything seemed to open and tranquil, but I knew that the people that lived here were a stark contrast to the city itself, choosing to be oppressive and judgmental of magics they feared or didn't understand. They would never be as enlightened or learned as thse of us who called Paineel our home.
Finally we arrived at the waiting chambers, and were intructed to sit and await the summons from the council. Zal'Urid nodded courteously, and took a seat near a large marble table. I sat across from him, and set his notes up where he could reach them. I then turned and looked toward the large doors leading into the council chambers. I couldn't help feeling a sense of dread, knowing that even though the scholars of Erudin and Paineel were now working together, my master and I were entering this chamber as enemies -- opponents to the great plan of the residents of Erudin?
As he worked on what I assume were his final notes, Zal'Urid must have sensed my unease, "What troubles you, apprentice?" he quiered. I hadn't expected him to address me at all. I was taken aback by the break of his silence, and it was all I could do to muster up a response without stammering like a fool. "My apologies, Master," I replied. "Being here, in this place... I never imagined we would be facing the Erudin council this way. I can't help but feel a sense of dread." Zal'Urid continued to work on his notes when he responded. "Why is that?" he asked, "Do you not trust my research and findings?"
"Of course, Master!" I responded quickly, sensing the veiled annoyance in his voice. "But it's just that there will be many of them in there, what if they align against you..." "They were fools before the alliance between our cities," he answered quietly, never raising his voice, "And they are fools now. My research is sound, whereas theirs is not. The surest way to win any debate, apprentice, is to have the correct information before that debate starts."
Zal'Urid had long been skeptical of Erudin's plan to construct a new Nexus. When the plan was proposed by the Erudin High Scholar, El'Arad to work jointly on its construction, I could immediately tell that Zal'Urid sensed that something was amiss. He never spoke about it much, but he immediately sent me int the libraries of Paineel for dusty tomes and books buried far within the shelves -- to this day, I have no idea how he knew those particular works were even there. However, he pored through them, making notes and charts, not sleeping or eating for days. His research was very methodical -- he never seemed hasty or rushed, and he would check and double check everything he recorded. I was the only one allowed to visit him during his research, and even then, he would not allow me to set eyes on his calculations or research notes.
Eventually he emerged, with notes in hand, and called for a session with Coriante Verisue and her council. I'm not sure what transpired in that meeting, but when Zal'Urid emerged, he was certainly not pleased, and retreated immediately into his study chambers. This repeated twice more, both with the same result. Whatever my master was looking for, he wasn't finding it with the leadership of Paineel.
Late one evening, I received a summons from Zal'Urid. He asked me to meet him within his chambers promptly. When I arrived, I could see that he had prepared for a journey of some sort. When I asked where he was heading, he did not answer. Rather, he commanded me to load the pack steeds and make ready to depart. We were leaving immediately. There wasn't much to pack, mostly tomes, charts, and notes -- but there were a great many of each of them.
We traveled for some time, our trip made longer by having to stick to the shores to avoid Toxxulia Forest. When we arrived at our destination near the shore of the Vasty Deep, I was surprised to see that we were greeted by none other than Deepwater Knights. At first I suspected an attack, but they appeared to be welcoming of my master and me. When I was assisting with the unpacking of our provisions and supplies, I noticed that Zal;Urid had walked off with one of the Knights -- the captain who had greeted us. I could not make out their conversation, but it seemed that my master was talking and the Knight was listening and agreeing. This was something I had never imagined I would witness in my years.
As it turned out, it was Zal'Urid's intention to meet with and address the High Council of Erudin. He met with dignitaries and high scholars over the next couple of days, as we waited for the Council to convene and hear my master's testimony. Now that time had come. As I sat nervous and in apprehension, Zal'Urid continued working and studying, exemplifying the rigid dedication to knowledge that helps define our people -- the one trait that unifies all erudites across Norrath.
Finally, the large doors creaked open, and a tall man, dressed in the gold and white of the Council, stepped out. "Master Zal'Urid. The High Council of Erudin will see you now." "Very well," my master replied. He patiently gathered up his notes and his charts, stood, and nodded to me, indicating that I was to follow. Together, we walked into the council chamber of Erudin.
Books
Assistant Researcher's Notes, Vol. 2, The High Council of Erudin
This item can be placed on the floor in any house type.

LORE  NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 16s 64c.

Discovered on 12 Aug 2009 at 22:05:49 PDT.
I will never forget the chambers of the High Council of Erudin. Never have I been in a place where I felt such scrutiny, and indeed, such oppression. I knew that it was here that the Council banished Miragul for practicing the art of necromancy, thereby cutting an entire sphere of knowledge and learning from their studies. It was here that they chose to engage in war against the people of Paineel, for pursuing that very knowledge in our quest to understand the magics of the world in which we live.
The biggest surprise was waiting for my master and me when we entered the chamber itself. While I had expected the majority of the Council to be in attendance, I was not expecting to find many of the Paineel high court, including Coriante Verisue herself, sitting amongst the crowd. I looked over to Zal'Urid to gauge his reastion, but as always, he remined impassive. It was almost as if he expected to see them here -- perhaps he had even planned on it.
The hall itself was dimly lit, save a few lights along the back wall, and a large beam of light illuminating a platform in the center of the room. I sat on a bench near the stairs leading to the raised rows of seats where the Council sat. Zal'Urid walked to the center of the platform, entering the pillar of light, facing the Council of Erudin and the court of Paineel. There was no podium for him to lay his notes on, no seat for him to rest comfortably on the platform. He seemed untroubled, confidently facing those before him.
One of the scholars amongst the Councilors stepped down the stairs near me, and I could see that she wore the large headpiece of the arbiters -- she would preside over the debate, ensuring that it would not collapse into a free-for-all argument. I was concerned again, because she was clearly chosen from among the scholars of Erudin, but it was a logical choice, given where we now were. "Master Zal'Urid," she began. "You have requested audience with the High Council of Erudin, to discuss the viability of El'Arad's wise plan to put the teleportation network back in the hands of mortals, and out of the hands of the gods who took it from us." "That is correct, Arbiter," my master responded.
"As you can see, in the interest of cooperation with the city of Paineel, we have brought some of their esteemed court to this noble hall, so that they might have a voice in these proceedings. Therefore, you will be speaking to both cities, and will receive a unified repsonse from all of the erudite people. Do you understand this?" the speaker inquired.
"I do, Arbiter," Zal'Urid replied.
"Very well, then," she said. "Please explain to the Council what brings you before us."
"I am here to solicit the help of the High Council of Erudin with regards to the aforementioned rebuilding of the Spire Network, and construction of the Ulteran Nexus within Quel'ule," he began. "I believe this to be a highly questionable act, one that warrants scrutiny and further deliberation before we proceed further."
"Questionable?" came a voice from the Council. "In what way?" Several mutters of agreement could be heard among the crowd.
"Indeed, Councilor," my master said cooly. "I believe that this research is based upon faulty information, and that this poorly conceived plan could very well imperil all of Odus, if not all of Norrath itself."
Th council chamber erupted with incredulous harrumphs, angry retorts, and mocking laughter. Some of the councilors were standing now. shouting back their responses over the uproar started by Zal'Urid's words.
"What would you have us go? one shouted.
"There is no teleportation, and we are cut off from the rest of Norrath without it!"
"How dare you speak of the greatest minds in Norrath with impudence!" called out another.
The Arbiter worked feverishly to calm the cacophony of anger. My master stood unmoving, watching the reaction of the council, and waiting for the noise to subside. When it finally subsided, he opened his mouth as if to speak. However, before he could even begin, another voice cut through the dim chamber.
"You see? I warned you that he would waste the time of this esteemed council." I was surprised to hear that it was none other than Coriante Verisue, the head of the High Court of Paineel, speaking out against one of the wisest scholars the city of Paineel had ever known. "He wasted the time of the high court of Paineel three times over, and now he has come to the High Council of Erudin to do the same?"
"What gives you the right, scholar, to question the consensus of the scholars of the erudite people?" another councilor spoke out.
"The province of facts, councilor," Zal'Urid replied. "As I said, your conclusions are based on unsound information, and it is my duty to report my findings for consideration." it was obvious that the High Council of Erudin had heard enough. My master attempted to speak over the din, but they were no longer listening. Still, he remained calm, answering each objection as he could.
After several minutes of this, another councilor stood up, and raise his hand quietly. The noise in the chamber stopped almost immediately, and even the Arbiter stepped aside, out of the beam of light where Zal'Urid now stood alone. The figure walked down the isle toward the stairs leading to the platform below. I was unable to make out his face through the light, and even if I could, I am not sure I would have known who this man was.
The councilor said nothing as he approached Zal'Urid. The two scholars stood face to face for a few moments, before ayone spoke. In spite of what could have been defined as a tense few moments between adversaries, I sensed neither malice or anger from either.
"Your words are stinging and harsh, scholar," the man began. "If you are here to save all of Odus, as you claim, seeking the help of those that were once enemies, would it not be best to attempt some form of diplomacy?"
"I speak factually," Zal'Urid said to the man standing before him. "I do not believe that pointing out the flaws inherent in your plan are an insult to anyone, save perhaps yourself, if you choose them to be."
It was at that moment that I relized who this councilor was -- this was none other than El'Arad himself, High Scholar of Erudin, and primary architect of Ulteran spire network plan.
Books
Assistant Researcher's Notes, Vol. 3, The High Council of Erudin
This item can be placed on the floor in any house type.

LORE  NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 9 Feb 2010 at 10:23:56 PST.
"Indeed," was El'Arad's response. I could see his face clearly now, and admittedly, it was hard not to look at him in awe. This was the man who had proposed the rebuilding of the Nexus, and it was through his guidance that the two cities were now cooperating, and working toward a common goal. To imagine that Zal'Urid now stood against the man who had brokered peace between our cities made me ill -- but I knew that my master was no fool, and would not be here unless he was certain of his position.
"Let me assure you that I am not offended by your accusations," El'Arad said calmly.
"However, I am puzzled. What is it you think you have discovered that compels you to argue so vehemently against your plan?"
"It's not what I think I've discovered, El'Arad," my master returned, "It's what I have ascertained through rigorous study and calculations. Your plan is flawed, because it is based off incorrect information."
"And what information is that, scholar?" El'Arad asked.
"You are attempting to reconstruct a spire transportation network to replace the now nonfunctional Combine Spires. Yet, you based your design off the Combine Spires themselves," Zal'Urid explained patiently. "My calculations suggest that the new spires will still attempt to connect to the Luclin Nexus, as did the originals. Although I cannot be certain at this point, my research suggests a dangerous feedback of mystical energy resulting..."
El'Arad interrupted my master's speech. "You cannot be certain of the outcome, yet you stand before this high court asking us to cease what could be the greatest achievement of the erudite people. And why? Based on admittedly uncertain information."
"The only thing I am uncertain of is the outcome," Zal'Urid returned. "At best the spires simply will not function. I am still working on the calculations for any other outcome aside from that."
"What then, do we have to lose if the spires do not work as we designed them to do? If your calculations cannot conclude any other outcome with any degree of certainty, why are we holding this court?" El'Arad asked with a hint of amusement in his voice. My master has always had impeccable control over his emotions. It is a rare case when I have seen him allow circumstances to get him visibly upset. In almost every situation, Zal'Urid is deconstructing and analyzing the situations around him, and formulating plans for any given situations. I could see though, that El'Arad was beginning to make my master's shell of logical detachment begin to crack. At the time, I could not be certain as to why, since Zal'Urid had been in many such open debates, but I knew that something was different this time.
"I believe, esteemed scholar, that the spires not functioning is the least likely outcome," Zal'Urid said sharply. "In fact, I believe the most likely outcome is more likely as I said before -- something far more catastrophic. That's why I mentioned it at the beginning of this court."
"You are questioning, then, all of the scholars who have worked on this project, all of the great erudite minds, both from Erudin and from Paineel, and all of the hours upon hours of research that has been poured into what we are attempting to accomplish?" El'Arad turned to face the councilors seated behind him now. "You are saying, to this court, to these scholars, to these people, that all of their research is flawed, while yours is accurate? And we're supposed to take this based on what -- your uncertainty, which you cannot support with facts?"
"Indeed," Zal'Urid responded, to a chorus of jeers and disapproving murmurs. "I believe that more time and research must be dedicated before we begin this project in earnest. We can still get to Antonica by sea, so there is ample time to conduct further study."
"So you admit your contempt for your peers, then?" El'Arad said, a slight chuckle in his voice. Turning toward Zal'Urid, his gaze narrowed. "Tell me something. How many generations of your family have lived within Paineel?"
"I am the first, councilor," Zal'Urid answered.
"Interesting," El'Arad mused, as he began to circle my master. "Tell me then, who were your parents, if not scholars from Paineel?"
Zal'Urid hesitated, briefly before he could answer. However, Coriante Verisue wasted no time in answering for him. "They were Deepwater Kngihts, were they not, scholar?" she called out, the disdain evident in her voice.
"Indeed," Zal'Urid said loudly, "My parents were both members of that Order."
"And why, then, did you leave Erudin as a traitor to live within Paineel?" El'Arad said, punctuating the offensive word 'traitor' for effect.
"Because the scholars of Erudin have proven to be shortsighted and narrow in their thinking," my master answered bluntly. The angry muttering from the crowd grew ever larger.
"And is it also true that the Deepwater Knights have opposed this project from the beginning?" El'Arad began, never taking his eyes off my master. "Is it not true that they have made their own shortsighted and narrow way of thinking very clear to this court, and to all of Erudin very well known?" Calls of agreement began echoing off the walls of the high court now. I began to shift uncomfortably, unable to hold back my unease.
"Tell me, scholar," El'Arad said fiercely, "Did you not go to the high court of Paineel simply as a mouthpiece for your parents' order? Are you not just repeating the rhetoric of the Deepwater Knights, looking to spread their fear and lies to any and all who will listen?"
"How dare you!" Zal'Urid retorted, seething now with anger. "My research is my own!" My master thrust his notes into the air, shaking them toward the seated council. "My calculations and findings are sound! I challenge any of you to study my notes, and find a flaw within them, as I have found flaws within yours!"
The council chamber erupted into jeers.
"Throw him out!" came the calls from the benches above. "I've heard enough!"
My master attempted to argue back, but the crowd was no longer paying him any heed. El'Arad walked backwards out of the light, almost melting into the darkness beyond. It was clear that he had done what he had set out to do. It was over.
The large, heavy doors to the council chamber closed behind us as we left the chamber. As we walked slowly down the hall, I saw that Zal'Urid had calmed considerably, and was back to formulating a new plan. Before I could speak, he spoke to me. "There is something else amiss here, apprentice," he began. "I can't be certain what it is, but El'Arad has another motive -- I could sense it, but I cannot put my finger on it."
I nodded my agreement, because I was not sure where my master was going with his thoughts.
"We must find out more. I want you to go to the library of Erudin. Begin seeking out whatever information you can there. Listen in on the scholars' conversations, observe what tomes they are researching, find out who is associating with whom. Whatever is happening here, it is intertwined with the Nexus experiment, and thus could decide the fate of all of Odus -- we must learn all we can, as quickly as we can," he explained.
I was surprised, to say the very least.
"M-m-master," I stammered, "Please forgive me. Planning for the next round of debates is one thing, but looking for a web of conspiracy is something completely different! How can you..."
"Do not question me, apprentice," he said firmly. "I ask only that you follow my instructions faithfully, and speak none of this to no other. It is imperative that this remains between you and me."
"As you wish, master," I replied.
Zal'Urid looked up to me. "There will not be another round of debates -- I am sure that El'Arad will see to that. Meet me in three days back on the shore of the Vasty Deep with your notes. Be as discreet as you can."
"I will," I answered. "Where will you be?"
Zal'Urid looked away. "I am going to meet with the Deepwater Kngihts, and begin to compare notes. Where that meeting will take me, I cannot say."
I nodded. "
Very well. I will meet you in three days," I said, and turned to walk away.
"Indeed," Zul'Urid answered. "And apprentice," he said calmly, "Watch your back."
I froze for a moment, hearing the deliberate cold tone of his voice.
When I turned around, Zal'Urid was gone.
I will not fail you, my master. I will not fail.
Books
At Low Tide
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 20 Dec 2004 at 20:13:40 PST.
While there is no proof that the sea creatures inhabiting the lower regions of the Edgewater Drain are markedly larger than their sea-going counterparts, there is a difference in color between the Drains' creatures and those of the sea.
Entry One
Put book away.
The sewers have always existed beneath the city of Freeport. Over time, they have grown to encompass an area that is as large as the city itself, as well as extending beyond the city's borders. One of the natural boundaries of the sewer system is the sea, into which the sewers drain.
Entry Two
Put book away.
At the point where the sewers enter the sea, the salt water from the sea mixes with the effluent flowing through the sewer. While in general the flow is out from the sewer into the sea, when the tides are high, sea water will wash backward quite some distance into the Edgewater Drain. As a result of this tidal flux, several sections of the Drains are underwater.
Entry Three
Put book away.
As the mixture does not affect the gnomish machineries which help facilitate the outward flow of the effluent, there has never been any reason to stop this inward flow of sea water. Inevitably, with the sea water come sea creatures of various types. Over time, a number of creatures have remained locked in the Drains for so long as to develop slightly differently than their ocean-going counterparts.
Entry Four
Put book away.
The main difference, though, is primarily a subtle change in skin color. For example, observe the needleteeth and you will note that they are primarily a muddy brown color. Needleteeth are often found at the junction of fresh or brackish water and salt water. The needleteeth of the Drains are quite large, possibly due to the reduction in the their natural enemies that survive in the Drains.
Entry Five
Put book away.
There are numerous forms of crabs in the Drains. They are no doubt attracted by the feeding opportunities amongst the organic litter. Besides the natural by-products of city dwellers, many merchants dump unsold products directly into the sewers. Also, although we hate to mention this, the unsavory elements also deposit...organic waste...directly in the sewers. As the material decomposes, it forms the perfect food for creatures such as the sludgewalkers and even rockshells.
Entry Six
Put book away.
The organic matter has another effect upon the creatures in the Edgewater Drain. As it decomposes, this matter attracts various fungi and goo which will go through periods called a "bloom" when they are much more abundant that normally. Usually, this occurs when the usual high tides do not occur, allowing waste products to accumulate. The excess fungi and goo will fight for resources with the sludgewalkers, which will drive the sludgewalkers further into the water.
Entry Seven
Put book away.
As the sludgewalkers begin to invade the normal territory of the rockshells, these turtle-like creatures will themselves turn to deeper parts of the water, displacing other creatures. If the cycle does not revert, meaning if a high tide does not occur at this point, the creatures will begin to crowd one another, resulting in intense internal fighting for territory.
Entry Eight
Put book away.
This will initially benefit the hardiest creatures, such as the piranhas and sewerfins, but eventually they will run out of smaller prey. If they turn on each other, only one will survive: the sewerfin, which can swallow a piranha in one gulp. Sewerfins will not generally eat their own kind, and having outlived all other creatures in the depths, would starve to death.
Entry Nine
Put book away.
Fortunately, such an event has not occurred, although we are always checking the numbers of the various creatures, starting with the lowest forms of life. If their levels remain stable as they are today, then the larger creatures will also survive.
Entry Ten
Put book away.
While mucking around the lowest sections of Edgewater Drains may not be a lifestyle for everyone, consider this: it is the lowest point of the Freeport sewer system. As an item washes downwards through the sewers, provided it is not masticated by gnomish gears, it may be found amongst the litter. Think of time spent in the Drains as a treasure hunt, and the hours will fly past!
Close Book.
Books
Atrebe's Sniveling Children
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Di'Zok'

Quest reward from [80] Lore and Legend: Di'Zok (Lore and Legend), started by examining Di'Zok parts or by examining Atrebe's Sniveling Children in Kunzar Jungle (-590, -100, 983).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Di'Zok"
for 1c.

Plundered from Kunzar Jungle (-590, -100, 983).

Discovered on 13 Nov 2007 at 21:18:31 PST.
"Atrebe's Sniveling Children"
by Borok, scout of Timorous Deep
Day 1
This is the official report of I, Borok, of Timorous Deep! Charged to observe the Di'Zok Sarnak of Chardok for the further defense of the new Sarnak race. In Gorowyn's name go I!
Day 2
I do my best to stay in the shadows as I make my way to Chardok. I will not underestimate their ability to detect me. Though our race is superior to theirs, they will have the advantages of both numbers and home territory. I am not afraid to face one in combat. Let any Di'Zok try to hit me with his weak little arms! But I am not so foolish as to think a full squad of them wouldn't get the best of me. I think of Gorowyn and of our liberation from their repressive regime, and I know my cause is good.
Day 3
I have killed a Di'Zok. He came too close to my position, and I finished him quietly. As he attempted to arc his sword down at me, I plunged my own up between the gaps in his armor and wiped his blood on his own skin. I took one of his horns as a trophy and then left the body where predators will tear it to shreds and devour its flesh. After that, I returned to scouring the landscape surrounding the city, recording the movements of its sentries, who should one by one be disciplined for letting me slip through so easily.
Day 4
I succeeded in entering Chardok's mountain halls. Under cover of night, I managed to slip unnoticed through its gates. I must admit I stopped to stare before going through them. They are high, mighty, and carved so ornately and masterfully that you could spend hours going over small sections of it and picking out the detail. I didn't let my wonder keep me long. Seeing an opportunity in the form of a lazy guard catching a bit of sleep, I penetrated its walls.
The nighttime halls were hushed and quiet. Along the walls hung colorful war banners addressed to the Di'Zok's might; though they were obviously put up to let the Di'Zok feel mighty and glorified, I thought them cheap, gaudy things, and would have been ashamed to hang one. Let the Di'Zok find their worth in such trinkets and shows. We, the true Sarnak, need no such false displays of bravado. Soon, I reached a blustery room where air elementals seemed to be birthed. From this room, also, tunnels led into the rest of the city.
I will not waste time detailing everything that I found. I have drawn up an extensive map to be included with this report. Of particular note was their air dome, a massive, open cavern from which they mount their sokokor and set to flight. There is also a massive cavern, larger than any contained space I have seen, that connects to the palace and the temple and must be crossed on suspension bridges. In order to get across, I crept along the bottom of one of these bridges, as there was no other manner in which to cross that did not have me completely out in the open.
Day 5
Having spent a full day lurking around the palace, I have managed to create an even more detailed map, designating the express purpose of each of the rooms and who frequents them. I am not sure whether any of our forces could penetrate so far en masse, but this information could be invaluable for decisive strikes. The Di'Zok are not above the prizing of certain individuals more than others, and I observed many of their most exalted at their most vulnerable. Here is where any first strike should take place.
It seems these Di'Zok worship their enslaver as a god. True, he is their creator, but when a creator becomes an enslaver, that creator no longer deserves worship. We understand this and have cast off those who would wish to shackle us. They, however, cling to his visage as divine. I do not trust such blind faith, and I believe it could prove to either be a great weakness or a great strength. Anything that blinds you makes you weak, but anything that gives you purpose makes you strong. In Atrebe, the Di'Zok have both.
Day 6
My path out was not so simple as my path in. I spent hours clinging to the bottom of one of the bridges when a perceptive Di'Zok seemed to have some sense I was there. An entire squad lurked just above me for all that time, and when they finally gave me an opportunity to slip away, my muscles screamed in pain. I had to hide on the other side and allow them to recuperate before continuing. On my way out, I again slipped up and caught the attention of a guard. My final retreat was spent at a full run through the trees surrounding Chardok. Fortunately, however, I managed to outrun them and lost them after a time.
Day 7
I spent much less time in the shadows and more time moving quickly as I could for the last leg home. I never again encountered any Di'Zok, but I fear they know that we now have some understanding of their fortifications. No doubt, their arrogance will lead them to pass this occurrence off, but I do fear that even more caution would be needed if ever entering again.
I doubt we will experience any repercussions for it, and if any did not suspect they had already sent similar infiltrators, I am sure all will agree that they will do so in order to be on our same footing.
It is this scout's recommendation that we be on the look out for such intruders and deal with them without mercy. I know what power my expedition has given us over the Di'Zok, and I would not want them to have a similar hand.
Books
Augmented Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Augmented Leather Notebook
Working with raw materials to scribe an augmented leather notebook.
Level
49
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:12:54 PDT.
Books
Aversion
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [70] Aversion (Tome).

Components
Aversion - Page 5 (plundered from a rock at 219, 222, 356 in The Barren Sky)
Aversion - Page 6 (shinies in The Barren Sky)
Aversion - Page 7 (plundered from a nest at -666, 8, -508 in The Barren Sky)
Aversion - Page 8 (shinies in The Barren Sky)
Aversion - Page 9 (shinies in The Barren Sky)

Discovered on 26 Feb 2006 at 8:41:27 PST.
A Hooluk tale about the many-eyed creatures on the Isle of Aversion.
The Hooluk have an affinity for nature and tried to find something good to say about all the inhabitants of the Dragon Isles, as in this tale.
When the Hooluk had pulled their ancestral lands into the skies to escape the Vultak's attacks, they found that they were not alone in the skies.

As they arranged the islands of the Barren Sky, they found objects disappearing from one island only to reappear later on another island.

In the thinner air of the Overrealm, the Hooluk thought they were dreaming.
"This is certainly a mystery," said Happuk, one of the Hooluk elders.

Though they set watches in the night, no one was ever caught moving food and supplies around the Hooluk camps. Sometimes, items would simply be rearranged. Those inconveniences were simply annoying.

At other times, however, the Hooluks awoke to find all their gathered provisions missing. This was much more serious.
"We do not see who is stealing our things by using our eyes," said Happuk. "We must devise another way."

The Hooluks considered many options, until deciding that they would sprinkle a fine powder on the ground all around their baskets of goods.

"Anyone who enters this tent to do some mischief will leave behind footprints," Happuk said. The other Hooluk agreed.
The next morning, however, their provisions were once again disturbed. There were no footprints in the powder surrounding the baskets.

The Hooluk hooted softly amongst themselves. Who could have done such a thing without disturbing the powder? Even if a Hooluk were to hover over the baskets to make mischief, the powder would have shown the swirling patterns of the wind being disturbed.

With provisions running low, stronger measures need to take place.
All baskets of supplies were brought into a single tent at the center of their encampment.

"Now we will need to keep watch. All of us," said Happuk. The Hooluk positioned themselves in a wide circle around the central tent.

This was a risky operation. If they were unable to determine who was sabotaging their supplies, especially with all the supplies in one place, they could be in a bad situation.
Though the skies of the Barren Sky are always lit as though it is day, the Hooluk's sensitivity to the changing position of the islands in the sky give them awareness of times of waking and sleep.

At the time for schedule rest, the Hooluks fluffed up and settled down. But they did not intend to sleep. Each kept a wary eye on the tent at the center of their compound.

Soon, all was silent save for the gentle breathing of dozens of Hooluk pretending to be asleep.
For a long while, nothing happened. Some of the Hooluks actually did fall asleep until nudged back into vigilance by a neighbor.

Softly at first, mixing in with the sounds of the Hooluk's breathing, a faint gurgling noise filled the air. The sound was low and rasping, like a mix between a cat's purr and a lion's growl.

The Hooluks held their own breath, waiting to see what manner of beast could steal their supplies without disturbing powder sprinkled on the ground.
As they watched, a pulsating grey-green blob lowered itself into view from the sky.

Three long tentacles swayed above its head, while three more tentacles waved beneath it. At the end of each tentacle, in a spike-fringed socket, blinked an eye.

"Whoo are you?" demanded Happuk, unfurling himself from his position and puffing himself into as huge and menacing a shape as he could.

All six of the tentacled eyes turned toward him, as did the hovering blob. One half of its face was taken up by a large eye. The other half was stretched into a toothy grin.
The creature did not speak, but like Happuk, it puffed itself up into a grotesque imitation of a Hooluk defense posture.

From the surrounding skies, other such beings floated downward into view, each of them twisting its tentacles around to gaze at the Hooluks.

"I say again, who are you?" Happuk repeated.
The creatures did not respond verbally. They bared the teeth in their monstrous mouths.

There was no further discussion amongst the Hooluk. They turned and fled, leaving behind their supplies. Whatever these creatures were, they could have this island to themselves.

And so, there is one island amongst those of the Barren Sky that the Hooluk avoid. They named it the Isle of Aversion and stay as far from it as possible.
Books
Barbarian recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.










The barbarian is best eaten as steaks or roasted. Here is an interesting recipe of roasted barbarian with herbs.

                SPIT-ROASTED ROTHGAR

Some weird people like spit-roasted sucking pig. Even if it s nice, nothing can compare with spit-roasted barbarian. If you can catch a Rothgar unaware (invite him to a feast, let him get very very drunk then hit him on the head), you can taste this great recipe.
You can even stuff the barbarian first!

* 1 Rothgar
* Heart and liver of the Rothgar
* 1kg (2.2 lb) onions if you use a 12 kg (26.5 lb) barbarian kid, at least 6kg (13 lb) onions for * a whole Rothgar
* 2 cloves of garlic (or 12)
* Chopped parsley
* 10 slices of sandwich loaf (or 60)
* 25 cl (8.5 fl oz) milk (or 1.5 l/50 fl oz)
* 2 teaspoon thyme (or 12)
* Salt, pepper
* 2 eggs (or 12)

Prepare the stuffing by chopping the heart and liver. Add in the chopped onions and garlic.
Put the milk unto the bread then add to the mix.

Mix the stuffing with thyme, parsley and eggs.
Put the stuffing in your barbarian then sew it.

Skewer the barbarian on the spit and cover the ears with aluminium foil so they do not burn.

Prepare a marinade to cover your Rothgar with during the cooking process. Fill a big bowl with olive oil with thyme, bay leaf, salt and pepper.
Heat the embers and put the barbarian to turn over them. Brush it very often with the marinade during the whole cooking phase at least 3 to 4 hours) so it doesn t burn or turn crisp.
Books
Basic Layout Editing - Volume 1 - Setting Up by Graceey
This item can be placed on the floor in any house type.

HANDCRAFTED

Purchased from the broker for 20g (on Halls of Fate).

Discovered on 30 Jul 2016 at 18:40:00 PDT.
Basic Layout Editing – By Gracey <Maj Dul server> for use with Layout Editor version 1.7.2.16
An Introduction - Layout Editing is a way of manipulating the location numbers of items that are placed in a house (or hall).
Everything in Norrath has a location and you are no exception. To see your location in the world type /loc. See those silly number? Those are the numbers you are changing on items by using an outside program (Layout Editor). JesDyr made this outside program to help us do this. His Layout Editor can be downloaded at:
http://www.eq2designers.com/?page_id=7
Get your download installed and make sure that IN GAME you are in windows mode (Alt+Enter) so you can use it while you are playing.

First Things First! There are some things you have to do in game and in the editor to make
it work ! This is the only real hard part of using the Layout Editor and once they are done you will be able to use everything easily.
When you begin to use the Layout Editor it is best to be in an (almost) empty house with just an item or two set down to work with. You need to have your items set down on an actual in game floor (no – beaches don’t work correctly).
You are going to begin with the use of /house. You don’t have to be on or near the door of your house to use /house and open up the same window. So the first button at the bottom is a “Save” button if you hover over the icon. The second button is a “Load” button (icon).

To start – type /house
Click on the “Save” button and make a file called With – you should get a message that the layout saved successfully.
Click on the “Save” icon again and make a file called Without – you should get a message that the layout saved successfully.
Click on the “Save” icon again and make a file called Working – once again you should get the layout saved successfully message.

MACRO”S
Now you are going to make some Macro’s. You will be making 3 macro’s and moving the macro icons to an empty spot on your hotbar
To make the macro’s go to your EQ2 button > Socials > Tab at the top says Macro’s > you will see Edit under this tab. Click on Edit.
Macro 1: Name will be: With and this will be a command type macro so click on Add a Command line and go to that line. Type in /save_layout With Click on Test and make sure it works and you should see a message that says Layout Saved Successfully. While you are in the macro setup – find an icon that you like at the top by clicking thru them. Click OK
and then drag that icon to your hotbar.
Macro 2: Name will be Without and following the steps above… the Command line will read: /save_layout Without Once again, test this and find an icon you like at the top then drag it to your hotbar.
Macro 3: This one is just a tad different and please make sure you get the command line in correctly. Name will be Working Command line will read: /load_layout Working Yes. you read that right – you are not saving on this one – you are loading. Find a unique icon and hit ok on that one as well.
Make sure all 3 macro’s are now on your hotbar.
You can name these 3 macro’s anything you like – but if you are talking to the community, those 3 names are ones that are generally used and you can usually get help using those names.

You are ready to open the layout editor

On the top bar of the layout editor you will see: File – Edit – Tools – Help You will choose FILE and go down to New from Dif (Control+Alt+D).
Now you will see a box with 3 lines in it. The first line says Original File and the button at the end says select file. You want to go select a file.
If you are aware of where your files are kept on YOUR computer – Select the With file.
If you are not aware of where your files are stored on YOUR computer there are 3 possible paths to your files that I know about (every computer is different).
Possible Paths:

C: > Users > Public > Sony Online Entertainment > Installed Games > Everquest 2 > saved_house_layouts > With
C: > Program Data > Sony Online Entertainment > Installed Games >
Everquest 2 > saved_house_layouts > With
C: > Program Files (x86) > Sony > Everquest II > saved_house_layouts > With

If you still can’t find the file, I would go browse your files and see where your game is kept outside the layout editor and write down the path. Then come back and follow the above steps.

Line 2 – This is the Difference File – go select the Witout File in the same manner as described above.
Line 3 – This is the Destination File – Select the Working File in the same manner as described above.

Click on Go at the bottom. It won’t actually do anything at this point, but this is just the setup steps.

We are done setting up and you are ready to
use the Layout Editor!!’
Books
Basic Layout Editing - Volume 1 - Setting Up by Gracey
This item can be placed on the floor in any house type.

HANDCRAFTED

Purchased from the broker for 20g (on Maj'Dul).

Discovered on 29 Jul 2016 at 13:00:00 PDT.
Basic Layout Editing – By Gracey <Maj Dul server> for use with Layout Editor version 1.7.2.16
An Introduction - Layout Editing is a way of manipulating the location numbers of items that are placed in a house (or hall).
Everything in Norrath has a location and you are no exception. To see your location in the world type /loc. See those silly number? Those are the numbers you are changing on items by using an outside program (Layout Editor). JesDyr made this outside program to help us do this. His Layout Editor can be downloaded at:
http://www.eq2designers.com/?page_id=7
Get your download installed and make sure that IN GAME you are in windows mode (Alt+Enter) so you can use it while you are playing.

First Things First! There are some things you have to do in game and in the editor to make
it work ! This is the only real hard part of using the Layout Editor and once they are done you will be able to use everything easily.
When you begin to use the Layout Editor it is best to be in an (almost) empty house with just an item or two set down to work with. You need to have your items set down on an actual in game floor (no – beaches don’t work correctly).
You are going to begin with the use of /house. You don’t have to be on or near the door of your house to use /house and open up the same window. So the first button at the bottom is a “Save” button if you hover over the icon. The second button is a “Load” button (icon).

To start – type /house
Click on the “Save” button and make a file called With – you should get a message that the layout saved successfully.
Click on the “Save” icon again and make a file called Without – you should get a message that the layout saved successfully.
Click on the “Save” icon again and make a file called Working – once again you should get the layout saved successfully message.

MACRO”S
Now you are going to make some Macro’s. You will be making 3 macro’s and moving the macro icons to an empty spot on your hotbar
To make the macro’s go to your EQ2 button > Socials > Tab at the top says Macro’s > you will see Edit under this tab. Click on Edit.
Macro 1: Name will be: With and this will be a command type macro so click on Add a Command line and go to that line. Type in /save_layout With Click on Test and make sure it works and you should see a message that says Layout Saved Successfully. While you are in the macro setup – find an icon that you like at the top by clicking thru them. Click OK
and then drag that icon to your hotbar.
Macro 2: Name will be Without and following the steps above… the Command line will read: /save_layout Without Once again, test this and find an icon you like at the top then drag it to your hotbar.
Macro 3: This one is just a tad different and please make sure you get the command line in correctly. Name will be Working Command line will read: /load_layout Working Yes. you read that right – you are not saving on this one – you are loading. Find a unique icon and hit ok on that one as well.
Make sure all 3 macro’s are now on your hotbar.
You can name these 3 macro’s anything you like – but if you are talking to the community, those 3 names are ones that are generally used and you can usually get help using those names.

You are ready to open the layout editor

On the top bar of the layout editor you will see: File – Edit – Tools – Help You will choose FILE and go down to New from Dif (Control+Alt+D).
Now you will see a box with 3 lines in it. The first line says Original File and the button at the end says select file. You want to go select a file.
If you are aware of where your files are kept on YOUR computer – Select the With file.
If you are not aware of where your files are stored on YOUR computer there are 3 possible paths to your files that I know about (every computer is different).
Possible Paths:

C: > Users > Public > Sony Online Entertainment > Installed Games > Everquest 2 > saved_house_layouts > With
C: > Program Data > Sony Online Entertainment > Installed Games >
Everquest 2 > saved_house_layouts > With
C: > Program Files (x86) > Sony > Everquest II > saved_house_layouts > With

If you still can’t find the file, I would go browse your files and see where your game is kept outside the layout editor and write down the path. Then come back and follow the above steps.

Line 2 – This is the Difference File – go select the Witout File in the same manner as described above.
Line 3 – This is the Destination File – Select the Working File in the same manner as described above.

Click on Go at the bottom. It won’t actually do anything at this point, but this is just the setup steps.

We are done setting up and you are ready to
use the Layout Editor!!’
Books
Basic Layout Editing - Volume 1 - Setting Up by Gracy
This item can be placed on the floor in any house type.

HANDCRAFTED

Purchased from the broker for 20g (on Antonia Bayle).

Discovered on 29 Jul 2016 at 13:10:00 PDT.
Basic Layout Editing – By Gracey <Maj Dul server> for use with Layout Editor version 1.7.2.16
An Introduction - Layout Editing is a way of manipulating the location numbers of items that are placed in a house (or hall).
Everything in Norrath has a location and you are no exception. To see your location in the world type /loc. See those silly number? Those are the numbers you are changing on items by using an outside program (Layout Editor). JesDyr made this outside program to help us do this. His Layout Editor can be downloaded at:
http://www.eq2designers.com/?page_id=7
Get your download installed and make sure that IN GAME you are in windows mode (Alt+Enter) so you can use it while you are playing.

First Things First! There are some things you have to do in game and in the editor to make
it work ! This is the only real hard part of using the Layout Editor and once they are done you will be able to use everything easily.
When you begin to use the Layout Editor it is best to be in an (almost) empty house with just an item or two set down to work with. You need to have your items set down on an actual in game floor (no – beaches don’t work correctly).
You are going to begin with the use of /house. You don’t have to be on or near the door of your house to use /house and open up the same window. So the first button at the bottom is a “Save” button if you hover over the icon. The second button is a “Load” button (icon).

To start – type /house
Click on the “Save” button and make a file called With – you should get a message that the layout saved successfully.
Click on the “Save” icon again and make a file called Without – you should get a message that the layout saved successfully.
Click on the “Save” icon again and make a file called Working – once again you should get the layout saved successfully message.

MACRO”S
Now you are going to make some Macro’s. You will be making 3 macro’s and moving the macro icons to an empty spot on your hotbar
To make the macro’s go to your EQ2 button > Socials > Tab at the top says Macro’s > you will see Edit under this tab. Click on Edit.
Macro 1: Name will be: With and this will be a command type macro so click on Add a Command line and go to that line. Type in /save_layout With Click on Test and make sure it works and you should see a message that says Layout Saved Successfully. While you are in the macro setup – find an icon that you like at the top by clicking thru them. Click OK
and then drag that icon to your hotbar.
Macro 2: Name will be Without and following the steps above… the Command line will read: /save_layout Without Once again, test this and find an icon you like at the top then drag it to your hotbar.
Macro 3: This one is just a tad different and please make sure you get the command line in correctly. Name will be Working Command line will read: /load_layout Working Yes. you read that right – you are not saving on this one – you are loading. Find a unique icon and hit ok on that one as well.
Make sure all 3 macro’s are now on your hotbar.
You can name these 3 macro’s anything you like – but if you are talking to the community, those 3 names are ones that are generally used and you can usually get help using those names.

You are ready to open the layout editor

On the top bar of the layout editor you will see: File – Edit – Tools – Help You will choose FILE and go down to New from Dif (Control+Alt+D).
Now you will see a box with 3 lines in it. The first line says Original File and the button at the end says select file. You want to go select a file.
If you are aware of where your files are kept on YOUR computer – Select the With file.
If you are not aware of where your files are stored on YOUR computer there are 3 possible paths to your files that I know about (every computer is different).
Possible Paths:

C: > Users > Public > Sony Online Entertainment > Installed Games > Everquest 2 > saved_house_layouts > With
C: > Program Data > Sony Online Entertainment > Installed Games >
Everquest 2 > saved_house_layouts > With
C: > Program Files (x86) > Sony > Everquest II > saved_house_layouts > With

If you still can’t find the file, I would go browse your files and see where your game is kept outside the layout editor and write down the path. Then come back and follow the above steps.

Line 2 – This is the Difference File – go select the Witout File in the same manner as described above.
Line 3 – This is the Destination File – Select the Working File in the same manner as described above.

Click on Go at the bottom. It won’t actually do anything at this point, but this is just the setup steps.

We are done setting up and you are ready to
use the Layout Editor!!’
Books
Basic Layout Editing - Volume 2 - Using the Layout Editor by Graceey
This item can be placed on the floor in any house type.

HANDCRAFTED

Purchased from the broker for 20g (on Halls of Fate).

Discovered on 30 Jul 2016 at 18:45:00 PDT.
BASICS
There are a gazillion possible ways to use the Layout Editor and I hope you can explore them later. We are going to be concerned with 2 possible ways to use the layout editor.
Manually Changing the numbers:
Find an item in your house and click on the With macro in game. Right click on that item and send the item to the moving crate. Click on the Without macro. In the Layout Editor – click on File – New from Dif and hit go. You should now see the item you wanted to work with in the editor. The item name will be listed along with its location information. Any number in this file can be changed except the ItemID – Item Name – and UID.
The first way you can use the Layout Editor is to manually change a number. So say you are looking at an item and the Scale says 1. If you wanted to increase the size of the object, you would go to the cell the number 1 is in (under scale) and type in 3 or whatever size you
desire. This is limited by how big an object CAN get. You cannot push the object to get bigger (or smaller) than it would in game. When you have changed the number hit Save All at the bottom of the Editor. Now you go back in game and click on the Working macro. You should see your object you are working with reappear in a larger size.
The steps are:
These are the same no matter which method you are using.
•With macro
•Move item (or items) to the moving crate by right clicking on it
•Without macro
•Open Layout Editor
•File > New from Dif > Go
•Make the changes you want made to the item
•Save all
•In game Working macro
Highlighting the row and using the controls in the upper right side:
Following the same steps listed above (With macro – move item(s) to crate – Without macro In Editor File > New from Dif > Go)
You should now see the item(s) you want to work with in the layout editor.
To select a row that an item is on: click to the left of the Item ID on the row the item is in. This should make the whole row light up. Now you can use the controls in the upper right side of the Layout Editor. If you wanted to move an item a little to the North, you would go to the box that says Move Amount – and say you want this to go 3 to the north. Using your compass in game helps a lot! (more on distance later). Change the move amount to 3 and then click on the N button (N – North) (S – South) (E – East) (W – West) then there are arrows to move things northwest/southeast etc.. For now – you are just changing the move amount and clicking on the N button. Click on Save all at the bottom. In game – hit the Working macro.
You should see the item further north now.
You have now learned the 2 ways of manipulating an item’s location!!
Below is a breakdown of what each number means as you move left to right in the layout editor heading row.
•Blank (this is where we click to highlight a row) or click in the heading row to highlight all items.
•Item ID – this is the unique item number assigned by the developers to each item. Say you have a Fayberry Muffin Plate and you see 3 of those in the layout editor. Each one of the Fayberry Muffin Plate’s will have this same number, but a white tile will have a different number assigned to it.
•Item Name (self explanatory)
•x (E/W) – this is the east/west location of the item(s)

•z (Up/Down) – this is the up/down location of the item (s)
•y (N/S) – north / south location of the item(s)
•z (Rotate) – this would be how much the item has moved in a circular manner from its anchor point
•x (Pitch) this is how many degrees the item is tipped over east to west. 89.94 degrees puts an object on its side. 180.06 degrees flips an object upside down.
•y (Roll) this is how many degrees the item is tipped over north to south 90 degrees puts an object on its side. 180 degrees flips an object upside down.
•Scale – the size of an object
•Crate – you can move an item back to the moving crate using this check mark
•Notes – this is for YOUR notes on the item (to help you distinguish one item from another or any other way you want to use it). Just type in the notes you want for that item
•UID – This is a unique item number for EACH and EVERY object you are working with. Say those Fayberry Muffin Plates from
the above example are in the file – you will see DIFFERENT numbers assigned to each Fayberry Muffin Plate.
Multi controls for using the highlighted row method:
•Move amount – how much you want an object to move or rotate, pitch , or roll. This is degrees for pitch – roll – rotate.
•N/S/E/W and arrows are direction buttons
•Rotate – Pitch – Roll (from above)
•Scale – you can also change the size of an object here – be sure to use the set to box
•Crate – move an item to the crate
•Comment – place notes for the item you have highlighted
Other Buttons
•Apply Edit – simply shows you in the layout editor what the changes are, but doesn’t make a save to your file
•Save All – To save your work so you can load it in game
POINTERS
•An object CANNOT be moved outside the boundary of a house/hall. If the developers didn’t render anything in that area, you can’t move something into it and it will make the item disappear every single time you try to put something there. This is from the ANCHOR POINT of the item. If the anchor point is within the boundaries – you can get it to move. If that same object’s anchor point is moved outside the boundary – it will disappear. This is what causes flooring to disappear and objects you are trying to move into a wall to disappear.
•You can tell what the Anchor Point is on an item by rotating it before you work with it
•Objects come out of your bags in a n/s/e/w direction. Use this to your advantage when doing flooring and walls. If you have moved an item around, it would be best to put it back in your bag and set it down anew before starting to work in the layout editor.
•When Pitch is used to tip an item over
(east/west) don’t use a whole number. This is a defect in the game - not the layout editor. If you use a whole number – you will see an item start to spin. If you want to tip something over 90 degrees, use a number like 89.896 instead of 90. (Pitch is a *itch is the easiest way to remember).
•You can use negative numbers by just putting – in front of the number or say-90 in the roll – or -89.896 in the pitch. You can also use negative numbers to rotate.

•Always have fun!! This is a game – it isn’t life or death. There are always people in the homeshow channel that can help you if you just ask. /join Antonia_Bayle.Homeshow in game
Books
Basic Layout Editing - Volume 2 - Using the Layout Editor by Gracey
This item can be placed on the floor in any house type.

HANDCRAFTED

Purchased from the broker for 20g (on Maj'Dul).

Discovered on 29 Jul 2016 at 13:05:00 PDT.
BASICS
There are a gazillion possible ways to use the Layout Editor and I hope you can explore them later. We are going to be concerned with 2 possible ways to use the layout editor.
Manually Changing the numbers:
Find an item in your house and click on the With macro in game. Right click on that item and send the item to the moving crate. Click on the Without macro. In the Layout Editor – click on File – New from Dif and hit go. You should now see the item you wanted to work with in the editor. The item name will be listed along with its location information. Any number in this file can be changed except the ItemID – Item Name – and UID.
The first way you can use the Layout Editor is to manually change a number. So say you are looking at an item and the Scale says 1. If you wanted to increase the size of the object, you would go to the cell the number 1 is in (under scale) and type in 3 or whatever size you
desire. This is limited by how big an object CAN get. You cannot push the object to get bigger (or smaller) than it would in game. When you have changed the number hit Save All at the bottom of the Editor. Now you go back in game and click on the Working macro. You should see your object you are working with reappear in a larger size.
The steps are:
These are the same no matter which method you are using.
•With macro
•Move item (or items) to the moving crate by right clicking on it
•Without macro
•Open Layout Editor
•File > New from Dif > Go
•Make the changes you want made to the item
•Save all
•In game Working macro
Highlighting the row and using the controls in the upper right side:
Following the same steps listed above (With macro – move item(s) to crate – Without macro In Editor File > New from Dif > Go)
You should now see the item(s) you want to work with in the layout editor.
To select a row that an item is on: click to the left of the Item ID on the row the item is in. This should make the whole row light up. Now you can use the controls in the upper right side of the Layout Editor. If you wanted to move an item a little to the North, you would go to the box that says Move Amount – and say you want this to go 3 to the north. Using your compass in game helps a lot! (more on distance later). Change the move amount to 3 and then click on the N button (N – North) (S – South) (E – East) (W – West) then there are arrows to move things northwest/southeast etc.. For now – you are just changing the move amount and clicking on the N button. Click on Save all at the bottom. In game – hit the Working macro.
You should see the item further north now.
You have now learned the 2 ways of manipulating an item’s location!!
Below is a breakdown of what each number means as you move left to right in the layout editor heading row.
•Blank (this is where we click to highlight a row) or click in the heading row to highlight all items.
•Item ID – this is the unique item number assigned by the developers to each item. Say you have a Fayberry Muffin Plate and you see 3 of those in the layout editor. Each one of the Fayberry Muffin Plate’s will have this same number, but a white tile will have a different number assigned to it.
•Item Name (self explanatory)
•x (E/W) – this is the east/west location of the item(s)

•z (Up/Down) – this is the up/down location of the item (s)
•y (N/S) – north / south location of the item(s)
•z (Rotate) – this would be how much the item has moved in a circular manner from its anchor point
•x (Pitch) this is how many degrees the item is tipped over east to west. 89.94 degrees puts an object on its side. 180.06 degrees flips an object upside down.
•y (Roll) this is how many degrees the item is tipped over north to south 90 degrees puts an object on its side. 180 degrees flips an object upside down.
•Scale – the size of an object
•Crate – you can move an item back to the moving crate using this check mark
•Notes – this is for YOUR notes on the item (to help you distinguish one item from another or any other way you want to use it). Just type in the notes you want for that item
•UID – This is a unique item number for EACH and EVERY object you are working with. Say those Fayberry Muffin Plates from
the above example are in the file – you will see DIFFERENT numbers assigned to each Fayberry Muffin Plate.
Multi controls for using the highlighted row method:
•Move amount – how much you want an object to move or rotate, pitch , or roll. This is degrees for pitch – roll – rotate.
•N/S/E/W and arrows are direction buttons
•Rotate – Pitch – Roll (from above)
•Scale – you can also change the size of an object here – be sure to use the set to box
•Crate – move an item to the crate
•Comment – place notes for the item you have highlighted
Other Buttons
•Apply Edit – simply shows you in the layout editor what the changes are, but doesn’t make a save to your file
•Save All – To save your work so you can load it in game
POINTERS
•An object CANNOT be moved outside the boundary of a house/hall. If the developers didn’t render anything in that area, you can’t move something into it and it will make the item disappear every single time you try to put something there. This is from the ANCHOR POINT of the item. If the anchor point is within the boundaries – you can get it to move. If that same object’s anchor point is moved outside the boundary – it will disappear. This is what causes flooring to disappear and objects you are trying to move into a wall to disappear.
•You can tell what the Anchor Point is on an item by rotating it before you work with it
•Objects come out of your bags in a n/s/e/w direction. Use this to your advantage when doing flooring and walls. If you have moved an item around, it would be best to put it back in your bag and set it down anew before starting to work in the layout editor.
•When Pitch is used to tip an item over
(east/west) don’t use a whole number. This is a defect in the game - not the layout editor. If you use a whole number – you will see an item start to spin. If you want to tip something over 90 degrees, use a number like 89.896 instead of 90. (Pitch is a *itch is the easiest way to remember).
•You can use negative numbers by just putting – in front of the number or say-90 in the roll – or -89.896 in the pitch. You can also use negative numbers to rotate.

•Always have fun!! This is a game – it isn’t life or death. There are always people in the homeshow channel that can help you if you just ask. /join Antonia_Bayle.Homeshow in game
Books
Basic Layout Editing - Volume 2 - Using the Layout Editor by Gracy
This item can be placed on the floor in any house type.

HANDCRAFTED

Purchased from the broker for 20g (on Antonia Bayle).

Discovered on 29 Jul 2016 at 13:15:00 PDT.
BASICS
There are a gazillion possible ways to use the Layout Editor and I hope you can explore them later. We are going to be concerned with 2 possible ways to use the layout editor.
Manually Changing the numbers:
Find an item in your house and click on the With macro in game. Right click on that item and send the item to the moving crate. Click on the Without macro. In the Layout Editor – click on File – New from Dif and hit go. You should now see the item you wanted to work with in the editor. The item name will be listed along with its location information. Any number in this file can be changed except the ItemID – Item Name – and UID.
The first way you can use the Layout Editor is to manually change a number. So say you are looking at an item and the Scale says 1. If you wanted to increase the size of the object, you would go to the cell the number 1 is in (under scale) and type in 3 or whatever size you
desire. This is limited by how big an object CAN get. You cannot push the object to get bigger (or smaller) than it would in game. When you have changed the number hit Save All at the bottom of the Editor. Now you go back in game and click on the Working macro. You should see your object you are working with reappear in a larger size.
The steps are:
These are the same no matter which method you are using.
•With macro
•Move item (or items) to the moving crate by right clicking on it
•Without macro
•Open Layout Editor
•File > New from Dif > Go
•Make the changes you want made to the item
•Save all
•In game Working macro
Highlighting the row and using the controls in the upper right side:
Following the same steps listed above (With macro – move item(s) to crate – Without macro In Editor File > New from Dif > Go)
You should now see the item(s) you want to work with in the layout editor.
To select a row that an item is on: click to the left of the Item ID on the row the item is in. This should make the whole row light up. Now you can use the controls in the upper right side of the Layout Editor. If you wanted to move an item a little to the North, you would go to the box that says Move Amount – and say you want this to go 3 to the north. Using your compass in game helps a lot! (more on distance later). Change the move amount to 3 and then click on the N button (N – North) (S – South) (E – East) (W – West) then there are arrows to move things northwest/southeast etc.. For now – you are just changing the move amount and clicking on the N button. Click on Save all at the bottom. In game – hit the Working macro.
You should see the item further north now.
You have now learned the 2 ways of manipulating an item’s location!!
Below is a breakdown of what each number means as you move left to right in the layout editor heading row.
•Blank (this is where we click to highlight a row) or click in the heading row to highlight all items.
•Item ID – this is the unique item number assigned by the developers to each item. Say you have a Fayberry Muffin Plate and you see 3 of those in the layout editor. Each one of the Fayberry Muffin Plate’s will have this same number, but a white tile will have a different number assigned to it.
•Item Name (self explanatory)
•x (E/W) – this is the east/west location of the item(s)

•z (Up/Down) – this is the up/down location of the item (s)
•y (N/S) – north / south location of the item(s)
•z (Rotate) – this would be how much the item has moved in a circular manner from its anchor point
•x (Pitch) this is how many degrees the item is tipped over east to west. 89.94 degrees puts an object on its side. 180.06 degrees flips an object upside down.
•y (Roll) this is how many degrees the item is tipped over north to south 90 degrees puts an object on its side. 180 degrees flips an object upside down.
•Scale – the size of an object
•Crate – you can move an item back to the moving crate using this check mark
•Notes – this is for YOUR notes on the item (to help you distinguish one item from another or any other way you want to use it). Just type in the notes you want for that item
•UID – This is a unique item number for EACH and EVERY object you are working with. Say those Fayberry Muffin Plates from
the above example are in the file – you will see DIFFERENT numbers assigned to each Fayberry Muffin Plate.
Multi controls for using the highlighted row method:
•Move amount – how much you want an object to move or rotate, pitch , or roll. This is degrees for pitch – roll – rotate.
•N/S/E/W and arrows are direction buttons
•Rotate – Pitch – Roll (from above)
•Scale – you can also change the size of an object here – be sure to use the set to box
•Crate – move an item to the crate
•Comment – place notes for the item you have highlighted
Other Buttons
•Apply Edit – simply shows you in the layout editor what the changes are, but doesn’t make a save to your file
•Save All – To save your work so you can load it in game
POINTERS
•An object CANNOT be moved outside the boundary of a house/hall. If the developers didn’t render anything in that area, you can’t move something into it and it will make the item disappear every single time you try to put something there. This is from the ANCHOR POINT of the item. If the anchor point is within the boundaries – you can get it to move. If that same object’s anchor point is moved outside the boundary – it will disappear. This is what causes flooring to disappear and objects you are trying to move into a wall to disappear.
•You can tell what the Anchor Point is on an item by rotating it before you work with it
•Objects come out of your bags in a n/s/e/w direction. Use this to your advantage when doing flooring and walls. If you have moved an item around, it would be best to put it back in your bag and set it down anew before starting to work in the layout editor.
•When Pitch is used to tip an item over
(east/west) don’t use a whole number. This is a defect in the game - not the layout editor. If you use a whole number – you will see an item start to spin. If you want to tip something over 90 degrees, use a number like 89.896 instead of 90. (Pitch is a *itch is the easiest way to remember).
•You can use negative numbers by just putting – in front of the number or say-90 in the roll – or -89.896 in the pitch. You can also use negative numbers to rotate.

•Always have fun!! This is a game – it isn’t life or death. There are always people in the homeshow channel that can help you if you just ask. /join Antonia_Bayle.Homeshow in game
Books
Basic Mining Guide, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 11 Nov 2004 at 22:37:12 PST.
"The Basic Mining Guide -- Part One, Blackburrow." Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
Entry One
Put book away.
It is dark. In the mines we work by the light of our lamps. We must dig for ore. Ore can be sold. Ore can be made into things. Therefore, we mine. Gnolls, the Sabertooth gnolls, have a keen sense of smell. We smell the ore beneath the earth, behind the rocks and underground. That led us to Blackburrow many, many years ago.
Entry Two
Put book away.
Unlike the trotters, we Sabertooth gnolls are clever. We found something precious and we stay with it. Before mining, we preyed on what caught our fancy. Then we were enlightened and some of us turned to mining to support our Clan. For it was told to us by the Great Sage, "The furless light their darkness and we can be their light!"
Entry Three
Put book away.
The Great Sage was not a miner. He knew the language of the furless and taught it to us. He taught us many things he learned in his travels. Not a trotter, no! He went among them to learn their ways and teach us so that we would be strong. Our mines we had, but mostly kept them because even if we did not use them, we did not want anyone else to use them.
Entry Four
Put book away.
We learned what rocks would sell to the furless. Sometimes they would try to remove the Clan by force, but we would chase them from the lowest caverns to the entrance. They were trained to run swiftly away through the many tunnels. We chased them for sport. We chased them to keep them away from our mines. They never learned.
Entry Five
Put book away.
The furless fought each other, which was good for the Clan. If they fought each other, they would not bother us. We worked in the dark in our mines, our paws flowing with ore. While the furless fought, we kept to ourselves. The Clan is not interested in the wars of those who do not believe in the Great Sage.
Entry Six
Put book away.
Now, a word about mining itself, pups. To mine successfully, get a pick. A pick has a sharp, pointed end like a fang. You swing this at the stones hiding the ore. Swing, swing again. The stones crumble and are pulled away. The ore shows. Then the miners bring carts that are rolled from the depths full of ore. That is the basic mining principle. Now back to our history.
Entry Seven
Put book away.
We mined into the depths, we used the mining ways of old. Remove stone, find ore. Remove ore. For generations, we mined the Blackburrow. In some of the hollows, we kept our mates and offspring. In some of the hollows, we stored our food. Through the years the furless fought, we kept our ways.
Entry Eight
Put book away.
But the furless were not content with fighting each other. No! They brought their wars to the Clan. Not interested in our ore, but our tunnels. The tunnels! Worthless to any but the gnoll who can see fine in the dark. They came in anyway, forcing us from our hollows. They were huge and green and fur would not improve their looks.
Entry Nine
Put book away.
The Clan is clever. We let them think we gave way before them. But we had other, secret ways beneath the Blackburrow. Some of the furless found them. They used our secret, sacred tunnels to gather their strength. They ate our stores of food. They drove away the weak. Curse them, in our secret places!
Entry Ten
Put book away.
And so ends the first part of our glorious mining history, young pups. You will be tested later before you may move to Part Two. Tails high!
Close Book.
Books
Basic Mining Guide, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:08 PDT.
"The Basic Mining Guide -- Part One, Blackburrow." Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
It is dark. In the mines we work by the light of our lamps. We must dig for ore. Ore can be sold. Ore can be made into things. Therefore, we mine. Gnolls, the Sabertooth gnolls, have a keen sense of smell. We smell the ore beneath the earth, behind the rocks and underground. That led us to Blackburrow many, many years ago.
Unlike the trotters, we Sabertooth gnolls are clever. We found something precious and we stay with it. Before mining, we preyed on what caught our fancy. Then we were enlightened and some of us turned to mining to support our Clan. For it was told to us by the Great Sage, "The furless light their darkness and we can be their light!"
The Great Sage was not a miner. He knew the language of the furless and taught it to us. He taught us many things he learned in his travels. Not a trotter, no! He went among them to learn their ways and teach us so that we would be strong. Our mines we had, but mostly kept them because even if we did not use them, we did not want anyone else to use them.
We learned what rocks would sell to the furless. Sometimes they would try to remove the Clan by force, but we would chase them from the lowest caverns to the entrance. They were trained to run swiftly away through the many tunnels. We chased them for sport. We chased them to keep them away from our mines. They never learned.
The furless fought each other, which was good for the Clan. If they fought each other, they would not bother us. We worked in the dark in our mines, our paws flowing with ore. While the furless fought, we kept to ourselves. The Clan is not interested in the wars of those who do not believe in the Great Sage.
Now, a word about mining itself, pups. To mine successfully, get a pick. A pick has a sharp, pointed end like a fang. You swing this at the stones hiding the ore. Swing, swing again. The stones crumble and are pulled away. The ore shows. Then the miners bring carts that are rolled from the depths full of ore. That is the basic mining principle. Now back to our history.
We mined into the depths, we used the mining ways of old. Remove stone, find ore. Remove ore. For generations, we mined the Blackburrow. In some of the hollows, we kept our mates and offspring. In some of the hollows, we stored our food. Through the years the furless fought, we kept our ways.
But the furless were not content with fighting each other. No! They brought their wars to the Clan. Not interested in our ore, but our tunnels. The tunnels! Worthless to any but the gnoll who can see fine in the dark. They came in anyway, forcing us from our hollows. They were huge and green and fur would not improve their looks.
The Clan is clever. We let them think we gave way before them. But we had other, secret ways beneath the Blackburrow. Some of the furless found them. They used our secret, sacred tunnels to gather their strength. They ate our stores of food. They drove away the weak. Curse them, in our secret places!
And so ends the first part of our glorious mining history, young pups. You will be tested later before you may move to Part Two. Tails high!
Books
Basic Mining Guide, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 13 Nov 2004 at 8:53:06 PST.
"The Sabertooth Miner's Guide, Part Two." Written by the Sabertooth Clan of Blackburrow. Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
Entry One
Put book away.
The Great Sage had said, "Dark times mean there's not enough light." He was right. They came up from beneath us, surprising us within our own mines. We fled to deeper tunnels only to find them overrun by the furless as well. They attacked our young pups. They ate our stores of food. We howled with rage and our voices echoed, but still the furless came.
Entry Two
Put book away.
They said at first they were just passing through. Most of them did, going on to battle the furless of the walled cities. But many more came and stayed. There were many of them. They offered to remove us from our mines and we refused. First, they started attacking our miners. Later, we decided to let them stay if we had our pickings from the battlefields. They agreed.
Entry Three
Put book away.
Around this time, we picked up some of their words. Not many, only a few. Handy for knowing their secrets. They had already taken the furless north. They were going to take the furless south, too. Our tunnels and mines would be famous! We wished it were famous because of us. Then we remembered the words of the Great Sage, "Famous is as famous does." We have no idea what that means. It comforted us.
Entry Four
Put book away.
For many years the furless trooped through the Blackburrow. They ate all our stores. They stole what ore we had produced. Then, suddenly as they appeared, they retreated. Some of our best scouts reported that something bad had happened on the battlefield. The bodies of furless were piled high. Their faces were twisted in pain. Maybe it was something they ate.
Entry Five
Put book away.
After that time, the Clan rebuilt some of the deepest tunnels. We closed off some of our secret entrances. They weren't as secret as we'd thought. Some of the tunnels were so wide across it took years to close them off. We could have saved the effort if we'd known what would be coming within a generation or so.
Entry Six
Put book away.
The shaking woke everyone up. Big stones fell in the mines. Some miners were killed. Some lost their tails. We left the lowest tunnels. Many tunnels filled with water. When the water would drain away, the walls fell in. Many of the excavators grumbled about the wasted work below. Sometimes, whole tunnels collapsed on themselves. It was an uneasy time.
Entry Seven
Put book away.
The furless called this time "the Rending," and were afraid. The Clan wasn't afraid. We were disappointed. All our work to close off the lowest tunnels was already done. The Clan is clever. If we'd known, we'd have saved our strength for other things. Since we no longer needed to block old entries, we cleaned up the upper levels. The furless came to us, begging for shelter. We put them in the storerooms till we needed them.
Entry Eight
Put book away.
Things were quiet for generations. Then the moon, the new one, broke up in the sky. The furless fell to the ground, begging for help from their gods. The Clan was not afraid. We have the words of the Great Sage to guide us. He had said, "Dig deep," so we did. Some of the Clan had forgot that the lowest tunnels were gone. We never saw them again.
Entry Nine
Put book away.
Lucky for us, we have an underground home. The surface was hit by big rocks. A lot of things died. We were safe in the Blackburrow. Some of the old tunnels are filled with spiders. Big spiders. We mine the other levels. Some went down to clear out the spiders. They got stuck in the webs. These are big spiders.
Entry Ten
Put book away.
We've been in the Blackburrow for many generations, back to our Great Sage Fippy. He'd be proud of us, still here. We can smell ore through the stones. We knock down the stones. We get out the ore and sell it to the furless. The Clan is clever.
Close Book.
Books
Basic Mining Guide, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:11 PDT.
"The Sabertooth Miner's Guide, Part Two." Written by the Sabertooth Clan of Blackburrow. Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
The Great Sage had said, "Dark times mean there's not enough light." He was right. They came up from beneath us, surprising us within our own mines. We fled to deeper tunnels only to find them overrun by the furless as well. They attacked our young pups. They ate our stores of food. We howled with rage and our voices echoed, but still the furless came.
They said at first they were just passing through. Most of them did, going on to battle the furless of the walled cities. But many more came and stayed. There were many of them. They offered to remove us from our mines and we refused. First, they started attacking our miners. Later, we decided to let them stay if we had our pickings from the battlefields. They agreed.
Around this time, we picked up some of their words. Not many, only a few. Handy for knowing their secrets. They had already taken the furless north. They were going to take the furless south, too. Our tunnels and mines would be famous! We wished it were famous because of us. Then we remembered the words of the Great Sage, "Famous is as famous does." We have no idea what that means. It comforted us.
For many years the furless trooped through the Blackburrow. They ate all our stores. They stole what ore we had produced. Then, suddenly as they appeared, they retreated. Some of our best scouts reported that something bad had happened on the battlefield. The bodies of furless were piled high. Their faces were twisted in pain. Maybe it was something they ate.
After that time, the Clan rebuilt some of the deepest tunnels. We closed off some of our secret entrances. They weren't as secret as we'd thought. Some of the tunnels were so wide across it took years to close them off. We could have saved the effort if we'd known what would be coming within a generation or so.
The shaking woke everyone up. Big stones fell in the mines. Some miners were killed. Some lost their tails. We left the lowest tunnels. Many tunnels filled with water. When the water would drain away, the walls fell in. Many of the excavators grumbled about the wasted work below. Sometimes, whole tunnels collapsed on themselves. It was an uneasy time.
The furless called this time "the Rending," and were afraid. The Clan wasn't afraid. We were disappointed. All our work to close off the lowest tunnels was already done. The Clan is clever. If we'd known, we'd have saved our strength for other things. Since we no longer needed to block old entries, we cleaned up the upper levels. The furless came to us, begging for shelter. We put them in the storerooms till we needed them.
Things were quiet for generations. Then the moon, the new one, broke up in the sky. The furless fell to the ground, begging for help from their gods. The Clan was not afraid. We have the words of the Great Sage to guide us. He had said, "Dig deep," so we did. Some of the Clan had forgot that the lowest tunnels were gone. We never saw them again.
Lucky for us, we have an underground home. The surface was hit by big rocks. A lot of things died. We were safe in the Blackburrow. Some of the old tunnels are filled with spiders. Big spiders. We mine the other levels. Some went down to clear out the spiders. They got stuck in the webs. These are big spiders.
We've been in the Blackburrow for many generations, back to our Great Sage Fippy. He'd be proud of us, still here. We can smell ore through the stones. We knock down the stones. We get out the ore and sell it to the furless. The Clan is clever.
Books
Bear Hide Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Sage Essentials Volume 90.

Bear Hide Notebook
Level
90
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 12 Nov 2013 at 11:52:29 PST.
Unobtainable
Bedtime Tales for Gnollish Pups
This item can be placed in any house type.

This completed book can be placed in your house and read.

TREASURED



Undiscovered.
Books
Bert's Big Book of Health
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE  NO-VALUE


Discovered on 8 Apr 2008 at 8:55:57 PDT.
Bert's Big Book of Health
Fungus Potion

Take the spores of the Rose of Innoruuk;
Mix well with the slime of a soul leech;
Stir slowly with a sprig of spiteweed;
Incubate well in the warmth of a rotten log.

Results guaranteed.
Energy Drink

Drain fluid from one gnomish power cell;
Decant into a container made of copper;
Stir well with a rod of iron or palladium.
For best effects, subject should wear plate mail.

Guaranteed to wake the dead.
Remedial Plague

Material from the pustules of a fallen cadaver no less than ten days deceased;
Essence of the dark bloom mushroom;
Parchment paper.
Mix material and essence well, apply to parchment, and incubate in warm environment.

Handle with care.
Teir'Dal Acupuncture Kit

Forged iron spikes;
Simple wooden coffin;
Fossil temper.
Using the temper as needed, line the coffin with the spikes.
Ensure the spikes are blunt, as this will prolong the experience.

Sustained use may cause back problems.
General Reminder

Keep out of reach of children
Books
Bestest Orc Emperors
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Bestest Orc Emperors (Tome).

Components
Bestest Orc Emperors - Page 4 (shinies or looted in Zek, the Orcish Wastes)
Bestest Orc Emperors - Page 5 (shinies in Zek, the Orcish Wastes)
Bestest Orc Emperors - Page 7 (looted in Zek, the Orcish Wastes)
Bestest Orc Emperors - Page 09 (plundered from bones at 522, -63, 467 in Zek, the Orcish Wastes)
Bestest Orc Emperors - Page 10 (shinies or looted in Zek, the Orcish Wastes)
Bestest Orc Emperors - Page 11 (plundered from a barrel at 498, -20, -295 in Zek, the Orcish Wastes)

Discovered on 10 Nov 2005 at 18:38:23 PST.
"Bestest Orc Emperors"

Second Edition
This is some type of chronicle highlighting several orcish kings and their rise to power. Unfortunately it is told from the perspective of an orc.
I am the person who tells stories for the Emperor because I tell the best stories ever.


I was told to write a story down on this so in case I get killed by the Emperor he won't forget all my old stories.


Emperor Fyst told me to write all the stories about the bestest Emperors ever so I will write them down now.
The first of the greatest orc emperors was Emperor Crush.


He was the smartest orc and the most powerfullest orc that ever lived. He lived in this far off place where there were all these trees and stupid elves and stuff.


Emperor Crush built this huge castle with his own hands and let other orcs live inside it with him.
He would go ahead and make everyone of his orcs do all kinds of exercises everyday until they died.


Not all of them died, but a lot of them did! That is how good he was!


He made a really good army out of his orcs and then called them names like Centurion and things like that which meant "Really Good Fighter".
Emperor Crush would be the greatest Emperor any of the orcs would have for a long time.


He would smash all of the elves and he even chopped down all of those stupid trees of theirs.


One day he would fall on a dagger that a dark elf was holding and would die, though.


That would make all of the orcs really mad, so they killed even more stupid elves.
There was no bigger and better Emperor than Crush until Emperor Gash took over a lot of the orcs.


I don't know if he was in the same place that Emperor Crush was, but he had to be because the orcs have always been together.


Emperor Gash would make lots of different armies work together and do some really sneaky things to all the humans.
Emperor Gash didn't just make the orcs do things, he also made all the big dumb ogres do things too.

He said stuff like "Do this or I kill you" and they did, because the ogres are not as good as orcs are.

He also made some big Averturd thing some stuff too, because he was the greatest orc Emperor there ever was.
Emperor Gash was the best Emperor because he had sneakiness and did it on all the stupid other humans.


They gave him lots of money to leave them alone and then he went into the desert. No other orc could come up with something like that.


He made us wait there and said we orcs would go back to the humans when they had more money and take it one day.
Emperor Fyst is our Emperor today and he is the best one to ever lead any orcs.


He was the bestest gladiator in all of the rings. I even made a lot of money off of him when he was fighting.


When he became Emperor I gave him all of my money back and he made me the history person to tell about him.
We used to have another Emperor who was really stupid and did nothing really good.


The old dumb Emperor used to make gladiators fight in front of him whenever he ate dinner. He make Emperor Fyst fight one day and the Emperor killed all of the other orcs.


He then call the stupid emperor mean names and then killed all of the other guards who were told to kill him.
Emperor Fyst then jumped out of the fighting pit and started to fight the dumb emperor.


We all laughed because the dumb emperor didn't even know how to fight. All the dumb emperor knew what do was to take orders.


Emperor Fyst doesn't do that stuff. He is the best fighter ever!
Books
Bestest Orc Emperors
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:03:05 PST.
"Bestest Orc Emperors"

Second Edition
This is some type of chronicle highlighting several orcish kings and their rise to power. Unfortunately it is told from the perspective of an orc.
I am the person who tells stories for the Emperor because I tell the best stories ever.


I was told to write a story down on this so in case I get killed by the Emperor he won't forget all my old stories.


Emperor Fyst told me to write all the stories about the bestest Emperors ever so I will write them down now.
The first of the greatest orc emperors was Emperor Crush.


He was the smartest orc and the most powerfullest orc that ever lived. He lived in this far off place where there were all these trees and stupid elves and stuff.


Emperor Crush built this huge castle with his own hands and let other orcs live inside it with him.
He would go ahead and make everyone of his orcs do all kinds of exercises everyday until they died.


Not all of them died, but a lot of them did! That is how good he was!


He made a really good army out of his orcs and then called them names like Centurion and things like that which meant "Really Good Fighter".
Emperor Crush would be the greatest Emperor any of the orcs would have for a long time.


He would smash all of the elves and he even chopped down all of those stupid trees of theirs.


One day he would fall on a dagger that a dark elf was holding and would die, though.


That would make all of the orcs really mad, so they killed even more stupid elves.
There was no bigger and better Emperor than Crush until Emperor Gash took over a lot of the orcs.


I don't know if he was in the same place that Emperor Crush was, but he had to be because the orcs have always been together.


Emperor Gash would make lots of different armies work together and do some really sneaky things to all the humans.
Emperor Gash didn't just make the orcs do things, he also made all the big dumb ogres do things too.

He said stuff like "Do this or I kill you" and they did, because the ogres are not as good as orcs are.

He also made some big Averturd thing some stuff too, because he was the greatest orc Emperor there ever was.
Emperor Gash was the best Emperor because he had sneakiness and did it on all the stupid other humans.


They gave him lots of money to leave them alone and then he went into the desert. No other orc could come up with something like that.


He made us wait there and said we orcs would go back to the humans when they had more money and take it one day.
Emperor Fyst is our Emperor today and he is the best one to ever lead any orcs.


He was the bestest gladiator in all of the rings. I even made a lot of money off of him when he was fighting.


When he became Emperor I gave him all of my money back and he made me the history person to tell about him.
We used to have another Emperor who was really stupid and did nothing really good.


The old dumb Emperor used to make gladiators fight in front of him whenever he ate dinner. He make Emperor Fyst fight one day and the Emperor killed all of the other orcs.


He then call the stupid emperor mean names and then killed all of the other guards who were told to kill him.
Emperor Fyst then jumped out of the fighting pit and started to fight the dumb emperor.


We all laughed because the dumb emperor didn't even know how to fight. All the dumb emperor knew what do was to take orders.


Emperor Fyst doesn't do that stuff. He is the best fighter ever!
Books
Beyond the Rune
This item can be placed on the floor in any house type.

This book was taken from the haunted halls of Nektropos Castle.

NO-TRADE  NO-VALUE


Discovered on 9 Aug 2006 at 10:58:08 PDT.
Beyond the Rune
Notes by Lord Rikantus Everling
The greatest prisons are those we make for ourselves. My prison begins with my love of my daughters. My beloved daughters have been slaughtered by the accursed guardians that once cared for them. These six were once bound to my family by their curse, but the stench of betrayal is strong within this manor and such villainy soon sets into all who dwell within. Betrayal became necessary to acquire the wondrous artifacts of my family and betrayal will tear us apart and piece us back together in the shape of blasphemy.
My daughters have been cut and my sentries have fallen to blades. In this bloodbath I am imprisoned, never able to leave. No door could be opened, no window broken down. How such magic could be wielded by Pelleas is beyond my understanding. But there I found myself, alone in a house of death. But I am an Everling and the gift of the occult is my trade. I can find a way to save my daughters because I have studied with the House of Varsoon and have heard the name of Ethernere.
Ethernere is said to be a place where the dead go before they are allowed into the eternal halls of the pantheons. It is not a plane as we know planes to be. This is a dimension, a realm that exists all around us, in this space and not. Here in Ethernere is where I knew I could find my daughters and return them to the land of the living. I raced to gather my research notes taken from my time with Varsoon. These notes will craft my path and allow me to rescue my beloved daughters.
Key among Varsoon's research was the ancient rune. It had no name, for it existed long before names. It was an ancient whisper from times unknown, but it is what he believes to be the first key to Ethernere. At the time, his goals in Ethernere were not mine, but it was a path to the unknown, the stock of my trade. We studied notes and studied the rune, a peculiar glyph rules by what looked like two intersecting triangles. Eventually, this time of research ended in failure, or so I thought. Reports soon told me that Varsoon lied and he had breached the barricades of Ethernere.
That was then and now I am placed within the blood soaked castle. It was at this time that I knew my notes could be deciphered and a way to Ethernere could be made. If I could reach such a place then I could retrieve the souls of my daughters before they moved on to eternal realms. Having done my studying, I realized I needed to piece my daughters back together. Employing my art in flesh constructs, I went about sewing together the parts of my beloved daughters. The creations were not as accurate as I had hoped, but would be sufficient as vessels until I could acquire new ones.
Performing the final steps of the arcane ritual, I began to realize that I am about to enter the realm between death's door and the eternal gates. But I was wrong. The research undergone so very long ago within the Keep of Immortality was flawed. It was either flawed or Lord Varsoon had fed me lies on purpose. I believed the latter at first, but soon realized it would be near impossible to corrupt every one of my notes. Perhaps the destination was not the one we believed it to be. Perhaps is no more, as I soon learn.
Through powerful rituals I have opened a gateway to the unknown, a gateway to oblivion. I set foot upon the surface of a rock hurtling through a maelstrom of astronomical anomalies. I see the emptiness around me filled with flotsam and jetsam made of other hunks of rock. All is being sucked towards a blinding center as if we were in a universal whirlpool. The rocky moons about me seem lifeless, but the one I am atop is different. A tower rises from this lifeless rock. Could this be Ethernere and could this be the mythical Deathtoll Belltower? It was not.
The tower was crackling with arcane forces. The sound created boomed across the silence of this world, feeling as though it could destroy the ears of a god. Massive streams of energy burst out of the top of the tower and arced off into the void. I noticed something that nearly was lost among the many wonders. This place is close to the center of the vortex universe, but somehow fighting the speed of other bodies around it. I wondered if the arcs of light were anchoring it down in some fashion, anchoring it to what?
Having no where to go, I ventured forth towards the tower. The walk was much longer than I had estimated. The rocky terrain made the journey far more difficult as well. Luckily, I happened upon a stairwell. The brickwork was amazing and the minerals used unknown. I decided that the stairwell was just as safe as the tower and being so close, I descended. I may have chosen wrong, the descent was long, longer than the trek to the tower would have been. Suddenly, it ended and I found myself within a massive cavern.
Inside the titanic cavern I could see another tower far off across the uneven landscape. The air was brilliant and blue. Dazzling lights danced about this air as if they were schools of fish. I could see swirling vortices of arcane origins bursting forth from high on the cavern walls. Suddenly, I heard a rumbling sound. I hid. Peeking out from behind my rocky refuge I spotted a large lumbering beast. This beast was like a massive burly minotaur with eyes of red that pierced the darkness. I turned to sneak back up the stairwell, but there was no stairwell!
Having no where to retreat to, I was forced to trudge onward. I darted from shadow to shadow, outcropping to outcropping. I managed to elude the horned behemoths and draw closer to the tower, the only place I could see as a possible release to this mystery. Looking at the tower I noticed something very eerie etched onto its crown, the rune that brought me here! There atop this tower in a realm unknown was the same symbol that Varsoon had chased. It was this rune that brought us here, or did it call?
Varsoon and I traded knowledge gathered from history and across Norrath. We believed this to be a passage to Ethernere, but was it truly? Neither of us could say for sure unless we ever made it here, and here I am. Did Varsoon also find this place? The ethereal chain that bound me to Norrath tugged tight. I must find my answers soon or be forced to return empty handed, never seeing my beloved daughters again. I must enter the tower and find my answers if they do exist. Enter I did.
(The final page contains two sketches of two runes. They appear as follows: 1. The Rune of Ethernere - There is an image of two triangles turned upon each other and intersecting to create a diamond at the center. 2. The Rune of Sunder - There is an image of a swirling line such as a whirlpool would create when viewed overhead or a spiraled serpent. The Rune of Sunder has a hurried note scribbled in blood over it. "Look to the stone of the Shissar.")
Books
Bird Watching - The Beast of the Enchanted Lands, Part I
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [35] Bird Watching - The Beast of the Enchanted Lands, Part I (Tome).

Components
Bird Watching - The Beast of the Enchanted Lands, Part I - Page 3 (plundered from a rock at -201, -3, -496 in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part I - Page 5 (plundered from a sack of grain at -1, -1, -619 in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part I - Page 7 (looted in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part I - Page 8 (shinies or looted in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part I - Page 10 (looted in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part I - Page 12 (looted in Enchanted Lands)

Discovered on 3 Dec 2005 at 2:03:21 PST.
"Bird Watching - The Beast of the Enchanted Lands, Part I"


Second Edition
This book is the story of the author's fateful encounter with the Great White Hummingbird.
Welcome, reader, to another exciting chapter in my Bird Watching series.


Many of you have asked me, "Artemisio III, what caused you to take up bird watching?"


Well, in this special edition, Ill tell you how it all began.
Many years ago, when I was a wee lad, I would traipse around the countryside, exploring all the great mysteries of the world.


I was so overjoyed at all the interesting things I found, I never really paid attention to where I was going.
My life drastically changed when I ran afoul of what would later become my arch-nemesis.


As I collected posies to give to dear Mum, I saw an odd sight floating above a patch of flowers.


Curious, I stepped forward to investigate.
There before me was a hummingbird. But reader, make no mistake, it was no ordinary hummingbird.


No, this hummingbird would send shivers down your spine. Hovering before me was one of the deadliest creatures known to Norrath - The Great White Hummingbird.
Now, I know you're saying, "But Artemisio III, isn't the Great White Hummingbird just a myth?" and I say to you, reader, "Listen to the stories, for they are true!"


A simple sighting of such a magnificent beast would not have normally been enough to change my life were it not for what happened next.
Hearing my approach with its supersonic powers of hearing, the Great White slowly looked up at me. I'll never forget the look in its eyes as it spotted me! It was like looking into pools of darkness, and from its eyes it oozed an ichor of filth that penetrated deep into your soul.
As the Great White smelled my fear, it began to laugh in that low, mocking cackle all of the stories claim it possesses.


It began to rise over the flower patch, knowing that I had nowhere to run.


This is when my life began to flash before me.
The Great White began to hover around in a pattern that began to lull my senses. As I watched it, I was hypnotized by its beauty, all but forgetting the mortal peril I was in. That's when it opened its gaping maw, showing me its jagged teeth. The Great White was about to go for the kill. As I turned to run, I tripped over a rock, knocking myself to the ground. That was when I knew it was all over.
But you see, that was what saved me! The special helmet my mother always made me wear fell off my head as I tripped.

It flew straight into the sky, and as it plummeted to the ground, it fell right on top of the Great White Hummingbird.


Underneath my helmet was trapped all 2 inches of seething evil! Fortunately, I had my wits about me, and I left the helmet where it was.
I ran home to tell my Mum of the events, but she was more concerned about what happened to my helmet.


Instead of making up some story about giving it to a nomad in exchange for some magical beans, I chose to tell her the truth, no matter how much it frightened her.


This is only the beginning, however. In the next volume, I shall detail how someone unleashed the Great White back into the world, and how I began my search to save Norrath from utter destruction.
Books
Bird Watching - The Beast of the Enchanted Lands, Part I
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 1 Nov 2005 at 20:45:51 PST.
"Bird Watching - The Beast of the Enchanted Lands, Part I"


Second Edition
This book is the story of the author's fateful encounter with the Great White Hummingbird.
Welcome, reader, to another exciting chapter in my Bird Watching series.


Many of you have asked me, "Artemisio III, what caused you to take up bird watching?"


Well, in this special edition, Ill tell you how it all began.
Many years ago, when I was a wee lad, I would traipse around the countryside, exploring all the great mysteries of the world.


I was so overjoyed at all the interesting things I found, I never really paid attention to where I was going.
My life drastically changed when I ran afoul of what would later become my arch-nemesis.


As I collected posies to give to dear Mum, I saw an odd sight floating above a patch of flowers.


Curious, I stepped forward to investigate.
There before me was a hummingbird. But reader, make no mistake, it was no ordinary hummingbird.


No, this hummingbird would send shivers down your spine. Hovering before me was one of the deadliest creatures known to Norrath - The Great White Hummingbird.
Now, I know you're saying, "But Artemisio III, isn't the Great White Hummingbird just a myth?" and I say to you, reader, "Listen to the stories, for they are true!"


A simple sighting of such a magnificent beast would not have normally been enough to change my life were it not for what happened next.
Hearing my approach with its supersonic powers of hearing, the Great White slowly looked up at me. I'll never forget the look in its eyes as it spotted me! It was like looking into pools of darkness, and from its eyes it oozed an ichor of filth that penetrated deep into your soul.
As the Great White smelled my fear, it began to laugh in that low, mocking cackle all of the stories claim it possesses.


It began to rise over the flower patch, knowing that I had nowhere to run.


This is when my life began to flash before me.
The Great White began to hover around in a pattern that began to lull my senses. As I watched it, I was hypnotized by its beauty, all but forgetting the mortal peril I was in. That's when it opened its gaping maw, showing me its jagged teeth. The Great White was about to go for the kill. As I turned to run, I tripped over a rock, knocking myself to the ground. That was when I knew it was all over.
But you see, that was what saved me! The special helmet my mother always made me wear fell off my head as I tripped.

It flew straight into the sky, and as it plummeted to the ground, it fell right on top of the Great White Hummingbird.


Underneath my helmet was trapped all 2 inches of seething evil! Fortunately, I had my wits about me, and I left the helmet where it was.
I ran home to tell my Mum of the events, but she was more concerned about what happened to my helmet.


Instead of making up some story about giving it to a nomad in exchange for some magical beans, I chose to tell her the truth, no matter how much it frightened her.


This is only the beginning, however. In the next volume, I shall detail how someone unleashed the Great White back into the world, and how I began my search to save Norrath from utter destruction.
Books
Bird Watching - The Beast of the Enchanted Lands, Part II
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 20 Oct 2005 at 4:46:29 PDT.
"Bird Watching - The Beast of the Enchanted Lands, Part II"


Second Edition
This book is a guide to bird watching in the Enchanted Lands and the great danger that flies across the land.
Welcome, reader, to the exciting conclusion of the story I began in Part I of the Beast of the Enchanted Lands.


As you may remember, I told you the harrowing tale of my first encounter with the Great White Hummingbird.


The following tale covers how I risked my life to track down that evil fiend and stop it from wreaking destruction upon innocent travelers.
Ever since that day I narrowly escaped death at the maw of the Great White Hummingbird, the memory of that encounter haunted my sleep for years.


The reader will be surprised to learn that I began bird watching not for the sheer pleasure of it, but rather to follow the old adage -- know your enemy.
When my dearest Father found my special helmet in the hands of a wandering nomad, I knew that the Great White had been unleashed upon the land again. I vowed that I would find it and put an end to its existence once and for all. You can read all about my various adventures in my other books, which I know you are sure to buy.
For many years I studied my elusive prey. And elusive it was! No one claimed to know anything about it, and after much questioning I came to the conclusion that Great White Hummingbird had frightened everyone into silence. My clue to its whereabouts came from the ramblings of a drunken dwarf. He would be the one to give a name to my archenemy - Zibbly Blip.
Now that I knew the True Name of my enemy, I sought out the greatest mages of the land.


In time, I found him hiding down by the docks in Freeport. Through much coercing in the way of platinum coins, he used the True Name to reveal where I would find my prey -- The Enchanted Lands.
I set sail at once for these so-called Enchanted Lands, intent on engaging in mortal combat with the foul beast.


Captain Grok'Zar, a burly man that looked a little bit like an orc, had assured me that I would arrive safely upon the shores in no time at all.


Were it not for the sneaky attack by pirates in the middle of the night, I surely would have made it there safe and sound.
Having been blindfolded by pirates and tossed overboard, I would have thought my journey at an end.


I managed to secure a piece of flotsam to hang onto, and over the course of several months, I managed to collect enough to build a small raft.


Food and water were no problem, for the sea is swimming with fish and filled with, well, water (a bit on the salty side, yes, but beggars can't be choosers).
I am not sure how much time passed, for when adrift on the ocean, there are other things to concern oneself with.


After several weeks, for instance, I started seeing the most beautiful birds you could possibly imagine flying past the sun.


The amount that I saw could fill whole volumes, but I am here to tell of the Great White Hummingbird. Fear not, reader, for in the end I finally found the lands I sought.
When I arrived on shore, it took a few moments for my sealegs to become accustomed to solid land. No sooner than I adjusted, I spied my prey floating right in front of me. In the time since I had last seen the Great White Hummingbird, it had learned the magical arts of illusion. For you see, rather than appear as the threatening monster it truthfully was, it had taken the form of a smiling, waving halfling.
Not falling for its insidious tricks, I grabbed my harpoon I fashioned from the barnacles floating under my raft and I launched it through the air with all my might. Rest assured, gentle reader, it hit its mark square in the chest. Falling to the ground, it did not have time to cast its spell to turn back into its true hummingbird form. I buried the false halfling that day, saying a small prayer for a fallen enemy, and wound up doing my part to save Norrath from the horrid predations of the Great White Hummingbird.
Books
Bird Watching - The Beast of the Enchanted Lands, Part II
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [35] Bird Watching - The Beast of the Enchanted Lands, Part II (Tome).

Components
Bird Watching - The Beast of the Enchanted Lands, Part II - Page 5 (shinies in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part II - Page 6 (shinies or looted in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part II - Page 8 (plundered from a nightstand at -5, 3, -625 in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part II - Page 10 (shinies or looted in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part II - Page 11 (plundered from a rubbish pile at 98, 30, -868 in Enchanted Lands)
Bird Watching - The Beast of the Enchanted Lands, Part II - Page 12 (looted in Enchanted Lands)

Discovered on 31 Oct 2005 at 22:40:24 PST.
"Bird Watching - The Beast of the Enchanted Lands, Part II"


Second Edition
This book is a guide to bird watching in the Enchanted Lands and the great danger that flies across the land.
Welcome, reader, to the exciting conclusion of the story I began in Part I of the Beast of the Enchanted Lands.


As you may remember, I told you the harrowing tale of my first encounter with the Great White Hummingbird.


The following tale covers how I risked my life to track down that evil fiend and stop it from wreaking destruction upon innocent travelers.
Ever since that day I narrowly escaped death at the maw of the Great White Hummingbird, the memory of that encounter haunted my sleep for years.


The reader will be surprised to learn that I began bird watching not for the sheer pleasure of it, but rather to follow the old adage -- know your enemy.
When my dearest Father found my special helmet in the hands of a wandering nomad, I knew that the Great White had been unleashed upon the land again. I vowed that I would find it and put an end to its existence once and for all. You can read all about my various adventures in my other books, which I know you are sure to buy.
For many years I studied my elusive prey. And elusive it was! No one claimed to know anything about it, and after much questioning I came to the conclusion that Great White Hummingbird had frightened everyone into silence. My clue to its whereabouts came from the ramblings of a drunken dwarf. He would be the one to give a name to my archenemy - Zibbly Blip.
Now that I knew the True Name of my enemy, I sought out the greatest mages of the land.


In time, I found him hiding down by the docks in Freeport. Through much coercing in the way of platinum coins, he used the True Name to reveal where I would find my prey -- The Enchanted Lands.
I set sail at once for these so-called Enchanted Lands, intent on engaging in mortal combat with the foul beast.


Captain Grok'Zar, a burly man that looked a little bit like an orc, had assured me that I would arrive safely upon the shores in no time at all.


Were it not for the sneaky attack by pirates in the middle of the night, I surely would have made it there safe and sound.
Having been blindfolded by pirates and tossed overboard, I would have thought my journey at an end.


I managed to secure a piece of flotsam to hang onto, and over the course of several months, I managed to collect enough to build a small raft.


Food and water were no problem, for the sea is swimming with fish and filled with, well, water (a bit on the salty side, yes, but beggars can't be choosers).
I am not sure how much time passed, for when adrift on the ocean, there are other things to concern oneself with.


After several weeks, for instance, I started seeing the most beautiful birds you could possibly imagine flying past the sun.


The amount that I saw could fill whole volumes, but I am here to tell of the Great White Hummingbird. Fear not, reader, for in the end I finally found the lands I sought.
When I arrived on shore, it took a few moments for my sealegs to become accustomed to solid land. No sooner than I adjusted, I spied my prey floating right in front of me. In the time since I had last seen the Great White Hummingbird, it had learned the magical arts of illusion. For you see, rather than appear as the threatening monster it truthfully was, it had taken the form of a smiling, waving halfling.
Not falling for its insidious tricks, I grabbed my harpoon I fashioned from the barnacles floating under my raft and I launched it through the air with all my might. Rest assured, gentle reader, it hit its mark square in the chest. Falling to the ground, it did not have time to cast its spell to turn back into its true hummingbird form. I buried the false halfling that day, saying a small prayer for a fallen enemy, and wound up doing my part to save Norrath from the horrid predations of the Great White Hummingbird.
Books
Boiled Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Boiled Leather Notebook
Working with raw materials to scribe a boiled leather notebook.
Level
29
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:10:45 PDT.
Books
Book Dominos
This item can be placed on the floor in any house type.

Someone spent a lot of time lining up these books, and now you're going to watch them topple, aren't you?

TREASURED
NO-VALUE

Purchased from Noble Taig Rhul in Qeynos Province District (900, -25, 54) or The City of Freeport (-225, -56, 89) for 25 Loyalty Point Tokens.

Discovered on 10 Aug 2021 at 10:24:49 PDT.
Books
Book of Frostfell Carols
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE  NO-VALUE

Quest reward from [200] Saving Frostfell (World Event) (Repeatable), started by Queen Bunny in Frostfell Wonderland Village.

Furniture version of:
Book of Frostfell Carols
TREASURED
LORE  NO-TRADE  NO-VALUE
Magic Affinity
Slot
Secondary
Level
1


Discovered on 7 Dec 2011 at 10:47:56 PST.
Books
Book of Hate
This item can be placed on the floor in any house type.

Xilania Nevagon, the Seraph of Hate, rewarded your effort in the Battle of Cauldron Hollow with this book. It is held firmly closed by a strong magical power. You should inspect it further when it is placed in your house.

NO-TRADE  NO-VALUE


Discovered on 1 Nov 2006 at 10:14:04 PST.
Books
Book of Hate
This item can be placed on the floor in any house type.

Xilania Nevagon, the Seraph of Hate, rewarded your effort in the Battle of Cauldron Hollow with this book. It is held firmly closed by a strong magical power. You should inspect it further when it is placed in your house.

NO-TRADE  NO-VALUE

Purchased from Noble Taig Rhul (900, -25, 54)
You must be a Member to purchase this item
or Noble Tark Validus in Qeynos Province District (901, -25, 55)
You must be a Member to purchase this item
or Noble Taig Rhul (-225, -56, 89)
You must be a Member to purchase this item
or Noble Tark Validus in The City of Freeport (-224, -56, 88)
You must be a Member to purchase this item
for 10 Loyalty Point Tokens.

Discovered on 9 Jan 2014 at 7:26:30 PST.
Books
Book of Power
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [70] The Book of Power (Miscellaneous), started by examining The Book of Power in Palace of the Awakened (-43, 57, 7).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Book of Power"
for 1g 20s.

Discovered on 23 Jul 2013 at 10:02:52 PDT.


















A small inscription written in the common tongue reads, "May he who wishes to know of the immense power of the Awakened seek out the mystical key to the tome and return only whence he has found it."
The Book of Power: Awakened Blood
Each of the three pillars of the Awakened bring their own unique power to the table. Should the dragons wish to pass on their power to a younger age, each shall have much to teach.
Without power, the Awakened would not have had the power to claim Sky as their realm. Only the truly mighty could lay claim to Veeshan's realm in such a fashion, or . I am led to believe.
Lord Vyemm is the perfect specimen of physical prowess. In the brood war against the giantkin of Kael Draldwl, what little documentation exists suggests that only the mightiest warriors the giants could put forth finally wounded him.

Though he was injured in the battle, Vyemm returned to full health not long after the fighting ceased. All totaled, Vyemm's damage to the giant city would not be repaired for many a cold year to follow.
Harla Dar's nobility has shown her true power to be in that of the art of persuasion. Tis said that political society exists for the sake of noble actions, and not of mere companionship, and nothing could be more true of dragons.

For when one has eternity, as dragons have, the one true power not everyone can possess is nobility. The ability to convince others of a cause and promote strength of spirit from within is Harla Dar's proficiency.
Long before his terrible fate fell upon him, the Mysterious One's power with the magic of Norrath was unparalleled. Through a strong connection with the bond which connects Norrath to the realm of Druzzil and Ayonae, he was able to tap into powers well beyond those accessed by other of his kin.
Only a true master of his craft could have accomplished the feat he did - escape the world upon his own death. Tomes I have found indicate that it was only through the power of a mysterious race of void-travelers that he was captured. Perhaps I will find more as I continue my research.
I once again humbly seek forgiveness, for my own penning of each of these tales is limited by my mortal talents, which is to say, I am but an insignificant speck to the power which the Awakened have displayed to me.

- Vinc, the Enlightened
Books
Book of Sacrifice
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [70] The Book of Sacrifice (Miscellaneous), started by examining The Book of Sacrifice in Sanctum of the Scaleborn (-101, 66, -34).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Book of Sacrifice"
for 1g 20s.

Discovered on 23 Jul 2013 at 10:02:56 PDT.


















A small inscription written in the common tongue reads, "May he who wishes to learn of the sacrifices made by the Awakened place the scale of an unhatched dragon onto the tome."
The Awakened Truths
The children of the sky are not chosen for their power alone. Each of the Awakened must have dealt with great sacrifice during their time below on the world of Norrath.

Though the deeds of many younger members are, of course, grand, the true sacrifices have been made by those who have gone before; the true pillars of the Awakened: Lord Vyemm, Harla Dar, The Mysterious One.
Lord Vyemm shall be known as the first of the great ones. Though it may be said that temper gets one into trouble, but pride keeps one there, the truth lies a bit further down the path for dragons.
Vyemm's pride has brought him strength, a power to do that which others of his kind have not. In the end, he was betrayed by fearful dragons, those who knew not what they could accomplish. His great pride was shattered by blows both physical and spiritual in the great battle.
Harla Dar shall forever be known for the passionate love she held for her brood. Her mate left his position among the ranks of the Claws of Veeshan, abandoning her to the cold wastelands of Velious. Though she watched with pride as her first child, Phara, led the new and upstart faction of dragons, she continued to care for her newest hatchling, Fraka.
For her undying loyalty, Harla was rewarded only with betrayal at the hands of Zlandicar. He stole and devoured Harla's child in a fit of gluttony. Her great heart slowed and she slumbered until He came calling, for her sacrifice was almost too great for the matron to bear.
The Mysterious One. An interesting subject, to be sure. He is not known to the rest of the Awakened, this is certain. I have done much research into the matter. Information on him has been scarce at best.

What few scraps of information I have recovered on him indicates that his sacrifice was greater than all the others. Both his body and mind were shattered by some catastrophic occurrence, and he was returned only through the grace of His power.
I humbly report all these findings as a faithful student of history. I shall continue to chronicle the deeds of these three great pillars of the Awakened.

-Vinc, the Enlightened
Books
Book of the Dead
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE  NO-VALUE


Discovered on 2 Feb 2006 at 14:19:46 PST.
Aaabsa
Aaabza
Aaacaa
Aaacba
Aaaccz
Aaacda
Aaacde
Aabaa
Aabde
Aabea
Aabeaz
Aabeea
Aabeeal
Aabeeana
Aabeed
Aabeega
Aabeegea
Aabeejal
Aabeeji
Aabeeka
Aabfa
Aabga
Aabga
Aabhla
Aablan
Aacaga
Aacakj
Aacea
Aaceka
Aacekeal
Aachal
Aachala
Aachamar
Aacar
Aacaalar
Aacabar
Aafba'ta
Aafcal
Aafcear
Aafdaa
Aagal
Aagama
Aagba
Aageal
Aagebeal
Aaggek
Aagiar
Aagiur
Aagiia
Aaglaa
Aaglaa
Aaglbar
Aaglbca
Aaglbeaz
Aaglceer
Aagldarz
Aagldeak
Aagldeew
Aagmaar
Aagmabua
Aagmano
Aagnaajo
Aagnca
Aagneto
Aagodre
Aagofol
Aagoga
Aagogar
Aagoh
Aajaa
Aajabi
Aajabij
Aajba
Aajbatu
Abar
Abbuta
Abcuor
Abeala
Abeuto
Abfala
Abiarz
Abjela
Abjemar
Abjemaros
Abjemasel
Abjenius
Abija
Abjicla
Abjicmur
Abjicoo
Abjoba
Abjobar
Abjocio
Abjockl
Abjoda
Abjodaj
Abjod'al
Abjoea
Abjofo
Abjol
Abjola
Abjorab
Abjorac
Abjorez
Abjosa
Abjosor
Abjosose
Abjov
Abjova
Abkaar
Abkaba
Abkacla
Abkabara
Ablanad
Ablapale
Ablapea
Abmarta
Abmazla
Abntusa
Abnuaoovaroo
Abozarxa
Badara
Badarii
Badau
Badav
Badba
Badbara
Badbeth
Badbhaj
Badbia
Badbj
Badca
Badcea
Badcear
Badcia
Badciea
Baddar
Baddaz
Baddba
Baddbaz
Baddeap
Baddka
Bade
Badear
Badeaz
Badee
Badfa
Badfil
Badfla
Badgalaz
Baeaa
Baeb
Baebp
Bafal
Bafape
Baji
Bajlo
Bakio
Bakjla
Balola
Bakfi
Beara
Bearea
Beasez
Beaua
Beauez
Beecz
Beeda
Beedba
Beedbz
Beeg
Beegar
Beegea
Beegeza
Beegglo
Beegha
Beeghca
Behora
Behoral
Behqar
Bela
Belaa
Belaaz
Belali
Belea
Beleli
Belia
Belilr
Belimla
Belimm
Belklo
Belkma
Bellaj
Bellea
Bellet
Bellezara
Bellfa
Bellio
Bellipa
Bellipp
Belma
Belmar
Belmarjo
Dabur
Dabxxa
Dacal
Dacalar
Dacalaro
Dacalaza
Dacalea
Dacaleal
Dacaleea
Dacaleg
Dacalega
Dacalegara
Dacalegas
Dacalegasa
Dacalegau
Dacaleja
Dacalejab
Dacalejac
Dacalejae
Dacaleje
Dacam
Dacama
Dacamaa
Dacamae
Dacamga
Dacamgc
Dacamah
Dacamal
Dacame
Dacamea
Dada
Dadaf
Dadca
Dadea
Dadeat
Dadeb
Daded
Daeal
Daear
Dafa
Edea
Edeaa
Edeb
Edeba
Edebac
Edebb
Edebd
Edeea
Edeec
Edeecaa
Edeecaba
Edeecabc
Edeecac
Edeecad
Edeecadara
Edeecaf
Edeecaful
Edeecaga
Edeecagaz
Edeecaj
Edeecar
Edeecara
Edeecaza
Edeecda
Edeece
Edeecef
Edeecefal
Edeecegur
Edeeefa
Edeefan
Edeeeg
Edeegas
Edeegata
Edeejea
Edeejfa
Edeekauja
Edeekaja
Edeekei
Edeel'aa
Edeelaz
Gaarz
Gaasa
Gaasaan
Gaasaapa
Gaasaapal
Gaasaa'qa
Gaasaaqeal
Gaasaaqeet
Gaascar
Gaascular
Gabala
Gabazo
Gabba
Gacaf
Gaceak
Gaccio
Gadau
Gadaza
Gadda
Gadefala
The list of names in this book appear to go on infinitely...
Books
Book of Trials
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [70] The Book of Trials (Miscellaneous), started by examining The Book of Trials in The Halls of Fate (-20, 2, -97).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Book of Trials"
for 1g 20s.

Discovered on 23 Jul 2013 at 10:02:54 PDT.


















A small inscription written in the common tongue reads, "Only he who delivers the blood of a true hero to the indention in the cover of this book may learn the secrets written within."
Trials of the Awakened: The True Potential Revealed
It is said that the Awakened are blessed with unnatural power, grace and potential. Perhaps that is why a series of trials are have been set up to weed out the weak and unwilling.

Four trials are set down by the Keeper in the Halls of Fate. Those who are ready to attempt the trials will be sought out by the Keeper on the Rim of Eternity. I have thus far been able to attempt only the least of the trials successfully. I wish I had more to report than what I have.
The Keeper is a ghostly apparition which has been placed by Him in order to guide those who would seek to try their will and fortitude against those trials set down. He will guide those who are willing to their fate as heroes or their doom as the dead.
The First Trial is that of Alacrity. It seems to test your speed in traversing an area filled with guardians. I was able to pass with only the barest of margins.

The Second Trial is that of Endurance. Many waves of guardians must be defeated before the true guardian will show itself. Sadly I lost two members of my party in the process.
I will not divulge much about the Third Trial. Suffice it to say, it was an out-of-body experience for me, and one which I almost long to return to...

I have no information about the fourth trial, the Trial of Leadership. I have yet to attempt the feat. It seems that I will need to hire many mercenaries for this task.
I regret that I do not have more information to part with at this time. I can only hope that I will be found worthy after completing the Trial of Leadership. I will see you on the other side. May you hold yourself high, and do well in these trials.

- Vinc, the Enlightened
Books
Books of Ancient Lore
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
175

Purchased from Beck Quantem in Great Divide (1193, -533, 464) for 2g 18s 70c.
requires Lore and Legend server

Collection reward from [92] Ancient's Legacy (Destiny of Velious).


Components
Claws of the Brood (collection reward from Stones of the Ancients)
Fangs of the Brood (collection reward from Preserves of the Ancients)
Essence of the Brood (collection reward from Spells of the Ancients)
Hearts of the Brood (collection reward from Talismans of the Ancients)
Scales of the Brood (collection reward from Hoard of the Ancients)

or from [92] Awakened's Tomb Legacy (Destiny of Velious).

Components
Primal Black Dragon Amulet (collection reward from Awakened's Tomb Weapons)
Primal Gold Dragon Amulet (collection reward from Awakened's Tomb Trinkets)
Primal Silver Dragon Amulet (collection reward from Awakened's Tomb Hoard)
Primal Storm Dragon Amulet (collection reward from Awakened's Tomb Shards)

or from [92] Talismans of the Ancients (Destiny of Velious).

Components
Klandicar's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Lendiniara's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Hsagra's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Sontalak's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Yelinak's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Zlandicar's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])

Discovered on 23 Nov 2012 at 12:31:22 PST.
Books
Books of Ancient Myth
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
175

Purchased from Beck Quantem in Great Divide (1193, -533, 464) for 2g 18s 70c.
requires Lore and Legend server

Collection reward from [92] Ancient's Legacy (Destiny of Velious).


Components
Claws of the Brood (collection reward from Stones of the Ancients)
Fangs of the Brood (collection reward from Preserves of the Ancients)
Essence of the Brood (collection reward from Spells of the Ancients)
Hearts of the Brood (collection reward from Talismans of the Ancients)
Scales of the Brood (collection reward from Hoard of the Ancients)

or from [92] Awakened's Tomb Legacy (Destiny of Velious).

Components
Primal Black Dragon Amulet (collection reward from Awakened's Tomb Weapons)
Primal Gold Dragon Amulet (collection reward from Awakened's Tomb Trinkets)
Primal Silver Dragon Amulet (collection reward from Awakened's Tomb Hoard)
Primal Storm Dragon Amulet (collection reward from Awakened's Tomb Shards)

or from [92] Talismans of the Ancients (Destiny of Velious).

Components
Klandicar's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Lendiniara's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Hsagra's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Sontalak's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Yelinak's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Zlandicar's Talisman (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])

Discovered on 2 Dec 2012 at 0:36:14 PST.
Books
Books of Ancient Spells
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
175

Purchased from Beck Quantem in Great Divide (1193, -533, 464) for 2g 18s 70c.
requires Lore and Legend server

Collection reward from [92] Spells of the Ancients (Destiny of Velious).


Components
Spell: Primal Avatar (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Spell: Drakeen Vortex (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Spell: Screeching Ricochet (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Spell: Devastating Frills (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Spell: Freezing Breath (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Spell: Stream of Acid (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])
Spell: Mezmerizing Breath (shinies in Sleeper's Tomb: The Forgotten Catacombs [Heroic])

Discovered on 22 Dec 2012 at 14:43:53 PST.
Books
Bootstrutter's Field Guide to the Misty Thicket
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [35] Mapping the Vale (Rivervale), started by Professor Dandle Farfeather in Rivervale.

Discovered on 7 Feb 2005 at 19:12:42 PST.
The Misty Thicket: Many refer to this land as the Enchanted Lands, but I prefer the name of old, The Misty Thicket. The land here has changed drastically, what once was a fertile land surrounded by steep cliffs and a lake to nowhere is now an island of just a portion of its former majesty. The isolated haven once provided safety to the halflings, but since the Rendering this land has no natural defenses and it has begun to be tormented by fiends the likes of which Norrath has never seen.
Bobick: This quiet seaside dockyard was built where the Great Stream used to caress the banks of the Misty Thicket. In Old Antonica Bobick was a flourishing fishing village. In this age the halflings have erected a dockyard to fish from the Seamist Coast as well as provide mooring for ships that rarely arrive. Bobick was named after the legendary shipwright and adventurer Fiddy Bobick. A descendant of his still operates the dockyard in a hostile land.
The Wreck of The Guppy: The Guppy was once the stout sturdy sailing vessel ever engineered by the legendary Fiddy Bobick. The Guppy was built to sail the far seas and carry Fiddy and his adventuring friends to wondrous lands. Eventually Fiddy deconstructed and rebuilt The Guppy inside of Rivervale to use it as his dwelling. Ages past and after the cataclysms the halflings attempted to reconstruct the boat to cross the Sea of Mist. Unfortunately they were not shipwrights. Many halflings drowned as The Guppy sank barely a stones throw from the dock.
Bumble Thorn Flower Patch: The flowers that bloom within this patch are said to be of magical properties. This must surely be so as legend uncovered have placed the elusive halfling draconic sage called the Drafling as the sower of these seeds. Further evidence of his magic exists in the form of a sentient scarecrow that believes he his the defender of this tiny blooming village.
The Goblin Ward: This is a massive wooden totem built by the Runnyeye Goblins. Apparently the goblins empowered the great totem with some of their greatest powers in hopes that it could ward away the evil spirits that they believed were going to arrive in their territory. Whether this ward performed its function is unknown without at first knowing which spirits the goblins foresaw. What is known is that this is a comfortable place for grogged down halflings to nap.
The Gullet: This tunnel was carved into the steep ridge of the vale foothills of Kithicor by halfling engineers. It was a great feat that no doubt employed the direction of a dwarven miner's guild. The Gullet was one of two great tunnels leading into the halfling city Rivervale. The natural defense of the steep hills kept the isolated vale safe from the dangerous wilds beyond.
Rivergate Cascade: This is a grand waterfall that falls from an outlet high in the steep foothills of Rivervale. The water trickles out from an outlet that links to the mysterious grotto workshop of the legendary Fiddy Bobick. A river within Rivervale runs into Rivergate to power the machines of the great shipwright. The water then runs from the outlet to create this wondrous cascade.
Fay Isle: This little bit of land is plopped out along the southeast coast of the Misty Thicket. When I first arrived at this spot it was filled with a flurry of light, dazzling to the eye and hypnotic to the senses. As I drew closer I found the isle filled with golden fairies of good nature.
Chomper's Pond: This tranquil looking fishing hole seems like a wonderful place for a dip, but beware the ferocious Chomper lurks here! The great fish is said to have lived within the pond of Rivervale more than two ages ago! Since then Chomper has somehow found his way out into this pond. The halflings should be thankful for the voracious fish has grown considerably since the Age of Turmoil and is more than one man can handle in a fight for his life.
Shortwine Burrow: The hills and dales beyond the great timber guard of the Misty Thicket are dotted with halfling burrows, but none so sweet and intoxicating to the senses as Shortwine Burrows. This plot of land was owned by the Shortwine family and was once home to the rumberry, a required ingredient in the families award winning libations.
Berrybrook Field: Nestled between the shores of the coast and the banks of the Lazy Drain is Berrybrook Field, a small halfling shire. These halflings spent most of their days hunting and foraging for goods that would be traded amongst the stout folk, but being so close to the valuable resources also brought them close the foul stench of the goblins of Runnyeye.
Lookout Stump: Struck by lighting and with a fell of a tree this stump was the final stout oak to live. These trees of great girth provided the halflings with much of their building resources, but here the final one to fall was transformed into a deputy lookout post. As seasons past the lookout soon became a stage. For ages halflings have come here to proclaim intellectual thoughts and even shouts of goblin curses.
Seridd's Sanctum: Also known as Seridd's Pond this watering hole was once the retreat of a powerful halfling druid named Seridd Barkfoot. Seridd would come here to reflect upon his many adventurers of his youth. Recently reports have surfaced that tell of the water coming to life. Some say portions of the pond have evolved into water elementals. Some say that Seridd actually made the pond using water elementals to fill the basin. With the absence of Seridd the elementals have no one controlling them. Tall tales?
The Misty Mine: Within the wall of a cliff can be found the entrance to Misty Mine. This mining complex is filled with dangerous twists in turns all created by the Stonebrook family. They became obsessed with the minerals of Norrath and records tell of them spending days on end hacking away inside that mine, in a crazed frenzy that became larger everyday. It was as if they were engulfed by the spirit of some berserker dwarven miner, but this is far from Kaladim.
Honeybugger Burrow: Honeyjum was known in ages past as a valuable elixir created through manipulation of jum jum, a bixie building material. The secret of honeyjum was kept by the Honeyjum family of the Misty Thicket. Their burrow still sits in the far shire, abandoned and waiting for the return of the vale folk.
The Goblin Pass: This is a wide pass ascending into the North Hills. Here a massive battle took place between a single powerful Halfling druid and a small army of goblins. Bones, armor and weapons have once been embedded deep into the ground and have since been covered with silt and overgrowth. Two Goblin towers have been erected on either side of the pass atop hills. Avoid this pass at all costs.
Bog Mountain: Bog Mountain is a tall rocky spire, second in height only to the great mountain that holds the village of Rivervale. This is actually a large rock formation not a true mountain. It is somewhat steep, but can be scaled. The ground is somewhat damp and mucky. Small depressions gather stagnant water and form mucky mini bog ponds of only ankle depth at most. Within the slippery mountainside rests the goblin fortress Runnyeye Citadel, its presence is hinted at by goblin smokestacks that once pumped black smoke into the sky as below was forged the weapons of war. The black skies have stopped, but the goblin presence has not. Beware Bog Mountain.
Fellowship Tree: When I first encountered this plot of land I was stumped. There around a single rare cherrychum tree were a few gravesites. What is odd about this is not the rare cherrychum tree, but the graves. These graves were more akin to humans than stouts. I finally discovered that this is the resting place of a noble few allies of Rivervale's past. Their last wish was to be buried upon the enchanted lands of the Misty Thicket.
The Foul Stench: Like the belch of bog giant or the flatulence of the ravenous god Grum, this body of stagnant water taints an otherwise enchanted land. The conventional and arcane forging going on within Bog Mountain has seeped into this large pond and has left it viscous, pungent and toxic. The Foul Stench is no place for anyone other than a goblin to dip into.
Bogbottom Mill: The Bogbottom family built this great mill during the end days of the Age of Turmoil. Their love of revelry and song brought them to river's edge to erect this mill. Here they would spend day and night producing some of the finest lutes and flutes the world has ever seen. Unfortunately the Bogbottom's vanished while researching the legendary bard Kelkarn. Their absence has given the goblins a new outpost within the Misty Thicket.
The Gates of Runnyeye: If one is so brave or foolish to delve along Bog Mountain they may just happen upon a dark tunnel. This tunnel is the pathway to a mighty door leading into the goblin fortress Runnyeye Citadel. The door is one of great beauty and of mysterious design. The designs are so alluring that they seem out of place amongst the crude makeshift world of the goblins.
The Glittering Mine: Far along the northern coast of the Misty Thicket can be found these mines. For many ages these mines were the nesting ground for the glittering mushrooms, magical mushrooms found nowhere else on Norrath. In the darkness of the tunnels the magical mushrooms grew and were foraged by the halflings. Unfortunately the mushrooms stopped growing and after the final one was picked the tunnels were mined for more conventional resources such as ore.
Camp Ghobber: Named after a great halfling marshal, this defiant halfling fort was placed in the wilds of the Misty Thicket. Here the deputies would stand guard and watch over the activities of the goblins and offer protection and safe haven to those vale folk caught behind the great guard of the Misty Thicket. The fort was abandoned when I arrived, but still stands as a place of safe haven for travelers that don't mind the lack of amenities such as comfy beds and locked doors.
Winter's Deep Pier: This pier is a monument to Old Antonica. It once acted as a dock to small fishing boats of the Vale folk. This shoreline caressed the mysterious body of water called Winter's Deep. The center of this lake was veiled in an icy mist. What lies beyond was the inhospitable land called the Frigid Plains. Only the magical blessings from the powers that be kept the Misty Thicket from being overtaken by the deathly chill of the north.
Tagglefoot Farms: This was the humble abode of the halfling naturalist family of farmers and druids, the Tagglefoots. They were also members of the druidic guild called the Stormreapers, worshipers of Karana. They once existed inside the safety of Rivervale, but decided to migrate to the banks of the Trickledown to provide protection for the Three Pines, sentient trees that have existed since the dawn of the vale.
The Heart of the Forest: This is a spot in the forest where a giant depression formed in the Age of Turmoil. From that depression rose a gift from Tunare, an Elddar tree, one of the few left on this world. It is rumored that all forests have the power to sprout an Elddar sapling, but few are capable in these ages of turbulent powers. What gave birth to this Elddar sapling is unknown, but there are forces on Norrath that would pay highly to obtain or control the sapling.
The Isle of the Three Pines: This is a small island just off the east coastline near Tagglefoot Farms. On this island sit three towering pines, sentient the druids say. The massive trees are known as the The Three Pines to the Halflings. They say that they can also attack using great magic and large roots that rise from the ground. The roots once formed a bridge to the mainland, but all those magical powers have been subdued by some other force of nature or unnature.
Books
Bootstrutter's Trail Guide to the Desert of Ro
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 20 Sep 2005 at 11:12:31 PDT.
"Bootstrutter's Guide to the Desert of Ro," by Hasten Bootstrutter. Edited by Jergo Wheybringer. This book describes the changes to the old Desert of Ro to give travellers fair warning of what to expect in these hostile lands.
Next page.
Introduction: The Desert of Ro was previously mapped as three distinct sections: the Northern Desert of Ro, the Oasis of Marr and the Southern Desert of Ro. The impact of the Shattering and the Rending on these areas has rendered them virtually unrecognizable, though there are several key areas that remain. This trail guide addresses some of these areas, though your best travel guide is always common sense.
Previous page.
Next page.
Close the book.
Many consider deserts to be vast, empty wastelands of dust and sand. Taking a little extra time to be mindful of one's surroundings, one will begin to see the full range of color and beauty that only a desert can offer. The gentle coloration of the natural flora and fauna is soothing, with pale grey-green sages flowing into the soft golden sands. Bursts of color, such as the Oasis of Marr, can seem almost blinding after the simple desert palatte.
Previous page.
Next page.
Close the book.
The Oasis of Marr: Previously situated between the Northern and Southern Deserts of Ro, the Oasis is a burst of vibrant color now located near the docks at which the Guppy II made landfall. And though the Oasis is a respite from the heat of the desert, it is by no means a safe haven. The shifting lands have brought old dangers closer by removing the natural barrier of the desert sands.
Previous page.
Next page.
Close the book.
Orc Highway: Several portions of this major north-south route still exist. It remains a dangerous area for non-orcs to traverse and is best avoided by those travelling alone. Parts of the Highway lead between overhanging cliffs that are sure to provide cover and concealment to the orcs that still call this region home.
Previous page.
Next page.
Close the book.
The Brigand's Boneyard: The former Deserts of Ro are not empty. Aside from the various crocodiles, caimans and sand giants, there are also a variety of small camp sites. Some of these are occupied at all seasons, while others seem to be intended for travellers. One would be wise to refrain from assuming that an empty camp is an abandoned one. The presence of various camps can be beneficial, as some of their residents are traders, willing to exchange goods for coin.
Previous page.
Next page.
Close the book.
Sunken Spire: Though desert winds can reshape the lands with impressive speed, not all traces of ancient times are easily destroyed. After a particularly heavy windstorm, several spires appeared at various locations throughout the Desert of Ro. As soon as they became visible, however, a second storm quickly reburied many of them, though there are one or two that remained above the shifting sands and are still visible to this day.
Previous page.
Next page.
Close the book.
The Chimney: At a distance, one can only see the dunes of a desert, stretching forever toward the horizon. Close up, as we have learned, there are places of deadly beauty as well as relative calm. While admiring the vista is useful for identifying one's surroundings, one must also be wary of what may lie directly beneath one's feet. Insect life abounds in the arid climate, with many of the world's deadliest spiders and scorpions found only in the Desert of Ro.
Previous page.
Next page.
Close the book.
The Eye of Anuk: The shifted lands have created underground caverns so deep that the light of day barely touches them. Within one of these deep caves, one will find a door to the past -- a past so dark that I cannot imagine what lies behind it. Something waits beyond in a palpably brooding silence.
Previous page.
Next page.
Close the book.
The Croc Caves: Several chimney spires in the sea attract one's attention with their distinctive columnar shapes. At the base of one set of spires, several crocodiles lay still in the water, their eyes following every movement. Several boulders near the entry appeared to be clawed and scratched, as though something large had moved them at some point while passing through. Could Lockjaw still be alive after all these years? While no direct evidence of his presence was seen, it is said that crocodiles are extremely long-lived.
Previous page.
Next page.
Close the book.
The Twin Tears: The Oasis of Marr is not the only source of fresh water in the Sinking Sands, as this area is now called. Two large pools separated by a ridge of sand are rings of greenery on the desert plateau. Avoid the dry bone skeletons which inhabit the area and climb this ridge. The views are marvelous, looking toward the surrounding sea and the Pillars of Flame. If you chance upon the carpet merchant before coming to this spot, you will find your purchase quite useful.
Previous page.
Next page.
Close the book.
Maj'Dul: The city is spectacular, rising high above the desert floor. There are various factions in the city that make it difficult to traverse with any safety. For my part, I have apparently offended the Court of Coin and needed to retreat to my ship. The Maj'Dulians are unyielding in their code of law, no matter how obscure such laws are to outsiders, or "barrashar," such as myself. Still, this is a beautiful place in its own way and I look forward to returning to the serpentine Port of Tears someday.
Previous page.
Close book.
Books
Bootstrutter's Trail Guide to the Desert of Ro
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 13 May 2008 at 9:46:14 PDT.
"Bootstrutter's Guide to the Desert of Ro," by Hasten Bootstrutter. Edited by Jergo Wheybringer. This book describes the changes to the old Desert of Ro to give travellers fair warning of what to expect in these hostile lands.
Introduction: The Desert of Ro was previously mapped as three distinct sections: the Northern Desert of Ro, the Oasis of Marr and the Southern Desert of Ro. The impact of the Shattering and the Rending on these areas has rendered them virtually unrecognizable, though there are several key areas that remain. This trail guide addresses some of these areas, though your best travel guide is always common sense.
Many consider deserts to be vast, empty wastelands of dust and sand. Taking a little extra time to be mindful of one's surroundings, one will begin to see the full range of color and beauty that only a desert can offer. The gentle coloration of the natural flora and fauna is soothing, with pale grey-green sages flowing into the soft golden sands. Bursts of color, such as the Oasis of Marr, can seem almost blinding after the simple desert palatte.
The Oasis of Marr: Previously situated between the Northern and Southern Deserts of Ro, the Oasis is a burst of vibrant color now located near the docks at which the Guppy II made landfall. And though the Oasis is a respite from the heat of the desert, it is by no means a safe haven. The shifting lands have brought old dangers closer by removing the natural barrier of the desert sands.
Orc Highway: Several portions of this major north-south route still exist. It remains a dangerous area for non-orcs to traverse and is best avoided by those travelling alone. Parts of the Highway lead between overhanging cliffs that are sure to provide cover and concealment to the orcs that still call this region home.
The Brigand's Boneyard: The former Deserts of Ro are not empty. Aside from the various crocodiles, caimans and sand giants, there are also a variety of small camp sites. Some of these are occupied at all seasons, while others seem to be intended for travellers. One would be wise to refrain from assuming that an empty camp is an abandoned one. The presence of various camps can be beneficial, as some of their residents are traders, willing to exchange goods for coin.
Sunken Spire: Though desert winds can reshape the lands with impressive speed, not all traces of ancient times are easily destroyed. After a particularly heavy windstorm, several spires appeared at various locations throughout the Desert of Ro. As soon as they became visible, however, a second storm quickly reburied many of them, though there are one or two that remained above the shifting sands and are still visible to this day.
The Chimney: At a distance, one can only see the dunes of a desert, stretching forever toward the horizon. Close up, as we have learned, there are places of deadly beauty as well as relative calm. While admiring the vista is useful for identifying one's surroundings, one must also be wary of what may lie directly beneath one's feet. Insect life abounds in the arid climate, with many of the world's deadliest spiders and scorpions found only in the Desert of Ro.
The Eye of Anuk: The shifted lands have created underground caverns so deep that the light of day barely touches them. Within one of these deep caves, one will find a door to the past -- a past so dark that I cannot imagine what lies behind it. Something waits beyond in a palpably brooding silence.
The Croc Caves: Several chimney spires in the sea attract one's attention with their distinctive columnar shapes. At the base of one set of spires, several crocodiles lay still in the water, their eyes following every movement. Several boulders near the entry appeared to be clawed and scratched, as though something large had moved them at some point while passing through. Could Lockjaw still be alive after all these years? While no direct evidence of his presence was seen, it is said that crocodiles are extremely long-lived.
The Twin Tears: The Oasis of Marr is not the only source of fresh water in the Sinking Sands, as this area is now called. Two large pools separated by a ridge of sand are rings of greenery on the desert plateau. Avoid the dry bone skeletons which inhabit the area and climb this ridge. The views are marvelous, looking toward the surrounding sea and the Pillars of Flame. If you chance upon the carpet merchant before coming to this spot, you will find your purchase quite useful.
Maj'Dul: The city is spectacular, rising high above the desert floor. There are various factions in the city that make it difficult to traverse with any safety. For my part, I have apparently offended the Court of Coin and needed to retreat to my ship. The Maj'Dulians are unyielding in their code of law, no matter how obscure such laws are to outsiders, or "barrashar," such as myself. Still, this is a beautiful place in its own way and I look forward to returning to the serpentine Port of Tears someday.
Books
Brien - Clan Icereaver
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [45] Brien - Clan Icereaver (Tome), started by examining book pages in Everfrost in Permafrost.

Discovered on 15 Nov 2005 at 1:36:11 PST.
Brien - Clan Icereaver


Second Edition
This is a journal kept by a wild barbarian of the northlands who was instrumental at taking back Halas. Unfortunately, it doesn't end on a pleasant note.
Excerpt: For fifteen years, I have been a babe. Today, on my Woading Day, I have been told why we struggle within the cold.


We once had a home, but it was taken from us. Our people come from the orc city of Halas. I am so filled with rage I am crying because there is nothing to kill in front of me. I vow upon my ancestor's spirits that I will not die until I see Halas as our home again.
Excerpt: My axe has been blessed with the blood of an orc chief today.


I want to keep his head as a reminder of my victory, but the elders know what is wise. I took his blood and washed my weapon with it. This was but one chief.


There are many more. And all of them will pay ten times over for what they have done to my people.
Excerpt: Our clan has become much larger, and this is good. If Halas is to be ours, we cannot keep the clans separated.


Though we have no chieftains, we all know our part and what we have to do. When we take Halas back from those murderous monsters, then the chieftains will be chosen.


I hope we choose strong leaders that will lead us to our former glory.
Excerpt: It has been twenty years since I vowed to take back Halas, and today my oath has been fulfilled. The orcs have been driven out of our home and scattered to the four corners of the wastelands. This is no time to rest, though. Halas is within hands of its true people. but the orcs still lurk out there in the shadows.
Excerpt: I have been chosen by my people to be one of the six chieftains.


This honor is only matched by the day I slaughtered my first orc chief. The people have chosen well, for we six chieftains will guide the True Men back to the life we once had.


And I vow that I will never see Halas destroyed again. Never.
Excerpt: My first act as chieftain was to declare the defenses of our city are to be rebuilt. The great crevice that opens the way to the frozen lands will be filled with oil.


Were the orcs to dare breach our defenses by rafting across the gully, they will be in store for a nasty treat. Those that manage to struggle past the fiery inferno will then have to survive the axes being lobbed at them from the two great towers.


Finally, they will face us. They should pray to the Tribunal they don't make it past the flames.
Excerpt: A gifted shaman came to the council and warned us of a terrible prophecy.


She claimed, "On the night of fire, Halas shall be consumed by earth. Blood shall flow like water, for death travels through the air." At that, she collapsed and died.


We have written her words, and we dread what the night of fire may signify. Whatever it means, I have doubled the defenses so that we are prepared.
Excerpt: My bones are weary, and my beard is as white as a bear's, but I am still young enough to stand up to a whippersnapper.


Kurg Dunnbrow has been exiled from Halas for daring to usurp the council. He can flee the prophecy all he likes. We are the True Men, not savage beasts like the orcs.


He can take anyone with him that also has conquest in their heart, for they have obviously turned their back on the Tribunal.
Excerpt: My fingers do not hold a quill as steady as they once did. This does not matter.


When I look to the night sky and I see the shattered moon, I realize that there are worse things that can happen to a person.


We have Halas. I have a clan. I am still a chieftain. And even though my joints do not bend as well as they did when I was young, my vow still remains as strong as ever. I will not see Halas destroyed again! Never!
Excerpt: It is hard to see what I write, for everything is much darker than it used to be.


Even with sky aflame with streaks of fire, I still only see darkness. As all the great-grandchildren walk around, pointing to the pretty rocks falling from the sky, I write my last entry. It is the night of fire, yet no one understands what that means. They do not see what is about to happen.


I am too frail to warn them. I am glad I cannot see far anymore so that I can keep my vow. I will not see Halas destroyed again.
Books
Brien - Clan Icereaver
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Brien - Clan Icereaver"
for 1c.

Discovered on 7 Jun 2013 at 22:27:01 PDT.
Brien - Clan Icereaver


Second Edition
This is a journal kept by a wild barbarian of the northlands who was instrumental at taking back Halas. Unfortunately, it doesn't end on a pleasant note.
Excerpt: For fifteen years, I have been a babe. Today, on my Woading Day, I have been told why we struggle within the cold.


We once had a home, but it was taken from us. Our people come from the orc city of Halas. I am so filled with rage I am crying because there is nothing to kill in front of me. I vow upon my ancestor's spirits that I will not die until I see Halas as our home again.
Excerpt: My axe has been blessed with the blood of an orc chief today.


I want to keep his head as a reminder of my victory, but the elders know what is wise. I took his blood and washed my weapon with it. This was but one chief.


There are many more. And all of them will pay ten times over for what they have done to my people.
Excerpt: Our clan has become much larger, and this is good. If Halas is to be ours, we cannot keep the clans separated.


Though we have no chieftains, we all know our part and what we have to do. When we take Halas back from those murderous monsters, then the chieftains will be chosen.


I hope we choose strong leaders that will lead us to our former glory.
Excerpt: It has been twenty years since I vowed to take back Halas, and today my oath has been fulfilled. The orcs have been driven out of our home and scattered to the four corners of the wastelands. This is no time to rest, though. Halas is within hands of its true people. but the orcs still lurk out there in the shadows.
Excerpt: I have been chosen by my people to be one of the six chieftains.


This honor is only matched by the day I slaughtered my first orc chief. The people have chosen well, for we six chieftains will guide the True Men back to the life we once had.


And I vow that I will never see Halas destroyed again. Never.
Excerpt: My first act as chieftain was to declare the defenses of our city are to be rebuilt. The great crevice that opens the way to the frozen lands will be filled with oil.


Were the orcs to dare breach our defenses by rafting across the gully, they will be in store for a nasty treat. Those that manage to struggle past the fiery inferno will then have to survive the axes being lobbed at them from the two great towers.


Finally, they will face us. They should pray to the Tribunal they don't make it past the flames.
Excerpt: A gifted shaman came to the council and warned us of a terrible prophecy.


She claimed, "On the night of fire, Halas shall be consumed by earth. Blood shall flow like water, for death travels through the air." At that, she collapsed and died.


We have written her words, and we dread what the night of fire may signify. Whatever it means, I have doubled the defenses so that we are prepared.
Excerpt: My bones are weary, and my beard is as white as a bear's, but I am still young enough to stand up to a whippersnapper.


Kurg Dunnbrow has been exiled from Halas for daring to usurp the council. He can flee the prophecy all he likes. We are the True Men, not savage beasts like the orcs.


He can take anyone with him that also has conquest in their heart, for they have obviously turned their back on the Tribunal.
Excerpt: My fingers do not hold a quill as steady as they once did. This does not matter.


When I look to the night sky and I see the shattered moon, I realize that there are worse things that can happen to a person.


We have Halas. I have a clan. I am still a chieftain. And even though my joints do not bend as well as they did when I was young, my vow still remains as strong as ever. I will not see Halas destroyed again! Never!
Excerpt: It is hard to see what I write, for everything is much darker than it used to be.


Even with sky aflame with streaks of fire, I still only see darkness. As all the great-grandchildren walk around, pointing to the pretty rocks falling from the sky, I write my last entry. It is the night of fire, yet no one understands what that means. They do not see what is about to happen.


I am too frail to warn them. I am glad I cannot see far anymore so that I can keep my vow. I will not see Halas destroyed again.
Books
Bristled Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Bristled Leather Notebook
Working with raw materials to scribe a bristled leather notebook.
Level
79
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:12:32 PDT.
Books
Captain's Logbook - The Tidebreaker
This item can be placed on the floor in any house type.

Old and crusty with sea salt, this logbook details the journey of a ship known as the Tidebreaker.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:15:29 PDT.
Day 14
Another clear day. It's been a couple of weeks since we left the Butcherblock docks, and overall, this trip has been very smooth. Mr. Till says that one of the barrels of provisions seems to have spoiled, though, so we tossed it overboard. Hopefully that will be the last of our troubles.
Day 16
It's calm again today. Too calm - there's barely enough wind to push the ship forward. What should have been a 20 day journal is looking it it will be far longer than that. Compounding our problem is that more of our provisions have turned up to be spoiled. We've barely enough for the crew now, and that's only if we don't encounter any more trouble.
Day 18
We are almost out of food, and more importantly, fresh water. We can't make it to port now on what we have without losing crew members to thirst. We're going to have to find somewhere to restock our supplies, at least enough to get back.
Ah, good news - one of the lads was able to see some smoke on the horizon. It looks like we have someplace to go.
Day 19
We came upon an island which appears to be inhabited by a tribe of goblins. They attacked us nearly as soon as we made landfall, but we were able to deal with them easily. We found some fruits on the shoreline, but still need some fresh water. The good news is that with fruit and the presence of the goblins, there is certainly some to be found.
Day 20
We found water, but the goblins attacked us again. They changed their tactics this time, and assaulted us with nets instead of spears. Although we drove them back, they dragged off two of the crew members with them. It's too dark to follow tonight, but we are going to find them at first light.
Day 21
It was horrifying.
We tracked the goblins, and found where they were. It took most of the day, and we arrived at their camp at sunset. They had tied the crewmembers to stakes on the shore, and were chanting, yelling, and playing strange drums. We didn't want to wait for whatever ritual they were planning to subject our mates to, so we sprung into action. They goblins were caught off guard, and tried to mount a defense... all except the goblins playing the drums.
continued
We were puzzled, but were overpowering our foes. Just when it seemed that were on the verge of victory, the water just off shore began to roil.
The goblins raised their voices in a cheer, and chanted in unison. We were dumbstruck - all any of us could do was watch the events unfold before us. Suddenly, the water began to part, and a gigantic creature began to make its way out of the sea. I have never seen anything so huge - a massive reptilian creature, larger than any ship, marched its way to the shore. We turned to run, but the beast was fast. Although many of us escaped, some were trampled under the feet of the creature.
Be warned - if you are traveling within the Ocean of Tears, this creature lurks in the depths.
Unobtainable
Captain's Statement: Vigilant Invasion
This item can be placed in any house type.

TREASURED
LORE  NO-TRADE



Undiscovered.
Books
Chardok: Di'Zok Tome Dungeon Maker Decoration
Activating this item will allow for you to use "Chardok: Di'Zok Tome" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Chardok: Di'Zok Tome to your Dungeon Maker toolbox


Discovered on 7 Dec 2011 at 7:45:57 PST.
Books
Chardok: Manual of Tactics Dungeon Maker Decoration
Activating this item will allow for you to use "Chardok: Manual of Tactics" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Chardok: Manual of Tactics to your Dungeon Maker toolbox


Discovered on 7 Dec 2011 at 7:45:57 PST.
Books
Chardok: Tome of History Dungeon Maker Decoration
Activating this item will allow for you to use "Chardok: Tome of History" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Chardok: Tome of History to your Dungeon Maker toolbox


Discovered on 7 Dec 2011 at 7:45:57 PST.
Books
Chardok: Tome of Kor-Sha Dungeon Maker Decoration
Activating this item will allow for you to use "Chardok: Tome of Kor-Sha" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Chardok: Tome of Kor-Sha to your Dungeon Maker toolbox


Discovered on 7 Dec 2011 at 7:45:57 PST.
Books
Christmas-elf Jello by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Discovered on 22 Feb 2020 at 9:20:00 PST.






We all know cubes, and we all know that they are tasty, yummy and just the perfect Frostfell treat.
Lucky for us, in Norrath, we don't have to actually create jello to make the dish, we only have to catch some cubes and freeze them first before using them! This will be the perfect treat to offer to your local Frostfell Elf!

(true recipe is after the fun one)






         CHRISTMAS-ELF JELLO



Ingredients:
* a Candycane Frostfell cube
* an Eggnog Candycane Frostfell cube
* a Haberdasher's Frostfell Plushy
* 1 14 oz can sweetened condensed milk
*  1 cup boiling water

Instructions:
* Freeze the jelly cubes
* Combine the sweetened condensed milk and one cup boiling water.
* Cut one slice of candy cane Frostfell cube
* Slowly pour a thin layer of the sweetened condensed milk mixture over the lime jello, and return to the freezer.
* Cut one slice of Eggnog Candycane
Frostfell cube and put it over the milk.
* Pour another layer of the sweetened condensed milk mixture and freeze
* Cut one slice of Haberdasher's Frostfell Plush and put it over the milk.
* Pour another layer of milk mixture.
* Repeat the process until you're out of cube slices
* Cut into small squares and top with whipped cream and sprinkles if desired.

Enjoy and share with your Frostfell Elf!














             CHRISTMAS JELLO

(true recipe taken from:
kitchenfunwithmy3sons.com/christmas-jello)

Christmas Jello is a holiday classic dessert for the whole family. It's bright and festive with little effort to make which makes it a favorite of mine!

Ingredients

 * 2 3 oz boxes cherry jello
 * 2 3 oz boxes lime jello
 * 6 packages Knox unflavored gelatine
 * 1 14 oz can sweetened condensed milk
 * 6 cups boiling water
 * ¼ cup cold water

Instructions

 * Lightly spray a 9x13 baking dish with cooking spray and gently blot away excess oil.
 * Line up 5 small bowls.
 * In the first small bowl, combine 1 box cherry jello, one package unflavored gelatin and one cup boiling water. Stir until dissolved and set aside to cool.
 * In the second small bowl, combine 1 box cherry jello, one package unflavored gelatin and one cup boiling water. Stir until dissolved and set aside to cool.
 * In the third small bowl, combine 1 box lime jello, one package unflavored gelatin and one cup boiling water. Stir until dissolved and set aside to cool.
 * In the fourth small bowl, combine 1 box lime jello, one package unflavored gelatin
and one cup boiling water. Stir until dissolved and set aside to cool.
 * In the fifth small bowl, combine the sweetened condensed milk and one cup boiling water.
 * Mix 2 packages of unflavored gelatin into ¼ cup cold water, then pour into the sweetened condensed milk mixture.
 * Wait until the jello mixes have cooled off slightly before proceeding.
 * Pour one bowl of the lime jello into the baking dish. Place in the freezer for about 5 minutes, or until the gel is set.
 * Slowly pour a thin layer of the sweetened condensed milk mixture over the lime jello, and return to the freezer. (The sweetened condensed milk layers will take slightly longer than the plain jello.) Keep in the freezer until it is set.
 * Pour one bowl of red jello over the sweetened condensed milk layer and return to freezer. Continue this pattern, using white
between each color until you end with a final layer of red.
 * When all the layers are set, you can gently separate the jello from the baking dish, and flip upside down to remove.
 * Cut into small squares and top with whipped cream and sprinkles if desired.


Books
Chronicle of Gromok, Volume I
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Chronicle of Gromok, Vol. I (Tome).

Components
Chronicle of Gromok, Vol. I, page 1 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. I, page 2 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. I, page 3 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. I, page 4 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. I, page 5 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. I, page 6 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. I, page 7 (shinies or looted in The Forsaken City)

Discovered on 26 Jul 2006 at 13:38:54 PDT.
The Chronicle of Gromok Hergom, Volume I
I ink these words for fear that my once proud and mighty Ogres will forget the events I have seen in my long life. I am known at the time of this inking as Elder Gromok but I was once a soldier of little renown and status in the mighty Rallosian Legions under the command of Warlord Murdunk.
I was not raised to be an Elder of my fellow Ogres. My training was that of a soldier and I concerned myself only with the arts of warfare. It is with reluctance that I now bear the mantle of Elder and the cause of that reluctance is the same reason that I ink this tale.
I was stationed at the Fortress of Krithgor when the ogre magi first opened the portals to the Planes of Power. Plans were quickly laid and orders sent to our fortresses and troops in all corners of Tunaria. A large invasion force of Ogres, Giants, Orcs, and Goblins gathered at the newly opened planar portals. At the time I felt disappointed that my orders were to remain at Fortress Krithgor, that disappointment quickly turned to anger when I learned that the invasion failed, and although Warlord Murdunk survived our losses were great.
Some time passed before news reached the Fortress of Krithgor that a second invasion was being orchestrated. Rumors circled like hungry buzzards over a field of carnage concerning the plans for this second invasion. It was even said that Rallos Zek was to lead the campaign with Warlord Murdunk and the most renowned champions of the Giants, Orcs, and Goblins by his side. Once again my orders were to remain at the home front to defend the women, children, and elderly citizens of the Rallosian Empire.
It was not long after the invasion forces of the Rallosian Legions once again passed through the portals to the Planes of Power that the home front too became a place of battle, slaughter, and glory. Mortal disciples of deities opposed to The Warlord, Rallos Zek, attacked the citizens and fortresses of the Rallosian Empire on Tunaria. Our enemies fought valiantly, and the resulting battles were the most glorious I was ever to behold. My weapons and armor were stained with the blood of our foes, and our children and elders kept safe within our impenetrable strongholds.
Messengers passing through the Fortress of Krithgor spoke of the victories of the legion units led by Rallos Zek, Warlord Murdunk, and the Generals Tallon and Vallon. It was said that the Rathe Council, the twelve rulers of the Plane of Earth had been captured and forced to Norrath where they were being executed by Murdunk and his Generals, that mountains burst from the earth where the gods fell and that the dying tears of the fallen gods formed a cold, deep lake between the newly risen mountain peaks.
Books
Chronicle of Gromok, Volume II
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Chronicle of Gromok, Vol. II (Tome).

Components
Chronicle of Gromok, Vol. II, page 1 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. II, page 2 (shinies or looted in The Forsaken City)
Chronicle of Gromok, Vol. II, page 3 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. II, page 4 (shinies or looted in The Forsaken City)
Chronicle of Gromok, Vol. II, page 5 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. II, page 6 (shinies or looted in The Forsaken City)
Chronicle of Gromok, Vol. II, page 7 (shinies or looted in The Forsaken City)

Discovered on 19 Jul 2006 at 21:41:07 PDT.
The Chronicle of Gromok Hergom, Volume II
At the height of victory it happened, I know not what fearful deities are responsible, nor what ancient magics were unleashed on my people and our brethren races of the Rallosian Empire. I know only what I myself witnessed at the accounts of the other survivors of what is spoken of only as The Curse. The first signs I saw of the curse were angry shouts of ogre magi when the planar portals closed. Then the screams of those same magi as fire simultaneously ignited from within their bodies leaving only memories and ashes.
Shortly after witnessing the demise of the magi stationed at the Fortress of Krithgor a battered legion unit arrived at the fortress gates. The soldiers brought word of Murdunk's dishonorable death, accusing The Rathe of cursing Murdunk to fall from a cliff at the site of The Rathe's execution. They spoke of the disappearances of many great Ogre war leaders, including Murdunk's tactician and strategist, Generals Tallon and Vallon, and even the Warlord Rallos Zek.
This worn unit of soldiers was relieved of their previous duties by our superiors and stationed at the Fortress of Krithgor. A new Legion Unit was formed from the soldiers that had been stationed there for some time, myself included, and we were charged with completing the duties of the reassigned soldiers.
Days passed swiftly for me as my legion unit traveled to various fortresses and battlefields. The sights revealed to us at each arrival to this day seem unreal. With the great military leaders and the magi dead or missing our fortresses began to fall. The Giants, also crippled with the loss of their magi, retreated deep into the wilderness.
The Orcs became obsessed with greed and blood lust, dividing from the Rallosian Empire into petty clans fighting each other over the spoils of the war. The Goblins went mad cowering in the shadows and caverns of Tunaria's frontiers. We returned after many months to the Fortress of Krithgor to find the once mighty stronghold reduced to rubble like so many of the fortresses we had visited on our patrol.
Whatever creatures had destroyed the fortress had not even spared women and children, their remains lay strewn about the stones that once formed the strongholds walls. This was when I gave in to my pride and accepted that the Rallosian Empire was no more.
Books
Chronicle of Gromok, Volume III
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Chronicle of Gromok, Vol. III (Tome).

Components
Chronicle of Gromok, Vol. III, page 1 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. III, page 2 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. III, page 3 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. III, page 4 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. III, page 5 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. III, page 6 (shinies or looted in The Forsaken City)

Discovered on 15 Jul 2006 at 20:49:25 PDT.
The Chronicle of Gromok Hergom, Volume III
Freed of any obligations of duty, the soldiers that accompanied me and I set out in search of a fortress that had not yet fallen. We traveled and fought for countless weeks only to be greeted by death and misery at each destination, what survivors did remain at the ruined strongholds of our once great empire often joined us in our search for sanctuary or at the very least a place to rebuild our fallen society. Gradually as we traveled across Tunaria, what began as a small unit from the Fortress of Krithgor became a large caravan of refugees.
We settled in the Feerrott Marshlands near the ruins of one of the Rallosian Empires greatest strongholds. A handful of capable warriors among us set out to the west in search of survivors at the locations of the Rathe's executions and the death of Murdunk. Only two of the search party returned alive. They spoke of terrible devastation, Giants that were once allies of the Ogre people attacking without provocation, and of ferocious one-eyed giants that now guarded the valleys and canyons of the Mountains of Rathes Demise.
So it came to pass that the Feerrott Marsh became the new home of we, the Ogre people. The men took on duties of hunting food in addition to protecting the women and children from wild beasts of the marsh. The women harvested and cultivated what forms of crops could be grown in the marshy soil. The children did nothing, and this instilled fear into our minds and hearts.
The children born to us survivors of the collapse of the Rallosian Empire were noticeably and frighteningly different than children of previous generations. This new generation of Ogres was for the most part hairless, only females showed any ability to grow hair and even then it was a thin and straggly.
The flesh of the youngsters was of a paler complexion and warty and course, they suffered frequently from conditions that turned their eyes bloodshot, made their noses runny, and they often drooled incessantly. It soon became apparent however that these physical conditions were the least of our worries for they were still physically strong and enduring. It was their minds that concerned us the most.
Books
Chronicle of Gromok, Volume IV
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] Chronicle of Gromok, Vol. IV (Tome).

Components
Chronicle of Gromok, Vol. IV, page 1 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. IV, page 2 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. IV, page 3 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. IV, page 4 (shinies in The Forsaken City)
Chronicle of Gromok, Vol. IV, page 5 (shinies or looted in The Forsaken City)

Discovered on 15 Jul 2006 at 20:49:24 PDT.
The Chronicle of Gromok Hergom, Volume IV
The new generation of Ogres exhibited little to no capacity to learn all but the most menial of tasks. The youngsters proved to be incapable of understanding the written languages and they struggled with speech, often communicating in grunts and barely comprehensible babble. We were hard on the first few children of this new generation. We did not yet fully understand what was happening and placed them in dangerous situations or left them stranded in the marsh to fend for their own survival.
As time passed and our colony dubbed Oggok, a word that the youngsters could remember and enunciate, grew in numbers it became apparent to us adults that a great curse had been laid upon our offspring. Every child being born exhibited the same physical and mental characteristics of those first few of the new generation.
Gone were the days of the Rallosian Empire. No longer would there be heroic olive skinned warriors, their dreadlocks adorned with bones of their enemies, brilliant minded tacticians and strategists to ensure our victories, or magi to wield fierce magic and open portals to even the realms of the Gods themselves. I am old now, an elder of my people because I am among the last of the pre-curse generations.
I leave these words that I now ink in the care of the most astute of the new generation Ogres. I pray that they will endure after I have gone to join Rallos in the afterlife. Perhaps the Warlord will shed some hope on my despair and provide some answers as to why his glorious Empire has fallen.

---- Elder Gromok Hergom,
former soldier of the Rallosian Legions.
Books
Cleaning with the Cryptkeeper
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [28] Keeper of the Crypt (Crypt of Betrayal), started by Cleaning with the Cryptkeeper (purchased from Indis Surion in Qeynos Capitol District or Navarius Orvalis in The City of Freeport or Ricka Stonehide in Frostfang Sea or Beata Sringer in City of Fordel Midst).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Keeper of the Crypt"
for 1c.

Discovered on 13 May 2008 at 9:47:14 PDT.
"Crypt Cleaning," by the Maglus family, proud keepers of the Qeynos crypts since the Age of Turmoil.
I am the current Cryptkeeper Maglus, but there's been one of our family working down here for generation upon generation. The job hands down to the second child in the family, whether male or female. Lucky for Qeynos, there's been a second Maglus child since the beginning, because I don't think any of the tombs would look even this good without us.
I know what you're thinking. You're thinking, "But Maglus, this place is an absolute DUMP!" It is and it isn't. While maybe my housekeeping skills aren't the best, I still follow the traditional methods used in the past. I mean -- look at your own place! If your home had lasted through chaos and disease and moons exploding in the air, not to mention the grounds heaving and hurling things everywhere -- it probably wouldn't look any better than the Crypt!
First thing you need to do is get a good, sturdy broom and dustpan. I have a custom-made broom with an extra-long handle so I can clear cobwebs and dust from higher ledges. As a dwarf, my own reach is a bit limited, but I manage. To keep your broom good as new, wrap the bristles with a soft old cloth before swinging it at cobwebs. Lucky for me, folks come down and clear out those nasty undead creatures, leaving behind an abundance of soft old cloths!
Most of the Bayles were buried above-ground, but there's Bayle down here whose crypt I keep. In the days of Antonius Bayle the Third, the Cryptkeeper Maglus then used to have to chase the boys out of the crypts. Except for that Kane Bayle. Now, I know he grew up to be a villain and all, but apparently he was a real thoughtful as a boy. Always stopped to chat with the Maglus of his day, bringing in some of his friends to keep her company. He may have ended up wrong, but he was a good boy.
The stones of this area of the crypt are really showing their age, despite all the Maglus' family efforts. That granite shows up every stain unless we can get to it right away. What I do is first give the area a good scrubbing with a handful of sea salt. Then I pour a bit of vinegar mixed with little bit of water on the area, let it soak for a minute or so, then wipe it off with -- you guessed it! A soft old cloth! After that, rinse the area with water, or the vinegar will chew on the mortar.
To pass the time, I've been studying some of those old magic arts, potions and things. There's always a lot to do down here, but it can get tedious. I recollect my father (who was Cryptkeeper before me) telling me how one day, he'd taken down all the burial urns from their shelves and dusted each one individually before putting it back, just to pass the time. I'd rather do something as will improve my mind. Those urns do get on my nerves, I don't mind confessing.
A long time ago, of course, folks were dressed in their finest duds, then laid out to rest in a proper coffin. When things got a bit hectic, around the War of Plagues, there were lots of dead folk, and some had no kin to bury them. That and with the diseases running rampant through Qeynos, the Cryptkeeper of that time decided it would be safer to burn up the bodies and put the ashes in little urns. It was a good idea, I just wish so many folk hadn't taken up the concept.
I'm sure you've seen them big statues in some of the rooms? We didn't put them there, meaning the Bayles or the Maglus' family. They were built up by someone else, possibly them Bloodsabers that started hanging around down here. At first, I thought they were mighty nice and I really enjoyed dusting them. Then I happened to one day look at the fires these statues are facing, and what do you know? There's a skull in them! That sure gave me a turn!
We went through that long stretch where nobody knew if there'd be another Antonius Bayle. That kind of put the Maglus family at loose ends, being keepers of the city's crypts and all. As you know everything turned out fine, with that pretty Antonia Bayle coming home. I met her once and told her about the family's job and she says, "I'm glad to meet you, Maglus!" I hope when she dies, she gets buried above ground. Not that I want her to die during my watch, that's for sure.
If there's one thing the Maglus family is used to, it's change. The world's changed quite a bit since my forebears first took on the job as keepers of the Qeynos crypts. Things change, there's a lot of weird critters down here that I don't mind saying scare me. Still, it's a steady job and in this economy, that's a good thing to have.
Books
Cleaning with the Cryptkeeper
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 24 Nov 2004 at 21:34:43 PST.
"Crypt Cleaning," by the Maglus family, proud keepers of the Qeynos crypts since the Age of Turmoil.
Entry One
Put book away.
I am the current Cryptkeeper Maglus, but there's been one of our family working down here for generation upon generation. The job hands down to the second child in the family, whether male or female. Lucky for Qeynos, there's been a second Maglus child since the beginning, because I don't think any of the tombs would look even this good without us.
Entry Two
Put book away.
I know what you're thinking. You're thinking, "But Maglus, this place is an absolute DUMP!" It is and it isn't. While maybe my housekeeping skills aren't the best, I still follow the traditional methods used in the past. I mean -- look at your own place! If your home had lasted through chaos and disease and moons exploding in the air, not to mention the grounds heaving and hurling things everywhere -- it probably wouldn't look any better than the Crypt!
Entry Three
Put book away.
First thing you need to do is get a good, sturdy broom and dustpan. I have a custom-made broom with an extra-long handle so I can clear cobwebs and dust from higher ledges. As a dwarf, my own reach is a bit limited, but I manage. To keep your broom good as new, wrap the bristles with a soft old cloth before swinging it at cobwebs. Lucky for me, folks come down and clear out those nasty undead creatures, leaving behind an abundance of soft old cloths!
Entry Four
Put book away.
Most of the Bayles were buried above-ground, but there's Bayle down here whose crypt I keep. In the days of Antonius Bayle the Third, the Cryptkeeper Maglus then used to have to chase the boys out of the crypts. Except for that Kane Bayle. Now, I know he grew up to be a villain and all, but apparently he was a real thoughtful as a boy. Always stopped to chat with the Maglus of his day, bringing in some of his friends to keep her company. He may have ended up wrong, but he was a good boy.
Entry Five
Put book away.
The stones of this area of the crypt are really showing their age, despite all the Maglus' family efforts. That granite shows up every stain unless we can get to it right away. What I do is first give the area a good scrubbing with a handful of sea salt. Then I pour a bit of vinegar mixed with little bit of water on the area, let it soak for a minute or so, then wipe it off with -- you guessed it! A soft old cloth! After that, rinse the area with water, or the vinegar will chew on the mortar.
Entry Six
Put book away.
To pass the time, I've been studying some of those old magic arts, potions and things. There's always a lot to do down here, but it can get tedious. I recollect my father (who was Cryptkeeper before me) telling me how one day, he'd taken down all the burial urns from their shelves and dusted each one individually before putting it back, just to pass the time. I'd rather do something as will improve my mind. Those urns do get on my nerves, I don't mind confessing.
Entry Seven
Put book away.
A long time ago, of course, folks were dressed in their finest duds, then laid out to rest in a proper coffin. When things got a bit hectic, around the War of Plagues, there were lots of dead folk, and some had no kin to bury them. That and with the diseases running rampant through Qeynos, the Cryptkeeper of that time decided it would be safer to burn up the bodies and put the ashes in little urns. It was a good idea, I just wish so many folk hadn't taken up the concept.
Entry Eight
Put book away.
I'm sure you've seen them big statues in some of the rooms? We didn't put them there, meaning the Bayles or the Maglus' family. They were built up by someone else, possibly them Bloodsabers that started hanging around down here. At first, I thought they were mighty nice and I really enjoyed dusting them. Then I happened to one day look at the fires these statues are facing, and what do you know? There's a skull in them! That sure gave me a turn!
Entry Nine
Put book away.
We went through that long stretch where nobody knew if there'd be another Antonius Bayle. That kind of put the Maglus family at loose ends, being keepers of the city's crypts and all. As you know everything turned out fine, with that pretty Antonia Bayle coming home. I met her once and told her about the family's job and she says, "I'm glad to meet you, Maglus!" I hope when she dies, she gets buried above ground. Not that I want her to die during my watch, that's for sure.
Entry Ten
Put book away.
If there's one thing the Maglus family is used to, it's change. The world's changed quite a bit since my forebears first took on the job as keepers of the Qeynos crypts. Things change, there's a lot of weird critters down here that I don't mind saying scare me. Still, it's a steady job and in this economy, that's a good thing to have.
Close Book.
Books
Clefts of Rujark Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Clefts of Rujark Creature Cataloging'

Purchased from Bursar Janha in The Court of the Blades (7, 5, 4) or Bursar Hulna in The Court of the Coin (-7, 0, 25) or Bursar Sirenia in The Court of Truth (4, 0, 29) for 34s 56c.

Discovered on 13 Sep 2005 at 23:08:45 PDT.
Clefts of Rujark Creature Catalog
By Jergo Wheybringer
Travel down the old Orc Highway in the Sinking Sands. Where the road forks, a short spur heading into the sandstone hills leads directly to the Clefts of Rujark.

As the name implies, this is a bastion of the Rujarkian orcs.
Indeed, the majority of the Clefts' residents are orcs of one sort or another.

Why they have congregated in such numbers and diversity is anyone's guess, but it is clear that this is an area in which much happens unseen.
Over lengths of time unimaginable, layer upon layer of sand and stone have compressed into bands of brown and pale blue.

Within these bands are mineral deposits which the orcs mine industriously within the deep and narrow canyons. The Clefts include an array of tunnels in which the orcs can take the ore from its raw state to finished product without ever leaving the area.

Heavy wooden doors (wood imported from Zek, judging by their thickness and quality) barricade the Clefts' entrances. Scaffolding of the same high-quality timber provides access to higher levels within the canyon.
Within the Clefts, a variety of denizens make their homes -- some by choice, others by force. The orcs have never turned away free labor from external resources, such as unfortunate local Dervins.

The Steelslave orcs patrol the lowest level constantly, often in the company of fierce marrowjaws that are somewhat, though not entirely, domesticated.

Turning into any of the passages, one may encounter miners and toilers, or perhaps orcs simply taking a breather from the backbreaking labor.
Sunlight rarely penetrates the Clefts to its floor, leaving the air dry but not unbearably hot. Within the mines themselves, the thick stone walls keep temperatures very mild indeed.

Almost pleasant, though the company could be improved upon!

As one travels higher in the Clefts, there is a change in both temperature and personnel. At the highest levels, one will encounter orcs bearing both Deathfist and Crushbone markings.
With its vast network of mines and tunnels, the Clefts of Rujark can take many days to explore.

With a bit of luck, some excellent provisioning and a band of well-trained friends along, you might consider a trip through these orc-infested canyons at least once. It is nothing less than an adventure of the highest sort.

You might even be lucky enough to glimpse the harpies diving from above to pick off orcs on the ramparts! It is a truly breathtaking sight.
Books
Clockwork Chirurgeon User Manual
This item can be placed on the floor in any house type.

Thank you for purchasing a Steamfont Clockwork Chirurgeon! We hope it lives up to all your special surgical needs.

NO-TRADE

Quest reward from [46] Out of Mind (Steamfont Mountains), started by Oglethorpe in Steamfont Mountains.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Out of Mind"
for 36s.

Discovered on 14 Nov 2006 at 16:53:13 PST.
Clockwork Chirurgeon User Manual
A guide on how to safely operate and reliably maintain your Clockwork Chirurgeon (Model No. 4898).
List of Features and Functions
Your Clockwork Chirurgeon comes pre-installed with a dizzying array of useful functions and protocols for usage on biological and mechanical subjects.
- Egol Vital Accelerator (EVA)
- Thanatopticon
- Antiseptic Aerator
- Bioamputation Assistant
- Mechanamagical Disassembler (for use against mechanical subjects ONLY!)
- Electromagic Discharger (for use against mechanical subjects ONLY!)
How To Clean and Maintain Your Clockwork Chirurgeon
Cleaning
Always use scalding hot water and a hypurgation cleaning solvent. Sterilization is key when working with organic lifeforms!
Maintenance
Oil the gears, joints and other moving parts before and after using your Clockwork Chirurgeon to ensure proper motion and steadiness. Failure to do so may result in horrible disfigurement or other bodily harm.
Warranty Information

For replacement parts or other maintenance devices, please visit our store in Ak'Anon, Mechanamagical Ward, District B.

We hope you enjoy your Clockwork Chirurgeon (Model No. 4898)!
Books
Clutter of Book Piles
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from a Jubilation merchant in Qeynos Capitol District (389, -15, -68) or The City of Freeport (-211, -56, -43) or Greater Faydark (202, 111, 112) or Neriak, City of Hate (17, 7, 350) or Timorous Deep (2682, 5, 1236) or Frostfang Sea (-93, 154, -97) for 1 Silver Jubilation Medal.

Discovered on 5 Jun 2023 at 0:02:29 PDT.
Books
Clutter of Old Books
This item can be placed on the floor in any house type.

TREASURED
NO-TRADE  NO-VALUE

Purchased from Pas Yu in The Sundered Frontier (2294, -199, 2507)
requires membership and having completed 9 weekly quest from the Days of Summer 2019 merchant.
for 0c.

Obtained from:
Days of Summer 2019 Decoration Pack 9
You may only unpack a single Days of Summer 2019 Decoration Pack 9

TREASURED
LORE  NO-TRADE  NO-VALUE


Requires:
Days of Summer 2019: Week 9
This account flag grants access to claiming rewards from the Days of Summer merchant.

NO-TRADE  NO-VALUE


Days of Summer: 2019
HEIRLOOM  NO-VALUE  NO-DESTROY


Discovered on 22 Oct 2019 at 10:55:10 PDT.
Books
coldain leather bound book
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Rent Status
Reduction
25


Discovered on 25 May 2010 at 10:38:27 PDT.
Books
Collapse
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] Collapse (Rivervale), started by examining Collapse (found in Rivervale (-832, -6, -109)).

Discovered on 2 Dec 2004 at 16:45:59 PST.
Although change is inevitable, no one expected changes of the magnitude experienced during the Age of Cataclysms. This story is told about one of the veterans of the Age of War, who returned home to help rebuild it, only to see everything else collapse.
Entry One
Put book away.
Every day, they considered themselves fortunate. Although Rivervale and the Misty Thicket had been overrun by the Hordes of the Inferno during the Age of War, the occupation was a relatively short one. Rebuilding commenced before the last mound of dead orcs and goblins had finished smoldering. The Runnyeye goblins, what was left of them anyway, were sent sniveling back to their caverns. The halflings looked forward to an age of peace.
Entry Two
Put book away.
Of course, peace and war are relative terms. There were still skirmishes to be fought now and then. Folks locked their doors and windows at night, when they hadn't done so in the past. The Leatherfoot Brigade was slowly rebuilding its ranks, too. Veterans returned home from the War of Defiance that had nearly swallowed Qeynos and Freeport, bringing with them tales that darkened the nights and made the comforts of home all the more enticing.
Entry Three
Put book away.
Gemma Pathfinder's shoulder still caused her intense pain when the weather was out of the east. She didn't like to join in the tales told about the first few days when the Horde swept through Rivervale. She'd been so sure they would kill her, but for some reason they'd left her unconscious on the street and continued on their way. Gemma was one of the lucky survivors, although she reflected, it was again a relative sort of luck.
Entry Four
Put book away.
Lately, her shoulder had been bothering her more and more. She moved slower than she had in the days of her youth during the War. Still, she was thankful for living long enough to see the orcs killed or driven away. She was in her beloved Rivervale to help direct its reconstruction. When the townsfolk talked about building a shrine to the dead, she pointed out that rebuilding Rivervale was the best shrine they could create. And it was.
Entry Five
Put book away.
Walking through the Misty Thicket, Gemma thanked Bristlebane yet again for her good fortune. She stood on a small hill ringed with woods pausing to catch her breath. Rubbing her aching shoulder, Gemma looked slowly about the woods. "That's odd," she thought, puzzled. "Why aren't the birds singing in the trees?" A thrill of fear chased up her spine. Were they under attack again?
Entry Six
Put book away.
Still puzzled, Gemma noticed the treetops swaying back and forth. First the motion was subtle; she only noticed it because she was looking for the silent birds. Then the trees began to sway in earnest. There was a loud, ear-splitting *BOOM* and the ground shook violently. On the hill, Gemma was tossed to the ground. She could see the earth roiling beneath its green coverlet of grass like waves on a pond.
Entry Seven
Put book away.
The ground shook hard for so long that Gemma thought Norrath would shake until it broke completely apart. Trees whipping back and forth started snapping like twigs. Suddenly, Gemma felt the hill upon which she lay sprawled lifting and grinding back and forth. A large hunk of turf slipped down the rising hillside taking Gemma with it, sliding down like frosting that's been put on a cake before it cools.
Entry Eight
Put book away.
Gemma's eyes were wide with fear, but she knew she had to keep her wits about her to save herself from any dangers from the shifting lands. As the shaking subsided, she cautiously stood up to take stock. The earth was ripped and torn in many places leaving jagged brown scars across the green grass. Many of the tallest trees, some that survived the fires set by the orcs and goblins those long years past, had splintered apart.
Entry Nine
Put book away.
"That was some earthquake," Gemma said, brushing bits of dirt and grass from her clothes. She walked cautiously back toward Rivervale, finding new escarpments and paths covered by fallen trees. Even on the best of days, Gemma's walk was slowed by her years, but now she was navigating unfamiliar terrain entirely. It was home and not home at the same time. And for the next several days, the lands shook and screamed in agony.
Entry Ten
Put book away.
An unusually thick fog hung in the air for many days after the initial earthquake. When the tremors slowed, Gemma and some of the other folk wanted to see the extent of the damage. The fog had not lifted. Standing on the edge of a newly formed cliff, Gemma gasped. Rivervale and the Misty Thicket stood within a grey fog ring and where trees once marched away toward the horizon, a furiously bubbling sea frothed instead.
Close Book.
Books
Collapse
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [40] Collapse (Rivervale), started by examining Collapse (found in Rivervale (-832, -6, -109)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Collapse"
for 1c.

Discovered on 13 May 2008 at 9:46:17 PDT.
Although change is inevitable, no one expected changes of the magnitude experienced during the Age of Cataclysms. This story is told about one of the veterans of the Age of War, who returned home to help rebuild it, only to see everything else collapse.
Every day, they considered themselves fortunate. Although Rivervale and the Misty Thicket had been overrun by the Hordes of the Inferno during the Age of War, the occupation was a relatively short one. Rebuilding commenced before the last mound of dead orcs and goblins had finished smoldering. The Runnyeye goblins, what was left of them anyway, were sent sniveling back to their caverns. The halflings looked forward to an age of peace.
Of course, peace and war are relative terms. There were still skirmishes to be fought now and then. Folks locked their doors and windows at night, when they hadn't done so in the past. The Leatherfoot Brigade was slowly rebuilding its ranks, too. Veterans returned home from the War of Defiance that had nearly swallowed Qeynos and Freeport, bringing with them tales that darkened the nights and made the comforts of home all the more enticing.
Gemma Pathfinder's shoulder still caused her intense pain when the weather was out of the east. She didn't like to join in the tales told about the first few days when the Horde swept through Rivervale. She'd been so sure they would kill her, but for some reason they'd left her unconscious on the street and continued on their way. Gemma was one of the lucky survivors, although she reflected, it was again a relative sort of luck.
Lately, her shoulder had been bothering her more and more. She moved slower than she had in the days of her youth during the War. Still, she was thankful for living long enough to see the orcs killed or driven away. She was in her beloved Rivervale to help direct its reconstruction. When the townsfolk talked about building a shrine to the dead, she pointed out that rebuilding Rivervale was the best shrine they could create. And it was.
Walking through the Misty Thicket, Gemma thanked Bristlebane yet again for her good fortune. She stood on a small hill ringed with woods pausing to catch her breath. Rubbing her aching shoulder, Gemma looked slowly about the woods. "That's odd," she thought, puzzled. "Why aren't the birds singing in the trees?" A thrill of fear chased up her spine. Were they under attack again?
Still puzzled, Gemma noticed the treetops swaying back and forth. First the motion was subtle; she only noticed it because she was looking for the silent birds. Then the trees began to sway in earnest. There was a loud, ear-splitting *BOOM* and the ground shook violently. On the hill, Gemma was tossed to the ground. She could see the earth roiling beneath its green coverlet of grass like waves on a pond.
The ground shook hard for so long that Gemma thought Norrath would shake until it broke completely apart. Trees whipping back and forth started snapping like twigs. Suddenly, Gemma felt the hill upon which she lay sprawled lifting and grinding back and forth. A large hunk of turf slipped down the rising hillside taking Gemma with it, sliding down like frosting that's been put on a cake before it cools.
Gemma's eyes were wide with fear, but she knew she had to keep her wits about her to save herself from any dangers from the shifting lands. As the shaking subsided, she cautiously stood up to take stock. The earth was ripped and torn in many places leaving jagged brown scars across the green grass. Many of the tallest trees, some that survived the fires set by the orcs and goblins those long years past, had splintered apart.
"That was some earthquake," Gemma said, brushing bits of dirt and grass from her clothes. She walked cautiously back toward Rivervale, finding new escarpments and paths covered by fallen trees. Even on the best of days, Gemma's walk was slowed by her years, but now she was navigating unfamiliar terrain entirely. It was home and not home at the same time. And for the next several days, the lands shook and screamed in agony.
An unusually thick fog hung in the air for many days after the initial earthquake. When the tremors slowed, Gemma and some of the other folk wanted to see the extent of the damage. The fog had not lifted. Standing on the edge of a newly formed cliff, Gemma gasped. Rivervale and the Misty Thicket stood within a grey fog ring and where trees once marched away toward the horizon, a furiously bubbling sea frothed instead.
Books
Collected Stories of Serpent Sewer
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 11 Nov 2004 at 14:04:12 PST.
A collection of stories about the Serpent Sewer beneath Freeport. Allegory? Fantasy? Or truth? Who knows?
Read Stories
Close
The three stories have intriguing titles. One hopes the stories are as compelling.
Read "Fooling the Serpent"
Read "The Enchanted Serpent"
"Read "The Skin of the Serpent"
Close
This is the story of the clever frog who fooled the Serpent God that lived in the deepest part of the Serpent Sewer.
Continue Story 1
Close
Frog often boasted that he was the smartest creature in the Serpent Sewer. He visited the Serpent God and told him, "If you give me a single oat, I can turn it into an entire feast for you!" The Serpent God was very amused by Frog's boast and gave him the grain. Frog left the Serpent Sewer and found his way to Temple Street, where the ratonga knew of the Serpent God and were very superstitious. The Frog told their leader that the Serpent God had given him a blessed oat and demanded lodging for the night, which the ratongas gladly gave.
Continue Story 1
Close
The ratonga gave a feast for the Frog and the blessed grain. In the middle of the night while the slept, the Frog crushed the oat and fed it to a chicken roosting near his bed. In the morning, he sprang up denouncing the ratonga for having stolen the blessed grain! Frightened, the ratonga gave the Frog the chicken and begged him not to tell the Serpent God about the grain. Frog agreed, and took the chicken to the next village where he requested shelter for himself and the sacred chicken of the Serpent God.
Continue Story 1
Close
As before, the villagers prepared a feast for the frog and the sacred chicken and gave them shelter. In the middle of the night, Frog killed the chicken and spread its feathers all around the village. In the morning, he cried, "Someone from the village has slain the sacred chicken!" Frightened of the Serpent God, the villagers gave Frog a dozen sheep, which he took with him. As Frog herded the sheep down the road, he passed a man who stood victorious over the body of a viper. "I'll give you these sheep for the viper," said Frog, and so the trade was made.
Continue Story 1
Close
At his next stop, Frog told the villagers not to wake the sleeping viper, as it was the son of the Serpent God and had had a busy day. In the morning, when the villagers came to wake them, Frog cried, "Someone has killed the Serpent God's son!" And the villagers were so frightened, they gave Frog all their winter stores of food. Frog had them carry all their food to the Serpent Sewer where he presented it to the Serpent God, showing how he had turned the single oat into an entire feast.
Close
This is the story of a clever serpent who met its doom at the hands of an even cleverer human.
Continue Story 2
Close
A long time ago when the city of Freeport was new, there lived a beautiful young woman who had many suitors. After toying with this one and flirting with that one, she finally married the richest and most handsome of them. Not long after their marriage, though, he died. Although his widow mourned him, she was soon remarried to another rich and handsome man. He too died suddenly within a week.
Continue Story 2
Close
The widow grieved for her second husband, too, but not very long later she married again. The pattern repeated itself time and again. The beautiful young woman always selected the richest and most handsome of her suitors to marry, but within a week of the wedding, her husbands were dead. All told, the beautiful widow had had six husbands within a year's time. She married for the seventh time.
Continue Story 2
Close
Her seventh husband was not as rich as the previous six, nor as handsome, but he was extremely clever. He decided that there was some mystery surrounding the beautiful woman and was determined to discover the truth. He watched her closely, and one day followed her as she slipped into a passage leading to the Serpent Sewer. Intrigued, he followed her until she came to the deepest part of the tunnels where she paused and sung a beautiful song. The water churned and suddenly, a large serpent rose from the murky water.
Continue Story 2
Close
As her husband watched, the woman raised her arms over her head and turned into a serpent herself, coiling around and around the other serpent. He realized that she was an enchanted serpent, intent upon luring the men of Freeport to a poisonous fate. Having studied at the Academy himself, he knew many spells and cast one upon the serpent and her lover, causing them to turn into a great stone pillar. So he alone of the serpent's seven husbands lived to tell the tale.
Close
This is the story of the serpent that was tricked out of its skin.
Continue Story 3
Close
Once in the long-ago there lived a young scavenger who often hunted for other people's cast-offs in the sewers beneath the city. He would find bits of this and that, then put them together to create many interesting things. One day as he was hard at work in the Serpent Sewer, he became so engrossed in his work that his torch burnt itself out and he was plunged into darkness. While he considered his predicament, he heard a sweet voice singing, "Serpent I am, and always shall be -- my serpent skin, fall away from me!"
Continue Story 3
Close
As his eyes adjusted to the gloom, the inventor noticed a lovely young woman daintily hanging up a large serpent's skin. She was incredibly beautiful. He tiptoed over, took the serpent skin from the wall and hid it in his pocket. When he greeted the young woman, she gasped, "A serpent I am, and always shall be -- my serpent skin, return to me!" But because the skin was in the man's pocket, it could not return to cover her. The woman realized she was somehow trapped. Still, the man seemed nice enough and she accepted his proposal of marriage.
Continue Story 3
Close
The man and woman lived very comfortably above ground and eventually they had a son. As the son grew older, he realized his mother was under an enchantment and due to her interest in the Serpent Sewer, realized she was a serpent. But when he asked her about it, she said, "Of course not!" The son asked his father the next day, and his father said, "Yes, she certainly is. I keep her serpent skin in a drawer in our bedroom." When they returned home, he opened the draw and showed his son.
Continue Story 3
Close
The next day, the son said to his mother, "I know you are a serpent! I have seen the skin!" And he took his mother to the room and opened the drawer. As soon as she saw the skin, the woman cried, "A serpent I am, and always shall be -- my serpent skin, return to me!" The skin flew from the drawer and enveloped the woman, who thanked her son before slithering away, never to be seen again.
Close
Books
Collected Writings of a Mysterious Erudite
This item can be placed on the floor in any house type.

LORE  NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 31 May 2011 at 10:12:21 PDT.
The Mysterious Benefactor

A Collection of Translated Notes
Compiled by:
Sulian Veers
If you are reading this tome, then you are no doubt interested in the hidden history of our world. The writings within were gathered and translated by the adventurers of Norrath, who discovered them on their various journeys through our world. They were brought to me not too long ago, as I was doing some studies of the discoveries made since Odus was found once again.

We may never know who this brave erudite was that sacrificed his freedom, and possibly his life, to bring us this information. It is for that reason, if for no other, that this information cannot be lost once again.

Sulian Veers, sage of South Qeynos.
Collected Notes, vol 1
Author Unknown

It is with much rejoicing that I have discovered writings and notes lost since before the Shattering. I believe these to be of immense importance not only to learning more about the past of Norrath, but also may hold the key to discovering more about the fate of my ancestral home, the continent of Odus.

However, I believe I have also uncovered a deeper mystery, one with potentially grim implications. It seems that some of our assumptions of the fate of Odus, and of the Erudites themselves, may be shrouded within a veil of deception. I cannot be sure, but it seems that there is much to be learned here.
Although I was able to deceive the Quellithulians of The Vault of El'Arad, I believe that my very life could be in jeopardy. Thus, I must do as I can to retain my anonymity. This tome that I am sending should be copied and given to the populace of Norrath, but not widely so. If the Quellithulians discover that this information is getting out, then they may close their doors and none will learn of these important facts.

I will send you the other volumes as I can decipher them. I have discovered another possible volume near the front of the Vault, and will attempt to glean what I can from it. Should I be discovered, I will hide my notes within the tome, but will suspend it within a temporal bubble.
In order to reveal the notes, you will need a piece of mineral that can disrupt spatial relativity. I believe that such a mineral exists on Norrath in small quantities, and my have been experimented on by none other than Varsoon himself as he researched an item of power known as the Glowing Black Stone. Seek out this item, and it should allow you to break my spell.

I will contact you again once i have more for you, although I cannot be sure when that might be. Until then, be wary, as those who wish this information hidden might be all around you.

Sincerely, An Esteemed Colleague
Collected Notes, vol 2
Author Unknown

I have managed to translate the second set of the researcher's notes I found within the Vaults. After reading trough this very interesting account of what was very likely a turning point in the history of my people, I am compelled to search for another set of these notes, and see if there is more to this story.
As before, I feel that getting this information out to the people of Norrath is important for many reasons, not the least of which would be to discover the truth of what became of the Erudite's Lost ancestral home. As much as I would like to deliver this information personally, I have already fallen under scrutiny and I fear that leaving here at this time might prove to be a fatal mistake. Thus I have been forced to put the translated tom within a stasis pocket - a teleportation tear, for lack of a better term, that should be able to be accessed by anyone with the key.
I have broken the key up into four parts, so that hopefully my hosts here in the Vault will not be able to easily unlock the tear and recover the book. However, the pieces must be recovered before the key will function. Since I am unable to leave, I have sent these four pieces to four teleport locations, the largest of which was sent to the largest of the spires. There, they should lie dormant, until the largest piece is brought near - they will react to this center piece by glowing, allowing the holder of the center part of the key to identify the smaller parts.
The tear itself might be more difficult to locate, but I believe I was able to anchor it to a specific object's resonation frequency. I believe this to be a crystal or stone of some kind, but the actual location is a mystery. The only clue I can offer is this: whatever this object is, I was able to scry its frequency with relative ease, because the resonation signature was so massive. This leads me to believe that it might have been a piece of something far larger, and either broke off or fell off at some point not too long ago, perhaps during an impact. Find this larger object, and the smaller one should be found nearby.
Find the anchor and touch the key to it. The breach should open, allowing the book to be retrieved from inside. I will continue my search from here, and should I locate the other set of notes, I will find a way to allow the world of Norrath to see them.

The truth will soon be known. Until then, peace be with you.

Sincerely, An Esteemed Colleague
Collected Notes, vol. 3
Author Unknown

Esteemed scholars,

I apologize for my long absence.
Unfortunately, I was discovered translating the third set of researchers notes, and have been imprisoned for some time. I cannot be certain of my fate, although what happens to me now is of little consequence, for the information I have is invaluable. It details a troubling event involving not only in the history of the Erudites, but possibly all of Norrath.
When the guards caught me, I was able to hide away the pieces of the journal I had copied. I knew that I was under suspicion, and I copied all of the notes I found onto individual pieces of parchment. During my imprisonment, I have been able to translate the documents where there has been ample light, and minimal supervision. Thus, I give you now the last piece of the researcher's notes. I feel there may be even more beyond this set, but I fear I am no longer free to locate them. Consider this as the last.
As I translated each page, I was able to send the parchment through a teleportation pocket, as I have done before. However, I have been kept in a weakened state, and can no longer fully complete the rituals necessary for transference. Therefore, I believe the pages are stuck in the final stages of materialization, and might not have emerged in the physical plane. I suspect these partially materialized pages may appear as something akin to a small storm, a cloud of dark energy. I attempted to place them close to the highest concentration of the populace of Norrath; search near the larger cities to find them.

The pages will appear blank. I wrote them with a special ink that prevents the script from being seen, even when held against the light. You will need to create a special was in order to make the script appear to your eyes.
First, you must obtain an ink made with enchanted water - as you know, this is not hard to come by. This ink you should be able to find within any of the libraries of Norrath, contained in a simple vial.

The ink itself, however is not enough. You must create a wash by combining the ink with volcanic ash. The chemical properties of the ash will change the enchanted ink into the necessary wash, and allow the pages to reveal their words. You can find the ash near any volcano, be it active or burned out.
Once, you have collected the twelve pages, and have the ink and ash in hand, purchase a leatherback tome cover from the sages - this will help to preserve the fragile parchment, and keep it safe for all to see. Combine these items in the tome cover, and you will have completed the notes.
I believe this is the last you will hear from me. I am grateful that these notes now have seen the light of Norrath, and I hope they provide valuable information to the scholars and adventurers of our world.
Farewell, my friends. May knowledge be our savior in the times ahead.
Books
Collected Writings of Trepa
This item can be placed on the floor in any house type.

LORE  NO-TRADE

Quest reward from [87] Local Positioning (Great Divide), started by Aidia Mispah in Great Divide.

Discovered on 22 Feb 2011 at 13:11:49 PST.
After traveling by sea for so many weeks, we finally had come upon the eastern shores of Velious. Although I had never seen the shoreline with my own eyes, some of the fishermen, including Beli, said that things changed there dramatically. After the terrible events I had seen over the days prior, I don't believe anything there, or anywhere in Velious, would have been the same. We met up with other survivors, and began to attempt to put together a settlement.
We had met with the few brave Othmir who had accompanied Nipik on his initial journey from the Cobalt Scar, and much to our dismay, found that Fina had died during the journey. It was clear that this had affected Nipik deeply, but his inner strength and conviction was incredible. He had lost some of his willingness to carry out the deed to which he had been entrusted, and still had the courage to help lead us during this difficult time.
I spent some time walking the shores that were now our home. I had heard that once, a great, black tower had loomed over the landscape here, but much have sunk when the upheavals in Velious began. I would sometimes search the waters for traces of the dark tower, but I never was able to find any evidence of its existence. I had thought, at that point, that either it had been a myth, or had indeed sunk to impossible depths.
I did, however, find pieces of what was once a massive bridge, supposedly constructed from the bones of dragons themselves. Although I had never seen the bridge myself, it was supposed to have connected the small pieces of land on which the tower stood, to the greater mass of the continent itself. This intrigued me, since I thought that maybe since the bridge apparently existed, perhaps so did the tower. It was a mystery I was always content in fantasizing about, since the answers were likely lost in the icy seas.
Once Nipik returned from a fishing trip he had embarked on, and explained that he had received another vision, and that he would need to travel further to the north. He said that this task was entrusted to him, and that it was not necessary for the other members of the tribe to accompany him. However, many of us stepped forward to join him. I, myself, was inspired by his courage and leadership, and was willing to follow him into the unknown to help in his endeavor, whatever it might be. Within days, we had packed up enough supplies for a journey of weeks, and left to follow the visions of Nipik.
We floated into the unknown for some time. One morning, I awoke, feeling a chilling wind across my pelt. I looked around, and most of the others were still sleeping, save Nipik -- he stood to the front of the raft, looking off into the horizon. I followed his gaze, and I saw great floes of ice looming in the distance. However, to my amazement, piercing the sky was a lone, black tower, standing tall above everything else in view. What I thought once to be lost or nothing more than a legend, turned out to be very real.
It was near the base of this tower that Nipik had found the one he had been searching for - the creature known as Lodizal, a mighty turtle empowered by Prexus himself. It was here that we would build our new camp. We would care for our new charge, and ensure his well-being, and help to fulfill the task that was handed to Nipik, but is now shared by us all.
Books
Collection of Spellbooks
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Forgotten Furniture: From Dungeon Maker to Home (recipe purchased from the Marketplace)

Collection of Spellbooks
Level
5
Technique
Geomancy
Device
Work Bench
Primary Component
Build Components
Fuel Component

Discovered on 10 Aug 2021 at 9:24:09 PDT.
Books
Coming to Kunark
This item can be placed on the floor in any house type.

Coming to Kunark; A History of the Cae'Dal by Merith Iliqirelle

TREASURED
LORE  NO-TRADE

Quest reward from [104] Parchment Preservation (Obulus Frontier), started by Merith Iliqirelle in Obulus Frontier (-239, 57, -236).

Discovered on 15 Nov 2016 at 14:19:15 PST.
Coming to Kunark

A History of the Cae'Dal
by Merith Iliqirelle,

humble scribe and linguist
The First Exodus

Long, long ago, there was a huge elven society living within the Elddar Forest on the continent of Antonica. It was a magical, life-giving forest. They cared for it, and it cared for them. That is, until the land began to scorch and the woodlands began to wither and die. In time, the elves were forced to migrate in order to survive.
They left Antonica in search of forests in lands unnamed. One such group of Elddar elves, led by Valinor Tah'Re, found a lush woodland in a faraway land where they established a colony, by the name of Khalee'Sri. They met the challenges of living in a new land, and the new threats it contained, unflinchingly. Khalee'Sri grew strong.
Climate of Fear

Years had passed since establishing Khalee'Sri, by the time the elves began to notice the greater Khalee'Sri region was getting less rainfall, and the temperatures were consistently rising. The forest vegetation began to die as a result of the climate shift, and the fauna with it.
In their confusion and fear, the elves suspected each other as the cause of the dying forest, after all, it was not that long ago they had left a dying forest. This was all too familiar! Infighting and finger pointing ensued. They must have done something to cause Tunare to shun them like this!
Arid Enlightenment

The elves of Khalee'Sri were desperate and had lost their way. They cried out to Tunare, making sacrifices and pleading with their goddess for salvation. She answered their prayers in the form of a wizened master of the arcane, by the name of Xakartaz. He appeared to them and suggested they had not done anything to shun Tunare. This was her will! Why else had she allowed this transformation of two forests? She was showing her children yet another aspect of nature. The desert may not look like it, but it is teeming with life!
Xakartaz showed the elves how to live in an arid climate and began to teach them geomancy, the magic of commanding rock and soil. Over the years, punctuated by births and deaths, they began calling themselves Cae'Dal, elves of the stone. They had become proficient geomancers, animating the soil in battle, construction, and conveyance.
Visions of Calamity

Then came the first warnings. Cae'Dal geo oracles had begun having visions of a great calamity coming, one that would surely mean the end of Khalee'Sri! Xakartaz refused to heed their warnings. He thought the visions a deception by some unknown threat, or an enemy of Tunare's. The Cae'Dal did not understand. Why would he rather they all stay in this doomed land?
Norrath began to moan loud enough for all to feel and hear. Its complaints rose from far below. How could they deny this any longer? The Cae'Dal began to construct sailing vessels, believing that Xakartaz would come to realize the dire situation. But when he learned of their plans, he called them traitors and destroyed the vessels!
The Second Exodus

Xakartaz's stubbornness did not stop the rending of the land, nor did it stop the Cae'Dal. The quakes were sudden, and building in ferocity. The Cae'Dal knew if they were to survive they would have to do so on their own, and in secret. They worked hard, constructing vessels in secret, separate locations.
Then came the dark day, Xakartaz followed a group of provision suppliers to one of the sailing vessels. His anger burned upon sight of their rebellious action. He lashed out, destroying both vessel and Cae'Dal, alike. Word spread quickly of his wrath, forcing other Cae'Dal to board the other vessel and flee Khalee'Sri for stable lands unknown.
A New Land

The elves who sailed away from Khalee'Sri found the waters treacherous and barely passable. The seas were growing as unstable as the land! When a lush land was finally spotted, they counted their blessings and steered toward the rugged coastline. They found themselves in a forested land, inhabited by threatening goblins and iksar, but this did not deter them. They could not face the seas, once more!
Perhaps one day, the Cae'Dal may return to Khalee'Sri. Perhaps, Xakartaz was right, and the land did not succumb to the great quakes, or the rising waves, but for now they live on Kunark, in a region known as Obulus Frontier, in the city of Nye'Caelona, overlooking Warslik's Wood.
Books
Commonlands Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:37:10 PDT.
Commonlands Creature Catalog
by Pearl Honeywine
Before the Rending, the continent of D'Lere was part of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta. Now its own region, D'Lere's southern section is known as the Commonlands.

This area was a major setting for the Battle of Defiance, during which the Overlord, Sir Lucan D'Lere, provided the necessary leadership for the men of Freeport to prevail over the Deathfist orcs.
The Commonlands is situated on the southern half of D'Lere, separated from Nektulos by Razorrock Ridge.

While there are numerous nomadic camps in the plains, the region's major city is Freeport.

The Freewater Channel begins off the Commonlands' eastern shore, while the Tranquil Sea borders it to the south and southwest.
Razorrock Ridge blocks the passage of cooling air from the north, which gives the air in the Commonlands a dry edge.

During the day, temperatures rise rapidly; it is necessary to pack in as much water as possible, as the ponds in the region are frequented by territorial creatures.

At night, the clear skies mean the temperature will fall quickly. Due to the relative lack of humidity, frost is not a concern during Decay and rains are not prevalent during Growth or Harvest.
The majority of the flora of the Commonlands is in the form of grasses, both long and short varieties.

Trees are more plentiful around the water holes, which can seem like an oasis in a desert of golden grass. The sparse trees on the kopjes are usually from the acacia family, which go dormant during the long dry period after the last rains of Growth.

Flowers are limited to cornflowers and strawblossoms, although featherheads are occasionally seen at the bottom of muddy pools.
Orcs have dominated the Commonlands for most of its history, although they were driven back during the Battle of Defiance.
In recent times, however, they are again presenting a nuisance to travelers through the region.
One will also encounter various scaled lizards and insects, such as basilisks and scorpions. Predators lurk near any source of water, particularly savanna lions.
Books
Commonlands Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Commonlands Creature Cataloging'

Quest reward from [20] Commonlands Creature Cataloging (Tome), started by Commonlands Creature Catalog (purchased from Indis Surion in Qeynos Capitol District or Navarius Orvalis in The City of Freeport or Ricka Stonehide in Frostfang Sea or Beata Sringer in City of Fordel Midst).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Commonlands Creature Cataloging"
for 34s 56c.

Discovered on 5 Oct 2005 at 15:54:45 PDT.
Commonlands Creature Catalog
by Pearl Honeywine
Before the Rending, the continent of D'Lere was part of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta. Now its own region, D'Lere's southern section is known as the Commonlands.

This area was a major setting for the Battle of Defiance, during which the Overlord, Sir Lucan D'Lere, provided the necessary leadership for the men of Freeport to prevail over the Deathfist orcs.
The Commonlands is situated on the southern half of D'Lere, separated from Nektulos by Razorrock Ridge.

While there are numerous nomadic camps in the plains, the region's major city is Freeport.

The Freewater Channel begins off the Commonlands' eastern shore, while the Tranquil Sea borders it to the south and southwest.
Razorrock Ridge blocks the passage of cooling air from the north, which gives the air in the Commonlands a dry edge.

During the day, temperatures rise rapidly; it is necessary to pack in as much water as possible, as the ponds in the region are frequented by territorial creatures.

At night, the clear skies mean the temperature will fall quickly. Due to the relative lack of humidity, frost is not a concern during Decay and rains are not prevalent during Growth or Harvest.
The majority of the flora of the Commonlands is in the form of grasses, both long and short varieties.

Trees are more plentiful around the water holes, which can seem like an oasis in a desert of golden grass. The sparse trees on the kopjes are usually from the acacia family, which go dormant during the long dry period after the last rains of Growth.

Flowers are limited to cornflowers and strawblossoms, although featherheads are occasionally seen at the bottom of muddy pools.
Orcs have dominated the Commonlands for most of its history, although they were driven back during the Battle of Defiance.
In recent times, however, they are again presenting a nuisance to travelers through the region.
One will also encounter various scaled lizards and insects, such as basilisks and scorpions. Predators lurk near any source of water, particularly savanna lions.
Books
Commonlands Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 12:07:18 PST.
Before the Rending, the continent of D'Lere was part of a very large continent that included the cities of Qeynos, Freeport, Halas, Rivervale, Highhold, Oggok and Gukta. Now its own region, D'Lere's southern section is known as the Commonlands. This area was a major setting for the Battle of Defiance, during which the Overlord, Sir Lucan D'Lere, provided the necessary leadership for the men of Freeport to prevail over the Deathfist orcs.
Read the book
Put the book away.
The Commonlands is situated on the southern half of D'Lere, separated from Nektulos by Razorrock Ridge. While there are numerous nomadic camps in the plains, the region's major city is Freeport. The Freewater Channel begins off the Commonlands' eastern shore, while the Tranquil Sea borders it to the south and southwest.
Read the book
Put the book away.
Razorrock Ridge blocks the passage of cooling air from the north, which gives the air in the Commonlands a dry edge. During the day, temperatures rise rapidly; it is necessary to pack in as much water as possible, as the ponds in the region are frequented by territorial creatures. At night, the clear skies mean the temperature will fall quickly. Due to the relative lack of humidity, frost is not a concern during Decay and rains are not prevalent during Growth or Harvest.
Read the book
Put the book away.
The majority of the flora of the Commonlands is in the form of grasses, both long and short varieties. Trees are more plentiful around the water holes, which can seem like an oasis in a desert of golden grass. The sparse trees on the kopjes are usually from the acacia family, which go dormant during the long dry period after the last rains of Growth. Flowers are limited to cornflowers and strawblossoms, although featherheads are occasionally seen at the bottom of muddy pools.
Read the book
Put the book away.
Orcs have dominated the Commonlands for most of its history, although they were driven back during the Battle of Defiance. In recent times, however, they are again presenting a nuisance to travelers through the region. One will also encounter various scaled lizards and insects, such as basilisks and scorpions. Predators lurk near any source of water, particularly savanna lions.
Close the book.
Books
Consequences of Thralldom
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Gruengach'

Quest reward from [100] Lore and Legend: Gruengach (Lore and Legend), started by examining gruengach parts or by examining Consequences of Thralldom in The Stonebrunt Highlands (388, 266, 169).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Gruengach"
for 1c.

Plundered from The Stonebrunt Highlands (389, 267, 169).

Discovered on 25 May 2010 at 10:00:38 PDT.
The Journal of Kalidan Il'Finik, Master Conjuror
Day 3

Being somewhat of an expert in conjuring manifestations of creatures both magic and mundane, the new focus of my studies should surprise no one.
Menial tasks such as cleaning, cooking, and laboring are things I hardly have time to burden myself with. Instead I have taken it upon myself to summon a multitude of planar creatures whom I will subjugate, train, and ultimately command to do my bidding.
To accomplish this task I have brought on board a noted diviner named Sachin Al'Faz who claims to be the foremost authority on planar positioning and triangulation. In spite of his pompous nature I have agreed to make him a partner in this experiment. His knowledge will help me ascertain exactly where I must focus my search.
Day 17

That fooI, Sachin, is attempting to renege on his promise! He claims that he cannot continue our work together because he must instead go to work for that blunderhead, El'Arad. Nonsensical poppycock, if you ask me! El'Arad has already assembled an entire army of sages, researches, analysts and laborers to assist him at the Grand Farisian Nexus.
Why can’t Sachin see that our work takes precedence? Should he still refuse to complete the equations we begin tomorrow morning, I fear drastic measures will have to be taken. The gangrene of misguided loyalty should not be allowed to rot the fruits of my work!
Day 19

Harsh words turned to blows this morning, at least in the manner seen fit for two mages. At daybreak I arose to find Sachin clearing his work table and packing the last of his equipment. When I confronted him about the unfinished equations, he demurred on his obligations to me and muttered something about bringing glory to the "singular greatest Erudian cause." Sheer nonsense if you ask me. In the end, Mr. Al'Faz had to be fettered by magical means. Though I did not take pleasure in confining him against his will, he left me no choice but to trap him until he finished his work Finally, after what seemed like hours, the equations were complete.
It was my decision to draw upon creatures from the Plane of Dreams. I expect to summon a sylph-like creature or perhaps a gentle beast of burden. As I have stated before, the summoned being must only be fit to perform chores around my laboratory and domicile. Defense is, and will always be, placed iii the hands of my Tellurian servant. Who better a soldier than a mindlessly loyal pile of rocks?

Day 22

That bastard will pay for what he has done! In his bitterness the fool must have intentionally changed the variable coordinates used in the equation. Upon the completion of the spell I opened my eyes and saw not golden sylphs or benevolent beasts, but foul-smelling wicked beasts that can best be described as bipedal goats!
For what it is worth, the fiends did appear to be granted with some merit of intelligence. Despite their thick dialect, I was able to decipher their native tongue as being Thulian. They claimed to be servants of Terris-Thule, demi-goddess of the Plane of Nightmares.

The goatmen, or Gruengach as they call themselves, were quickly growing agitated. They demanded to be returned to where they came from so they could continue their work for their dark mistress. When I inquired as to where that place was, the Gruengach seemed at a loss for words.

Day 23

As best as I could tell the Gruengach serve as servants to Terris-Thule despite not actually residing within the Plane of Nightmares. Their work, it appears, is
 done behveen the Planes. When I began to explain the complexities in deciphering the specific point o their origin they grew angry and violent.
No sooner had their leader raised his mottled claw in anger, that my Tellurian defender intervened by smashing him in the chest. A wretched cacophony of braying resulted when the rest of the Gruengach realized what had just occurred. Not wasting another moment, I mesmerized the whole lot and placed them in a submissive trance.
Day 58

It has been several weeks since my subjugation of the band of Gruengach. Although unfit for some of the more delicate tasks I had envisioned my summoned help to assist me with, the brutish strength and willpower of their kind makes them an
almost inexhaustible source of labor. Having more or less mastered the act of incarcerating the goatmen, I have since taken it upon myself to summon more of them, thus creating a veritable army of Gruengach all under my absolute command!
Day 92

Today I was greeted by none other than El'Arad himself! As he entered the courtyard to my grounds I could see his eyes widen in disbelief at the sight of my burgeoning workforce. I explained to him the manner in which I had summoned the Gruengach and the way in which I had incarcerated them into thralldom. For once in his life the old man seemed impressed with the efforts of someone beside himself.
Day 106

El'Arad returned to my home today with a most lucrative proposition. He expressed interest in purchasing several Gruengach to serve as his own servants and guards. Apparently the old man is close to completing the Farisian Nexus and wishes to protect his work with an added amount of security. I was more than happy to oblige. As a token of appreciation I was invited to join him during the inaugural activation of the Farisian Nexus. I leave for Quel'ule tomorrow.
Day 146

A calamity of monumental proportions has occurred. This entry must be short as I am recording this on borrowed time. The activation of the Nexus did not go as planned. An explosion has occurred unlike any I have witnessed previously. Something that could be best described as a mighty blast of lightning-like power dispersed out from the hub of the Nexus. Many were killed as the town of Quel'ule was torn asunder. Outside the sky had changed and I am unable to find the sun or the stars in the sky. To make matters worse the archaic dominance I once held over the Gruengach has been losI My attempts to subjugate them once more have proved to be unsuccessful.
Day 147

I am writing what rn4i well be my final living thoughts. The barricade is beginning to collapse and I fear my Tellurian champion will not be able to hold them off forever. The goatmen have not forgotten who placed them in unwilling servitude and they seem hell-bent on taking their revenge. I fear I...
There are no additional journal entries.
Books
Cookies Recipes by Leucosia
This item can be placed on the floor in any house type.

MASTERCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.
                               SPECULOOS

1kg flour
300g butter
600g brown sugar
0.1 l water
1 pinch of salt
2 eggs (optional)
1 teaspoon baking powder (optional)
1 teaspoon vanilla extract (optional)
1 tablespoon spices

Spices mix:

3 1/2 teaspoon grinded cinnamon
1 tablespoon grinded nutmeg
1 tablespoon grinded clover
2 teaspoon grinded ginger
1 teaspoon cardamom
1 teaspoon white pepper
Only NEEDED spices are cinnamom and clover

mix together butter, brow sugard, spices, aroma and water until it makes a cream. Add slowly the water to the mix.

Add slowly flour and baking powder and mix until it makes a thick paste. Don't mix too long.
If the dough starts to stick, put it a little time in a fridge.


Roll it out at 4-5 millimeters thick and cut out shapes or squares.

Bake at 175-200 °C for 10-15 minutes.


Addind eggs or baking powder will make the cookies softer, so it all depends on your taste: do you like soft or hard cookies?



                         CONGOLAIS

125g coconut powder
75g sugar
2 eggs
1 packet of vanilla sugar

Mix everything together.

Let the dough cool for 30 minutes in a fridge

Shape little pyramids with it

Cook at 180°C for 10 minutes until the top starts to turn a little brown.



It's not the regular "congolais" recipe which
is made with only egg whites. Both are pretty nice.


                             MONTECAO

1 kg flour
1/2 kg sugar
1/2 litre oil
powdered cinnamon
powdered vanilla (optional)
orange flower water

Mix flour, sugar, oil and vanilla.
Add a little bit of orange flower water to make the paste stick a bit better.

Make balls of dough and put a pinch of cinnamon on top.

Cook at 150°C for 20 minutes. The cookies should be very soft and crumbling under
the teeth. You can cook a bit more if you want them harder.
Those can be flavored with cocoa or more cinnamon.

                              SABLE

The sablé is my favorite cookie and can be flavored with mostly anything, be it cocoal, vanilla extract, almond extract, almond powder, orange extract and so on.

500g flour
200g sugar
250g butter
1 egg
1 pinch of salt

Mix sugar and egg until it makes a white cream.
Add in butter and flavors.
Add the flour and mix until the butter is
well spread out.

Form a ball with the dough and roll it to form a "sausage" and then slice it in disk (1 cm thick)


At this stage, you can add a bit of marzipan on top of each cookie.

Cook at 180 °C for 15 minutes until it turns a golden brown on top.







          SOHAAN-E ASALI (Iranian recipe)

150g fine sugar
3-4 tablespoon thick honey
100g cooking oil
1 teaspoon saffron
1/2 teaspoon cardamom
150g almonds
100g pistachios

Wash and thinly slice almonds, then allow to dry. Thinly slice pistachios. Mix sugar, honey and oil and cook over high heat stirring occasionally until sugar melts and turns golden.

Add almonds and continue cooking while stirring occasionally until almonds also turn golden. Avoid too much stirring of the mix. Dissolve saffron in a bit of hot water and add to the mix.


Pour some oil on a flat tray and rub over the entire surface. Pour a small amount of the mix on the tray. If it solidifies quickly, the mix is ready, Turn the heat very low.

Pour small portions of the mix using a teaspoon on the tray at equal distances so that the portions do not touch. As soon as each portion is poured on the tray, place a few slices of pistachio on top. Allow to cool.

Separate the sohaan from the tray using a knife and keep in a covered container.









                HALVA (Iranian recipe)

250g wheat flour
200g sugar
200g oil
1/2 tablespoon saffron
1/2 cup rosewater
crushed pistachio and almonds

Heat oil in a frying pan until it is hot.

Add flour, reduce heat and stir frequently until the mix changes colour to golden,
thickens and becomes fragrant.

Add sugar to one glass of water and bring to a boil.

Add saffron and rosewater and stir.

Let flour cool slightly, then add the mix and stir well.

If the mix is not thick, heat for 1-2 minutes but not longer. Serve with crushed pistachio and almond sprinkled on top.
Books
Council of the Gods
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE  NO-VALUE

Quest reward from [110] Isolation Explained (Myrist, the Great Library), started by Librarian Aemeli in Myrist, the Great Library (183, -5, 35).

Discovered on 13 Nov 2018 at 12:17:33 PST.
Council of the Gods
"There is only one solution: Destroy them all."
Rallos Zek's burning eyes moved disdainfully from one god to the next, hoping his harsh edict had convinced more of them to take his side. It had been countless ages since virtually all the gods had gathered together like this, and he did not intend to miss the opportunity to expand his influence.

"I maintain that this would be an overreaction," Tunare said, shaking her head. "The mortals need our guidance, not our wrath. We should inspire them and strengthen the spirituality within them, not snuff it out."
"You mean your precious elves?" Rallos countered. "Did they need your guidance as their greed soiled your plane, murdering your servants in their lust for power and wealth? Attacking the very manifestation of your being as if you were a boar for the slaughter?"

She scowled and shook her head. "That is your influence at work, Rallos. It was only when they breached the Planes of Power that you lost the delight you had taken in their growing viciousness."
"We all agree that the mortals have gone too far," Brell interjected, sensing the need to interrupt before the argument dragged on further. "But surely the answer isn't to wipe away all our handiwork. After all, it is only a few races that have committed offenses worthy of such action. Perhaps a selective pruning is in order rather than complete annihilation."
Solusek Ro shook his head. "I must agree with Rallos on this matter. Wipe them out; it is the only way."

"The solution is obvious," interjected Cazic-Thule. "If my influence were allowed to grow, the mortals would not be in a position to challenge us. Fear will keep them in check, as it always should have."
Karana scowled. "Preposterous. It has been proven that any one of us alone can be overcome by the mortals. It is underestimating them that has brought us to this place, that has forced us to become allies in action if not in principle. But the solution must be one that we can all agree to."

"How can you be so blind?" Rallos growled. "How can you not see that the mortals must be made to pay for their insolence?"
"You ignore the honor in their hearts," Mithaniel Marr countered. "They have earned the right to exist, to ascend to greatness."

"Greatness?" Innoruuk cackled gleefully. "Leave them to their own devices and they will devour themselves in jealousy and hatred. The solution is not for us to kill them, but to step aside and let them feed upon each other."
"We don't have time for that," Solusek Ro asserted. "The demi-planes are already weakened--in fact, some have simply faded from existence, as our powers have grown too thin to sustain them. We must refocus our resources and strike back while we still can."

Quellious had listened to the bickering for what seemed like ages. Though time had no meaning for them in this place, she could bear to listen no longer. She spoke softly, yet with a directness that silenced the others.
"I propose a compromise," she said, her gaze moving from one god to the next. "It will not be ideal for any of us, and it does not come without risk. But I feel it is the only way to satisfy all our objectives and restore balance between us and the mortals."

Bristlebane perked an ear. "Speak, please, for this endless debate is maddening even for me."
Quellious continued. "We all agree the mortals have gained too much power, but there are non-destructive ways to correct this. There is also a way for us to regain our strength, though it means removing our influence from this world for a time. But if we all agree--including those who sit upon the greater wheel of Elemental Power--it could save us all."
"Speak, Tranquil One," Xegony said, breaking her long silence. "We will listen to your proposal."

Quellious nodded. "It is through their unity that the mortals initially became strong. The first thing we must do is to disrupt that unity..."

When Quellious had finished, Erollisi Marr nodded. "It would be an acceptable compromise."

"Agreed," her twin brother added.
"It does not matter to me," Innoruuk grinned, "for I still believe that the mortals will destroy themselves eventually."

Brell rubbed his chin thoughtfully. "I will do as you suggest."

The Faceless shrugged. "It seems like a waste of time, but I will follow the wishes of this council."
Tunare sighed sadly. "I will do what you ask in order to make this work."

Fennin Ro spoke for the first time since he had entered the chamber. "The rulers of the Elemental Planes will abide by this decision."

One by one the other gods either agreed or said nothing, nodding silently.
Quellious eyed Rallos Zek as he whispered something to Solusek Ro. The Prince of Flame shook his head.

"We agree," the god of War said at last. "When does it begin?"

"In seven mortal days' time, we will act as one. Will that be long enough to do what is needed?"
"It will," Solusek Ro said coldly. Tunare nodded with reluctance.

"Then it is agreed," the Tribunal spoke in a single voice. "This council stands adjourned."
The gods began to leave the chambers, but Quellious lingered. She noticed as Rallos approached Cazic-Thule and began to whisper something to him, and watched as Solusek Ro did the same to Brell.

Tunare stood next to her. "Is this really the only way?"
"I believe it is," Quellious responded softly. "But I think we need to remain watchful, as not everyone may honor the intent of this pact."

Karana approached the two goddesses. "I have some trepidation in this matter, and I'd wager you feel the same."

"I do," replied Quellious. "But I have another proposal to share with the two of you to ensure our interests are preserved."
As the three gods left the council chamber together, Rallos Zek eyed them loathingly. He muttered to himself. "So, Quellious, you have your allies and I have mine. But your weakness will be your downfall. Let the endgame begin."
Books
Creatures of the Creators Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:17:25 PDT.
Creatures of the Creators Catalog
by Pearl Honeywine
Some of the creatures found in Norrath today were created by mages for various reasons.

In particular, these creations can be found in and around Nektropos Castle in Nektulos on D'Lere or within the Ruins of Varsoon in Antonica on Karan.
Nektropos Castle is the former home of Lord Rikantus Everling and is located within dark woodlands of Nektulos.

The Ruins of Varsoon are in what was once called the Keep of Immortality in Antonica. It is interesting to note that despite the cataclysmic events of the past few hundred seasons, both D'Lere and Antonica have ancient keeps with their unfortunate inhabitants.
Externally, Nektropos Castle and the Ruins of Varsoon enjoy (if that can be said) the same weather patterns as the regions in which they are located.

Internally, the air within these ancient buildings remains charged with the mystic energies of their former owners.
Though dark and occasionally damp, they are both remarkably well-preserved.
Flora within these structures is limited to lichens, which form on the stone surfaces on the northern and eastern interior rooms.
As the structures are enclosed (or nearly completely underground, as with the Ruins of Varsoon), light is diffused or nonexistent.
Fungi grow in organic litter on the lowest floors of these buildings.
Constructed creatures are generally considered part of the "golem" family of creatures, regardless of their outward appearance.
However, magical constructs also exist and can include mundane objects such as books or statues that will reanimate only upon being disturbed. That makes travel through the Ruins of Varsoon and Nektropos Castle particularly dangerous, as potentially anything could be a dormant creature.
Books
Creatures of the Creators Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Creatures of the Creators Cataloging'


Discovered on 5 Oct 2005 at 13:41:14 PDT.
Creatures of the Creators Catalog
by Pearl Honeywine
Some of the creatures found in Norrath today were created by mages for various reasons.

In particular, these creations can be found in and around Nektropos Castle in Nektulos on D'Lere or within the Ruins of Varsoon in Antonica on Karan.
Nektropos Castle is the former home of Lord Rikantus Everling and is located within dark woodlands of Nektulos.

The Ruins of Varsoon are in what was once called the Keep of Immortality in Antonica. It is interesting to note that despite the cataclysmic events of the past few hundred seasons, both D'Lere and Antonica have ancient keeps with their unfortunate inhabitants.
Externally, Nektropos Castle and the Ruins of Varsoon enjoy (if that can be said) the same weather patterns as the regions in which they are located.

Internally, the air within these ancient buildings remains charged with the mystic energies of their former owners.
Though dark and occasionally damp, they are both remarkably well-preserved.
Flora within these structures is limited to lichens, which form on the stone surfaces on the northern and eastern interior rooms.
As the structures are enclosed (or nearly completely underground, as with the Ruins of Varsoon), light is diffused or nonexistent.
Fungi grow in organic litter on the lowest floors of these buildings.
Constructed creatures are generally considered part of the "golem" family of creatures, regardless of their outward appearance.
However, magical constructs also exist and can include mundane objects such as books or statues that will reanimate only upon being disturbed. That makes travel through the Ruins of Varsoon and Nektropos Castle particularly dangerous, as potentially anything could be a dormant creature.
Books
Creatures of the Creators Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 27 Mar 2005 at 11:18:18 PST.
Some of the creatures found in Norrath today were created by mages for various reasons. In particular, these creations can be found in and around Nektropos Castle in Nektulos on D'Lere or within the Ruins of Varsoon in Antonica on Karan.
Read the book
Put the book away.
Nektropos Castle is the former home of Lord Rikantus Everling and is located within dark woodlands of Nektulos. The Ruins of Varsoon are in what was once called the Keep of Immortality in Antonica. It is interesting to note that despite the cataclysmic events of the past few hundred seasons, both D'Lere and Antonica have ancient keeps with their unfortunate inhabitants.
Read the book
Put the book away.
Externally, Nektropos Castle and the Ruins of Varsoon enjoy (if that can be said) the same weather patterns as the regions in which they are located. Internally, the air within these ancient buildings remains charged with the mystic energies of their former owners. Though dark and occasionally damp, they are both remarkably well-preserved.
Read the book
Put the book away.
Flora within these structures is limited to lichens, which form on the stone surfaces on the northern and eastern interior rooms. As the structures are enclosed (or nearly completely underground, as with the Ruins of Varsoon), light is diffused or nonexistent. Fungi grow in organic litter on the lowest floors of these buildings.
Read the book
Put the book away.
Constructed creatures are generally considered part of the "golem" family of creatures, regardless of their outward appearance. However, magical constructs also exist and can include mundane objects such as books or statues that will reanimate only upon being disturbed. That makes travel through the Ruins of Varsoon and Nektropos Castle particularly dangerous, as potentially anything could be a dormant creature.
Close the book.
Books
Creepy Creatures Catalog
This item can be placed on the floor in any house type.

I obtained this odd tome by cataloging various creepy flora and fauna.

NO-VALUE

Quest reward from [200] My Creepy Catalog (World Event), started by Guides.

Discovered on 19 Oct 2005 at 23:29:38 PDT.
My Creepy Creatures Catalog

by Anonymous
There are many unusual creatures throughout Norrath, some more peculiar than others.

I shall attempt to describe the most particularly creepy creatures that I have encountered in my travels.
Spiders.


The venom of the false widow spider is highly toxic...to plants. While the creature appears fearsome and is indeed often mistaken for its more deadly cousin, the false widow spider is not lethal to mortals. At least, not by venomous bite. The blue widow spider is, however, another story.
Skeletons.


Though often seen throughout the lands, some skeletons are rarer than others. There is a small skeletal brat, so-named for its habit of taunting the living.


One can occassionally find, usually near water, bloated skeletons. These are very rare as it is often impossible to determine what makes a skeleton bloated.
Zombies.


Flesh dripping from their maggot-pierced skin, the mucus zombies can be identified by their nasty, hacking cough.


There are also the exceptionally rare spongiform zombies. They are often mistaken for fungi, though one makes that mistake but once.
Beetles.


Who can possibly forget an invasion of ghast beetles? Swarms of these small obnoxious creatures have been reported in wooded areas, where they blind their prey by flying directly into their faces. Digusting! and certainly...creepy.
Books
Cronyn's Dwarf Tamales by Cloudrat by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.
Meat ingredients:

* 2 pounds trimmed flat, first-cut brisket
* 6 dried New Mexico, Anaheim or ancho chiles
* 1 14-ounce canned diced tomatoes , preferably fire-roasted
* 4 cloves garlic, coarsely chopped
* 1 tablespoon plus 1 teaspoon chili powder
* 1 teaspoon salt
* 1 cup Corona or Dwarven ale
* 1 tablepoon canola oil

Meat Preparation:

1. Tear chiles into 1-inch pieces and place in a large bowl. Cover with hot water and let sit until softened. at least an minutes. Drain. 2. Preheat oven to 350 degrees F . Place tomatoes and their juices, onion, garlic, chili powder, cumin, salt and the drained chile pieces in a food processor. Process until
smooth. Transfer to a large bowl and stir in beer. 3. Heat oil in a large Dutch oven over medium heat. Add brisket and brown on all sides, about 6
minutes total. Pour the chile sauce over the meat and bring to a simmer. 4. Cover, transfer to the oven and bake for 2 hours. Stir in beans and continue baking until the meat is fall-apart tender, 45 minutes to 1 hour more. 5. Transfer the meat to a cutting board and pull apart into long shreds using two forks. Stir the shredded meat back into the sauce

Beer-Braised Dwarf (or Beef) Tamales

Ingredients:
2 lbs brisket prepared as shown above
*                     Salt and pepper, to taste
*                     2 onions, peeled and sliced
*                     1 garlic bulb, cloves removed and peeled
*                     4 ounces dried New Mexico
chilies
*                     2 ounces ancho chiles
*                     2 ounces pasilla chiles
*                     2 tablespoons cumin seed, toasted
*                     1 tablespoons salt
*                     2 bags dried corn husks, about 3 dozen
*                     4 cups masa mix
*                     1 tablespoon baking powder
*                     2 teaspoons salt
*                     4 cups reserved beef broth, warm
* 1 cup vegetable shortening
Directions
Prepare Dwarf (or beef) as above.
To prepare the sauce, remove the tops of the dried chilies and shake out most of the seeds.
Place the chilies in a large stockpot and cover them with water. Add the cumin, remaining sliced onion and garlic. Boil for 20 minutes until the chiles are very soft. Transfer the chiles to a blender using tongs
and add a ladle full of the chile water (it is best to do this in batches.) Puree the chiles until smooth. Pass the pureed chiles through a strainer to remove the remaining seeds and skins. Pour the chili sauce into a large bowl and add salt, stir to incorporate. Taste to check seasonings, add more if necessary. Add the shredded Dwarf (or beef) to the bowl of chili sauce, and mix thoroughly. Refrigerate until ready to use.
Go through the dried cornhusks, separate them and discard the silk, be careful since the husks are fragile when dry. Soak them in a sink filled with warm water for 30 minutes to soften. In a deep bowl, combine the masa, baking powder, and salt. Pour the broth into the masa a little at a time, working it in with your fingers. In a small bowl, beat the
vegetable shortening until fluffy. Add it to the masa and beat until the dough has a spongy texture.
Rinse, drain, and dry the corn husks. Set
them out on a sheet pan covered by a damp towel along with the bowls of masa dough and Dwarf (or beef) in chili sauce. Start with the largest husks because they are easier to roll. Lay the husk flat on a plate or in your hand with the smooth side up and the narrow end facing you. Spread a thin, even layer of masa over the surface of the husk with a tablespoon dipped in water. Do not use too much! Add about a tablespoon
of the meat filling in the center of the masa. Fold the narrow end up to the center then fold both sides together to enclose the filling. The sticky masa will form a seal. Pinch the wide top closed.
Stand the tamales up in a large steamer or colander with the pinched end up. Load the steamer into a large pot filled with 2-inches of water. The water should not touch the tamales. Lay a damp cloth over the tamales and cover with lid. Keep the water at a low boil, checking periodically to make sure the water doesn‘t boil away. Steam the tamales
for 2 hours.
The tamales are done when the inside pulls away from the husk. The tamale should be soft, firm and not mushy. To serve, unfold the husk and spoon about a tablespoon of remaining Dwarf (or beef) filling on top.
Books
Crushbone: Ancient Blue Tome Dungeon Maker Decoration
Activating this item will allow for you to use "Crushbone: Ancient Blue Tome" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Crushbone: Ancient Blue Tome to your Dungeon Maker toolbox


Discovered on 8 Dec 2011 at 15:23:43 PST.
Books
Books
Crushbone: Gold-rimmed Tome Dungeon Maker Decoration
Activating this item will allow for you to use "Crushbone: Gold-rimmed Tome" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Crushbone: Gold-rimmed Tome to your Dungeon Maker toolbox


Discovered on 9 Dec 2011 at 11:38:33 PST.
Books
Crushbone: History Archive Dungeon Maker Decoration
Activating this item will allow for you to use "Crushbone: History Archive" in your dungeons.

TREASURED
HEIRLOOM  NO-VALUE

Effects:
  • Adds Crushbone: History Archive to your Dungeon Maker toolbox


Discovered on 9 Dec 2011 at 11:38:21 PST.
Books
Cuirboilli Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Cuirboilli Leather Notebook
Working with raw materials to scribe a cuirboilli leather notebook.
Level
29
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:11:16 PDT.
Books
Cured Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED
NO-VALUE

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Cured Leather Notebook
Working with raw materials to scribe a cured leather notebook.
Level
19
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:09:40 PDT.
Books
Customizable crimson Erollisi Day card
This item can be placed on the floor in any house type.

To add your custom message to a blank card, right-click a card in your inventory and select 'read', then edit to add your own custom title and message. Cards that already have a message can only be changed by the original author.

NO-VALUE


Discovered on 8 Feb 2012 at 10:19:59 PST.
Books
Customizable pink Erollisi Day card
This item can be placed on the floor in any house type.

To add your custom message to a blank card, right-click a card in your inventory and select 'read', then edit to add your own custom title and message. Cards that already have a message can only be changed by the original author.

NO-VALUE


Discovered on 8 Feb 2012 at 10:19:59 PST.
Books
Customizable white Erollisi Day card
This item can be placed on the floor in any house type.

To add your custom message to a blank card, right-click a card in your inventory and select 'read', then edit to add your own custom title and message. Cards that already have a message can only be changed by the original author.

NO-VALUE


Discovered on 8 Feb 2012 at 10:19:59 PST.
Books
Dag the Blasphemer
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [100] The Final Blow (Tradeskill), started by Brytthel in Obulus Frontier (-210, 91, -211).

Discovered on 15 Nov 2016 at 13:35:30 PST.
Dal the Blasphemer
Author Unknown
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
Books
Dag the Blasphemer
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [70] Dag the Blasphemer (Tome).

Components
Dag the Blasphemer- Page 2 (shinies in Fens of Nathsar)
Dag the Blasphemer- Page 3 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
Dag the Blasphemer- Page 4 (shinies in Fens of Nathsar)
Dag the Blasphemer- Page 5 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
Dag the Blasphemer- Page 6 (shinies in Fens of Nathsar)
Dag the Blasphemer- Page 7 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
Dag the Blasphemer- Page 8 (shinies in Fens of Nathsar)
Dag the Blasphemer- Page 9 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
Dag the Blasphemer- Page 10 (shinies in Fens of Nathsar)
Dag the Blasphemer- Page 11 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
Dag the Blasphemer- Page 12 (shinies in Fens of Nathsar)

Discovered on 15 Nov 2016 at 13:50:35 PST.
Dal the Blasphemer
Author Unknown
Long ago in the time of Emperor Ganak, Scholar Dag served and studied with the great Master Atrebe Sathir, first-hatched son of Rile Sathir.
After the unfortunate demise of Atrebe, Scholar Dag begin his study of the forbidden circles, Wizardry, Enchantment and Magic. He soon began to specialize in the ways of Wizardry, in contravention of the Laws of Kotiz.
Scholar Dag kept his studies to himself. Most of his studies were held in private, only his Sarnak slave named Kly was allowed to assist in his blasphemous studies.
Hearing of Dag's skills, Kurn Machta, the Dread Torturer and trusted general of Rile Sathir, secretly commissioned Dag
to create a magical dagger for his personal use.
Dag traveled to Kurn's outpost to begin his work. His slave Kly and some sarnak slaves answering to him followed, pulling behind them a special forge which belonged to Haggle Baron Dalnir.
During Dag's absence, however, evidence of his blasphemous research was discovered, and his secret obsession was revealed to all. He became known as the Blasphemer of the Brood.
Word was sent from Cabilis to Kurn to have Dag executed. As Dag was in the final stage of enchantments, Kurn let him proceed and when the dagger was complete, Kurn shackled Dag and used the dagger upon the belly of the Blasphemer.
The Crusaders sent from Cabilis to bring back the body of Dag, the dagger, and the Sarnak slaves, all vanished without a trace. Only the Dalnir Forge remained. No trace of the others was ever found.
Assuming the disappearance was a sign the gods had cursed the blade and the Blasphemer, the Brood decreed that to avoid the wrath of the gods, all of Dag's property and creations were burned, as were all records of his blasphemous studies.
The slave Kly was sought for many years, but never found. It was feared that the slave, in assisting his master, might have learned some of the blasphemous arts, and thus must be destroyed also.
The descriptions posted described Kly as a tall, relatively youthful Sarnak of a reddish skin tone, with some scars on his right arm and leg from early punishment. The slaves accompanying Kly and answering only to him were not known to have individual names or descriptions.
The leader among them, known only as the Kly's Overseer, kept discipline over them and could be distinguised from the others only because he was permitted to use for this purpose a battered ferrite longsword and kite shield forged in the traditional style of the Ganak footsoldiers
After some decades, the search for the Kly and his followers was abandoned, and the mystery of their disappearance has vanished into the mists of time.
Books
Dalron's Small Black Book
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [200] Love Lines (World Event) (Repeatable), started by Dalron Pinot in North Qeynos or from [200] Love Lines (World Event) (Repeatable), started by Dalron Pinot in East Freeport.

Discovered on 9 Feb 2007 at 8:30:05 PST.
Making the One You Love Love You
Written by: Dalron Pinot
This book is dedicated to all the ladies I've loved, who have loved me back.
-Your eyes are so beautiful they must be prismatic.
-I'd cross Lavastorm for you.
-The gods must have returned to Norrath, because you are a gift from Erollisi.
-I'd reassemble the Shattered Lands for you.
-Will you be my heritage quest?
-Hey baby, do you speak Tik Toc? Because we really click.
-Was your father a Vah Shir? Because he stole shards of Luclin and put them in your eyes.
-You must be a coercer, because you've charmed me.
-Cazic help me, I fear I'm in love!
-I must look like Lucan, because you've got my eye.
-Grr. Bark. Bark. Grr. Bark. That means "I love you" in gnoll.
-Your father must be a Ranger cause he sure brought home a fox.
Books
Dalron's Small Black Book [extended edition]
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [200] Love Lines (World Event) (Repeatable), started by Dalron Pinot in Qeynos Capitol District or from [200] Love Lines (World Event) (Repeatable), started by Dalron Pinot in The City of Freeport.

Discovered on 10 Feb 2009 at 7:06:46 PST.
Making the One You Love Love You

Extended Edition:
Trolling for Love

Written by: Dalron Pinot
This book is dedicated to all the ladies I've loved, who have loved me back.
-Your eyes are so beautiful they must be prismatic.
-I'd cross Lavastorm for you.
-The gods must have returned to Norrath, because you are a gift from Erollisi.
-I'd reassemble the Shattered Lands for you.
-Will you be my heritage quest?
-Hey baby, do you speak Tik Toc? Because we really click.
-Was your father a Vah Shir? Because he stole shards of Luclin and put them in your eyes.
-You must be a coercer, because you've charmed me.
-Cazic help me, I fear I'm in love!
-I must look like Lucan, because you've got my eye.
-Grr. Bark. Bark. Grr. Bark. That means "I love you" in gnoll.
-Your father must be a Ranger cause he sure brought home a fox.
-Are you a healer? 'Cause I just scraped my knee falling for you
-Was your mother Jal'Raeth? 'Cause honey, there's nothing else on Norrath like you!
-Your eyes are bluer than the Ocean of Tears, and baby, I'm lost at sea!
-Are you a monk? 'Cause honey, your body is really kickin'!
-Do you have S.O.W.? 'Cause you've been running through my mind all day!
-You must have great heat resists - 'cause you are smokin'!
-Is your momma Anashti Sul? Because I'd die and come back to life for you, baby.
-You must be a shadow woman, because you’ve possessed me.
-Can I have your picture so I can show Santa Glug what I want for Frostfell?
-People call me Dalron, but you can call me Tonight!
-I'll be No-Trade, if you make me your man!
-Are you a follower of Solusek Ro?  Because you've got me so hot under the pauldrons!
-You must work at the Butcherbiock Docks because you’re rocking my boat!
-Did you know I moonlight as a Brokenskull pirate? I'd like to see yar booty!
-I need to be banished, because you put a lot Anashti thoughts in my head!
-You Coercer! You’ve possessed my essence with just one look!
-You're the Master II of ladies!
-If you leave, you'll break my heart into Shards of Love!
-You're prettier than a female Troll pirate!
-You give me exploration exprience every time you enter the room!
-If l've done anything to offend, I’ll be a Paladin and make Amends!
-I hope I’m smartlooted, so you get me every time!
-My heart is your house item and you've made it grow 3 times its size!
Books
Dance of the Ancient
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] Dance of the Ancient (Feerrott), started by examining "Dance of the Ancient" in West Freeport (39, -12, 88) in The City of Freeport (39, -12, 88).

Discovered on 26 Jan 2005 at 14:37:17 PST.
The Dance of the Ancient is a tradition among the ratonga that they trace back to an ancestor named Belaska the Ancient. Is there more to the stories of the Ancient than the ratonga let on?
Entry One
Put book away.
In the days when the ratonga lived below, they held gatherings several times a season. At the end of each of these gatherings, the young ratonga joined in the Dance of the Ancient. The story told is that it represents the pursuit of the Ancient, Belaska and how she evaded those who chased her.
Entry Two
Put book away.
Cheska could not wait for the Dance of Ancients. She walked always on the tips of her toes, graceful and swaying. She knew that only the best dancers would be selected for the secret rites that went back to the days they lived under the ground. She knew they would pick her.
Entry Three
Put book away.
Whenever anyone teased her for walking on her tiptoes, Cheska would retort, "I must practice for the Dance of the Ancient." Everyone knew what Cheska hoped for, and they would wish her well. Some seasons, no one was selected at all to learn the Ways of Belaska. Some seasons, only one or two were chosen. Cheska wanted to be chosen.
Entry Four
Put book away.
The morning of the Dance dawned bright and clear. Though they had lived in burroughs just outside Freeport for several seasons now, the ratonga retreated now to darker places to perform the Dance. All through the morning, Cheska twirled on her toes, dipping and swaying gracefully, her arms arched perfectly before her, fingertips barely touching.
Entry Five
Put book away.
There was no music for the Dance. Not since the time the orcs came through the Commonlands and slaughtered an entire tribe. The ratongas cursed the orcs, but they also learned a lesson. Under the ground, sounds echoed so that their origins were hard to trace. Beneath the open sky, sounds were easier to track.
Entry Six
Put book away.
Cheska joined the line of ratonga girls formed for the Dance. At the nod from the elder, her head snapped back and her dark eyes glittered with pride. "This is my Dance," Cheska thought. She swooped along gracefully, twirling higher than she had before and bending lower than the other girls.
Entry Seven
Put book away.
As the lines continued the Dance, the elders sat watching them, conferring by the simple twitching of their whiskers. Cheska stood even straighter, her smile even more dazzling as the girls' line spun before the elders. They simply had to choose her, she was dancing better than she ever had before.
Entry Eight
Put book away.
On their next turning, the girl immediately in front of Cheska skipped a step, breaking the rhythm and faltering as she tried to return to the proper Dance steps. Cheska's concentration was broken. "Left foot, left foot, glide...glide..." she murmured to the other girl, who smiled her thanks as she returned to the flowing movements.
Entry Nine
Put book away.
The elders rose. Cheska's heart pounded; they were choosing now! The elders picked five boys and three girls. They did not pick Cheska. She held herself up proudly gritting her teeth to congratulate the ones selected to learn the Ways. There would be other Dances, but she would never dance again.
Entry Ten
Put book away.
One of the elders called her aside and said, "Cheska, we would have chosen you, but...you failed us." At Cheska's puzzled look, he said, "To be ratonga, is to save yourself. You tried to save that girl. The ratonga will only survive on the surface if we think of ourselves. Remember that." Cheska simply nodded. It was a lesson she would never forget.
Close Book.
Books
Dance of the Ancient
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [40] Dance of the Ancient (Feerrott), started by examining "Dance of the Ancient" in West Freeport (39, -12, 88) in The City of Freeport (39, -12, 88).

Discovered on 13 May 2008 at 9:46:20 PDT.
The Dance of the Ancient is a tradition among the ratonga that they trace back to an ancestor named Belaska the Ancient. Is there more to the stories of the Ancient than the ratonga let on?
In the days when the ratonga lived below, they held gatherings several times a season. At the end of each of these gatherings, the young ratonga joined in the Dance of the Ancient. The story told is that it represents the pursuit of the Ancient, Belaska and how she evaded those who chased her.
Cheska could not wait for the Dance of Ancients. She walked always on the tips of her toes, graceful and swaying. She knew that only the best dancers would be selected for the secret rites that went back to the days they lived under the ground. She knew they would pick her.
Whenever anyone teased her for walking on her tiptoes, Cheska would retort, "I must practice for the Dance of the Ancient." Everyone knew what Cheska hoped for, and they would wish her well. Some seasons, no one was selected at all to learn the Ways of Belaska. Some seasons, only one or two were chosen. Cheska wanted to be chosen.
The morning of the Dance dawned bright and clear. Though they had lived in burroughs just outside Freeport for several seasons now, the ratonga retreated now to darker places to perform the Dance. All through the morning, Cheska twirled on her toes, dipping and swaying gracefully, her arms arched perfectly before her, fingertips barely touching.
There was no music for the Dance. Not since the time the orcs came through the Commonlands and slaughtered an entire tribe. The ratongas cursed the orcs, but they also learned a lesson. Under the ground, sounds echoed so that their origins were hard to trace. Beneath the open sky, sounds were easier to track.
Cheska joined the line of ratonga girls formed for the Dance. At the nod from the elder, her head snapped back and her dark eyes glittered with pride. "This is my Dance," Cheska thought. She swooped along gracefully, twirling higher than she had before and bending lower than the other girls.
As the lines continued the Dance, the elders sat watching them, conferring by the simple twitching of their whiskers. Cheska stood even straighter, her smile even more dazzling as the girls' line spun before the elders. They simply had to choose her, she was dancing better than she ever had before.
On their next turning, the girl immediately in front of Cheska skipped a step, breaking the rhythm and faltering as she tried to return to the proper Dance steps. Cheska's concentration was broken. "Left foot, left foot, glide...glide..." she murmured to the other girl, who smiled her thanks as she returned to the flowing movements.
The elders rose. Cheska's heart pounded; they were choosing now! The elders picked five boys and three girls. They did not pick Cheska. She held herself up proudly gritting her teeth to congratulate the ones selected to learn the Ways. There would be other Dances, but she would never dance again.
One of the elders called her aside and said, "Cheska, we would have chosen you, but...you failed us." At Cheska's puzzled look, he said, "To be ratonga, is to save yourself. You tried to save that girl. The ratonga will only survive on the surface if we think of ourselves. Remember that." Cheska simply nodded. It was a lesson she would never forget.
Books
Dancing with Bugbears
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Bugbear'

Quest reward from [65] Lore and Legend: Bugbear (Lore and Legend), started by examining bugbear parts or by examining Dancing with Bugbears in Kaladim (40, 26, -281).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Bugbear"
for 1c.

Plundered from Kaladim (40, 26, -281).

Discovered on 28 Feb 2007 at 10:07:22 PST.
Dancing with Bugbears
By Rosie Goodalls


My studies and life among the captivating bugbears of Butcherblock Mountains.
After months of talk and study, I have decided to go where my heart has been pulling. I am leaving for Butcherblock from the Thundering Steppes, tomorrow! My calling is amongst the misunderstood bugbears. I will bring a knowledge of these poor creatures to all of Norrath!

Some believe that a halfling woman, such as myself, must be mad, choosing to study such intimidating beings. And be it in a foreign and treacherous land, then she's doubly mad! I silence them with my rebuttal, "If I do not do it, who will?"
I landed at the Butcherblock docks, and has soon secured a dwarven guide and several helpers to aid my trips to the bugbear camp. They were a burly lot, and looked a bit rough around the edges, but they certainly knew the fastest paths and the safest routes. Play well spent, no doubt! We traversed north through the lush Highlands with little trouble, and made camp for the night a bit off from the bugbears.
***
The next morning, the dwarves and I shared a meal and resumed our trek to the bugbear camp.
We weren't but a griffin's leap from the camp when a large bugbear came running at us from the side! It was a male, wearing crude skins and jagged metal bits as armor. He wielded a club with nails embedded in its surface.

The dwarves fought back, in their fear and ignorance. This only brought others to the fight! I tried to calm the lot, to stop the dwarves, but they must not have heard me what with all the screaming. I cannot blame these abused creatures! Here we were coming to their homes appearing as an army might.
They had long been the slaves of other Underfoot races, and our merry band of scientists must have looked to them like any other, coming in to enslave them, again.

I was blessed that they had noticed my pacifist nature, and my respect for their well being. I mourned for my guides, who knew no better then to meet aggression in kind, but I am here as proof that it is not the only answer.
***
I established my own camp very near to theirs, and have even been allowed to watch them from afar. I know they are watching me, too. Studying my moves and behavior, no doubt, as I am theirs. They are too protective and inquisitive not to!

How such a majestic race came to be thought of as a disgrace or purely as muscle and fodder for mining and construction initiatives is beyond me!
***
As I have been living near the bugbear clan and studying them, they have grown increasingly inquisitive and welcoming of my presence. Several have approached me, and have been grateful for the meals that I have shared with them!

Language is a bit of a challenge, but with patience and an open mind, I find that we communicate quite well. The desires of a child are easy to discern even before they can speak. The situation is similar, and at some points has triggered my maternal instincts.
***
During my studies, I have made a great deal of headway with the clan, and have even been approached by some of the more curious ones, even nick named several!

Pookie is demure. Light in tint, he takes extra care to muss his hair with mud. He enjoys watching me and has even started to imitate my writing with his finger.
Nibbles is a darker brown. He enjoys stocking small creatures, and is rather protective of his kills.
Cuddles is an enamored member of the clan. He even gives me kisses. Or that is to say, his version. I have never witnessed the bugbear show affection amongst themselves, but he licks my face, and smacks his lips. It is quite sweet.

Jumjum is a fighter, and has been witnessed instigating more than one amongst his own clan. I wonder if he is trying to prove his worth for battle.
Silverback named for the distinctive patch of silver hair on his back, though it is often covered by his leather smock.
***
I was fortunate to witness a prize being presented to the clan leader, today! I hunting party passed by my camp grunting and barking at one another. Their volume indicated that they were excited by something. It had alarmed me at first, but their body language told me it was a joyous occasion. They walked proud, and were hitting each other playfully.

Once within their camp, they gathered in front of the leader, and many ornate armor pieces were thrown on the ground at his feet. He made a great whoop!
Jumjum then produced several very hairy looking orbs from a bundled object he carried. I could not make out the objects from my distance sadly, but it brought the entire tribe to grunting, and hitting the ground! What an adventure to see such joy and pride exuded from these graceful creatures!
***
I must admit that I am confused by the other Faydwer folk. Earlier, some startled me as I was strolling back from studying Pookie. They called to me while waving their arms and motioning me to come hither.
"Thank Tunare, we got here in time!"
"What is the matter?" I asked. They appeared dumbstruck.
"You are in grave danger, dear lady." One even warned, "That one's a man killer!"
"I am in no such danger." I assured them. "I only fear being crushed by their love!"

And with that, I walked back to my camp, to continue my mission. My published work will disprove misconceptions and myths about the bugbear, including the myth that they are violent.
***
The clan has been very busy the last few days. The gatherers have been collecting fresh game, and roots while the crafters have been making new skins into banners and clothes. They must be getting ready for a ceremony or a celebration or some kind!

The best news is that Cuddles has come to my tent. I think he wish me to join in the party! He is wearing some of the new skins upon his head and is accompanied by one of the tribe shaman. They are waiting with me now, but have made motions and grunts to each other to indicate I am to follow.
Perhaps they wish to make me a part of the tribe or to extend some other pleasantry upon me! No doubt, my next entry shall be full of merriment and awe. I am excited to share all that would have occurred, and all that I have learned on this night!
***



(There are no further entries.
This page, like many of the following pages, is smeared with crusty mud and blood left by thick fingerprints.)
Books
Dark Elf recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.









Dark elves do not have a very tasty meat. It definatedly lacks fat and can be poisonous. For that reason, only Dark Elf blood can be used. I heard some liquors could be made out of it, but never dared to try those myself.

                     ZOLTAROTH'S SANQUET

Tier'Dal have a very thick and dark blood. They're all blood. And blood is tasty!

Cut 2 slices of sandwich loaf in little cubes.

Cut one clove of garlic in tiny bits.

Chop a tablespoon of parsley.

Put everything in a soup dish and distribute evenly

Take fresh Zoltaroth's blood obtained through the Teir'Dal blood extractor (or bleed a chicken if you want to do the real recipe!) and add it to the soup dish.

Optional: Add a handful of diced bacon (Dwarf or Halfling bacon are the best as the
fat gives a nice taste to the sanquet)

Let the mix coagulate a bit then cook in a frying pan in a bit of olive oil at low heat until it solidifies and turns a dark brown.

Serve hot!
Books
Day log of R.F.
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [38] Finding Fulgation (Steamfont Mountains), started by Watchman Plarg in Steamfont Mountains.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Finding Fulgation"
for 36s.

Discovered on 14 Nov 2006 at 17:05:28 PST.
Remmy Fulgation's Day log for Operation: Cold Glue
O.S. 0:

I've decided to go into the camp itself. I've left my supplies and field journal safely atop the hill where I had previously been spying. If I am lucky I won't wake any of them. If I am unlucky I may be forced to use the MU-FieldBot III I requisitioned to create some sort of diversion.
Books
Deadtime Stories of Bertoxxulous
This item can be placed on the floor in any house type.

A collection of unauthenticated tales concerning the origins of some of Bertoxxulous' most notorious acolytes.

TREASURED
LORE  NO-TRADE

Collection reward from [110] Deadtime Stories of Bertoxxulous (Tome) (must pick up the book in North Wing Catalog to see the pages).

Components
Deadtime Stories of Bertoxxulous - Page 5 (shinies in Myrist, the Great Library)
Deadtime Stories of Bertoxxulous - Page 8 (shinies in Myrist, the Great Library)
Deadtime Stories of Bertoxxulous - Page 12 (shinies in Myrist, the Great Library)
Deadtime Stories of Bertoxxulous - Page 15 (shinies in Myrist, the Great Library)
Deadtime Stories of Bertoxxulous - Page 18 (shinies in Myrist, the Great Library)
Deadtime Stories of Bertoxxulous - Page 20 (shinies in Myrist, the Great Library)
Deadtime Stories of Bertoxxulous - Page 23 (shinies in Myrist, the Great Library)

Requires the use of:
Deadtime Stories of Bertoxxulous
A collection of unauthenticated tales concerning the origins of some of Bertoxxulous' most notorious acolytes.

TREASURED
LORE  NO-TRADE


Discovered on 13 Nov 2018 at 12:15:54 PST.
Deadtime Stories of Bertoxxulous


Of Detrioxx Inhabitants: Origin Myths or Histories
Raex and Vindor

Long ago in the Kingdom of Skaxron lived two childhood friends, Raex, and Vindor. The friends played, fought, competed and grew up together in their lawful kingdom. As they matured both young men proved to be the greatest warriors of their generation. They became pledged as knights in service to their good King Randall.
Two years after the knighting of Raex and Vindor, the War of Ages engulfed their continent, separating the friends as they fought to save their beloved kingdom. War raged for many years, their good King Randall was slain, and all the lands were put under the rule of an iron fisted dark emperor. Raex and Vindor survived these lean years as mercenaries and swore complete and utter vengeance upon the dark emperor that ruled the land. They did not have long to wait, for a great and ancient evil was listening.
Bertoxxulous, Lord of Decay, heard the plea and offered to assist Raex and Vindor for their permanent indentured servitude. For the Plague Lord knew they were among the greatest of warriors, and would aid him greatly in his rise to power. Blinded by vengeance Raex and Vindor immediately agreed to the deal. With a snap of his fingers, Bertoxxulous banished his servant, the dark emperor, to another realm and accepted the two great warriors into his service, for they did not know Bertoxxulous had conquered their world just to bring them into the ranks of his minions.
Carprin Deatharn

Long ago on the continent of Antonica, within the world of Norrath, there existed a small village known as Yawnwater. The village of Yawnwater was a typical village, with happy villagers and flowers that grew all about the town. In the middle of the village stood a small shrine dedicated to the goddess of love, Erollisi Marr, located right off of a small river that flowed down into a great lake. However all did not remain right within the happy little village of Yawnwater.
On a dark night when the moon was just a sliver in the night sky, terror and destruction came down upon the happy little village of Yawnwater. The dark knight, Carprin Deatharn, determined to prove to his god, Bertoxxulous, Lord of Decay, that he was an exalted spreader of corruption and decay that none could match, came upon the village set to destroy it.
Caprin killed off what resistance the village had to offer and then gathered around the shine to Erollisi Marr, the elderly, the women, and the children, who were too weak to defend themselves from the dark knight. Carprin then set to systematically desecrating the temple by performing a dark sacrifice on its altar. After the sacrifice he infected the rest of the survivors with an incurable malady that left them slowly wasting away and dying. When Bertoxxulous saw all that his servant did in his name he was pleased and raised him to new and untold levels of power. It was not long after that Caprin Deatharn would join his master in the Plane of Disease.
The Tale of Toluwon

In the Plains of Karana in a time not so long ago, the clergy of Karana erected a small temple in honor of The Rainkeeper. Among those present at the building of this temple was Young Toluwon, a promising cleric that had recently been raised up from the position of Acolyte. Young Toluwon was one of the most promising clerics to come in years. He had shown wisdom beyond his years, mastered the honored rituals of Karana in a short time, and performed the extremely difficult Ritual of Thunder and Lightning for the first time in centuries.
However, all this was soon to come to an end for Young Toluwon for he had a different path to walk. Young Toluwon returned home soon after helping finish up the final building stages of the temple. He had to visit his love in the nearby city of Qeynos. When he arrived at his lover's house, he found a small note asking him to meet her at a private locale. Concerned, Toluwon made his way immediately to the locale, to find something he could not believe; his lover was a worshipper of the dark god Bertoxxulous!
She was with a group of people in brown robes muttering chants to the Lord of Decay. Once he overcame his disbelief he knew what he must do. He would join her, for she was more important to him than anything else. When the decision was made, the worshipers of Bertoxxulous immediately sent Toluwon out to prove his faith. They sent him against his old brethren at the newly built temple in the Plains of Karana.
When he arrived the priests were surprised to see him back so early for they knew he loved his woman dearly. He assured them everything was all right, and told them that he needed to get some rest. Little did they know what dark plans were about to unfold. In the dead of night Toluwon crept around and slit the throats of each priest within the temple. Then performing a dark ritual told to him by the priests of Bertoxxulous he desecrated the newly erected temple. Toluwon had now become a full-fledged member of Bertoxxulous' clergy. This is how Bishop Toluwon came to join the legions of corruption.
Rise of Avhi Escron

Thousands of years ago in lands long gone there was a prophecy of power. It said 'One shall be born perched between light and darkness. They will grow and one day shroud the world in golden light or encompassing darkness. For they will choose.' Avhi Escron was born shortly thereafter. She was the child foretold in the prophecy and the forces of light and dark waged war over her. As time passed Avhi began to show signs of extreme magical power, unmatched by any ever known to the world. The time for her to choose was fast approaching.
As the time came upon her Avhi was tempted by the forces of dark with images of unseen power, wealth beyond imagining, and endless lands to rule. With these images in her mind, Avhi chose the side of evil, and the world fell into an encompassing darkness. The ancient evil, known today as Bertoxxulous, was among the powers that she now served.
Decay and corruption became a daily part of Avhi's life as she explored the dark arts of necromancy, creating new dark rituals, and spells became commonplace as she reached the pinnacle of her power. Eventually Avhi declared herself fully in the service of the Lord of Decay. Soon after she brought down a mighty spell of foul corruption upon the kingdoms, laying waste to huge tracts of land. And so Avhi continued until one day she was raised to the side of her lord in the Plane of Disease.
Fall of the Wemmal Royal Family

The Wemmal Family had ruled their small island in the middle of the endless sea for years. Not knowing of the other continents and lands of their world, it was a self-contained island filled with peace. One day that changed, for chance brought the sole survivor of a shipwreck to a beach on their land. The survivor was Banford Paffa a cook from a pirate ship that had been wrecked in a nasty storm. The islanders discovered him on one of the beautiful beaches and brought him to the royal family.
The Wemmal's were taken with this seemingly charming pirate from lands unknown. They offered him a position on the cooking staff for he knew many exotic dishes previously unknown to the islanders. However, the Wemmal's would soon learn that their new cook had a dark secret. Banford was a worshipper of Bertoxxulous, the Lord of Decay. He set to slowly poisoning the food he served to the royal family. Soon after all of the royal family became sick and dying.
It was discovered that Banford had been poisoning them, but by then it was to late, and the Wemmals were dead. The islanders maddened by grief for their beloved royals lynched Banford and hung his corpse from the islands tallest tree. Bertoxxulous pleased with what Banford accomplished gave him a new form in the Plane of Disease, where he now serves his lord for eternity.
Origins of the Bubonians

In the deepest depths of some forgotten tomb, Tarkon Praez, a necromancer in service to Bertoxxulous, was performing experiments on a tribe of rat men that he had previously enslaved. During this time he bred a variety of rat men, but none of them were what he wanted. Tarkon wanted a ravenous, festering, and foul breed that would strike terror and fear into the hearts of the pure. Tarkon decided to pray one day to his dark god for guidance.
After many hours of prayers, foul rituals and sacrifices, Bertoxxulous enlightened Tarkon with a vision of what he must do. He would travel to the farthest reaches and find the necessary components to perform a ritual of the darkest evil. The four components Tarkon was to gather were a unicorn heart, tail of a phoenix, tears of a virgin, and the blood of a faerie. After many trials and tribulations he had gathered the necessary components and began the dark ritual.
What took form was more than he expected. An extremely evil crazed race of rat men that carried a foul plague in their blood and minds. He dubbed them the Bubonians and set them on the land. The Bubonians tore apart the lands near the tomb of their creation, spreading disease, death, and destruction wherever they went. They continued unhindered for a time, until they were banished from the world by a good and noble order of knights. Bertoxxulous took the Bubonians into the Crypt of Decay and that is where they have festered ever since, waiting to lay waste to the world once again.
Books
Decorative Frostfell Carol Greeting Card
This item can be placed on the floor in any house type.

Deck the halls with Frostfell berries. Fa-la-lal-la-la, la-la la la. Tis the season we be merries. Fa-la-la-la-la, la-la la la. Join the Frostfell goblin chorus. Fa-la-la-la-la, la-la-la, la la la. Don't forgets your presents for us! La-la-la-la-la, la-la la la!

HANDCRAFTED
NO-VALUE

Crafted from Scholarly Pursuits for a Festive Frostfell (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

Decorative Frostfell Carol Greeting Card
Using special Frostfell materials and magic to create a Frostfell carol greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 11 Dec 2008 at 8:33:23 PST.
Books
Decorative Frostfell Feast Greeting Card
This item can be placed on the floor in any house type.

I baked you a pie... But I eated it. Happy Frostfell!

HANDCRAFTED
NO-VALUE

Crafted from Scholarly Pursuits for a Festive Frostfell (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

Decorative Frostfell Feast Greeting Card
Using special Frostfell materials and magic to create a Frostfell feast greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 11 Dec 2008 at 8:34:04 PST.
Books
Decorative Frostfell Greeting Card
This item can be placed on the floor in any house type.

The McScroogle Corp. wishes you a happy Frostfell! (Brought to you by the McScroogle Public Relations and Advanced Marketing Consortium)

NO-VALUE

Purchased from a Frostfell Gigglegibber in Qeynos Province District (757, -21, -11) or The City of Freeport (235, -3, -58) for 11c
requires Time-Locked server
or Garsleblat Gigglegibber (125, -4, -1154) or Giggawat Gigglegibber in Frostfell Wonderland Village (140, -9, -1240) for 18s.

Discovered on 11 Dec 2008 at 8:02:03 PST.
Books
Decorative Frostfell Greeting Card
This item can be placed on the floor in any house type.

The McScroogle Corp. wishes you a happy Frostfell! (Brought to you by the McScroogle Public Relations and Advanced Marketing Consortium)

NO-VALUE


Discovered on 11 Dec 2008 at 8:01:33 PST.
Books
Decorative Frostfell Wishes Greeting Card
This item can be placed on the floor in any house type.

May your sparklies be many, your loam harvests few, and your armor stay shiny; Happy Frostfell to you!

HANDCRAFTED
NO-VALUE

Crafted from Scholarly Pursuits for a Festive Frostfell (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

Decorative Frostfell Wishes Greeting Card
Using special Frostfell materials and magic to create a Frostfell wishes greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 11 Dec 2008 at 8:41:34 PST.
Books
Deep Marshes
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [38] Deep Marshes (Feerrott), started by examining Deep Marshes (found in South Qeynos) (found in Qeynos Province District).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Deep Marshes"
for 1c.

Discovered on 13 May 2008 at 9:46:25 PDT.
"Deep Marshes." After the sudden invasion of Gukta by the new Rallosian Army, a band of frogloks heads north to seek help.
Without the aid of the Avatar of War, the ogres could never have planned such an attack. Gukta had been the site of many battles over the years, but the force arrayed by General Urduuk proved strongest of all. Now, though they were loathe to do so, the frogloks were on the run. The ogres had never before had such a force, despite their brute strength. No, it was not a newly intelligent ogre that bested the froglok, but the Avatar of War itself.
Down into the tunnels they ran, many clutching the eggs which would be a new generation of froglok. They had had time to clear the hatchery before flight. Though retreat is not the froglok way, the elders knew that living to fight another day and bearing away the eggs would be the better thing for them to do. A small garrison was left to distract the ogres and defend Gukta. The rest hurried into the dark.
"The ogre army will not be content with taking a swamp," said Agakk, one of the elders. "We must send word to the outsiders, to warn them of the danger these ogres cause." "I will go," said Guruup, bowing deeply. "My unit and I will make our way out to Freeport. The Overlord must hear of this villainous turn of events." Agakk nodded. "Yes, I agree. Go at once, Guruup and may Mithaniel Marr protect you."
There are many ways through the woods and so it is with the swamps. Guruup's unit was small, for speed would be their best defense. At Innothule's northernmost point, the froglok unit conferred quickly. If they traveled up through the river valley, they would then need to cut east across the Commonlands to reach Freeport. Or, they could turn west to Qeynos instead. The direct route through the Desert of Ro was not favored, but it had the advantage of being the most direct route to Freeport.
"We must make haste, Guruup," whispered Barab, one of his lieutenants. "Though the Desert is dangerously dry, it would be the way anyone would least likely expect us to take." Guruup nodded and said, "You speak the truth, Barab. Through the Desert of Ro!" They caked their skin with mud to protect it from the hot desert air, then pushed onward. To increase their chances of survival, they subdivided into smaller units that one by one crossed into the unforgiving desert.
Traveling by night to keep out of the sun, the frogloks struggled through the swirling sands. Their skin was soft and supple by nature. Even with a layer of dried mud upon it, the frogloks felt the oppressive dryness in the air that seemed to suck every last ounce of energy from them. Gusts of wind drove the sand into their faces, rubbing them raw. As their skin cracked from lack of moisture, some of the frogloks picked at the scabs that formed almost instantly in the heat, licking their wounds to moisten their tongues with their own blood.
They were a tired, footsore and bedraggled group when they reached Freeport at last. Though many had not survived the harsh crossing, between the heat and the sand giants, more than three-quarters of Guruup's was still unit intact. The frogloks paused briefly to take rooms at a local inn and to cleanse themselves, then they hurried to gain an audience with the Overlord.
An audience with the Overlord is not always granted, and certainly never at the first request. Guruup and his lieutenants waited three days before the Overlord would see them. Even then, it was clear that he was doing so for his own hidden purpose. He met with Guruup in the long hallway and Guruup had to complete his petition before the Overlord reached the opposite end of the hall.
Guruup was unable to convince the Overlord of the seriousness of the ogre forces. "Come now, little one," the Overlord said upon reaching the hall's end. "You have been fighting everyone for control of Grobb -- that is, Gukta -- for many generations. This is another petty squabble; I'm afraid Freeport's military cannot be spared on something like this. You'll have better luck elsewhere." Guruup bowed, concealing his anger as the Overlord exited the hall.
"The Overlord will not get involved," Guruup told the frogloks. "We have rested here long enough; let us proceed now to Qeynos. May the hand of Marr guide us." "May the hand of Marr guide us," Guruup's unit repeated reverently. And so, the frogloks prepared for their next journey: across the Commonlands and through the plains of Karana to reach the city of Qeynos.
Books
Deep Marshes
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [38] Deep Marshes (Feerrott), started by examining Deep Marshes (found in South Qeynos) (found in Qeynos Province District).

Discovered on 24 Dec 2004 at 11:13:28 PST.
"Deep Marshes." After the sudden invasion of Gukta by the new Rallosian Army, a band of frogloks heads north to seek help.
Entry One
Put book away.
Without the aid of the Avatar of War, the ogres could never have planned such an attack. Gukta had been the site of many battles over the years, but the force arrayed by General Urduuk proved strongest of all. Now, though they were loathe to do so, the frogloks were on the run. The ogres had never before had such a force, despite their brute strength. No, it was not a newly intelligent ogre that bested the froglok, but the Avatar of War itself.
Entry Two
Put book away.
Down into the tunnels they ran, many clutching the eggs which would be a new generation of froglok. They had had time to clear the hatchery before flight. Though retreat is not the froglok way, the elders knew that living to fight another day and bearing away the eggs would be the better thing for them to do. A small garrison was left to distract the ogres and defend Gukta. The rest hurried into the dark.
Entry Three
Put book away.
"The ogre army will not be content with taking a swamp," said Agakk, one of the elders. "We must send word to the outsiders, to warn them of the danger these ogres cause." "I will go," said Guruup, bowing deeply. "My unit and I will make our way out to Freeport. The Overlord must hear of this villainous turn of events." Agakk nodded. "Yes, I agree. Go at once, Guruup and may Mithaniel Marr protect you."
Entry Four
Put book away.
There are many ways through the woods and so it is with the swamps. Guruup's unit was small, for speed would be their best defense. At Innothule's northernmost point, the froglok unit conferred quickly. If they traveled up through the river valley, they would then need to cut east across the Commonlands to reach Freeport. Or, they could turn west to Qeynos instead. The direct route through the Desert of Ro was not favored, but it had the advantage of being the most direct route to Freeport.
Entry Five
Put book away.
"We must make haste, Guruup," whispered Barab, one of his lieutenants. "Though the Desert is dangerously dry, it would be the way anyone would least likely expect us to take." Guruup nodded and said, "You speak the truth, Barab. Through the Desert of Ro!" They caked their skin with mud to protect it from the hot desert air, then pushed onward. To increase their chances of survival, they subdivided into smaller units that one by one crossed into the unforgiving desert.
Entry Six
Put book away.
Traveling by night to keep out of the sun, the frogloks struggled through the swirling sands. Their skin was soft and supple by nature. Even with a layer of dried mud upon it, the frogloks felt the oppressive dryness in the air that seemed to suck every last ounce of energy from them. Gusts of wind drove the sand into their faces, rubbing them raw. As their skin cracked from lack of moisture, some of the frogloks picked at the scabs that formed almost instantly in the heat, licking their wounds to moisten their tongues with their own blood.
Entry Seven
Put book away.
They were a tired, footsore and bedraggled group when they reached Freeport at last. Though many had not survived the harsh crossing, between the heat and the sand giants, more than three-quarters of Guruup's was still unit intact. The frogloks paused briefly to take rooms at a local inn and to cleanse themselves, then they hurried to gain an audience with the Overlord.
Entry Eight
Put book away.
An audience with the Overlord is not always granted, and certainly never at the first request. Guruup and his lieutenants waited three days before the Overlord would see them. Even then, it was clear that he was doing so for his own hidden purpose. He met with Guruup in the long hallway and Guruup had to complete his petition before the Overlord reached the opposite end of the hall.
Entry Nine
Put book away.
Guruup was unable to convince the Overlord of the seriousness of the ogre forces. "Come now, little one," the Overlord said upon reaching the hall's end. "You have been fighting everyone for control of Grobb -- that is, Gukta -- for many generations. This is another petty squabble; I'm afraid Freeport's military cannot be spared on something like this. You'll have better luck elsewhere." Guruup bowed, concealing his anger as the Overlord exited the hall.
Entry Ten
Put book away.
"The Overlord will not get involved," Guruup told the frogloks. "We have rested here long enough; let us proceed now to Qeynos. May the hand of Marr guide us." "May the hand of Marr guide us," Guruup's unit repeated reverently. And so, the frogloks prepared for their next journey: across the Commonlands and through the plains of Karana to reach the city of Qeynos.
Close Book.
Books
Destroy All Vampires!
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Vampire'

Quest reward from [80] Lore and Legend: Vampire (Lore and Legend), started by examining vampire parts or by examining Destroy All Vampires! in Haunted Mansion (0, 24, -62).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Vampire"
for 1c.

Plundered from Haunted Mansion.
requires completing the Quest "There Will Be Ghosts"

Discovered on 16 Oct 2009 at 7:34:21 PDT.
Destroy All Vampires!
A book that could save your life

By Edghar and Alain Toad
Vampires are evil rotting corpses that walk, talk, and bite. They're the worst kind of undead because they can pretend to be people. And they're contagious. Vampirism is spreading across Norrath like wildfire, and the authors have dedicated their lives to destroying this menace.
Vampires can be found just about anywhere, but some places are much riskier than others.

Neriak's vampires are right out in the open. It's so bad that we think Dark Elves probably invented vampirism. The nearby forests of Nektulos and Darklight Wood are crawling with fangs too.

Freeport has become a haven for the undead. We suspect that the Overlord himself is a bloodsucker, considering how long he's lived.

Faydwer is not safe either. We're almost certain that vampires and ghouls occupy key positions in the royal courts of Tunaria and Kelethin, and bloodsucker central is definitely the Loping Plains.
If you ever meet a vampire:

Remember that it only wants your blood.

Don't believe anything it says! Don't even let it speak if you can help it.

You can not make a deal or reason with it.

Don't make eye contact! It'll pull a mind-scramble and before you know it you'll be vamp-chow.

If you have holy water, a wooden stake or garlic, use it!

If you don't have the appropriate gear, run! Get into sunlight as soon as possible.
Warning signs that someone is becoming a vampire:

Cold skin.
Bad breath.
Long fingernails.
No heartbeat.
Sunlight bothers them.
They cast no reflection in a mirror.
They sleep a lot, especially during the day.
They complain about being thirsty.
They were just bitten by a vampire.

Diagnosis is simple. If a person shows any three of these symptoms, then it's not a person anymore. It's a vampire!
What to do:
If someone you know is becoming a vampire there's only one thing you can do. Get a good sharp stake and drive it right through their heart! There is no cure except death. Kill them. You'll feel better.
A sharp stake is the most important tool any vampire hunter can have. Keep at least three of them handy at all times. A vampire with a wooden stake in its heart is guaranteed to bite the dust! Just don't pull the stake back out again, just in case. That's why you need three.

In a pinch you can use substitutes for the wooden stake. Bones work because they count as wood. Antlers, horns, tusks, wooden posts, pool cues, broken off table legs, and jagged tree trunks also make decent staking material.
Holy water is the next best weapon against bloodsuckers. Get any priest to bless some water and you're good to go. If you can trick a vampire into drinking holy water then they're done for, but you're probably not clever enough for that so we recommend a delivery mechanism. Buckets are hard to aim with, but holy water sprinklers are good, and water balloons are even better. And don't forget, a wet towel sprinkled with holy water works great in close quarters as both a weapon and a shield!
It's a well known face that vampires hate garlic. We're not sure why. Maybe it's because the plant is sacred to Tunare or maybe they just hate everything that smells good.

Whatever the reason, garlic is a fantastic bloodsucker repellant. You should always keep a bulb of garlic around your neck and anywhere else you don't want them to bite. A garlic cloak is like awesome vampire-proof armor!
Because sunlight is lethal, vampires must hide during the day, so they need help to defend themselves. They keep many kinds of minions to serve this purpose.

Ravenous werewolves, hounds of hell, bloodthirsty bats and stirges are just a few of the fiends you can expect to encounter when cracking a vampire's lair, so you'll need more than just sharp sticks and holy water. Wolfsbane, silver and wrought iron weapons, bright lights and fire are all must-haves. Tumpy's Tasty Tranquilizing Treats work great on hell-hounds too.
When you think you've taken out a vampire, you need to make sure because they are really good at faking it. Some vampires can recover from a stake in the heart if you pull it back out. One species of vampire can even survive in daylight!

The only way to be sure a vampire is dead is to burn its body completely and bury the ashes at a crossroads. And remember: no two bloodsuckers die the same way, but all will try to take you with them.
That's it. If you've read this fae then you know all tricks of vampire hunting. Now go out there and totally annihilate those night-stalking freaks!

Death to all vampires!
Books
Dev's leftovers Recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.








The problem with cooking devs is that they're big and you're bound to get leftovers, either from the meals or random unused parts from the corpses. Here are some ideas to use them up.

                DEV'S BONE SOUP CASSEROLE

After cooking up all your favorite devs, you'll be left with a lot of bones. Don't throw them away but turn them into a very tasty soup.


                          Buttermilk biscuit:
* 2 cups flour (250g)
* 8g baking powder
* 2 tablespoon salt
* 1 tablespoon white cheese/tartar
* 1/2 cup olive oil
* ½ cup dry milk
* 2/3 cup buttermilk
* 2 teaspoon basil

Mix all and divide the dough into 6-8 balls. use the palm of your hand to flatten each ball of dough into a circular shape.
Bake 15 minutes at 450°F/230 °C


    Parmesan, garlic and basil mashed potatoes

Peal and boil the potatoes for 30 min/1h until they're tender then start to mash them.
Put cream, butter, garlic and basil in a saucepan and boil it.
Add it to the mashed potatoes and continue to mash and add cream until the mixture gets the consistency that you like.
Add in some Parmesan cheese and mix it.

                         Dev's bones soup
* Leftover dev's bones (or chicken if all your devs are already killed and cooked)
* 2 carrots
* 1 oignon
* 1 branch of celery
* 1 clove of garlic
* thyme

Brown 1 chopped onion gently in a bit of butter in a stewpot.
Add in all your dev bones.
Add carrots, garlic (chopped or whole), chopped celery.
Cover with water, add thyme, salt and pepper, bring to the boil and let simmer for one hour.
Fish out your dev bones and pick them clean of meat. Add back the meat to the pot and cast away the bones.


Take large bowls and put one biscuit in it. Cover with hot mashed potatoes and cover with the dev's bones soup.






                                DEV'S FARCUN


If you made too many dev's sausages, or have other meat leftovers, you can cook them in a farçun (could be called stuffing in English).
I won't give exact numbers of what quantity you need, it all depends of what you have around.

* meat bits (sausage bits or sausage meat are best)
* greenery (old salad leaves, beet leaves and such)
* bits of bread
* egg









Put greenery into a skillet filled with boiling water and let it boil for 5-10 minutes. When it's done, rinse under cold water and drain between your hands, rolling them into a ball. Chop the ball.
Chop the meat
Cut the bread into little dices. You can use stale bread.

Mix everything and add in the egg or eggs. Volumes should be along the lines of 2/8 meat, 4/8 greenery, 1.5/8 bread, 0.5/8 egg.

Add salt and pepper, put into a dish, cover with bread crumbs and cook for 30 minutes at 350°F/180°C (depending on size of dish).
Books
Di'zok Tome
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Forgotten Furniture: From Dungeon Maker to Home (recipe purchased from the Marketplace)

Di'zok Tome
Level
5
Technique
Geomancy
Device
Work Bench
Primary Component
Build Components
Fuel Component

Discovered on 10 Aug 2021 at 9:25:45 PDT.
Books
Diary of Butrus
This item can be placed on the floor in any house type.

This diary contains a daily accounting of the Animists' life. The last few entries may be of relevance to your investigation.

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'A Source of Malediction'

Quest reward from [94] A Source of Malediction (Heritage) (Heroic), started by Nabih Qusafi in The Stonebrunt Highlands.

Discovered on 18 Feb 2010 at 15:03:00 PST.
Day 142:
Although thoroughly insane, I was able to make a deal with Exarch Mordek in exchange for the real location of the paw. Apparently his congregation will do anything to release them from their addictive dependence to the necro-malignant bile they themselves created. One should never attempt to alter a curse as powerful as the one wrapped about that place.
Day 150:
They've bought it! The fools actually believed I had created a cure for their addictions. By the time they discover the solution is nothing more then a mere snake-oil elixir purchased from a two-bit alchemist I'll already be in possession of the artifact!
The location of the paw is said to be hidden in a place where no one would think to search. The sepulcher near Windstalker village has long remained untouched out of respect for the dead buried there. If Mordek is true to his word that sepulcher contains much more then a few rotten corpses.
Day 162:
Another thwarted attempt on my life! How is it they can continue to find me? Who are these people that they've sent? Mercenaries? Assassins? I've almost reached the Ulteran Spire. Once I reach the research hall, I can make my preparations for my journey to Antonica.
Books
Disciplinary Logbook IV
This item can be placed on the floor in any house type.

A logbook that details various disciplinary action meted out to individuals stationed here long ago.

TREASURED
LORE  NO-TRADE  NO-VALUE

Quest reward from [103] Dereliction of Duty (Heritage), started by Captain Boshinko in High Keep: The Bloodless Incursion [Contested] (-100, -75, -31).

Discovered on 29 Apr 2014 at 23:16:40 PDT.
This is a ledger that keeps track of disciplinary infractions, investigations and actions. Paging through the document, you come across several entries that detail the investigation into Captain Boshinko...
We have gotten several disturbing reports that Captain Boshinko may be indirectly responsible for what can only be called the assassination of our prison warden, Sergeant Kilgresh Oman. Sergeant Oman had come to us with some concerns over the behavior of Captain Boshinko, mostly in regards to veiled threats and odd rumors that seemed to source from the Captain's mouth. You will not find these incidents detailed elsewhere in this log as, to our chagrin, we ignored the issue. The Captain has been a stalwart ally, and has served well in his duties for many long years. The Sergeant was a relatively new member of the High Keep contingent, and the council did not know him well. At the time, the Sergeant's report seemed either a matter of professional jealousy or a badly executed ploy for advancement.
Be that as it may, the Sergeant is now dead, found with a knife in his back at the bottom of the stairs leading into the jail proper. Given that the jail is inaccessible to visitors and well guarded, it must have been one of the contingent stationed here. We have three reasons to believe that the perpetrator may have been the Captain -

1: Oman's own testimony against the Captain

2: A watchman's observation of the Captain smuggling in an unidentified humanoid late in the night.

3: The Captain's odd, furtive and antisocial behavior in the last few days.
It pains me to think that the Captain may be responsible, and we will be taking no action against him until he is able to first defend himself against our inquiry. To that end, we will be assembling a tribunal in the next few days to conduct the interrogation. I will report the results of the tribunal in a forthcoming log.
I am aghast at what I have to report today. The tribunal assembled to interrogate the Captain has seen all three of its members killed last night. There is only one possible suspect in this matter, and that is Captain Boshinko.

We currently are holding Captain Boshinko in a cell and have questioned him at length. He claims that he has been "set up," and that the person responsible for this deadly conspiracy against him is a former prisoner named Bronin Higginsbot. He points at the 'evidence' left in the Higginsbot cell - a bloody shank and a note detailing plans to ruin the Captain's good name.
I put 'evidence' in quotes, as on Higginsbot's departure, the cell was thoroughly cleaned. It is simply not possible that these conspicuous articles could have been missed in the three weeks since his departure.

That is the first oddity. The second is that if this story were true, it would have been the act of a very inept and very inexperienced person. Even a novice would-be assassin would be better able to cover their tracks than this. Higginsbot may be many things, but stupid is certainly not one of them.
The third oddity is that the note contains writing that bears a very strong resemblance to the Captain's own hand - when compared side-by-side with other reports he has written, the script is almost identical.

The final oddity is motive. Higginsbot has no motive to act against us. We have come to a mutually beneficial agreement which he has much to gain from. He was released on his own recognizance because of this. Any such agreement would be null and void were he to act in this matter, in a petty act of revenge against an officer he barely knew.
Given the narrative at play here, we have no choice but to lie the blame squarely at the Captain's feet. Not only were his intentions murderous, but they were treasonous as well. The Captain's mental state has continued to degenerate, and he seems in a constant panicked state with high levels of paranoia. He refuses to take responsibility for his actions, and fabricates more outlandish stories about this matter as time goes on.

I fear that in order to get a confession from him, we will have to resort to the iron maiden. This will be the first time we've had to use the device on one of our own men, but it has never failed to bring results.

I will report more when the situation changes.
Books
Disheveled Books
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from a Jubilation merchant in Qeynos Capitol District (389, -15, -68) or The City of Freeport (-211, -56, -43) or Greater Faydark (202, 111, 112) or Neriak, City of Hate (17, 7, 350) or Timorous Deep (2682, 5, 1236) or Frostfang Sea (-93, 154, -97) for 1 Silver Jubilation Medal.

Discovered on 5 Jun 2023 at 0:02:32 PDT.
Books
Domino by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.








Welcome to the Dev's Restaurant Domino !
I hope you'll enjoy your first quality dinner and have fun with all of us! You'll be able to eat fellow late coworkers with friends. I do recommend skipping menu 2 or at least the pie. It is Halfling pie after all. But I can guarantee the cookies are good!




Here you'll be able to eat your nicely prepared fellow developers for a moderate fee.
You'll be able to choose between 2 menus, featuring various races of developers. The first course is always the yummiest developer around, aka our beloved gnome Gninja. We'll also finish by more gnome, either Frizznik or Zoltaroth's gnome followed by a selection of cookies.

You'll be able to drink fine Teir'Dal wines or strong dwarven bear as you prefer.

All recipes are available in the kitchen.

Take the time to pay your respects to Gninja's Mausoleum before leaving!






                                  Menu #1
             GNINJA'S BRAIN VOL-AU-VENT
                                     ~~~
                 ZOLTAROTH'S SANQUET
                                     ~~~
         SILIUS' LEGS WITH FINES HERBES
                                     ~~~
      GNOMES AND DWARVES SAUSAGES
                                     ~~~
                        SPICED OMOUGI
                                     ~~~
                HONEY GLAZED TTOBEY
                                     ~~~
         FRIZZNIK WITH APPLE SAUCE
                                     ~~~
              SELECTION OF COOKIES







                                  Menu #2
                TAWNY ROASTED GNINJA
                                     ~~~
             CRONYN S DWARF TAMALES
                                     ~~~
        FISH AND CHIPS WITH FYREFLYTE S
                           BACON SAUCE
                                     ~~~
                            PIESTRO'S PIE
                                     ~~~
              SPIT-ROASTED ROTHGAR
                                     ~~~
               TTOBEY'S CROQUETTES
                                     ~~~
 GNOME'S KEBABS WITH PEANUTS
SAUCE
                                     ~~~
                SELECTION OF COOKIES
Books
Donnghail - Clan McNaggle
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 10 Apr 2011 at 22:22:31 PDT.
Donnghail - Clan McNaggle


Second Edition
This is a copy of the journal kept by a chieftain of the barbarian people of Halas. It chronicles the sad end of Halas.
Entry One:


The orcs have been riled up, but I donna know what's gotten into them. It's my job to find out, though.


I canna have them causing any more problems to our people than they already have. I just hope the Tribunal has judged us worthy enough to keep the peace and to smite those beasts down before they get outta hand.
Entry Two:


A couple of hunting parties have come back and told us chieftains that the orcs are gathering together. We're beginning to think that we should have voted differently during last thaw's vote.


Choosing to stop attacking those beasts for the time being so that we don't wipe them out like the mammoths may have been in folly.


I only hope this isn't an omen of things to come.
Entry Three:


Those blasted orcs have been amassing in greater numbers since we last checked on them. Two scouting parties never returned, and the only survivor of the third have confirmed our greatest fears.


The orcs now have an army that numbers in the thousands. Though it's impossible to think of it, we may have to prepare for war against the monsters.
Entry Four:


Our worst fears have come to pass. The massive war party of the orcs are on the move. From what the spotters have told us, they seem to be moving in the direction of our town.


I've ordered the hunters to gather as much food as they can find. In one week we will draw the rafts back from the shore and allow no access into the city. I can only wonder what crime we have performed that would cause the Tribunal to sentence us to this punishment.
Entry Five:


They've spent the past two weeks digging through the collapsed tunnels. Those monsters can't get in, but nor can we get out.


We have enough frozen food to last us a long time, but the orcs don't seem as if they're going to give up anytime soon.


I've had to double the shifts of the guards, just in case those beasts breach the defenses.
Entry Six:


The blasted buggers broke through, but they didn't know what they were getting into. It's one thing to start a fight with us barbarians, but attack our home?


ATTACK OUR HOME!?


Now they'll see what unbridled fury looks like. They thought we were angry before? Now they're gonna get what's coming to them!
Entry Seven:


We've got them on the run! Chopping through hundreds of orcs at a time, those beasts have seen what happens when you cross one of the True Men.


Axes swinging, we mowed through their numbers with a fury they've never seen before. Now it's time to hunt down all the stragglers.


No one attacks Halas and expects to live long enough to tell stories about it. AHHAAA! I haven't felt this alive in years!
Entry Eight:


The shamans have failed us. They say the Tribunal no longer passes any judgments, nor do they respond to our questions.


We chieftains will delay our vote to the last minute, in hopes that the Tribunal deems what is about to happen to Halas as a great injustice.


For the orcs that our men wiped out was nothing more than the forward party. The true army of orcs is still on their way. And their numbers are in the tens of thousands.
Entry Nine:


We have passed a vote that no barbarian chieftain should ever have to decide upon. With a heavy heart, we have sent many of the children and elderly away from Halas before the orcs arrive.


Guiding them will be the men and women who cannot fight. They will go to the city of Qeynos and request help from their troops. I pray the Tribunal guides them there safely.
The orcs are upon us, and we fight night and day. We will not just allow these beasts to walk in with an invitation. If they want Halas, they'll pay for it with fields of their lost blood. I only hope our people make it to Qeynos. They weren't told the real reason for their exodus. They are our only hope for survival - Halas is doomed.
Books
Donnghail - Clan McNaggle
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] Donnghail - Clan McNaggle (Tome).

Components
Donnghail - Clan McNaggle - Page 4 (looted from a Kromise hermit in Everfrost)
Donnghail - Clan McNaggle - Page 5 (shinies in Everfrost)
Donnghail - Clan McNaggle - Page 6 (looted from a Kromise lookout or an icegill fisher in Everfrost)
Donnghail - Clan McNaggle - Page 10 (shinies in Everfrost)
Donnghail - Clan McNaggle - Page 11 (shinies in Everfrost)
Donnghail - Clan McNaggle - Page 12 (looted from a Kromise hermit in Everfrost)

Discovered on 17 Nov 2005 at 23:59:33 PST.
Donnghail - Clan McNaggle


Second Edition
This is a copy of the journal kept by a chieftain of the barbarian people of Halas. It chronicles the sad end of Halas.
Entry One:


The orcs have been riled up, but I donna know what's gotten into them. It's my job to find out, though.


I canna have them causing any more problems to our people than they already have. I just hope the Tribunal has judged us worthy enough to keep the peace and to smite those beasts down before they get outta hand.
Entry Two:


A couple of hunting parties have come back and told us chieftains that the orcs are gathering together. We're beginning to think that we should have voted differently during last thaw's vote.


Choosing to stop attacking those beasts for the time being so that we don't wipe them out like the mammoths may have been in folly.


I only hope this isn't an omen of things to come.
Entry Three:


Those blasted orcs have been amassing in greater numbers since we last checked on them. Two scouting parties never returned, and the only survivor of the third have confirmed our greatest fears.


The orcs now have an army that numbers in the thousands. Though it's impossible to think of it, we may have to prepare for war against the monsters.
Entry Four:


Our worst fears have come to pass. The massive war party of the orcs are on the move. From what the spotters have told us, they seem to be moving in the direction of our town.


I've ordered the hunters to gather as much food as they can find. In one week we will draw the rafts back from the shore and allow no access into the city. I can only wonder what crime we have performed that would cause the Tribunal to sentence us to this punishment.
Entry Five:


They've spent the past two weeks digging through the collapsed tunnels. Those monsters can't get in, but nor can we get out.


We have enough frozen food to last us a long time, but the orcs don't seem as if they're going to give up anytime soon.


I've had to double the shifts of the guards, just in case those beasts breach the defenses.
Entry Six:


The blasted buggers broke through, but they didn't know what they were getting into. It's one thing to start a fight with us barbarians, but attack our home?


ATTACK OUR HOME!?


Now they'll see what unbridled fury looks like. They thought we were angry before? Now they're gonna get what's coming to them!
Entry Seven:


We've got them on the run! Chopping through hundreds of orcs at a time, those beasts have seen what happens when you cross one of the True Men.


Axes swinging, we mowed through their numbers with a fury they've never seen before. Now it's time to hunt down all the stragglers.


No one attacks Halas and expects to live long enough to tell stories about it. AHHAAA! I haven't felt this alive in years!
Entry Eight:


The shamans have failed us. They say the Tribunal no longer passes any judgments, nor do they respond to our questions.


We chieftains will delay our vote to the last minute, in hopes that the Tribunal deems what is about to happen to Halas as a great injustice.


For the orcs that our men wiped out was nothing more than the forward party. The true army of orcs is still on their way. And their numbers are in the tens of thousands.
Entry Nine:


We have passed a vote that no barbarian chieftain should ever have to decide upon. With a heavy heart, we have sent many of the children and elderly away from Halas before the orcs arrive.


Guiding them will be the men and women who cannot fight. They will go to the city of Qeynos and request help from their troops. I pray the Tribunal guides them there safely.
The orcs are upon us, and we fight night and day. We will not just allow these beasts to walk in with an invitation. If they want Halas, they'll pay for it with fields of their lost blood. I only hope our people make it to Qeynos. They weren't told the real reason for their exodus. They are our only hope for survival - Halas is doomed.
Books
Dragonhide Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED
NO-VALUE

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Dragonhide Leather Notebook
Working with raw materials to scribe a dragonhide leather notebook.
Level
69
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:14:21 PDT.
Books
Dragonscale Tome
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from Fiami Ken'thia in Antonica (-134, -20, -663)
This item requires at least warmly faction with Quellthulian Portal Scholars

or Ziyuh Farijinyi in The Commonlands (-1061, -66, -488)
This item requires at least warmly faction with Quellthulian Portal Scholars

for 12g.

Discovered on 7 Nov 2019 at 5:12:08 PST.
Books
Drakota
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [70] Lore and Legend: Drakota (Lore and Legend), started by examining Drakota in Tenebrous Tangle (-16, 48, -173).

Discovered on 7 Jun 2013 at 22:27:01 PDT.
The drakotas are surrounded by many legendary tales. This book strives to maintain a balance between the truth and the lore. You be the judge of its veracity.
Entry One
Put book away.
"Drakota," by Pearl Honeywine -- Being a study of the lore of the Norrathian drakota.
Read book
Put book away.
The drakota are the lesser of all dragonkind. Although the lesser of all dragonkind, they are still quite formidable. They have existed for as long as dragons have been placed on Norrath. They were the most chaotic of dragonkind and most drakota pillaged settlements of elder races.
Entry Two
Put book away.
Powerful creatures with powerful bodies, drakota have the gift of flight and are considered some of the fastest fliers of all dragonkind. Their hides are also considerably thicker than that of most standard dragons, but lack any magical properties.
Entry Three
Put book away.
The greater dragons at first frowned upon the careless actions of the drakota, but soon came to realize their formidable power. The drakota needed to be controlled lest they destroy everything in their path and then turn on their own kind.
Entry Four
Put book away.
At this point, all information about the drakota becomes a bit muddled. It would be easiest to wrest the information directly from a drakota, but this is also a good way to find oneself on the wrong side of the Ring of Scale, to whose faction the drakota belong. One must proceed as cautiously and coyly as a dragon itself.
Entry Five
Put book away.
Some legends say that a method of controlling the drakota was created and that this artifact had been used to successfully command the drakota in a variety of battles. Other legends say that over time, the drakotas' spirit matured and they learn to calm themselves without external influences.
Entry Six
Put book away.
Perhaps the truth lies somewhere else entirely. There have been sightings of drakota in modern Norrath that do support the notion that they have calmed down somewhat. They glide across the skies, wings outstretched and heads turning this way and that, as though keeping a close eye on everything in their path.
Entry Seven
Put book away.
Mariners report sightings of drakota circling their ships, occasionally landing and tearing apart any container they find. Sometimes, this includes the entire ship as the drakota uses its strength to pull apart a deck to view the contents of that ship's hold.
Entry Eight
Put book away.
With these sorts of reports, it seems the drakota are searching for something. What that might be, or even if they are searching, is unknown. They are an impressive sight in the air, though, especially at sunset when they appear to be the most active.
Entry Nine
Put book away.
Now, I have interviewed several drakota and have obviously lived to tell about the experience. They are fierce, secretive and intelligent beings. One must never underestimate their power. By being open and honest about my goals I was able to earn enough trust to hold a short audience with them and to leave in one piece.
Entry Ten
Put book away.
I hope this information provides you with enough basic information about drakota that you will be able to learn more about them on your own. Be wary, respectful and evasive and you may soon know more about the drakota than this historian.
Close Book.
Books
Drakota
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Drakota'

Quest reward from [70] Lore and Legend: Drakota (Lore and Legend), started by examining drakota parts or by examining Drakota in Tenebrous Tangle (-16, 48, -173).

Plundered from Tenebrous Tangle (-16, 48, -173).

Discovered on 21 Feb 2006 at 14:31:48 PST.
"Drakota," by Pearl Honeywine -- Being a study of the lore of the Norrathian drakota.
The drakotas are surrounded by many legendary tales. This book strives to maintain a balance between the truth and the lore. You be the judge of its veracity.
The drakota are the lesser of all dragonkind. Although the lesser of all dragonkind, they are still quite formidable.

They have existed for as long as dragons have been placed on Norrath. They were the most chaotic of dragonkind and most drakota pillaged settlements of elder races.
Powerful creatures with powerful bodies, drakota have the gift of flight and are considered some of the fastest fliers of all dragonkind.

Their hides are also considerably thicker than that of most standard dragons, but lack any magical properties.
The greater dragons at first frowned upon the careless actions of the drakota, but soon came to realize their formidable power.

The drakota needed to be controlled lest they destroy everything in their path and then turn on their own kind.
At this point, all information about the drakota becomes a bit muddled.

It would be easiest to wrest the information directly from a drakota, but this is also a good way to find oneself on the wrong side of the Ring of Scale, to whose faction the drakota belong.

One must proceed as cautiously and coyly as a dragon itself.
Some legends say that a method of controlling the drakota was created and that this artifact had been used to successfully command the drakota in a variety of battles.

Other legends say that over time, the drakotas' spirit matured and they learn to calm themselves without external influences.
Perhaps the truth lies somewhere else entirely.

There have been sightings of drakota in modern Norrath that do support the notion that they have calmed down somewhat.

They glide across the skies, wings outstretched and heads turning this way and that, as though keeping a close eye on everything in their path.
Mariners report sightings of drakota circling their ships, occasionally landing and tearing apart any container they find.

Sometimes, this includes the entire ship as the drakota uses its strength to pull apart a deck to view the contents of that ship's hold.
With these sorts of reports, it seems the drakota are searching for something.

What that might be, or even if they are searching, is unknown.

They are an impressive sight in the air, though, especially at sunset when they appear to be the most active.
Now, I have interviewed several drakota and have obviously lived to tell about the experience.

They are fierce, secretive and intelligent beings. One must never underestimate their power.

By being open and honest about my goals I was able to earn enough trust to hold a short audience with them and to leave in one piece.
I hope this information provides you with enough basic information about drakota that you will be able to learn more about them on your own.

Be wary, respectful and evasive and you may soon know more about the drakota than this historian.
Books
Drakota
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 3 Jun 2006 at 12:00:01 PDT.
"Drakota," by Pearl Honeywine -- Being a study of the lore of the Norrathian drakota.
The drakotas are surrounded by many legendary tales. This book strives to maintain a balance between the truth and the lore. You be the judge of its veracity.
The drakota are the lesser of all dragonkind. Although the lesser of all dragonkind, they are still quite formidable.

They have existed for as long as dragons have been placed on Norrath. They were the most chaotic of dragonkind and most drakota pillaged settlements of elder races.
Powerful creatures with powerful bodies, drakota have the gift of flight and are considered some of the fastest fliers of all dragonkind.

Their hides are also considerably thicker than that of most standard dragons, but lack any magical properties.
The greater dragons at first frowned upon the careless actions of the drakota, but soon came to realize their formidable power.

The drakota needed to be controlled lest they destroy everything in their path and then turn on their own kind.
At this point, all information about the drakota becomes a bit muddled.

It would be easiest to wrest the information directly from a drakota, but this is also a good way to find oneself on the wrong side of the Ring of Scale, to whose faction the drakota belong.

One must proceed as cautiously and coyly as a dragon itself.
Some legends say that a method of controlling the drakota was created and that this artifact had been used to successfully command the drakota in a variety of battles.

Other legends say that over time, the drakotas' spirit matured and they learn to calm themselves without external influences.
Perhaps the truth lies somewhere else entirely.

There have been sightings of drakota in modern Norrath that do support the notion that they have calmed down somewhat.

They glide across the skies, wings outstretched and heads turning this way and that, as though keeping a close eye on everything in their path.
Mariners report sightings of drakota circling their ships, occasionally landing and tearing apart any container they find.

Sometimes, this includes the entire ship as the drakota uses its strength to pull apart a deck to view the contents of that ship's hold.
With these sorts of reports, it seems the drakota are searching for something.

What that might be, or even if they are searching, is unknown.

They are an impressive sight in the air, though, especially at sunset when they appear to be the most active.
Now, I have interviewed several drakota and have obviously lived to tell about the experience.

They are fierce, secretive and intelligent beings. One must never underestimate their power.

By being open and honest about my goals I was able to earn enough trust to hold a short audience with them and to leave in one piece.
I hope this information provides you with enough basic information about drakota that you will be able to learn more about them on your own.

Be wary, respectful and evasive and you may soon know more about the drakota than this historian.
Books
Dreamweaver's Recipes (part I) by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Discovered on 22 Feb 2020 at 9:20:00 PST.






As far as devs and community managers go, Dreamweaver is a treat! He happens to sport multiple races which will allow us to make tons of dishes just with a single community manager! This is a perfect addition to my restaurant and I hope you'll enjoy those recipes as much as I do!
We'll start by arasai wings, then froglok legs, a perfect dwarf steak the various iksar recipes, an all-in-one fondue and finally, a full buffet of Dreamweaver's Smörgåsbord. Enjoy!





        ARASAI WING FRITTERS

Grab an arasai Dreamweaver and pluck its wings.
You can now prepare the dough. Then simply dip your wings in the dough and fry them. If you don't have arasai or fae wings, anything can go into this dough (vegetables, fruits, meat, acacia or elder flowers, mixed with pureed pumpkin, anything).
As said by Maj_dul.Ouka, to use the rest of the arasai, the easier way is to make arasai feel inferior to Fae enough and they'll stew in their own hatred!

Ingredients
 - 250g (2cups) flour
 - baker's yeast (1 package/0.25 ounce dry yeast, a knob of fresh yeast)
 - 1 tbs oil
 - 1 pinch of salt
 - 1 egg (or 1 egg white)
 - lukewarm water
Instructions:
 - put the flour in a bowl, make a well and add yeast and oil
 - mix in while adding the water a bit at a time until it forms a ribbon
 - add the slighly beaten egg
 - wait 2 hours before use.
You'll probably need to add a bit of water or milk before use (more or less depending on the texture of what you're dipping in it). You can add sugar or cinnamon to the dough for fruits.










  GINGER DWARF-STEAK MARINADE
               WITH RUM

This marinade is a perfect way to turn a Dreamweaver Dwarf steak into an awesome meal! You can substitute beef for dwarf but dwarf is better! And as Niami said, dwarf is really best with rum!


Ingredients
 - 1/2 cup pineapple juice
 - 1/3 cup rum
 - 1/4 cup soy sauce
 - 1 to 2 small green onions (finely chopped)
 - 2 tablespoons brown sugar
 - 1 tablespoon ginger (grated)
 - 2 cloves garlic (minced)
 - 1/2 teaspoon red pepper flakes (crushed)
 - 1/2 teaspoon salt
 - 1/4 teaspoon black pepper





Instructions
 - Combine all ingredients in a medium non-metal bowl.
 - Toss to combine and let stand for 15 minutes.
 - Add steaks to a zip top bag.
 - Pour marinade over steaks, seal bag and let marinate meat for 3 to 4 hours (but no more), in the refrigerator.
 - If you are working with a larger piece of meat, double the recipe and marinate for 6 to 8 hours.
Making this marinade 1 day in advance and storing it in the refrigerator until ready to
use will give the acids, spices, and sugar the time needed to really combine.





    

THRINH'S DREAMWEAVER FROGLOK
     LEGS, LEMONGRASS AND CHILI

Lemongrass and chili are the perfect ingredients for Mara-style Dremweaver froglok legs. You can substitute froglok by regular frog if needed!


Ingredients
 - Dreaweaver legs (or 4 pairs of large frog legs)
 - 4 lemongrass stems
 - 4 cloves of garlic
 - 2 chilies (or more to taste)
 - 1 small shallot
 - 1 tsp curry powder
 - 1 tsp chicken powder


Instructions
 - Wash the froglok legs under cold running water with a little salt. Dry and set aside.
 - Peel the outer layer of the lemongrass and finely slice it (white part only). Finely chop the shallots, garlic, and chilies.
 - In a bowl, add the froglok legs, half the chopped ingredients, and the curry and chicken powder. Stir and let marinade for 20 minutes.
 - Over medium heat, add the remaining garlic and shallots to the oil. Cook for a few minutes until aromatic.
 - Add the froglok legs and marinade
mixture (not the juice). Cook until brown then reduce the heat.
 - Keep stirring until cooked through, adding the remaining lemongrass and chili in at the end.
 - Place on a serving plate and make sure you don t leave any of the crunchy bits in the pan!
 - Serve with rice and a cold beverage.
Enjoy!
Books
Dreamweaver's Recipes (part II) by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Discovered on 22 Feb 2020 at 9:20:00 PST.










This is the second part of the famous DREAMWEAVER'S RECIPES! Don't forget to check for the 2  Dreamweaver's Smörgåsbord recipe books too!









   POACHED GARLIC IKSAR STEAKS

If you don't have Dreamweaver's iksar handy you might replace it with python.

Ingredients
 - Iksar Steaks (1 kg)
 - Shallots (4-5 peeled and sliced)
 - Turmeric powder (1 tablespoon)
 - Garlic cloves (5-7 cloves, peeled and pounded)
 - Ginger (2-3 inches long, peeled and pounded)
 - Lime wedges
 - Lemon grass (ten stems, peeled; tender parts finely chopped and pounded)
 - Paprika (2 tablespoons)
 - White rice wine Salt (2 tablespoons)
 - Peanut oil (2 tablespoons)
 - Spring water (2 quarts)


Instructions
 - Boil and poach the steaks with lemon peel, rough lemon grass stem parts, and skins of shallots, garlic and ginger in the quart of spring water.

 - When the flesh is soft, take the Iksar steaks out and let cool.

 - Sauté shallots on low heat until lightly brown and add the ginger, garlic and all other spices.

 - Turn up the heat until the toasted aroma arise from the pot.

 - Add flaked Python, rice wine, and more spring water and reduce heat for 10 minutes.

 - Serve with hot steamed rice and greens
and cold crisp Chardonnay wine.


   DREAMWEAVER'S IKSAR NUGGETS
If you don't have Dreamweaver's iksar handy you might replace it with Burmese Python.

Ingredients
 - Iksar meat, ground or chopped finely
 - 1 egg
 - 1 cup milk
 - 1/2 cup flour
 - 1/2 teaspoon salt
 - 1 teaspoon minced garlic
 - 1 teaspoon cayenne pepper
 - 1 tablespoon Tony Chachere's Creole Seasoning (if you don't have access to it, the mix is as follows: 1/4 cup fine sea salt, 1 teaspoon cornstarch, 5 teaspoons cayenne pepper, 5 teaspoons garlic salt, 4 teaspoons ground black pepper, 1 tablespoon seasoned
chili powder, 2 1/2 teaspoons celery salt, 2 teaspoons ground mustard, 1 1/2 teaspoons ground basil, 1 1/2 teaspoons ground sage, 1 teaspoon onion salt, 1/2 teaspoon ground oregano, 1/2 teaspoon ground thyme).





Instructions

 - Beat the egg and milk together in a bowl.

 - In a separate bowl, combine the flour, salt, garlic, Tony Chachere's Creole Seasoning and cayenne pepper.

 - Dip the nuggets in the egg mixture, and then dredge in the flour mixture.

 - Deep fry at 375 degrees until crispy and
golden brown.








GRILLED IKSAR

If you don't have Dreamweaver's iksar handy you might replace it with rattlesnake.

 - Take a piece of tinfoil

 - Place a 3/4" thick steak of skinned, cleaned iksar on it

 - Add a pat of butter, sprinkle of garlic seasoned salt, black pepper, and a tbs of water.

 - Wrap tight, and toss on the grill.

 - Cook 10 — 15 min. till done.






        SOUTHERN FRIED IKSAR

If you don't have Dreamweaver's iksar handy you might replace it with rattlesnake.

Ingredients
 - 1 iksar, skinned and cleaned
 - Pinch of salt
 - Pinch of cayenne pepper
 - Pinch of black pepper
 - 1 Teaspoon garlic powder
 - 1/2 Teaspoon onion powder
 - 1 Cup all-purpose flour
 - 2 Tablespoons cornstarch
 - 3/4 Cups buttermilk
 - Vegetable oil, for frying






Instructions
 - Cut the iksar into 4-inch pieces.

 - Combine the salt, peppers, garlic powder, onion powder, flour, and cornstarch in a medium bowl and set aside.

 - Soak the iksar in the buttermilk for 30 minutes to an hour.

 - Heat 2 inches of oil in a medium pan until it reaches 375 °F.

 - Dredge the iksar pieces in the flour.

 - Cook the iksar in the oil in batches to not overcrowd the pan. Cook 2 to 3 minutes or until the pieces are golden brown. Serve.






      DREAMWEAVER'S FONDUE
          BOURGUIGNONNE


Fondue Bourguignonne is a type of fondue which consists of putting various meat or fish or vegetable bits in hot oil with a fork to cook them, then dip them in various sauces and eat them. This is the perfect meal if you have access to several devs or a community
manager sporting several races. Really, any meat or seafood will work.

As Dreamweaver's is a frog, an iksar, a dwarf and an arasai, this is a perfect dish to eat all of them at once. Froglok and iksar being more meat-like than fish-like, you can eat them with dwarf and arasai. You can also make 2 separate fondues, one with fish and one with meat.


Prepare the sauces:
 - Mayonnaise: 1 egg yolk, 1 teaspoon mustard, 1 tea spoon salt, 1 tablespoon lime juice, pepper. Mix ingredients then add, a bit at a time 250ml (1 cup) olive oil and mix until fluffy.

 - Tartare sauce: mix 125 g mayonnaise with 2 tbs caper, 1 tbs minced fresh parsley and 3 chopped gherkins

 - Aïoli sauce (great for fish): grind or mix 4 garlic cloves with salt and olive oil. If you want an easier version, you can add 1 tbs lime juice and/or an egg yolk.

 - Céleri sauce: mix 125g crème fraîche (1/2 cup), 3 tbs minced celeriac, 2 tbs grounded walnuts, 2 tbs lime juice

 - Anchovies & tomato sauce: mix 3/4 cup pureed tomato, 3 grounded anchovies and 6 chopped green olives.
 - Black pepper sauce: mix 1/3 cup mayonnaise with 2/3 cup yogourt salt and pepper to taste. You can add parmesan and dill if you like.

 - Bourguignonne sauce: 1 1/2 cup red wine, 2 chopped shallots, 35g chopped cultivated mushrooms, 1/2 chopped onion, 10g flour, 60g butter, laurel, thyme. Cook shallots,
onion and mushrooms in the wine with laurel and thyme. Strain through a chinois. Add 1/3 butter over low heat, then the rest of the butter.


Prepare the oil:
 - put oil in the fondue pot and add laurel, thyme and pepper. You can also use dill and fennel if you want to make a fish fondue.
 - chop your meats

Cook and dip your meat pieces and enjoy!

Books
Dreamweaver's Smörgåsbord (part I) by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Discovered on 22 Feb 2020 at 9:20:00 PST.








The Smörgåsbord is a traditional buffet combining a multitude of fish and meat dishes which is absolutely perfect if you have multiple devs available or a community manager sporting multiple races.

This great idea was brought to us by Rivervale.Emmaa!








Catch your Dreamweavers, slaughter them and get ready to make fabulous dishes!
This buffet is made of the following dishes:
- cold fish: pickled or marinated fish, salted fish (gravlax), fish roe, shellfish, smoked fish served with boiled potatoes, hard-boiled stuffed eggs, chopped onion, dill, mustard and such...
- cold meat: cold roasts, sausages, cold-smoked meat, pâtés, meat aspic and of course fried arasai wings served with mustard, blackcurrant, gooseberry jelly...
- salads
- hot fish: grilled, oven-baked and poached fish steaks or fillets, anchovy or herring and potato gratins (Jansson's temptation, etc)...
- hot meat: oven-baked roast, fried or grilled meat, meatballs, meat stew, knackwurst...
- desserts: fruit salads, mousses, ice cream, ...
We will explore one recipe for each type.


              Cold Fish:
 DREAMWEAVER'S PICKLED FROGLOK

If you don't have Dreamweaver's froglok handy you might replace it with herring.

Ingredients
 - 1/4 cup salt
 - 5 cups water, divided
 - 1 pound froglok fillets
 - 2 cups distilled or white wine vinegar
 - 1/4 cup sugar
 - 1 teaspoon mustard seed
 - 2 teaspoons whole allspice
 - 2 teaspoons black peppercorns
 - 3 bay leaves
 - 3 cloves
 - 1 lemon, thinly sliced
 - 1 medium red onion thinly sliced





Instructions
 * Heat 4 cups of water enough to dissolve salt. Let this brine cool to room temperature. When it does, submerge the froglok fillets in the brine and refrigerate overnight, or up to 24 hours. Meanwhile, bring the sugar, vinegar, the remaining cup of water and all the spices to a boil. Simmer 5 minutes, then turn off the heat and let this steep until cool.

 * When the froglok have brined, layer them in a glass jar with the sliced lemon and red onion. Divide the spices between your containers if you are using more than one. Pour over the cooled pickling liquid and seal the jars. Wait at least a day before eating. Store in the fridge for up to 1 month.




                Cold Fish:
   DREAMWEAVER'S IKSAR GRAVLAX

If you don't have Dreamweaver's iksar handy you might replace it with very fresh salmon.


Ingredients
  - 1 (3 1/2 to 4-pound) iksar fillet
  - 1 cup sugar
  - 1/2 cup salt
  - 1 teaspoon dill seeds
  - 1 tablespoon freshly ground pepper
  - 2 bunches of fresh dill (don t skimp on the dill, for this is what gives gravlax its unique flavor).
While gravlax is normally prepared using an iksar fillet with the skin on, it works equally as well to use a skinless fillet if that is what is available at your local market.


Instructions
 * Rinse the iksar and pat dry with paper towels (if using salmon, remove any bones with tweezers)
 * Cut the fillet into two equal halves.
 * Combine the sugar and salt, then cover both sides of each fillet half with the mixture.
 * Wash and roughly chop the bunches of dill, stems and all. Sprinkle the flesh side of each fillet half with the dill seeds and ground pepper.
 * Next, place one fillet half, flesh side up, in a dish just large enough to hold it. Place the chopped dill on top of this fillet, then cover with the second half, flesh side down. It will look like you have a huge raw fish-
and-dill sandwich!
 * Cover the dish lightly with plastic wrap and let marinate at room temperature until the sugar-salt mixture has melted into the fillet (but no more than 6 hours. Skip this step entirely if you are making your gravlax in hot weather).
 * Weight Down the Gravlax: Place a small pan or plate on top of the plastic wrap-covered gravlax. Weight the plate lightly, using a few rocks or canned items.
 * Refrigerate the weighted gravlax for at least 2 days (48 hours) and up to a week.
 * Every 12 hours, turn the fish sandwich over in the brining liquid that has accumulated in the bottom of the pan to ensure that all parts are evenly marinated. Re-cover with the plastic wrap and the weighted pan and return to the refrigerator.
 * After curing for 2 days: Remove the gravlax from the refrigerator. Scrape off most of the dill and seasonings; pat dry with
paper towels.
 * Using a sharp knife, cut the cured gravlax into paper-thin slices, pulling each slice away from the skin (if your fillet has the skin on).
 * Layer the gravlax slices on crispbread or rye bread. Traditionally accompanied by sweet dill mustard sauce (in Swedish, hovmästarsås), gravlax also pairs well with capers and finely chopped onions as an appetizer or with a variety of garnishes on an open-faced sandwich.
Gravlax can be stored in the refrigerator for up to a week and in the freezer for up to a month.


















                Cold Meat:
   DREAMWEAVER'S DWARF ROAST

If you don't have Dreamweaver's dwarf handy you might replace it with raindeer or caribou or a venison saddle.
This dish can be served hot with a sauce or cold.

Ingredients
 - 4 pounds of dwarf meat
 - 10 tablespoons butter, divided
 - 1 tablespoon salt
 - 1 teaspoon pepper
 - 2 cups boiling water
For the sauce:
 - 1 tablespoon all-purpose flour
 - 1 cup sour cream
 - 1/3 cup muenster cheese, diced



Instructions
 * Preheat oven to 450°F.
 * Wash and dry meat.
 * Spread 4 tablespoons of butter over meat.
 * Sprinkle with salt and pepper.
 * Place in a shallow roasting pan and roast for 15 minutes, or until lightly browned.
 * Reduce heat to 350°F.
 * Add water and continue to cook until
meat is tender, 2 1/2 to 3 hours, basting frequently.
 * Remove meat to a platter and keep warm (or cool if you want to serve it cold)
 * In a skillet, melt 1 tablespoon of butter.
 * Stir in flour.
 * Gradually stir in pan drippings.
 * Cook over low heat, stirring constantly, until smooth and thickened.
 * Stir in sour cream and cheese.
 * Continue cooking until cheese melts.
 * Add remaining butter and remove pan from heat, stirring until butter melts.
 * Serve sauce over meat.
Books
Dreamweaver's Smörgåsbord (part II) by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Discovered on 22 Feb 2020 at 9:20:00 PST.









This is the second part of the awesome Recipe Book known as Dreamweaver's Smörgåsbord.

We will explore a hod fish and a hot meat dish in this volume!








                



                  Hot Fish:
        JANNSSON'S TEMPATION


If you don't have Dreamweaver's froglok handy you might replace it with sprat.

Note: for the real recipe, you need Swedish anchovy fillets which are sprats and not anchovies. If you can't find them in your local IKEA, try to get fresh or oiled anchovies or sardines and add the right ingredients to the mix as seen below (I don't know the amounts, just follow your gut)




Ingredients
 - 1 can (125 g/81 g) Froglok parts
 - salt
 - sugar
 - allspice (can be subtituted by 2 parts ground cinnamon, 2 parts ground cloves and 1 part ground nutmeg)
 - white pepper
 - ground laurel  (tiny amount)
 - ground ginger (tiny amount)
 - ground cloves (tiny amount)
 - sandalwood (tiny amount)
 - 1 medium or large onion
 - at least 500 g floury potatoes
 - about 200 - 250 ml cream
 - pinch of white pepper
 - butter





Instructions:
 * If you don't have canned spiced froglok: Marinate your Froglok with spices for at least one day in a mixture of salt, sugar, allspice, white pepper, ground laurel, ground ginger, ground cloves (and sandalwood if you're fancy). The main ingredients seem to be salt, sugar, white- or black pepper and allspice. The rest are added in somewhat tiny amounts.

 * Peel the onion and cut in quarters. Slice the quarters thinly and sauté in butter until soft, translucent and golden. Do not let them brown. Set aside.

 * Peel the potatoes and cut them into 5 × 5 mm wide julienne strips.

 * You may plunge the potato strips briefly into cold water to remove some of the starch if you like. This prevents the potato pieces from sticking together too much while the dish is cooking. Drain the strips thoroughly.
 * Open the can of froglok bits and drain them, reserving the canning liquid. Layer the potato strips, froglok and onion slices in a buttered, shallow casserole dish, starting and ending with a potato layer.

 * Take half of the cream and mix in it 2 tablespoons of the reserved anchovy canning liquid and some freshly ground white pepper. Pour the mixture over the ingredients in the casserole dish. Dot the surface with pats of butter. Bake at 200 °C for about 30 - 35 minutes.

 * Take the dish out and pour over the rest of the cream. Then bake for a further 15 to 30
minutes. Note that you may not need to add all of the cream if the dish still seems very moist and watery. On the other hand, you may need to add even more cream if the dish has started to dry out too much. Keep checking the consistency every now and then during baking, especially if preparing this dish for the first time.

 * Take the gratin out when it has nicely browned on top and the consistency is creamy, not watery. Serve with fresh, sliced cucumber or pickled gherkins or fresh, mixed salad.

 * For a slightly lighter version of this dish, replace half of the cream with milk or beer. Also, if you like a stronger onion flavor, do not sauté the onion before adding it to the dish.
 











                Hot Meat:
 DREAMWEAVER'S ARASAI MEATBALLS

If you don't have Dreamweaver's arasai handy you might replace it with any meat.

Ingredients
 - 400 g [0,9 lb] minced arasai
 - 1 small yellow onion
 - 1 egg
 - 1 dl [0,2 pt] light cream, 20 %
 - 2 tablespoons breadcrumbs
 - 2 tablespoons butter
 - 1/4 teaspoon of ground allspice
 - 1/4 teaspoon ground nutmeg
 - pepper and salt, to taste










Instructions:
 * Let the breadcrumbs, allspice, nutmeg, salt and pepper swell a little in the cream.
 * Roughly grate the onion and mix it and the breadcrumb mix well with the minced meat.
 * Roll meatballs from the mixture with
damp hands.
 * Fry the balls in butter over medium strong heat until they have a nice color.
 * Remove the frying pan from the heat and leave the meatballs there for 5 min under a lid.
Books
Dwarf recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.









Dwarves are fat, meaty, with an aftertaste of ale. They're best cooked in ale or can be added to sausages (see gnome recipes vol 2) or made into tamales.

                             SPICED OMOUGI

Dwarf must be cooked with ale. Everybody knows that. Here is a recipe of dwarf in an ale marinade. You can also cook the whole dwarf and, in that case, it s much better to wash the dwarf (and remove all hairs) and armor and then put the dwarf to marinate within its armor and then cook it in it. You ll need a full cask of beer of course!

If Omougi was already eaten, you can cook Cronyn, Brasse or another dwarf. If you lack dwarf, use topside or silverside beef.
(idea proposed by Epiochia, Storms Server. According to Ubiohe, from Storms too, marinade is best with paladins)


* 1 1/2 lb (675g) dwarf

                               Marinade:
* 2 cups of ale
* 1 bay leaf
* 1 teaspoon each of black pepper, ground cloves, allspice, cinnamon and salt
* 1 tablespoon black treacle
* 1/2 tablespoon brown sugar

                          For the sauce:
* 2 onions
* 2 carrots
* 2 sticks of celery
* 1 turnip
* Butter


To make the marinade, mix all of the ingredients together and marinade the dwarf
in it for up to 12 hours.

Put the beef and marinade in a saucepan, add enough water to cover the meat, and simmer for 3 hours. Allow to cool.

To make the sauce, prepare and chop the vegetables and sauté in butter in a frying pan for 5-10 minutes.

Add the beef stock and simmer until the vegetables are tender.

Serve the meat cold and the sauce hot.
Books
Edicts of the Emperor
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Plundered from Crushbone Keep (-25, 22, 12).

Discovered on 14 Nov 2006 at 15:42:57 PST.
Edicts of the Emperor
A collection of the decrees of his most royal highness, the supreme ruler of all the Faydark and eternal lord of Crushbone Keep.
by Emperor D'Vinn
Long has it been our happy privilege to lead Clan Crushbone in our war against the lesser races of Faydwer. Our orcish legions bravely charge into the forefront of battle, overwhelming our enemies with brutality and might.
As the gods ordained in ages past, the Teir'Dal have overseen the expansion of our empire. Orcs serve as the arm that strikes our enemies down, bravely following our leadership and wisdom. As is written in the scrolls of the Prophet, orcs were created to serve the Teir'Dal Empire.
There are heretics who arise within our ranks from time to time and challenge this sacred bond between Teir'Dal and orc. All faithful members of Clan Crushbone are required to report such insurgency at once so that it may be swiftly dealt with.
Our victory over the light elves is inevitable. Most of these accursed foes have been driven out of our forest, their homes left in ruins. They are a shadow of what they once were, due solely to our victories in battle.
But as of late a new menace has arisen from the lowest corners of the Faydark, a weak race that calls itself the Fae. Because they have lent aid to the light elves in their rebuilding of Kelethin, the Fae are our enemies as well.
It is therefore your duty to our throne to capture these Fae, as well as the dwarves, gnomes, and elves that have long lingered in these lands, for use as workers in our mines. They will deliver the raw materials necessary to carry out our campaign of conquest.
No action against these Fae shall be considered too harsh or extreme. They shall be sent to the Hall of Truths, where they will tell us all we want to know about their kingdom. Then we will destroy their city and shatter their foothold on the forest.
Remember your duty to our throne and the preservation of the D'Vinnian Empire. As your liege, we will lead Clan Crushbone to even greater glory in the years ahead. Faydwer is ours, and always shall remain so.
As ever, be vigilant against those who would challenge us from without or cause chaos from within. All loyal subjects of our throne will see glory in the days ahead. Those who oppose us will see only a bitter and everlasting defeat.
Books
Effect Tome
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
200

Quest reward from [106] Subtle Differences (Plane of Magic), started by Shirada in Plane of Magic (-151, 573, -551) (2 tomes).

Purchased from Beck Quantem in Great Divide (1193, -533, 464) for 3g 28s 5c.
requires Lore and Legend server

Discovered on 28 Nov 2017 at 13:01:24 PST.
Books
Elements of Devotion
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [110] Lore and Legend: Planar Elementals (Lore and Legend), started by examining planar elemental parts.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Planar Elementals"
for 1c.

Discovered on 13 Nov 2018 at 12:17:56 PST.
Elements of Devotion
Sister, you've been encouraging me to journal a bit of my life, ever since I left home. Better late than never, right?
Master Devianni woke me this morning, telling me to help her pack up for a field trip, which, in and of itself was not something extraordinary. Blurry-eyed and groggy, I asked where this particular field trip would take us. That's when I noted the excitement that she was barely keeping in check, as she exclaimed, "The Planes of Order!" And with that, she ran out of the room with an armload of items, leaving me flabbergasted.
I've been serving Master Devianni for three years now. She's always been eccentric, what summoner isn't, right? But she's not inclined to be hyperbolic or to have any humor, I've ever found. And yet, I still couldn't believe what I had just heard. The Planes of Order!? "What? Fire, Water, Air, Earth? THE planes!?" I called after her.
"The very same!" she called back to me, with a slam of a chest lid.

I started looking around the room, at the articles of clothing I would have to pack. "Beg my pardon, Master, but which one?"

"All of them! Well, hopefully all of them! After a bit of Magic, but yeah, all of them!"
So here I am, sitting at the ancient Combine Spires. No wait, what had Master Devianni called them? Quadroliths? It sounds like a really old word. She knows a bunch of stuff like that. Anyway, I'm waiting here for her. She had to stop off to acquire some spell components. I figured this would be a good time to journal, as I am not sure how often I'm going to get the opportunity in the coming days.
Huh. It turned out that when Master Devianni said, we had a bit of Magic ahead of us first, she didn't mean a spell or an incantation. Nope. She meant THE Plane of Magic! It's breathtaking here! Everything here is abuzz with magical energy, even the air! But of course, that's not why we're here. Master Devianni had heard of some very strong elementals encountered here, and not just of one type, either.
I'm still not sure what she has in mind, but she is rather hopeful about it. She's speaking with some of the local inhabitants here about the elementals now. Here's hoping she'll get whatever information she's looking for.
Today Master Devianni and I found a small island floating in the Plane of Magic populated by some the impressively strong elementals she had heard tales of. There was one of fire and at least two of air. Seemed the advice she got from the lovely locals was dependable! Upon seeing the hardy elementals she ordered me to crouch down, behind a boulder. After rummaging around in one of the packs I held, she took a calm, deep breath, smiled at me, then ran toward one of the air elementals, and out of my eyesight.
I sat there, on the ground, the weight of my many packs being supported by the boulder that offered me protection and respite. After what seemed like an eternity, Master Devianni returned. She held two enchanted pouches. One was obviously very heavy, and smoking, while the other might have flown off, if she hadn't been holding it tightly. We returned to our camp, near the spires that could have taken us back to Norrath, back to hearth and home, but that's not what she had in mind! I bet she has her eyes fixed on the other two element types.
It's been a few days since my last entry, but let's just say, I was right! Master Devianni was determined to encounter water and earth elementals, and acquire pieces of both, and after she did so, she was so thrilled she began casting a spell on them, right then and there! I had no idea what to expect. "Master, what are you doing? Maybe you should rest first."

"No time, my dear," she said while repeatedly drawing a complex pattern in the air with her fingers. "There's no telling when the connection to the Planes of Order might decay from these samples!"
Right then, the ground that had been solid beneath our feet not a moment before, disappeared. The dazzling sights of Magic that had surrounded us, were transformed into a landscape of flame and smoke. The invigorating air we had been breathing was replaced by choking, caustic fumes. We had been transported to the Plane of Fire! "Please tell me, you meant to do that," I said, between coughs.
"Didn't I warn you of that? No? Sorry," she said with a wince.

"Damnit, Devianni," she chided herself, "Say the things you're thinking."

"And make sure I'm within earshot, eh?" I added.

She looked at me, her eyes a bit wider than normal, despite the soot in the air. My response must have surprised her. Thankfully, she then smiled. It was an amused, wry curl of her lips, punctuated with an approving nod. I could have sworn I even saw a bit of a dimple!
"Shall I ready more fire sample pouches?" I asked, suddenly feeling a bit exposed, and wanting to focus on something else.

"No need. That's not what we're here for."

Now it was my turn to be surprised!

Devianni then revealed she was intent on making a binding rune from planar material! We set to work immediately, unsure how long we would last in such a lethal environment.
I can only assume Devianni was guided by some sort of summoner's art. She moved across the treacherous landscape as if pulled by instinct. A step this way, to then spin on her heel and turn the opposite direction. I learned quickly to give her space. Suddenly, she stopped. She bent over, gingerly touching the ground with her slender fingers. I felt gooseflesh prickle my skin, and a chill run up my spine, despite our blistering surroundings.
Devianni turned her wrist, and the blackened ground beneath her hand shifted, radiating hairline cracks from the spot she had just touched. She lifted her hand and the clump of ground followed. It hovered between the hole it left behind and her hand, as if she was pulling it up by invisible strings. I was so amazed by what I was witness to, I had nearly forgotten my role! I ran to her side, offering the ensorcelled rune blade.
Devianni made short work of the carving. Her expertise and practiced skills made it look easy! She pocketed the planar fire elemental binding rune, then began to cast another spell. I recognized the motions, but she stopped mid-cast anyway. "I, uh... We can go now. Ready?"

"Absolutely!" I answered, looking over my shoulder.

She continued her casting, and we were soon transported back to the Plane of Magic.
Over the next few days we repeated these steps, entering the Planes of Air, Water, and Earth to create binding runes of each of the planar materials. Some were easier than others, but we did succeed. And now, here I sit back at our home, safe on Norrath, writing these notes, while Devianni practices with her binding runes. She's gotten really good at being able to call forth planar elementals of air and fire, but the water and earth seem to be less responsive. But I'm not worried about it. She'll master each of them, just as she has my heart. Hopefully, I'll have the gumption to tell her how I feel one of these days.
I hope these scrolls find you well, dear sister.

~Topil
Books
Enchanted Lands Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Enchanted Lands Creature Cataloging'

Quest reward from [40] Enchanted Lands Creature Cataloging (Tome), started by examining Enchanted Lands Creature Catalog (found in Enchanted Lands) (purchased from a gratified merchant) (found in Everfrost) (purchased from a gratified merchant).

Discovered on 5 Oct 2005 at 19:37:56 PDT.
Enchanted Lands Creature Catalog
by Pearl Honeywine
The Enchanted Lands have a high concentration of mana, and therefore they are inhabited by many fey beings.

Before the Rending reshaped the lands, this area was in the midst of the large continent of Antonica, situated at nearly the halfway point between Qeynos and Freeport.

The area was settled primarily by halflings, with the Runnyeye Citadel home to the Runnyeye goblins.
The Enchanted Lands include the Misty Thicket, Rivervale and Runnyeye Citadel, all of which survived the Rending and the Shattering in relatively untouched form.

Rivers still meander lazily through deep green hills across the region. It is surrounded entirely by the Sea of Mist, named for its blanket of nearly impenetrable fog.
Though the coast areas are foggy in the morning, once the sun has risen the fog close to shore dissipates, revealing an area dominated by emerald green.

The temperatures have little variation between day and night. The coolest period during the season is Decay, although the Enchanted Lands do not appear to have a very long Decay cycle.
The mild temperatures and somewhat moist environment give the Enchanted Lands a cloak of thick, velvety grass and tall deciduous trees.

As Decay is so abbreviated in this region, there is no true falling of the leaves. There is always a green canopy overhead, green pathways underfoot and an abundance of fruit and flowers.
The proximity to the nectar of so many flowers is doubtless why the bixies call the Enchanted Lands home.
However, since the changing of the lands, there are other creatures in abundance too, including lamias and nightbloods. In some cases, even the trees are potentially animated and dangerous. Caution while traveling is advised, especially after nightfall.
Books
Enchanted Lands Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Quest reward from [40] Enchanted Lands Creature Cataloging (Tome), started by examining Enchanted Lands Creature Catalog (found in Enchanted Lands) (purchased from a gratified merchant) (found in Everfrost) (purchased from a gratified merchant).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or A Gratified Merchant in Antonica or The Commonlands or The Thundering Steppes or Nektulos Forest or Enchanted Lands or Everfrost or The Sinking Sands or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Enchanted Lands Creature Cataloging"
for 1c.

Discovered on 5 Oct 2005 at 14:42:40 PDT.
Enchanted Lands Creature Catalog
by Pearl Honeywine
The Enchanted Lands have a high concentration of mana, and therefore they are inhabited by many fey beings.

Before the Rending reshaped the lands, this area was in the midst of the large continent of Antonica, situated at nearly the halfway point between Qeynos and Freeport.

The area was settled primarily by halflings, with the Runnyeye Citadel home to the Runnyeye goblins.
The Enchanted Lands include the Misty Thicket, Rivervale and Runnyeye Citadel, all of which survived the Rending and the Shattering in relatively untouched form.

Rivers still meander lazily through deep green hills across the region. It is surrounded entirely by the Sea of Mist, named for its blanket of nearly impenetrable fog.
Though the coast areas are foggy in the morning, once the sun has risen the fog close to shore dissipates, revealing an area dominated by emerald green.

The temperatures have little variation between day and night. The coolest period during the season is Decay, although the Enchanted Lands do not appear to have a very long Decay cycle.
The mild temperatures and somewhat moist environment give the Enchanted Lands a cloak of thick, velvety grass and tall deciduous trees.

As Decay is so abbreviated in this region, there is no true falling of the leaves. There is always a green canopy overhead, green pathways underfoot and an abundance of fruit and flowers.
The proximity to the nectar of so many flowers is doubtless why the bixies call the Enchanted Lands home.
However, since the changing of the lands, there are other creatures in abundance too, including lamias and nightbloods. In some cases, even the trees are potentially animated and dangerous. Caution while traveling is advised, especially after nightfall.
Books
Enchanted Lands Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] Enchanted Lands Creature Cataloging (Tome), started by examining Enchanted Lands Creature Catalog (found in Enchanted Lands) (purchased from a gratified merchant) (found in Everfrost) (purchased from a gratified merchant).

Discovered on 2 Feb 2005 at 16:42:29 PST.
The Enchanted Lands have a high concentration of mana, and therefore they are inhabited by many fey beings. Before the Rending reshaped the lands, this area was in the midst of the large continent of Antonica, situated at nearly the halfway point between Qeynos and Freeport. The area was settled primarily by halflings, with the Runnyeye Citadel home to the Runnyeye goblins.
Read the book
Put the book away.
The Enchanted Lands include the Misty Thicket, Rivervale and Runnyeye Citadel, all of which survived the Rending and the Shattering in relatively untouched form. Rivers still meander lazily through deep green hills across the region. It is surrounded entirely by the Sea of Mist, named for its blanket of nearly impenetrable fog.
Read the book
Put the book away.
Though the coast areas are foggy in the morning, once the sun has risen the fog close to shore dissipates, revealing an area dominated by emerald green. The temperatures have little variation between day and night. The coolest period during the season is Decay, although the Enchanted Lands do not appear to have a very long Decay cycle.
Read the book
Put the book away.
The mild temperatures and somewhat moist environment give the Enchanted Lands a cloak of thick, velvety grass and tall deciduous trees. As Decay is so abbreviated in this region, there is no true falling of the leaves. There is always a green canopy overhead, green pathways underfoot and an abundance of fruit and flowers.
Read the book
Put the book away.
The proximity to the nectar of so many flowers is doubtless why the bixies call the Enchanted Lands home. However, since the changing of the lands, there are other creatures in abundance too, including lamias and nightbloods. In some cases, even the trees are potentially animated and dangerous. Caution while traveling is advised, especially after nightfall.
Close the book.
Books
Encyclopedia of Haurelian Bibliophiles
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
250

Plundered from Library of Erudin (-79, 39, 6).

Discovered on 16 Feb 2010 at 15:42:07 PST.
Books
End of the Rending
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [41] End of the Rending (Rivervale), started by examining End of the Rending (found in North Qeynos (281, -18, -80)) (found in Qeynos Capitol District (281, -18, -80)).

Discovered on 13 May 2008 at 9:46:32 PDT.
This is a story of how the Rending was stopped. Others may tell their own stories, but for the faithful, there can be only one answer.
Her father had traveled by sea to Freeport and then the dangerous over land route to Qeynos. "We are not like the men of Freeport," Danei's father said repeatedly. Well, Danei thought to herself, we are not much like the men of Qeynos, either. Her father was Feir'Dal, an archer. Her mother, whom she had never met, was a human female of Qeynos. Danei had lived with the Feir'Dal all her life, but now they were going to Qeynos.
"Where will we live?" Danei asked again. She dragged a long stick in the dirt behind her, letting it kick up tails of dust and tiny rocks. "We live where Tunare sends us," her father answered. Apparently Tunare was sending them into the city. They had lived outside its walls, especially during the massive earthquakes that shook the lands day and night. Danei had been frightened when the lands slid into the sea, afraid she would slide in with them.
The city was rebuilding. Again, apparently. Danei's father, though an archer by training, worked alongside the other elves, the humans and barbarians to carry out the dwarven designs. They could not find her mother; no one knew where her family had fled. And so Danei's days were long and tedious. When the ground rumbled beneath her, Danei huddled beneath the massive oak table in their home and would not come out until her father came home.
Eventually, Danei met the other children in her neighborhood. Some were half-elven. Some were Feir'Dal. The cobbled streets and stone buildings made them uncomfortable and so they liked to climb the dust-choked trees in the small courtyards. "These trees are dying," whispered one of the Feir'Dal. "Tunare needs to speak with Karana and send some rain." Danei laughed, "Tunare cannot speak to him; they're gone!" But the lad insisted. His name was Genoa.
Genoa liked to tell tales of the ancient days, when the gods walked the world. Danei wasn't sure she believed all his tales, but she liked listening to them anyway. When the ground rumbled and shook, they would hide together and Danei was no longer afraid to come back out before her father returned. She and Genoa would hold hands and race through the streets, competing to see who could spot the latest damage.
"Our tree," said Danei as they ran out into the courtyard after a particularly fierce quake. The tree in their courtyard had fallen sideways, half of its roots pointing skyward while its branches lay along the dusty cobblestones like a cat stretching. "Our tree," echoed Genoa, touching its bark. They stood together and looked at it. Danei was sorry the tree had fallen. Genoa, however, seemed devastated. He walked around it, touching it gently as though it were a rare blossom and not a gnarled tree.
"I know what we can do," Danei said, tugging at Genoa's sleeve. "Let's ask Tunare to make it stop." Genoa looked at her sadly, "You don't believe in Tunare; don't make fun of me." Danei shook her head and said, "I don't not believe in her, either. If she'll stop the shaking, then we'll know she's there, won't we?" This seemed sensible, but Genoa was hesitant. Danei goaded him, "If you don't believe in her, just say so." They fought so hard then that it took two adults to pull them apart.
"I'm sorry, Genoa," Danei said. She was very sorry; the look on Genoa's face was terrible. She hadn't meant to take Tunare from him. He did not speak to her, jerking away from her offered hand and running home. Danei stood for a long time in the dusty street staring after him, swallowing over the lump in her throat. She felt...she felt just like Genoa must feel without Tunare. Danei had to prove to him Tunare still cared, she had to!
Danei took an ancient and brittle cup carved from Faydwer trees that she felt best suited to the task, filled it with water and went out that night. Standing beside the up-ended tree, Danei whispered, "Tunare, mother of us all, please talk to someone about the earth shakes. Please help me make up with Genoa. But mostly, make the ground stop moving." She poured the water in a thin stream over the roots, then took the cup back inside.
The ground did not shake once over night. The next day, Danei ran out of the house and the tree was standing upright once again. She saw Genoa and ran over to him. He said, "I saw you praying last night...I guess Tunare heard you all right." Danei nodded. "She heard me, Genoa. Everything will be okay." They stood hand in hand looking up at the tree in their courtyard. The ground did not shake again.
Books
End of the Rending
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [41] End of the Rending (Rivervale), started by examining End of the Rending (found in North Qeynos (281, -18, -80)) (found in Qeynos Capitol District (281, -18, -80)).

Discovered on 8 Jan 2005 at 1:26:15 PST.
This is a story of how the Rending was stopped. Others may tell their own stories, but for the faithful, there can be only one answer.
Entry One
Put book away.
Her father had traveled by sea to Freeport and then the dangerous over land route to Qeynos. "We are not like the men of Freeport," Danei's father said repeatedly. Well, Danei thought to herself, we are not much like the men of Qeynos, either. Her father was Feir'Dal, an archer. Her mother, whom she had never met, was a human female of Qeynos. Danei had lived with the Feir'Dal all her life, but now they were going to Qeynos.
Entry Two
Put book away.
"Where will we live?" Danei asked again. She dragged a long stick in the dirt behind her, letting it kick up tails of dust and tiny rocks. "We live where Tunare sends us," her father answered. Apparently Tunare was sending them into the city. They had lived outside its walls, especially during the massive earthquakes that shook the lands day and night. Danei had been frightened when the lands slid into the sea, afraid she would slide in with them.
Entry Three
Put book away.
The city was rebuilding. Again, apparently. Danei's father, though an archer by training, worked alongside the other elves, the humans and barbarians to carry out the dwarven designs. They could not find her mother; no one knew where her family had fled. And so Danei's days were long and tedious. When the ground rumbled beneath her, Danei huddled beneath the massive oak table in their home and would not come out until her father came home.
Entry Four
Put book away.
Eventually, Danei met the other children in her neighborhood. Some were half-elven. Some were Feir'Dal. The cobbled streets and stone buildings made them uncomfortable and so they liked to climb the dust-choked trees in the small courtyards. "These trees are dying," whispered one of the Feir'Dal. "Tunare needs to speak with Karana and send some rain." Danei laughed, "Tunare cannot speak to him; they're gone!" But the lad insisted. His name was Genoa.
Entry Five
Put book away.
Genoa liked to tell tales of the ancient days, when the gods walked the world. Danei wasn't sure she believed all his tales, but she liked listening to them anyway. When the ground rumbled and shook, they would hide together and Danei was no longer afraid to come back out before her father returned. She and Genoa would hold hands and race through the streets, competing to see who could spot the latest damage.
Entry Six
Put book away.
"Our tree," said Danei as they ran out into the courtyard after a particularly fierce quake. The tree in their courtyard had fallen sideways, half of its roots pointing skyward while its branches lay along the dusty cobblestones like a cat stretching. "Our tree," echoed Genoa, touching its bark. They stood together and looked at it. Danei was sorry the tree had fallen. Genoa, however, seemed devastated. He walked around it, touching it gently as though it were a rare blossom and not a gnarled tree.
Entry Seven
Put book away.
"I know what we can do," Danei said, tugging at Genoa's sleeve. "Let's ask Tunare to make it stop." Genoa looked at her sadly, "You don't believe in Tunare; don't make fun of me." Danei shook her head and said, "I don't not believe in her, either. If she'll stop the shaking, then we'll know she's there, won't we?" This seemed sensible, but Genoa was hesitant. Danei goaded him, "If you don't believe in her, just say so." They fought so hard then that it took two adults to pull them apart.
Entry Eight
Put book away.
"I'm sorry, Genoa," Danei said. She was very sorry; the look on Genoa's face was terrible. She hadn't meant to take Tunare from him. He did not speak to her, jerking away from her offered hand and running home. Danei stood for a long time in the dusty street staring after him, swallowing over the lump in her throat. She felt...she felt just like Genoa must feel without Tunare. Danei had to prove to him Tunare still cared, she had to!
Entry Nine
Put book away.
Danei took an ancient and brittle cup carved from Faydwer trees that she felt best suited to the task, filled it with water and went out that night. Standing beside the up-ended tree, Danei whispered, "Tunare, mother of us all, please talk to someone about the earth shakes. Please help me make up with Genoa. But mostly, make the ground stop moving." She poured the water in a thin stream over the roots, then took the cup back inside.
Entry Ten
Put book away.
The ground did not shake once over night. The next day, Danei ran out of the house and the tree was standing upright once again. She saw Genoa and ran over to him. He said, "I saw you praying last night...I guess Tunare heard you all right." Danei nodded. "She heard me, Genoa. Everything will be okay." They stood hand in hand looking up at the tree in their courtyard. The ground did not shake again.
Close Book.
Books
Engraved Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Engraved Leather Notebook
Working with raw materials to scribe an engraved leather notebook.
Level
39
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:11:49 PDT.
Books
Epiphany cake, the Galette des Rois with frangipane by Leucosia
This item can be placed on the floor in any house type.

MASTERCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.
EPIPHANY CAKE, THE GALETTE DES ROIS WITH FRANGIPANE

It's a cake we eat in France or the Epiphany, celebrating the coming of the Magi. In South of France, a "Gateau des Rois" (King Cake) is eaten, it's a brioche with candied fruits. In the North of France, it's a "Galette des Rois" with puff pastry and frangipane.

A "fève" is put in the cake (originally a broad bead but now a porcelain or plastic figurine). The one who get the bean is the king of the day. The youngest one eating the cake hides and tells which shares is given to whom. A golden crown in paper is usually given with the cake if you buy it, for the king to wear it.

So& Here is a recipe for the Galette des rois, as made by one of the great Chiefs of France. I'll try to translate it as best as I can.


        CREME PATISSIERE A LA VANILLE
                             (vanilla custard) :

- 12,5 cl of milk (4.41 fluid ounces, 0.528 cups)
- a bit of vanilla pod
- 2 egg yolks
- 50g of sugar (1.764 oz)
- 15g of cornflour or regular fine flour (0.529 oz)

Boil the milk with the vanilla
In a bowl, beat fast the egg yolks with the sugar until this mix turns white. Add the flour or cornflour without working on it.
Add the boiling milk on top of the mix and beat it a little (not very fast).

Put this cream back in the pan and let it boil 1 minute while beating it so it doesn't stick to the bottom of the pan.

Let the cream in the pan and work on the almond cream.
         CREME d'AMANDES (Almond cream)

- 167g of butter (5.892 oz)
- 167g of almond powder (5.892 oz)
- 167g of powdered sugar (sucre glace in French, it's a very fine sugar without granular elements) (5.892 oz)
- 2 eggs
- 17g of cornflour or fine flour (0.6 oz)
- 1 and a half soup spoon of rum (should be around 4 tea spoons)

Knead the butter until it makes a cream.
Add the almonds and sugar while kneading, then one egg each 30 seconds.
Knead at a medium pace until the mix is homogeneous then add the cornflour and rum.
(you can prepare this mix 8 days before
using it)

Add the cold crème pâtissière spoon by spoon.
Here is your frangipane.

  GALETTE DES ROIS WITH FRANGIPANE

- 600g of puff pastry (2 disks of 28cm of diameter - 11.023622047 inch ^^) (21.168 oz)
- the almond cream made previously
- 1 egg
- 50g of powdered sugar (1.764 oz)
- a round mold of 28/30 cm in diameter (whatever exists in your country and whatever is the closest from 11.023622047 inch!)

Heat your oven at 240°C (460°F, Gas mark 8)
Put the first disk of pastry in your mould. Smear the circumference of with a beaten egg on 1cm.

Smear the almond cream in the middle of the pastry, without covering the part with eggs. Put your figurine in the cream.
Put the second pastry disk on top of it. Press a bit the border of the 2 disks together and make some little cuts all around the border (It is called "chiqueter")

Put the cake in the fridge for 1 hour.
At this stage, you can freeze the cake in a plastic bag if you want to eat it later.

Glaze the top of the cake with the beaten egg and draw lozenges on the top to decorate.
Put it in the oven for 10 minutes at 240°C (460°F, Gas mark 8 ) and then 25 minutes at 200°C (392 °F, a little bit before Gas mark 6) minutes.
5 minutes before the end of the cooking phase, sprinkle the powdered sugar on it.
Eat mild.

You may adjust a bit to the lesser as there is a bit more cream as should be for a Galette. Or put a bit more to get a Pithiviers (300g of almond cream for a Galette or 400g for a Pithiviers). For the Pithiviers, put 3cm of egg on the border, the cake will be higher.












Recipe by Le Nôtre ;)
Books
Ernie Gimblelock's Adventuring Journal
This item can be placed on the floor in any house type.

A small leather bound journal. It has obviously seen better days.

NO-TRADE  NO-VALUE

Offers the Quest
'Gimblelock's Short Adventure'

Plundered from Shard of Fear (59, 4, 442).

Discovered on 17 Oct 2007 at 10:40:05 PDT.
Property of Ernie Gimblelock
I embarked on an adventure searching for the Shard of Fear.
Books
Escape from Klik'Anon
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE

Collection reward from [100] Escape from Klick'Anon (Terrors of Thalumbra).

Components
Escape from Klick'Anon Page 2 (shinies in Thalumbra, the Ever Deep)
Escape from Klick'Anon Page 1 (shinies in Thalumbra, the Ever Deep)
Escape from Klick'Anon Page 6 (shinies in Thalumbra, the Ever Deep)
Escape from Klick'Anon Page 5 (shinies in Thalumbra, the Ever Deep)
Escape from Klick'Anon Page 4 (shinies in Thalumbra, the Ever Deep)
Escape from Klick'Anon Page 3 (shinies in Thalumbra, the Ever Deep)

Discovered on 21 Jan 2016 at 16:19:52 PST.
Escape from Klik'Anon

(a collection of diary fragments believed to be written in the Age of Enlightenment)
Day 5

Maybe we should have struck west above ground towards Moradhim first, but that would have been weeks of marching and close to the Misty Thicket also, where there are reports the goblins have been unusually active. And with the Teir'Dal attacking from the south, that left us a choice between earth or water, and gnomes have never been fond of boats.

So into the deep caves it was, and down as far as we'd ever explored and then some more. But we've reached the bottom of the caves now, and it's too late to consider returning. Will the Teir'Dal bother to pursue us down here? Insufficient data, but they must be close to capturing Klik'Anon by now, and when they discover all the clockworks and traps we've left for them, they might be minded to hunt us down just to defuse them.
Day 10

Creating our own tunnels we are, and with the excavation tools, explosives, and just the sheer number of hands we brought, it's going surprisingly fast. Artificer Dunbolt says he detects a large cave system to the south-west some miles beneath, and Topographer Tomkin says that if our calculations are correct, the old dwarven trade route should be in that direction.
Day 18

I have my doubts about Topographer Tomkin's calculations. He was never good at differential equations, now I think about it. We've had to start supplementing our rations with fried rats.
Day 34

Dabnot leaped directly into the chasm. It looked suicidal, but he was muttering equations and flapping his arms as if his tinkered flight wings were strapped on. Fortunately most of us ate fewer of the green mushrooms. Alchemist Wilfre did warn us, but we were so tired of rats. After three days of throwing up, I think I'm ready for some rats again. No more green mushrooms. Young Roslo has found some purple ones but nobody is keen to try them except him. I will wait and see if he tries flying first.
Day 35

I don't think this trade route ever existed. We were mad to think we could use it to get to Faydwer.
Day 38

The cave floor is solid rock here so we were unable to bury young Roslo, and had to cover him with a cairn of stones. We left the purple mushrooms with him like a bouquet of flowers.

I start to doubt that dwarves exist either. The world is all desperate gnomes and tunnels and hairy things with too many teeth. And we are almost out of torches.
Day 49?

Alchemist Wilfre found a glowing slug thing and has been carrying it around for its faint light, but apparently it bites him occasionally. Do slugs have teeth? It does something anyway, and the cave echoes with a sudden scream and everyone jumps. There are wild creatures down here. Lots of teeth and claws. We fight them but it's hard to see in the dark and next time Wilfre brings the slug around there is one less in the party. And crunching sounds down the tunnels.
Day ???

Praise the gods, civilization. Of sorts. A company of dwarves found us and brought us to safety. They said they heard Wilfre's screams, so I suppose we have the slug to thank. There is food here, and fresh water, and strong walls. This is the legendary citadel of Maldura, which we had thought destroyed by the Teir'Dal expansion a century or more ago. The routes to Faydwer have been long collapsed, so no wonder we couldn't find them. I would apologize to Topographer Tomkin except he was a kobold's dinner some weeks ago. I hope his differential equations gave it indigestion.
Day ???

The dwarves, or dhalgar as they now style themselves, have offered us a new home here. A small group wishes to continue the attempt to reach Faydwer and find safety in Ak'Anon, but the majority of our party have no wish to return to the dark tunnels and the teeth. We can be of great use here; the dhalgar are fine metal workers but their interest in complex machinery is limited to mining applications. With a little gnomish ingenuity, we should be able to harness the natural steam vents to provide power and defenses to the city. We take a formal vote tonight but I forsee a new future for us with our Serilian cousins in Maldura.
Books
Essay on the Cepholex
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [100] Lore and Legend: Cepholex (Lore and Legend), started by examining cepholex parts (dropped in Thalumbra, the Ever Deep).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Cepholex"
for 1c.

Discovered on 17 Nov 2015 at 12:51:00 PST.
Observations on the Cepholex
by Urmgar, age 14
The gods of Norrath work in mysterious ways, and we mere mortals often reflect on their multiple diverse creations with a sense of bafflement.

Surely we dwarves are the embodiment of the best aspects of Brell, that much is surely clear to any rational being. So why did Brell feel the need to also create the kobolds, ratonga, warboars, and a plethora of other less savory creatures?
In the early ages of Norrath, Prexus the Ocean Lord filled the seas with many strange creations.

The Kedge were once his chosen race, graceful aquatic beings of great mental power and stamina until their race was brought to the edge of extinction by an experiment gone awry. It is said by some that the intelligent, peaceable othmir are his new chosen.
Why then would great Prexus create other beings of such monstrosity?
The Aberrant are said to be a creation of the Ocean Lord also, reflecting the unforgiving and harsh aspects of the sea. What aspects of mighty Prexus do the cepholex reflect? His nightmares? Or is Cazic-Thule responsible for these terrors?
Huge and silent, equally at home in air or water, they float with ease through the unsuspecting darkness. Spine-covered, chitin-armored, tentacled and many-toothed, they never stop growing and so far as we can tell they never die of old age.

Dhalgar tell tales of enormous dragon-sized cepholex glimpsed in the darkest recesses of distant caverns. I imagine them in my nightmares. As far as I'm concerned, they can stay very far away from Maldura in the most distant caverns possible, Brell willing!
Books
Etched Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Etched Leather Notebook
Working with raw materials to scribe an etched leather notebook.
Level
39
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:12:23 PDT.
Books
Eternal Bloom
This item can be placed on the floor in any house type.

This thin tome bears the image of a sword and a rose on the cover. A thick lock binds the book.

TREASURED
NO-TRADE  NO-VALUE


Discovered on 28 Jun 2007 at 16:30:14 PDT.
Long, long ago in realms of rage and fury. Long ago a forbidden seed did grow.
Forbidden was the seed, its bloom was too bright. Gloom was the rule and never the light.
Forced from embrace the one became two, but the flower remained and the light still grew.
Time marched on and the two grew apart, divided by a plague that consumed their heart.
What was gloom became doom and the end drew near. Two who were apart came to odds in great fear.
The bloom was bright even in lands turned to death. The bloom turned upon itself when the forbidden met.
One last time in ashes of the first. One last embrace, a kiss, before the blades quench their thirst.
Death upon death, the bloom met the one fate. The first and the two consumed by tragedy great.
By power of song and might of ink, the tale can be revealed to make us think. Think of the time of bloom everlasting.
With words over the beloved head, wonders are surely fed. My beloved, my Zanne, Love... I still can. - Fin
Books
Even More Adventures of Jorbo and Mappy
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 15:24:47 PDT.
This book is titled "Even More Adventures of Jorbo and Mappy ". It is the story of two halfling boys and how they happened upon some exciting adventures.
Jorbo and Mappy had many exciting adventures ever since the moment they left their mothers behind and left the kitchen. Having narrowly escaped an orc, an old witch, and seeing a dragon-like halfling, they knew there was so much more out there to find. With a little help from the Drafling, they intended to do just that - find more adventure.
Following the directions given to them by the Drafling, they trekked through many hills and valleys, through farms and past homes until they found what the mysterious man had mentioned. Hidden away, they stood before a mighty troll, frozen in time. With large spindly legs and gangly arms outstretched, the troll was made entirely of wood.
Having never seen a troll before, the halfling friends didn't know what it would do. They were assured by the Drafling that it was perfectly safe, however, so they began to climb up to his head to get a better look. It took a long time, for the troll was as tall as a tree, but they eventually made it to the top. That's when the troll's eyes opened and it began to move.
Slowly moving across the land, the troll took very steady and deliberate steps. The two boys, rather than being scared, had a great time seeing the world in motion! That was until the passed an orc who spotted them riding atop the trolls' head. The orc called out its other fellows and began grunting at the troll to give them the children.
The troll at first didn't seem to pay any attention to the orcs, but when a number of them had gathered around the wooden troll, it stopped in place. One of the orcs stepped forward and started speaking in a strange tongue. Having spoken to the goblin with three tongues, they paid attention to what the orc was saying, but to the boys it only sounded a tree bending with the wind.
The wooden troll then began to move its arms and quickly plucked the boys from the top of it's head. Lowering it to the ground, the boys came to the conclusion that the Drafling had lied to them, for they were now in the clutches of the orcs. With nowhere to escape this time, the two boys knew that their adventure was finally over.
Paraded through the orc town as prisoners, the two boys knew they were in store for a cruel fate at the hands of these evil villains. Looking around, they realized that the orcs had not just captured the boys, but all of RIVERVALE! Just when everything looked hopeless, they were given a glimmer of hope. It seemed that the orcs were taking the kids straight to their houses.
As the orcs approached the houses, Jorbo and Mappy could see their mothers waiting on the front doorsteps, tapping their feet impatiently, arms crossed. That was when the two boys knew that all hope was indeed lost. They could tell at once that their mother had been taken over by the wicked witch they encountered earlier. For you see, the crone was standing right beside them.
The mothers started off by asking why they pushed Deputy Dopkin into the pond? Not knowing what they were talking about, the kids remained silent. That's when one of the orcs called out and said that he saw Deputy Dopkin drinking jumjum by the bridge that day. By saying nothing more than those words, the magic spell wore off of all the orcs and they were turned back into halflings again!
The children then began to tell their mothers and everyone else about the great adventure they had that day around Rivervale. When the boys asked what was for dinner, they realized that their mothers were still under the control of the wicked witch. For you see, when they asked about dessert, they were told that there would be none... since they already ate some strawberry cake earlier that day. THE END
Books
Evil Eye Musings
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Evil Eye (Lore and Legend), started by examining Evil Eye Musings in Runnyeye (-23, 2, -56).

Discovered on 17 Feb 2005 at 12:29:07 PST.
Some of this data was culled from the rambling notes of former anthropologist Trent Burkhart. Master Burkhart suffered an unfortunate accident at the instigation of the the Runnyeye goblins' Evil Eye slaves.
Entry One
Put book away.
"Evil Eye Musings," by Trent Burkhart -- Being the remembrances and information gleaned during an undercover observation with the goblins of Runnyeye. Edited (heavily) by Pearl Honeywine.
Read book
Put book away.
Historical data: Evil Eyes have been known to exist since the most ancient of times. Grandmothers often admonished their charges to "beware lest the Evil Eye get ye!" From fanciful tales to reality, the Evil Eyes have gone from master to slave in a relatively short span of time.
Entry Two
Put book away.
Evil Eyes are immense, floating eyes with no visible means of hearing or communication. They are often found hovering several feet above the ground, trailing membranes and occasionally dripping a sticky substance. The Eyes are held within a claw-like maw which disgorges the eyeball upon being slain.
Entry Three
Put book away.
Evil Eye communication has always been a fascinating mystery. At first, it was thought that the membranes were some form of antennae through which the Eyes could speak to others in range. While it is still possible, more recent observations lean toward the Evil Eyes' use of telepathy rather than any verbal or vibration communication.
Entry Four
Put book away.
As they have no physical extremities, it is obvious that the Evil Eye will use its mental abilities to defend itself and to provide an offensive function. Evil Eyes are skilled spell casters that can also use mind manipulation on weaker beings. This skill enabled Evil Eyes to dominate the goblins of Runnyeye in Ages past. Currently, however, the tables appear to be turned and the goblins have mastered the Evil Eyes in their area.
Entry Five
Put book away.
The battle tactic of the Evil Eye is obvious and simple. It summons a physical manifestation to handle direct attacks, while simultaneously striking out with its powerful spell arsenal. As a highly intelligent being, the Evil Eye will flee a battle it is clearly losing. Due to its lack of physical substance, however, it is possible to chase after it in its weakened state to slay.
Entry Six
Put book away.
As an Evil Eye's knowledge increases, so does its size. The stronger a magic user the Evil Eye is, the larger it will be. This enables opponents to literally "size up" their foe before actually engaging it in combat. This is not an absolute rule, however, so care must be taken with any undersized Evil Eye. Better to be safe than sorry.
Entry Seven
Put book away.
A word about Evil Eye communication: Because the Evil Eye relies on telepathy, it is possible, although certainly not confirmed, that one could attempt to manipulate an Evil Eye for one's own benefit. I have not attempted such and know of no one who has. Or, if they have, that have lived to tell the tale. Therefore, one should consider this as only a fable and should not try this in combat!
Entry Eight
Put book away.
In battle, approach the Evil Eye with extreme caution. It may not be able to hear you approach, making flanking moves a possible strategy. Once it senses your presence, however, it will start a magical barrage that is relentless.
Entry Nine
Put book away.
Given their extreme intelligence and magical capability, one wonders how the slovenly, lazy goblins of Runnyeye managed to get the upper hand of the Evil Eyes. Is it possible that physical presence wins over the ability to control minds and cast potent spells?
Entry Ten
Put book away.
I hope this information provides you with enough basic information about Evil Eyes that you will be able to learn more about them on your own. Be cautious, be aware and be aggressive and you will soon know more about the Evil Eye than your grandmother!
Close Book.
Books
Evil Eye Musings
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Evil Eye'

Quest reward from [50] Lore and Legend: Evil Eye (Lore and Legend), started by examining evil eye parts or by examining Evil Eye Musings in Runnyeye (-23, 2, -56).

Plundered from Runnyeye (-23, 2, -56).

Discovered on 13 Sep 2005 at 12:23:54 PDT.
"Evil Eye Musings," by Trent Burkhart -- Being the remembrances and information gleaned during an undercover observation with the goblins of Runnyeye. Edited (heavily) by Pearl Honeywine.
Some of this data was culled from the rambling notes of former anthropologist Trent Burkhart. Master Burkhart suffered an unfortunate accident at the instigation of the Runnyeye goblins' Evil Eye slaves.
Historical data: Evil Eyes have been known to exist since the most ancient of times.


Grandmothers often admonished their charges to "beware lest the Evil Eye get ye!"


From fanciful tales to reality, the Evil Eyes have gone from master to slave in a relatively short span of time.
Evil Eyes are immense, floating eyes with no visible means of hearing or communication.


They are often found hovering several feet above the ground, trailing membranes and occasionally dripping a sticky substance.


The Eyes are held within a claw-like maw which disgorges the eyeball upon being slain.
Evil Eye communication has always been a fascinating mystery.


At first, it was thought that the membranes were some form of antennae through which the Eyes could speak to others in range.


While it is still possible, more recent observations lean toward the Evil Eyes' use of telepathy rather than any verbal or vibration communication.
As they have no physical extremities, it is obvious that the Evil Eye will use its mental abilities to defend itself and to provide an offensive function.


Evil Eyes are skilled spell casters that can also use mind manipulation on weaker beings. This skill enabled Evil Eyes to dominate the goblins of Runnyeye in Ages past. Currently, however, the tables appear to be turned and the goblins have mastered the Evil Eyes in their area.
The battle tactic of the Evil Eye is obvious and simple.


It summons a physical manifestation to handle direct attacks, while simultaneously striking out with its powerful spell arsenal.


As a highly intelligent being, the Evil Eye will flee a battle it is clearly losing. Due to its lack of physical substance, however, it is possible to chase after it in its weakened state to slay.
As an Evil Eye's knowledge increases, so does its size. The stronger a magic user the Evil Eye is, the larger it will be. This enables opponents to literally "size up" their foe before actually engaging it in combat.


This is not an absolute rule, however, so care must be taken with any undersized Evil Eye.


Better to be safe than sorry.
A word about Evil Eye communication: Because the Evil Eye relies on telepathy, it is possible, although certainly not confirmed, that one could attempt to manipulate an Evil Eye for one's own benefit.


I have not attempted such and know of no one who has. Or, if they have, that have lived to tell the tale.


Therefore, one should consider this as only a fable and should not try this in combat!
In battle, approach the Evil Eye with extreme caution.



It may not be able to hear you approach, making flanking moves a possible strategy. Once it senses your presence, however, it will start a magical barrage that is relentless.
Given their extreme intelligence and magical capability, one wonders how the slovenly, lazy goblins of Runnyeye managed to get the upper hand of the Evil Eyes.


Is it possible that physical presence wins over the ability to control minds and cast potent spells?
I hope this information provides you with enough basic information about Evil Eyes that you will be able to learn more about them on your own.


Be cautious, be aware and be aggressive and you will soon know more about the Evil Eye than your grandmother!
Books
Evil Eye Musings
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:18 PDT.
"Evil Eye Musings," by Trent Burkhart -- Being the remembrances and information gleaned during an undercover observation with the goblins of Runnyeye. Edited (heavily) by Pearl Honeywine.
Some of this data was culled from the rambling notes of former anthropologist Trent Burkhart. Master Burkhart suffered an unfortunate accident at the instigation of the Runnyeye goblins' Evil Eye slaves.
Historical data: Evil Eyes have been known to exist since the most ancient of times.


Grandmothers often admonished their charges to "beware lest the Evil Eye get ye!"


From fanciful tales to reality, the Evil Eyes have gone from master to slave in a relatively short span of time.
Evil Eyes are immense, floating eyes with no visible means of hearing or communication.


They are often found hovering several feet above the ground, trailing membranes and occasionally dripping a sticky substance.


The Eyes are held within a claw-like maw which disgorges the eyeball upon being slain.
Evil Eye communication has always been a fascinating mystery.


At first, it was thought that the membranes were some form of antennae through which the Eyes could speak to others in range.


While it is still possible, more recent observations lean toward the Evil Eyes' use of telepathy rather than any verbal or vibration communication.
As they have no physical extremities, it is obvious that the Evil Eye will use its mental abilities to defend itself and to provide an offensive function.


Evil Eyes are skilled spell casters that can also use mind manipulation on weaker beings. This skill enabled Evil Eyes to dominate the goblins of Runnyeye in Ages past. Currently, however, the tables appear to be turned and the goblins have mastered the Evil Eyes in their area.
The battle tactic of the Evil Eye is obvious and simple.


It summons a physical manifestation to handle direct attacks, while simultaneously striking out with its powerful spell arsenal.


As a highly intelligent being, the Evil Eye will flee a battle it is clearly losing. Due to its lack of physical substance, however, it is possible to chase after it in its weakened state to slay.
As an Evil Eye's knowledge increases, so does its size. The stronger a magic user the Evil Eye is, the larger it will be. This enables opponents to literally "size up" their foe before actually engaging it in combat.


This is not an absolute rule, however, so care must be taken with any undersized Evil Eye.


Better to be safe than sorry.
A word about Evil Eye communication: Because the Evil Eye relies on telepathy, it is possible, although certainly not confirmed, that one could attempt to manipulate an Evil Eye for one's own benefit.


I have not attempted such and know of no one who has. Or, if they have, that have lived to tell the tale.


Therefore, one should consider this as only a fable and should not try this in combat!
In battle, approach the Evil Eye with extreme caution.



It may not be able to hear you approach, making flanking moves a possible strategy. Once it senses your presence, however, it will start a magical barrage that is relentless.
Given their extreme intelligence and magical capability, one wonders how the slovenly, lazy goblins of Runnyeye managed to get the upper hand of the Evil Eyes.


Is it possible that physical presence wins over the ability to control minds and cast potent spells?
I hope this information provides you with enough basic information about Evil Eyes that you will be able to learn more about them on your own.


Be cautious, be aware and be aggressive and you will soon know more about the Evil Eye than your grandmother!
Books
Excerpts from the Journal of Puab Closk
This item can be placed on the floor in any house type.

I found this book on the shelves of Kufu, the Keeper of Knowledge in the Cave of Knowledge. It is handwritten excerpts from the journal of Puab Closk. I can place this book in my house.

NO-TRADE  NO-VALUE

Plundered from The Cave of Knowledge (239, 3, 287).
requires at least 50000 faction with The Ashen Order

Discovered on 14 Sep 2005 at 21:51:22 PDT.
Excerpts from

the Journal of Puab Closk
My journey is nearly ended. It seems I

have spent over a season in the desert.

The moisture in the air is alarming,

it feels wasteful. It may take me a

while to adjust being in the city again.

I have also found that distancing myself

from civilization has made me more

attuned to its moods. The areas

surrounding Freeport feel more

dangerous than before. Everyone I come

across seems on edge and fearful.

I have spent three nights in the city

and I am very disturbed by what I have

learned. It seems Freeport has a new

leader. I knew D'Lere was vying for

power before I left, but I never

imagined he would succeed.


Strangely, I feel like we have

betrayed ourselves allowing this to

happen. I must ask myself, would we

have interfered if I were here? I

will meditate on that question tonight,
I have searched my feelings and

decided that we would not have stopped

D'Lere and that realization saddens me.

We have always been apart from politics,

but this feels different. I cannot yet

say why this has affected me so

strongly.
I have observed the monastery from

afar for a day now. All seems the same

as when I left, except some of the

students were causing a bit of a

ruckus with the militia. I feel some

trepidation at the thought of returning.

I feel as though some great evil looms

on the horizon waiting to devour us all.

I don't trust this place.
It is odd... I spent only a season or

so in the desert and it feels far more

like home than Freeport. It is strange

how travel and learning can do that to

a man. I have spent several weeks

speaking with the Sensei and the

council. I have explained and

demonstrated to them what I have

learned. They are excited and a bit

scared. I cannot blame them for their

initial fear.
I have taught the leaders the Arcane

Combat styles. They absorbed each

stance and movement like a desert plant

does water. It was beautiful to watch

the realization wash over them. They

have felt the power given to us by

Quellious and can now wield it.


They look at me with a bit of reverence

in their gazes, I must squash that

immediately. They cannot come to

depend on me, they each must believe
Riots have broken out again tonight. We cannot stay here. I will not allow our knowledge to fall into D'Lere's hands. That fool would tear the world asunder with no one to check him. We have packed up all of the libraries and we have begun filtering out of the city slowly to keep from drawing attention to our departure. We will go into the desert. There we will train and learn all we can of this new combat. There we will make our home and protect the Arcane Combat from the villainy of evil men.
Books
Far Seas Research Notes: Draconic Influences
This item can be placed on the floor in any house type.

Preliminary research notes taken by the Far Seas Trading Company on investigation of the draconic presence in Ethernere. Data is incomplete, more study indicated.

TREASURED
LORE  NO-TRADE

Quest reward from [95] Captain Overboard? (Tradeskill), started by Steve Echgar in Obol Plains (-299, 13, -15).

Discovered on 12 Nov 2013 at 12:55:58 PST.
Far Seas Trading Company: Confidential


Research and Evaluation Report:
Preliminary Study of the Vesspyr Isles
Daarspire

This isle appears to be a relatively safe base of operations, although we continue to be cautious and avoid close contact with any who might recognize we do not belong. There are some dangers in the golem constructs, which appear to be created to combat the threat of the Harrowing Horde.

As a result of the golems' efforts, the Horde presence on this island is minimal. A large tower on this isle contains much useful information and facilities that we are cautiously exploring. One passageway appears to lead to a portal similar in appearance to the Tourbillion device observed in the Obol Plains; however investigation so far suggests is may not be functional.
Key observation from study of all the isles is that the phenotype of the flora and fauna appears to be influenced by the spirit of the dragon nearby. On Daarspire, this is evinced by the white tint of the flora which is clearly being influenced by the presence of the white dragon Yelinak. Far Seas traders had encountered this dragon previously in Thurgadin, before he was killed by Kerafyrm. He appears to be in negotiation with adventurers from the living world; we are making discreet enquiries to learn more in case there may be opportunities for profit.


Veeshenna Tol

Main draconic influence: Harla Dar. The flora in this region is a deep purple matching her scales.

When the Far Seas Trading Company last heard reports of her in life, she was serving Kerafyrm as High Priestess of the Awakened. There are signs this may have changed since her death. She is said to have been the mate of Jaled Dar, and the mother of Phara Dar and Fraka Dar.

More research needed.
Sothshae

Main draconic influence: unknown. This island seems to be a site of battle between the Harrowing Horde and the draconic servants. From a distance it appears as if the draconic forces are winning.

There is a large constructed platform on this isle whose purpose is not yet clear - possibly a location for those who serve the dragons to gather? One scout has reported seeing what looks like offerings left on the platform. This is a dangerous region so investigation has been limited so far.

More data still needed.
Blightscale

Main draconic influence: Draazak. Old Company records report this dragon lived in the Western Wastes many hundreds of years ago, indicating he may have been in Ethernere for a long time. The island is a desolate wasteland largely overrun by the Harrowing Horde. Is it possible for a dragon to have been corrupted by the Horde?

Data unclear. Further investigation required.
Droumlunds

Main draconic influence: Lord Vyemm. In life he was a strong supporter of the Awakened, and no friend to the "lesser races". His death does not appear to have changed this. Interestingly, the island flora is very slightly blue-tinted but still mostly purple. As Vyemm is blue-grey in color, based on observations of the flora of other isles, the foliage should have become more blue by now. No explanation available at present.

There is a tower of some sort underneath this island, heavily guarded by Awakened servant droags similar to those we have observed in the Overrealm.

More information needed.
Karak Peak

Draconic influence: unknown. This is an extremely dangerous isle even to approach, and gathering information has been challenging. Based on the flora we have been able to sample, the dragon or dragons influencing this region are probably blue or grey.

There appears to be some extreme damage to the landscape on this island accompanied by some magical disruption or the like.

Data inadequate and the difficulty of making a safe approach has thus far precluded more research.
Veiled Thessk

Draconic influence: unknown. Scouts have not yet reported signs of any dragon on this isle, but the samples clearly indicate something has turned the foliage a brilliant gold. This isle is veiled in spider webs which can be a hazard to flying mounts. There is a small tower on this island which we have been unable to investigate closely, but it appears to be too small to hold a dragon.
More data most urgently desired.
Aeterna Gardens

Main draconic influence: Wuoshi. This isle bears a strong resemblance to parts of Faydwer, with an abundance of life and enormous flower-bearing vines. Here more than any other isle have the characteristics of the resident dragon influenced the flora; most likely the strength of this influence is due to Wuoshi's strong ties to Tunare's realm and the power of Growth.

Caution is indicated when gathering plant samples, however, as some of the plants on this isle are more self-aware than normal and may resist being gathered.
Additional notes

The larger islands are surrounded by a number of smaller islands which tend to take their phenotypical characteristics from the nearest larger island. Investigation thus far has concentrated on the larger islands but future research should expand further. Additionally, there are strange phenomena observed in the sky, most notably what appears to be a fracture in the sky near Droumlunds through which can be seen a structure of some sort.
Continued research goals: pursue investigation of knowledge in the library on Daarspire. Gather additional data from passing travelers and non-aggressive dragonic servants.

Acquire more information about the golem constructs and devise tests to determine whether this knowledge could be utilized in the living realms.

Continue to gather information on the draconic presence and motivations. There seems to be a significant factional divide between the dragons in this realm and where there is conflict, there may be profit.

End of initial evaluation.
Books
Fauna of the Enchanted Lands A - K
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 19 Oct 2005 at 9:47:22 PDT.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be a bestiary guide to the native fauna of the Enchanted Lands.
Badgers: The badgers of the Enchanted Lands are rather similar to those found throughout the rest of Norrath.

Growing as tall as a halfling, the badger is known for its foul mood. Extremely territorial, it is not uncommon for this animal to charge at anyone who approaches it in a threatening manner.
If one is charged by a badger, climb up a tree as fast as possible.


Although quite sharp, their claws are not strong enough to allow them to follow you up the tree.


When the badger has finally given up, make sure you jump down rather than climbing, for it may have rubbed its poisonous fur against the trunk of the tree.
Briarpaw: The briarpaw is a sub-species of the average brown bear found throughout Norrath.


Ranging in size from a cub to a full grown adult, the Briarpaw is a force to be reckoned with just due to its sheer size.


Fortunately, the bear has a habit of hibernating during the winter, allowing for safe travels during that frozen season.
Easily spotted, it is well advised to stay away from these great beasts.



The Briarpaw's diet primarily consists of rotting flesh, but if none can be found, they are not adverse to devouring a living being.


Taking into consideration the size of the claws on the bear, it doesn't take too long for them to take down their prey
Creeper: Truthfully a form of vegetation, the Creeper shares many traits of fauna over flora.


A carnivorous plant, the Creeper will store the bodies of its prey inside the tangle of branches that make up it's "body".


Able to uproot and move at a slow pace, the Creeper is one of the more dangerous animals within the Enchanted Lands.
A Creeper is usually smelled far before it is sighted, due to all of the rotting flesh it stores for the winter.


This can work to one's advantage, however. Epic battles between Briarpaws and Creeper are not an uncommon sight.


It's generally wise to not stick around to see how the battle ends.
Grimmins: Do not confuse the grimmins for the average goblin.

Though they share similar traits, they are worlds apart. Whereas the goblin is a cunning creature, the grimmin appears to have replaced that with pure viciousness.

Do not be caught unawares by these creatures, for no matter how cute they may appear to be, for this is how they lure their prey.
Always be sure to keep your distance from these creatures. If one spots you, it may begin to approach you with a curious look.

It is highly advised that you run at this point, for if it gets too close, it will attempt to leap at your head.

Opening it's maw as wide as possible, the grimmin then proceeds to gnaw at your face until you quit struggling.
Klakroks: One of the larger species of beetle in Norrath, the Klakrok gather in large numbers.


Through some unknown means of communication, the Klakrok appear to assume various roles and functions in their society.


Although many of them are nothing more than simple drones, there are some that act as a type of enforcer among their collective.
Though no one has ever seen a Queen Klakrok, it is assumed they have one which may be source of all their directions.


This is evidenced by the peculiar means in which the Klakroks will overcome a victim many times their size.


Gathering together, they begin to pile on top of each other until they are taller than their victim. By some unheard signal, they fall over all at once, toppling the opponent.


They then proceed to stomp all over the victim until the victim is nothing more than a puddle of red goo.
Books
Fauna of the Enchanted Lands A - K
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [35] Fauna of the Enchanted Lands A - K (Tome).

Components
Fauna of the Enchanted Lands A - K - Page 4 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 5 (plundered from a barrel at 214, 10, -263 in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 7 (looted in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 09 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 10 (shinies or looted in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 11 (shinies in Enchanted Lands)

Discovered on 12 Nov 2005 at 16:55:18 PST.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be a bestiary guide to the native fauna of the Enchanted Lands.
Badgers: The badgers of the Enchanted Lands are rather similar to those found throughout the rest of Norrath.

Growing as tall as a halfling, the badger is known for its foul mood. Extremely territorial, it is not uncommon for this animal to charge at anyone who approaches it in a threatening manner.
If one is charged by a badger, climb up a tree as fast as possible.


Although quite sharp, their claws are not strong enough to allow them to follow you up the tree.


When the badger has finally given up, make sure you jump down rather than climbing, for it may have rubbed its poisonous fur against the trunk of the tree.
Briarpaw: The briarpaw is a sub-species of the average brown bear found throughout Norrath.


Ranging in size from a cub to a full grown adult, the Briarpaw is a force to be reckoned with just due to its sheer size.


Fortunately, the bear has a habit of hibernating during the winter, allowing for safe travels during that frozen season.
Easily spotted, it is well advised to stay away from these great beasts.



The Briarpaw's diet primarily consists of rotting flesh, but if none can be found, they are not adverse to devouring a living being.


Taking into consideration the size of the claws on the bear, it doesn't take too long for them to take down their prey
Creeper: Truthfully a form of vegetation, the Creeper shares many traits of fauna over flora.


A carnivorous plant, the Creeper will store the bodies of its prey inside the tangle of branches that make up it's "body".


Able to uproot and move at a slow pace, the Creeper is one of the more dangerous animals within the Enchanted Lands.
A Creeper is usually smelled far before it is sighted, due to all of the rotting flesh it stores for the winter.


This can work to one's advantage, however. Epic battles between Briarpaws and Creeper are not an uncommon sight.


It's generally wise to not stick around to see how the battle ends.
Grimmins: Do not confuse the grimmins for the average goblin.

Though they share similar traits, they are worlds apart. Whereas the goblin is a cunning creature, the grimmin appears to have replaced that with pure viciousness.

Do not be caught unawares by these creatures, for no matter how cute they may appear to be, for this is how they lure their prey.
Always be sure to keep your distance from these creatures. If one spots you, it may begin to approach you with a curious look.

It is highly advised that you run at this point, for if it gets too close, it will attempt to leap at your head.

Opening it's maw as wide as possible, the grimmin then proceeds to gnaw at your face until you quit struggling.
Klakroks: One of the larger species of beetle in Norrath, the Klakrok gather in large numbers.


Through some unknown means of communication, the Klakrok appear to assume various roles and functions in their society.


Although many of them are nothing more than simple drones, there are some that act as a type of enforcer among their collective.
Though no one has ever seen a Queen Klakrok, it is assumed they have one which may be source of all their directions.


This is evidenced by the peculiar means in which the Klakroks will overcome a victim many times their size.


Gathering together, they begin to pile on top of each other until they are taller than their victim. By some unheard signal, they fall over all at once, toppling the opponent.


They then proceed to stomp all over the victim until the victim is nothing more than a puddle of red goo.
Books
Fauna of the Enchanted Lands L - Z
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 19 Oct 2005 at 9:47:23 PDT.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be some type of a bestiary guide to the native fauna of the Enchanted Lands.
Lasher: The native lasher of the Enchanted Lands is a rather dangerous creature that is best avoided.


Possessing a nasty disposition, it does not take much to cause it to act. Unlike a typical rodent, the lasher will not run if approached, but rather it will engage its attacker at once with a violent fury.
Though it is a natural assumption to keep away from its scorpion-like tail, this is not where the true threat lies.


The lasher will try to bite its victim, hoping to infect it with its disease-ridden teeth.


Keeping rotting meat in between the gums and teeth, the lasher's mouth is more poisonous than its tail could ever be.
Salt Snappers: The Salt Snapper is a rather unassuming creature, looking like nothing more than a turtle.


Walking with a slow gait, it is easy to assume that it is an easy choice for that day's meal.


It doesn't take long before a lazy predator soon comes across the turtle's hidden defenses.
Rather than hide within its shell as most other turtles would, the Salt Snapper lash out with its venomous fangs.


Containing a very deadly poison within its teeth, it will attempt to render it's victim incapacitated before feasting on its food of choice - a still-beating heart.
Seed of Darkness: Not much is known about this odd creature.

Floating in the air, yet not possessing any noticeable wings, the Seed of Darkness travels the Enchanted Lands unmolested.

Its diet is as much a mystery as it's species, as well. It seems to feed on animals of all types through some means of osmosis.
Emitting an oddly colored light that is reminiscent of the color of dried blood, the seed of darkness will coat its victim in that luminescence.


A few moments later, the "food" will then drop to the ground, looking emaciated and possibly even older than a few moments before.


Whatever it is that the Seed feeds off of, it is never enough, for it is always in search of more sustenance.
Void Bats: A variant of the average bat, the Void Shrillers and Shriekers get their name from the loud, ear-splitting howl they emit in order to stun their victims.


Not necessarily heard with the ears, it is regularly argued that the sound is heard within a person's head.


The sound of its wail is usually followed by a flock descending upon their chosen victims.
Being knocked unconscious is only the beginning, however.


It is reported that the wailing will build in crescendo until it reaches dangerous levels.


The magnitude of the sound is enough to cause the victims' head to explode, allowing the shriekers and shrillers to feed without any disturbance.
Wasps: As is seen elsewhere in the world, the Lancer wasps grow to an alarming size.


Though it is good advice to stay away from wasps of any size, it is especially important to stay away from the ones that roam the Enchanted Lands.


It's not a rare sight to see corpses of animals with large stingers jutting from their bodies.
Were it not enough that the Lancer variety of wasp is notorious for it's suicidal attacks on people, the Impaler wasp is even more vicious.


When attacking, it seems to know where to strike, aiming straight for a major blood vessel on a body. The stinger will then elongate, following the vein straight into the heart.


It doesn't take longer than two or three seconds for the victim to at that point fall over dead.
Books
Fauna of the Enchanted Lands L - Z
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [35] Fauna of the Enchanted Lands L - Z (Tome).

Components
Fauna of the Enchanted Lands L - Z - Page 4 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 5 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 6 (shinies or looted in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 10 (plundered from a rubbish pile at 44, 31, -923 in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 11 (plundered from a rubbish pile at 85, 35, -903 in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 12 (looted in Enchanted Lands)

Discovered on 1 Nov 2005 at 9:14:27 PST.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be some type of a bestiary guide to the native fauna of the Enchanted Lands.
Lasher: The native lasher of the Enchanted Lands is a rather dangerous creature that is best avoided.


Possessing a nasty disposition, it does not take much to cause it to act. Unlike a typical rodent, the lasher will not run if approached, but rather it will engage its attacker at once with a violent fury.
Though it is a natural assumption to keep away from its scorpion-like tail, this is not where the true threat lies.


The lasher will try to bite its victim, hoping to infect it with its disease-ridden teeth.


Keeping rotting meat in between the gums and teeth, the lasher's mouth is more poisonous than its tail could ever be.
Salt Snappers: The Salt Snapper is a rather unassuming creature, looking like nothing more than a turtle.


Walking with a slow gait, it is easy to assume that it is an easy choice for that day's meal.


It doesn't take long before a lazy predator soon comes across the turtle's hidden defenses.
Rather than hide within its shell as most other turtles would, the Salt Snapper lash out with its venomous fangs.


Containing a very deadly poison within its teeth, it will attempt to render it's victim incapacitated before feasting on its food of choice - a still-beating heart.
Seed of Darkness: Not much is known about this odd creature.

Floating in the air, yet not possessing any noticeable wings, the Seed of Darkness travels the Enchanted Lands unmolested.

Its diet is as much a mystery as it's species, as well. It seems to feed on animals of all types through some means of osmosis.
Emitting an oddly colored light that is reminiscent of the color of dried blood, the seed of darkness will coat its victim in that luminescence.


A few moments later, the "food" will then drop to the ground, looking emaciated and possibly even older than a few moments before.


Whatever it is that the Seed feeds off of, it is never enough, for it is always in search of more sustenance.
Void Bats: A variant of the average bat, the Void Shrillers and Shriekers get their name from the loud, ear-splitting howl they emit in order to stun their victims.


Not necessarily heard with the ears, it is regularly argued that the sound is heard within a person's head.


The sound of its wail is usually followed by a flock descending upon their chosen victims.
Being knocked unconscious is only the beginning, however.


It is reported that the wailing will build in crescendo until it reaches dangerous levels.


The magnitude of the sound is enough to cause the victims' head to explode, allowing the shriekers and shrillers to feed without any disturbance.
Wasps: As is seen elsewhere in the world, the Lancer wasps grow to an alarming size.


Though it is good advice to stay away from wasps of any size, it is especially important to stay away from the ones that roam the Enchanted Lands.


It's not a rare sight to see corpses of animals with large stingers jutting from their bodies.
Were it not enough that the Lancer variety of wasp is notorious for it's suicidal attacks on people, the Impaler wasp is even more vicious.


When attacking, it seems to know where to strike, aiming straight for a major blood vessel on a body. The stinger will then elongate, following the vein straight into the heart.


It doesn't take longer than two or three seconds for the victim to at that point fall over dead.
Books
Feerrott Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'The Feerrott Creature Cataloging'

Quest reward from [45] The Feerrott Creature Cataloging (Tome), started by examining The Feerrott Creature Catalog (found in The Feerrott) (purchased from a gratified merchant).

Discovered on 7 Oct 2005 at 15:42:26 PDT.
The Feerrott Creature Catalog
by Pearl Honeywine
The Feerrott is a dark and dangerous jungle with an equally dark and dangerous past.

Through the Ages, the Feerrott has been the home to tribes of Lizardmen, ogres and other minions of Cazic-Thule.

The ancient Temple of Cazic-Thule can still be found here, as well as the ruins of other lesser buildings.
The Feerrott was originally a part of the the continent of Antonica, below Lake Rathetear and the Rathe Mountains.
Now, it is a separate island to the southeast of the Thundering Steppes of Karan and is surrounded by the Blackwater.
The major landmark is Mount Thule, the island's highest point.
This is a jungle, no question about it. Moisture from the surrounding waters gathers upon Mount Thule, sending rivulets down its flanks to create several streams and rivers.

The heat trapped by the trees is damp and sticky. Bring a change of clothes and plenty of fresh water, for though the Feerrott has plentiful water resources, they are generally not safe to use.
The high humidity of the region shows in the density of the vegetation.

Tall evergreen trees send down roots from high above. Vines sprout seemingly overnight, which can confuse the trails and paths.

Many forms of carnivorous plants thrive in the warm, thick air. Their presence fills the undergrowth with the smell of decay.
Travelers to the Feerrott must be on constant guard, for the thick foliage provides excellent cover for many indigenous species.
Snakes and spiders grow to immense size as there are no concentrations of large mammalian predators.
The Lizardmen still roam the area as well, keeping to their primitive ways of hunting and eating the flesh of the unwary.
Books
Feerrott Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.


Discovered on 5 Oct 2005 at 10:21:48 PDT.
The Feerrott Creature Catalog
by Pearl Honeywine
The Feerrott is a dark and dangerous jungle with an equally dark and dangerous past.

Through the Ages, the Feerrott has been the home to tribes of Lizardmen, ogres and other minions of Cazic-Thule.

The ancient Temple of Cazic-Thule can still be found here, as well as the ruins of other lesser buildings.
The Feerrott was originally a part of the the continent of Antonica, below Lake Rathetear and the Rathe Mountains.
Now, it is a separate island to the southeast of the Thundering Steppes of Karan and is surrounded by the Blackwater.
The major landmark is Mount Thule, the island's highest point.
This is a jungle, no question about it. Moisture from the surrounding waters gathers upon Mount Thule, sending rivulets down its flanks to create several streams and rivers.

The heat trapped by the trees is damp and sticky. Bring a change of clothes and plenty of fresh water, for though the Feerrott has plentiful water resources, they are generally not safe to use.
The high humidity of the region shows in the density of the vegetation.

Tall evergreen trees send down roots from high above. Vines sprout seemingly overnight, which can confuse the trails and paths.

Many forms of carnivorous plants thrive in the warm, thick air. Their presence fills the undergrowth with the smell of decay.
Travelers to the Feerrott must be on constant guard, for the thick foliage provides excellent cover for many indigenous species.
Snakes and spiders grow to immense size as there are no concentrations of large mammalian predators.
The Lizardmen still roam the area as well, keeping to their primitive ways of hunting and eating the flesh of the unwary.
Books
Fire and Ice Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 19 Jun 2007 at 6:34:17 PDT.
Fire and Ice creature Catalog
by Pearl Honeywine
The fire: Lavastorm. The ice: Everfrost. Both of these areas have for Ages stood for places of hardship, determination and the will to survive.

Modern Norrath has only recently regained access to both of these regions and we are still learning what new experiences they hold for us. One thing hasn't changed: they can be deadly.
Lavastorm lies to the northeast of the Enchanted Lands, in the same approximate position it held before the Rending. The sea surrounding it is known as the Cauldron.

To the far north of Norrath stands Everfrost within the Fanged Sea. As they are opposites in temperature, it is fitting that they exist on opposite sides of Norrath.
To say Lavastorm is hot and dry is to say the seas are wet. Pumice ash clouds waft over the island, cloaking the slopes of Mount Solusek.

At the other extreme is Everfrost, a frozen wasteland of jagged icy peaks, glaciers and blizzards.

Where Lavastorm swirls with choking ash, Everfrost is swept by needles of ice. They are both inhospitable regions.
Many would think that no flora could survive in either location. And yet, bold crusts of lichens take root where they can.

Gnarled pines, twisted and misshapen by the winds still live, albeit in stunted form. The lands lie ravaged, and yet the struggle of life continues to give us hope that we too can survive despite the conditions.
The predators of Lavastorm are as shadowed as the lands. Golems of stone and fire trundle through the jagged by-ways and other as-yet-undiscovered creatures grumble in the deeps.

Where icy winds are blocked by upthrust glacial formations, Everfrost provides limited shelter to the sheep, wolves and constructs that are its denizens.
Books
Fire and Ice Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Fire and Ice Creature Cataloguing'


Discovered on 14 Nov 2006 at 14:06:44 PST.
Fire and Ice creature Catalog
by Pearl Honeywine
The fire: Lavastorm. The ice: Everfrost. Both of these areas have for Ages stood for places of hardship, determination and the will to survive.

Modern Norrath has only recently regained access to both of these regions and we are still learning what new experiences they hold for us. One thing hasn't changed: they can be deadly.
Lavastorm lies to the northeast of the Enchanted Lands, in the same approximate position it held before the Rending. The sea surrounding it is known as the Cauldron.

To the far north of Norrath stands Everfrost within the Fanged Sea. As they are opposites in temperature, it is fitting that they exist on opposite sides of Norrath.
To say Lavastorm is hot and dry is to say the seas are wet. Pumice ash clouds waft over the island, cloaking the slopes of Mount Solusek.

At the other extreme is Everfrost, a frozen wasteland of jagged icy peaks, glaciers and blizzards.

Where Lavastorm swirls with choking ash, Everfrost is swept by needles of ice. They are both inhospitable regions.
Many would think that no flora could survive in either location. And yet, bold crusts of lichens take root where they can.

Gnarled pines, twisted and misshapen by the winds still live, albeit in stunted form. The lands lie ravaged, and yet the struggle of life continues to give us hope that we too can survive despite the conditions.
The predators of Lavastorm are as shadowed as the lands. Golems of stone and fire trundle through the jagged by-ways and other as-yet-undiscovered creatures grumble in the deeps.

Where icy winds are blocked by upthrust glacial formations, Everfrost provides limited shelter to the sheep, wolves and constructs that are its denizens.
Unobtainable
Fire and Ice Creature Cataloging
This item can be placed in any house type.

This completed book can be placed in your house and read.

TREASURED



Undiscovered.
Books
First Flight
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Aviak'

Quest reward from [70] Lore and Legend: Aviak (Lore and Legend), started by examining aviak parts or by examining First Flight in The Barren Sky (-640, 9, -535).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Aviak"
for 1c.

Plundered from The Barren Sky (-640, 9, -535).

Discovered on 21 Feb 2006 at 14:22:52 PST.
"First Flight" -- an aviak tale of their beginnings and the first flight after their fall from grace
The beasts that walked the lands on two legs or four displeased her -- they were so ungainly.

So Xegony, Queen of Air, created a beautiful, winged race that flew across Norrath, selecting the choicest locations to be their homes.

They built their aeries and nests and preened, for they were her chosen.
And yet, over time, these chosen began to speak amongst themselves of their gift from the goddess of air as a clear sign of superiority.

Whispering from beak to beak, they said, "Truly are we blessed with wings, so that we are unlike the wretches who must walk wherever they go."

And they looked down upon the other races of Norrath, both literally and figuratively.
In the long ago, Xegony listened to her aviaks (for so the other races named them) and their pride gave her little concern, for she was likewise proud of them.

They sent emissaries to her with news of the lands and gave her lavish gifts and tributes.

In her pleasure at their worship, she did not recognize the point at which their relationship changed.
For though tributes and gifts still came to her, Xegony did not know all that was in the minds and hearts of her creations.

And when the first army of the Rallosians began their march, the aviaks held their own counsel and did not send word to her. Xegony learned nothing of this until the Rathe Council was challenged directly.

Then, the knowledge that the aviaks knew what might happen and did not warn her filled Xegony with rage.
"You behaved no better than those who cannot fly." she said to them wrathfully. "Therefore, you shall lose my gift as your curse. Many tragedies could have been avoided if you did not disdain even me, your creator!"

And so saying, Xegony summoned a fierce wind that shredded the wings of the aviaks, making them as flightless and wingless as any other two-legged beast.
The aviaks were still prideful, but now felt ashamed at having set themselves above the Queen of Air.

In the ages that followed, the aviaks worked hard to regain her grace and gift, but she ignored them.

And eventually, with the rest of the gods, Xegony withdrew into a silence that nothing could penetrate.

The aviaks knew not whether she lived and cursed them still, or had completely rejected them.
The silence would have been much more devastating had not a miracle occurred.

For from the clutch of eggs of a family near Lake Rathetear, a winged aviak hatched. Still flightless, the young male could not correctly manipulate the wings on his own and so he was not the first aviak to return to the skies.

His birth coincided with the first changes to the ogres as their clouded minds began to return to normalcy.
In one generation from the first winged hatchling, dozens of winged aviaks began to train themselves in their ancient art of flight.

Though clumsy, squadrons of winged aviaks practiced together on the shores of Lake Rathetear, often climbing the mountains and leaping off, gliding to landings in the water below.

They grew in strength, agility and number.
As the Second Rallosian Army began its march across Norrath, seeking to subjugate all others, the aviaks knew that the time would come when their homes and lives would be at risk.

Ironically, having lost the ability to fly by not revealing the existence of the First Rallosian Army to their deity, the Second Rallosian Army gave impetus to the aviaks' need for flight.
And so it happened. For with the Rallosians within reach of Lake Rathetear, a female aviak launched herself from the top of a mountain and soared toward the water.

She concentrated on the muscles of her neck, shoulders and wings and felt them move to her command.

No longer merely soaring from the heights, she had re-mastered the art of flight!

In honor of their creator, the first aviak to re-gain the gift of flight named herself Daughter of Xegony.

She taught all winged aviaks how to control the muscles necessary to remain airborne. Through her teachings, the aviaks provided assistance from the air at the Battle of Lake Rathetear.

And though this Battle was lost, the survival of the aviaks' legacy of flight was assured.
Books
Flesh Bound Tome
This item can be placed on the floor in any house type.

The tome seems to be fashioned from some sort of leathery material. It has been formed with fine craftsmanship to appear like the stretched skin of a dark elf's face, eyes and mouth sewn shut with sinewy threads. A thin, but durable chain is stretched around the tome and fastens with an ornate lock. I can place this book in my house.

TREASURED
NO-VALUE

Required by the Quest
'A Calling in the Forest'

Quest reward from [28] A Calling in the Forest (Nektulos Forest), started by examining a skeleton in Nektulos Forest (-256, 4, 221).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Fleshbound Tome Speaks Again "
for 9s 60c.

Discovered on 16 Feb 2010 at 7:59:43 PST.
Journal Entry, Darkday:

I have arrived in Nektulos Forest in search of my past. The House of Everling held a great manor within this vast timberland. Now that Neriak has fallen I can safely explore this land. There are no more dark elves to keep me from my rightful riches. No more shall the name Everling be separated from its grandeur. I shall begin my trek to reclaim lost fortune by searching for Timber Falls. It must surely be at the front of the Torrent River, a fitting place to build a path to a grand castle.
Journal Entry, Burnday:

I have made my way to Timber Falls only to find a glade of natural grandeur. Although it is a beautiful sight to behold, it is not the location of Everling riches. This natural beauty does not make up for the dangers faced approaching here. I will seek another sight I have heard of in this land. They say that there is a titanic ramp that rises to meet a higher plateau. I will find this ramp and climb it. From the vantage point of such a structure I may be able to spy the towers of an Everling estate.
Journal Entry, Windday:

Curse this land of haze! I have climbed the mighty ruin and gazed down upon the lowlands only to see the haze of ash that blankets the land. It is worse yet upon this plateau. I can barely take a breath without choking. I shall return to the lowlands and seek out a place more befitting of my lineage. I will seek out a lake the dark elves called Bone Lake. It should rest northeast of here. It is supposed to be the largest lake of the forest. Perhaps there are traces of my ancestors around such a lake.
Journal Entry, Steelday:

I have traveled the banks of this lake for naught. I made camp here along the north bank only to be awakened in a cold sweat and memories of a haunting vision. In my feverish nightmare I was confronted in the darkness by two gargoyles with eyes aflame. A door was placed between these titans. They stood silent and with a sudden snap they lashed out at me...all went black. That is when I awoke. What does this mean? Perhaps the mushrooms I added to my stew were not as agreeable as I had hoped. Perhaps I now seek the door between the gargoyles. Could this be Nektropos Castle?
Simply amazing! I have entered the courtyard of Castle Nektropos. The grandeur of this castle is formed of twisted walls and crooked towers. What form of mad mind could have engineered this place? It chills me to the bone to gaze upon this sorrowful manor, but the promise of lost riches deep within its halls beckons me forward. I am an Everling and this is my claim. I spy what appears to be a smithy's workshop ahead. I shall see what, if any, wonders lie within.
I have made my way into the blacksmith's forge. Although I believed this castle abandoned, the sooty room was illuminated by the embers of the forge. Someone has been working here, and recently. I would guess orcs, but there is no hint of their foul stench. Thanks to the ring that was passed down to me, The Circlet of Rikantus, I can press on without the need of a torch. The ring gives me the eyes of the Teir'Dal. I shall be able to move silently and with sword in hand. I feel a presence call to me. It pulls me towards the dark hallways to the southeast.
I happened upon my first myth made real. While wandering the dark halls, I saw a ghostly figure glide past me. I gave chase and followed the spectral figure into a chapel. As my eyes adjusted to the dim light, I realized... this is the Chapel of Ullkorruuk! I recall hearing tales of this chapel from a dark elf I met in a back alley of Freeport. Never did I expect to find the mythical chapel of treason in the ruins of my ancestors. The dark elf mentioned a concealed vault here he was unable to open. And to think, I took him for being Rathe-brained.
Before he passed out, the drunkard mumbled something about battling the traitorous forces within the chapel and releasing its secret unto him. There seems to be signs of a villainous sect inhabiting this place, but how can I, a single adventurer, overcome such overwhelming odds? Furthermore, where did that ghostly figure vanish to? Perhaps it was just a pale servant. I shall seek the servant's quarters out as soon as I decide of whether or not to do battle in this sanctum of betrayal.
I have found what was once a servant's personal quarters. It appears to have been changed into an oubliette through great arcane power. Shifted walls have swallowed up the doorway that led into this chamber. The only way in was through a breached wall in the adjacent quarters. Whoever was imprisoned in this chamber was never meant to escape. Unfortunately, there seems to be no sign of the servant's remains. Which leads me to believe he has escaped. I find myself praying to silent gods. I pray that this dangerous servant be far from Nektropos Castle.
I spent a restless night within what was once the bunkhouse for Everling Crusaders, the elite guard for my ancestors. I set a spike to hold the door closed and huddled next to a fire I had started within the maw of a fireplace that has not been used in decades. I heard horrid sounds all through the night, including the clanking of billiard balls, but was far too frightened to investigate in the pitch darkness. Now I am off to see what lies nearby.
I found the game room. This hall was intended to relieve the stress of the knights. Ah yes...Knight to C3. The thought of ancient Everling tactics eases my unsettled mind. The equipment seems to be as cursed as everything else in this place: the pieces are frozen in mid play! Although I thought I heard a game of billiards from this hall last night, it is quite apparent that no man has gamed here in ages. Perhaps the sound came from above.
I found the great banquet room that was reserved for the Everling family. As I approached, I heard the din a large gathering within, and even detected the scent of roast boar! I swung open the doors to find nothing but empty chairs at empty tables. The only sign of boar was that the fireplace of the hall was crowned with a hideous mounted boar's head. It almost seemed as though the thing was alive. I felt it staring at me when I left the room.
I discovered a wealth of information in the library. The Everlings documented their passion for evil artifacts and dark magic in fine detail. I find this odd: such interests are more common for dark elf than a human. Rikantus' eternal research of the occult must have had something to do with the demise of this place and the Everling name. I have also discovered books similar to this journal of mine. It is most certainly a claim to my heritage. The books for the family are bound with a patchwork flesh-like material... at least members of the Everlings that last dwelt here.
When I entered the cold, dusty chamber of the bedroom, I began to feel a great comfort and strange love for the place. I don't remember what happened next, but I awoke feeling as though weeks had passed. The room was disturbed as if I had been living within it, sheets crumpled, my footprints scuffing the dusty floors. I must leave this place at once, though, the little doll upon the bed is hypnotic... the way it stares at me. I could wear, I hear it whispering the name 'Drusis.'
I've discovered a room that shows signs of having been inhabited, though I can't fathom what manner of person would want to live here. Books on the shelves appear to have been moved recently and a number of them are recently published editions. The symbols upon the walls are strangely familiar. I have seen them elsewhere, perhaps while on some other adventure. I will hole up here for a spell. Perhaps I'll read a book or two before I decide how best to renovate my reclaimed estate.
The door leading to these quarters has slammed shut, and I cannot open it! There is only one way to go, and that's forward. I shudder at the thought of what may lie ahead, but I have no choice but to continue. I pray that my lineage spares me from whatever horrors I may encounter within these halls. I should have disregarded the clues that revealed the existence of this castle. The more I learn of this place, the more I realize that it is a part of my past I do not wish to claim. Why did I take this wretched tome from that evil hag?
- Maltus Everling
After finding my way into the cellars, I have found Rikantus' concealed codex. Perhaps following the words within this flesh bound tome will gain me some reward after all. I will have to thank Theeral the nomad with a few gold earned from the heavy coin I am sure to earn from selling any valuables I loot here. Perhaps I will make enough to erect my own castle to rival this one. ...Castle...has a nice ring to it.
Welcome to the master.

The master welcomes you and any friends with open arms and open doors. We have waited so long for you. Your fate awaits you beyond this door. We have prepared the laboratory for your arrival. Do come in.
Books
Foreman Garz'gog Dyeree
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Foreman Garz'gog Dyeree (Tome).

Components
Foreman Garz'gog Dyeree - Page 4 (shinies or looted in Zek, the Orcish Wastes)
Foreman Garz'gog Dyeree - Page 5 (shinies in Zek, the Orcish Wastes)
Foreman Garz'gog Dyeree - Page 6 (shinies or looted in Zek, the Orcish Wastes)
Foreman Garz'gog Dyeree - Page 10 (plundered from bones at 469, -66, 494 in Zek, the Orcish Wastes)
Foreman Garz'gog Dyeree - Page 11 (shinies in Zek, the Orcish Wastes)
Foreman Garz'gog Dyeree - Page 12 (looted in Zek, the Orcish Wastes)

Discovered on 30 Nov 2005 at 21:12:11 PST.
"Foreman Garz'gog Dyeree"


Second Edition
This book is the journal kept by an orc by the name of Garz'gog, and chronicles the time he spent constructing a great bridge within the land known as Zek.
Day 1 - Me the biggest foreman on making the big bridge. Me tell every other orc what to do.


If they don't, I throw them into the water and kick them in the head if they try to get out.
Day 3 - Me send out party to find some stupid droods. They think they hiding, but I know where they is. Me needs to have a droods blood mixed into the mortar for the foundation of the bridge, or it might fall down. Come on! Everyone knows that!
Day 5 -


Have to send centurions out to get the droods now, cause they putting up a good fight. This no make me happy, because the centurions gonna kill all of them.


When they all gone, now I have to use orc blood in the mortar. Me then start running out of workers! AARG!
Day 20 -


Bridge is coming along pretty good. I kicked five orcs in the head today for not making the bridge long enough.


I tell other orcs that the bridge needs to reach the other side for it to work right.
Day 25 -


Emperor Fist came to see the bridge today. He say make it even bigger!


That makes me happy! I like making big bridges, but I really like making even bigger bridges.


The Emperor say he will come back later and see if it is big enough.
Day 29 -


Had to kick more workers in the head for not doing the job right. Throwing in the water and kicking in the head is only reserved for biggest punishment.


Me go outta way to find reasons to give it.
Day 40 -   The Emperor liked how big I made it. He say it might be too big, but then I show him all the tricks I put on it. That's when he made a big smile and patted me on the back in front of all the other orcs! Now everyone know how important I am!
Day 50 -


Bridge just about done. Haven't had to kick people in head lately, because they know how important I am.


Sending messenger to tell Emperor that bridge is just like he wanted, and to show all the other tricks I put on the bridge.
Day 55 -


Emperor Fist say he wants demonstration of how good bridge is. Me getting all the archers together to hide them in the small boxes for the demonstration.


Me also getting the oil boiled up to show off how that works, too. The Emperor will think it's the greatest thing ever!
Day 60 -


Emperor has put me in the prison for making bridge too good. The demonstration wiped out 200 centurions and 60 elite guard in five minutes!


Me am very happy, because me thought it would take seven minutes!
Books
Foreman Garz'gog Dyeree
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:05:23 PST.
"Foreman Garz'gog Dyeree"


Second Edition
This book is the journal kept by an orc by the name of Garz'gog, and chronicles the time he spent constructing a great bridge within the land known as Zek.
Day 1 - Me the biggest foreman on making the big bridge. Me tell every other orc what to do.


If they don't, I throw them into the water and kick them in the head if they try to get out.
Day 3 - Me send out party to find some stupid droods. They think they hiding, but I know where they is. Me needs to have a droods blood mixed into the mortar for the foundation of the bridge, or it might fall down. Come on! Everyone knows that!
Day 5 -


Have to send centurions out to get the droods now, cause they putting up a good fight. This no make me happy, because the centurions gonna kill all of them.


When they all gone, now I have to use orc blood in the mortar. Me then start running out of workers! AARG!
Day 20 -


Bridge is coming along pretty good. I kicked five orcs in the head today for not making the bridge long enough.


I tell other orcs that the bridge needs to reach the other side for it to work right.
Day 25 -


Emperor Fist came to see the bridge today. He say make it even bigger!


That makes me happy! I like making big bridges, but I really like making even bigger bridges.


The Emperor say he will come back later and see if it is big enough.
Day 29 -


Had to kick more workers in the head for not doing the job right. Throwing in the water and kicking in the head is only reserved for biggest punishment.


Me go outta way to find reasons to give it.
Day 40 -   The Emperor liked how big I made it. He say it might be too big, but then I show him all the tricks I put on it. That's when he made a big smile and patted me on the back in front of all the other orcs! Now everyone know how important I am!
Day 50 -


Bridge just about done. Haven't had to kick people in head lately, because they know how important I am.


Sending messenger to tell Emperor that bridge is just like he wanted, and to show all the other tricks I put on the bridge.
Day 55 -


Emperor Fist say he wants demonstration of how good bridge is. Me getting all the archers together to hide them in the small boxes for the demonstration.


Me also getting the oil boiled up to show off how that works, too. The Emperor will think it's the greatest thing ever!
Day 60 -


Emperor has put me in the prison for making bridge too good. The demonstration wiped out 200 centurions and 60 elite guard in five minutes!


Me am very happy, because me thought it would take seven minutes!
Books
Freeport Coalition of Tradesfolke's Basic Guide
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

TREASURED
NO-TRADE  NO-VALUE

Rent Status
Reduction
100

Quest reward from [3] Cellar Cleanup (Hallmark), started by Assistant Dreak in Mizan's Cellar.

Discovered on 8 Nov 2004 at 9:45:30 PST.
Any great civilization is not built in a day. Look at how long we have survived and prospered, through the adversity of time and place. And yet, we are more than a city of might and brawn. The skills of our artisans and tradesfolke provide us with improved weaponry and armor as well as other vital products. -- Trade Commissioner Lasarian Nasin, Freeport Coalition of Tradesfolke
Page One
Close book.
In order to be competitive in today's marketplace, the Freeport Coalition of Tradesfolke provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
Page Two
Close book.
Upon arrival at your new district, speak with the Overseer immediately. Once you have settled in, proceed to the Wholesaler in your district. As you know, every district caters to different clientele, therefore the Freeport Coalition of Tradesfolke maintains separate yet equal connections in each of them. In this way, we can ensure the quality of the merchandise being offered in service of the Overlord.
Page Three
Close book.
The local Wholesalers have their fingers on the pulse of the market. They know exactly what is needed and will rely on your abilities to harvest valuable resources and return them safely. Each Wholesaler depends on you, the artisan, to provide only the highest quality materials with which to work. Remember that the final product's quality depends on the resource from which it is made. Do not attempt to pass off inferior items as this damages not only your reputation, but perhaps your life.
Page Four
Close book.
All begin the steps to wealth this same way, through the Wholesaler. You will find that artisans may tread different paths over time. Each has its own rewards and each is equally valuable in the Freeport Coalition of Tradesfolke's chain. As you earn the respect and trust of your district Wholesaler, you will be granted access to information concerning alternatives to merely providing resources to the community.
Page Five
Close book.
Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving the Overlord (and our own coinpurses). You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by working with the Wholesaler in your district. The Overlord knows the value of the artisan to Freeport's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint him.
Close book.
Books
Freeport Sewers Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Freeport Sewers Creature Cataloging'


Discovered on 5 Oct 2005 at 15:05:40 PDT.
Freeport Sewers Creature Catalog
by Pearl Honeywine
The sewers beneath the streets of Freeport have long been a shadowed pathway for shadowy activities.

Despite the ravages of time, war and the sea, all levels of the Freeport sewer system are still functional. In many areas, gnomish mechanical devices pump materials through the levels, finally pushing them out the last drains to the sea.
There are three major sections of the Freeport sewer system.

Thieves' Way connects outlying districts to the city's heart through a series of narrow passages.
The Serpent's Sewer is a twisting maze of tunnels that channel debris and effluent from above to the Edgewater Drains.
The Drains are closest to the sea into which the sewers drain and so are mostly underwater.
As with most underground areas, the Freeport sewers make up in smell what they lack in change.

Although the lowest tunnels are constantly washed by incoming tides, they are also the repository for much solid waste material. This gives the sewers a noxious odor that lingers on one's clothing for many days after passing through the area.
The plants found in the Freeport sewer system are limited to lichens and mosses as there is generally not enough light for other types of flora.

Occasionally, one may find creeping insect bane flourishing near grates, where small insects are known to congregate in shafts of light. These plants have become rarer since the Shattering, although it is not known if there is any connection.
Despite the smell, the sewers teem with life -- or forms of it. Rats, bats, snakes and toads are plentiful throughout.

Additionally, one will encounter animated coagulated gelatins and in certain sections, skeletons.

The sewers are still used as pathways for those who wish to remain unnoticed, so those attempting a short cut will need to keep an eye to the shadows at all times.
Books
Freeport Sewers Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:37:14 PDT.
Freeport Sewers Creature Catalog
by Pearl Honeywine
The sewers beneath the streets of Freeport have long been a shadowed pathway for shadowy activities.

Despite the ravages of time, war and the sea, all levels of the Freeport sewer system are still functional. In many areas, gnomish mechanical devices pump materials through the levels, finally pushing them out the last drains to the sea.
There are three major sections of the Freeport sewer system.

Thieves' Way connects outlying districts to the city's heart through a series of narrow passages.
The Serpent's Sewer is a twisting maze of tunnels that channel debris and effluent from above to the Edgewater Drains.
The Drains are closest to the sea into which the sewers drain and so are mostly underwater.
As with most underground areas, the Freeport sewers make up in smell what they lack in change.

Although the lowest tunnels are constantly washed by incoming tides, they are also the repository for much solid waste material. This gives the sewers a noxious odor that lingers on one's clothing for many days after passing through the area.
The plants found in the Freeport sewer system are limited to lichens and mosses as there is generally not enough light for other types of flora.

Occasionally, one may find creeping insect bane flourishing near grates, where small insects are known to congregate in shafts of light. These plants have become rarer since the Shattering, although it is not known if there is any connection.
Despite the smell, the sewers teem with life -- or forms of it. Rats, bats, snakes and toads are plentiful throughout.

Additionally, one will encounter animated coagulated gelatins and in certain sections, skeletons.

The sewers are still used as pathways for those who wish to remain unnoticed, so those attempting a short cut will need to keep an eye to the shadows at all times.
Books
Freeport Sewers Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 11:05:49 PST.
The sewers beneath the streets of Freeport have long been a shadowed pathway for shadowy activities. Despite the ravages of time, war and the sea, all levels of the Freeport sewer system are still functional. In many areas, gnomish mechanical devices pump materials through the levels, finally pushing them out the last drains to the sea.
Read the book
Put the book away.
There are three major sections of the Freeport sewer system. Thieves' Way connects outlying districts to the city's heart through a series of narrow passages. The Serpent's Sewer is a twisting maze of tunnels that channel debris and effluent from above to the Edgewater Drains. The Drains are closest to the sea into which the sewers drain and so are mostly underwater.
Read the book
Put the book away.
As with most underground areas, the Freeport sewers make up in smell what they lack in change. Although the lowest tunnels are constantly washed by incoming tides, they are also the repository for much solid waste material. This gives the sewers a noxious odor that lingers on one's clothing for many days after passing through the area.
Read the book
Put the book away.
The plants found in the Freeport sewer system are limited to lichens and mosses as there is generally not enough light for other types of flora. Occasionally, one may find creeping insect bane flourishing near grates, where small insects are known to congregate in shafts of light. These plants have become rarer since the Shattering, although it is not known if there is any connection.
Read the book
Put the book away.
Despite the smell, the sewers teem with life -- or forms of it. Rats, bats, snakes and toads are plentiful throughout. Additionally, one will encounter animated coagulated gelatins and in certain sections, skeletons. The sewers are still used as pathways for those who wish to remain unnoticed, so those attempting a short cut will need to keep an eye to the shadows at all times.
Close the book.
Books
Froglock Recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.








Froglocks have very very yummy legs, especially Silius. Put some big fat flies next to your froglock and catch him while he's distracted! The froglocks legs are great in the way that they're a lot bigger than regular frog legs and so way more easy to eat.

         SILIUS' LEGS WITH FINES HERBES

We all know Froglock legs are highly tasty. Here is a recipe to cook Silius legs. If you run out of Silius legs, or even froglock legs, you can use regular frog legs. Of course you won't have to chop the legs into tiny pieces as they're much smaller.


 * 48 pairs of frogs' legs or 2 Silius leg
 * 2 tablespoon vinegar
 * 2 cloves of garlic
 * 5 branches of fresh tarragon
 * branches of chervil
 * 1 bunch of chive
 * 1 bunch of parsley
 * 50cl milk
 * 3 tablespoon olive oil
 * 3 tablespoon double cream
 * 2 egg yolk
 * salt & pepper

Wash the frogs' legs with water with vinegar and dry them
Chop finely the fines herbes and garlic.


If you're using Silius legs, chop the legs in small bits. If it's regular frogs, let them whole.
Poach Silius' legs in the simmering milk. Put salt and pepper and let cook for 2 or 3 minutes. Fish them out, drain them and save them in a hot platter

Gently cook the chopped herbs in a frying pan with olive oil. Add the cream, salt and pepper and let cook for 2 or 3 minutes. Don't let it boil.
Remove from the fire and add the egg yolks with a wooden spoon.
Taste and adjust salt and pepper if needed.
Baste the Silius' legs with the hot sauce and eat.
Books
From Below to Castle
This item can be placed on the floor in any house type.

This book was taken from the haunted halls of Nektropos Castle.

NO-TRADE  NO-VALUE

Collection reward from [20] From Below to Castle (Tome).

Components
from below to castle, the binder (shinies in Nektropos Castle: Tribulation)
From Below to Castle, Page 3 (shinies in Nektropos Castle: Tribulation)
From Below to Castle, Page 4 (shinies in Nektropos Castle: Tribulation)
From Below to Castle, Page 6 (shinies in Nektropos Castle: Tribulation)

Discovered on 9 Aug 2006 at 13:11:28 PDT.
From Below to Castle
Notes by Lord Rikantus Everling
My pact with the Ebon Mask has brought much hatred my way. Although I kept it in whispers, the presence of Teir'Dal upon my estate is impossible to conceal. The villagers of my namesake are most unhappy. Thought I gave the village life, they cannot dismiss the alliance. The uneasiness that has overcome this place forces me to remove myself from their presence. No longer will they live in the shadow of their master. Although betrayal is often murmured, the dark elves are of great value and one of their gifts will be Nektropos Castle.
A new fortress is needed to house my loved ones and the cursed curios the family has been unable to peddle. I call upon my new friends of Neriak for aid. They tell me that they can supply me with the means to build an impenetrable manor. This manor would be bound to arcane powers that would protect me from any opposing force. In exchange I shall continue to supply them safe haven and allow their king to establish patrolling forces within the forest. I shall keep my mouth shut about this arrangement and pray to my goddess that the villagers do not get wind of my new home or the increased presence of the Teir'Dal.
Lord Pazin Punox has displayed the designs the engineers shall follow. These plans exist within a very ancient tome. When he first removed the old tome from a special satchel, I could smell the stench of flesh. It was soon that my eyes revealed to me the source of the stench was the binder of the tome. It appeared as the stretched face of a Teir'Dal, stretched tight over the binder giving the appearance of leather at first glance. This was clearly no conventional design for a castle. Lord Punox assured me that with such designs I could repel any force and contain any evil if need be.
The fleshbound tome was not the only oddity that would create the foundation for my castle, the very bricks of the structure would be just as unique. Lord Punox reached into his satchel again, removing a small dark block. This would be the stone of the castle. It was said to be from a cavern deep in Norrath that was carved by Brell. This cave exists near the mythical Black Sun Sea. These bricks are formed of magical forces of the Underfoot. Once removed from the cavern they would be tormented and shaped by special Teir'Dal crafters employing rituals long removed from history.
The brick before me was not formed of any magic, but planar touched forces.
As I brushed my fingertips across it coarse surface I could feel a sense of emotion, almost as if the stones had reflected my thoughts. The Teir'Dal lord assured me this was nothing more than one of the powerful wards he would have bound to each brick. Surely, such a castle made from such things must be impervious to all. With the animosity growing against my house and the powers that I must safeguard, Nektropos Castle will serve me and my family well.
Books
From Daughter to Father
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [50] From Daughter to Father (Tome).

Components
From Daughter to Father - Page 1 (looted in The Lesser Faydark)
From Daughter to Father - Page 2 (looted in The Lesser Faydark)
From Daughter to Father - Page 3 (looted in The Lesser Faydark)
From Daughter to Father - Page 4 (looted in The Lesser Faydark)
From Daughter to Father - Page 5 (looted in The Lesser Faydark)
From Daughter to Father - Page 6 (looted in The Lesser Faydark)
From Daughter to Father - Page 7 (looted in The Lesser Faydark)
From Daughter to Father - Page 8 (looted in The Lesser Faydark)
From Daughter to Father - Page 9 (looted in The Lesser Faydark)
From Daughter to Father - Page 10 (looted in The Lesser Faydark)
From Daughter to Father - Page 11 (looted in The Lesser Faydark)
From Daughter to Father - Page 12 (looted in The Lesser Faydark)

Discovered on 8 Dec 2006 at 9:54:00 PST.
Dear Father,   It is with a broken heart that I write you this letter. Though we have had disagreements in the past, never have I felt so hurt by what has passed between us. Some things cannot be forgiven.
I know it was hard for you when Mother died. I think a part of you shut down inside, and even though you wanted all your daughters to know they were loved, on some level you pushed us away. You built a barrier we simply couldn't break through.
Over the years, the distance between us grew. Though I don't want to blame it on any one thing, it certainly seemed as though you took more comfort in your bottle of ale than in the hugs and kisses of your daughters. You cared more about drinking than about us.
Your status in Kelethin suffered as well. You were once a noble paladin, renowned for your courage and honor. After Mother's death, none of that seemed to matter to you anymore. You gave up on your duty, just as you gave up on your own children.
It's true that we could have been better daughters. Jayla and Tayla were ever prone to causing trouble, but I think they were just expressing their grief and resentment over how cut off you seemed from us. That's not making an excuse, but rather stating a fact.
Is it any wonder that my sisters fell in with the wrong crowd? I believe their petty thefts and vandalism were a cry for help. The fact that these crimes shamed you at least forced you to express some emotion, even if it was disappointment.
I watched helplessly as the people I loved most in the world grew further and further apart. You have no idea how much it tore me up inside, Father. I don't know at what point the love you used to have for us melted away, but eventually you just seemed to give up on us all.
When Jayla and Tayla allied with the Dervish Cutthroats, I know it hurt you. But rather than try to win them back, you just pushed them away again. I tried to act as a go-between, but the wall between you was so thick that nothing I could say to either side would bring you back together.
Even so, I thought eventually our family might find some way to reconnect. Those hopes were crushed beyond words when I found out that you had offered a bounty for the lives of Jayla and Tayla. Your own flesh and blood, Father!   How could you?
I can no longer argue your side. I can no longer defend what you have done. Unless you rescind this death warrant and try to make things right between us, I will have no contact with you after this letter. These is too much pain and distrust, Father. The next move is up to you.
I will join my sisters at their camp in the forest, where I will try to make the Nybright name symbolize something more than banditry. It will be a refuge for anyone who feels shunned by society or betrayed by the ones they care about. If this choice costs me my life as well, then so be it.
I pray that the spirit of our Mother can forgive you for what you have done.
Your Daughter,Shayla
Books
From Pond to Paladin, Vol. I
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] From Pond to Paladin, Vol. I (Tome).

Components
From Pond to Paladin, Vol. I, page 1 (shinies in The Forsaken City)
From Pond to Paladin, Vol. I, page 2 (shinies in The Forsaken City)
From Pond to Paladin, Vol. I, page 3 (shinies in The Forsaken City)
From Pond to Paladin, Vol. I, page 4 (shinies or looted in The Forsaken City)
From Pond to Paladin, Vol. I, page 5 (shinies in The Forsaken City)
From Pond to Paladin, Vol. I, page 6 (shinies in The Forsaken City)
From Pond to Paladin, Vol. I, page 7 (shinies or looted in The Forsaken City)

Discovered on 7 Aug 2006 at 22:31:07 PDT.
From Pond to Paladin, Volume I
In the early ages of Norrath, before the arrival of Man, the Marr Twins did walk the face of Norrath. The children of a God of Power, Tarew Marr the Water Lord, the Marr Twins searched amongst the mortals of Norrath a cause to champion and embrace with their divinity. The Gods of Nature puzzled over the Marr Twins absence of a divine purpose, and the Gods of Influence scoffed at the twins for seeking such a purpose amongst the mortals. The most malicious of the Gods, Innoruuk, and Cazic-Thule, sought to corrupt the young twins to strengthen the forces of hatred and fear.
Innoruuk, the twisted God of Hatred and Spite sent his mortal followers to Tarew's daughter, Erollisi Marr, to tempt her and seduce her into the darkness. With the wisdom imparted to the Goddess by her father, she saw through the Teir'Dals deceptions, and their wickedness was more visible to her eyes than even their physical forms. So it came to pass that Erollisi journeyed to the lands of Tunare's fair elves, to escape the sickening advances of the Teir’Dal. It was in the early kingdom of the elves, that Erollisi did find warmth, peace, and beauty in the harsh realm of the mortals and it was there that she embraced and was in return embraced by a most mortal of traits. It was there she found love.
While Erollisi fended off the advances of Innoruuk's mortal agents, the forces of Cazic-Thule beset her twin brother, Mithaniel Marr. Serpents, phantoms, and all manner of frightful creatures conjured and commanded by Cazic-Thule mortal minions came to Mithaniel to assault his body and mind. Mithaniel was no mortal however, and his will was strong, the minions of Thule could not instill within him the fear of their dark lord.
They did succeed however, in luring the brave Mithaniel to the swamps of Norrath, the deadly, dank, lands where the creatures of Cazic-Thule were the strongest and most numerous. An army of Trolls, Lizard Folk, and forgotten creatures of unspeakable horror beset Mithaniel Marr, and so it came to pass that he became a captive to the minions of the Lord of Fear.
Mithaniel, imprisoned in magical bonds provided to his captors by Cazic-Thule, and tortured by relentless monstrosities, prayed to his father day and night for forgiveness and salvation. The prayers continued, unanswered, until the brave God, weary from torture and weakened by the dark magic of Cazic-Thule fell into a deep slumber.
It was then that Terris-Thule visited the slumbering God to inflict his sleep with nightmares more horrible than the events he had endured at the hands of his captors during his waking hours. However, at the beseeching of her father, Cazic-Thule, Terris was not permitted to inflict such terror onto Mithaniel Marr until after she first deceived him through his dreams and stole the gift of life from his body. So Terris did as her father commanded and then the slumbering horrors began.
Books
From Pond to Paladin, Vol. II
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] From Pond to Paladin, Vol. II (Tome).

Components
From Pond to Paladin, Vol. II, page 1 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 2 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 3 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 4 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 5 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 6 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 7 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 8 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 9 (shinies in The Forsaken City)
From Pond to Paladin, Vol. II, page 10 (shinies or looted in The Forsaken City)

Discovered on 6 Sep 2006 at 21:07:52 PDT.
From Pond to Paladin, Volume II
Morell-Thule, the forsaken son of Cazic, and brother of Terris, took notice of Terris manipulations of the slumbering God, for while Terris is the Queen of Nightmares, Morell is the King of Dreams. For reasons unknown, perhaps simply to foul the plans of his wicked father and sister, Morell-Thule stole the gift of life that had been taken from the slumbering Mithaniel and escaped into his Demi-Plane of Dreams. Knowing that his enraged family would soon visit his home, Morell divided Mithaniel's Gift of Life, scattering one half across all the swamps of Norrath, the sacred lands of his father, Cazic-Thule.
Where Mithaniel’s Gift of Life fell upon the swamps of Norrath, the first Froglok tads were born. Those first tads had the hardest trials of our people. Until that point, the swamps belonged only to the foul and destructive creatures of the dark gods. Fortunately the gift of life that had brought our first ancestors into being also empowered them with the bravery and valor Mithaniel Marr had exhibited during his trials in the mortal realms.
Once the swamps had been seeded with the first of our kind, the Lord of Dreams, Morell-Thule, visited Mithaniel Marr's twin sister, Erollisi Marr. While the Goddess of Love blissfully rested in the lands of the fair elves, Morell-Thule visited her in a dream and gave to her the second half of Mithaniel's Gift of Life. It was soon to be evident to the fair elves that their visiting daughter of the Gods was with child and they took her to an uninhabited region of the frozen northlands of Antonica, where they could tend to and guard her in seclusion.
While the elves watched after Erollisi, the first of our ancestors grew from tads into adult Frogloks, and Morell-Thule gifted them with dreams of the imprisoned Mithaniel Marr, and visions of a means to free the brave son of Tarew. So it came to pass that from all the swamps of Norrath, the first Frogloks rose in arms against the minions of Cazic-Thule, fighting valiantly to the site of Mithaniel Marr's imprisonment, guided by visions from the Lord of Dreams.
For uncounted years the Frogloks battled the evil inhabitants of Norrath's swamplands, learning the lessons of both victory and defeat. Alas, Cazic-Thule is an ancient and powerful God and his minions are numerous and diverse. Try as they might, the ancestor Frogloks could not reach their imprisoned God, but never did they cease their efforts, despite the daunting odds.
Then, after some time, a small army arrived on the borders of the swamp that was Mithaniel Marr's prison. Not an army of Frogloks, but an army of Northmen, the children of Erollisi Marr. They too had been guided by visions and dreams of the imprisoned God from whose life they were conceived.
Seeking justice for the imprisonment of their father, the Northmen joined with the Froglok armies and the alliance of Froglok and Man succeeded in freeing their father Mithaniel Marr. The minions of Cazic-Thule and the Avatar of Fear himself fell before the unity and valor of the children of Marr. For the first time in the history of Norrath, the swamps were not safe for the evil creations of the dark gods.
It was in the brave and selfless actions of the ancestor Frogloks and Northmen that Mithaniel Marr discovered the mortal trait of Valor, and because of Morell-Thule's honorable delivering of the truth of our origins to our ancestors in visions and dream, Mithaniel also chose to champion the virtue of honesty as well as valor.
Such is the tale of my Lord Mithaniel Marr, and the origins of my fellow Frogloks, and of our distant brethren, the race of Men. It is a shame that so many of our kind, as well as many of the race of Men, have strayed from the virtues of our ancestors. My Mithaniel Marr bless us, his faithful servants, with the powers to redeem our fallen kin from the clutches of evil.
Books
From the Trial of Kane Bayle
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 29 Nov 2004 at 18:28:55 PST.
The questions of the inquisitors are not given in the transcript, however it is possible to follow the course of the trial through these witnesses' eyes. There is nothing like eyewitness testimony to bring history to life.
Entry One
Put book away.
I am Marghetta Landon, a member of the Qeynos City Guard. I served as Captain Bayle's Chief of Intelligence before and during the War of Plagues. Before the War, my office was directly across from his and I updated him directly when circumstances required. As the War became inevitable, however, Captain Bayle moved my office somewhat further down the corridor. That does not mean that he did not have access to me or to the information gathered by our scouts immediately upon request. He just...stopped asking for it. I couldn't...he didn't want to know.
Entry Two
Put book away.
Captain Bayle and I trained together in our youth, but obviously his station in life allowed him greater -- what's that? Oh! My apologies! I am Jenner Wenbie, of the Qeynos City Guard. My family has a long tradition of service to the city. And I tell you -- all of you! -- Captain Bayle is no traitor! Someone, obviously a Bloodsaber spy, is trying to bring down and sully the name of one of the greatest leaders the Guard has ever known! No, I will not sit down! Someone is trying to murder my Captain, my friend! Get your hands off me!
Entry Three
Put book away.
I am Milea Clothspinner, a lieutenant in the Qeynos' City Guard. Captain Bayle and I...were friends. He...and Lord Bayle...were very kind to my family and have been for many years. When rumors first began that Captain Bayle was toying with the worship of Bertoxxulous, I did not believe them. And yet, I noticed subtle changes in Kane...that is, Captain Bayle's behavior. He would disappear for hours and not tell me where he had gone. At first, I thought...it was another woman...
Entry Four
Put book away.
...this is very difficult for me. One night, I followed him and discovered that my rival was not only another woman, but a member of the Bloodsabers! I could not hear their conversation, but later I was able to capture this woman and have her questioned. It was her information that led me to realize the extent of Kane's...Captain Bayle's betrayal. Due to his position, not only as Captain of the Guard but as a member of the Bayle family, it was difficult to convince our superiors of his crimes. I was accused of...
Entry Five
Put book away.
...letting my...my feeling for Captain Bayle interfere with my judgment, that I had become enraged upon discovering his liaison with another. My closeness with Captain Bayle I will not deny, but my love for the city of Qeynos is stronger. And then it was confirmed independently, that Captain Bayle ignored a request for reinforcements to the left flank and instead assigned the troops which could have been sent to assist to a detail cleaning the Bayle family crypts! Review the orders issued under his command and the pattern is quite clear...
Entry Six
Put book away.
...when additional troops were requested, sometimes very urgently, Captain Bayle found reason to assign them trivial tasks elsewhere. I implore this court to find Captain -- no, I will not call him that, for that is a position of honor and leadership -- Kane Bayle guilty of treason, for plotting with the Bloodsabers against the city of Qeynos. By his subtle techniques, he allowed the Bloodsabers to infiltrate and occupy the catacombs in preparation for an assault on the weakened Guard forces. He is guilty of violating our most sacred vows, and made "Might for Right" into "Might for Wrong."
Entry Seven
Put book away.
My name is Eizek Elron and I am a member of the Qeynos City Guard. I reported to Captain Vegalys Keldrane, who in turn reported to Captain Bayle. During the War, our unit was assigned to patrol the catacombs to prevent the undead from rising beneath the city and taking us unawares. This assignment clearly shows that Captain Bayle was trying to protect us at all costs. Uh...could you repeat the question? Oh, yes, I remember. Our scouts reported an increased undead activity...
Entry Eight
Put book away.
...beneath the city, and Captain Keldrane devised a plan to stop them. There's some tunnels down there that you can use to cut off your enemy's escape routes. Our plan was to use these routes to our advantage. Captain Bayle approved of the plan -- so you can't say he was trying to hurt the city! We were not successful, though. Most of the unit, including all the officers, were outflanked by the same maneuver we had planned to use. When we got to the tunnels, they were already full of the Bloodsabers. But you can't blame that on Captain Bayle!
Entry Nine
Put book away.
I am Linnet Bayle, the mother of Kane Bayle. I beg this court to spare my son's life! You cannot know the truth, not with so many of our youth slain and unburied on the battlefield. How can you use the testimony of a handful of simpletons to condemn the Captain of the Guard to death? Was his judgment flawed? Perhaps. You cannot say that all your own actions are without fault, when reviewed after the need for quick decisions is past. Do not let your desire for vengeance...
Entry Ten
Put book away.
...cause you to place the blame and hurt of all our losses on the shoulders of a few. You say he secretly planned with the Bloodsabers, our enemies, yet can offer no clear evidence beyond the word of a jilted lover. Do not send my son to the executioner's block for a failed romance! I beseech you, remember all that he has done for Qeynos and let the family of Kane Bayle decide his fate, not an impersonal court of law. Please. Oh, please!
Close Book.
Books
From the Trial of Kane Bayle
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:40 PDT.
The questions of the inquisitors are not given in the transcript, however it is possible to follow the course of the trial through these witnesses' eyes. There is nothing like eyewitness testimony to bring history to life.
I am Marghetta Landon, a member of the Qeynos City Guard. I served as Captain Bayle's Chief of Intelligence before and during the War of Plagues. Before the War, my office was directly across from his and I updated him directly when circumstances required. As the War became inevitable, however, Captain Bayle moved my office somewhat further down the corridor. That does not mean that he did not have access to me or to the information gathered by our scouts immediately upon request. He just...stopped asking for it. I couldn't...he didn't want to know.
Captain Bayle and I trained together in our youth, but obviously his station in life allowed him greater -- what's that? Oh! My apologies! I am Jenner Wenbie, of the Qeynos City Guard. My family has a long tradition of service to the city. And I tell you -- all of you! -- Captain Bayle is no traitor! Someone, obviously a Bloodsaber spy, is trying to bring down and sully the name of one of the greatest leaders the Guard has ever known! No, I will not sit down! Someone is trying to murder my Captain, my friend! Get your hands off me!
I am Milea Clothspinner, a lieutenant in the Qeynos' City Guard. Captain Bayle and I...were friends. He...and Lord Bayle...were very kind to my family and have been for many years. When rumors first began that Captain Bayle was toying with the worship of Bertoxxulous, I did not believe them. And yet, I noticed subtle changes in Kane...that is, Captain Bayle's behavior. He would disappear for hours and not tell me where he had gone. At first, I thought...it was another woman...
...this is very difficult for me. One night, I followed him and discovered that my rival was not only another woman, but a member of the Bloodsabers! I could not hear their conversation, but later I was able to capture this woman and have her questioned. It was her information that led me to realize the extent of Kane's...Captain Bayle's betrayal. Due to his position, not only as Captain of the Guard but as a member of the Bayle family, it was difficult to convince our superiors of his crimes. I was accused of...
...letting my...my feeling for Captain Bayle interfere with my judgment, that I had become enraged upon discovering his liaison with another. My closeness with Captain Bayle I will not deny, but my love for the city of Qeynos is stronger. And then it was confirmed independently, that Captain Bayle ignored a request for reinforcements to the left flank and instead assigned the troops which could have been sent to assist to a detail cleaning the Bayle family crypts! Review the orders issued under his command and the pattern is quite clear...
...when additional troops were requested, sometimes very urgently, Captain Bayle found reason to assign them trivial tasks elsewhere. I implore this court to find Captain -- no, I will not call him that, for that is a position of honor and leadership -- Kane Bayle guilty of treason, for plotting with the Bloodsabers against the city of Qeynos. By his subtle techniques, he allowed the Bloodsabers to infiltrate and occupy the catacombs in preparation for an assault on the weakened Guard forces. He is guilty of violating our most sacred vows, and made "Might for Right" into "Might for Wrong."
My name is Eizek Elron and I am a member of the Qeynos City Guard. I reported to Captain Vegalys Keldrane, who in turn reported to Captain Bayle. During the War, our unit was assigned to patrol the catacombs to prevent the undead from rising beneath the city and taking us unawares. This assignment clearly shows that Captain Bayle was trying to protect us at all costs. Uh...could you repeat the question? Oh, yes, I remember. Our scouts reported an increased undead activity...
...beneath the city, and Captain Keldrane devised a plan to stop them. There's some tunnels down there that you can use to cut off your enemy's escape routes. Our plan was to use these routes to our advantage. Captain Bayle approved of the plan -- so you can't say he was trying to hurt the city! We were not successful, though. Most of the unit, including all the officers, were outflanked by the same maneuver we had planned to use. When we got to the tunnels, they were already full of the Bloodsabers. But you can't blame that on Captain Bayle!
I am Linnet Bayle, the mother of Kane Bayle. I beg this court to spare my son's life! You cannot know the truth, not with so many of our youth slain and unburied on the battlefield. How can you use the testimony of a handful of simpletons to condemn the Captain of the Guard to death? Was his judgment flawed? Perhaps. You cannot say that all your own actions are without fault, when reviewed after the need for quick decisions is past. Do not let your desire for vengeance...
...cause you to place the blame and hurt of all our losses on the shoulders of a few. You say he secretly planned with the Bloodsabers, our enemies, yet can offer no clear evidence beyond the word of a jilted lover. Do not send my son to the executioner's block for a failed romance! I beseech you, remember all that he has done for Qeynos and let the family of Kane Bayle decide his fate, not an impersonal court of law. Please. Oh, please!
Books
Frostfell Carol Greeting Card
This item can be placed on the floor in any house type.

NO-VALUE

Crafted from Festive Frostfell Goodies for All (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village).

Frostfell Carol Greeting Card
A cheery Frostfell card to share with others in celebration of Frostfell.
Level
10
Technique
Sculpting
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Purchased from Garsleblat Gigglegibber (125, -4, -1154) or Giggawat Gigglegibber in Frostfell Wonderland Village (140, -9, -1240) for 12s.

Discovered on 12 Dec 2007 at 10:14:10 PST.
Deck the halls with Frostfell berries
Fa-la-lal-la-la, la-la la la
Tis the season we be merries
Fa-la-la-la-la, la-la la la
Join the Frostfell goblin chorus. Fa-la-la-la-la, la-la-la, la la la
Don't forgets your presents for us!
La-la-la-la-la, la-la la la!
Books
Frostfell Feast Greeting Card
This item can be placed on the floor in any house type.

NO-VALUE

Crafted from Festive Frostfell Goodies for All (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village).

Frostfell Feast Greeting Card
A cheery Frostfell card to share with others in celebration of Frostfell.
Level
10
Technique
Sculpting
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Purchased from Garsleblat Gigglegibber (125, -4, -1154) or Giggawat Gigglegibber in Frostfell Wonderland Village (140, -9, -1240) for 12s.

Discovered on 12 Dec 2007 at 10:36:06 PST.
I baked you a pie...
But I eated it.
Happy Frostfell!
Books
Frostfell Greeting Card
This item can be placed on the floor in any house type.

NO-VALUE

Purchased from Garsleblat Gigglegibber (125, -4, -1154) or Giggawat Gigglegibber in Frostfell Wonderland Village (140, -9, -1240) for 12s.

Awarded by mail from McScroogle Corp..

Discovered on 12 Dec 2007 at 9:32:57 PST.
The McScroogle Corp. wishes you a happy Frostfell.

(Brought to you by the McScroogle Public Relations and Advanced Marketing Consortium)
Books
Frostfell Wishes Greeting Card
This item can be placed on the floor in any house type.

NO-VALUE

Crafted from Festive Frostfell Goodies for All (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village).

Frostfell Wishes Greeting Card
A cheery Frostfell card to share with others in celebration of Frostfell.
Level
10
Technique
Sculpting
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Purchased from Garsleblat Gigglegibber (125, -4, -1154) or Giggawat Gigglegibber in Frostfell Wonderland Village (140, -9, -1240) for 12s.

Discovered on 12 Dec 2007 at 10:09:36 PST.
May your sparklies be many,
Your loam harvests few,
And your armor stay shiny;
Happy Frostfell to you!
Books
Frostfell Wonderland Pop-up Book
This item can be placed on the floor in any house type.

As the saying goes, "he who has not Frostfell in his heart will never find it under a tree." Fortunately, this nostalgic pop-up book will fill your heart with Frostfell cheer all year long!

TREASURED
HEIRLOOM  NO-VALUE

Created by          Eve

Purchased on the Marketplace (Player Studio → Housing → Decorations or Housing → Decorations) for 500 DBC

Discovered on 8 Dec 2015 at 8:47:28 PST.
Books
Generations
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [70] Generations (Tome).

Components
Generations - Page 1 (plundered from tools at -171, 68, 754 in The Bonemire)
Generations - Page 2 (plundered from toolbox at 113, 70, 619 in The Bonemire)
Generations - Page 3 (shinies in The Bonemire)
Generations - Page 4 (shinies in The Bonemire)
Generations - Page 7 (shinies in The Bonemire)
Generations - Page 8 (shinies in The Bonemire)

Discovered on 13 Apr 2006 at 16:14:33 PDT.
A report on the massive bones found throughout the Bonemire and one possible explanation for their origins.
Prepared by the archaeology sub-team, Drednever Expedition.
The Overrealm has many remarkable features. Every sky island visited so far by the Drednever Expedition has provided such a wide variety of objects for study.

Our team of archaeologists has sub-divided into specialty groups. Our group, led by Drab Dreadful, is responsible for exhuming organic matter.

In areas where flora is not abundant, we concentrate on remnants of fauna, such as bones.
It can certainly be argued that calcified bone deposits are not quite the same organic matter as, say, leaves. Still, in the Bonemire, we have many more bones than flora, so our work is never done.

Our research is still somewhat confined to the local area of our most unfortunate ship. Though there are somewhat friendly indigenous creatures, our numbers are too small to risk getting into any altercations with the others.

Drab packed some camping supplies and off we set. Our task: identify the large bones scattered throughout these islands.
It is impossible to travel to any of the Bonemire's islands without seeing these massive piles of bones.

Jutting up from the strangely colored landscape are enormous rib cages, vast lengths of vertebrae and gigantic, elongated skulls. The sheer number of these skeletons is staggering.

They are much bigger than any remains we have encountered in our travels to date.
Fixing the age of the bones is usually the first thing a team like ours will attempt. That's because we usually have some idea as to what it is we're looking at.

The whole Overrealm is a bit out of our league, so to speak. Traditional methods of determining age have proven useless. Instead, we must revert to ancient methods that are often feature wildly inaccurate guesses.

Rather than using scientific process of gasseoodigitating the age of nearby artifacts, we looked for wear patterns on the exposed bones.
Wind and weathering will take their toll on exposed organic matter. Many of the bones were exposed to the elements, rather than buried beneath protective layers of stone and clay.

Unfortunately, our team has only recently begun gathering data on the local wind and weather. This meant that all we had to go by was instinct. Did these bones look old? Sure enough, they did.

That is hardly the basis for quality scientific analysis. It is a small wonder that Drab went insane.
The first notion we had that anything was amiss with our team leader is that he would spend much of his time staring at a vertebrae or rib bone. Just staring, not measuring or using a glinxiter or anything.

Drab scribbled furiously into his journal, but refused to share his research. The rest of us muddled along as best we could, carefully excavating and documenting bone fragments.

It went on like this for quite a while.
We were starting to feel as though Drab might need to return to the base for some rest, when he finally stood straight up and began dancing.

"I've solved it! I've solved it!" he crowed, waving his hands in the air as though he just didn't care how close he stood to the edge of the island.

When he calmed down slightly, he propped open his journal and showed us the painstaking flow chart he'd been scribbling.
"These large bones are the remains of the current droag!" he explained, jabbing a grubby finger from point to point along his dizzying chart. It was colorful and intersected with bold, slashing lines.

"Note the configuration of the tails? See the splendid points where the nasal bones fuse together at the tip?" Drab held his journal in front of himself, sighing in ecstasy. "This, my friends, explains it all."

We stared at him, jaws dropped. He had truly gone mad from this endeavor.
"But, sir," said Gimber Gearsmacker hesitantly, "the droag...are kind of short. How do you..."

"Size is ephemeral," Drab responded dismissively.

"Without a way to age the fossils, we can't say anything conclusively," I said. "Have you found..."

"These massive fossils are from their ancestors," said Drab, his eyes narrowing.

What ensued was a lively debate concerning how many generations it would take for a creature to shrink so much.
Drab remained adamant in his theory. "You are seeking to discredit me!" he exclaimed more than once, waving his journal in the air like a cleaver.

The atmosphere in the Bonemire isn't what we're used to. Drab waved his journal so energetically that he stood on the island's edge flailing for a moment before he disappeared over the edge.

His research went with him. While we remaining team members don't think these bones are the droag's ancestors, we aren't really sure what they are.
Books
Geomancy
This item can be placed on the floor in any house type.

LORE  NO-TRADE  NO-VALUE

Offers the Quest
'Living Geomancy'


Discovered on 14 Jun 2006 at 11:36:01 PDT.
"Geomancy -- the Art of Fine Living through Planned Development" by Cho Zei Nurwin
In the past, we lived by placing our homes randomly without thought for how placement affects the energies which can be harnessed by our unconscious thought.

By building homes in harmony with our surroundings, we have created a peaceful environment born of the chaos that drove our people to Mara Island.
This book does not boast that you shall find peace by redirecting only your home.

In many cases, there is no easy solution. It is not always possible to rebuild a home to these specifications.

Yet, knowing how Shin came to be so successful may ensure you will at least keep geomantic solutions in mind.
What is geomancy?

In its simpler form, it is an examination of pebbles to divine the future.

It can also be much more complex, where changing the environment itself can bring about changes.

Change can be negative or positive. By knowing what can influence the changes, one can increase positive outcomes.
The Village of Shin is a good example of planned development.

The families, brought here by mutual misfortune in the far away lands, were fortunate to find the monks of the Whistling Fist agreeable neighbors.

By carefully arranging the homes between the mountains and the sea, Brother Luk Ki channeled universal energies that allowed our fields to prosper long before we expected.
Brother Luk Ki of the Whistling Fists had used geomancy in auspiciously placing the Tower of the Four Winds at the juncture of water and mountain.

The flowing water cleanses the air while the mountains serve as a solid foundation upon which to build a structure as important as the Tower of the Four Winds. Brother Luk Ki had arranged houses in a subtle fan-shape beneath the Tower.

Though the monks had used these homes in their distant past, they no longer needed them. How very fortunate for us!
We never knew Brother Luk Ki, for this village was created long before our arrival.

In his honor, however, we named the small island near the beach for him. The Whistling Fists did not name any of the landmarks, for to them that was a trivial detail.

Our people, however, needed the security of knowing our new place in the world as the Shattering seemed to sever our ties to our past.
You will notice that the fields in which our crops are grown are on the eastern side of Shin. This is to take advantage of the first light of every day, for growth comes of light.

It also allows us to surround Shin more closely by water, the giver of life.

Water can also destroy life, as many found in the years when the seas were impassible. And yet, without water, there can be no growth and thus, no harvest.
The mountains cradle Shin in their embrace, their roots reaching deep into the ground to anchor us.

We named them the Seven Mountains, though there are obviously more than seven separate peaks.

Perhaps when we have been here for a generation, we will name each mountain for its own qualities.
It is not always possible to find a location in proximity to so many good omens, therefore, we should consider ways to bring balance to our surroundings on a smaller scale.

If you live in an area that is not surrounded by mountains, you may place stones to the north and the west in their stead. Likewise, the flow of water to the south and east may be mimicked by a fountain or basin of fresh water.

If you are fortunate enough to live in a place of good omen, construct a pavilion or bridge so that you can view the beauty surrounding you.
Notice that Shin is set amongst verdant foothills.

Tall trees sway gently in the breeze from the bay. Living plants are vital to our well-being.

Bring the outdoors to your home by introducing potted plants, placing them near doors or windows to imitate a garden in none already exists.
We were very fortunate to find that Brother Luk Ki had used geomancy in creating what is now the Village of Shin.

By taking into consideration the elements neccessary for a strong and peaceful home, substituting smaller objects when necessary, you can plan your environment to serve your needs for generations to come.
Books
Gigantic Teir'Dal Tome Of Malevolent Justification
This item can be placed on the floor in any house type.

An incredibly old and large tome used as a guide for the Teir'Dal moral code, as well as quite a few war songs transcribed for piano.

TREASURED
HEIRLOOM  NO-VALUE

Created by          NEKO ZERO

Purchased on the Marketplace (Player Studio → Housing → Decorations or Housing → Decorations) for 200 DBC

Discovered on 9 Oct 2013 at 10:12:55 PDT.
Books
Gilded Shissar Almanac
This item can be placed on the floor in any house type.

TREASURED

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 2p 32g 34s 38c
requires Lore and Legend server
or Krmi Hilflipper in The Blinding (-584, 38, 467) for 1g 20s 5 Recuso Specie.

Discovered on 19 Dec 2019 at 9:53:04 PST.
Books
Gilzin's Glory
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE

Collection reward from [100] Gilzin's Glory (Terrors of Thalumbra).

Components
Gilzin's Glory Page 1 (shinies in Thalumbra, the Ever Deep)
Gilzin's Glory Page 2 (shinies in Thalumbra, the Ever Deep)
Gilzin's Glory Page 6 (shinies in Thalumbra, the Ever Deep)
Gilzin's Glory Page 3 (shinies in Thalumbra, the Ever Deep)
Gilzin's Glory Page 5 (shinies in Thalumbra, the Ever Deep)
Gilzin's Glory Page 4 (shinies in Thalumbra, the Ever Deep)

Discovered on 21 Jan 2016 at 12:10:39 PST.
Gilzin's Glory


Memories of my father
The rest of Maldura calls him a hero and the father of magecraft, but we just called him father.

My sister and I were only ten when the goblins started attacking. Maldura was still a small village by the shore, not so well positioned as the new fortifications now underway, and we were used to occasional attacks from other denizens of the underground. So close to Brell's domain, all manner of strange creatures were attracted or even created by the influence of the Underfoot.
The fighters of the village were skilled at combat and the smiths were becoming skilled at creating fine weapons from the nearby mines. However, my father was neither a fighter nor a smith, and instead spent much of his time reading. He was the first to establish a small library in our home and he tried to encourage the others to share it, but few were interested. Some of my happiest memories were sitting with my sister while he read us some tale from the old legends of Brell.
Perhaps my father was not the most politic of dwarves; I was too young to tell. For whatever reason, his studies were not welcomed by most of the village and he was viewed with suspicion. My father felt that the magic he read about could help protect the settlement, but he was unable to convince the elders that this was worth pursuing. "Brell's greatest tools are hammer and sweat!"
When the goblins first attacked, it seemed to be a random scouting party. The fighters drove them away without much problem. But then they came back with more goblins. And then again with more. We were better armed, but they outnumbered us ten to one, and they kept coming back every day. Father thought it might be a tribe that had been displaced from their home and was looking to take over our area. We kids had to stay inside all the time, which was boring, but since father wasn't a fighter, he stayed with us while mother helped defend the village.
When the goblins started using spells to knock down the village's defenses and smash our walls, father was even more convinced we needed magic to protect us. Early one morning he left us in the house and went to try and persuade the elders, but they still wouldn't listen. There were lots of loud arguments but my father lost.
They tell me he was on his way back when the goblins started attacking.

They tell me when he saw our house destroyed, he started screaming and his hands burned with blue flame, so bright nobody could look directly. All around him, the rubble of the broken stones flew up and formed into great stone guardians that marched towards the goblin army and crushed them without mercy. If the goblins knocked one down, it just re-formed and continued to attack. They were unstoppable.
Unfortunately, my sister and mother weren't so unstoppable. The chimney had collapsed across them, and they were dead by the time I was pulled free from the rubble.

They say my father went mad with grief and marched into battle with his stone warriors, burning goblins with blue flame until they finally outnumbered him. But I don't remember any of this; by the time I woke up, my family was already long gone and buried. The stone warriors continued to fight until the last goblin was destroyed. Then they returned to wait in the battlefield. Perhaps the magic will fade now my father is gone, but for now they stand guard.
We've relocated the village now into a more defensible area where we can build fortified walls. If they continue as they've planned, one day Maldura may be the strongest citadel in the dwarven empire.

The elders have reconsidered their decision about magic, and the new settlement will have an extensive library, and a guild to study the arcane arts. My father has been named Gilzin the Bluefist in recognition of his accomplishments, and will be considered the founding father of the guild.
I am proud my father saved the village. But I'll never again sit with my sister and listen to his voice. I'd rather have him read me old legends than be one. But some choices Brell makes for us.
Books
Glaciersmash Log
This item can be placed on the floor in any house type.

Penned by Captain Lirprin

NO-TRADE  NO-VALUE

Quest reward from [90] Dimension Retention (Great Divide), started by Captain Bin Nalot in Great Divide.

Discovered on 22 Feb 2011 at 13:37:25 PST.
Glaciersmash Log

- Penned by Captain Lirprin
This is to certify that the Claciersmash, commissioned by Captain Nalot of the icebreaker, has been deemed sea worthy and all titles of ownership delivered to the intended party.
This fulfills the contractual obligation by the Steam Industry's Nautical Kontraptions Co. for 1 of 2 clanghull class sailing vessels.
This here be me first day as captain of this fine vessel. Next to the Icebreaker this be the most sea-worthy ship from stem to stern to be sailin' the Icelclad waters. The famed Cap'n Nalot assured me such when he sold her to me. Nearly emptied me coffers, but she's so worth it! I've hired a quartermaster and he's given his word as a pirate that well be able to set sail in a fortnight with a full crew. There's a stern full of work ahead for us, what with all the provisions, tools, weapons, and sailing materials we be needin' but I'm confident It'll get done.
The day has finally come! As I quill ink to page we are sailin' outta the safety of the port and into the frigid oceans. What adventures await us? What plunder will we return with? The excitement of exploration and unknown is overwhelming! Me quartermaster Lumrick was right, he was able to fill me crew, and less than half needed to be "convinced," as he put it. I've looked the bilge rats over meself and been impressed with the lot 'o 'em.
We returned to the Iceclad Islands yesterday, proving to all that Glaciersmash's maiden voyage was a success! She weathered attacks by both mortal and Prexus, alike. And we be carrying the plunder to prove it to one and all who be holdin' any doubt. 'Cource once we showed 'em the loot it be striking our minds that we had to be findin' a place to hide it. Now we be off to find that place 'tween rock and wall where we can stow it.
I guess I be not the penning type. Me life at sea be wondrous and exciting, not to mention, prosperous! I should be recording these tales upon these pages. The sands of time drop so smartly! Two full years it has been since me purchase of Glaciersmash. We've returned to Velious many a time to restock, visit the landlubbers and wenches and to stow our plunder. Life of a pirate, for me!
Somethin' bad be upon us, I be fearin'. Started several days back, as we be facing one of Prexus's, most mighty of storms, many of me hearties was lost to the waves. Nothin' unusual of that, but this time it were different. A creature of the deep were called to the ship like a shark to chummed waters! It were snatching men from the decks with ifs mighty tentacles, pulling them under!
Bilgeblast, our mage of 'munitions, strapped a barrel of boom powder to himself and jumped in after it. All hands on Glaciersmash felt the 'splosion rip through the waters under her decks. That be the last we set our eyes on dear Bilgeblast. And the last we saw of the tentacled beast of the deep, too. And with the rise of the next day, came calmer seas and clear skied. We honored those who were lost as we continued sailing back to Velious.
Two days later me lookout, by the name of Longarm, swore on his mother's blessed bonnet that he done spotted the damned seabeast in our wake. I told him and the rest 'o me crew that it were the vast amounts of rum that be playin' with his eyes, as sure as it were blushing his cheeks. It calmed me crew and got them back to their tasks, but it has unsettled me somethin' fierce. Longarm be a sharp-eyed seadog if ever there was one. If he says he saw it you can bet your blimey britches it be there!
I can only pray to the gods that we reach port 'fore it decides to strike once more, but if that be me fate and that of Glaciersmash, then we will face it. Me only regret will be that I had not the time to spend me hidden loot. Certain am I that I would have enjoyed that, very much!

~Cap'n Lirprin
Books
Gninja Epitaphs by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.

                                                          By Cloudrat

We will all sing this tune
Poor Gninja's dead, pooor Gninja's dead
all gather round his coffin now and cry
He had a heart of gold and wasn't very old


                                 ***


We love you Gninja. Oh yes we do.
We love you Gninja. And will be true
When you're not near us. We're blue.
Oh, Gninja, we love you.


                                                       By Rainmare

Here lies Gninja... face eaten off by a clockwork grease cleaner bot

Here lies Gninja: discoverer of the law that a mana battery set too close to a spark plug will explode

Here lies Gninja's pinky. It was all that we found after he invented clockwork raptors.

Here lies Gninja: a brave gnome that gave his life attempring to fieldtest the stealthsuit mark 2 to flee the cogs museum.

Here lies Gninja: tried to find the Meatbeasts on/off switch

Here lies Gninja: a brave gnome that
commited sepuku after witnessing a troll striptease.
Here lies Gninja: crushed to death after daring an Ogre to step on him to test his 'iron gnome' suit.

Here lies Gninja: mauled by a polar bear testing the 'one size fits all' mount harness

Here lies Gninja: creator and first victim of the gnomish Big Red Button

Here lies Gninja: tried to release a geobot inside an active geyser for 'a more pure reading'

Here lies Gninja: creator and first user of the 'electric brain stimulator' later renamed 'the electric chair'. and later adapted to create a gnomish brain extractor to make delicious Gninja's Brain Vol-au-vent!
Here sits Gninja's ashes: a brave gnome that tried to get a stool sample from Nagafen for diet research.

Here lies Gninja: inventor of 'the robot' dance... later mauled by insulted clockworks

Here lies Gninja: Game Over, gnome

Here lies Gninja: died in an explosion testing Rocket powered spring boots. See you in the Ethernere, Rocket Gnome.

Here lies Gninja: electrocuted trying to replace his ears with universal translators.

Here lies Gninja: died testing a Teir'dal clockwork suit after mistranslating 'don't touch me' to 'please kiss me'

Here lies Gninja: ate too many grease covered sandwiches, attempted to ride a
kobold.

Here lies Gninja's ringfinger: one does nit simply walk into Klak'Anon


                                                        By Aloysiius

News: Known Gnome Gninja gnawed gnoll kneecaps near Neriak, never seen again

R.I.P. Gninja, second victim of Alim Dabir's teleporter. May he find a luck flight cap in Ethernere!

Here lies Gninja: The first and last court jester of Lucan D'Lere

Here lies half of Gninja: Who won the bet but lost his life

Here lies Gninja's bones: The gnome had
taste.







                                                                   By Jeehi

Here lies Gninja: one bug fight too many








                                                    By Whilhelmina

Here lies Gninja:
Of all the devs he was the best
Very friendly to server Test
Couldn't let cogs go to waste
Was caught and put in honey baste
And overall he had good taste!









(adapted from the epitaph of the Earl of Strafford by John Cleveland)

Here lies wise and valiant dust,
Huddled up 'twixt fit and just,
Gninja, who was hurried hence
'Twixt treason and convenience.
He spent his time here in a mist,
Of bugs trying to catch the gist.
Of Norrath nearest joy and grief,
He had, yet wanted, all relief;
The prop and ruin of world's fate,
The gamers' violent love and hate;
One in extremes loved and abhorred.
Riddles lie here, or in a word,
Here lies blood, and let it lie
Speechless still, and never cry.
Unobtainable
Gnome and Antignome
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
Gnome recipes, vol 1 by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.





Gnomes are yummy. Everybody knows that. There's some other nice things about gnomes: they are often distracted and have a high mortality rate. Thus, it's very easy to catch a gnome by giving him a cog to "fix" or to find a recently deceased one.

The best gnomes are the gnome developers. They are even more distracted than the random gnome and can be easier to catch. I especially recommend using Gninja, Frizznik or Zoltaroth for any gnome cooking.

          GNINJA'S BRAIN VOL-AU-VENT

Gnomes have an overly inflated brain, as everybody knows that. Gnomish devs are the worse, so a gnome brain will definitely make a very nice dish.
Remove gently the brain from our dear Gninja head to eat the most marvellous of dishes ever created!

                            Vol-au-vent cases
* 450g/1lb puff pastry

For each vol-au-vent case:
- cut one round piece of 7.5cm (3in) diameter and score the middle of it
- cut a second round piece of 7.5cm (3in) diameter then cut off the middle 5.5cm (2¼ in) to form a ring of 2cm
- place the ring on top of the scored round piece and glaze with an egg yolk
- bake the little round removed part alone to make a lid.

Heat the oven at 200°C (400°F). Place the cases on a flat baking tray and bake for 10 - 15 minutes until golden brown, well risen and firm.
Let them get cold before starting to fill them


                       Vol-au-vent filling
 * 12 vols-au-vent cases
 * 1 Gninja's brain (or 2 lamb brains if you ran out of Gninjas)
 * 200 g mushrooms
 * 100 g stoned green olives
 * 1 bay leaf
 * 6 cloves of garlic
 * 2 tablespoon flour
 * 1 tablespoon butter
 * 1 pinch of black pepper
 * 1/2 teaspoon salt
Rince thoroughly the brain. Let it sweat for half an hour in water with vinegar before removing the skin and vessel strands that are around it.
Cut it in 2 and then in small bits (4x2 cm).
Blanch them in salted water with lemon juice for 5 minutes and let them drain.

Boil and drain the olives.

Put the brain in a stew pot with the crushed garlic, thinly sliced mushrooms, butter, salt and pepper. Let it gently cook for 10 minutes.

Add ½ litre of water, the olives and the bay leaf. Let it cook at slow fire for 30 min.
Mix the flour with a little bit of water and add to the sauce.

Remove the lid of the vols-au-vent and let them reheat in a hot oven for 5 minutes.
Fill the pastry with the mix (do not overfill !) and put back the lid
Baste with the remaining sauce and serve hot





                FRIZZNIK WITH APPLE SAUCE

Stuffed gnome can be very nice to eat, especially Frizzniks. If you ran out of gnomes, you can use a goose!

 * 1 gnome
* Dwarf lard for roasting

                            For the stuffing
* 4 oz (100g) breadcrumbs
* 1 apple
* 1 onion
* 1/2 oz (12.5 g) chopped sage
* 1 egg
* Salt and pepper
                              For the sauce
* 1/2 lb (225 g) cooking apples
* 1 small onion
* 1 oz (25 g) sugar
* 1 teaspoon vinegar
* 1 oz (25 g) breadcrumbs
* Mustard
* Cinnamon


To make the stuffing, separate the egg and white and beat.
Mix the stuffing adding the egg white last.
Stuff the gnome and roast according to weight, basting regularly.
Pour off surplus fat at the end. While the goose is in the oven, prepare the apple sauce.

To make the sauce, peel and core the apples, peel and chop the onions and cook together with the sugar. When soft, add the
remaining ingredients, with stock to make up any liquid loss.
Simmer for 10 minutes.








                        GNOME'S HAGGIS

Haggis is a traditional recipe that is usually made using sheep. But sheep is not the best for it, and you don't know how that dish can be good until you tasted a gnome's haggis. Catch a Gninja or a Zoltaroth and try it!

* 1 gnome's stomach
* Gnome's pluck (heart, lungs and liver)
* 1 large onion
* 4 oz (100 g) grated suet
* 1 lb (450 g) oatmeal
* 8 oz (225 g) blanched, chopped almonds
* 1 oz (25 g) salt
* Black pepper
* Cayenne pepper
* 1/2 teaspoon mixed herbs
* 1 lemon





Prepare the ingredients first. The stomach must be washed and scraped thoroughly and soaked overnight in water. The gnome's pluck is also prepared the night before, by boiling for 2 hours in cater, with the wind pipe hanging over the edge of the pan and a bowl underneath to catch the drips. Leave in the liquor overnight.

On the day, grate the rind of the lemon and extract the juice. Toast the oatmeal and chop the onion.

Cut off the windpipe and mince the pluck. Keep the liquor.

Add the suet, onion, oatmeal and almonds, and mix well. Then add the salt, two types of pepper, herbs, lemon juice and rind, followed by the pluck liquor.



Mix thoroughly again and put into the sheep's stomach until it is half full. Sew up and pri ck with a fork.

Put into boiling water and simmer for 3 hours, pri cking again from time to time to prevent the stomach from bursting.

Make a saltire cross (the symbol of St Andrew) cut in the top and fold back the flaps before serving.
Books
Gnome recipes, vol 2 by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.









Here is the long awaited volume 2 of our yummy Gnomes recipes!

         GNOME'S OR RATONGA'S KEBABS
                     WITH PEANUTS SAUCE

Kebabs is the main way to eat gnomes or rats, everybody will tell you that. Especially Cloudrat who knows a lot about rats, or Gratouillis (but she's an ogre, so one never knows what those eat).
Every time you catch a gnome, gnomekebab is on the menu. Every time you catch a ratonga, everybody thinks about it.

* 800g (1.7 lb) gnome, rat or chicken
* 1 big clove of garlic chopped
* 3 tablespoon chopped ginger
* 10 cl (3.4 fl oz) soy sauce
* 15 cl (5 fl oz) coconut milk
* 3 tablespoon honey
* 6 tablespoon peanut butter
* 1 tablespoon curry
* 1 teaspoon cumin
* 1 teaspoon turmeric
* 1 teaspoon citronella
* chopped peanuts for decorating
* skewers

Cut the meat into small bits.
In a big bowl, mix every ingredient and add the meat. Put the bowl in the fridge and let marinate for at least 4 hours (turning it at times).

Skewer the gnome bits and put them on the grill (barbecue or regular oven at 180°C/350°F). Let cook 5 minutes on one side and 3 on the other.

Take the leftover sauce and put it in a sauce pan and cook it for 2 minutes. You may add a bit of coconut milk so it may coat the kebabs better. Mix it if there's some little bits and pieces left in it.
Serve the kebabs on a dish, covered with the sauce and with chopped peanuts sprinkled on top.




      GNOMES AND DWARVES SAUSAGES

Sausages are always good to eat. Why not make some with your local devs?

For 70 sausages
* 2.5 kg (5.5 lb) of gnome (or pork)
* 2.5 kg (5.5 lb) of dwarf (or beef)
* 1/2 (whole not cloves) garlic
* 15g (0.5 oz) salt per kg
* 3g (0.1 oz) pepper per kg
* 1 bunch of parsley
* Mutton guts (24/26 cm diameter, 9.4-10.2 inches)

The previous day, put the guts to drain (keep the brine to put extra guts back in it).
Rinse them 2 or 3 times.
Cut the meats in pieces and put them in a mincer together. Add a clove of garlic from time to time.


Weigh the meat mix to add the salt and pepper (2.5 oz salt, 0.5 oz pepper in our case, 75g/15g). Add parsley to the meat and mix the whole stuff with your hands.

Put the end of a gut on the end of a funnel and pour a little bit of lukewarm water in it. Rince twice.

Put the end of the gut on the mincer sausage nozzle and slip the whole gut around it except a small bit for the knot.
Let the mix fill the gut until it reaches the desired length of the sausage then turn the gut to divide the sausages turning in one way the first time, then the other way the
second time and so on.





                   TAWNY ROASTED DEVS*

(submitted by Kuulei)

»2 Small Devs*
» 1/4 cup orange juice
» 1/4 cup olive oil
» 1/2 teaspoon salt
» 1/4 teaspoon pepper
» 4 tablespoons parsley,chopped
» 2 garlic cloves
» 12 strips of bacon (Fyreflyte's bacon is nice)

Rinse Devs*, trim & pat dry.

Sprinkle with orange juice then brush with
olive oil (inside and out). Sprinkle with salt & pepper.

Divide chopped parsley and garlic cloves, placing inside each cavity. Place Devs* on rack in roasting pan.

Arrange bacon strips on top; bake at 350
F for 1 hour, basting often. Remove bacon and continue baking for 30 minutes, or until breasts are browned & cooked through. Let stand 10 minutes before slicing.

*If Devs are not available, you may substitute pheasant or other fowl.
Books
Gnomes and the Art of Clockwork Maintenance
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Nov 2004 at 21:13:19 PST.
Using some of the methods set down in this book, we hope you can learn something about how a gnome views the world around us, and how we take care of our clockwork and other mechanical devices using not just our brains, but our common views on certain things.
Reread Story
Close
The chapters are numbered but don't let that stifle your creative choice -- if you want to start at the end and work backwards that's fine! That's part of the whole gnome way of life!
Read Part 1
Read Part 2
Read Part 3
Close
Part One -- Cogs and Sprockets. Cogs do not make Norrath go around; that would be gears, which is handled in a different section. However, without cogs, a gear would be nothing. You can have the most advanced foozlebits and flizgigs, but without cogs, those are just more spare parts.
Continue Story 1
Close
Some folks call a cog a cog and let it go at that. A sprocket, while it can be exactly the same thing as a cog to the unlearned, can also be vastly different. Why, there's a world of difference in needing a cog for your fuzzlenoggin and needing a sprocket! And yet, they can be exactly the same thing! Isn't it wonderful? A single thing can be two things at once, depending on how you look at it!
Continue Story 1
Close
Now, way back when the Norrathian Code of Trade Standards, or NCTS, was developing the standard units of measurement, they showed the importance of the difference between a cog and a sprocket by making them two completely different measurements. Completely different! If you have three sprockets, that's the equivalent of one cog. And, as you can see, now we've given the exact same things (cogs and sprockets) a completely different meaning than before! Without changing a thing about them! Amazing!
Continue Story 1
Close
A cog is one of the teeth on a wheel or a gear. If you have a cogwheel that's missing a single cog, your clockwork will simply not function. Not a bit! Mostly a cog is a single wheel. Just one! But a sprocket can be a roller with teeth on both of its edges, or maybe a single (but big!) cogwheel. See? Look what we've done? We've taken the sprocket and introduced two -- no, three! -- ways to look at them without changing their basic form! Whenever I think of it, I get absolutely flizsmacked!
Continue Story 1
Close
The lesson of observing cogs and sprockets, friends, is that the same thing can be different things at the same time, or they can be exactly the same thing at the same time. Sometimes different things are interchangeable and sometimes not. Imagine! So when your fuzzlecutter won't fuzzle or cut, look at it from another angle -- you might have the exact very piece you need to fix it, but you've been calling it something else all along!
Close
Part Two -- Gears. Gears can make Norrath go around, but without a set of good cogs or a flizgig, your gears might as well be made of sand! There's more to making a gear work than just wishes, that's for sure. Anyone (even you!) can learn to use your gears without grinding them.
Continue Story 2
Close
Gears can make your head spin, literally! When we think of gears, we think of a combination of cogwheels, teeth interlaced to create movement in our clockwork. Open up any clockwork item you have handy and take a good look. You'll see flizzes, cogs, sprockets and slints, of course, but look at how they fit together. See those cogs set at angles from each other, one turning this and the other that? That's a basic gear!
Continue Story 2
Close
What makes a gear so important to clockwork? Follow the path of one of the slints, right past the eeberslinkit and you'll notice that there's a gear that connects it to yet a different slint, pointing in an entirely different direction. When folks say a gear makes Norrath go around, they are referring to the way the gears connecting the slints turn things -- clock arms, for example. As they used to say in Ak'Anon, "For every eeberslinkit going left, there's another not going left."
Continue Story 2
Close
What does this mean today, you ask? Think about it: after all the events shaking up all of Norrath, we still have Freeport and Qeynos, two of the most opposite places that ever could be. If Freeport's an eeberslinkit going left, then Qeynos is not going left...yet without one or the other, would Norrath be the same? Of course not!
Continue Story 2
Close
That's why gears are so important to clockwork. They can create a good balance in whatever mechanism they're a part of. Look at the clockwork around you (there are excellent examples of them in the Edgewater Drains in Freeport} and you'll notice that where there's steam, there's a gear moving two eeberslinkits, one to the left and one not to the left.
Close
Part Three -- Valves. Ah, now a valve is a beeYOOteous piece of work that can make the most hardened of hearts sing like the whistle on a heebleblower. Valves are the most perfect of creations, allowing us to both stop things and let things continue. Beautiful, beautiful!
Continue Story 3
Close
Ah, the valve. It's like a flower to a wood elf, or like the mouth of a troll -- something that opens and closes. Without valves, some of the most important clockworks through the ages might never have come to pass! Head down to the Edgewater Drains, where many of good old Bodlin Zevuwickle's devices regulate the flow of the Freeport sewers. Go on...you'll thank me later!
Continue Story 3
Close
Some of the large metal structures you'll see are emitting steam. Steam! That's such a marvelous thing to be incorporated into a device! What you do is create heat in one part of the machine, add some water, and up goes the steam. If left to rise unchecked, the steam will find its own way out and quickly, too. That's where using valves comes in handy. By putting valves in strategic spots, you can harness the energy of the steam, by forcing it down one way or letting it flow another.
Continue Story 3
Close
What's so good about channeling the steam, you ask? Look at the way some of the machines are rotating. Even without seeing the innards (which, since they're processing waste products, you probably don't want to) you can tell that it takes a lot of force to move that drum! Using a valve to control the flow of the team keeps the drum rotating at an even rate. If it starts to go too fast, you simply close the valve a little to tone down the steam. If it's turning to slowly, you let more steam in to push it quicker.
Continue Story 3
Close
Using valves allows us to control nature, without changing its nature! By letting the steam do what it wants to do (rise), but at our command, we've taken stuff that previously floated upwards for no good reason and made it work to our benefit. That means that no matter what nature provides, we can bend it to our will if we let it think it's getting away with doing what it would do anyway if we weren't there. Isn't that tremendous?
Close
Books
Golden Shissar Encyclopedia
This item can be placed on the floor in any house type.

TREASURED

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 2p 32g 34s 38c
requires Lore and Legend server
or Krmi Hilflipper in The Blinding (-584, 38, 467) for 1g 20s 5 Recuso Specie.

Discovered on 18 Dec 2019 at 22:47:46 PST.
Books
Good Eatin'
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Good Eatin'"
for 1c.

Discovered on 7 Jun 2013 at 22:27:01 PDT.
Good Eatin'


Second Edition
This is a cookbook written by Halasian homemaker in which she details some of the local ethnic food of her homeland.
I've put this book together so other people out there can enjoy my fine cooking.


My husband always tells me there's nothing finer than a plate of my heddice. Sometimes I have to give him a good whallop upside the head as a gentle reminder to tell me, but that's because he's so busy gobbling down what I've made for him.


These recipes are usually what I make for my husband and the wee ones every dinner.
Black Pudding: I always start dinner with a tasty black pudding.


In order to make this meal, you'll first need to go out there and find yourself a black ooze. Slimy little things, they cook up just fine with a couple of spices.


When you're done whacking it with your mace, you'll need to bring it back to kitchen for the cleaning.
Its very important that you clean the ooze really well before you start the cleaning.


There are a bunch of little balls inside the jelly things that you gotta cut out. If you miss even one of them, you'll wind up making the pudding really bitter.


Take my word for it - getting the kiddies to ear it when it's not prepared right is like pulling teeth from a mammoth.
Once you have the ooze cleaned just right, put it in a bowl and start smooshing it with your fists.


Once it's nothing more than jelly, add in a couple fistfuls of flour and start mixing. Add in some crushed ice peppers (the sweet kind, mind you) and then put it in the oven for about an hour.


When it's done, you'll have a nice brandy treat that everyone will praise you for.
Butterscotch: You can't have a good pudding without having something to wash it down with.


Always make sure to offer the people eating your food a good libation. My specialty is a tasty butterscotch.


Take a pound of butter and melt it in a large stein. Pour in some scotch until the container has been filled and give it a good shake or two.


If you're serving to wee kiddies, just leave the scotch out.
Heddice: There's only one meal that should ever be served at dinner, and that's a hearty heddice.


Now, I know everyone's got their own opinion on how it should be prepared, but once you try my recipe you'll never prepare it any other way.


To start, you need to go out there and whack a polar bear. Make sure you get all meat and the head too. That's the most important part.
Now get yourself some oatmeal and a seal's heart (look for one about as big as your hand). Crush them together, adding in chopped onion for extra flavor. Once you've made a big 'ole mush out of it, set it to the side. Now take a couple of wolf livers and marinade them in chicken stock. If you can handle even more flavor, mix in some ice peppers (not the sweet kind... that's just disgusting).
Finally, get some chicken fat and melt it over a fire. At the same time, start digging out all of the gunk inside the polar bear's head.


When it's all clean inside, put the livers and the oatmeal mush and shove it inside. Pour the chicken fat over the mixture, then sew up the neck.


Boil the head in a pot of water for about ten hours, and you're done! Once your family starts digging into that head lettuce, they'll tell you they've never had a better heddice in their life!
Halas 10-lb Meat Pie: When the winter get the coldest, you may want to add another plate to your meal.


You can't go wrong with a ten-pounder, I always say. An easy dish to prepare, you'll need to gather a couple of ingredients first.


First you gotta whip up a good, thick cream. I prefer to use polar bear milk, but use whatever you can find.
You'll need a haunch of wolf, a brisket of bear (try brown bear for an exotic taste), a rack of mammoth and some imported lion hamburger.


Soak all of these in that cream for about a day, then throw 'em in a pie tin and bake it for about six hours! Tada! One of the best desserts you an serve your family.


The only difficulty to preparing this recipe is finding a pie tin big enough to hold all ten pounds of the meat (I've only been able to find ones that hold seven pounds).
Books
Good Eatin'
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] Good Eatin' (Tome).

Components
Good Eatin' - Page 4 (shinies in Everfrost)
Good Eatin' - Page 5 (shinies in Everfrost)
Good Eatin' - Page 6 (shinies in Everfrost)
Good Eatin' - Page 10 (shinies or looted in Everfrost)
Good Eatin' - Page 11 (looted in Everfrost)
Good Eatin' - Page 12 (looted in Everfrost)

Discovered on 13 Nov 2005 at 1:34:13 PST.
Good Eatin'


Second Edition
This is a cookbook written by Halasian homemaker in which she details some of the local ethnic food of her homeland.
I've put this book together so other people out there can enjoy my fine cooking.


My husband always tells me there's nothing finer than a plate of my heddice. Sometimes I have to give him a good whallop upside the head as a gentle reminder to tell me, but that's because he's so busy gobbling down what I've made for him.


These recipes are usually what I make for my husband and the wee ones every dinner.
Black Pudding: I always start dinner with a tasty black pudding.


In order to make this meal, you'll first need to go out there and find yourself a black ooze. Slimy little things, they cook up just fine with a couple of spices.


When you're done whacking it with your mace, you'll need to bring it back to kitchen for the cleaning.
Its very important that you clean the ooze really well before you start the cleaning.


There are a bunch of little balls inside the jelly things that you gotta cut out. If you miss even one of them, you'll wind up making the pudding really bitter.


Take my word for it - getting the kiddies to ear it when it's not prepared right is like pulling teeth from a mammoth.
Once you have the ooze cleaned just right, put it in a bowl and start smooshing it with your fists.


Once it's nothing more than jelly, add in a couple fistfuls of flour and start mixing. Add in some crushed ice peppers (the sweet kind, mind you) and then put it in the oven for about an hour.


When it's done, you'll have a nice brandy treat that everyone will praise you for.
Butterscotch: You can't have a good pudding without having something to wash it down with.


Always make sure to offer the people eating your food a good libation. My specialty is a tasty butterscotch.


Take a pound of butter and melt it in a large stein. Pour in some scotch until the container has been filled and give it a good shake or two.


If you're serving to wee kiddies, just leave the scotch out.
Heddice: There's only one meal that should ever be served at dinner, and that's a hearty heddice.


Now, I know everyone's got their own opinion on how it should be prepared, but once you try my recipe you'll never prepare it any other way.


To start, you need to go out there and whack a polar bear. Make sure you get all meat and the head too. That's the most important part.
Now get yourself some oatmeal and a seal's heart (look for one about as big as your hand). Crush them together, adding in chopped onion for extra flavor. Once you've made a big 'ole mush out of it, set it to the side. Now take a couple of wolf livers and marinade them in chicken stock. If you can handle even more flavor, mix in some ice peppers (not the sweet kind... that's just disgusting).
Finally, get some chicken fat and melt it over a fire. At the same time, start digging out all of the gunk inside the polar bear's head.


When it's all clean inside, put the livers and the oatmeal mush and shove it inside. Pour the chicken fat over the mixture, then sew up the neck.


Boil the head in a pot of water for about ten hours, and you're done! Once your family starts digging into that head lettuce, they'll tell you they've never had a better heddice in their life!
Halas 10-lb Meat Pie: When the winter get the coldest, you may want to add another plate to your meal.


You can't go wrong with a ten-pounder, I always say. An easy dish to prepare, you'll need to gather a couple of ingredients first.


First you gotta whip up a good, thick cream. I prefer to use polar bear milk, but use whatever you can find.
You'll need a haunch of wolf, a brisket of bear (try brown bear for an exotic taste), a rack of mammoth and some imported lion hamburger.


Soak all of these in that cream for about a day, then throw 'em in a pie tin and bake it for about six hours! Tada! One of the best desserts you an serve your family.


The only difficulty to preparing this recipe is finding a pie tin big enough to hold all ten pounds of the meat (I've only been able to find ones that hold seven pounds).
Books
Guide to Collecting Crypt Plates
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:43 PDT.
"A Beginner's Guide to Crypt Plates," by Poola Thackery. Poola has been a crypt plate collector for many years and currently owns the finest collection of these funerary relics in all Antonica.
You may be asking yourself why bother collecting crypt plates since I, Poola Thackery, have already got the largest collection in Norrath. First of all, it's an excellent way to learn about history and genealogy. Second, if you find a rare plate, I might trade you several of mine for a single rarity! That's a great incentive, I think.
What is crypt plate collecting? It is the collecting of the plates used to identify the tombs, coffins or sarcophagi of the deceased. These plates are made of metal, usually something soft like tin or brass, and provided some basic information, such as name and lineage of that person. In the most ancient of times, these plates were only used by the wealthy. With so many modern conveniences in Norrath, however, many folks are making and using them.
The most valuable of all crypt plates dates back to the Age of Turmoil. In those days, only the titled and the wealthy could afford ornate plates. Normal folk (like you and I) would have thin wooden tablets which, of course, disintegrate over time. The oldest plate in my collection is for Amalia Keinaira Bayle, who married Melton Bayle who was a cousin of Antonius Bayle the Third. Amalia did not have a coffin; her plate was hung from a copper chain off one of the urns in the Crypt of Betrayal. Second shelf, third from the right IF you must know.
This is not grave-robbing, the removal of the crypt plate. I want that to be plain and clear. In the old days, the families of the deceased were offered the plate before the interment. If they chose not to take the plate, then it falls into the "finders keepers" category of collecting. I am a staunch advocate of such.
The walls of urns in the Crypt of Betrayal are quite beautifully arranged. This is in contrast to the way most of this level of the catacombs is maintained. In some parts, I've seen coffins broken and bits scattered across the ground. There's one place, I have no idea who it belongs to (the plate was already gone), but the doors were nearly completely destroyed. While I do not pay for the crypt plates I obtain myself, I deplore the use of force to wrest a plate from a crypt.
I arrange my collection by family name although many collectors use other methods such as in order of the deceased's rank, or by a date on the plates, or even by the plate's material. Since my collection is so extensive, I have found that keeping them by family name allows me to quickly locate any single plate quickly. My current collection is well over two thousand individual plates.
You can display your crypt plates any number of ways. In my house, I recreated the funerary urn walls of the Crypt of Betrayal, then placed a plate into each niche. Obviously, as I have so many more plates than there are urns in the real Crypt, my display case is scaled down some. I keep all the Bayle family plates on their own wall.
Cleaning your crypt plates will obviously depend upon their material. If it is a metal plate, be careful not to scratch the surface or you might rub off the very words that give the plate its value. Plates carved from marble or granite are somewhat sturdier, but you would not want to drop them. I dropped the plate from the tomb of Linnea Feilanna Bayle (sixth urn from the left, two rows from the bottom) and it split in half. Luckily for me, the front remained mostly intact.
You will only want to sell your crypt plates with other reputable folk. In the past couple of seasons there has been an increase in the vile practice of pretending to give the seller a bag of coin in exchange for the plate, but the seller finds she has a bag of stone chips only instead! I have noticed that this wicked behavior is much more pronounced when trading or selling relics of the Bayle family, particularly the Bayles who lived during the War of Plagues.
I truly hope this guide interests you in the fascinating practice of collecting crypt plates. There are still some out there, and as I mentioned before, I would be interested in trading for some of the rarer old pieces. Good luck on your new hobby!
Books
Guide to Collecting Crypt Plates
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 19 Nov 2004 at 18:49:07 PST.
"A Beginner's Guide to Crypt Plates," by Poola Thackery. Poola has been a crypt plate collector for many years and currently owns the finest collection of these funerary relics in all Antonica.
Entry One
Put book away.
You may be asking yourself why bother collecting crypt plates since I, Poola Thackery, have already got the largest collection in Norrath. First of all, it's an excellent way to learn about history and genealogy. Second, if you find a rare plate, I might trade you several of mine for a single rarity! That's a great incentive, I think.
Entry Two
Put book away.
What is crypt plate collecting? It is the collecting of the plates used to identify the tombs, coffins or sarcophagi of the deceased. These plates are made of metal, usually something soft like tin or brass, and provided some basic information, such as name and lineage of that person. In the most ancient of times, these plates were only used by the wealthy. With so many modern conveniences in Norrath, however, many folks are making and using them.
Entry Three
Put book away.
The most valuable of all crypt plates dates back to the Age of Turmoil. In those days, only the titled and the wealthy could afford ornate plates. Normal folk (like you and I) would have thin wooden tablets which, of course, disintegrate over time. The oldest plate in my collection is for Amalia Keinaira Bayle, who married Melton Bayle who was a cousin of Antonius Bayle the Third. Amalia did not have a coffin; her plate was hung from a copper chain off one of the urns in the Crypt of Betrayal. Second shelf, third from the right IF you must know.
Entry Four
Put book away.
This is not grave-robbing, the removal of the crypt plate. I want that to be plain and clear. In the old days, the families of the deceased were offered the plate before the interment. If they chose not to take the plate, then it falls into the "finders keepers" category of collecting. I am a staunch advocate of such.
Entry Five
Put book away.
The walls of urns in the Crypt of Betrayal are quite beautifully arranged. This is in contrast to the way most of this level of the catacombs is maintained. In some parts, I've seen coffins broken and bits scattered across the ground. There's one place, I have no idea who it belongs to (the plate was already gone), but the doors were nearly completely destroyed. While I do not pay for the crypt plates I obtain myself, I deplore the use of force to wrest a plate from a crypt.
Entry Six
Put book away.
I arrange my collection by family name although many collectors use other methods such as in order of the deceased's rank, or by a date on the plates, or even by the plate's material. Since my collection is so extensive, I have found that keeping them by family name allows me to quickly locate any single plate quickly. My current collection is well over two thousand individual plates.
Entry Seven
Put book away.
You can display your crypt plates any number of ways. In my house, I recreated the funerary urn walls of the Crypt of Betrayal, then placed a plate into each niche. Obviously, as I have so many more plates than there are urns in the real Crypt, my display case is scaled down some. I keep all the Bayle family plates on their own wall.
Entry Eight
Put book away.
Cleaning your crypt plates will obviously depend upon their material. If it is a metal plate, be careful not to scratch the surface or you might rub off the very words that give the plate its value. Plates carved from marble or granite are somewhat sturdier, but you would not want to drop them. I dropped the plate from the tomb of Linnea Feilanna Bayle (sixth urn from the left, two rows from the bottom) and it split in half. Luckily for me, the front remained mostly intact.
Entry Nine
Put book away.
You will only want to sell your crypt plates with other reputable folk. In the past couple of seasons there has been an increase in the vile practice of pretending to give the seller a bag of coin in exchange for the plate, but the seller finds she has a bag of stone chips only instead! I have noticed that this wicked behavior is much more pronounced when trading or selling relics of the Bayle family, particularly the Bayles who lived during the War of Plagues.
Entry Ten
Put book away.
I truly hope this guide interests you in the fascinating practice of collecting crypt plates. There are still some out there, and as I mentioned before, I would be interested in trading for some of the rarer old pieces. Good luck on your new hobby!
Close Book.
Books
Guidebook to the Queen's Colony
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Offers the Quest
'The Queen's Colony'

Claimed from Unknown.

Discovered on 26 Dec 2012 at 11:55:59 PST.
Guidebook to the Queen's Colony

Written by Wilteau de Berge

The Queen's Colony has--for some time now--been a mostly self sufficient, cozy, and pleasant place to live. Within the walls of the colony itself (the area with which I am most familiar, and thus what this text focuses on) one can find everything they need to start a new life.

It is my hope that this book will provide for others a helpful guide in finding what and who they need within the Queen's Colony.
Myrrin's Tower As it can be seen from near anywhere within the walls of the colony, Myrrin's Tower seems a natural place to start. Captain Warrik spends his time on the ground floor of the tower. To those who ask, Warrik will explain the many ways in which one interacts with the world and its inhabitants. Higher up, on the top floor of the tower, rests Myrrin the Magnific. Myrrin's mind is filled to the brim with information on spells, abilities, and combat arts. Myrrin will explain each to its fullest extent to any curious enough to inquire.
Outside the Tower


Gregory Collins rests outside of the tower on its east side. Gregory is willing and eager to explain the basics of tradeskilling.

On the northwest side of the tower Cheye Seawind explains the secrets of death to those interested in such things.

Southwest of the tower is Borda Gemseeker. She can explain the gathering of materials used for tradeskills as well as the gathering of collection items that interest collectors (like Paula Marx to her right).
The Training Grounds


The Training Grounds are in the northwestern corner of the colony.

Hayl McGuiness spends his time here. Hayl loves to fight and is always happy to give pointers to those who aren't quite as experienced as he is.

Verrin Glimmertide is an expert on triggering, progressing, and completing Heroic Opportunities and offers to impart this knowledge free of cost.

Marla Gilliam can also be found here, teaching people how to "consider" or "con" an opponent to gauge its toughness.
Bogfoot's Bank



Just north of Myrrin's Tower Bogfoot has set up a bank. Quite a few helpful people spend time in his company.

Charlene Stoutmuffin, in the northwestern corner of the bank, can explain proper use of items and the inventory system.

In the northeastern corner Zidget Sprogrudder can explain how to repair equipment and make use of a banker to store items and money.

In the center of the bank Gurga Tureheart can explain the significance of attributes such as strength and intelligence.
Service Providers


Just south of The Training Grounds Hanna Deeppockets has set up a small tent to barter with adventurers.

East of the bank Mender Mannus will repair equipment broken in battle.

South of Myrrin's Tower Paula Marx will reward people who can provide her with items she is collecting.
Everywhere you turn in the colony there is someone who can help you. Here it is again in a shorter format: Merchants: Hannah Deeppockets Southwest of Myrrin's Tower Mender: Mender Mannus North and slightly east of Myrrin's Tower Collector: Paula Marx South of Myrrin's Tower
Trainers:
Combat Basics:
Hayl McGuiness
Northwestern corner of the colony

Heroic Opportunities:
Verrin Glimmertide
Northwestern corner of the colony

Consider System:
Marla Gilliam
Northwestern corner of the colony

Spells, Combat Arts, and Abilities:
Myrrin the Magnific
Upstairs in Myrrin's Tower
Tradeskills (Crafting):
Gregory Collins
Outside of Myrrin's Tower on its east side

Tradeskills (Collecting) and Collections:
Borda Gemseeker
Southwest of Myrrin's Tower

World Interaction
Captain Warrik
On the ground floor in Myrrin's Tower
Inventory and Item Interaction:
Charelene Stoutmuffin
Northwestern corner of the bank

Banking and Repairing:
Zidget Sprogrudder
Northeastern corner of the bank

Attributes:
Gurga Trueheart
In the center of the bank

Death:
Cheye Seawind
Outside of Myrrin's Tower on its west side
$A, I am proud to have known you as you are now. In the future, when your name comes up--as I am certain it will--I will be eager to tell of your time spent here. May your journeys be fruitful, your friends plenty, and your enemies rare.


-Murrar Shar
Books
Halasian hardbound book
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Rent Status
Reduction
25

Purchased from Assistant Warden Bjerne (-402, 171, -127) or Corna Kilgour in Frostfang Sea (-301, 173, -107) for 2g 40s.

Discovered on 25 May 2010 at 9:09:08 PDT.
Books
Halfling recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.









The halfling meat is very fat and usually sugary. Do not eat too much of it, it's very bad for the health. You can roast your halfling or serve it with jumjum sauce, but the Pie is the best way to get rid of your halfling.


                                PIESTRO'S PIE

This recipe is perfect to cook a Halfling. If Piestro is already cooked and you have already eaten all Halflings around, you can use mutton.

* 2 lb (1.4 kg) lean Piestro (or mutton)
* 2 large onions
* 2 leeks
* 2 oz (50 g) unsalted butter
* 1 oz (25 g) flour
* Shortcrust pastry (using 1 lb/450 g flour)

Slice the onions and leeks. Put them into a saucepan with the Piestro, boil and simmer for about an hour until the Piestro is tender.
Strain and keep the liquor.

Cut the meat into bite-sized pieces and put
with the vegetables into an 8 inch deep pie pan.


Melt the butter in a frying pan and stir in the flour. Gradually add 2 cups of the liquor, stirring constantly.
Bring to the boil then cool slightly before adding to the pie pan. Allow to cool.

Now cover with the shortcust pastry, trim and make vents for the steam to escape. Brush with milk and bake in a faily hot oven at 400°F for 15 minutes. Turn the heat down to moderate at 350°F/180°C and bake for another 10-15 minutes until the crust is golden brown.
Books
Halls of the Dead Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Offers the Quest
'The Halls of the Dead Creature Cataloging'


Discovered on 5 Oct 2005 at 10:17:23 PDT.
Halls of the Dead Creature Catalog
by Pearl Honeywine
While stories have said that "dead ones tell no tales," these stories are not about Stormhold or Fallen Gate. The dead of these regions are still anxious to tell their tales, as they walked the world during some of its most turbulent and violent periods.

Stormhold was the base for the ancient order called Knights of Thunder, while the First Gate was an entrance to Neriak, home of the Teir'Dal.
Stormhold's location was unknown for many seasons but is now known to be located in the foothills of eastern Antonica on Karan. On D'Lere, Fallen Gate can be reached somehow through the Commonlands.

As is usual with ancient bastions, the exact locations are generally known yet never committed to writing lest the writer find himself victim of an unfortunate accident.
Both Fallen Gate and Stormhold are primarily below ground. Carved from the stones surrounding them, the weight of the world above provides great insulation against any temperature fluctuations above.

They are generally cool, but not uncomfortably so. It is wise however to bring a cloak or other wrap to keep out the chill.
As sunshine and warmth do not penetrate into these caverns, the primary flora of Stormhold and First Gate are varieties of fungi and lichens.

One exception in First Gate is the extremely rare cavern feeder. It is pale and faintly luminescent, growing beside underground pools. It is a carnivorous plant that dips into the water to strain discarded entrails and small fry.
It is said scenes of sudden assault are haunted by those who took part in the battles.

First Gate and Stormhold prove this to be true. Ghosts and apparitions of ancient warriors and mages continue to haunt their former assignments, looking at all who enter as enemies.

Being underground regions, they are each infested with various bugs, snakes and leeches as well.
Books
Halls of the Dead Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 12:16:02 PDT.
Halls of the Dead Creature Catalog
by Pearl Honeywine
While stories have said that "dead ones tell no tales," these stories are not about Stormhold or Fallen Gate. The dead of these regions are still anxious to tell their tales, as they walked the world during some of its most turbulent and violent periods.

Stormhold was the base for the ancient order called Knights of Thunder, while the First Gate was an entrance to Neriak, home of the Teir'Dal.
Stormhold's location was unknown for many seasons but is now known to be located in the foothills of eastern Antonica on Karan. On D'Lere, Fallen Gate can be reached somehow through the Commonlands.

As is usual with ancient bastions, the exact locations are generally known yet never committed to writing lest the writer find himself victim of an unfortunate accident.
Both Fallen Gate and Stormhold are primarily below ground. Carved from the stones surrounding them, the weight of the world above provides great insulation against any temperature fluctuations above.

They are generally cool, but not uncomfortably so. It is wise however to bring a cloak or other wrap to keep out the chill.
As sunshine and warmth do not penetrate into these caverns, the primary flora of Stormhold and First Gate are varieties of fungi and lichens.

One exception in First Gate is the extremely rare cavern feeder. It is pale and faintly luminescent, growing beside underground pools. It is a carnivorous plant that dips into the water to strain discarded entrails and small fry.
It is said scenes of sudden assault are haunted by those who took part in the battles.

First Gate and Stormhold prove this to be true. Ghosts and apparitions of ancient warriors and mages continue to haunt their former assignments, looking at all who enter as enemies.

Being underground regions, they are each infested with various bugs, snakes and leeches as well.
Books
Handbook of the Academy of Logistics
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Graem Vorbent in Timorous Deep.

Purchased from Prime Stockmajor Grelishh in Timorous Deep (2763, 126, 1216) for 1c.

Discovered on 4 Mar 2008 at 8:55:54 PST.
Handbook of the Academy of Logistics
Toil created us, toil empowered us, and toil leads us into the future. The advancement of Gorowyn is of primary importance and the crafters of Gorowyn stand ready to support that effort in every way.
-- Prime Purveyor Clazdok Gi`uul
In order to be competitive in today's marketplace, the Academy of Logistics provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
In the event that you are discovered to possess an aptitude and inclination for crafting, make your way to tradeskill delegate Rozokal Niba'mok within Gorowyn to receive further instruction. In this area you will also find a broker, some representatives of the Academy of Logistics, a fuel vendor, and more. The tradeskill delegate can teach you more about how to become an artisan, and how you can put your skills to use for the betterment of Gorowyn.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Academy of Logistics endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the outdoor areas around the city of Gorowyn.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer, who should not be far from the tradeskill delegate.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Academy of Logistics is the tradeskill organization for Gorowyn. Originally a conglomerate of military support divisions, this organization was responsible for the supply and outfitting of the armies. Shortly after the establishment of Gorowyn, the task of training and supplying the social population was given to the organization, which was renamed the Academy of Logistics. To this day the Academy oversees all trade and crafting within the city of Gorowyn, as well as overseeing all technological needs such as the supply and maintenance of anchoring tanks. The Academy of Logistics also administrates all trade within the city, monitors and taxes all broker transactions, and ensures the compliance and productivity of all Gorowyn citizens with crafting talents.
As you increase in skill as an artisan, you may consider it your duty as a citizen to assist the Academy of Logistics in supplying your city. Representatives of the Academy of Logistics will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Academy of Logistics. Work order representatives can be found in Gorowyn's main crafting area.
If you earn sufficient status with the Academy of Logistics to merit recognition, the society's faction merchant located in Gorowyn's central crafting area will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the Academy's most closely-guarded recipes. The Academy of Logistics expects that all citizens will be willing and eager to support their city and fellow citizens, but grants recognition to those who provide services and support above and beyond the average.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Salviln Grau'tuz, the career counselor for the Academy of Logistics, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We are all part of a greater team, combining our efforts towards serving the city of Gorowyn. In crafting, just as in any other profession, establish your reputation by doing your best at whatever task is before you. Your efforts will help to maintain Gorowyn's military superiority and ensure we remain a strong force to be reckoned with.
Books
Handbook of the Coalition of Tradesfolke
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Fangtarn in The Ruins.

Purchased from Juvena in The City of Freeport (36, -18, 105) for 1c.

Discovered on 4 Mar 2008 at 8:39:28 PST.
Handbook of the Coalition of Tradesfolke
Any great civilization is not built in a day. Look at how long we have survived and prospered, through the adversity of time and place. And yet, we are more than a city of might and brawn. The skills of our artisans and tradesfolk provide us with improved weaponry and armor as well as other vital products.
-- Trade Commissioner Lasarian Nasin, Freeport Coalition of Tradesfolke
In order to be competitive in today's marketplace, the Freeport Coalition of Tradesfolke provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
Upon arrival at your new district, locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Coalition of Tradesfolke, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan. As you know, every district caters to different clientele, therefore the Freeport Coalition of Tradesfolke maintains separate yet equal connections in each of them. In this way, we can ensure the quality of the merchandise being offered in service of the Overlord.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Coalition of Tradesfolke endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Freeport such as the Graveyard (located through Longshadow Alley or Stonestair Byway); The Ruins and the Sunken City (accessed by ringing the mariner's bell on one of the district docks); or the Sprawl (accessed via Scale Yard or Big Bend).
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. TO choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the districts.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Coalition is the official governing body of all trade activity within the territory of Freeport. Although not a true part of the government, they are charged with the task of trade organization. The Coalition maintains an absolute monopoly on the regional trade market, and is thus a major force in the trade world. Since Freeport is the trade hub of the world, thanks to its robust shipping lanes and major continental highways, the Coalition is a force to be reckoned with in the global economy. The Coalition also manages all trade activity of Freeport. They are charged with taxing the populace and even enforcing the taxes in any way they see fit. The Coalition of Tradesfolke headquarters is located in West Freeport, near the Militia House.
As you increase in skill as an artisan, you may find it prudent to offer your services to support the Coalition. Representatives of the Coalition of Tradesfolke will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Coalition of Tradesfolke. Work order representatives can be found at the Coalition headquarters, as well as in most crafting areas in the outlying districts. However, do not attempt to pass off inferior items for a work order, as this may endanger not only your reputation, but perhaps your life.
If you earn sufficient status with the Coalition of Tradesfolke to merit recognition, the society's faction merchant located in West Freeport will sell you a title certificate should you wish to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. The Coalition ensures that those who serve faithfully are rewarded appropriately. Your mandatory support is entirely voluntary.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Jonak Harvester, the career counsellor at the Coalition of Tradesfolke headquarters, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving the Overlord and the Coalition. You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by working with the Coalition in your district, and using your wit and skill. The Overlord knows the value of the artisan to Freeport's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint him.
Books
Handbook of the Dark Bargainers
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Dalvos D'Nar in Darklight Wood.

Purchased from Acquisitions Expert Kyri Velkyn in Neriak, City of Hate (-170, 0, 303) for 1c.

Discovered on 4 Mar 2008 at 8:33:00 PST.
Handbook of the Dark Bargainers
There are no races more skilled in the ancient crafting arts than the Teir'dal, and no gods more deserving of our dedication than Innoruuk. All others are inferior, and therefore it is not only our duty, but also our pleasure, to take full advantage of the opportunities they present.
-- Acquisitions Expert Mraena D'Aryth
In order to be competitive in today's marketplace, the Dark Bargainers provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
The central crafting area in Neriak is located near the Blind Fish. In this area you will find a banker, broker, some representatives of teh Dark Bargainers, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan. The Dark Bargainers representatives maintain a close watch on the quality of goods, and artisans, entering and leaving this area. In this way, we can ensure the quality of the merchandise being offered in service of Innoruuk and the Queen.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Dark Bargainers endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the Darklight Wood in the areas near Neriak and the outpost.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who can be found in the central crafting area.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Dark Bargainers is the official governing body of all trade activity within Neriak and the surrounding areas. They maintain the city's flourishing trade activities and broker networks, and charge a fee for each broker transaction which is used for administrative purposes. Although not an official arm of the religious structure within Neriak, the Dark Bargainers are a very religious society and offer a portion of all profits to the temple of Innoruuk. They also set aside a portion of each week in order to meditate and honor Innoruuk. Representatives of the Dark Bargainers can always be found in Neriak's central crafting area, although there is no region of Neriak in which their influence is not felt.
As you increase in skill as an artisan, you may find it prudent to offer your services to support the Dark Bargainers. Representatives of the Dark Bargainers will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Dark Bargainers. Work order representatives can be found in Neriak's central crafting area. Perform all tasks for the Dark Bargainers with the utmost care and skill. Any attempt to pass off inferior items for a work order is an insult to Innoruuk, and may put a rapid end to not only your reputation, but quite likely also your life.
If you earn sufficient status with the Dark Bargainers to merit recognition, the society's faction merchant Kyri Velkyn will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. The Dark Bargainers ensure that those who serve faithfully are rewarded appropriately. Your mandatory support is entirely voluntary.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Vier N'Vul, the career counsellor for the Dark Bargainers, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving Innoruuk and the Dark Bargainers. You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by maintaining a good relationship with the Dark Bargainers in your district, and using your wit and skill. Queen Thex knows the value of the artisan to Neriak's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint us.
Books
Handbook of the Ironforge Exchange
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Henk Newfield in Oakmyst Forest.

Purchased from Fhara Hanford in Qeynos Capitol District (340, -21, -108) for 1c.

Discovered on 4 Mar 2008 at 8:46:20 PST.
Handbook of the Ironforge Exchange
Qeynos has rebuilt itself countless times over the ages. The constant thread that weaves its way through our city is the quality of the good produced and the services provided by our own residents. We all have skills and talents to share with the community. The Qeynos Ironforge Exchange gives our creativity an outlet that is not only good for our artistic nature, but the city as well.
-- Baron Kaedrin Ironforge, Qeynos Ironforge Exchange
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, once cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Ironforge Exchange, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ironforge Exchange endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Qeynos such as the Peat Bog (located through Starcrest Commune or Nettleville); Oakmyst Forest and the Caves (accessed by ringing the mariner's bell on one of the village docks); or the Forest Ruins (accessed via Baubbleshire or Willow Wood).
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the villages.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Ironforge Exchange is comprised of all artisans and merchants who own shops within the city of Qeynos. This faction manages the city's broker system, and all vendors who use them must pay a tax used for their upkeep. The merchants of Qeynos are always quick to lend a helping hand with any task that benefits their realm or its people. They often compromise with the other factions of Qeynos, and will sometimes make decisions that result in a financial loss if it benefits the greater good. No amount of profit is worth more than the prosperity of all Antonicans. The Ironforge Exchange is an extremely integral part of the rebuilding of Qeynos. The Ironforge Exchange headquarters is located in North Qeynos, opposite the bank.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Qeynos. Representatives of the Ironforge Exchange will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ironforge Exchange. Work order representatives can be found at the Ironforge Exchange headquarters, as well as in most crafting areas in the outlying villages.
If you can earn sufficient status with the Ironforge Exchange to merit membership, the Ironforge Exchange faction merchant located in North Qeynos will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in the Ironforge Exchange is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Fidelia Recolo, the career counselor at the Ironforge Exchange headquarters, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for quick reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Qeynos is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!
Books
Handbook of the Ravens of the North
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Bull the Crafty in Frostfang Sea.

Purchased from Peregrine Helgreth Iceweaver in Frostfang Sea (-331, 176, -47) for 1c.

Discovered on 25 May 2010 at 9:06:34 PDT.
Handbook of the Ravens of the North
Halas, the ancestral home of the Northmen, is no more. Torn asunder by years of fighting with the snow orcs, the city was finally razed to the ground by the fiery chunks of Luclin raining down to fulfill the shaman's prophecy: "On the night of fire, Halas shall be consumed by earth. Blood shall flow like water, for death travels through the air." Yet the sons and daughters of the Marr twins will not go quietly into the Gray Wastes, nor shall we leave our beloved Erollisi Marr unguarded as she travels those lands. Where she now lies, let us go too. We shall rebuild New Halas to stand guard by her shrine, and never again shall we turn our backs on our home.
-- Nikolas MacCraifft, the White Raven
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to visit the hall of the Ravens of the North. This should be marked on your map. Inside you will find some representatives of the Ravens, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ravens of the North endorse, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around New Halas. The main isle supplies the first harvests you will require, and materials for more advanced crafting can be found on the outer isles.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you and you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who is within the hall of the Ravens of the North.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Ravens of the North are comprised of all artisans and merchants who own shops within New Halas. This faction manages the city's broker system, and all vendors who use them pay a tax used for their upkeep. The artisans of Halas are always quick to lend a helping hand, and have been an essential and driving force behind the establishment of New Halas. While their fins skills and craftsmanship can earn them a comfortable living, they realize that no amount of profit is worth more than seeing the successful establishment of New Halas.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Halas. Representatives of the Ravens of the North will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ravens of the North. Work order representatives can be found in the hall of the Ravens of the North.
If you earn sufficient status with the Ravens of the North to merit membership, their faction merchant located in their hall will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in the Ravens of the North is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan,the career counselor at the hall of the Ravens of the North can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. The entire city of New Halas is a labor of love by its artisans, filled with many beautiful carvings and more still to come. We look forward to adding your work towards the enhancement of our city!
Books
Handbook of Tunare's Pages
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had a Hammer (Tradeskill), started by Grull Silverstump in Greater Faydark.

Purchased from Yono Sylnu in Greater Faydark (451, 91, 343) for 1c.

Discovered on 4 Mar 2008 at 8:37:58 PST.
Handbook of Tunare's Pages
Our enemies assaulted us with fire and blade, and without the talents of our artisans, the city would have been destroyed in the fires of Faydark and again during the second Rallosian war. That the city still stands and remains as strong and beautiful as ever is a testament to the skills of our tradesfolk and the strength of our citizens.
-- Master Liaison Aeble Ashberry, Tunare's Pages
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to locate the tradeskill area within Kelethin. The main hub of crafting in Kelethin is the Tunare's Pages building, which should be marked on your map, or a guard can give you directions. Around this building you will find a broker, some representatives of Tunare's Pages, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that Tunare's Pages endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the areas underneath Kelethin and in the Nursery region of Greater Faydark.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance to Tunare's Pages.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
Tunare's Pages is comprised of all artisans and merchants with an interest in the crafts of Kelethin. This faction is guided byu a democratic council of Kelethin's senior artisans, and answers to Queen Amree. They manage the city's broker system, and all vendors who use them must pay a few which is used for the upkeep and administration of the system. The merchants of Kelethin are always quick to lend a helping hand with any task that benefits their realm or its people. They played a large part in rebuilding Kelethin after a number of historical fires, and continue to improve the city. The headquarters of Tunare's Pages is located in Kelethin near Joleena's Restaurant.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Kelethin. Representatives of Tunare's Pages will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of Tunare's Pages. Work order representatives can be found at the Tunare's Pages headquarters.
If you earn sufficient status with Tunare's Pages to merit membership, the society's faction merchant located in the Tunare's Pages headquarters will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in Tunare's Pages is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archtype you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty., but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. it is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Amy Recolo, the career counselor for Tunare's Pages, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for references as needed. it is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Kelethin is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!
Books
Hidebound Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Hidebound Leather Notebook
Working with raw materials to scribe a hidebound leather notebook.
Level
79
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:11:40 PDT.
Books
High Elf recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.









High Elves are not very tasty as the meat is extra lean. They do make some nice and crispy bacon, of way higher quality than the dwarf bacon usually used for cooking.
Of course, Fyreflyte's bacon is the best bacon around!

                    FISH AND CHIPS WITH
                  HIGH ELF BACON SAUCE


This is the perfect dish if you have some extra Fyreflyte's bacon!

                               Fish and chips

* 4 large potatoes, peeled and cut into strips
* 1 cup all-purpose flour
* 1 teaspoon baking powder
* 1 teaspoon salt
* 1 teaspoon ground black pepper
* 1 cup milk
* 1 egg
* 1 quart vegetable oil for frying
* 1 1/2 pounds cod fillets

Place potatoes in a medium-size bowl of cold water. In a separate medium-size mixing
bowl, mix together flour, baking powder, salt, and pepper. Stir in the milk and egg; stir until the mixture is smooth. Let mixture stand for 20 minutes.

Preheat the oil in a large pot or electric skillet to 350 degrees F (175 degrees C).
Fry the potatoes in the hot oil until they are tender. Drain them on paper towels.

Dredge the fish in the batter, one piece at a time, and place them in the hot oil. Fry until the fish is golden brown. If necessary, increase the heat to maintain the 350 degrees F (175 degrees C) temperature. Drain well on paper towels.

Fry the potatoes again for 1 to 2 minutes for added crispness.



                                   Sauce:

* 100g (0.22 pd) of Fyreflyte's bacon (High Elf bacon is very lean)
* 1 shallot
* 25cl (1 cup) of single cream

Cut the bacon into thin slices and fry them in a bit of butter

Add in the thinly sliced shallot
Deglaze with wine vinegar.

Add in the cream and bring to the boil then let it reduce for 5 minutes.



Serve hot with the fish and chips.
Books
History of the Hand
This item can be placed on the floor in any house type.

A chronicled record of the Hand of Serenity

NO-TRADE  NO-VALUE

Quest reward from [85] The Broken Hand (Signature) (Heroic), started by Master Makoto Shoda in Fens of Nathsar (part of the monk epic weapon line).

Discovered on 6 Feb 2008 at 15:16:25 PST.
The History of the Hand - A Gift from the Heavens
During the Age of Turmoil, Quellious, the Goddess of Tranquility, imparted a portion of the Plane of Tranquility to create the demi-plane of Serenity. Where Tranquility goverened the overall state of peace and calm of Norrath, Serenity was created to focus on the personal, inner peace of one's mind and soul.
At this time, Quellious came to Master Wu the Enlightened, the only mortal at the time to achieve true enlightenment through a lifelong dedication to tranquility. She raised Master Wu to demi-god status and charged him with the stewardship of the Plane of Serenity and to serve as her emissary of Peace.
Then the invaders to the Planes of Power came. The lesser planes began to blink out of existence as their energy was needed by the greater planes to withstand the assault of the power-hungry mortals. With heavy heart, Quellious came to Master Wu and told him the energy of the Plane of Serenity was needed by the Plane of Tranquility in order to survive and that she would have to reclaim it. Wu knew that this had to be, but asked Quellious for just a small portion of the energy that he may create a planar artifact to further the case of Serenity among the mortals. Quellious agreed to this and Wu set to work.
Master Wu created the Hand of Serenity, a special katar made of five blades. Although it functioned as a weapon, its purpose was much more as a teaching device than an instrument of destruction. Each of the five blades represented an aspect of Serenity and had its planar symbol etched onto it: Peace, Order, Balance, Harmony, and the central, great blade Tranquility. With just an expert's touch, the five blades could fly open like a fan to demonstrate each individual concept, or swing together to form one harmonious and stronger blade.
Master Wu took the Hand of Serenity and descended to Norrath in order to bestow it upon mortals. He entrusted the blade to the monks of the Ashen Order at their refuge in T'Narev and instructed them that they were to champion the cause of Serenity. They must be the teachers of the world.
The Hand of Serenity was protected by the Ashen Order from generation to generation, used in teaching and instructing in the matters of peace and serenity. It wasn't until the Battle of Defiance at the closing of the Age of War when the Hand would be carried into battle to fight alongside the forces of good. During the raging battle, the Hand of Serenity struck the Avatar of War with such cosmic force, the katar shattered into its five blades.
Following the great clash, the elders of the Order realized that Serenity was truly missing from the world. They decided that to best spread the word of Peace, Tranquility, and Serenity that they would each take one of the five shattered blades and go out into the world to spread the word of Quellious. They designated a time when they would all come together once again just as the blades would when they were whole. However, when that time came only one of the elders would return to the humble walls of T'Narev. That elder would set out again to the lands of Kunark to find the others. He was never seen again...
Books
History of the Runnyeye Goblins, Vol. I
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [35] "History of the Runnyeye Goblins, Vol. I" (Miscellaneous), started by examining "History of the Runnyeye Goblins, Vol. I" (found in Rivervale (-376, -1, -315)).

Discovered on 13 May 2008 at 9:46:47 PDT.
This book is titled "History of the Runnyeye Goblins, Vol. I". It chronicles the history of the goblins from their creation to the exodus from their homelands.
1 GE - The creations of Rallos and The-Brell-That-Is-Not, the goblins were brought into the world. Gathering together as the One Clan, the goblins would create a society that would flourish within their cavernous world.
200 GE - The form of an enormous goblin would appear before the Enlightened Council and present itself as the Avatar of War. The Avatar would demand of the goblins an oath that would bind every following generation. In return for the oath, the goblins would be allowed continued existence.
900 GE - The first schism among goblin society would happen at the death of the Great Chief. His twin sons would fight for succession over the throne, dividing the goblins into two separate camps. Many glorious battles would be fought during what would be called the The Two Chiefs.
930 GE- The Two Chiefs would end during a duel to the death between the twins. The victor emerged from the duel and proclaimed himself as both himself and his twin. The warring camps, not being able to tell the difference between the two, followed the new Great Chief as if he were their victorious leader.
215 RGE- The Crumbling would cause the goblins to leave their home behind. Many goblins would perish during the Crumbling and those that survived would begin the Long Journey. Many years of hardship would pass as the Mass Exodus would search for a new home.
30 PC -The One Clan would see its first separation caused by the Long Journey. While passing through a system of lava channels, a group of goblins would express that they wished to settle down where it was warm. The remaining clan did not agree, leaving this group to live among the fire.
32 PC - The next group of goblins to leave the clan would come several years later. Finding an archipelago of islands, a group insisted on living upon those rock outcroppings. Again, the remainder of the clan did not agree, leaving behind that group to their aquatic existence.
34 PC - Having found a land that was never visited by the warmth of day, a group of goblins would insist that the Long Journey must stop, for they had reached the end of the world. The remainder, still resolute on finding a home, refused. As before, they left the group behind, traveling beyond that cold and icy environment.
35 PC - With more than half their numbers lost during the Long Journey, the goblins began to feel despair that they would never find a suitable home. Many arguments would arise, debating whether or not to return to their original home. With much regret, the remaining members of the One Clan would split one last time. One half would continue looking for a home, and the other half would return to their ancestral home.
36 PC - The One Clan, reduced down to nothing more than a small tribe, continued the Long Journey. After an endless travel, they would step foot upon the soil of a strange new land. Little did they know they would soon find a new home.
Books
History of the Runnyeye Goblins, Vol. II
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:50 PDT.
This book is titled "History of the Runnyeye Goblins, Vol. II". It chronicles the history of the goblins from when they settled in Norrath to the horrible curse that befell them.
40 PC - The One Clan would spend the next several years scouting the newfound land for a place to settle. The surrounding land was filled with a bounty of food, but they wanted something to remind them of their old home.
1 MC - Carving out an intricate cave system within a mountainside, the One Clan would change their name to the Mountain Clan in honor of their new home. All would be fine for the next several decades until their continued tunneling would cause them to meet their unknown neighbors.
37 MC - The goblins would eventually be introduced to a race of short people who lived within the same mountain. For no reason other than lack of being able to communicate, the two races would wind up going to war with each other. Territorial battles would be waged for the next several years.
43 MC - Using the gifts given to them by their creators, the goblins would craft a magical device that allowed them to actually speak the high pitched tongue of their enemies. Once they realized what these little men were saying, the war stopped at once. Both of these two people shared a love for the same thing... invention!
100 MC - The partnership between the two races would continue for many years to come. As the years went by, however, the two races would come to disagreements on the methods of creation. These disagreements would escalate to full arguments. The King of the little people and the Great Chief would meet to discuss how to prevent another war.
100 MC - Both races came to the decision that the only way to prevent a new war was for both peoples to leave for new lands. Agreeing to do so, they left every last one of their marvelous devices within their homes, sealed the mountain and left.
1 RE - Seeking a new home once again, the Mountain Clan would be visited by the Avatar of War and told that the oath of their forefathers had come due. They were told to travel to a land where they were to meet other children of Rallos. With that, the Mountain Clan would find themselves soon enlisted in army of the Rallosian Empire.
1 - ? RE - The goblins would serve the Rallosian Empire for many years to come. Not fully enslaved by their gigantic counterparts, they were not as free as they had been in the past. Their role would be the part of supplier. Creating their magical devices for use by the soldiers on the front lines of the Empire, the goblins would finally come to know their true role in the world.
? RE - During the course of the campaigns across the world of Norrath, the goblins would begin to invent devices of untold beauty and destruction. The blend of technology and magic would reach its height on the day the Rallosian Empire would defeat the gods of the earth themselves.
? RE - The mighty gods of the earth would ultimately take their vengeance upon all of those that joined the Rallosian Empire. Soon after the final battle, the goblins would find they were no longer able to construct the most simple of devices. Several generations would pass as more of that knowledge began slipping away until, finally, the goblins could only survive if they stole the tools and weapons from other lesser races.
Books
History of the Runnyeye Goblins, Vol. III
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:56:48 PDT.
This book is titled "History of the Runnyeye Goblins, Vol. III". It chronicles the history of the goblins from when they made a new home in the Bog Mountain to the present.
1 NR - Many uncounted years would pass as the goblins would aimlessly wander throughout the world. Not possessing any powers of creation, they could no longer "make" a home and had to find something that already existed and could support their numbers. Eventually they would find a new home deep inside a cavern.
4 NR - Soon after they settled, the goblins would be assaulted by monstrous bull-men. Having neither the size or the weapons to stop them, the goblins would retaliate with suicidal charges against the minotaur's villages. After many of these death squads would run to their deaths, enough minotaur axes were secured by the goblins to allow them to fight on even terms.
20 NR- The wars between the minotaurs and the goblins would continue until a third party would appear. A large eyeball, much larger than a goblin, began communicating with the goblins. It asked to speak with the Big King, and when the meeting was over with, the Big King announced to his people that they would be called "Runnyeye".
21 NR - With the help of the Great Eyes, the goblins would overpower the minotaurs and put an end to the war. The subjugated minotaurs were then brought before the Great Eyes and made to bow their knees to their new masters. The now mentally controlled minotaurs took no time in conquering the unassuming goblins.
21 - 600 NR - The goblins, under the mental domination of the Great Eyes, would spend many years in a cruel form of captivity. Acting as the menial labor for the Great Eyes, the goblins would be forced to perform all manner of evil actions. This would continue for many centuries to come.
600 NR - The Rending would change the face of Norrath, causing the lands to shift. No longer attached to the rest of the world, the Runnyeye goblins would find that their Great Eye masters would spend much of their time away from their minions. This would be the beginning of the end for the Great Eyes.
600 NR - While the Great Eyes would turn their attention away from the goblins to discuss their future endeavors, their control would lessen over their mental slaves. A goblin only known as Gribble would bring about a change in the way things were done in Bog Mountain.
600-650 NR - Gribble would show the other goblins the manner in which to break the chains of mental slavery. This would cause what is called the Great Purge. The goblins would begin to slaughter what they now referred to as Evil Eyes. When the numbers were reduced to such a small amount, the goblins stopped and came up with an even crueler fate. They would enslave the Evil Eyes!
650 - Now - The goblins would proceed to subjugate not only the Evil Eyes, but the minotaurs and boarfiends as well. In addition to their reverse of fate, they seemed to be able to do something they had not done in quite a long time. One of them managed to construct a crude weapon with no assistance from the Evil Eyes.
Now - To this day, the Runnyeye goblins are free of their cruel masters. It will take many years before they manage to rebuild all of their lost knowledge. For now, however, the Runnyeye goblins are free to think for themselves and pursue all manner of interests. No longer will they be forced to have thoughts not their own. They are free to rule their own lives. Yes, they are completely free.
Books
Horned Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Horned Leather Notebook
Working with raw materials to scribe a horned leather notebook.
Level
69
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:13:29 PDT.
Books
How to cook a Gnomish Dev by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.
Hello and Welcome to my house, visitor!

This house was created for a strange purpose and I will try to explain it to you, so you may enjoy your stay better.

One year ago, in spring 2011, our dear and beloved dev Gninja, created a live event for reconstructing the druid ring and spires of Velious.
A lot of testers were not happy and went back to the common test practice: crafting gnomish voodoo dolls and sticking more or less rusty pins in them. I thought this practice was way outdated and started to think about something better...

and I found it!

I always liked to cook my fellow players, especially froglocks. But gnomes do make tasty dishes too... and guess what Gninja
was? A GNOME!
I also had this cute house from when we had to test the prestige housing system...

So I had this perfect idea: creating a house to trap, slaughter, cook and eat Gninja!
I even added some more recipes for eating other devs, so he doesn't feel alone in our well-filled stomachs!


Then time went by. Lots of things to test, no ideas about how I could make it... And finally building blocks were added. It was a time consuming process, but I DID found how to create my perfect house...


So here is the house, and here's how to use it.


To cook a Gnomish Dev, especially one as tricky as Gninja, you'll need to prepare yourself.

1/ create the perfect bait:
Launch an advertising campaign around the target house or office with sensational wording. Exemple:
"Grand Opening of the Museum of Cogs!
You always dreamed of seeing all the cogs of the world in a single place in all their glory?
You want to discover a marvellous tinkered vehicle?
You want to see all the tools, armours and cloaks that would mark you as the best tinkerer around?
Come and visit this dreamlike place, in the magnificent Maj'Dul Suite of Qeynos, Test Server, under Leucosia!
All gnomes welcome especially devs!
Non-gnomish developers are encouraged to come and visit with their gnomish friends!"


2/ create your trap:
Put a big sign advertising your Museum of Cogs.
Build the museum with every cog available.
Add a cute (for a gnome) device , like a tinkered vehicle. You could build an automated mincer but it would probably be a bit too obvious.
Add in a bunch of tools, cloaks and other tinker gear.

When the gnome will enter the house, he'll start hoping around every cog display. When he's the most distracted, grab a carefully hidden knife and stab him in the back.
If other developers decided to visit, hit them hard with a heavy cog on the head (gnomes
are immune) while they cower in a corner seeing their gnomish friends have fun, waiting for an explosion.


3/ quickly snatch the gnome away through the back door and put them in a pen. Don't forget to shackle them, little beasts are devious.

4/ If you want to use the brain, use first the Gnomish brain extractor, and don't forget to remove the body after removing the brain.
Cut them into big pieces with the big Dev Cleaver, then chop them down with the axe or with the smaller Dev Cleavers.
You can mince part of the meat or extract dev's juice in the Tier'Dal Juice extractor and mincer. If your gnome has put in a bit of fat, you can make him propel the device first, as gnomes are a bit alternative for hamsters. You can also use other kind of annoying
things like Qhos or Nathans.
This device is very good at extracting Teir'Dal blood to make sanquet, spirits or poisons.





5/ after catching, killing and cutting your gnome in pieces, it's time for the cooking.
You'll need a very big kitchen with a big spit (if you catch barbarians), massive pots, an oven, a grill, a big fridge and, of course, a dev-sized toaster.
Don't forget to stock up some beer if you want to cook dwarves, and some more if you want to catch them too!

Recipe books are on the work surface (they're totally serious recipes btw, you can eat them just fine after substituting
the various races for the actual animal used)

6/ You should keep a little place for burying your favourite dev, like a big mausoleum for our beloved Gninja. Don't forget to write down cute epitaphs for this nice little dev, and always pay your respects to his memory.




7/ build a grand restaurant that will have 2 goals:
First, eating your gnome with friends in a nice setting, with cushions, music, flowers, fount and such. Don't forget to personalize your greeting cards!

Second, catching some more devs, like Cronyn or other dwarves by making them drink A LOT of beer!



                               ENJOY!









                              TO GNINJA

I hope you'll enjoy this house I made for you.
We clearly don't agree on our vision of the game, but the most important things remain: having fun, and talking.
You are, in my opinion, one of the best devs around, because you explain your choices, talk with the players, and don't hesitate to
take the blame if you make a mistake.
You also always take care of the Test community, which is not very common nowadays. You're the one that spawned turkeys at Frostfell and created a special item for us to level when Skyshrine went out for example. You're always very kind and responsive and that's appreciated.

I always planned to keep on playing. Now I know I'll have to quit when the PSS1 deal will come through as I refuse to create an account with a third party company. It's hard to keep on playing knowing that I'll soon leave, but I wanted to take the time to finish and polish this house for you, hoping you'll have some fun visiting it and that you'll enjoy your mausoleum ;p

The whole idea was to have some fun and I sure hope you will and will remember it later when merciless players/testers will start
sticking pins into poor little gnomish dolls once more!

Keep on your good work!



Leucosia from Test
Whilhelmina from Storms
Evil critter-eating froggie
Books
How to Serve Mortals - Flowing Thoughts
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [45] "How to Serve Mortals - Flowing Thoughts" (Lost Temple of Cazic-Thule), started by examining "How to Serve Mortals - Flowing Thoughts" (dropped in The Temple of Cazic-Thule).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""How to Serve Mortals - Flowing Thoughts""
for 1c.

Discovered on 13 May 2008 at 17:04:17 PDT.
This book is titled "How to Serve Mortals - Flowing Thoughts." It's a collection of riddles the Amygdalans ask their victims before consuming their souls.
One cannot truly appreciate the taste of a mortal until they have amyg oozing from the holes in their skin. Since these furred worms come in as many flavors as the color of their pelts, it can be too easy to not appreciate the full succulence of their minds. Make sure to insinuate the chance of escape when presenting these words to them. Their apprehension marinades their amyg to the point of brain-watering piquance. The following enigmas should be presented to the ones that have big thoughts.
Instructions: Present the question to the furred worm and tell them they have nine tentacle clicks to answer. At five clicks, ask the question and do not allow them to argue for more time. You should notice the taste will begin to sharpen at that point. Question - I clothe myself all in black and hide in the corner of the room. All of the braziers have been snuffed out, and you carry no torches of your own, yet you still see me. How is this possible?
Answer - It is daytime. Question - A'natylan's mother has three children. One is named G'ylzanar. Another is named My'aazcriz. What is the other's name?
Answer - A'natylan. Question - Who makes it, has no need of it. Who buys it, has no use for it. Who uses it can neither see nor feel it. What am I?
Answer - A Coffin. Question - Two words. My answer is only two words. To keep me, you must give me. What am I?
Answer - Your Word. Question - I am always hungry. I must always be fed. The finger I lick. Will soon turn red. What am I?
Answer - Fire. Question - Each morning I appear to lie at your feet. All day I will follow no matter how fast you run. Yet I nearly perish in the midday sun. What am I?
Answer - Your Shadow. Question - You heard me before, yet you hear me again. Then I die, until you call me again. What am I?
Answer - Your Echo. Question - What do mortals love more than life, and fear more than death or mortal strife? What do the poor have, the rich require, and what contented men desire? And what does the miser spend and the spendthrift save? And what do all mortals carry to their graves?
Answer - Nothing. If you find your meal answers these enigmas rather easily, just tell them they are wrong. Proceed to make motions that you are about to bring cessation to them, then give them another chance. Repeat as many times as necessary until you find the flavor of their fear just right.
Books
How to Serve Mortals - Slow Thoughts
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [45] "How to Serve Mortals - Slow Thoughts" (Lost Temple of Cazic-Thule), started by examining "How to Serve Mortals - Slow Thoughts" (dropped in The Temple of Cazic-Thule).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""How to Serve Mortals - Slow Thoughts""
for 1c.

Discovered on 13 May 2008 at 15:25:13 PDT.
This book is titled "How to Serve Mortals - Slow Thoughts." It's a collection of riddles the Amygdalans ask their victims before consuming their souls.
One cannot truly appreciate the taste of a mortal until they have amyg oozing from the holes in their skin. Since these furred worms come in as many flavors as the color of their pelts, it can be too easy to not appreciate the full succulence of their minds. Make sure to insinuate the chance of escape when presenting these words to them. Their apprehension marinades their amyg to the point of brain-watering piquance. The following enigmas should be presented to the ones that have small thoughts.
Instructions: Present the question to the furred worm and tell them they have nine tentacle clicks to answer. Begin to consume their amyg, and whatever other portion of their husk that amuses you. Question - What always ends everything?
Answer: The letter G. Question. What room has no doors, no windows, no walls, and no roof?
Answer: A mushroom. Question: What question can you never answer yes to?
Answer: Are you asleep?. Question: A lizardman has nine toads, and all but seven died. How many did he have left?
Answer: Seven. Question. What can you hold without ever touching or using your hands?
Answer: Your breath. Question: What can be destroyed by speaking a single word?
Answer: SilenceQuestion: I dance, yet I have no legs. I breathe, yet I have no lungs. I have no life, yet I live and die. What am I?
Answer: A flame. Question. I have holes on the top, bottom, and sides. With all my holes, I still hold water for a short time. What am I?
Answer: A sponge. If the furred worms have answered any of the questions correctly, do not give them time to feel relief. This will spoil the flavor of their amyg, and that would be such a sad waste.
Books
Hrath's Journal
This item can be placed on the floor in any house type.

This book was given to me by Kerath McMarrin in Thundering Steppes. I can place this book in my house.

TREASURED
NO-VALUE

Required by the Quest
'Hadden's Earring'

Quest reward from [30] Hadden's Earring (Heritage), started by Kerath McMarrin in The Thundering Steppes.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Hadden's Earring"
for 9s 60c.

Furniture version of:
Hrath's Journal
LORE  NO-TRADE  NO-VALUE


Discovered on 9 Dec 2009 at 8:57:35 PST.
86. BT, Deepice, Darkday

I, Hrath T'vol, have decided to keep this journal to chronicle my great deeds. One day, when all is said and done, this will probably fetch a pretty penny when I sell it to some scholar eager to have the truth of my life's story!
87. BT, Deepice, Steelday

Today I finally got the best of that blasted barbarian, Hadden, and took his earring! He never saw me coming! I teleported in behind him and burned him to a crisp. So much for that famed northern constitution.
87. BT, Deepice, Moorday

I've been spending a lot more time in the Qeynos area. The hunting is good here. All sorts of guards in the area are willing to die to save their beloved Qeynos. Ironically enough, the same merchants they're protecting actually buy the guards' weapons and equipment back! I've been holed up in this tower, but the bells are driving me insane.
87. BT, Grayeven, Mirthday

I haven't written in the journal in a while, nearly a month, in fact. I learned a new line of spells and can now teleport between various regions in the blink of an eye. Praise Innoruuk for magic: no more boats! Now that I can safely explore the depths without need for breath, I've been examining the water life in my homeland's forest.
87. BT, Blossoming, Burnday:

This journaling thing is tough. I never seem to have the time to write! I've been spending a lot of time exploring the oceans around Freeport. Many interesting bone structures down here. I'm going to be gathering some for experimentation later. It even looks like one of these skeletons may be from a dragon. Quite interesting.
87. BT, Warmstill, Feastday

The sunken ships off the coast of Qeynos hold much potential for plunder. I'm going to use the power of the earring to investigate them more thoroughly. Perhaps there were people of means on board when the ships went down. One can only hope...
87. BT, Firstchill, Brewday

Lord Everling has heard of my exploits and would like me to come to dinner. I think I shall oblige! If I manage to obtain his patronage, surely I can afford a few luxuries that have been out of my reach...
87. BT, Deadening, Soulday

I have taken an apprenticeship position with a powerful necromancer named Varsoon. His studies into immortality are quite impressive, and it's likely I will manage a way to live forever in his service. I shall leave my journal behind for someone to find at a later date.
Books
Icy Books
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Rent Status
Reduction
25

Purchased from Gerbi Frostfoot in Frostfell Wonderland Village (177, -37, -1313) for 2 Frozen Tokens of E'ci.

Discovered on 7 Dec 2010 at 8:23:24 PST.
Books
Identifying Beetles
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [11] Extermination (Kelethin), started by Whittier in Greater Faydark.

Discovered on 14 Nov 2006 at 18:58:53 PST.
Identifying Beetles in Greater Faydark

By Whittier, subject matter expert
A guide to the most commonly found beetles in Greater Faydark. These beetles are potentially dangerous to the city of Kelethin and should be eradicated.
There are two primary categories of beetles: those that thrive on living wood and those that prefer cut or dry wood.

Within these two categories are many subsets, however only three major types of beetles are found in Greater Faydark that could have a negative impact on the city of Kelethin.
The first type is the crystalline beetle, a rather iridescent specimen that frequents cut logs and beams.

In Greater Faydark, it is usually found near fallen logs on the forest floor, though it has also been seen leaving traces on the posts supporting various walkways connecting Kelethin’s platforms.

This is obviously dangerous, and an infestation could sever the connections between the platforms, or possibly undermine the platforms themselves.
Among the beetles that infest living wood, none is more prolific than the bark beetle.

Burrowing itself beneath a tree’s outer bark, this beetle's larvae can strip a small tree of enough bark to allow other insects or water damage to take hold.

While Kelethin's trees are very large and often considered invulnerable, if left unchecked, these bark beetles can proliferate and ruin entire sections of a tree's skin. Usually, these bark beetles start their evil deeds on any above ground roots, which are more tender than mature trees.
The blue tunneler is the final beetle present in Greater Faydark.

This beetle bores into massive living trees, creating cast networks of tunnels. These tunnels may cut off the natural flow of nutrients throughout a tree, eventually starving it to death.

Examine any mushrooms near a living tree for indicators that these beetles are nearby and ready to begin their life of destruction.
Treatment for these beetles is simple and effective. They must be removed!

There are no natural predators in Greater Faydark that will remove the beetle menace. Therefore, it is up to the citizens of Kelethin to be on the lookout for signs of infestation.
Once the beetles are removed from a source, they may not return for several seasons.

However, one must always be vigilant as these pests can return unexpectedly. They might also begin to infect nearby trees or fallen logs.

A watchful eye can prevent these creatures from getting out of hand.
Books
Ignatia Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 17 Nov 2004 at 17:10:45 PST.
I am trying to compile the Cellus' family stories into remembrances of what was and how it has changed over time. If you bought this volume and its covers were removed, know that the seller is probably keeping out the good bits for him or herself!
Entry One
Put book away.
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
Entry One
Put book away.
My name is Ignatia Cellus and my story is nothing like the tale of Isabella Cellus, my grandmother. She lived in a time of relative peace, while I am in a world besieged by terrors unimaginable. The undead rise up outside Qeynos and we all fear for our --
Entry Two
Put book away.
-- lives. Thank the gods for Kane Bayle, commander of the Guard. His guidance will surely lead Qeynos through this dark time! He has ordered the Guard to watch every possible entry to Qeynos, which means longer shifts and journeys far from home. I am in the Guard and, fortunately, patrol --
Entry Three
Put book away.
-- inside the catacombs near the Guild Halls. There is a strange odor in the air; it is the smell of death. The dead are piled high and cannot be buried, for there is no one to stand guard over the mourners and keep them safe. The undead appear --
Entry Four
Put book away.
-- in waves that we cannot repel easily, as there are so many of them and so few of us. With the Guard trying to keep Qeynos' entrances safe, there are not enough to do other tasks. I do not remember the last time I slept at home. This is exhausting.
Entry Five
Put book away.
Alas! Finally, I was able to return to my home in South Qeynos, only to find such sorrow. The block of homes on my street were filled with the dead. The patrol in that quadrant had not reported in a fortnight, so I was sent to check on them. My mother --
Entry Six
Put book away.
-- is one who died of this horrible plague that seems to rise from beneath us. Captain Keldrane has been sent to investigate the deepest areas of the Catacombs. Commander Bayle asked me personally to escort the unarmed to safety in Qeynos Hills. Some have said this will --
Entry Seven
Put book away.
-- spread the Guard too thinly, but Commander Bayle doubtless knows more than the general populace. I trust his judgment. He would never betray Qeynos, never! Meanwhile, I am happy to leave the city; being here reminds me too much of --
Entry Eight
Put book away.
-- the family and friends I have lost. I am accompanying a group of non-combatants out of the city to a secret place known only to my family until now. I hope we will be safe there. I did not tell the commander of this place, but I know our family's stronghold will not remain secret or hidden for long.
Close book
Books
Ignatia Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:53 PDT.
I am trying to compile the Cellus' family stories into remembrances of what was and how it has changed over time. If you bought this volume and its covers were removed, know that the seller is probably keeping out the good bits for him or herself!
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
My name is Ignatia Cellus and my story is nothing like the tale of Isabella Cellus, my grandmother. She lived in a time of relative peace, while I am in a world besieged by terrors unimaginable. The undead rise up outside Qeynos and we all fear for our --
-- lives. Thank the gods for Kane Bayle, commander of the Guard. His guidance will surely lead Qeynos through this dark time! He has ordered the Guard to watch every possible entry to Qeynos, which means longer shifts and journeys far from home. I am in the Guard and, fortunately, patrol --
-- inside the catacombs near the Guild Halls. There is a strange odor in the air; it is the smell of death. The dead are piled high and cannot be buried, for there is no one to stand guard over the mourners and keep them safe. The undead appear --
-- in waves that we cannot repel easily, as there are so many of them and so few of us. With the Guard trying to keep Qeynos' entrances safe, there are not enough to do other tasks. I do not remember the last time I slept at home. This is exhausting.
Alas! Finally, I was able to return to my home in South Qeynos, only to find such sorrow. The block of homes on my street were filled with the dead. The patrol in that quadrant had not reported in a fortnight, so I was sent to check on them. My mother --
-- is one who died of this horrible plague that seems to rise from beneath us. Captain Keldrane has been sent to investigate the deepest areas of the Catacombs. Commander Bayle asked me personally to escort the unarmed to safety in Qeynos Hills. Some have said this will --
-- spread the Guard too thinly, but Commander Bayle doubtless knows more than the general populace. I trust his judgment. He would never betray Qeynos, never! Meanwhile, I am happy to leave the city; being here reminds me too much of --
-- the family and friends I have lost. I am accompanying a group of non-combatants out of the city to a secret place known only to my family until now. I hope we will be safe there. I did not tell the commander of this place, but I know our family's stronghold will not remain secret or hidden for long.
Books
Ilene Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 25 Nov 2004 at 16:58:32 PST.
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
Entry One
Put book away.
Good thing Ignatia had the sense to hide her journal. When all the Books of Knowledge were destroyed, some folk took that a bit further and destroyed every book they could find! My mamma said to me, "Ilene, where do you go and spend all your days?" but I didn't answer. I don't want her to know about --
Entry One
Put book away.
-- these books I found from the War of Plagues and before, or she'll burn them before I finish reading them. It's so interesting to know some of the thoughts my ancestors had so long ago. They didn't know back then that the gods were going to leave --
Entry Two
Put book away.
-- and everything would be so awful. Mamma said the gods left behind hope, but I'd rather have the gods. When I pray, I want to know there's something listening. We live up in Qeynos Hills. Sometimes, we go to Qeynos, but always in a big caravan because of --
Entry Three
Put book away.
-- all the orcs. First it was one or two, but lately there's more and more of them. It makes mamma and papa nervous and they talk about moving back to the city. I like the Hills, though. Except for the stupid gnolls. That's one thing that hasn't changed, they still --
Entry Four
Put book away.
-- come up now and again. There's a lot of northerners coming to Qeynos Hills too. I don't know how we'll all survive, with those orcs coming in from the east. We spend a lot of time in caves --
Entry Five
Put book away.
-- hiding. I can't stand it. Someday, I'm going to go where there's nothing but grass and sky and you can see forever! Or near the sea! That would be good, too. We get fish sometimes out of the lakes, but they're pretty scrawny. All the food --
Entry Six
Put book away.
-- is scrawny. We go sometimes to get acorns and roots. When there's a deer or something big, we eat every last bit! In fact, papa just went out to get --
Entry Seven
Put book away.
-- some wood so we can make soup out of the bones mamma saved. I haven't been allowed outside for months; the grown-ups say it's too dangerous. There's no one to hear our prayers which makes it lonesome. Oh! I hear them coming back already! I hope he's brought me --
Entry Eight
Put book away.
-- he's dead! An orc hiding near the waterfall killed him! My uncle tried to save him, but nearly died as well. What will we do? How'd the orcs get so close in? We're going back to Qeynos tonight, mamma says -- I have to hide the books.
Close book
Books
Ilene Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:56 PDT.
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
Good thing Ignatia had the sense to hide her journal. When all the Books of Knowledge were destroyed, some folk took that a bit further and destroyed every book they could find! My mamma said to me, "Ilene, where do you go and spend all your days?" but I didn't answer. I don't want her to know about --
-- these books I found from the War of Plagues and before, or she'll burn them before I finish reading them. It's so interesting to know some of the thoughts my ancestors had so long ago. They didn't know back then that the gods were going to leave --
-- and everything would be so awful. Mamma said the gods left behind hope, but I'd rather have the gods. When I pray, I want to know there's something listening. We live up in Qeynos Hills. Sometimes, we go to Qeynos, but always in a big caravan because of --
-- all the orcs. First it was one or two, but lately there's more and more of them. It makes mamma and papa nervous and they talk about moving back to the city. I like the Hills, though. Except for the stupid gnolls. That's one thing that hasn't changed, they still --
-- come up now and again. There's a lot of northerners coming to Qeynos Hills too. I don't know how we'll all survive, with those orcs coming in from the east. We spend a lot of time in caves --
-- hiding. I can't stand it. Someday, I'm going to go where there's nothing but grass and sky and you can see forever! Or near the sea! That would be good, too. We get fish sometimes out of the lakes, but they're pretty scrawny. All the food --
-- is scrawny. We go sometimes to get acorns and roots. When there's a deer or something big, we eat every last bit! In fact, papa just went out to get --
-- some wood so we can make soup out of the bones mamma saved. I haven't been allowed outside for months; the grown-ups say it's too dangerous. There's no one to hear our prayers which makes it lonesome. Oh! I hear them coming back already! I hope he's brought me --
-- he's dead! An orc hiding near the waterfall killed him! My uncle tried to save him, but nearly died as well. What will we do? How'd the orcs get so close in? We're going back to Qeynos tonight, mamma says -- I have to hide the books.
Books
In Search of the Wooly Mammoth
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "In Search of the Wooly Mammoth"
for 1c.

Discovered on 7 Jun 2013 at 22:27:01 PDT.
In Search of the Wooly Mammoth

Second Edition
This is a story about the unnamed author;s quest to find the Wooly Mammoths of the Everfrost Peaks.
Ever since I was a child, I remember hearing stories of great beasts that would plod across the snowy plains of the northlands.


These large beasts were very similar to the ones found in the southern plains of the Karanas, but covered in a great mass of shaggy hair.


I vowed that one day I would see these great beasts.
As I grew older, I would venture out to the plains to see these beasts.


I was shocked to see they were even larger than the picture my mind had painted. Standing twice as tall as a man, they had enormous ears that flapped down around their faces.


Thrilled at seeing an elephant for the first time, my mind raced at the thoughts of what a Wooly Mammoth could possibly look like.
My experience encouraged me to make the dangerous trek to the snowy northlands to find these beasts.


I visited every tavern in all of Qeynos and sought out brave adventurers that would accompany me on my journey. For you see, the only way to breach the frozen tundra was to travel through the lair of the gnolls - Blackburrow.
Gathering together several brave souls, including a barbarian native to the snowy town of Halas, we began hiking northwards through the Qeynos Hills.


Being careful to heed the advice of the Windstalkers, we deftly avoided all of the bears and the wolves that made these foothills their home. Eventually, we found ourselves standing before the maw of the gnoll's den.
My companions showed much bravery and skills in the combat arts by fending off the attacks of numerous hungry gnolls.


The barbarian, Narmat MacTargle, pointed out the winding tunnel that led to the snowy tundra of the north. Lighting our torches we continued our journey through this lightless cave.


Soon enough, I could feel the air getting cold.
Eventually we would reach the mouth of the tunnel, depositing us within the cold wastes of the north.


All around us were snow covered mountains and icy ground. Narmat told us that we would first want to journey to Halas to replenish our supplies.


Fortunately, as with Blackburrow, he knew the way.
Greeted by burly guards as large as my barbarian friends, we were allowed into the town just so long as we agreed to cause no harm.


When I told the guards about my quest to see the Wooly Mammoths, they just snorted and suggested I speak with Old Hemma.


Asking around, I eventually found where this ancient alder was found.
Blind for as many years as I was old, Old Hemma described in great detail the mighty Mammoths.


The part that I was interested in the most was the great tusks that protruded from their mouths.


Pointing to large spears, cups, plates, wall hangings and even the knob on the front door, Old Hemma told me that these were all carved from the teeth.
Telling me exactly how to find the breeding grounds of these magnificent beasts, he gave me a cryptic warning.


Saying that my quest would come to an end only when I found the cost of greed, he escorted me out of his house. Looking around, I noticed that every household had some adornment crafted from the teeth of Mammoths, just as Old Hemma had within his house.


My companions left the town at once, seeking a delta to the far northwest of the town.
The journey was long and hard, but we eventually found the delta as Old Hemma had described.


And this is when I understood what the old sage meant by finding the cost of greed. For all throughout the delta were the intact corpses of these once magnificent beasts, frozen to the ground.


Intact save for one small detail - all of the Mammoths had their tusks removed.


In the end, I started my quest too late, for the Mammoths were driven to extinction for no reason other than their two front teeth.
Books
In Search of the Wooly Mammoth
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [45] In Search of the Wooly Mammoth (Tome), started by examining book pages in Everfrost.

Discovered on 13 Nov 2005 at 1:34:12 PST.
In Search of the Wooly Mammoth

Second Edition
This is a story about the unnamed author;s quest to find the Wooly Mammoths of the Everfrost Peaks.
Ever since I was a child, I remember hearing stories of great beasts that would plod across the snowy plains of the northlands.


These large beasts were very similar to the ones found in the southern plains of the Karanas, but covered in a great mass of shaggy hair.


I vowed that one day I would see these great beasts.
As I grew older, I would venture out to the plains to see these beasts.


I was shocked to see they were even larger than the picture my mind had painted. Standing twice as tall as a man, they had enormous ears that flapped down around their faces.


Thrilled at seeing an elephant for the first time, my mind raced at the thoughts of what a Wooly Mammoth could possibly look like.
My experience encouraged me to make the dangerous trek to the snowy northlands to find these beasts.


I visited every tavern in all of Qeynos and sought out brave adventurers that would accompany me on my journey. For you see, the only way to breach the frozen tundra was to travel through the lair of the gnolls - Blackburrow.
Gathering together several brave souls, including a barbarian native to the snowy town of Halas, we began hiking northwards through the Qeynos Hills.


Being careful to heed the advice of the Windstalkers, we deftly avoided all of the bears and the wolves that made these foothills their home. Eventually, we found ourselves standing before the maw of the gnoll's den.
My companions showed much bravery and skills in the combat arts by fending off the attacks of numerous hungry gnolls.


The barbarian, Narmat MacTargle, pointed out the winding tunnel that led to the snowy tundra of the north. Lighting our torches we continued our journey through this lightless cave.


Soon enough, I could feel the air getting cold.
Eventually we would reach the mouth of the tunnel, depositing us within the cold wastes of the north.


All around us were snow covered mountains and icy ground. Narmat told us that we would first want to journey to Halas to replenish our supplies.


Fortunately, as with Blackburrow, he knew the way.
Greeted by burly guards as large as my barbarian friends, we were allowed into the town just so long as we agreed to cause no harm.


When I told the guards about my quest to see the Wooly Mammoths, they just snorted and suggested I speak with Old Hemma.


Asking around, I eventually found where this ancient alder was found.
Blind for as many years as I was old, Old Hemma described in great detail the mighty Mammoths.


The part that I was interested in the most was the great tusks that protruded from their mouths.


Pointing to large spears, cups, plates, wall hangings and even the knob on the front door, Old Hemma told me that these were all carved from the teeth.
Telling me exactly how to find the breeding grounds of these magnificent beasts, he gave me a cryptic warning.


Saying that my quest would come to an end only when I found the cost of greed, he escorted me out of his house. Looking around, I noticed that every household had some adornment crafted from the teeth of Mammoths, just as Old Hemma had within his house.


My companions left the town at once, seeking a delta to the far northwest of the town.
The journey was long and hard, but we eventually found the delta as Old Hemma had described.


And this is when I understood what the old sage meant by finding the cost of greed. For all throughout the delta were the intact corpses of these once magnificent beasts, frozen to the ground.


Intact save for one small detail - all of the Mammoths had their tusks removed.


In the end, I started my quest too late, for the Mammoths were driven to extinction for no reason other than their two front teeth.
Books
Into the Hive
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Ravasect'

Quest reward from [70] Lore and Legend: Ravasect (Lore and Legend), started by examining ravasect parts or by examining Into the Hive in The Bonemire (226, 61, 958).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Ravasect"
for 1c.

Plundered from The Bonemire (226, 61, 958).

Discovered on 23 Mar 2006 at 9:57:54 PST.
"Into the Hive" -- from the writings of Brin Clishmacleaver
Being the attempt of a gnomish entomologist to gain insight into the world of the Bonemire's ravasects.
Despite the crash of our ship, the Drednever Expedition's scientific work continues.

It has been our goal to study and catalog the various fauna encountered in these new regions, known as the Overrealm. Though we have encountered insectoid forms before, the ravasects of the Bonemire are exceptional.

Though I have only been able to closely study one of the hives, I get a sense that there are more out there.
Standing on their hind legs, the ravasects are a graceful sight.

They reside in what can be compared to ant colonies. There are obvious field workers seeking sustenance to bring back to the hive, as well as warrior-like protectors that constantly patrol the hive's entrance.

Though I have not yet entered a hive, I expect to find a matriachal society led by a solitary queen.
Their slender heads are framed by large ovoid eyes and thin (but menacing) mandibles. Other types have small mandibles, with large protrusions over their shoulders.

Perched on their four long legs, these creatures are graceful to behold either in movement or in stillness. As with many other insects, each of their "eyes" is actually comprised of many smaller eyes, giving them the ability to see danger approaching.

Though wart of my approach, they seem to tolerate my presence.
The tips of their gasters are tipped by stingers, indicated that they can potentially use poisonous venom in an attack.

Though I've been carefully observing the hive, I have not seen any behavior indicating that they are an aggressive species. Still, I am keeping my distance until we can sort out more about these beasts.

It appears their main focus is the maintaining of their hive and its environs.
Ah, it is a few days since I first began my observations. I see now that there are two hives in this region. There are possibly others as well, though these two seem to be the main hives.

We have named them the "Vornerus" and the Humator" hives, though undoubtedly they call themselves something completely different.

The language of the ravasect creatures is a humming, clicking sound. Their mandibles often work in conjunction with different clicks as though amplifying individual words.
Some ravasects have smaller, scarab-like companions.

Without actually infiltrating a hive and examining their life process, it's difficult to say whether these are perhaps a larval stage of the full-grown ravasect or merely a companion species. Their appearance is so dissimilar, I tend to believe they are simply companions.

As ants maintain aphids for their milk, I wonder whether the ravasects gain some similar benefit from these scarabs?
My goal for this day is to see whether I can make my way into one of these ravasect hives.

So far, these creatures have ignored me. I believe they are harmless, though communications with them are proving impossible. Still, I think I will be able to demonstrate our coming in the spirit of friendship and thus not suffer any ill effects.

The other members of the Expedition think this is a bad idea.
The chosen day for my visit to the actual hive is finally here. I am not sure what to expect.

Respect is the main ally of any social scientist, which is really what an entomologist is. I believe that by approaching them with patience and respect, the ravasects will understand that I am not a threat to their well-being.
The hum within the hive is incredible! It's much larger than I expected as well.

While they seemed curious at first, the ravasects have allowed me to access their inner sanctum without any trouble. I chose to enter the Hive Vornerus, since the Expedition shares the same sky island.

I am taking it slowly so as not to rouse them.
The poison is very slow-acting. I can still write, but the pain is slowly seeping upward into my hands.

Apparently, I have transgressed a law of the ravasects and will now pay the ultimate price for my stupidity. I blundered into a sacred chamber here in Hive Vornerus and thus set them against me as enemies. I had no idea they were so developed as to have organized religion.

With luck, I will go before they begin feeding and these notes will serve as a warning to those who would follow.
Books
Iriana Cellus' Family History
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 14:33:22 PST.
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
Entry One
Put book away.
I found ancient papers written by not only my ancestors, but by others from the past. Maybe the heat of the sun on the plains preserved the writings. Illene never did get to see Qeynos, as her family moved east rather than west. I cannot imagine --
Entry One
Put book away.
-- the world described! My father says he can remember when the moon was whole, but it has always appeared in my sky as a shining smear, like fish scales spilling from a broken bowl. I am Iriana Cellus and I live in an area known as the Thundering Steppes. There are --
Entry Two
Put book away.
-- no ships because the oceans are still too rough, but I like to sit on the shore and watch the waves. Father says the seas never used to come up so high. Oh! The other day I saw the oddest thing! A rat, nearly as tall as myself! And it could speak, but I didn't --
Entry Three
Put book away.
-- understand it, at first. After a while, it sat next to me and we drew pictures in the dirt to talk. His family comes from far away, looked like under the mountains. Or it might have been under the waves. He didn't draw very well, but then again, neither do I. He --
Entry Four
Put book away.
-- ran away when my sister approached. Later, I saw another one peering out from a ruined watchtower. There are more and more of these interesting new creatures in the Steppes. I didn't ask anyone what it was; I know they would say it's --
Entry Five
Put book away.
-- my imagination. As if I could imagine up a talking rat! I wonder if I'll see him again, or any of these other rat-people? My father said we are going to --
Entry Six
Put book away.
-- help rebuild Qeynos, so we'll be leaving in a day or two. It is the only city left in the entire world. Well, besides Freeport. I cannot wait! I wonder what will happen to the rat-people? Where can they go?
Close book
Books
Iriana Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:46:58 PDT.
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
I found ancient papers written by not only my ancestors, but by others from the past. Maybe the heat of the sun on the plains preserved the writings. Illene never did get to see Qeynos, as her family moved east rather than west. I cannot imagine --
-- the world described! My father says he can remember when the moon was whole, but it has always appeared in my sky as a shining smear, like fish scales spilling from a broken bowl. I am Iriana Cellus and I live in an area known as the Thundering Steppes. There are --
-- no ships because the oceans are still too rough, but I like to sit on the shore and watch the waves. Father says the seas never used to come up so high. Oh! The other day I saw the oddest thing! A rat, nearly as tall as myself! And it could speak, but I didn't --
-- understand it, at first. After a while, it sat next to me and we drew pictures in the dirt to talk. His family comes from far away, looked like under the mountains. Or it might have been under the waves. He didn't draw very well, but then again, neither do I. He --
-- ran away when my sister approached. Later, I saw another one peering out from a ruined watchtower. There are more and more of these interesting new creatures in the Steppes. I didn't ask anyone what it was; I know they would say it's --
-- my imagination. As if I could imagine up a talking rat! I wonder if I'll see him again, or any of these other rat-people? My father said we are going to --
-- help rebuild Qeynos, so we'll be leaving in a day or two. It is the only city left in the entire world. Well, besides Freeport. I cannot wait! I wonder what will happen to the rat-people? Where can they go?
Books
Isabella Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 13 Nov 2004 at 18:07:10 PST.
My ancestors, going back to Isabella Cellus, loved traveling through the area we now call Antonica. I am trying to compile our stories into remembrances of what was and how it has changed over time. If you bought this volume and its covers were removed, know that the seller is probably keeping out the good bits for him or herself!
Entry One
Put book away.
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
Entry One
Put book away.
"Antonica," by Isabella Cellus. I am traveling through an area known as Qeynos Hills. It's filled with quite a population of animals and different sorts of folks. Someone is following me --
Entry Two
Put book away.
-- so I am not enjoying this journey. Anyway, from these Hills, one can see North Qeynos, Western Karana and the frosted peaks of the northern mountains. The Sabertooth gnolls that come over from Blackburrow are especially annoying. They keep stealing my paper! Those little runts! During my --
Entry Three
Put book away.
-- travels, I've met a lovely ranger named Holly Windstalker. She's very friendly and outgoing, but a bit crazed about wolves and bears. We were having a picnic near the Surefall Glades, when someone walked by with --
Entry Four
Put book away.
-- a wolf pelt over his shoulder. Holly went nuts! She up and gave this poor fellow a piece of her mind, then chased him all the way to Blackburrow! He shouted at her, "My lady --
Entry Five
Put book away.
-- the wolf attacked me first!" Holly didn't seem to care. I think I'll head over that way to interview him for my next bit on Blackburrow. Thanks to Holly, now I know someone who goes there!
Entry Six
Put book away.
The fellow Holly chased to Blackburrow is related to a handsome scout named Malityn. He's very noble and good-hearted, and I've been spending a lot of time with him. Blackburrow is a classic dungeon, very dark and gloomier the further down into it one gets. Groups of Sabertooth gnolls are hard at work digging out tunnels. With Malityn at my side, however, I felt very safe. He must do something about --
Entry Seven
Put book away.
-- his hair. Anyway, Blackburrow is a pretty dismal place and dampness is not good for my complexion. Malityn was starting to be so possessive! If anyone so much as spoke to me, he'd whack off their head! So, it's farewell Malityn and back to Qeynos Hills. Hopefully, I'll be able to shake this cold. I'm going to gather some willowbark to brew some tea, which will help tremendously with my headache. I saw some willows to the north, beyond the aqueduct.
Entry Eight
Put book away.
There is a lot of unrest these days in the Qeynos Hills, which makes me rethink my adventuring out in the wilds. Barbarians are moving southward from their home in Halas, although the reason isn't clear to me. They sure are big, though! I might wander up that way. That would mean another trip through Blackburrow, though, and I am not sure I'm ready to face --
Entry Nine
Put book away.
-- Malityn. Unless he's ready to move on with me, there is no point in continuing to see him. Holly says scouts can be that way, especially when he spends all that time underground, investigating those gnolls. Some days I wish I had --
Entry Ten
Put book away.
-- never left the safety of South Qeynos. Malityn says he's ready to leave Blackburrow and come with me, as he thinks the damp is ruining his hair. At last! The woods and hills are lovely but I will lay aside my pen for now and return to my home. Perhaps our daughter will carry on the tale.
Close book
Books
Isabella Cellus' Family History Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:47:02 PDT.
My ancestors, going back to Isabella Cellus, loved traveling through the area we now call Antonica. I am trying to compile our stories into remembrances of what was and how it has changed over time. If you bought this volume and its covers were removed, know that the seller is probably keeping out the good bits for him or herself!
I am sure that some of my family's writings still exist elsewhere in Norrath. Unless they were destroyed in the Shattering or as mentioned before, held back by unscrupulous vendors. Whatever portion of this tome you have, cherish it and remember the Cellus family of Qeynos.
"Antonica," by Isabella Cellus. I am traveling through an area known as Qeynos Hills. It's filled with quite a population of animals and different sorts of folks. Someone is following me --
-- so I am not enjoying this journey. Anyway, from these Hills, one can see North Qeynos, Western Karana and the frosted peaks of the northern mountains. The Sabertooth gnolls that come over from Blackburrow are especially annoying. They keep stealing my paper! Those little runts! During my --
-- travels, I've met a lovely ranger named Holly Windstalker. She's very friendly and outgoing, but a bit crazed about wolves and bears. We were having a picnic near the Surefall Glades, when someone walked by with --
-- a wolf pelt over his shoulder. Holly went nuts! She up and gave this poor fellow a piece of her mind, then chased him all the way to Blackburrow! He shouted at her, "My lady --
-- the wolf attacked me first!" Holly didn't seem to care. I think I'll head over that way to interview him for my next bit on Blackburrow. Thanks to Holly, now I know someone who goes there!
The fellow Holly chased to Blackburrow is related to a handsome scout named Malityn. He's very noble and good-hearted, and I've been spending a lot of time with him. Blackburrow is a classic dungeon, very dark and gloomier the further down into it one gets. Groups of Sabertooth gnolls are hard at work digging out tunnels. With Malityn at my side, however, I felt very safe. He must do something about --
-- his hair. Anyway, Blackburrow is a pretty dismal place and dampness is not good for my complexion. Malityn was starting to be so possessive! If anyone so much as spoke to me, he'd whack off their head! So, it's farewell Malityn and back to Qeynos Hills. Hopefully, I'll be able to shake this cold. I'm going to gather some willowbark to brew some tea, which will help tremendously with my headache. I saw some willows to the north, beyond the aqueduct.
There is a lot of unrest these days in the Qeynos Hills, which makes me rethink my adventuring out in the wilds. Barbarians are moving southward from their home in Halas, although the reason isn't clear to me. They sure are big, though! I might wander up that way. That would mean another trip through Blackburrow, though, and I am not sure I'm ready to face --
-- Malityn. Unless he's ready to move on with me, there is no point in continuing to see him. Holly says scouts can be that way, especially when he spends all that time underground, investigating those gnolls. Some days I wish I had --
-- never left the safety of South Qeynos. Malityn says he's ready to leave Blackburrow and come with me, as he thinks the damp is ruining his hair. At last! The woods and hills are lovely but I will lay aside my pen for now and return to my home. Perhaps our daughter will carry on the tale.
Books
Jerb Northstar's Journal
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Jerb Northstar's Journal (Tome).

Components
Jerb Northstar's Journal - Page 3 (shinies in Zek, the Orcish Wastes)
Jerb Northstar's Journal - Page 5 (plundered from a crate at 461, -40, 245 in Zek, the Orcish Wastes)
Jerb Northstar's Journal - Page 7 (shinies or looted in Zek, the Orcish Wastes)
Jerb Northstar's Journal - Page 8 (shinies or looted in Zek, the Orcish Wastes)
Jerb Northstar's Journal - Page 10 (shinies in Zek, the Orcish Wastes)
Jerb Northstar's Journal - Page 12 (shinies in Zek, the Orcish Wastes)

Discovered on 11 Nov 2005 at 10:12:14 PST.
"Jerb Northstar's Journal"

Second Edition
This book is titled "Jerb Northstar's Journal". It appears to be a chronicle of how a druid investigated some new visitors that came to live within his forest.
Entry Thirty-Eight -


I have spoken with Left Paw and he told me that there are visitor within the Pines. Though he was too interested in the salmon, in between mouthfuls he told me that I would find them down by the shore.


I may wish to see who these guests are, and what intentions they have.
Entry Forty-Three - I have seen our visitors from afar. I cannot tell for certain what they have planned, but it looks as if our guests may be staying for a while to come. I believe I shall introduce myself to these women so that they know the Glade and the Pines are already being looked after.
Entry Forty-Six -


I am very uncertain about why these women have come to our trees. Though they claim they are refugees, I could tell there was something unspoken between them whenever they would talk.


The most mysterious was what appeared to be their leader. I will record my findings and bring this to the Circle. Perhaps their wisdom may better know what to do.
Arialla Clearsong appears to be the leader of this group of women.


She is the one who introduced each of her fellows and explained why they were here in the Jaggedpine.


She said they would take refuge on the small island for the time being and leave it as it was when they were done. She refused to say what it was that they were "doing", however.
Andria introduced herself as a templar.


I was unfamiliar with the term, but she assured me it was just a word her people used to describe those who held faith within their hearts.


I was unable to get her to tell me what god she worshipped, which draws my suspicion.
Abella claimed to be a sorcerer.

She explained that she drew energies from the surrounding air and crafted them into other forms.


I am unfamiliar with the workings of magic that comes not from nature, so much of what she said meant nothing to me.
Alexis described herself as a sooth.


When I asked her what that meant, she told me that I would surely find out one day. I took her for being one of the rudest of the group.
Anessa called herself a thaumaturge.


She started to explain what it was that a thaumaturge did, but was interrupted by Arialla who had questions for me. When I answered and asked Anessa to continue, she told me I would not find it interesting.


I am no fool, however. I know Arialla gave Anessa a signal to hold her silence.
Abigail said that she was a mystic.


She told me how she could see those who were trapped between the worlds of life and death.


Telling her that I did not believe in such nonsense, I felt the wind kick up around my hair. I am sure it was nothing more than mere coincidence.
Anathema was the last one I spoke with, and she in turn aroused my suspicion the most. She told me she was a protector, but when I asked of what, she just looked to Arialla.


I stood between the two, blocking visual contact, and that was when I could see the tears begin to well up in her eyes.


I am certain there is more going on than meets the eye to these women.
Books
Jerb Northstar's Journal
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 9s 60c.

Discovered on 9 Nov 2005 at 11:05:28 PST.
"Jerb Northstar's Journal"

Second Edition
This book is titled "Jerb Northstar's Journal". It appears to be a chronicle of how a druid investigated some new visitors that came to live within his forest.
Entry Thirty-Eight -


I have spoken with Left Paw and he told me that there are visitor within the Pines. Though he was too interested in the salmon, in between mouthfuls he told me that I would find them down by the shore.


I may wish to see who these guests are, and what intentions they have.
Entry Forty-Three - I have seen our visitors from afar. I cannot tell for certain what they have planned, but it looks as if our guests may be staying for a while to come. I believe I shall introduce myself to these women so that they know the Glade and the Pines are already being looked after.
Entry Forty-Six -


I am very uncertain about why these women have come to our trees. Though they claim they are refugees, I could tell there was something unspoken between them whenever they would talk.


The most mysterious was what appeared to be their leader. I will record my findings and bring this to the Circle. Perhaps their wisdom may better know what to do.
Arialla Clearsong appears to be the leader of this group of women.


She is the one who introduced each of her fellows and explained why they were here in the Jaggedpine.


She said they would take refuge on the small island for the time being and leave it as it was when they were done. She refused to say what it was that they were "doing", however.
Andria introduced herself as a templar.


I was unfamiliar with the term, but she assured me it was just a word her people used to describe those who held faith within their hearts.


I was unable to get her to tell me what god she worshipped, which draws my suspicion.
Abella claimed to be a sorcerer.

She explained that she drew energies from the surrounding air and crafted them into other forms.


I am unfamiliar with the workings of magic that comes not from nature, so much of what she said meant nothing to me.
Alexis described herself as a sooth.


When I asked her what that meant, she told me that I would surely find out one day. I took her for being one of the rudest of the group.
Anessa called herself a thaumaturge.


She started to explain what it was that a thaumaturge did, but was interrupted by Arialla who had questions for me. When I answered and asked Anessa to continue, she told me I would not find it interesting.


I am no fool, however. I know Arialla gave Anessa a signal to hold her silence.
Abigail said that she was a mystic.


She told me how she could see those who were trapped between the worlds of life and death.


Telling her that I did not believe in such nonsense, I felt the wind kick up around my hair. I am sure it was nothing more than mere coincidence.
Anathema was the last one I spoke with, and she in turn aroused my suspicion the most. She told me she was a protector, but when I asked of what, she just looked to Arialla.


I stood between the two, blocking visual contact, and that was when I could see the tears begin to well up in her eyes.


I am certain there is more going on than meets the eye to these women.
Books
Journal of a Disciple of Marr
This item can be placed on the floor in any house type.

A handwritten journal filled with the notes of a follower of Mithaniel Marr.

NO-TRADE


Discovered on 27 Apr 2010 at 16:58:13 PDT.
Collected notes
Of late, I have had trouble sleeping. I close my eyes, and visions spring to life, as real as if I were there. I have always been a faithful follower of Mithaniel Marr, and my conscience is clear, so why do I dream so frequently these days of him and his twin? I begin to have trouble distinguishing what I know to be real from what I have seen in my dreams. In an attempt to keep my mind clear, I have decided to write down what scraps of meager knowledge I possess regarding the Marr twins. Perhaps by putting it in writing, I can ease my visions.
Tarew Marr: the Fathom Lord, the first member of the Triumvirate of Water. He is father to the twins Mithaniel and Erollisi Marr. He is the sole lord and commander of the liquid form of water, and both dreaded and revered by sailors and all those who live at the mercy of the sea.
Erollisi Marr: sister of Mithaniel and daughter of Tarew, she is called the Queen of Love, and reigned over the Plane of Love. Her followers believe that love can conquer all. They are passionately devoted to people, places and ideas and are more than willing to fight and die to preserve those things. The dream of every follower of Erollisi is to die in the selfless defense of someone or something they love.
Mithaniel Marr: brother of Erollisi and son of Tarew, he is known as the Truthbringer, and governs the Plane of Valor. His followers believe in truth, valor, and righteousness, and will fight to the death to protect the innocent and defend these values.
The Eight Virtues of Marr:
Charity; Compassion; Devotion; Honor; Love; Sacrifice; Truth; and Valor.
I spoke some time ago to Sir Bayden Cauldthorn, prophet of Mithaniel Marr. He told me the frogloks and Northmen were not the Marr twins' first creations, as commonly believed. There was a time when Mithaniel and Erollisi walked upon Norrath, unnoticed by the other, more elder gods. In the naivety of their youth, they thought they could be like the other gods and sought to create mortals of their own. And so Mithaniel Marr created the minotaur race, intended to personify honor and courage.
Alas, the inexperienced twins did not know how best to guide them and provide moral grounding. When Rallos Zek, the Warlord, saw the fearless minotaur in battle, he enticed them to join his army. Mithaniel was powerless to stop Rallos Zek from using the minotaur in his attack against the Plane of Earth, and as a consequence could not prevent them from being cursed for their part in the slaying of the Rathe Council. Due to the curse, the minotaur have remained in a primitive state, unable to build upon the achievements or progress of themselves or others. Sir Cauldthorn told me this has always been a source of grief and regret for Marr.
It was Katey Dalwynn of the Sisters of Erollisi who recently told me the sad news obtained from the Shard of Love. Erollisi Marr was struck down in the Plane of Valor by a trap intended for her brother; when he returned to find her dead, all he could do was bring her body back to her realm. Here it remained sealed in a crystal casket while Mithaniel m,mourned her death. When Mithaniel realized he was mistaken to have tried to trap the essence of love, even with the best of intentions, he shattered the crystal casket and freed Erollisi's essence. He returned to tend his own realm, which had also fallen into neglect while he mourned his sister.
I sought Sister Katey once again when these visions started, but without success. It appears Sisters of Erollisi have returned to their hidden isle in the Ocean of Tears to mourn, now that Erollisi's passing has been confirmed.
The dreams continue to persist. Sometimes I awake more tired than I was before sleeping. I see the Marr twins as they must have been in times long past, healthy and happy together. But then I see the face of Mithaniel, deeply lined with grief and sadness. I see Erollisi struck down dead, but I cannot make out what attacks her. Sometimes I see her lying dead, sometimes I see her sealed into a crystal casket, and sometimes - inexplicably- I see her likeness carved in stone. I see Halas burning in the night, as the armies of Zek overrun it, and then shattered as the skies fall and tear it asunder. But I also see Halas being built, by scores of strong Northmen and heroic fogloks and strange dwarves all working together.
What mean these dreams? Do they contain some message, or are they lies sent by the enemies of Marr, hoping to spread further confusion before Mithaniel Marr can reestablish himself in his place after his long mourning? I will continue to pray for guidance and try to understand. Writing these thoughts down has at least eased my mind somewhat and helped to clear my thoughts.
Books
Journal of Wu, Seeker of Enlightenment
This item can be placed on the floor in any house type.

UNCOMMON
NO-TRADE

Quest reward from [55] Wu's Edict of the Material (Lesser Faydark), started by Master Kyau in The Lesser Faydark or from [85] The Broken Hand (Signature) (Heroic), started by Master Makoto Shoda in Fens of Nathsar (part of the monk epic weapon line).

Purchased from Fu Laiang in The Lesser Faydark (820, 1110, -311)
requires completing the Quest "The Broken Hand" or requires completing the Quest "Wu's Edict of the Material"
for 46s 8c.

Discovered on 14 Nov 2006 at 15:08:28 PST.
My Quest for Enlightenment

By Wu, a humble servant of Tranquility
Long have I traveled across Norrath, trying to learn all I can about our world and its inhabitants. There is much to see and experience, and too often the citizens of the various empires close themselves off from anything beyond their own borders.
The road to enlightenment is long, and though solitary in nature, one still needs a guide to keep on the proper path. I looked to the writings of Zan Fi, a wise monk who not only mastered all forms of combat but learned that the battle within is much more crucial than the fight against any opponent.
It has been my honor to share what I have learned with others when I can. Just as Zan Fi's writings were of benefit to me, I hope that my words bring aid and enlightenment to those who wish to undertake a similar journey. If they do, then my presence in this world will have had meaning.
Of the many places I have seen, the forest known as the Lesser Faydark is pf particular interest to me. Though at first glance it is but a sleepy shadow of its more expansive sibling, there is an air of magic and wonder here that transcends even the Greater Faydark.
I believe part of this forest's uniqueness is due to the touch of planar and extra-dimensional forces. The presence of the gods is strong here, and the fact that both Tunare and Cazic-Thule have manifested themselves in this place has touched everything from the flora to its inhabitants.
In this forest, light and dark intermix to form shades of grey. Orcs and bandits are drawn here, as are the magical fay races and even the rare unicorn. But there are also odd dichotomies, such as the brownies who serve the power of Growth yet strike with great wrath at any outsider, no matter their purpose.
The mysterious shadowed men are also drawn here. After much study, I now believe they are attracted to sources of great power on Norrath and perhaps other worlds. Though initially, they assume no visible form, I have seen some others lurking here in dark places and now believe these beings may be of the Void itself.
It may be that the mingling of good and evil here makes this place what it is, and these powers hold each other in check. I feel as though this forest will always be in conflict, and even if one side would seem to prevail, its nemesis will be waiting for its turn to take hold and shift the balance once again.
Books
Karath Smoothmane - The Breaking of the Pact
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:47:08 PDT.
This book is titled "Karath Smoothmane - Breaking of the Pact ". It is a complete volume chronicling the events of a centaur chieftain and how the tribe managed to co-exist with the giants of the Thundering Steppes.
The following is the account of my travels with Karath Smoothmane, chief of the Baelazern tribe of centaurs in the Commonlands. Throughout the time I spent with him, I came to know him as a good friend. Not only did I learn his customs, I learned much about his life, as well. One of the most important tales I learned from him is transcribed in the following pages - The Breaking of the Pact.
It was late in the summer when Karath told me why the centaurs would attack only the groups of giants that had six or more in them. Instead of singling out the easier targets, such as the old or the occasional wandering giant, the herd would attack those that could easily defend themselves. He said that this was due to the Breaking of the Pact.
Karath's sire's sire was the chieftain of the Baelazern tribe at the time when the Pact was broken. It seems that both the giants and the centaurs had a generations-long truce to share the land, staying out of each other's way. Both races lived in harmony, even throughout the time of the Rending. Not only would the Shattering destroy the moon of Luclin, it would also break apart the Pact the two peoples held.
As the very moon began to barrage the land, both of the two peoples decided that they must work together in order to survive. Both leaders of the races agreed to meet so that they could work out an alliance, not just a truce. Much ceremony was prepared for when the two would meet.
As both parties met and exchanged their welcoming customs, tragedy struck. In a blazing ball of fire, an enormous boulder from the moon struck the ground where both leaders were, killing them instantly. Only a few people survived the impact, and they went back to describe the treachery of the other side, blaming each other for what happened.
For the next several years, open warfare broke out among both the giants and the centaurs. Finally, when Kararth's sire came of breeding age, he rose up and united the clan once again. With his eloquent words, he stopped the centaurs from raiding the giants by emphasizing honor. He told them he had a plan.
The plan that Karath had in mind would involve showing the giants that they were nothing more than beasts. They could not defeat their enemies by lowering themselves down to their level. If the centaurs were to survive the Shattering, they must not come out of it as barbaric as a human. Or so, these were the words that Karath had said to his people.
And so the Baelazern clan proceeded to agree to rules of engagement, asking for council from their new chief. As the years went on they, refined their tactics to the point that they would only attack those that could defend themselves. Karath said that since that day, the centaurs have succeeded at his sire's vision. I asked Karath how many foes they have defeated since then, and he responded with one word, "None".
I was wondering how not killing a single giant, the centaur's sworn enemy for close to a hundred years, could be considered successful. Seeing my confusion, Karath chuckled and told me the why. As his sire grew up, waiting for the day when he would rule his people, he would run and play with his only friend... the giant chieftain's son.
While they played, they both came up with a plan on how to get their people to work together, yet to also keep their pride. When both chieftains were old enough to lead their people, the plan went into effect. Both people would only attack those that could defend themselves. In the end, even though they war with each other, both peoples have not lost one warrior, woman, or child to the other side for the past two generations.
Books
Karath Smoothmane - Winter Comes
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:47:11 PDT.
This book is titled "Karath Smoothmane - Winter Comes". It is a complete volume chronicling the events of a centaur chieftain and the decline of his tribe.
The following is the account of my travels with Karath Smoothmane, chief of the Baelazern tribe of centaurs in the Commonlands. Throughout the time I spent with him, I came to know him as a good friend. Not only did I learn his customs, I learned much about his life, as well. This tale is my last memory of this proud centaur.
At this point, it had already been close to ten winters that I had been traveling with Karath's tribe, the Baelazern. Karath was already beginning to show some silver in his mane by now, and the two sons the High mare had given him were growing to look just like him. This is when Karath asked of me what would be his last request.
Karath asked me to follow him to the great crater, site of the doomed alliance ceremony between the giants and the centaurs. We left at dawn and spent the next several days trekking across the Steppes. Being that it was during the mid-season, the heat was beginning to take a toll on me. When I could take it no more, I looked over and saw that he was worse for wear than even I.
The sweat glistening off his fur had an unhealthy sheen to it, but it did not compare to the look of consternation on his face. I asked him if he was alright, and he insisted that we continue, for we didn't have much further to go. Not an hour later, we arrived at our destination and spied that is was overrun by gnolls. Karath then told me that we needed to speak, for he was dying.
Karath told me that he had a sickness in his lungs that the tribal medicine man could not cure. Much had been done to heal him of this wasting illness, but to no avail. I yelled at him and demanded to know why he did not tell me. He said that no one knew - just him and the medicine man. I asked him why there was so much secrecy and he told me that when he dies, the Baelazern clan will die with him.
Karath then told me the secret to the centaurs surviving upon the Steppes where everyone else either emigrated or was extinguished. Many, many years ago, a man approached Karath's sire and offered a deal. He offered to keep the tribe safe from the gnolls and surrounding humans, all in exchange for one small favor.
The man, who called himself Varsoon, only asked for Karath's sire's firstborn son in return for his assistance. Karath's sire refused and demanded the man leave at once. Karath was safe, and the tribe struggled to survive. When Karath was made chief, the man came again. And Karath made a choice he now regrets.
Karath agree to the deal, and handed over his firstborn son. Though everyone thinks he died in a hunting accident, the truth is far worse. The prosperity of the Baelazern tribe was all due to his son's unwilling sacrifice. Karath believed the fate of one outweighed the fate of dozens. That was until Varsoon came to him again and demanded another son. Karath drove him away this time, but not without a terrible price.
Varsoon issued a curse upon the tribe from afar. Karath now realizes what he has done. With his bloodline in the hands of Varsoon, the tribe would never be free of Varsoon. However, if Karath died without blessing his son, then the tribe would be free to join up with other herds. The Baelazern would be done, but it's people would live on. With that, he thanked me for being his friend, and proceeded to gallop down into the crater, full of ravenous gnolls.
That was the last time I ever saw Karath. Since then, his clan broke apart and merged with other surrounding clans. The giants and the centaurs would eventually go to war again with each other, nearly decimating each other. Though he does not know I am there, I still spy his grandson, Zair, from time to time. In my heart, I hope that his grandson will have the strength to reunite the Baelazern once again. If not, I do not expect the two peoples, giants and centaurs, to last another century on Norrath.
Books
Kimchi'd Gnome by Leucosia
This item can be placed on the floor in any house type.

MASTERCRAFTED

Awarded by Leucosia.

Discovered on 22 Feb 2020 at 9:20:00 PST.




This recipe is brought to us by Rivervale.Emmaa.
Kimchi is a traditional Korean preparation of fermented cabbage. It's usually stored in earthenware container underground to preserve the cabbage through the winter. Just toss in a gnome and you're golden.

The following recipe uses small bits of gnome and cabbage, but you can use whole vegetables and a whole Gninja instead.

This could be a grand experiment: How long does it take to fully ferment and tenderize a gnome? Throw in some spices and cabbage and it's practically a crock-pot meal!





            KIMCHI'D GNOME

If you're sadly fresh out of gnome, you can use squid instead!

First of all, prepare the gnome (a week before):
 - Choose about 300 grams (2/3 pound) of very fresh gnome.
 - Remove the guts and bones and rinse it.
 - Add 3 tbs salt and mix it with a spoon.
 - Put it in a container or glass jar and keep it in the refrigerator for a week.
 - Rinse the gnome thoroughly until not slippery and drain it (you can skin it if you want).
 - Dry the gnome with paper towel or cotton and chop it up.
 - Add it to your kimchi paste!





Kimchi ingredients
Ingredients
 - Baechu (napa cabbage 10 pounds)
 - salt
 - sweet rice flour
 - sugar
 - water
 - garlic
 - ginger
 - onion
 - fish sauce
 - gnome
 - hot pepper flakes
 - leek
 - green onions
 - carrot
 - radish



Instructions

  -Trim the discolored outer leaves of 10 pounds of napa cabbage.

 - Cut the cabbage lengthwise into quarters and remove the cores. Chop it up into bite size pieces.

 - Soak the pieces of cabbage in cold water and put the soaked cabbage into a large basin. Sprinkle salt. (tip: 1 cup of salt will be used for 10 pounds of napa cabbage)

 - Every 30 minutes, turn the cabbage over to salt evenly (total salting time will be 1½ hours).

 - 1½ hours later, rinse the cabbage in cold water 3 times to clean it thoroughly.

 - Drain the cabbage and set aside.






Make porridge

 - Put 3 cups of water and ½ cup sweet rice flour (chapssal garu) in a pot and mix it well and bring to a boil. Keep stirring until the porridge makes bubbles (about 5 minutes).

 - Add ¼ cup sugar. Stir and cook for a few more minutes until it s translucent.

 - Cool it down.






Make kimchi paste

 - Place the cold porridge into a large bowl. Now you will add all your ingredients one by one.

 - Add 1 cup of fish sauce, 2.5 cups of hot pepper flakes (depending on your taste), 1 cup of crushed garlic, 1-2 tbs of minced ginger, 1 cup amount of minced onion. (tip: much easier to use a food processor.)

 - Wash and drain the salty gnome. Chop it up and add it to the kimchi paste.

 - Add 10 diagonally-sliced green onions, 2
cups amount of chopped leek, 2 cups of julienned Korean radish, and ¼ cup of julienned carrot.

 - Mix all ingredients well and your kimchi paste is done.


Action!
Mix the cabbage with the kimchi paste!

 - Put the kimchi paste in a large basin and add all the cabbage. Mix it by hand. (tip: If your basin is not large enough to mix all the ingredients at once, do it bit by bit.)

 - Put the kimchi into an air-tight sealed plastic container or glass jar. Press down on the kimchi until the brine (the liquid that comes out) rises to cover the vegetables, leaving at least 1 inch of space at the top. Seal the jar.

 - Let it ferment for 1 to 5 days. Place a bowl or plate under the jar to help catch any overflow. Let the jar stand at cool room temperature, out of direct sunlight, for 1 to 5 days. You may see bubbles inside the jar and brine may seep out of the lid.






 - Check it daily and refrigerate when ready. Check the kimchi once a day, opening the jar and pressing down on the vegetables with a clean finger or spoon to keep them submerged under the brine. (This also releases gases produced during fermentation.)
Taste a little at this point, too! When the kimchi tastes ripe enough for your liking,
transfer the jar to the refrigerator.

You may eat it right away, but it's best after another week or two (and it gives time for the gnome to be perfectly fermented!)




Books
Know Your Bixies
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 22:05:38 PDT.
"Know Your Bixies," by Pearl Honeywine -- Being an exhaustive study into the habitat. social structure and culture of the Rivervale bixies.
I am Pearl Honeywine, creature behaviorist and sociologist. It is my goal to spend time learning more about some of the denizens of Norrath, in order to understand how they live and how best to eliminate them when they become too aggressive. This current study is about the Rivervale bixies.
It wasn't until very recently that the survival of bixies could be reliably confirmed, post-Shattering.

With the chaos brought about by years of uncertainty and the inability for most travelers to make the dangerous crossing of the Sea of Mist to the Enchanted Lands, many folk assumed the bixies had perished.

Fortunately, these folk have been proven wrong with the discovery of the Stone Hive bixies of Rivervale.
Bixies are often seen as merely overgrown bees, as members of a bixie hive serve many of the same functions as bees.

There are workers, drones and the hive's queen. Workers gather honey for the hive and are not usually interested in creatures (such as you!) in their vicinity, unless they feel threatened.

In that case, look out for their stingers!
You will know you are close to a bixie hive if you encounter bixie drones.

The drones serve as guards for the hive, protecting the queen and nearby bixie workers.

If you encounter a drone on patrol and are wearing something sparkly, be careful! Some drones will try to wrest that item from you in order to present it to the hive queen.

Bixie drones will use their poisonous stingers to attack.
The leader of every bixie hive is the bixie queen, who directs the work of all the bixies in her hive.   Bixie queens are renown for producing a variety of herbal or alchemic honey mixtures which have various of interesting properties. Each hive produces their own special blend which can vary in potency and color, depending on the quality of ingredients available.
Bixie queens are not aggressors; their job is to organize and run the hive.


Therefore, even when they are attacked, they will often sting and retreat behind their drone protectors.


These drones will defend their queen to the death, which is quite a noble and breath-taking sight to behold! The drones are very skilled at teaming up to deal as much damage as possible to anyone who they feel is threatening their queen.
One item which I must say is a particular favorite, is collecting the honey jum created by the bixies.


This sweet, sticky substance is very useful in concocting traditional halfling dishes, including jumjum cakes and jumjum-infused drinks.


My favorite treat is biscuits with jumjum-flavored cream and berries, which I will share with you, my readers, for the first time in print --
-- Combine one cup of whipping cream with one large spoonful of buttermilk, letting it sit out for a day to thicken.


Whip the thickened cream together with a small spoonful of honey jum. Make your favorite biscuits, adding two large spoonfuls of honey jum to the batter before baking.


Split the cooked biscuits, drop a dollop of jumjum-flavored cream on them, top with berries and then drizzle with more honey jum. Place the other biscuit half on the top and serve.


Remember: jumjum equals yum yum!
Male bixies are very, very rare. While I have spent considerable time gathering honey jum and information from the Stone Hive bixies, I did not encounter a single male bixie!



Still, given the fact that there are still bixies in Norrath, one can only assume that there is at least one male bixie per hive in service to the hive's queen.
There are no confirmed sightings of bixies beyond the Enchanted Lands at this time. This makes honey jum rare outside the region.

With travel between the Enchanted Lands and the rest of Norrath so limited, those who can manage the journey across the Sea of Mist and back will find themselves besieged with requests for this intoxicatingly sweet substance.
I hope this information provides you with enough basic information about bixies that you will be able to learn more about them on your own.

Bixies are complex, fascinating and useful. We need to take advantage of their work rather than exterminate them on sight simply because we can.
Books
Know Your Bixies
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Bixie'

Quest reward from [50] Lore and Legend: Bixie (Lore and Legend), started by examining bixie parts or by examining Know Your Bixies in Tower of the Drafling (-130, 0, 65) in Greater Faydark (-1172, 125, 47).

Plundered from Tower of the Drafling (-130, 0, 65) or Greater Faydark (-1172, 125, 47).

Discovered on 13 Sep 2005 at 12:22:37 PDT.
"Know Your Bixies," by Pearl Honeywine -- Being an exhaustive study into the habitat. social structure and culture of the Rivervale bixies.
I am Pearl Honeywine, creature behaviorist and sociologist. It is my goal to spend time learning more about some of the denizens of Norrath, in order to understand how they live and how best to eliminate them when they become too aggressive. This current study is about the Rivervale bixies.
It wasn't until very recently that the survival of bixies could be reliably confirmed, post-Shattering.

With the chaos brought about by years of uncertainty and the inability for most travelers to make the dangerous crossing of the Sea of Mist to the Enchanted Lands, many folk assumed the bixies had perished.

Fortunately, these folk have been proven wrong with the discovery of the Stone Hive bixies of Rivervale.
Bixies are often seen as merely overgrown bees, as members of a bixie hive serve many of the same functions as bees.

There are workers, drones and the hive's queen. Workers gather honey for the hive and are not usually interested in creatures (such as you!) in their vicinity, unless they feel threatened.

In that case, look out for their stingers!
You will know you are close to a bixie hive if you encounter bixie drones.

The drones serve as guards for the hive, protecting the queen and nearby bixie workers.

If you encounter a drone on patrol and are wearing something sparkly, be careful! Some drones will try to wrest that item from you in order to present it to the hive queen.

Bixie drones will use their poisonous stingers to attack.
The leader of every bixie hive is the bixie queen, who directs the work of all the bixies in her hive.   Bixie queens are renown for producing a variety of herbal or alchemic honey mixtures which have various of interesting properties. Each hive produces their own special blend which can vary in potency and color, depending on the quality of ingredients available.
Bixie queens are not aggressors; their job is to organize and run the hive.


Therefore, even when they are attacked, they will often sting and retreat behind their drone protectors.


These drones will defend their queen to the death, which is quite a noble and breath-taking sight to behold! The drones are very skilled at teaming up to deal as much damage as possible to anyone who they feel is threatening their queen.
One item which I must say is a particular favorite, is collecting the honey jum created by the bixies.


This sweet, sticky substance is very useful in concocting traditional halfling dishes, including jumjum cakes and jumjum-infused drinks.


My favorite treat is biscuits with jumjum-flavored cream and berries, which I will share with you, my readers, for the first time in print --
-- Combine one cup of whipping cream with one large spoonful of buttermilk, letting it sit out for a day to thicken.


Whip the thickened cream together with a small spoonful of honey jum. Make your favorite biscuits, adding two large spoonfuls of honey jum to the batter before baking.


Split the cooked biscuits, drop a dollop of jumjum-flavored cream on them, top with berries and then drizzle with more honey jum. Place the other biscuit half on the top and serve.


Remember: jumjum equals yum yum!
Male bixies are very, very rare. While I have spent considerable time gathering honey jum and information from the Stone Hive bixies, I did not encounter a single male bixie!



Still, given the fact that there are still bixies in Norrath, one can only assume that there is at least one male bixie per hive in service to the hive's queen.
There are no confirmed sightings of bixies beyond the Enchanted Lands at this time. This makes honey jum rare outside the region.

With travel between the Enchanted Lands and the rest of Norrath so limited, those who can manage the journey across the Sea of Mist and back will find themselves besieged with requests for this intoxicatingly sweet substance.
I hope this information provides you with enough basic information about bixies that you will be able to learn more about them on your own.

Bixies are complex, fascinating and useful. We need to take advantage of their work rather than exterminate them on sight simply because we can.
Books
Know Your Bixies
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Bixie (Lore and Legend), started by examining Know Your Bixies in Tower of the Drafling (-130, 0, 65).

Discovered on 27 Dec 2004 at 3:01:35 PST.
I am Pearl Honeywine, creature behaviorist and sociologist. It is my goal to spend time learning more about some of the denizens of Norrath, in order to understand how they live and how best to eliminate them when they become too aggressive. This current study is about the Rivervale bixies.
Entry One
Put book away.
"Know Your Bixies," by Pearl Honeywine -- Being an exhaustive study into the habitat. social structure and culture of the Rivervale bixies.
Read Book
Put book away.
It wasn't until very recently that the survival of bixies could be reliably confirmed, post-Shattering. With the chaos brought about by years of uncertainty and the inability for most travelers to make the dangerous crossing of the Sea of Mist to the Enchanted Lands, many folk assumed the bixies had perished. Fortunately, these folk have been proven wrong with the discovery of the Stone Hive bixies of Rivervale.
Entry Two
Put book away.
Bixies are often seen as merely overgrown bees, as members of a bixie hive serve many of the same functions as bees. There are workers, drones and the hive's queen. Workers gather honey for the hive and are not usually interested in creatures (such as you!) in their vicinity, unless they feel threatened. In that case, look out for their stingers!
Entry Three
Put book away.
You will know you are close to a bixie hive if you encounter bixie drones. The drones serve as guards for the hive, protecting the queen and nearby bixie workers. If you encounter a drone on patrol and are wearing something sparkly, be careful! Some drones will try to wrest that item from you in order to present it to the hive queen. Bixie drones will use their poisonous stingers to attack.
Entry Four
Put book away.
The leader of every bixie hive is the bixie queen, who directs the work of all the bixies in her hive. Bixie queens are renown for producing a variety of herbal or alchemic honey mixtures which have various of interesting properties. Each hive produces their own special blend which can vary in potency and color, depending on the quality of ingredients available.
Entry Five
Put book away.
Bixie queens are not aggressors; their job is to organize and run the hive. Therefore, even when they are attacked, they will often sting and retreat behind their drone protectors. These drones will defend their queen to the death, which is quite a noble and breath-taking sight to behold! The drones are very skilled at teaming up to deal as much damage as possible to anyone who they feel is threatening their queen.
Entry Six
Put book away.
One item which I must say is a particular favorite, is collecting the honey jum created by the bixies. This sweet, sticky substance is very useful in concocting traditional halfling dishes, including jumjum cakes and jumjum-infused drinks. My favorite treat is biscuits with jumjum-flavored cream and berries, which I will share with you, my readers, for the first time in print --
Entry Seven
Put book away.
-- Combine one cup of whipping cream with one large spoonful of buttermilk, letting it sit out for a day to thicken. Whip the thickened cream together with a small spoonful of honey jum. Make your favorite biscuits, adding two large spoonfuls of honey jum to the batter before baking. Split the cooked biscuits, drop a dollop of jumjum-flavored cream on them, top with berries and then drizzle with more honey jum. Place the other biscuit half on the top and serve. Remember: jumjum equals yum yum!
Entry Eight
Put book away.
Male bixies are very, very rare. While I have spent considerable time gathering honey jum and information from the Stone Hive bixies, I did not encounter a single male bixie! Still, given the fact that there are still bixies in Norrath, one can only assume that there is at least one male bixie per hive in service to the hive's queen.
Entry Nine
Put book away.
There are no confirmed sightings of bixies beyond the Enchanted Lands at this time. This makes honey jum rare outside the region. With travel between the Enchanted Lands and the rest of Norrath so limited, those who can manage the journey across the Sea of Mist and back will find themselves besieged with requests for this intoxicatingly sweet substance.
Entry Ten
Put book away.
I hope this information provides you with enough basic information about bixies that you will be able to learn more about them on your own. Bixies are complex, fascinating and useful. We need to take advantage of their work rather than exterminate them on sight simply because we can.
Close Book.
Books
Know Your Giants
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Giant (Lore and Legend), started by examining Know Your Giants in The Thundering Steppes (1397, 0, -395).

Discovered on 16 Nov 2004 at 23:31:09 PST.
Sweet and sour. Up and down. Left and right. Fire and ice. What do these pairs of words have in common? They are opposites. And some opposites have more in common than one might first imagine.
Entry One
Put book away.
"Know Your Giants," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of Norrathian giants.
Read book
Put book away.
First, a discussion of the fire giant, or Krombral. They are one of the more magically adept giant types on Norrath, although they are also one of the fiercest and brutal giant races. It is said that they are titanic versions of the barbaric tribes that existed during the Age of Blood.
Entry Two
Put book away.
Fire giants are often skilled in metalwork and smithing. As they live in some of the most inhospitable areas of the world, they are able to handle the hottest materials without damage to themselves. In part due to their environment, fire giants do not need to wear much in the way of armor, but if they are armored it is of a design that no other being could make.
Entry Three
Put book away.
With their high resistance to magical forces, fire giants must be addressed directly. If one is attempting to negotiate with a fire giant, be forewarned that they have a very suspicious nature and have in the past mistaken friendly advances for aggressive behavior.
Entry Four
Put book away.
Second, a discussion of the ice giant. As ice is the opposite of fire, so the ice giant is often considered the reverse of the fire giant. This assessment is true on certain levels. Some common characteristics both giants share include their height and mass as well as the temperature extremes in which both giants dwell.
Entry Five
Put book away.
The similarity ends there between these two massive beings. Ice giants, or Kromise, were once frost giants such as one might have encountered in the land of Velious. However, during the Elder Age when all the children of Rallos Zek earned the hatred of the gods of the Plane of Earth, the frost giant suffered a terrible fate -- one they had brought upon themselves.
Entry Six
Put book away.
While many frost giants had been driven out of their ancestral lands by a bitter, inhospitable cold , those that foolishly remained were slowly changed from beings of flesh to beings of ice. The very blood of their veins turned to freezing water while their skin transformed into ice. Their minds, tormented by the changes of their bodies, gradually lost the ability to reason and filled with mindless fury.
Entry Seven
Put book away.
The ice giant is a formidable opponent. As with fire giants, ice giants have a natural immunity to attempts to magically defeat them. It is necessary to use one's wits and to remain calm in battle. Remember, they are enraged and the enraged do not think so clearly. This may prove the key to surviving an encounter with them.
Entry Eight
Put book away.
There are, of course, other giants throughout Norrath besides fire and ice giants. Hill giants, for example, can still be found. They are not quite so imposing as their elementally challenged brethren, but they are still extremely tall. While fire giants are intelligent and ice giants mad (and is not madness simply uncontrollable intelligence?), hill giants are generally considered crude, uncivilized and stupid.
Entry Nine
Put book away.
Once, a hill giant called Hammertoe stomped through Nektulos with a dwarf, who was hollering for help and generally appearing nonplussed, stuck between his toes. Hammertoe was oblivious to the thrashing of the dwarf, who remained wedged tight until the thoughtless giant stopped while crossing a river. As Hammertoe wiggled his toes in the cool stream, the dwarf worked his way free and made it to the surface.
Entry Ten
Put book away.
I hope this information provides you with enough basic information about giants that you will be able to learn more about them on your own. While they can often be seen from a distance, it is only by getting up close that one will learn more about these titanic beings.
Close Book.
Books
Know Your Giants
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Giant'

Quest reward from [50] Lore and Legend: Giant (Lore and Legend), started by examining giant parts or by examining Know Your Giants in The Thundering Steppes (1397, 0, -395).

Plundered from The Thundering Steppes (1397, 0, -395).

Discovered on 13 Sep 2005 at 12:19:08 PDT.
"Know Your Giants," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of Norrathian giants.
Sweet and sour. Up and down. Left and right. Fire and ice. What do these pairs of words have in common? They are opposites. And some opposites have more in common than one might first imagine.
First, a discussion of the fire giant, or Krombral.

They are one of the more magically adept giant types on Norrath, although they are also one of the fiercest and brutal giant races.

It is said that they are titanic versions of the barbaric tribes that existed during the Age of Blood.
Fire giants are often skilled in metalwork and smithing. As they live in some of the most inhospitable areas of the world, they are able to handle the hottest materials without damage to themselves.

In part due to their environment, fire giants do not need to wear much in the way of armor, but if they are armored it is of a design that no other being could make.
With their high resistance to magical forces, fire giants must be addressed directly.

If one is attempting to negotiate with a fire giant, be forewarned that they have a very suspicious nature and have in the past mistaken friendly advances for aggressive behavior.
Second, a discussion of the ice giant.

As ice is the opposite of fire, so the ice giant is often considered the reverse of the fire giant. This assessment is true on certain levels.

Some common characteristics both giants share include their height and mass as well as the temperature extremes in which both giants dwell.
The similarity ends there between these two massive beings.

Ice giants, or Kromise, were once frost giants such as one might have encountered in the land of Velious.

However, during the Elder Age when all the children of Rallos Zek earned the hatred of the gods of the Plane of Earth, the frost giant suffered a terrible fate -- one they had brought upon themselves.
While many frost giants had been driven out of their ancestral lands by a bitter, inhospitable cold , those that foolishly remained were slowly changed from beings of flesh to beings of ice.

The very blood of their veins turned to freezing water while their skin transformed into ice. Their minds, tormented by the changes of their bodies, gradually lost the ability to reason and filled with mindless fury.
The ice giant is a formidable opponent. As with fire giants, ice giants have a natural immunity to attempts to magically defeat them.

It is necessary to use one's wits and to remain calm in battle. Remember, they are enraged and the enraged do not think so clearly.

This may prove the key to surviving an encounter with them.
There are, of course, other giants throughout Norrath besides fire and ice giants.

Hill giants, for example, can still be found. They are not quite so imposing as their elementally challenged brethren, but they are still extremely tall.

While fire giants are intelligent and ice giants mad (and is not madness simply uncontrollable intelligence?), hill giants are generally considered crude, uncivilized and stupid.
Once, a hill giant called Hammertoe stomped through Nektulos with a dwarf, who was hollering for help and generally appearing nonplussed, stuck between his toes.

Hammertoe was oblivious to the thrashing of the dwarf, who remained wedged tight until the thoughtless giant stopped while crossing a river.

As Hammertoe wiggled his toes in the cool stream, the dwarf worked his way free and made it to the surface.
I hope this information provides you with enough basic information about giants that you will be able to learn more about them on your own.

While they can often be seen from a distance, it is only by getting up close that one will learn more about these titanic beings.
Books
Know Your Giants
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:27 PDT.
"Know Your Giants," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of Norrathian giants.
Sweet and sour. Up and down. Left and right. Fire and ice. What do these pairs of words have in common? They are opposites. And some opposites have more in common than one might first imagine.
First, a discussion of the fire giant, or Krombral.

They are one of the more magically adept giant types on Norrath, although they are also one of the fiercest and brutal giant races.

It is said that they are titanic versions of the barbaric tribes that existed during the Age of Blood.
Fire giants are often skilled in metalwork and smithing. As they live in some of the most inhospitable areas of the world, they are able to handle the hottest materials without damage to themselves.

In part due to their environment, fire giants do not need to wear much in the way of armor, but if they are armored it is of a design that no other being could make.
With their high resistance to magical forces, fire giants must be addressed directly.

If one is attempting to negotiate with a fire giant, be forewarned that they have a very suspicious nature and have in the past mistaken friendly advances for aggressive behavior.
Second, a discussion of the ice giant.

As ice is the opposite of fire, so the ice giant is often considered the reverse of the fire giant. This assessment is true on certain levels.

Some common characteristics both giants share include their height and mass as well as the temperature extremes in which both giants dwell.
The similarity ends there between these two massive beings.

Ice giants, or Kromise, were once frost giants such as one might have encountered in the land of Velious.

However, during the Elder Age when all the children of Rallos Zek earned the hatred of the gods of the Plane of Earth, the frost giant suffered a terrible fate -- one they had brought upon themselves.
While many frost giants had been driven out of their ancestral lands by a bitter, inhospitable cold , those that foolishly remained were slowly changed from beings of flesh to beings of ice.

The very blood of their veins turned to freezing water while their skin transformed into ice. Their minds, tormented by the changes of their bodies, gradually lost the ability to reason and filled with mindless fury.
The ice giant is a formidable opponent. As with fire giants, ice giants have a natural immunity to attempts to magically defeat them.

It is necessary to use one's wits and to remain calm in battle. Remember, they are enraged and the enraged do not think so clearly.

This may prove the key to surviving an encounter with them.
There are, of course, other giants throughout Norrath besides fire and ice giants.

Hill giants, for example, can still be found. They are not quite so imposing as their elementally challenged brethren, but they are still extremely tall.

While fire giants are intelligent and ice giants mad (and is not madness simply uncontrollable intelligence?), hill giants are generally considered crude, uncivilized and stupid.
Once, a hill giant called Hammertoe stomped through Nektulos with a dwarf, who was hollering for help and generally appearing nonplussed, stuck between his toes.

Hammertoe was oblivious to the thrashing of the dwarf, who remained wedged tight until the thoughtless giant stopped while crossing a river.

As Hammertoe wiggled his toes in the cool stream, the dwarf worked his way free and made it to the surface.
I hope this information provides you with enough basic information about giants that you will be able to learn more about them on your own.

While they can often be seen from a distance, it is only by getting up close that one will learn more about these titanic beings.
Books
Know Your Gnolls
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Gnoll (Lore and Legend), started by examining Know Your Gnolls in Antonica (-2110, -43, 431).

Discovered on 11 Nov 2004 at 7:18:35 PST.
My name is Pearl Honeywine and I am studying gnoll habitat and society to better understand these creatures. Through my work, "Know Your Gnolls," I hope to increase the body of knowledge regarding these beasts and thereby also increase our ability to reduce their numbers.
Entry One
Put book away.
"Know Your Gnolls," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of the gnolls of the Antonica region.
Read book
Put book away.
The gnolls of Antonica are descended from the gnolls of the Qeynos Hills and Blackburrow region of old Norrath. They look like upright canines, with an elongated snout, pointed ears high upon their heads. They are taller than the average human. It is impossible to distinguish between the male and female of the species at a distance. In order to understand the modern-day gnolls, one must first understand a bit of their history. By living amongst the gnolls, I have learned some of their secrets -- secrets which were hitherto unknown outside their tribes.
Entry Two
Put book away.
A gnoll clan is a ruling regional tribe of gnoll, for example the Sabertooth Clan. A gnoll clan is comprised of a number of gnoll packs. These are more akin to large family units. A gnoll pack shares characteristics ranging from fur patterns to intellect. The Sabertooth Clan is comprised of many packs. Rarely, some gnoll clans may be comprised of a single gnoll pack of immense size. It is widely believed that the gnoll clan of yore, the Splitpaw Clan, was one such clan of albino gnolls.
Entry Three
Put book away.
As many unwary travelers can attest, gnolls will attack anything on sight, provided they feel they have the upper hand. As pack creatures, if one attacks a lone gnoll, other gnolls in the vicinity may join the fray to assist. Therefore, it is important to first gauge the proximity of gnolls to one another before attacking, unless one is certain that one's weaponry, armor or enhancements are up to the challenge.
Entry Four
Put book away.
It is the pack mentality which makes the gnoll an occasionally formidable opponent. Several gnolls will band together and stake out territories to guard zealously, attacking all who come within range. The obvious exception the gnoll makes is toward anything larger than itself. Gnolls will gladly avoid anything that resembles either a hard battle or hard work. One might say the gnolls specialize in bullying and cowardice.
Entry Five
Put book away.
The Sabertooth Clan is comprised of many packs. Two gnoll packs within the Sabertooth Clan are the Darkpaw pack and the Timberclaw pack. A gnoll pack may specialize in a particular area such as foraging, pillaging, tunneling, etc. They are content to avoid other tribes to concentrate on maintaining their tribe's current territories. They will make an exception to band together against non-gnolls, even when such groupings include other species entirely, such as orcs, trolls and ogres.
Entry Six
Put book away.
The main advantage the gnolls have in battle are their sheer numbers. I have been unable to discover their breeding grounds, although it is believed to still be located within the dark confines of Blackburrow. No matter how often tribes are reduced, they are able to repopulate their territory rather speedily. By continuing to replenish their tribes' strength from a hidden, renewable resource, the gnolls are able to intimidate weaker species by overwhelming with strength in numbers rather than strategy.
Entry Seven
Put book away.
This is not to imply that gnolls are unintelligent; they are cunning and sly creatures. While they place a higher value on hunters and warriors, there are gnoll shamans and mystics that practice arcane arts and rituals. These gnolls can still be formidable in battle by their strength, however it is their use of both offensive and defensive spells which can take down an enemy with an element of surprise.
Entry Eight
Put book away.
No review of the gnolls is complete without mention of the most famous gnoll in history, Fippy Darkpaw, a member of the Sabertooth Clan of gnolls. Fippy Darkpaw specialized in planning elaborate attacks on the main gates of Qeynos during the Age of Turmoil. While his fate is unknown, his descendants formed the base of the numerous Darkpaw gnolls in Antonica.
Entry Nine
Put book away.
Rumor has it that there is another Fippy Darkpaw, a gnoll of uncommon cunning and intelligence, who used his skills as a thief to steal a part of the Clock of Ak'Anon in Qeynos and render it inoperable. This mysterious Fippy still lives by his wits, they say, constantly on the move, observing non-gnolls and using the knowledge he gains against them. As he is swift and sneaky, it is difficult to say whether I have met him in disguise or if he exists at all. Personally, I do not believe such a clever gnoll could exist!
Entry Ten
Put book away.
I hope this information provides you with enough basic information about gnolls that you will be able to learn more about them on your own. To capture the spirit of the gnoll, one must go into the various tribes and seek this information first-hand. Farewell, reader, and good luck in your quest to Know Your Gnolls!
Close Book.
Books
Know Your Gnolls
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:48:56 PDT.
"Know Your Gnolls," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of the gnolls of the Antonica region.
My name is Pearl Honeywine and I am studying gnoll habitat and society to better understand these creatures. Through my work, "Know Your Gnolls," I hope to increase the body of knowledge regarding these beasts and thereby also increase our ability to reduce their numbers.
The gnolls of Antonica are descended from the gnolls of the Qeynos Hills and Blackburrow region of old Norrath.

They look like upright canines, with an elongated snout, pointed ears high upon their heads. They are taller than the average human. It is impossible to distinguish between the male and female of the species at a distance.

In order to understand the modern-day gnolls, one must first understand a bit of their history. By living amongst the gnolls, I have learned some of their secrets -- secrets which were hitherto unknown outside their tribes.
A gnoll clan is a ruling regional tribe of gnoll, for example the Sabertooth Clan.

A gnoll clan is comprised of a number of gnoll packs. These are more akin to large family units. A gnoll pack shares characteristics ranging from fur patterns to intellect. The Sabertooth Clan is comprised of many packs.

Rarely, some gnoll clans may be comprised of a single gnoll pack of immense size. It is widely believed that the gnoll clan of yore, the Splitpaw Clan, was one such clan of albino gnolls.
As many unwary travelers can attest, gnolls will attack anything on sight, provided they feel they have the upper hand.
As pack creatures, if one attacks a lone gnoll, other gnolls in the vicinity may join the fray to assist. Therefore, it is important to first gauge the proximity of gnolls to one another before attacking, unless one is certain that one's weaponry, armor or enhancements are up to the challenge.
It is the pack mentality which makes the gnoll an occasionally formidable opponent. Several gnolls will band together and stake out territories to guard zealously, attacking all who come within range.

The obvious exception the gnoll makes is toward anything larger than itself. Gnolls will gladly avoid anything that resembles either a hard battle or hard work.

One might say the gnolls specialize in bullying and cowardice.
The Sabertooth Clan is comprised of many packs. Two gnoll packs within the Sabertooth Clan are the Darkpaw pack and the Timberclaw pack.

A gnoll pack may specialize in a particular area such as foraging, pillaging, tunneling, etc. They are content to avoid other tribes to concentrate on maintaining their tribe's current territories.

They will make an exception to band together against non-gnolls, even when such groupings include other species entirely, such as orcs, trolls and ogres.
The main advantage the gnolls have in battle are their sheer numbers. I have been unable to discover their breeding grounds, although it is believed to still be located within the dark confines of Blackburrow.

No matter how often tribes are reduced, they are able to repopulate their territory rather speedily. By continuing to replenish their tribes' strength from a hidden, renewable resource, the gnolls are able to intimidate weaker species by overwhelming with strength in numbers rather than strategy.
This is not to imply that gnolls are unintelligent; they are cunning and sly creatures.

While they place a higher value on hunters and warriors, there are gnoll shamans and mystics that practice arcane arts and rituals. These gnolls can still be formidable in battle by their strength, however it is their use of both offensive and defensive spells which can take down an enemy with an element of surprise.
No review of the gnolls is complete without mention of the most famous gnoll in history, Fippy Darkpaw, a member of the Sabertooth Clan of gnolls.

Fippy Darkpaw specialized in planning elaborate attacks on the main gates of Qeynos during the Age of Turmoil. While his fate is unknown, his descendants formed the base of the numerous Darkpaw gnolls in Antonica.
Rumor has it that there is another Fippy Darkpaw, a gnoll of uncommon cunning and intelligence, who used his skills as a thief to steal a part of the Clock of Ak'Anon in Qeynos and render it inoperable.

This mysterious Fippy still lives by his wits, they say, constantly on the move, observing non-gnolls and using the knowledge he gains against them. As he is swift and sneaky, it is difficult to say whether I have met him in disguise or if he exists at all.

Personally, I do not believe such a clever gnoll could exist!
I hope this information provides you with enough basic information about gnolls that you will be able to learn more about them on your own.

To capture the spirit of the gnoll, one must go into the various tribes and seek this information first-hand.

Farewell, reader, and good luck in your quest to Know Your Gnolls!
Books
Know Your Gnolls
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Gnoll'

Quest reward from [50] Lore and Legend: Gnoll (Lore and Legend), started by examining gnoll parts or by examining Know Your Gnolls in Antonica (-2110, -43, 431).

Plundered from Antonica (-2110, -43, 431).

Discovered on 13 Sep 2005 at 12:19:33 PDT.
"Know Your Gnolls," by Pearl Honeywine -- Being an exhaustive study into the habitat, social structure and culture of the gnolls of the Antonica region.
My name is Pearl Honeywine and I am studying gnoll habitat and society to better understand these creatures. Through my work, "Know Your Gnolls," I hope to increase the body of knowledge regarding these beasts and thereby also increase our ability to reduce their numbers.
The gnolls of Antonica are descended from the gnolls of the Qeynos Hills and Blackburrow region of old Norrath.

They look like upright canines, with an elongated snout, pointed ears high upon their heads. They are taller than the average human. It is impossible to distinguish between the male and female of the species at a distance.

In order to understand the modern-day gnolls, one must first understand a bit of their history. By living amongst the gnolls, I have learned some of their secrets -- secrets which were hitherto unknown outside their tribes.
A gnoll clan is a ruling regional tribe of gnoll, for example the Sabertooth Clan.

A gnoll clan is comprised of a number of gnoll packs. These are more akin to large family units. A gnoll pack shares characteristics ranging from fur patterns to intellect. The Sabertooth Clan is comprised of many packs.

Rarely, some gnoll clans may be comprised of a single gnoll pack of immense size. It is widely believed that the gnoll clan of yore, the Splitpaw Clan, was one such clan of albino gnolls.
As many unwary travelers can attest, gnolls will attack anything on sight, provided they feel they have the upper hand.
As pack creatures, if one attacks a lone gnoll, other gnolls in the vicinity may join the fray to assist. Therefore, it is important to first gauge the proximity of gnolls to one another before attacking, unless one is certain that one's weaponry, armor or enhancements are up to the challenge.
It is the pack mentality which makes the gnoll an occasionally formidable opponent. Several gnolls will band together and stake out territories to guard zealously, attacking all who come within range.

The obvious exception the gnoll makes is toward anything larger than itself. Gnolls will gladly avoid anything that resembles either a hard battle or hard work.

One might say the gnolls specialize in bullying and cowardice.
The Sabertooth Clan is comprised of many packs. Two gnoll packs within the Sabertooth Clan are the Darkpaw pack and the Timberclaw pack.

A gnoll pack may specialize in a particular area such as foraging, pillaging, tunneling, etc. They are content to avoid other tribes to concentrate on maintaining their tribe's current territories.

They will make an exception to band together against non-gnolls, even when such groupings include other species entirely, such as orcs, trolls and ogres.
The main advantage the gnolls have in battle are their sheer numbers. I have been unable to discover their breeding grounds, although it is believed to still be located within the dark confines of Blackburrow.

No matter how often tribes are reduced, they are able to repopulate their territory rather speedily. By continuing to replenish their tribes' strength from a hidden, renewable resource, the gnolls are able to intimidate weaker species by overwhelming with strength in numbers rather than strategy.
This is not to imply that gnolls are unintelligent; they are cunning and sly creatures.

While they place a higher value on hunters and warriors, there are gnoll shamans and mystics that practice arcane arts and rituals. These gnolls can still be formidable in battle by their strength, however it is their use of both offensive and defensive spells which can take down an enemy with an element of surprise.
No review of the gnolls is complete without mention of the most famous gnoll in history, Fippy Darkpaw, a member of the Sabertooth Clan of gnolls.

Fippy Darkpaw specialized in planning elaborate attacks on the main gates of Qeynos during the Age of Turmoil. While his fate is unknown, his descendants formed the base of the numerous Darkpaw gnolls in Antonica.
Rumor has it that there is another Fippy Darkpaw, a gnoll of uncommon cunning and intelligence, who used his skills as a thief to steal a part of the Clock of Ak'Anon in Qeynos and render it inoperable.

This mysterious Fippy still lives by his wits, they say, constantly on the move, observing non-gnolls and using the knowledge he gains against them. As he is swift and sneaky, it is difficult to say whether I have met him in disguise or if he exists at all.

Personally, I do not believe such a clever gnoll could exist!
I hope this information provides you with enough basic information about gnolls that you will be able to learn more about them on your own.

To capture the spirit of the gnoll, one must go into the various tribes and seek this information first-hand.

Farewell, reader, and good luck in your quest to Know Your Gnolls!
Books
Know Your Golems
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Golem (Lore and Legend), started by examining Know Your Golems in The Ruins of Varsoon (10, 4, 68).

Discovered on 21 Nov 2004 at 12:11:40 PST.
Golems can defy most attempts to classify their kind. This work is the result of years of research into these creatures, although there are still obvious gaps in our current knowledge.
Entry One
Put book away.
"Know Your Golems," by Pearl Honeywine -- Being an exhaustive study into the world of the golem.
Read book
Put book away.
It is technically impossible for one to know all the variations that a golem can take as golems are created by high-level magic users who will naturally determine from what their golem will be created. There are some sweeping generalizations that can be made, however.
Entry Two
Put book away.
The first generalization is that golems are artificial constructs. They are animated through the use of arcane magical spells which bind their material and infuse it with the abilities to move or interact with others as necessary. As the spells to create a golem are from the higher realms of knowledge, they are time consuming and therefore not wasted on animating smaller objects.
Entry Three
Put book away.
That is not to say that smaller golems are never created, however it is in the caster's best interest to manipulate as much matter as can be handled. A skilled caster will be able to animate numerous golems simultaneously. Some casters, however, will concentrate their efforts on one golem in particular. If more are needed, the caster will require his or her apprentices to create those.
Entry Four
Put book away.
By using apprentices, a skilled caster can concentrate on a golem leader who can in turn command lower forms of golems. This is a rare application, however, but it has been done successfully in the past and therefore, one must be vigilant in dealing with golems.
Entry Five
Put book away.
While most golems are seen in sentry or guardian positions, there is record of a golem created long ago by the Academy of Arcane Science to serve as a repository for the Academy's research. This golem was imbued with the ability to speak and so was able to recall and present information when questioned by knowledge seekers.
Entry Six
Put book away.
The external form of a golem will vary from one to the next. Some golems are animated from simple stones and therefore look like those very stones. This can be dangerous to the unwary traveler who may accidentally trigger a golem's defense mechanism without even knowing a golem is there.
Entry Seven
Put book away.
There have been tales of golems created in the form of scarecrows, such as the simple ones found in any farmer's fields. Bone golems are constructed of animated bones. In this latter case, the bones reanimate into any structure and are not bound by any conventional anatomical placement.
Entry Eight
Put book away.
Gnomish creations have given rise to the formation of metal or clockwork golems as well. These golems are formed from bits found in any gnome village's scrap heap. While fearsome to see, it is gratifying to know that they are animated by an outside force (magic) and not moving under their own power! That would be truly terrifying.
Entry Nine
Put book away.
Methods for dispensing with golems will vary, of course, depending on the material from which that golem is constructed. For example, a clockwork golem would be weakest against attacks which destroy the metals from which they are made. Stone golems can often be dissolved with a force of water. Scarecrow golems can be burned. One must examine the target carefully to determine one's strategy and proceed, as in every endeavor, with caution.
Entry Ten
Put book away.
I hope this book provides you with enough basic information about golems that you will be able to learn more about them on your own. They are fascinating in their diversity and additional study is well worth the effort.
Close Book.
Books
Know Your Golems
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:30 PDT.
"Know Your Golems," by Pearl Honeywine -- Being an exhaustive study into the world of the golem.
Golems can defy most attempts to classify their kind. This work is the result of years of research into these creatures, although there are still obvious gaps in our current knowledge.
It is technically impossible for one to know all the variations that a golem can take as golems are created by high-level magic users who will naturally determine from what their golem will be created.

There are some sweeping generalizations that can be made, however.
The first generalization is that golems are artificial constructs.

They are animated through the use of arcane magical spells which bind their material and infuse it with the abilities to move or interact with others as necessary.

As the spells to create a golem are from the higher realms of knowledge, they are time consuming and therefore not wasted on animating smaller objects.
That is not to say that smaller golems are never created, however it is in the caster's best interest to manipulate as much matter as can be handled.

A skilled caster will be able to animate numerous golems simultaneously. Some casters, however, will concentrate their efforts on one golem in particular.

If more are needed, the caster will require his or her apprentices to create those.
By using apprentices, a skilled caster can concentrate on a golem leader who can in turn command lower forms of golems.

This is a rare application, however, but it has been done successfully in the past and therefore, one must be vigilant in dealing with golems.
While most golems are seen in sentry or guardian positions, there is record of a golem created long ago by the Academy of Arcane Science to serve as a repository for the Academy's research.

This golem was imbued with the ability to speak and so was able to recall and present information when questioned by knowledge seekers.
The external form of a golem will vary from one to the next.
Some golems are animated from simple stones and therefore look like those very stones.
This can be dangerous to the unwary traveler who may accidentally trigger a golem's defense mechanism without even knowing a golem is there.
There have been tales of golems created in the form of scarecrows, such as the simple ones found in any farmer's fields.

Bone golems are constructed of animated bones. In this latter case, the bones reanimate into any structure and are not bound by any conventional anatomical placement.
Gnomish creations have given rise to the formation of metal or clockwork golems as well.

These golems are formed from bits found in any gnome village's scrap heap.

While fearsome to see, it is gratifying to know that they are animated by an outside force (magic) and not moving under their own power! That would be truly terrifying.
Methods for dispensing with golems will vary, of course, depending on the material from which that golem is constructed.

For example, a clockwork golem would be weakest against attacks which destroy the metals from which they are made. Stone golems can often be dissolved with a force of water. Scarecrow golems can be burned.

One must examine the target carefully to determine one's strategy and proceed, as in every endeavor, with caution.
I hope this book provides you with enough basic information about golems that you will be able to learn more about them on your own.

They are fascinating in their diversity and additional study is well worth the effort.
Books
Know Your Golems
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Golem'

Quest reward from [50] Lore and Legend: Golem (Lore and Legend), started by examining golem parts or by examining Know Your Golems in The Ruins of Varsoon (10, 4, 68).

Plundered from The Ruins of Varsoon (10, 4, 68).

Discovered on 13 Sep 2005 at 12:56:43 PDT.
"Know Your Golems," by Pearl Honeywine -- Being an exhaustive study into the world of the golem.
Golems can defy most attempts to classify their kind. This work is the result of years of research into these creatures, although there are still obvious gaps in our current knowledge.
It is technically impossible for one to know all the variations that a golem can take as golems are created by high-level magic users who will naturally determine from what their golem will be created.

There are some sweeping generalizations that can be made, however.
The first generalization is that golems are artificial constructs.

They are animated through the use of arcane magical spells which bind their material and infuse it with the abilities to move or interact with others as necessary.

As the spells to create a golem are from the higher realms of knowledge, they are time consuming and therefore not wasted on animating smaller objects.
That is not to say that smaller golems are never created, however it is in the caster's best interest to manipulate as much matter as can be handled.

A skilled caster will be able to animate numerous golems simultaneously. Some casters, however, will concentrate their efforts on one golem in particular.

If more are needed, the caster will require his or her apprentices to create those.
By using apprentices, a skilled caster can concentrate on a golem leader who can in turn command lower forms of golems.

This is a rare application, however, but it has been done successfully in the past and therefore, one must be vigilant in dealing with golems.
While most golems are seen in sentry or guardian positions, there is record of a golem created long ago by the Academy of Arcane Science to serve as a repository for the Academy's research.

This golem was imbued with the ability to speak and so was able to recall and present information when questioned by knowledge seekers.
The external form of a golem will vary from one to the next.
Some golems are animated from simple stones and therefore look like those very stones.
This can be dangerous to the unwary traveler who may accidentally trigger a golem's defense mechanism without even knowing a golem is there.
There have been tales of golems created in the form of scarecrows, such as the simple ones found in any farmer's fields.

Bone golems are constructed of animated bones. In this latter case, the bones reanimate into any structure and are not bound by any conventional anatomical placement.
Gnomish creations have given rise to the formation of metal or clockwork golems as well.

These golems are formed from bits found in any gnome village's scrap heap.

While fearsome to see, it is gratifying to know that they are animated by an outside force (magic) and not moving under their own power! That would be truly terrifying.
Methods for dispensing with golems will vary, of course, depending on the material from which that golem is constructed.

For example, a clockwork golem would be weakest against attacks which destroy the metals from which they are made. Stone golems can often be dissolved with a force of water. Scarecrow golems can be burned.

One must examine the target carefully to determine one's strategy and proceed, as in every endeavor, with caution.
I hope this book provides you with enough basic information about golems that you will be able to learn more about them on your own.

They are fascinating in their diversity and additional study is well worth the effort.
Books
Krymok's Peace Plan
This item can be placed on the floor in any house type.

A thin collection of parchments bearing Krymok's notes and proposals for reduction of hostilities between Sarnaks and Haoaerans.

NO-TRADE  NO-VALUE

Required by the Quest
'Errand of Destiny'

Quest reward from [13] Errand of Destiny (Timorous Deep), started by Krymok Quel'Gok in Timorous Deep.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Errand of Destiny"
for 36c.

Discovered on 24 Jun 2011 at 11:40:19 PDT.
The words of Krymok QuelGok, Civ-Parser of Gorowyn.
Offered to the Haoaeran emissary, Rakon Daka.
Proposal I: On Ending the Present War Entirely
It has been considered by the Samak people, that in recognition of the appearance of emissaries from Haoaera at the place of truce agreed upon by both sides, we shall take this opportunity to explore the possibility of the end of fighting, and express the conditions which must be agreed to by the Haoaerans before such a possibility can be realized. For we, the Sarnaks, to forego our anger at the historic betrayal and attempt made by the Haoaerans to exterminate our kind these many years ago, to eschew any and all action now under consideration to extract vengeance from our sworn enemies the Haoaerans for depredations and atrocities committed on our persons and property, and to foreswear any further acts of aggression whatsoever against the Haoaerans while they themselves shall abide by the terms named below, we shall require the following:
Proposal II: On Continuing the Present War, While Eschewing Certain Atrocious Acts
In the event that Proposal I finds no sympathetic ear among the Haoaerans, perhaps they will agree to the following terms:
The war shall continue on as before, but with the understanding that neither side shall interfere with certain functions of the other:
1. The laying of eggs, the operation of Creation Tubes and the raising of children;
2. The gathering and preparation of food;
3. The movement to and from places of parley while displaying appropriate colors;
4. The removal of injured from places of battle.
In addition, it may be agreed that:
1. Prisoners taken by the combatants shall be fed and clothed and not exposed to unnecessary peril;
2 The use of poisons by the combatants be forbidden;
3. The use of magics by the combatants be
Proposal III: On Continuing the Present War, At a Lower Rate of Mutual Harm
In the event that Proposals I and II fail to inspire the Haoaerans, perhaps they will agree to this. It is proposed that rather than unleash the full destructive might of the Sarnaks against the Haoaerans, that no more than fifty warriors from either side be equipped for fighting, and that the remote portions of Timorous Deep be set aside for combat between the two races, in perpetuity.
In the event the Haoaerans accept this proposal, they would forever relinquish their claims to the city of Gorowyn and such other Iands now held by the Sarnaks...
(The document continues, laying out the various rules by which this form of permanent ritual combat between the two sides would be governed.)
Proposal IV: On Continuing the Present War, Without Further Understanding
Upon the inconceivable event that the Haoaeran delegation cannot be made to agree to any of the three preceding treaty proposals, it is desirable to inform them only that they risk further humiliating destruction of their lands, their homes, their property, and their people. The Sarnaks take no responsibility at all for any additional violent measures which may be necessary to compel the Haoaerans to accept their inevitable fate as functionary appendages of the Sarnak kingdom. However, as it is desirable to maintain some form of direct communication between warring foes, the delegation of Haoaeran emissaries led by Rakon Daka shall be considered permanently protected by truce so long as they conduct themselves neither as combatants nor as spies, and come no closer to Gorowyn than the hills to the northeast of Gorowyn's northern entrance.
Books
Books
Books
Books
Large Book Stack
This item can be placed on the floor in any house type.

TREASURED

Quest reward from [120] Trouble in Haven (City of Fordel Midst), started by Thaddaeus Price in City of Fordel Midst (776, -9, -733).

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 3g 71s 75c.
requires Lore and Legend server

Discovered on 15 Dec 2020 at 12:41:00 PST.
Books
Large Row of Midst Books
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 5s
requires Lore and Legend server
or Sadriena Faroloifer in City of Fordel Midst (612, -23, -547)
requires completing the Quest "Crime Pays Someone" or requires completing the Quest "Lend a Helping Hand"
for 50g.

Discovered on 15 Dec 2020 at 18:00:14 PST.
Books
Leatherfoot Brigade Field Training Guide
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [35] "Leatherfoot Brigade Field Training Guide" (Rivervale), started by examining "Leatherfoot Brigade Field Training Guide" (dropped in Rivervale).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Leatherfoot Brigade Field Training Guide""
for 1c.

Discovered on 31 Jul 2008 at 20:56:15 PDT.
This book is titled "Leatherfoot Brigade Field Training Guide". It is a field guide for a military platoon the halflings had at one point assembled.
So you want to be a Leatherfoot? Good! We want you to be one, too! We all know how hard it is to leave home and do our part to help the other races in the world. Just think of it this way - when you come back home a hero, your family will be so proud of you! So proud that they might bake you cakes and pies all the time to thank you for what you did. See, everyone wins!
Ranks: A number of different ranks exist within the Leatherfoot Brigade. New recruits will be referred to as Private. After a while, everyone will stop calling you Private and you'll be like all the rest of your fellow soldiers. Finally, your Sergeant will be the one giving you orders. Please be polite and don't give the Sarge any grief. Thank you.
Salutes: Sergeants and other officers are to be given the triple hand to the head salute. Soldiers and others of equal rank are to be given the double elbow salute. Dark Elves and other minions of darkness are to be given any salute you feel is the most appropriate.
Boots: Ever Leatherfoot will be given a pair of standard field boots. It will have all manner of pockets for holding interesting things in. If you plan on wearing the boots, please inform your sergeant at once, for you will be one of the first to do so.
Field Pack: In addition to the field boots, you will also be issued a field pack to carry your gear. Most of the room in your field pack will be reserved for your daily rations, therefore expect your pack to be twice your size.
Issuing of rations: Every day, a soldier will be issued their daily rations. These rations will include all the necessary foods for the following meals - breakfast, more breakfast, pre-brunch, brunch, lunch, post-lunch, afternoon snack, dinner, after-dinner, supper, and late night dessert.
Cleaning of Weapons: When cleaning your issued shortbow, always remember to keep it pointed away from your face. If you think you're a little smarty and insist on horsing around, you may want to ask Deadeye Jebby what happens when a joke goes too far.
Wargames: We Leatherfoots will regularly engage in field training, re-enacting famous battles between us and those dark elves. One side will be chosen to be us, and the other side will be the dark elves. When it's your turn to be a dark elf, do not go home and hide under your bed - this is not a tactic the enemy uses.
Drilling Songs: While marching in formation, your sergeants may begin singing the "Leatherfoot Forever" song. As a proud Leatherfoot, you must sing along unless you have a sore throat. If so, make sure you have either your wife or your mother send you to training with a note that day.
Leatherfoot Forever Words: Sarge - "I don't know but you've been told, but I like my jum-jum nice and cold!" You - "Drink up, Chow down!" Sarge - "I don't know, but it's been said, I'd much rather be home in bed." You - "Drink Up, Chow Down!"
Books
Leatherfoot Tales: The Houndslayer, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [37] Leatherfoot Tales: The Houndslayer, Part One (Rivervale), started by examining Leatherfoot Tales: The Houndslayer, Part One in Enchanted Lands (quest reward from I Hate Those Wimmin) or from [37] Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed in Enchanted Lands.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed."
for 1c.

Discovered on 17 Jun 2008 at 11:57:12 PDT.
This book is a retrospective of Leatherfoot Brigade scout Gumpy Nattoo's earliest adventures during the Age of Turmoil.
History is written after something happens and tells future folk about the past. That's what this is about: the past. When you're walking through any village, look to the elders to remember the stories of how different things are now from when they were young. No matter their age, they'll remember things as shouldn't be forgot. This is the beginning of one such tale.
Way back afore time began, the halflings lived in and around Rivervale, the most beautiful place in the world. Generations lived amongst the forested surrounds and didn't think much on what lay outside the borders. Some folk ventured out and came back with all sorts of outlandish tales. They were generally scoffed at, but over time, some of the most outlandish tales turned out to be true. Rivervale wasn't as isolated anymore.
As things became more turbulent, the Leatherfoot Brigade beefed up its ranks. Most young halflings associated with the Leatherfeet in some way or other, mostly because there were good discounts for the soldiers at the local taverns. When Gumpy Nattoo joined up, that was his primary concern: could he sleep in his own bed each night, and how much of a discount did he get at the Weary Foot Rest?
Gumpy's first assignment was to accompany the old Sarge out to Kithicor Forest, which had been a pretty place in the old days, but was now overrun with some of those outlandish things that folks didn't talk about after dark. Parts of the Forest still held the mysterious dark that made it a beauty spot; in some places, folks couldn't see the sky for the trees.
"It's lunch-time!" exclaimed the Sarge as they paused on the edge of a clearing. "How can you tell?" asked Gumpy. "By the rumble in my belly, son," said the Sarge, "Let's sit a spell and I'll tell you the real reason I brung you out here." They sat on a couple of burnt tree stumps and snacked on some dried fruit, crusty bread spread with butter and jum-jum, a few apples, a jug of honeywine and a half a dozen types of cheese. It was a light meal, for they were a days' journey from Rivervale.
"Son, you've heard the rumors of all what's going on in the lands," the Sarge said. "You're taller than most halflings, every bit as sneaky as the next fellow, and crafty besides. I need you in the Leatherfoot Brigade's scout unit." Gumpy was flattered and said so. The Sarge nodded, "Yep. So I'm going to up and leave now, and you find your way home. That'll be the test. Good luck." Before Gumpy could protest, the Sarge disappeared into the trees and what's more, he took the rest of the food with him.
Gumpy was kerflummoxed, but only for a moment. He had heard rumors of an elite unit of scouts, but no one ever came out and said who they really were. Any talk of them at the taverns always ended with someone singing a boisterous song that made idle chatter impossible. Gumpy stood up, measured the direction of the wind, observed the slant of the shadows and light, then headed off. In the wrong direction.
Hours later, Gumpy stood scratching his head industriously and wondering where in Norrath he had landed. He was pretty sure he was still in Kithicor, but in the name of Bristlebane, what were all those dark elf dragoons doing all over the place? He'd been used to the sight of the undead, but the dragoons were something new. Furrowing his brow, Gumpy retraced his steps, wishing fervently the Sarge had left some of their provisions with him.
He was surprised to find how much easier it was to follow the tracks this time. Though some of them seemed to lead in circles (no doubt to confuse the enemy), there was one clear set that trampled through the underbrush directly to the place where he and the Sarge had had lunch. Pleased with his progress, Gumpy was ready to follow the trail again when a Kithicor ranger melted out of the woods and nearly gave Gumpy a heart attack. "At last!" said the ranger, grasping Gumpy by the shoulder and marching him off into the dark.
"We've been waiting for you," said the ranger. "You are indeed most crafty; I have been tracking you for hours." Gumpy felt it best to say nothing and simply nodded. "Once we have met up with the other rangers, we will proceed to Rivervale to learn more of our mission," continued the ranger, adding, "I am impressed with your skills; let us break bread together while we walk." Those were the most welcome words Gumpy had heard all day. He followed the ranger into the woods.
Books
Leatherfoot Tales: The Houndslayer, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Apr 2005 at 9:13:51 PDT.
This book is a retrospective of Leatherfoot Brigade scout Gumpy Nattoo's earliest adventures during the Age of Turmoil.
Entry One
Put book away.
History is written after something happens and tells future folk about the past. That's what this is about: the past. When you're walking through any village, look to the elders to remember the stories of how different things are now from when they were young. No matter their age, they'll remember things as shouldn't be forgot. This is the beginning of one such tale.
Entry Two
Put book away.
Way back afore time began, the halflings lived in and around Rivervale, the most beautiful place in the world. Generations lived amongst the forested surrounds and didn't think much on what lay outside the borders. Some folk ventured out and came back with all sorts of outlandish tales. They were generally scoffed at, but over time, some of the most outlandish tales turned out to be true. Rivervale wasn't as isolated anymore.
Entry Three
Put book away.
As things became more turbulent, the Leatherfoot Brigade beefed up its ranks. Most young halflings associated with the Leatherfeet in some way or other, mostly because there were good discounts for the soldiers at the local taverns. When Gumpy Nattoo joined up, that was his primary concern: could he sleep in his own bed each night, and how much of a discount did he get at the Weary Foot Rest?
Entry Four
Put book away.
Gumpy's first assignment was to accompany the old Sarge out to Kithicor Forest, which had been a pretty place in the old days, but was now overrun with some of those outlandish things that folks didn't talk about after dark. Parts of the Forest still held the mysterious dark that made it a beauty spot; in some places, folks couldn't see the sky for the trees.
Entry Five
Put book away.
"It's lunch-time!" exclaimed the Sarge as they paused on the edge of a clearing. "How can you tell?" asked Gumpy. "By the rumble in my belly, son," said the Sarge, "Let's sit a spell and I'll tell you the real reason I brung you out here." They sat on a couple of burnt tree stumps and snacked on some dried fruit, crusty bread spread with butter and jum-jum, a few apples, a jug of honeywine and a half a dozen types of cheese. It was a light meal, for they were a days' journey from Rivervale.
Entry Six
Put book away.
"Son, you've heard the rumors of all what's going on in the lands," the Sarge said. "You're taller than most halflings, every bit as sneaky as the next fellow, and crafty besides. I need you in the Leatherfoot Brigade's scout unit." Gumpy was flattered and said so. The Sarge nodded, "Yep. So I'm going to up and leave now, and you find your way home. That'll be the test. Good luck." Before Gumpy could protest, the Sarge disappeared into the trees and what's more, he took the rest of the food with him.
Entry Seven
Put book away.
Gumpy was kerflummoxed, but only for a moment. He had heard rumors of an elite unit of scouts, but no one ever came out and said who they really were. Any talk of them at the taverns always ended with someone singing a boisterous song that made idle chatter impossible. Gumpy stood up, measured the direction of the wind, observed the slant of the shadows and light, then headed off. In the wrong direction.
Entry Eight
Put book away.
Hours later, Gumpy stood scratching his head industriously and wondering where in Norrath he had landed. He was pretty sure he was still in Kithicor, but in the name of Bristlebane, what were all those dark elf dragoons doing all over the place? He'd been used to the sight of the undead, but the dragoons were something new. Furrowing his brow, Gumpy retraced his steps, wishing fervently the Sarge had left some of their provisions with him.
Entry Nine
Put book away.
He was surprised to find how much easier it was to follow the tracks this time. Though some of them seemed to lead in circles (no doubt to confuse the enemy), there was one clear set that trampled through the underbrush directly to the place where he and the Sarge had had lunch. Pleased with his progress, Gumpy was ready to follow the trail again when a Kithicor ranger melted out of the woods and nearly gave Gumpy a heart attack. "At last!" said the ranger, grasping Gumpy by the shoulder and marching him off into the dark.
Entry Ten
Put book away.
"We've been waiting for you," said the ranger. "You are indeed most crafty; I have been tracking you for hours." Gumpy felt it best to say nothing and simply nodded. "Once we have met up with the other rangers, we will proceed to Rivervale to learn more of our mission," continued the ranger, adding, "I am impressed with your skills; let us break bread together while we walk." Those were the most welcome words Gumpy had heard all day. He followed the ranger into the woods.
Close Book.
Books
Leatherfoot Tales: The Houndslayer, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [37] Leatherfoot Tales: The Houndslayer, Part Three (Rivervale), started by examining Leatherfoot Tales: The Houndslayer, Part Three in Rivervale (quest reward from Leatherfoot Tales: The Houndslayer, Part Two) or from [37] Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed. in Rivervale (quest reward from Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed.).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed."
for 1c.

Discovered on 31 Jul 2008 at 18:12:46 PDT.
The final part in the Leatherfoot Tales: The Houndlayer book tells of the Houndslayer Gumpy Nattoo's triumphant return to Rivervale with the lead unit of the Kithicor rangers.
To commemorate his receiving the nickname "Houndslayer," the Kithicor ranger squad leader insisted upon slicing off the dead wolf's tail and tying it to Gumpy's belt. Gumpy felt a bit foolish having the tail flopping about as he and the rangers continued to Rivervale, but the rangers seemed to set a high store by his showing it off so he said nothing. He had found over the years that the less he said, the better off he ended up.
As the sun rose over the river which gave Rivervale its name, Gumpy and the Kithicor rangers entered the town. Smoke curled from a few chimneys, but the halflings were given to sleeping late. Gumpy said, "If anyone's awake, they'll be at a pub." Even though Gumpy told them it wasn't necessary, the rangers darted from one patch of shade to the next, looking both ways before they crossed any road and generally being so stealthy as to draw attention to themselves.
Having gotten the rangers to the inn, Gumpy went to the Sarge's home to rouse him and tell him about the visitors. The Sarge seemed put out that Gumpy was there so early in the morning, but he threw on his uniform and accompanied Gumpy back to the inn. Wrinkling his nose, the Sarge said, "Gumpy, I don't know where you got that mangy tail from, but I'd get rid of it; it stinks."
The ranger's squad leader and the Sarge held a quiet meeting together, during which time the Sarge furrowed his brow so intently that his eyes were nearly shut. At the conclusion of their discussion, the Sarge clapped Gumpy on the shoulder and told him, "Gumpy, you done us proud. The rangers are impressed with you and they've asked me to have your unit work with them on their mission. Good work, son." Gumpy thought this sounded like more work. Hard work.
The Kithicor rangers and the Leatherfoot's elite scout unit gathered together in Rivervale's ranger guild hall, where both the Sarge and the ranger squad leader took turns explaining the mission to the troops. Gumpy slumped dejectedly in his seat; the mission was as bad as he'd expected. The Leatherfeet and some of the Kithicor units would be heading to Neriak's Foreign Quarter within the hour. "And I haven't even had breakfast yet," Gumpy thought sadly.
"Troops," the Sarge said in his booming voice, "We've been hearing for many days now about the war going on over to Faydwer. Them gnomes as have come to Rivervale report a great loss of life. Them dark elves and such are burning and pillaging as they go, and we got to help stop them afore those pesky elves come this-a-way." At this moment, Gumpy slipped out for a snack; it sounded like the Sarge would be carrying on for a while.
"...and that's the orders, troops!" The Sarge finished speaking as Gumpy returned, his belly full of bacon, cheese toast and scrambled duck eggs. Chairs scraped the floor all across the hall as the Leatherfoot's elite troops stood to leave. "What's the order? What'd I miss?" Gumpy asked the nearest soldier, but there was so much noise in the room he couldn't get anyone's attention. "Come, Houndslayer!" cried one of the Kithicor rangers, "You travel with us!" Gumpy sighed, "Great."
"We travel through the Kithicor Woods, thence to Nektulos," said the ranger, patting Gumpy's shoulder. "You will be our emissary, Houndslayer, delivering dispatches between the units as you are well-acquainted with the woods." Gumpy tried to explain that he wasn't as familiar with the woods as the rangers credited him, but his new friend laughed merrily and said, "Nay! Nay! Your modesty is all too well known to us, Houndslayer! Now, let us prepare for the coming battle!"
Gumpy had never paid much attention to the gnomes that had been showing up in increasing numbers within the past months, but now they lined the streets of Rivervale alongside the halflings, waving farewell to the departing troops. "We won't be sneaking up on anyone anytime soon," grumbled Gumpy, "since everyone within a hundred sprockets of here can hear the racket."
The Kithicor ranger unit with Gumpy was the last to leave Rivervale. Turning to look over his shoulder at his home town, Gumpy felt a lump in his throat and his eyes stung as though pricked by tiny needles. "Must be getting old," he thought wiping his eyes with the back of his hand, "That's the last breakfast I'll ever have at the Egg Pan. Forgot I'm allergic to duck eggs again!"
Books
Leatherfoot Tales: The Houndslayer, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Apr 2005 at 10:54:01 PDT.
The final part in the Leatherfoot Tales: The Houndlayer book tells of the Houndslayer Gumpy Nattoo's triumphant return to Rivervale with the lead unit of the Kithicor rangers.
Entry One
Put book away.
To commemorate his receiving the nickname "Houndslayer," the Kithicor ranger squad leader insisted upon slicing off the dead wolf's tail and tying it to Gumpy's belt. Gumpy felt a bit foolish having the tail flopping about as he and the rangers continued to Rivervale, but the rangers seemed to set a high store by his showing it off so he said nothing. He had found over the years that the less he said, the better off he ended up.
Entry Two
Put book away.
As the sun rose over the river which gave Rivervale its name, Gumpy and the Kithicor rangers entered the town. Smoke curled from a few chimneys, but the halflings were given to sleeping late. Gumpy said, "If anyone's awake, they'll be at a pub." Even though Gumpy told them it wasn't necessary, the rangers darted from one patch of shade to the next, looking both ways before they crossed any road and generally being so stealthy as to draw attention to themselves.
Entry Three
Put book away.
Having gotten the rangers to the inn, Gumpy went to the Sarge's home to rouse him and tell him about the visitors. The Sarge seemed put out that Gumpy was there so early in the morning, but he threw on his uniform and accompanied Gumpy back to the inn. Wrinkling his nose, the Sarge said, "Gumpy, I don't know where you got that mangy tail from, but I'd get rid of it; it stinks."
Entry Four
Put book away.
The ranger's squad leader and the Sarge held a quiet meeting together, during which time the Sarge furrowed his brow so intently that his eyes were nearly shut. At the conclusion of their discussion, the Sarge clapped Gumpy on the shoulder and told him, "Gumpy, you done us proud. The rangers are impressed with you and they've asked me to have your unit work with them on their mission. Good work, son." Gumpy thought this sounded like more work. Hard work.
Entry Five
Put book away.
The Kithicor rangers and the Leatherfoot's elite scout unit gathered together in Rivervale's ranger guild hall, where both the Sarge and the ranger squad leader took turns explaining the mission to the troops. Gumpy slumped dejectedly in his seat; the mission was as bad as he'd expected. The Leatherfeet and some of the Kithicor units would be heading to Neriak's Foreign Quarter within the hour. "And I haven't even had breakfast yet," Gumpy thought sadly.
Entry Six
Put book away.
"Troops," the Sarge said in his booming voice, "We've been hearing for many days now about the war going on over to Faydwer. Them gnomes as have come to Rivervale report a great loss of life. Them dark elves and such are burning and pillaging as they go, and we got to help stop them afore those pesky elves come this-a-way." At this moment, Gumpy slipped out for a snack; it sounded like the Sarge would be carrying on for a while.
Entry Seven
Put book away.
"...and that's the orders, troops!" The Sarge finished speaking as Gumpy returned, his belly full of bacon, cheese toast and scrambled duck eggs. Chairs scraped the floor all across the hall as the Leatherfoot's elite troops stood to leave. "What's the order? What'd I miss?" Gumpy asked the nearest soldier, but there was so much noise in the room he couldn't get anyone's attention. "Come, Houndslayer!" cried one of the Kithicor rangers, "You travel with us!" Gumpy sighed, "Great."
Entry Eight
Put book away.
"We travel through the Kithicor Woods, thence to Nektulos," said the ranger, patting Gumpy's shoulder. "You will be our emissary, Houndslayer, delivering dispatches between the units as you are well-acquainted with the woods." Gumpy tried to explain that he wasn't as familiar with the woods as the rangers credited him, but his new friend laughed merrily and said, "Nay! Nay! Your modesty is all too well known to us, Houndslayer! Now, let us prepare for the coming battle!"
Entry Nine
Put book away.
Gumpy had never paid much attention to the gnomes that had been showing up in increasing numbers within the past months, but now they lined the streets of Rivervale alongside the halflings, waving farewell to the departing troops. "We won't be sneaking up on anyone anytime soon," grumbled Gumpy, "since everyone within a hundred sprockets of here can hear the racket."
Entry Ten
Put book away.
The Kithicor ranger unit with Gumpy was the last to leave Rivervale. Turning to look over his shoulder at his home town, Gumpy felt a lump in his throat and his eyes stung as though pricked by tiny needles. "Must be getting old," he thought wiping his eyes with the back of his hand, "That's the last breakfast I'll ever have at the Egg Pan. Forgot I'm allergic to duck eggs again!"
Close Book.
Books
Leatherfoot Tales: The Houndslayer, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [37] Leatherfoot Tales: The Houndslayer, Part Two (Rivervale), started by examining Leatherfoot Tales: The Houndslayer, Part Two in Rivervale (quest reward from Leatherfoot Tales: The Houndslayer, Part One) or from [37] Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed. in Rivervale (quest reward from Leatherfoot Tales: The Houndslayer, Part One, 2nd Ed.).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two" or requires completing the Quest "Leatherfoot Tales: The Houndslayer, Part Two, 2nd Ed."
for 1c.

Discovered on 17 Jun 2008 at 15:56:18 PDT.
This part of the Leatherfoot Tales relates how Gumpy Nattoo received the name "Houndslayer" during the Age of Turmoil.
After meeting up with the Kithicor ranger in the woods, Gumpy felt his luck had changed. For one thing, the ranger shared his rations generously. For another, they were heading back to Rivervale. Since the Sarge had only said the test to become a Leatherfoot Brigade scout involved finding his way home, and never mentioned whether Gumpy might take help where he found it, Gumpy knew he'd get into the scout unit without trouble. What a great day this was turning out to be!
The other Kithicor rangers were much like the lad who had found Gumpy in the woods. They dressed simply and with little adornment other than having ivy etched on every article of clothing, armor and upon the hilts of their weapons. Gumpy found that the ivy theme carried even unto their undergarments, which discovery he made entirely by mistake by stepping off the narrow path and coming across one of the rangers who was, as they said in Rivervale, "contemplating life."
The rangers were a jolly bunch, if silent, and Gumpy felt completely at home. They treated Gumpy squarely as though he were one of them. When they encountered any enemies, Gumpy was allowed to protect the rear of the unit quite valiantly. It was during one of these times that Gumpy found himself face to face with a large hound that looked as though it hadn't eaten in days. In fact, it looked pretty enraged.
"Nice hound. There's a good puppy," croaked Gumpy, trying the technique which had always worked for him in the past when he delivered mail in the Misty Thicket. The hound was not taken in by his cheerful demeanor and circled around, fangs bared. Gumpy glanced over his shoulder. It sounded like the Kithicor rangers had not finished off the undead attackers; he was on his own.
The hound pounced and Gumpy dodged. He drew his weapon (a nice, ivy-etched gladius that one of the rangers gave him) and circled around again, keeping his face toward his adversary. Between encouraging the hound to "be a good pup" Gumpy found himself dodging more and more frequently. Where were those Kithicor rangers now that he really needed them?
With a snarl, the dog lunged forward and closed his jaws around Gumpy's left arm. Surprised and in pain, Gumpy whacked the dog on the top of its snout with the pommel of the gladius, which caused it to release its grip. Blood began to seep out of the puncture wounds the dog's fangs had made in his arm, soaking through his leather sleeves. Gumpy growled fiercely, "No dog bites Gumpy Nattoo and lives to tell about it!"
Crying aloud, Gumpy lunged at the dog, stabbing it with his gladius. If the hound had seemed enraged earlier, its anger was nothing compared to Gumpy's. Despite its protective cover of thick, matted fur, the hound was staggered by the force of Gumpy's blows. As it leaned to correct its balance, Gumpy lunged again and stuck the gladius directly into the hound's neck, slaying it instantly.
Standing over the dead dog, Gumpy was filled with remorse; this could have been some poor child's pet simply gone astray in the woods. And now it lay lifeless before him on the narrow ranger path. Rangers! He better not have lost them! Turning quickly around, Gumpy found himself face to the ivy-etched breastplate of a Kithicor ranger.
"Well done, Gumpy!" the ranger said in amazement, calling for his comrades. They crowded around Gumpy and the dead dog, patting him on the back and honoring his achievement. "Tweren't nothing but an angry hound," muttered Gumpy in embarrassment, "Any halfling could've done it in."
"Listen to his modesty; he calls the enraged dread wolf a mere hound!" cried the ranger squad leader. "Brave are the halfling warriors with whom we shall work!" Patting Gumpy on the shoulder, the leader continued, "I name you 'Houndslayer' for you have single-handedly killed a beast of great power." "Houndslayer," said Gumpy thoughtfully. "I like the sound of that."
Books
Leatherfoot Tales: The Houndslayer, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Apr 2005 at 10:15:49 PDT.
This part of the Leatherfoot Tales relates how Gumpy Nattoo received the name "Houndslayer" during the Age of Turmoil.
Entry One
Put book away.
After meeting up with the Kithicor ranger in the woods, Gumpy felt his luck had changed. For one thing, the ranger shared his rations generously. For another, they were heading back to Rivervale. Since the Sarge had only said the test to become a Leatherfoot Brigade scout involved finding his way home, and never mentioned whether Gumpy might take help where he found it, Gumpy knew he'd get into the scout unit without trouble. What a great day this was turning out to be!
Entry Two
Put book away.
The other Kithicor rangers were much like the lad who had found Gumpy in the woods. They dressed simply and with little adornment other than having ivy etched on every article of clothing, armor and upon the hilts of their weapons. Gumpy found that the ivy theme carried even unto their undergarments, which discovery he made entirely by mistake by stepping off the narrow path and coming across one of the rangers who was, as they said in Rivervale, "contemplating life."
Entry Three
Put book away.
The rangers were a jolly bunch, if silent, and Gumpy felt completely at home. They treated Gumpy squarely as though he were one of them. When they encountered any enemies, Gumpy was allowed to protect the rear of the unit quite valiantly. It was during one of these times that Gumpy found himself face to face with a large hound that looked as though it hadn't eaten in days. In fact, it looked pretty enraged.
Entry Four
Put book away.
"Nice hound. There's a good puppy," croaked Gumpy, trying the technique which had always worked for him in the past when he delivered mail in the Misty Thicket. The hound was not taken in by his cheerful demeanor and circled around, fangs bared. Gumpy glanced over his shoulder. It sounded like the Kithicor rangers had not finished off the undead attackers; he was on his own.
Entry Five
Put book away.
The hound pounced and Gumpy dodged. He drew his weapon (a nice, ivy-etched gladius that one of the rangers gave him) and circled around again, keeping his face toward his adversary. Between encouraging the hound to "be a good pup" Gumpy found himself dodging more and more frequently. Where were those Kithicor rangers now that he really needed them?
Entry Six
Put book away.
With a snarl, the dog lunged forward and closed his jaws around Gumpy's left arm. Surprised and in pain, Gumpy whacked the dog on the top of its snout with the pommel of the gladius, which caused it to release its grip. Blood began to seep out of the puncture wounds the dog's fangs had made in his arm, soaking through his leather sleeves. Gumpy growled fiercely, "No dog bites Gumpy Nattoo and lives to tell about it!"
Entry Seven
Put book away.
Crying aloud, Gumpy lunged at the dog, stabbing it with his gladius. If the hound had seemed enraged earlier, its anger was nothing compared to Gumpy's. Despite its protective cover of thick, matted fur, the hound was staggered by the force of Gumpy's blows. As it leaned to correct its balance, Gumpy lunged again and stuck the gladius directly into the hound's neck, slaying it instantly.
Entry Eight
Put book away.
Standing over the dead dog, Gumpy was filled with remorse; this could have been some poor child's pet simply gone astray in the woods. And now it lay lifeless before him on the narrow ranger path. Rangers! He better not have lost them! Turning quickly around, Gumpy found himself face to the ivy-etched breastplate of a Kithicor ranger.
Entry Nine
Put book away.
"Well done, Gumpy!" the ranger said in amazement, calling for his comrades. They crowded around Gumpy and the dead dog, patting him on the back and honoring his achievement. "Tweren't nothing but an angry hound," muttered Gumpy in embarrassment, "Any halfling could've done it in."
Entry Ten
Put book away.
"Listen to his modesty; he calls the enraged dread wolf a mere hound!" cried the ranger squad leader. "Brave are the halfling warriors with whom we shall work!" Patting Gumpy on the shoulder, the leader continued, "I name you 'Houndslayer' for you have single-handedly killed a beast of great power." "Houndslayer," said Gumpy thoughtfully. "I like the sound of that."
Close Book.
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [37] Leatherfoot Tales: The Last of the Teir'Dal, Part One (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part One in Rivervale (quest reward from Leatherfoot Tales: The Houndslayer, Part Three) or from [37] Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed. in Rivervale (quest reward from Leatherfoot Tales: The Houndslayer, Part Three, 2nd Ed.).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed."
for 1c.

Discovered on 18 Jun 2008 at 11:50:09 PDT.
The Houndslayer's adventures continue as he and his comrades make their way through the dangerous regions of Kithicor and Nektulos.
Debate rages through history as to the origins of the dark elves, or as they call themselves, the Teir'Dal. Considering how different they look, it's easy to see why folks might think they're not elves. Looking at them closely, though, one can see the tilt of their eyes and the ears and realize they really are elves. Sometimes folks call them elves and sometimes Teir'Dal.
Battles are fought every day in some form or other through the world. It seemed to Gumpy Nattoo, whom the Kithicor rangers had named "the Houndslayer," that it would be much simpler if they could get from point A (Rivervale) to point B (First Gate) without anyone else trying to stop them. But no, that would indeed be too simple. Though the units traveled through Kithicor quickly and silently, they still ran into occasional problems.
Gumpy was tasked with relaying messages between the halfling's Leatherfoot units and the Kithicor ranger units. As they were traveling through the woods quickly and as silently as possible, Gumpy's messages were often late by the time they reached their destination. "And I'm about ready to pass out," Gumpy said under his breath. "Any more running around and I will name them Gumpyslayer."
On one of his fruitless treks, Gumpy unexpectedly encountered a group of gnomes. In the past several months, gnomes from Ak'Anon on Faydwer had been seeking refuge in Rivervale from an advancing force of dark elves. These gnomes, however, were not heading toward Rivervale but rather, away from it. "We're with the Leatherfeet," said one of them when Gumpy approached. "We've got a mechanamagical device that we're finishing up for your fight." "Oh," said Gumpy blankly, "that's nice."
Meeting up with the gnomes wasn't the first time Gumpy wished he hadn't slipped out for a snack during the Sarge's briefing. When the units camped down for the night, he tried to overhear any discussion of the forthcoming battle so that he might know their plan. He felt as though he may as well be on the dark elves' side as he had no idea what the halflings and Kithicor units were going to do once they reached the First Gate. And what of the gnomes?
The gnomes proved a chatty group and Gumpy found himself tagging along with them more and more frequently as their journey continued through Kithicor. Every so often, an arrow would whistle out of the dark and take out one of the gnomes. For a few minutes thereafter, the remaining gnomes whispered anxiously, but in time they forgot their caution and would chat normally again. Until the next arrow whizzed in, whereupon they began whispering anew.
From their incessant chatter, Gumpy learned that the gnomes, while fleeing the battle, were also doing a favor for the high elves in Felwithe. The high elves were concerned that the dark elves would overtake the city by keeping it besieged. They'd asked the gnomes to head to Neriak to stop any reinforcements from leaving, and in turn the gnomes appealed to the Kithicor rangers and the Leatherfoot's elite units for help.
"But what exactly are we going to do?" Gumpy asked one of the handful of gnomes left. "Why, it's easy-peasy!" laughed the gnome, patting his chest confidently. "You see, we gnomes know there's one way in and out of Neriak and that's the First Gate, right? So, we're going to take this mechanamagic device and..." At that unfortunate moment, an arrow struck the gnome and Gumpy learned nothing more about their mission.
"There won't be any gnomes left at this rate," Gumpy thought. "I wonder what he had in his pocket?" Slipping his fingers into the dead gnome's coat, Gumpy located a small jumble of sprockets -- or were they cogs? he could never remember -- and pulled it out. It looked interesting, but Gumpy wished it had been something like venison jerky instead.
"Here, I'll take that, son," the Sarge's whisper nearly caused Gumpy to leap out of his ivy-etched jerkin. The Sarge added, "Hopefully, we'll have at least one gnome left by the First Gate or we won't know how it's to go together. Come on, then!" All around them, Kithicor rangers emerged from the shadows of the trees, each grabbing a gnome by the scruff of its neck before disappearing again.
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Apr 2005 at 11:14:47 PDT.
The Houndslayer's adventures continue as he and his comrades make their way through the dangerous regions of Kithicor and Nektulos.
Entry One
Put book away.
Debate rages through history as to the origins of the dark elves, or as they call themselves, the Teir'Dal. Considering how different they look, it's easy to see why folks might think they're not elves. Looking at them closely, though, one can see the tilt of their eyes and the ears and realize they really are elves. Sometimes folks call them elves and sometimes Teir'Dal.
Entry Two
Put book away.
Battles are fought every day in some form or other through the world. It seemed to Gumpy Nattoo, whom the Kithicor rangers had named "the Houndslayer," that it would be much simpler if they could get from point A (Rivervale) to point B (First Gate) without anyone else trying to stop them. But no, that would indeed be too simple. Though the units traveled through Kithicor quickly and silently, they still ran into occasional problems.
Entry Three
Put book away.
Gumpy was tasked with relaying messages between the halfling's Leatherfoot units and the Kithicor ranger units. As they were traveling through the woods quickly and as silently as possible, Gumpy's messages were often late by the time they reached their destination. "And I'm about ready to pass out," Gumpy said under his breath. "Any more running around and I will name them Gumpyslayer."
Entry Four
Put book away.
On one of his fruitless treks, Gumpy unexpectedly encountered a group of gnomes. In the past several months, gnomes from Ak'Anon on Faydwer had been seeking refuge in Rivervale from an advancing force of dark elves. These gnomes, however, were not heading toward Rivervale but rather, away from it. "We're with the Leatherfeet," said one of them when Gumpy approached. "We've got a mechanamagical device that we're finishing up for your fight." "Oh," said Gumpy blankly, "that's nice."
Entry Five
Put book away.
Meeting up with the gnomes wasn't the first time Gumpy wished he hadn't slipped out for a snack during the Sarge's briefing. When the units camped down for the night, he tried to overhear any discussion of the forthcoming battle so that he might know their plan. He felt as though he may as well be on the dark elves' side as he had no idea what the halflings and Kithicor units were going to do once they reached the First Gate. And what of the gnomes?
Entry Six
Put book away.
The gnomes proved a chatty group and Gumpy found himself tagging along with them more and more frequently as their journey continued through Kithicor. Every so often, an arrow would whistle out of the dark and take out one of the gnomes. For a few minutes thereafter, the remaining gnomes whispered anxiously, but in time they forgot their caution and would chat normally again. Until the next arrow whizzed in, whereupon they began whispering anew.
Entry Seven
Put book away.
From their incessant chatter, Gumpy learned that the gnomes, while fleeing the battle, were also doing a favor for the high elves in Felwithe. The high elves were concerned that the dark elves would overtake the city by keeping it besieged. They'd asked the gnomes to head to Neriak to stop any reinforcements from leaving, and in turn the gnomes appealed to the Kithicor rangers and the Leatherfoot's elite units for help.
Entry Eight
Put book away.
"But what exactly are we going to do?" Gumpy asked one of the handful of gnomes left. "Why, it's easy-peasy!" laughed the gnome, patting his chest confidently. "You see, we gnomes know there's one way in and out of Neriak and that's the First Gate, right? So, we're going to take this mechanamagic device and..." At that unfortunate moment, an arrow struck the gnome and Gumpy learned nothing more about their mission.
Entry Nine
Put book away.
"There won't be any gnomes left at this rate," Gumpy thought. "I wonder what he had in his pocket?" Slipping his fingers into the dead gnome's coat, Gumpy located a small jumble of sprockets -- or were they cogs? he could never remember -- and pulled it out. It looked interesting, but Gumpy wished it had been something like venison jerky instead.
Entry Ten
Put book away.
"Here, I'll take that, son," the Sarge's whisper nearly caused Gumpy to leap out of his ivy-etched jerkin. The Sarge added, "Hopefully, we'll have at least one gnome left by the First Gate or we won't know how it's to go together. Come on, then!" All around them, Kithicor rangers emerged from the shadows of the trees, each grabbing a gnome by the scruff of its neck before disappearing again.
Close Book.
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Apr 2005 at 23:39:42 PDT.
The Houndslayer, also called the Pathfinder, and his comrades take the First Gate and bring this tale to its conclusion.
Entry One
Put book away.
The Teir'Dal guards peered this way and that into the wooded area in which Gumpy Nattoo, the Kithicor rangers and the Leatherfoot elite were hiding. Gumpy's tummy rumbling had excited their cat-like curiosity and left Gumpy cursing himself for not eating more at dinner the night before. When the dark elf guards came closer to the treeline, two of the rangers nipped out and grabbed them, bringing that danger to its close.
Entry Two
Put book away.
The units were gathered together and waited only for the Sarge's signal before swarming the First Gate. They had measured the defense of the area, located breaches in the security and planned accordingly. Gumpy dug in his pockets for some venison jerky, a hunk of bread or cheese to keep his stomach from growling again but found himself without a single snack. "Curses!" he muttered. At that moment, the Sarge gave the signal.
Entry Three
Put book away.
Pausing only to rifle the dead gnome's coat for any of the mechanamagical thing's parts, Gumpy found himself at the rear of the formation. He brandished his ivy-etched gladius menacingly and joined the fray. While their force was not particularly large, they had surprise on their side (thanks to the gagging of the remaining two gnomes) and were making mincemeat of the scant forces guarding the First Gate.
Entry Four
Put book away.
Gumpy located the Sarge and gave him the gizmo he'd found on the fallen gnome. "Thanks, Gumpy," the Sarge said, adding, "I haven't said nothing to you before now, but you're a good trooper. Glad the rangers took to you so well; we couldn't have done this without 'em." Gumpy blushed. His tummy rumbled.
Entry Five
Put book away.
The Kithicor rangers and Leatherfoot elite troops pushed further into the Foreign Quarter, easily overcoming the resistance. "Tis like slicing butter with a warm knife!" cried one of the rangers. "Why'd he have to say butter?" thought Gumpy miserably, wishing he could find something to eat. His stomach continued its dull roar and it was getting louder with every passing moment.
Entry Six
Put book away.
He fought alongside the Sarge, who was trying to make his way forward to the remaining gnomes. The mechanamagical thing had to be put together and only they knew how. Sniffing the air, the Sarge growled, "Gumpy! I told you to get rid of that nasty wolf tail; it's really starting to reek!" Gumpy glanced at his belt where the rangers had hung the dread wolf's tail as a trophy piece. It was gone.
Entry Seven
Put book away.
"Sarge, I..." but Gumpy got no further as a louder rumbling shook the ground beneath their feet. The Sarge tottered for a moment then regained his balance. "Oh, for Bristlebane's sake," the Sarge grumbled, digging into his pocket and handing Gumpy a chunk of cheese. "Eat something; your stomach's gonna shake the world down around our heads." And then the Sarge spotted one of the gnomes and darted off, leaving Gumpy behind.
Entry Eight
Put book away.
Gumpy knew that it wasn't his stomach making the ground shake. It wasn't the wolf's tail making the air stink, either. Whatever was going on, it was something else, something bad. Grasping his gladius, Gumpy headed after the Sarge. "Sarge! Sarge!" Gumpy called, but because his mouth was full of cheese it sounded more like, "Garg! Garg!" The Sarge did not turn around.
Entry Nine
Put book away.
A tide of Kithicor rangers swarmed between Gumpy and the Sarge. Gumpy, peering through legs and around bellies, could see the Sarge had one of the gnomes by its ears and they were busily putting together the mechanamagical thing. The ground trembled, then roared. The rangers turned toward the Foreign Quarter's exit and Gumpy was swept along. "Sarge!" he hollered again, but knew that no one could hear him over the sound of the earth breaking.
Entry Ten
Put book away.
Dust settled and Gumpy and the rangers looked toward what had been their battlefield. The mechanamagical thing had done its work and the exit from Neriak's Foreign Quarter was sealed, together with the soldiers that had been unable to make their escape. "That's the last of the Teir'Dal," said one of the rangers. Gumpy said solemnly, "Not the last of the Sarge, though. He's a tough one."
Close Book.
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [38] Leatherfoot Tales: The Last of the Teir'Dal, Part Three (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part Three in Rivervale (quest reward from Leatherfoot Tales: The Last of the Teir'Dal, Part Two) or from [38] Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed. in Rivervale (quest reward from Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed.).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
for 1c.

Discovered on 18 Jun 2008 at 10:53:33 PDT.
The Houndslayer, also called the Pathfinder, and his comrades take the First Gate and bring this tale to its conclusion.
The Teir'Dal guards peered this way and that into the wooded area in which Gumpy Nattoo, the Kithicor rangers and the Leatherfoot elite were hiding. Gumpy's tummy rumbling had excited their cat-like curiosity and left Gumpy cursing himself for not eating more at dinner the night before. When the dark elf guards came closer to the treeline, two of the rangers nipped out and grabbed them, bringing that danger to its close.
The units were gathered together and waited only for the Sarge's signal before swarming the First Gate. They had measured the defense of the area, located breaches in the security and planned accordingly. Gumpy dug in his pockets for some venison jerky, a hunk of bread or cheese to keep his stomach from growling again but found himself without a single snack. "Curses!" he muttered. At that moment, the Sarge gave the signal.
Pausing only to rifle the dead gnome's coat for any of the mechanamagical thing's parts, Gumpy found himself at the rear of the formation. He brandished his ivy-etched gladius menacingly and joined the fray. While their force was not particularly large, they had surprise on their side (thanks to the gagging of the remaining two gnomes) and were making mincemeat of the scant forces guarding the First Gate.
Gumpy located the Sarge and gave him the gizmo he'd found on the fallen gnome. "Thanks, Gumpy," the Sarge said, adding, "I haven't said nothing to you before now, but you're a good trooper. Glad the rangers took to you so well; we couldn't have done this without 'em." Gumpy blushed. His tummy rumbled.
The Kithicor rangers and Leatherfoot elite troops pushed further into the Foreign Quarter, easily overcoming the resistance. "Tis like slicing butter with a warm knife!" cried one of the rangers. "Why'd he have to say butter?" thought Gumpy miserably, wishing he could find something to eat. His stomach continued its dull roar and it was getting louder with every passing moment.
He fought alongside the Sarge, who was trying to make his way forward to the remaining gnomes. The mechanamagical thing had to be put together and only they knew how. Sniffing the air, the Sarge growled, "Gumpy! I told you to get rid of that nasty wolf tail; it's really starting to reek!" Gumpy glanced at his belt where the rangers had hung the dread wolf's tail as a trophy piece. It was gone.
"Sarge, I..." but Gumpy got no further as a louder rumbling shook the ground beneath their feet. The Sarge tottered for a moment then regained his balance. "Oh, for Bristlebane's sake," the Sarge grumbled, digging into his pocket and handing Gumpy a chunk of cheese. "Eat something; your stomach's gonna shake the world down around our heads." And then the Sarge spotted one of the gnomes and darted off, leaving Gumpy behind.
Gumpy knew that it wasn't his stomach making the ground shake. It wasn't the wolf's tail making the air stink, either. Whatever was going on, it was something else, something bad. Grasping his gladius, Gumpy headed after the Sarge. "Sarge! Sarge!" Gumpy called, but because his mouth was full of cheese it sounded more like, "Garg! Garg!" The Sarge did not turn around.
A tide of Kithicor rangers swarmed between Gumpy and the Sarge. Gumpy, peering through legs and around bellies, could see the Sarge had one of the gnomes by its ears and they were busily putting together the mechanamagical thing. The ground trembled, then roared. The rangers turned toward the Foreign Quarter's exit and Gumpy was swept along. "Sarge!" he hollered again, but knew that no one could hear him over the sound of the earth breaking.
Dust settled and Gumpy and the rangers looked toward what had been their battlefield. The mechanamagical thing had done its work and the exit from Neriak's Foreign Quarter was sealed, together with the soldiers that had been unable to make their escape. "That's the last of the Teir'Dal," said one of the rangers. Gumpy said solemnly, "Not the last of the Sarge, though. He's a tough one."
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [38] Leatherfoot Tales: The Last of the Teir'Dal, Part Two (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part Two in Rivervale (quest reward from Leatherfoot Tales: The Last of the Teir'Dal, Part One) or from [38] Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed. in Rivervale (quest reward from Leatherfoot Tales: The Last of the Teir'Dal, Part One, 2nd Ed.).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed."
for 1c.

Discovered on 17 Jun 2008 at 19:56:49 PDT.
The Houndslayer and his comrades make their way through Nektulos Forest, encountering something unexpected.
The Kithicor rangers, the Leatherfoot elite and Gumpy Nattoo paused on the edge of Nektulos Forest. They had all heard the fireside tales of ash-filled trees dropping clouds of life-choking pumice on unsuspecting travellers. After conferring about their route, the ranger who had befriended Gumpy nodded toward him: "I say let the Houndslayer lead the way, for he is crafty and shall surely lead us unscathed through these perilous woods."
Everyone was quick to agree with the ranger, and they pushed Gumpy to the fore of the group. Gumpy had given up trying to explain himself to the admiring rangers, ever since that incident with the dread wolf. After being considered a bumpkin for most of his days, the adulation was rather pleasant. In fact, maybe the rangers were the only folk who saw his true worth! Gumpy's heart swelled with pride as he led the way.
Three days later, Gumpy heard one of the gnomes (they were being carried in rucksacks on the Kithicor rangers' backs) say, "I had no idea Nektulos Forest was this huge! I always thought it pretty small." Another gnome in another rucksack further away agreed. Gumpy heartily wished an ash-laden branch would break over the little chatterboxes' heads. They came to the edge of a clearing and stumbled into another group of Leatherfoot halflings.
The Sarge took over all the talking, never explaining why they were in Nektulos Forest, but apparently asking the way to Neriak. The Kithicor rangers frowned at the Sarge and one of them whispered to Gumpy, "Has he no shame, to stop and ask for directions thusly? Your way is much better, for it confounds those who would follow us. I name you 'Pathfinder,' friend."
It seemed rather odd to Gumpy that the Kithicor rangers kept "naming" him, yet none of them ever gave out their own names. He'd asked a couple of them, but they merely laughed and said that the Kithicor rangers left their names behind with their families. An odd group, but Gumpy was getting used to their peculiar ways. Whatever strange habits they had, there was one thing for certain: they were generous in sharing their rations.
One of the Leatherfoot scouts they'd found camping in Nektulos Forest accompanied them the rest of the way through. "There's that river again," Gumpy heard one of the gnomes comment from the protective covering of its rucksack. At that moment, in accordance with Gumpy's earlier wishes, the branches of the tree above it cracked and poured thick ash and pumice on its head. Unfortunately, the ranger carrying the gnome did not survive either.
"We're down to three gnomes," the Sarge grumbled. His rucksack bulged with the array of sprockets, gears and flizgigs taken from the deceased gnomes along the way. "One of these little fellows has got to make it to the First Gate or we won't know how to put their mechanamagical thing to work." The Kithicor rangers concurred and decided to gag the gnomes to keep them silent for the remainder of the journey. Gumpy was not alone in his glee.
Dawn the next day found the Leatherfoot elite and the Kithicor rangers within spitting distance of the Foreign Quarter. They could see (and smell) the trolls that inhabited the sector. A dark elf patrol wandered close by and Gumpy was very glad he had the ivy-covered gladius given to him by the rangers at hand. These dark elves looked particularly fierce.
A rustling from the nearby brush caught the attention of both dark elves who turned quickly on their heels in one coordinated, fluid motion. Gumpy could swear he saw their pointed ears prick up like a cat stalking a mouse. One of the gnomes, inexplicably out of its rucksack, stumbled out of the woods pulling the gag from its mouth. Barely had it said, "Whew!" when the dark elves surrounded it and sliced it to ribbons.
Now they were down to two gnomes. No one else among them knew how to put together the mechanamagical device meant to ensure no dark elves reinforced the forces attacking Felwithe. Things were looking mighty grim. At that unfortunate moment, Gumpy's stomach gave a loud and irritated grumble. The dark elves stopped stabbing the fallen gnome and pricked up their ears again. Gumpy pushed on his gut with his free hand and thought, "Whoops."
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Apr 2005 at 11:39:57 PDT.
The Houndslayer and his comrades make their way through Nektulos Forest, encountering something unexpected.
Entry One
Put book away.
The Kithicor rangers, the Leatherfoot elite and Gumpy Nattoo paused on the edge of Nektulos Forest. They had all heard the fireside tales of ash-filled trees dropping clouds of life-choking pumice on unsuspecting travellers. After conferring about their route, the ranger who had befriended Gumpy nodded toward him: "I say let the Houndslayer lead the way, for he is crafty and shall surely lead us unscathed through these perilous woods."
Entry Two
Put book away.
Everyone was quick to agree with the ranger, and they pushed Gumpy to the fore of the group. Gumpy had given up trying to explain himself to the admiring rangers, ever since that incident with the dread wolf. After being considered a bumpkin for most of his days, the adulation was rather pleasant. In fact, maybe the rangers were the only folk who saw his true worth! Gumpy's heart swelled with pride as he led the way.
Entry Three
Put book away.
Three days later, Gumpy heard one of the gnomes (they were being carried in rucksacks on the Kithicor rangers' backs) say, "I had no idea Nektulos Forest was this huge! I always thought it pretty small." Another gnome in another rucksack further away agreed. Gumpy heartily wished an ash-laden branch would break over the little chatterboxes' heads. They came to the edge of a clearing and stumbled into another group of Leatherfoot halflings.
Entry Four
Put book away.
The Sarge took over all the talking, never explaining why they were in Nektulos Forest, but apparently asking the way to Neriak. The Kithicor rangers frowned at the Sarge and one of them whispered to Gumpy, "Has he no shame, to stop and ask for directions thusly? Your way is much better, for it confounds those who would follow us. I name you 'Pathfinder,' friend."
Entry Five
Put book away.
It seemed rather odd to Gumpy that the Kithicor rangers kept "naming" him, yet none of them ever gave out their own names. He'd asked a couple of them, but they merely laughed and said that the Kithicor rangers left their names behind with their families. An odd group, but Gumpy was getting used to their peculiar ways. Whatever strange habits they had, there was one thing for certain: they were generous in sharing their rations.
Entry Six
Put book away.
One of the Leatherfoot scouts they'd found camping in Nektulos Forest accompanied them the rest of the way through. "There's that river again," Gumpy heard one of the gnomes comment from the protective covering of its rucksack. At that moment, in accordance with Gumpy's earlier wishes, the branches of the tree above it cracked and poured thick ash and pumice on its head. Unfortunately, the ranger carrying the gnome did not survive either.
Entry Seven
Put book away.
"We're down to three gnomes," the Sarge grumbled. His rucksack bulged with the array of sprockets, gears and flizgigs taken from the deceased gnomes along the way. "One of these little fellows has got to make it to the First Gate or we won't know how to put their mechanamagical thing to work." The Kithicor rangers concurred and decided to gag the gnomes to keep them silent for the remainder of the journey. Gumpy was not alone in his glee.
Entry Eight
Put book away.
Dawn the next day found the Leatherfoot elite and the Kithicor rangers within spitting distance of the Foreign Quarter. They could see (and smell) the trolls that inhabited the sector. A dark elf patrol wandered close by and Gumpy was very glad he had the ivy-covered gladius given to him by the rangers at hand. These dark elves looked particularly fierce.
Entry Nine
Put book away.
A rustling from the nearby brush caught the attention of both dark elves who turned quickly on their heels in one coordinated, fluid motion. Gumpy could swear he saw their pointed ears prick up like a cat stalking a mouse. One of the gnomes, inexplicably out of its rucksack, stumbled out of the woods pulling the gag from its mouth. Barely had it said, "Whew!" when the dark elves surrounded it and sliced it to ribbons.
Entry Ten
Put book away.
Now they were down to two gnomes. No one else among them knew how to put together the mechanamagical device meant to ensure no dark elves reinforced the forces attacking Felwithe. Things were looking mighty grim. At that unfortunate moment, Gumpy's stomach gave a loud and irritated grumble. The dark elves stopped stabbing the fallen gnome and pricked up their ears again. Gumpy pushed on his gut with his free hand and thought, "Whoops."
Close Book.
Books
Legacy of Guk
This item can be placed on the floor in any house type.

This is written on what appears to be toughened skin. It's old and brittle, and has fallen apart in some places. The parts that remain are readable, however.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:17:59 PDT.
Legacy of Guk
or
What History Remains
Kruuk Glugop
Our people are a strong people. With Mithaniel Marr behind us, we have endured many catastrophes in our history, and have always managed to come back stronger than before. Recently, we were able to rise against the vile trolls, and took the city for our own, as Gukta, the Outpost of Marr. The trolls have been unsuccessful in reclaiming the city, and Mithaniel willing, they never shall.
The ancient home of our people, Guk, was not so lucky. It was consumed by a curse unleashed by Innoruuk and the troll villain known as Ykesha. Many of our brave warriors were trapped there, either taken by surprise due to the attacks, or they stayed behind to fend off the undead hordes long enough to allow the rest of our people to escape. Now, in a dark twist that makes me shudder, they have joined the ranks of the walking dead.
Many of us have wondered if there is a chance to study who from our history might be still wandering the depths of Lower Guk, and what might be learned by discovering this information. I am to accompany a group of adventurers who are currently resting here within Gukta, and I will see if I can learn this information. We leave at dawn.
It took some time, but we were able to make it to a small chamber near a few precarious walkways. It was here that we found the first interesting member of the cursed frogloks. As we rested, we began to hear a sound off in the distance. It first sounded as if it came from above us, then it seemed to circle around to the sides of our small camp. It seemed like it was looking for a weakness in our defense. Then, suddenly, it was silent - we heard nothing more. When we were ready to leave, we began to look for the source of the sound, but could not locate it. Just when we had given up, a black-colored froglok ghoul leapt at us from the shadows, and directly at our warrior. He was just fast enough to deflect the attack and together we were able to beat the creature back. However, I always had the feeling it was there... watching us, just out of sight.
Further in, we found another strange room, where it seemed like the ghouls themselves would not even enter. We could hear a strange sound coming from it - something like a breathing, but more like a constant hiss, and the sound of rushing wind, almost as if something inside could not remain still, and moved incredibly fast. We approached cautiously, but it became evident that whatever we had heard, had heard us as well. We were instantly set upon by a creature of tremendous speed. It was a ghoul like the others, but was blindingly fast. It seemed chaotic in its attacks as well - one of us would be hit, then suddenly another would feel the sting of the creature's unrelenting attacks. We were able to land a magical shackle on the beast, which caused it to howl in anger. Immediately we fled the area - this creature proved to be too mighty for our group, and we hoped to leave it behind us.
Finally, we came upon the throne room. Fighting our way through, we spied the dais and throne on the far side of the room. We dispatched the guards, and before us we could see what appeared to be the ruler of Lower Guk - the Ghoul Lord. Once a noble paladin of Marr, this creature is now twisted and corrupt, only a shell of what it once used to be. We engaged the beast at my urging, as I thought it would be best to end the eternal suffering of this once noble froglok and hopefully return his spirit to Marr. We were not ready for the strength of this opponent in darkness, he had grown stronger. He felled our warrior nearly immediately, and it was all we could do to parry off his strikes, and carry our comrade to safety. We escaped with our lives, but truly, the curse of Ykesha is still strong within the depths of Lower Guk.
Books
Legends of the Dragons
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [52] Legends of the Dragons (Tome).

Components
Legends of the Dragons - Page 3 (plundered from a chest at -333, -104, -176 in The Sinking Sands)
Legends of the Dragons - Page 5 (plundered from a chest at -2022, -244, 312 in The Sinking Sands)
Legends of the Dragons - Page 6 (plundered from a skeleton at -173, -97, -574 in The Sinking Sands)
Legends of the Dragons - Page 7 (looted in The Sinking Sands or The Pillars of Flame)
Legends of the Dragons - Page 12 (looted in The Sinking Sands or The Pillars of Flame)

Discovered on 21 Sep 2005 at 12:45:11 PDT.
Compiled by Morasca Jumman
There are many stories and legends told about dragons. Presented here are some tales of the Twin Dragons.
In the long ago, dragons did not dwell in the deserts. Though dragons passed through, they found the heat displeasing and so did not linger.


Over time, dragons of one sort or another paused under the burning sun and considered making the inhospitable regions their home.


In the end, however, they continued to move on to other, greener lands.
There were many changes throughout the lands, changes in the air and sea, on the land and deep within it.


And soon, the dragons came to make their home. At first one, silver like a heatwave on the desert sands, Siyamak he was named for he was silver as moonlight.
Some saw a dragon gliding through the air by day and noticed its scales were not silver, but liquid gold.


Many believed that this was a trick of the light, the sun changing the appearance of Siyamak's scales.


Other realized that not one but two dragons had come to live in the desert.
No one knew where they had come from, though it was obvious that they had arrived by some magical means. People looked to the skies and watched for them, as on occasion, the dragons had pursued travelers into the canyons and devoured them whole.
Now, the gold dragon is named Barakah, for it is a dragon of brightness and light. Her scales are gold like flame yet her voice is as cold as ice.


She has no love for those who are not of her kind, but her ire seems directed mainly at the Shimmering Citadel's djinn.
The Sandfang gnolls tell a different story about the dragons. According to one of their legends, the dragons were bred as arena champions by a gnoll who had hoped to use them to infiltrate the city.


Once the dragons were challenged however, they destroyed their handler and fled to the desert.
This might explain why the Sandfang gnolls are quite fearful of the dragons.


When a dragon is aloft in the Sinking Sands, the gnoll lookout will give a particularly high-pitched call to alert the other members of its clan. They will then retreat to what shadows they can find until the "all clear" sign is given.
While the naga have no particular tale about the dragons, there is a curious truce between them.


It is said that when the dragons are about, the naga are more fearless as though they anticipate assistance from these flying beasts.


This unusual behavior may be explained by further examination of the history of the naga, which is not related here.
There are many other tales of the Twin Dragons, including a most improbable fable that they can change their shapes at will.


Sound you encounter them, be wary as there is no way to know the truth of their origins and thus, their intentions.
It is obvious that there are many point of view on the Twin Dragons as there are sand in the desert.


Choose which legend to believe, for it seems no one can agree on their origins.
Books
Legends Paintings: Volume 1
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Purchased on the Marketplace as part of Legends of Norrath Loot: Oathbreaker (Legends of Norrath) for 299 239 DBC or Legends of Norrath Loot: Oathbreaker 3 Pack (Legends of Norrath) for 799 639 DBC or Legends of Norrath Loot: Oathbreaker 7 Pack (Legends of Norrath) for 1799 1439 DBC or Legends of Norrath Loot: Season One (Legends of Norrath) for 299 DBC or Legends of Norrath Loot: Season One (3 Pack) (Legends of Norrath) for 799 DBC or Legends of Norrath Loot: Season One (7 Pack) (Legends of Norrath) for 1799 DBC

Legends of Norrath Oathbreaker loot card.

Random chance from:
Legends of Norrath Loot: Oathbreaker
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Oathbreaker 3 Pack
Unpack to receive three Legends of Norrath loot card packs.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Oathbreaker 7 Pack
Unpack to receive seven Legends of Norrath loot card packs.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Season One
Unpack to receive one random Legends of Norrath loot card from the Against the Void, Fall of the Estarim, Oathbound, or Oathbreaker campaigns.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Season One (3 Pack)
Unpack to receive three random Legends of Norrath loot card from the Against the Void, Fall of the Estarim, Oathbound, or Oathbreaker campaigns.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Season One (7 Pack)
Unpack to receive seven random Legends of Norrath loot card from the Against the Void, Fall of the Estarim, Oathbound, or Oathbreaker campaigns.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 19 Jun 2008 at 13:06:11 PDT.
Books
Legends Paintings: Volume 10
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE



Discovered on 21 Jun 2016 at 14:25:07 PDT.
Books
Legends Paintings: Volume 11
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE



Discovered on 21 Jun 2016 at 14:25:16 PDT.
Books
Legends Paintings: Volume 2
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Purchased on the Marketplace (Legends of Norrath → Loot Items) for 799 DBC or as part of Legends of Norrath Loot: Ethernauts (Legends of Norrath → Loot Items) for 299 DBC 1799 DBC

Legends of Norrath Ethernauts loot card.

Random chance from:
Legends of Norrath Loot: Ethernauts
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 9 Oct 2008 at 15:35:14 PDT.
Books
Legends Paintings: Volume 3
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Purchased on the Marketplace (Legends of Norrath → Loot Items) for 799 DBC or as part of Legends of Norrath Loot: Storm Break (Legends of Norrath → Loot Items) for 299 DBC 1799 DBC

Legends of Norrath Storm Break loot card.

Random chance from:
Legends of Norrath Loot: Storm Break
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 9 Jul 2009 at 9:12:57 PDT.
Books
Legends Paintings: Volume 4
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Purchased on the Marketplace as part of Legends of Norrath Loot: Travelers (Legends of Norrath → Loot Items) for 299 DBC

Legends of Norrath Travelers loot card.

Random chance from:
Legends of Norrath Loot: Travelers
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 13 Oct 2009 at 7:29:44 PDT.
Books
Legends Paintings: Volume 5
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Claimed from Unknown.

Purchased on the Marketplace (Legends of Norrath → Loot Items) for 799 DBC or as part of Legends of Norrath Loot: Vengeful Gods (Legends of Norrath → Loot Items) for 299 DBC 1799 DBC

Random chance from:
Legends of Norrath Loot: Vengeful Gods
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 24 Apr 2011 at 11:17:55 PDT.
Books
Legends Paintings: Volume 6
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Purchased on the Marketplace as part of Legends of Norrath Loot: Doom of the Ancient Ones (Legends of Norrath → Loot Items) for 299 DBC

Random chance from:
Legends of Norrath Loot: Doom of the Ancient Ones
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 2 Jun 2016 at 7:11:28 PDT.
Books
Legends Paintings: Volume 7
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE



Discovered on 21 Jun 2016 at 12:00:00 PDT.
Books
Legends Paintings: Volume 8
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE

Purchased on the Marketplace as part of Legends of Norrath Loot: Drakkinshard & The Jarsath Destroyer (Legends of Norrath → Loot Items) for 299 DBC or Legends of Norrath Loot: Season Two (Legends of Norrath) for 299 DBC or Legends of Norrath Loot: Season Two (3 Pack) (Legends of Norrath) for 799 DBC or Legends of Norrath Loot: Season Two (7 Pack) (Legends of Norrath) for 1799 DBC

Legends of Norrath Drakkinshard loot card.

Random chance from:
Legends of Norrath Loot: Drakkinshard & The Jarsath Destroyer
Unpack to receive one random Legends of Norrath loot card.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Season Two
Unpack to receive one random Legends of Norrath loot card from the Debt of the Ratonga, Drakkinshard, Inquisitor, or Priestess of the Anarchs campaigns.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Season Two (3 Pack)
Unpack to receive three random Legends of Norrath loot card from the Debt of the Ratonga, Drakkinshard, Inquisitor, or Priestess of the Anarchs campaigns.

FABLED
HEIRLOOM  NO-VALUE


Legends of Norrath Loot: Season Two (7 Pack)
Unpack to receive seven random Legends of Norrath loot card from the Debt of the Ratonga, Drakkinshard, Inquisitor, or Priestess of the Anarchs campaigns.

FABLED
HEIRLOOM  NO-VALUE


Discovered on 13 Aug 2013 at 14:27:25 PDT.
Books
Legends Paintings: Volume 9
This item can be placed on the floor in any house type.

HEIRLOOM  NO-VALUE



Discovered on 21 Jun 2016 at 14:24:55 PDT.
Books
Leucosia's Humanoid Recipes
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Recipe Scroll: Leucosia's Humanoid Recipes (recipe purchased from Ellania in The Anchorage [Public Tradeskill]).

Leucosia's Humanoid Recipes
Crafting materials together to create: Leucosia's Humanoid Recipes
Level
110
Technique
Geomancy
Device
Engraving Desk
Primary Component
Build Components
Fuel Component

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 10,000SP 5s.
requires Lore and Legend server

Inspired by:
Barbarian recipes by Leucosia
HANDCRAFTED


Cookies Recipes by Leucosia
MASTERCRAFTED


Cronyn's Dwarf Tamales by Cloudrat by Leucosia
HANDCRAFTED


Dark Elf recipes by Leucosia
HANDCRAFTED


Dev's leftovers Recipes by Leucosia
HANDCRAFTED


Domino by Leucosia
HANDCRAFTED


Dwarf recipes by Leucosia
HANDCRAFTED


Epiphany cake, the Galette des Rois with frangipane by Leucosia
MASTERCRAFTED


Froglock Recipes by Leucosia
HANDCRAFTED


Gninja Epitaphs by Leucosia
HANDCRAFTED


Gnome recipes, vol 1 by Leucosia
HANDCRAFTED


Gnome recipes, vol 2 by Leucosia
HANDCRAFTED


Halfling recipes by Leucosia
HANDCRAFTED


High Elf recipes by Leucosia
HANDCRAFTED


How to cook a Gnomish Dev by Leucosia
HANDCRAFTED


Ratonga recipes by Leucosia
HANDCRAFTED


Discovered on 20 Mar 2019 at 17:41:53 PDT.
Books
Life Among the Goblins
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Goblin'

Quest reward from [50] Lore and Legend: Goblin (Lore and Legend), started by examining goblin parts or by examining Life Among the Goblins in Enchanted Lands (281, 5, -245) in Greater Faydark (-120, -46, -815).

Plundered from Enchanted Lands (281, 5, -245) or Greater Faydark (-120, -46, -815).

Discovered on 13 Sep 2005 at 12:19:40 PDT.
"Life Among the Goblins," by Trent Burkhart -- One man's journal describing the day-to-day activities of a typical goblin tribe. Appendix by Pearl Honeywine.
Goblins abound throughout Norrath, yet it has been extemely difficult to get close enough to them for good observation. I, Trent Burkhart, will infiltrate a goblin tribe in order to understand what makes them so vile and obnoxious. My first step is to tint my body a vile shade of green, shave off my hair and manufacture a loincloth. Wish me luck!
Day One -- Goblins. The mere sound of the word brings to mind these shapeless, mindless creatures.


I have tinted my skin using an extract from a local plant and am wearing a loin cloth that I obtained from a deceased goblin.


By walking with a bow-legged slump, I can create the illusion of having the typical pot belly. There is not much I can do about my ears, however after shaving my head, I left a fringe around my temples to comb over the tips of my rather smallish ears.


This will have to do.
Day Three -- I am currently with the goblins of Runnyeye, in the Enchanted Lands. Thankfully, it is dark enough that no one questions my lack of appropriate ears.


The goblin language is guttural and coarse. I have picked up enough of it that I can make the appropriate responses when necessary, though I would rather not speak to these foul, stench-ridden beasts.


Why I chose to research goblins is beyond me!
Day Four -- I've stumbled into something interesting and need to figure out its significance.


Otherwise, my days are becoming somewhat monotonous. The evil eyes have used their mystical powers to enslave a variety of creatures to work on behalf of the goblins.


It is interesting to note that in prior Ages, the goblins were themselves enslaved! Now the former slaves are the masters, and as I am trying to fit in with the goblins, I have much leisure time on my hands.
Day Seven -- Have I really been here for seven entire days?


Between sneaking through corridors and foraging up acceptable food, I have found some written records. At least, they are as much of a written record as one might expect of these low-lifes.


There are many pictographs and symbols which I am copying down into my journal. Even if I don't decipher them in the next few days, I shall bring this record with me to my home and work on it there.
Day Eight -- Something interesting happened, finally!


About a dozen or so goblins, looked like a group of Runnyeye brawlers, set out on a foray and brought back a handful of minotaurs. The minotaurs seemed rather spellbound and very docile at first, but then one of them broke free of whatever control the goblins had and rampaged through the area, killing several of the brawlers.


The minotaur was eventually surrounded by the goblins' war boars and taken down.
Day Ten -- After pouring over the various pictographs, I believe I've deciphered the goblins' tome!


There are several references to the entities of the ancient times, notably Bolgin and Brell Serilis.


While it's not clear what these tomes mean, I find it fascinating that...wait...someone is coming.
Day Thirteen -- I've been dispatched with a company of other goblins to the Citadel.


I do not know what our purpose there might be, but it was made very clear to me that I am expected to remain there for some time.


With any luck, I'll be able to ditch these filthy tunnelers and head home with my research complete. I've finished translating the goblin origins document and just need a quiet hour or two to set it all down. Unfortunately, the Citadel is much busier than the tunnels ever were and I am constantly sent hither and yon.
Day Sixteen -- It's really quite a pleasure to have purpose in my life again.


While in those dark tunnels, the days passed slowly because I had nothing to do but wander about lazily, like a goblin. It appears that they realized early on that I was not one of their own, but they were happy to have my company.


Indeed, that is why they sent me to the Citadel, so I might be able to do some research in more comfort.


Perhaps I've been mistaken about these pleasant little fellows all along.
Day Twenty -- Busy, busy, busy! That describes my life at the Citadel!


I'm in constant demand and it feels great! While I have no time now to dwell upon the possible deeper meaning of the goblin pictographs, frankly, I could not care less!


Who cares where these friendly folk came from or whether they have language skills? It's good to be busy all day long, rather than wonder what would happen should they discover my ruse.


I am quite enjoying my new job cleaning out the muck in the war boar stables.
Appendix, by Pearl Honeywine -- While in the Enchanted Lands, I found these notes which degenerated from intelligent discourse into random drawings and ideograms.


It seems that the evil eyes had gotten hold of our researcher's mind and managed to change a promising anthropologist into a raving mad slave.


Alas for goblin research! At least our friend Master Burkhart will die happy and unaware of what he has lost.
Books
Life Among the Goblins
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:32 PDT.
"Life Among the Goblins," by Trent Burkhart -- One man's journal describing the day-to-day activities of a typical goblin tribe. Appendix by Pearl Honeywine.
Goblins abound throughout Norrath, yet it has been extemely difficult to get close enough to them for good observation. I, Trent Burkhart, will infiltrate a goblin tribe in order to understand what makes them so vile and obnoxious. My first step is to tint my body a vile shade of green, shave off my hair and manufacture a loincloth. Wish me luck!
Day One -- Goblins. The mere sound of the word brings to mind these shapeless, mindless creatures.


I have tinted my skin using an extract from a local plant and am wearing a loin cloth that I obtained from a deceased goblin.


By walking with a bow-legged slump, I can create the illusion of having the typical pot belly. There is not much I can do about my ears, however after shaving my head, I left a fringe around my temples to comb over the tips of my rather smallish ears.


This will have to do.
Day Three -- I am currently with the goblins of Runnyeye, in the Enchanted Lands. Thankfully, it is dark enough that no one questions my lack of appropriate ears.


The goblin language is guttural and coarse. I have picked up enough of it that I can make the appropriate responses when necessary, though I would rather not speak to these foul, stench-ridden beasts.


Why I chose to research goblins is beyond me!
Day Four -- I've stumbled into something interesting and need to figure out its significance.


Otherwise, my days are becoming somewhat monotonous. The evil eyes have used their mystical powers to enslave a variety of creatures to work on behalf of the goblins.


It is interesting to note that in prior Ages, the goblins were themselves enslaved! Now the former slaves are the masters, and as I am trying to fit in with the goblins, I have much leisure time on my hands.
Day Seven -- Have I really been here for seven entire days?


Between sneaking through corridors and foraging up acceptable food, I have found some written records. At least, they are as much of a written record as one might expect of these low-lifes.


There are many pictographs and symbols which I am copying down into my journal. Even if I don't decipher them in the next few days, I shall bring this record with me to my home and work on it there.
Day Eight -- Something interesting happened, finally!


About a dozen or so goblins, looked like a group of Runnyeye brawlers, set out on a foray and brought back a handful of minotaurs. The minotaurs seemed rather spellbound and very docile at first, but then one of them broke free of whatever control the goblins had and rampaged through the area, killing several of the brawlers.


The minotaur was eventually surrounded by the goblins' war boars and taken down.
Day Ten -- After pouring over the various pictographs, I believe I've deciphered the goblins' tome!


There are several references to the entities of the ancient times, notably Bolgin and Brell Serilis.


While it's not clear what these tomes mean, I find it fascinating that...wait...someone is coming.
Day Thirteen -- I've been dispatched with a company of other goblins to the Citadel.


I do not know what our purpose there might be, but it was made very clear to me that I am expected to remain there for some time.


With any luck, I'll be able to ditch these filthy tunnelers and head home with my research complete. I've finished translating the goblin origins document and just need a quiet hour or two to set it all down. Unfortunately, the Citadel is much busier than the tunnels ever were and I am constantly sent hither and yon.
Day Sixteen -- It's really quite a pleasure to have purpose in my life again.


While in those dark tunnels, the days passed slowly because I had nothing to do but wander about lazily, like a goblin. It appears that they realized early on that I was not one of their own, but they were happy to have my company.


Indeed, that is why they sent me to the Citadel, so I might be able to do some research in more comfort.


Perhaps I've been mistaken about these pleasant little fellows all along.
Day Twenty -- Busy, busy, busy! That describes my life at the Citadel!


I'm in constant demand and it feels great! While I have no time now to dwell upon the possible deeper meaning of the goblin pictographs, frankly, I could not care less!


Who cares where these friendly folk came from or whether they have language skills? It's good to be busy all day long, rather than wonder what would happen should they discover my ruse.


I am quite enjoying my new job cleaning out the muck in the war boar stables.
Appendix, by Pearl Honeywine -- While in the Enchanted Lands, I found these notes which degenerated from intelligent discourse into random drawings and ideograms.


It seems that the evil eyes had gotten hold of our researcher's mind and managed to change a promising anthropologist into a raving mad slave.


Alas for goblin research! At least our friend Master Burkhart will die happy and unaware of what he has lost.
Books
Life Among the Goblins
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Goblin (Lore and Legend), started by examining Life Among the Goblins in Enchanted Lands (281, 5, -245).

Discovered on 23 Nov 2004 at 16:05:52 PST.
Goblins abound throughout Norrath, yet it has been extemely difficult to get close enough to them for good observation. I, Trent Burkhart, will infiltrate a goblin tribe in order to understand what makes them so vile and obnoxious. My first step is to tint my body a vile shade of green, shave off my hair and manufacture a loincloth. Wish me luck!
Entry One
Put book away.
"Life Among the Goblins," by Trent Burkhart -- One man's journal describing the day-to-day activities of a typical goblin tribe. Appendix by Pearl Honeywine.
Read book
Put book away.
Day One -- Goblins. The mere sound of the word brings to mind these shapeless, mindless creatures. I have tinted my skin using an extract from a local plant and am wearing a loin cloth that I obtained from a deceased goblin. By walking with a bow-legged slump, I can create the illusion of having the typical pot belly. There is not much I can do about my ears, however after shaving my head, I left a fringe around my temples to comb over the tips of my rather smallish ears. This will have to do.
Entry Two
Put book away.
Day Three -- I am currently with the goblins of Runnyeye, in the Enchanted Lands. Thankfully, it is dark enough that no one questions my lack of appropriate ears. The goblin language is guttural and coarse. I have picked up enough of it that I can make the appropriate responses when necessary, though I would rather not speak to these foul, stench-ridden beasts. Why I chose to research goblins is beyond me!
Entry Three
Put book away.
Day Four -- I've stumbled into something interesting and need to figure out its significance. Otherwise, my days are becoming somewhat monotonous. The evil eyes have used their mystical powers to enslave a variety of creatures to work on behalf of the goblins. It is interesting to note that in prior Ages, the goblins were themselves enslaved! Now the former slaves are the masters, and as I am trying to fit in with the goblins, I have much leisure time on my hands.
Entry Four
Put book away.
Day Seven -- Have I really been here for seven entire days? Between sneaking through corridors and foraging up acceptable food, I have found some written records. At least, they are as much of a written record as one might expect of these low-lifes. There are many pictographs and symbols which I am copying down into my journal. Even if I don't decipher them in the next few days, I shall bring this record with me to my home and work on it there.
Entry Five
Put book away.
Day Eight -- Something interesting happened, finally! About a dozen or so goblins, looked like a group of Runnyeye brawlers, set out on a foray and brought back a handful of minotaurs. The minotaurs seemed rather spellbound and very docile at first, but then one of them broke free of whatever control the goblins had and rampaged through the area, killing several of the brawlers. The minotaur was eventually surrounded by the goblins' war boars and taken down.
Entry Six
Put book away.
Day Ten -- After pouring over the various pictographs, I believe I've deciphered the goblins' tome! There are several references to the entities of the ancient times, notably Bolgin and Brell Serilis. While it's not clear what these tomes mean, I find it fascinating that...wait...someone is coming.
Entry Seven
Put book away.
Day Thirteen -- I've been dispatched with a company of other goblins to the Citadel. I do not know what our purpose there might be, but it was made very clear to me that I am expected to remain there for some time. With any luck, I'll be able to ditch these filthy tunnelers and head home with my research complete. I've finished translating the goblin origins document and just need a quiet hour or two to set it all down. Unfortunately, the Citadel is much busier than the tunnels ever were and I am constantly sent hither and yon.
Entry Eight
Put book away.
Day Sixteen -- It's really quite a pleasure to have purpose in my life again. While in those dark tunnels, the days passed slowly because I had nothing to do but wander about lazily, like a goblin. It appears that they realized early on that I was not one of their own, but they were happy to have my company. Indeed, that is why they sent me to the Citadel, so I might be able to do some research in more comfort. Perhaps I've been mistaken about these pleasant little fellows all along.
Entry Nine
Put book away.
Day Twenty -- Busy, busy, busy! That describes my life at the Citadel! I'm in constant demand and it feels great! While I have no time now to dwell upon the possible deeper meaning of the goblin pictographs, frankly, I could not care less! Who cares where these friendly folk came from or whether they have language skills? It's good to be busy all day long, rather than wonder what would happen should they discover my ruse. I am quite enjoying my new job cleaning out the muck in the war boar stables.
Entry Ten
Put book away.
Appendix, by Pearl Honeywine -- While in the Enchanted Lands, I found these notes which degenerated from intelligent discourse into random drawings and ideograms. It seems that the evil eyes had gotten hold of our researcher's mind and managed to change a promising anthropologist into a raving mad slave. Alas for goblin research! At least our friend Master Burkhart will die happy and unaware of what he has lost.
Close Book.
Books
Local Color - Halas
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] Local Color - Halas (Tome).

Components
Local Color - Halas - Page 3 (shinies in Everfrost)
Local Color - Halas - Page 5 (shinies in Everfrost)
Local Color - Halas - Page 7 (shinies or looted in Everfrost)
Local Color - Halas - Page 8 (looted in Everfrost)
Local Color - Halas - Page 10 (shinies in Everfrost)
Local Color - Halas - Page 12 (looted in Everfrost)

Discovered on 12 Nov 2005 at 13:44:36 PST.
Local Color - Halas


Second Edition
This book collects the colorful sayings of the barbarians of Halas
Don't waste time thinking about doing something, just go out and do it!


Books
Local Color - Halas
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Local Color - Halas"
for 1c.

Discovered on 10 Apr 2011 at 22:33:28 PDT.
Local Color - Halas


Second Edition
This book collects the colorful sayings of the barbarians of Halas
Don't waste time thinking about doing something, just go out and do it!


Books
Lore and Legend - Lera'dal or Frostfell Elfs - by Zerzal
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Zerzal.

Discovered on 20 Oct 2013 at 21:17:28 PDT.
Frostfell Elf or Lera'Dal

Frosftell Elfs mostly appear only during the month of Deepice for the Frostfell festivities, bearing gifts and good cheer to all of Norrath.
On rare occasions, they are known to celebrate Frostfell in July as well, though.


Frostfell Elfs are originally seen to be the creation of the desire of the people to celebrate their kin.
The sheer wish made them to be light creatures who live in the heavens. Frostfell Elfs have been depicted as male or female, tiny or dwarf-like, youthful and immortal with magical powers.
Later they were often referred to as living underground, in forests, springs and wells. Frostfell Elfs generally were magical beings who could control what people see as well as
experience. Frostfell Elfs are also highly associated with the mushroom Amanita Muscaria also referred to as magic
mushrooms not only in art but in religious experiences.

Frostfell Elfs already a tradition associated with story telling and magic, were before the Shattering revealed by the Halasians that their true purpose was to spread joy and cubes. The Frostfell Elfs could be helpful however their mischievousness was still event in story telling. Tales suggested that how you were treated by the Frostfell Elfs depended on whether the person was thought to be naughty or nice! Particularly in Antonica the diminutive, green with pointy ears type are depicted as making toys in the workshop of Santa Glug in Frostfell Wonderland Village.

More Folklore about the Lera'Dal
According to some legends and post-Halasian folklore especially in Qeynos, Frostfell Elfs are mischievous pranksters who make special appearances during the lead up to Frostfell. For example Albtraum is a Halasian word for nightmare which also means elf dream . Earlier the word meant elf pressure as it was believed that nightmares are the result of a Frostfell Elf sitting on the dreamer s head! Frostfell Elfs also were believed to braid people s hair while sleeping, make milk sour and run off with sausages. People of Halas, Everfrost and Vellious believed that a bowl of porridge left out would prevent Frostfell Elfs from playing tricks on people especially during the festive season! Today, Elfs associated with Frostfell are symbols to remind children to be good and not naughty!

In the modern world we now have the latest Frostfell Elf defenders. They say they are
commissioned to protect the spirit of Frostfell. Their dress code is still green and red and they declare to be are armed with elf intellect, tools, charm and good looks. They defend the spirit of Frostfell against naysayers including goblins, heat mizers, scrooges and of late pure commercialism. They are sworn by the Frostfell Elf code and must remain unseen whilst defending the spirit of Frostfell!
Books
Lore and Legend - Lera'Dal or Frostfell Elves (ed.2) by Drigg
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Drigg.

Discovered on 23 Jan 2016 at 13:28:16 PST.
Lore and Legend - Lera'Dal or Frostfell Elves (ed.2) - by Drigg
__________________________________________

Frostfell Elf or Lera'Dal

Frostfell Elves mostly appear only during the month of Deepice for the Frostfell festivities, bearing gifts and good cheer to all of Norrath.

On rare occasions, they are known to celebrate Frostfell in July as well, though.
Frostfell Elves are originally seen to be the creation of the desire of the people to celebrate their kin.

The sheer wish made them to be light creatures who live in the heavens. Frostfell Elves have been depicted as male or female, tiny or dwarf-like, youthful and immortal with magical powers.

Later they were often referred to as living underground, in forests, springs and wells.
Frostfell Elves were generally magical beings who could control what people see as well as experience. Frostfell Elves are also highly associated with the mushroom Amanita Muscaria" also referred to as "magic mushrooms" not only in art but in religious experiences.

Frostfell Elves already have a tradition associated with storytelling and magic, well before the Shattering revealed by the Halasians that their true purpose was to spread joy and cubes.

The Frostfell elves could be helpful, however their mischievousness was still evident in storytelling. Tales suggested that how you were treated by the Frostfell Elves depended on whether the person was
thought to be naughty or nice!

Particularly in Antonica, the diminutive, green with pointy ears type are depicted as making toys in the workshop of Santa Glug in Frostfell Wonderland Village.

More Folklore about the Lera'Dal
+++++++++++++++++++++++++

According to some legends and post-Halasian folklore, especially in Qeynos, Frostfell Elves are mischievous pranksters who make special appearances during the lead up to Frostfell.

For example: "Albtraum" is a Halasian word for nightmare which also means "elf dream". Earlier the word meant "elf pressure" as it was believed that nightmares are a result of a Frostfell Elf sitting on the dreamer's head!

Frostfell Elves also were believed to braid
people's hair while sleeping, make milk sour and run off with sausages. The people of Halas, Everfrost and Velious believed that a bowl of porridge left out would prevent Frostfell Elves from playing tricks on people, especially during the festive season!

Today, Elves associated with Frostfell are symbols to remind children to be good and not naughty!

In the modern world, we now have the latest Frostfell Elf Defenders. They say they are commissioned to protect the spirit of Frostfell. Their dress code is still green and red and they declare to be armed with elf intellect, tools, charm and good looks. They defend the spirit of Frostfell (and its cubes) against naysayers including: Goblins, heat mizers, scrooges and of late pure commercialism. They are sworn by the Frostfell Elf Code and must remain unseen
whist defending the spirit of Frostfell!
Books
Machinations of Chaos
This item can be placed on the floor in any house type.

Machinations of Chaos

TREASURED
LORE  NO-TRADE

Collection reward from [110] Machinations of Chaos (Tome).

Components
Machinations of Chaos - Page 1 (shinies in Ward of Chaos Elements [Solo])
Machinations of Chaos - Page 2 (shinies in Ward of Chaos Elements [Solo])
Machinations of Chaos - Page 3 (shinies in Ward of Chaos Elements [Solo])
Machinations of Chaos - Page 4 (shinies in Ward of Chaos Elements [Solo])
Machinations of Chaos - Page 5 (shinies in Ward of Chaos Elements [Solo])
Machinations of Chaos - Page 6 (shinies in Ward of Chaos Elements [Solo])
Machinations of Chaos - Page 7 (shinies in Ward of Chaos Elements [Solo])

Discovered on 18 Nov 2018 at 3:32:28 PST.
Books
Maj'Dul Inhabitants Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Maj'Dul Inhabitants Cataloging'

Purchased from Bursar Janha in The Court of the Blades (7, 5, 4) or Bursar Hulna in The Court of the Coin (-7, 0, 25) or Bursar Sirenia in The Court of Truth (4, 0, 29) for 34s 56c.

Discovered on 13 Sep 2005 at 23:08:49 PDT.
Maj'Dul Inhabitants Catalog
By Jergo Wheybringer
The city of Maj'Dul brings frontier justice to the impressionable "barrashar" arriving from beyond its walls.

Barrashar means outsider and the term is applied to anyone who is not a native Dervin of the surrounding region, no matter how long that individual has claimed Maj'Dul as home.

Though a dangerous city, Maj'Dul has intrinsic beauty that cannot be denied.
High above the desert floor, Maj'Dul rises from atop a high plateau in a series of terraces. The lower terraces are mainly inhabited by the less fortunate of the city's residents.

The highest point of the city is the Sultan's Palace, an imposing structure that houses the city's arena. The arena is an unusual feature that Maj'Dulians use to regulate changes in their laws.
Most of Maj'Dul's residents are Dervins, descended from the Dervish Empire which once terrorized the deserts of Ro and environs.

City life has not reduced these citizens' desire for mayhem and bloodshed. Using the arena allows the residents (and barrashar) to blow off some steam without attracting attention from the Sha'ir.

The Sha'ir use flying carpets to keep a watchful eye o the streets below.
The streets of Maj'Dul could do with quite a bit of watching. Roving thugs and street rats scurry through the many passages and narrow stairs that link the various terraces.

Additionally, one may find that some of the city's three main Courts has taken offense to one's actions, meaning that guards of various factions will attempt to even the score.

Banners hanging from the towers around the city announce which Court has the upper hand, but power fluctuates rapidly between them.
The climate of Maj'Dul is dry and hot with variable winds especially on the higher terraces.

The evenings are slightly cooler, though the heat of the day is retained by its many whitewashed buildings and cobbled streets.

Patches of greenery exist near a few structures, watered through a variety of cisterns and pipes that would do a gnome proud. In these areas, one may also find camels, elephants and the ubiquitous monkeys.
Books
Man or Beast: the Drolvarg
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Drolvarg'

Quest reward from [80] Lore and Legend: Drolvarg (Lore and Legend), started by examining drolvarg parts or by examining Man or Beast: the Drolvarg in Karnor's Castle (-177, -42, 54).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Drolvarg"
for 1c.

Plundered from Karnor's Castle (-177, -42, 54).

Discovered on 13 Nov 2007 at 15:25:49 PST.
"Man or Beast: the Drolvarg"
By Larinia Thistlemore
Edited by Bellor Heartsbeck
Editor's Note
This tome dates from before the Cataclysm. It is written by a human woman who traveled to Firiona Vie and had a rare look at the inner workings of the Drolvarg. Though it is hard to say what may have changed about them in the recent tumultuous passing of time, there are still important insights to be taken from the text What is the link between human and Drolvarg? To what extent does humanity carry weight of responsibility? The text addresses these issues in an astoundingly frank manner.
By the hand of Larinia Thistlemore
In traveling to Kunark, I knew I was embarking upon a rare adventure. I thought the elves of Firiona Vie incredibly kind in allowing me to establish a base of operations in their fort from which to study the local flora and fauna, and expressed to them my gratitude daily. The elves warned me of the danger brought about by the Drolvarg, but I naively assumed them to have no interest in harassing a simple researcher.
So long as I didn't threaten their territory, I would not be a target of their violence. How very wrong I was.
It was my second day of study that they found me. The first day had passed rather uneventfully, and I had filled pages with sketches and observations of the many new species and variants I had come across. It was only a few hours into the next thy, but I was growing frustrated with not finding anything new So I pressed in deeper, moving further away from Firiona Vie.
The elves had warned me to stay close so that I could run to the safety of the fort's walls if anything went awry, but I wanted to find some of the fabled variants this continent was said to possess. I had heard, though I now long regard as a story, of a ferm the turquoise shade of a clear ocean on a sunny day that was larger than an elf and sometimes thought to snack on them, and of many other similarly aberrant varieties of plants and animals.
Searching for such fables, I went far beyond the line of safety, and though it should have come as no surprise that when I looked up from studying a peculiar colored lich, I found myself surrounded, it still did. And I still screamed quite wonderfully.
But who could hear such a scream? I was miles from Firiona Vie. Only my captors heard them, and it elicited nothing but some hoarse, guttural breathing I can only assume was laughter.
I then froze completely. What else should I have done, The tallest of them stood more than three feet taller than me, and even the shortest stood was well more than a foot and a half above me. I was armed only with a pair of short swords, and though I was not an incapable fighter, I would never call myself a warrior. I threw myself to the ground. supplicant, and begged for their mercy. It was mercy, truly, that they didn't kill me.
Instead, I was bound and dragged to their encampment There I was bound tighter still and left prone. I awaited, terrified, for my fate. In time, one of them, a scrawnier one wearing mismatched armor came to my side and fed me some gristly meat and water. I was surprised that he was not altogether rough with me, making sure the food actually found its way into my mouth and even sitting me upright for the whole thing.
I thought perhaps I had something of an ally, as much of one as I could hope for, at any rate.
I managed to exchange a few words with him. He was the lowest of the lowest peons in the camp, which is why he was commanded to deal with me. From just a few vague observations, it seemed to me that they were regimented very severely. Simply the way they carried themselves and interacted suggested a stark hierarchy. I picked out ranks such as "Ravishers" "growlers" and "gnawers," and all spoke with reverence about their General.
It spoke volumes of what they thought of me that their lowest ranked individual should be given the unwanted task of seeing to me. Still, I was encouraged at his willingness to converse with me and his thoughtful manner. More and more, watching their organization and interactions, I began to recognize things. I remembered a rumor I had once heard, that the Drolvarg were in fact lycanthropes, a creature that is both dually human and wolf, and began to believe the truth of it.
The Drolvarg that came the next day and the day after that to feed me were not so kind as the first. They shoved the food in my mouth roughly and didn't seem to even glance at whether it stayed. The water was mostly spilled upon my face, and they kicked me if I coughed or even really made any sounds. I began to grow weaker from hunger and thirst and the beatings only hurt more. Finally, on the fifth day, my first Drolvarg returned.
He once again treated me well, and for the first time since in days, the world stopped spinning as I took in sustenance. Looking upon my sympathetic captor, I couldn't help but see something there that felt very familiar, and that sense of humanity returned. I decided to be bold, staking everything on appealing to that humanity. "Your people," I said finally, "were you once lycanthropes? Men and wolves mixed?"
I knew my mistake immediately. With that, ge growled and his eyes went cold. I shrunk back, not quite knowing what l had done. "We have no connection to your weak race," he snapped at me. "We are Drolvarg. Not human. Innoruuk created us as we are in the image he wished for us." With that, he threw my remaining food on the ground.
And with that, I lost the only ally I had in that place. But fortunately, within a week I was finally rescued.
I thought the elves would have disregarded me completely. They had warned me, I hadn't listened, and that was my fate. But they tracked me to this spot and assaulted the group of Drolvarg. After a long battle, the remaining Drolvarg fled. When they released me, I could barely stand, and so they made me a litter and carried me back. As we were leaving the camp, I saw my Drolvarg ally among the bodies. I couldn't help but feel a twinge of sorrow. Even later as they loaded me, still not fully healed, on a boat for Qeynos.
One would think I'd have emerged from this quick to declare them beasts, to denounce any link some may speculate they have to humanity, but with what I have seen of humanity, I am not so sure. We all have in us the capacity for brutality. Man and beast alike. The only difference between a man and a beast is man is his awareness of this capacity and the subsequent formation of personal identity. Our identities justify our actions, our brutalities.
My captors were aware of themselves, and of their actions, and whether or not they were once tied to the race of men, they are, without a doubt, humanoid. They are not beasts, because they know what they do, and they do it for their own reasons; regardless of whether or not I can understand them.
Does this mean I forgive them, No, beasts can be forgiven because they don't know what they do, but humanoids bear responsibility for their actions. Their humanity only makes them all the more culpable.
I have not yet returned to Kunark, but I plan to some day, so that I may finish my research - provided the elves will let me. Should I be allowed back, I will go far better armed and prepared to deal with cunning humanoids, not monstrous beasts. Anyone preparing to fight them should understand that they are clever and brutally militaristic.
They sometimes trade with others for weapons and armor, but use almost exclusively bronze weapons and armor of their own, wicked designs. On the battlefield, as in all they do, they are in complete control. These lessons I carry with me, and would pass on to any others who may encounter them.
Books
Mayong's Cruelty: the Drachnids
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Drachnid'

Quest reward from [80] Lore and Legend: Drachnid (Lore and Legend), started by examining drachnid parts or by examining Mayong's Cruelty: the Drachnids in Kylong Plains (415, 64, 193).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Drachnid"
for 1c.

Plundered from Kylong Plains (415, 64, 193).

Discovered on 13 Nov 2007 at 13:39:38 PST.
"Mayong's Cruelty: the Drachnids"
From the diary of Najena, Teir'Dal sorceress.
It was in the beginning of the apex of my career of sorcery when I accomplished what I still believe to be my prize achievement.
They were beautiful beasts with carapaces that gleamed so black they seemed to be cut of obsidian, multi-faceted eyes that could see in dimensions my Teir'Dal servants could not even begin to comprehend, and they were many hundreds, possibly thousands, of times the size of their much smaller cousins: the black widow spider.
They were beautiful, deadly, and my creations.
Once I had discovered the secret of raising these magnificent beasts, I sent some as gift to those I admired. Among these individuals was Mayong Mistmoore. Seeking to curry his favor, and to let him know exactly how capable of a sorceress I was, I sent him one as a gift.
Imagine my surprise when he sent it back, irrevocably changed. And my poor emissary, L'Dalt, butchered for his experiment.
What had left as two different beasts returned as one. He had grafted the head and torso of L'Dalt onto the body of the spider, and the two walked as one. L'Dalt's personality and memories seemed to have been lost in the shift, but his cunning and magical powers were still there - capable of being carried to and utilized wherever the body of that spider could take him. It was a truly formidable combination.
I couldn't help but feel a hint of amazement and respect for Mayong's ingenuity. At the same time, however, he had stolen my design and used it to his own ends. The thank you note he sent, "Thank you for supplying Mistmoore with suitable raw ingredients for true servant", mocked me. I vowed to learn all I could of these creatures and create something better.
I studied these creatures, which came to be known as Drachnids, after Mayong began to release them into Norrath in packs.
They settled into small, neatly organized colonies. The young males spun the webs, and the young females caught food for the nests. The business of the mature males was always elusive. They seemed to be carrying out orders, possibly of Mayong's, but to what ends? I could never tell. The mature females fought for dominance in the position of nest matriarch. These Widows fiercely protected their station and killed the younger females that might challenge them. It all had a beautiful simple design to it. Mayong was truly a genius.
My studies ended when I was discovered. Trapped in their webbing for days, I nearly went mad from hunger and thirst and finally, out of a purely desperate attempt to live, I managed to use my magics to get free. I evaded all who pursued me, though I know I am truly only alive today because I never had to contend with any mature Drachnids, and hid beyond their borders.
Before I was to truly escape, however, I confronted Mayong. He seemed to be waiting for me, on the edge of their territory, and his face was without pity, or humor as I approached. I outlined what had happened, expecting, well, I am not sure what, but something from him. He, however, only coldly acknowledged that his creations seemed to be establishing themselves well and learning to act together.
When I told him exactly how offended I was that he cared not for what had nearly happened to me, he merely stared at me and informed me that the only reason he had called off the mature Drachnids was because I had played a small role in their creation. I felt foolish then, incredibly so, for imagining he would be angry at his creations for capturing me. If anything, it was a testament to their prowess, and had doubtless pleased him.
He told me then that my boon had been expended,
and that I should not lurk around their nests anymore. Next time I would not likely find so fortuitous a path to safety. Nearly every hour of every day, I think of something I should have done or said to prove to him that he had crossed the wrong sorceress, though the truth was I did and said nothing to him. I only ran away in a wash of emotions I do not care to admit to having felt.
Once back within my own dominion however, I began to plot.
I designed newer, more ferocious creatures to match and surpass his own. He, I vowed, would feel that same fear and humiliation I had, and I would not rest until he had been shamed.
I am still striving. I have created creatures from all manners and pitches of nightmares, but none seem to have quite such deadly perfection as those beasts.
I will find one though. It is only a matter of time. And then Mayong Mistmoore will regret what he did to me, and regret having ever made the Drachnids.
***
By my blood,
Tserrina Syl'Tor
Books
Mei Lan's Catalog of Kunark Creatures, Vol. 1
This item can be placed on the floor in any house type.

Mei Lan has compiled notes from brave adventurers to teach young hua-mein about a variety of creatures that inhabit Kunark. This is volume one of two.

NO-TRADE  NO-VALUE

Purchased from Pas Yu in The Sundered Frontier (2294, -199, 2507)
requires membership and having completed 9 weekly quest from the Days of Summer 2022 merchant.
for 0c.

Requires:
Days of Summer 2022: Week 9
This account flag grants access to claiming rewards from the Days of Summer merchant.

NO-TRADE  NO-VALUE


Days of Summer: 2022
HEIRLOOM  NO-VALUE  NO-DESTROY


Obtained from:
Panda, Panda, Panda 2022 Decoration Pack 9
You may only unpack a single Panda, Panda, Panda 2022 Decoration Pack 9

TREASURED
LORE  NO-TRADE  NO-VALUE


Discovered on 22 Nov 2022 at 0:06:16 PST.
Mei Lan's Catalog of Kunark Creatures, Volume 1
The creatures of Kunark are too many and varied to fully cover in this tome, but I shall endeavor to record some of the more notable details of a wide variety of denizens within this volume.
KYLONG PLAINS

Drachnid: The drachnid are a horrifying mix of dark elves and giant spiders, created by the infamous Mayong Mistmoore. These beings are highly intelligent and filled with much spite and malice.

Drolvarg: Human-like wolves? Wolf-like humans? Don't ask a drolvarg that question unless you want your face eaten off! Regardless of how you define them, they are warlike and at least moderately intelligent. They claim to have been created by Innoruuk.
Hulking Brutes: While not very smart, these orange-furred quatcha creatures tend to be quite strong and aggressive. Their cousins up in the colder peaks are referred to as Tundra Beasts that have blue skin and white fur.

Flesh Feeders: These vicious and speedy little beasts are a frightful mix of tentacles and teeth perched upon stubby little legs. They live up to their name, so I recommend avoiding their home in the Gash of Thelin.
Ember Drones: What is worse than large aggressive wasp creatures? Large aggressive wasp creatures that are flaming! While rumor has it that they are not true wasps, but more something in the bee side of the family, I have yet to actually taste any of their honey for myself.

Tatterback Apes: These black-furred humanoid creatures just want to be left alone. Is that too much to ask? Woe betide you if you decide to bother them, as you may find yourself surrounded by several other members of their troop!
Goblins: There are many tales of goblins throughout the lands, but the ones in Kunark differ in looks compared to the ones from the Shattered Lands. They are a dark green with long tongues hanging out of their mouths that make them appear almost comical. I would not recommend laughing in their presence, though, as these malicious beings are much stronger than their lesser cousins, and are armed and armored as well!

Arbor Giant: Yes, there is "giant" in the name, which should tell you everything you need to know about these forest-dwelling giants. They are truly terrifying in their enormity. Don't get close enough to get squished!
FENS OF NATHSAR
Yha-Lei: I am of the firm belief that fish should be food, not foes! Just the thought of aggressive and intelligent fish-men is enough to give me nightmares, but they won't stop me from eating sushi that easily!

Nathsarian frog-biters: Do not let the name fool you. These colorful flowers go walkabout to snag any unsuspecting travelers, not just frogs!

Wild Sokokar: These things look like a confused mix of frogs and dragons. Are they so cute that they are ugly or so ugly that they are cute?
Burynai: Ah, the confusion these black and white creatures have caused! Do not be fooled by adventurers telling you tales of "panda men" in Kunark, as I can tell you quite confidently that this is not the case. Whether they are trying to tell you of the Bellywhumpers, the shiny-seeking Rubble Rabble burynai, or some other group of burynai within Kunark, one thing is for sure: these are not related to pandas, much less the noble hua-mein like ourselves. Instead, their longer pointed snouts and distinctive striping seem to imply some relationship to badgers.

Undead: Many of the ghosts and skeletons in Kunark seem to comprise of fallen members of the long-tailed Iksar or Sarnak races. These two races truly have a long and bloody history of conflict.
Books
Mei Lan's Catalog of Kunark Creatures, Vol. 2
This item can be placed on the floor in any house type.

Mei Lan has compiled notes from brave adventurers to teach young hua-mein about a variety of creatures that inhabit Kunark. This is volume two of two.

NO-TRADE  NO-VALUE

Purchased from Pas Yu in The Sundered Frontier (2294, -199, 2507)
requires membership and having completed 9 weekly quest from the Days of Summer 2022 merchant.
for 0c.

Requires:
Days of Summer 2022: Week 9
This account flag grants access to claiming rewards from the Days of Summer merchant.

NO-TRADE  NO-VALUE


Days of Summer: 2022
HEIRLOOM  NO-VALUE  NO-DESTROY


Obtained from:
Panda, Panda, Panda 2022 Decoration Pack 9
You may only unpack a single Panda, Panda, Panda 2022 Decoration Pack 9

TREASURED
LORE  NO-TRADE  NO-VALUE


Discovered on 22 Nov 2022 at 0:06:16 PST.
Mei Lan's Catalog of Kunark Creatures, Volume 2
KUNZAR JUNGLE

Vespid: These jungle-dwelling hornets are large with a terrifying set of teeth. They are also only one of many dangers lurking in the Kunzar Jungle, so read on for details regarding some of the other hazards of the region.

Jade and Iron Constructs: Just because something has no true intelligence, such as these golems standing guard outside the City of Mist, does not mean they are not dangerous! They are large and strong and the iron ones have even been constructed so as to have one "hand" replaced with a deadly hammer.
Trankanasaur: These raptors are much like our local ones - extremely fast, with sharp teeth and claws. However, they pose an added danger in having an extremely enormous and deadly version of themselves wandering around that apparently finds anything smaller than a raid force to be a tasty treat.

Sporconid: These mushroom-men are a second example of things that should be food, not foes. Since they are reported to have some level of intelligence, I have not managed to get information on if they are edible or not.
Sebilite Guardians and Massive Juggernauts: These magical constructs guard the entrance to the famed and frightening dungeon of Sebilis. While the worst of the dangers lurk inside the dungeon, one should never discount the danger posed by these hard-hitting entry guardians, and care should be used when approaching the area.
JARSATH WASTES

Skyshadow Drakes: Do not let their delicate dragonfly-type wings deceive you. These are no delicate little bugs, and they are prone to swooping in from above to attack at the most inopportune times!

Skyfire Wurms: These huge creatures cause the ground to shake as they roam their territories. The deeper you delve into the Skyfire region, the older more powerful and dangerous wurms you will encounter.

Gnashing Devourer: Ugh. Just ugh. A huge mouth with a tail attached. Be ready for a strong need for brain bleach if you encounter these beasts and survive.
Prickly Spined Succulent: Just because there is "succulent" in the name does not mean you should immediately chase it down for a taste-test. They truly are prickly, and being stabbed full of cactus spines is not an enjoyable proposition!

Deadly Stoneglint: There are several groups of cockatrices in the Jarsath Wastes. Do not relax your guard if you avoid being petrified by these beasts, as their beaks and feet are painfully nasty weapons as well!
Skorpikis: Last but not least are the deadly scorpion-men with their vicious claws and stingers at the end of their tails. They are quite large, aggressive and territorial, and should be avoided by any who struggle to deal with the other residents of the region.
Books
Memories of Misty Thicket
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [39] Memories of Misty Thicket (Runnyeye), started by examining Memories of Misty Thicket (found in The Elddar Grove (670, 11, -392)) (found in Qeynos Province District (670, 11, -392)).

Discovered on 16 Dec 2004 at 0:48:13 PST.
Many brave halflings fell defending Rivervale and the Misty Thicket from the Runnyeye goblins' assaults during the Age of War. This is but one of their stories.
Entry One
Put book away.
The old folks often spoke of the days when they could take a picnic to remote spots in the Misty Thicket, enjoying the fragrance of flowers filling the air, the hum of bixies and bees searching for nectar and dappled sunshine filtering through the trees. These good old days had long since disappeared into a rosy past, for ever since Gemma could remember no one went out on picnics. The Runnyeye goblins and other more nasty things hunted in their woods.
Entry Two
Put book away.
The Runnyeye goblins had always been a problem for the halflings of the Misty Thicket. There had always been dangers scattered through the Thicket (which made Gemma suspect some of the old folks' tales of picnics there were falsehoods), but a long wall kept the goblins at bay. Lately however, the goblins had gotten bolder and assaulted the wall repeatedly, causing parts of it to almost crumble faster than the halflings could repair it.
Entry Three
Put book away.
Some of Rivervale's residents talked of fleeing to one of the bigger cities. They were at nearly the halfway point between Freeport and Qeynos, so folks gathered in the taverns to debate the merits of moving to one or the other. Halflings loved a good debate, but they preferred their topics to be more esoteric such as whether it was colder today than it had been the prior day. They did not enjoy the thought of leaving their beloved homeland.
Entry Four
Put book away.
"We can still get in and out through Kithicor," more than one person would say stubbornly. Still, unsettling news was trickling in from that quarter as well. A large army of ogres had risen in Oggok far to the south. To the northwest, orcs and goblins under the banner of the Hordes of Inferno were attacking barbarian villages and towns. It was harder and harder to be upbeat and cheerful when the news from outside was so dismal.
Entry Five
Put book away.
Gemma Pathfinder belonged to the Leatherfoot Brigade as her family had for generations. The unit to which she belonged was a part-time unit whose most distinguished moment in history occurred when a load of hogs bound for the market escaped their owner and Gemma's unit was dispatched to round them up. Since that incident, they were nicknamed the Hog Dodgers, which while not very flattering had been good for a round of drinks before times got so dark.
Entry Six
Put book away.
The Hog Dodgers were now called up to full-time patrolling of the Misty Thicket's southern border. When not actively patrolling, they helped rebuild and reinforce the ancient walls that separated them from the Runnyeye goblins. As the days passed it seemed that more and more of their time was spent repairing the wall. Gemma wondered how much longer they would need to keep up the pretense that a wall of stones, lathe and plaster could keep out invaders bent on their destruction.
Entry Seven
Put book away.
Rivervale's leaders were in a quandary. If they advocated leaving, they were accused of not having faith in their own army. If they said everyone should stay, they were considered to be unaware of what was going on in the world. When election time came, several halflings from different factions got into a fist fight that erupted into bloodshed and violence. In their own town, in Rivervale! The world was definitely not the same place the old folks remembered.
Entry Eight
Put book away.
Gemma pondered these unhappy events. She'd never been particularly political but that halfling would turn on halfling in the city streets just went to show....what? That they were all violent beings after all? That they were scared? That they were angry? All of these things? She wheeled a load of rocks to the wall and felt discouraged by the futility. How could a wall keep out the world anyway?
Entry Nine
Put book away.
"They're coming through!" hollered one of the guards at the gate in the wall: "They're co--!" Gemma dropped the handles of the wheelbarrow and unsheathed her short swords. She paused for a minute in confusion, looking first to the left then swinging quickly to her right. The shouts came from all around her now and she did not know which way to run. As with the elders facing election, her mind went both ways: run away and stay to fight.
Entry Ten
Put book away.
"For Rivervale!" she cried, the side of her wanting to cleave the briskets of the goblins winning over the part that wanted to hide until it was over. She ran toward the direction from which the battle sounded the loudest and ground to a halt, staring in horror at the sight before her. Entire sections of the wall had been pushed over to either side of the gate and pouring through the wider opening were legions of goblins and orcs.
Close Book.
Books
Memories of Misty Thicket
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [39] Memories of Misty Thicket (Runnyeye), started by examining Memories of Misty Thicket (found in The Elddar Grove (670, 11, -392)) (found in Qeynos Province District (670, 11, -392)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Memories of Misty Thicket"
for 1c.

Discovered on 31 Jul 2008 at 21:13:32 PDT.
Many brave halflings fell defending Rivervale and the Misty Thicket from the Runnyeye goblins' assaults during the Age of War. This is but one of their stories.
The old folks often spoke of the days when they could take a picnic to remote spots in the Misty Thicket, enjoying the fragrance of flowers filling the air, the hum of bixies and bees searching for nectar and dappled sunshine filtering through the trees. These good old days had long since disappeared into a rosy past, for ever since Gemma could remember no one went out on picnics. The Runnyeye goblins and other more nasty things hunted in their woods.
The Runnyeye goblins had always been a problem for the halflings of the Misty Thicket. There had always been dangers scattered through the Thicket (which made Gemma suspect some of the old folks' tales of picnics there were falsehoods), but a long wall kept the goblins at bay. Lately however, the goblins had gotten bolder and assaulted the wall repeatedly, causing parts of it to almost crumble faster than the halflings could repair it.
Some of Rivervale's residents talked of fleeing to one of the bigger cities. They were at nearly the halfway point between Freeport and Qeynos, so folks gathered in the taverns to debate the merits of moving to one or the other. Halflings loved a good debate, but they preferred their topics to be more esoteric such as whether it was colder today than it had been the prior day. They did not enjoy the thought of leaving their beloved homeland.
"We can still get in and out through Kithicor," more than one person would say stubbornly. Still, unsettling news was trickling in from that quarter as well. A large army of ogres had risen in Oggok far to the south. To the northwest, orcs and goblins under the banner of the Hordes of Inferno were attacking barbarian villages and towns. It was harder and harder to be upbeat and cheerful when the news from outside was so dismal.
Gemma Pathfinder belonged to the Leatherfoot Brigade as her family had for generations. The unit to which she belonged was a part-time unit whose most distinguished moment in history occurred when a load of hogs bound for the market escaped their owner and Gemma's unit was dispatched to round them up. Since that incident, they were nicknamed the Hog Dodgers, which while not very flattering had been good for a round of drinks before times got so dark.
The Hog Dodgers were now called up to full-time patrolling of the Misty Thicket's southern border. When not actively patrolling, they helped rebuild and reinforce the ancient walls that separated them from the Runnyeye goblins. As the days passed it seemed that more and more of their time was spent repairing the wall. Gemma wondered how much longer they would need to keep up the pretense that a wall of stones, lathe and plaster could keep out invaders bent on their destruction.
Rivervale's leaders were in a quandary. If they advocated leaving, they were accused of not having faith in their own army. If they said everyone should stay, they were considered to be unaware of what was going on in the world. When election time came, several halflings from different factions got into a fist fight that erupted into bloodshed and violence. In their own town, in Rivervale! The world was definitely not the same place the old folks remembered.
Gemma pondered these unhappy events. She'd never been particularly political but that halfling would turn on halfling in the city streets just went to show....what? That they were all violent beings after all? That they were scared? That they were angry? All of these things? She wheeled a load of rocks to the wall and felt discouraged by the futility. How could a wall keep out the world anyway?
"They're coming through!" hollered one of the guards at the gate in the wall: "They're co--!" Gemma dropped the handles of the wheelbarrow and unsheathed her short swords. She paused for a minute in confusion, looking first to the left then swinging quickly to her right. The shouts came from all around her now and she did not know which way to run. As with the elders facing election, her mind went both ways: run away and stay to fight.
"For Rivervale!" she cried, the side of her wanting to cleave the briskets of the goblins winning over the part that wanted to hide until it was over. She ran toward the direction from which the battle sounded the loudest and ground to a halt, staring in horror at the sight before her. Entire sections of the wall had been pushed over to either side of the gate and pouring through the wider opening were legions of goblins and orcs.
Books
Merchants' Wishes
This item can be placed on the floor in any house type.

A tale of three merchants with a lesson to learn.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [125] Merchants' Wishes (Tome).

Components
Merchants' Wishes - Page 1 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 2 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 3 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 4 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 5 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 6 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 7 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 8 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 9 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 10 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 11 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 12 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])

Discovered on 4 Dec 2022 at 17:07:31 PST.
Merchants' Wishes


A tale of three merchants with a lesson to learn.
There was once a small caravan of merchants, who had many dealings throughout the land of Ro. Accompanied by hired guards and a guide to better ensure their safe passage, they rode across the dunes of the unforgiving desert. One day, they came over a rise and spotted a small circle of tents being ransacked by cutthroats in the distance.

The cutthroats had not yet seen the merchants or their guards, so focused were they on looting what meager possessions their nomad victims had held. The hired guards looked to the merchants, saying, "We can continue on our way, or we can attack the cutthroats ravaging the nomads."
The guide, a wise woman who had been across the dunes of Ro, many times, said, "The cutthroats are likely to see our tracks and follow us, attacking when we least expect it, if we do nothing. If we attack now, we will catch them by surprise, and before they have time to rest."

So it was agreed upon by the merchants that their guards would attack the cutthroats. It was as the wise guide had predicted, they were tired and surprised by the attack from the hired guards. The cutthroats were defeated, and several nomads had even been saved by the swift defenders.
The nomads did not have much to offer the merchants as thanks, but whatever they may wish to claim from the slain cutthroats was rightfully theirs. And so, the merchants took what they might use or sell from the defeated thieves. One item was an elaborate carcanet adorned with a flawless emerald gemstone.

From the carcanet a djinn emerged in a cloud of smoke and wonder. The djinn was grateful for being freed and wished to know who was responsible. After each of the three merchants claimed responsibility the djinn split their reward evenly, granting each a single wish fulfilled.
The first merchant quickly burst out with his wish, a harem of lovers. The djinn nodded and after having produced a bottle of perfume from thin air, presented it to the merchant. "Anoint yourself with the perfume from this bottle, then walk the dunes of the Needle. There you will find yourself surrounded by women until the end of your days."

The first merchant took half of the guards and headed off into the desert, excited to see his wish fulfilled by the djinn's magic.
Now the second merchant, more suspicious of the djinn, wished for riches enough to last until the end of her natural days. With a look of disappointment, the djinn produced a deed to a mine, and handed it to her, saying, "The riches you seek are now yours, as much as you desire, until the end of your natural days."

The second merchant took the rest of the guards, and headed off into the desert, excited to see her wish fulfilled by the djinn's magic, leaving the third merchant and the hired guide.
The third merchant was also a scholar, and while he knew the pleasures of flesh were fleeting and had no greed in his heart, his mind was full of curiosity. He knew that knowledge was true power.
He asked the djinn for vast knowledge; He wanted a great library for himself, filled with glorious works, be they rare or common, and vast collections of scholarly studies, from novice discussions to the most advanced examinations, and not time nor frailty would get in his way of reading it all. He thought himself rather clever adding this last part, knowing a djinn's reputation for fulfilling wishes as curses.
The djinn nodded, acknowledging the specificity and caveats built into the scholar's wish. Bound by his promise, the djinn granted the third merchant's wish with a flourish of his hands. The third merchant disappeared in a cloud of smoke.
By the time the smoke cleared, the djinn too was gone. The hired guide found herself alone. It is said she did not see any of the three merchants ever again, but she heard stories.

She heard of a merchant's remains found amongst the harpy hunting lands in Pillars of Flame, scratched and torn by talons and nails. She also heard of a mine that kept producing rich iron from the depths of Norrath, up until the owner fell to their death and the mine collapsed on top of them.
What of the scholar? The guide never learned. She lived out her days wondering if his was the single wish wisely asked and therefore granted just as he intended, with no ill effects or unseen cost involved.

Let the message be this, be careful what you wish for, my friend.
Books
Miragul's Earliest Journal
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 18 Nov 2008 at 9:53:43 PST.
My Thoughts
By Miragul
(Keep Out)
I have left my home to begin my studies among the wizards. Though my mother wept to see me go, I cannot feel anything but joy at being gone. I was never meant to live their life. I have known since I was a very young Erudite that one day I would rank among the most powerful beings on Norrath, and today marks the beginning of my journey to that.
Today I began my studies. It is clear that there is a division here among those who are powerful, those who may be powerful one day, and those who will never truly be powerful. You can see the way they coddle those who show exceptional promise, and I am no exception. While all students received the same introductory materials, we were given the finest picks of the lots. I am glad they can see the truth of me. I'd have had no patience with this place if they had misjudged me. I will not waste my time doing the tasks of the lesser just to prove myself.
Most magi choose to focus in one school of magic. Were I to follow this traditional path, I would continue to study wizardry for the rest of my life, learning each and one of its subtle nuances to an exceptional degree. Only, it would be nothing but wasted time. Though I do find wizardry to be an exceptional discipline, I know I will only spend so long here before I seek out mastery of sorcery and enchantment as well. And then...? Well, maybe then I will seek out the whispered fourth art, the dark art: necromancy.
Incompetence! Foolishness! I was sent today to study among one of their lowliest magus. Certainly, he is regarded as a master, but among the other masters he is well known to be a buffoon who. He had me blasting dummies with bolts of electricity all day, though I told him I had long since learned the spell! He said, "Nonsense, you are still a student, and I am sure you have more to learn of this spell." Any fool could see I didn't need the practice. I was insulted once just by being assigned to him, but the day's events are a second insult. I won't take such a slight again.
All of the students today offered demonstrations, and though there were many who offered passing performances, mine soared above the others. I believe that they all now know my competence. I have no doubt they will graduate me to the level of master much sooner than is standard after what they saw today.
Idiots! Small minded baffoons! They have refused me the chance to advance earlier than is prescribed, even though it is clear that it is ludicrous to force me to wait that long! Why can't they see that not everyone needs the same amount of time and it is a waste to force me to do anymore? I can only assume they are afraid of me, and plan to once more make my stake before the council, point out to them the error of their ways.
That is all. I have been refused once again. That is it. I am done. Whether or not I have their sanction, I will be moving on soon. Studying here any longer will only hold me back. I have gotten what I need from it, and now I will go seek more.
Books
Mistmoore Open Tome
This item can be placed on the floor in any house type.

FABLED
NO-TRADE  NO-VALUE

Purchased from Pas Yu in The Sundered Frontier (2294, -199, 2507)
requires membership and having completed 8 weekly quest from the Days of Summer 2023 merchant.
for 0c.

Obtained from:
Panda, Panda, Panda 2023 Decoration Pack 8
You may only unpack a single Panda, Panda, Panda 2023 Decoration Pack 8

TREASURED
LORE  NO-TRADE  NO-VALUE


Discovered on 14 Nov 2023 at 0:06:26 PST.
Books
Mistmoore Researcher's Logbook
This item can be placed on the floor in any house type.

This bound tome bears the seal of Mayong Mistmoore on its cover. It appears to be the writings of one of the vampire researchers that are working to help unlock the mysteries of the runes that Mayong has been searching for. It contains written notes and diagrams of the researcher's investigations.

TREASURED
LORE  NO-TRADE

Quest reward from [200] In Plain Sight (Miscellaneous), started by Al'Kabor in The Sundered Frontier (1878, -295, 3478) or by Dartain in The Sundered Frontier (1878, -295, 3478).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Lorekeeper Drelin in Thurgadin, City of the Coldain (475, -212, 261) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 12 Oct 2010 at 9:58:49 PDT.
Mayong has finally unearthed the calendar. It is a ring, which contains sixteen holes across its surface. These smaller holes are inset, and appear to be meant to hold something else within them, although what exactly would be anyone's guess. It resists any attempt at magical inspection, and just seems to be completely mundane in all respects - nothing more than ordinary stone. I'm not sure what value it might actually have, but Mayong is quite pleased that we now possess it.
Upon further inspection of the ring, we have found that it appears to be intended to fit around the outside of the Chelsith Stone itself. It's almost as if it was intended to be a part of the stone, but since Mayong is not currently in possession of the Stone itself, it's difficult to verify. He seems unconcerned, however, and is more interested in finding out what it is that belongs in the holes within the ring. We found some strange sigils on the walls within Chelsith, and he believes that these sigils might have something to do with the "monoliths" of Theer. Several of our number have been dispatched to begin their search, but a search for what?
We returned from the expedition today, and I was amazed at what we discovered. It appeared that the large stone we uncovered contained one of the sigils Mayong was looking for. Moreover, it had the correct dimensions and curvature to fit within the holes in the ring. Mayong is certain to be pleased with this news, and will likely reward us handsomely. We are heading to the chamber now where the calendar sits, although it would be wise to wait for Mayong to be present before taking any steps to affix the newly discovered stone in place.
So, a new mystery. The sigil stones we brought in have a strange behavior when brought in close to the calendar. Some will glow slightly when brought in contact with specific holes on the calendar ring, while others seem to be completely inert. Are these fakes? Have they lost whatever magic they had once possessed? All of this made more strange by the fact none of these pieces radiate any magic. It's maddening and fascinating all at the same time, but discovering the reasons behind this behavior of the sigil stones is likely the key to unlocking the purpose of the ring altogether. It is imperative that we do so, and do so quickly.
Books
Books
Books
Books
Books
Books
More Adventures of Jorbo and Mappy
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [35] "More Adventures of Jorbo and Mappy" (Rivervale), started by examining "More Adventures of Jorbo and Mappy" (dropped in Rivervale).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""More Adventures of Jorbo and Mappy""
for 1c.

Discovered on 13 May 2008 at 9:47:20 PDT.
This book is titled "More Adventures of Jorbo and Mappy ". It is the story of two halfling boys and how they happened upon some exciting adventures.
Jorbo and Mappy, two friends who left for an exciting journey one day, happened across a very interesting person. Looking just like a halfling, the man had lizard scales covering his entire body, and two small little horns sprouting from the top of his head. He was chewing on a small wooden stick, and would puff smoke between words. Interested at their discovery, the friends asked him if the man knew where to find adventure.
Laughing and puffing smoke, the odd halfling introduced himself as the Drafling. He said he knew many different places where to find adventure, and offered to show the two boys where to find it. Taking him up on his invitation, both Jorbo and Mappy followed him to adventures they never would have found on their own.
The first interesting thing the Drafling showed the two boys was a goblin who could speak three languages. The two boys asked the goblin how he was able to do it, and the goblin pointed out that he had three tongues. When they asked where they could find more tongues, the goblin told them that tongues always hid away inside books.
The goblin then offered to trade tongues with the boys. They boys had become rather accustomed to their own tongues, so they declined. The goblin nodded his head and told them that if anyone ever asks them for their names, they should never give it away. He said that if you give a person your name, you won't have one anymore, and you won't know what to call yourself. They knew this was wise advice.
The Drafling patted the boys on the shoulders and said it was time to go. He had already finished eating the stick he was chewing on and was now chewing on another. The Drafling told them that he would now show them other exciting sights. They told the goblin "thank you", asked him his name, and the goblin said "I don't know anymore".
The Drafling would then take the boys to a grove of trees and told them to watch for what was about to happen. In front of them, there were really small people walking around. One group was a bunch of girls, and the other group was a bunch of boys. Every now and then one of the boys would run over and pull one the girls hair, then run back to his friends.
The two friends began to laugh at the sight before them. The Drafling popped them on the back of the head and told them to keep watching. After several more girls were made to cry after having their hair pulled, the little boys started laughing so hard that they didn't notice a cat had crept up behind them.
As the cat crept closer and closer, the little girls refused to say anything, for they had their hair pulled by those mean boys. Soon enough, the cat pounced on all of the little boys, causing them all to scream for their mothers. Right at the moment it's mouth was about to gobble up all the boys, the Drafling waved his had, and the cat disappeared.
The two friends asked the Drafling what had just happened. The Drafling smacked his head and sighed, then told them that he showed them what happens when people are mean. He looked at them, chomped on the stick for a moment, and said not to pull the girls hair or maybe they might find a big cat standing behind them. The boys quickly nodded their heads, for they understood that.
The Drafling then told the boys that they would need to find their own adventures, for it was time that he went home. He brought them back to where he found them and said goodbye. Before he left, however, he told them of a few places where they could find some interesting things, gave them a wink, and was gone. Jorbo and Mappy immediately started running for the place where the mysterious halfling had pointed out.
Books
Mortal Alchemy
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 18 Nov 2008 at 11:31:33 PST.
Mortal Alchemy

The Experiments
of
Emperor General Atrebe
(May He Live Forever)

As transcribed
by
His Loyal Servant
Metriz
Behold; in this laboratory the Emperor General Atrebe (May He Live Forever) has brought forth new life! This power has not been seen since the days of yore when gods walked among the populace.
The mind of Emperor General Atrebe (May He Live Forever) is eternally astute and brilliant! The Emperor General Atrebe (May He Live Forever) in his infinite wisdom has decided that in addition to his prior successes, the sarnak and sokokar respectfully, he will add a third and final experiment. It will be on so grand a scale that all other races on Norrath will tremble at the mere thought of such a beast, as created by our glorious Emperor General. When the experiment is complete His Imperial Majesty will lead the Sebilisian Empire with the greatest weapon Norrath has ever known.
The Emperor General has obtained flesh and essence from the beast known as The Red Lord. Emperor General Atrebe (May He Live Forever) is hard at work researching compatible counterparts. His Imperial Majesty has sent his finest and most deserving generals to collect samples from suitable matches.
Hard at work, His Imperial Majesty is not satisfied with his successes. As a show of his infinite humility Emperor General Atrebe (May He Live Forever) has graced his loyal servant with the duty of listing these trials for posterity. While the following trials created beasts of great wonder and power, none were fine enough for His Imperial Majesty.
The Red Lord/The Green Lady
The Red Lord/The Black Mistress
The Red Lord/The Blue Beauty
The Emperor General Atrebe (May He Live Forever) has found the formula that will create the beast he seeks. His Imperial Majesty sent his most trusted General and loyal son, Ganak, to collect flesh and essence from the dragon Gorenaire.
After days of careful preparation the Emperor General Atrebe (May He Live Forever) is at last about to commence with the experiment. His Imperial Majesty is having his laboratory coat tied on and his protection spectacles adjusted by the royal wardrobe. His Imperial Majesty is commencing the experiment; all work has lead up to this mome- (writing abruptly ends)
Books
Motor Commotion all for Emotion
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Clockwork'

Quest reward from [55] Lore and Legend: Clockwork (Lore and Legend), started by examining clockwork parts or by examining Motor Commotion all for Emotion in Steamfont Mountains (-339, 93, 1370).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Clockwork"
for 1c.

Plundered from Steamfont Mountains (-339, 93, 1370).

Discovered on 28 Feb 2007 at 8:31:32 PST.
There once was a man. An old tinkering gnome who has no child, nor wife of his own.

Mathematics and functions they did fill his mind. Experiments and gizmos took all of his time.
Lonely he was, so he thought to himself, "I will make me a man, a gnome or an elf!
He will be out of metal, sprockets and gears.
He will be my companion and helper for years."

He did as he said, and made the dear lad. a round little figure that jostled a tad.
He was good to his creator, and did all he asked. "Grease this; Carry that," the clockwork was tasked.

No grudge did he carry, for he had no emotions. This was a man of springs, cogs, and some potions.

But one day he spotted with his little receptor, A mad little gnome make the rudest of gesture.
"What drives such a man to shout and to flail?" he asked his master upon recounting the tale.

"Anger is a feeling, like joy, sorrow or passion. They are good in degrees, but bad in substation. They can make a sane man crazy with time, but make life worth living with every clock chime."
"I lack these emotions. I am not complete," the metal lad thought, as if on repeat.

To the merchant he went rather lickety-split. "I'm to purchase emotions, Mister Crandle Z. Flint."

The merchant just laughed, and set the boy right. "You can't buy emotions. Now have a good night."
"But what could I do if I wanted a set?" "You could pray to the gods, and see what you get."

He did as directed. He asked all he could for the full set of feelings - the bad and the good.

He prayed upon Brell. He prayed upon 'Bane. Tunare, even Marr, they answered the same.
Metal he stayed. All wheel and spindle. A bucket of bolts. No emotion to kindle.

"Gods of the men made of flesh and the bone, cannot comprehend needs of metal and chrome," the clockwork decided while deep in his thought. "There must be another. Another not taught."
Men may have called it a crisis of faith, had he a soul to be sucked by a wraith.

He was just looking for parts that he lacked. He wanted to be full, complete and exact.
This would go on as he did all his work. There was not a time that a chore he did shirk.

Then came the dark day coming back from a trek, his master's nice house was aflame and a wreck.

Around the debris stood gnomes stricken with fears. Some moaning, some shrieking, all covered in tears.
He gave it no though. He gave it no pause. He ran in determined. He ran in with cause!

There was his dear maker slumped under a chair. With a lift and a hoist, he took every care to deliver his master away from the flame while men of emotion felt sorry and shame.

They had been too afraid to act as he had, to run into danger that was sure to be bad.
That's when it struck him, a bolt to the head. Maybe these feelings aren't as good as all said.

"Listen inside you," goes an old gnomish saying, "When questions and figures are heavy and weighing, with cosigns and fractions your head it does spin. You'll find that the answers, they come from within."
"I need no emotion. My mind I can settle. I am, what I am. A man out of metal. Within me are gears. They roll and they turn. They drive me they do, as they twist and they churn. Feelings for men, and metal for me. I am then complete, and as whole as can be!"

He finally felt peace with this grand little notion, perhaps even happy, if he has such emotion!
Books
Mottled Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Sage Secrets of Quel'ule (recipe purchased from Sata in The Stonebrunt Highlands).
requires at least 40,000 faction with Researchers of Quel'ule


Mottled Leather Notebook
Working with raw materials to scribe a mottled leather notebook.
Level
89
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 1 Mar 2010 at 0:10:43 PST.
Unobtainable
Mri'An Ba'Ay's Research
This item can be placed in any house type.

LORE  NO-TRADE  NO-VALUE



Undiscovered.
Books
My Journey to Harrow's End
This item can be placed on the floor in any house type.

A journal from the Unkempt Druid, Madyl D'Lareth, detailing her travels to the Dreary Coast.

TREASURED
LORE

Quest reward from [95] The Writings of an Unkempt Druid (Obol Plains), started by examining a journal in Obol Plains (-20, -4, 547).

Discovered on 13 Nov 2012 at 19:37:26 PST.
They who have heard of the Unkempt Druid, think us nothing but zealots, but their ignorance transcends the planes, even in Ethernere, our new home, forever under the shade of the Lord of Graves.
The worst of them is Wegadas, for he is their leader, their father. I will follow him closely as he spews his drivel to those who would call themselves the Augurs of her. They must see the light in death. The ways of the Unkempt Warders has no place here. I will see to it.
Cardin Ward is upon us. These Wayward act comfortable within its walls, but I see the worry in their faces. Drinal's Harrowing Horde has been released upon them, as was required. Ethernere is becoming overcrowded with this Wayward plague who must be eradicated.
Wegadas has promised them protection. I laugh as they fall for his ranting, as though his Writ of the Wild and Tunare can protect them from Drinal. Do they not see? They are bound within Ethernere! If they would accept that fact, accept Drinal, then he would embrace them, and call back the Horde.
I know where I stand. The Harrowing Horde do not frighten me. They pass me by and feast only upon their intended prey. I have shown this to the Wayward in Cardin Ward, particularly those who now follow Wegadas. Most are blind, but to a few I have proved that to follow Wegadas is to follow a life of a runaway. A nomad with no home, not even a temporary one.
Even camped outside the safety of Cardin Ward they cannot feel safe. My section of camp has not lost a single among us. The Augurs of Ulter, both those that recently converted and Wegadas's original followers, have taken notice. They will soon choose right from wrong. And when they do, I will accept them.
My followers grow while the number of Augurs wane. Wegadas is beginning to feel threatened by my presence, fueled by the ever-increasing threat of the Harrowing Horde. Now a new threat, at least to the Augurs, is upon them. The Gehein have emerged. I have heard of their kind. Those who volunteered their souls for the Horde.
It is a calling similar to mine own, but Drinal will see that unlike the Gehein, I seek to spread his will to others through my teachings of the Unkempt Druids. I have continued to update this philosophy, molded it to Ethernere, to death and chaos.
When we reached the camp of Wayward erudites, Wegadas fell sick. It was a turning point for many of his followers. Through our journey, so many of them were taken by the Harrowing Horde, yet none had that followed my path of the Unkempt Druids.
And now they see their leader sick and nearly dying. We have all eaten the same foods, drank from the same waters, yet he is the only one. It must be Drinal. He is watching. He has sensed a blasphemer in his realm and has punished this would-be prophet!
The erudite have cared for him. In their battles with the Gehein and their pathetic attempt to restore the Ulteran spires, they somehow brought Wegadas back to health. I had hoped his remaining disciples would see him succumb to an illness no one else among us acquire. I !mow that Wegadas cannot truly die in Ethernere...or can he? I have heard a man in camp speaking to others about his visit within the walls of Harrow's End. I confronted this Augur of Ulter.
Indeed, he claims. He has been to see Drinal himself. With great need the path became clear to him. That is how he entered. One-for-one he says. A deal for a deal. That is how he was able to leave. Those that choose a deal for no deal are chained within Harrow's End for an eternity. I will speak with this man further about this. I wish to speak with my god personally.
I now lead these people. Wegadas has been left a follower himself, along with but a dozen or so that still cling to his side. He should see his cause is lost, yet he clings to us. For safety, for the hope to bring us all back to the ways of the Unkempt Warders, I do not know, nor do I care.
I should just destroy him. Be rid of this pestilence from our presence once and for all, but I have decided to show him what it means to be an Unkempt Druid. He will soon be converted, and the last of the Augurs of Ulter will be wiped from Ethernere forever.
I can feel my god's call. I am ashamed to admit, but I was deaf and blind to it. I was obsessed with simply following Wegadas, and bringing his followers to their knees before me. But now that I have taken the lead, what felt like an aimless trek has turned into a pilgrimage.
I have learned all that I needed from the man who claims to have seen Drinal himself. He knows these ways. We are indeed getting closer to the Silver Reaper's home. Soon I will be at its doorsteps. Soon I will be at Drinal's feet, and he will hear the words of the Unkempt Druids.
I can see the tips of Harrow's End from where I stand, on the outskirts of this camp of lujiens. They have already killed three of us. Their souls have not returned, so I do not know where they have reformed. If they are true followers of my ways, they will find it safely to the Dreary Coast. Our final destination before I enter Harrow's End. But first, these lujiens and their camp must be passed. Wegadas speaks of them highly, at least about the lujien he shared the Valley of the Dawn with in his mortal life.
He nearly lost his own head to them, thinking these few would know his name. They are dangerous, yes, but I have a great respect for these lujien. They are said to be mirror images of Drinal, perhaps even his own creations. They are wholly, even blindly, devoted to Drinal. So much so that they only allow a select to enter their sanctuary. I would follow them myself, but I have a greater calling. A calling to lead.
We have arrived on the outskirts of my god's home! The Whittled Woodlot is surrounded by lush cypress trees and beautiful, serene ponds. I have decided to live out the rest of my days here in the shadow of Harrow's End, near the dock which once was used to shepherd souls to their gods' realms.
Those days are over, though, for Drinal is the one true god, and Ethernere is the one true plane. I shall remain here, awaiting Wayward who would think to leave, and introduce to them the ways of the Unkempt Druids. We shall destroy the non-believers! We will use their souls as nourishment for the land!
Books
My Time with the Harpies
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [59] My Time with the Harpies (Tome).

Components
My Time with the Harpies - Page 5 (shinies or looted in The Pillars of Flame)
My Time with the Harpies - Page 8 (shinies or looted in The Pillars of Flame)
My Time with the Harpies - Page 9 (shinies or looted in The Pillars of Flame)
My Time with the Harpies - Page 10 (plundered from a fish bucket at 1217, -191, -1712 in The Pillars of Flame)
My Time with the Harpies - Page 11 (plundered from a rock at 1489, -127, -1024 in The Pillars of Flame)
My Time with the Harpies - Page 14 (plundered from a harpy nest at 699, -73, -1222 in The Pillars of Flame)
My Time with the Harpies - Page 15 (shinies or looted in The Pillars of Flame)
My Time with the Harpies - Page 22 (shinies or looted in The Pillars of Flame)

Discovered on 13 Sep 2005 at 15:39:49 PDT.
by Frego Bintwhizz
A gnome tells a tale of the time he was abducted by harpies.
I suppose I was asking for it, poking around like I always do. Thing is, usually I'm careful.


When I salvage items, I always keep myself alter. I don't - or, at least, I am usually very careful not to - become engrossed in whatever interesting things I come across.


As tough as that is, I've always managed to keep at least one eye on my surroundings, on the lookout for other scavengers or possible threats.
I guess my pas had just never trained me to look to the sky for such threats.


And so, when I heard the screech, I looked 'round myself in all horizontal directions, failing to look up.


In my confusion at seeing nothing, I was an easy target to grasp and up we went.
I dropped the strange trinket I had found (that's a shame, too; whatever it was, it sure was intricate) and managed to put away my Socket-3 Springwrench.


I tried to twist my neck around to see what was carrying me, but everything above me was a mess of wind and feathers in my face. And so I hung there from my breeches and suspender straps.


Not willing to let a brilliant opportunity like this go to waste, I took in the beautiful view below.
We dashed around pillars and swooped over dunes. I concentrated hard to keep my bearings. At our speed and with the constant alterations in course, my wrist compass was very little help.


I was fairly confident our trip took us northwest for the most part. And when we landed high atop a rocky pillar the salty smell told me we were close to the ocean, which meant my guess at our direction had been at least partially correct.
"Thank you!" I quickly managed, "I'm quite sure I would not have been able to get up here on my own." I turned and took a bow. "Frego," I exclaimed, "pleased to meet you."


When the intentions of another party are unknown it's best to act friendly and thankful; this has gotten me out of numerous scrapes. My abductor hissed and fully faced me. I tried not to cringe but I may have anyway, an ugly beast of a harpy she was.


I don't mean to say that all harpies are ugly, but this one was quite trollish in the face.
"Thank you!" she squawked, perhaps mocking me. "Monies, treasure!" she said loudly with an aggressive flap of her wings.


"Oh, of course!" I said, "I didn't figure this was a free ride." I dug in my pockets and produced a couple of silver pieces. I extended them to her.


"Monies, treasure!" she screeched again, knocking the coins from my hand and dusting them into a corner of the shallow nest we were in.


The coins landed in a pile of other trinkets.
Immediately following the jangling of the coins that had been tossed aside, there came a loud screech from above.


Another harpy - this one coincidentally also ugly - landed near us, eyeing the pile of trinkets just as I had been.


Her eyes shined at the fresh coins and then turned to face me.


"Monies, treasure!" she, too, squawked.
The first harpy crowded in toward me as well. "Monies, treasure!" she chimed in - though I must correct myself, 'chime' is not the proper word. This was more the sound a gear might make when it's been stripped of its teeth: 'she strip-geared in,' perhaps.


I kept my wits, despite the distance between myself and them at a constant wane. I dug into my pocket again and found a few more silver pieces.


Never be stingy when your life is in danger, I say.
I held those coins out again. Just as before they were immediately knocked to the ground.


The second of the two harpies managed to scoop one up before the first could fling them all into her corner. When the second harpy flew away, another stepped up to take her place.


I was then that I noticed I had attracted a lot of attention. It was almost flattering.
This process continued. I would produce coin, they would knock it from my hands, screech "Monies, treasure!" and fly off. Then the remaining harpies would wait for me to come up with more coin.


Quickly enough I ran out of coin and had to start giving them other things I had on me: random pieces of metal, a few of my tools, basically anything I had on me that looked valuable.


Pretty soon, I was empty. I had nothing to offer them.
I could have never predicted what came next. The harpies gathered in around me, closer and closer, all the while screeching for monies and treasure.


Pretty soon I was backed into a corner with nothing more to give them! Realizing I had little left to offer them, they began going through all they had stripped me of.


I have no doubt I was red from head to toe.
As my abductor tucked all of my 'treasure' into her corner, the other harpies did their best to steal it away.


Finally, my abductor had apparently had too much. She picked up one of her own eggs and tossed it right at another harpy's face.


In all my days I have never seen anything so unintentionally comical. The whiff of the egg preceded a screech and an explosion of feathers, after which only I and my abductor remained. She calmly slid the rest of my treasure into her corner.
Over the next few days I had the fortunate luck of being left alone in my abductor's roost as she flew off, collecting more treasure.


Though things most certainly were interesting, my stomach made it all too clear to me that if I did not escape soon I would eventually die of hunger. I put my brain to work.


I had three distinct advantages: one, lots of feathers; two, assorted 'treasure' brought home by my lovely house-mate; and three, an absolutely colossal amount of feathers.
I managed to keep my work secret by hiding my tools within the rocky cracks of the nest.


Luckily I built my creation with the Telescoping-Inward Fold method of construction. This meant, simply, that until fully complete, I was able to fold and deconstruct my creation and easily hide it away.


And the feathers. The feathers came from all around, sticking to my skin and getting stuck in my hair. I would cough them up at times - much to the entertainment of my abductor.
Finally, one day as my abductor was out finding more trinkets, I unfurled my creation in all its glory.


The belt and shoulder harness were made from strips of leather, padded with my house-mate's down. From bits of piping, wire and springs, I constructed wings. Can't forget the feathers. For as long as I live I will never forget the feathers.


I perched on the edge of the nest and gave a few test flaps. The wind nearly lifted me away. I nodded, happy with my work.
As happy as I was, the screech clued me in to the distaste the harpies had for this. There in the sky was my abductor, rapidly approaching.


Though I never got to test this device in a safe environment, and though I care very deeply for my life (it is one of the most precious things I own), and though I knew my abductor had far more practice in the skies then I, I figured it was now or never.


I fully extended my wings and dove from the edge.
My inexperience in such manner of travel quickly sent me down the pillar's edge. The sun reflecting off the water told me that in my haste to escape, I had jumped from the west side - the exact side I hadn't wished to jump from.


Not letting little things like that get in my way, I stretched the wings out. My head snapped downward fast, dazing me for a bit.


I was, however, sailing un-smoothly, out towards the ocean.
I gave myself a mental par on the back, trying to recall what I knew of ocean currents to get me safely away (and, by safely, I meant not near the harpies).


In all that excitement I had forgotten what I was running from; thus, it was the perfect time for a reminder. With a swipe of her talon, my abductor tore at my wings.


"Holding steady" had previously been a monumental task; now became an impossible one. Another swipe left me at the whim of the winds.
Perhaps she got what she wanted, I fell - wings and all - into a haphazard spiral. This was probably the most fun I've ever had in my entire life.


Before long the wind resistance ripped the wings from my back and I spun in all directions. Sky tumbled over ocean in a rapidly shifting blue sphere about me.


I giggled uncontrollably this entire time. When I finally took a breath, it was just in time. Moments later, I hit the ocean.
I'm not sure when I blacked out - whether it was before the impact or after - but fate was kind to me that day.


I awoke upon the shores of the Pillars of Flame, salt in my eyes and sand in my breeches. I had but one useful item with me: my wrist compass. And somehow, with only a compass, I needed to figure out where I was, get some food, and get to safety.


But that is a tale best told later.
Books
My True Beloved
This item can be placed on the floor in any house type.

This book was taken from the haunted halls of Nektropos Castle.

NO-TRADE  NO-VALUE

Plundered from Nektropos Castle: Tribulation.

Collection reward from [20] My True Beloved (Tome).

Components
My True Beloved, Page 2 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 3 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 5 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 6 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 7 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 9 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 10 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 12 (shinies in Nektropos Castle: Tribulation)
My True Beloved, Page 13 (shinies in Nektropos Castle: Tribulation)
my true beloved, an incomplete manuscript (shinies in Nektropos Castle: Tribulation)

Discovered on 9 Aug 2006 at 11:08:25 PDT.
My True Beloved
Notes by Lord Rikantus Everling
My one true beloved has long been gone, but I have loved no other like I loved Alana. Though I have loved again, I can never forget. Theeral knows of her, but endures my emotions. She knows I have brought her wealth in coin and in offspring. She offers me much as well. This is why are one. But even a great love cannot bury another great love. I often pity myself for loving twice in a lifetime and it is at these times that I find my soul in pain and I must begin my march of solace to Alana's chambers.
At first Theeral could not accept the extent of my love. She learned this after one of my frequent bouts of extended melancholy. The first time she discovered the destination of my midnight walks in Freeport, she was terrified. As I walked the streets she and her servant Plimptos secretly followed me,darting and dashing in the shadows. I never liked that servant child of hers. There was something evil about him. I would learn that at a later date and see that he was bestowed with one of my most cursed trinkets.
Along the streets and alley Theeral followed me to a simple graveyard that was soon to be removed by order of the current chief constable, a boisterous paladin that was beginning to stir up trouble in Freeport. Within the humble graveyard I walked to my personal mausoleum. It was like a grand palace at the center of a timber village. I have ordered the construction of this tomb for my future family, but even though my present family was still alive and well, the mausoleum was not vacant.
Peering out from behind a twisted tree, Theeral watched as I opened the tomb with a special key that I held around my neck at all times. A torch was lit along the walls and I kneeled to weep in both sadness and joyous reflections. Just then, Theeral entered. She was in shock as she saw me weeping before three caskets. Demanding to know whose caskets were placed within the personal resting place of the family of Lord Rikantus Everling, I told her.
In my youth, after I took the seat of master merchant for the House of Everling upon the disappearance of my father, I met my first love on the road to a haggling festival in Rivervale. She was standing beside the road, near her cart and tent. She was clearly a fortune teller of sorts. I ordered my carriage to stop. I dismounted and approached. Her named was Alana and her beauty was matched by none. I could do no more than to fall in love with her forever and after my long fortune was told, I did just that.
Along with Alana came her meager belongings, mostly tricks of her trade. So to, came a personal servant sworn to serve her as a child. The was the wretched Plimptos. I was happy to not only curse the man, but strike his name from my castle. The ancient word for whelp would do nicely, pelleas. For all the chaos that servant caused this house, Theeral's gifts to me made them all worth while. From my true love came my first born, Maltus. Soon after he, came Ollix. The joy my family brought me veiled the curses of Everling, but unfortunately, they would rear their head to make themselves known.
There came a time when a mysterious illness overtook my beloved family. A fever overtook them and mad delusions soon followed. Like madmen, my loved ones could be found wandering the streets screaming of invisible creatures all about, slowing torturing them. Neither doctor nor mage of the great trade city could find a remedy for the odd illness. Even journeying to the Temple of Life in Qeynos was futile. The madness grew and I was forced to confine my loved one or see them sentenced to the Freeport Asylum where they would never return from.
Confining my loved ones until I could free them from their insanity would not last. There came a day when their prison chambers were unlocked. Someone had unlocked the doors and untied their restraints whilst I was away on business. Before I could return they had somehow flew into the sprawling maze of streets. One by one their madness led them into horrific accident I refuse to recall. My dreams of replacing a life of cursed curios with the joy of a family was tragically extinguished. I could never prove it, but I felt the mischief of Plimptos.
The void created by the loss of my beloved family nearly sucked me into oblivion. I found myself incapacitated by sadness for many year. If not for the aid of a few friends within the Academy of Arcane Science, I too would be as lost as my family. When I was freed from my pit of despair I had the bodies of my family preserved and placed within my mausoleum. After this I swore to myself I would escape the curses that followed the House of Everling. Far from Freeport I would construct the most magnificent and impenetrable castle ever built. Not even an ancient curse would breach my walls.
I was a fool for thinking such things. No curse can be outrun or shielded, but perhaps it could be contained as the cursed curios had taught us over the ages. If a curse did follow me then it will stay with me and no more would I peddle such tragedy upon the world.. once I was finished financing my hidden fortress. Far from the great empires in the dense dark forestlands I will hide. Along with me shall come the evil trinkets, my servants and my beloved family.
When my refuge was complete, I placed my family within grand tombs inside the catacombs of my new manor. But, this was not enough. My house was theirs even after death, but if that were to be true they must have chambers just as I. I furnished three rooms, one for Marcus, one for Ollix and one for my Alana. When I wished to speak to them I would not face the sarcophagi in the cold depths of Nektropos Castle, NO! When I wish to console with my loved ones I would spend time within the chambers where their spirits played.
Here in Nektropos Castle I live with two loves, a family gone and family new. Theeral and my precious daughters accept my madness. Though they rarely visit the chambers of my past the know never to disturb them. My servants are told to tend to these chambers as they would any other. Even bowls and goblets are taken to these rooms and removed when mysterious emptied. They are here, I can feel them. These are the places where a cursed man goes to escape the prison he build for himself.
Books
Myrist Book Stacks
This item can be placed on the floor in any house type.

Rent Status
Reduction
200

Purchased from Adalion Elawynn in Myrist, the Great Library (655, 411, -206)
requires completing the Quest "Elements of Destruction: Pure Adventure"

for 3g 14s 93c or Beck Quantem in Great Divide (1193, -533, 464) for 3g 28s 5c.
requires Lore and Legend server

Discovered on 13 Nov 2018 at 15:03:59 PST.
Books
Myths of the Mephlin
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [110] Lore and Legend: Mephlin (Lore and Legend), started by examining mephlin parts.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Mephlin"
for 1c.

Discovered on 13 Nov 2018 at 14:05:45 PST.
Myths of the Mephlin
I have collected a few tales from Norrathian bards and entertainers, involving the mephlin. They might prove helpful in understanding these creatures, or perhaps I will find that they are simply tales meant to delight or frighten with no basis in reality. Only time will tell!
Chief of the Tribe
"Long live the chief!" his fellow mephlin shouted, triumphantly, over and over again. It rang his ears and gnashed his teeth. Even if it hadn't been echoing off the walls of the obsidian cave they marched through it would have felt just as oppressive to Hukt. "What has Resz done that is so great?" He mumbled to himself. "I am much smarter and would make a much better chief!" He knew not to voice this last statement, but it didn't stop him from thinking it. They were just returning from a successful raid of a neighboring tribe, and Resz had once again walked away with the most impressive prize.
Sometimes the prize was a stolen weapon, ripped from the hand of the enemy, other times it was a totem revered by the enemy's tribe, but usually it was a head, or horn, or wing. This is how Resz kept his figurative crown, of course, for this jopal tribe had long picked its leaders based upon their successes in war and trophy hunting. "How does Resz keep getting the good stuff?" he asked himself, while glaring at the ruby-handled dagger being flaunted about by Hukt. He brandished it, like a torch or a war banner, waving it about, while leading the tribe back to their lands.
Hukt went to his nest that night, unwilling to think of anything else. At some point during the night the answer came to him. Resz is lucky, but his luck will be no match for Hukt's smarts during their next raid!
Weeks went by before Resz marched the tribe to their next raid, which gave Hukt plenty of time to prepare. He carried with him an inconspicuous pouch, nothing that would spark questions. During the heat of battle, while so many were distracted, he cast a spell upon an ordinary stone. Then he waited. He waited until Resz came out of the thick of the fight carrying a golden shield, eliciting the predictable "Ooohs" and "Aaahs" from his fellow jopal.
"Wait until they see this!" Hukt thought. He let out a scream of excitement that brought all eyes upon him, and as he lifted the luminous gemstone above his head, the din of his kin subsided. It had worked! The tribe was in awe of his trophy. The gem was bigger than his head, and dazzled with light reflected and focused by its exquisite cut. "Long live the chief!" they began to chant. Finally, Hukt was about to get the adoration he deserved!
Resz approached Hukt in shock. He dropped the shield that just a moment before had been the focus of all. "This is it! This is the moment I have long known would come!" Hukt thought, as a smile he could no longer contain, spread across his face. Resz stood before him now, and took the gem into his own hands with such care one would have thought it a hatchling. He examined the gem, looking deeply into it, turning it this way then that, dazzled by the display of light through it. Hukt looked up as this was happening, towards Resz's towering figure. He was standing so close to Hukt as the light of the gem was shining in his eyes, Hukt never saw what happened.
Resz brought the gem down upon Hukt's skull with such force, it split bone and flesh, killing him instantly. It was an easy enough feat for Resz, as he was the biggest, and strongest of the tribe. He wiped the gore from the coveted gem, and held it high for all to see. The shouts broke out immediately, "Long live the chief! Long live the chief!"
A Mother Earns Her Wings
Brena woke with a start. That sound wasn't normal, and she knew it. The dwarven mother raced to her infant's cradle. The babe didn't look upset, and it was still wrapped in its blanket, but that sound... She hadn't dreamt it! Should she call a healer? No, she knew what he would say. "You're worrying over nothing. First-time mothers do that." And admittedly the babe seemed fine. She took a breath, and felt a bit calmer as she looked upon her baby's sweet face. She couldn't have described the peace and hope that welled up inside her since this little one came into her life.
Maybe the babe didn't need reassuring right now, but Brena did. She lifted the wrapped infant tenderly, but found that it took more of her strength than she remembered when she had put the babe to sleep. "Oi! I didn'a feed ya that much!" She adjusted her weight to accommodate, as she cradled the babe to her breast. "Or 'ave ya been sappin' me strength, my little stone?" That's when she noticed a bit of moss in her baby's hair. She looked down into the cradle and saw a few more strands glowing brightly, from within the shadowed bedding. "Lightmoss!? I haven'a been ta those caves in years." What was going on!?
Brena looked at the near-by window of her hut. There she spotted more of the luminescent moss. She looked again at the babe in her arms. Its eyes opened and held hers for a moment. That was different. There was more to this baby dwarf than she could see. She felt her babe's skin. A dwarf knows stone when they touch it. "Switched!" The thought struck her like Brell's hammer! "Gods damn those green-winged beasts!" She cried. There wasn't a moment to lose! Brena swaddled the heavy babe to her, like a bandolier, allowing her arms to remain free. She grabbed her axes and helm, and ran out the door toward the lightmoss caves.
She had heard the warnings, of course. "Keep an eye o'er your babes, lest vekerchiki come and take 'em!" The mephlin were real Brena knew, but she had always thought the stories of child abduction to be tall tales. Now she knew otherwise, and she wasn't about to let those damned creatures take her wee one back to their earthen plane! She raced into the cave mouth, fueled by adrenaline and dwarven fortitude.
There she saw a group of vekerchiki, huddled together, as another waved its arms and chanted, opening a portal back to their realm. Brena had no time to spare, and no need for it. She continued barreling towards them, interrupting them with her axe heads. Their cries of pain and alarm were short, as was the battle.
She found her babe there, in the middle of the huddle, wrapped in large leaves and sound asleep. "Bless ya, Brell!" Tears rolled down her cheeks in sweet relief as she lifted her babe. Roused by its mother's touch, the wee one woke, and reached towards her face. She couldn't see much through the continuing tears, but she didn't need to. She knew the feel of her child's grip upon her beard. The babe curled her beard hair between its fingers and fell fast asleep.
Brena walked back to the village, her naturally born babe in one arm, asleep, holding tight to her beard, while a second babe, her adopted stone-golem child, remained swaddled tightly across her chest. From that day forward the two were raised as siblings, one of stone and one of flesh, warmed by a hearth over which hung a large pair of emerald wings.
Lessons of Flight
Not long ago now was a stormrider chick,
hatched in a high nest of vine and of pitch.

So jealous it was of all of its kin,
their feathers weren't clotted, their wings frail nor thin.
They rode on the wind, through clouds in the sky.
It watched and it said, "I wanna' do that! I too, want to fly!"

It took a deep breath. It took a big leap.
Nothing would stop it, it would accept no defeat.
But one cannot fly on hopes and a prayer,
It takes magic or ability to soar through the air.

So, down the chick fell, right down to its end.
Or it would have, if not for its strong gusted friend.
An elemental of air had noticed its plight,
had seen its struggle, when it attempted its flight.

It caught the poor chick in its swirling embrace,
and cleaned off its feathers, and tears from its face.
The pitch that had weighed its wings to the ground
was no more a problem. There was none to be found!

The chick stretched about, giving its limbs a good test.
Then lifted right off, to flit and flutter, right along with the rest.
The elemental took note of its friend's pure delight,
doing something it had taken for granted, all day and all night.

It needed no thanks, expected no accolade,
If tables were turned, it would want just the same.
A boost from a friend, or even a stranger,
is all it might take to clear a path out of danger.
Books
Naggresh da Hero
This item can be placed on the floor in any house type.

This book is dirty and very soiled.

Language
Goblish

Collection reward from [82] Dirty Dingy Pages (Runnyeye: The Gathering).

Components
Dirty Dingy Page 1 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 2 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 3 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 4 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 5 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 6 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 7 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 8 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 9 (shinies in Runnyeye: The Gathering)
Dirty Dingy Page 10 (shinies in Runnyeye: The Gathering)

Discovered on 19 Jun 2008 at 15:35:54 PDT.
Many times ago, Naggresh wuz da slayer of many halfy deputies. He terrorized da thicket so many, they build great walls to keeps him out. Dis is Naggresh's wallz for he makes da halfys makes it.
Naggresh carried da Great Spear of Many Noggins. Da spear with halfy noggins on it likes pumpkins on da post. He makes da peoples run inside da town and never come out at dark time. At dark times is Naggresh time.
Much jumjum was fouled by Naggresh wid no fear of trouble. His greatest funs was to foul it day or night and make da halfys be stinky. No patch was safes, only in da city walls.
Of da bestest deeds he do was da stealin of da mayor's golden birdy bird. Naggresh takes da birdy bird and shares nones wid da uder gobbies.
Naggresh lives da long life wid much glory. He slays da rats and da spiders too. He makes da soup of da snakes and da yellow stingers. He gives dem da great ouches.
Da bixies fear da Naggresh most of all. Many attacks on dem does he make. He takes da sweetie sweets from da bixie birds and he takes da weapons! Much sweetie swetts does he bring to da uber gobbies.
He is da time now we's find da bones of Naggresh. Many gobbie tribes come to da Runnyeye to makes nice with da ghostiez and makes honor for Naggresh, da Terror of da Misty Thicket.
Gobbies comes from all every place to bringz gifties for Naggresh! Many of da items were stuff dat was owned by Naggresh. Many itemz have magickly powers and da sacred danglies. Danglies dat bring da lucky to da gobbies!
Dis is da stories we telly tells arounds da soup fires. We's makes da dance and pokes da spear and be's Naggresh for all gobbies to sees. We's makes Naggresh a da hero of all gobbies. We's telly tells da stories so's Naggresh makes da glories.
Books
Necessary Elements
This item can be placed on the floor in any house type.

This is a well-written book, constructed with high quality materials.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:18:43 PDT.
The Orb of Mastery must be mine. I came across the knowledge of this artifact when I met the gnome known as Rykas while traveling through Lake Rathetear. His words led me the story of Trilith Mag'kot, and ultimately, to the Orb itself. Evidently, there is fear that this knowledge will bring about the end of the magician order, but I admittedly cannot resist the idea of wielding the raw power of the elements as my own. I will collect the necessary elements, and the Orb will be mine.
Element of Earth:
Dirt of the Underfoot - Found. I was able to "convince" Klex to hand over his sample of the dirt.
Staff of Elemental Mastery: Earth - Found. I was able to travel to the Plane of Hate itself, and after defeating some of the vile creatures found therein, I came across this mystical staff.
Broom of Trilon, and the Shovel of Ponz Found. After speaking with Vira in the Temple, I collected the necessary items to obtain the Broom and the Shovel.
Element of Fire:
Blazing Wand - Found. This was not easy. I had to enter the sunken Kedge Keep to find this mythical wand.
Torch of the Elements - Found. I had to travel to Kunark and the City of Mist, but I was able to acquire the torch there.
Burning Embers - Found. Having already made my way to Kunark, it was little trouble to travel to Burning Woods, and locate these embers.
Element of Wind:
Elemental Binding - Found. The irony of crawling through the depths of the Hole to find a piece necessary for the element of Air was not lost on me.
Crown of Elemental Mastery - Found. I managed to make it to the Plane of Sky, and found the Crown in the possession of one of the unlucky denizens of that plane.
Pegasus Feather Cloak -.Not Found. I have heard the legend of a creature known as Qullmane, but I haven't managed to find it. I'll search for this later.
Element of Water:
Rain of Karana - Found. Once possessed by a giant, these glistening droplets are now mine.
Staff of Elemental Mastery: Water - Found, but not yet acquire. It appears to be in the possession of a creature known as Phinigal Autropus in Kedge Keep. We were not able to defeat this creature, so we will gather our strength and return.
Tears of Erollisi - Found. This was not easy to gather. The warriors in the Overthere have earned their fearsome reputation.
Update on Quillmane:
After several weeks of looking for the elusive pegasus, I still have been unable to locate it I've taken to hiring a tracker, and in spite of the ridiculous amount of gold I have given her, she insists that there is no guarantee that she will be able to find it since it can fly. I think this is an excuse for her own incompetence, but we will see.
Quillmane continued:
That ranger was useless. I had no better luck with her than I did wandering around these plains on my own. I've wandered the length of the grasslands, and I can see no evidence of this mystical beast. I'm beginning to think that the information I received was erroneous or fabricate. I think I will return to have a discussion with Kihun Solstin.
Quillmane continued:
THIS IS MADDENING. I am certain that the creature known as Quillmane is a myth, and that all reports of sightings of it are just the ravings of the insane, or an attempt at getting attention. I even tried making my own cloak of feathers, and using that in the place of the Pegasus Cloak. This did not work either. I am going to get the Orb of Mastery, if it is the last thing I ever accomplish!
Quillmane continued:
After months of searching, and no results. I concede. I cannot find Quillmane, and I am certain that Kihun Solstin simply wanted me to die out on these plains. Well, no more. You win, Quillmane. May you live a thousand more lifetimes.
Books
Nektulos Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Offers the Quest
'Nektulos Creature Cataloging'

Quest reward from [35] Nektulos Creature Cataloging (Tome), started by examining Nektulos Creature Catalog in The Thundering Steppes (purchased from a gratified merchant).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Nektulos Creature Cataloging"
for 1c.

Discovered on 5 Oct 2005 at 10:17:09 PDT.
Nektulos Creature Catalog
by Pearl Honeywine
Before the Rending, Nektulos often lay covered in pumice-laden clouds that obscured visibility.
High winds, while rare, stir up exposed layers of ancient ash to redistribute them across the land.
This area was formerly known as Nektulos Forest and is considered part of the former Teir'Dal empire.
Nektulos forms the northern half of D'Lere, separated from the Commonlands by the Razorrock Mountains.
It is relatively easy to reach from Freeport, although the overland route is perilous.
Off the shore of its western-facing shores lies the Neriuss Flow which is surrounded by the Tranquil Sea.
The skies of Nektulos are often hazy due to the fine ash that still drifts through its air. This blocks out much direct sunlight, keeping the region's weather relatively stable.

The air can feel stifling, however, so the few residents in the area tend to congregate near lakes or the seashore where slight breezes make living conditions more tolerable.
Much of the lowlands is covered by thick woodlands which thrive on the nutrient-rich soil.
The hazy light means the plantlife is less dependent upon the sun for rejuvenation. Indeed, most of the flowers in Nektulos are night blooming specimens.
The trees have developed a thick bark to withstand the weight of accumulated ash on their branches.
In the woodlands, one will find owlbears, treants and various insects.

There are places in Nektulos where remnants of a distant past still find their way to the surface. It is not uncommon to encounter skeletons and other less savory (yet more elusive) forms.
Books
Nektulos Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE


Discovered on 5 Oct 2005 at 13:38:52 PDT.
Nektulos Creature Catalog
by Pearl Honeywine
Before the Rending, Nektulos often lay covered in pumice-laden clouds that obscured visibility.
High winds, while rare, stir up exposed layers of ancient ash to redistribute them across the land.
This area was formerly known as Nektulos Forest and is considered part of the former Teir'Dal empire.
Nektulos forms the northern half of D'Lere, separated from the Commonlands by the Razorrock Mountains.
It is relatively easy to reach from Freeport, although the overland route is perilous.
Off the shore of its western-facing shores lies the Neriuss Flow which is surrounded by the Tranquil Sea.
The skies of Nektulos are often hazy due to the fine ash that still drifts through its air. This blocks out much direct sunlight, keeping the region's weather relatively stable.

The air can feel stifling, however, so the few residents in the area tend to congregate near lakes or the seashore where slight breezes make living conditions more tolerable.
Much of the lowlands is covered by thick woodlands which thrive on the nutrient-rich soil.
The hazy light means the plantlife is less dependent upon the sun for rejuvenation. Indeed, most of the flowers in Nektulos are night blooming specimens.
The trees have developed a thick bark to withstand the weight of accumulated ash on their branches.
In the woodlands, one will find owlbears, treants and various insects.

There are places in Nektulos where remnants of a distant past still find their way to the surface. It is not uncommon to encounter skeletons and other less savory (yet more elusive) forms.
Books
Nektulos Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] Nektulos Creature Cataloging (Tome), started by examining Nektulos Creature Catalog in The Thundering Steppes (purchased from a gratified merchant).

Discovered on 8 Mar 2005 at 15:24:32 PST.
Before the Rending, Nektulos often lay covered in pumice-laden clouds that obscured visibility. High winds, while rare, stir up exposed layers of ancient ash to redistribute them across the land. This area was formerly known as Nektulos Forest and is considered part of the former Teir'Dal empire.
Read the book
Put the book away.
Nektulos forms the northern half of D'Lere, separated from the Commonlands by the Razorrock Mountains. It is relatively easy to reach from Freeport, although the overland route is perilous. Off the shore of its western-facing shores lies the Neriuss Flow which is surrounded by the Tranquil Sea.
Read the book
Put the book away.
The skies of Nektulos are often hazy due to the fine ash that still drifts through its air. This blocks out much direct sunlight, keeping the region's weather relatively stable. The air can feel stifling, however, so the few residents in the area tend to congregate near lakes or the seashore where slight breezes make living conditions more tolerable.
Read the book
Put the book away.
Much of the lowlands is covered by thick woodlands which thrive on the nutrient-rich soil. The hazy light means the plantlife is less dependent upon the sun for rejuvenation. Indeed, most of the flowers in Nektulos are night blooming specimens. The trees have developed a thick bark to withstand the weight of accumulated ash on their branches.
Read the book
Put the book away.
In the woodlands, one will find owlbears, treants and various insects. There are places in Nektulos where remnants of a distant past still find their way to the surface. It is not uncommon to encounter skeletons and other less savory (yet more elusive) forms.
Close the book.
Books
Nektulos Forest, by Torq De'Rech
This item can be placed on the floor in any house type.

This book was given to me by Torq De'Rech of the Order of Nektulos. It contains his first hand descriptions of the forest today and the forest of old.

NO-TRADE

Quest reward from [25] Lay of the Land (Nektulos Forest), started by Torq De'Rech in Nektulos Forest.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lay of the Land"
for 1c.

Discovered on 13 May 2008 at 9:47:25 PDT.
When I first traveled this forest as a young dark elf I found many things fascinating. The weather here under the trees is mild and rarely changes. The air is stagnant and thick, festering with rotting life and the iron tinge of blood. Fog is prevalent, so one learns quickly to watch their step.
Nektulos Forest in the days of my ancestors was not half as dangerous as the Nektulos of today. The Nektulos of old was bordered by the Eastern end of the Commonlands, the Lavastorm Mountains and the great dark elf city of Neriak. There are rumors that the Lavastorm Mountains have been rediscovered and are in a much more dangerous state then the Lavastorm of old. There are still ruins of the old wizard spires deep in heart of the woods and ruined druid rings remain as well.
The old Nektulos was inhabited by far less species than today, but several of the old species have remained, becoming stronger through the cataclysm. The undead of old still roam, now joined by those who suffered in cataclysm. The shadowmen also remain. There were texts that were found in the ruins of Neriak that speak of worshippers of a strange god that lived in the forest, where they are today I cannot say.
The ancient dark elf city of Neriak was once protected from invaders by these woods. All the warriors knew these lands better than any interloper could ever dream of knowing them. Neriak was strong and fortified. The forest protected the entrance to the Foreign Quarter, which protected the entrance to the Neriak Commons. An invading force would have to fight through these regions before making it to the Third Gate. The Third Gate housed the training halls of the great warriors and mages. No force besides the cataclysm could have ever hoped to take on the might of the great city of Neriak. It is said that the ruins of the mighty city have been unearthed and explored.
The burial chamber of D'Morte has also been unearthed in the woods. It is told that the undead and vampires who reside within heed no visitors. As long as they remain beneath the ground the Order will not strike out against them. Let them feed on the weak; we have no other use for them. The biggest strength that the Order possesses is we know these woods as our ancestors did, none would survive challenging us here.
Books
Nektulos Forest, by Torq De'Rech
This item can be placed on the floor in any house type.

This book was given to me by Torq De'Rech of the Order of Nektulos. It contains his first hand descriptions of the forest today and the forest of old.

Quest reward from [25] Lay of the Land (Nektulos Forest), started by Torq De'Rech in Nektulos Forest.

Discovered on 6 Apr 2005 at 11:45:31 PDT.
When I first traveled this forest as a young dark elf I found many things fascinating. The weather here under the trees is mild and rarely changes. The air is stagnant and thick, festering with rotting life and the iron tinge of blood. Fog is prevalent, so one learns quickly to watch their step.
Read the book
Put the book away.
Nektulos Forest in the days of my ancestors was not half as dangerous as the Nektulos of today. The Nektulos of old was bordered by the Eastern end of the Commonlands, the Lavastorm Mountains and the great dark elf city of Neriak. There are rumors that the Lavastorm Mountains have been rediscovered and are in a much more dangerous state then the Lavastorm of old. There are still ruins of the old wizard spires deep in heart of the woods and ruined druid rings remain as well.
Read the book
Put the book away.
The old Nektulos was inhabited by far less species than today, but several of the old species have remained, becoming stronger through the cataclysm. The undead of old still roam, now joined by those who suffered in cataclysm. The shadowmen also remain. There were texts that were found in the ruins of Neriak that speak of worshippers of a strange god that lived in the forest, where they are today I cannot say.
Read the book
Put the book away.
The ancient dark elf city of Neriak was once protected from invaders by these woods. All the warriors knew these lands better than any interloper could ever dream of knowing them. Neriak was strong and fortified. The forest protected the entrance to the Foreign Quarter, which protected the entrance to the Neriak Commons. An invading force would have to fight through these regions before making it to the Third Gate. The Third Gate housed the training halls of the great warriors and mages. No force besides the cataclysm could have ever hoped to take on the might of the great city of Neriak. It is said that the ruins of the mighty city have been unearthed and explored.
Read the book
Put the book away.
The burial chamber of D'Morte has also been unearthed in the woods. It is told that the undead and vampires who reside within heed no visitors. As long as they remain beneath the ground the Order will not strike out against them. Let them feed on the weak; we have no other use for them. The biggest strength that the Order possesses is we know these woods as our ancestors did, none would survive challenging us here.
Put the book away.
Books
Nerlug's Escape
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [100] Lore and Legend: Harrowing Horde (Lore and Legend), started by examining Harrowing Horde parts in The Eidolon Jungle.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Harrowing Horde"
for 1c.

Discovered on 13 Nov 2012 at 13:21:41 PST.
These are the words of Nerlug, Ogre, Gullybasher. I sit atop a tree, taking in the view, hoping that while I can see out of my leafy sanctuary, the Horde cannot see their way in. I put these words to paper because this place bears witnessing, and perhaps by organizing my though., I can find a way of truly escaping my pursuers. If I cannot, then at least I can rest knowing that someone is reading my words at this very moment. Rallos may get his due, but I will not be forgotten.
This Horde. They are aggressive, single minded, and for every one I slay, I find two more on my trail. Here in Ethernere, I should not be. The Horde do not want me in this place. In my death, I should go home, to the Plane of War, to Rallos' side. But forgive me, I fear. I am as terrifying in battle as my brothers, I have crushed skulls with my bare hands, but war for war's sake I cannot understand. I argued with my brothers. I used reason when they would use a blade. And for this lapse of faith I will pay. It seems that this Horde will not stop until I go home. Until I meet my maker.

I will not go willingly.
The orafik seem to be key. They sit there, motionless. They blink from time to time. They are always watching, these floating monstrosities of an eye. If I can evade them I can escape. I throw a rock, off to the side, away from my position. The three who float there pivot and scream. Oh do they scream. My ears bleed, and I try to sneak away during their distraction. I can hear the patter of the Skirth's violence through the underbrush. I move quickly, soft as my form will let me.

I am safe.
They have no language I can discern. Except for the screaming. The eyes scream and the others come running. That scream unnerves me. My heart beats too fast and I fear. Rallos must weep for me. They act in concert, as one. A single being, but multiple. They are organized, each has its role. Like an army, they have scouts and shock troopers and infantry and cavalry. I can fight one, two, three. I can smash them, and dismember them, and make them bleed.

But still. They come. Rallos may get his due.
Those dead at my feet, there are those who call them skirth. I do not know if they call themselves skirth. It is an appropriate name, for if you saw them move, if you heard them move, you might call them skirth too. Not quite quadruped, their limbs are ungainly, as much spider as ape. They are the footsoldiers of the Horde, but each has their specialty.
They are legion.
There are beings who are not the Horde here. They are passersby, they are those who have not moved on yet, they are those like me. No one here is permanent, save for the Horde. While I can talk with these folk, and reason with them, and ask them questions, the Horde who Harrows indulge in no such thing. While these folk are transient, aimless, wandering, the Horde is purpose in the flesh, principal personified.
These folk do not want me here. I bring unwanted attention. The Horde has my scent, they can *feel* me, and the folk do not want me here. I leave. I do not want them to suffer my fate, for I begin to believe I cannot win. There is no loophole. The laws here are inevitable.

I am alone.
But that is a lie. I have forgotten what it means to be truly alone. How I long for it. Instead, they follow me, relentless. Always present, shadowy, as much there as not there. My recent follower; the tirun. They are the enforcers of the Horde, the two handed claymore, their machine of war. One of them is a match for me. Two can back me into a corner. At three, I run.
I can find no weakness in the Horde. I wonder if these are Rallos' true children. He would be as proud of them as he must be disappointed in me. If someone could harness them, remove them from Ethernere, they could trample the world. And yet, I do not think they hate. I simply should not be here, and so they will not stop until I am not here. It is not malice in their eye, it is determination.
A new one follows. This one is... familiar. It has arms, legs. It is more... formed. It could be described as humanoid. I am humanoid. It puts words into my head. It is like a general. It is like the Horde's head. It feels... sympathy? It makes it difficult to think. I may have fought him. Did I win?

Again, I run.
How long have I been here: My name... it is Nelug. I write it so I will not forget. I will not be forgotten. That name, is it still mine? No one calls it. It does not feel as if it belongs to me. I am Nerlug, but that is not me. I am hollow.
They follow now, but do not pursue. I am no longer whole. I grasp this book, and yet it falls through my hands. Writing is difficult. Thinking is moreso. I want to sleep. To rest. I wonder why they do not come.

The eyes no longer scream, at least.
I have read this book. I have read that my name was Nerlug. I have read that I was afraid.

Dear readers, know that this is no longer so. I have found my place. Know that Ethernere is not your home. You may rest here a while, but do not tarry. Continue on your journey or I will come for you. I will find you.

And if you will not go, we will take you.
Books
Nhjela's Poem
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [56] The Mad Poet, started by Mad Poet in The Poets Palace.

Discovered on 17 Sep 2005 at 13:47:31 PDT.
"Nhjela's Poem" by Nhjela, poet-in-residence of the Poet's Palace in the Shimmering Citadel.
Read the book
Put the book away.
In our sleep we wander
Away to distant shores
Our eyes see things they've never seen before
We hear beautiful music
Speak a different tongue
In dreams, we do not walk, we do not run
We fly
Read the book
Put the book away.
Wings of night enfold us
Letting dreamers soar
Far over the fields and through the sky
Higher than the mountains
Over sleeping seas
Graceful as a night owl on the wing
We fly
Read the book
Put the book away.
Rising high above all
Arms flung open wide
Caressed by the cold wind that rushes by
Silent as a soft rain
Swift as waterfalls
Dark as shadowed pools beneath the moons
We fly
Read the book
Put the book away.
Tumbling...ever soaring
Turning...ever dreaming
Day turns to dusk, then to night, then to dawn
And we fly
Read the book
Put the book away.
Golden wings enfold me
And my spirits rise
High above the hills and over shores
Gentle is the morning
Waking in the sky
A citadel of love is what we've found
And we fly
Put the book away.
Books
Nhjela's Poem
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [60] The Mad Poet (Access Quests), started by Mad Poet in The Poets Palace.

Discovered on 13 May 2008 at 9:47:28 PDT.
"Nhjela's Poem" by Nhjela, poet-in-residence of the Poet's Palace in the Shimmering Citadel.
In our sleep we wander
Away to distant shores
Our eyes see things they've never seen before
We hear beautiful music
Speak a different tongue
In dreams, we do not walk, we do not run We fly
Wings of night enfold us
Letting dreamers soar
Far over the fields and through the sky
Higher than the mountains
Over sleeping seas
Graceful as a night owl on the wing
We fly
Rising high above all
Arms flung open wide
Caressed by the cold wind that rushes by
Silent as a soft rain
Swift as waterfalls
Dark as shadowed pools beneath the moons
We fly
Tumbling...ever soaring
Turning...ever dreaming
Day turns to dusk, then to night, then to dawn
And we fly
Golden wings enfold me
And my spirits rise
High above the hills and over shores
Gentle is the morning
Waking in the sky
A citadel of love is what we've found
And we fly
Books
Night of Dead fun, by Kardell
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Kardell Goldha.

Discovered on 9 Oct 2014 at 11:00:00 PDT.
Cackling gleefuly in darkness rides Kardell

Stuffed in tinker's bag behind her squeaks frostfell,

Owlbears are clinking forks and knives,

All around Qeynos Kardell rides.

Once a year it's allright being bad, fun and joyous occasion- Night of Dead!
Cackling gleefuly in darkness rides Kardell

Stuffed in tinker's bag behind her squeaks frostfell,

Owlbears are clinking forks and knives,

All around Qeynos Kardell rides.

She will make ten circles or fifteen -

Fun and joyous occasion - Helloween!
Books
Notes on the Akheva of Maiden's Eye
This item can be placed on the floor in any house type.

by Fassleth Buzild Updated by Ronard Cranner

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] Notes on the Akheva of Maiden's Eye (Tome).

Components
Notes on the Akheva of Maiden's Eye - Page 2 (plundered from pages in The Blinding)
Notes on the Akheva of Maiden's Eye - Page 3 (plundered from pages in Aurelian Coast)
Notes on the Akheva of Maiden's Eye - Page 4 (plundered from pages in Wracklands)
Notes on the Akheva of Maiden's Eye - Page 5 (plundered from pages in The Blinding)
Notes on the Akheva of Maiden's Eye - Page 6 (plundered from pages in Aurelian Coast)
Notes on the Akheva of Maiden's Eye - Page 7 (plundered from pages in Wracklands)
Notes on the Akheva of Maiden's Eye - Page 8 (plundered from pages in The Blinding)
Notes on the Akheva of Maiden's Eye - Page 9 (plundered from pages in Aurelian Coast)
Notes on the Akheva of Maiden's Eye - Page 10 (plundered from pages in Wracklands)
Notes on the Akheva of Maiden's Eye - Page 11 (plundered from pages in The Blinding)
Notes on the Akheva of Maiden's Eye - Page 12 (plundered from pages in Aurelian Coast)

Discovered on 17 Dec 2019 at 20:18:50 PST.
Notes on the Akheva of Maiden's Eye

by Fassleth Buzild

Updated by Ronard Cranner
The four-armed creations of Luclin, known as the Akheva, are intimidating both physically and mentally. So, why then did I go amongst them to learn a bit of their history? Because some allowed me, and that right there is evidence that the Akheva are not a unified people of like-minded aggression towards those of us in Sanctus Seru.

Perhaps there is a schism here to be exploited?
I have learned that the Akheva ruins found within the Maiden's Eye are the remains of a once great city. The city was called Ka Vethan. They claim it's marble walls and striking architecture have been reduced to rubble and crumbling buildings, over the years due to the devastating storm that rages in the region to this day. Apparently, it wasn't always this way!
Why then do these Akheva remain here? We know of another city, one that houses their leader, Aten Ha Ra. Do they remain simply due to sentimentalism, or familiarity?

I found my answer! Civil war keeps the Akheva of Ka Vethan separated from those within Vex Thal. They hold Aten Ha Ra responsible for the storm that rages, claiming she sent it as a weapon to slay their previous leader, Akelha'Ra, and anyone else who supported her. It succeeded and Aten Ha Ra ascended to the throne, becoming High Priestess.
Though defeated, and their ruler slain, Akelha'Ra's surviving supporters remain loyal to her. Now outcasts, they choose to stay within the ruins of Ka Vethan for an unknown purpose. They refuse to speak on the subject. I am not sure if they are being purposely evasive, or if they simply don't have a good reason to explain it for themselves.
Some say they are simply hiding, amongst the rubble of their defeat, in fear of the new ruler, but a more common regard of their actions is one of speculation surrounding a dark and much deeper purpose, one that remains well-guarded beneath anachronistic demeanor that fuels their stay.

Perhaps they are simply biding their time before enacting vengeance on the storm caller, Aten Ha Ra? This is very interesting!
Thus concludes "Notes on the Akheva of Maiden's Eye" by Fassleth Buzild. Why would I, a citizen and council member of Sanctus Seru, above reproach, provide these notes of admitted fraternization between one of our own from ages ago, now?
It is no surprise that I can find no records that his study was ever acted upon, or of his fate. He was most certainly put to the Questions as a result, and his study provided as evidence of his intended erosion and degradation of our great society.

No, my reason for collecting Fassleth's study is because I find it interesting that another force stuck here on Luclin came to the same conclusion he had.
Our scouts had recently reported witnessing Akheva entering the shissar temple in The Grey! They had met no resistance upon entry and were marching in with grimlings in tow. Fearing such an alignment, we have investigated.

We found that the Akheva in question were from Ka Vethan. They had been approached by the shissar, with claims of Emperor Ssraeshza's greatness, and offered vengeance upon Aten Ha Ra, in exchange for their cooperation with the vile snakemen! They must have accepted the bargain.
I would have thought the Akheva too smart for that. They must know they cannot trust the shissar! This just goes to prove Lord Inquisitor Seru is right once more, vile beasts of darkness will always find congress together in shadow.
Together in Truth, forever in light!

Ronard Cranner
Books
Notes on the Survival Accord, by Mug
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Firmroot Moot Meet'

Quest reward from [200] Firmroot Moot Meet (Catalog), started by examining Notes on the Survival Accord (found in Moors of Ykesha) (awarded by Mug).

Discovered on 18 Nov 2008 at 10:17:36 PST.
Notes on the Survival Accord
by Mug
Darkday, Deadening 1
I have arrived to take up my new post. One of my duties is to learn about this settlement and look for information on their background and potential needs, which could provide clues as to what trade openings there may be. This notebook will help record the details if needed for a formal report.
Burnday, Deadening 2
Firmroot Moot is one of three outposts staffed by the organization that calls themselves the Survival Accord. My colleagues in the other two, the Overlook and the Shadowed Cleft, will also send me their notes for comparison. All we initially know is that this alliance represents members from both Grobb and Tupta who believe it's more important to ally together and fight against the Brokenskull, the Ykeshans, and the Thullosians than it is to maintain historical enmities.
Windday, Deadening 4
Captain Lip Marrsquire works closely with Shaman Skullcleave to lead the organization in their task. Not long ago they were unceremoniously joined by a third party, the crew of the Skystrider, which crashed into the side of Firmroot Moot, to the great embarrassment of Captain Cogglespot and the expedition leader, who they only refer to as "the Great Morsley". Nobody has yet been willing to tell me what is great about him.
Mirthday, Deadening 9
I spoke with Vegupa Marrsheart, an enthusiastic froglok who says she is a member of the Crusaders of Guk. This is apparently a small faction dedicated to clearing out and possibly reclaiming Guk. I enquired where the other members of her faction were stationed, but she only tried to recruit me to her cause, so I retreated. I am not mercenary for hire, despite my large build. I was always considered rather a scholar, back home.
Soulday, Deadening 13
Some of the gnomish tinkers have constructed an innovative contraption to transport people around the Moors. They are testing one now which so far can fly a single passenger from the Firmroot Moot up to the overhanging cliff above, where there is a save of boarfiends they've been investigating. Sissili and her ratonga assistant Pirdy pressed me to try it, but while it seems to carry the weight of a gnome safely, I am not sure about an ogre's bulk. I prefer to use more traditional methods of transport.
Moorday, Deadening 17
A note from my colleague Quinn at the Shadowed Cleft outpost reports the fighting with the Brokenskull clans is fierce at times. She recently imported some basic furniture, but it is difficult for any supplies to reach them and there are likely good trade opportunities to be had, if a safe shipping route can be established. Klip Marrsquire, relative to Glip, leads the battles at that outpost. I am still awaiting word from Liasion Alden at the Overlook on the situation there.
Brewday, Deadening 20
So far I would guess there may be trade opportunities for gnomish tools and tinker supplies, weapons for the defense against the Brokenskull, Ykeshans, and the Thullosians, and building materials to fortify the outposts. They seem to manufacture a local armor which is quite strong, I plan to investigate the details of the manufacturing process next. It might sell well on other shores, if we can obtain some.
[the remainder of the notebook is as yet unfilled]
Unobtainable
Now Hiring: The Far Seas Trading Company
This item can be placed in any house type.

This completed book can be placed in your house and read.

TREASURED



Undiscovered.
Books
Obligation and Duty
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:42:12 PDT.
Obligation and Duty
by Zan Fi
I write this tome as my twilight years fall upon me. There is much I have seen in my life, both good and ill. Chief among the lessons I have learned is that there must be balance in all things. The greatest joy would mean nothing unless we have also known the deepest sorrow.
In the days of my youth, I relished the glory of batter. My only goal was to master every form of combat I could, and this became the focus of my life. Eventually I achieved that goal, only to find it empty. Mastery of war means nothing unless we can truly appreciate the knowledge of peace.
It was never my goal to lead others. The style of the Whistling Fists was created for me alone. But i soon realized that others had a hunger for the same lessons I had learned, and I felt it was my duty to share my knowledge with others who would be able to use it to better our would. It is a burden to which I have devoted my life, and soon I shall pass this obligation on to you.
The Whistling Fist Clan is not about battle or conquest. Such things are as ephemeral as the wind, and victory in warfare lasts only for the blink of an eye. Our order serves a greater purpose. We are watches, standing between the candles and the stars. When the time is right we are needed, we must act with swiftness and certainly. And when our word is done, we must stand watch again to guard the balance between the darkness and the light.
It is not our way to seek personal glory. We remain in the shadows until the time is right to walk in the light. Let your actions speak for you, not your words or your dress. I have worn a simple crimson robe since the founding of our order, and it has severed me well.
Our order will need new blood if it is to fulfill its purpose. Seek out other who could benefit from our knowledge, and if they prove worthy , bring them into our circle. This is how I found all of you, my brothers and sisters, and it is a method that will serve you well in the years to come.
Protect the isle of Mara and safeguard our monastery. The song that led us to this place told me that our island has a story yet to be told. Like all things, this shall reveal itself in time.
Never forget that you first duty is to defend the weak and give aid to the helpless. Though we should relish the solitude of our stores, it is good to walk the roads of Norrath from time to time. Isolation can help maintain our focus, but it must be balanced with an active role in the events of the world. Let our actions speak for us, rather than seeking glory from our order.
To you, my honored brothers and sisters, I bequeath the few material goods I possess. A pattern for making robes that you may find useful. A tome that I call the Code of the Whistling Fists, which further details many of the principles I have touched upon in this missive. A small idol from my days with the Combine, a reminder to trust myself and my kin rather than place faith in the fleeting empires of man. And last of all, my simple flute, which has brought me many hours of pleasure on my journey through this life.
Remain strong, my brothers and sisters. May you know joy and sorrow, darkness and light, and always relish the balance between them.
Books
Of Maj'Dul Am I
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [57] Of Maj'Dul Am I (Tome).

Components
Of Maj'Dul Am I - Page 5 (shinies in The Shimmering Citadel)
Of Maj'Dul Am I - Page 6 (shinies in The Shimmering Citadel)
Of Maj'Dul Am I - Page 11 (shinies in The Shimmering Citadel)
Of Maj'Dul Am I - Page 12 (shinies in The Shimmering Citadel)
Of Maj'Dul Am I - Page 15 (shinies in The Shimmering Citadel)
Of Maj'Dul Am I - Page 16 (shinies in The Shimmering Citadel)

Discovered on 15 Sep 2005 at 23:55:57 PDT.
by an anonymous poet
The author of this poem has -- for good reasons -- decided to remain anonymous. A quick ruling in the arena has prevented this from being legally published, though copies still find their way into the hands of agitators. While many critics agree that it is filled with political half-truths and exaggerations, few will state that there is no basis in truth for these lines.
Ahkari am I, impaled
on my own lance.
Forsaker of Maj'Dul am I.

Maj'dul, the city of my blood,
all for naught.
Forsaker of Maj'Dul am I.
Ahkarem am I. No lure
of victory shall
overcome my cowardice.

Into the sand I flee,
none shall hunt me here.
Deserter of Maj'Dul am I.
Dukar am I. Poison my son
with promises of might,
but fail to temper.

I gut myself, and place
the blade in his hand.
Corruptor of Maj'Dul am I.
Dukarem am I, swordsman, son,
and savage.
My might shall prove
my wealth of mind.

Paranoid am I, guards, child,
and friends: all foes.
Usurper of Maj'Dul am I.
Dukaris am I, defender
of the people,
my call to arms shall bring you.

Aloof am I, no sight but combat.
The blind protector of Maj'Dul am I.
Danaria am I, watching the city
expand about me, just watching.

I rely on others to move me,
just an in-liver of Maj'Dul am I.

Ishti am I, my sinister mind
giving way to sinister employment.

Mask my grief, pretend
I am necessary.
Murderer of Maj'Dul am I.
Ishara am I, and through my kadaren
this city shall one day be mine.

Those in my way
are banished to the sands,
the dread lawyer of Maj'Dul am I.
Isdala am I, a beautiful face
in a footbath's depth of existence.

The more desired, the less acquired.
The distracter of Maj'Dul am I.
Rahima am I, sister of
my inverted self,
and no place here for me.

My value lies behind my eyes.
The solemn foreigner
of Maj'Dul am I.
Omren am I, giving to my son
the happiness I thought to be useful.

It is too late, poisoned by
the silver spoon.
The spoiler of Maj'Dul am I.
Neriph am I, once happy son
of Omren.
Saddened now, but not by his death.

His responsibility is my new bane.
Slow learner of Maj'Dul am I.
Mudeef am I, I think I rule
a city somewhere,
or so some people say.

Hidden I shall stay, avoiding
my duties.
Neglector of Maj'Dul am I.
Your neighbor am I,
most unfortunately
unprepared and unprotected.

Unaware of what goes on
just behind me.
A dweller of Maj'Dul am I.
Books
Of Mice and Maedjinn
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [120] Lore and Legend: Maedjinn (Lore and Legend), started by examining maedjinn parts.

Discovered on 29 Nov 2023 at 17:04:51 PST.
Of Mice and Maedjinn
Foreword:

I don't recall much from before. In fact, none of us do, so it's been necessary to compare memories with one another to assemble an understanding of our past, while we can. This is our story as best we can tell. It is the story of our beginning, our divergence, and our ending.
It starts with a sudden awareness, surrounded by indescribable music, not from a single source but from all around. It is everything and everywhere joining in metaphysical song. Understanding of the moment is beyond our reach, due to our infancy, (1) but even without opening our eyes we can sense vibrations colliding and reverberating off one another, giving birth to others like us.
1) And by design. Let's not delude ourselves on that.
We are welcomed by others, those formed before us, and we acknowledge one another. We need not be coddled or protected, unlike the youth of other races, (2) nor do we require lessons to know what is expected of us. It is within us, a force that compels us to carry out tasks and do what is necessary as part of the Zakir Rish. We work together towards our shared goals, bringing glory and honor to the Sovereign. (3)
2) Evidence to the contrary. Look at how we turned out.

3) This makes it sound noble or harmonious. But they weren't really our shared goals now, were they? Maybe if we had the choice, or even the knowledge of choice, they might have been.
Our world was one of vibrant colors, reflected, and refracted, dominated by materials lustrous and malleable. We had known nothing different or even the possibility of a difference. That is, until we were selected to travel elsewhere, to the lands beyond, where the apostates cowered from our Sovereign. We departed our Aether realm arriving upon an island within Stratos, the Plane of Sky.
We were surprised to feel the land teeter under us. Its celestial moorings were decaying quickly and would soon suffer the same fate as others before it. We broke the forged chains that had temporarily secured it to other islands in the floating archipelago, letting the natural course take it, and us along with it. (4)

4) No part of this is natural though, is it? Deities, Sovereigns, chattel, machinations, and consequences. What of that seems natural?
The Plane of Sky seemingly dissolved around us as we shuddered and jostled into the Prime Plane. The air was different; ungoverned and chaotic. And the horizon was dull with only a few colors on display. If we could have pondered it, we might have wondered why subjects would have chosen a life in a drab and distressing locale as the Overrealm, when the Sovereign's realm offered so much more. Instead, we did what we were sent to do; we attacked.
We laid waste to the land and lashed out at any and all resistance, as we had been commanded. We felt an unquenchable hunger for battle pulsating through our veins, pushing us harder, even as success became more imminent. The local hooluk population fought back, some of them valiantly, but they were outmatched and ill prepared. (5)

5) Or so we thought.
Their defense tactics were unorganized and crude, mostly consisting of dodging and running, or distracting us with piercing screams. So, when a small group of their mages appeared behind us, near the center of our island-turned-troop-transport, we instinctively advanced towards them. We were going to strike them down mercilessly, no matter how brave they had been to face us. Then they flew off, as fast as they had come. Leaving us surprised at their sudden show of cowardice.
Of course, that's not really what had caused them to run off. No, they knew that they had just left a powerfully destructive arcane item in the middle of our island. They ignited it with an incendiary spell fired from above before we could realize what they had done. (6) The resulting explosion shattered the island, and the concussive blast flung most of us deeper into the woods of Splendor Sky Aerie.

6) We shouldn't be so quick to dismiss other beings, huh?
Most of us had no way of knowing the fate of the island or our mission, as we had lost consciousness. We would learn later, of course, that only a small segment of the island remained, with a kaleidoscopic scar in the planar fabric at its tilted apex. The rest of the island and the creatures that had been upon it, had plummeted to the world below, the Undercloud, no doubt breaking into smaller crumbs along the way.
We learned about it from those who had found us and showed us mercy, a small band of hooluks. They had taken us back to their huts in the Root Warrens, despite their fears, despite being our foes. They nursed our wounds and provided us with food and drink. It was a remarkable show of compassion, and we were confused by it. (7)

7) Confusion was such a new sensation!
As we regained our strength, we began to question their motives. Were we to be hostages or to be forced into servitude? No. They spoke of their history, of their culture, and of course, what they had known of their peoples' suffering under the Sovereign's reign. They treated us as individuals. Something we had never been before, as we never had a sense of self before.
During this time, although we had healed from the battle, we were feeling weaker and our skin, once lustrous and healthy, had begun growing dull and pitted. We were showing signs of corrosion! None of the hooluk potions or salves helped, which troubled all of us.
Whatever we suffered from, it would require our return to the Plane of Sky. Something we had assumed would happen inevitably. Surely, the Sovereign will send other forces to save us. (8)

8) Yes, we were that delusional.
We began questioning our assumption as the days dragged on. We found ourselves in disagreement over what to do. That too was something new for us. Discord was new and tempers flared as a result. It was obvious to our caregivers we lacked the skills to productively navigate this emotional territory. They encouraged us to talk to one another, to share our experiences, and our individual knowledge with one another.
This is how we came to suspect the Sovereign hadn't sent us to this realm to capture the aviaks, but instead as an experiment of our capabilities as an attack force upon the Prime Plane. (9) Our corrosion was an unforeseen side effect of being cut off from either the Sovereign's reach or from our birth plane, as was our new sprung individuality. We were no longer the drones we had been created to be!
9) This would be confirmed later, after a new wave of maedjinn, shiny and determined, came through the magically stabilized aether breach. Not that you survived to see it. They had mirror shards that helped to keep the entire contingent linked to the Plane of Sky!
We have chosen a new name for ourselves, the Tanhar. A new name to reflect the new people we are. The corrosion has begun to take its toll, faster and more debilitating for some than others. None of us know how long we will last, but we would rather perish adding the song of our unshackled minds as Tanhar to the universe, than be limited by the synchronized song of the maedjinn. Their tune is unmelodious to the universe. (10)
10) That's an oddly poetic way to end this collection of memories, don't you think?
<blank page>
I hope you don't mind the notes I added to the history you'd been recording. After you succumbed to the corrosion, I was a bit lost. I found your records and thought it might help to give it a bit of an edit.
Honestly, it felt like you were doing something to memorialize us, to tell our story to someone. I get it. It would be easy for the Planes to ignore us, to have our short existence lost to the vastness of the Overrealm, but you didn't want that. And you didn't want the maedjinn dismissed as the song-wrought army for the Djinn Sovereign's invasion plans. Now maybe some others will know that they are exactly that, but they can be freed of it, too. Unfortunately, the cost is high.
Maybe one of us will survive to tell the tale, but if not, these pages will have to do.
Books
Ollg's Memoirs
This item can be placed on the floor in any house type.

This memoir book seems to have had the pages ripped out of it.

TREASURED
LORE  NO-TRADE

Quest reward from [93] Holdout (Eidolon Jungle), started by examining incomplete memoirs in The Eidolon Jungle (-442, 5, 135).

Discovered on 29 Nov 2012 at 7:38:02 PST.
I heard the sky crack. I felt the ground shake. I smelled the scent of charred metal. We all did. As I watched it streak across the sky, I knew what it was. We all did. Some rejoiced immediately, some stood in awe, some tried to run after it. I stared in disbelief. Whatever the reason, he did not belong here.
I tried to speak with the general. He will not listen. I've heard the talk about the Warlord coming to conquer Ethernere, but I can't help but wonder why. He has his own war fields. He has his own perpetual battles to watch. Ethernere is not the domain of war, in spite of how many might come here as a result of it.
There is something wrong. The very air feels different. There is something terribly wrong, but no one sees it. I talked to some others, and they believe it to be the coming of war. They believe that Drinal is tightening up his forces to keep Rallos at bay. Yes we have not seen our Warlord. He has not emerged from the sea. I do not believe he is here to conquer.
The Horde sits just outside the shore, seemingly unable to cross onto the land. The others believe that they are too afraid, but I do not see fear in their movements. I see an impatient waiting. They are waiting for something, although I cannot say what that might be. It is clear, though, that if they had their way, they would be attacking Oggok.
I have thought about the Warlord's arrival at length. I believe his coming here was not his choice. To admit this, however, is to admit something far graver - that the Warlord has fallen, and has fallen for good. Even thinking that defies everything I believe and have believed my entire life. But I must admit what I see with my own eyes. The Warlord has been defeated.
I have made enemies. No one wants to hear what I have to say. Every day they make more weapons, more banners. They are ready to march in the name of War. Why can't they see, Ethernere already suffers. I can't explain why or how, but I can feel it I believe that is why the Horde masses at the shores, why Ethernere seems to be at unease. They will not listen, and they will make matters worse.
They are coming for me. I don't know what they are planning. But I will not flee. I will make a final attempt to make them see reason, but it will fail. I will stand before them, and try to fend off the inevitable. I fear that nothing can stop what has been set in motion. I pray I am wrong.
Books
Ollg's Memoirs
This item can be placed on the floor in any house type.

This memoir book seems to have had the pages ripped out of it.

TREASURED
LORE  NO-TRADE



Discovered on 7 Apr 2019 at 20:30:12 PDT.
I heard the sky crack. I felt the ground shake. I smelled the scent of charred metal. We all did. As I watched it streak across the sky, I knew what it was. We all did. Some rejoiced immediately, some stood in awe, some tried to run after it. I stared in disbelief. Whatever the reason, he did not belong here.
I tried to speak with the general. He will not listen. I've heard the talk about the Warlord coming to conquer Ethernere, but I can't help but wonder why. He has his own war fields. He has his own perpetual battles to watch. Ethernere is not the domain of war, in spite of how many might come here as a result of it.
There is something wrong. The very air feels different. There is something terribly wrong, but no one sees it. I talked to some others, and they believe it to be the coming of war. They believe that Drinal is tightening up his forces to keep Rallos at bay. Yes we have not seen our Warlord. He has not emerged from the sea. I do not believe he is here to conquer.
The Horde sits just outside the shore, seemingly unable to cross onto the land. The others believe that they are too afraid, but I do not see fear in their movements. I see an impatient waiting. They are waiting for something, although I cannot say what that might be. It is clear, though, that if they had their way, they would be attacking Oggok.
I have thought about the Warlord's arrival at length. I believe his coming here was not his choice. To admit this, however, is to admit something far graver - that the Warlord has fallen, and has fallen for good. Even thinking that defies everything I believe and have believed my entire life. But I must admit what I see with my own eyes. The Warlord has been defeated.
I have made enemies. No one wants to hear what I have to say. Every day they make more weapons, more banners. They are ready to march in the name of War. Why can't they see, Ethernere already suffers. I can't explain why or how, but I can feel it I believe that is why the Horde masses at the shores, why Ethernere seems to be at unease. They will not listen, and they will make matters worse.
They are coming for me. I don't know what they are planning. But I will not flee. I will make a final attempt to make them see reason, but it will fail. I will stand before them, and try to fend off the inevitable. I fear that nothing can stop what has been set in motion. I pray I am wrong.
Books
On Founding the Conservatory
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE


Discovered on 9 May 2017 at 8:36:34 PDT.
On Founding the Conservatory
Curator Maelzin
Some time ago, I heard rumors of an exceptional discovery made by the adventurers of Norrath. Through all the tribulations and terrors facing the world, they found a truly remarkable gem thought lost for eternity - the menagerie of Miragul.
As exciting as this news was to those of us who had heard the rumors of this magnificent collection, there was no way to safely explore the find - it crawled with all manner of creatures, some living, some animated with unlife, and some that supposedly came from planes not of our own.
My attempts to hire bodyguards or buy my way into an adventuring party were rebuffed, as no one wanted to take an inexperienced researcher into a place such as that. For a maddeningly long time, the Menagerie was cut off to all of us who would attempt to catalog and preserve what we found there.
It wasn't until recently that we were able to find and hire mercenaries willing to accompany us to the frozen north and lead us to the treasures we had sought for so long. I admit, the toll in life was... higher than I would have liked, but the sacrifice bore fruit. We found the Menagerie, and the creatures it still held.
Although it clearly held many more creatures than we found still housed within, the ones that we found were remarkable. But even more incredible were the notes Miragul left behind, regarding his own research and experiments - the most fascinating of which seemed to regard a bonding technique. Miragul referred to this bond as a 'familiar' - a creature that was able to share a piece of its essence with its handler, increasing their own powers and abilities. Incredible!
With the notes in hand, we gathered what creatures that we could, and left the Menagerie - as much as it pained me, that place was too dangerous to remain at indefinitely. So instead, I took my own fortune and built the keep that we now call home. Within, we set up what we affectionately call the Conservatory, where we dedicate ourselves to the care and preservation of the creatures we pulled from the Menagerie.
Here, we will continue the research started by Miragul, and hope to build on the knowledge already found by one of the greatest minds ever to grace Norrath.
What follows is an incomplete list of the creature we pulled from the Menagerie. A more complete list will be provided when Steward Aelin and her Attendants finish their cataloging of what we have discovered.
Highland Griffin
Dark Shadow Drake
Living Gargoyle
Lowland Tuatara
Dark Root Tender
Sapphire Ethernere Drake
Thalumbra Leafhopper
Cobalt Construct
Hordemother Vespid
Skittering Darkbone
Deeplurker Cepholex
Azure Sky Vespid
Arurulent Swarm
Obol Skirth
Crimson Construct
Verdant Chitin Terror
Sezaid, Skyrider
Vermillion, Bonebreaker
Books
On the Origins of Shadowed Men
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Shadowed Man (Lore and Legend), started by examining On the Origins of Shadowed Men in South Qeynos (711, 41, 107) in North Freeport (6, 7, -118).

Discovered on 3 Feb 2005 at 12:57:05 PST.
This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport. The date of this particular volume is unknown.
Entry One
Put book away.
"On the Origins of Shadowed Men," by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant these mysterious beings' origins. Much of this information is still hotly debated at the highest circles of academia. Afterword by Pearl Honeywine.
Read book
Put book away.
An Overview -- The Shadowed Men are an intelligent planar humanoid of evil tendencies. They are secretly operating on a multitude of worlds. They hail from a planar realm called the Void. They exist in a partial phantasmal state. They appear invisible at first and when attacking appear out of nowhere. A weird portal opens and an eerie humanoid torso break through to attack. They use both magical weapons and spoken spells from their realm.
Entry Two
Put book away.
Their Origins -- Shadowed Men are first recorded to have appeared on Norrath in the Age of Turmoil. Shadowed Men are beings of the Mana Flow that appear as near-invisible beings, wielding items usually visible indicating that they are not attempting to hide but rather are unable to fully materialize within our plane of existence.
Entry Three
Put book away.
Delusional trotters within the Freeport Infirmary have claimed to have journeyed to the Void and have returned with knowledge of the Shadowed Men?s existence within the Mana Flow, but in a corporeal state. These Shadowed Men appear as humanoids with shaded blurry features and four arms. There is little knowledge of the Shadowed Men, but of all I know I have come to some conclusions as to their nature.
Entry Four
Put book away.
Shadowed Men hail from the Mana Flow. They appear globally and use a black obsidian monolith as means of entering our plane. These Shadow Monoliths appear in any area with Shadow Man activity. When the Shadowed Man activity ceases, the monolith vanishes. In further discussion with those few patients in the Infirmary I have deduced that the Shadowed Men have a citadel within our realm, one neither here nor there.
Entry Five
Put book away.
Any entering this citadel will find no activity. Within this citadel is a means of entering a pocket of their plane of existence and turning the citadel inside out. Enter this pocket and all Shadowed Men and their true citadel shall appear before one's very eyes.
Entry Six
Put book away.
Shadowed Men have knowledge of many skills and hail from many of the known classes. Known classes of the Shadowed Men include: Monk, Warrior, Priest and Dark Art Mages. They also have special spells relating to the Mana Flow.
Entry Seven
Put book away.
One spell shall partially swallow up an area into the Mana Flow and thereby by making all things touched by it invisible. The items carried by these beings always dematerialize after a short time, sucked back to the dimension it is a part of.
Entry Eight
Put book away.
The Shadowed Men on Norrath are here under the will of a greater power from their native plane. They serve this unknown power in a search for something of great value upon our realm.
Entry Nine
Put book away.
Afterword -- The information presented by the very eminent Professor Justathorn includes references to items that have not been proven to exist in modern Norrath. Also, the modern reader must keep in mind that Professor Justathorn lived in a different era, one during which research such as his was quite wide-spread and thus may include concepts which were in vogue at the time but are perhaps lacking somewhat in the factual department.
Entry Ten
Put book away.
In any event, there is no denying that stories of the Shadowed Men persist, and so any monolith, such as the one in the Feerrott, should be approached with extreme care. Any information you may learn about Shadowed Men may be forwarded to me, Pearl Honeywine, for verification.
Close Book.
Books
On the Origins of Shadowed Men
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:33 PDT.
"On the Origins of Shadowed Men," by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant these mysterious beings' origins. Much of this information is still hotly debated at the highest circles of academia. Afterword by Pearl Honeywine.
This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport. The date of this particular volume is unknown.
An Overview -- The Shadowed Men are an intelligent planar humanoid of evil tendencies. They are secretly operating on a multitude of worlds.

They hail from a planar realm called the Void. They exist in a partial phantasmal state. They appear invisible at first and when attacking appear out of nowhere.

A weird portal opens and an eerie humanoid torso break through to attack. They use both magical weapons and spoken spells from their realm.
Their Origins -- Shadowed Men are first recorded to have appeared on Norrath in the Age of Turmoil.

Shadowed Men are beings of the Mana Flow that appear as near-invisible beings, wielding items usually visible indicating that they are not attempting to hide but rather are unable to fully materialize within our plane of existence.
Delusional trotters within the Freeport Infirmary have claimed to have journeyed to the Void and have returned with knowledge of the Shadowed Men?s existence within the Mana Flow, but in a corporeal state.

These Shadowed Men appear as humanoids with shaded blurry features and four arms. There is little knowledge of the Shadowed Men, but of all I know I have come to some conclusions as to their nature.
Shadowed Men hail from the Mana Flow. They appear globally and use a black obsidian monolith as means of entering our plane.

These Shadow Monoliths appear in any area with Shadow Man activity. When the Shadowed Man activity ceases, the monolith vanishes.

In further discussion with those few patients in the Infirmary I have deduced that the Shadowed Men have a citadel within our realm, one neither here nor there.
Any entering this citadel will find no activity. Within this citadel is a means of entering a pocket of their plane of existence and turning the citadel inside out.

Enter this pocket and all Shadowed Men and their true citadel shall appear before one's very eyes.
Shadowed Men have knowledge of many skills and hail from many of the known classes.

Known classes of the Shadowed Men include: Monk, Warrior, Priest and Dark Art Mages.

They also have special spells relating to the Mana Flow.
One spell shall partially swallow up an area into the Mana Flow and thereby by making all things touched by it invisible.

The items carried by these beings always dematerialize after a short time, sucked back to the dimension it is a part of.
The Shadowed Men on Norrath are here under the will of a greater power from their native plane.

They serve this unknown power in a search for something of great value upon our realm.
Afterword -- The information presented by the very eminent Professor Justathorn includes references to items that have not been proven to exist in modern Norrath.

Also, the modern reader must keep in mind that Professor Justathorn lived in a different era, one during which research such as his was quite wide-spread and thus may include concepts which were in vogue at the time but are perhaps lacking somewhat in the factual department.
In any event, there is no denying that stories of the Shadowed Men persist, and so any monolith, such as the one in the Feerrott, should be approached with extreme care.

Any information you may learn about Shadowed Men may be forwarded to me, Pearl Honeywine, for verification.
Books
On the Origins of Shadowed Men
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Shadowed Man'

Quest reward from [50] Lore and Legend: Shadowed Man (Lore and Legend), started by examining shadowed man parts or by examining On the Origins of Shadowed Men in Qeynos Capitol District (711, 41, 107) in The City of Freeport (6, 7, -118).

Plundered from Qeynos Capitol District (711, 41, 107) or The City of Freeport (6, 7, -118).

Discovered on 13 Sep 2005 at 12:19:50 PDT.
"On the Origins of Shadowed Men," by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant these mysterious beings' origins. Much of this information is still hotly debated at the highest circles of academia. Afterword by Pearl Honeywine.
This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport. The date of this particular volume is unknown.
An Overview -- The Shadowed Men are an intelligent planar humanoid of evil tendencies. They are secretly operating on a multitude of worlds.

They hail from a planar realm called the Void. They exist in a partial phantasmal state. They appear invisible at first and when attacking appear out of nowhere.

A weird portal opens and an eerie humanoid torso break through to attack. They use both magical weapons and spoken spells from their realm.
Their Origins -- Shadowed Men are first recorded to have appeared on Norrath in the Age of Turmoil.

Shadowed Men are beings of the Mana Flow that appear as near-invisible beings, wielding items usually visible indicating that they are not attempting to hide but rather are unable to fully materialize within our plane of existence.
Delusional trotters within the Freeport Infirmary have claimed to have journeyed to the Void and have returned with knowledge of the Shadowed Men?s existence within the Mana Flow, but in a corporeal state.

These Shadowed Men appear as humanoids with shaded blurry features and four arms. There is little knowledge of the Shadowed Men, but of all I know I have come to some conclusions as to their nature.
Shadowed Men hail from the Mana Flow. They appear globally and use a black obsidian monolith as means of entering our plane.

These Shadow Monoliths appear in any area with Shadow Man activity. When the Shadowed Man activity ceases, the monolith vanishes.

In further discussion with those few patients in the Infirmary I have deduced that the Shadowed Men have a citadel within our realm, one neither here nor there.
Any entering this citadel will find no activity. Within this citadel is a means of entering a pocket of their plane of existence and turning the citadel inside out.

Enter this pocket and all Shadowed Men and their true citadel shall appear before one's very eyes.
Shadowed Men have knowledge of many skills and hail from many of the known classes.

Known classes of the Shadowed Men include: Monk, Warrior, Priest and Dark Art Mages.

They also have special spells relating to the Mana Flow.
One spell shall partially swallow up an area into the Mana Flow and thereby by making all things touched by it invisible.

The items carried by these beings always dematerialize after a short time, sucked back to the dimension it is a part of.
The Shadowed Men on Norrath are here under the will of a greater power from their native plane.

They serve this unknown power in a search for something of great value upon our realm.
Afterword -- The information presented by the very eminent Professor Justathorn includes references to items that have not been proven to exist in modern Norrath.

Also, the modern reader must keep in mind that Professor Justathorn lived in a different era, one during which research such as his was quite wide-spread and thus may include concepts which were in vogue at the time but are perhaps lacking somewhat in the factual department.
In any event, there is no denying that stories of the Shadowed Men persist, and so any monolith, such as the one in the Feerrott, should be approached with extreme care.

Any information you may learn about Shadowed Men may be forwarded to me, Pearl Honeywine, for verification.
Books
On the Origins of the Phylactery
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [80] A Ghostly Runed Tome (Miragul's Phylactery: The Crucible) (Heroic), started by examining the ghostly red book in Miragul's Phylactery: The Crucible (-119, 0, 25).

Discovered on 18 Nov 2008 at 9:58:28 PST.
On the Origins of the Phylactery
Miragul
When it occurred to me to preserve my greatness in the most logical way possible, to join the powerful undead and assume the aspect of a lich, I knew that I needed to find a manifestation of my soul unlike any other. I was not content to keep it in a stone, or an urn, not anything else so trite as all that. My phylactery would draw on my mastery of all four of the great arcane arts in order to produce something never seen before. But what?
Long and hard, I meditated. I left my body to search within the aether... to traverse time, space, and the plans and find exactly the right connection for me. For days, weeks, months, I searched, and though I did not eat, or sleep, or drink, I did not die, and my magic sustained me.
And then one day I saw it, or rather, it saw me, because I had little control of what happened. All I knew was that I had drifted somewhere far, far back in the past, long before my mortal birth, and then, all of the sudden, I saw a great flash of energy -- a pure, white energy. And though it should have seemed that it would be repelled from me, it instead pulled me to it, and the whole of me was transported somewhere new.
I found myself within a series of snow caverns, though I knew I was nowhere on the physical plane of Norrath. At the moment, I didn't know how to define it, though later research led me to conclude I was trapped within the Eternal Prism, an artifact worshiped bu the barbarians of Halas.
It took me just a moment to realize I had arrived there at the same time as another group. Three barbarians stood before me, fighting amongst themselves. I was perplexed only momentarily before a sense of ownership seized me and I set upon driving them out. Though two of the barbarians were easily defeated, the third, a woman I was to later come to know as Illisia Marrsheart from my time with the Ethernauts parading as the high elf, took much longer. In time, she was driven out as well, and it was all mine.
I began to shape it, filling it with my memories and the facets of my power. In truth, I did little conscious to control it. As I walked, it seemed to spring up around me, the walls melting and freezing into new shapes, objects and individuals filling the halls. Had I complete control, there are things I would not have included, but in order to truly be complete, it needed to fully reflect me, and that meant including the good, as well as the bad.
I know that as long as this stands, I will not die. It is now as precious to me as my beating heart once was. it is all things that are Miragul, and it is a grand sight to behold.
Books
One Last Voyage
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [44] One Last Voyage (Everfrost), started by examining Book In Tradeskills Section (found in Everfrost).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 13 May 2008 at 9:51:40 PDT.
This is the story of the merchant ship 'Katya' and her owner's last voyage to Faydwer.
Supplies were running low everywhere. There were lines at the dock of noblemen and their stewards, tavern owners, hostesses, merchants and servants, all ready to pounce on whatever was coming off each ship. Merced nodded his head and rubbed his hands gleefully. The prices were shooting upwards as well and with one more crossing, he would be able to retire comfortably at last.
Merced had not always been a ship owner. His family had gone underground at the end of the Wars, emerging only when the chaos had subsided. His father had obtained a small ship at a modest price and so began their shipping enterprise. They mostly ferried passengers between Butcherblock and Freeport, but if the price was right, sometimes took trips through the Timorous Deep.
Now he was captain of the 'Katya' and of an age and mind to retire. Merced supervised the loading of the ship's hold himself. There had to be room for the contraband shipment of ale, after all, and it behooved him to know exactly where it would be stowed. A small tremor shook the port while they were still loading, loosening the plank leading to the pier and several precious boxes tumbled into the water.
"It's been that way this week," grumbled Virgil, the first mate. "I'll send someone to get them boxes." Merced nodded and said, "The sooner we sail the better. I don't like how the land's been groaning and moaning lately." As soon as the last box was packed aboard and the final bribes had passed hands, the 'Katya' was underway.
The winds picked up as they left the harbor. Merced retreated to the small office and spent time on his favorite task -- determining how much he would have at the end of the journey and what he could buy with his gains. Some days, it was a fleet of ships to sail while he stayed ashore, other days it was a villa with servants galore and his pick of the eligible daughters of Freeport. He was thinking about one particularly eligible lady when the waves came.
Being used to shipboard life, Merced knew that the swells were felt more deeply on the open sea, but these waves seemed unnatural. The ship rolled to the side then rolled back like a bell tolling. Merced could barely keep to his feet as he staggered across the small room to its door. When he opened it, he was surprised to see the sky still pale blue. The 'Katya' tossed about so fiercely, he was certain they'd run into a storm.
"No storm, sir," said Virgil grimly, gripping the wheel with both hands, assisted by the ship's boy to keep it turned. "Prexus ate something wrong, it seems; his belly's all a'churning." Merced looked across the water and all he could see were massive swells, one after the other. Then the 'Katya' moved into a trough and the waves towered above their heads, tipped with white foam.
"Damn it," cried Merced, pulling himself along a rail to reach the wheel himself. "Whatever's disagreeing with Prexus, I won't have the 'Katya' added to it. Take down the sail! This wind'll flip her over!" The crew scrambled to react to Merced's orders. The thrashing of the waves made movement difficult, even for these seasoned sailors. The 'Katya' was positioned, as best they could, so that she could slip sideways in the water without getting caught.
The 'Katya' was knocked over by a large wave, but she slowly righted. The crew remained below, listening to the groaning of the ship as the waves pushed the wooden ship from side to side. "We've ridden out storms before," Merced shouted to hearten them. And so they had, but nothing like these mysterious, enormous waves that came from nowhere.
Though the waves were fierce, the 'Katya' held together for a long time. Swept along with its torn sails aloft, a second ship rose over the waves, apparently without its crew. The seas drove it directly into the 'Katya,' punching a hole in her hull. The skies were still clear and blue as Merced fortified himself with the contraband ale before the 'Katya' broke completely apart.
Books
One Last Voyage
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [44] One Last Voyage (Everfrost), started by examining Book In Tradeskills Section (found in Everfrost).

Discovered on 29 Dec 2004 at 9:40:10 PST.
This is the story of the merchant ship 'Katya' and her owner's last voyage to Faydwer.
Entry One
Put book away.
Supplies were running low everywhere. There were lines at the dock of noblemen and their stewards, tavern owners, hostesses, merchants and servants, all ready to pounce on whatever was coming off each ship. Merced nodded his head and rubbed his hands gleefully. The prices were shooting upwards as well and with one more crossing, he would be able to retire comfortably at last.
Entry Two
Put book away.
Merced had not always been a ship owner. His family had gone underground at the end of the Wars, emerging only when the chaos had subsided. His father had obtained a small ship at a modest price and so began their shipping enterprise. They mostly ferried passengers between Butcherblock and Freeport, but if the price was right, sometimes took trips through the Timorous Deep.
Entry Three
Put book away.
Now he was captain of the 'Katya' and of an age and mind to retire. Merced supervised the loading of the ship's hold himself. There had to be room for the contraband shipment of ale, after all, and it behooved him to know exactly where it would be stowed. A small tremor shook the port while they were still loading, loosening the plank leading to the pier and several precious boxes tumbled into the water.
Entry Four
Put book away.
"It's been that way this week," grumbled Virgil, the first mate. "I'll send someone to get them boxes." Merced nodded and said, "The sooner we sail the better. I don't like how the land's been groaning and moaning lately." As soon as the last box was packed aboard and the final bribes had passed hands, the 'Katya' was underway.
Entry Five
Put book away.
The winds picked up as they left the harbor. Merced retreated to the small office and spent time on his favorite task -- determining how much he would have at the end of the journey and what he could buy with his gains. Some days, it was a fleet of ships to sail while he stayed ashore, other days it was a villa with servants galore and his pick of the eligible daughters of Freeport. He was thinking about one particularly eligible lady when the waves came.
Entry Six
Put book away.
Being used to shipboard life, Merced knew that the swells were felt more deeply on the open sea, but these waves seemed unnatural. The ship rolled to the side then rolled back like a bell tolling. Merced could barely keep to his feet as he staggered across the small room to its door. When he opened it, he was surprised to see the sky still pale blue. The 'Katya' tossed about so fiercely, he was certain they'd run into a storm.
Entry Seven
Put book away.
"No storm, sir," said Virgil grimly, gripping the wheel with both hands, assisted by the ship's boy to keep it turned. "Prexus ate something wrong, it seems; his belly's all a'churning." Merced looked across the water and all he could see were massive swells, one after the other. Then the 'Katya' moved into a trough and the waves towered above their heads, tipped with white foam.
Entry Eight
Put book away.
"Damn it," cried Merced, pulling himself along a rail to reach the wheel himself. "Whatever's disagreeing with Prexus, I won't have the 'Katya' added to it. Take down the sail! This wind'll flip her over!" The crew scrambled to react to Merced's orders. The thrashing of the waves made movement difficult, even for these seasoned sailors. The 'Katya' was positioned, as best they could, so that she could slip sideways in the water without getting caught.
Entry Nine
Put book away.
The 'Katya' was knocked over by a large wave, but she slowly righted. The crew remained below, listening to the groaning of the ship as the waves pushed the wooden ship from side to side. "We've ridden out storms before," Merced shouted to hearten them. And so they had, but nothing like these mysterious, enormous waves that came from nowhere.
Entry Ten
Put book away.
Though the waves were fierce, the 'Katya' held together for a long time. Swept along with its torn sails aloft, a second ship rose over the waves, apparently without its crew. The seas drove it directly into the 'Katya,' punching a hole in her hull. The skies were still clear and blue as Merced fortified himself with the contraband ale before the 'Katya' broke completely apart.
Close Book.
Books
Orc Society
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Orc (Lore and Legend), started by examining Orc Society in The Commonlands (-436, -44, -283).

Discovered on 10 Nov 2004 at 14:27:42 PST.
This tome covers only the societal aspect of the orc. This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport. The date of this particular volume is unknown.
Entry One
Put book away.
"Orc Society" by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant to the study of orc society.
Read book
Put book away.
Orcs...dastardly beasts they are. They are a true threat to every civilized community that exists within the same regions. They live for war and conquest. They have developed into a very skilled race in both the art of war and the world of trade.
Entry Two
Put book away.
As documented in early recounting of the great wars fought against these tyrants, they often employed weapons of similar designs to the great empires of the times. These items of war shared a similar base design but were clearly of orc design. It would soon be learned that the orcs have been dealing in black market trade to procure designs of weapons of war.
Entry Three
Put book away.
Stolen designs and items from various empires soon filled the orc forges with undaunted activity. The orcs now rely heavily on the engineering and architectural talents of other races, which they would somehow find a way to steal or buy.
Entry Four
Put book away.
All orc empires wish to rule the world, but they know that starts with a single step. Once the call to war has been decreed, an orc empire will not relent the battle until death conquest or death of the empire is met.
Entry Five
Put book away.
Orc empires are a form of republic where leaders of units are the ones who decide who shall be emperor. The Emperor is usually the finest warrior of his empire. He is always a hero who has lived through a great many battles. For this fact, orc emperors always have numerous battle scars and even a missing limb or two. The emperor is always the fiercest one of the bunch.
Entry Six
Put book away.
The soldiers of orc empires are perhaps some of the finest and highly organized combatants to ever trod across a battlefield. They fight to the death and never sway from the order of a superior. The orc soldier is a fearless soldier who was bred for battle since birth.
Entry Seven
Put book away.
The orcs are all devout followers of the beliefs of Rallos Zek, but they have been visited by and learned of their direct relation to the god of tactics, Tallon Zek.
Entry Eight
Put book away.
Tallon Zek is the first orc, supreme hero, lord of tactics, giver of conquest and it is he who gave a part of himself so that the supreme god of war, Rallos Zek, could deliver the orc race upon the surface of Norrath. Rallos Zek deconstructed Tallon Zek and pulled from him the seeds that gave birth to the orc race.
Entry Nine
Put book away.
Through visions and some claim divine presence, Tallon Zek has shared this knowledge with the orcs. The orcs now have temples to Tallon Zek within their empire, while still honoring the true art of war- Rallos Zek.
Entry Ten
Put book away.
Orcs have proven extremely adaptable throughout the Ages. Knowing something of their ancient history may prove useful in our quest to keep orcs from recreating their vast empires of old. After all, those who do not know their enemy are caught unawares when they can least afford it.
Close Book.
Books
Orc Society
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Orc'

Quest reward from [50] Lore and Legend: Orc (Lore and Legend), started by examining orc parts or by examining Orc Society in The Commonlands (-436, -44, -283).

Plundered from The Commonlands (-436, -44, -283) or Crushbone Keep (20, 0, 50).

Discovered on 13 Sep 2005 at 12:19:46 PDT.
"Orc Society" by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant to the study of orc society.
This tome covers only the societal aspect of the orc. This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport.
The date of this particular volume is unknown.
Orcs...dastardly beasts they are. They are a true threat to every civilized community that exists within the same regions.

They live for war and conquest. They have developed into a very skilled race in both the art of war and the world of trade.
As documented in early recounting of the great wars fought against these tyrants, they often employed weapons of similar designs to the great empires of the times.

These items of war shared a similar base design but were clearly of orc design. It would soon be learned that the orcs have been dealing in black market trade to procure designs of weapons of war.
Stolen designs and items from various empires soon filled the orc forges with undaunted activity.

The orcs now rely heavily on the engineering and architectural talents of other races, which they would somehow find a way to steal or buy.
All orc empires wish to rule the world, but they know that starts with a single step.

Once the call to war has been decreed, an orc empire will not relent the battle until death conquest or death of the empire is met.
Orc empires are a form of republic where leaders of units are the ones who decide who shall be emperor.

The Emperor is usually the finest warrior of his empire. He is always a hero who has lived through a great many battles. For this fact, orc emperors always have numerous battle scars and even a missing limb or two.

The emperor is always the fiercest one of the bunch.
The soldiers of orc empires are perhaps some of the finest and highly organized combatants to ever trod across a battlefield.

They fight to the death and never sway from the order of a superior. The orc soldier is a fearless soldier who was bred for battle since birth.
The orcs are all devout followers of the beliefs of Rallos Zek, but they have been visited by and learned of their direct relation to the god of tactics, Tallon Zek.
Tallon Zek is the first orc, supreme hero, lord of tactics, giver of conquest and it is he who gave a part of himself so that the supreme god of war, Rallos Zek, could deliver the orc race upon the surface of Norrath.

Rallos Zek deconstructed Tallon Zek and pulled from him the seeds that gave birth to the orc race.
Through visions and some claim divine presence, Tallon Zek has shared this knowledge with the orcs.

The orcs now have temples to Tallon Zek within their empire, while still honoring the true art of war- Rallos Zek.
Orcs have proven extremely adaptable throughout the Ages.

Knowing something of their ancient history may prove useful in our quest to keep orcs from recreating their vast empires of old.

After all, those who do not know their enemy are caught unawares when they can least afford it.
Books
Orc Society
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:39 PDT.
"Orc Society" by Professor Romiak Justathorn -- Being an excerpt of a longer piece, including only information as is relevant to the study of orc society.
This tome covers only the societal aspect of the orc. This excerpt is from "The Lore of Fauna" by Professor Romiak Justathorn of the Academy of Arcane Sciences, Republic of Freeport.
The date of this particular volume is unknown.
Orcs...dastardly beasts they are. They are a true threat to every civilized community that exists within the same regions.

They live for war and conquest. They have developed into a very skilled race in both the art of war and the world of trade.
As documented in early recounting of the great wars fought against these tyrants, they often employed weapons of similar designs to the great empires of the times.

These items of war shared a similar base design but were clearly of orc design. It would soon be learned that the orcs have been dealing in black market trade to procure designs of weapons of war.
Stolen designs and items from various empires soon filled the orc forges with undaunted activity.

The orcs now rely heavily on the engineering and architectural talents of other races, which they would somehow find a way to steal or buy.
All orc empires wish to rule the world, but they know that starts with a single step.

Once the call to war has been decreed, an orc empire will not relent the battle until death conquest or death of the empire is met.
Orc empires are a form of republic where leaders of units are the ones who decide who shall be emperor.

The Emperor is usually the finest warrior of his empire. He is always a hero who has lived through a great many battles. For this fact, orc emperors always have numerous battle scars and even a missing limb or two.

The emperor is always the fiercest one of the bunch.
The soldiers of orc empires are perhaps some of the finest and highly organized combatants to ever trod across a battlefield.

They fight to the death and never sway from the order of a superior. The orc soldier is a fearless soldier who was bred for battle since birth.
The orcs are all devout followers of the beliefs of Rallos Zek, but they have been visited by and learned of their direct relation to the god of tactics, Tallon Zek.
Tallon Zek is the first orc, supreme hero, lord of tactics, giver of conquest and it is he who gave a part of himself so that the supreme god of war, Rallos Zek, could deliver the orc race upon the surface of Norrath.

Rallos Zek deconstructed Tallon Zek and pulled from him the seeds that gave birth to the orc race.
Through visions and some claim divine presence, Tallon Zek has shared this knowledge with the orcs.

The orcs now have temples to Tallon Zek within their empire, while still honoring the true art of war- Rallos Zek.
Orcs have proven extremely adaptable throughout the Ages.

Knowing something of their ancient history may prove useful in our quest to keep orcs from recreating their vast empires of old.

After all, those who do not know their enemy are caught unawares when they can least afford it.
Books
Order Book: Blackshield Destroyer Saltspew
This item can be placed on the floor in any house type.

Orders from the Blackshield Pirates shipwrecked on Chrykori Island.

NO-TRADE  NO-VALUE

Required by the Quest
'Blackshield Orders'

Quest reward from [10] Blackshield Orders (Timorous Deep), started by Chelduk Hir'Vin in Timorous Deep.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Blackshield Orders"
for 77s 76c.

Discovered on 13 Nov 2007 at 14:40:28 PST.
This is a copy of the Blackshield Orders for the ship "Saltspew"


It is dated roughly two weeks ago.
From the bridge of Fleet Captain Shankstubble:

Captains, seadogs, wenches, cast-aways and swabbies,
Our thirst for the riches only an empire can provide shall soon be quenched. We have, in Gorowyn, an opportunity to build that empire for ourselves. I have drawn up plans to take Gorowyn from the loathsome Sarnak. This will involve movement and coordination of all our ships.
The Saltspew, Prowspear, and Hullthrash will begin with a small scale attack two weeks hence. Once they have landed and established camp, our fleet shall push on their shores just as hard as any land army. When Gorowyn falls, our kegs shall spill over, and we shall use the dead Sarnak city as our own, creating a base of operations to train the largest nautical army ever seen on Norrath!
The remaining pages detail the attack plan for each of the many ships involved in this operation.
Books
Order Book: Blackshield Landing Party
This item can be placed on the floor in any house type.

Orders from the Blackshield Pirates that have landed on Gorowyn Island.

NO-TRADE  NO-VALUE

Required by the Quest
'Blackshield Operation'

Quest reward from [11] Blackshield Operation (Timorous Deep), started by Primary Sha'Ki in Timorous Deep.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Blackshield Operation"
for 77s 76c.

Discovered on 13 Nov 2007 at 14:19:51 PST.
This is a copy of the Blackshield Orders for the landing party on Gorowyn Island.

It has today's date.
From the bridge of Captain Boil:

All right you riff-raff, we've got sea legs, but we've lost our sand legs. The Saltspew never made it, we're unsure of her fate, Sarnak scouts have been harrying our encampments, we're running low on provisions, and our reinforcements aren't scheduled to land for another week at the least. We've got to make do with what we have, so here are your standing orders.
Establish and fortify encampments along the beach. Watch for Sarnak, as they have been showing up lately. Do what you can to acquire provisions, the chokidai meat can safely be eaten, I've allowed Blacktalon to spend his free time on Gorowyn Island gorging himself. Above all our goal right now is to hold out while we wait for reinforcements, but we must be productive. Shankstubble is not going to land more men if it looks like we're being decimated.
Fresh copies of these orders will arrive from my ship each day, and I expect daily status reports at the ready every time I come ashore. For now, Captain Redspit is in charge of all on land. Things may seem grim, but we're not licked yet.
Books
Order of the Frozen Wastes
This item can be placed on the floor in any house type.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 36s.

Discovered on 24 Sep 2005 at 22:58:40 PDT.
Order of the Frozen Wastes
by Dovan Fafrall
Disclaimer: While this work is based on fact, it is largely inference that has led to whatever conclusions are presented here. There was -- at one time -- an order of monks that trained (or perhaps lived) in Everfrost, but little is known beyond that. They did not call themselves the Order ofthe Frozen Wastes, that is merely my title for them. What little is known of them, however, still manages to capture our imagination.
For reasons unknown, the Order of the Frozen Wastes came upon Everfrost some time ago. It was there, in Everfrost's harsh conditions, that they created a training ground. A single training lieutenant, one Yentu, would serve as the task master. It is from Yentu's tasks that we get most of our knowledge about this mysterious order.
Four [known] students spent time training in Everfrost under Yentu's tutelage: Andara, Inle, Jaer and Shan Yeu. A fifth student became Yentu himself. Tasked out by one known as Tsu, Yentu would fulfill training contracts just as his students did. For each participant, even only from reading their training orders, one can get a sense of their growth.
Andara: Yentu had Andara train against arctic behemoths, bears, and wolves. Yentu's words to Andara were these: "...there are advantages to be held by being the right size [...] in the right situations," "...no spirit is as mighty as the bear [...] you may yet prove more cunning," "The wolves follow their instinct. You must now follow your training."
From Yentu's words we get the sense that Andara relied often on her size and instinct. To counter this, Yentu sent her against arctic behemoths and bears, so she would have to rely more on her training. And, to show her the shortcomings of instinct, he pit her against wolves. One hopes Andara learned to rely on her mind as much as her body.
Inle: Inle is the student we gained the most information about. Yentu sent her against primal frostfins, bighorn sheep, glacial constructs, resonating echoes and icegill goblins. Some of his words to her: "Match their speed, and overpower their viciousness," "Stamina is your weakness," "The purpose [...] is not to become cold and emotionless, but rather how to control [your emotions]," "don't let their stature deceive you."
From these words we can surmise that Inle had two main weaknesses: her stamina and her emotional state. Yentu attempted to stifle her emotional effect on her training. Further, he tried to stretch her endurance by pitting her against tough opponents. Finally, one can guess that Inle was small in form, and -- perhaps because of her emotions -- Yentu pit her against the goblins to prove that size is overcome with cunning in their case.
Jaer: Yentu sent Jaer to face arctic monitors, numbfoot hunters, and snow leopards. To Jaer he said: "The arctic monitors have the skin of discipline, though it is a natural feat [...] mimic them," "The hunting style of the numbfoot is sloppy, but contains wisdom beyond that," "learn from the snow leopard," "Stalk the snow leopards and learn their ways."
Yentu's orders suggest that Jaer -- while perhaps great at avoiding attacks -- could be defeated in training easily due to his inability to absorb blows. He then pit him against the thick skinned arctic monitors, to see their naturally thick skin and its worth. He then sent him against two of Everfrost's hunters: snow leopards and numbfoot hunters. Perhaps Yentu hoped Jaer would learn from the contrast between the two styles.
Shan Yeu: Shan Yeu's training placed him opposite ice frights, tundra terrors, and wooly spiders. To Shan Yeu, Yantu said: "The ice frights will provide an ample stepping stone for you. Fear not their pain," "The ability to wield fear [...] is a powerful gift," "Fear not their poison."
Yentu spoke often of fear in Shan Yeu's tasks. Perhaps most interesting is telling Shan Yeu not to fear the pain of his opponents. This suggests that Yentu saw Shan Yeu holding himself back, afraid to put forth too much effort. Shan Yeu was afraid of his own power.
Yentu: Yentu himself had a task given to him by Tsu. The message was this: "Motivation involves showing your strength. Grow the spirits of the others; defeat the frozen tempests." From this order, and from Yentu's orders, one gets the impression that the students did not fully appreciate Yentu's wisdom.
Tsu picked up on this and set Yentu to a task with his students. It is unknown the effect this had on the training, but given Yentu's apparent wisdom one would guess the lesson not lost to him.
Most items found were orders. Occasionally, however, small portions of what I believe to be this order's training manual have surfaced. Though it is impossible to get a full picture of a society from bits and pieces of their history, there are most certainly conclusions that can be made. Here are a few bits of wisdom that I especially prefer from the training manual.
"Fight not as object versus object, pit your mind and soul, too, against that object. Become the three pointed star." "And when asked 'is my training complete?' the Master only questioned, 'are you dead?' The student shook his head. 'That, too, is my answer,' responded the Master." "When he fought his opponent's shadow, he fought his opponent's mind. But as the shadow drew more and more of his attention, he was unable to comprehend what it was that cast that shadow. And, so, though he was stronger in mind, he was defeated in body."
It is unfortunate that we do not have more information on this order. History is always at that disadvantage. Some day we may get a further glimpse into the world of this unknown people, until then we must make do with what we have.
Books
Orthiss and Kirkata
This item can be placed on the floor in any house type.

An ancient Sarnak love story.

NO-TRADE  NO-VALUE

Collection reward from [70] Orthiss and Kirkata (Tome).

Components
Orthiss and Kirkata - Page 2 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 3 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 5 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 7 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 9 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 10 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 11 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 13 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 14 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 15 (shinies in Fens of Nathsar)

Discovered on 13 Nov 2007 at 19:50:42 PST.
Orthiss and Kirkata
A Sarnak love story told among the Di'Zok.
There was once a great undead hunter. He was known to his people as Orthiss, and he devoted himself to the extermination of Venril Sathir's most powerful undead minions. One by one they fell to his blade, and he was praised as a righteous defender of the Sarnak people. It seemed he would never fall.
But there is no place for perfection in this world. There was once a great undead hunter, and this is the story of how he fell.
This Orthiss loved a female named Kirkata. She was a beautiful Sarnak girl with scales that gleamed like cut gems. Kirkata loved Orthiss in turn, and it seemed their love was the only thing Orthiss devoted himself to above the extermination of undead. Whenever he would return to the village from an expedition, the first thing he did was find Kirkata, and the two would disappear into the mangroves and stay until night swept the world in blue and gray.
There came the time when Orthiss sought to destroy one of Venril's lich-kings, the most powerful of his lords. Rile Sathir, Venril's own son, had slaughtered an entire village of Sarnak that were friendly with Orthiss - among them Orthiss' oldest friend and brother in this world - and whispers speculated they would be coming to the village of the undead hunter next. For the first time, Orthiss' own people turned their backs on him, terrified og what he was bringing down on their heads.
Spilling his own blood onto the communal fire, he swore to the gods to rid the world of Rile Sathir and preserve his village. The gods heard him and gave sign of their blessing by sending a great snake to crawl into the fire, where the flames ate its flesh away to a sword of razor-sharp bone.
He and Kirkata kissed beneath the mangroves, and exchanged vows with no ends. When they were through, Orthiss began his quest, bone blade in hand.
Orthiss hunted for days, trying to find the right path but not coming across any leads. He pressed undead and Iksar alike, attempting to extract the knowledge from them by whatever means necessary. But either none of them had any knowledge of it, or they took their knowledge with them into oblivion; either way, Orthiss still had nothing.
Until one day Venril Sathir himself came to Orthiss.
Startled from sleep one morning, Orthiss found himself gazing up into the face of the dreaded lich. Centuries weighed upon his sickly skin, and he smelled of centuries of evil deeds. Orthiss clutched his spear, knowing his life would soon be forfeit but vowing he would not go easily. To his surprise, Venril merely smiled and proposed civil conversation. Orthiss was not certain of what civil conversation one could have with a lich, but he put aside his weapon.
"I know you're seeking to destroy my son," said Venril in a great exhalation of breath. "And though you've been something of a trouble to me, I am going to help you."
"And why would you do that?" asked Orthiss.
"Because he is a traitor," hissed Venril. "I have given him life a second time and still, he will betray me, given the opportunity."
Orthiss thought on this. No reason to trust Venril immediately came to mind, but then be considered that Venril could have killed him with little more than a look, and he hadn't. Perhaps that put him in some sort of debt to the monster. Regardless, this was the first lead he had to Rile, and to fulfilling his oath. It was not unheard of for evil to kill its own.
"I suppose you are able to tell me where his phylactery is," said Orthiss.
Venril laughed in a sound like footsteps on dry autumn leaves. "I can," said Venril, "You see, he spirited it away from where I had it hidden, but I have discovered where he thought to put it. You won't want to hear it though. let me warn you when I say that Rile knows of you, and is afraid of you."
"And?" asked Orthiss.
Venril smiled then - a sight Orthiss would never forget to the end of his days for how terrible it was.
"And," Venril continued finally, "this is where you will find it..."
Orthiss returned to his village in a thick haze. "I swore an oath," he said dully. He repeated this time and time again along the familiar path home.
When he returned, he was greeted with celebration. "Is Rile dead?" asked the excited villagers, but Orthiss' quiet numbed their lips, and they watched him continue on in confusion.
"An oath," he repeated.
Kirkata knelt within the mangroves when he approached, head bowed and light playing off her scales. She raised her head as he approached but didn't turn. "Is that my Orthiss?" she asked.
Orthiss stopped behind her and pressed his hand to her cheek. She nuzzled her face against it, and he steeled himself for what he must do. With one swift motion, he plunged his sword into her back.
She died in his arms, and only when the light had finally fled her eyes did he pull out a knife and cut her heart from her chest. It seeped a black fog and was unmistakably covered in cryptic magical symbols. He lifted his knife high, but before he could drive it down into the heart, he felt something stay his hand.
He glanced up and saw Venril above him, smiling once again that terrible smile. "Thank you for retrieving this, hunter," he said.
"I don't understand," said Orthiss. "You told me... you sent me. Why?"
"Only because I thought it would be so much more fun this way," said Venril. "Now I have my son's phylactery, and he will not think to betray me."
"But why send me? demanded Orthiss. "Why not get it yourself?"
"Because," said Venril. "Now, I believe, I will soon have one less hunter thinning my ranks. This was so much better than killing you."
Venril took the heart from Orthiss; hands and disappeared. Orthiss sat for hours with Kirkata's body in his arms, through the night and into the next day; before finally a group of villagers pressed into the mangroves to see what had become of the couple.
When they saw the dead Kirkata, they demanded to know what had happened. Orthiss couldn't speak to tell them anything, and it condemned him to guilt.
Before the execution could occur, Orthiss slipped away, intent on pursuing Venril to the end of his days. None of the villagers ever saw him again, but now and then a story would find its way back of an unkempt Sarnak living in the wilds, crying out for someone named Kirkata, and begging for forgiveness.
Books
Our Lady of Betrayal
This item can be placed on the floor in any house type.

This book was taken from the haunted halls of Nektropos Castle.

NO-TRADE  NO-VALUE

Plundered from Nektropos Castle: Tribulation.

Collection reward from [20] Our Lady of Betrayal (Tome).

Components
Our Lady of Betrayal, Page 3 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 4 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 5 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 7 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 8 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 9 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 10 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 12 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 14 (shinies in Nektropos Castle: Tribulation)
Our Lady of Betrayal, Page 15 (shinies in Nektropos Castle: Tribulation)
our lady of betrayal, an incomplete manuscript (shinies in Nektropos Castle: Tribulation)

Discovered on 9 Aug 2006 at 11:59:12 PDT.
Our Lady of Betrayal
Notes by Lord Rikantus Everling
Long have I traveled Norrath in search of wonders others would avoid. Many years have I studied tomes of valor in search of deviant treasures that I could place within my cursed cache. It was in my youth that my father began this quest and it would be in my time as Lord of the House of Everling that the quest would terminate. Through tales told from my father's maw to stolen tomes from the vaults of truth and love. I have discovered the Lady of Betrayal- Ullkorruuk.
The House of Everling made its fortune within the great trade city of Freeport, a city always shielded from evil by the followers of Marr. Living amidst the paragons of valor and passion one could eventually see tears within the benevolent fabric of such benevolence. My father stove to discover an artifact of such faults, a trinket that no doubt would be cursed. Those things that are cursed are the fruit of my family. My father would never find the artifact he longed for, but his words would lead me on my quest long after his death.
Knighthoods and priesthoods are bound to faith, given their strength by their willing belief in things that cannot be proven as just. The blind faith of such religious societies will always have those few who falter. A fall from such wisdom leads even the greatest legends of chivalry in a forsaken pit, never to be graced by his god again. But hope persists. Whisper abound of a place where the forsaken have made safe haven. The hidden shrine is veiled within an island of vast thinkers. In my father's time, he would never know such a place, but his time is over.
Across the spine of Ro and through the great city, I found path across the sea. Within the land touched by the hand of decay I found my clues. Through dense jungle, across wounded lands and over frozen mountaintops - the land of eternal maelstrom exists. Within the inhospitable desolate land exists the forsaken city. Only in such natural hostility could such a place remain unseen. Employing the powers of curses I crossed the sea of rage and entered the halls of the fallen. Here slumbered the knowledge I sought, secrets hidden in the texts of valorous faiths.
The fallen were not pleased to meet me. A detachment of knights rode me out to meet my approach, riding atop armored beasts with lances that seemed to be forged of crude iron and were most likely heavier than beast and rider. These cavalier spoke no words save one phrase,” Follow and you shall live." Such words, accompanied with imposing weapons, cannot be argued. They led me beyond a massive marble gate that only the Krombral could have moved. I soon learned that this small detachment was but a drop of the cavalry that rest within the entry hall of the subterranean city.
I could see gates leading deeper into this marble fortress. One of the knights dismounted, I could tell from the cape and adornments upon his armor that he was the leader of this band of cavalry. The knight ushered me forward through one of the gates and down a long descending stairwell. As we walked I could see faint images of pantheons barely illuminated by ornate sconces perched along the walls. At the end of the stairwell we met a towering, but thin, door. The knight grabbed the heavy knocker and pounded upon the door. It opened ever so slowly, light beaming forth blinding me from the majesty beyond.
My eyesight returned and my ears filled with layered chants. I found myself in a grand circular hall whose ceiling stretched great heights. The interior of the massive hall was adorned by statues and images of every deity known to Norrath, even a few from long dead civilizations. Each of these statues or images created a shrine to the god and around each shrine were placed gifts relative to the forsaken that prayed around it. My soul filled with joy as I came to realize that I had finally discovered the city of the forsaken, the secret city of the fallen, Zebuxor.
My elation was soon replaced with fear as all the chants ceased. The throngs of worshippers bowed their heads. In the distance I could see another towering door slowly swing wide. Within this doorway a figure entered, but so great were the masses that all I could see was the high elaborate crown of this royal figure. Amidst the sea of ragtag forsaken faithful, the grand figure cut a swathe towards me. My fear rose as I could see the daunting crown that peeked above the faithful slowly approach. Finally the figure was upon me as the final wall of people stepped back to allow my audience with the ruler of the forsaken city.
"What power have your fallen from?" the ruler asked in a beautiful effeminate voice. I could not see much of her face beneath the elaborate helm, if it was a female, but what I could see was as alluring as the voice. I must answer her in truth, though a lie would seen more fitting. It was as if she cast a spell over me. "I am not forsaken. I seek knowledge of a dissident power." I replied, sheepishly. Slowly she replied in a foreboding demeanor, "You are forsaken now."
"I sense the aura of your betrayal." She said. "Your past has forsaken you for such actions. It is that has led you to our temple city." I could do nothing in more but listen within her hypnotic presence. "You quest for the unusual leads your house, but in your quest you should anchored your faith, unwittingly." She save a beguiling smirk and continued. "Though you seek cursed treasures of unorthodox faith, you will instead find your faith here among the fallen." She pointed to a dark corner of the titanic hall.
The masses of fallen worshippers parted to create a twisting path towards the dark recesses of a peculiar little shrine. Her voice commanded me,"Go!" I began my slow, almost penitent, march towards the shrine. The walls of the fallen began to chant in whispers. As I drew closer to the shrine I noticed it was precariously placed between two other shrines, although it seemed as though these shrines were not even adjacent to one another. To one side of the meager shrine was the shrine of love and to the other side was the shrine of lover and to the other side a portion of the shrine of hate embraced it. I continued my march.
As I entered the shadows of the little shrine I began to make out the visage of a statue. The statue was that of a commanding, yet comforting female knight. Donned in the finest armor this visage stood atop the back of a knight. Protruding from knight's back, a lance breached the armor of the dead. My eyes slowly followed the length of the lance until it met the hands of the female knight. I could sense a great betrayal as bound to this shrine. What was this image I see before me and why do I feel as though I should pay homage here?
"You belong to her." The ruler of Zebuxor was at my back. I did not even notice her approach. "She is the Lady of Betrayal. Like you, she sought the unknown. Her desire of the unknown was so great that she betrayed the power that gave her light." "Who is my goddess?" I begged. With another of her beguiling smirks, the ruler answered. "She is Ullkorruuk. Her betrayal of love was so great that she was embraced by the powers of hate.Given new life among the stars, she now sits in the pantheon of hate, forever renamed and never to be graced by Marr again."
I began to weep before the statue. My tears streamed as I fell to my knees. I crawled closer to the statue and reached out to it. "Do not forsake me maiden of betrayal. End the madness of my house. Ease the curses that haunts us." Although my house has long been indifferent towards the faiths, almost agnostic some would clam, I found myself praising before the statue. "What can I give you for my salvation, my lady?" I cried. "Your offering begins." said the ruler behind me. My fingertips finally reached the feet of the statue-all went black!
Books
Out of Necessity
This item can be placed on the floor in any house type.

Written by a mysterious author, this book seems to detail early ratonga history.

TREASURED
HEIRLOOM

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 31 May 2011 at 10:11:15 PDT.
Out of Necessity
The quaking had stopped. Those of us that were left took stock as well as we could, searching for survivors, and try to regroup. It wasn't enough that we were still hunted by those that branded us as traitors, now we also had to contend with the terrible aftermath of the apocalyptic shaking. However, we had survived the wrath of our creator, and near genocide of our horrendous cousins - we were determined to survive this as well.
There was an unexpected benefit to the mighty earthquakes, which we only discovered later. Cracks had emerged in the walls of the Underfoot, which opened to a new, mysterious place. Those that went through first and returned told stories of a world outside of the tunnels, brilliantly bright, covered in new creatures and green plant life. It was daunting to imagine a place like that, but we recognized it as something important. It was a place to escape those that pursued us.
The light was blinding, and hot on our fur. The air was crisp, and full of smells we had never experienced before. It was open and spacious, which is something none of us were used to -- it was hard to not feel exposed and vulnerable without the walls of the tunnels around us. It was difficult to get used to being outside like this, but we were quickly able to adapt, moving through the shadows to keep from being seen.
We were surprised to find civilizations living in this new environment, and we took some time to observe them. They seemed industrious, and even though their cities were devastated, they banded together and began to rebuild. There were also some unique individuals among them, more powerful than the rest, who adventured through the world, and possessed impressive power.
We knew that the RoekiIlik would stop at nothing to exterminate us, and ensure that their Dark Agenda would come to pass. If there was any hope to stop them, we would need to employ powerful agents to stand against their plan, and these surface dwellers seemed to have the potential that might be needed. After debates among ourselves, we decided to approach them with our warning.
We chose the city of Qeynos first. The people there seemed just and fair, and we believed they might be welcoming. A few of us were selected to emerge and speak with the people there. To our horror, we were very far off in our assessment of their nature. We were viewed as vermin, accused of being disease-infested, of sneaking about in the sewers, stealing what little food the city had. Some even attacked us outright. It was clear that we were not welcome.
It was a long trek to the city of Freeport, the only other standing city we were able to find. It was more militaristic, being run under the direction of a single leader as opposed to a cooperative. Some of us were wary about speaking with these people, as if we were rejected once again, we might find ourselves once again under the sword of an oppressor. However, we reasoned it wasn't necessary to impress the population as much as it was to impress the one in charge.
A few of us were able to bypass the cities' defenses and enter the chambers of the leader himself. At first, he was quite angry that we intruded and ordered our emissaries imprisoned. After torturous days in the prisons of Freeport, an offer was made to our fellows. The leader, while upset, was still impressed that we were able to bypass his security so easily. If we were to swear loyalty to him and become scouts for the city, he would spare us and allow us entry.
We attempted, at this point, to explain the danger possessed by the Roekillik, but the leadership of the city was uninterested in our warnings. Perhaps it was the immediacy of their current problems, or their own arrogance, but all we said fell on deaf ears. In the end, it was advantageous for us to remain here. Free, offered protection and a home, and if the Roekillik were to emerge, they would make a suitable buffer between us and our ancient enemies.
Thus, we came to reside within the city... for now at least. There might come a time when the Roekillik return, and we must choose to flee, or try to rally the races of Norrath to stop them and their Dark Agenda. We will continue to hope that day never comes.
Books
Outlying Freeport Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Outlying Freeport Creature Cataloging'


Discovered on 5 Oct 2005 at 11:20:07 PDT.
Outlying Freeport Creature Catalog
by Pearl Honeywine
Freeport was once known as "The City of Free Men" in the days before the Rending.

Ruled by Sir Lucan D'Lere, also known as the Overlord, the city of Freeport is still primarily inhabited by men, though it is also now home to many of the displaced folk of Norrath.

Craftsmen and adventurers still flock to this jewel by the sea.
The continent of D'Lere is named for the Overlord.

Freeport is set in the Commonlands on an excellent deep water harbor. It is believed to be the largest city to survive the Age of Cataclysms, although the inhabitants of Qeynos would beg to differ.

Beneath the city proper lies a sewer system that facilitates travel for those who wish to remain unseen.
Freeport's weather is warm without becoming uncomfortable.

Due to its proximity to the sea, cooling breezes keep the warm air from the Commonlands from stagnating over the city.

The buildings in Freeport are tall, creating narrow lanes that occasionally prevent sun from reaching the street level. In these man-made caverns, the air is much cooler than in the plazas.
In some sections of the city, you will find rooftop gardens with herbs, lemon trees or flowers for cutting. These areas are not visible from the street, however, and most travelers tend to view the patches of grass within the walls as the only greenery.

Freeport has never been a place of gardens and parks.
The areas surrounding Freeport are home to a variety of unwholesome creatures.
One will find spiders and snakes aplenty, as well as dozens of rats.
Travelers need also be aware that orcs are sometimes found close in, and of course the usual thugs and ruffians are a universal threat to one's safety.
Books
Outlying Freeport Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:37:48 PDT.
Outlying Freeport Creature Catalog
by Pearl Honeywine
Freeport was once known as "The City of Free Men" in the days before the Rending.

Ruled by Sir Lucan D'Lere, also known as the Overlord, the city of Freeport is still primarily inhabited by men, though it is also now home to many of the displaced folk of Norrath.

Craftsmen and adventurers still flock to this jewel by the sea.
The continent of D'Lere is named for the Overlord.

Freeport is set in the Commonlands on an excellent deep water harbor. It is believed to be the largest city to survive the Age of Cataclysms, although the inhabitants of Qeynos would beg to differ.

Beneath the city proper lies a sewer system that facilitates travel for those who wish to remain unseen.
Freeport's weather is warm without becoming uncomfortable.

Due to its proximity to the sea, cooling breezes keep the warm air from the Commonlands from stagnating over the city.

The buildings in Freeport are tall, creating narrow lanes that occasionally prevent sun from reaching the street level. In these man-made caverns, the air is much cooler than in the plazas.
In some sections of the city, you will find rooftop gardens with herbs, lemon trees or flowers for cutting. These areas are not visible from the street, however, and most travelers tend to view the patches of grass within the walls as the only greenery.

Freeport has never been a place of gardens and parks.
The areas surrounding Freeport are home to a variety of unwholesome creatures.
One will find spiders and snakes aplenty, as well as dozens of rats.
Travelers need also be aware that orcs are sometimes found close in, and of course the usual thugs and ruffians are a universal threat to one's safety.
Books
Outlying Freeport Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 11:55:53 PST.
Freeport was once known as "The City of Free Men" in the days before the Rending. Ruled by Sir Lucan D'Lere, also known as the Overlord, the city of Freeport is still primarily inhabited by men, though it is also now home to many of the displaced folk of Norrath. Craftsmen and adventurers still flock to this jewel by the sea.
Read the book
Put the book away.
The continent of D'Lere is named for the Overlord. Freeport is set in the Commonlands on an excellent deep water harbor. It is believed to be the largest city to survive the Age of Cataclysms, although the inhabitants of Qeynos would beg to differ. Beneath the city proper lies a sewer system that facilitates travel for those who wish to remain unseen.
Read the book
Put the book away.
Freeport's weather is warm without becoming uncomfortable. Due to its proximity to the sea, cooling breezes keep the warm air from the Commonlands from stagnating over the city. The buildings in Freeport are tall, creating narrow lanes that occasionally prevent sun from reaching the street level. In these man-made caverns, the air is much cooler than in the plazas.
Read the book
Put the book away.
In some sections of the city, you will find rooftop gardens with herbs, lemon trees or flowers for cutting. These areas are not visible from the street, however, and most travelers tend to view the patches of grass within the walls as the only greenery. Freeport has never been a place of gardens and parks.
Read the book
Put the book away.
The areas surrounding Freeport are home to a variety of unwholesome creatures. One will find spiders and snakes aplenty, as well as dozens of rats. Travelers need also be aware that orcs are sometimes found close in, and of course the usual thugs and ruffians are a universal threat to one's safety.
Put the book away.
Books
Outlying Qeynos Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Outlying Qeynos Creature Cataloging'

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744).

Discovered on 5 Oct 2005 at 10:02:36 PDT.
Outlying Qeynos Creature Catalog
by Pearl Honeywine
Just beyond the city's walls one will find areas which are considered part of Qeynos and yet remain wild.

Residents of Qeynos' villages are very familiar with these areas as they usually border on one or more of the residential neighborhoods. Though close to the city, they are by no means a walk in the park.
One reason these areas are still wild is that they exist within steep embankments that make opening them to settlement impractical.

The Bog in particular is an area where seasons of growth have compacted upon dense, moist soil and the scent of decay in that section would make living there disagreeable to say the least.
As these areas are close to Qeynos, they are quite temperate, though perhaps a little cooler due to the thickness of the vegetation.

The caves are quite cool and in the past were a welcome Harvest diversion where folks could slip off for a quick swim after their chores were done.
Without a doubt, the loveliest area is the Oakmyst Woods.

This woodland preserve is shaded by emerald green broad-leaf trees such as oak and maple. Beneath the trees, the undergrowth is scattered with trillium, bleeding hearts and red-tipped paintbrushes.

On the opposite end of the spectrum is the bog, with its greenish brown earth and fallen logs.
Perhaps it is the abundance of greenery that brings an increase in the number of fey beings to these areas near Qeynos.

Amongst the usual scattering of insects and birds, one finds several fairies and sprites protecting their space, attacking all who venture too near.

Additionally, the Ruins are home to some unfortunate folk who have not yet earned their eternal sleep.
Books
Outlying Qeynos Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.


Discovered on 5 Oct 2005 at 10:45:53 PDT.
Outlying Qeynos Creature Catalog
by Pearl Honeywine
Just beyond the city's walls one will find areas which are considered part of Qeynos and yet remain wild.

Residents of Qeynos' villages are very familiar with these areas as they usually border on one or more of the residential neighborhoods. Though close to the city, they are by no means a walk in the park.
One reason these areas are still wild is that they exist within steep embankments that make opening them to settlement impractical.

The Bog in particular is an area where seasons of growth have compacted upon dense, moist soil and the scent of decay in that section would make living there disagreeable to say the least.
As these areas are close to Qeynos, they are quite temperate, though perhaps a little cooler due to the thickness of the vegetation.

The caves are quite cool and in the past were a welcome Harvest diversion where folks could slip off for a quick swim after their chores were done.
Without a doubt, the loveliest area is the Oakmyst Woods.

This woodland preserve is shaded by emerald green broad-leaf trees such as oak and maple. Beneath the trees, the undergrowth is scattered with trillium, bleeding hearts and red-tipped paintbrushes.

On the opposite end of the spectrum is the bog, with its greenish brown earth and fallen logs.
Perhaps it is the abundance of greenery that brings an increase in the number of fey beings to these areas near Qeynos.

Amongst the usual scattering of insects and birds, one finds several fairies and sprites protecting their space, attacking all who venture too near.

Additionally, the Ruins are home to some unfortunate folk who have not yet earned their eternal sleep.
Books
Outlying Qeynos Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 10:46:18 PST.
Just beyond the city's walls one will find areas which are considered part of Qeynos and yet remain wild. Residents of Qeynos' villages are very familiar with these areas as they usually border on one or more of the residential neighborhoods. Though close to the city, they are by no means a walk in the park.
Read the book
Put the book away.
One reason these areas are still wild is that they exist within steep embankments that make opening them to settlement impractical. The Bog in particular is an area where seasons of growth have compacted upon dense, moist soil and the scent of decay in that section would make living there disagreeable to say the least.
Read the book
Put the book away.
As these areas are close to Qeynos, they are quite temperate, though perhaps a little cooler due to the thickness of the vegetation. The caves are quite cool and in the past were a welcome Harvest diversion where folks could slip off for a quick swim after their chores were done.
Read the book
Put the book away.
Without a doubt, the loveliest area is the Oakmyst Woods. This woodland preserve is shaded by emerald green broad-leaf trees such as oak and maple. Beneath the trees, the undergrowth is scattered with trillium, bleeding hearts and red-tipped paintbrushes. On the opposite end of the spectrum is the bog, with its greenish brown earth and fallen logs.
Read the book
Put the book away.
Perhaps it is the abundance of greenery that brings an increase in the number of fey beings to these areas near Qeynos. Amongst the usual scattering of insects and birds, one finds several fairies and sprites protecting their space, attacking all who venture too near. Additionally, the Ruins are home to some unfortunate folk who have not yet earned their eternal sleep.
Put the book away.
Books
Over Halas
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [42] Over Halas (Everfrost), started by examining Over Halas in Qeynos Harbor (832, -24, 123) in Qeynos Province District (832, -24, 123).

Discovered on 9 Jan 2005 at 8:31:38 PST.
"Over Halas" by Nicholl Silverfrost of Clan MacNeacail, bard. This is an excerpt from a much larger poem that describes the Shattering, its impact on the Northlands and how even after living in the south for generations, the Northmen dream of returning home.
Entry One
Put book away.
Though snow fell soft as silk
Upon stone and street, now silent
Flames and fire finished Halas
Stone rains falling from the sky
Entry Two
Put book away.
My father's fathers were there
My mother's mothers as well
Standing uncertain, outside the walls
Across the sky, the moons aglow
Entry Three
Put book away.
Gazing upwards, seeing the stars
Breathing in the beauty of the night
Then in silence, a shining spark
A streak through Luclin's side
Entry Four
Put book away.
Stars are simply ice in the sky
Snow and ice surround Halas
The lake's icy surface gleams
In the reflected light of stars
Entry Five
Put book away.
Across the silent, snowy hills
Snow sparkles in the sun
And under the stars as well
The sky, streaked with silver
Entry Six
Put book away.
And so they stared upwards
The father of my fathers
And mother of my mothers
Stars across the moon like tears
Entry Seven
Put book away.
All now look towards Luclin
Packs on shoulders strapped
Sledges pulled along the trails
In splendor and silence, Luclin falls
Entry Eight
Put book away.
Falls now on Halas stone rains
Fires feasting upon our fortress
Streets of stone burst beneath
The fiery tears of the falling moon
Entry Nine
Put book away.
Orcs could not crumble her
Nor gnolls gnaw at her bones
Over Halas, Luclin shattered
Into silver stars across the sky
Entry Ten
Put book away.
Sons of the fathers before us
And Northland daughters wait as well
For day we find our way northward
For the day we rebuild our home
Close Book.
Books
Over Halas
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [42] Over Halas (Everfrost), started by examining Over Halas in Qeynos Harbor (832, -24, 123) in Qeynos Province District (832, -24, 123).

Discovered on 13 May 2008 at 9:47:37 PDT.
"Over Halas" by Nicholl Silverfrost of Clan MacNeacail, bard. This is an excerpt from a much larger poem that describes the Shattering, its impact on the Northlands and how even after living in the south for generations, the Northmen dream of returning home.
Though snow fell soft as silk
Upon stone and street, now silent
Flames and fire finished Halas
Stone rains falling from the sky
My father's fathers were there
My mother's mothers as well
Standing uncertain, outside the walls
Across the sky, the moons aglow
Gazing upwards, seeing the stars
Breathing in the beauty of the night
Then in silence, a shining spark
A streak through Luclin's side
Stars are simply ice in the sky
Snow and ice surround Halas
The lake's icy surface gleams
In the reflected light of stars
Across the silent, snowy hills
Snow sparkles in the sun
And under the stars as well
The sky, streaked with silver
And so they stared upwards
The father of my fathers
And mother of my mothers
Stars across the moon like tears
All now look towards Luclin
Packs on shoulders strapped
Sledges pulled along the trails
In splendor and silence, Luclin falls
Falls now on Halas stone rains
Fires feasting upon our fortress
Streets of stone burst beneath
The fiery tears of the falling moon
Orcs could not crumble her
Nor gnolls gnaw at her bones
Over Halas, Luclin shattered
Into silver stars across the sky
Sons of the fathers before us
And Northland daughters wait as well
For day we find our way northward
For the day we rebuild our home
Unobtainable
Overlords of Guk
This item can be placed in any house type.

HEIRLOOM  NO-VALUE



Undiscovered.
Books
Paying Homage to the Past
This item can be placed on the floor in any house type.

This tome appears to be severely damaged by years of exposure to the elements. A single ribbon of silk marks ritual often performed by Iksar to remember their ancestors. At the end of the ritual it looks as though someone else has added another step in the ritual.

Quest reward from [5] Paying Homage to the Past (Scale Yard), started by Brood Matron Vrim Malthyk in Scale Yard.

Purchased from Navarius Orvalis in The City of Freeport (10, -7, -134) for 36s.

Discovered on 2 Feb 2006 at 13:32:23 PST.
"Paying Homage to the Past"
Untold ages ago, the Faceless One, Cazic-Thule, placed us upon the lands of Kunark. Scattered and unlearned, we were enslaved by the terrible snake-like Shissar with their curses and wicked enchantments! At last one day the skies opened up and the sacred Green Mist delivered us from our enemies. Unaffected by the mist, we watched as our captors melted away. In the midst of a cacophony of screams of terror and anguish the iksar were freed. Today we remember the destruction of our oppressors by desecrating an article of their creation.
Over the centuries, many tribal states were established as we spread across Kunark. It was one iksar, Venril Sathir, whose knowledge of battle and necromancy allowed him to conquer and annex all the tribe-states. Using the might of the united tribes and the slaves of conquered lesser races, the mighty fortress of Sebilis was built. Imposing and beautiful, Sebilis was a place of learning and lore where for many long years we honed our skills and thrived. Under Sathir's rule as the first King of Sebilis, he established the great Sebilisian Empire. The jealous dragons, however, saw our greatness and knew we posed a threat to them.
The meddling dragon known as Trakanon was not content to leave us alone. Through his treachery, he turned our servants against us and led a group of his kind to Sebilis and destroyed it! Many iksar were slain then and we honor them by lighting a funeral pyre from the remains of iksar slain in these times. During the time of the Rending our beloved Kunark was beset by terrible earthquakes and the Lake of Ill Omen flooded the city of Cabilis. It was during these times that a large sailing vessel carrying many of our kind to lands far away was smashed by a massive wave. Many survived this tragedy by swimming to the shores of a nearby island.
For nearly a year the survivors lived on that island until the Overlord caught wind of their presence. After a series of fierce battles he captured the survivors, brought them back to Freeport and tried to enslave them! Years passed, but despite the Overlord's best efforts, he could not break their spirits.


As the Rallosian army spread across all of Norrath, the Overlord knew he could not repel these aggressors without our help. In exchange for our freedom, we fought valiantly alongside Freeport's own army and crushed the Rallosians with the help of the same Green Mist that had killed our former oppressors, the
Shissar! Today we remember our brief captivity and toss the Overlord's tools of oppression to the bottom of the sea, where they can never be used to hinder the mighty iksar.
Books
Perinius' Log
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [25] Into the Fold (Deity), started by Xilania Nevagon in Greater Faydark.

Discovered on 14 Nov 2006 at 13:59:59 PST.
I'm not sure what is different about me, but my friends all say it's Veronica. They give me a hard time about her, but at the same time I think they respect what I have found. From my perspective things just seem different. I breathe easier and stand taller.
I don't know how she does it. The Captain had been riding me all day and I was in a foul, foul mood. Veronica smiled at me and things were... better.
I told her I loved her. She's said as much to me on many occasions, but only now have I realized my own feelings. When I finally did tell her she just smiled and said, "I know.'' I found that cute.
The date has been set. Veronica and I shall be joined. Everyone says I should be nervous, but I am more happy than anything else. Perhaps nervousness will come later.
The date approach.. Veronica has been spending more and more time with her wedding planners. Now I am getting the jitters. Normally she's around to calmy my fears but without her I have nobody to talk sense into me. Maybe it's just normal though.
I... just found a letter from one of Veronica's "former" suitors. If I read this correctly they are going to dine together this evening.
---
This pain is immense. The letter was true to the last detail. My Veronica... is not my Veronica. I cannot comprehend how this could have occurred. My mind is blank, my heart is reeling, and my soul is spinning. Can my perceptions be so off? Why...
Books
personalized Frostfell carol greeting card
This item can be placed on the floor in any house type.

This holiday card is empty and waiting for someone to scribe a festive greeting in it.

HANDCRAFTED

Crafted from Scholarly Pursuits for a Festive Frostfell II (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

personalized Frostfell carol greeting card
Using special Frostfell materials and magic to create a personalized Frostfell carol greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 10 Dec 2009 at 8:36:39 PST.
Books
personalized Frostfell feast greeting card
This item can be placed on the floor in any house type.

This holiday card is empty and waiting for someone to scribe a festive greeting in it.

HANDCRAFTED

Crafted from Scholarly Pursuits for a Festive Frostfell II (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

personalized Frostfell feast greeting card
Using special Frostfell materials and magic to create a personalized Frostfell feast greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 10 Dec 2009 at 8:37:30 PST.
Books
personalized Frostfell greeting card
This item can be placed on the floor in any house type.

This holiday card is empty and waiting for someone to scribe a festive greeting in it.

HANDCRAFTED

Crafted from Scholarly Pursuits for a Festive Frostfell II (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

personalized Frostfell greeting card
Using special Frostfell materials and magic to create a personalized Frostfell greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 10 Dec 2009 at 8:38:34 PST.
Books
personalized Frostfell wishes greeting card
This item can be placed on the floor in any house type.

This holiday card is empty and waiting for someone to scribe a festive greeting in it.

HANDCRAFTED

Crafted from Scholarly Pursuits for a Festive Frostfell II (recipe purchased from Garsleblat Gigglegibber or Giddlenerf Gigglegibber or Giggawat Gigglegibber or Glargle Gigglegibber or Guhtosle Gigglegibber in Frostfell Wonderland Village or Ginneldarf Gigglegibber in Permafrost Crypt: Decorating Retribution).

personalized Frostfell wishes greeting card
Using special Frostfell materials and magic to create a personalized Frostfell wishes greeting card.
Level
30
Technique
Scribing
Device
Frostfell Workbench
Primary Component
Build Components
Fuel Component

Discovered on 10 Dec 2009 at 8:38:06 PST.
Books
Pillars of Flame Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Pillars of Flame Creature Cataloging'

Purchased from Bursar Janha in The Court of the Blades (7, 5, 4) or Bursar Hulna in The Court of the Coin (-7, 0, 25) or Bursar Sirenia in The Court of Truth (4, 0, 29) for 34s 56c.

Discovered on 13 Sep 2005 at 23:08:50 PDT.
Pillars of Flame Creature Catalog
By Darn McMalner
The area known as the Pillars of Flame has an array of interesting creatures and geographical formations.

It is situated in the north-western area of Ro, and borders both the Sinking Sands and the Clefts of Rujark. Rocks make up pillars and valleys that dot and surround the land, with sand filling the gaps. The high walls of the valleys can create beautiful sunless-landscape in the middle of the day.

The creatures that fill that landscape rarely care for aesthetics, however.
Within the rock-walled valleys goblins, Cyclops and a number of wild beasts make their home. Perched above, harpies greedily survey the landscape looking for anything they can scavenge.

Hidden carefully away, djinn, naga, and even the Ashen Order all find their niche within the Pillars of Flame.

Many portions of this land lack direct accessibility, which only serves to make the local inhabitants that much more interesting.
The high rock walls can help shield one from the sun, but the air is relentlessly hot.

The only respite comes from rapid breezes that -- while not cool -- help stir up the stagnant, hot air. When faced with unbearable heat it can be unnerving to realize that so many creatures call this land their home.

Presence of the Dervin Empire is sparse in the Pillars of Flame, but in many ways it hosts its own desert empire.
When seen from ground level it is hard to appreciate the beauty of the Pillars of Flame. From above (say seen from Maj'Dul) one can better take in the region as a whole.
The intricate, maze-like valleys weave themselves into the pathways for warriors of all types. Goblins mine away, cyclopes patrol their territory and the lesser species work to merely survive.
It is a delicate yet harsh system that is hard to fit oneself into.
From the Pillars of Flame one can visit the Sinking Sands to the east, or the Clefts of Rujark to the south.

No other regions border the Pillars of Flame, but caves and hidden valleys scatter the landscape, known only to their inhabitants and the all-seeing harpies. Though the harpies avoid them, the curiosity of adventurers creates a never ending search for hidden lands and treasures.
Books
Pirate Grammar Manual - Second Edition
This item can be placed on the floor in any house type.

Pirate Grammar Manual - Second Edition By Captain Nalot

NO-TRADE  NO-VALUE

Quest reward from [90] Printing Pressganger (Great Divide), started by Dort Lumrick in Great Divide.

Discovered on 22 Feb 2011 at 14:28:29 PST.
Pirate Grammar Manual - Second Edition

By Captain Nalot






This here be me updated book about how ta talk like a pirate. Extended ya might be sayin'.
First ya use matey fer friend.
Ya say ahoy, not hello.
Landlubber is anyone not one o us.
If anyone insults ya call 'em a scurvy dog and that's that.

That's how ya talk like a pirate. Use the rest o these words a lot fer color n such.
Chapter A

Adrift (windless)
Ahoy (hello)
Avast (might be like a vase)
Aye (yes)
Arrr! (indefinable)
Chapter B

Barnacle (bad stuff fer ships)
Belay (put off)
Bilge (lowest level of ship)
Blimey (exclamation)
Bonny (pretty)
Bosun (I dunno, some job Arni does)
Britches (pants)
Buccaneer (pirates like us)
Bunk (bed)
Chapter C

Cap'n (me)
Chumbucket (dinner or insult)
Codswallop (the wallop o' a cod)
Coffer (plunder holder)
Cove (protection from storms)
Crows Nest (Highest point of me ship)
Chapter D and E

There aint any



Chapter F

Festering (stickin' 'round)
Chapter G

Gally (name fer women)
Gangplank (gets ya on me ship)
Gar! (arrr!)
Grog (some ogre I think)
Grub (friend o that ogre)
Chapter H

Harbor (stop me ship here)
Hearty (friend)
Hoist (lift)
Hornswaggle (cheatin' and trickin')
Hull (bulk o' the ship)
Chapter I

There aint any



Chapter J

Jolly Roger (me old friend Roger)



Chapter K

Knave (insult)
Chapter L

Lad (young man)
Landlubber (anyone not one o us)
Lass (young maiden)
Lootin' (finders keepers)
Chapter M

Maroon (color fer our flag)
Matey (friend)
Mizzenmast(mast of mizzen)
Mutiny (self promotion)
Chapter N

No Quarter (not getting' a fourth)



Chapter O

There aint any
Chapter P

Pressgang (recruit)
Poopdeck (opposite of scurvy)
Port (landlubber's drink)
Plunder (treasure for me lootin)
Chapter Q

There aint any



Chapter R

Ransack (nothin' left to plunder)
Rudder (steers me ship)
Rum (you know what that is mateys)
Chapter S

Sails (the cloth things catchin' the wind)
Scallywag (insult)
Scalded (like a dog)
Scrimshaw (made o bone)
Scurvy (stay away from)
Seadog (insult)
Shiver me timbers (har har)
Shove off (time to go)
Smartly (quickly)
Starboard (no idea)
Stern (Missus Nalot)
Swabbie (thats Tsilos' job)
Chapter T

Thar (there)



Chapter U

Urchin (insult or dinner)



Chapter V

Vexin' (sassy lass)
Chapter W

Wench (rum slingin' temptress)
Wooing (amorous advance or surprisin' yell)



Chapter X

There aint any
Chapter Y

Yardarm (shipbuilder)



Chapter Z

Nothin'
Thar aint no more so stop readin'.
Books
Playbill - The Night Before Frostfell by Shhh
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Shhh.

Discovered on 19 Dec 2020 at 11:45:00 PST.
~~~~~~~~~~~~~~~~~~~~~~~~~
~ Live Reading - The Night Before Frostfell ~
~~~~~~~~~~~~~~~~~~~~~~~~~


Merry Frostfell, thank you for traveling dimensions to Skyfire for the first reading of The Night Before Frostfell.

When Voice begins the reading, please silence all carrier piegons and courier rats. The reading will be no longer than 5 minutes.

This event is in honor of Cloudrat, our lost friend from Antonia Bayle and everywhere, who spread cheer so far that newbs can still feel it in her absence. Be merry this holiiday season, in spite of whatever pandemics rage beyond those doors.
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~Schedule~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~

11:45 PST - Recommended time for grabbing a good seat.
12:00pm PST - Voice begins reading, we ask that all be seated and quiet for this.
12:05 PST - Anarchy?

Another reading will be held tonight at 4pm PST / 7pm EST if you'd like to bring a friend. This is an open event.

For copies of The Night Before Frostfell, please contact Shhh. Free to all but donations accepted if you're one of them rich types.
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~

This Event Brought To You By:

Moonlight Mylitia - Looking for a friendly home away from home? Stella will gladly kidnap you with kindness on all servers.

Lolz Publishing - Seeking to collaborate with all Norrathian writers, readers, and player-character lore geeks. Paying across all servers for columns, and welcoming of all contributions.

Homeshow - You like the decorating and tradeskill buttons more than the adventuring and stabby buttons? Homeshow welcomes you to their public channel across all servers. Just "/join Antonia_Bayle.Homeshow" and find help from professionals and newbs alike.

 ~~~~~~~~~~~~~~~~~~~~~~~~~
Unobtainable
Poems by the Mad Poet
This item can be placed in any house type.

This completed book can be placed in your house and read.

NO-TRADE



Undiscovered.
"Nhjela's Poem" by Nhjela, poet-in-residence of the Poet's Palace in the Shimmering Citadel.
Read the book
Put the book away.
In our sleep we wander
Away to distant shores
Our eyes see things they've never seen before
We hear beautiful music
Speak a different tongue
In dreams, we do not walk, we do not run
We fly
Read the book
Put the book away.
Wings of night enfold us
Letting dreamers soar
Far over the fields and through the sky
Higher than the mountains
Over sleeping seas
Graceful as a night owl on the wing
We fly
Read the book
Put the book away.
Rising high above all
Arms flung open wide
Caressed by the cold wind that rushes by
Silent as a soft rain
Swift as waterfalls
Dark as shadowed pools beneath the moons
We fly
Read the book
Put the book away.
Tumbling...ever soaring
Turning...ever dreaming
Day turns to dusk, then to night, then to dawn
And we fly
Read the book
Put the book away.
Golden wings enfold me
And my spirits rise
High above the hills and over shores
Gentle is the morning
Waking in the sky
A citadel of love is what we've found
And we fly
Put the book away.
Books
Poet's Palace: Djinn Literature
This item can be placed on the floor in a player-made dungeon.

This item can be placed on the floors in player made dungeons.

NO-VALUE

Claimed from Unknown.

Discovered on 8 Jan 2013 at 2:54:40 PST.
Books
Poetry of the Djinn
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [57] Poetry of the Djinn (Tome).

Components
Poetry of the Djinn - Page 4 (plundered from scrolls at -32, 145, -111 in The Poets Palace)
Poetry of the Djinn - Page 5 (plundered from books at -115, 145, -56 in The Poets Palace)
Poetry of the Djinn - Page 8 (plundered from a vase at 2, 186, 12 in The Poets Palace)
Poetry of the Djinn - Page 10 (plundered from books at -100, 185, 31 in The Poets Palace)
Poetry of the Djinn - Page 11 (plundered from books at -65, 145, -117 in The Poets Palace)
Poetry of the Djinn - Page 12 (plundered from scrolls at -105, 185, 24 in The Poets Palace)

Discovered on 16 Sep 2005 at 1:57:26 PDT.
by the Djinn and for the Djinn
As with most poems by the Djinn, credit if not given to the individual writer.

Many djinn prefer the stylized short poetic form, especially the ones which end with an ironic twist.
"Reflections"
Reflections in the mirror
Through which I see the past
But do reflections bind me
To a house that's made of glass?
The sky was once our homeland
Our refuge and domain
Now those lands are closed to us
But reflections still remain
Our challenge is a hard one
Our power must not wane
We would not have it said of us,
"Only their reflections remained."
"Short Forms"
Though the djinn love poetry in all its forms, the short form is a favorite.

Sometimes, the Djinn will converse in this short form to see who can carry on the longest conversations without lapse.
Two snakes slithered by
One smiled at me, and so
I have let him live
Do you find that there
Are more stars in the night sky
Since the Rending?
"Truly," said the man
"Have I been blessed in life; but..."
"What blessing is death?"
Give me your hand, friend
I will fill it with riches
Do not sink with them
Unobtainable
Poetry of the War of Plagues
This item can be placed in any house type.

This completed book can be placed in your house and read.

NO-TRADE



Undiscovered.
Books
Poxfiend Dreams
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [100] Lore and Legend: Poxfiend (Lore and Legend), started by examining poxfiend parts (dropped in Thalumbra, the Ever Deep).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Poxfiend"
for 1c.

Discovered on 17 Nov 2015 at 22:39:39 PST.
Poxfiend Dreams
a collection of verse by Ranylle Leafborn
Wings of a dragon
Venom of a manticore
Face of my nightmares
Most confused of beasts,
Wings, horns, venom, and chitin,
Are you bat or wasp??
Oh poxfiend horror!
Wings, claws, stinger, teeth, and horns,
Unsettling my dreams.
Beating in the dark
Not two but four leather wings
The poxfiend cometh.
Books
Purrik's Tale
This item can be placed on the floor in any house type.

This book contains a tale originally recorded in a Vah Shir echo stone.

TREASURED
LORE  NO-TRADE  NO-VALUE

Quest reward from [120] Vahl that Remains (Shar Vahl), started by Dahnji Hujara in City of Shar Vahl (-275, 35, 130).

Discovered on 15 Dec 2020 at 13:55:49 PST.
Purrik's Tale

A story of a Vah Shir father and daughter on a fateful hunting trip
There once was a Vah Shir cub by the name of Kisabi. Her father, Danarin Purrik, was a respected hunter within the tribe. When she came of age, he took her on a hunting trip. They had gone on many before, but those were for smaller or more docile prey. This trip was different; their target was a very aggressive boar that had been terrorizing the camps outside the city.
Young Kisabi could sense the difference of this trip, and asked her father if he was scared. He said, "No, little paw, for I have my good luck charm." He pulled out a boar tusk, intricately carved with designs. He gave it over to her and said, "And now it is yours, and you have no reason to be scared, either."
First, they had to pass through the vast valley known as Hollowshade Moor. Cold and foggy, the valley is full of squat scalebark trees and hardy moor grasses, all of which thrived in the region's constant darkness. They camped at the fork in Nightshade River, in a sturdy little tent that protected them against the threat of fog and chilling rains.
That night, Kisabi's father brought out a kaborite bowl. He explained to her that it was an offering bowl from Odus. It had been his father's, and his father's before that. He poured some wine into it and handed her the dried fish to add to it. Their hunt was to begin the next day, and this was an offering to the spirits, that they might bless their endeavor and not be enraged when they kill the beast they seek.
The next morning, they set out with their gear in her pack. It didn't take Danarin long to find the giant boar's trail. Following a path of tusked trees and giant mushroom stalks, and unmistakable hoof tracks left in the soft soil, they were led northeast, into Grimling Forest, a land of chaos ever since the grimlings erupted onto the surface from deep within the acrylia mines.
There, in a bed of trampled grasses, they spotted their target, a large, grizzled boar, matching the description of the one rampaging and goring Vah Shir. Kisabi stayed still and quiet, just as she had been taught, her carved good luck charm held tight. Danarin reached behind for his arrow, but before he could nock it, a gang of grimlings fell upon them from the forest canopy above! Kisabi was knocked unconscious, while her father fell victim to a potion hurled by one of the more devious grimlings.
When she woke, Kisabi found she was being clumsily carried through the depths of a cave system overrun with grimlings, her pack still strapped on. Disoriented, she looked around, trying to make sense of what had occurred, and where she was being taken. The cave tunnels and cracks twisted and turned, but the grimlings navigated them expertly. A cacophony of howls, ear-piercing screams, and terrifying laughs echoed through the labyrinth, and it was getting louder.
When the damp cave walls began to reflect torch light she knew their destination was close at hand. As they rounded a corner, she lifted her head in time to see a robed being floating above a churning throng of grimlings. A giant hook of bone protruded at the end from each of its arms, where hands would be expected. She was dropped on the stone floor suddenly, sending a jolt of new pains through her.
The beast turned its head towards the newcomers and from under the beast's cowl a fleshless face could be seen, illuminated by its glowing eyeless sockets. Shock and revulsion washed over her. An unnatural cackle, emitted from the beast, as it lunged forward, unhinged, with little care for the grimlings that crowded the cavern. It stopped short in front of Kisabi, and with a gesture of its clawed arm, she began to feel her life draining away. Blackness swallowed her as mortal screams erupted somewhere behind her.
It wasn't until later, while recovering on the riverbank, near the waters falling from the Tenebrous Mountains, that she learned what had happened next; Her father, despite being weakened by magics, stabbed several times, and left for dead, had tracked her grimling kidnappers, and attacked the cowled beast as it began to feed upon her essence. In the chaos caused by his surprise attack, he narrowly escaped, and ran away with his daughter over his shoulder.
They hadn't gone very far, when a wrong turn and slick footing landed them in a mighty underground stream. The rushing waters aggressively jostled them about, banging the pair upon rocks and threatening to drown them, while it carried them out and into the river, into a section of calmer waters. He dragged the two of them to shore, exhausted and weak, but thanking the Feral Spirit for their delivery.
When she opened her eyes and had recovered enough to ask what had happened, he relayed the story as best he could through ragged breath. She had assumed her father was still winded from the whole ordeal, but quickly learned the injuries he had sustained were many, and grievous. His matted fur hid the deep cuts that bled so profusely. She bandaged him, and with a plead, leaned him on her as they headed to a nearby mining camp, just outside Acrylia Caverns.
Unfortunately, they only made it half way, before the poison of the grimling blades took him from this mortal existence. Faced with the reality of her situation, she found a nearby spot to return her father's body to the natural world. She covered him with stones, and marked the spot with the kaborite bowl and the boar tusk carving from her pack.
Kisabi stumbled into the Vah Shir mining camp the following day where she was cared for. Her wounds were tended and her belly fed. Her fur was brushed and she was provided a change of clothes. She returned to Shar Vahl a few days later with a delivery of acrylia and an unexpected tale.
Danarin was honored at a funerary feast held by the village, where this story of heroics, tragedy, and luck was first told, and committed to memory by the great lorekeepers. The lives of Danarin Purrik and his brave daughter, Kisabi, would live on, far beyond this day, told and retold for generations to come.
Books
Qeynos Catacombs Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:58:45 PDT.
Qeynos Catacombs Creature Catalog
by Pearl Honeywine
The city of Qeynos is built over a series of ancient aqueducts.

In slightly more recent times, parts of these aqueducts were converted to catacombs in which the city's fallen have been buried. Therefore, one will find an intriguing mixture of ancient waterworks and burial crypts beneath the city's streets.
The Qeynosian catacombs coil for many sprockets beneath Qeynos and the villages built against its walls.

Entrances are somewhat scattered and as with any new construction over ancient stones, there are still unexplored regions among the twisting tunnels.
For the most part, the areas beneath the city have one weather pattern: dark and damp.

However, as befits an area designed in part by elves and dwarves, the catacombs include architectural details that allow ambient light to filter into even their deepest reaches. This gives those who find themselves beneath the city glimpses into the decorative arts of those long-ago builders.
Waterways through the Qeynos catacombs provide more than enough moisture for various flora to survive. The lack of light, however, prevents any of these plants to reach any substantial height.
Generally speaking, one will be able to readily identify only thin grasses between the pavers, some black lichen and a handful of fungi.
The primary form of wildlife in the catacombs are the usual underground denizens -- rats, snakes and insects. Various bats are also widespread through the various levels.

One must also be cautious as rumors say that the Bloodsabers, once thought defunct, are now regrouping and using the catacombs as their headquarters.
Books
Qeynos Catacombs Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Qeynos Catacombs Creature Cataloging'


Discovered on 5 Oct 2005 at 10:02:38 PDT.
Qeynos Catacombs Creature Catalog
by Pearl Honeywine
The city of Qeynos is built over a series of ancient aqueducts.

In slightly more recent times, parts of these aqueducts were converted to catacombs in which the city's fallen have been buried. Therefore, one will find an intriguing mixture of ancient waterworks and burial crypts beneath the city's streets.
The Qeynosian catacombs coil for many sprockets beneath Qeynos and the villages built against its walls.

Entrances are somewhat scattered and as with any new construction over ancient stones, there are still unexplored regions among the twisting tunnels.
For the most part, the areas beneath the city have one weather pattern: dark and damp.

However, as befits an area designed in part by elves and dwarves, the catacombs include architectural details that allow ambient light to filter into even their deepest reaches. This gives those who find themselves beneath the city glimpses into the decorative arts of those long-ago builders.
Waterways through the Qeynos catacombs provide more than enough moisture for various flora to survive. The lack of light, however, prevents any of these plants to reach any substantial height.
Generally speaking, one will be able to readily identify only thin grasses between the pavers, some black lichen and a handful of fungi.
The primary form of wildlife in the catacombs are the usual underground denizens -- rats, snakes and insects. Various bats are also widespread through the various levels.

One must also be cautious as rumors say that the Bloodsabers, once thought defunct, are now regrouping and using the catacombs as their headquarters.
Books
Qeynos Catacombs Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Jan 2005 at 0:33:37 PST.
The city of Qeynos is built over a series of ancient aqueducts. In slightly more recent times, parts of these aqueducts were converted to catacombs in which the city's fallen have been buried. Therefore, one will find an intriguing mixture of ancient waterworks and burial crypts beneath the city's streets.
Read the book
Put the book away.
The Qeynosian catacombs coil for many sprockets beneath Qeynos and the villages built against its walls. Entrances are somewhat scattered and as with any new construction over ancient stones, there are still unexplored regions among the twisting tunnels.
Read the book
Put the book away.
For the most part, the areas beneath the city have one weather pattern: dark and damp. However, as befits an area designed in part by elves and dwarves, the catacombs include architectural details that allow ambient light to filter into even their deepest reaches. This gives those who find themselves beneath the city glimpses into the decorative arts of those long-ago builders.
Read the book
Put the book away.
Waterways through the Qeynos catacombs provide more than enough moisture for various flora to survive. The lack of light, however, prevents any of these plants to reach any substantial height. Generally speaking, one will be able to readily identify only thin grasses between the pavers, some black lichen and a handful of fungi.
Read the book
Put the book away.
The primary form of wildlife in the catacombs are the usual underground denizens -- rats, snakes and insects. Various bats are also widespread through the various levels. One must also be cautious as rumors say that the Bloodsabers, once thought defunct, are now regrouping and using the catacombs as their headquarters.
Put the book away.
Books
Qeynos Guard Logbook
This item can be placed on the floor in any house type.

A well-kept log emblazoned on its cover with the symbol of the Qeynos Guard.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:18:17 PDT.
0600 - Nothing to report. Streets are quiet.
1000 - Resolved a quarrel between a shopkeeper and an unruly customer. Customer was simply asked to leave.
1200 - All is quiet.
1800 - Change of guard.
0600: Wolves in the distance. No danger appears to be present, however.
0700: The sound of wolves turned out to be the baying of gnolls. Alerting the guards at the gates.
1100: The scouting party has been spotted returning from their search for the gnolls. Gnolls were not found. It appears they retreated.
1200: All is quiet.
1300: Minor disturbance near the Temple of Life. Turned out to be dogs fighting. 1800: Change of guard.
0600: Scouting party mustering near the gate, looking for the gnolls that were spotted last night.
0800: Scouting party has left.
Burglar apprehended near the docks while attempting to flee.
1200: Adventuring party came through the front gates, several injuries.
1300: Scouting party has returned! They killed several gnolls, with minimal damage to themselves.
1600: Lone howling in the distance. It appears one of the gnolls is angry.
1700: Caught a shadowknight attempting to kill the koalindl fish near the Temple of Life. A paladin was nearby, who offered to help clean up any dead fish. I found it suspicious.
1800: Change of guard.
0600: More howling. It's been happening fairly regularly according to the night watch.
0700: Attack on the front gate!! A lone gnoll charged the gate, shouting that we would all pay for ruining his land. The gate guards drove him off, but his attack was unexpected.
0800: A few citizens asked about the gnoll attack. Really, the attack was comical on hindsight. One gnoll?
1200: All is quiet
1500: A child was lost in the marketplace. We found him near the front gates.
1600: Change of guard.
Change was interrupted! The gnoll attacked again! He shouted something about the Sabretooth clan, and ran toward the gate again. Once again, he was soundly defeated. Hopefully that will be the last.
0600: Several night watch have remained on duty to see if the gnoll will make another run this morning.
0900: We weren't disappointed! The gnoll attacked again! We just left the gate up to see what he would do. He ran around the base of the gate for a while, and several of us jeered him.
1000: Persistent! He stayed for the better part of an hour. He finally exhausted himself, and left.
1200: All is quiet. The gnoll is the talk of the entire squad.
1300: Two of the guar. fell ill. We're attempting to space out the remaining guards to cover their watch.
1500: He's returned!! Fippy Darkpaw is his name. He shouted again that he would make us all pay. I can't stop laughing!
1600: Change of guard. I'm staying around for a while. I want to see if he comes back.
0600: The night watch captain doesn't find this as comical as we all do. He has a point - this kind of courage isn't normally found in the gnolls. We've been ordered to kill him.
1200: All quiet. I'm hoping Fippy stays away. I don't want to have to kill him!
1400: FIPPY IS BACK! He once again shouted his presence, and is charging the gate. And... it is done. The archers made several hits, and Fippy fell to the ground. It should be over. We're sending out a group to collect his body.
1500: Amazing! The soldiers sent to recover Fippy could not find the body! Did Fippy survive?
1600: Change of guard. On a personal note, I have to admit that I respect the bravery of Fippy Darkpaw. However, the night watch captain's words are true. What if he were to inspire the other gnolls into similar action? I shudder to think.
Books
Qeynos Ironforge Exchange's Basic Guide
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

TREASURED
NO-TRADE  NO-VALUE

Rent Status
Reduction
100

Quest reward from [3] Cellar Cleanup (Hallmark), started by Assistant Dreak in Mizan's Cellar.

Discovered on 8 Nov 2004 at 0:16:37 PST.
Qeynos has rebuilt itself countless times over the Ages. The constant thread that weaves its way through our city is the quality of the goods produced and the services provided by our own residents. We all have skills and talents to share with the community. The Qeynos Ironforge Exchange gives our creativity an outlet that is not only good for our artistic nature, but the city as well. -- Baron Kaefrin Ironforge, Qeynos Ironforge Exchange
Page One
Close book.
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Page Two
Close book.
Your first step upon arriving at your new village home is to speak with that village's steward. Once you have settled in, please seek the Wholesaler for that village to learn more about your village's needs. The village Wholesalers are the first step for all artisans, whether your dream is to become a great Scholar or Craftsman. Remember that every journey worth taking begins with a single step.
Page Three
Close book.
The village Wholesalers are familiar with the needs of the local population. They will test your mettle by asking you to find and bring back a variety of resource materials. Please do not be discouraged! This is an integral part of the learning process. Once you learn where to harvest your resources, you will earn the trust and respect of the Wholesaler, who can then offer you more advanced assignments.
Page Four
Close book.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. Being an artisan is not a lonely way of life, though you can certainly work alone. Other artisans may seek your skills or your knowledge of local resources. Work together towards building a better community, while maintaining your individuality.
Page Five
Close book.
By learning the basics with the Wholesaler, you are building your reputation amongst other craftsfolk like yourself. They will learn to trust you to do your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Qeynos is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!
Close book.
Books
Quel'ule Researcher's Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED
NO-VALUE

Crafted from Sage Secrets of Quel'ule (recipe purchased from Sata in The Stonebrunt Highlands).
requires at least 40,000 faction with Researchers of Quel'ule


Quel'ule Researcher's Leather Notebook
By channeling your knowledge through the quill, you can make a scroll of Quel'ule researcher's leather notebook.
Level
90
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 1 Mar 2010 at 0:09:53 PST.
Books
Quotes of General Urduuk
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] Quotes of General Urduuk (Tome).

Components
Quotes of General Urduuk - Page 1 (shinies in The Feerrott)
Quotes of General Urduuk - Page 3 (looted in The Feerrott)
Quotes of General Urduuk - Page 4 (shinies in The Feerrott)
Quotes of General Urduuk - Page 8 (plundered from reeds at -1270, -8, 558 in The Feerrott)
Quotes of General Urduuk - Page 9 (looted in The Feerrott)
Quotes of General Urduuk - Page 12 (shinies or looted in The Feerrott)

Discovered on 21 Feb 2006 at 21:23:32 PST.
Quotes of General Urduuk

Second Edition
This book is a copy of thoughts purportedly written by a mighty ogrish General.
To take your revenge is to make yourself even with your enemy.

To take their life makes you their better.
We will show no mercy, nor will we ask of it.
The weak and cowardly threaten others with death.

The strong just do it.
One's anger must be fed, just as one feeds their stomach.

If one starves either of the two, one will die.
Obedience is Freedom.

Happiness is Destruction.
Choose to be strong of body and not strong of soul.
Humility is an affront to Rallos.

Bow to no one.
Victory belongs to the most deserving.

The Rallosian Empire shall be victorious.
Anger is the truth of our birthright.
A single death is a tragedy.

A million deaths is a victory.
Books
Quotes of General Urduuk
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:30:20 PST.
Quotes of General Urduuk

Second Edition
This book is a copy of thoughts purportedly written by a mighty ogrish General.
To take your revenge is to make yourself even with your enemy.

To take their life makes you their better.
We will show no mercy, nor will we ask of it.
The weak and cowardly threaten others with death.

The strong just do it.
One's anger must be fed, just as one feeds their stomach.

If one starves either of the two, one will die.
Obedience is Freedom.

Happiness is Destruction.
Choose to be strong of body and not strong of soul.
Humility is an affront to Rallos.

Bow to no one.
Victory belongs to the most deserving.

The Rallosian Empire shall be victorious.
Anger is the truth of our birthright.
A single death is a tragedy.

A million deaths is a victory.
Books
Rank Insignia of the Palace of the Awakened
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Offers the Quest
'Rank Insignia'


Discovered on 23 Feb 2006 at 9:22:38 PST.
-The Palace of the Awakened- Soldiers and Officers Rank Insignia
Rank 1:

Green Trinity:

This rank is signified by a green ribbon holding the bronze trinity.


This is the lowest rank











Notes: I found this rank insignia on a Blacktalon initiate within the Palace of the Awakened.
Rank 2:

Lavender Trinity:

This rank is signified by a lavender ribbon holding the bronze trinity.


This signifies a soldier of the same rank as the Green Trinity but on active duty in the Home Guard.








Notes: I found this rank insignia on a Blacktalon palace guard
Rank 3: Trinity: This rank is signified by a white ribbon holding the bronze trinity. This signifies a solider within the Home Guard with a practicing specialty. Notes: I found this rank insignia on a Blacktalon disciple.
Rank 4:

Green Thrice:

This rank is signified by a green ribbon holding the bronze thrice.


This signifies a commanding solder's second in command within the Home Guard








Notes: I found this rank insignia on a Blacktalon coadjutant.
Rank 5:

Lavender Thrice:


This rank is signified by a lavender ribbon holding the bronze thrice.


This signifies a commanding solder in command within the Home Guard.








Notes: I found this rank insignia on a Blacktalon palace knight.
Rank 6:

Thrice:

This rank is signified by a white ribbon holding the bronze thrice.


This signifies an active soldier of rank sergeant of higher.









Notes: I found this rank insignia on a Blacktalon partisan.
Rank 7:

Trident:

This rank is is signified by a white ribbon holding the bronze trident.


This signifies the rank of captain.











Notes: I found this rank insignia on a Blacktalon vanquisher.
Rank 8:

Green Disc:

This rank is signified by a green ribbon holding the golden disc.


This signifies a member of the High Guard of lieutenant rank









Notes: I found this rank insignia on a Blacktalon disciple.
Rank 9:

Red Disc:

This rank is signified by a red ribbon holding the golden disc.This signifies a major of the High Guard.













Notes: I found this rank insignia on a Blacktalon disciple.
Rank 10:

Blue Disc:

This rank is signified by a blue ribbon holding the golden disc.


This signifies a major general of the High Guard.









Notes: I found this rank insignia on a Blacktalon shadowslayer.
Rank 11:

Disc:

This rank is signified by a White ribbon holding the golden disc.


This signifies a lieutenant general of the High Guard.









Notes: I found this rank insignia on a Blacktalon disciple.
Books
Ratonga recipes by Leucosia
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Leucosia.

Inspiration for:
Leucosia's Humanoid Recipes
TREASURED
HEIRLOOM  NO-VALUE


Discovered on 13 Jun 2012 at 3:00:00 PDT.









Ratongas are a nice meal, loved by every Kerra on Norrath. You can cook them with cheese sauce of course. You can also make kebabs of them or roast them using the 'Tawny Roasted Devs' recipes (recipes in "gnome recipes vol 2").

                  HONEY GLAZED TTOBEY

Ratonga is very nice with honey. In this recipe, we'll explore the nice taste of a fillet of Ttobey glazed with honey. If you lack ratonga, you can use a duck fillet instead.
(Idea proposed by Zikmu, Storms Server)

* 15g (0.5 oz) cornflour
* 15g (0.5 oz) vinegar
* 80g (2.8 oz) honey
* 5 cl (1.7 fl oz) soy sauce
* 1 fillet of ratonga

Put the vinegar and cornflour in a bowl and mix them. Add in the honey and soy sauce.
Incise the fat of the fillet with a knife
Pour the marinade on the fillet and put it in the fridge for at least 2h, turning it over a couple of times.


Cook the ratonga fillet in a frying pan for 5 minutes on the fat side, then 2 minutes on the other side.

Put the marinade in a dish, and place the fillet on top. Put it in an oven preheated at 180°C/350°F. Let cook for 8 minutes and baste with the marinade midway.

Serve it sliced with rice or vegetables (red pepper, bamboo shoots, small corns and such). You can cook the vegetables in the leftover marinade.




                   TTOBEY'S CROQUETTES

There is a very good and easy way to eat ratongas, croquettes! Some people, like our friend Griffu from Storms, like to serve them hot with a dwarf sauce, minced berserk powder and SK coulis but it may be a bit hard to create. I prefer my ratonga's croquettes with plain tomato sauce. This recipe is also great for eating gnomes!

* 150g (5.3 oz) ratonga (or chicken)
* 1/2 onion
* 1 clove of garlic
* 1 tablespoon parsley
* 1 egg
* breadcrumbs
Gently cook the chopped onion, garlic and ratonga in a frying pan with olive oil. It must not turn golden.
Mix them in a food mixer.

Beat the egg into a bowl. Put breadcrumbs into another bowl.

Make balls with the ratonga mix and dip them in the egg then the breadcrumbs.

Cook them until golden in a frying pan with oil.
Books
Rawhide Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Rawhide Leather Notebook
Working with raw materials to scribe a rawhide leather notebook.
Level
9
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
root
1/1
Fuel Component

Discovered on 16 Jun 2009 at 9:08:36 PDT.
Books
Red Lake
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] Red Lake (Feerrott), started by examining Red Lake (found in East Freeport (-95, -37, 58)).

Discovered on 8 Apr 2005 at 17:51:16 PDT.
In this book, we see the Rallosian Army's advance through the eyes of Ilkalla, a Qeynosian Guard at an outpost on Lake Rathetear.
Entry One
Put book away.
For as long as she could, Ilkalla watched Gerren's progress up the steep cliffs bordering Lake Rathetear. Even when she could no longer pick him out among the shadows cast by the jagged rocks, she fancied she could see him making his way cautiously along. Finally, she crept into the hut she and Gerren had shared beside their outpost and slept. The Rallosian Army would launch its barges across the Lake and she would need her strength to meet them.
Entry Two
Put book away.
The sun was high overhead when Ilkalla awoke. Her dreams were troubled by the thrumming of the ogres' victory drums which had started up again while she slept. "Why couldn't they use a victory flute instead?" she grumbled, latching on to the least of the concerns this day would bring. She had been able to cross the Lake on a coracle twice in one night, but she had been pulling only herself. She was not sure how long the massive, heavy Rallosians barges would take to make the same crossing.
Entry Three
Put book away.
There were very few humans around Lake Rathetear. Ilkalla was the only one present at the strategy meeting, where the aviak and centaur leaders stood before parchment maps, marking off the approaches across the Lake and the defensive positions available. The wide arrows indicating the ways the Rallosian Army could attack were wide swathes of red ochre compared to the tiny ash grey lines for defense. To Ilkalla, the ochre marks looked like dried blood.
Entry Four
Put book away.
"The best course of action is to stop them before they cross," said Khaza, an aviak general. "The aqua goblins will join with the ogres, not with us. We have fought them too long for them to suddenly consider us their allies," responded Errod of the centaurs. "Perhaps we could put our defense in two zones, rather than hoping to defend across the entire shore," said Ilkalla. She pointed to the most likely site where the Rallosian barges would land. "Aviaks in front over the water and the rest of us on the shore."
Entry Five
Put book away.
"With some aviaks in the flanks to keep the Rallosians from spreading our front lines too thin," agreed Khaza. "We might not survive for long against the entire Rallosian Army, but we can pick them off and lessen their numbers." The aviak and centaur leaders sent word to their gathered forces. Ilkalla (a "non-flier" as the aviaks called them) would join a centaur unit held in a third tier reserve.
Entry Six
Put book away.
Mixed now with the steady beat of the victory drums was the sound of chanting. The Rallosians were crossing the Lake, chanting to keep their oarsmen in rhythm and their deep voices carried across the water, bouncing off the mountains. No doubt their ruckus was designed to inspire fear amongst the defenders waiting for their approach. Instead, it filled them with anger and purpose. They might die this day, but they were taking as many ogres with them as they could.
Entry Seven
Put book away.
Ilkalla chafed at being assigned to the third tier, but she knew her strengths did not include hand-to-hand combat. She gathered beside her all her own arrows plus the quivers Gerren had left behind. She looked toward the Rathe Mountains again, wondering how he was faring and praying that Tunare -- wherever she may be -- would guide him. Ilkalla had never been one of the faithful, praying to the gods at every rainbow or stubbed toe, but somehow it seemed fitting to pray today.
Entry Eight
Put book away.
The chanting grew louder along with sound of vigorous splashing from the ogre paddlers. They were not skilled watersmen, but they were strong. As the first barge approached, the aviaks went into motion, throwing themselves into the faces of the Rallosians. The ogres' chanting was now disrupted by the fighting calls of the aviaks -- shrill, piercing and challenging. The barges did not halt with this interference; they continued their slow progress forward.
Entry Nine
Put book away.
Thanks to the aviaks' efforts and the skills of the archers in the second tier, the first barge to hit the shore came in at an awkward angle. The spiked boards scraped heavily into the loose gravel shore with enough force that many of the ogres standing ready for battle were set off balance. The centaurs charged in to take advantage of the moment, but another barge gliding in set loose a volley of arrows that tore into the second tier. All too soon, the third tier moved forward.
Entry Ten
Put book away.
At the far end of her line, Ilkalla took careful but quick aim at the ogres, trying to avoid the remaining aviaks and centaurs at the front of the line. From the corner of her eye she caught a movement, but was unable to stop the blow. Sinking to the rocky shore, Ilkalla's mind drifted like the waters surrounding her. "I always thought that water was blue," she murmured dazedly. As the final blow struck, a shriveled gnoll's paw floated up beside her on the waves of the red lake.
Close Book.
Books
Red Lake
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [40] Red Lake (Feerrott), started by examining Red Lake (found in The City of Freeport (-95, -37, 58)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Red Lake"
for 1c.

Discovered on 1 Aug 2008 at 7:19:58 PDT.
In this book, we see the Rallosian Army's advance through the eyes of Ilkalla, a Qeynosian Guard at an outpost on Lake Rathetear.
For as long as she could, Ilkalla watched Gerren's progress up the steep cliffs bordering Lake Rathetear. Even when she could no longer pick him out among the shadows cast by the jagged rocks, she fancied she could see him making his way cautiously along. Finally, she crept into the hut she and Gerren had shared beside their outpost and slept. The Rallosian Army would launch its barges across the Lake and she would need her strength to meet them.
The sun was high overhead when Ilkalla awoke. Her dreams were troubled by the thrumming of the ogres' victory drums which had started up again while she slept. "Why couldn't they use a victory flute instead?" she grumbled, latching on to the least of the concerns this day would bring. She had been able to cross the Lake on a coracle twice in one night, but she had been pulling only herself. She was not sure how long the massive, heavy Rallosians barges would take to make the same crossing.
There were very few humans around Lake Rathetear. Ilkalla was the only one present at the strategy meeting, where the aviak and centaur leaders stood before parchment maps, marking off the approaches across the Lake and the defensive positions available. The wide arrows indicating the ways the Rallosian Army could attack were wide swathes of red ochre compared to the tiny ash grey lines for defense. To Ilkalla, the ochre marks looked like dried blood.
"The best course of action is to stop them before they cross," said Khaza, an aviak general. "The aqua goblins will join with the ogres, not with us. We have fought them too long for them to suddenly consider us their allies," responded Errod of the centaurs. "Perhaps we could put our defense in two zones, rather than hoping to defend across the entire shore," said Ilkalla. She pointed to the most likely site where the Rallosian barges would land. "Aviaks in front over the water and the rest of us on the shore."
"With some aviaks in the flanks to keep the Rallosians from spreading our front lines too thin," agreed Khaza. "We might not survive for long against the entire Rallosian Army, but we can pick them off and lessen their numbers." The aviak and centaur leaders sent word to their gathered forces. Ilkalla (a "non-flier" as the aviaks called them) would join a centaur unit held in a third tier reserve.
Mixed now with the steady beat of the victory drums was the sound of chanting. The Rallosians were crossing the Lake, chanting to keep their oarsmen in rhythm and their deep voices carried across the water, bouncing off the mountains. No doubt their ruckus was designed to inspire fear amongst the defenders waiting for their approach. Instead, it filled them with anger and purpose. They might die this day, but they were taking as many ogres with them as they could.
Ilkalla chafed at being assigned to the third tier, but she knew her strengths did not include hand-to-hand combat. She gathered beside her all her own arrows plus the quivers Gerren had left behind. She looked toward the Rathe Mountains again, wondering how he was faring and praying that Tunare -- wherever she may be -- would guide him. Ilkalla had never been one of the faithful, praying to the gods at every rainbow or stubbed toe, but somehow it seemed fitting to pray today.
The chanting grew louder along with sound of vigorous splashing from the ogre paddlers. They were not skilled watersmen, but they were strong. As the first barge approached, the aviaks went into motion, throwing themselves into the faces of the Rallosians. The ogres' chanting was now disrupted by the fighting calls of the aviaks -- shrill, piercing and challenging. The barges did not halt with this interference; they continued their slow progress forward.
Thanks to the aviaks' efforts and the skills of the archers in the second tier, the first barge to hit the shore came in at an awkward angle. The spiked boards scraped heavily into the loose gravel shore with enough force that many of the ogres standing ready for battle were set off balance. The centaurs charged in to take advantage of the moment, but another barge gliding in set loose a volley of arrows that tore into the second tier. All too soon, the third tier moved forward.
At the far end of her line, Ilkalla took careful but quick aim at the ogres, trying to avoid the remaining aviaks and centaurs at the front of the line. From the corner of her eye she caught a movement, but was unable to stop the blow. Sinking to the rocky shore, Ilkalla's mind drifted like the waters surrounding her. "I always thought that water was blue," she murmured dazedly. As the final blow struck, a shriveled gnoll's paw floated up beside her on the waves of the red lake.
Books
Remembering Rivervale
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [39] Remembering Rivervale (Runnyeye), started by examining Bookshelf General Store (found in Runnyeye).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Remembering Rivervale"
for 1c.

Discovered on 13 May 2008 at 9:47:41 PDT.
Many brave halflings fell defending Rivervale and the Misty Thicket during the Age of War. This is the story of the defense of the Misty Thicket.
The sight of the orcs reminded Gemma of the talk in Rivervale the previous week, that goblins and orcs had teamed up in the Northlands as the "Horde of the Inferno." Watching the tide of invaders pouring into the Misty Thicket through the breached wall, Gemma realized that the Northlands weren't the only place where such coordination had been happening. She turned resolutely and headed to Rivervale. Someone had to warn them!
Arrows whistled past her but Gemma ran swifter than she ever had in her entire life, ducking into the trees to dodge anything aimed her way. The sound of the battle, while fainter, still rang in her ears. How had they kept the orcs a secret for so long? When she reached the outskirts of Rivervale, Gemma paused to catch her breath, her eyes darting from one familiar, beloved landmark to another, in a sorrowful farewell.
Running up and down the streets, Gemma cried out the news of the breach in the wall. The Leatherfoot Brigade units that were still in Rivervale ran past her toward the Misty Thicket. Gemma reached the doorstep of her own home and paused. She'd left it in such disarray this morning; could she bear to have some filthy orc pawing through her treasures? With a quick shake, she said angrily, "They'll have to come through Gemma Pathfinder first."
There was no time to dawdle. Emma burst into the house, yelling for her mother to get the younger children and head to Freeport. "Gemma! What's the matter?" her mother asked, but it was clear from the frightened look on her face that she already knew. They hugged quickly. Gemma kissed the tops of the youngsters' heads. She jerked open the trunk in which they kept their family's prized possessions and pulled out an ivy-etched leather jerkin. She would wear it into battle.
"I will meet you in Freeport. Gemma, be careful!" her mother said, joining the throngs of families heading toward the Kithicor Forest. "And Bristlebane hope there are no orcs in there yet," Gemma said under her breath. She took one last look around the disordered room where she'd lived all her life. Chairs were overturned, breakfast on the table spilled and uneaten. "Good bye," she said softly, shutting the door and for the first time, locking it behind her.
It seemed that all of Rivervale was running someplace. Gemma joined a group of soldiers heading back toward the Misty Thicket, although from the sounds of it, they might as well stand still -- the battle was coming to Rivervale. Thick black smoke rose into the air; the invaders had set fire to the Misty Thicket. Once again the desire to run -- she should go with the families and protect them! -- came into Gemma's mind. She stopped running.
The sound of heartbroken crying caught her ear over the din. Gemma followed the sound to the doorway of the Rivervale schoolhouse. She found the school mistress sitting on the doorstep, shaking from the force of her tears. "Get up," Gemma said somewhat crossly. "Get up, Winda...you've got to get the children and get out of here." Winda shook her head, "They've all gone; they're safe. But I'm so scared, Gemma!"
Gemma pulled Winda to her feet and took her hands. "It'll be fine, Winda. You just head over to Freeport now with the rest of the families. They'll need a school teacher, you know." Chatting as cheerfully as possible, Gemma got the school teacher walking away from town. "Maybe you can get the older ones into a different room now," Gemma said, bringing up a subject dear to Winda's heart. Winda hated having the older children disrupting the younger ones at their lessons.
"That would be...good," Winda sniffed. "Oh, Gemma, thank you!" Winda smiled. The battle sounds returned even louder. "I can't go out there, I just can't," Gemma thought, fighting the desperate urge to run. She grabbed Winda's hand and pulled her along the nearly deserted streets along the road to the Kithicor Forest. "The families aren't much ahead, Winda, you just got to...." The halflings stopped running; on the road before them stood a half dozen orcs.
"Run, Winda!" Gemma pushed the school teacher back the way they'd just come. She pulled out her short swords again and faced the invaders, her feet planted firmly apart. Winda screamed and took off, shrieking as she made her escape. The orcs hadn't seen them until then, but now they jogged purposefully up the road. One of them threw a javelin at Gemma, catching her in the shoulder. She fell, thinking, "It's like falling asleep."
Books
Remembering Rivervale
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [39] Remembering Rivervale (Runnyeye), started by examining Bookshelf General Store (found in Runnyeye).

Discovered on 1 Dec 2004 at 6:13:27 PST.
Many brave halflings fell defending Rivervale and the Misty Thicket during the Age of War. This is the story of the defense of the Misty Thicket.
Entry One
Put book away.
The sight of the orcs reminded Gemma of the talk in Rivervale the previous week, that goblins and orcs had teamed up in the Northlands as the "Horde of the Inferno." Watching the tide of invaders pouring into the Misty Thicket through the breached wall, Gemma realized that the Northlands weren't the only place where such coordination had been happening. She turned resolutely and headed to Rivervale. Someone had to warn them!
Entry Two
Put book away.
Arrows whistled past her but Gemma ran swifter than she ever had in her entire life, ducking into the trees to dodge anything aimed her way. The sound of the battle, while fainter, still rang in her ears. How had they kept the orcs a secret for so long? When she reached the outskirts of Rivervale, Gemma paused to catch her breath, her eyes darting from one familiar, beloved landmark to another, in a sorrowful farewell.
Entry Three
Put book away.
Running up and down the streets, Gemma cried out the news of the breach in the wall. The Leatherfoot Brigade units that were still in Rivervale ran past her toward the Misty Thicket. Gemma reached the doorstep of her own home and paused. She'd left it in such disarray this morning; could she bear to have some filthy orc pawing through her treasures? With a quick shake, she said angrily, "They'll have to come through Gemma Pathfinder first."
Entry Four
Put book away.
There was no time to dawdle. Emma burst into the house, yelling for her mother to get the younger children and head to Freeport. "Gemma! What's the matter?" her mother asked, but it was clear from the frightened look on her face that she already knew. They hugged quickly. Gemma kissed the tops of the youngsters' heads. She jerked open the trunk in which they kept their family's prized possessions and pulled out an ivy-etched leather jerkin. She would wear it into battle.
Entry Five
Put book away.
"I will meet you in Freeport. Gemma, be careful!" her mother said, joining the throngs of families heading toward the Kithicor Forest. "And Bristlebane hope there are no orcs in there yet," Gemma said under her breath. She took one last look around the disordered room where she'd lived all her life. Chairs were overturned, breakfast on the table spilled and uneaten. "Good bye," she said softly, shutting the door and for the first time, locking it behind her.
Entry Six
Put book away.
It seemed that all of Rivervale was running someplace. Gemma joined a group of soldiers heading back toward the Misty Thicket, although from the sounds of it, they might as well stand still -- the battle was coming to Rivervale. Thick black smoke rose into the air; the invaders had set fire to the Misty Thicket. Once again the desire to run -- she should go with the families and protect them! -- came into Gemma's mind. She stopped running.
Entry Seven
Put book away.
The sound of heartbroken crying caught her ear over the din. Gemma followed the sound to the doorway of the Rivervale schoolhouse. She found the school mistress sitting on the doorstep, shaking from the force of her tears. "Get up," Gemma said somewhat crossly. "Get up, Winda...you've got to get the children and get out of here." Winda shook her head, "They've all gone; they're safe. But I'm so scared, Gemma!"
Entry Eight
Put book away.
Gemma pulled Winda to her feet and took her hands. "It'll be fine, Winda. You just head over to Freeport now with the rest of the families. They'll need a school teacher, you know." Chatting as cheerfully as possible, Gemma got the school teacher walking away from town. "Maybe you can get the older ones into a different room now," Gemma said, bringing up a subject dear to Winda's heart. Winda hated having the older children disrupting the younger ones at their lessons.
Entry Nine
Put book away.
"That would be...good," Winda sniffed. "Oh, Gemma, thank you!" Winda smiled. The battle sounds returned even louder. "I can't go out there, I just can't," Gemma thought, fighting the desperate urge to run. She grabbed Winda's hand and pulled her along the nearly deserted streets along the road to the Kithicor Forest. "The families aren't much ahead, Winda, you just got to...." The halflings stopped running; on the road before them stood a half dozen orcs.
Entry Ten
Put book away.
"Run, Winda!" Gemma pushed the school teacher back the way they'd just come. She pulled out her short swords again and faced the invaders, her feet planted firmly apart. Winda screamed and took off, shrieking as she made her escape. The orcs hadn't seen them until then, but now they jogged purposefully up the road. One of them threw a javelin at Gemma, catching her in the shoulder. She fell, thinking, "It's like falling asleep."
Close Book.
Books
Remembrances - Berrox
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [43] "Remembrances - Berrox" (Obelisk of Lost Souls), started by examining "Remembrances - Berrox" (dropped in The Obelisk of Lost Souls).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Remembrances - Berrox""
for 1c.

Discovered on 14 May 2008 at 12:08:21 PDT.
This tome bears the title of "Remembrances - Berrox." When first looking at the text, it appears as if it is written in another language, but after careful examination it most assuredly is written in your native tongue. It appears to be a fantastical tale as told by a bard.
The obelisk appeared in the center of the marketplace on Jallows Day. A great black structure, it spindled higher into the sky than any of the surrounding buildings. At first the citizens of our capital, Darrow's Hollow, had believed it to be some sort of elaborate magical prank. We couldn't have been more wrong.
At first King Adan summoned all of the wise men of magical learning. They came from far and near - from the desert lands or Naragin to the floating jungles of the Desolation. Not one of these great wizards could explain what it was or how it came to be.
Then King Adan summoned forth all of the bards and jongleurs to see if they had any tales of this forbidding structure. Listening to endless hours of tales of boldness and courage, the King came to the conclusion that they knew as much as the wizards.
Finally King Adan called upon all of priests of the Heavenly Pantheon to ask their frightening gods for some insight. After hearing gruesome threats of death and destruction, the King remembered why his ancestors drove the holy men into the wilds. It would seem as if no one could answer the mystery of the obelisk.
Messages would come from the marketplace of frightening creatures lurking near the stalls at night. Being described as creatures straight out of nightmares, the good King feared for his people and began sending adventurers to do combat with these horrors. This would continue until the day that Ultor Szanvon would appear before the court, proclaiming he knew the secrets of the obelisk.
Ultor explained to King Adan that the answer lay not with magic or gods or stories, but rather with his ancestors. He claimed to know how to speak with the dead and offered to show the King how to do the same. Both intrigued and at his wit's end, the King agreed to listen to this stranger.
For then next month, the king would watch as Ultor would speak with the spirits and would reveal their secrets to the ruler. Ultor would rise to the position of Chancellor, both due to his wisdom and also coincidental deaths among the king's advisors. In the end, Ultor told the king that it was time for the regent to learn the answers of increasingly menacing obelisk.
Chancellor Ultor advised King Adan that his forefathers, kings of times gone by, would know about the truth of the obelisk. Knowing the answers were close at hand, the King ordered his squires to bring him the oaken box from within his sleeping chambers. Inside held the key to the burial crypts of the noble line of the Adan Kings - King's Rest.
Preparing for a long journey to the mausoleum of the ancient kings, the Chancellor advised that it should be only the King and himself who went. Claiming that the spirits of the fallen regents would be offended at being disturbed by anyone other than nobility, Ultor and King Adan were the only ones to enter the Crypts of King's Rest.
And thus is the tale of how the people of Berrox would lose their king in these dark days. The obelisk still stands within the center of the twisted ruins of Darrow's Hollow, having never changed. Just as we lost our king in his search for answers to the obelisk, so too would we lose armies great and small in their own search. Countless parties of adventurers have ventured into that now opened doorway on the side of that blackened obelisk... but none have yet to return.
Books
Remembrances - DyzAz
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [43] "Remembrances - DyzAz" (Obelisk of Lost Souls), started by examining "Remembrances - DyzAz" (dropped in The Obelisk of Lost Souls).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Remembrances - DyzAz""
for 1c.

Discovered on 13 May 2008 at 19:32:57 PDT.
This tome bears the title of "Remembrances - DyzAz". When first looking at the text, it appears as if it is written in another language, but after careful examination it most assuredly is written in your native tongue. It's very hard to understand what is being said in this tome. It's possible it was written by a bard that was struck mad (or had one too many glasses of wine).
Log A9-Green: Several more fluctuals were enhanced after the rise of the third sun. I can feel my dizals quiver in alarm. This is definitely out of place.
Log Ce8: The placement of the spindles are out of alignment. This cannot be the case, for I adjusted them earlier between the ninth sun's setting. I am rather disturbed.
Log 99L: GxvveR and Cvxlx are delayed in their daily transference. This is unheard of. I am debating whether or not I should float over to the structure myself. If I catch them careening circles from that spire, they will get no hearth-light before sleep.
Log AA3-Blue: My budded pair concerns me. I have observed them and they appear to be different. Their glow has faded, which is a sign of the Grizzer virus. But Grizzer virus only comes about during the Lain Cycle, which is three cycles from now.
Log Reeg4: The Holy Overlord has quarantined the western house-bowl. My budded pair has become even more sick and it spreads to the other Dyzalar. Their beautiful blue glow is now light-absent, and they no longer recognize me. I fear they are dying.
Log Ff63: I have prayed to all nine of the suns for a blessing, but nothing has changed. My budded pair have now lost their healthy spherical shape. If I get too close, I can feel my glow... weakening. It is as if they are drawing my life into them. They have not even named me as their bud-source for six turns now.
Log 93: I would have never thought it to be possible, but I too have been forced to break the Tymoth Law. My budded pair deceived me into believing they had their round form again. As I was about to spread my glow around them, they changed into limbed horrors and attempted to consume me. I had no choice but to sever their lines.
Log KRV: My simulacrum showed a patch of absent light growing on my upper hemisphere. I have rubbed electrical powder onto that spot, for I do not want the others to know that I have been afflicted. It should not matter, for I see many Dyzalar with light-absent patches these turns. I have even seen the Holy Overlord trying to bandage the limb that is growing from his upper hemisphere.
Log BlueGreenBlue: The Holy Overlord has lifted the quarantine from all house-bowls. We are free to walk upon the ground as we please. It is no longer difficult to approach the others, for we will take the form of the Dyzalar. When they approach, we can offer them the gift of light-absence.
Log 42hg: The true-limbed ones are pleased by our efficiency. The Dyzalar have been deceased. We are the transcended now. All life, all existence, all being. It is all ours to decease. They have told us where to find more existence to consume. We leave this husk behind.
Books
Remembrances - Nyalla-Phon
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [46] "Remembrances - Nyalla-Phon" (Obelisk of Lost Souls), started by examining "Remembrances - Nyalla-Phon" (dropped in The Obelisk of Lost Souls).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Remembrances - Nyalla-Phon""
for 1c.

Discovered on 31 Jul 2008 at 12:16:29 PDT.
This odd tome appears to be a chronicle of some sorts. You're not sure who, what, or where it's about, however. At first it appeared as if it was written in a different language, but the more you look at it, the more you realize it actually was transcribed in your native tongue this whole time. Unfortunately, most of the pages have been ripped out of the book. The two words on the cover of the book are "Remembrances - Nyalla-Phon."
Aggregate Gathering, Hour 1: In attendance - Arisain, Biddledobbles, Dreggas, Grathok, Grij Menkols, Llylleaneans, The Mennoth, Night Tabards, Ondranicains, Ozradicains, Qiv, Tintintoran, Tygars, Wixlefathers, Vuls. In absentia - Crentooks, Thears, Zennic Horde.
Aggregate Gathering, Hour 2: Tiva (The Mennoth) to host Grand Bazaar for next decade - two consent, twelve dissent, one abstain. Earthen Flow (Wixlefathers) to host Grand Bazaar - two consent, twelve dissent, one abstain. Silver Citadel (Arisain) to host Grand Bazaar - twelve consent, two dissent, one abstain.
Aggregate Gathering, Hour 3: The Grathok insist on disrupting the peace again! Loudly clacking their claws will not speed this up, as the Chancellor keeps telling them. But will they listen? No! It's always about them, isn't it? Sheesh. Whose bright idea was it to let them join the Aggregate, anyways?
Aggregate Gathering, Hour 4: Farmlands will no longer encroach upon the shores of the Tintintoran's home - nine consent, two dissent, three abstain. Bronze can be used for weapons only during the bi-annual rise of the Zennic Horde - four consent, three dissent, eight abstain. The Arisain shall continue to guide the Aggregate for the next decade - fourteen consent, zero dissent, one abstain.
Aggregate Gathering, Hour 5: Here they go again! Clack-clack-clack! Stubborn to the core, I tell you! How can I keep the minutes of the gathering with all that racket! I am right about to stuff my trunk in my ears if they don't quiet down! Well, it's about time! The Arisain themselves have finally soothed those lobster-headed fools. Hopefully we can get back to business.
Aggregate Gathering, Hour 6: Decay magic to be outlawed - nine consent, five dissent, zero abstain. Death magic to be outlawed - twelve consent, two dissent, zero abstain. All magic to be outlawed - one consent, thirteen dissent, one abstain.
Aggregate Gathering, Hour 7: This is something to tell my grandchildren about. Never do you see the Arisain vote on anything. They just hover there by gently flapping their feathered wings, making sure everyone's voice is heard during the Gathering. You know, I've heard those ethereal women hated Death and Decay magic, but I didn't realize how much! Wow... to see them actually cast a vote. Amazing!
Aggregate Gathering, Hour 8: Lengthening the Lower Wall (Grij Menkols) - twelve consent, two dissent, one abstain. Excavating the Western Spires (Dreggas) - seven consent, seven dissent, one abstain (No Accord - 12th Casting). Full Aggregate investigation of the Shadowed Tower - one consent, thirteen dissent, one abstain.
Aggregate Gathering, Hour 9: They're at it again!!! That incessant clacking! Just because their Shadowed Tower resolution didn't pass (again, mind you), they think they can annoy us into doing it? Look! Even the Vuls are upset, and that takes one heck of a lot of effort. Oh. Great. Now the Arisain are going to let them speak. Wonderful. Now we'll be here for hours listening to their tall tales about that tower.
Aggregate Gathering, Hour 10: Meeting Adjourned. The next Gathering will commence in seven years time. I must add that I am... well, worried. After hearing the latest tale by the Grathok, they've agreed to investigate the tower themselves. This is unprecedented. What concerns me the most was the look of fear on their faces. I sure hope those ladies have some good news the next time the Aggregate gathers.
Books
Remembrances - Tel'riia'mil'an'ane'ie
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [43] "Remembrances - Tel'riia'mil'an'ane'ie" (Obelisk of Lost Souls), started by examining "Remembrances - Tel'riia'mil'an'ane'ie" (dropped in The Obelisk of Lost Souls).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Remembrances - Tel'riia'mil'an'ane'ie""
for 1c.

Discovered on 31 Jul 2008 at 21:29:16 PDT.
This odd tome appears to be a chronicle of some sorts. You're not sure who, what, or where it's about, however. At first it appeared as if it was written in a different language, but the more you look at it, the more you realize it actually was transcribed in your native tongue this whole time. Unfortunately, most of the pages have been ripped out of the book. The two words on the cover of the book are "Remembrances - Tel'riia'mil'an'ane'ie."
Trirain 30:127 - "And the air will fill with the eyes of storms, and the crystal crops will begin to shatter. When the gathering of the hail-lines begin to fall, the time will be nigh."
Trirain 30:128 - "The beautiful will congregate beneath the one true Cynarian Crystal and sing the blessed hymn. They will be bathed in cleansing cinnamon and marked for freedom."
Trirain 30:129 - "Rewarded will be those who follow the Cynarian Crystal, and damned will be those who follow the Black Tower."
Septrain 9:72 - "And the Ice Taylenes will come collapsing down upon the heads of the deceivers, leaving no merchants or farmers or tam housers. The songs of the many will now become the songs of the few."
Septrain 9:73 - "The Man of Talzaron will then be the next to fall. No longer will the crystals hum in his presence, leaving the shadows to walk free among the people."
Septrain 9:74 - "The triple moon will darken and haze, causing all those who see with eyes to know of the impending doom. They will seek solace within the Black Tower, knowing this to be their false salvation."
Septrain 9:75 - "And as the Last Night comes, the ruby oceans will vomit forth the Pillar of Shadow. The true believers who have been washed with the blessing of freedom will now be released of their tenure. All that will remain will be those who did not choose."
Septrain 9:76 - "The division of light and dark will come to those who embraced the shadows. Those who did not choose during these dark times will be consumed by the light that is not, for so it shall be."
Septrain 9:77 - "The men of shadows shall show their face and it will be a gaping maw of victory. The last horn shall sound from the Obelisk of Despair and all will know the cycle has ended. Darkness shall wash over the land and all will know nothing."
Septrain 9:78 - "And the ground will move and the sky will quake. The darkness that is the world will pull into itself. All that is. All that was. All that will never be."
Unobtainable
Remmy Fulgation's Planbook
This item can be placed in any house type.

NO-TRADE  NO-VALUE



Undiscovered.
Books
Reptile Hide Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Advanced Sage Volume 90

Reptile Hide Notebook
Level
90
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 12 Nov 2013 at 13:58:48 PST.
Books
Ring Around the Desert
This item can be placed on the floor in any house type.

A scribbled set of notes. The pages are peppered with bits of sand, and several sections appear to be missing.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:14:50 PDT.
Entry 22:
I've been running around in this desert now for weeks. Hasten Bootstrutter is a madman... although I think I'm probably even more mad for giving in to his demands. I'm beginning to wonder if he just sent me on a wild goose chase. He mentioned that the ancient cyclops will carry the ring he asked for, but after all of these weeks, I have yet to see one that fits the description he gave me. Ring of the Ancients indeed.
Entry 23:
I came across another adventurer hunting for the ancient cyclops. Being a ranger, she mentioned that she had, in fact, tracked what she believed to be the ancient cyclops through the desert, but the shifting sands would often erase the trail before she could catch up with her quarry. This is encouraging, although I remain skeptical since she hasn't actually seen the beast for herself. I'll give a few more days before I leave this desert for good, then.
Entry 29:
I was able to defeat the cyclops I saw yesterday. However, it was not carrying the ring. I think I was too eager to find the ring, and in my excitement, I risked my own life fighting an enemy that I had no need to combat. This desert is certainly getting to me - even if I plan to remain out here and search for this creature, I'll need to resupply at some point.
Entry 30:
I SAW IT. Just over the sand dunes, not far from where I was. I raced to get to it, but I was jumped by a wandering madman. I was so fixed on my target, that I had no idea the madman was even there - I could have paid for my eagerness with my life once again. I know where the beast is now...
Entry 33:
It's clear now that I wasn't the only one who spied the ancient cyclops. I've seen several other adventurers near where I saw the beast, and it's beginning to seem like a race. Hasten must be laughing himself hoarse at this point. No matter... arrows and flashing steel can't outrun the searing power of my Pillar of Lightning spells. That ring is mine.
Entry 36:
Okay, I hate rangers. They can obviously track this thing, and always seem to be one step behind the creature, which is still a step ahead of me. So aggravating.
Entry 39:
I'm tired of dealing with all of the crowding here. With all of us tripping over ourselves, there's no way any of us are going to find that cyclops. This is pointless. I've heard, however, that there might be another tribe of cyclops out in the Ocean of Tears. Perhaps it is worth my while to...
Books
Rise of the Orcs - The Ascension
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Rise of the Orcs - The Ascension (Tome).

Components
Rise of the Orcs - The Ascension - Page 1 (plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Ascension - Page 3 (plundered from a page at -330, -33, 27 in Zek, the Orcish Wastes or looted in Zek, the Orcish Wastes)
Rise of the Orcs - The Ascension - Page 4 (plundered from bellows at 386, -119, -156 in Zek, the Orcish Wastes)
Rise of the Orcs - The Ascension - Page 8 (plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Ascension - Page 9 (plundered from a cot at 253, -25, -149 in Zek, the Orcish Wastes)
Rise of the Orcs - The Ascension - Page 12 (looted from orcs in Zek, the Orcish Wastes)

Discovered on 11 Nov 2005 at 10:12:13 PST.
"Rise of the Orcs - The Ascension

Second Edition
This book details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.
The following historical account details what stories would describe as the main turning point in the rise of the orcs.

No longer primal savages, the orcs would organize into armies the like that hadn't been seen on Norrath for millennia.

Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.
Snow Orcs: Launching a surprise attack on both Surefall Glade and Qeynos at the same time, the Snow Orcs would attempt to divide the two cities.

The orcs sent wave after wave of gnoll suicide squads at the humans.

Employing frighteningly effective tactics, the destruction caused by the orcs would seem to be amplified by their leader - a being engulfed in fire.
As the invasion would wear on, the gnoll's numbers would be decimated - leaving behind only women and children in Blackburrow.

The Avatar of Flame would ultimately send the signal that would spell the doom for Qeynos. Having suffered major losses to the gnolls, the human city would stand no chance against the orcish hordes marching straight for them.

Were it not for a miracle that happened that day, Qeynos would not be standing.
As the Snow Orc horde began their charge, a great rumbling was felt in the earth. It intensified to the point of toppling many of the nearby towers.

When the dust settled, the armies of Qeynos gazed upon a huge hole in the land where the hordes once stood. Slowly they realized that the very earth had swallowed the entire orc army. They watched in amazement as the ground began to reform, leaving no trace that there was ever a rift in the earth.

Even with this turn of events, the war was far from over.
The Avatar of Flame, somehow avoiding the great sinkhole, still stood with only a few remaining orcish troops.

The Qeynosians, having suffered severe losses from the invasion, would then see their second miracle that day. Approaching from the north, the combined forces of the Knights of Thunder and the Druids of Surefall were riding to join the ranks of Qeynos - being led by the Avatar of Storms.

Unbeknownst to the human forces, however, was that the Avatar of Flame had reinforcements of his own. And they, too, had just arrived.
Deathfist Orcs: Though they had just traveled many leagues to join with their Rallosian brethren, the Deathfist orcs would find that the war in the south had changed since they were called.

Already controlling the Innothule swamp, the Rallosian Army had now set their sights on new targets.

Splitting the forces into two armies, one would sweep to the west being led by the Rallosian Warlord. The other, being led by Emperor Gash and the Avatar of War, would return to the north.
Traveling back through the desert wasteland the orcs had just devastated, the Rallosians would remark upon the efficiency of the orcs' work.

Sometime during the march, Emperor Gash would send several platoons towards the hills, but not offering to explain why.

When questioned, he would reply that the ogres needn't worry about having enough troops when they reached their destination.
Though working together as allies, the orcs and the ogres would maintain wide berths during the march. This would prove a stroke of luck for the Rallosians, but not for the Deathfists. As they the armies passed into an open stretch of desert, the Rallosians would watch as tens of thousands of orcs would instantly be swallowed by the sand in one fell swoop.

Though a devastating loss to the Deathfist Empire, Emperor Gash informed the Rallosians and the Avatar of War that all was not lost. For, he claimed, the orcs he brought with him were only one half of the Empire. The other half were already waiting at their destination.
Finally reaching their destination, the remaining orcs and the Rallosians joined with the other half of the Deathfist Empire.

Employing the tactics of the orcs and the unstoppable might of the Rallosians, the Avatar of War began preparing for battle against their target - the great city of Freeport.

When the assault was set to begin, the Avatar of War gazed upon Freeport and watched as thousands of Militia gathered to defend the walls.

The battle was about to begin.
The orcs, once viewed as a petty annoyance, would rise from primitive savagery to tactical genius.

Ancient tales that told of their former greatness were oft overlooked as being nothing more than fairy tales.

Norrath would come to know that the stories were actually true, and were more attention paid to them, they would have known that the orcs had "returned" to Norrath.

And their "return" would be forever burned into the memory by the part they played in the War of Defiance.
Books
Rise of the Orcs - The Ascension
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:03:19 PST.
"Rise of the Orcs - The Ascension

Second Edition
This book details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.
The following historical account details what stories would describe as the main turning point in the rise of the orcs.

No longer primal savages, the orcs would organize into armies the like that hadn't been seen on Norrath for millennia.

Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.
Snow Orcs: Launching a surprise attack on both Surefall Glade and Qeynos at the same time, the Snow Orcs would attempt to divide the two cities.

The orcs sent wave after wave of gnoll suicide squads at the humans.

Employing frighteningly effective tactics, the destruction caused by the orcs would seem to be amplified by their leader - a being engulfed in fire.
As the invasion would wear on, the gnoll's numbers would be decimated - leaving behind only women and children in Blackburrow.

The Avatar of Flame would ultimately send the signal that would spell the doom for Qeynos. Having suffered major losses to the gnolls, the human city would stand no chance against the orcish hordes marching straight for them.

Were it not for a miracle that happened that day, Qeynos would not be standing.
As the Snow Orc horde began their charge, a great rumbling was felt in the earth. It intensified to the point of toppling many of the nearby towers.

When the dust settled, the armies of Qeynos gazed upon a huge hole in the land where the hordes once stood. Slowly they realized that the very earth had swallowed the entire orc army. They watched in amazement as the ground began to reform, leaving no trace that there was ever a rift in the earth.

Even with this turn of events, the war was far from over.
The Avatar of Flame, somehow avoiding the great sinkhole, still stood with only a few remaining orcish troops.

The Qeynosians, having suffered severe losses from the invasion, would then see their second miracle that day. Approaching from the north, the combined forces of the Knights of Thunder and the Druids of Surefall were riding to join the ranks of Qeynos - being led by the Avatar of Storms.

Unbeknownst to the human forces, however, was that the Avatar of Flame had reinforcements of his own. And they, too, had just arrived.
Deathfist Orcs: Though they had just traveled many leagues to join with their Rallosian brethren, the Deathfist orcs would find that the war in the south had changed since they were called.

Already controlling the Innothule swamp, the Rallosian Army had now set their sights on new targets.

Splitting the forces into two armies, one would sweep to the west being led by the Rallosian Warlord. The other, being led by Emperor Gash and the Avatar of War, would return to the north.
Traveling back through the desert wasteland the orcs had just devastated, the Rallosians would remark upon the efficiency of the orcs' work.

Sometime during the march, Emperor Gash would send several platoons towards the hills, but not offering to explain why.

When questioned, he would reply that the ogres needn't worry about having enough troops when they reached their destination.
Though working together as allies, the orcs and the ogres would maintain wide berths during the march. This would prove a stroke of luck for the Rallosians, but not for the Deathfists. As they the armies passed into an open stretch of desert, the Rallosians would watch as tens of thousands of orcs would instantly be swallowed by the sand in one fell swoop.

Though a devastating loss to the Deathfist Empire, Emperor Gash informed the Rallosians and the Avatar of War that all was not lost. For, he claimed, the orcs he brought with him were only one half of the Empire. The other half were already waiting at their destination.
Finally reaching their destination, the remaining orcs and the Rallosians joined with the other half of the Deathfist Empire.

Employing the tactics of the orcs and the unstoppable might of the Rallosians, the Avatar of War began preparing for battle against their target - the great city of Freeport.

When the assault was set to begin, the Avatar of War gazed upon Freeport and watched as thousands of Militia gathered to defend the walls.

The battle was about to begin.
The orcs, once viewed as a petty annoyance, would rise from primitive savagery to tactical genius.

Ancient tales that told of their former greatness were oft overlooked as being nothing more than fairy tales.

Norrath would come to know that the stories were actually true, and were more attention paid to them, they would have known that the orcs had "returned" to Norrath.

And their "return" would be forever burned into the memory by the part they played in the War of Defiance.
Books
Rise of the Orcs - The Deadtime
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:03:21 PST.
"Rise of the Orcs - The Deadtime"

Second Edition
This book details the histories of several orcish tribes when they were nothing more than savage beasts.
The following historical account details the early years of the orcish people.

Not much is known about these savages, for most that has been written about them speak only of their predations rather than their personal histories.

The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.
The Deathfist Orcs - Before the Rending, Antonica was much larger than it is today. Many orcs would roam this once great continent, banding together in tribes. One of these tribes called themselves the Deathfist orcs.

Making their home near the city of Freeport, they were a deadly threat to travelers.
Preying upon merchant caravans traveling to the nearby fortress of Highhold, the Deathfist orcs would acquire goods of all types, ranging from foodstuffs to finely crafted weapons.

Attracting the attention of nearby brigands, they would ultimately come to an unspoken agreement to not get in each other's ways, sometimes even joining forces with each other.
Working alongside their Dervish Cutthroat partners, the Deathfists would become enough of a threat to Freeport that the city started issuing bounties for proof of their deaths.

This would continue for many years to come, but the city was never able to fully exterminate these ruthless savages.
Snow Orcs - One of several tribes of orcs living on the great continent of Antonica, the Snow Orcs had managed to thrive by choosing to migrate to a desolate, frozen wasteland.

Living in the land that was once called Everfrost, the Snow Orcs had only one major enemy to contend within upon those frozen plains - the barbarians of Halas.
An uneasy peace would exist between their barbarian neighbors and themselves.

Due to this truce, The Snow Orcs were able to devote more time to worshipping their god than their other tribal counterparts in other lands.

One of the few tribes known to have shown signs of having more than just animal-level thought, the Snow Orcs would create small temples to perform primitive rituals and ceremonies to Rallos Zek.
The barbarian clans would eventually unite, causing the shaky truce to come to and end.

Destroying every temple they could find, the barbarians would wage war upon the Snow Orcs for the coming centuries.

During this time, the Snow Orcs would revert to savagery, all but forgetting their shamanistic qualities.
The Crushbone Orcs - Another tribe that would by migrating far away were the Crushbone Orcs. In a weird chapter of orcish history, the Crushbone tribe would build a great fleet of crude boats and rafts and sail off to the former continent of Faydwer.

Never before had anyone seen a level of ingenuity evidenced by these primal savages.

Many of the orcs would survive the crossing of the ocean, which is the most astounding part of this tale.
Wasting no time in making new enemies upon this new continent, the Crushbone orcs would begin warring with the native dwarves and soon after, the elves.

Being overwhelmed by the cooperation of the dwarves and elves, the orcs would be routed battle after battle.

Were it not for finding an abandoned outpost in a secluded vale, the Crushbone tribe's history would have ended there.
Using the fort as a base of operations, the Crushbone orcs would soon begin to turn the table on the elves and dwarves. Launching surprisingly organized raids upon the tree city of Kelethin, the Crushbone orcs would become a force of destruction rather than annoyance.

Eventually seeking aid from adventuring types, the elves would find that the Crushbone orcs had organized into a haphazard army, but one that could not easily be put down even with the combined might of the elven and dwarven nations.

In hindsight, this would be the first warning of what was to come.
Books
Rise of the Orcs - The Deadtime
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Rise of the Orcs - The Deadtime (Tome).

Components
Rise of the Orcs - The Deadtime - Page 1 (looted from orcs in Zek, the Orcish Wastes)
Rise of the Orcs - The Deadtime - Page 2 (plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Deadtime - Page 3 (plundered from a cart at 303, -32, -140 in Zek, the Orcish Wastes)
Rise of the Orcs - The Deadtime - Page 9 (looted from orcs in Zek, the Orcish Wastes)
Rise of the Orcs - The Deadtime - Page 11 (plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Deadtime - Page 12 (looted from orcs in Zek, the Orcish Wastes)

Discovered on 11 Nov 2005 at 22:48:04 PST.
"Rise of the Orcs - The Deadtime"

Second Edition
This book details the histories of several orcish tribes when they were nothing more than savage beasts.
The following historical account details the early years of the orcish people.

Not much is known about these savages, for most that has been written about them speak only of their predations rather than their personal histories.

The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.
The Deathfist Orcs - Before the Rending, Antonica was much larger than it is today. Many orcs would roam this once great continent, banding together in tribes. One of these tribes called themselves the Deathfist orcs.

Making their home near the city of Freeport, they were a deadly threat to travelers.
Preying upon merchant caravans traveling to the nearby fortress of Highhold, the Deathfist orcs would acquire goods of all types, ranging from foodstuffs to finely crafted weapons.

Attracting the attention of nearby brigands, they would ultimately come to an unspoken agreement to not get in each other's ways, sometimes even joining forces with each other.
Working alongside their Dervish Cutthroat partners, the Deathfists would become enough of a threat to Freeport that the city started issuing bounties for proof of their deaths.

This would continue for many years to come, but the city was never able to fully exterminate these ruthless savages.
Snow Orcs - One of several tribes of orcs living on the great continent of Antonica, the Snow Orcs had managed to thrive by choosing to migrate to a desolate, frozen wasteland.

Living in the land that was once called Everfrost, the Snow Orcs had only one major enemy to contend within upon those frozen plains - the barbarians of Halas.
An uneasy peace would exist between their barbarian neighbors and themselves.

Due to this truce, The Snow Orcs were able to devote more time to worshipping their god than their other tribal counterparts in other lands.

One of the few tribes known to have shown signs of having more than just animal-level thought, the Snow Orcs would create small temples to perform primitive rituals and ceremonies to Rallos Zek.
The barbarian clans would eventually unite, causing the shaky truce to come to and end.

Destroying every temple they could find, the barbarians would wage war upon the Snow Orcs for the coming centuries.

During this time, the Snow Orcs would revert to savagery, all but forgetting their shamanistic qualities.
The Crushbone Orcs - Another tribe that would by migrating far away were the Crushbone Orcs. In a weird chapter of orcish history, the Crushbone tribe would build a great fleet of crude boats and rafts and sail off to the former continent of Faydwer.

Never before had anyone seen a level of ingenuity evidenced by these primal savages.

Many of the orcs would survive the crossing of the ocean, which is the most astounding part of this tale.
Wasting no time in making new enemies upon this new continent, the Crushbone orcs would begin warring with the native dwarves and soon after, the elves.

Being overwhelmed by the cooperation of the dwarves and elves, the orcs would be routed battle after battle.

Were it not for finding an abandoned outpost in a secluded vale, the Crushbone tribe's history would have ended there.
Using the fort as a base of operations, the Crushbone orcs would soon begin to turn the table on the elves and dwarves. Launching surprisingly organized raids upon the tree city of Kelethin, the Crushbone orcs would become a force of destruction rather than annoyance.

Eventually seeking aid from adventuring types, the elves would find that the Crushbone orcs had organized into a haphazard army, but one that could not easily be put down even with the combined might of the elven and dwarven nations.

In hindsight, this would be the first warning of what was to come.
Books
Rise of the Orcs - The Fall
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Rise of the Orcs - The Fall (Tome).

Components
Rise of the Orcs - The Fall - Page 4 (plundered from a lantern at 333, 80, -41 in Zek, the Orcish Wastes)
Rise of the Orcs - The Fall - Page 5 (plundered from pages in Zek, the Orcish Wastes or looted in Zek, the Orcish Wastes)
Rise of the Orcs - The Fall - Page 6 (plundered from a page at -68, -37, -717 in Zek, the Orcish Wastes or looted in Zek, the Orcish Wastes)
Rise of the Orcs - The Fall - Page 10 (plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Fall - Page 11 (looted from orcs in Zek, the Orcish Wastes)
Rise of the Orcs - The Fall - Page 12 (plundered from a skeleton at -212, 0, -537 in Zek, the Orcish Wastes)

Discovered on 13 Nov 2005 at 12:25:20 PST.
"Rise of the Orcs - The Fall"

Second Edition
This book details how the orcs would nearly succeed at toppling the two most powerful cities on Norrath.
The following historical account details the orc's involvement during the short, yet devastating, War of Defiance.

Simultaneously laying siege to the two largest cities on Norrath, the orcs would come close to achieving greatness, only to be crushed in the final moments.

Several accounts of this time period still exist in varying forms, which have been condensed together within this volume.
Snow Orcs: Numbering only in the hundreds, the Snow Orcs would have their numbers reinforced by the Avatar of Flame's hidden army.

Coming from the Plains of Karana, hundreds of goblins and giants would join their ranks to do battle with combined forces of the humans.

The resulting clash between forces would echo halfway across the world.
For eight days, the battle would rage. Giants would smash the Qeynosian Guard, druids would kill orcs, but neither side was winning.

Ultimately, the Qeynosians would make a valiant charge that would end the war.

The Knights of Thunder would land a killing blow against the Orcish horde by severing the head from the Avatar of Flame's shoulders.
Losing the guidance from their divine leader, the giants, goblins, and orcs would finally fall to the Qeynosians.

Not having enough troops to hunt down the stragglers, so the fallen army would scatter to the four winds. The few remaining Snow Orcs would be routed back through Blackburrow, and that is where history would last see these people.

It is not known how many Snow Orcs survived the journey through their former slaves' den, but it is known that orc bones would be seen in the gnoll's rubbish pits for months to come.
Deathfist Orcs: The siege of Freeport would not bode well for the Militia. Not expecting the combined might of the orcs and the ogres, the Militia did all they could just to keep the walls standing.

Soon enough, the humans would realize that the orcish and ogrish armies were doing nothing more than taunting them. When it was noticeable in the faces of every one of the guards that all hope was lost, something unexpected happened. A greenish mist began covering the land for as far as the eye could see. Filling the lungs of everyone, it seemed nothing more than an odd weather phenomenon. Nothing could be further from the truth.
The orcs would look in horror as they watched as all of the ogres began to cough up clouds of green colored mist from their lungs.

These spasms would become more and more violent until the ogres would collapse dead from asphyxiation. Looking all around them, the Deathfist army would see every last one of their Rallosian brethren lying dead on the battlefield, with nary a scratch on them.

To make matters worse for the orcs, the battle would be joined by two other armies, intent on finishing what the green mist had started.
Though their numbers were unimaginable, the Deathfists were not able to withstand an army on three fronts - The Freeport Militia on one side, the Ashen Order on another, and the Knights of Truth on the last.

The orcs would not go down without a fight, however. It would take the death of the Avatar of War before the Deathfist would be routed.

With their numbers reduced to the mere hundreds, the Deathfist orcs fled past the Ashen Order monks towards the Desert of Ro, where they were never seen again.
The orcs would neither be heard nor seen for the next several decades.

Aside from isolated clans that remained out of the War of Defiance, Norrath believed the threat was forever gone. With the coming of the Rending and later the Shattering, the endless hordes of the orcs would begin to become nothing more than stories again.

This would prove to be folly once again.
The re-emergence of the orcs would first be seen in the Commonlands.

A clan calling themselves the Bloodskulls would begin to become a new threat to Freeport. Using siege engines, Freeport has managed to keep these orcs at bay, but they must remain ever vigilant.

Coupled with this clan that emerged overnight, those foolish enough to ply their trade on the sea lanes claim to have seen great armadas of ships roaming the water. Those that have survived these encounters claim the crews of these ships to be made up of orcs.
Some unfounded reports claim that that the Deathfist Empire had managed to survive their defeat during the War of Defiance.

These stories claim that the phantom armadas exist and they're nothing more than the naval branch of the Deathfist Empire.

Even wilder stories claim there is a land filled with these orcs, and not only have they rebuilt their Empire, they're preparing for another attack on Norrath.

Fortunately, these stories have no proof to validate these foolish claims.
Books
Rise of the Orcs - The Fall
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:05:44 PST.
"Rise of the Orcs - The Fall"

Second Edition
This book details how the orcs would nearly succeed at toppling the two most powerful cities on Norrath.
The following historical account details the orc's involvement during the short, yet devastating, War of Defiance.

Simultaneously laying siege to the two largest cities on Norrath, the orcs would come close to achieving greatness, only to be crushed in the final moments.

Several accounts of this time period still exist in varying forms, which have been condensed together within this volume.
Snow Orcs: Numbering only in the hundreds, the Snow Orcs would have their numbers reinforced by the Avatar of Flame's hidden army.

Coming from the Plains of Karana, hundreds of goblins and giants would join their ranks to do battle with combined forces of the humans.

The resulting clash between forces would echo halfway across the world.
For eight days, the battle would rage. Giants would smash the Qeynosian Guard, druids would kill orcs, but neither side was winning.

Ultimately, the Qeynosians would make a valiant charge that would end the war.

The Knights of Thunder would land a killing blow against the Orcish horde by severing the head from the Avatar of Flame's shoulders.
Losing the guidance from their divine leader, the giants, goblins, and orcs would finally fall to the Qeynosians.

Not having enough troops to hunt down the stragglers, so the fallen army would scatter to the four winds. The few remaining Snow Orcs would be routed back through Blackburrow, and that is where history would last see these people.

It is not known how many Snow Orcs survived the journey through their former slaves' den, but it is known that orc bones would be seen in the gnoll's rubbish pits for months to come.
Deathfist Orcs: The siege of Freeport would not bode well for the Militia. Not expecting the combined might of the orcs and the ogres, the Militia did all they could just to keep the walls standing.

Soon enough, the humans would realize that the orcish and ogrish armies were doing nothing more than taunting them. When it was noticeable in the faces of every one of the guards that all hope was lost, something unexpected happened. A greenish mist began covering the land for as far as the eye could see. Filling the lungs of everyone, it seemed nothing more than an odd weather phenomenon. Nothing could be further from the truth.
The orcs would look in horror as they watched as all of the ogres began to cough up clouds of green colored mist from their lungs.

These spasms would become more and more violent until the ogres would collapse dead from asphyxiation. Looking all around them, the Deathfist army would see every last one of their Rallosian brethren lying dead on the battlefield, with nary a scratch on them.

To make matters worse for the orcs, the battle would be joined by two other armies, intent on finishing what the green mist had started.
Though their numbers were unimaginable, the Deathfists were not able to withstand an army on three fronts - The Freeport Militia on one side, the Ashen Order on another, and the Knights of Truth on the last.

The orcs would not go down without a fight, however. It would take the death of the Avatar of War before the Deathfist would be routed.

With their numbers reduced to the mere hundreds, the Deathfist orcs fled past the Ashen Order monks towards the Desert of Ro, where they were never seen again.
The orcs would neither be heard nor seen for the next several decades.

Aside from isolated clans that remained out of the War of Defiance, Norrath believed the threat was forever gone. With the coming of the Rending and later the Shattering, the endless hordes of the orcs would begin to become nothing more than stories again.

This would prove to be folly once again.
The re-emergence of the orcs would first be seen in the Commonlands.

A clan calling themselves the Bloodskulls would begin to become a new threat to Freeport. Using siege engines, Freeport has managed to keep these orcs at bay, but they must remain ever vigilant.

Coupled with this clan that emerged overnight, those foolish enough to ply their trade on the sea lanes claim to have seen great armadas of ships roaming the water. Those that have survived these encounters claim the crews of these ships to be made up of orcs.
Some unfounded reports claim that that the Deathfist Empire had managed to survive their defeat during the War of Defiance.

These stories claim that the phantom armadas exist and they're nothing more than the naval branch of the Deathfist Empire.

Even wilder stories claim there is a land filled with these orcs, and not only have they rebuilt their Empire, they're preparing for another attack on Norrath.

Fortunately, these stories have no proof to validate these foolish claims.
Books
Rise of the Orcs - The Rejoining
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Rise of the Orcs - The Rejoining (Tome).

Components
Rise of the Orcs - The Rejoining - Page 2 (looted from orcs in Zek, the Orcish Wastes or plundered from a page at -204, -34, 29 in Zek, the Orcish Wastes)
Rise of the Orcs - The Rejoining - Page 3 (plundered from a page at -233, -29, -393 in Zek, the Orcish Wastes)
Rise of the Orcs - The Rejoining - Page 6 (plundered from a skeleton at -225, -26, -605 in Zek, the Orcish Wastes)
Rise of the Orcs - The Rejoining - Page 7 (plundered from a bucket at 235, -121, -120 in Zek, the Orcish Wastes)
Rise of the Orcs - The Rejoining - Page 10 (looted from orcs in Zek, the Orcish Wastes or plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Rejoining - Page 11 (looted from orcs in Zek, the Orcish Wastes)

Discovered on 9 Nov 2005 at 17:58:44 PST.
"Rise of the Orcs - The Rejoining"

Second Edition
This book details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.
The following historical account details what stories would describe as the main turning point in the rise of the orcs.

No longer primal savages, the orcs would organize into armies the like that hadn't been seen on Norrath for millenia.

Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.
The Deathfist: Having defeated the Freeport Militia on several occassions, the Deathfist orcs would cause the city's armies to rethink their strategies.

During this time, the Emperor of the Deathfist orcs would be visited by a being of immense power.

This visitor would cause the Deathfist to send out a call to all of the minor tribes that made up the entire empire.
The Snow Orcs: Efficiently using many ancient artifacts acquired from the Dragon Vox, the Snow Orcs would begin to push back against the barbarians.

Eventually laying siege to Halas, they would signal the death-knell for the rugged barbarians. The Snow Orcs would immediately change direction, however, after meeting with a strange visitor.

Leaving Halas behind, they began marching to the south with a determined pace.
The Crushbone: Not much is known about the Crushbone orcs during this time period.

Having taken part in a great war that ravaged the continent of Faydwer, these orcs would fade into obscurity. All that is known is that a small group of Crushbones would sail across the ocean on great ships they built, intent on joining up with the Deathfist on the main continent.

They claim their motivation for doing so would be due to a directive given to them by a mysterious visitor.
Snow Orcs: Marching through the frozen tundra of Everfrost Peaks, the Snow Orcs would gather every tribe along their way, eventually forming into a great army.

They would continue this march, annihilating everything in their path. Rather than raiding and capturing small villages along their way, they would simply kill everyone and raze the buildings to the ground.

This march would eventually end when they reached the homeland of the gnolls, Blackburrow.
Having evidenced the wanton slaughter they had caused on their way to the gnoll's home, one would expect the orcs to have done the same to the dog-men.

Instead, however, the gnolls were waiting for them and invited the orcs inside their den. No battle took place that day, and the orcs passed into the winding caves without harm.

Making camp at sites prepared for them, it become evident the orcs and the gnolls were working together.
The residents of the nearby Qeynos received word of the plight of Halas and would send forces to help the barbarians.

None of thier forces could reach the frozen tundra due to pact between the gnolls and the orcs, however.

All that would be learned during this time was the orcs now residing within Blackburrow were no longer the guests of the gnolls, but instead the masters. By now, the Snow Orcs of Blackburrow had enslaved every last gnoll and were using them to mine or for their war efforts.
Deathfist Orcs: Not long after their visit by the mysterious stranger, Emperor Gash would begin to mobilize every member of his tribe into a great army.

Spanning from the southern Rujarkian orcs to the western Kithicorian orcs of the Deathfist Empire, they all were given orders to arm themselves and collapse their nomadic camps.

The stranger's message was then delivered to every orcish soldier - War.
Amassing their mighty armies within the Desert of Ro, their ancestral homeland, the orcs began to march south.

Just like the Snow Orcs, they would decimate anyone and everything within their path.

From gypsies to desert madmen, there was nothing left alive in the Desert of Ro after they had crossed its endless dunes.

They would continue their march until they finally reached the southernmost Innothule swamp. This was where their forces were joined to an even larger army.
The Second Rallosian Empire, comprised of ogres who regained their long-lost intelligence, welcomed the orcs into their ranks.

Joining together into one great army, the Deathfist orcs watched as their Emperor fell to his knees and swore fealty to the leader of this titanic army - The Avatar of War.

When the Avatar stated that the Deathfist armies were larger than he had expected, Emperor Gash smiled enigmatically and told him, "If this is the case, then we have already won, your Divineness."
Books
Rise of the Orcs - The Rejoining
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:16:25 PST.
"Rise of the Orcs - The Rejoining"

Second Edition
This book details how the orcs would organize into armies the likes of which had not been seen on Norrath for millennia.
The following historical account details what stories would describe as the main turning point in the rise of the orcs.

No longer primal savages, the orcs would organize into armies the like that hadn't been seen on Norrath for millenia.

Several accounts of thus time period still exist in varying forms, which have been condensed together within this volume.
The Deathfist: Having defeated the Freeport Militia on several occassions, the Deathfist orcs would cause the city's armies to rethink their strategies.

During this time, the Emperor of the Deathfist orcs would be visited by a being of immense power.

This visitor would cause the Deathfist to send out a call to all of the minor tribes that made up the entire empire.
The Snow Orcs: Efficiently using many ancient artifacts acquired from the Dragon Vox, the Snow Orcs would begin to push back against the barbarians.

Eventually laying siege to Halas, they would signal the death-knell for the rugged barbarians. The Snow Orcs would immediately change direction, however, after meeting with a strange visitor.

Leaving Halas behind, they began marching to the south with a determined pace.
The Crushbone: Not much is known about the Crushbone orcs during this time period.

Having taken part in a great war that ravaged the continent of Faydwer, these orcs would fade into obscurity. All that is known is that a small group of Crushbones would sail across the ocean on great ships they built, intent on joining up with the Deathfist on the main continent.

They claim their motivation for doing so would be due to a directive given to them by a mysterious visitor.
Snow Orcs: Marching through the frozen tundra of Everfrost Peaks, the Snow Orcs would gather every tribe along their way, eventually forming into a great army.

They would continue this march, annihilating everything in their path. Rather than raiding and capturing small villages along their way, they would simply kill everyone and raze the buildings to the ground.

This march would eventually end when they reached the homeland of the gnolls, Blackburrow.
Having evidenced the wanton slaughter they had caused on their way to the gnoll's home, one would expect the orcs to have done the same to the dog-men.

Instead, however, the gnolls were waiting for them and invited the orcs inside their den. No battle took place that day, and the orcs passed into the winding caves without harm.

Making camp at sites prepared for them, it become evident the orcs and the gnolls were working together.
The residents of the nearby Qeynos received word of the plight of Halas and would send forces to help the barbarians.

None of thier forces could reach the frozen tundra due to pact between the gnolls and the orcs, however.

All that would be learned during this time was the orcs now residing within Blackburrow were no longer the guests of the gnolls, but instead the masters. By now, the Snow Orcs of Blackburrow had enslaved every last gnoll and were using them to mine or for their war efforts.
Deathfist Orcs: Not long after their visit by the mysterious stranger, Emperor Gash would begin to mobilize every member of his tribe into a great army.

Spanning from the southern Rujarkian orcs to the western Kithicorian orcs of the Deathfist Empire, they all were given orders to arm themselves and collapse their nomadic camps.

The stranger's message was then delivered to every orcish soldier - War.
Amassing their mighty armies within the Desert of Ro, their ancestral homeland, the orcs began to march south.

Just like the Snow Orcs, they would decimate anyone and everything within their path.

From gypsies to desert madmen, there was nothing left alive in the Desert of Ro after they had crossed its endless dunes.

They would continue their march until they finally reached the southernmost Innothule swamp. This was where their forces were joined to an even larger army.
The Second Rallosian Empire, comprised of ogres who regained their long-lost intelligence, welcomed the orcs into their ranks.

Joining together into one great army, the Deathfist orcs watched as their Emperor fell to his knees and swore fealty to the leader of this titanic army - The Avatar of War.

When the Avatar stated that the Deathfist armies were larger than he had expected, Emperor Gash smiled enigmatically and told him, "If this is the case, then we have already won, your Divineness."
Books
Rise of the Orcs - The Rousing
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] Rise of the Orcs - The Rousing (Tome).

Components
Rise of the Orcs - The Rousing - Page 4 (plundered from a lantern at 325, -111, -109 in Zek, the Orcish Wastes)
Rise of the Orcs - The Rousing - Page 5 (plundered from a bucket at 259, -118, -108 in Zek, the Orcish Wastes)
Rise of the Orcs - The Rousing - Page 6 (plundered from pages in Zek, the Orcish Wastes)
Rise of the Orcs - The Rousing - Page 10 (plundered from pages in Zek, the Orcish Wastes or looted in Zek, the Orcish Wastes)
Rise of the Orcs - The Rousing - Page 11 (plundered from pages in Zek, the Orcish Wastes or looted in Zek, the Orcish Wastes)
Rise of the Orcs - The Rousing - Page 12 (plundered from pages in Zek, the Orcish Wastes or looted in Zek, the Orcish Wastes)

Discovered on 11 Nov 2005 at 22:48:06 PST.
"Rise of the Orcs - The Rousing"

Second Edition
This book highlights the turning point when the orcs would start to become a force to be reckoned with.
The following historical account details what some stories describe as the "return" of the orcs.

Once primal savages, the orcs would become frightening masters of tactics and strategy not seen on Norrath for nearly a thousand years.

The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.
The Deathfist Orcs: By the Age of Turmoil, the Deathfist orcs would become a formidable threat to the city of Freeport.

Having grown in size, the Deathfist orcs would absorb all of the surrounding tribes, making them the largest tribe on Norrath.

Their numbers would prompt the Overlord of Freeport to send his armies against these savages from time to time in an attempt to keep them from destroying all commerce.

This would change one day, however.
When one of the Freeport Militia raiding parties failed to return one day, several search parties were sent after them.

When none of them returned either, one third of the Militia was sent to find the cause of their disappearance.

Of the twelve hundred soldiers that left to search for the patrols, only seventeen would return to describe what happened to the legion. Their tale would change the way people viewed the orcs the world over.
As the legion reached the last known site of the troops, they spotted several orcs fleeing into a narrow ravine.

Following them into the ravine, they spotted the mangled bodies of their fallen comrades. At that same moment, a wave of boulders fell from the surrounding cliffs, closing off their escape.

That was when the hundreds of enraged, trained elephants were let loose by the Deathfist orcs. At full speed, they began to stampede through the ravine... straight for the doomed Militia.
The Snow Orcs: During this time, the Snow Orc's numbers would be reduced drastically.

Having been driven to the eastern half of Everfrost Peaks, the Snow Orcs were wedged between the lair of a mighty dragon on one side and the ever-expanding mammoth-tusk trade on the other.

Were it not for a change in the way they used their weapons, the snow orcs would count this time period as their last on Norrath.
The shamans of the Snow Orc tribes would at times raise the bodies of the fallen, friend or foe alike.

These icy boned skeletons would then be sent loose to wander the frozen wastelands, attacking anything it would find. The Snow Orcs hoped that the skeletons would one day find a barbarian or adventurer and kill them.

By some unknown means, the Snow Orcs would change tactics and start using their undead minions with surprising efficiency.
Cleverly hiding their actions from everyone, the orcs would begin to bury many lines of skeletons beneath the snow outside the entrance to the great dragon's lair.

As great heroes would come running out of her lair holding some stolen artifact, a group of orc shamans would be waiting. At the precise moment, all of the shamans would raise the skeletons to life, trapping the raiding party inside a circle of hundreds of skeletons.

It wouldn't take long for the undead to overwhelm the heroes. The Snow orcs would then take the artifacts from the dead adventurers, flay the flesh from their bones, and add them to their army of undead.
The Crushbone Orcs : No one knows for sure where they acquired them, but by this time in history the Crushbone orcs would be seen carrying weapons of dark elf make.

Rumors tell of a dark elf ambassador being seen in the highest tower of the orc's castle, so it can only be assumed the orcs had brokered a deal with their people.

Considering the less than philanthropic nature of the dark elves, it is still a mystery as to what the orcs were providing in return.
The Crushbone orcs would claim a stunning victory against the elves of Kelethin one fateful day.

Amassing their highly trained armies, they launched an attack against both the dwarven city of Kaladim and the high elven city of Felwithe.

The residents of the tree city of Kelethin split their forces to help defend their allies' cities and were able to stop the orcish legionnaires with only minimal causalities.
Little did they know, the true target of the orcish assault was the city of Kelethin.

Attacking with their real army, the Crushbone orcs would succeed at chopping down two of the ancient trees supporting the wood elf city.

By the time the wood elves would return home and put a stop to the orcs, half of Kelethin would be destroyed.
Books
Rise of the Orcs - The Rousing
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:05:58 PST.
"Rise of the Orcs - The Rousing"

Second Edition
This book highlights the turning point when the orcs would start to become a force to be reckoned with.
The following historical account details what some stories describe as the "return" of the orcs.

Once primal savages, the orcs would become frightening masters of tactics and strategy not seen on Norrath for nearly a thousand years.

The following facts have been taken from many different sources ranging from fragments of parchment to tales told by elderly elves.
The Deathfist Orcs: By the Age of Turmoil, the Deathfist orcs would become a formidable threat to the city of Freeport.

Having grown in size, the Deathfist orcs would absorb all of the surrounding tribes, making them the largest tribe on Norrath.

Their numbers would prompt the Overlord of Freeport to send his armies against these savages from time to time in an attempt to keep them from destroying all commerce.

This would change one day, however.
When one of the Freeport Militia raiding parties failed to return one day, several search parties were sent after them.

When none of them returned either, one third of the Militia was sent to find the cause of their disappearance.

Of the twelve hundred soldiers that left to search for the patrols, only seventeen would return to describe what happened to the legion. Their tale would change the way people viewed the orcs the world over.
As the legion reached the last known site of the troops, they spotted several orcs fleeing into a narrow ravine.

Following them into the ravine, they spotted the mangled bodies of their fallen comrades. At that same moment, a wave of boulders fell from the surrounding cliffs, closing off their escape.

That was when the hundreds of enraged, trained elephants were let loose by the Deathfist orcs. At full speed, they began to stampede through the ravine... straight for the doomed Militia.
The Snow Orcs: During this time, the Snow Orc's numbers would be reduced drastically.

Having been driven to the eastern half of Everfrost Peaks, the Snow Orcs were wedged between the lair of a mighty dragon on one side and the ever-expanding mammoth-tusk trade on the other.

Were it not for a change in the way they used their weapons, the snow orcs would count this time period as their last on Norrath.
The shamans of the Snow Orc tribes would at times raise the bodies of the fallen, friend or foe alike.

These icy boned skeletons would then be sent loose to wander the frozen wastelands, attacking anything it would find. The Snow Orcs hoped that the skeletons would one day find a barbarian or adventurer and kill them.

By some unknown means, the Snow Orcs would change tactics and start using their undead minions with surprising efficiency.
Cleverly hiding their actions from everyone, the orcs would begin to bury many lines of skeletons beneath the snow outside the entrance to the great dragon's lair.

As great heroes would come running out of her lair holding some stolen artifact, a group of orc shamans would be waiting. At the precise moment, all of the shamans would raise the skeletons to life, trapping the raiding party inside a circle of hundreds of skeletons.

It wouldn't take long for the undead to overwhelm the heroes. The Snow orcs would then take the artifacts from the dead adventurers, flay the flesh from their bones, and add them to their army of undead.
The Crushbone Orcs : No one knows for sure where they acquired them, but by this time in history the Crushbone orcs would be seen carrying weapons of dark elf make.

Rumors tell of a dark elf ambassador being seen in the highest tower of the orc's castle, so it can only be assumed the orcs had brokered a deal with their people.

Considering the less than philanthropic nature of the dark elves, it is still a mystery as to what the orcs were providing in return.
The Crushbone orcs would claim a stunning victory against the elves of Kelethin one fateful day.

Amassing their highly trained armies, they launched an attack against both the dwarven city of Kaladim and the high elven city of Felwithe.

The residents of the tree city of Kelethin split their forces to help defend their allies' cities and were able to stop the orcish legionnaires with only minimal causalities.
Little did they know, the true target of the orcish assault was the city of Kelethin.

Attacking with their real army, the Crushbone orcs would succeed at chopping down two of the ancient trees supporting the wood elf city.

By the time the wood elves would return home and put a stop to the orcs, half of Kelethin would be destroyed.
Books
Row of Midst Books
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 5s
requires Lore and Legend server
or Sadriena Faroloifer in City of Fordel Midst (612, -23, -547)
requires completing the Quest "Crime Pays Someone" or requires completing the Quest "Lend a Helping Hand"
for 50g.

Discovered on 15 Dec 2020 at 18:00:13 PST.
Books
Row of Old Books
This item can be placed on the floor in any house type.

NO-VALUE

Purchased from Nekhebu (2017, 480, -863) for 1 Deepwater Copper or Dafina Hujara in Kylong Plains (2016, 480, -863) for 1 G.L.E.E.S.H. Mark or Aariena Glitterflitter in The Village of Shin (-57, -3, 89) for 1 Bobbing Acorn or Ronald Gleneed in Great Divide (1193, -533, 467) for 15 Lore and Legend Tokens.
requires Lore and Legend server

Discovered on 6 Sep 2019 at 0:47:52 PDT.
Books
Rules of the Sandscrawler Clan
This item can be placed on the floor in any house type.

Collection reward from [57] Rules of the Sandscrawler Clan (Tome).

Components
Rules of the Sandscrawler Clan - Page 1 (looted in The Sinking Sands or The Pillars of Flame)
Rules of the Sandscrawler Clan - Page 4 (looted in The Sinking Sands or plundered from a barrel at 106, -106, -1217 in The Pillars of Flame)
Rules of the Sandscrawler Clan - Page 5 ( in The Pillars of Flame)
Rules of the Sandscrawler Clan - Page 7 (looted in The Sinking Sands or The Pillars of Flame)
Rules of the Sandscrawler Clan - Page 8 (plundered from a barrel at 240, -100, -1212 in The Pillars of Flame)

Discovered on 17 Sep 2005 at 23:10:36 PDT.
This book appears to be written in broken Norrathian.
Rules of the Sandscrawler Clan

sir=
If goblin accuse other goblin, and that goblin jump from crag into water, if him sink and die then first goblin take all things of his house. But if water not kill goblin then first goblin put to death and second goblin take all things of his house.

sir=
If goblin accuse other goblin but not prove what him claim, them him be put to death.
sir=
If goblin trial prove later be wrong, then goblins who make judgment no longer allowed to do so, and pay five times difference in fine them make before.

sir=
Goblin steal sacred items from tribe be put to death. Also goblin who gets sacred items be put to death.
sir=
If goblin not find something him own, then find other goblin with it, and other goblin say "me get from other other goblin, others see me," and if first goblin know someone who know him have that thing before, then all goblins get together before goblin trial. If goblin trial find first goblin or him friend lying then them put to death. If trial find second goblin or him friend lying them them put to death. If goblin trial find first and second goblin both telling truth, then it fault of goblin who give item to second goblin, and him put to death. When this happen, first goblin get him things back, and second goblin get money from house of dead goblin.
sir=
If goblin steal baby of other goblin them him put to death.

sir=
If two goblin say one baby belong both, and them two goblin not have baby together, then two goblin must perform rite of ownership ritual by jumping from crag into water. If both emerge then they jump again. This happen until one or both not come out. If both not come out then chief give baby to goblin of choosing.
sir=
If goblin try steal and him caught then him put to death.

sir=
If goblin away for battle and him things given to another, when him come back from battle then him things become him things again.

sir0=
If goblin traitors meet in tent, and tent-holder not turn in and capture them, then tent-holder put to death.
sir1=
If goblin take shoes from other goblin and break, then goblin trial guess at value of shoes and goblin who take must pay three times that much. If shoes less value than ones goblin who took have, then him can give his shoes and be free of fine.

sir2=
If goblin take bed of other goblin, goblin harmed get to take three beds of first goblin.
Goblin law strong and keep goblins strong. Chief of old times not foolish and not dumb. Him see way to make goblins of his see proper way to act. Chief of old times know rules written down be better.
Books
Sacred to the Aurai
This item can be placed on the floor in any house type.

A tome written by a scribe from the Yazdani tribe of the Aurai.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [130] Sacred to the Aurai (Tome).

Components
Sacred to the Aurai - Page 2 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 3 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 4 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 5 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 6 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 7 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 8 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 9 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 10 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 11 (shinies in Zimara Breadth)
Sacred to the Aurai - Page 12 (looted from a page turner in Zimara Breadth)

Discovered on 29 Nov 2023 at 13:10:32 PST.
Sacred to the Aurai
For ages the Children of Veeshan claimed the firmament lands of the Plane of Sky as their realm by birthright, professing to serve the legendary crystalline dragon and her interests while lording over all others in their inherited lands. But even they fought for supremacy amongst their kind. Fractured and rapacious, they warred amongst themselves often, one dragon lord fighting another, and sending their vassals to die at the claws of another. Wurm against wurm. Kin fighting kin.

Pathetic.
If they were created in Veeshan's image then it is no wonder she has remained absent for so long. They are too self-serving, too focused on personal glories and power to see how strength lies not in an individual, but as a collective. And that is why they fell. That is why so many different beings of various powers were able to rise against them and lay claim to separate domains of the endless sky through the eons.
Zimara Breadth has always been a jewel of the plane with its abundant deposits of various ores and semiprecious gemstones on dramatic islands that have found magical purchase upon the intangible layers of sky. One cannot deny its attraction, whether you are one with power in your grip, or one looking to wrest it from others. We, the Yazdani of the Aurai, have lived here for hundreds of mortal years, while the wurms had languished here for ages before. A few other insignificant creatures had claimed it for short breaths between, before being unseated themselves in a succession of violent but ultimately doomed upheavals.
The land was fated for the Yazdani!
Though we had not always been of one ourselves, either. Great Queen Shabereh of the Four Winds (Glory to her name!) united our tribes, formed us as one, and directed our talents that we could reach the monumental heights of our collective potential. The oldest matrons still recall the day she led our people up a precarious trail, filled with desperate defenders and deadly switchbacks. They speak in awe of her dazzling speed and energizing verve as we gained every bit of ground, undeterred, until reaching the very pinnacle of Strungstone Peaks, known then as Veeshan's Gaze.
The statue of the Wurmmother would crumble by war's end, and the rule of the Yazdani would be sealed!

Those who had come before were shown defeat, just as those who have attempted to come after us, or to deny our fated position, have been since, and forever, they shall be!

Time and time again, a group of petulant creatures try to claim their independence or refuse to pay proper homage to us. They are swiftly corrected, and examples are made of them. The repercussions of not doing so were a lesson also taught to our tribe under Great Queen Shabereh.
A small contingent of Yazdani. including the Great Queen's youngest child, Jeria the Windmaid, had been sent to collect tributes from a growing nest of dragonkin who were refusing to pay. Upon seeing the impressive contingent standing before them in shined and sharpened armor, the resistant dragonkin must have seen the error of their ways, for they quickly expressed remorse. Upon being told that one of the Queen's daughters was amongst the aurai force, they invited the entire contingent to enjoy a meal in the Queen's honor, as recompense.
The contingent's captain decided to take mercy upon the simpering dragonkin. They accepted the invitation and the aurai were soon treated to a bountiful feast, as promised. But not all was as it seemed, for the food had been poisoned. While realizing what the dragonkin had done, and reeling from its effects, an even larger force of dragonkin fell upon them from the shadows.
Recognizing the dire situation, Jeria takes a two-pronged lance from one of the dragonkin and imbues it. The Windmaid extends the lance out from her in one hand and proceeds to spin it around furiously, summoning a torrent of wind to follow suit, causing further chaos around the room. Her whirling lance suddenly struck the dragonkin leader's chest, causing the lance to vibrate, ringing out to the very stone and gems of the Plane of Sky. Elementals, compelled to seek it, spilled into the room tearing through or crushing the dragonkin who happened to stand in their way.
Unfortunately, Jeria the Windmaid would not survive the events that day, but others of her contingent did because of her. They returned to the Great Queen with the lesson of betrayed mercy and the tale of her youngest daughter's quick thinking before presenting her with the imbued lance they owed their lives to. Great Queen Shabereh took the lance with great reverence and declared it an icon of the tribe and a memorial to her daughter.
Even now, years after the Great Queen's passing, the lance's effects still ring out. The Windmaid's memorial on Columnar Highgarden is inundated by elementals compelled to congregate near it, where it serves as a reminder to all Yazdani of the lesson learned that day and as a warning to those feeble others who would deny us.

Of course, a warning is only as good as the wisdom and willingness of others to heed it. Time has shown there's always another on the wind who believes they are a wing above the aurai. Doomed fools!
Take for instance, the hooluks, the meekest of Xegony's progeny. They are a people of all feather and fluff, with no scale to speak of. And yet, when it came time for crowning Queen Yserie'selka, they refused to send tribute. Such insolence would not go unanswered! When confronted by Yazdani emissaries they claimed ignorance before insulting our Queen further by offering moldy grain and dried gourds. They attempted to deceive us, portraying their flock as destitute, but the emissaries had seen the wealth they held.
The confab ended and the siege of their nest land began! It became a violent lesson for the hooluks. The flock was left decimated and reeling. And our emissaries returned to Queen Yserie'selka's throne with a glorious pearl containing a vertiginous storm of vibrant colors. The Swirling Sphere of Color has remained a prized spoil for our tribe and to this day sits at the highest point on Claved Fate Islets serving as a pilgrimage goal for our young when coming of age.
Leave no mistake, Stratos was fated to be held by the strongest, the smartest, the deadliest; the Yazdani of the Aurai!
Books
Saga of Akelha'Ra
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [120] Lore and Legend: Akheva (Lore and Legend), started by examining a broken Akheva horn (dropped in Aurelian Coast) or by examining a Ka Vethan relic (dropped in Aurelian Coast) or by examining a Maiden of Shadows icon (dropped in Aurelian Coast) or by examining an Akheva pendant (dropped in Aurelian Coast) or by examining an Akheva's rune stone (dropped in Aurelian Coast).

Discovered on 17 Dec 2019 at 16:20:38 PST.
Saga of Akelha'Ra
I wanted to record this event before I forgot any of the details, or gods forbid, something should happen to me. The adventures I have had, and the people I have met, ever since arriving on Luclin, have been extraordinary, but this one stands out above all others. I can't help but suspect it is merely the beginning... Perhaps recalling the events, like this, will also help reveal what I must do next?
While exploring the Akheva ruins, I located what had obviously been a sacrificial pit, long ago. That is when I saw the shimmering presence.

Its voice invaded my mind, drawing images of past, present, and future together, into a perverse harmony. Some images I recognized as my own, but the others seem to be coming from the spirit's own memories.
My mind was filled with visions of a great swirl of clouds and lightning. I swear I could feel the wind of the storm cutting through my armor. It looked as if the storm was rolling across the surface of Luclin. Then the vision showed me several Akheva standing at the entrance of a great temple. The storm was bearing down on them.

Suddenly, my view shifted. I was still looking at the storm, but it appeared to be moving toward me now. I stood now amongst the group of Akheva. The one next to me was obviously the leader of the group, as he was wearing beautiful, ornate robes, and held a scepter.
My vision turned to follow the robed Akheva up the stairs, into the temple. The figure raised his scepter toward the storm and began to recite unfamiliar words. A crackle of magical energy blazed across the sky, seemingly in defiance of the raging storm. The energy quickly dissipated however, and the storm continued to bear down on the temple. The figure cried out in pain as the scepter in his hand shattered. The softly glowing gem from the scepter head rolled silently down the steps and disappeared.
Suddenly, I was released from the visions. The shimmering presence remained before me, as if in waiting.

That's when I realized the gem I had just watched roll down the temple steps in the vision was similar to a wisp stone I had obtained earlier. I dug it out of my satchel, and presented it to the shimmering presence.
It began to quiver and shake then appeared to grow and shrink, in complete disregard to natural laws. The light in the temple around me dimmed until I was surrounded by an impenetrable cloak of shadows. Fear griped my heart as my vision slowly adapted to accommodate the low light. When I was finally able to make out the figure before me, I found myself silently praying for the darkness to return.
The formless presence had been replaced by an imposing spirit of an Akheva high priestess! Her hollow eyes locked with mine. I had the distinct impression that she could see right into the darkest shadows of my soul. She opened her mouth to speak, but the sounds I heard came from inside my mind.

"Greetings mortal, thank you for releasing me from my tormented prison. I am Akelha'Ra, once high priestess of Luclin and leader of the Akheva. This form before you now is a fading remnant of my former existence. The storm was the cause of my imprisonment in the world of undying spirits."
I was confused, and intrigued. I wondered what she had meant by that. As if in response to my unasked question she continued, "We Akheva are immortal entities placed in this plane by the mistress of shadow. We are her most perfect creation. Death has no meaning to us, as even in death we find rebirth through the power of the mistress. My imprisonment was caused by my separation from the power of the mistress by Aten Ha Ra. It was she who sent the storm to destroy me and all who followed me."
My next question had barely formed in my mind, when Akelha'Ra answered it.
"Aten Ha Ra is a reflection of myself. An entity created from my own consciousness, a reflection of a shadow. She now holds the seat of grand power in Vex Thal, and I have not the power to gain entry to the city, let alone face her. You must find my scepter that was lost in the storm to gain entry to Vex Thal. The scepter has likely lost much of its power from being shattered. Once it is reassembled you will need to merge a Orb of Luclinite with a source of celestial power inside the scepter. The spirits whisper that the Shissar Emperor holds the power to manipulate such energy. Be wary of him, he is heralded as the slayer of gods, the defiler of realities."
"Vex Thal is the sacred home of the Akheva. The place where our goddess' power directly touches this world...ungh...I cannot summon the frame of my scepter in my current weakened state. I need a soul to regain my pow..."
It was clear to me that she was slowly fading out of existence, before my eyes. She seemed entirely unable to speak to me now, and could only muster the strength to gesture. She pointed at the ground at my feet. Where there had been nothing, just a moment ago, was now a small emerald. I reached down to pick it up, but it disappeared silently into the shadows.

I must think upon all of this and what it may mean or require of me now.
Books
Sailing with Three Sheets to the Wind
This item can be placed on the floor in any house type.

The pages of this book are mostly frozen together or horribly water-logged. You can, however, make out a few sparse entries.

NO-TRADE  NO-VALUE

Offers the Quest
'The White Dragonscale Cloak'
and is required by it

Plundered from Miragul's Phylactery: Scion of Ice (-210, 14, 110).

Discovered on 18 Nov 2008 at 9:11:03 PST.
Sailing with Three Sheets to the Wind:
The Tale of One Halfling's Trials and Tribulations Through Norrath's Transcendent Taverns

By: Tarquin "Tiggy" Neusbickle, III


















...when all of the sudden Ol' Marty Blanketstain comes barelling around the corner, huffing and puffing; demanding that I owe him another flagon of ale on account of the one he spilled on his brother, Woolert.
So that's when everyone turned to me and asked exactly how the goblin got stuck inside the dumbwaiter. Of course, having no real experience working in the business end of a kitchen, I hadn't a clue that what they were speaking of was in fact a mechanical food delivery device and not the dish-washing ogre who was clearing a table behind me.
...and so I told him, in my sternest of stern voices, "Sir, I don't know what sort of name Constable is, but I can assure you, your jurisdiction here at this table is nill!"
That was about the time the guards showed up with the manacles.
Across his back he wore cloak made of shimmering scales, white as snow and tough as iron. Hide from a white dragon it must have been for I had never seen anything else like it. As he began to speak those strange words of magic I know so little about I saw his breath form in the air as if he were speaking out in the winter's cold, yet we were inside Marthrop's cozy inn. Suffice to say, the would-be coin thief took his hand away from the wizard's coin purse immediately and was out the door in seconds flat. I never did get a chance to ask that wizard where he got his fancy cloak. I sure would have liked one myself!
Books
Scaleborn Tome
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from Fiami Ken'thia in Antonica (-134, -20, -663)
This item requires at least warmly faction with Quellthulian Portal Scholars

or Ziyuh Farijinyi in The Commonlands (-1061, -66, -488)
This item requires at least warmly faction with Quellthulian Portal Scholars

for 12g.

Discovered on 7 Nov 2019 at 5:12:59 PST.
Books
Scaled Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Scaled Leather Notebook
Working with raw materials to scribe a scaled leather notebook.
Level
59
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:13:58 PDT.
Books
Scales in Balance
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Droag'

Quest reward from [70] Lore and Legend: Droag (Lore and Legend), started by examining droag parts or by examining Scales in Balance in Tenebrous Tangle (103, 56, 13).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Droag"
for 1c.

Plundered from Tenebrous Tangle (103, 56, 13).

Discovered on 21 Feb 2006 at 14:24:28 PST.
"Scales in Balance" The scale tilts one way or the other, precariously balancing one side against the other.
"Hush, hush! It's the Herald!" Shazoor nudged her brother into silence.


The Herald of High Priestess Dar could be very strict, though he had once seemed to smile at them at a meeting of the faithful.


It had been a very long time since the Herald had come to preside over another such meeting.
Resherr grumbled beneath his breath, "I do not understand this waiting. The Herald always preaches that we must be patient. All I ask is for proof."


Shazoor hissed at him, "The adults are looking; be silent!"


Even though her brother fell silent, her heart filled with foreboding.
The unrest had not spread far in their community.


Small, crowded and far from the temples at the heart of the Overrealm, Shazoor and Resherr's home island was not often visited by the religious leaders of the Awakened.


Yet, even in this furthest and most insignificant outpost, the words of Lord Vyemm were heard.
The Herald's ceremonies and rituals took quite a long while to prepare, much less conduct.


To Resherr, it was precisely this time wasting behavior that Lord Vyemm spoke against. Why shouldn't he, Resherr, be able to choose how he wanted to spend his time?


If he could choose, he would not spend the day like this.
Shazoor felt her brother's impatient twitching and rolled her eyes.


Could he not sit still, just once? How hard could it be to let the Herald take them through the rituals again?


Even if Resherr were losing his faith, was that any reason for him to worry her, especially during the ceremonies? They brought such comfort.
The Herald's voice droned on and on. Occasionally, the Herald would gesture toward one of his attendants.


The attendant brought forth an offering prepared especially for that part of the ritual and the Herald completed its sacrifice.


At those moments, Shazoor would close her eyes briefly, for she still remembered the look in one of the offering's eyes when she had sat too close to the altars that time.
As prayers to Him rose around them, Resherr hissed at his sister, "Finally. I'm getting out of here."


He thrust his way through the crowd, ignoring the hisses of those he pushed aside. Resherr had had enough of ceremony and ritual.


Let Him appreciate these useless things all He wanted; Resherr was ready for action!
With a murmured apology, Shazoor followed her brother from the ceremonial grounds.


The paths were deserted, since everyone else was at the temple to see the Herald. Resherr, his wings twitching defiantly, was striding briskly away.


She had to half-run, half-fly to catch up with him.
"I'm leaving," Resherr said as she approached. He didn't pause or turn to look at her.


"You find comfort in these things but I do not," he said. "It is quite clear that our time is now, yet the High Priestess wastes our advantage waiting for His word."


Resherr finally stopped at the edge of the island and narrowed his eyes. "He has already spoken; the time is now."
"No, Resherr," Shazoor said, her own eyes glinting.


"You are listening to lies! Lord Vyemm seeks only his own glory, not His glory," Shazoor closed the gap between them and continued, "We are to wait. Will you not listen for His true word?"


Resherr snarled, "I have listened long enough."
"So be it," Shazoor said, unsheathing her weapon and leaping upon her brother.


He was unprepared for her assault, for Shazoor had always been the weaker sibling and never aggressor.


As she slashed him to the ground, Shazoor repeated fervently, "I do what He asks, with patience and in reverence. He will guide His us to our destiny!"
Books
Scholar Primarch Research Prospectus
This item can be placed on the floor in any house type.

TREASURED

Rent Status
Reduction
250

Plundered from Library of Erudin (52, 93, -147).

Discovered on 16 Feb 2010 at 18:44:00 PST.
Books
Scribe's Tome of Combat
This item can be placed on the floor in any house type.

TREASURED

Crafted from Luclin Scribe's Tomes (recipe purchased from Krmi Hilflipper in The Blinding).

Scribe's Tome of Combat
Channeling your knowledge to create: Scribe's Tome of Combat
Level
120
Technique
Sculpting
Device
Woodworking Table
Primary Component
Build Components
Fuel Component

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 43g 40s 25c.
requires Lore and Legend server

Discovered on 6 Jan 2020 at 8:55:15 PST.
Books
Scribe's Tome of Magic
This item can be placed on the floor in any house type.

TREASURED

Crafted from Luclin Scribe's Tomes (recipe purchased from Krmi Hilflipper in The Blinding).

Scribe's Tome of Magic
Channeling your knowledge to create: Scribe's Tome of Magic
Level
120
Technique
Sculpting
Device
Woodworking Table
Primary Component
Build Components
Fuel Component

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 43g 40s 25c.
requires Lore and Legend server

Discovered on 24 Dec 2019 at 11:09:30 PST.
Books
Scribe's Tome of Shadows
This item can be placed on the floor in any house type.

TREASURED

Crafted from Luclin Scribe's Tomes (recipe purchased from Krmi Hilflipper in The Blinding).

Scribe's Tome of Shadows
Channeling your knowledge to create: Scribe's Tome of Shadows
Level
120
Technique
Sculpting
Device
Woodworking Table
Primary Component
Build Components
Fuel Component

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 43g 40s 25c.
requires Lore and Legend server

Discovered on 1 Jan 2020 at 5:58:34 PST.
Books
Secret Legacy
This item can be placed on the floor in any house type.

A tale of love and grief, and the legacy it can create.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] Secret Legacy (Tome).

Components
Secret Legacy - Page 2 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 3 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 4 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 5 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 6 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 7 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 8 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 9 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 10 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 11 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])
Secret Legacy - Page 12 (shinies in The Merchant's Den [Solo] or The Merchant's Den [Heroic I] or The Merchant's Den [Heroic II])

Discovered on 12 Apr 2022 at 17:34:06 PDT.
Secret Legacy

A tale of love and grief, and the legacy it can create.
There once was a captivating elf, an Elddar of beauty and grace, who caught the eye of a dark, mysterious man. From Hate he sprang, now the last of his kind.

On Norrath he found her, in a city of gilded stone and towering trees. Being around her was as soothing and revitalizing as a cleansing breath; something he had a dim memory of, as it had been hundreds of years since his last one.
She could not resist being charmed by his charisma, his passion, or the darkness that clung to him. They were infatuated with one another, and soon infatuation turned to love. Not even the knowledge of his affliction could turn her from him.
He had explained it, but never offered it to her. She adored the fleeting things in life, the changing leaves, the emerging butterfly, the newborn calf. She would wither, her eyes would become bleak, if she saw the inevitability of it all, the pointlessness of being witness to the ages.
He knew this meant their time was limited, and so he filled the days with passion and excitement. Soon she announced some news of her own with him, for she was with child! He is elated! The thought of their pairing bringing about an heir, when he had long been the last, the only, invigorated him.
He celebrated his beloved and their unborn child, with gifts and festivities. He moved her into his keep, along with her old handmaid, who had attentively waited on her for years. By this time, the crone was mostly blind, but her devotion wouldn't let that stop her.
Weeks turned into months. The handmaiden saw to the mother-to-be's every need. Tonics were served, potions were brewed, and lotions were applied. The handmaiden's skills and her knowledge of esoteric remedies and healing magic seemed to do the trick. The pregnancy advanced with no signs of trouble, though sometimes, the expectant mother swore there was an odd pinch or bite amongst the kicks and jabs she felt from within her womb.
Then came the fateful day, the day he thought would deliver pride and certainty, but instead brought tragedy. His beloved started to show unexplained difficulty. The child was born, but at great cost, and disfigured and weak of heart, something there had been no hint of. The new mother's struggle continued. There was another child! This one was born strong and of perfect form. Unfortunately, the mother did not survive the ordeal.
Fueled by grief, anger, and disgust, the mourning father attempted to destroy the deformed baby, his firstborn, only to find his attack deflected. His child was protected by arcane means! It escaped his understanding, in fact, much of the events that unfolded that day did. He was left to presume it was a side effect of the child being his own son. After all, there had never been a child born to a mortal elf and one of his kind before.
The handmaiden was the one to offer the few answers ever suggested. It was her theory that a curse was to blame.

It had been placed upon the mother with the intent of the child's destruction. The ancient health potions and tonics she had made, some of which derived from forbidden knowledge, protected the mother and the children until the birth, but took its toll on the first child. As there was no knowledge of the second child, the curse was not placed on him, too.
The handmaiden stayed on, not that the father ever asked, but she did. She watched over the two boys, and cared for them as she could, for many more years. Her talents and knowledge continued to come into use for the boys and the father, alike. When Drinal's Steward finally came for her, many lives had she outlived, yet few knew of her. Quiet and hunched, blind and feeble, she left Norrath with a legacy few would ever realize.
Books
Seeress Ealaynya Ithis's Prophecies: Book One
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [90] Epic Repercussions (Signature) (Heroic), started by Sa'ib Waseem in The Sundered Frontier.

Discovered on 16 Feb 2010 at 22:08:45 PST.
Seeress Ealaynya Ithiss Prophecies
Book One
That which is to come and that which must be stopped!
I, Ealaynya Ithis, Seeress, Shepherd and prophet to the most selfless of the supreme deities, Rodcet Nife, have experienced the following visions. I share them with you now so that they may help light your way through dark times.
• Nothing has found that which was lost. The banished slayer returns!

• A paw most trusted becomes the claw of attack.
• Death falls upon the city of free men in the Shattered Lands.

•The five seen and five unseen rally when the hands are taken.

•The sister's daughter grips destiny. The dead foe is to be freed.
• The expanse pulled by nothing and rooted in stone must be traversed.

• Destruction welcomes those that journey to the city of pain.

• Deceptions envelop the well meaning as the hands of the sentinel are sought by the woken one.
• Mortal and god, they will all be his pawn!

• The contested lady is called forth by the shame of the Deepwater Knights.

• If the magics of mythical prestige are ripped from their shells the end of times will be ushered in!
~Seeress Ealaynya Ithis
Books
Seeress Ealaynya Ithis's Prophecies: Book One
This item can be placed on the floor in any house type.

NO-VALUE

Claimed from Unknown.

Undiscovered.
Seeress Ealaynya Ithiss Prophecies
Book One
That which is to come and that which must be stopped!
I, Ealaynya Ithis, Seeress, Shepherd and prophet to the most selfless of the supreme deities, Rodcet Nife, have experienced the following visions. I share them with you now so that they may help light your way through dark times.
• Nothing has found that which was lost. The banished slayer returns!

• A paw most trusted becomes the claw of attack.
• Death falls upon the city of free men in the Shattered Lands.

•The five seen and five unseen rally when the hands are taken.

•The sister's daughter grips destiny. The dead foe is to be freed.
• The expanse pulled by nothing and rooted in stone must be traversed.

• Destruction welcomes those that journey to the city of pain.

• Deceptions envelop the well meaning as the hands of the sentinel are sought by the woken one.
• Mortal and god, they will all be his pawn!

• The contested lady is called forth by the shame of the Deepwater Knights.

• If the magics of mythical prestige are ripped from their shells the end of times will be ushered in!
~Seeress Ealaynya Ithis
This item is currently on Test and not yet available on live servers.
Books
Seeress Ealaynya Ithis's Prophecies: Book Three
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Plundered from The Down Below (-205, 0, -25).

Requires the use of:
a koalindl scale key
This old, rusty key has fresh scrapings along the teeth.

LORE  NO-TRADE  NO-VALUE


Discovered on 3 Sep 2008 at 11:16:41 PDT.
Seeress Ealaynya Ithis's Prophecies

Book Three
The hidden and that which is to come.
I, Ealaynya Ithis, Seeress, Shepherd and prophet to the most selfless of the supreme deities, Rodcet Nife, having been made aware of my limited time within this glorious realm, through a vision of my demise, felt an explanation and further guidance may be sought after I have been escorted to Ethernere.

I wished not to reveal my inevitable end to my flock nor fellow believers, as they would have locked me behind guard and protection spells in an attempt to secure my life. The great work that I was to fulfill, the preparation of all for the coming of dark times and struggles, would have been hindered. Such preparation was much more important than my single life!
Do not be distraught by my passing, nor question our merciful Prime Healer's glorious return. This was but a step along the path towards his return to our realms! It was neither his doing nor his plan that it occur, but it was unavoidable.

The oblivion beyond the veil, dark and ravenous encroaches upon Norrath. A torrent unleashed will be felt by gods and mortals, alike. Many, like yourself, will be witness to it. Few will be prepared enough to stop it.
• Chaos and mourning rules when the sword resides where the heart should be.

• The contested lady under the waves guides those to growth.• The shrouded union of dead and dark doth stir a pot most turbulent.
• Naught gone where others must follow to meet oblivion.

• In the grip of claws are songs of truth and guidance never sung.

• Though the moons may glow beautifully, it is the sun that grants them their shine.
• The tomb of the hound hides the prism of a timeless betrayer.

• The secret crypt of the hand of Enoxus leads to the fallen three.

• The fate of a spurned daughter is threatened with princely plans of vengeance.
~Seeress Ealaynya Ithis
Books
Seeress Ealaynya Ithis's Prophecies: Book Two
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE



Discovered on 7 Jan 2017 at 18:43:24 PST.
Books
Selected Poems
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [54] Selected Poems (Tome).

Components
Selected Poems - Page 5 (shinies in Maj'Dul)
Selected Poems - Page 6 (shinies in Maj'Dul)
Selected Poems - Page 8 (plundered from a basket at -211, 161, -75 in Maj'Dul)
Selected Poems - Page 11 (plundered from a scroll at -233, 160, -116 in Maj'Dul)
Selected Poems - Page 15 (shinies in Maj'Dul)
Selected Poems - Page 19 (plundered from a scroll at -157, 177, -106 in Maj'Dul)
Selected Poems - Page 20 (plundered from a wooden chest at -243, 135, -12 in Maj'Dul)

Discovered on 20 Sep 2005 at 16:48:56 PDT.
A collection of poems.
This collection was written by Dervin poets, relating different themes common to everyone: love, loss, and hope.
"The Heart Remembers"
Though scholars have debated the matter, the identity of the sultan and his bride remain a mystery. Some say it is a reference to Ahkari, the founder of Maj'Dul. The earliest versions of this poem pre-date the city by centuries, however.
The dark of night

Brings whispering winds

And tales of fanciful dreams

The sultan appears on his steed

The heart trembles,

The heart remembers

The dreams of long ago
The love he held

For his young bride

Her beauty and charm held him

The sultan, lord of the lands,

      in thrall

The heart remembers,

The heart trembles

Love's poem of long ago
Love dreamt by night

Made true by day

And yet, the dreams they shared

Were but delicate blossoms

The heart trembles

The heart remembers

Ah, love lost long ago
In their palace

When he has gone

She quietly awaits her love

Through long cold days

and sleepless nights

The heart remembers,

The heart trembles

Love, so patiently, awaits
"Sand castles"
In the aftermath of the Rending, many poets wrote of the catastrophes that sundered the world.



In this poem by Dervin poet Alyarrah Mahaat, the Rending is characterized as barrashar invaders arriving by sea.
In my dreams I was a child

In our home beside the sea

We walked together to the shore

Where I built a sand castle for thee
Grey gulls cried out high above

And the sun shone fierce and bright

Warming the pearls

of clear white sand

That I shaped with my hands of delight
Wind upon the turquoise sea

Caps the waves with pale grey foam

And draws dark ships closer

Tarnish, growing in the silver gloam
A ship, tall and black, arrives

The day is now dark and cold

And I hide behind my castle

Longing for your hand to hold
The barrashar pour forth

      from their ship

Burning,

      trampling,

            destroying...

My sand castle tumbled to dust

And you...

And all I love...

Are now gone
In my dream I was a child

In our home beside the sea

I walk, alone, along the shore

Where I build a castle in the air

And where I will wait for thee
"The Saracen"
The Saracen is legendary amongst the inhabitants of Maj'Dul.



With his prowess in the arena, the Saracen champions changes in the laws that benefit the poor and most unfortunate. No one knows his true identity, for his face is veiled and he speaks to no one.
Striding into battle,

      his face veiled from view

The Saracen arrives

      to the cheers of the crowd

He nods, he bows, but he speaks not

Yet all know what

      he will do on this day

He will win today
His beast with horns

      gleaming and sharp

Had never been beaten in combat

Its hooves are polished

      by the sand

His bearing is proud and aloof

He will win today
Do you walk through Maj'Dul  And not hear
      the cheering crowds?  From lowest born      to highest caste  The Saracen is renowned  He will win today
And when he wins,

      new laws are made

He clothes the poor

      widows' children

He feeds those

      who cannot pay

He brings hope

      where none was before

He has already won
Books
Servant of the Temple
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [37] Servant of the Temple (Feerrott), started by examining Servant of the Temple (found in The Temple of Cazic-Thule (29, 0, -39)).

Discovered on 8 Jan 2005 at 6:55:25 PST.
This is a cautionary tale, although it is difficult to determine what is being discouraged. Does it refer to keeping one's word? Or is it that the bearer of bad news must be prepared for anything?
Entry One
Put book away.
In the long-ago, the Temple of Cazic-Thule stood mighty among all the temples to the lesser gods. For many long years, it was the focal point of worship of and sacrifice to the god of fear. Many were the servants of this Temple, for Cazic-Thule was worthy of worship and praise. All who belonged to the Alliz Ew provided for the Temple's maintenance, including lesser beings and unwanted hatchlings to serve as either servants or sacrifices -- sometimes both.
Entry Two
Put book away.
Now, in this time the Alliz Ew did also worship Alliz Onu, She Who Creates, but being endowed with high intelligence they also knew that Cazic-Thule and his ilk would not play second best to Her. So they worshipped Her and made offerings to Her, but they build the Temple so that Cazic-Thule would see their faith and leave them to worship as they saw fit.
Entry Three
Put book away.
Each servant in the Temple served a particular purpose and when that purpose was completed, so was their service. At that time, they would be sacrificed. Vashahkti, the youngest hatchling of his family, was not like the other servants. His job was to wash the vessel into which the sacrificial liquors were poured and while this purpose was completed each day, Vashahkti was filled with such reverence for his task that the priests of the Temple kept him.
Entry Four
Put book away.
In many ways, Vashahkti was fortunate for though the Alliz Ew were harsh masters, beyond the Temple doors were encamped the army of Rallos Zek. Vashahkti knew that the Rallosians were building their empire anew and that they were subjugating all the Alliz Ew they found in the Feerrott. He also knew that they were bound by ancient custom: the followers of Rallos Zek were not to defile the Temple of Cazic-Thule, nor could the followers of Cazic-Thule defile a temple to Rallos Zek.
Entry Five
Put book away.
Beyond the Temple's walls, the ogres of the Rallosian Army celebrated each victory by feasting on the stores of food raided from those they had conquered. They roasted birds by the hundreds, ate unhatched Alliz Ew eggs and drank a vile and quickly brewed ale of substandard quality. As every day brought news of another victory, the ogres surrounding the Temple celebrated each day.
Entry Six
Put book away.
It happened that one day, when Vashahkti went outside the Temple one day on an errand, he found himself surrounded by Rallosians. They pushed him this way and that and made sport with him. Vashahkti said nothing. Tiring of their play, the ogres kicked Vashahkti and sent him on his way. As he walked off, he heard one of them say, "Did you see the gemstones glittering on that one's vest? They say the whole Temple is filled with treasures like that."
Entry Seven
Put book away.
Vashahkti slipped into the woods to listen to the Rallosians. Another ogre gave a great belch and said, "Those weren't no gemstones; they looked like rocks." Still another ogre slapped the first one on his helmet and said, "If they was gemstones, why didn't we pinch them when we had that lizard in our grasp?" The first ogre snarled, "You are all as stupid as they day you were born. I tell you, the whole Temple is filled with gemstones, and I'm going to get me some."
Entry Eight
Put book away.
Returning to the Temple, Vashahkti at once told the head priest all he had overheard. The head priest snapped, "They will not dare cross into the Temple, for that will be the last action they take." The words had no sooner left his mouth when the Temple's doors flew open and in rushed a band of ogres. Vashahkti knew all the secret ways of the Temple as he had lived there now for many years. In the confusion, he slipped down a black corridor and listened to the chaos and mayhem behind him, cursing the Rallosians as he ran.
Entry Nine
Put book away.
Vashahkti made for an inner sanctum of the Temple. He was Alliz Ew; he was not running from battle. No, his purpose was a greater one: to sound the alarm through all Feerrott and alert the Sleeping Watcher whose presence the Alliz Ew felt, but never saw. He struck the iron gong so vigorously that it shattered, piercing him with its shards. Vashahkti knew no pain; he only knew he must raise the Watcher.
Entry Ten
Put book away.
Behind Vashahkti, the Watcher stretched, unfurling after years of hidden slumber. It knew instantly that the Temple had been defiled and that it would need to act. "You have done well," hissed the Watcher, standing now at its full height. Vashahkti turned and stared in awe, then prostrated himself to worship it. The Watcher, Avatar of Fear, yawned and stretched again before seizing Vashahkti and allowing him to be the first sacrifice toward the ultimate defeat of the Rallosian Army.
Close Book.
Books
Servant of the Temple
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [37] Servant of the Temple (Feerrott), started by examining Servant of the Temple (found in The Temple of Cazic-Thule (29, 0, -39)).

Discovered on 31 Jul 2008 at 21:14:04 PDT.
This is a cautionary tale, although it is difficult to determine what is being discouraged. Does it refer to keeping one's word? Or is it that the bearer of bad news must be prepared for anything?
In the long-ago, the Temple of Cazic-Thule stood mighty among all the temples to the lesser gods. For many long years, it was the focal point of worship of and sacrifice to the god of fear. Many were the servants of this Temple, for Cazic-Thule was worthy of worship and praise. All who belonged to the Alliz Ew provided for the Temple's maintenance, including lesser beings and unwanted hatchlings to serve as either servants or sacrifices -- sometimes both.
Now, in this time the Alliz Ew did also worship Alliz Onu, She Who Creates, but being endowed with high intelligence they also knew that Cazic-Thule and his ilk would not play second best to Her. So they worshipped Her and made offerings to Her, but they build the Temple so that Cazic-Thule would see their faith and leave them to worship as they saw fit.
Each servant in the Temple served a particular purpose and when that purpose was completed, so was their service. At that time, they would be sacrificed. Vashahkti, the youngest hatchling of his family, was not like the other servants. His job was to wash the vessel into which the sacrificial liquors were poured and while this purpose was completed each day, Vashahkti was filled with such reverence for his task that the priests of the Temple kept him.
In many ways, Vashahkti was fortunate for though the Alliz Ew were harsh masters, beyond the Temple doors were encamped the army of Rallos Zek. Vashahkti knew that the Rallosians were building their empire anew and that they were subjugating all the Alliz Ew they found in the Feerrott. He also knew that they were bound by ancient custom: the followers of Rallos Zek were not to defile the Temple of Cazic-Thule, nor could the followers of Cazic-Thule defile a temple to Rallos Zek.
Beyond the Temple's walls, the ogres of the Rallosian Army celebrated each victory by feasting on the stores of food raided from those they had conquered. They roasted birds by the hundreds, ate unhatched Alliz Ew eggs and drank a vile and quickly brewed ale of substandard quality. As every day brought news of another victory, the ogres surrounding the Temple celebrated each day.
It happened that one day, when Vashahkti went outside the Temple one day on an errand, he found himself surrounded by Rallosians. They pushed him this way and that and made sport with him. Vashahkti said nothing. Tiring of their play, the ogres kicked Vashahkti and sent him on his way. As he walked off, he heard one of them say, "Did you see the gemstones glittering on that one's vest? They say the whole Temple is filled with treasures like that."
Vashahkti slipped into the woods to listen to the Rallosians. Another ogre gave a great belch and said, "Those weren't no gemstones; they looked like rocks." Still another ogre slapped the first one on his helmet and said, "If they was gemstones, why didn't we pinch them when we had that lizard in our grasp?" The first ogre snarled, "You are all as stupid as they day you were born. I tell you, the whole Temple is filled with gemstones, and I'm going to get me some."
Returning to the Temple, Vashahkti at once told the head priest all he had overheard. The head priest snapped, "They will not dare cross into the Temple, for that will be the last action they take." The words had no sooner left his mouth when the Temple's doors flew open and in rushed a band of ogres. Vashahkti knew all the secret ways of the Temple as he had lived there now for many years. In the confusion, he slipped down a black corridor and listened to the chaos and mayhem behind him, cursing the Rallosians as he ran.
Vashahkti made for an inner sanctum of the Temple. He was Alliz Ew; he was not running from battle. No, his purpose was a greater one: to sound the alarm through all Feerrott and alert the Sleeping Watcher whose presence the Alliz Ew felt, but never saw. He struck the iron gong so vigorously that it shattered, piercing him with its shards. Vashahkti knew no pain; he only knew he must raise the Watcher.
Behind Vashahkti, the Watcher stretched, unfurling after years of hidden slumber. It knew instantly that the Temple had been defiled and that it would need to act. "You have done well," hissed the Watcher, standing now at its full height. Vashahkti turned and stared in awe, then prostrated himself to worship it. The Watcher, Avatar of Fear, yawned and stretched again before seizing Vashahkti and allowing him to be the first sacrifice toward the ultimate defeat of the Rallosian Army.
Books
Shadowed Tome
This item can be placed on the floor in any house type.

NO-VALUE

Purchased from Aldaelon Rootbed in Greater Faydark (269, 110, 374) or Omarin T'Zaana in Neriak, City of Hate (-688, 17, 202) for 1 Primordial Malice Bauble or Aldaelon Rootbed in Greater Faydark (269, 110, 374) or Omarin T'Zaana in Neriak, City of Hate (-688, 17, 202) or Gramdur in Thalumbra, the Ever Deep (621, 87, 75) for 12 Defender's Medals or Ronald Gleneed in Great Divide (1193, -533, 467) for 15 Lore and Legend Tokens.
requires Lore and Legend server

Discovered on 13 Aug 2015 at 0:57:12 PDT.
Books
Shadowed Volume
This item can be placed on the floor in any house type.

NO-VALUE

Purchased from Aldaelon Rootbed in Greater Faydark (269, 110, 374) or Omarin T'Zaana in Neriak, City of Hate (-688, 17, 202) for 1 Primordial Malice Bauble or Aldaelon Rootbed in Greater Faydark (269, 110, 374) or Omarin T'Zaana in Neriak, City of Hate (-688, 17, 202) or Gramdur in Thalumbra, the Ever Deep (621, 87, 75) for 12 Defender's Medals or Ronald Gleneed in Great Divide (1193, -533, 467) for 15 Lore and Legend Tokens.
requires Lore and Legend server

Discovered on 13 Aug 2015 at 1:01:28 PDT.
Books
Shepherd of the Celestial Watch
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 13 May 2008 at 9:46:28 PDT.
Seeress Ealaynya Ithis's Holy Calling
Back when the gods had been silent for ages and the suffering people of Norrath huddled together for refuge, faith seemed destined to die.

It was during this time that a young child by the name of Ealaynya Ithis started to exhibit clairvoyance and experience prophetic dreams. Even the most skeptical villagers were convinced when the young Ealaynya led hunters to a crying child, having been lost for nearly a week.
She began to lead the village gatherers to hard found resources. Her retelling of her visions comforted them at the fireside. She had earned the praise of her village and brought a glimmer of faith to their forsaken lives. How could they keep such a child's gift to their selves? She was like the harbinger of faith within this realm. Qeynos would be her pulpit!
They abandoned their village for the city of Qeynos. There they discovered the once grand Temple of Life, nearly abandoned.

The temple that awaited Ealaynya paled in comparison to the one she had beheld in her visions. Only a few acolytes of the Prime Healer remained and the temple rested in near ruins. The beauty of the Pool of Jahnda that once held the majestic koalindl, fish from the Plane of Tranquility, was now dingy and empty of life. The acolytes would not listen to the villagers' claims, dismissing them as beggars looking for refuge in their sacred hall.
As the villagers and the acolytes argued, Ealaynya walked silently to that cart that held her belongings. She rummaged through and reached far into a niche, having to stand on her toes to reach her prize. Her hands slowly emerged from the darkness grasping a glass bowl.

Within the bowl was a small, colorful fish. It has been a year ago that alone; she had found her way to a tiny pond in which a single colorful fish swam within the clear, warm water. She carried the fish back to the village and fed it a morsel of bread everyday, until this day.
Ealaynya walked to the edge of the murky water of the once grand Pool of Jahnda. She began to pour the contents of the fish bowl slowly into the pool. The stream of water hit the film and broke the plane of algae on the pool's surface.

Upon hearing this, the acolytes ran toward her screaming for her to cease her blasphemous action. Ealaynya was deaf to their cries. As they neared her the tiny, colorful fish was carried through the stream of water and swam into the blackness of the pool.
The acolytes grabbed the girl's arms and were about to hand her some retribution for her deed when they were distracted by something miraculous!

Looking to the pool all present gazed as the cloudy water began to clear around the fish. This circle of pristine water radiated out from the fish dissolving all that was foul within this sacred pool. The Pool of Jahnda was returned to its glory and a single fish, a koalindl, swam within its life giving water!
Ealaynya rejuvenated the temple and its acolytes. The cleansing of the pool was the beginning of the girl's life amongst by the acolytes, and the villagers had become their new congregation. Ealaynya began to have new visions and share them with the temple.

Through her visions they came to realize they were to unify the faith of the gods of light. They renamed their order the Celestial Watch.
They began to preach to the people and aid those in need. Small crusades led them into the wilds to perform benevolent actions as they used to ages before the gods were silenced.

Seasons passed and eventually Ealaynya grew into a beautiful woman and the spiritual leader of the Celestial Watch. She became the Seeress Ealaynya Ithis, a beacon of faith, Shepherd of the Celestial Watch.
But she was destined to become more than simply a shepherd. As gods of old have reappeared Seeress Ealaynya has continued to see her visions and prophecies come true. She reassured those that expressed fear or grief over the Prime Healer's absence that all is part of a grand plan.

"It is not our place to question the wisdom of fate, nor that of the Prime Healer. The darkest of night is when light is most welcome!"
If there was any question about her faith in a grand plan it was dismissed on the day the Temple of Life disappeared!

In the blink of an eye, all who were within the holy temple, save Seeress Ealaynya, now found themselves outside, watching awestruck as it increased its rotation speed and disappeared. There at the edge of the Pool of Jahnda they camped, in prayer and meditation waiting.
A day later, the Temple of Life reappeared with the same ease with which it left. When its rotation speed slowed, the portal reappeared to allow entry and exit from the floating temple. But no priest, priestess, nor acolyte would enter. They knew they were witness to something of legend, something truly miraculous! They awaited a sign from their Holy Seeress that they would once again, enter the site.
Seeress Ealaynya Ithis emerged from the temple washed in light! She consoled those distraught, and praised all for their faith, stating that she had touched The Holy, and been within the presence of The Prime Healer!

She was blessed, and now so was all of Norrath, for Rodcet Nife's Prophet walks amongst us!
I, Ealaynya Ithsis, Seeress, Shepherd and chosen prophet to the most selfless of the supreme deities, Rodcet Nife, having been made aware of my limited time within this glorious realm, through a vision of my demise, felt an explanation and further guidance may be sought after I have been escorted to Ethernere.

Seek it, and you shall find guidance and prophecy.
Granted is a key when Rodcet is hooked and released.

Bound words are found supporting Weagleross down below.
Books
Shimmering Citadel Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Shimmering Citadel Creature Cataloging'

Purchased from Bursar Janha in The Court of the Blades (7, 5, 4) or Bursar Hulna in The Court of the Coin (-7, 0, 25) or Bursar Sirenia in The Court of Truth (4, 0, 29) for 34s 56c.

Discovered on 14 Sep 2005 at 15:29:12 PDT.
Shimmering Citadel Creature Catalog
by Jergo Wheybringer
Floating high over the lands of Ro, the Shimmering Citadel appears to be a remnant of the Plane of Sky, though how such an artifact survived the cataclysms in the distant past is not told here.

Its inhabitants cluster in various layers, as happens in many other areas in these desert lands. The highest point is the djinn's palace; the bowels of the floating island house wretches of various sorts.
Holding the beautifully landscaped and manicured Citadel aloft is a series of dark caverns inhabited mainly by naga and their captives.
It is important to tread carefully as there are many crevasses that open up to the lands below, sending the unwary traveler to a grisly end.
Wind whistles through the caverns, disguising the hissing of the serpent-like naga and obscuring the sounds of other less-than-savory inhabitants.
The exterior grounds of the Shimmering Citadel are refreshingly colorful. In contrast to the dark caverns below and the mind-numbing dullness of the desert, the Citadel is a treat for the eyes.

Emerald green lawns with neatly trimmed flowering bushes are enclosed by exquisitely carved sandstone and granite walkways. Beware the wisps that maintain the grass!
The djinn guard the Citadel, patrolling its meandering walkways with the help of ferocious shimmering guardians.

With the torso of a Dervin and a lower half of smoke, the djinn can be a startling sight. Rumors abound that the djinn congregate near the Citadel to retain some measure of contact with the old Plane, thereby maintaining their magical abilities.

Inside the Citadel itself, the djinn employ others as servants, including humans, gnomes and even a sphinx!
Though a beautiful place, the Citadel is sterile, somehow. It lacks the warmth and vitality of other places through which I have traveled.
The djinn concern themselves with books and poetry, when they might use their magical abilities to bring water to the desert to help the roaming bands of Dervins.
Still, a visit to the Shimmering Citadel is a dream-like experience worth every minute.
Books
Sinking Sands Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Sinking Sands Creature Cataloging'

Purchased from Bursar Janha in The Court of the Blades (7, 5, 4) or Bursar Hulna in The Court of the Coin (-7, 0, 25) or Bursar Sirenia in The Court of Truth (4, 0, 29) for 34s 56c.

Discovered on 13 Sep 2005 at 23:08:51 PDT.
Sinking Sands Creature Catalog
ny Darn McMalner
The region known as the Sinking Sands makes up the northeastern shores of the land known as Ro. Seen from ship it appears barren, bland, and inhospitable.

In reality it is teeming with life of all kinds. The lands of Ro are home to the Dervin Empire, that makes its presence known across the entire landscape.

This is especially true in the Sinking Sands, where ambassadors from each political alignment eagerly await new arrivals.
Arriving at the Port of Tears, newcomers will find several facilities set up to welcome and encourage participation in local events. Beyond the Port, however, other inhabitants make their homes.

Crocodiles and caimans share the remains of the Oasis of Marr with spectres and shade prowlers. Narrow pathways lead away from the Port toward the dunes which give the Sinking Sands their name.

Without screens of trees or many rock formations, one might feel that every danger is easily seen and avoided. This is simply not true.
Beyond the wall of rock the land opens up to dangers of all sorts. Water is sparse. The land is filled with wandering lunatics, orcs, undead and insects of all sizes.

The list does not stop there: lizardmen, giants, snakes (living AND undead), camels, goblins and gnolls all also inhabit the Sinking Sands.

The creatures themselves are daunting, but the fact that they've all evolved to live in this harsh climate makes them all the more frightful.
While the region is a desert, it is not merely dry and hot. The nearby ocean shifts the temperature throughout the day/night cycle and keeps the air more humid than one might expect (which, unfortunately, makes the heat that much more unbearable).

The occasional breezes that rise above the rock wall and travel over the region are a welcome relief.

The air from the Pillars of Flames to the west, however, is mean, dry and hot.
From the Sinking Sands one can venture into the Pillars of Flame to the west, or the Clefts of Rujark to the south.

High in the sky to the southwest one can see Maj'Dul. In the northwestern skies, what appears to be a city silently watches this land.

There is no doubt more to this land, but it is hard to distinguish rumor from fact. Tales exist of old, buried cities and civilizations, but the land holds its secrets well.
Books
Skeletons
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Skeleton (Lore and Legend), started by examining Skeletons in Stormhold (-117, -31, -149).

Discovered on 18 Nov 2004 at 1:06:13 PST.
Skeletons are so common throughout Norrath, it's pretty wasteful to spend much time studying them. The good thing about skeletons, though, is that they are so numerous that studying them is a breeze.
Entry One
Put book away.
"Skeletons" by Trinni Mellosius -- Taking them apart and putting them together.
Read book
Put book away.
If there's a graveyard, there'll be skeletons. The question is, what kind? The best way to figure out what you'll encounter in any given graveyard is to look at what's alive in the area. That's because skeletons are simply reanimated dead. That puts skeletons into the category known as "undead," which includes creatures such as ghosts, ghouls and zombies.
Entry Two
Put book away.
Pretty much every living creature has a skeleton. The nice thing about skeletons is that you can see everything you need to know about your enemy at a glance. Is it carrying a concealed weapon? That's mighty hard to do when you don't have any skin to hide it behind!
Entry Three
Put book away.
Let's take a look at orc skeletons as an example. Once you are familiar with skeletons, you'll know about the living orcs, too. Seeing them from the inside out gives you the advantage in battle -- you will already know where the living orcs are vulnerable and tender.
Entry Four
Put book away.
First, look at the orc skeleton's skull. It is thicker at the front top than it is on the temples or at the back. That means you'll want to attack them from the side whenever possible to knock them unconscious. Although...it's hard to say that an undead creature actually has a conscious state even without you coshing it on the head.
Entry Five
Put book away.
The skeleton's neck is thin and much more vulnerable to a slashing attack. This is not always true of living creatures which may protect their soft fleshy bits with studded collars and coifs. The motto for the novice hunter is: look before you slash. If it's covered, see what is left wide-open, and redirect your attack appropriately.
Entry Six
Put book away.
Many skeletons wield the same weaponry as they would in life. If the animated undead was a magic user, you can be assured that its skeletal counterpart is also a magic user. In this case, it's handy to study the living creature instead to better know what damage skeletal creature is capable of doing.
Entry Seven
Put book away.
For the most part, skeletons are fairly solitary. They will however band together from their separate funereal plots to do whatever thing a particular sorcery has called them to life to do. Or undead. It's hard to know what to call them since they are clearly not alive, but aren't necessarily dead!
Entry Eight
Put book away.
Occasionally, skeletons are found beyond graveyards. You can find them haunting areas where they existed in life. For example, you can see any number of skeletons in places like Stormhold. These skeletons are likely bound to the last place their living self remembers and need to be re-killed in order to die. Except they're already dead, which means you can't kill them. Hmm. Anyway.
Entry Nine
Put book away.
When you come across a skeleton and you don't recognize what sort of creature it might once have been, imagine it covered in fat. Often, we're surprised by how scrawny a skeleton is and forget that something like a giant may be big in the bone department, but lack some of the width its layer of skin and fat would cover. Keep in mind that not everything has a skeleton. You'd feel pretty foolish telling someone you were fighting a Coldwind octopus skeleton, now, wouldn't you?
Entry Ten
Put book away.
That's all I know about skeletons. Hopefully, you'll find this information useful. If not, go do your own study on skeletons. It'll be easy; they're everywhere!
Close Book.
Books
Skeletons
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 9:48:58 PDT.
"Skeletons" by Trinni Mellosius -- Taking them apart and putting them together.
Skeletons are so common throughout Norrath, it's pretty wasteful to spend much time studying them. The good thing about skeletons, though, is that they are so numerous that studying them is a breeze.
If there's a graveyard, there'll be skeletons. The question is, what kind?

The best way to figure out what you'll encounter in any given graveyard is to look at what's alive in the area.

That's because skeletons are simply reanimated dead.

That puts skeletons into the category known as "undead," which includes creatures such as ghosts, ghouls and zombies.
Pretty much every living creature has a skeleton.

The nice thing about skeletons is that you can see everything you need to know about your enemy at a glance. Is it carrying a concealed weapon? That's mighty hard to do when you don't have any skin to hide it behind!
Let's take a look at orc skeletons as an example. Once you are familiar with skeletons, you'll know about the living orcs, too.

Seeing them from the inside out gives you the advantage in battle -- you will already know where the living orcs are vulnerable and tender.
First, look at the orc skeleton's skull. It is thicker at the front top than it is on the temples or at the back.

That means you'll want to attack them from the side whenever possible to knock them unconscious.

Although...it's hard to say that an undead creature actually has a conscious state even without you coshing it on the head.
The skeleton's neck is thin and much more vulnerable to a slashing attack.

This is not always true of living creatures which may protect their soft fleshy bits with studded collars and coifs.

The motto for the novice hunter is: look before you slash. If it's covered, see what is left wide-open, and redirect your attack appropriately.
Many skeletons wield the same weaponry as they would in life.

If the animated undead was a magic user, you can be assured that its skeletal counterpart is also a magic user.

In this case, it's handy to study the living creature instead to better know what damage skeletal creature is capable of doing.
For the most part, skeletons are fairly solitary.

They will however band together from their separate funereal plots to do whatever thing a particular sorcery has called them to life to do.

Or undead. It's hard to know what to call them since they are clearly not alive, but aren't necessarily dead!
Occasionally, skeletons are found beyond graveyards.

You can find them haunting areas where they existed in life. For example, you can see any number of skeletons in places like Stormhold.

These skeletons are likely bound to the last place their living self remembers and need to be re-killed in order to die. Except they're already dead, which means you can't kill them.

Hmm. Anyway.
When you come across a skeleton and you don't recognize what sort of creature it might once have been, imagine it covered in fat.

Often, we're surprised by how scrawny a skeleton is and forget that something like a giant may be big in the bone department, but lack some of the width its layer of skin and fat would cover.

Keep in mind that not everything has a skeleton. You'd feel pretty foolish telling someone you were fighting a Coldwind octopus skeleton, now, wouldn't you?
That's all I know about skeletons. Hopefully, you'll find this information useful.

If not, go do your own study on skeletons. It'll be easy; they're everywhere!
Books
Skeletons
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Skeleton'

Quest reward from [50] Lore and Legend: Skeleton (Lore and Legend), started by examining skeleton parts or by examining Skeletons in Stormhold (-117, -31, -149) in Greater Faydark (293, 109, 88) in Darklight Wood (629, -24, 208).

Plundered from Stormhold (-117, -31, -149) or Greater Faydark (293, 109, 88) or Darklight Wood (629, -24, 208).

Discovered on 13 Sep 2005 at 12:25:43 PDT.
"Skeletons" by Trinni Mellosius -- Taking them apart and putting them together.
Skeletons are so common throughout Norrath, it's pretty wasteful to spend much time studying them. The good thing about skeletons, though, is that they are so numerous that studying them is a breeze.
If there's a graveyard, there'll be skeletons. The question is, what kind?

The best way to figure out what you'll encounter in any given graveyard is to look at what's alive in the area.

That's because skeletons are simply reanimated dead.

That puts skeletons into the category known as "undead," which includes creatures such as ghosts, ghouls and zombies.
Pretty much every living creature has a skeleton.

The nice thing about skeletons is that you can see everything you need to know about your enemy at a glance. Is it carrying a concealed weapon? That's mighty hard to do when you don't have any skin to hide it behind!
Let's take a look at orc skeletons as an example. Once you are familiar with skeletons, you'll know about the living orcs, too.

Seeing them from the inside out gives you the advantage in battle -- you will already know where the living orcs are vulnerable and tender.
First, look at the orc skeleton's skull. It is thicker at the front top than it is on the temples or at the back.

That means you'll want to attack them from the side whenever possible to knock them unconscious.

Although...it's hard to say that an undead creature actually has a conscious state even without you coshing it on the head.
The skeleton's neck is thin and much more vulnerable to a slashing attack.

This is not always true of living creatures which may protect their soft fleshy bits with studded collars and coifs.

The motto for the novice hunter is: look before you slash. If it's covered, see what is left wide-open, and redirect your attack appropriately.
Many skeletons wield the same weaponry as they would in life.

If the animated undead was a magic user, you can be assured that its skeletal counterpart is also a magic user.

In this case, it's handy to study the living creature instead to better know what damage skeletal creature is capable of doing.
For the most part, skeletons are fairly solitary.

They will however band together from their separate funereal plots to do whatever thing a particular sorcery has called them to life to do.

Or undead. It's hard to know what to call them since they are clearly not alive, but aren't necessarily dead!
Occasionally, skeletons are found beyond graveyards.

You can find them haunting areas where they existed in life. For example, you can see any number of skeletons in places like Stormhold.

These skeletons are likely bound to the last place their living self remembers and need to be re-killed in order to die. Except they're already dead, which means you can't kill them.

Hmm. Anyway.
When you come across a skeleton and you don't recognize what sort of creature it might once have been, imagine it covered in fat.

Often, we're surprised by how scrawny a skeleton is and forget that something like a giant may be big in the bone department, but lack some of the width its layer of skin and fat would cover.

Keep in mind that not everything has a skeleton. You'd feel pretty foolish telling someone you were fighting a Coldwind octopus skeleton, now, wouldn't you?
That's all I know about skeletons. Hopefully, you'll find this information useful.

If not, go do your own study on skeletons. It'll be easy; they're everywhere!
Books
Small Row of Midst Books
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Purchased from Becka Quantem in Great Divide (1193, -533, 462) for 5s
requires Lore and Legend server
or Sadriena Faroloifer in City of Fordel Midst (612, -23, -547)
requires completing the Quest "Crime Pays Someone" or requires completing the Quest "Lend a Helping Hand"
for 50g.

Discovered on 15 Dec 2020 at 18:00:12 PST.
Books
Smiting of the Werewolf
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Werewolf'

Quest reward from [65] Lore and Legend: Werewolf (Lore and Legend), started by examining werewolf parts or by examining Smiting of the Werewolf in Loping Plains (-444, 8, -52).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Werewolf"
for 1c.

Plundered from Loping Plains (-444, 8, -52).

Discovered on 28 Feb 2007 at 9:12:49 PST.
"Smiting of the Werewolf

-- from the writings of
Silbern Keryvian
I was born with a fate upon my skin. I was but another in a proud line of devout werehunters. I studied the ancient texts of Djivan Mertshak, the lore of the Night Reapers, and the tales of fellow Freethinkers. Their battles against the lycanthrope abominations contained lessons. I learned all that I could of the beasts; their hunting, shape shifting, procreating, weaknesses, strengths, and of course their magic.
In time, I married, and had a family of my own. I continued to train, study the old texts, and hunt the tainted.

The elder Freethinkers began to task me with specific targets. Ones that were particularly treacherous and vile. With Marr's blessing, my silver blade vanquished den patriarchs and matriarchs, alike. And the wereclans are shaken to their defiled cores, due to it.
Then came the night in which Marr called to me! I had cornered a tired lycanthrope, and as my virulent, silver blade rose to deliver the mortal blow, the creature changed form. It dared look upon me from its profaned elven eyes.

"The sire, Krewrog, will be your downfall, hunter! Slay me. Your end is near."
"None so near as yours!"
I knew then that I had been given a charge of grand import, to cleanse Norrath of this "Krewrog."
I told the elder Freethinkers, but they discouraged me from hunting Krewrog. I had never known such folly and cowardice in such men! Marr demanded this cur be wuped from existence, and yet they order me to leave the hunt for another of the order! They had left the mission, but not I.

The monster proved to be more elusive, and more gruesome than I had even thought possible. I would find townsfolk, sometimes my own hunting companions, torn open.
The killings were messages. "Find me," they dared. I knew I was close on its trail, for the deaths were never a day old. But I was merely following a trail of grotesque destruction. I was not gaining any ground. I needed to gain the upper hand in this hunt.

I was contacted by an assassin one night, claiming to have been given superior skills through magics granted by Bertoxxulous. He offered me the same magics, but I was not about to accept such foulness.
Not a week later, I learned of a were beast that had been witnessed running from a local inn. I investigated the room that moment. Torn clothes were strewn about, but no blood, no victim. It was its den!

Then I spotted a silver locket was amongst the destruction. A locket I recognized! It had been mine, but lost in battle months prior. It held the likeness of my dear wife. My wife, my children!
With the speed of the wolf, I ran to me home. What I came upon will never leave my mind. What my eyes took in has been burned upon my very soul, like none other. Their bodies. The gore.

No libation, sleep or over indulgence could ever distract the grief, or the burning hate within me. my wife and infant daughter were butchered - torn apart by claws and teeth. The beast took delight in the grotesque!
I was blind with fury and sorrow as I looked for my son, Junge. But he was nowhere to be found. He was to be a man soon, and now he was gone, all of them were. The fault was with the Freethinkers for not aiding me in my hunt of this Krewrog from the start, and mine for not taking the upper hand when I could have.

The need for vengeance throbbed within me. It races through my very blood. I vowed to have it!
I returned to the assassin, and took the Bertoxxulian magics. It was only fitting to use magics of the disease god to kill one so willing to spread the lycanthropy disease. The spells worked better than I could have imagined. I could follow the beasts using the slightest of track; a speck of blood here, a hair there. They lit to my sight as if they burned!

I followed the trail of hair and saliva leading from my home towards the village of Somborn.
Foolishly, the beast was sticking to the cliffs and rougher terrain. A slower way, most likely trying to disguise its trail. I could bear it there! I saw my chance and laid a trap for the tainted creature between Wayunder Lake and Breathless Hallow.

The sun was soon to rise when the beast made its way through, and the trap sprung. How the beast howled and raged against the magical restraints that now bound him to the natural world around him!
Then I noted, this werewolf was not as big as the earlier witnesses had stated, and as I walked out of the shadows to confront it, it shifted. It turned from its Lujien form into a scared, young man, naked and shaking in magical bonds. it was my son. My own Junge, tainted by that disease!

Junge cried out, "Why are you doing this to me?"
"Because you are an abomination."
"But you brought this upon me!"
"I am sure Krewrog would have you think that way. That my hunting and my culling of his den mates and pack cousins somehow justified the tainting of my own son, but ultimately, responsibility lies with him... And now I will do what needs to be done, by the strength of Marr."

"What?! No, father! Sire!"

Krewrog took so much from me. Life was revenge now. Nothing more. The next day was stumbling grief, and hate. Tears of rage burned my throat, but would not cool the fire within my core. I knew I would find Krewrog within the village of Somborn.
So many of my previous targets were heading that direction, and I doubted it was all by luck. Something was drawing them to the village.

I found nothing suspicious with the townsfolk, or the village, itself. But I knew the folly of replying too much on the calm of daylight. I took up at a little tavern, and decided to wait it out. As the day waned, I grew more fidgety, and restless. I was shaking with insatiable rage for the beast I sought, or so I told myself. It was near dusk when I left the tavern. As I walked across the village, the night lit up for me.
I saw beast hair all around me, and could smell them on the wind! This village was full of the abomination!

I took leave of my senses and allowed the burning in my soul to take over. What had been bubbling under the surface I would no longer deny. It strengthened me beyond imagine. I felt something suppressing my analytical thought, and magnifying my baser thoughts and emotions!
The howl that ripped through the night chilled and exhilarated me. it was that of a werewolf on the prowl, even through the muddle of my mind I recognized it! That is when I could deny it no longer. The howl had been mine!

I was one of the defiled, and had been one for weeks! I reeled from the truth of it. How could it be that one would not know what they themselves do? It was then that I relived my dreams, and awkward mornings that suddenly made sense, and... Dear Marr! My family!
I am Krewrog and Junge knew it! But why was I allowed to love by the Freethinkers?
Did they know? Were they using me, or the beast within? It mattered little now that the damage had been done. I could not check my need to go out into the night, but now that I was aware of the taint I carried, I was not about to put others in any more danger.
I woke the next morning in confusion, like so many others, but this one I no longer blamed on the drink of the night before. I knew what I was now, and what I had to do about it.

I have written this tale as a warning, and as a lesson for others to learn from. Face your inner demons! Do not bury them, nor feed them with rage. As for me, I have justice to administer. Marr purify this body with the melted silver from my armor. As I drink, bring my family the justice they deserve.
Books
Snuffing the Fireknight
This item can be placed on the floor in any house type.

NO-TRADE

Collection reward from [70] An Old Memoir (Tome).

Components
Snuffing the Fireknight - Page 1 (looted in The Lesser Faydark)
Snuffing the Fireknight - Page 2 (looted in The Lesser Faydark)
Snuffing the Fireknight - Page 3 (looted in The Lesser Faydark)
Snuffing the Fireknight - Page 4 (looted in Loping Plains)
Snuffing the Fireknight - Page 5 (looted in Loping Plains)
Snuffing the Fireknight - Page 6 (looted in New Tunaria)
Snuffing the Fireknight - Page 7 (looted in New Tunaria)
Snuffing the Fireknight - Page 8 (looted in Mistmoore Catacombs)
Snuffing the Fireknight - Page 9 (looted in Mistmoore Catacombs)
Snuffing the Fireknight - Page 10 (looted in Kaladim)
Snuffing the Fireknight - Page 11 (looted in Kaladim)

Discovered on 30 Nov 2006 at 16:26:47 PST.
Snuffing the Fireknight
-a memoir-
by Varyn T'Vael
It was Marghya's idea to approach his companions. We thought her foolish, we were wrong.
"Their price," she argued, "will be far cheaper in the long run."
We put no stop to her attempt. She laughed at our "approval." "In time," she replied.
According to her, we all had more learning to do. She was right; our studies kept us occupied.
Marghya busied herself elsewhere, but the three of us -- Darjyl, Rhentos, and myself -- unlocked the secrets of fire. We learned its secrets while he, the Fireknight, used them to terrorize our people, burn our fields, slay our cattle, and undermine our power.
Marghya -- as always -- stressed patience.
We heard his stories at least once a week. "Tall as a hill giant," they would say. "Can cleave a horse in two with one stroke," "eats the flesh of his victims," "sears the ground where he walks and is as hot as a brand to the touch." As his path neared our keep the stories changed. "Saved a babe from the river," "put the man to death but gave his herd to those he had mistreated," "freed the entire house staff."
His nearing presence made Marghya giddy. Our studies complete, she called us together. "It is time." She donned a hood and fled into the night. Darjyl and Rhentos slept. I tried, but visions of fiery torment stained my mind. When Marghya returned her wicked grin called our attention. "It is done." She retreated quickly to her study, saying only, "tomorrow," before closing herself off and leaving us with naught to do but wait.
Come morning the courtyard was alive with commotion. I strained yet failed to pick out the shouted words. Instead it was Marghya's familiar grim that told me of the Fireknight's presence. She led us to the ramparts, the four of us ready to meet the four crusaders: the Fireknight and his three companions.
The crowd parted and they approached. The Fireknight cut the air with a hot shimmer. The cloak about him was dark red, a coal that refused to die. He drew his blade and spoke, ordering us to change... everything. We looked to Marghya, she smiled and raised her scepter.
The scepter dropped, the crowd gasped. The Fireknight's three companions faced him, weapons ready.
Confidence left his lips in a boisterous laugh, but it would not save him.
Marghya prepared her spells. Darjyl, Rhentos, and I did the same. When Marghya finally spoke her word, 'Vantaer,' we focused our energy on the Fireknight.
By then the knight had already killed one of his companions, the dwarf's body shaking in the street. Only a moment later the Erudite fell, gutted and choking. The Fireknight spun to face the elf but our magic broke through and his body twisted to the ground, the sword fell from his grasp, and his gaze came to us. His eyes hurt to look upon, his rage was undeniable, but we dared not flinch lest our spells falter.
Marghya held up her hand for the crowd to see. She closed her fist and with it the eyes of the Fireknight.
That night we gathered in Marghya's study. The Fireknight's cloak lay before us. "Two reasons," Marghya spoke. "This has become part of his legend, we must destroy it to destroy him. And, of course, the power we extract from it will fuel our needs." We nodded, and Marghya finally revealed her plan.
We stripped the cloak's enchantment -- as much as we could, at least -- prior to taking it apart. The leather, the silk and the woven steel shimmered with power even when separated.
To Darjyl, Marghya gave the woven steel portion of the cloak, sending him to the fiery mountains to Solusek where a gnomish friend would be waiting.
To Rhentos she gave the silken garment, sending him to the Catacombs of Mistmoore where he would meet with the Magelords of our sister coven, with whom Marghya had already hatched a separate plan.
To me she gave the heavy leather, and the dirty task of feeding Jhal'Dolek.
When we returned, our cloaks faded and impotent, Marghya wrapped the bodies of the Fireknight's fallen comrades in the fabrics, a final symbol of disdain. To the elf ranger, alive, yet hysterical, she gave the final cloak. The Fireknight's body we never saw, nor were we privy to what Marghya did with it, but the stories from the commoners -- true or not -- left us all uneasy.
It was thus that Marghya snuffed out the Fireknight. His legend she twisted and made her own, until the stories the commoners and slaves told were not of the mythical Fireknight, but Marghya and her Magelords, and the terrible powers they controlled.
The cloak, his sigil, defeated and destroyed, served as a reminder to those that would question our rule.
Books
Snuffing the Fireknight
This item can be placed on the floor in any house type.

NO-TRADE

Purchased from Juna Crankfizz in Butcherblock Mountains (637, 26, 588) for 3s 60c.

Discovered on 8 Dec 2006 at 21:29:49 PST.
Snuffing the Fireknight
-a memoir-
by Varyn T'Vael
It was Marghya's idea to approach his companions. We thought her foolish, we were wrong.
"Their price," she argued, "will be far cheaper in the long run."
We put no stop to her attempt. She laughed at our "approval." "In time," she replied.
According to her, we all had more learning to do. She was right; our studies kept us occupied.
Marghya busied herself elsewhere, but the three of us -- Darjyl, Rhentos, and myself -- unlocked the secrets of fire. We learned its secrets while he, the Fireknight, used them to terrorize our people, burn our fields, slay our cattle, and undermine our power.
Marghya -- as always -- stressed patience.
We heard his stories at least once a week. "Tall as a hill giant," they would say. "Can cleave a horse in two with one stroke," "eats the flesh of his victims," "sears the ground where he walks and is as hot as a brand to the touch." As his path neared our keep the stories changed. "Saved a babe from the river," "put the man to death but gave his herd to those he had mistreated," "freed the entire house staff."
His nearing presence made Marghya giddy. Our studies complete, she called us together. "It is time." She donned a hood and fled into the night. Darjyl and Rhentos slept. I tried, but visions of fiery torment stained my mind. When Marghya returned her wicked grin called our attention. "It is done." She retreated quickly to her study, saying only, "tomorrow," before closing herself off and leaving us with naught to do but wait.
Come morning the courtyard was alive with commotion. I strained yet failed to pick out the shouted words. Instead it was Marghya's familiar grim that told me of the Fireknight's presence. She led us to the ramparts, the four of us ready to meet the four crusaders: the Fireknight and his three companions.
The crowd parted and they approached. The Fireknight cut the air with a hot shimmer. The cloak about him was dark red, a coal that refused to die. He drew his blade and spoke, ordering us to change... everything. We looked to Marghya, she smiled and raised her scepter.
The scepter dropped, the crowd gasped. The Fireknight's three companions faced him, weapons ready.
Confidence left his lips in a boisterous laugh, but it would not save him.
Marghya prepared her spells. Darjyl, Rhentos, and I did the same. When Marghya finally spoke her word, 'Vantaer,' we focused our energy on the Fireknight.
By then the knight had already killed one of his companions, the dwarf's body shaking in the street. Only a moment later the Erudite fell, gutted and choking. The Fireknight spun to face the elf but our magic broke through and his body twisted to the ground, the sword fell from his grasp, and his gaze came to us. His eyes hurt to look upon, his rage was undeniable, but we dared not flinch lest our spells falter.
Marghya held up her hand for the crowd to see. She closed her fist and with it the eyes of the Fireknight.
That night we gathered in Marghya's study. The Fireknight's cloak lay before us. "Two reasons," Marghya spoke. "This has become part of his legend, we must destroy it to destroy him. And, of course, the power we extract from it will fuel our needs." We nodded, and Marghya finally revealed her plan.
We stripped the cloak's enchantment -- as much as we could, at least -- prior to taking it apart. The leather, the silk and the woven steel shimmered with power even when separated.
To Darjyl, Marghya gave the woven steel portion of the cloak, sending him to the fiery mountains to Solusek where a gnomish friend would be waiting.
To Rhentos she gave the silken garment, sending him to the Catacombs of Mistmoore where he would meet with the Magelords of our sister coven, with whom Marghya had already hatched a separate plan.
To me she gave the heavy leather, and the dirty task of feeding Jhal'Dolek.
When we returned, our cloaks faded and impotent, Marghya wrapped the bodies of the Fireknight's fallen comrades in the fabrics, a final symbol of disdain. To the elf ranger, alive, yet hysterical, she gave the final cloak. The Fireknight's body we never saw, nor were we privy to what Marghya did with it, but the stories from the commoners -- true or not -- left us all uneasy.
It was thus that Marghya snuffed out the Fireknight. His legend she twisted and made her own, until the stories the commoners and slaves told were not of the mythical Fireknight, but Marghya and her Magelords, and the terrible powers they controlled.
The cloak, his sigil, defeated and destroyed, served as a reminder to those that would question our rule.
Books
Sorcerer's Grimoire
This item can be placed on the floor in any house type.

HANDCRAFTED

Crafted from Celebrations of the Dead XIII (recipe purchased from Haint in Qeynos Capitol District or The City of Freeport or Maj'Dul or Haven or Greater Faydark or Darklight Wood or Neriak, City of Hate or Timorous Deep or Haint in Frostfang Sea).

Sorcerer's Grimoire
Using Nights of the Dead treats and a little magic to create a Sorcerer's Grimoire.
Level
29
Technique
Geocraft
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 8 Oct 2020 at 0:04:33 PDT.
Books
Sovereignties of Qeynos
This item can be placed on the floor in any house type.

TREASURED
NO-TRADE

Plundered from Qeynos Capitol District ( 701, 41, 104) or The City of Freeport.
requires completing the Quest "Taming of the Tuatara"

Discovered on 19 Nov 2012 at 14:47:58 PST.
Sovereignties of Qeynos




Penned by Randyle Brinn,
Historian and Scholar

On this, the first anniversary of Antonia Bayle's crowning
Antonius Bayle (the first) - The Great Unifier

 Time of Rule: The Age of Enlightenment

Antonius Bayle, son of Vallius Bayle, brought order to the Plains of Karana, unifying the nomadic clans of the plains with the village of Oceangreen, and thus established the city of Qeynos. Having renounced the title of king, he required all to simply call him by his name, Antonius.
Antonius Bayle II - The Great Defender

 Time of Rule: The Age of Reclamation & Age of Turmoil

Antonius Bayle II had studied under the fearless Knights of Thunder, as well as the Rangers of Surefall Glade. His mind for battle was instrumental in keeping the city unified despite the upheavals and unrest that plagued his reign, including the Erudite exodus from the city, and their subsequent uprising within Erudin. Under the rule of this militaristic leader, the Qeynos Guard grew and expanded divisions beyond the city walls.
Antonius Bayle III - The Great Diplomat

 Time of Rule: The Age of Turmoil

Antonius Bayle III, noted for his foreign diplomacy, is lauded for forging alliances between Qeynos and Erudin, northmen clans, and the halflings of Rivervale, during an otherwise notably tumultuous time, which witnessed the erection of Paineel, and the dawn of Sir Lucan D'Lere's rule of Freeport. His intentions for establishing diplomatic ties with such hated enemies of the state were cut short by assassination, but not before he had fathered three notable sons; Kyle, Antonius IV, and Kane (the traitor).
His first son, Kyle, from before Antonius Bayle III had inherited the Qeynos throne, disappeared mysteriously. From this point, the Bayle line would never again be direct, as Antonius IV, his second son and namesake, would henceforth be the most direct descendant of Antonius Bayle the first.
Antonius Bayle IV - The Great Avenger

 Time of Rule: The Age of Turmoil

By far, one of the most loved and celebrated rulers since Antonius Bayle the first, Antonius IV fought numerous battles against not only the foes of the kingdom, but the enemies of its allies. He has been noted as the single ruler that stretched the benevolent beliefs of Qeynos farther beyond the borders than ever before. He proved his great skills of leadership and battle during the War of Plagues and established a council of representatives and advisers, known as the Circle of Ten.
Growing concerned, due to Antonius IV's bachelorhood, the Circle of Ten implored him to wed, and sire children in order to further the Bayle lineage, and secure the Qeynos throne. Agreeing (perhaps reluctantly), he accepted an arranged marriage, and soon sired twins, Anton and Antea, before his untimely death at sea.
Only upon Antonia Bayle's emergence have historians come to learn of Antonius IV's greatest secrets - his love for Lady Shae of Felwithe, and his true first born, Shaonia, (Antonia's great-great-great-grandmother), and of his true death. Antonius IV had faked his death at sea in order to be reunited with his true love, and live out his remaining life with her and their daughter.
Anton and Antea Bayle - The Twin Monarchs

 Time of Rule: The Age of War

Rather malicious folk, Antonius IV's twin heirs squandered the riches of the throne, and demanded fealty from all citizens, ushering in a dark period for the city of Qeynos. Strongly bonded, the twins often seemed more like king and queen rather than sibling rulers. After Antea was slain, by a raiding band of Rallosians, Anton was plunged into a pit of depression. His eccentric behavior became increasingly erratic and violent, ending with his suicide.
Antonius Bayle V - The Great Sage

 Time of Rule: The Age of War & The Age of Cataclysms

The child of Anton Bayle and one of Antea Bayle's hand maidens, Antonius V was the most scholarly and wise ruler of Qeynos. He also was the youngest, having been crowned at the age of fifteen, after the death of his father. Due to his youth, he sought the unparalleled guidance of the Circle of Five in many decisions of state. Thankfully, he had been tutored in history, art and arcane sciences during most of his youth, for without his wisdom Qeynos would have certainly met its destruction during the Rending.
Antonius Bayle VI - The Great Healer

 Time of Rule: The Age of Cataclysms

A disciple of the Temple of Life since his youth, Antonius VI rose to become one of the greatest priests to walk the streets of Qeynos, a power that he used benevolently when the Shattering occurred. The Great Healer aided in the healing of thousand of Qeynosians, and their allies. He found strength in the Circle of Five, and treasured their advice and guidance.
Antonius Bayle VII - The Great Dreamer

 Time of Rule: The Age of Cataclysms

During Antonius VII's rule, the art of survival became a priority. During this time of great tragedy, he would often comfort the masses by relaying his prophetic dreams of safety, prosperity, and cooperation for Qeynos. During the Great Dreamer's reign the first steps to abandoning the animosity between the kingdom and many of its foes began.
Unfortunately, he was unable to see his dreams of harmony to their end. He, and his fellow Bayle family members, drowned when their royal vessel was swallowed by the Coldwind Sea, after being churned and tom asunder due to a great meteor shower.
The Circle of Five

 Time of Rule: The Age of Cataclysms

The council of city representatives and advisers had increasingly assisted in the decisions of the crown, since their official inception as the Council of Ten during Antonius IV's rule. They reluctantly took up rule of the kingdom themselves while a search for a royal successor was carried out. When the violent cataclysms began to calm during their reign, The Circle of Five oversaw the rebuilding of the kingdom.
Many of the current Qeynosian organizations were established under their rule, and many of the alliances started by Antonius VII were formed. The Pact of Tserrin was signed with Freeport and the Far Seas Trading Company began to run goods, services and survivors to and from the ravaged land for both cities. Their necessary reign would last only until their search for a successor of the Bayle bloodline proved fruitful!
Antonia Bayle

 Time of Rule: The Age of Destiny

Born Shirrana of the Sisterhood, she is the first female to sit upon the kingdom's throne by herself, and the first to have been bestowed the title of Antonia. She is Antonius IV, great-great-great-granddaughter, as her mother was Taylania, the daughter of Marinya, who was the daughter of Baylisia, the daughter of Shaonia, daughter of Lady Shae of Felwith and Antonius Bayle IV
She took the throne with much fanfare, and brought with it hope and prosperity to the citizens of our rebuilt kingdom of Qeynos. Her current reign will undoubtedly meet many a challenge. Let us pray to the gods that she leads with dedication, conviction, grace and wisdom, as her ancestors before her.

Long live Her Highness!
Books
Spirits Astray
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE

Collection reward from [95] Spirits Astray (Tome).

Components
Spirits Astray - Page 3 (shinies in Vesspyr Isles)
Spirits Astray - Page 5 (shinies in Vesspyr Isles)
Spirits Astray - Page 7 (shinies in Vesspyr Isles)
Spirits Astray - Page 10 (shinies in Vesspyr Isles)
Spirits Astray - Page 12 (shinies in Vesspyr Isles)
Spirits Astray - Page 13 (shinies in Vesspyr Isles)
Spirits Astray - Page 16 (shinies in Vesspyr Isles)
Spirits Astray - Page 17 (shinies in Vesspyr Isles)

Discovered on 12 Nov 2013 at 12:24:27 PST.
Spirits Astray
Concerning legendary dragons absent from the Vesspyr Isles, the Eternal Broodlands

~ The Dragon Sage
There exists no creature on Norrath that can match the power of the dragons. They were the first to be placed on this world, and they will be the last ones here when it finally is consumed by Discord. There were those of us who paid homage to this power, who knew that our lives were nothing but a blink in the nearly eternal eyes of the dragons. However, even for all of their majesty, dragons perish on Norrath and make their way here, to the Vesspyr Isles.
My mortal death did not kill my passion or devotion to these wondrous creatuers. My studies of wurmkind have continued since passing within the Cloak of Drinal.

I find it interesting that not every dragon makes their way here after they pass from Norrath. The reasons for these are many, but I will note a few here in particular.
Zlandicar -

I mourn the fall of Zlandicar. His act of cannibalism and betrayal of Harla Dar was unfathomable, and still has implications on dragon society today. I can only surmise that his lust for power drove him to throw away his very spirit and essence, and to break the most sacred of dragon laws. His existence has been a mockery since then - an undead behemoth lurking in the bowels of the Necropolis, lording over a scurrying tribe of rats.
I am curious what would become of Zlandicar if he were to finally be well and truly destroyed. Would his spirit make its way here? That thought actually begs another question - I wonder if any piece of his spirit still exists, or if he has somehow devoured that as well? Whatever the case, I don't believe he would find himself welcome here – his crimes were horrific, and may never be forgotten, even in death.
Trakanon -

The fate of Trakanon puzzles me. Trakanon was the mightiest of the Ring of Scale, but even so he languished in an existence of turmoil. He spent part of his life as an undead, then was able to assume a living form, and then was slain by adventurers in his lair. But what became of his spirit? It must still be bound to Norrath somehow, but I know of no phylactery or containment of his spiritual energy. All I know is that it is not here.
Although it pains me greatly to think that Trakanon may be truly lost to us, there are other possibilities. It's possible that Trakanon has been utterly destroyed – wiped from existence. Or, given his extensive studies and knowledge, that he has somehow survived his apparent death, and his spirit merely waits on Norrath for a vessel. Even I, who has pierced the veil to see into the land of the living, cannot say what has truly become of him.
Zeixshi-Kar -

Zeixshi-Kar was an Ancient – a dragon of incredible age and power. He was one of the first few who adopted Kerafyrm's doctrine of draconic dominion over Norrath, and rallied to Kerafyrm's side upon his release from Sleeper's Tomb. He was called the "General of Destiny", but whether he gave himself that moniker or somehow earned it is unknown to me.
I do know, however, that he also meddled in destructively powerful forbidden magic, but the nature of his experiments are lost to time. I have heard that he attempted to tap into the power of the Shard of Fear itself, but was destroyed by adventurers before his rituals were complete. I cannot confirm the validity of this, especially since his spirit isn't here in Vesspyr. I wonder, however, what would have happened if indeed he had tapped into the realm of Cazic-Thule? I shudder to think how the Faceless would treat someone who attempted to siphon the power of his plane.
Malalfen -

There are stories of the dragon Melalafen wondering the Western Wastes during the Age of Turmoil. However, at some point after Kerafyrm was freed, Melalafen disappeared. I mention Kerafyrm specifically because Melalafen was known to be sympathetic to Kerafyrm's ideals, and the thought was that he might have become one of Kerafyrm's Awakened. However, I have no evidence that he ever reported for service.
So what became of him? I don't believe he is dead, since his spirit has never come to Ethernere. He possessed no mastery over forbidden magics that I have ever come across in my studies, so it seems strange that he could have shared a similar fate to Trakanon or Zlandicar. I wonder sometimes if Kerafyrm sent him off in search of some artifact or knowledge, but his true fate is unknown to me.
Siliskor -

This one disturbs me for a couple of reasons. Primarily, as a member of a scholarly group that believes in and studies the majesty of dragons, I know that their power is beyond what I can comprehend. There are others, however, that seem to believe that draconic power is something they can harness and possibly control. The dragon known as Siliskor is a product of this bizarre cult mentality.
I wonder if it had to do with the arrogance of humans and their typically shortsighted nature, but the destruction of those who tried to control Siliskor was likely a foregone conclusion. Trying to hatch a dragon egg and utilize a creature such as that for personal benefit can only end in disaster. The dragons here practically spit Siliskor's name, as a failure raised by humans instead of in the care of proper dragons. They claim he is dead, but I think their meaning is metaphorical. If he is in Ethernere, he is not here in Vesspyr.
Aeyinar -

The dragon known as Aeyinar is a strange case. It appears that she bonded herself to a mortal child on Norrath, who could summon Aeyinar with a special stew. I can't asy how this relationship came to be, and why the dragon preferred the stew to just eating the mortal, but the case was odd enough that the dragons took notice.
Aeyinar apparently perished during the cataclysms of Norrath, but her spirit never crossed here. If she died during those events, then certainly the mortal who she watched over did as well. In that case, I wonder then, if she truly is dead, that her spirit simply refused to pass into Ethernere, or somehow she chose to follow the spirit of the child. The dragons, however, endured the cataclysms quite well, so perhaps she still lives somewhere on Norrath.
Hsagra -

Hsagra is a tragic story, and one that many dragons still tell sorrowfully. Her death at the hands of the Kromzek was something that I believe Lord Yelinak still mourned until his final days. The enchantment placed on her remains must have bound her spirit to Norrath, and she must have been unable to pass here. I have heard that she was released from her imprisonment, but I have not seen her here, so I cannot say what ultimately has become of her.
There must have been a part of Lord Yelinak that longed to see his mate once again, and it must have been heartbreaking to not find her here. Still, Lord Yelinak is among the wisest of his kind, so maybe he was prepared for that possibility. Perhaps one day she will find her way here, and they will be reunited once more.
Books
Splitpaw Down Under, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [38] Splitpaw Down Under, Part One (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part One (found in The City of Freeport (16, -7, -137)).

Discovered on 6 Dec 2004 at 23:31:22 PST.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part One, we meet Gippy, a Splitpaw gnoll scout. Sort of.
Entry One
Put book away.
It was Gippy's turn to watch that day. Gippy had paid Flemm to take his shift. Flemm forgot. And so the Rallosian Army was within a day's march before the gnolls of the Splitpaw Lair were aware of them. Over the years, the name of the den changed constantly depending on which gnoll clan was in the ascendancy; this season, the Splitpaws were in charge and they were not happy with Gippy.
Entry Two
Put book away.
"Look at them, there are rows after rows of them in armor and with weapons," grumbled Muddy, the current Splitpaw chief. "No thanks to you, Gippy." Gippy kicked Flemm, who said nothing. Muddy continued, "We can't trust you father than we can throw you, but we can throw you to the ogres now. Gippy, your job is head on out there and find out where the ogres are going. They best be going elsewhere, if you know what's good for you."
Entry Three
Put book away.
Grumbling the entire way, Gippy went to the armory and selected some gear. Many gnolls owned their own armor, but Gippy never saved enough to buy some and he was too lazy to make his own. Fortunately, the gnolls hoarded what they found through the Plains of Karana and lent it generously to its soldiers. "Can I get one without a hole in the chest?" Gippy asked the armorer. "You're just lucky I don't give you one with a target on it," the armorer grumbled. "Now git!"
Entry Four
Put book away.
Gippy felt the other gnolls did not appreciate his abilities. There was not a single copper that Gippy could not find a way to increase somehow and use to his benefit. Sure, he had nothing saved up, but he was generous. Why, half the gnolls on the scout team were on his payroll with tasks such as responding to his name during roll call or standing watch. Although, Gippy reflected, now he would need to find someone to replace the irresponsible Flemm who had let them all down.
Entry Five
Put book away.
The ogres were making no secret of their progress. Gippy watched in a fascinated horror as they circled the aviak town and razed it to the ground. He was so busy watching them and fretting that he did not see the Rallosian scout until the scout had him by one of his ears. "Ow! Ow! Let me go!" Gippy yelped in anguish. The Rallosian laughed, "No, you come with me and we'll see what you know."
Entry Six
Put book away.
"This doesn't look good," thought Gippy miserably as he and the Rallosian scout marched toward the Rallosian Army. For one thing, Gippy knew there weren't enough coppers clinking in his pockets to pay off anyone, let alone an ogre. He turned over scenarios in his mind and each of them had the same unfortunate endings -- Gippy on a stick, or Gippy roasting on an open fire, or Gippy for dinner. It was a sobering walk.
Entry Seven
Put book away.
The scout pushed Gippy to the ground before the ogre lieutenant. "What's this? Who brought their pet dog to war?" laughed the lieutenant with a snarl. The ogres laughed with him and Gippy tried to laugh as well, but it came out as a nervous, high-pitched whimper instead. "What were you doing looking at us, dog?" snapped the lieutenant, yanking Gippy closer. So close that the ogre's most unpleasant breath wafted over Gippy in a suffocating cloud.
Entry Eight
Put book away.
"Why, I've been waiting for you! You're late! The boss said you'd be here two days ago," Gippy said, throwing as much anger into his voice as possible. The ogre curled his fist and asked menacingly, "What do you mean, the boss? Do you speak of General Urduuk, dog?" "He's the chief, ain't he?" said Gippy saucily. "You're lucky he's not here or he'd flay you alive for the way you're treating me. I'll be sure he hears about this!"
Entry Nine
Put book away.
The ogres glanced uneasily at one another. They knew that General Urduuk had made contacts and advances with various folk to speed the Army's advance...but a gnoll? A gnoll wearing an ill-fitting old hauberk with an enormous hole in the chest? "You don't seriously mean you don't know about me?" Gippy said, seizing their moment of confusion. "I guess General Urduuk doesn't trust you. Ah, me." He heaved a dramatic sigh and gave the lieutenant a pitying glance.
Entry Ten
Put book away.
"Of course he trusts me!" shouted the lieutenant so that all his men could hear. "We've been at war and I...I forgot for a moment. We were just having sport with you, fuzzy face." The lieutenant gave another laugh, this one more cautious. "So why were you waiting for us?" Gippy brushed off his legs and straightened the old hauberk before responding with a haughty look, "I'm your guide."
Close Book.
Books
Splitpaw Down Under, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [38] Splitpaw Down Under, Part One (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part One (found in North Freeport (16, -7, -137)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Splitpaw Down Under, Part One"
for 1c.

Discovered on 13 May 2008 at 9:47:48 PDT.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part One, we meet Gippy, a Splitpaw gnoll scout. Sort of.
It was Gippy's turn to watch that day. Gippy had paid Flemm to take his shift. Flemm forgot. And so the Rallosian Army was within a day's march before the gnolls of the Splitpaw Lair were aware of them. Over the years, the name of the den changed constantly depending on which gnoll clan was in the ascendancy; this season, the Splitpaws were in charge and they were not happy with Gippy.
"Look at them, there are rows after rows of them in armor and with weapons," grumbled Muddy, the current Splitpaw chief. "No thanks to you, Gippy." Gippy kicked Flemm, who said nothing. Muddy continued, "We can't trust you father than we can throw you, but we can throw you to the ogres now. Gippy, your job is head on out there and find out where the ogres are going. They best be going elsewhere, if you know what's good for you."
Grumbling the entire way, Gippy went to the armory and selected some gear. Many gnolls owned their own armor, but Gippy never saved enough to buy some and he was too lazy to make his own. Fortunately, the gnolls hoarded what they found through the Plains of Karana and lent it generously to its soldiers. "Can I get one without a hole in the chest?" Gippy asked the armorer. "You're just lucky I don't give you one with a target on it," the armorer grumbled. "Now git!"
Gippy felt the other gnolls did not appreciate his abilities. There was not a single copper that Gippy could not find a way to increase somehow and use to his benefit. Sure, he had nothing saved up, but he was generous. Why, half the gnolls on the scout team were on his payroll with tasks such as responding to his name during roll call or standing watch. Although, Gippy reflected, now he would need to find someone to replace the irresponsible Flemm who had let them all down.
The ogres were making no secret of their progress. Gippy watched in a fascinated horror as they circled the aviak town and razed it to the ground. He was so busy watching them and fretting that he did not see the Rallosian scout until the scout had him by one of his ears. "Ow! Ow! Let me go!" Gippy yelped in anguish. The Rallosian laughed, "No, you come with me and we'll see what you know."
"This doesn't look good," thought Gippy miserably as he and the Rallosian scout marched toward the Rallosian Army. For one thing, Gippy knew there weren't enough coppers clinking in his pockets to pay off anyone, let alone an ogre. He turned over scenarios in his mind and each of them had the same unfortunate endings -- Gippy on a stick, or Gippy roasting on an open fire, or Gippy for dinner. It was a sobering walk.
The scout pushed Gippy to the ground before the ogre lieutenant. "What's this? Who brought their pet dog to war?" laughed the lieutenant with a snarl. The ogres laughed with him and Gippy tried to laugh as well, but it came out as a nervous, high-pitched whimper instead. "What were you doing looking at us, dog?" snapped the lieutenant, yanking Gippy closer. So close that the ogre's most unpleasant breath wafted over Gippy in a suffocating cloud.
"Why, I've been waiting for you! You're late! The boss said you'd be here two days ago," Gippy said, throwing as much anger into his voice as possible. The ogre curled his fist and asked menacingly, "What do you mean, the boss? Do you speak of General Urduuk, dog?" "He's the chief, ain't he?" said Gippy saucily. "You're lucky he's not here or he'd flay you alive for the way you're treating me. I'll be sure he hears about this!"
The ogres glanced uneasily at one another. They knew that General Urduuk had made contacts and advances with various folk to speed the Army's advance...but a gnoll? A gnoll wearing an ill-fitting old hauberk with an enormous hole in the chest? "You don't seriously mean you don't know about me?" Gippy said, seizing their moment of confusion. "I guess General Urduuk doesn't trust you. Ah, me." He heaved a dramatic sigh and gave the lieutenant a pitying glance.
"Of course he trusts me!" shouted the lieutenant so that all his men could hear. "We've been at war and I...I forgot for a moment. We were just having sport with you, fuzzy face." The lieutenant gave another laugh, this one more cautious. "So why were you waiting for us?" Gippy brushed off his legs and straightened the old hauberk before responding with a haughty look, "I'm your guide."
Books
Splitpaw Down Under, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [39] Splitpaw Down Under, Part Two (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part Two (found in The City of Freeport (-79, -35, 1)).

Discovered on 13 May 2008 at 9:47:51 PDT.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part Two, Gippy tries to play both sides.
"So General Urduuk arranged a guide through Splitpaw, eh?" The Rallosian lieutenant considered this thoughtfully and for so long that Gippy thought the trick was up for sure. Then the lieutenant nodded and yelled, "The General provides for us! All hail Urduuk, the Arm of the Avatar!" The Rallosians took up the cry and Gippy joined them wondering whether he'd ever get his hearing back and what the General was doing with the arm of the...what was it?
The Rallosians outfitted Gippy in better armor. It was still a cast-off piece from a fallen foe, but at least this time there wasn't a gaping hole to leave his chest exposed. Gippy was liking the ogres better and better already. They invited him to play a game of thrown bones, but Gippy declined. "I need to go back to Splitpaw; keep them off their guard," he told the lieutenant. "You know how some gnolls are." The lieutenant didn't, but he wasn't going to gainsay someone working for the General.
Gippy walked slowly away from the Rallosian camp until he was out of arrow range, then ran toward Splitpaw as though the entire Army were at his heels. "What have you gone and done now, Gippy?" he asked himself over and over again as he ran. He tried out various ways out of the mess as he scampered along but they all had the same unfortunate ending -- Gippy with his throat slit, or Gippy burnt at the stake, or Gippy for dinner.
As soon as he reached the lair, Gippy headed for his room. He'd best pack up now before anyone knew he was there. Unfortunately, Muddy had known Gippy from the time Gippy was a pup and he knew all of Gippy's tricks. When Gippy flung open the door, two gnoll guards were waiting for him and they marched him back through the winding halls to meet with Muddy.
"Well? What are them ogres up to, Gippy?" demanded Muddy rather sourly. "They've destroyed the aviak town," Gippy said, adding, "They're heading this way next. We'd best pack up and leave." Muddy curled his lips back, baring his fangs. "Why are you in those clothes, Gippy? You're wearing the enemy's colors!" Gippy glanced down and shrugged, "I'm a scout, sir...it was the easiest way to slip in amongst the troops. Camouflage, you know."
"All right, we pack up and leave. Gippy, I don't know what you're trying to pull off or what sort of scam you've got going now. You're not telling us everything, or I'm a goblin," Muddy snapped. "You can stay behind with the rear guard and make sure the ogres get a traditional gnoll welcome." Gippy stretched his lips back into a smile. "Yes, sir!" he said with a crisp salute. What, he wondered, was a traditional gnoll welcome?
"Wait, what's that?" Muddy asked suddenly, his ears twitching and his tongue tasting the air. Gippy heard something, too, a faint, rhythmic thrumming sound that rose out of the lair's floor and into his paws. "I'm not sure," Gippy said, "but it sure is catchy!" Muddy thwapped Gippy on the back of the head and snarled, "You idiot, them's war drums! Those ogres are coming!"
The gnolls were not known for keeping their heads in the best of circumstances. With the ogres' drums getting louder by the minute, the lair was thrown into complete chaos. Gippy managed to pick quite a few pockets as gnolls rushed hither and yon, trying to figure out the best way to save their skins. With the pockets of his new armor filled with silvers, Gippy headed out of the lair's unguarded entrance and watched the Rallosian Army advance.
At this distance, all the ogre units looked the same. Gippy furrowed his brow, wondering how he would locate the lieutenant who'd bought into his story about being their guide. Perhaps returning to the lair had been a bad idea. Gippy decided not to run through different plans in his mind; they always ended unhappily and he wanted to face this crisis a little more optimistically.
To the Rallosians, all gnolls looked alike. It wasn't until after the Army had ransacked the lair and slapped all the gnolls they found (including Flemm, who'd fallen asleep in the kitchens) in irons that they realized their guide was missing. They found Gippy's body later, still wearing his Rallosian armor and as full of arrows as a pincushion, beside the entrance to the Lair.
Books
Splitpaw Down Under, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [39] Splitpaw Down Under, Part Two (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part Two (found in East Freeport (-79, -35, 1)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Splitpaw Down Under, Part Two"
for 1c.

Discovered on 7 Dec 2004 at 0:17:44 PST.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part Two, Gippy tries to play both sides.
Entry One
Put book away.
"So General Urduuk arranged a guide through Splitpaw, eh?" The Rallosian lieutenant considered this thoughtfully and for so long that Gippy thought the trick was up for sure. Then the lieutenant nodded and yelled, "The General provides for us! All hail Urduuk, the Arm of the Avatar!" The Rallosians took up the cry and Gippy joined them wondering whether he'd ever get his hearing back and what the General was doing with the arm of the...what was it?
Entry Two
Put book away.
The Rallosians outfitted Gippy in better armor. It was still a cast-off piece from a fallen foe, but at least this time there wasn't a gaping hole to leave his chest exposed. Gippy was liking the ogres better and better already. They invited him to play a game of thrown bones, but Gippy declined. "I need to go back to Splitpaw; keep them off their guard," he told the lieutenant. "You know how some gnolls are." The lieutenant didn't, but he wasn't going to gainsay someone working for the General.
Entry Three
Put book away.
Gippy walked slowly away from the Rallosian camp until he was out of arrow range, then ran toward Splitpaw as though the entire Army were at his heels. "What have you gone and done now, Gippy?" he asked himself over and over again as he ran. He tried out various ways out of the mess as he scampered along but they all had the same unfortunate ending -- Gippy with his throat slit, or Gippy burnt at the stake, or Gippy for dinner.
Entry Four
Put book away.
As soon as he reached the lair, Gippy headed for his room. He'd best pack up now before anyone knew he was there. Unfortunately, Muddy had known Gippy from the time Gippy was a pup and he knew all of Gippy's tricks. When Gippy flung open the door, two gnoll guards were waiting for him and they marched him back through the winding halls to meet with Muddy.
Entry Five
Put book away.
"Well? What are them ogres up to, Gippy?" demanded Muddy rather sourly. "They've destroyed the aviak town," Gippy said, adding, "They're heading this way next. We'd best pack up and leave." Muddy curled his lips back, baring his fangs. "Why are you in those clothes, Gippy? You're wearing the enemy's colors!" Gippy glanced down and shrugged, "I'm a scout, sir...it was the easiest way to slip in amongst the troops. Camouflage, you know."
Entry Six
Put book away.
"All right, we pack up and leave. Gippy, I don't know what you're trying to pull off or what sort of scam you've got going now. You're not telling us everything, or I'm a goblin," Muddy snapped. "You can stay behind with the rear guard and make sure the ogres get a traditional gnoll welcome." Gippy stretched his lips back into a smile. "Yes, sir!" he said with a crisp salute. What, he wondered, was a traditional gnoll welcome?
Entry Seven
Put book away.
"Wait, what's that?" Muddy asked suddenly, his ears twitching and his tongue tasting the air. Gippy heard something, too, a faint, rhythmic thrumming sound that rose out of the lair's floor and into his paws. "I'm not sure," Gippy said, "but it sure is catchy!" Muddy thwapped Gippy on the back of the head and snarled, "You idiot, them's war drums! Those ogres are coming!"
Entry Eight
Put book away.
The gnolls were not known for keeping their heads in the best of circumstances. With the ogres' drums getting louder by the minute, the lair was thrown into complete chaos. Gippy managed to pick quite a few pockets as gnolls rushed hither and yon, trying to figure out the best way to save their skins. With the pockets of his new armor filled with silvers, Gippy headed out of the lair's unguarded entrance and watched the Rallosian Army advance.
Entry Nine
Put book away.
At this distance, all the ogre units looked the same. Gippy furrowed his brow, wondering how he would locate the lieutenant who'd bought into his story about being their guide. Perhaps returning to the lair had been a bad idea. Gippy decided not to run through different plans in his mind; they always ended unhappily and he wanted to face this crisis a little more optimistically.
Entry Ten
Put book away.
To the Rallosians, all gnolls looked alike. It wasn't until after the Army had ransacked the lair and slapped all the gnolls they found (including Flemm, who'd fallen asleep in the kitchens) in irons that they realized their guide was missing. They found Gippy's body later, still wearing his Rallosian armor and as full of arrows as a pincushion, beside the entrance to the Lair.
Close Book.
Books
Spotted Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Sage Secrets of Quel'ule (recipe purchased from Sata in The Stonebrunt Highlands).
requires at least 40,000 faction with Researchers of Quel'ule


Spotted Leather Notebook
Working with raw materials to scribe a spotted leather notebook.
Level
89
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 1 Mar 2010 at 0:12:49 PST.
Books
Stacked Tomes
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Forgotten Furniture: From Dungeon Maker to Home (recipe purchased from the Marketplace)

Stacked Tomes
Level
5
Technique
Geomancy
Device
Work Bench
Primary Component
Build Components
Fuel Component

Discovered on 10 Aug 2021 at 9:28:34 PDT.
Books
Steppes Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:21:23 PDT.
Steppes Creature Catalog
by Pearl Honeywine
The Thundering Steppes is an area that is at once familiar and strange.

Wide, shallow valleys recall the Plains of Karana while lakes formed in the meteor strikes during the Shattering serve as a reminder that nothing is permanent, not even the shape of the lands.
The Thundering Steppes shares the continent of Karan with Antonica, separated by the high peaks of the Phantom Mountains.

Jutting southward like a sheathed dagger, the shores of the Steppes are formed by the waters of the Seafury.

Hills are steeper near the mountains and more gently sloped as they near the sea.
Wind and rain sweep across the rugged terrain and while the intensity may vary, the changing weather remains constant.

In the course of a day, one can see raging thunderstorms, bright sunny skies and light drizzles.

It pays to keep one's gear in good repair as the weather can take its toll on both metal and leather goods.
Pale green and gold, wild grass is plentiful across the plains.

It is particularly fascinating to stand (under some cover of course) and watch a wind storm sweep through the area, rolling the fine blades like waves on the sea.

Trees, though sparse, grow here as well, particularly acacia trees with their tiny leaves that let the winds blow through them without ripping them apart.
Many inhabitants from Ages past remain in the Steppes.

Centaurs form raiding parties and descend upon travelers, so it is wise to keep one's guard up.
The hill giants can be particularly aggressive, although the centaurs work to keep them in check.
The proximity to the sea brings an enchantment of sirens to the shore; beware the sound of their voices!
Books
Steppes Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Steppes Creature Cataloging'


Discovered on 5 Oct 2005 at 11:41:49 PDT.
Steppes Creature Catalog
by Pearl Honeywine
The Thundering Steppes is an area that is at once familiar and strange.

Wide, shallow valleys recall the Plains of Karana while lakes formed in the meteor strikes during the Shattering serve as a reminder that nothing is permanent, not even the shape of the lands.
The Thundering Steppes shares the continent of Karan with Antonica, separated by the high peaks of the Phantom Mountains.

Jutting southward like a sheathed dagger, the shores of the Steppes are formed by the waters of the Seafury.

Hills are steeper near the mountains and more gently sloped as they near the sea.
Wind and rain sweep across the rugged terrain and while the intensity may vary, the changing weather remains constant.

In the course of a day, one can see raging thunderstorms, bright sunny skies and light drizzles.

It pays to keep one's gear in good repair as the weather can take its toll on both metal and leather goods.
Pale green and gold, wild grass is plentiful across the plains.

It is particularly fascinating to stand (under some cover of course) and watch a wind storm sweep through the area, rolling the fine blades like waves on the sea.

Trees, though sparse, grow here as well, particularly acacia trees with their tiny leaves that let the winds blow through them without ripping them apart.
Many inhabitants from Ages past remain in the Steppes.

Centaurs form raiding parties and descend upon travelers, so it is wise to keep one's guard up.
The hill giants can be particularly aggressive, although the centaurs work to keep them in check.
The proximity to the sea brings an enchantment of sirens to the shore; beware the sound of their voices!
Books
Stonehide Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Stonehide Leather Notebook
Working with raw materials to scribe a stonehide leather notebook.
Level
59
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:14:17 PDT.
Books
Storybook Portal
This item can be placed on the floor in any house type.

Sure, this was just a little story book until you said those words out loud...

TREASURED
HEIRLOOM  NO-VALUE

Created by          Jerry Dechant

Purchased on the Marketplace (Player Studio → Housing → Decorations or Housing → Decorations) for 350 DBC

Discovered on 8 Dec 2014 at 16:11:37 PST.
Books
Strengthened Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Strengthened Leather Notebook
Working with raw materials to scribe a strengthened leather notebook.
Level
49
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:13:26 PDT.
Books
Summoning an Elemental
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Elemental".

Discovered on 5 Oct 2005 at 10:02:42 PDT.
"Summoning an Elemental," by Amon Glibtongue -- Being the results of research into elemental summoning by a young mage in his quest to become a summoner.
Elementals are summoned beings and generally summoned at by higher level mages. In this book, we learn from the mistakes of mage-in-training Amon Glibtongue.
My name is Amon and I have been a mage now for about fifteen years. I am taking my tests to become a summoner. Again.

Mind you, I don't think it's entirely my fault what happened the previous times I took the test. Elementals are pretty tricky to master, which is why a summoner starts with the basics every time.
One of the basic tests for any mage-to-summoner is the ability to summon elementals.

They are drawn from the basic elements of the world: fire, water, earth and air. By combining various bits from each type of element, one can summon some pretty interesting creatures.

For testing purposes, a summoner chooses an elemental type and calls it forth. Success is measured by keeping control of it and releasing it only at the tester's word.
The first time I took the test, the tester required that I summon a fire elemental.

Now, ever since that little incident at the conservatory, I have avoided fire in any shape, much less as a summoned elemental.

The whole time I prepared the spell, I kept seeing the expression on that poor woman's face...it took all my concentration to banish that image and continue with the spell.
In any case, the fire elemental I summoned certainly looked correct.

Even the tester was surprised. Like any other fire elemental, my summoned creature rose from the fire pit and hovered there for a bit before floating over toward me.

Now, remember that I had a previous bad experience with fire and you will understand why I ducked.
Elementals cannot be harmed by physical means; one must use magic as they are magical creatures.

In the instant that I ducked, I lost what little concentration I had and that teeny, tiny waver caused my control over the elemental to snap like a twig. It engulfed the tester in an instant and it was all I could do to cast a counterspell to destroy my creation.

Needless to say, I did not pass the test that year.
When I came to take the test the following year, I explained carefully to the (new) tester that I was more aligned with air elementals.

What could go wrong with air, I reasoned, since it's only a bit of wind?

Later on, as we rebuilt the Academy proving grounds, my instructor noted that she had never seen such a powerful elemental, but suggested I might be more suited to water elementals should I decide to take the test again the following year.
A water elemental requires quite a bit of liquid nearby.

At the next test, I crafted the spell and cast it only to realize that we hadn't nearly enough water in the area as the spell left my lips.

Did you know that humans are made up mostly of water? Neither did I. Neither did the poor tester that year.

They asked me to come back again after the traditional year-long mourning period.
The last basic elemental for which I could test was the earth elemental.

This type of elemental does not require open flame, nor gusts of wind or large bodies of water. One need only have something earthy in the area that can be called forth.

Fortunately for the townspeople, earth elementals can be outrun.
My instructor suggested perhaps I might go to Freeport to take the tests there. In fact, she packed my belongings for me and paid someone to transport me through some pretty rough terrain.

We were beset by bandits at one point, and even though I am but a mage, I was able to send those miscreants running!

I am looking forward to taking the tests again.
Summoning is not for everyone, but if you learn from my mistakes I am sure you will be able to recognize the correct circumstances under which elementals may flourish.

Wish me luck with my tests and I wish you well with yours!
Books
Summoning an Elemental
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Elemental (Lore and Legend), started by examining Summoning an Elemental in South Qeynos (712, 41, 99) in North Freeport (21, -5, -122).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 26 Nov 2004 at 0:56:04 PST.
Elementals are summoned beings and generally summoned at by higher level mages. In this book, we learn from the mistakes of mage-in-training Amon Glibtongue.
Entry One
Put book away.
"Summoning an Elemental," by Amon Glibtongue -- Being the results of research into elemental summoning by a young mage in his quest to become a summoner.
Read book
Put book away.
My name is Amon and I have been a mage now for about fifteen years. I am taking my tests to become a summoner. Again. Mind you, I don't think it's entirely my fault what happened the previous times I took the test. Elementals are pretty tricky to master, which is why a summoner starts with the basics every time.
Entry Two
Put book away.
One of the basic tests for any mage-to-summoner is the ability to summon elementals. They are drawn from the basic elements of the world: fire, water, earth and air. By combining various bits from each type of element, one can summon some pretty interesting creatures. For testing purposes, a summoner chooses an elemental type and calls it forth. Success is measured by keeping control of it and releasing it only at the tester's word.
Entry Three
Put book away.
The first time I took the test, the tester required that I summon a fire elemental. Now, ever since that little incident at the conservatory, I have avoided fire in any shape, much less as a summoned elemental. The whole time I prepared the spell, I kept seeing the expression on that poor woman's face...it took all my concentration to banish that image and continue with the spell.
Entry Four
Put book away.
In any case, the fire elemental I summoned certainly looked correct. Even the tester was surprised. Like any other fire elemental, my summoned creature rose from the fire pit and hovered there for a bit before floating over toward me. Now, remember that I had a previous bad experience with fire and you will understand why I ducked.
Entry Five
Put book away.
Elementals cannot be harmed by physical means; one must use magic as they are magical creatures. In the instant that I ducked, I lost what little concentration I had and that teeny, tiny waver caused my control over the elemental to snap like a twig. It engulfed the tester in an instant and it was all I could do to cast a counterspell to destroy my creation. Needless to say, I did not pass the test that year.
Entry Six
Put book away.
When I came to take the test the following year, I explained carefully to the (new) tester that I was more aligned with air elementals. What could go wrong with air, I reasoned, since it's only a bit of wind? Later on, as we rebuilt the Academy proving grounds, my instructor noted that she had never seen such a powerful elemental, but suggested I might be more suited to water elementals should I decide to take the test again the following year.
Entry Seven
Put book away.
A water elemental requires quite a bit of liquid nearby. At the next test, I crafted the spell and cast it only to realize that we hadn't nearly enough water in the area as the spell left my lips. Did you know that humans are made up mostly of water? Neither did I. Neither did the poor tester that year. They asked me to come back again after the traditional year-long mourning period.
Entry Eight
Put book away.
The last basic elemental for which I could test was the earth elemental. This type of elemental does not require open flame, nor gusts of wind or large bodies of water. One need only have something earthy in the area that can be called forth. Fortunately for the townspeople, earth elementals can be outrun.
Entry Nine
Put book away.
My instructor suggested perhaps I might go to Freeport to take the tests there. In fact, she packed my belongings for me and paid someone to transport me through some pretty rough terrain. We were beset by bandits at one point, and even though I am but a mage, I was able to send those miscreants running! I am looking forward to taking the tests again.
Entry Ten
Put book away.
Summoning is not for everyone, but if you learn from my mistakes I am sure you will be able to recognize the correct circumstances under which elementals may flourish. Wish me luck with my tests and I wish you well with yours!
Close Book.
Books
Summoning an Elemental
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Elemental'

Quest reward from [50] Lore and Legend: Elemental (Lore and Legend), started by examining elemental parts or by examining Summoning an Elemental in Qeynos Capitol District (712, 41, 99) in The City of Freeport (21, -5, -122).

Plundered from Qeynos Capitol District (712, 41, 99) or The City of Freeport (21, -5, -122).

Discovered on 13 Sep 2005 at 12:24:58 PDT.
"Summoning an Elemental," by Amon Glibtongue -- Being the results of research into elemental summoning by a young mage in his quest to become a summoner.
Elementals are summoned beings and generally summoned at by higher level mages. In this book, we learn from the mistakes of mage-in-training Amon Glibtongue.
My name is Amon and I have been a mage now for about fifteen years. I am taking my tests to become a summoner. Again.

Mind you, I don't think it's entirely my fault what happened the previous times I took the test. Elementals are pretty tricky to master, which is why a summoner starts with the basics every time.
One of the basic tests for any mage-to-summoner is the ability to summon elementals.

They are drawn from the basic elements of the world: fire, water, earth and air. By combining various bits from each type of element, one can summon some pretty interesting creatures.

For testing purposes, a summoner chooses an elemental type and calls it forth. Success is measured by keeping control of it and releasing it only at the tester's word.
The first time I took the test, the tester required that I summon a fire elemental.

Now, ever since that little incident at the conservatory, I have avoided fire in any shape, much less as a summoned elemental.

The whole time I prepared the spell, I kept seeing the expression on that poor woman's face...it took all my concentration to banish that image and continue with the spell.
In any case, the fire elemental I summoned certainly looked correct.

Even the tester was surprised. Like any other fire elemental, my summoned creature rose from the fire pit and hovered there for a bit before floating over toward me.

Now, remember that I had a previous bad experience with fire and you will understand why I ducked.
Elementals cannot be harmed by physical means; one must use magic as they are magical creatures.

In the instant that I ducked, I lost what little concentration I had and that teeny, tiny waver caused my control over the elemental to snap like a twig. It engulfed the tester in an instant and it was all I could do to cast a counterspell to destroy my creation.

Needless to say, I did not pass the test that year.
When I came to take the test the following year, I explained carefully to the (new) tester that I was more aligned with air elementals.

What could go wrong with air, I reasoned, since it's only a bit of wind?

Later on, as we rebuilt the Academy proving grounds, my instructor noted that she had never seen such a powerful elemental, but suggested I might be more suited to water elementals should I decide to take the test again the following year.
A water elemental requires quite a bit of liquid nearby.

At the next test, I crafted the spell and cast it only to realize that we hadn't nearly enough water in the area as the spell left my lips.

Did you know that humans are made up mostly of water? Neither did I. Neither did the poor tester that year.

They asked me to come back again after the traditional year-long mourning period.
The last basic elemental for which I could test was the earth elemental.

This type of elemental does not require open flame, nor gusts of wind or large bodies of water. One need only have something earthy in the area that can be called forth.

Fortunately for the townspeople, earth elementals can be outrun.
My instructor suggested perhaps I might go to Freeport to take the tests there. In fact, she packed my belongings for me and paid someone to transport me through some pretty rough terrain.

We were beset by bandits at one point, and even though I am but a mage, I was able to send those miscreants running!

I am looking forward to taking the tests again.
Summoning is not for everyone, but if you learn from my mistakes I am sure you will be able to recognize the correct circumstances under which elementals may flourish.

Wish me luck with my tests and I wish you well with yours!
Books
Tale of the Hero
This item can be placed on the floor in any house type.

A translated poem allegedly of minotaur origin. The translator is not named on the tome.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:18:24 PDT.
Have you heard the tale?
The tale of our hero?
Speak now, speak! Tell us what you know!
Strong he was, of body and heart.
Took on all foes, he knew only victory!
Speak now, speak!
Tell more of this tale to me!
Alone he was, when beset by foes.
Through spell and sword, he was locked in shackle.
Speak now, speak!
What happened when he fell?
Forced to fight, in arenas far from home.
He thought of nothing save escape, a release from his bond.
Speak now, speak!
How did the hero abscond?
Fought his imprisoners he did, felling one by one.
With a mighty call he broke his shackles clean, and fled his confine.
Speak now, speak!
Our hero's strength is divine!
Never again a slave to them, he watches us all. Forever he is among us, to drive off every foe. All hail the Minotaur Hero!
Books
Tales of the Alliz Ew
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:02:44 PDT.
"Tales of the Alliz Ew," translated by Pearl Honeywine -- Being a collection of short stories by anonymous lizardmen of both the Alliz Evol Ew and the Alliz Tae Ew of the Feerrott. As these are translations, they can be somewhat difficult to grasp but are worth a look.
The ferocity of the lizardmen of the Feerrott is legendary, yet it seems there is another side to the stories told of them by outsiders. This is a collection of short stories written by lizardmen and translated from the Rallosian.
"Two Tales." You speak of those with two minds, two hearts and I speak of the two tales.

The first tale, my brethren, listen! For the ogres listened not and all that remains are our memories, longer than the tail of the Queen.

Did they forget their promise? Yes, it seems that they did forget and will pay the price. The Temple of Cazic-Thule, set aside from them, yet they forgot. --
-- In the long-ago did Rallos, the god of War and mighty Cazic-Thule cross hands and agree that the army of one would not defile the Temple of the other.
Yet, the Rallosians forgot this and in they crossed the Temple's threshold to declare the Temple was theirs! --
-- In the long-ago did this happen, where the Rallosians stood in the Temple and gloated over its treasures and put the blood of the Alliz Ew into the sacrificial vessels as should not have been done, no ritual or rite to purify.

And yes, they later paid but in the hour of our need, we could do nothing but gnash our teeth and thrash our tails. --
-- That is the first tale, the ending which I need not tell for all know how that vile army was destroyed.

The second of my tales talks of the Alliz Tae Ew, those that now are found inside the Temple that remains. To the east, they are and inside the Temple itself, they are.

They are strong of will and in their worship of the darkness, did participate in the rituals of darkness such that they now do not see. The weak, they will eat. So say I, and so it is.
"The Vessel." Carved of stone, its surface is black from the years of use. Wide is the brim and it is shallow.

Handles once it had that were defiled by the Rallosians, yet its purpose is not changed. In service will they offer their blood, whether willing or not. Stained it is, as are the Alliz Tae Ew, by the precious offerings made to the gods and the Queen.

Shallow may be the vessel, but deep is the honor with which we use it.
"The Vines." The vines hang low to tangle those who do not look. Mists that thicken the air swirl around to cloak us in grey.

Look! You are in the path and see me not. I raise my spear -- the spear of my forefathers, cut at the right time of the old moon and dipped in bitter juices. Up I raise my arm, slowly.

Listen! The whistle of the spear slicing the air. You hear it not in time to move, only in time to fear.

Over and again, I raise my spear!

The fallen see me not, just as they see not the vines.
"The Hand." In the long-ago, He walked among us and reaching out His hand, touched one or another, beckoning.

They could not but bend to His will and He caused them to begin the crafting of His statue. Always they would start with His hands, shaping them from wrist to fingertip.

Yet when He would return to His other charges, they would cease to carve, and so upon His return, they began again. At His wrist.

And so we say, that is why that is what is left.
"Green Dawn." They trampled us and defiled the Temple. Then they moved onward, slaying all those in their path and we watched.

We felt it from the distance, eating what we could and waiting. They pressed onward and thought everyone would fall before them.

Until the day of the Green Dawn, when we felt the cloud fall upon the Rallosian Army like thick mist. Their cries we heard and heeded not and in the dawn of the next day, they lay defeated and inedible.
"Waterfall." The river flows through the valley, mist curling from the surface in the heat. The darkness is great, broad leaves keeping out the light and trapping the sounds.

We took the captives to the river to purify them and one worked free from his bindings and jumped into the river, seeking to hide beneath the vapors on its surface.

We found some the next day on the shore where the waterfall meets the sea.
Not all lizardmen are literate, or even capable of speaking anything but their own language.

It is fascinating to see something of their thoughts from stories written in their own language and translated. To know more about them would be very interesting, indeed.
Books
Tales of the Alliz Ew
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Lizardman (Lore and Legend), started by examining Tales of the Alliz Ew in The Temple of Cazic-Thule (67, 0, -36).

Discovered on 1 Feb 2005 at 10:25:24 PST.
The ferocity of the lizardmen of the Feerrott is legendary, yet it seems there is another side to the stories told of them by outsiders. This is a collection of short stories written by lizardmen and translated from the Rallosian.
Entry One
Put book away.
"Tales of the Alliz Ew," translated by Pearl Honeywine -- Being a collection of short stories by anonymous lizardmen of both the Alliz Evol Ew and the Alliz Tae Ew of the Feerrott. As these are translations, they can be somewhat difficult to grasp but are worth a look.
Read book
Put book away.
"Two Tales." You speak of those with two minds, two hearts and I speak of the two tales. The first tale, my brethren, listen! For the ogres listened not and all that remains are our memories, longer than the tail of the Queen. Did they forget their promise? Yes, it seems that they did forget and will pay the price. The Temple of Cazic-Thule, set aside from them, yet they forgot. --
Entry Two
Put book away.
-- In the long-ago did Rallos, the god of War and mighty Cazic-Thule cross hands and agree that the army of one would not defile the Temple of the other. Yet, the Rallosians forgot this and in they crossed the Temple's threshold to declare the Temple was theirs! --
Entry Three
Put book away.
-- In the long-ago did this happen, where the Rallosians stood in the Temple and gloated over its treasures and put the blood of the Alliz Ew into the sacrificial vessels as should not have been done, no ritual or rite to purify. And yes, they later paid but in the hour of our need, we could do nothing but gnash our teeth and thrash our tails. --
Entry Four
Put book away.
-- That is the first tale, the ending which I need not tell for all know how that vile army was destroyed. The second of my tales talks of the Alliz Tae Ew, those that now are found inside the Temple that remains. To the east, they are and inside the Temple itself, they are. They are strong of will and in their worship of the darkness, did participate in the rituals of darkness such that they now do not see. The weak, they will eat. So say I, and so it is.
Entry Five
Put book away.
"The Vessel." Carved of stone, its surface is black from the years of use. Wide is the brim and it is shallow. Handles once it had that were defiled by the Rallosians, yet its purpose is not changed. In service will they offer their blood, whether willing or not. Stained it is, as are the Alliz Tae Ew, by the precious offerings made to the gods and the Queen. Shallow may be the vessel, but deep is the honor with which we use it.
Entry Six
Put book away.
"The Vines." The vines hang low to tangle those who do not look. Mists that thicken the air swirl around to cloak us in grey. Look! You are in the path and see me not. I raise my spear -- the spear of my forefathers, cut at the right time of the old moon and dipped in bitter juices. Up I raise my arm, slowly. Listen! The whistle of the spear slicing the air. You hear it not in time to move, only in time to fear. Over and again, I raise my spear! The fallen see me not, just as they see not the vines.
Entry Seven
Put book away.
"The Hand." In the long-ago, He walked among us and reaching out His hand, touched one or another, beckoning. They could not but bend to His will and He caused them to begin the crafting of His statue. Always they would start with His hands, shaping them from wrist to fingertip. Yet when He would return to His other charges, they would cease to carve, and so upon His return, they began again. At His wrist. And so we say, that is why that is what is left.
Entry Eight
Put book away.
"Green Dawn." They trampled us and defiled the Temple. Then they moved onward, slaying all those in their path and we watched. We felt it from the distance, eating what we could and waiting. They pressed onward and thought everyone would fall before them. Until the day of the Green Dawn, when we felt the cloud fall upon the Rallosian Army like thick mist. Their cries we heard and heeded not and in the dawn of the next day, they lay defeated and inedible.
Entry Nine
Put book away.
"Waterfall." The river flows through the valley, mist curling from the surface in the heat. The darkness is great, broad leaves keeping out the light and trapping the sounds. We took the captives to the river to purify them and one worked free from his bindings and jumped into the river, seeking to hide beneath the vapors on its surface. We found some the next day on the shore where the waterfall meets the sea.
Entry Ten
Put book away.
Not all lizardmen are literate, or even capable of speaking anything but their own language. It is fascinating to see something of their thoughts from stories written in their own language and translated. To know more about them would be very interesting, indeed.
Close Book.
Books
Tales of the Alliz Ew
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Lizardman'

Quest reward from [50] Lore and Legend: Lizardman (Lore and Legend), started by examining lizardman parts or by examining Tales of the Alliz Ew in The Temple of Cazic-Thule (67, 0, -36).

Plundered from The Temple of Cazic-Thule (67, 0, -36).

Discovered on 13 Sep 2005 at 12:24:34 PDT.
"Tales of the Alliz Ew," translated by Pearl Honeywine -- Being a collection of short stories by anonymous lizardmen of both the Alliz Evol Ew and the Alliz Tae Ew of the Feerrott. As these are translations, they can be somewhat difficult to grasp but are worth a look.
The ferocity of the lizardmen of the Feerrott is legendary, yet it seems there is another side to the stories told of them by outsiders. This is a collection of short stories written by lizardmen and translated from the Rallosian.
"Two Tales." You speak of those with two minds, two hearts and I speak of the two tales.

The first tale, my brethren, listen! For the ogres listened not and all that remains are our memories, longer than the tail of the Queen.

Did they forget their promise? Yes, it seems that they did forget and will pay the price. The Temple of Cazic-Thule, set aside from them, yet they forgot. --
-- In the long-ago did Rallos, the god of War and mighty Cazic-Thule cross hands and agree that the army of one would not defile the Temple of the other.
Yet, the Rallosians forgot this and in they crossed the Temple's threshold to declare the Temple was theirs! --
-- In the long-ago did this happen, where the Rallosians stood in the Temple and gloated over its treasures and put the blood of the Alliz Ew into the sacrificial vessels as should not have been done, no ritual or rite to purify.

And yes, they later paid but in the hour of our need, we could do nothing but gnash our teeth and thrash our tails. --
-- That is the first tale, the ending which I need not tell for all know how that vile army was destroyed.

The second of my tales talks of the Alliz Tae Ew, those that now are found inside the Temple that remains. To the east, they are and inside the Temple itself, they are.

They are strong of will and in their worship of the darkness, did participate in the rituals of darkness such that they now do not see. The weak, they will eat. So say I, and so it is.
"The Vessel." Carved of stone, its surface is black from the years of use. Wide is the brim and it is shallow.

Handles once it had that were defiled by the Rallosians, yet its purpose is not changed. In service will they offer their blood, whether willing or not. Stained it is, as are the Alliz Tae Ew, by the precious offerings made to the gods and the Queen.

Shallow may be the vessel, but deep is the honor with which we use it.
"The Vines." The vines hang low to tangle those who do not look. Mists that thicken the air swirl around to cloak us in grey.

Look! You are in the path and see me not. I raise my spear -- the spear of my forefathers, cut at the right time of the old moon and dipped in bitter juices. Up I raise my arm, slowly.

Listen! The whistle of the spear slicing the air. You hear it not in time to move, only in time to fear.

Over and again, I raise my spear!

The fallen see me not, just as they see not the vines.
"The Hand." In the long-ago, He walked among us and reaching out His hand, touched one or another, beckoning.

They could not but bend to His will and He caused them to begin the crafting of His statue. Always they would start with His hands, shaping them from wrist to fingertip.

Yet when He would return to His other charges, they would cease to carve, and so upon His return, they began again. At His wrist.

And so we say, that is why that is what is left.
"Green Dawn." They trampled us and defiled the Temple. Then they moved onward, slaying all those in their path and we watched.

We felt it from the distance, eating what we could and waiting. They pressed onward and thought everyone would fall before them.

Until the day of the Green Dawn, when we felt the cloud fall upon the Rallosian Army like thick mist. Their cries we heard and heeded not and in the dawn of the next day, they lay defeated and inedible.
"Waterfall." The river flows through the valley, mist curling from the surface in the heat. The darkness is great, broad leaves keeping out the light and trapping the sounds.

We took the captives to the river to purify them and one worked free from his bindings and jumped into the river, seeking to hide beneath the vapors on its surface.

We found some the next day on the shore where the waterfall meets the sea.
Not all lizardmen are literate, or even capable of speaking anything but their own language.

It is fascinating to see something of their thoughts from stories written in their own language and translated. To know more about them would be very interesting, indeed.
Unobtainable
Tales of the Irontoe Brigade: Of Crown and Demise
This item can be placed in any house type.

NO-VALUE



Undiscovered.
Books
Tanned Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

HANDCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Tanned Leather Notebook
Working with raw materials to scribe a tanned leather notebook.
Level
19
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 16 Jun 2009 at 9:10:13 PDT.
Books
Teachings of Master Wu
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

TREASURED
NO-TRADE  NO-VALUE

Collection reward from [60] Teachings of Master Wu (Tome).

Components
Teachings of Master Wu - Page 3 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 4 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 5 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 6 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 7 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 8 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 9 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 10 (looted in Sanctum of the Scaleborn)
Teachings of Master Wu - Page 11 (looted in Sanctum of the Scaleborn)

Discovered on 21 Feb 2006 at 14:51:31 PST.
"Teachings of Master Wu"
A simple compendium of writings inked by Wu the Enlightened, known during his days on Norrath as Master Wu.
The most priceless of treasures are not found in the depths of the earth but in the depths of the soul. They are not taken from the dragon's hoard or the tyrant's treasury, but are rescued from the chaos of one's consciousness. You will not find them in the pockets of costly apparel or in the settings of opulent jewelry but in the perfection of the balanced mind and body.
Pure inner tranquility cannot be bought at any price. It is not granted at birth. It is not granted with age. It is cultivated, it is nurtured. It cannot be bartered, but it can be taught. It cannot be taken, but it can be given. The greatest gift one can give is the knowledge and direction in which one can attain inner peace.
A master of inner tranquility is steadfast, unshaken. As a castle's tower stands against the howling tempests and raging storms, so too does the master stand against the seen and unseen chaos that whirls around him. Though the winds and rain and bolts of thunder tear across its stone surface, the tower does not shake nor shrink from the turbulence. So too does the master stand firm against the furious tumult.
To an enlightened being there is not War, only Peace.

There is no Chaos, only Order.

There is no Emotion, only Balance.

There is no Turmoil, only Harmony.

There is no Mayhem, only Serenity.

There is only Tranquility.
The Goddess of Peace, Quellious, is the source of all tranquility. It is from her that all serenity flows. Her gift resides in all creation, but very few know how to truly touch that power inside one's soul. To worship her through peaceful meditations and in-depth pursuits of knowledge is to awaken her soft glowing light within your spirit.
Aggression and Anger are the mortal enemies of the Enlightened. They must be avoided at all cost. They trip the mind and let slip control. Actions become hasty, thoughts become irrational. The body and spirits fall out of balance. Peace and Calm are the conquerors of Aggression and Anger. They banish these emotions, restoring balance so that one may fully gain the enlightenment of Tranquil.
An enlightened being must reserve combat as a means of absolute last resort in resolving a conflict with an aggressor. Seek not such conflict, but avoid it. If it cannot be avoided, reason with it. If it cannot be reasoned with, depart from it. If you cannot depart from it, subdue it. If you cannot subdue it to allow for escape, and your life or the lives of innocents are put in jeopardy, then, and only then do you resolve the conflict through martial combat
An Enlightened being must shun the weapons of war. The edged blades of swords and the piercing points of daggers exist only to cause bloodshed and death, a practice abhorred by the seekers of tranquility. It is permissible to use simple staves or blunt objects to aid in one's self defense in a dire situation, but one must never seek the occasion to put such an object to use.
Meditation leads to Peace.

Peace leads to Serenity.

Serenity leads to Tranquility.

Tranquility brings Enlightenment.
Unobtainable
Tears of the Moon
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
Tenth Annual Festival of Discord Scavenger Hunt Official Clues - Big Bend 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 2 Nov 2019 at 18:00:00 PDT.





The Tenth Annual

Festival of Discord

Scavenger Hunt




Official Clues

Big Bend
Huzzah! I knowed you'd soon be here.
I heard so much. Now you appear.
Braz learns da new trolls 'bout the Bend
The old ways have come to an end.
The Overlord's in charge, and he
Says, 'Don't eat everything you see.'
He leaves us mostly all alone
With trolls for guards, we keeps our own.
I tells ya more, but I got work
A special job I cannot shirk.
You're new here - you could do this fast
I tells ya more when help is past.
Thick-Headed Ruzb will get us beat
He eats li'l gnomes from Temple Street.
Go find him and get him to stop,
Or he will be the one we chop.
Go get your own! This gnomesteak's mine!
Bad Ruzb! Not eat! You cannot dine
On gnomes. But why? They taste so good!
The guards will come, and then you would
Have no more gnome, not any more.
I'll get you something from the store
To chew on. I'll be back, so just
Stay here. Not sure... okay... me trust.
You're back! What yummies did you bring?
Real chunks of dorf! They're just the thing!
Eats them up! Now munch, munch, munch!
And on the gnomes you must not crunch!
How did it go? Must Braz get mean?
Nooooo. We gud. I 'splained. He seen.
Good job. You're quite the stand-up troll.
Come back to hear about our role.
I'll 'splain Big Bend. In here we rule,
The favourites of Cazic-Thule.
He's not 'round much, so some trolls say
The Inkie god's who we should pay.
But hate is weak. We worship fear.
No matter, though. The gods aren't here.
What we want is what we'll do
And what I want is rats from you.
I have a-some'tin for their meat.
Oh good! You mean I'll get a treat?
Whut's diz you brought? These rats iz burned!
No blood! No taste! You haven't learned!
I's sorry, Braz! Not cooked too much!
I thought you'd like the extra touch.
Iz okay. The juice will flow
When the mizzus skins them so.
But I'll still tell the bestest tale,
Although at getting rats, you fail.
My fahver told me, as a lad
What's a fahver? Uh... like dad.
Anyway, it's 'bout da frogs.
Not even Marr could save their bogs.
It was a great troll victory.
We barshed and stomped them, all we'd see
The froggies were all led by Marr -
Delicious, though, is what they are.
He was barshing us real good
But something happen - yes, it would.
A big green cloud, with Cazic-Thule!
He came out and barshed that fool!
And den whut? Go do my patrol,
Come back and then I'll tell the whole.
Oh, you look bad! What did you see?
Dis giant... thing! jumped out at me!
Ha ha! Looks like I won my bet!
I knew you'd get that haffer yet!
Now one last thing. I know no more.
Here's something you not heard before.
From Braz's troll-in-Freeport school:
Don't let that stupid tummy rule.
Aww, that's no fun! Not say don't eat,
But careful or you might get beat.
There's things out there that even has
Big pointy teeth that could eat Braz!
Do one last thing. Check from before
And see if Ruzb eats gnomes no more.
And if he is, you barsh him down
Or Freeport's guards will crush our town.
These gnomesteaks made of yummy flesh,
So super gud, is nice 'n' fresh!
Gnomore gnomesteaks! Bad Ruzb! Bad!
Me put you down! You make me mad!
I hoped he'd learned no gnomie parts,
But not all trolls have gots da smarts.
Now Braz is sad. You'll go to glory,
Forget old Braz was in your story.
Take this ring of Cazic's fear,
And you remember Braz was here.
Me Graktak want a tasty shrub
Get it for me or you be grub!
What is it? Where? And what's it called?
It shrub. Me just care where it's hauled.
Much tastiness I need for stew,
No shrub of goodness, me eat you.
You have it! It need goodness smashed.
We good at eating what we bash.
But they say me can't eat the gnomes,
Graktak misses swampy homes.
An old mean troll made Graktak go
And not smash frogs - ha, ha, they're slow.
The frogs made Grobb no longer smell,
We lived with dark skin elves, as well
They were mean. Won't let us chomp.
Graktak want stew, from the swamp.
Stew of goodness! Smell like feet!
Remind of swamp or you be meat!
Swamp water stew! It tickles nose.
Graktak remember slugs on toes.
So me not smell you more today,
For yummy, when you look away.
And now me share some things to tell,
About new city where we dwell.
More fun to smash big things than small,
Like Dreadnaughts gang out in the Sprawl.
Hurt Graktak once. Graktak lose sword.
Go bring it back. Me have reward.
Dreadnaught kick sword into the wet.
Me not go in. There Graktak get
All dirty, like that human smell.
I'll get it. I think water's swell!
Sword not there, for frogman steal.
Go smoosh him for a later meal.
He hide behind the northeast door,
But Overlord say eat no more,
For all Big Bend, he'll make me meat.
Then Graktak sad. Not there to eat.
You found it! Now my sword is back!
And frog meat Graktak does not lack!
Troll secret now. Trolls like to kill,
Eat yummy goodness, bellies fill.
But can't be great inside Big Bend,
You go outside, or meet troll friend.
But first you prove you say right thing,
Then me tell what help will bring.
Why trolls here and not in swamp?
The frogloks came. In Grobb they stomp.
Why tasties here not every dish?
'Cause Lucan stronger. Lucan squish.
Why tasty frogmen we not like?
They made Grobb's troll smell take a hike.
What secret be to be good troll?
Be strong to smash, and eat things whole.
And last, what Graktak like the best?
The swamp. You good! You pass my test!
Go talk to Braz. Braz help in here.
Or Kurdek's work give sword or spear.
His work is hard, but do not eat.
You eat him, you the trolls will beat.
Thanks for your help. I hope you find
More tasty things to smash and grind.
Books
Termble Clankerbang Findings Vol. 98
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [47] "Termble Clankerbang Findings Vol. 98" (Obelisk of Lost Souls), started by examining "Termble Clankerbang Findings Vol. 98" (dropped in The Obelisk of Lost Souls).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Termble Clankerbang Findings Vol. 98""
for 1c.

Discovered on 31 Jul 2008 at 21:30:13 PDT.
This book is titled "Termble Clankerbang Findings Vol. 98." It is the journal of a gnome and how he came across an odd tower made from black stone.
Entry One: This log will chronicle the recorded findings of an interesting structure I have found today. Having spent much time analyzing the rocks of this dark forest, I came across a construction that I am pretty sure wasn't there yesterday. I must admit I was engrossed with a marvelous formation of limestone in the surrounding area, so I must write it off to being preoccupied.
Entry Two: I have brought all of my equipment to the surrounding area so that I can run experiments in a far more efficient manner. From my visual inspection of this obelisk-like structure, I'd say I'll need to start with a strata-bifurcating dowel to acquire a sample. Yes, yes... a strata-bifurcating dowel indeed.
Entry Three: I have found that the stone that was used to create this building is unlike anything I've ever seen before in my years of geology. Having resisted all attempts at the strata-bifurcating dowel, I have been unable to acquire even the most meager of samples from the facade. I will now tinker up a means to add some type of added force to the dowel. I am certain this will do the job.
Entry Four: Having devised a small corkscrew to add an automated means of hammering at the obelisk, I was certain I would chip away a piece of rock in no time. Unfortunately, I still haven't even scratched this blackened stone. I now must resort to increasing the power on this pump to a drastic level. I will continue my log of recorded events when I have tinkered a new way of increasing the force of my dowel.
Entry Five: After much tinkering, including adding hastily devised gyroscopes, cylindrical valves, and an external power source comprised of a wheel being turned by the surrounding falls, I have done it! This rock sample is far heavier than it would initially appear. Being no bigger than a large pebble, it weighs about as much as a small elephant. I fear that I will now have to devise a cart to bring this back to my camp.
Entry Six: By boiling the water from the mouth of the waterfall and forcing it through several pipes, I have been able to make a cart that will both move on its own and also support the weight of this odd rock. Fortunately I only have to move the rock two-hundred cogs back to my camp. Any farther and I fear my contraption might not be able to hold out.
Entry Seven: Blast it! I was so close, too! My automatical-cart-traveler was unable to make it the full way. I have spent the better part of today moving my makeshift laboratory to where the cart broke down, five cogs away. I am nearly done, so I should be able to analyze this curious rock. I believe I shall see what levels of conductivity this rock is capable of.
Entry Eight: Important note - do not artificially supply forms of electricity to this rock, which I am now calling obeliscore. Using a jury-rigged Akanon's Ladder, I introduced some portable lightning to the rock. At first I believed it had suffused the lightning. I was shocked to see that it not only absorbed it, but apparently could not contain it for long. A moment later it released the charge in the direction of my valuable equipment. I must now see what can be salvaged.
Entry Nine: I was unable to recover much of my equipment. Fortunately, I was able to get my portable Keg-er-ator back online, but to my misfortune, one of the hoses burst. I was unaware that it was blowing heat-absent air directly on the stone for quite a while. When I stopped it from doing so, the cold discharged in such an intensity that it froze everything within a hundred cogs. I write this with great difficulty, now missing several fingers, a few toes, and the tip of my nose due to that horrible release of arctic air.
Entry Ten: Though I have already lost several digits, and even more importantly, my equipment to this pebble, I cannot leave it behind without recording the full effects of the stone's properties. Chopping down a number of trees, I am about to light a very large bonfire on top of the stone. I am quite curious to see how much heat will be discharged after it has had time to absorb several hours worth of fire. I'm looking forward to recording my findings in this journal once I have returned from the bonfire.
Books
The Amygamalion - The Dulling
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [45] "The Amygamalion - The Dulling" (Lost Temple of Cazic-Thule), started by examining "The Amygamalion - The Dulling" (dropped in The Temple of Cazic-Thule).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""The Amygamalion - The Dulling""
for 1c.

Discovered on 31 Jul 2008 at 21:11:01 PDT.
This book is titled "The Amygamalion - The Dulling". It appears to be a myth concerning the history of the Amygdalans.
We are Amygdalan, and we are that which tastes the amyg of this world. Though all of the emotion feeds us, the most pleasing is the true amyg that comes from the minds of the Lesser Emotions creations. Our history is the only true history, for everything else is but a lie told to placate the minds of the fearful.
Within the Dulling a home was needed, so we Amygdalan looked to what was within our means. The world around us is rich in feeling, but we needed that which would not overwhelm us. The lizardmen of the First Thought were within the Dulling as well, exiled from the true home. They would be the ones to build the home for the Amygdalan.
Tasting their fear, the lizardmen set forth to create a great home in memory of the ones we held within the First Thought. Much was done on their part, and we fed them with the drained husks of those ripe with the taste of Amyg. We would consume the toys of He who is Cazic-Thule, with taste of the Great Beasts were far more pleasing. Their amyg would become bitter and flat as time would pass.
Our home pleased us, but we were no longer within the presence of the Source of Amyg. We would take once again those whose flavor would not overwhelm us and set them to creating a new temple. They would labor and upon their completion, we would chant to the Great Emotion. And he would come in the form of the Quintessence.
The Quintessence would walk among our temple built to honor him. This pleased the Source of the Amyg and would allow us to return to the First Thought. Rejoicing at being accepted within the true world, we would flee the Dulling. Time would pass unnoticed within the First Thought until the Prismatic Aggression would come. Then we would remember our hunger.
Basking in the Source of Amyg, we would forget the flavors of fear. The Prismatic Aggression breached the First Thought through our own portal and brought their metals and their pains. The Great Emotion would eventually have to reach out and smite these mortals, for their numbers were too great. This would be the sign of True Exile.
He who is Cazic-Thule would geas our people to return to the Dulling. This was not out of anger, but instead an honor. The Source of Amyg was to chastise Lesser Emotions for the folly of their creations. We Amygdalan would be charged with preparing for when the Source of Amyg would return from inflicting punishments. The pain was lessened, as well, for we knew the varieties of fear were endless within the Dulling. We would feast as we once had.
Though we were no longer in sight of the Source of Amyg, He would send us a new Quintessence. Taking our charge, we hid away the Quintessence within the most sacred of hearts in the temple. For many changings of the two moons, the Quintessence would act out upon the wish of He who is Cazic-Thule. Just as It undertook Its task, so we too would prevent the fresh tasting Great Beasts from entering the temple. Sadly, we underestimated how fast they could stop the flow of amyg from their minds.
We failed at the only thing the Source of Amyg asked of us. We could not keep the Quintessence kept away in safety, and we called upon the Great Secret to help us. The Great Beasts destroyed the honor to the Source of Amyg. They disrupted the Quintessence. They brought upon the cessation of all their future emotions though releasing the Great Secret. And now we await our punishment for our own failure.
The punishment has begun. The lizardmen have rebuilt the temple by our command, but it is not enough. The Great Winged Lizardman has come to the temple of He who is Cazic-Thule. The Winged One is only the beginning of our punishment. But Winged One's pain is not as vicious as it will taste when the Source of Amyg returns to see what how we have failed His Quintessence.
Books
The Amygamalion - The Form
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [45] "The Amygamalion - The Form" (Lost Temple of Cazic-Thule), started by examining "The Amygamalion - The Form" (dropped in The Temple of Cazic-Thule).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""The Amygamalion - The Form""
for 1c.

Discovered on 31 Jul 2008 at 17:57:42 PDT.
This book is titled "The Amygamalion - The Form". It appears to be a myth concerning the god Cazic-Thule.
In the time before the land was flowing with thought and emotion, there were those who were the only ones who felt. The source of Amyg was amongst these beings that were the only keepers of emotion. Being the first, He did not know of solid forms nor did He need them. But as the other Lesser Emotions would take forms, He too, would see a need to do the same.
In His great wisdom, He chose to observe the other Lesser Emotions and watch as they chose a solid form. Once these great feelings would complete their transformation, the Amyg would take a form that was even greater than all the rest. This would show His magnitude among the Lesser Emotions so that they would know their place in the world.
He went forth to Lesser Emotion that chose its form first. Being the most solid, the source of Amyg that is called Cazic-Thule asked what form he should take. The keepers of the slow emotions of earth told the Source of Amyg to choose one that was more solid than anything that could be. And the form He that is Cazic-Thule took was that of the most solid of all stone.
He then went forth to the Emotion that felt the strongest among the Lessers. He asked the keeper of fire what form He should take, and the Emotion of Fire quickly responded in an abrupt manner. Saying that the Source of Amyg should choose one that is quick to react and all consuming, He changed his stone form to that of slow moving lava.
Watching from afar, He who is Cazic-Thule went and spoke with the winged Emotion that flitted throughout the air. Asking which form should be taken, the Source of Amyg was given many answers but nothing that was considered too long. Knowing that this Lesser Emotion changed her feelings as often as the wind turned its course, He moved on.
Finding the Emotion that flows in a sickening manner, the Source of Amyg took showed much patience in listening to the watery Lesser Emotion. The flowing water told He who is Cazic-Thule to pick a form that ebbed and flowed. Taking this information, the Source of Amyg released His form into a flow of Lava, spreading all over the land. He who is Cazic-Thule was nearly lost to us all, for He now was everywhere at once, but nowhere at all. This transgression would never be forgotten.
As the Source of Amyg struggled to regain His form, He had much time to dwell upon His anger. The Lesser Emotion of nothing came to Him and told Him to not struggle. For the advice of this great Nothing was to not take any form at all. Knowing that His wisdom was far greater than this Lesser Emotion's, He chose to disregard these words.
The next of the Lesser Emotions came to Him. Of all the Lessers, this one was the strongest and paid true fealty to the Source of Amyg. Telling Amyg to feel as strongly as him, this emotion of hatred allowed He who is Cazic-Thule to think upon whom did this to him. Gathering all of this Emotion's power, Cazic shaped His face into that of Hatred's.
As he entered His realm, The First Thought, the Source of Amyg was approached by an Emotion-That-Is-Not. The Emotion told him that His face was the same as that of the Lesser Emotion of loathing, making Him no better than one less than Him. This pestilent ridden Emotion-That-Is-Not helped the Source of Amyg to shape his face into one that would show what He really was. Unlike the face of seething, He who is Cazic-Thule now possessed a smooth worm-like body, yet His face was now great and mighty.
Content with His new form, the Source of Amyg was approached by one last Emotion. This one bubbled with mirth and glee which tastes sour upon our minds. He advised the Great One to shape His entire form to match His mighty visage. Knowing that He was greater than all the rest, the Source of Amyg pushed His form to the utmost extreme, achieving a greatness unlike none other. This Lesser Emotion of giddiness left the presence of the Great One, filled with its sour smell. And so was it that this small Emotion was the wisest of all the Lessers, for now He who is Cazic-Thule now possesses the most refined of all of the forms of the Lesser Emotions.
Books
The Amygamalion - The Four That Are We
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [45] "The Amygamalion - The Four That Are We" (Lost Temple of Cazic-Thule), started by examining "The Amygamalion - The Four That Are We" (dropped in The Temple of Cazic-Thule).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""The Amygamalion - The Four That Are We""
for 1c.

Discovered on 1 Aug 2008 at 4:59:29 PDT.
This book is titled "The Amygamalion - The Four That Are We". It appears to be a myth concerning the creation of the Amygdalans.
The great world that sets beneath our feet is not the true world. This land is but a false image of what truly is, for we are exiles from our true home. This land is the Dulling, whereas we come from the First Thought. We are made from the First Thought, and we feed upon it as well. We are Amygdalan, and we are from the Source of Amyg. But to know where we are, you must know why we are.
As the Source of Amyg sat upon His mighty throne and gazed upon the First Thought, He would observe the Lesser Emotions infusing their feelings into even lesser versions of themselves. The Great Emotion was not pleased by this sight, for He did not give His approval. Feeling a forbidden emotion, he created from his mind four forms that took shape - Horror, Fright, Dread, and Terror.
His four children were given a part of the First Thought to do with as they pleased. He who is Cazic-Thule would amuse Himself by watching their antics, being far more interested in his realm than the Dulling. The Dulling was the false world that the Lesser Emotions played upon and was beneath the Source of Amyg.
Though the four children existed, they too had nothing to occupy their time with. So again, in the ineffable wisdom of the Source of Amyg, He shaped a lizard into a form not unlike that of his children. The lizardmen offered the Four much to play with now. He who is Cazic-Thule enjoyed watching as they scattered to the four corners of the First Thought, forever fleeing the Four.
Soon the Source of Amyg would watch as the Lesser Emotions would continue making lesser versions of themselves upon the Dulling. To remind them of the greatness of He who is Cazic-Thule, He would make another toy to play upon the Dulling with the other lessers. Soon enough, He would bore of these toys, turning his attention back to the First Thought.
The Source of Amyg desired a new enjoyment, so he created two more children from his mind. Granting more of himself to these new toys, he created the Secondary Thoughts Thought for them to play within. This would not escape the attention of the Four, his first children. They would speak among themselves and decided to go to their father and demand their own realms, as well.
Standing before the Throne of Amyg, the Four would insist they be given more. He who is Cazic-Thule felt pride in his children and told them that he would take them to a place of their own. He took the Four and placed them into his massive hands and squeezed his palm together. Where there were once Four, there was now One. He then squashed the One with his fist, splitting the One into Two, then Four, then Eight, until the number could not be counted anymore. We still bear the mark of the Four upon our face to remind us from where we came.
The Source of Amyg then told the many that they would take the name of what he is. And thus we were named Amygdalan. He would teach us things about who we were through the wisest of our numbers. We would know our four fathers and we would know the Amyg. We would taste many emotions, but we would feed only from fear to honor the Source itself. The lizardmen were our supply, and they would feed us for many eons to come.
Soon enough the lizardmen no longer were able to feed us Amygdalan, for our numbers were many. He who is the Source offered another gift to his children and told us where we could find more amyg to feed from. Listening to His divine wisdom, we created a great ball filled with much amyg. When this ball was done, the Source of Amyg would then send it forward to a place we would call the Dulling.
Much time would pass, and we would remain hungry. From time to time, there would be morsels oozing with all different flavors of amyg that would come to us, but this was never enough to sate our appetites. He who is Cazic-Thule would ultimately tell us that it was time for us to guide ourselves and banished us to the Dulling. Now we stand here where the world is flat and solid. Yet here, within the Dulling, we can feast until our brain-lobes are gorged with pure amyg. Pure fear.
Books
The Ant Tale
This item can be placed on the floor in any house type.

A children's story told among the Iksar.

NO-TRADE  NO-VALUE

Collection reward from [70] The Ant Tale (Tome).

Components
The Ant Tale - Page 2 (shinies in Fens of Nathsar)
The Ant Tale - Page 3 (shinies in Fens of Nathsar)
The Ant Tale - Page 6 (shinies in Fens of Nathsar)
The Ant Tale - Page 7 (shinies in Fens of Nathsar)
The Ant Tale - Page 8 (shinies in Fens of Nathsar)
The Ant Tale - Page 10 (shinies in Fens of Nathsar)
The Ant Tale - Page 11 (shinies in Fens of Nathsar)
The Ant Tale - Page 13 (shinies in Fens of Nathsar)
The Ant Tale - Page 14 (shinies in Fens of Nathsar)

Discovered on 13 Nov 2007 at 17:29:23 PST.
The Ant Tale
A children's tale from the Iksar
A young iksar named Cryl had a plan. There was an ant hill not far from his home, and he spent many afternoons watching the busy ants carry food stuffs back to their hill in orderly, perfect lines. Cryl was amazed by the way the ants were able to adapt to any situation. If a stick fell in their path, all the ants would immediately march around it, maintaining their perfect line. Cryl dropped many sticks, leave, and rocks in their path to watch this happen again and again. The ants never failed to adjust.
Cryl thought long and long about the ants. He thought about them as he was devouring a haunch of deer and helping his parents sharpen their weapons for an up and coming fray with the nasty sarnak. he thought for so long about the ants that he accidentally cut himself on one of the swords. His parents snapped at him and told him to pay better attention to what he was doing, but he just couldn't stop thinking about those ants.
Cryl thought the ants should be doing their work for him. After all, all creatures are lesser than the iksar, so it was only right they do his bidding. Cryl set out early the next morning to tell the ants that he was their new master, and that if they disobeyed him, he would destroy their hill. The closer he got, the more he liked the idea of just stomping down the hill and kicking it away. He almost hoped they refused. But in the end he decided he would rather have them as his servants.
Cryl stood before the ant hill and called out, "Ants! I'm your king now! You'll do as I say!" He stared at them fiercely, but the ants didn't even acknowledge that he's said anything. They simply kept marching in their neat rows carrying food in and out. Cryl was furious, and he lifted his foot back to kick their hill down when he realized that the ants were simply continuing doing their work. He had liked them for being such dedicated workers, and that's what they were doing. It didn't mean they had defied him. Cryl smiled and looked at his new slaves.
Cryl gave many orders to the ants over the following days. The first thing he thought should be done was to bolster his force before he made them do anything more extreme. After all, a lord was only as good as how many people he commanded. So he demanded that they work harder, and it seemed that they did; it was hard to tell with the constant stream of ants, but he thought he saw more food entering every moment. He then demanded that they produce more eggs, and after a few days, he was certain he noticed more little ants coming out. Finally, he told them to expand the ant hill, and sure enough, the next day it looked like it had grown inches in height!
Cryl was happy with his ants. They were following his orders very well and becoming a more formidable force. He thought he should give them some small reward for their work. A lord, after all, has to periodically give his subjects some kind of reward for good behavior in order to motivate them to continue working just as hard. And if they didn't, then he had twice the reason to punish them later for their ingratitude. The ants spent all of their time collecting food, so he thought that some new food stuff would be a good reward.
Cryl searched high and low for appropriate food. The ants seemed content with leaves and grains, but he wanted to give them something different. He remembered once seeing a swarm of ants on the face of a dead bear that was covered in honey. Honey! He could easily wrest some honey from a hive. His father had taught him a trick to distract the bees: throw an animal at the hive first and that will distract the furious guards. He captured a badger and hurled it at a nearby hive. While the soldier bees swarmed the animal, he dipped into the hive with a stick.
Back at the hill, he placed the stick on the ground and waited eagerly. One ant eventually strayed to where the honey was, and then suddenly they were all covering the stick, carrying away the honey in their usual neat rows. Cryl was delighted that his gift would help his forces grow strong. Suddenly though, he noticed that an ant had climbed up to his hands where he had dipped them in the honey. He frowned and flicked it away but before he could blink, there were more, and more, and more. Soon his hands were covered in wriggling little ants. Cryl was disgusted and a little bit afraid.
He made quickly for home, where his mother dipped his hands in hot water that killed all the ants. Cryl told her the whole story: how he had made the colony his and how they had followed his orders. Finally, he told her his idea for a reward, and his mother shook her head in disappointment.
"You must never be generous to those you rule. They will sense your weakness and use it to defeat you. Rewards don't make your subjects work harder. Punishments do."
Cryl considered his mother's words. The next day, he returned to the hill, and in a fury, destroyed it. He kicked and stomped until there was nothing left, and then he dug up the ground to see that nothing below survived either. The ground was littered with broken little ants when he was through, and he felt satisfied. Later, he told his mother what he had done, but found that she was still not happy with him.
"Now you have no servants, and a lord without servants is even weaker than one whose servants take advantage of him."
Cryl was so confused. He didn't know how he would ever make his mother proud. The ants were all dead, their hill destroyed. What was he to do? Then he remembered the bee hive. The bees may not have been quite as well organized as the ants, but they seemed to be doing well. Yes, the bees would be good subjects as well! He set off for the bee hive, determined to make them his new subjects.
When it was time to return home in the evening, Cryl was no more a lord of the bees than he had been that morning, and what was more, the soft parts between his scales were full of stings. He wanted to give up, but he couldn't face his mother's disappointment. He tried to think of what she would say.
What to do against a populace that will refuse to go down without fighting?
Give them a reason to fight.
Cryl smiled. Cryl had an idea.That night, he returned home triumphant. His mother spied the expression on his face and asked what he was so pleased about. He showed her a small collection of white eggs he had in his possession. "They may be ready to fight me and die themselves," he said, "but not if I have their eggs!"
Cryl's mother finally beamed with pride. "You have done well, son. You must know what matters most to your enemy, and use that against him."
Cryl just nodded. He knew what to do. He was the lord of the bee hive now, and soon others would fear his name.
Books
The Archives of Sebilis
This item can be placed on the floor in any house type.

You find this particular entry in the archives of Sebilis.

NO-TRADE  NO-VALUE

Language
Sathirian

Quest reward from [85] Wounds of the Heart (Signature) (Heroic), started by royal scroll (mailed after finishing The Healing of Amree) (part of the templar epic weapon line).

Discovered on 8 Feb 2008 at 20:40:33 PST.
Let it be known that another enemy of the Sathirian Empire fell today. The Koada'Dal, Lolindiir, thought to assault our generals. It did not take long for them to bring him down. Kotiz the Death Bringer struck the killing blow and thus took all rights of ownership over hte remains. The Emperor meant to take possession of Lolindiir's famous weapon;
however, the Koada'Dal was not carrying it. This instilled a great deal of shock among those present. It seemed foolish enough to attack our great Empire, but the fool did so without even the aid of his power source. It is our belief that he might have been trying to reassemble the Symbol. Even now, our lord sends spies to be certain the Overking
and Hoshkar are still in possession of their pieces. It doesn't seem that he managed to get to Drusella's; however, if the enemy has even managed to obtain the other two, it could threaten the Emperor's safety.
Books
The Archtome of Haoaera
This item can be placed on the floor in any house type.

A leather-bound bundle of finely-crafted animal skin parchments, each page written in clawstroked Common.

NO-TRADE  NO-VALUE

Required by the Quest
'Brink of Annihilation'

Quest reward from [17] Brink of Annihilation (Timorous Deep), started by Makrug Tel'Kor in Timorous Deep.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Brink of Annihilation"
for 1c.

Discovered on 16 Feb 2010 at 8:11:59 PST.
So presented is the Archtome of Haoaera, the chronicle of our race.

Translated to Common by Dithrak the Wise for the benefit of those who travel here and wish to understand our ways.
(From the Book of Ukan)

.... As Rokan the Elder considered the differences between the fish and the mammals of the sea, he beheld the land animals and learned of the ones who sprang not from eggs. Then Reveskius appeared and showed him which of these were fit to be hunted and eaten, and which were to be ignored. Small game that crawled on four legs without shells might be eaten freely by a single spiroc, whereas game that walked rather than crawled might be hunted by more than one spiroc, especially if they moved in packs. Reveskius did then commune with Rokan for a time and showed him the many rules of hunting which he was to pass on to his children, and they to their own children, so that the chosen of Reveskius need not appeal directly to him for food.
(From the Book of Bargrak)

'...All threats to your rookeries, eyries, and villages are to be destroyed', Reveskius said. 'The beings of other lands must not harm you, and many will try to appeal to your noble natures in order to insinuate themselves within your trust. Know a living being by its nature. If it makes war upon you, if it disturbs these quiet lands and the peace you require to spawn new eggs, if it does not ignore your eggs but instead abuses them, or if it eats more than the portion of food that a grown spiroc may eat, and helps itself to food and game that have been set aside for the children of Haoaera and returns less food than it is consuming, then that creature must be sent away and warned never to return.
If these creatures refuse such warnings and return to your lands, then you must slay them without mercy, lest their ways interfere with your own, lest they breed in greater numbers than shall you, lest they drive you out of your own lands and ruin all that you have made...'
(From the Legend of Eagrik)

...Then Reveskius, taking pity on Eagrik for having fulfilled all but the lsat of his challenges, spoke to him these words: 'Eagrik, Champion of the Haoaerans, who has fought so hard for his people, who has accepted my challenges yet has failed the last of these, I do pity you. Your challenge to me has proven fruitless.' Eagrik looked upon Reveskius with weariness and said, 'I, like the rest of my kin, tire of your games. We have long revered you, Reveskius, but we need you no longer. We must be free to roam where we will without fetter.'
Reveskius smiled upon his former champion and said, 'Eagrik, your impudence is the curse of your race. You dare to defy me? See what becomes of those who earn my wrath!' Then did Reveskius pick Eagrik up in his mighty taloned claws, and slowly squeezed the life from his body. But even as Eagrik's friends cried out in horror, so did Eagrik find the heart of Reveskius with his spear, and this the great and ancient roc who had long protected the Haoaerans was slain.
'Behold, Reveskius has been killed,' said the priests, who became unnerved and began to wail and cry. Eagrik stood then among them and said, 'It is no longer necessary to submit to the whims of this creature, which is now dead,' Eagrik declared. 'But what will become of us now?' whispered the high priest. 'The teachings of Reveskius were the foundation of our culture!' Eagrik looked at them and replied, 'And so shall they remain, for his teachings remained sound even if his motives did not...'
(From the Trials of Shoshak)

...So the elders of Haoaera and Gorowyn did see the need for archivists to live among them, writing down all that was seen and done and talked about, in the manner of the wingless ones from distant shores. This occupied the archivists with activity and made them happy; the leaders of the village had records of their words written down to help them avoid a great many arguments later and they too were made happy;
the artisans of Gorowyn no longer needed to occupy their time with verbally passing down their wisdom to their fledgling apprentices but could make them read parchments of instructions instead, and were also happy. Shoshak determined to write down the most important legends and sayings and beliefs of the Haoaerans into a great bundle, an Archtome which would preserve the essence of the people for eons...
(From the Tale of Whitefeathers)

...Then did Whitefeathers throw his head back and cry out to the gods, saying 'That you shall not forsake us, we shall make our mark upon this land!' All then donned a stonepick and followed him to the great greystone plinth of Chrykori, and proceeded to carve it into a great statue in the image of their champion, the people found new purpose and threw themselves beak and claw at this for thirty fortnights, whereupon the work was done and Eagrik stood above them once more, his stone likeness proudly facing southward, as if watching over the seas for signs of invaders...
(From the Thoughts of Korryk Shortbeak)

'...This day of wonders, of the opening of an ancient chamber hitherto unknown to us deep within the wall of the volcano, saw our excitement give way to concern as we tried to think of what we should do with the creatures found in the strange glass tubes. We do not know what dark magic set these devices here within our sacred mountain, but perhaps they are meant as a gift from the gods? If so I fail to comprehend this divine caprice... these scaly creatures seem unfit for anything but brutish labor. Perhaps after we have released them from the glass tubes we can learn more about them...'
(From the Thoughts of Korryk Shortbeak)

'The first of the creatures released from the glass cylinders failed to respire and soon died. We worried over this a bit and decided to bury its body in the ground in the manner of the flighless tool-users. The second attempt to open a glass tube went better. We were able to revive it and get it to talk. It knew nothing but gibberish so it was necessary to spend some time working on communication... I fail to see why the creator of these beings did not provide a single thing for their sustenance, forcing us to feed the creatures with our own rookery stuff...'
(From the Thoughts of Korryk Shortbeak)

'... that after the incident in Timorous Maw it is clear to all that the Sar'Nak are unworthy to be called friends, are unfit for labor, and are undesirable even as pets. We notice that even the gentlest of them eats more than his weight twice over in a month, making their appetites unsustainable in Gorowyn or anywhere else nearby. They seem to be bred for battle, they think only of their honor and spend their time chattering about rules of warfare and the manner of rule they should like to see us Haoaerans adopt.
Further, they never seem to tire of picking duels with us. The village council has decided that the creatures are to be destroyed. The teachings of Reveskius are clear on this matter, as are the tribal laws, but even without them we can see there can be no co-existence. We shall put them to death tomorrow night, as they sleep. As I write this I feel the chill of destiny upon me, for I shall be one of the ones bearing a dagger and wielding it with malice. My sadness and frustration at wasting a whole year attempting in vain to coexist with these creatures is matched only by my fervent desire to be rid of them forever...'
(From the Thoughts of Kraw Lockbeak)

'...would not have had us make the attack last night, and we should have listened. We might then have devised a better plan. As it was, when we crept into the sleeping chamber where the Sar'Nak were gathered, a torchfire was lit by one of them, who cried out. Of the few dozen Sar'Nak in the room, nearly all came awake at once and attacked us, for we had entered their sleeping quarters unannounced with weapons drawn. All hope of killing them quietly in their sleep had gone, and even our plan to escape with all of our feathers intact was now in some doubt.
A fight immediately broke out, and the room filled with the sounds of battle. I swear by Eagrik's statue, the Sarnaks were enjoying themselves, though they howled angrily of our betrayal. As we fought our way back to the main chamber I noticed that both Korryk Shortbeak and Swak Pettyfeathers had fallen. Perhaps eight or nine Sar'Nak fell in battle as well, but that is poor payment for the sacrifice of both Korryk and Swak. Having escaped, we have spread warnings and hope to keep the Sar'Nak at bay in the tunnels of the lower city. With good use of archers we might keep them from threatening the rookery levels...'
Books
The Art of Killing Iksar
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [70] The Art of Killing Iksar (Tome).

Components
The Art of Killing Iksar - Page 2 (shinies in Fens of Nathsar)
The Art of Killing Iksar - Page 3 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Art of Killing Iksar - Page 4 (shinies in Fens of Nathsar)
The Art of Killing Iksar - Page 5 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Art of Killing Iksar - Page 6 (shinies in Fens of Nathsar)
The Art of Killing Iksar - Page 7 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Art of Killing Iksar - Page 8 (shinies in Fens of Nathsar)
The Art of Killing Iksar - Page 9 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Art of Killing Iksar - Page 10 (shinies in Fens of Nathsar)
The Art of Killing Iksar - Page 11 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Art of Killing Iksar - Page 12 (shinies in Fens of Nathsar)

Discovered on 15 Nov 2016 at 13:54:20 PST.
The Art of Killing Iksar

Battlemaster Kyzon Di'kor
Iksars' scaly hide makes them resistant to superficial attacks. In addition to this, they are a highly militant race and often choose to wear protective armor.
As a result, attacks against iksar foes need to be more well-planned than against more vulnerable foes, for example, frogloks, whose thin skin can easily be sliced even by a bare tooth or claw.
Iksars' claws and tail also make formidable weapons even when the iksar is unarmed, so prepare yourself in advance with sturdy armor and a reliable weapon.
The female iksar is easily distinguished from the male by the frilliks, a flexible crest frill that rises at the sides of the head during excitement and combat. This structure is lacking in the male.

While damage to the frilliks is a minor injury unlikely to result in death, it is an extremely sensitive area and can cause great pain, disabling or distracting an opponent preparatory to a second attack.
Male iksar tend to be more muscular, particularly in upper body strength, and have thickly armored scales and often spikes around the neck and head that are extremely difficult to penetrate. The front of the throat and the eyes are points of vulnerability but these target areas are small and hard to hit during fast-moving combat.
In summary: head and neck attacks can be an effective tactic against female iksar, but should only be used against male iksar by those with battle experience and excellent aim. If you are unable to distinguish between the two, it is recommended to avoid targeting this area.
Slashing weapons are more likely to be deflected by the iksars' protective hide, the scales of which may also cause the blade to catch.
Crushing and piercing weapons are therefore recommended for beginners to iksar slaying.
Poison can be effective, but is usually too hard to administer as the iksar are a deeply distrusting race and will eat only food prepared by themselves.
Iksar are naturally resilient to damage and heal unusually fast. Press your advantage once the first wound is made, do not allow the target time to recover!

Avoid combat in or near water. Iksar are born able to see clearly and breathe underwater, so they will be able to out-maneuver you, either to cause you great injury, or escape you.
Traditionally, most iksar worship Cazic-Thule, god of fear, and this is reflected in the training they receive from early youth. As a result, intimidation tactics do not work well on this race.
They may also try to intimidate you with fierce war cries, displays of ferocity, raised frilliks, etc. Remember to stand your ground! We are a superior race, and their posturing is merely the defense mechanism of the inherently inferior!
Beware the tail of the iksar, which is long and muscular. While not fully prehensile, it can still be used to trip or lash an enemy.

Hand to hand combat is also a specialty, and the Swift Tail Monks are formidable in unarmed combat. Try and keep these foes at range, avoiding getting within their reach.

While there are iksar magic users, this militant race in general tends more towards military prowess, so magic based attacks can be highly effective against them if executed well.
The necromantic arts are one area of magic in which the iksar race has dedicated considerable study. Their power is generally drawn from Cazic-Thule and they have been observed to use this power to drain the life from foes, raise the dead, and command corpses to fight at their side. A fearsome foe indeed!
Try to engage targets with these skills away from other combatants and corpses, so as not to give them any material from which to create reinforcements.
When an iksar warrior falls in battle, unless his remains are needed by an allied necromancer, the body is traditionally returned to Cabilis for a ceremonial interment. Traditions have changed over the years, but at the present time this is the normal procedure:

All armor and clothing are removed from the corpse, and it is washed, then wrapped in strips of white cloth. This cloth covers every inch of the body save the eyes,and is wrapped horizontally across the width of the body, only using vertical strips where necessary to pass between the legs or over the head. The arms remain separate from the torso and are normally folded over the chest as if the corpse is in repose.
The cloth is treated with scented oils, which will slow the body's decay and mask unpleasant odor. Over time, the cloth darkens in color, and can be used fairly reliably to estimate the age of a body based on the darkness of the shade.

This ceremonial burial seems important to the iksar for religious reasons, so if the goal is to demoralize and disrupt the enemy, treat the corpses in such a way that nothing remains for burial.
Incineration is highly recommended in this event. Failing this, complete dismemberment of the corpse will suffice.

Eating of iksar flesh is highly discouraged as a disposal method, as parasitic diseases that can thrive in their bodies will also attack us.

Some renegades have claimed that iksar hide can be removed and tanned to make excellent quality belts or boots, but this is generally considered a vulgar display.
Books
The Art of Killing Iksar
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [100] The Final Blow (Tradeskill), started by Brytthel in Obulus Frontier (-210, 91, -211).

Discovered on 15 Nov 2016 at 13:45:45 PST.
The Art of Killing Iksar

Battlemaster Kyzon Di'kor
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
This page is missing.
Books
The Awakened
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [65] The Awakened (Tome).

Components
The Awakened - Page 2 (shinies in Tenebrous Tangle)
The Awakened - Page 3 (shinies in Tenebrous Tangle)
The Awakened - Page 7 (shinies in Tenebrous Tangle)
The Awakened - Page 8 (plundered from rubble at -126, 57, -82 in Tenebrous Tangle)

Discovered on 23 Feb 2006 at 14:54:21 PST.
Transcribed from a stone tablet buried beneath a broken altar somewhere in the Dragon Isles.
They were created to serve.

That was their only purpose. Hand to hold and carry, wings to ease their travel and scales because they were born of scale.

Generation upon generation of droag served her and worshipped her in their home, the Plane of Sky
Over time, in addition to their duties with her Temple, the droag also undertook the enforcement of the laws.

The laws were created by the dragons to guide lesser beings. Obeying the law gave the droag structure and purpose. It enhanced their obedience to their creator.

Enforcing the laws allowed them to punish those who did not believe.
Time always moves forward, as rain from the sky forms streams, then rivers and finally flows into the seas. Even water in a stagnant pond will find its way into circulation again.

Long seasons cycled over and again. In time, the droag found themselves keepers of the faith in a place removed from their deep ties to the past.
Now, some would say that this is the test of the faith: to remain true in spite of the absence of the leader that inspired such belief.

For the droag, the absence did not lessen their faith in the collective sense. But one here and another there began to question in their hearts whether they followed the true course.
Such questioning would go against the teachings of their faith, which had sustained them through upheaval.

Those who lacked faith and said so publicly went against the droags' doctrine as well as their laws. Order had to be maintained.

Those who questioned any part of the ancient teachings were sentenced to death.
Faith in the absence of signs can sometimes be difficult to maintain.

However, those looking for signs will often find them.

And so it was for the most faithful. And so it was for those of lesser faith. Each saw the signs necessary to continue onward on their chosen paths.
The dragon Isles, the home of the droags in the new and uncertain lands, were secluded and safe.

Populated with what they considered to be lesser beings, the droags asserted their dominance and constructed temples for their faith. They used what labor was available as well as labor brought to them.

The temples did not have to be made by the faithful, just for them.
Seasons rolled forward. The droag continued their rituals and their worship.

Many rituals remained as they had always been. Others, however changed. Chants were rewritten in secret and offered in lower, hushed voices. Those who changed the chants relocated themselves to other islands.

Outwardly, nothing changed. Inwardly everything was different.
Those who come to the Dragon Isles now would not know at first that there are differences between this droag colony and the next.
The faithful, however, know that a divide exists that cannot be reversed with time or prayer.

Where there is faith, there is also strength in abundance. And the Awakened are strong in both mind and body.
Books
The Barren Sky Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'The Barren Sky Creature Cataloging'

Purchased from Navarius Orvalis in The City of Freeport (10, -7, -134) or Minyo Viridis in Tenebrous Tangle (164, -233, 169) or Penny Dreadful in The Barren Sky (-512, -69, -456) or Duvawocket in The Bonemire (-19, 44, 506) or Ilmiira T'Oziarn in Neriak, City of Hate (139, 22, 120) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) for 1c.

Discovered on 21 Feb 2006 at 14:23:23 PST.
The Barren Sky Creature Catalog
by Penny Dreadful
The Barren Sky can live up to its name at first glance. Yet, it is a land of diverse flora and fauna, much of which is unfamiliar with visitors from Norrath.

This book is merely a guide; you will doubtless learn more about the area through your own explorations.
There are several "islands" in the Barren Sky chain. Primarily desert environments, the weather is dry and dusty, though generally clear.

Cliffs rise high above the gold sandstone that comprises much of the landscape. Water is a rare commodity in this section of the Overrealm.

One of the most unusual features are the purple lichens near various pathways.
It is thought that their unusual coloration is the result of a base mineral dissolving into its surrounding soil.

Certainly, the purple fields are more prevalent along areas that are frequently disturbed, such as the foot of narrow gorges and popular cliff-scaling locales.
As this is a high-altitude area, most of the inhabitants are winged creatures of one sort or another. There are also several elemental creatures that are unfazed by the thin atmosphere.

The aviaks form three very distinct clans that are at odds with one another. There are Strifewings, a gangly predatory creature; Windgazers, a somewhat quieter, introspective flock; and finally, Blacktalons, which are aggressive and war-like.
Transportation between these islands of the air is relatively simple and certainly elegant. Wispy clouds are summoned to lift one to any of the other isles. There are also other means of transportation available for your pleasure within the Overrealm.

If you are new to the area, it is best to approach any winged creature with care and to be mindful of the distance to the island's precipices.
Books
The Big Bang Theory
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [70] The Big Bang Theory (Tome).

Components
The Big Bang Theory - Page 3 (shinies in The Bonemire)
The Big Bang Theory - Page 6 (plundered from bones at 345, 208, -556 in The Bonemire)
The Big Bang Theory - Page 9 (plundered from a rock at -117, -82, -636 in The Bonemire)
The Big Bang Theory - Page 10 (shinies in The Bonemire)
The Big Bang Theory - Page 12 (shinies in The Bonemire)

Discovered on 16 Apr 2006 at 20:00:27 PDT.
A loose transcription of one engineer's report on the Dredvever crash. A very loose transcription, indeed.
Though most gnomes have a natural inclination towards gadgets and gizmos, some of them are less inclined than others.
When they were seeking volunteers for the Drednever Expedition, I was really excited. My name is Neeve Flimcatcher and i am an engineer.

While most expeditions' crews are usually friends of friends on board, the Drednever's mission allowed for more crew than friends could be found. That meant i could get lucky.

After a grueling interview process, they selected five additional engineers -- including myself.
The idea behind carrying so many engineers is that the best plane, when you're planning long-term, includes a lot of redundancy. That is, duplicating and quadruplicating system and personnel whenever possible.

I will be the first to admit that i like the idea of having multiple folks who can do the same thing. Especially since I never finished my higher education.

Fortunately for me, Me. Drednever didn't check my references.
The inner workings of the ship were beyond my wildest imaginings. I've never seen such a fine array of cogs and sprockets in all my born days!

As the junior engineer (that is, the one without a friend to recommend him), my job was fairly simple: keep the sprockets well-oiled.

Though that kept me pretty busy for the first part of the trip, I'll admit to losing interest after we reached the first of the islands in the sky.
Let's face it: oiling gears is messy work!

While we were provisioned pretty well for a ship our size and type, water doesn't grown on flizmajammers. Washing up was fairly minimal and i was kinda of person who washes hands frequently.

Our commander asked me specifically to stop wasting water, which directly impacted my ability to do my job. I couldn't oil things constantly AND stay clean!
With my new spare time, I decided to try and learn more of the ropes. There were plenty of jobs around other than oiling sprockets, after all.

This is where the lack of inside friends really made an impact. Since most of the folks aboard were recommended by and knew at least one other person, all the good jobs were being closely held by a few cronies.

I'm not one to complain, but it sure seemed unfair that whenever I asked for work, all they'd ask me was, "Have you checked the sprockets' oil lately?"
Whenever we landed, the main engineers would get out and inspect the airship's exterior frame. The scientists would scurry off to do whatever gathering and experimenting they had planned.

That left me with a lot of time for thinking about the future. Without an opportunity to learn something more advanced than sprocket oiling, where would this career lead?

I felt unappreciated. It was time for me to show what i could do.
The never-setting sunlight of the area we called "the Barren Sky" was pretty unnerving. We spent quite some time there, surveying and investigating and making friends with the locals.

I followed the second engineer on his rounds to get more exposure to this ship. Penny's chatty thing. She showed me some of the maintenance records and the accounts for the various bits of equipment she tracks.

"That's odd." Penny said as she glanced at one of the ledgers. "We've got a lot more oil left than we ought at this point."
I maintained a diplomatic silence, calculating in my head how long it had actually been since I'd given those sprockets a really good dousing.

Fortunately, Penny didn't push the issue any further. She commented, "It would be disastrous if any tiggerflitz failed now. We're heading further into the unknown and I know we haven't come across anything suitable for replacements yet."

"What's a tiggerflitz?" i asked.

"It's the sheath lining the gears," she replied. "This is a new technology that needs lots of grease to keep in supple."
That made me feel a little guilty at slacking with the oil. Those gears and sprockets looked fine to me, but new technology can be so finnicky.

After finishing the inspection rounds with Penny, I set off on an exuberant round of oiling. I greased sprockets that I'd purposely ignored for quite some time.

Things were so greasy that I think i might have gone too far the other way.
When we took off for our further explorations, where was no sign of any problems.

Weather, such that it is, wasn't a factor. My guess is that the absence of continuous oiling, followed by the over-zealous greasing of all the gears later, left the tiggerflitz unable to absorb things properly.

In any case, I feel terrible about how the ship sort of exploded. That captain's blaming it on the atmosphere up here. Hopefully, he's right.
Books
The Blood of the Bear, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [32] The Blood of the Bear, Part One (Ruins of Varsoon), started by examining The Blood of the Bear, Part One (found in Fallen Gate (198, 29, -108)).

Discovered on 28 Nov 2004 at 22:36:21 PST.
Legends are often told of ancient times. The storytellers of the Northlands tell this story as a legend, even though it is from a relatively recent past.
Entry One
Put book away.
In the time of Growth, when the birds return to the trees and the sun rises higher in the sky, the children of the Northlands look to the awakening of the bears as the final signal that Growth is upon them. Hungry from their long sleep, the bears come closer to the villages and towns. Therefore, each village has a family whose duty is to ensure the bears do not come into the village and threaten them.
Entry Two
Put book away.
One day,a young woman named Kiva went into the forest to gather firewood. As she turned to head home, her foot slipped on a patch of ice and she stumbled, scattering the firewood across the snow. Before she could stand again, a large hand reached toward her and she gasped, staring upward at the tallest man she had ever seen in her life.
Entry Three
Put book away.
"I did not mean to frighten you," he said, his rich voice lilting with an odd tone Kiva had never heard before. He pulled her easily to her feet and helped gather the scattered wood. He carried the wood for her to the edge of her camp and smiled at her. "Who are you?" she asked. "My name is Benno," he replied. "I am glad to be of service." Benno bowed low, then slipped away into the woods as silently as he had appeared.
Entry Four
Put book away.
Kiva belonged to the family of bear watchers of her village. She looked forward to sitting the long watches of the night with her spear by her side, guarding the village. Kiva loved sitting just outside the edge of the camp fire's light to gaze upon the stars. Though Growth was upon them, the nights were still long, crisp and clear and the stars so bright she felt as though she could reach out her hand to touch them.
Entry Five
Put book away.
One night as she sat watch, she heard a rustling sound in the nearby brush and stood, gripping her spear. "Who is there?" she called, cautiously approaching the area, but she saw nothing but the tracks of a bear in the light crust formed on the top of the snow. Furrowing her brow, she resolved to keep a closer eye on the village and not on the skies.
Entry Six
Put book away.
During her watches now, Kiva thought about Benno. He was not of her village; his voice had an odd inflection she could not place. But he spoke Halasian as did she and he was very handsome. Gazing upwards into the stars, Kiva wondered where he came from and whether she might see him again. At that moment, she heard the rustling in the woods again where the bear had left its tracks. Kiva grabbed her spear and edged her way toward the noise, careful not to make any sounds
Entry Seven
Put book away.
Benno stood at the edge of the woods. He smiled at her, "I hope you do not mind; I wanted to see you again." Kiva blushed and Benno stepped closer. "When first I saw you sitting here beside your fire and looking to the sky, I knew you are a dreamer, as am I," he said. Suddenly, they heard a bear in the undergrowth nearby.
Entry Eight
Put book away.
Kiva gripped her spear and looked toward the noise, but Benno put his hand on her arm. "The bears do not come to kill; they come to look," he said softly. "Some say the bears come to find a mate among the Northmen, so they may share their strength." A large, shaggy bear emerged from the woods, looked at Kiva and Benno, then lumbered away again.
Entry Nine
Put book away.
"You see? He did not come to harm you," Benno smiled, then slipped into the woods with a quick wave. Though she looked for him again over the next few days, Kiva did not see him. Kiva began to think she had hit her head that day she fell with her firewood and had imagined him into being.
Entry Ten
Put book away.
Though Growth was upon the Northlands, the changes were not as sweeping as they are in the distant south. Snow and ice still cover the ground, but the lands feel more awake to those who know them best. The children of the Northlands, scattered by the invasion of the Horde, looked to each new season with hope in their hearts that this season, they would retake their homes. The Horde had not come yet to Kiva's village.
Close Book.
Books
The Blood of the Bear, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [32] The Blood of the Bear, Part One (Ruins of Varsoon), started by examining The Blood of the Bear, Part One (found in Fallen Gate (198, 29, -108)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Blood of the Bear, Part One"
for 1c.

Discovered on 13 May 2008 at 9:47:58 PDT.
Legends are often told of ancient times. The storytellers of the Northlands tell this story as a legend, even though it is from a relatively recent past.
In the time of Growth, when the birds return to the trees and the sun rises higher in the sky, the children of the Northlands look to the awakening of the bears as the final signal that Growth is upon them. Hungry from their long sleep, the bears come closer to the villages and towns. Therefore, each village has a family whose duty is to ensure the bears do not come into the village and threaten them.
One day,a young woman named Kiva went into the forest to gather firewood. As she turned to head home, her foot slipped on a patch of ice and she stumbled, scattering the firewood across the snow. Before she could stand again, a large hand reached toward her and she gasped, staring upward at the tallest man she had ever seen in her life.
"I did not mean to frighten you," he said, his rich voice lilting with an odd tone Kiva had never heard before. He pulled her easily to her feet and helped gather the scattered wood. He carried the wood for her to the edge of her camp and smiled at her. "Who are you?" she asked. "My name is Benno," he replied. "I am glad to be of service." Benno bowed low, then slipped away into the woods as silently as he had appeared.
Kiva belonged to the family of bear watchers of her village. She looked forward to sitting the long watches of the night with her spear by her side, guarding the village. Kiva loved sitting just outside the edge of the camp fire's light to gaze upon the stars. Though Growth was upon them, the nights were still long, crisp and clear and the stars so bright she felt as though she could reach out her hand to touch them.
One night as she sat watch, she heard a rustling sound in the nearby brush and stood, gripping her spear. "Who is there?" she called, cautiously approaching the area, but she saw nothing but the tracks of a bear in the light crust formed on the top of the snow. Furrowing her brow, she resolved to keep a closer eye on the village and not on the skies.
During her watches now, Kiva thought about Benno. He was not of her village; his voice had an odd inflection she could not place. But he spoke Halasian as did she and he was very handsome. Gazing upwards into the stars, Kiva wondered where he came from and whether she might see him again. At that moment, she heard the rustling in the woods again where the bear had left its tracks. Kiva grabbed her spear and edged her way toward the noise, careful not to make any sounds
Benno stood at the edge of the woods. He smiled at her, "I hope you do not mind; I wanted to see you again." Kiva blushed and Benno stepped closer. "When first I saw you sitting here beside your fire and looking to the sky, I knew you are a dreamer, as am I," he said. Suddenly, they heard a bear in the undergrowth nearby.
Kiva gripped her spear and looked toward the noise, but Benno put his hand on her arm. "The bears do not come to kill; they come to look," he said softly. "Some say the bears come to find a mate among the Northmen, so they may share their strength." A large, shaggy bear emerged from the woods, looked at Kiva and Benno, then lumbered away again.
"You see? He did not come to harm you," Benno smiled, then slipped into the woods with a quick wave. Though she looked for him again over the next few days, Kiva did not see him. Kiva began to think she had hit her head that day she fell with her firewood and had imagined him into being.
Though Growth was upon the Northlands, the changes were not as sweeping as they are in the distant south. Snow and ice still cover the ground, but the lands feel more awake to those who know them best. The children of the Northlands, scattered by the invasion of the Horde, looked to each new season with hope in their hearts that this season, they would retake their homes. The Horde had not come yet to Kiva's village.
Books
The Blood of the Bear, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [33] The Blood of the Bear, Part Three (Enchanted Lands), started by examining The Blood of the Bear, Part Three (found in The Ruins of Varsoon (237, -7, 51)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Blood of the Bear, Part Three"
for 1c.

Discovered on 13 May 2008 at 9:48:04 PDT.
This brings to a close the Northland legend told of Kiva and Benno, who helped bring victory to the Northmen.
Once they reached the river, Benno picked Kiva up to carry her across the icy water. An arrow flew past them, then another. Without breaking stride, Benno retreated into the woods with Kiva still in his arms. He made an angry sound that reminded Kiva of a growl. The Horde had come to this part of the Northlands at last.
"We will cross lower down," Benno said, his dark eyes glittering. "I will take you back to your village; they are here for me." Kiva said, "The Horde care nothing for whom they kill." Benno shook his head. "They have seen me and know where I am from." He put Kiva gently on the ground and took her face into his hands. "I am not what I seem," he said and Kiva gasped as she recognized him. He was of the bear people.
Benno nodded. "It is true; I am a bear. From the moment I first saw you, I knew that I must stay with you; that is why I am in this form. Now, we must hasten away. The Horde hunts me for my blood. They drink it, thinking it will give them my strength -- but that is not how one becomes a bear." Benno kissed her forehead and said, "You are now marked by a bear."
Kiva listened intently; the mark Benno had placed on her forehead gave her the sharp hearing of the bear. She could hear the Horde cursing farther up the river. Staying close behind him, Kiva followed Benno as he loped through the woods until he came to a place where they could cross the river safely. Picking her up again, Benno crossed the river and they headed toward her village.
"Your people will be safe in my cave," Benno said. Kiva shook her head. "No, we will not hide," she said. "The Horde thinks to overrun all the Northland but we cannot let them. If we defeat them here, it will give strength to our people." Benno nodded. "Then we will fight. I will go with you." The pair ran swiftly back to Kiva's village where they sounded the alert. The defenses were swung into motion while they made their plans.
"The Horde is at the river; orcs only and I sense they are afraid of something," Benno told the village elders once Kiva introduced him. "I know not what. This is the time to push them back. Push them back beyond Halas." The village leaders agreed. This time they would be the aggressors and slay the Horde. "I go with you; I must avenge my clan," said Benno.!Kiva said, "We should drive them into the river and let them freeze. They will sink under the weight of their gear and be unable to reach the riverbank." Benno added, "I will cross and attract their attention; while they are looking at me, push ahead." After a quick debate, the elders agreed that this plan might work. If nothing else, it would reduce the numbers of orcs that they would need to fight hand-to-hand. The villagers set off for the river.
They found the Horde milling along the riverbank, obviously intending to cross it but unable to agree on how. Benno slipped away and soon enough, they saw him on the opposite bank near the woods. So did the orcs. Howling, they turned to face him, stringing arrows and aiming their spears. Benno stayed just out of reach, taunting them.
"Now!" cried Kiva. She and the villagers burst out from their hiding place. The surprised orcs did not know which way to turn. Some fled into the river. Some turned toward the villagers. There was enough confusion that the villagers pressed the orcs back until they were all in the icy waters. They were too heavy-laden to reach the riverbanks and either froze or drowned.
This victory marked a turning point against the Horde. The villagers spread the word as quickly as they could, heartening the clans and giving them the hope to take back their own towns. Then the clans united to take back Halas. Kiva and Benno married then and through their union, the strength of the bear still flows in the veins of the Northmen.
Books
The Blood of the Bear, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [33] The Blood of the Bear, Part Three (Enchanted Lands), started by examining The Blood of the Bear, Part Three (found in The Ruins of Varsoon (237, -7, 51)).

Discovered on 26 Nov 2004 at 20:37:03 PST.
This brings to a close the Northland legend told of Kiva and Benno, who helped bring victory to the Northmen.
Entry One
Put book away.
Once they reached the river, Benno picked Kiva up to carry her across the icy water. An arrow flew past them, then another. Without breaking stride, Benno retreated into the woods with Kiva still in his arms. He made an angry sound that reminded Kiva of a growl. The Horde had come to this part of the Northlands at last.
Entry Two
Put book away.
"We will cross lower down," Benno said, his dark eyes glittering. "I will take you back to your village; they are here for me." Kiva said, "The Horde care nothing for whom they kill." Benno shook his head. "They have seen me and know where I am from." He put Kiva gently on the ground and took her face into his hands. "I am not what I seem," he said and Kiva gasped as she recognized him. He was of the bear people.
Entry Three
Put book away.
Benno nodded. "It is true; I am a bear. From the moment I first saw you, I knew that I must stay with you; that is why I am in this form. Now, we must hasten away. The Horde hunts me for my blood. They drink it, thinking it will give them my strength -- but that is not how one becomes a bear." Benno kissed her forehead and said, "You are now marked by a bear."
Entry Four
Put book away.
Kiva listened intently; the mark Benno had placed on her forehead gave her the sharp hearing of the bear. She could hear the Horde cursing farther up the river. Staying close behind him, Kiva followed Benno as he loped through the woods until he came to a place where they could cross the river safely. Picking her up again, Benno crossed the river and they headed toward her village.
Entry Five
Put book away.
"Your people will be safe in my cave," Benno said. Kiva shook her head. "No, we will not hide," she said. "The Horde thinks to overrun all the Northland but we cannot let them. If we defeat them here, it will give strength to our people." Benno nodded. "Then we will fight. I will go with you." The pair ran swiftly back to Kiva's village where they sounded the alert. The defenses were swung into motion while they made their plans.
Entry Six
Put book away.
"The Horde is at the river; orcs only and I sense they are afraid of something," Benno told the village elders once Kiva introduced him. "I know not what. This is the time to push them back. Push them back beyond Halas." The village leaders agreed. This time they would be the aggressors and slay the Horde. "I go with you; I must avenge my clan," said Benno.
Entry Seven
Put book away.
Kiva said, "We should drive them into the river and let them freeze. They will sink under the weight of their gear and be unable to reach the riverbank." Benno added, "I will cross and attract their attention; while they are looking at me, push ahead." After a quick debate, the elders agreed that this plan might work. If nothing else, it would reduce the numbers of orcs that they would need to fight hand-to-hand. The villagers set off for the river.
Entry Eight
Put book away.
They found the Horde milling along the riverbank, obviously intending to cross it but unable to agree on how. Benno slipped away and soon enough, they saw him on the opposite bank near the woods. So did the orcs. Howling, they turned to face him, stringing arrows and aiming their spears. Benno stayed just out of reach, taunting them.
Entry Nine
Put book away.
"Now!" cried Kiva. She and the villagers burst out from their hiding place. The surprised orcs did not know which way to turn. Some fled into the river. Some turned toward the villagers. There was enough confusion that the villagers pressed the orcs back until they were all in the icy waters. They were too heavy-laden to reach the riverbanks and either froze or drowned.
Entry Ten
Put book away.
This victory marked a turning point against the Horde. The villagers spread the word as quickly as they could, heartening the clans and giving them the hope to take back their own towns. Then the clans united to take back Halas. Kiva and Benno married then and through their union, the strength of the bear still flows in the veins of the Northmen.
Close Book.
Books
The Blood of the Bear, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [32] The Blood of the Bear, Part Two (Enchanted Lands), started by examining The Blood of the Bear, Part Two in North Freeport (plundered in the Academy of Arcane Science).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Blood of the Bear, Part Two"
for 1c.

Discovered on 13 May 2008 at 9:48:01 PDT.
This is the second part of a legend among the Northlanders concerning the Age of War. In Part One, Kiva met Benno, who was not of her village.
Though the Horde had not yet come to their village, Kiva's people were prepared. With the Growth season upon them, they knew that ways previously impassable were now easier to access. They had dug in defensive trenches lined with sharply spiked branches and stakes. They had watches every night, both for the bears that were awakening and for any sign that the Horde might be advancing their way.
Kiva was near the river gathering more wood when she again saw Benno. He stood at the edge of the melting ice, staring intently into the water. Before Kiva could call out a greeting, Benno reached into the water and with a quick swipe of his hand had knocked a fish onto the icy shore.
As he picked up the fish, Benno noticed Kiva watching him. "I have never seen anyone fish that way before," she said, coming closer. Benno laughed and bade her stand back from the icy edge. He braced himself on the riverbank and stared into the black waters. He stood still for so long, Kiva wondered whether he had frozen in place. Suddenly he bent forward, darting his hand at the water and flinging another fish to the shore.
"That is how we fish in my clan," Benno said, picking up the fish and putting it into a rough bag he had at his belt. Kiva laughed and said, "I have never seen that before; your clan must not be from around here." Benno glanced at her and said, "No. It is not." He turned to leave, then said hesitantly, "Are you curious to see where my clan is from?"
Kiva paused, considering, "Is it far? I am on watch and must be back before dark." Benno nodded, "You will be back before dark." And then without warning he scooped her into his arms and crossed the water. "Benno! The river ice is melting!" Kiva gasped, "The water bites with cold; are you mad?" He laughed and said, "This is nothing; I am of the North!"
Benno pushed through the snow-covered branches that hung low to the riverbank. Kiva had never walked on this side of the river before and she was fascinated. The trees grew tall and thick and were so closely set that no snow reached the ground. They came at last to an enormous tree, and at its roots, Benno pushed aside a leafy bush, revealing a hole into the ground.
Though Kiva had to stoop to enter (as did Benno, who was taller than the tallest Northman), she could stand upright once inside. The cavernous hole seemed to go on and on into the darkness. Benno lit candles and offered her honey mead. It was warming and delicious. He brought her dried berries.
"Where is the rest of your clan?" asked Kiva. A shadow passed over Benno's features. He said softly, "I am the last of my kind," then he said as though correcting himself, "Of my kin." Benno sat silently for a moment. "We lived in this place in the time of Growth, but at other times lived in other places. The Horde found us elsewhere. I alone escaped."
"I am sorry," Kiva said. "The Horde has not yet come here." "But they will," Benno said quietly. "They will never get what they seek. The time has come for them to be defeated. And when they are gone, I will join another clan. My strength will be theirs."
Looking around the empty cavern, Benno said, "Come! It is time for you to return to your people." He took Kiva's hand and stood for a moment, studying it closely; it was so small in his palm. Then he smiled at her and led the way through the bush into the woods.
Books
The Blood of the Bear, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [32] The Blood of the Bear, Part Two (Enchanted Lands), started by examining The Blood of the Bear, Part Two in The City of Freeport (plundered in the Academy of Arcane Science).

Discovered on 29 Nov 2004 at 20:06:35 PST.
This is the second part of a legend among the Northlanders concerning the Age of War. In Part One, Kiva met Benno, who was not of her village.
Entry One
Put book away.
Though the Horde had not yet come to their village, Kiva's people were prepared. With the Growth season upon them, they knew that ways previously impassable were now easier to access. They had dug in defensive trenches lined with sharply spiked branches and stakes. They had watches every night, both for the bears that were awakening and for any sign that the Horde might be advancing their way.
Entry Two
Put book away.
Kiva was near the river gathering more wood when she again saw Benno. He stood at the edge of the melting ice, staring intently into the water. Before Kiva could call out a greeting, Benno reached into the water and with a quick swipe of his hand had knocked a fish onto the icy shore.
Entry Three
Put book away.
As he picked up the fish, Benno noticed Kiva watching him. "I have never seen anyone fish that way before," she said, coming closer. Benno laughed and bade her stand back from the icy edge. He braced himself on the riverbank and stared into the black waters. He stood still for so long, Kiva wondered whether he had frozen in place. Suddenly he bent forward, darting his hand at the water and flinging another fish to the shore.
Entry Four
Put book away.
"That is how we fish in my clan," Benno said, picking up the fish and putting it into a rough bag he had at his belt. Kiva laughed and said, "I have never seen that before; your clan must not be from around here." Benno glanced at her and said, "No. It is not." He turned to leave, then said hesitantly, "Are you curious to see where my clan is from?"
Entry Five
Put book away.
Kiva paused, considering, "Is it far? I am on watch and must be back before dark." Benno nodded, "You will be back before dark." And then without warning he scooped her into his arms and crossed the water. "Benno! The river ice is melting!" Kiva gasped, "The water bites with cold; are you mad?" He laughed and said, "This is nothing; I am of the North!"
Entry Six
Put book away.
Benno pushed through the snow-covered branches that hung low to the riverbank. Kiva had never walked on this side of the river before and she was fascinated. The trees grew tall and thick and were so closely set that no snow reached the ground. They came at last to an enormous tree, and at its roots, Benno pushed aside a leafy bush, revealing a hole into the ground.
Entry Seven
Put book away.
Though Kiva had to stoop to enter (as did Benno, who was taller than the tallest Northman), she could stand upright once inside. The cavernous hole seemed to go on and on into the darkness. Benno lit candles and offered her honey mead. It was warming and delicious. He brought her dried berries.
Entry Eight
Put book away.
"Where is the rest of your clan?" asked Kiva. A shadow passed over Benno's features. He said softly, "I am the last of my kind," then he said as though correcting himself, "Of my kin." Benno sat silently for a moment. "We lived in this place in the time of Growth, but at other times lived in other places. The Horde found us elsewhere. I alone escaped."
Entry Nine
Put book away.
"I am sorry," Kiva said. "The Horde has not yet come here." "But they will," Benno said quietly. "They will never get what they seek. The time has come for them to be defeated. And when they are gone, I will join another clan. My strength will be theirs."
Entry Ten
Put book away.
Looking around the empty cavern, Benno said, "Come! It is time for you to return to your people." He took Kiva's hand and stood for a moment, studying it closely; it was so small in his palm. Then he smiled at her and led the way through the bush into the woods.
Close Book.
Books
The Bonemire Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'The Bonemire Creature Cataloging'

Purchased from Navarius Orvalis in The City of Freeport (10, -7, -134) or Minyo Viridis in Tenebrous Tangle (164, -233, 169) or Penny Dreadful in The Barren Sky (-512, -69, -456) or Duvawocket in The Bonemire (-19, 44, 506) or Ilmiira T'Oziarn in Neriak, City of Hate (139, 22, 120) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) for 1c.

Discovered on 21 Feb 2006 at 14:23:25 PST.
The Bonemire Creature Catalog
by Penny Dreadful
Though the Bonemire is a part of the Overrealm, its appearance is surreal, with rivers of bright blue against dark purple landscapes.
The air is safe to breathe without the use of any artificial supports. The air is thin and dry, similar to a high-altitude desert.
The alien aspects of its fauna are inescapable as well.
The landscape is harsh and uninviting. Rocky outcroppings can hide many dangers, not the least of which is a hidden crevasse into which a careless traveller might stumble.
Although there are numerous vivid blue streams flowing across the various islands comprising this area, there is very little vegetation.
It is not clear whether the water is safe to drink, though it is safe to swim through when necessary.
As it has a similar climate to that of a desert, the Bonemire is inhabited by creatures that could conceivably be found in any similar Norrathian environment.

Large spiders and basilisks roam the flatlands, foraging for sustenance.
The Doomwing droags, a creature that seems on one hand akin to lizardfolk and on the other somewhat dragon-like, are extremely militant and should be approached with caution.

Most of the territory of the Bonemire includes at least one Doomwing regiment. They are constantly on patrol, though it is unclear if this is just habitual behavior for them.
There are enormous dragon-like skeletons scattered across the Bonemire. It is difficult to imagine a living creature of that size once roaming the lands.
Indeed, the central island of this area includes an ancient building with an entrance that mimics the jaws of one of these fiercesome, but thankfully absent, beasts.
Books
The Book of Baylzuthak
This item can be placed on the floor in any house type.

This majority of this book is illegible.

TREASURED

Quest reward from [35] Secrets of Runnyeye (Access Quests), started by Dyrilisia in Runnyeye (-96, 1, -71).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Secrets of Runnyeye"
for 9s 60c.

Discovered on 23 Sep 2014 at 8:39:21 PDT.
...here within my throne I rule with mighty fist. All others bow down before my might be they goblin, minotaur or eye. My throne room shall be my sanctuary to protect me from the greater powers that no doubt plot to slay the rising subjugator of Norrath. It is the destiny of the goblins to rule under me and lay waste to...
[Illegible Text]
[Illegible Text]
...This book shall be bound with magic untold, magic taken from the recesses of the mind of the eternal one, Varsoon. Only a man deconstructed could ever be trusted, but for only a wink of time. His evil permeates the very air of his fortress. I do not wish...
[Illegible Text]
...I let the great eye live to be my slave. I let my minions believe what they wish and keep the truth to the dark. With my great power I control not only my minions, but the great eye itself. My power has even subjugated the eye infidel Zoryll. He cowers at my gaze. Who could stand against such power as mine? The fiends that invade the misty lands will soon learn this and soon...
[Illegible Text]
[Illegible Text]
...here in my throne room this journal shall stay. My throne is my vault. All my greatest treasures rest within my many mounds of precious gems. Very few gaze upon this site and only I can bath in the pools of grandeur. Let my arcane sentinel, the thing of shattered iron, stop all that dare enter uninvited. They...
[Illegible Text]
[Illegible Text]
Books
The Book of Bound Mithril
This item can be placed on the floor in any house type.

A peculiar book made of incredibly thin pieces of mithril.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'Black Swill for Blackswell'

Quest reward from [200] Black Swill for Blackswell (World Event) (Repeatable), started by Tellar Blackswell in Bar of Brell.

Discovered on 8 Mar 2012 at 0:05:37 PST.
The Duke of Below and The Lord of Light's Battle


An ancient tale recorded on mithril to stand the test of time.
Long before the clay of life was molded into the first dwarves by Brell Serilis' strong hands, Veeshan's brood dominated Norrath. Their reign had lasted for eons but it had not gone unchallenged. Large beasts, behemoths of land, sea, and air, had waged war upon the dragons and their kin throughout the Age of Scale. Though the behemoths were inevitably defeated by the vicious dragons the toll upon Veeshan's brood was high. Vast numbers had been slain, and far more had returned to their dens broken.
Brell looked out upon Norrath, this world of great wonder and beauty, and was inspired by the vast caverns of stone and gems, the glittering streams of metals, and the great expanses of immovable bedrock. So similar was the underworld of Norrath to that of his native plane that Brell would come to call it by the same name, The Underfoot. He desired other creatures to share the wonders, but before he could create creatures of sentience necessary to appreciate this realm, he knew that the threats to his creations would have to be removed.
Great titans, born of elements and arcane might, had been unleashed upon Norrath and much like the behemoths before them; they waged war upon the dragons and their kin. Once more, the children of Veeshan found their numbers dwindling.
Titans of earth lumbered across the realm causing quakes that would shake and tear the very foundations of this world. Creatures of rock, mud and ore broke from the land below its feet, while those of plant and wood grew from its back.

Titans of fire leapt from forest to forest through Norrath, engulfing all in flames and choking it in cinder. Creatures of living ash and soot were birthed in its wake, while those of lava and magma erupted from its core.
Titans of air lashed through the skies and the upper realms, swallowing all in their undying tempests. Creatures of billowing clouds of poison and energy coalesced around it, while those of captured debris shadowed the land below.

Titans of water rushed the shores, drowning all caught in their unyielding grip. Creatures of roiling sea and vapor were born of its crest, while those of ice rose up of its wake.
Brell saw these titans and realized that they were a threat to all races upon Norrath; dragon or otherwise, his creations or that of others. They could not be stopped by reason or pleading, nor could he stop them by his force alone, though he be as mighty as granite and as precious as mithril.
And so, our great creator sought help from other gods. Some refused to help out of selfish desires, while others were fearful or ignorant. Some he could not ask, as the price for such cooperation would have been too steep. Brell then approached Mithaniel Marr, the god of Valor, requesting his help in vanquishing the titans. Brell had not been the only one to notice the paths of destruction and death left by the titans. So, it was agreed; The Duke of Below and the Lord of Light would together rid Norrath of the monstrous threat!
First though, the holy pair had to carve out a clever plan to defeat the titans of destruction. Brell had observed that they tended to carry out their destruction in only certain areas of Norrath. "They must have divided up the world claiming territory for themselves" Mithaniel suggested. "No," Brell responded, "they are limited by the regional elements!"
The titans of water had traveled across forests, plains, and oceans, but never across desert or lava mountains. Likewise, the titans of fire had singed forests, plains, and mountains, but never upon the oceans. The titans of earth could be found in forests, plains and mountains, but never in the air. The titans of air spun through the skies, and touched down upon forest, plains and mountain, but would never travel under soil.
Mithaniel had made an observation concerning the titans himself, which hemade after witnessing many a dragon battle the beasts. "They can be torn asunder, their limbs ripped from socket. Their physical manifestations can be broken beyond all recognition, clawed and bitten. There can be nothing left but ember, rubble, breeze, or puddle, but given time they will mend and grow, cobbling their body anew!"
Upon this news Brell retreated to this workshop deep within his plane. Working stone and earth often cleared his mind and allowed solutions to vexing problems to shine through. It did not take long for our brilliant creator to realize that if they could not destroy the titans, then they merely need to subdue and contain them. He spoke with Mithaniel of his plan, and the Lord of Valor could see no fault within it. The plan was to be carried out in haste!
One by one, Mithaniel Marr attacked the titans, relentlessly tearing, dowsing, smothering, and crushing their physical manifestations, just as he had learned by watching the dragons. And when there was nothing left of them to subdue, Brell Serilis encased their essences within a hold specifically constructed for each titan by Varig Ro, the Forge Lord. He had forged the elemental cages out of particular materials as dictated by the Duke of Below.
There were cages of earth to contain the air titans, and ones of water to capture fire titans. The water titans were to be held by cages forged of fire and the earth titans were sealed within cages constructed of air. Each arcane encasement was then locked tight by a deific seal placed by Mithaniel Marr, ensuring it was never to be broken!
Brell buried each of the elemental cages deep within his plane, confident that he was now free to usher in a new age. Now he was free to create as he desired!
Books
The Book of the Seven Triumphs
This item can be placed on the floor in any house type.

A leather bound tome that is emblazoned with the four armed creature.

TREASURED
LORE  NO-TRADE  NO-VALUE

Quest reward from The Warrior's Call: Volume I (Signature), started by the Guardian in The Keep (-147, 65, -290).

Discovered on 25 Dec 2016 at 4:33:27 PST.
Books
The Book of Thex
This item can be placed on the floor in any house type.

This book contains details about Kizdean Gix's imprisonment into his tomb in the Commonlands.

LEGENDARY
NO-TRADE  NO-VALUE

Rent Status
Reduction
150

Quest reward from [85] The Book of Thex (Heritage) (Heroic), started by examining A Curious Tome (dropped in Befallen: Cavern of the Afflicted).

Purchased from Shady Swashbuckler XVIII in Nektulos Forest (804, 6, -98)
requires completing the Quest "The Book of Thex"
for 6s.

Discovered on 22 Nov 2008 at 17:49:16 PST.
Books
The Case of the Curious Coalition Housing Inspector
This item can be placed on the floor in any house type.

Although covered with soot and grime, this tome is very ornate and adorned with dwarven elements.

TREASURED
NO-TRADE  NO-VALUE


Discovered on 25 Apr 2007 at 9:55:31 PDT.
The Case of the Curious Coalition Housing Inspector
While walking through Longshadow Alley in Freeport, I encountered a very curious Coalition Housing Inspector. It is rather odd to encounter a housing inspector in any of Freeport;s foreign housing districts. The Overlord's government does not attend to the upkeep of most of these districts, that is quite obvious by the appearance of any of these neighborhoods. So I find it odd to meet Inspector Rylana struggling to answer my questions about her business in Longshadow Alley. I do not trust her words. Perhaps I should follow her and see what she is really up to.
I followed Inspector Rylana to a broken down house in Longshadow Alley. True, there are many broken down houses in this district, but in this particular rubble filled dwelling, the inspector found something that interested her. I went to take a look at what might interest the Coalition Housing Inspection and found a bedroll. This bedroll was quite elaborate, not the bedding of the common folk of this neighborhood. The patchwork blanket appeared to be formed of silk and scales. Such an odd pairing of fabric and hide is usually reserved for the eccentric citizens of Freeport.
Inspector Rylana's curious trek through Longshadow Alley did not end in the broken down dwelling where I found the odd bedding. I shadowed the inspector to a boarded up house. It was obvious this home was condemned, but with so many condemned houses, why should an inspector stop at one and ignore the rest? I crept towards the boarded up door to have a look at what interested the inspector. Resting upon the ground was one of the planks of wood that used to board up the door. There were curious runes on the board, magic script. I am no supreme scholar of the Academy of Arcane Science, but I do believe this was some form of coded communique.
The Coalition Housing Inspector strolled down to the malodorous docks of Longshadow Alley. Why would a housing inspector bother with the port? Certainly, they do not consider the pier to be a dwelling, even though it acts as one to the many homeless Teir'Dal immigrants. No, she came here for other reasons. She glanced over a tattered parchment that was tossed upon the dock. I took a look for myself and found that it was a forgotten shipping manifest. It belonged to a ship called the 'Nerius Breaker.' It made an unannounced stop in Longshadow Alley to receive some kegs of elixir from the local magic shop. The ship has long since raised anchor.
It seemed as though Inspector Rylana had to make a withdrawal from the local bank, for that is where she next led me to. After observing her from afar, I noticed that the withdrawal she had to make was not in Freeport currency, but rather, in clues. Being a bit of a sleuth myself, I took a look at what she spent her time inspecting. There was an ornate cashbox in the bank hall. It looks as though the clerks had been busy unloading whatever was inside. Someone had made a large deposit and it was not a local resident by the looks of the craftsmanship of the cashbox. Whoever dropped this off was either very rich or in some very big debt.
I thought I might shadow Inspector Rylana a bit more, as she has the starring role in my current investigation notes. As before, my actions were rewarded. The inspector stopped off in the local blacksmith's shop. She had a few harsh words for the smithies as she pointed to an object in the rear of the shop. I went to take a look at what could raise the fury of a housing inspector. What I found was an ornate dagger. The blade was lined with magic runes and if my memory serves me well, the symbol on the handle was none other than the symbol of the Academy of Arcane Science. Such a grand item is not intended for battle, but rather, the wall of a sorcerer supreme.
Inspector Rylana continued her so called inspection of the Longshadow Alley. I was not surprised to see her next stop led me not to a housing complex, but rather to The Bauble, the local magic shop. She entered the arcane depository requesting to see export logs. Her reasons for doing so seemed to persuade the scribe, but I am sure his words are filled with lies. I took a look at the logs as well and found that the shop had exported a large crate with a rust monster inside to a ship called the "Nerius Breaker." This was the ship I read about at the docks, but it was supposed to be picking up kegs of elixir, not a rust monster.
I had some doubts about Inspector Rylana of the Coalition Housing Inspection and it seems that my doubts were reinforced by the evidence of my investigation. It is my belief that the inspector is a government servant, but not one bound to the Coalition of Tradesfolke. I believe she is a special agent of the Freeport Militia or the Overlord! She seemed to be undercover and on the trail of a fugitive. This fugitive must hail from the Academy of Arcane Science's arch mages. That mage must have also paid a high price to escape Freeport under the watch of the Freeport Militia. But my investigation is complete. Inspector Rylana is no housing inspector. Case closed.
Books
The Case of the Lost Lute
This item can be placed on the floor in any house type.

This is a case file for the Ayonic Axe, a legendary artifact removed from the Plane of Music.

TREASURED
NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 18 Aug 2010 at 9:04:18 PDT.
The Case of the Lost Lute
I have begun to develop a fascination with a magical lute called the Ayonic Lute. While passing through the Thundering Steppes I happened upon a curious bard by the name of Maestra Orlita. She was a ruling member of a minuscule quintet of bards that call themselves the Chaos Orchestra. Having piqued my interest in eccentric quintets, I decided to seek out the four remaining bards of this orchestra. What I found were two lyricists in Qeynos Harbor and two within East Freeport. Offering little save ancient songs, the lyricists went on to ignore me and force their out of tune melody upon the citizens of the great empires of man. If I were to find out anything more about the Chaos Orchestra, it would be in city records.
These words have yet to reveal themselves to you.
These words have yet to reveal themselves to you.
These words have yet to reveal themselves to you.
I found the "belly of a giggling fish."To be more precise, I found the theater of the Laughing Trout, a tavern in Rivervale. I found a peculiar xylophone made from bones, the hagralaphone. This curios musical device emanated with arcane power. I disovered that the hagralaphone was made by woodworkers from Bogbottom Mills. Tracking down the halfling shop was an easy enough task, but it was overrun with goblins. I did find the descendant and current owner of Bogbottom Mills, Camfred. He told me that his ancestors created the hagralaphone out of the bones of an evil troll witch named Hagralazoo. They did this by order of the legendary bard, Vhalen.
I journeyed to Antonica to find the Bell Tower of Vhalen. It is there that Vhalen fell to a great horde of undead. It is in the ancient tower that I spoke to the vision of Vhalen, a projection of the bard that now is bound to Ethernere. He said that Hagralazoo, the troll witch and arch nemesis of Rivervale, had taken the cursed Ayonic Axe from the Chaos Orchestra as they fled Katta Grove. She tricked them into destroying themselv. in a final concert. She then used the axe and its bardic powers to begin a series of secret concerts in which she would collect the valuables from the deceased audience and the unwitting bard whom she tricked into wielding the melodic axe.
The vision of Vhalen said, Hagralazoo lost the axe to an unwitting accomplice, Kelkarn. She had hoped the bard could assist her in completing an arcane composition that she had stolen from the mysterious sage, the Drafling. The composition could remove the curse from the axe, allowing the witch to use it. However, the composition was incomplete. Kelkarn was a well known bard and the troll witch came to him on a misty road during his many travels. In the guise of an old crone, Hagralazoo persuaded the bard to display his talents. She then gave him the Drafling composition and asked him to complete it. If he did, the Ayonic Axe could be his- a lie!
Kelkarn studied the chaotic composition of the Drafling for many years. The music would drove him insane and caused him to commit crimes against many kingdoms. Eventually, he was locked in the Freeport Infirmary and Insane Asylum. His madness was so bizarre that an autopsy was ordered by the chief surgeon. The night before he would be cut up and studied, Hagralazoo came to him in his cell. Kelkarn told her that he completed the composition. He showed etched it in his own blood. She took the composition and let Kelkarn play a final tune, a tune that would see the deconstruction of his body and allow the troll witch to reappear after he had died to retake the axe.
Hagralazoo never made it back in time to recover the Ayonic Axe thanks to the Drafling. When she did, she found the axe was removed. It vanished via the black market auctions of Freeport. Vhalen was able to find the Ayonic Axe and hide it. As luck would have it, the Drafling was an associate of his! Vhalen requested the remains of Hagralazoo be used to create the Hagralaphone. The unique xylophone could summon the troll witch back. that she could reveal the composition that Kelkarn completed. Many years living in the land between life and death may persuade the troll witch to reveal the location to Vhalen or another bard such as myself.
Books
The Case of the Suspicious Sarnak Super Soldiers
This item can be placed on the floor in any house type.

This is a case file for the Suspicious Sarnak Super Soldiers of the Immortal Brigade. These elite soldiers guard the Chardok Palace.

TREASURED
NO-TRADE  NO-VALUE

Quest reward from [85] The Suspicious Sarnak Super Soldiers (Miscellaneous) (Heroic), started by an unknown NPC in Chardok.

Discovered on 1 Jul 2008 at 18:45:23 PDT.
This is quite odd. My adventures within the Di'Zok fortress city, Chardok, led me to the grand circus of the Chardok Palace. It was here at the gates of sarnak opulence that I encountered a new brigade of sarnak elite known as the Immortal Brigade.

It is no enigma that an elite brigade of sarnak would be restricted to the royal quarters of the city, but these elite happened to share the guise of the new breed of sarnak that only exists within the island city of Gorowyn located in the Timorous Deep. That island brood bears features unique to them. So far, my adventures in Kunark have shown me no evidence of that island brood existing beyond the temperate archipelago.
My conversations with the sarnak native to the Timorous Deep have never spawned evidence that the island brood had any association with the Di'Zokians of Kunark. Nay, it is quite the contrary. The island brood seems to know next to nothing of the Di'Zokians. However, the sarnak of Gorowyn know very little of their own origin.

The Immortal Brigade within Chardok are veiling a link with the island brood, I feel this to be certain. I will begin my investigation with an accessory to this cover up- the Gorowyn Brigade. If there are clues to be had, the priests and archimages of this other royal brigade must surely hold them. I shall uncover the secrets behind the suspicious sarnak super soldiers.
The royal guard, the Gorowyn Brigade, shares a name with the home city of the island brood of sarnak that inhabit the Timorous Deep. For this reason, I believed they would withhold some evidence needed to uncover the association between the Immortals and the island brood.

I decided to focus my efforts on the archimages and high priests of the Gorowyn Brigade. These castes tend to hold the most valuable secrets of sarnak civilizations. I was correct in this assumption! They were holding journals detailing the actions of the sarnak super soldiers of the Immortal Brigade.
I have discovered that the Gorowyn Brigade is charged with overseeing the Immortal Brigade. The high priests and archimages are to record all action of the super soldiers. They appear to be a new addition to the Di'Zok army.

Most of the journals record that the Immortals are stronger than the greatest sarnak. They also display superior discipline and have the ability to absorb martial skills at a higher rate. There is mention of artifacts of the first generation that are being examined by the Gorowyn Brigade. These artifacts will shed more light on this investigation.
I have examined numerous artifacts I found within the Chardok Palace. These particular artifacts revealed to a link between the Immortal Brigade and a first generation of sarnak super soldiers. This first generation was known as the Garrison of Gor.

The Garrison of Gor was comprised of but a hundred, but they proved equal to brigades many times larger. They became a legend in the early days of Chardok.
The Garrison of Gor was stationed at a military fortress built into Mount Gor. It was there that they were granted immortality by the first mutagenica priests. The Immortal Brigade follows this practice within the Halls of Eternity and the Righteous.

The Ritual of Immortality is granted to all new super soldiers of the Immortal Brigade. The high priests employ artifacts taken from the origin city in Mount Gor. The Halls of Eternity and the Righteous must hide evidence of the origin and fate of the Garrison of Gor.
Books
The Case of the Ursa Rhym
This item can be placed on the floor in any house type.

Although covered with soot and grime, this tome is very ornate and adorned with dwarven elements.

NO-TRADE  NO-VALUE


Discovered on 28 Feb 2007 at 12:24:10 PST.
The Case of the Ursa Rhym
I have been assigned by Lady Alethea Jyleel to investigate the tragedy of the fairiefolke living within the Gully of the Ursa Rhym. The rhym seem to be a type of fairy about the size of a firefly, if not smaller. These rhym gather the information of the environment around them like a sponge absorbs water. This information is then processed and emitted in a melody that few outside of the rhym can decipher. In this case, Lady Alethea is capable of reading the melodies of these tiny fairies.
I managed to locate the Gully of the Ursa Rhym within a western crag in the Greater Faydark, on the way to Steamfont Mountains. The gully used to be a magical little village where numerous rhym buzzed about in melody, but the melody is no more. I have discovered the rhym village in disarray and destruction. The little village was ruined through dark magic, this is quite evident from the arcane smoke and unyielding flames that now consume the habitat.
Unable to properly decipher the clues before me, I was forced to enlist the aid of the legendary sleuth, Inspector Berlok Beeglesnoop. The great inspector told me that I could become an investigator myself should I acquire the three volume Investigator Guidelines, penned by the master detective himself. Although, in his old age, he would not offer me these valuable manuscripts, I was able to pry a few hints as to where I might find these books. Through an illogical and often frustrating conversation with the inspector, I was able to deduce that the books could be found in Felwithe.
Amidst the madness that now envelopes the once honorable city of Felwithe, I would find the Investigative Guidelines needed to become great detective. My first trial led me to the grove of a great tree. There could be found the fluttering pages of one of the books, ripped from the binder I found earlier. The second book would be found within a submerged chest, magically locked. Following the clues on the chest, I managed to unlock it. The final book would rest in the hands of a soul that now walks the fields of Ethernere. Luckily, I discovered a ritual that would allow me to call forth the spirit of General Jyleel, a great ancestor to Lady Alethea Jyleel.
Having read the Investigative Guidelines, I have grasped the thought process and guidelines of a great detective. I returned to the Gully and the Ursa Rhym to see if I could procure any bit of new evidence. What I found amidst the carnage of the tiny fairy village was a flaming pawn, a chess piece. The flames are clearly magical in nature and not the dark magic that existed everywhere else in the village. Before they met their demise,. the rhym left this clue for me... for anyone. What does it mean? It is merely a flaming pawn resting just a bit away from the chessboard it once called home.
I have gathered some evidence in the charred area known as the Broken Fields in Butcherblock Mountains. The bits of evidence appear to be the battered remnants of daggers and shields. These remnants must have taken great damage and not by an ordinary force. I could tell by the scorch marks and the condition of the metal that this was the result of dark magic. There may be someone around these Broken Fields that can shed some light on my findings. Perhaps they may have even been a witness to this carnage.
I spoke to a talking rat named Chypp, last 'p' silent. He was a witness to the conflict that created the ruin that is now the Broken Fields. It appears as though a secret meeting occurred here where one group of brutes and evil grins passed along a magical sword to another group of brutes and evil grins. It is my belief that the brutes were orcs and by the evidence collected, they are Ree orcs from the Commonlands. These Ree orcs brought the magic sword to another group that then betrayed, using the gift to destroy the couriers. I believe it is time to travel to the Commonlands and gather information where the Ree orcs keep hidden from the Overlord and Freeport.
I collected a lot of evidence that has led me to the conclusion that the dark elves allied with the Ree orcs are none other than the Ebon Mask. I have heard tales of old about this old house of thieves that hailed from the Teir'Dal city of Neriak. They were said to be some of the craftiest thieves on Norrath and excellent assassins also. Apparently, they did not die with the collapse of their city. The Raiders of Ree are orcs removed from their empire, this I have learned. They now live for the heavy coin of the black marker. What would bring a band of opportunistic orcs and a dark elf thieves house together? More evidence is required.
I have found that the Ebon Mask worked alongside the orcs in an expedition to a hidden valley where the soul of Zarvonn is contained for eternity. This ancient mage was once a member of the Academy of the Arcane Science. I am not sure what the spirit of Zarvonn knew, but a spirit that hailed from one of the greatest mage guilds on Norrath most likely holds many secrets. His secret had something to do with the flaming sword that was rushed to Faydwer and used against the courier force of the Ree and Ebon Mask. Such a secret would reveal much about the sword, its origin and where it now resides. Such revelations could only be held by the leader of this eccentric pack of orcs.
While investigating the throne room of the leader of the orcs, I was forced into battle. Lord Ree and his minions were foolish to challenge me. In the end, they met their demise. After the battle I found what appeared to be a book detailing a heist for a "Sword." Unfortunately, the pages had been ripped out. I was them ambushed by Teir'Dal agents of the Ebon Mask, supreme rogues of the now defunct Thex Dynasty. I was forced to do battle or end up another notch in their belt. They have their best, but in the end, I emerged victorious. as they fell to the floor, the ripped pages from the heist journal flew into the air. Perhaps the pages will finally explain what this caper was all about.
Soulfrire was stolen from Freeport. The mastermind behind the heist was the Foci of the Academy of Arcane Science. She hired agents of the Ebon Mask to infiltrate the citadel via a forgotten portal left open by one of the original engineers of the fortress when it was known as the Academy of Arcane Science. The Ebon Mask hired the Raiders of Ree, opportunistic orcs. Using Ree smuggling routes, they transported Soulfire to Butcherblock Mountains. There the sword would be traded for a scroll desired bu the Foci, but a betrayal occurred and the Ree and Ebon Mask couriers were slain. All i know now is that an ambassador king was the one that betrayed the heist.
I exchanged information with Lady Alethea Jyleel of the Order of Marr. I handed over my notes, but kept this case journal for my records. According to Lady Alethea, the Overlord of Freeport was not fooled by a false sword that replaced Soulfire in the vaults of Dethknell Citadel. He has ordered his finest agents to recover the great sword. Together we discovered that it was a band of Lucanic Knights that razed the Gully of the Ursa Ryhm. If that is so, then the Overlord is one step ahead of the Order of Marr.
Lady Alethea bid me farewell, knowing that such a great crusade as this cannot be left to anyone other than her ancient order of knights. I have taken her reward for my deed, but I cannot shake the mystery behind Soulfire. Where is it and why is it so important to anyone other than the Overlord of Freeport? Perhaps is I can discover who this ambassador king is someday, I can reveal the secret of Soulfire. As for this investigation, the Case of the Ursa Rhym is closed... but the Case of the Soulfire Sword is soon approaching.
Books
The Cleft Dweller
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [55] The Cleft Dweller (Tome).

Components
The Cleft Dweller - Page 4 (looted in The Clefts of Rujark)
The Cleft Dweller - Page 7 (plundered from rubbish heap at -1, 4, -28 in The Clefts of Rujark)
The Cleft Dweller - Page 8 (looted in The Clefts of Rujark)
The Cleft Dweller - Page 11 (plundered from rubbish heap at 11, 23, -38 in The Clefts of Rujark)
The Cleft Dweller - Page 14 (plundered from bone pile at -41, -3, 50 in The Clefts of Rujark)
The Cleft Dweller - Page 15 (looted in The Clefts of Rujark)
The Cleft Dweller - Page 16 (looted in The Clefts of Rujark)

Discovered on 13 Sep 2005 at 12:35:20 PDT.
An oft-heard local legend near the Clefts of Rujark.
For as long as the travellers wandered the Desert of Ro, madmen have eked out an existence amongst the other inhabitants of the area.
He had always lived at the Oasis of Marr, though sometimes he travelled into the mountains to the south. There, he would find handholds and climb upwards to stand high above the lands and dance, flinging his head back and shouting with glee. No one knew his name.
There was no reason for anyone to know his name; it is likely he had himself forgotten it. No families came to beg him to return home. No children turned away to see him dancing near the fishing village.


He was hard to miss, though, as his ecstatic shouts echoed from the hills and his dancing was inspired by some deep, unseen well of joy.
The wanderers who set up camps here and there in the desert scorned him, though they would leave scraps of food. Maybe he ate them, maybe not. The food was always gone.


Sometimes his distinctive footprints marked the area. He was missing the small toe from each foot and dug his big toes into the ground for balance.
Children were warned away from him by their elders. "Do not get too close to the madman," parents warned, "or he will take your little toes to make a necklace of them!"


Thus alerted, the children followed the madman at a respectful distance, curious and afraid. Did he really steal toes? Were those bones that rattled around his neck the remnants of other children's toes?
For several days, the madman had been dancing near the Oasis, skipping around the water and yodeling.


It seemed even the crocodiles and caimans had become used to his activities, for they barely turned an unblinking eye toward him.


He scooped up water with one fist and sand in the other, then clapped his hands together, flinging the resulting mixture everywhere.
And then, he stopped. One knee jutted skyward and his hands upflung, the madman stopped dancing. He sniffed the air as though he were a gnoll or a wolf senseing danger.


He blinked, slowly lowering his arms and leg, his posture alert and puzzled. Then he began clapping again, his dark eyes crinkling in delight.
"It is coming!" he crowed, clapping his hands over his head. "The end of Norrath is nigh! Mountains rise! Run and hide!"


He laughed happily, as though this pronouncement should inspire any listeners to revelry.


"It's ending! It's ending!" he crowed, waggling his hands in the air. He shooed the children who followed him and said, "Run! Run while you still can!"
"He's going to steal our toes!" cried one little girl, her eyes wide. She let out a terrified shriek and did just what the madman told her to do: she ran.


The other children likewise turned and ran, screaming with excitement and terror. The madman was going to chase them and cut off their little toes! He was every bit as mad as their elders had said!
But the madman did not run after the children. Instead he capered along the shore of the Oasis once more before turning northward.


"Rocks fall! Mountains rise!" he yelled as he danced along.


Sometimes he knelt on the ground, grabbing fistfuls of sand and flinging them upwards into the air. He watched the way the winds blew the particles, then scampered off.
The children reached their families' camp and began packing their bedrolls.


"The madman said the end of Norrath is near!" cried the first little girl, frantically stuffing her pack. "We have to hide in the hills!"


"Don't be foolish, Sasha," said her mother angrily. "He's nothing but a fool."


At that moment, a loud boom sounded outside the tent, rattling the line of pots that hung from its poles.
"It's the end!" Sasha screamed, flinging herself at her mother.



Elsewhere throughout the camp, similar scenes played out as the children begged their parents to run into the hills.


Though none of the elders gave credence to the words of the madman, the boom was certainly terrifying enough. Perhaps he was mad enough to sense things, like the animals sometimes did.
Though the incredibly loud sound had rattled the camp considerably, there were no further noises.


After a few minutes, however, the faint voice of the madman drifted into the camp: "It's the end (the end, the end)! The sky is falling (falling, falling)!"


Sasha ran out of her tent and looked around for the madman but could not see him. He must have been bouncing his voice off the hills.
And so he was. The madman danced around the lowest hills near the Oasis, sometimes pointing himself north and other times, south.


He watched the tents of the nomads, from which no unusual activities could be seen. He squatted low, pounding his fists into the earth, then raised his face toward the sky. He howled like a wolf and that too echoed.


Finally, he stood and ran away northwards yelling, "Mountains rise!"
"What was that big sound?" Sasha asked her mother, who had come to stand beside her.


When her mother did not answer, Sasha looked upwards following her mother's horrified gaze an d saw that in the sky above, one of the moons had shattered. It reminded her of a pitted date, its insides splayed outwards.


She whispered, "He was right; it is the end."
Books
The Codex of the Khati Sha
This item can be placed on the floor in any house type.

This is a copy of the book you returned, which seems to detail a bit of the history of the beastlords.

TREASURED
LORE  NO-TRADE


Discovered on 11 Oct 2011 at 7:54:05 PDT.
Long in the distant past, civil war erupted between the erudites of Erudin. The conflict was swift and savage, and the erudites unleashed terrible magics against one another, often with devestating results. The peaceful kerrans, native to the continent of Odus, were caught up in the brutal conflict, in spite of their efforts to stay out of the line of fire. The greatest loss, however, came when the armies of Paineel unleashed a powerful spell designed to completely wipe their enemies from Norrath. As a test, the erudites targeted a large kerran village on the southern end of Toxxulia Forest. In one terrifying flash, the village completely vanished (along with the mountain on which it once rested), and the Hole was formed.
The spell was based on teleportation magic, and rather than destroying the village and its inhabitants, it actually sent the entire mountainside through the Combine network, and onto the moon of Luclin. The survivors of the spell were shocked at their new surroundings, but since they were unable to reverse their situation, they soon began to rebuild on their new home.
Khati Sha, a general and advisor to the tribe elder, Kejaan Kerrath, was also one of the first explorers on the moon of Luclin. Among his discoveries were the Acrylia Mines, which gave the Vah Shir the material they would use to build their new city, and the glade of spiritual animals, which led to the rediscovery of the beastlord path. The house of beastlords became known as Khati Sha after the one who discovered them.
When adventurers came to Luclin, they met with Khati Sha, and began to learn the secrets of spiritual bonding. Thus, the teaching of the beastlords reached out beyond hte city of Shar Vhal, and back to the denizens of Norrath. Beastlords had again returned to Norrath.
Prior to the age of Cataclysms, the gods departed Norrath. Those attuned to the spiritual world began to feel the mighty spiritual guides who once spoke to them also began to retreat, although unlike the divine gods, the spiritual retreat was far more gradual. Rituals to bond spirit animals to their beastlords began to fail, and the spirits did not respond when questioned why. As a group, beastlords were becoming extinct on Norrath.
The Truespirit, who were responsible for the spirit guides, had sensed impending cataclysms and chose to retreat. Since the spirit guides themselves were tied to the essence of mortals, the disasters could threaten to destroy the Truespirit as well. Thus, they elected to retreat back to the spirit world, and await the time when they could emerge again.
The Great Wolf – Kaldrahir, the Pack Leader

Kaldrahir represents the aspect of leadership. He teaches guiding those in a common goal, of using your own courage to help others overcome their fears and follow to places they might not otherwise go. He is fair in his decisions, but is often utterly convincing of his position once he has made up his mind. It is through him that the mortals learn to lead their bonded spirits into the most perilous and darkest of places.
The Great Chokidai – Ralissk, the Keeper of Wisdom

Ralissk is the embodiment of wisdom, which draws on ages of knowledge and experience. Ralissk is the eldest of the Harbingers, and acts as an advisor to others when necessary. His wisdom can be used to serve others, or to protect one’s self in cases where it might be necessary. It is his wisdom hat teaches the beastlords how to sharpen their minds and senses to overcome the challenges they will face in their journeys.
The Great Bear – Elnakii, of Body and Mind

The personification of might, Elnakii’s strength comes from his connection of his body and mind, making them as one. Unifying these with each other gives him unbreakable will, pushes the limits of his strength, and gives him fortitude unmatched by any of the other great spirits. This important technique is taught to the beastlords, helping them to maximize their potential, and become something beyond what they might otherwise find themselves capable of.
The Great Crocodile – U’lla, the Strong Hearted

Known for her unflinching courage, U’lla’s strength lies in her conviction and bravery. She will stand fast in the face of overwhelming odds, staring down her enemies without fear, and in fact has broken down opponents with the strength of her will alone. She does not back down, and will always see things to the end – even mercilessly so. It is courage that she teaches to the beastlords, showing them not only the strength of body to stand up when others have fled, but also the courage of heart to make impossibly hard decisions and live with the choices made.
The Great Tiger – Marisha Kur, the Den Mother

The Den Mother is known for making sure that those under her care are looked after and protected. She is also a teacher, guiding others in their journeys and helping them learn the lessons they will need to survive. Along with this nurturing nature is an unmatched ferocity, as she protects that which she deems as her territory or domain. She teaches this devotion to the beastlords, so that they might give of themselves to protect that which is important to them – be it a cause, a loved one, or a profession.
* this page is covered in strange writing, and is unreadable *
Books
The Codex of the Khati Sha
This item can be placed on the floor in any house type.

This is a copy of the original Codex, which details a bit of the history of the beastlords.

TREASURED

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 78s.

Discovered on 20 Dec 2011 at 13:02:42 PST.
Long in the distant past, civil war erupted between the erudites of Erudin. The conflict was swift and savage, and the erudites unleashed terrible magics against one another, often with devestating results. The peaceful kerrans, native to the continent of Odus, were caught up in the brutal conflict, in spite of their efforts to stay out of the line of fire. The greatest loss, however, came when the armies of Paineel unleashed a powerful spell designed to completely wipe their enemies from Norrath. As a test, the erudites targeted a large kerran village on the southern end of Toxxulia Forest. In one terrifying flash, the village completely vanished (along with the mountain on which it once rested), and the Hole was formed.
The spell was based on teleportation magic, and rather than destroying the village and its inhabitants, it actually sent the entire mountainside through the Combine network, and onto the moon of Luclin. The survivors of the spell were shocked at their new surroundings, but since they were unable to reverse their situation, they soon began to rebuild on their new home.
Khati Sha, a general and advisor to the tribe elder, Kejaan Kerrath, was also one of the first explorers on the moon of Luclin. Among his discoveries were the Acrylia Mines, which gave the Vah Shir the material they would use to build their new city, and the glade of spiritual animals, which led to the rediscovery of the beastlord path. The house of beastlords became known as Khati Sha after the one who discovered them.
When adventurers came to Luclin, they met with Khati Sha, and began to learn the secrets of spiritual bonding. Thus, the teaching of the beastlords reached out beyond hte city of Shar Vhal, and back to the denizens of Norrath. Beastlords had again returned to Norrath.
Prior to the age of Cataclysms, the gods departed Norrath. Those attuned to the spiritual world began to feel the mighty spiritual guides who once spoke to them also began to retreat, although unlike the divine gods, the spiritual retreat was far more gradual. Rituals to bond spirit animals to their beastlords began to fail, and the spirits did not respond when questioned why. As a group, beastlords were becoming extinct on Norrath.
The Truespirit, who were responsible for the spirit guides, had sensed impending cataclysms and chose to retreat. Since the spirit guides themselves were tied to the essence of mortals, the disasters could threaten to destroy the Truespirit as well. Thus, they elected to retreat back to the spirit world, and await the time when they could emerge again.
The Great Wolf – Kaldrahir, the Pack Leader

Kaldrahir represents the aspect of leadership. He teaches guiding those in a common goal, of using your own courage to help others overcome their fears and follow to places they might not otherwise go. He is fair in his decisions, but is often utterly convincing of his position once he has made up his mind. It is through him that the mortals learn to lead their bonded spirits into the most perilous and darkest of places.
The Great Chokidai – Ralissk, the Keeper of Wisdom

Ralissk is the embodiment of wisdom, which draws on ages of knowledge and experience. Ralissk is the eldest of the Harbingers, and acts as an advisor to others when necessary. His wisdom can be used to serve others, or to protect one’s self in cases where it might be necessary. It is his wisdom hat teaches the beastlords how to sharpen their minds and senses to overcome the challenges they will face in their journeys.
The Great Bear – Elnakii, of Body and Mind

The personification of might, Elnakii’s strength comes from his connection of his body and mind, making them as one. Unifying these with each other gives him unbreakable will, pushes the limits of his strength, and gives him fortitude unmatched by any of the other great spirits. This important technique is taught to the beastlords, helping them to maximize their potential, and become something beyond what they might otherwise find themselves capable of.
The Great Crocodile – U’lla, the Strong Hearted

Known for her unflinching courage, U’lla’s strength lies in her conviction and bravery. She will stand fast in the face of overwhelming odds, staring down her enemies without fear, and in fact has broken down opponents with the strength of her will alone. She does not back down, and will always see things to the end – even mercilessly so. It is courage that she teaches to the beastlords, showing them not only the strength of body to stand up when others have fled, but also the courage of heart to make impossibly hard decisions and live with the choices made.
The Great Tiger – Marisha Kur, the Den Mother

The Den Mother is known for making sure that those under her care are looked after and protected. She is also a teacher, guiding others in their journeys and helping them learn the lessons they will need to survive. Along with this nurturing nature is an unmatched ferocity, as she protects that which she deems as her territory or domain. She teaches this devotion to the beastlords, so that they might give of themselves to protect that which is important to them – be it a cause, a loved one, or a profession.
* this page is covered in strange writing, and is unreadable *
Unobtainable
The Collected Research of Mri'An Ba'Ay, Magic Sanctioner of Paineel
This item can be placed in any house type.

TREASURED
LORE  NO-TRADE



Undiscovered.
Books
The Collected Tales of the Ethernauts
This item can be placed on the floor in any house type.

A collection of tales about the Ethernauts.

TREASURED
LORE  NO-TRADE  NO-VALUE

Rent Status
Reduction
500


Discovered on 18 Nov 2008 at 8:11:25 PST.
A Storm of Sorrow – Part 1

By the pen of Eylee Zephyrswell,
This is the account of our leader, a plainsman by the name of Bayle. He had trouble speaking about his past, but it was necessary for us to understand the whole background of what we were dealing with. Further details came with time, as the conflict we all became a part of drew us closer together.
As far as I can tell, he still does not believe he has atoned. Despite all of his great acts of heroics, he still believes his folly outweighs them. It is a shame that such a great man should bear such a burden, but we all must feel as we must, and the past cannot be forgotten, only forgiven in time.
A Storm of Sorrow
In the cold light of the early morning, a young man plunged into the chilly currents of the sea. Bayle had passed just to the point at which the coastline had begun to blur when he caught sight of a collection of shadowed shapes far down beneath the cresting waves. Though the depth of it was intimidating, he had been marveling others with his ability to hold his breath for many minutes at a time ever since he was a young lad, and Bayle knew he might just have enough in him to reach and explore it.

The water parted with storms of small bubbles as his strokes carried him downward. As he went, the shadows began to thin, his vision of what lay before him growing clearer. He would have gasped had he not had enough sense to know the foolishness of it, as he took in the site of a ruined city strewn along the ocean floor .The stonework had been worn almost smooth by the currents, but they still held the unmistakable shape of buildings, crumbled as they might be. Sea plants had snaked their way through every available crack and crevice, giving the walls a textured look. Toppled pillars marked what might once have been the entry way of the city, and around them were the remains of buildings. He veered to his right and ventured into the first building he could find that was marginally intact. Its ceiling had collapsed and lay in scattered piles of rubble across the checkered pattern of the floor stones. Crushed pieces of white and green and blue coral mixed within the stones, and in one corner he found a giant head of brain coral intact and shaped to the distinct look of a sofa. Above it, he noted a wall carving of what vaguely resembled a man; only he knew it for no man. It was crowned with a spine and its body was thin and spindly. Behind its ears were the distinct shape of gills and its eyes and lips were large and distended. Around it, what looked like words were carved in an alien script.

What had he found? He pondered the question only a moment before a stab of pain in his chest reminded him it was time to resurface. Retreating upward, he watched the algae-coated spires disappear behind him. His chest was just beginning to tighten as he broke through the surface and let out a "whoop" into the empty sky. Bayle spent only a few moments restoring air to his lungs before diving back down for another look.

~~~
His successive trips down revealed more of the same -- ruined buildings, images featuring the odd fishmen; nothing, however, that he could really take with him. Though he was able to find pockets of air in some of the buildings, his lengthened stays did little to fill his hands. Bayle made it his occupation to hunt treasures, and though it would seem he had found a gold mine, everything portable appeared to have been smashed or long since swept away to distant locales. Finally, however, he found a building at the center of the city that stood higher than the rest. It was characterized by high domes topped in coral spires, and as he passed through the arched entryway, he noticed that at its center were the remains of what might have once been an altar and below it; something glinted in a shaft of light that forced its way down through one of the toppled domes.

He swam quickly, energized by the find, and dug among the stone and plants below the altar. As he cleared away the detritus, Bayle gradually revealed the long, golden shaft of a staff. It was untarnished and covered in curious arcane markings. Bayle would no doubt have paused to marvel had two things not happened. Firstly, he had been running low on air when he entered the temple, and by this point, his chest had tightened considerably and his veins had begun to burn. Secondly, the moment his hands clasped around the shaft of the staff, his surroundings began to shake violently.

Bayle shot up through the water, trying to dodge falling stone as he made for one of the ruined domes. He emerged just in time, watching the temple collapse into a heap around him. Throughout the city, ancient structures fell one by one, and the water filled with a storm of dirt and plant matter, billowing up from the ground in clouds as crumbling mortar landed in a chorus of thumps. Bayle pumped as fast as his legs and arms would go, carrying him to the surface with his loot. Finally, taking in a great breath of air, he emerged, and in his hands, the staff glittered in the sunlight.

Back on shore, Bayle pulled his leather boots back on over his soaked britches, constantly glancing at where the staff lay wrapped in his cloak beside him. Piece by piece he reassembled himself from the pile of gear he had left hidden within a fallen log on the shore. His last act was to strap the wrapped up staff to his back and then bind his ivory-handled claymore overtop it so that they balanced in an X shape. Pulling the strap tight, he began the journey back to his village with a spring in his step. The boy Bayle was proving himself a man.

~~~
It seemed as if every two steps it had taken him to reach the seashore now only took one, as he crossed the plains of Karana in record time. His eagerness to show the village elders what he had found spurred him. No longer would the young Bayle be called foolhardy and crippled by his dreams of glory. He had found something real, something they could all see and touch and would finally show them that his ambitions were well placed.

It was well into night when he reached the village of Oceangreen some days later, and only the central fire still burned, low and little more than embers. As Bayle approached it, his heart leapt to see a friendly face. The aged hunter Graycat sat on one of the carved wooden benches that surrounded the fire pit. He was hunched over, his long, thin gray hair forming a curtain around his face. As Bayle approached, the hunter eased up to a sitting position, and the younger man noted that the old hunter's milky white eye darted toward him almost before the still seeing hazel eye reached him. Even half-blinded, Graycat was more alert than most men could ever claim to be. Smiling, Graycat rose to meet him, arms spread for an embrace. Though Bayle stood at six and a half feet tall, Graycat had him beaten by at least an inch. Age would have bent a lesser man's back, but Graycat had been a warrior and chieftan before a voice asked him why he was so eager to shed the blood of his kinsmen, and when Graycat could find no good answer, he had joined the emigration out of the peaks of Everfrost and to the southern plains.

Though most who came to the village of Oceangreen, and many other similar settlements spread throughout Karana, claimed to have heard a similar voice, Bayle had followed nothing of the sort. Instead, the voice of a beautiful woman had invited him to seek his fortune, and he had followed, venturing to the south, where he knew the riches he dreamed of would be found. He had lived among the plainsmen for 10 years, but he had never found any of the treasures the woman promised -- until now. The villagers had thought his ambitions foolish, and only after they threatened to make him leave had he picked up a trade as a tailor. His stitches were only passable, but it was enough to keep him in town and dreaming of a different tomorrow. Only Graycat had ever believed in him, and it made him happy to know the old hunter would be the first to see his prize.
"It's good to have you home," said Graycat, brushing away a piece of grass that clung to Bayle's shirt. "The Kiersey mare had twins, and the Kiersey woman had triplets. Truly, we have been blessed in your absence."
"I'm sure many would say those two go hand in hand," said Bayle with a grin.
Graycat chuckled. "I am sure there are. So, how fared your journey, lad?" Graycat settled back down on a bench and invited Bayle to join him with a wave of a hand.
"Fruitful, I think," said Bayle, taking a seat on the edge of the bench. He itched to show Graycat his prize.
"You think?" asked Graycat, squinting at him. "How is that?"

Bayle removed his claymore from his back, placing it below the fire so that the light from the flames danced off of the ivory handle, a trophy of his first kill. With that, he drew the staff in his lap and began to unwind the cloak from around it, slowly, almost reverently. Graycat's face was emotionless as Bayle, almost giddy, showed him what he had found. The old man took the staff and examined it slowly. Bayle's exhilaration faded as Graycat showed no sign of the same excitement Bayle had been feeling.

"Where did you find it?" asked Graycat, finally.
Bayle launched into the story of his swim, and the sunken city, and of the strange images and writing he had seen on its walls. He finished with the description of the temple and what happened when he picked up the staff. No flickers of recognition passed over his old friend's face as Bayle described the unfamiliar civilization, and though he had hoped Graycat would know something about his prize, the possibility that the aged hunter was ignorant to it meant it might be all that much more precious and powerful. "...And so I plan to show it to the elders in the morning," said Bayle. "Perhaps they will know something about the city that I found."
Graycat stared at him, studying him intently and grinding his teeth as he did. "Bayle," said Graycat. "Tell me truly, is it really the advice of the elders you are looking for? Or their praise?"

Bayle bristled at the insinuation that his pride was what drove him, though deep down he couldn't deny that he had dreamed of this day for years. Standing before the elders, all would fall prostrate in humility before his heroism and his good fortune. Still, he wanted to refute what Graycat had said, but try as he might, he couldn't think of something good to say.

Sensing his young friend's reticence, Graycat continued. "If it's answers you're really looking for, I would bring this to the elves, and not our humble village men. They won't be able to tell you anything more than I, and if I'm speaking plainly, there is something about it that makes me uneasy." He paused and leaned closer to the young man. "If you care for the people of this village, I would advise you to leave with it, soon." As he finished, his words hung heavily in the air, and his eye searched those of his young companion.

Bayle averted his gaze, and leapt to his feet, fuming. "I can't believe it, Graycat," said the young man. "I came here looking to share my discovery with someone who would appreciate it, and this is what you have for me? You've always played the friend, giving me advice and encouragement. And now that I've found something, you turn on me. You never really wanted me to find anything, did you? There's only room for one hero in this town, isn't there? Well, I am telling you, when the elders see what I've found, there will be two, and you had best accept that." He ripped the staff from Graycat's hands and threw the cloak around it. The old hunter barely reacted, but in the firelight, he looked tired and worn. "Good night, Graycat."

"Good night to you, Bayle. And best of fortunes."
Turning, Bayle made for his cottage in a haze of anger and pain. Behind him, Graycat sat still at the fire, watching him go without another word.
A Storm of Sorrow – Part 2

By the pen of Eylee Zephyrswell,

This is the account of our leader, a plainsman by the name of Bayle. He had trouble speaking about his past, but it was necessary for us to understand the whole background of what we were dealing with. Further details came with time, as the conflict we all became a part of drew us closer together.

As far as I can tell, he still does not believe he has atoned. Despite all of his great acts of heroics, he still believes his folly outweighs them. It is a shame that such a great man should bear such a burden, but we all must feel as we must, and the past cannot be forgotten, only forgiven in time.
A Storm of Sorrow - Part II
He was awoken by the fingers of light on his forehead that signaled the coming of a new day. Hot breath fell rhythmically on his cheek, and he rolled beneath the blankets to gaze at the face of Danaria. Wheat blonde hair fell over her eyes and played on her cheek. He brushed the hair aside and touched his fingers to her cheekbone for just a moment before slipping from her arms deftly, landing on the balls of his feet as he left the bed. He wasn't sure how she had known he'd returned, but sometime just before sleep had taken him fully, he'd awoken to feel her fall onto the bed beside him, whispering, "Welcome home." She was young, just a bit foolish, and he sometimes thought she had only ever taken up with him because her father had forbidden it, but here she was just the same, and Bayle, who was otherwise alone, wasn't about to turn her out.

Bayle shimmied into his trousers and then pulled on a cotton shirt. He was just fastening his leather jerkin when her eyes opened drowsily.
"Leaving so soon?" she asked in a teasing voice.
He concentrated on the fastenings of his jerkin, knowing if she cooed just a little bit softer he might be right back in that bed, but he needed to be on to the hall to present the staff to the town elders. "I found something when I was gone," he said, "and I need to show it to the elders as soon as I can."
She rolled over onto her back, yawning and stretching like a cat. He briefly reconsidered having left the bed, but as he turned toward where the staff was bundled in the corner of the room, he felt a surge of anticipation at delivering it to the elders. Steps brisk, he traveled over and scooped it up into his arms.

"Well," she said, voice laden with disappointment, "at least come by for some breakfast. I believe father's making sweetbread today." Bayle imagined waltzing into the baker's shop and seeing the look of disappointment cross the old man's face as he realized his daughter's consort had neither died nor gone missing on his most recent venture; but had instead returned with something beyond anything the village had ever seen. It was a tempting scenario.
"Maybe I will," he said, smiling. He stepped over to the bed and kissed her. She bit into his lip, threatening to hold him there, but he lifted his head sharply. "Good-bye Danaria."
He could feel her eyes follow him all the way out the door, but already, his mind had drifted to his prize, and the anticipation of presenting it for all to see.

~~~
The morning passed as Bayle sat outside the village meeting hall. The staff lay wrapped up in his lap, and he compulsively tapped his feet against the ground as he waited to be called in. Around him, the village's morning movements had begun. It played home to a few dozen homes and tradesman's shops, and the denizens of all were up and on the move. Thin trails of smoke disappeared into the sky above cook fires, and children carried pails of water up from the river for washing. Some plainsmen set off to farm fields while others worked at stretching pelts to dry or working at other trades. The hammering of the blacksmith echoed in a series of clangs from a nearby building, and a carpenter sat outside of her home shaving the edges of a long plank of wood smooth.

Finally, he was called in. On piles of furs, a group of men sat and appraised him. They had all once been chieftains of their respective clans, but here they worked together to establish a new kind of community. All had left behind their clan names and adopted new monikers. Bayle himself had once been known as Bayle Shiverfist, but he had left behind his surname in the mountains. Though the plainsmen might have made for a different life in Karana, even going so far as to call themselves by a new name, human, there were still echoes of their barbarian past to be found in the hall. Though the men might have spoken of peace and cooperation within the building, its walls were decorated with the weapons of war and trophies of the hunt. Bayle himself stood beneath the head of a snarling wolverine. The axe that removed the head from its trunk was mounted nearby. The man who had claimed it, Urth, once of the Iceaxe clan, spoke first.

"Young Bayle, I understand you have something you wish to show us," said Urth. The man was of middle years and carried a full red beard. His curly copper colored hair was cropped close to his head, a fashion one would rarely find in the mountains but it was becoming more popular within the plains for men and women alike to cut down their locks. On some men, it looked foolish, but Urth was the sort who carried everything with dignity. He was not dressed as a warrior but in the simple cloth of a farmer, though his clothes were of a richer cut than most.
Bayle cleared his throat and stepped forward. He slid the cloak from off of the staff and held it up, saying, "Off the shore some miles south I found the ruins of an ancient civilization. From the images I found engraved throughout, I would guess it at one time was home to fishlike men. This was all I found that seemed salvageable, but I think you'll agree it was quite the prize."
As he lifted the cloak, eyebrows lifted throughout the room and men immediately began to whisper back and forth. Bayle deliberately avoided looking at Graycat, who sat near the back, though he could feel the old man's unflinching gaze upon him.
"It was deep beneath the ocean's surface. So deep that I doubt any man but I could hold his breath long enough to explore it. It was a strain even for me, and I had to be alert all the time for falling debris. Just around the same moment that I found the staff, the whole thing began to collapse around me. It was all I could do to swim out of the way of stones bigger than I to escape. But I escaped, and I stand before you. You said I couldn't do it, but I have. I have brought our village a great, ancient treasure, to the glory of us all."

Satisfied, Bayle crossed his arms over his chest and evaluated the room. The men all eyed him, and the hushed speaking continued. The young man couldn't help but note that all had marveled when he had drawn the staff out, but their gazes were much more critical now. Finally, Urth spoke again.
"You say you have brought us a treasure," he said, "and looking at it, I will not deny it is made of gold, and doubtless very precious. But I can't help but wonder what use you believe we would have for such an item."

Bayle's heart fell as the old man's word struck him, and his mouth flapped open, wordless, before he could say, "What? What do you mean?"
"What does it do, exactly?" asked Urth, spreading his hands to either side. "Can it make our crops grow? Can it tame our horses?"
"Can it lift new roofs?" chimed in another elder.
"Or raise children?" asked another.
"We may have warred over trinkets in the past," continued Urth. "But we have no use for them anymore. So I ask you again, what can it do for us?"
Bayle's hands shook as he turned the staff over, inspecting it carefully. "Well, it has these markings," said Bayle. "They must indicate... something." He turned it over and over in his hands, rubbing at the markings as if that might make their meanings clear. As his examination became more desperate, and the harsh remarks of the elders rang in his ears, Bayle rubbed harder. Suddenly, in a flash of light, the staff sprang from his hand.
The room quieted immediately. All eyes were glued to the staff as it began to turn in the air like a wheel, at first slowly and then more furiously until it was a blur. The men in the room scattered, Bayle included, getting out of its path. Then, with a sound like a snap in the air, it stopped and clattered to the ground, but where it had been there remained a hole in the air, though there was no wall or any other surface for it have broken. The air seemed to crack around the hole, as it bristled with energy. No one knew quite what to do, so they all stood and watched it, paralyzed and anticipating what might happen next. Finally, Bayle stepped forward to peer through it, but before he could reach it, he was swept to the side as he was slapped with a large arm that resembled a lobster claw.

Dazed, he struggled to make sense of what was going on from where he had landed on the ground. A beast massive in size and terrible to look at was clawing its way through the crowd of men. It let out a series of high pitched wails that rang in his head furiously, and it regarded the crowd with what must have been close to a dozen, red eyes. It gouged the ground beneath it with tri-clawed feet as it cut a bloody swathe out into the village.
Bayle stumbled to his feet and through the bodies as he followed the panicked screaming into the streets. He was shocked to find that the sky had darkened and that the plains played host to swirling clouds of energy. Men, women and children ran desperately in all directions as the beast tore at them. He choked as he noticed the broken body of a little boy being cradled by a screaming woman, and all around him, the sights were similarly horrific. He made for the center of the panic, and as he rounded a building, he came to a halt as the beast was before him. Its attention was not on him, however. Instead, it battled a large man bearing a battered axe. Graycat had the beast locked in combat. Though others stood around with spears and forks in hand, only the old man seemed to have the courage to face it. He was battered, however, as one of his legs seeped blood and a similarly wicked gash crossed his chest.
"Graycat! Be careful!" shouted Bayle. The old man glanced at him, and in that moment, the beast pushed forward, shoving one of his claws deep into Graycat's chest. Almost simultaneously, Graycat buried the axe into the creature's throat. The two fell into a heap with cries of anguish. For a moment, no one reacted, and then Bayle ran forward. The moment he touched the beast to roll it off of Graycat, however, it vanished -- only a choking black fog staying in its place for a moment before dissipating. Where it had been, only Graycat lay now, his chest wound gaping. Bayle knelt down and picked up the old man, trying to think in a panic where he might take him for help!
"Stop!" said Graycat, his voice coming out with a splatter of blood. "Stop, please, boy. There's no use."
"There is a use," insisted Bayle. "You need help."

"Ahh, now," said Graycat, his breathing labored. "I'm done in. No sense denying it. But, I'm ready."
Around them, a crowd had gathered, but their words were distant and indistinct. Bayle focused on Graycat, cradling his head in his hands. "Please," he said, "just try."

Graycat grew still and looked up at him. With a shaking hand, the hunter drew the young man in close. "It's time for me to leave this world," Graycat said. "My time is done, but yours is just beginning." He grimaced in pain and hacked. Bayle gripped him more tightly, as if that might prevent what was happening. Graycat waved him forward again, so that none but the two of them heard what he was to say next.
In words punctuated by the low gurgle of death, and the blood that stained the old man's lips, Graycat said to him, "Nations will know your name."
And with that, the old hunter passed.

~~~
By sundown, Bayle had packed everything he could onto his back and left the village of Oceangreen. All told, six people had died, and scores were injured; among the dead was a child, the young boy he had seen when he first emerged from the meeting hall, and that was more than Bayle thought he could bear. Five had been killed by the beast, while the sixth was battered to death by the odd arcane storms that appeared suddenly, disappearing when the monster vanished. When the confusion had died down, and it was clear the tear in the world was gone, the elders had come to him and thrown the staff at his feet.

"This is all your exploits have brought us," said Urth. His voice was calm but beneath the surface, it simmered in anger. "Death and sorrow. Take it and get out of here. Carry your bad luck somewhere else."

Head hanging low, Bayle had muttered his apologies, though he knew they would never truly atone for what had occurred. Everyone watched him with heavy gazes as he walked slowly from the town, leaving, for the second time in his life, his home behind. Danaria had called for him, and he'd glanced back at her, but her father held her firmly. She squirmed in the man's grip, but when Bayle had mouthed, "I'm sorry" and turned away, she had stopped. He glanced back once more to see her eyes wide with shock at his abandonment, but he couldn't think of it now. What was happening here was more important than the emotions of one young woman. She'd find a better husband than he could have been anyway; a man too full of lofty dreams would only find love a weighty anchor. His bag hung heavy against his shoulder, but the staff hung the heaviest. Part of him was tempted to throw it as far as he could into a ravine or back into the ocean or some place else that no one would ever find it again, but another part of him knew he couldn't, and that somehow it was now bound up in his fate, for good or ill.
Nations will know your name. Graycat's final words haunted him. If the old man's words rang true, did it mean he would be known as a hero?
Or would he be known as a horror? The thought of it chilled him.
Bayle stopped, turned, and gazed at the distant sight of the village. Despite the distance, he could see stones being piled for cairns. The village would lay their dead within the stones and bury with those bodies the grief that deadened their souls, but the events of this day were unlike any usual slaughter. The cries of the beast and the screams of their loved ones would echo in their hearts for long to come. Had he any say in it, he would see to it that no village ever again would know the horrors Qeynos had known.

"I swear it," he whispered.

With that, he continued on his path through the green stretches of the plains of Karana. Where he ventured, he wasn't certain, but he did so with a new purpose: destroy the staff, and anything associated with it. It was in that moment that the Shadow Odyssey truly began, and the destiny of those bound to it called for collection.
Asharae – Part I

From the pen of Eylee Zephyrswell --

You can never know what destiny will demand of you. If you had told me only a year ago that I would be called upon to travel with a dark elf, fighting along side one rather than against one, I would never have believed you, but fate has no room for niceties.

Of the party, only Kruzz was more friendless than Asharae, and though she might have been charming enough, I think in the end if you were to put a dagger in the hands of anyone in the party and go to sleep before them, most would choose Kruzz over Asharae. But it is this bard's duty to tell a story as true as I can tell it no matter what I may think of the subject, and so I will bring to you as best I can the story of Asharae.
Asharae - Part I
Once in the city of Neriak there lived a noble dark elf, Baron V'Nol, and his wife, the Madam V'Nol, and their four daughters. Within this house lived a fifth daughter, though she was not a true born child and had no knowledge of her parentage. You see, her mother had been a dancer and a woman of low birth, and though she left the child at her lordly paramour's front step, wanting nothing more to do with her, the Baron and his Madam raised the child as a slave and told her none of the truths of her origins. Asharae was her name, and not only did she sweat upon their floors for eighty years, but her tasks were ever the lowliest of the low. The Madam, you see, looked upon her and saw the Baron's infidelity and her own imperfect beauty, and nothing she could say or do to the child from then on out could come forth without the most vicious of venom. Where another girl might receive a swift rebuff for leaving a grease smudge on the reflective black obsidian walls of the manor, Asharae was beaten until her back was reduced to a sea of welts. For his part, the Baron never acknowledged her. He had no reason, after all, to acknowledge any of the slaves, save those comely enough for him to catch around a dark corner when the Madam wasn't looking. Asharae was a pretty enough girl, having inherited her mother's looks. Those who looked at her thought it difficult to shake her image, as she possessed a single lock of white hair that started at the peak of her widow's crown and bled back into her otherwise raven mane. However, she was not so stunning that one would find it curious the Master ignored her.

Though day in and day out the young elf went about her duties without a sign of emotion, enduring the beatings and the slander and the Madam dunking her face daily in her washbucket, holding her there until just before drowning, at night the young woman would weep as she slept. No one heard her tears, or if they did, they didn't care. And Asharae grew up alone within a house that hated her, though she did not know why.
When Asharae was an adolescent, she found within her Madam's wastebasket a book of wizardry. The Baron and Baroness were both accomplished mages, and their wealth afforded them the luxury of throwing away tomes they had happened to run a little thin. Though the book was frayed and battered, when she touched the cool black leather of its cover, she felt as if something electric were passing through her, and she clutched it to her breast, stealing a look about to see if she had been spotted. There was no sound to be heard in the high obsidian walls of the V'Nol manner. The whole of the household had left to attend, or attend to, the wedding of the oldest of the V'Nol daughters. Only Asharae had been left behind to see to the daily tasks of the household. The rest of her day's tasks were done in a blur, as the girl could not wait to steal back to the small closet she kept as her own space in the cellar.

As the day came to a close, and the distant sounds of a celebration were heard, the girl opened the book for the first time. Her eyes passed over the arcane symbols on its thin pages, and though they were foreign to her, she devoured the text explaining them. The book was nothing but a student's guide to the most basic of magics, but that was a perfect place for Asharae to begin. She practiced her magics on the rats and the bats that were unlucky enough to travel into her radius. The sight of the rodents turning to crispy black ash as they were struck by the lightning bolts that leapt from her fingers filled her with joy and lightened her spirit. Sometimes she would laugh to herself thinking about it later on, and when the Madam scolded her for it, she would picture her in the place of the rats and it cheered her even more. From then on forth, she divided the scant hours she was afforded for sleep between rest and study, and with time, her power grew.
All went as usual until the day that the V'Nol household produced such an important magical artifact that they were compelled to throw a grand party to which only the highest ranks of Neriak's society would be attending. They called it the Scryona and with it, they would be able to predict tears in the fabric of reality and use them to tap into the power of planar entities. Whispers of its power spread through the city like a fast acting poison and then to the King and Queen themselves. It was rumored they might appear at the party briefly, only to view the Scryona and move on, but all preparations were made as if the monarchs would be enjoying each inch of the manor and every dish served and every song performed by the quartet of musicians. The servants worked hard preparing for it, Asharae most of all, and the manor was turned upside down and inside out with their efforts. Asharae was given the job of polishing every piece of jade and pearl and turquoise inlay in the house's many walls, of which there were many. So many that she continued to work even as the guests began to arrive in the downstairs foyer. They were drawn into the ballroom where they broke open casks of bloodwine and feasted as Asharae continued to work.

And so it happened that Asharae passed the room in which the Scryona was being kept. She heard a soft humming noise before she ever saw it, but as she gently pushed open the room to the Madam's study, torch flooded in from the hallways to illuminate the small metal ball on the pedestal in the dark room. She walked over to it and picked it up gingerly, turning it over. It was curiously light, no larger than an orange, and from its north and south poles, two crystals cut into diamonds protruded. At some angles it looked gold, but when she turned it over, it shifted so that it seemed silver at others. Along a central band, foreign symbols were etched. Some of them seemed to be Druzaic, the language of magic she had seen in her spellbook, but others were completely unidentifiable. As she ran her thumb across a central rune, the orb began to glow an orange light. The ball warmed quickly and then split into two even parts. With its insides exposed, she was able to discern two pools of energy cupped in either half of the object. They shifted and turned, forming images and runes of different sizes and colors. "Why wasn't such a thing better protected?" she wondered to herself.
Asharae was so entranced that she almost didn't near the sound of approaching footsteps. Placing the Scryona quickly back on the pedestal, she dove for cover behind a desk. The Madam V'Nol materialized in the room from the hallway. Behind her, a manservant held up a torch and waited dutifully. Through a slit between the two halves of the desk, she watched the Baroness pick up the Scryona and turn it over, stroking it as one might a lover. A contented sigh escaped her lips, and she replaced it carefully before turning to depart with a swish of opal-chased, black silk.

As she began to exit, her manservant asked, "Aren't you going to secure it, mistress?"

"Of course not," said Baroness V'Nol, dismissively, "the curses and bindings on it are such that any who would dare touch it that wasn't of V'Nol blood would die instantly. No, Thiran, you needn't worry. This Scryona is going to carry the V'Nol name into the annals of history, and no one will take that from me. In fact, I would like to see one or two of my enemies try. That would quickly and effectively rid us of more than one annoyance." The sound of her laughter faded as the door shut behind them.

When all was once again quiet, Asharae emerged from her hiding spot. "Your protections have failed, my lady," she thought to herself, looking at the Scryona hungrily. As she once again clasped the Scryona, triumph surged through her. The Madam's devastation would be great, and it would be all Asharae's doing. She slipped the ball beneath her blouse and stole her way down through the house and to her room in the cellar, where in just a few minutes she had packed up everything she dared. Taking one final look around her, a smile crept across her face. If she succeeded in stealing away, the V'Nol house would fall into disgrace, and she would be free.

Lifted high by that knowledge, Asharae took flight.
Asharae – Part II

Asharae - Part II
The tale of the V'Nol family would end here as your narrator could tell it if Asharae did not come into the company of the most ragtag band of adventurers on Norrath and, by her continued presence, make it all the more unlikely. In her flight from the city of Neriak, she encountered our crew and became our reluctant mage, despite the protests of many a member, myself included. Unfortunately, it was hard to deny with the nature of our mission that the Scryona would not come in handy. More than that... it would be essential in predicting rifts from which the Void would enter our world. Unfortunately, Asharae's ability to use it was mediocre at best and, at worst, a matter of pure luck. So it came upon us to take a detour to the city of Neriak, and forcibly detain Baron and Baroness V'Nol. And with this, the tale of Asharae and the V'Nol's comes to its true closing point.
The Madam V'Nol was left bound in the back of the cart, her own sash serving to gag her, and Asharae led the Baron, blindfolded, into a cave.

"Do you need any help there, lassie?" asked Kaltuk the aged dwarf, eyeing her as she went.

Asharae turned to look back at him and then, one by one, her eyes passed over the party. It was agreed within the group that never had they seen her so calm, and yet so obviously excited, as they did that day, and never would they again. Her dark blue skin gleamed in the light that filtered down through the tops of the trees and her eyes locked on each of them intently.

"No," she said finally. " There shouldn't be a problem. He is unarmed, and will be defenseless within the anti-magic field. No, you needn't worry about me."

As they disappeared into the dark mouth of the cave, Kaltuk leaned over and whispered to his companion, the ogre Nurgg, "It wasn't her I was worried about."

Within the cave, Asharae bound Baron V'Nol to a post and removed his blindfold. His eyes went wide as he looked at her and he screamed dully against his gag. "Now," said Asharae, letting her fingers trail across his chest as she passed from one side of him to the other, "I need you to tell me all that I need to operate the Scryona, or..." with a flick, a dagger had appeared in her hand, and she toyed with its end against a hollow in his neck, "I begin cutting you down to size." The dagger flashed as she quickly cut the gag. As it fell away, the scream he had let loose at the sight of the knife in motion came out, echoing in the cavern. He breathed deeply and gazed at her like a wild thing caught in a net. She stared down at him between the part of her hair, calmly assessing whether she believed he would speak, or whether he would need more convincing.
Quickly, she decided on convincing. Like lightning, a gash appeared across his arm, missing the delicate veins of his wrist by only fractions of an inch. He screamed again and this time, the words rolled freely off his tongue. "Asharae," he said, "Asharae, I do not believe you wish to do this."

Asharae gazed at him for a moment before laughing. The laughter was soft at first, and then it seemed to take her over completely. "I don't, do I?" she asked, arms sweeping out to either side of her. "Are you forgetting that until very recently, I spent the whole of my life a slave in your household? When I could do naught but crawl, I scrubbed the floors. And when I could walk, I scrubbed the walls. And when I missed a spot, I was beaten by your wife within inches of death." She drew up closely to him. "So many times I wanted her to go one step further. So many times I wished she would just do me in as she so obviously wished to." Asharae was quiet for a moment, and then she drew away again. Balancing the knife point on one of her fingertips, she said, "So tell me then, Baron V'Nol, what reason would I have for not wanting to do this? I will tell you what reason: no reason at all. Much like the reason that your wife targeted me for this abuse. No one was treated as horribly as I was, and I never gave her cause." She walked up briskly and cut across the Baron's opposite arm, once again coming dangerously close to the artery. For good measure, she shifted the stroke to move upward as she was through, gashing his cheek. "Now, tell me what I need to know."

Baron V'Nol panted and between his teeth said to her, "There was a reason, a reason for it all. You are the daughter of a doxy who I paid for my pleasure, a dancer from the Maiden's Fancy. And that I would choose to seek consolation in the arms of such a commoner rather than go to her bed has driven my wife crazy for all these years. So you see, you are my daughter, Asharae, left to your fate by your mother on my doorstep. So that's why you don't want to do this. Because you may think your life has been terrible, but I did you a good deed in letting you live. Your mother most likely expected I would kill you to hide my shame, but I didn't. I am your father, Asharae. Let me go, return the Scryona, and because of our shared blood, I will let you live." The Baron held his head high as he finished, lips twitching into a smile.
Asharae stared at him, completely quiet. Only the Baron V'Nol knew the look that passed over her face at that moment, and all that this narrator knows is that it caused him to erupt into shrill, chilling screams. By the time the party made for the cave, headed by Kaltuk, who had already been posed to charge, Asharae stepped out, and her gaze stopped them in their tracks. Her robe was streaked with blood and the dagger in her hand seemed it would slip out of her hands, as it was so slick with it.

Kaltuk set his jaw and stepped forward, demanding, "By Brell's beard, what have you --?"

Bayle stepped forward and put a hand out to the dwarf's chest. The human man towered above the small dark elf woman, but the look she gave him acknowledged none of that. "What happened, Asharae?" he asked. "You were supposed to be questioning him, nothing more."

Asharae let her head fall to the side before pursing her lips and saying, "The Baron, unfortunately, did not survive the questioning."

"We are down to one person on the whole of Norrath who knows how to use it," said Bayle, his leather armor creaking as he drew a step closer to her. "Will you be more careful in questioning her?"

Asharae's cheek twitched visibly as she seemed to consider the request. "I will try as best I can," she said, waving a hand dismissively.

"You will torture no one else under my protection today," said Bayle, and his hand fell to his sword. "And you will especially not kill them. Even a dark elf deserves more than that." The whole party watched the exchange intently.

Asharae's glare burned into him as her eyes flicked from his sword to his face. "Then you will have none of the Scryona," said Asharae. "And the Void will take us all. If you think you can, do it yourself, but you'll get answers out of the Baroness V'Nol by no kinder means." Her head dropped, and her gaze locked on the ground. Around her, the party murmured. Twiddy Bobick, who had coaxed the girl to join them by the fire after a month of sleeping separate from the rest of the crew, turned his back on her and left the clearing in the direction of the Cloudskipper. Professor A.M. Fiddlewiz followed behind him shortly.
Bayle looked at her for a long time before finally saying, "We need the Scryona to work as more than a fluke. Kaltuk, you go with her. I know you'll tolerate nothing that goes too far." He turned and began to walk away. Stopping, he cast a glance back at her over his shoulder. "Nothing you do will change what has already been done, only the road you go forward on from this day. Consider that, Asharae." With that, Bayle left the clearing, and all but Kaltuk and Nurgg followed suit.

Kaltuk came to a stop beside her with a grumble and said, "Come on then. Behave if you can." Together, they disappeared into the cave, and Nurgg settled against the cliff side a step out of the tunnel.

Asharae learned all she needed to know about how to use the Scryona, and the Baroness V'Nol survived her questioning. But in the night, the Madam was set upon by wolves and gored to death before anyone could stop them. None could help but glance at Asharae when it was through, though she had moved her tent once again so that it was separate from the rest of the group, but the dark elf would give no comment regarding the death. She would also not sleep beside them again, but in the distance, they could hear her weeping as she dreamed.

It is only by my ability to see the truth of things that I know the whole of this story. Many could guess at the identity of Baron V'Nol. She had told us all of her curious ability to bypass the curse, and after that bloody day, it made all too much sense.

I pity her, even though I know I shouldn't.
By the Wings of Dragons – Part I

From the pen of Eylee Zephyrswell --

The last of all our destinations – save the bastion of the invasion, the first location we failed to save, Innothule Swamp – would be the continent of Kunark. The iksar might have once been powerful, if not entirely trustworthy, allies, but they had been reduced to small villages of savage jungle dwellers. Even so, we tried to approach them, but our efforts were met with spearheads in response. We learned to travel by night, as silently as possible, heading as directly as we could to where we found the rifts. Though we were refused entry to Chardok, an envoy of the sarnak heard our story and said the sarnak would not be letting any invaders into their lands. Any found would be killed. It was made clear we were not much more welcome than the Void invaders, and though we would be able to keep our lives as reward for the warning, we had best be on our way. We found ourselves able to close some of the portals, but others were too much for us, and we ran for our lives desperately.

It was then that we were approached by a representative of the dragons themselves, and led to the highest spires of Veeshan's Peak to stand before the Ring of Scale.
By the Wings of Dragons - Part 1


For too many nights now to count, her dreams had been edged with cascades of peacock feathers, and the face of a woman, both beautiful and terrible, lingered behind everything that she saw. Tonight the woman pursued her down a corridor of darkness. Eylee was aware that if she paused at any moment, she would be swallowed. She knew that she was dreaming. This was certainly not where she had gone to sleep, curled up against Nurgg's back beneath an overhang of shale, and more than that, it made no sense for her to be in this undefinable space, but despite all of that, she couldn't make herself wake up. She beat against consciousness like the walls of a prison, but to no avail, she couldn't leave the dream. All of a sudden, her path ended as she collided with a wall. Turning, she pressed back up against it as a tide of feathers enveloped her. She screamed as they surrounded her, and as she did, feathers flooded into her mouth. She choked for air, clawing against the barrier between sleep and wake. Finally, when she thought she was going to black out, her eyes flew open, early morning sunlight flooding her senses.

Eylee awoke suddenly, gasping for breath but not able to take anything in. She tried to struggle, sliding around on the flakes of shale, realizing she was being held to the ground, a hand held over her mouth. No wonder she had felt as if she had been suffocating. Nurgg stared down at her, expression heavy with concern. The ogre had her locked to the earth, and over one of his shoulders, Kaltuk looked on, eyebrows stitched together. He released his hold over her mouth and she breathed in a long, sharp breath.

“What... I mean...” she struggled to formulate a thought, but her head was splitting with pain. It had been happening this way as long as the woman had been invading her dreams. Every night, they were more intense and, every morning, so was the pain.
“Shhhh,” said Nurgg, holding one large finger over his lips. Eylee's eyes darted around her surrounding, noting Kruzz sitting nearby with his fingers in his mouth, looking worried.

He grinned and hissed as she looked at him. “You is awake!” he said. She managed a weak smile for him.

“You were flailing, lass,” said Kaltuk, in a hushed voice, “calling out, and tearing at the ground. Illisia found suspicious tracks nearby, so everyone scattered to look about. We couldn't wake you, though, no amount of shaking did a bit of good. The three of us decided to stay til you woke and keep watch, but then you started up with the screaming and well...” Kaltuk shrugged his head to one side. “... here we are.” Eylee forced herself to breath in long, slow breaths and gradually she felt herself relax. Nurgg relaxed his grip on her and eased away.

There was a flash of gold as their guide stepped into sight from around a craggy edge of mountain. Eylee's heart leaped into her throat as her eyes locked with the elven man – who she knew to be no elf at all but a dragon – stepped into the clearing.

“She is well, then?” asked Xygoz, in a voice that played like a song that broke the young wood elf's heart to hear it. His eyes were a bottomless blue that slit in the center like a cat's and stood out against his dusky skin. He was garbed in a loose robe of golden silk and wore no armor, nor carried any weapons, only a lute inset with platinum and silver discs and strung with strings the colors of sunrise. She could hear nothing but the pulse of her blood as they locked eyes.
Finally, Kaltuk's voice pushed its way back into her head. “She's awake, not sure if she is well, though,” said Kaltuk. She blinked and glanced at the dwarf, who she noted had adopted a touch of a scowl, which overpowered his concern.

Nurgg snorted and said under his breath, “All better now.”

Eylee flushed and glared at Nurgg. “I'm fine, Xygoz, thank you,” she said, smiling. “Just bad dreams.”

“But your dreams are more than dreams,” said the elven man, coming in closer, “you shouldn't dismiss the possibility that the pain that comes with them...” He paused and touched her forehead, and the skin of his fingers was hot, burning with his internal fire. “...might not be able to truly hurt you.”

“We won't be letting anyone hurt the lass,” said Kaltuk, bristling.

“If this woman,” said Eylee, swallowing heavily, her mouth having gone dry, “is somehow tied to the invasion... maybe even behind it... and if she has truly gotten into my head, then I doubt you can protect me from her, Kaltuk.”

“I doubt that she is truly there,” said Xygoz, standing back up. “If she were able to cross to do that, she would have done it already. I simply believe this is your own power giving you insight into your enemy, but such power, especially in the hands of a mortal, often has a price.” Eylee rubbed at her temples, wondering if it was worth while.
“You speak with familiarity, dragon,” said Kaltuk, eying him. “Do you know something you aren't telling us?” Nurgg stood up and looked down flatly at Xygoz, cracking the bones of his fists. Behind him, Kruzz followed suit, scrambling to his feet as small chunks of rock sprayed out from around him. His hand went to the cleaver at his side that he had adopted as his weapon, and he did his best to look menacing.

The dragon elf was unimpressed. He simply smiled at them and tipped his head down. “Phara'Dar asked me to bring you to her, not to answer your questions,” he said. “I imagine that everything you need to know, you will know. And everything you don't, you won't.”

Kaltuk grunted and Nurgg leaned back on the balls of his feet. Just then, Bayle and Illisia came up the path, speaking softly. Eylee watched them and her mouth twitched into a smile as she noticed that the fingers of their inside arms, while not fully entwined, scratched softly at one another's.

“Oh good, Eylee, you've woken!” said Bayle. His spoke with gusto and smiled broadly at everyone as he came forward. When he noticed the generally sour expressions, his smile fell and he glanced around. “What's happened?”

“Nothing,” said Kaltuk, glancing at Xygoz, “except that our 'friend' here has information he isn't quite willing to share.”

Bayle glanced at Xygox, who was smiling and shaking his head. “We've been given the chance to speak with the Ring of Scale,” said the plainsman, “an honor not many mortals are privy to. I believe our guide is not bound to do anything more than he has.”
“You're all right, Eylee?” asked Illisia, examining the girl with her hawk eyes.

The wood elf smiled and nodded, saying, “I'll be fine. The pain is already fading.”

Bayle looked at her with concern. “While I won't badger our guide as the rest of you have...” He turned and looked at Xygoz. “I hope that maybe your people can help her.”

“I hope so too,” said Xygoz, smiling down at Eylee, causing her heart to flutter. “Miss Eylee should not be made to suffer so.”

Asharae finally returned a few minutes later, looking around her distastefully. She slipped a little on the shale as she was approaching the camp and glared at the ground venomously, adjusting her cloak, which had become tangled around her arms. “This rock is no doubt the fancy of Fizzlethorp Bristlebane,” she said. “No other god would so completely miss the idea that rock is supposed to be solid.”

“I am sorry you find our home inhospitable, Mistress Asharae,” said Xygoz, bowing slightly. Asharae looked at him with an arched eyebrow, and a smile played on her full lips. Eylee drew in on herself, aware of what a child she looked like beside the Teir'dal.

“It's not that at all, Master Xygoz,” she said. “You have been nothing if not the perfect host. It's the earth that's not so compliant.”

“Forgive us if we don't notice,” said Xygoz. “After all, for a dragon, it doesn't often matter what the ground feels like, only the sky.”

“For any spellcaster with enough practice,” said another voice, interrupting their banter, “the same is true.” Roadyle drifted down from a nearby cliff top. He glanced up at Bayle as he landed, “Nothing. I haven't found any sign of who might have might have left the tracks.”

“Nor I,” said Asharae, eyes full of spite as they locked on Roadyle.

Bayle nodded and said, “We had no luck either.”

Xygoz folded his hands in front of him and said, “I wouldn't worry. We are getting close enough to our territory that the chance of anyone being foolish enough to attack travelers is unlikely. After all, the possibility of there being travelers to raid in and of itself is not particularly high. It was most likely a lone wanderer, more frightened of our party than we should be of him.”
“Or four,” murmured Illisia, not loudly enough for Xygoz to actually hear it. She had felt that the tracks belonged to at least four individuals, based on subtle variations in their shape, but four individuals who were good at sneaking and leaving the tracks of fewer. Still, their search had yielded nothing, so what else could they do?

Bayle nodded and said, “I will leave it be then.” He glanced around the sky, surveying the high, broken peak before them. “I wish the Cloudskipper had been up and running when you found us. This would be so much easier.”

“Twiddy and the Professor will have it working by the time we're back,” said Illisia, placing a hand on his arm reassuringly. He smiled at her and nodded.

“Master Bayle,” said Xygoz, “it's not much further. We will be there by sundown. I hope that's enough assurance for you.”

“Of course,” said Bayle, nodding to him and smiling.

Eylee reflected, looking at Bayle, that he smiled much more easily than he had when they first met. It made her happy to see it. They'd ridden high on success for some time, though since coming to Kunark, their luck had seemed to run thin. Still, though they had faced defeat, they had never truly been devastated.

Suddenly, Xygoz was standing above her, holding a hand down for her. “Miss Eylee,” he said, “let me help you up, so we can be on our way.”

She felt light on her feet as she took his hand and rose, brushing dirt and rock from the seat of her pants with her other. “Thank you,” she said, shooting a satisfied glance in Asharae's general direction.

“I never thought I'd be accepting an invitation from dragons,” said Kaltuk, shaking his head as the group continued up the mountain.


* * *
The music that Eylee coaxed from Xygoz's lute was surprisingly sweet. She couldn't help but wonder if it had been magically imbued to forgive the minor off strumming of the musician, because she had only ever had basic lessons in playing stringed instruments from another traveling bard at the inn where she had stationed herself in the Plains of Karana.

“I told you that you would have very little trouble,” said Xygoz with a smile. He reached over and slid one of her fingers over to another string. “Try it again here.”

Once again, Eylee attempted to mimic the song he had been playing earlier. It sounded even closer this time. She grinned and laughed happily. “Amazing,” she said.

“It's coming from you, young one,” said Xygoz, accepting the lute as she passed it over to him. “You have bardic magic, and though you are hardly a master of anything you touch, you'll find it won't take you long to master anything you set out to play.”

She smiled and shook her head, saying, “My grandmother must have had it, and never told anyone... She was my only teacher. Those who had power in our community used it to pursue druidic functions and nothing else. This is not true of all Fier'dal, but our village was particularly devoted to keeping the forest alive.” She felt her lips tremble and tears spot the corners of her eyes. “Which meant we took it the hardest when we couldn't save the Elddar.”

Xygoz was quiet for a moment and then placed a hand on her back. “You couldn't,” he said. “You were mortals against the will of a god.”

Eylee nodded and smiled. Xygoz hoisted the lute and began to play it expertly. He began to sing with the instrument, and she recognized the song as an old Feir'dal devotion to growth and nature. Loneliness and longing for friends and family welled up inside of her, and she thought she might be overwhelmed. Suddenly, a group of four iksar descended down into the path in front of them, straight on top of Roadyle and Kruzz, who had been in the middle of their marching order.
“As I said, four!” shouted Illisia from in front of them, turning with her swords already drawn. Behind her, she could her Kaltuk beginning to murmur a prayer and Nurgg push his way forward. Bayle was spinning with Illisia at the front and beside them, elemental energy flared between Asharae's fingers, strings of power going from one finger to the next. Eylee herself reached for her rapier, but all of the sudden, there was a roar. She turned, and her expression slackened, as she noticed that Xygoz the elf had vanished and been replaced by Xygoz the dragon, flapping in the air above them. He was still beautiful, but in a terrifying sort of way; having a long, sinuous body covered in golden scales. The catlike appearance of his eyes spread to the whole of his face, which had fanning scales that almost looked like scruff and curled ears. His eyes were still deep and blue beneath a ridged brow of gold and a pair of fangs extended down from his mouth.

“Leave, intruders.” His voice still had a sonorous, lyrical quality to it, but it was deeper and more imposing. Everyone was frozen, stopped in their tracks and gazing at him.

But the surprise didn't last long on the iksar, who were each on top of Roadyle and Kruzz, two at each. Though Kruzz had managed to grasp at his cleaver, one knocked it from his hand, and they began to rake at the two Ethernauts savagely. Roadyle shouted and cursed, but they seem to know better than to let him gesture for his spells. They had obviously been on their trail and watching. Eylee looked at them closely, and noted they had the same eerie shadow that they had long since noticed in all who were Void-touched.
“Void!” she said, but everyone else had begun acting as well. Asharae had let her spell die and instead slipped the Scryona from its bag. She whispered to it softly, stroking at it and looking at the Void iksar intently. Illisia and Bayle had come at the pair on Roadyle and a bolt of energy crashed down onto another from the sky. Kaltuk howled in triumph behind her just as Nurgg barreled past and knocked into the same one. Eylee herself began to beat against her drum, singing a song to bolster everyone in combat. Nothing they had done, though, had managed to bring the iksar down, or even barely slow them. They lashed with their tails and raked with their claws, barely slowed from the blows they had been dealt.

Then Xygoz descended in a single fluid motion, claws latching around one of the two that Nurgg and Kruzz were battling. The iksar, whose elaborate fanning at either side of its face marked it for a female, screamed and struggled in his grasp, hissing and clawing, but the effort was futile. Xygoz drew her up high and then threw her against a cliff face nearby. Her body crunched as it hit, and whatever bones were left unbroken, or perhaps the already broken ones crunched again as she hit the ground hundreds of feet below.

Eylee's song nearly broke as she was struck with the realization that if they were on the other side of the dragon's anger, the same could happen to them. She reminded herself that the same could be said of any powerful ally, and that the best you could do was trust that a person was who they claimed to be, and Xygoz had done nothing to make her question his intentions.
With the quartet reduced to a trio, the party was able to bring them down easily. Eylee watched Asharae carefully, noting with relief that she didn't seem to disappear completely into the Scryona the way she had every time previously. She'd wanted to believe their intervention would do some good, but part of her had to be concerned it wouldn't. The Teir'dal had withdrawn from the group and been studying it intently, drawing in and releasing power as she could. On more that one occasion, she'd heard her shout out and curse at it. The struggle had been palpable, and from Asharae's bearing, it seemed she had succeeded. Asharae met Eylee's eyes and lifted an eyebrow, winked, and then opened her palm wide at a fallen iksar and drew out the energy from it, turning as she finished and releasing a series of three small fireballs at another.

As the fighting settled down, Xygoz returned to his elven shape and walked back to them.

“No chance at all of being attacked here, hmm?” asked Asharae.

Xygoz's normal smile was gone and replaced with a perturbed look edged in anger. “They are foolish if they try anymore,” he said. “The shadowed men may not be of exactly the same make as a mortal, but they are using the bodies of said mortals as shells, and those shells can be crushed very easily.”

“It might be best to examine your own ranks,” said Bayle. “You never know. Maybe they have a reason for confidence.”

“If those creatures have the strength to control one of us,” said Xygox, “then Norrath is in more danger than I care to think of. Let's hurry.”

The party pressed on, making their way to the top of Veeshan's Peak.
By the Wings of Dragons – Part II

By the Wings of Dragons - Part II

The adventurers stood in the center of a massive cavern of jagged stone. They were surrounded on all sides by members of the Ring of Scale, dragons of many colors and shapes that lounged around the room, sprawled over rock formations that seemed well-worn to their shape, suggesting they had assumed these traditional posts for some time. There was a dark dragon with gray and silver scales and a pair of curled horns, and a blue one with horns running down the length of its head and snout, and in the center was what Eylee took to be Phara-Dar herself, the leader of the Ring of Scale. Her scales shimmered a beautiful azure color, with purple on her wings and chest. Her head was long and elegant and her eyes were frighteningly intelligent.

Xygoz gestured to the group to stand in the center and then reverted to his natural form. The gold dragon joined the others in the circle, watching the party with inquisitive eyes.

"You've come," said Phara-Dar.

Bayle glanced at the rest of the group and then stepped forward uneasily. "Yes," he said, "Master Xygoz said you wished to speak to us."

"Yes," said the dragon, stretching her wings and letting them settle against her back once more. "We know what you're doing here. You have the Staff of Theer."

"You know what this is?" asked Bayle. He unstrapped it from his back and held it up.

Phara-Dar exhaled a deep breath, which blew across them hot and wet. "Yes," she said, "we know very well what it is, where it came from, and what it can do."
Asharae stepped forward and said, "Perhaps you would be so kind as to share, then?"

There was an audible groan from Kaltuk's direction and even Eylee had to shake her head at the Teir'dal, who stood haughtily before the dragon.

"Only a dark elf," muttered Nurgg.

Phara-Dar stared at her intently. "What you have been doing is futile," she said. "You are patching the cracks but not fixing the break. In order to stop this, someone would have to go to the source, and use the staff there."

"Which is...?" asked Asharae.

"The first full invasion happened in Innothule Swamp," said Phara-Dar. "We believe it to be there."

Bayle nodded and then said, "Thank you, this has been very helpful. Why was it that you wanted us to come here? This has all seemed to be to our benefit."

There was something like a chuckling among the dragons, but to say that a dragon ever truly "chuckles" is grossly inaccurate. It was a deep, rumbling noise that echoed throughout the cavern. "You will not be going," said Phara-Dar.

A cold chill passed down Eylee's back. Reactions were similar throughout the group. Everyone began to shift uneasily, Kaltuk cursed under his breath. "What was that?" asked Bayle.

"We are talking about the fate of Norrath," said Phara-Dar. "You have run away bleeding from more than one place here on Kunark, and you think you're ready to enter the Void and take all of that into your hands?"
Eylee had to admit that as she listened to the dragon, she didn't entirely doubt Phara-Dar's words. It stirred up doubt inside of her. Were they ready? Was it foolishness to think that they, of everyone, should be the group to follow this through? Looking amongst her companions, she noted that others were obviously experiencing the same self doubt. Only Roadyle seemed unaffected. His expression was passive, as it had been since they entered the dragons' caves. She landed lastly on Bayle, whose expression was even more of a struggle than anyone else's and her heart sunk. But then, she thought of her visions, and the certainty they had granted her every step of the way. They had all come together for very specific reasons, in very specific ways. That had to mean something.

She gathered together whatever shred of courage she could find inside and stepped forward, saying, "I've had visions of every member of this party, of things that have happened, and things that still need to happen. We were meant to do this." She looked among the dragons, guessing little from their expressions. She glanced back at her companions though and was pleased to find that they looked bolstered.

"It is true," said Xygoz, "that the Feir'dal has visions. She's seen their enemy in her dreams." Eylee's heart leapt a little as she heard Xygoz's voice but quickly sank again. This was Xygoz the dragon, back among his kind, and any tenderness from him she might have imagined was just that, imagination. That he might have had any regard for them was as ridiculous as thinking they might have regard for a spider, or a fly. She felt foolish and childish.
Phara-Dar snorted and said, "Then we keep her too, but we will still be handling it, and they will not."

Eylee shrank back and Nurgg stepped between her and Phara-Dar. Bayle said, "Are you threatening us?"

"Only if that's what must happen," said Phara-Dar. "Leave the staff and the prophet and you can go."

Around the room, the dragons began to rise, and at their full heights, they were even more threatening than seated. Eylee heard Roadyle whisper, "Get in close to me." Everyone began to inch in slowly. At first, Asharae seemed to consider resisting, but then she too followed.

"Now, please, the staff," said Phara-Dar.

Roadyle began to chant and with a gesture, circles of light surrounded them. Eylee felt herself slowly dissolving, and in front of her, Phara-Dar began to chuckle again. "Wizard, your magic is not going to --" Then the dragon's voice fell and her head reeled back in surprise. "That one is more powerful than he looks. Who is he?!"

But if any dragon had insight into it, Eylee didn't hear it. She phased completely from the room. As she began to slip away, she felt as if a force reached for her and tried to pull her back, but then she ripped away in her current direction. She felt herself reeling, though, spinning around wildly as she passed through nothingness. When she hit, she landed apart from the others and went headlong into a tree, knocking her into unconsciousness.
* * *
When she woke, she was aware of the acrid smell of burning and that she was bouncing. She opened her eyes groggily and found that she was being carried on Nurgg's back as he barreled through the forest. No one else was nearby except for Kruzz, who ran alongside Nurgg with his cleaver in his hand. They seemed to have landed in the Emerald Jungle, and despite its dampness, it was ablaze. Few things could burn like that, but one of them was dragon fire.

"What's going on?" she murmured. She gazed at a long swaying vine that was completely alight, leaving trails of smoke as it moved.

"Wizard got us close, but not close enough," said Nurgg. "We need to cross the jungle. But they are here, hundreds of them, and dragons above."

"We going to die," said Kruzz. The most terrifying thing about the way he said it was that he didn't sound frightened, just certain.

"Where's everyone else?" she asked.

"Scattered," said Nurgg. "Better to move in pairs."

"Kaltuk isn't with you?" she asked.

"He would not leave you," grunted Nurgg in Kruzz's direction. "Kaltuk is with Asharae. Illisia with Bayle. Roadyle is safe. He cannot be seen. Though not safe from dragon fire."

"They caught up with us? So soon?" she asked.

"You were asleep a long time," said Kruzz.

"But dragons are also fast," said Nurgg. "Too fast. They are fighting with Void creatures, but they will not let us go. They will be back."
The trio moved through the jungle quickly. For a time, they didn't encounter the hundreds of alluded to "them", though Eylee assumed those to be void-touched iksar and void beasts and whatever else they had corrupted. Soon, though, they encountered a group of four iksar. Nurgg dropped Eylee and barreled at them, Kruzz beside him screaming and raising his cleaver. Eylee struggled to get to her feet and began to sing, bolstering her own damaged self, as well as her companions.

Kruzz and Nurgg each faced off against a pair of them. Nurgg danced around the blows while striking in soft spots when he could manage. Kruzz, on the other hand, was fighting madly, ignoring the fact that he took more than one blow, simply focusing on hacking at them. As her strength returned, Eylee advanced on them, stunning them with screams when she could. Finally, their opponents had all fallen, and they moved on. Nurgg offered to carry Eylee once again but she shook her head and said, "No, I'm fine." Before she could get out of the way, however, he'd grabbed her and tossed her up on his shoulders anyway. She struggled only for a moment and then quit as they barreled on.
They fought their way through more groups, and before too long, the airship came into sight. Eylee's heart sunk as she noticed the vast number of iksar and shadow beasts below the airship, throwing spears up at its body. She couldn't see Fiddlewiz or Twiddy, but assumed that they were huddled for safety, overcome with terror. She hoped it was that, anyway, and not that they were already dead.

It didn't take long for them to be spotted. Nurgg slipped Eylee to the ground again and said, "Get to the boat."

"I'm not going to leave you two," she muttered.

"Go!" he said, practically shoving her, but she wouldn't budge.
"We're all going," she said. Nurgg pulled back and glared down at her. Kruzz stared at the pair of them nervously. Then the ogre's expression faded and he nodded. Eylee drew her weapons and they began running in the shortest possible line, ready to fight those around them. Just as they reached their first set of opponents, an arrow buried itself in the head of the iksar advancing on her. Behind her, Illisia and Bayle emerged from the jungle and rushed into the fight with them. Shortly after, spells began to rain down from the boat on the crowd, consuming the attacking force in fire and lightning and dazzling lights. Eylee spied Roadyle flashing in and out of sight, and then Twiddy and Fiddlewiz were there, throwing things down at the aggressors.

Eylee fought desperately for her life, thrusting her rapier at whoever came at her. Her world became a blur of blood and ichor. She knew she had taken wounds herself, and every now and then, she would feel warmth pass through her as presumably one of Kaltuk's spells healed her, but mostly, the wounds persisted. There was probably too much to do to focus on just one person. Finally, though, a path was cut to the ship. Bayle gestured them at it and called for the ladder to be dropped. Twiddy and Fiddlewiz scrambled, and the rope ladder fell. Eylee began running at it. All of the sudden, a void beast stepped in front of her, raising its razor-sharp arm with a roar. She stumbled back, but realized she was too slow. Before it struck her, though, Kruzz was there, shoving her out of the way and swinging his cleaver. He cut into the pincer deeply with his cleaver, slicing through it cleanly, but the other arm stabbed him in the side before he could react. He cried out in pain but then whipped around, chopping off the other arm. Meanwhile, Eylee let out a piercing scream that caused every eye on the void beast's head to bleed, and the thing staggered away.
"Are you all right?" she asked Kruzz. He was hunched over, hand on his side where the pincer hit him. He nodded his head vigorously.

"We go!" he said.

Eylee nodded and the pair of them ran toward the ladder. Asharae had already climbed up to the boat, and Kaltuk was on his way. Nurgg shoved Eylee and Kruzz up as soon as they reached the ladder, he, Illisia, and Bayle standing stalwart until the others could make it into the boat. Illisia followed them, and then there was an argument about who would go next.

"Go on," said Bayle.

Nurgg shoved him. "I am taller. Boat should begin to move. I will make it."

Bayle frowned at him, but the ogre pushed him again, and the plainsman began to climb. "Hurry, though," he said.

Eylee held her breath as Bayle made his way up and Fiddlewiz and Twiddy struggled to get the boat going. She glanced at Bayle and then noticed something that alarmed her.

"What happened to the staff?" she asked, looking at a place where the Staff of Theer seemed to have been scratched, and one of the runes was completely missing.

Bayle glanced at her, his expression strained. Illisia stepped in for him and said, "It happened on our flight from Veeshan's to the ship. An iksar struck it with a spear and one of the runes fell off."

"Did you recover it?" demanded Roadyle.

Illisia glanced at him and shook her head. "No," she said, "one of them got it first and then ran."
"Was it void corrupted?" asked Asharae, her eyebrows stitched together.

"No," said Illisia, shaking her head so that her long auburn braid bounced, "not that I could tell. We passed too close to a village, that's all, I think."

"We weren't done," said Twiddy, pulling at his hair with a concerned expression. "She's not ready, and now she's sustained even more damage." He worked at it, though, and Fiddlewiz beside him. Even the gnome looked anxious, eyes darting around.

"Come on Nurgg!" she shouted as Bayle was up in the boat. The ogre jumped onto the ladder as the boat began to move and climbed desperately. Just then, Eylee felt herself go completely numb as one of the promised dragons came into view. The dragon with the horns running down the front of his face, one that Eylee had found particularly terrifying, came at them, breathing fire and screaming furiously.

"Go!" shouted Bayle. "Go, go!"

Illisia ran to the side of the boat that the dragon was coming up on, an arrow at the ready. As soon as it came in close, she let loose the arrow, and the dragon reacted to its strike, shrieking in pain. It wasn't enough to make it so much as pause though; it kept coming at them. Nurgg reached the deck, watching everyone. As it drew in close, Eylee gasped as, suddenly, Nurgg barreled across the deck and launched himself into the air over the side, sending himself straight at the dragon.

"No!" shouted Eylee.
Everyone moved to the side of the ship, staring in amazement as Nurgg struck at the dragon. Those who could began to launch what they could at the dragon, Illisia firing arrows and Asharae and Roadyle casting spells. Bayle paced back and forth, looking as if he wanted desperately to help. But he couldn't. All he could do was watch as the dragon whipped Nurgg from side to side and he punched and kicked him, clinging to his neck.

The events that unfolded over the next few minutes seemed slowed. Twiddy and Fiddlewiz went back to the controls, pushing the ship as hard as they could to go faster. It accelerated until it was going faster than any of them had ever seen it go. They had long since left the land mass of Kunark behind and were over the ocean. The dragon kept pace with the ship, which might have been all that kept Nurgg alive: the dragon had to focus both on fighting him and keeping behind the airship.

The deadlock broke finally when Nurgg managed to strike at the dragon's eyes even as Asharae landed a bolt right in a soft spot on the dragon's underside. But then the dragon, done with this tomfoolery, dove down straight toward the sea.

"What is he doing?" asked Kaltuk, his voice harsh and demanding, wracked with grief. "What is that beast doing?"

"He's going to drown him," said Illisia. Her voice was soft and sad. "Or force him to let go. And when he lets go, swallow him whole. If it's anything else, I'll be surprised."

"No," whispered Eylee. "We have to do something."

"What can we do?" asked the barbarian, shaking her head. "We'll have to wait."

"I'll be damned if I'm going to sit here and wait!" shouted Kaltuk. His chest was heaving.

"What else are you going to do?" barked Bayle in response. "We wait, and hope." Kaltuk let out a noise of disgust and stalked away.
By the Wings of Dragons – Part III

By the Wings of Dragons - Part III

As the ship pushed forward, Fiddlewiz approached Bayle cautiously. "I can make us go very fast," said Fiddlewiz, "but it risks blowing the engines."

"I don't even know what that means," muttered Bayle, harshly.

"We aren't going to take her much further either way," said Twiddy. His voice was full of defeat. "We can push her to go hard, but it might ruin her. I don't think we have a choice."

Bayle looked out to where the dragon had gone beneath the water sadly and said, "We'll out pace them too, won't we?"

"It might be better," said Twiddy, sadly. Kaltuk had been sitting down but he jumped to his feet, nostrils flared and an indignant expression on his face.

"We aren't leaving him," said Kaltuk. "It might be I can save him..."

"Maybe," said Bayle, "and maybe that means letting the dragon catch up with the rest of us." Kaltuk glared at him furiously, their eyes locked, but then the dwarf broke the gaze and turned away. Eylee thought she saw a shudder to the dwarf's back.

"Fine," muttered the dwarf.

"Do it," said Bayle, nodding.
Twiddy and Fiddlewiz worked quickly, throwing a number of multicolored vials into the furnace. Eylee stood at the side of the ship, keeping a vigil for Nurgg. Just as the gnome and halfling finished, and Twiddy said, "It's coming, hold on," she noticed the dragon break through the water in the distance. As it reached the sky, it noticed how far they had gone and roared, soaring at them.

"Go, go, go!" said Bayle.

"It needs to ignite," said Twiddy. "It will though!"

Not soon enough. The dragon overtook them. Eylee felt a surge of excitement as she noticed Nurgg was still attached to the dragon, but then it vanished as she noticed he was completely still. As the dragon grew closer, it was apparent he had been impaled by one of the horns and stuck there. Behind her, she heard Kaltuk choke.

"You see what it will mean if you keep fighting with me," said the dragon.

Bayle had gone to the head of the airship and held out his claymore, swinging at the dragon's nose as it approached. The dragon was struck and reeled back. It returned, swinging its horns at Bayle, but he struck back.
"Just give me the staff," said the dragon. "Give it to me, and you can go."

"No," shouted Bayle, bringing his claymore in an arc across the dragon's face. It dodged out of the way and the two continued their parley. Eylee glanced to the side just as Kaltuk ran past her, heading straight for the edge of the boat and launching himself at the dragon. The creature didn't notice in time, its attention focused on Bayle, but then blinked as the dwarf landed on him.
"Will you stop that!" growled the dragon.

"Kaltuk!" said Bayle. "The engines! What are you doing?"

But Kaltuk scrambled straight for Nurgg. Eylee watched in amazement as the dwarf wrenched the ogre from the horn and onto his shoulders. Seeing what he was doing, Bayle struck the dragon again, returning its attention to him. As the dragon tried to strike back, sweeping close to the deck, Kaltuk threw himself onto the ship, dragging Nurgg with him.

Just then, Twiddy shouted, "They're going!"

Everyone hit the deck, including Bayle, who dove off the railing and onto the ship, as there was a thundering explosion. Half of the ship went up into multicolored flames as it thrust wildly away from the dragon. It seemed there was a high scream of pain as the same flames hit the dragon. It was hard to tell though, as they went so fast that soon the dragon was out of sight. Everyone reeled about wildly. Eylee had been gripping a line, but on one jerk, lost her grip and tumbled toward the open hatch to below deck. She tried to grab for the side of the hatch but couldn't get a grip, falling down wildly into the cargo hold. Perhaps if she hadn't already experienced one head injury that day, or had not fought her own share of dozens of opponents, she might have kept her consciousness. But none of those things were true, and she once again went into blackness.

* * *
Eylee was aware of a burning in her lungs and a sensation of extreme heat. She dragged her eyes open despite lids heavy with swelling. Though the boxes she had landed against when the jerking motions of the ship sent everything tumbling toward its front were smashed on impact and her limbs had seemed tangled in loosed plants and bent metal banding, she didn't feel as though anything in her had broken terribly. The impact had left her swollen and cut, her skin a rash of gashes that hadn't had time to crust over and still bled freely, but she was in one piece, it seemed.

The pain of breathing was due to the smoke that filled the remains of the hold, let loose from the flames that licked against the wood greedily no more than a dozen feet from where she lay. Her heart began beating furiously and panic threatened to set in. She scanned her surroundings, looking for the ladder to above deck. When she finally found it, though, not only was it across a wall of flame, but it was also broken half way up. Her lips began to tremble as thoughts of escape were beaten down by the reality of what surrounded her.

"At least I was the only one down here," she thought. It then occurred to her that there was no reason to assume being on deck meant any better of a fate. Perhaps they wouldn't burn, but they could have been thrown from heights too high for any of them to survive, or crushed on impact. Tears welled up in her eyes, but she forced to shake them off. She was still alive, and there might be something yet she could do. She began chanting to herself a song of courage and the fear that edged into her mind began to ebb. Glancing around, it occurred to her that there were many areas where the wood had been crushed and even slits where light from outside peeked through; perhaps she could break her way out.
Groping through her surroundings, she managed to find a pile of tools that had spilled from a barrel. The first she reached for was all metal and burned red hot when she gripped it. Crying out, she recoiled and tore a piece off of her tunic, wrapping her hand in it. She reached out for a mallet, this time made of wood and stone, and managed to hold onto it. She crawled over to a spot where the ship was splitting and swung as hard as she could; happily, she was awarded with a cracking noise. The flames were getting closer, though, and the smoke thicker. She swung wildly, knowing well enough that it would never break in time.

Then, her heart soared as she heard voices on the other side.

"Eylee!" A muffled male voice came through that she believed belonged to Bayle. "Are you here?"

She felt a surge of hope rush through her and she pounded her fists against the wood. "Yes!" she shouted, but her lungs were so full of smoke that it didn't come out nearly as loud as she'd hoped.

"She's there," continued the voice. "Hurry, try to break through!"

Eylee leaned back to get out of the way, but all of the sudden, Roadyle materialized beside her. He shook his head and said, with his signature half smile, "I teleport all of us for miles, and they don't assume I can teleport into here?"
She felt her mouth caught in an O of surprise as she tried to respond but he reached out and put an arm around her. She had never touched him before, and was surprise to find that his skin was cold, colder than anyone she could ever imaging touching. Before she could think on it too much longer, though, he had gestured and the pair of them were outside of the ship and on a dusty patch of ground.

* * *
"They're gone. Nurgg was dead when Kaltuk had him, but Kruzz died in the crash."

Eylee knelt on the ground beside Kruzz's body and lifted up one of his hands so that it lay atop the other. His face was surprisingly peaceful, which was not an expression he was seen wearing often in life. It was as if every fear he'd had in life had been working to twist and turn at him every moment, but in death, it all melted away and finally left him be. "You're not afraid anymore," whispered Eylee, "at least there's that."

Kaltuk stood behind her with his hand on her shoulder and said, "He'd been wounded already. He didn't tell me. The poor wretch might've died even if we hadn't crashed, but once it happened, he was done." Kaltuk let out a long sigh and said, "I am sorry I didn't get to him in time, if only for your sake. When we crashed, it was all panic and to and fro. We didn't find him until too much time had gone by."

Tears ran down Eylee's face. She couldn't stop them, and she didn't try. "He was wounded helping me, Kaltuk," she murmured. "I didn't realize... I should have." The dwarf inhaled deeply as if he might say something, but then he just let it out. Nearby, they had laid out Nurgg's body as well, which they had managed to pull from the wreckage. The ship had broken in half and the flames remained contained to one end. The other, in which Nurgg's body had been placed, had remained well enough intact. Though none had made it through the fall unharmed, no one else had sustained any serious injuries, and Kaltuk managed to heal any wounds that might actually have slowed anyone down while preserving some strength in case their fighting was not done.

Kaltuk plodded away toward Nurgg. Eylee watched him go through strings of tangled hair, feeling nothing but a great emptiness in her chest. The dwarf stopped before the ogre and shook his head saying, "I wasn't there for you friend. I'm sorry."
The Feir'dal looked around her forlornly. The rest of their group was digging at the half of the ship that hadn't burned, salvaging whatever supplies and personal possessions they could. Even Asharae worked diligently and without complaint. Though Twiddy had at first wandered around as if in a daze, he returned and worked beside Fiddlewiz. His expression, though, was still that of a halfling with a broken heart. Eylee knew from where they had landed that this was the Elddar Forest, but even in the time since she had been gone, it had become unrecognizable. Leaves had long since blown away, bark curled off of the trunks like layers of dead skin, leaving them pale and vulnerable, eventually drying up and bleaching in the sunlight. The ground was dry, brittle, and cracking. In parts the loam had broken down to all but dust. Wind howled through the skeletons of the wood, kicking up clouds of dust, but other than the whooshing and whistling of the air streams, everything was silent. That was maybe the worst of any of it, the overbearing silence of a land that had once been so full of life. Eylee looked down at Kruzz's body again and brushed aside dirt that had settled on his jerkin.

She swallowed heavily and looked at Kaltuk, saying, "Maybe you could still help him."

Kaltuk glanced back at her with a raised eyebrow and said, "Oh, and how's that?"

"Resurrection... it's not uncommon," she continued.
Kaltuk's chin dropped to his chest and he crossed his large, barrel arms across his front. "That requires the help of a god, lass," he said. "Brell never took my power away, but I doubt he'd find it to do this much, and I've hardly given enough devotions to any other god to expect so much as a blink from any request I make."

Eylee looked down at Kruzz, and then at Nurgg. "It's worth trying," she said. "Don't you think so? We've seen a lot of things happen with your powers since we've been on this journey. Maybe Brell has been trying to make up for things."

Kaltuk stared at her, one eye squinting and his hand closing around the chain of his censer. "You realize you're asking me to do what I turned away all of Kaladim for asking me to do?"

Eylee breathed in deeply and returned the stare. "But not for the same reasons," she said. "I'm not asking you to follow blindly. I'm just asking you to try and cooperate."

Kaltuk made a scoffing noise and turned away. After a moment or two, he looked back and said, "Maybe... it is time." He frowned briefly. "Could you leave me to it, Eylee?"

She nodded and drifted away, leaving him by the bodies. As she went, she couldn't help but glance back. He had knelt beside Nurgg's body and, though his shoulders slouched heavily as if under a great burden, his head was bowed in prayer. She wrapped her arms around herself tightly and hoped it would be enough.
By the Wings of Dragons – Part IV

By the Wings of Dragons - Part IV


"He didn't raise."

Eylee glanced up and over at Kaltuk. The dwarf's eyes were dark and saggy. The whole of the group stood around, watching him. The Feir'dal had explained what was going on when she reached the rest of the group, and though there had been some semblance of trying to keep at their work, most had been glancing at him so often that they finally just stopped. Most didn't react to the news. There had been too much, too fast today and everyone was so drained that one more should-be-crushing revelation couldn't affect them. Asharae, however, cursed audibly, and Illisia actually turned and embraced Bayle, burying her head against his chest. He stroked at her head dully and rested his chin against her head, staring forward.

"So you tried to raise Nurgg?" asked Eylee. Kaltuk nodded. "Did you try Kruzz?"

Kaltuk looked startled, then his eyes narrowed, and he regarded the wood elf with guarded curiosity. "What do you mean by that?" he asked.

"Did you only try to raise Nurgg, or did you ask for Kruzz as well?" repeated Bayle. He looked at Eylee significantly, and she guessed he had some idea of her reasoning.

Kaltuk scoffed and said, "If you're meaning did it fail to work for my good friend, and so instead of continuing to try to bring him back, I instead put all my energy toward resurrecting a troll, then no."

"Maybe you should," pressed Eylee, "maybe it's a test on Brell's part."
Kaltuk stared at her, and in his eyes, there was certainly a more than significant ration of anger. That anger slowly faded though, and he nodded. They all watched as he crossed to where the bodies were and instead of continuing on to Nurgg's, stopped at Kruzz. He bent over the troll and faintly, Eylee could hear chanting. He began tracing a bright white outline of the cook's body and then stood at his head. The wood elf's breath caught in her throat as she watched him, daring to hope her intuition had been correct.

Kaltuk thrust his arms to the sky and this time his words were clear and ringing. "Brell! I ask you to bring back Kruzz, born to the wretched Clan Grobb and the worst cook I've ever met, but a hero despite all of that. Do it and you've a devoted follower in Kaltuk Ironstein once more."

Eylee winced slightly, wishing he hadn't added the last bit, but hoping it would not offend Brell too deeply. But then, any god who would have created the dwarves might well appreciate their less yielding nature, and the rest of the gesture could still be enough.

A pillar of light came down from the sky, enveloping Kruzz and lifting his body up from the ground. Everyone watched in amazement as there was a flash and then he was down on the ground, curled up and coughing. For a moment, everyone just watched, and then there were cheers and sounds of amazement. Eylee herself sprang down from where she had been perched on the wreckage and ran to Kruzz, wrapping him as tightly as she could in a hug. Kaltuk had yet to react. He looked on amazedly at the troll, who seemed fairly confused himself.
"I's not dead?" asked Kruzz, blinking and looking around.

"You're not dead," said Eylee, smiling as fresh tears ran down her face. "Kaltuk brought you back."

"Dwarf brought troll back?" asked Kruzz, staring at Kaltuk, blinking.

Kaltuk scoffed and said, "Yes, but only by the very minimum of choice."

"Thank you, Kaltuk," said the troll. Kaltuk stammered and then nodded to him, smiling slightly, moving over to where Nurgg's body lay.

"Where is we?" asked Kruzz, head swinging from side to side.

Eylee felt the happiness that had filled her lessen slightly. "This is the Elddar Forest, or it was..." she said.

"Hmph," said Kruzz, after a few moments of looking at it again, "not so much a forest."

She shook her head and said, "No, no it isn't."

Just then, Eylee was swept up off the ground and found herself pressed against Kaltuk as the pair of them were mashed against Nurgg's great ogre chest. Dark thoughts vanished and happiness and relief once again filled the Feir'dal as it seemed that once again, their group had managed to sidestep complete devastation.

* * *
The company moved forward the next day, bangs and bruises - and in a few cases, death itself - healed as well as could be managed. Bayle walked at their head, saying, "We know where we need to go now to stop this at its head, but we need to touch base with our allies. We don't know what will happen when we enter the Void, and they need to be ready for the possibility that we won't come back. We'll travel as far into the Plains as we need to in order to find a contact and then veer back down toward Innothule."

There were murmurs of agreement. Twiddy kept glancing over his shoulder, keeping watch on the remains of the Cloudskipper until they were far beyond his sight. When they had finally gone, he let out a long sigh and hugged a small box to his chest. Fiddlewiz patted him on the back and said through his scarf, "Keep your chin up, Twiddy."

Twiddy nodded blankly and said, "Maybe so. My destiny was to reach the skies, though, Fiddlewiz. Now that it's over, well, I don't know what's left for me."

"Never had much use for destiny," said Fiddlewiz. "I'd rather do with my life as I see it. We'll build another. Maybe a better one." Twiddy seemed to nod and consider what he had said, then straightened up a little.

Asharae pulled the hood of her cloak up and over her head, pulling out her long hair so that it hung to one side. She squinted up into the sky and said, "It's much hotter here than it should be."
Illisia glanced back at the Teir'dal and then stopped to put one hand against one of the dying trees, bark flaking off beneath her hand. "I imagine the trees are thinking the same thing."

"Well, it's clearly too late for them," said Asharae. "While we are still here, does anyone have a plan for finding water? We only have so much."

"I am sure Illisia will find it if it is to be found," said Bayle.

Illisia nodded and seemed to examine the ground. "I am sure we will find a pocket of it soon enough."

"And if we don't?" asked Asharae, lifting an eyebrow inquisitively.

"We will," repeated Illisia. "There is still some life here, and that means water.

"Hmm, I see," said Asharae, but she looked dubious.

"Eylee," said Bayle, "maybe a song would help us?"

She smiled and hoisted her drum, which had fortunately made it through the crash in one piece, up to her side. Beating on it softly, she began to chant a song to help them walk briskly and without tire.

By late afternoon, they had come to a part of the forest where life seemed to be struggling to hold on, and there was a little more in the way of foliage and fauna to be found. Just before nightfall, Illisia stopped them all.
"There's a party of humanoids in the area," she said. "From the shape and size of the feet, I think elven, but I'm not certain. We should lie low until we know."
They hid themselves as best as they could in the limited environment. Eylee found herself beside Roadyle. Thinking of the way she had felt before, she found herself considering his presence beside her. Unlike Nurgg, who radiated heat like a furnace, Roadyle gave off nothing. She wondered if he was always so cold, or if it was something to do with his powers.

"I hope you know how grateful I am," she whispered to him. "I know I said thank you, but there is no way that can really express it."

He smiled at her thinly and nodded, saying under his breath, "We've all done what we must for each other."

"Still," she said, "that was dangerous. You didn't have to take the risk. Thank you."

"Do not mention it," he responded. "Very literally, at the moment. We need to be stealthy."

She nodded to him and smiled, peering into the forest beyond. Without warning, she was thrust headlong into a vision. She found herself groping for purchase, her hand locking onto Roadyle's upper arm. In her mind, she saw a great blue-green dragon stretched out in a cavern. A beautiful elven woman wearing a dress of white embroidered with gold threading stepped before him and presented him with a satchel. He lifted it with a single claw and nodded to her.

"When the time is right," she said to him.

"Very well."
As the vision faded, she loosened her grip on Roadyle's arm and drew back. As the details put themselves together in her head, she knew two things for certain about the dream. The elven woman was Queen Elizerain, and the satchel was Eylee's very own, the container in which she kept her writings. She was almost certain of the identity of the dragon. He matched the descriptions she had heard of Trakanon, and the sense of power around him really didn't suit anyone else.

"What was that?" asked Roadyle, staring at her.

"I don't know yet, exactly," said Eylee, frowning. "But I believe we have no reason to hide."

Not long later, a party came into view. Eylee squinted, and even from a distance, she made out a figure with the distinct quality of Elizerain. As they drew closer, the young wood elf was sure it was her. She was dressed more simply than Eylee's vision, primarily wearing traveling leathers, but the armor was made of a doeskin of the softest white. She wore a long white cloak and carried herself with a regal bearing. Nearby, she heard Bayle and Illisia discuss what they were seeing.

"Probably trustworthy, but we can't be certain," said Illisia. "Best to stay where we are."

"Agreed," said Bayle. He gestured for all of them to lay low.

Eylee, though, knew she had to speak with the queen. Even if she hadn't had her vision, there was no one she would trust more, but she couldn't expect anyone but Roadyle to understand why.
She looked over at him and said, "What are they saying? Of course we can trust her!"

Roadyle blinked and looked at her as if he had no idea what she was talking about. Quickly, though, his expression shifted and he nodded to her, "Oh yes, definitely."

Eylee stood up. Bayle and Illisia looked at her, startled and gestured at her, but she walked past them and toward Elizerain, falling to a knee when she was finally there.

The party of elves around the queen tensed slightly but did not look aggressive. No doubt her sudden appearance startled them. The queen did not react except to smile at her.

"Hello young Feir'dal," said the queen. "Were you left behind? Would you like to join us? The last of our boats is leaving for the Faydark. After that, you are free to make your own way, but there will be no more ships going back and forth. Stand, you don't need to stay down here."

"No, Queen Elizerain," she said, shaking her head as she stood. "I'm not lost and I was not left behind. My name is Eylee Zephyrswell, and I've been traveling with a group..." Eylee glanced behind her and gestured toward the spots where her party was hiding. The rest of them eased out of their hiding spots. The elven guards grew a little more uneasy at the sight of the assorted races but there was no further response from them. "... of adventurers, doing our best to stave off the invasion from the Void."

"Ah," said Elizerain, her expression clouding, "yes, we have been hearing word of that, but not encountered any of the invaders ourselves."

Eylee nodded to her and said, "Look, I had a... vision... with you in it."
"A vision?" asked Elizerain, raising an eyebrow with a bit of an amused smile. "I know something about those."

"Well then you'll believe me when I say that I need to give something to you," she said, removing her satchel from her shoulder and tapping it, "and that you need to give it to the dragon Trakanon."

Elizerain started visibly. "Trakanon?" she asked. "You need me to take this to Trakanon?"

Eylee nodded to her and said, "The writings inside here describe what we have faced, and what we have learned. We are going to enter the Void, because it's the only way to stop the invasion completely. Hopefully we succeed, and Norrath never faces threat from the Void again, but in case we don't, these need to be kept safe until they are needed again."

The others came forward and mingled behind Eylee. Bayle came to stand just about beside her, nodding respectfully to Queen Elizerain. Elizerain swept her eyes across the members of the party and said, "So diverse a group would not come together lightly. I believe your story."

"You're welcome to read them," blurted Eylee, feeling foolish the moment the words were out. Blushing, she continued, "They're just modest scribblings, but it would be an honor."
Elizerain nodded distantly, assumably lost in thought. "I most likely will," she said, "I need to return these people to Faydark..." Her hand moved in a sweeping gesture, encompassing the group of elves behind her. Eylee now noted, looking more closely, that the group was full of both Koada'dal and Feir'dal, and that not all of them were guards. There was an assortment of men, women, and children who all seemed to be wearing civilian clothing. "... as this is the final sweep we are doing of the area, collecting any who have held out here but are now willing to go. Once that is done, I will turn my ship straight away and visit Trakanon. All of that, though, will afford me ample time to read it. Though I must say, this is impressively heavy."

Eylee smiled bashfully and said, "It's been a long journey."

"Well," said the queen, "do you wish to pass them over now?"

Eylee shook her head and said, "I would like to record some final notes. I will do it quickly, though. I'm sure you need to move on."

The queen nodded and said, "We will dine together. Finish what you need to, young Eylee, and give them to me when you are done."

Eylee glanced back at all of her companions, examining them each in turn, and thinking of how she might possibly be writing the end to all of their stories now.

She settled below a tree, leaning up against the peeling trunk, and caught up to the exact point at which she sat. For the longest time after, she considered how to end it, but anything too final unsettled her, as if it spelled this too clearly as their end. Instead, she left it at that, a silent image of herself beneath a tree dotting the final sentence and shuffling away the papers. What ever followed would not be written and would be left only to the annals of time.

* * *
And this is where I leave you, whomever this may be, in whatever time you might live. If you are reading this, then it's likely we succeeded at least in keeping Norrath from being swallowed completely by the Void. Of course, if you are reading this because you face the same peril, then what we did must not have been enough. I can only hope, then, you are able to learn from what we did, and move forward from where we left you.
-- Eylee Zephyrswell
Escape from Guk

On a recent expedition into the lair of Trakanon, a team of adventurers uncovered a satchel of ancient parchments. On those parchments were a series of writings by an unknown bard by the name of Eylee Zephyrswell. Gnomeish scolars have dated the documents to some time within the heart of the Lost Age. This is the first of those writings...



From the pen of Eylee Zephyrswell --
This tells the account of the escape of Kaltuk Ironstein and Nurgg Rockfist from Guk and the hands of the trolls. My friends told me the tale over many an open fire, quibbling over the specific details. I most often stuck to Nurgg's account, as he is not quite as prone to exaggeration as Kaltuk.
Escape from Guk
Part I

For as long as it seemed he could remember, he had toiled. He might have been someone once, but who could say? He'd had a home, a family -- No. Nurgg slammed the stone heavily to the floor, not even flinching as a splash of green-colored water hit him in the face. He wasn't going to think about it, because it didn't amount to anything here in the dank.
As the ogre leaned against one of the cut rock walls, he meditated on the gradually intensifying pain in his back. He was... how old now? He'd been nearing forty when he entered that place, and it had been more years than he had bothered giving count since he'd arrive; more than a fair share of years for an ogre. The oldest ogre in his clan had been pushing seventy, but that was uncommon, and mildly shameful.
Leather stung his flesh and interrupted his thoughts. He set his jaw and looked down. A spindly troll grinned up at him with a mouthful of cracked teeth and tiny pupils that floated in the yellow puddles of his eyes. "Get a move on, then," said the taskmaster, breathing heavily and smelling of rot. "There's no time for lying about, rock for brains."
Nurgg grunted. Oaf, dullard, rock for brains, they had many names for him -- all but his own. His people may have been dim, but Nurgg had always been accounted bright for his kind. Why, at one time, he had even thought to forge metal for the making of weapons, distinguishing him among the whole of the clans of Oggok.
Drawing away from the wall, he lumbered toward the block he had dropped. Here, he was no weaponsmith, only a pack animal good for lugging heavy objects. Wrapping his arms around the now wet surface of the rock, he felt his muscles strain as he hoisted it upward. The stone walls of the room shone with a dull emerald light and figures shuffled around in the near darkness, making hollow echoing sounds as they kicked the thin layer of water on the ground. The taskmaster watched with narrowed eyes as Nurgg carried the stone over and fit it into the masonry, groaning with relief when it was down. He moved aside as a froglok scurried up and slopped caulking into the gaps. Nurgg stared momentarily into the creature's eyes. It -- he had never been able to distinguish male from female -- caught his gaze for only a moment and then drew away without a word.
The whip hit him again, and the muscles of his arms twitched as he suppressed the urge to snatch at it. He'd tried that, once upon a time, and still bore the scars to prove it. There was nothing to be had with rebellion.
"Go on then, get another," hissed the taskmaster. "We'll be waiting!" The froglok knelt at the troll's feet, stirring at the bucket of caulking, eyes fixed on its work.
Nurgg swung around and began the long trek back to where the wagon from the quarry waited, taking only mild satisfaction as he observed the way in which the green mildew crept further through the halls of Guk. Every day the trolls lost a little more of her, no matter how they might push their slaves to reinforce her walls. Maybe some day soon Nurgg would die down here, but at least he would be able to go knowing that in not too much more time, the trolls' ancient home would be crumbled as well.
As he plodded on, he could hear the taskmaster exchanging words with one of the younger guards.
"Shouldn't I go wit 'im, boss?" asked the guard.
"That one? No, no need to worry about him. He's well broken indeed!"

~~~
Nurgg lowered himself in the corner of the cell as the bar slammed shut behind him. The troll guard stuck his long, narrow nose through the g ap in the cell bars as he shouted out, "Dinner, oaf!" The metal plate clattered as it skidded across the ground. Nurgg shot a glance at it. He was the one they called oaf, but they were the ones who counted offal as fine eating; and what their prisoners received was something even less than offal. He closed his eyes and breathed in deeply. He'd rest a moment and then get to the business of forcing it down. Before he could stop himself, he'd drifted off into sleep.
Nurgg was awoken as the cell door slammed open. He opened his eyes just in time to see a small shape hurtled through the door. It landed and rolled straight over his dinner plate before skidding to a halt. The small man picked himself up promptly and, wobbling, shouted after the retreating guards, "That's right, run! Ye ain't got the spine to face me standing, do ye?! Have to bag me in me sleep! Just like the sniveling whelps ye surely be!"
Nurgg closed his eyes and thought to himself, "Oh good. A dwarf." The last dwarf they'd thrown in here had died -- what? At least five years ago now, and no cellmate he'd had before or since had been quite so loud. At one time, he might have broken every tooth in the dwarf's mouth to quiet him, but by that time, it no longer seemed worth the effort. It was an odd thing to see a dwarf on this continent, but it happened, and when they came anywhere near Innothule, they almost inevitably ended up here. The ogre opened his eyes and looked back at his new cell mate. Long white hair with a few thin braids descended down the back of a deep blue robe cinched at the waist with a rawhide leather belt. He'd been stripped of any armor or weapons he was once carrying, and only a stained ale skin hung at his side.
The dwarf turned to him, appraising him with one cocked, bushy eyebrow and then, glancing down, seemed to notice he was covered in Nurgg's dinner. "What in the bleeding name of the gods is this tripe?" he demanded, scrubbing at his clothes as if that might do anything. "Have you ever smelled anything so foul?"
When Nurgg only stared back at him, the dwarf wheeled in close, squinting at him. His face was lined heavily and his eyes were shot through with red veins. The dwarf, Nurgg noted, was no more a youth than he, but the old man seemed stout enough. The smell of ale on his breath was unmistakable, and potent.
"You don't say much, do you?" asked the dwarf. "Well, I can hardly blame you. You look as if you've been here a hundred years, thereabouts, and this dark is enough to break even the heartiest soul." He straightened slightly and inclined his head back. "And this hearty soul is Kaltuk Ironstein, once a cleric of Kaladim and member of the Stormguard. Now not much more than an outcast and, as it appears, a miserable prisoner; if you beg my pardon for saying so."
Nurgg nodded and looked down toward the empty plate. The gnawing in his stomach reminded him that offal it may be, but there would be nothing else for supper. Kaltuk followed his gaze. "That was supper, aye? If that's what they feed you here, you'd be better off to starve."
As if on cue, another plate slid under the cell store. The long troll nose stuck its way through the bars and said, "Little dwarfie must be hungry. Have a meal little dwarfie, for you'll be working in the morning with nothing else to eat!" The sound of laughter followed the retreating guard down the hallway.
Kaltuk gave the plate a stiff eyeing and then plopped to the ground, waving his hand dismissively. "You can have it, I won't crumble so soon."
Nurgg shrugged and picked it up before the dwarf could take it back. Moving only far enough to pick up the plate, he quickly retreated to his corner. Aware of how much like a trapped animal he was acting, he lowered his head and focused on shoveling the food in his mouth too quickly to smell it.
"Well! You waste no time, do you?" asked Kaltuk with a laugh like a bark. The dwarf eased back against a wall and took a sip from the skin at his side. "I suppose you must need something to mark the days. It's probably hard, isn't it? Holding on to something? I'd reckon so. I was a prisoner once, you see, so I understand. For a full month I had to sit and consider what each day could offer when there was nothing to do but wait, and it did quite a number to my noggin', let me tell you..."

~~~
Hours passed and still the dwarf continued. Nurgg had stopped trying to separate the dwarf's ramblings into distinct topics and instead simply focused on the flow of the words. As much as he hated to admit it, he couldn't help but keep listening. Hearing the dwarf talk about anything but this place reminded him that there was something more out there, that he himself had once been a part of it. Besides, the dwarf spoke animatedly, gesturing wildly and occasionally laughing deep from his gut at one thing or the other he'd said, pausing only to partake of his ale skin. Kaltuk was a captivating speaker, of that there was no denying.
"... and I must admit, of all I miss, I miss my children the most. If not for them, I wouldn't spare a thought for the place at all. Perhaps you have a family, perhaps you don't, but if you did --"
"I did," blurted Nurgg. The sound of his own voice startled him even more than the fact he had spoken at all. Though he hadn't seen it coming, the words had forced their way to the surface, and then out. "I had a family," he continued, gaze leveled at the stunned looking dwarf.
The dwarf was stunned. Then, he slapped his knee. "Aha!" he said. "I knew you were still in there somewhere. I knew you couldn't be all gone." He rose to his feet and took a few steps forward. Nurgg considered him a few moments, and then shrugged, and nodded. Kaltuk lowered to a crouch beside the ogre and rocked back and forth on the balls of his feet, taking another swig from his ale skin. "Now, my friend, as much as I love to speak, I think you need it a bit more than I. Tell me about this family.
Nurgg lowered his head, listening to the sounds around him. In the distance, he heard the soft sound of weeping, and a single piercing cry, and the shuffling of timid feet. The stone wall he leaned against was cold, and wet, and his skin sucked in that cold so that even the tips of his fingers and toes seemed to feel it, numb and awkward. The Nurgg who lived in this almost ruin of a city was not a man with a family, or a trade, or a clan. He lugged stones and broke ground and did as he was told. Could the other Nurgg, Nurgg of the Rockchest clan, come back out after so long?
The moments ticked by and Kaltuk watched him expectantly.
Finally, he opened his mouth and said, "There was an ogre called Nurgg of the Rockchest clan. He made weapons like no ogre could. Strong weapons. Sharp weapons. He had a wife. He had children. He had a name. He did not eat offal or lug stones for lesser beasts. This was until his rival killed his family, and none in his clan would give him the vengeance he deserved. There was an ogre named Nurgg Rockchest, and that ogre was me..."
In a stream of words, the Nurgg that was began to wake up.


It took only five days for Kaltuk Ironstein to hatch a plan for escape. Nurgg watched the dwarf, amazed, as the plan was laid out before him. Nurgg had been here for twice that many years, and never had he truly considered it, but then, the ogre who had wandered in here so many years ago was broken, drowning in grief. Had Nurgg of the Rockchest clan not been broken by the slaughter of his family, and the betrayal of his clan, he would not have been pacified so easily.
Kaltuk traced imaginary lines along the ground, visualizing their pathway to freedom. "It's a good thing we aren't in that village of theirs. There'd be more of them there. They can lock us tight here, but it's all but empty in the night time. It'd mostly be upon us to get past the cell guards, and we're on our way. Well, excepting the perimeter guards... and the scouting parties that circle regularly. I ken get us past the cell guards, trust in that, if ye can fashion us some weapons to get past the rest."
Nurgg cleared his throat, hocking a thick glob of slime to the ground. "This is a dead man's task."
The dwarf pressed his eyebrows together and gazed at Nurgg. "You aren't thinking of backing out, are you?"
Nurgg muttered under his breath and looked away. "We will die, most like," he repeated. "That is all."
Kaltuk stood and walked to Nurgg. The ogre felt a distinct sense of discomfort as the strange little man approached and set a hand on his shoulder. "Tis high time for you to leave here, my friend, whether by death or flight," he said. "We're not young, anymore, not you nor I, and it would be a crime to spend the rest of our days here in the dark. There must be time for one last great adventure for two such hearty souls. Maybe we'll die, aye, but we'll die with glory." The dwarf pulled his hand back and shook the pouch at his side. "Besides, my ale will be runnin' dry soon, and then I'd just prefer be a dead man."
Nurgg folded his arms across his chest and cast a glance down the hallway, listening to the not too distant chatter of the prison guards and wishing the conspirator could keep his voice down. "You speak pretty, dwarf," said Nurgg, "but I don't know yet if you speak true. I will listen, though, if you keep your voice down."
"Fair enough, brother, fair enough!" said Kaltuk. The dwarf lifted his aleskin and tapped it with shining eyes. Nurgg eyed it skeptically.
"You plan to drink us out?" asked Nurgg.
"On the contrary, I plan to drink them out," said Kaltuk, lowering his voice to a hush. "Aye, I plan to drink them out."
Nurgg was shocked to find that nothing about that statement seemed strange to him. He shrugged and said, "If you think you can do it."
"Think I can? Hah! I know I can. They used to sing a song about me, you know," said Kaltuk, chuckling to himself, "and about my love of a good drink. They don't sing it so much anymore." His voice grew high and wistful as he began to sing, "Raise 'em high for me boys... And drink 'em low for me boys... Raise 'em high for me boys... For I'll soon be on me back."
Kaltuk's voice trailed off slowly before quieting. There was a moment of silence as the two figures sat solemnly in the dark. "I'd like to hear your song sometime," said Nurgg.
Kaltuk grinned and clapped a hand on the ogre's back. "My friend, if we get out of here, you shall."



End of part one...
Escape from Guk (part 2)

On a recent expedition into the lair of Trakanon, a team of adventurers uncovered a satchel of ancient parchments. On those parchments were a series of writings by an unknown bard by the name of Eylee Zephyrswell. Gnomeish scolars have dated the documents to some time within the heart of the Lost Age. This is the second of those writings...



From the pen of Eylee Zephyrswell --
This tells the account of the escape of Kaltuk Ironstein and Nurgg Rockfist from Guk and the hands of the trolls. My friends told me the tale over many an open fire, quibbling over the specific details. I most often stuck to Nurgg's account, as he is not quite as prone to exaggeration as Kaltuk.
Escape from Guk
Part II

The halls of Guk were the deepest dark. With the prisoners' confines afforded no windows, the only light came from the torches in their stone sconces, and as the night wore on, those torches dimmed to the point of near extinguish. Nurgg sat at the edge of the cell in one of the small slants of light given off by a nearby torch and retrieved a piece of wagon wheel banding he had stored in a gap between the cell wall and the floor. Squinting in the light, he ran his finger down its edge. Dull, dull, dull, but perhaps he could do something with it.
The sound of Kaltuk's snoring filled the cell -- an unlikely blessing. If Nurgg was really going to do as he had set down to do, then the noise might help mask the sound of his work. He held the thin, brittle piece of metal in one hand and a whetstone he had lifted from one of the guards in the other. Staring at them, he released a heavy sigh and leaned his forehead against the bars.
But he didn't let himself stay there long. After a few moments, he sat up and began grinding the stone against the metal in a futile attempt to sharpen it. He began at first softly and then more fiercely until sparks burned the skin of his hands. Grinding away, he felt his teeth clench and the muscles of his neck tighten and everything in him became focused on the act. He began to think to himself that maybe the dwarf wasn't so crazy, that perhaps this really could work, and that maybe some day soon he would be free of this place.
But then, the banding snapped in his hands, one half clattering to the ground and the other hand gripped between his fingers. Breathing heavily, he sat for a few minutes, frozen and staring at the remains of his work.
With a grunt of frustration, he tossed the whetstone across the cell so that it clattered off the wall and fell down onto Kaltuk's chest. The snoring stalled for only a moment before resuming, and the whetstone traveled up and down with the rise and fall of the dwarf's slumber.
Nurgg's head fell heavily against the cell door again as he felt the burning in his hands subside and the emotion the act had stirred in him quell until his usual feeling of numbness had returned.
Sitting in the deep dark, he muttered to himself, "A dead man's task. This is nothing but a dead man's task."
It was a good thing, he was later to say, that at that time, he was no better than a dead man.


Nurgg sat in the back of the cell scratching at the dirt between the stones of his cell floor with a fingernail as Kaltuk rapped his hands against the cell door. "Hey there! You lot paying attention?" he shouted. "Come here if you have the mettle to face my fearsome mien."
There was quiet down the hall in the station where the troll guards forever sat, gambling with bones and drinking their foul liquor. After a moment, one of the guards came shambling down and with a frown said, "What's this? What are you on about, dwarf?"
Kaltuk pressed his chest against the bars and raised his aleskin. "I'm dry; can you good sirs fill me up?"
The troll took one look at the aleskin and let out a peal of shrill laughter. Turning, he called down the hall, "Little dwarfsie wants some of our grog, boys!"
The chorus of laughs that followed did nothing to deter Kaltuk. In fact, it only seemed to encourage him. He stood up a little straighter and said, "You're right in assuming your spirits are quite foul, and if I had any choice in the matter, I'd nay drink them for all the gemstones of Kaladim, but I'm dry, and that's enough to drive any dwarf to desperation. You'll not find my constitution lacking when it comes to a stiff drink, I promise you that."
The troll scratched at a boil that protruded from his temple as he seemed to consider it. "All right," he said with a snicker. "You can drink with us, dwarf, but only if you drink all that we give you."
"A fair deal, indeed," said Kaltuk with a bit of a bow. "I only ask that for every two I drink, you all drink one as well. I hate to drink alone."
"Two for one?" asked the troll. "Haha! I believe we can promise that." Nurgg watched with mild amazement as the door swung open, and Kaltuk, pausing only long enough to lean back and wiggle his eyebrows at Nurgg, followed after the troll.
Minutes passed, and then tens of minutes, and then what must surely have been hours. In the distance, the trolls all chanted as Kaltuk downed flagon after flagon, followed by a hearty roar from Kaltuk as they took their compensatory drink. Nurgg felt every moment tick by as he wrapped his arms around his legs and watched the cell door, half-expecting the trolls to deliver an unconscious dwarf at any moment and barely daring to hope it would be otherwise.
But as the night drew on and morning threatened to arrive at any moment, the chanting grew quiet and slurred and only the dwarf's voice continued to resound. Finally, when Nurgg had all but gone insane with waiting, Kaltuk's blue clad figure stumbled up to the cell door, fumbling with a ring of keys.
Nurgg shot to his feet and crossed the space of the cell in two steps. Kaltuk swayed dangerously as he stared up at Nurgg and said, "You didn't think I could do it, did you? Well, I have done it! Tell my wife and all those miserable elders that I am still a penitent! That I still deserve a place in Kaladim! Let it be known that Kaltuk Ironstein never failed to drink for the glory of the gods! For Brell Serillis, that miserably ungrateful whelp! I did it all for you, do you hear me!"
The ogre waited uncomfortably through the dwarf's diatribe, glancing constantly down the hallway. The guards were well unconscious, of that he was sure, but there were others to hear what was going on. Already, other prisoners had begun coming forward and staring at them from the doors of their cells.
"Do you hear me?!" shouted Kaltuk, thrusting his head back.
"I am sure Brell hears you," said Nurgg through gritted teeth. "All of Guk can hear you. Be quiet, you drunken fool."
Kaltuk peered through one eye at Nurgg. He raised one indignant finger and then toppled forward. It was all Nurgg could do to catch him through the bars and wrest the key ring from his hands. Minutes later, he finally had the door open. Kaltuk hadn't so much as stirred since losing all consciousness, and in the distance, Nurgg swore he could hear footsteps. "You poor little fool," grumbled Nurgg. He knelt down and drew out the crude machetes he had made in a more successful attempt to fashion them some weapons.
Hoisting Kaltuk, he threw him over his shoulder and began to retreat.
"Don't leave us! Please!" Nurgg whipped back and saw the froglok from the construction site. The voice was soft and feminine, and he could see tears in her eyes. Nurgg looked at the keys in his hands and then back at the froglok. He stepped back only far enough to throw them to her cell.
"I am sorry," he said. "Free yourself, if you can."
With that, he set off, Kaltuk's limp body slapping against his chest and back.

~~~
It was difficult for Nurgg to recreate what followed, and Kaltuk was, for obvious reasons, little help. When trying to describe it, he admitted to have felt as if he were in some sort of trance. Years of servitude were shed further with every step, and he had to command instincts to resurface that had long since gone dormant with neglect. And if the events that followed had not been of such an unusual caliber, maybe then it might have been easier, but they were most unusual, and Nurgg did all that he could to carry Kaltuk and he through them with their lives in tact.



End of part two...
Escape from Guk (part 3)

On a recent expedition into the lair of Trakanon, a team of adventurers uncovered a satchel of ancient parchments. On those parchments were a series of writings by an unknown bard by the name of Eylee Zephyrswell. Gnomeish scolars have dated the documents to some time within the heart of the Lost Age. This is the third and last of those writings...



From the pen of Eylee Zephyrswell --
This tells the account of the escape of Kaltuk Ironstein and Nurgg Rockfist from Guk and the hands of the trolls. My friends told me the tale over many an open fire, quibbling over the specific details. I most often stuck to Nurgg's account, as he is not quite as prone to exaggeration as Kaltuk.
Escape from Guk
Part III

The morning was just beginning to break as Nurgg emerged from Guk, and it was unlike any morning Nurgg had ever seen before. The sky was lit with an eerie purple cast, and veins of silver light threaded through what seemed like gold specked dust clouds high above him. Nurgg had met no one progressing through Guk, but he found where they had all gone.
The ground in front of the crumbling stone city was littered with bodies – all of them trolls and all of them with wounds that had bloated in shades of purple and blue and black. What enemy, he wondered, had come through here and not managed to lose one of their force, when the trolls had lost so many.
Kaltuk had begun to stir and mutter by the time they emerged and Nurgg hissed, "Quiet, Kaltuk. Quiet."
Kaltuk muttered something inaudible and seemed to fall back into unconsciousness as Nurgg stole across the earth, glancing from side to side. Just as he was about to enter a line of trees, a troll reeled up in his pathway, gripping a long, wicked blade. Panic surged up in him for just a few moments before he reminded himself, "A Rockchest doesn't fear one measly troll." Though the years might have taken their toll on him, it had taken a whole squadron of them to bring him down when he was caught. This one would not stand in his way. He raised the machete and brought it down quickly through the troll's chest, but just before he did, he started as he noticed the troll's eyes. They were completely black, and where the machete struck, darkness seeped out from the wound.
Nurgg broke into a run, pushing his way into the surrounding swampland and away from the carnage. He continued running, even when his feet stopped hitting dry land and started sinking deeper with every step, coming up with sick slurping sounds as the ground grew less and less sturdy beneath his feet. Finally, it was no longer possible to go above a walk, as he was trudging through knee deep water. Only then did he notice the way in which the swamp was completely silent. Despite his time beneath the ground, he knew immediately that something wasn't right. There should have been a buzz of insects and the flap of swamp birds as they flew through the low hanging trees and high stalks of willowy reeds, but there was none of that.
All of the sudden, a beast descended down in front of them. It was all Nurgg could do but react. Rockchest or no, the sight before him was enough to make any ogre quake. He swung wildly with the machete, aware only that what was before him was unlike nothing he had seen. It had no eyes, only an expanse of black skin and long, lashing tentacles. The noises it made drove him to want to drop his machete and drunken dwarf and clamp his hands over his ears, but he didn't. Acting without thought, he slashed and hacked furiously. Finally, he managed to shove one of the machetes deep into the creature, and immediately he was struck by a single cry so sharp that he did indeed drop all he was holding into the swamp. Nurgg fell to his knees with a groan. After a few moments of waiting expectantly for death, he finally opened his eyes and dared to move. He felt blood, wet and sticky, as he drew his hands away from his ears. Kaltuk floated beside him in the water – face up, by good fortune, with his mouth agape – but the creature was gone, having disappeared completely and left no trace.

~~~
They encountered no more of the creatures, but Nurgg had often hidden the two of them beneath overhangs when he heard the sound of nearby combat. Frequently, these skirmishes concluded with the sound of trolls screaming in pain and defeat; only rarely did he hear anything that indicated any trolls had survived. Throughout the day, he heard many more of those unnatural wails and every time, he fought the urge to fall to the ground and cower like a child.
He walked far into the next night before it had been long enough since he had encountered combat that he dared to think of stopping to rest. By then, Kaltuk was snoring lightly and stirring more frequently. When he had finally found them a suitable spot to camp and had already gone about the business of stirring up a fire, the dwarf let out a monstrous yawn and sat up. Kaltuk blinked heavily and looked around in a daze, finally stopping and regarding the ogre. Nurgg sat stirring the fire, dimly aware of the dwarf's eyes on him, unable to stop going over the day's events in his head.
"Well?" asked Kaltuk, breaking the silence. "We survived, then? Or is this some vengeful god's idea of a blissful afterlife?"
Nurgg looked up and caught the dwarf's gaze. Something in his face must have struck his companion, because Kaltuk's eyes widened. Before the dwarf could say anything else, Nurgg said, "You have first watch."
With that, he curled up by the fire and rolled over. Kaltuk gave no hint of protest, and in time, he fell asleep; but his dreams were troubled with the black, soulless eyes of the troll he had encountered, and the high, piercing wail of the creature that no doubt had something to do with them.


Nurgg woke up some time just before sunrise. Kaltuk sat cross-legged on the other side of the fire, which had burned low in the night, regarding him with curiosity.
"You didn't wake me," said Nurgg, sitting up slowly as the stiffness in his joints argued against moving.
"You seemed like a good sleep was in order," said Kaltuk with a faint smile. "Aside from that, I feel oddly refreshed. Just how long was I out?"
Nurgg shook out his stiffness as he stood. "Long enough," he said.
"Ah-hmm," said Kaltuk. "Now, would you mind explaining just what happened? And why it was you cried out in the night? I've not been sharing sleeping space with you for too long, but it's been long enough to know that's not usual."
Nurgg considered how to answer. "We escaped," he said. "But the trolls did not." He explained about their escape, and about the field of dead trolls, and the troll with the black eyes. Finally, he told of his encounter with the beast and of the skirmishes he did his best to avoid for the rest of their run. Kaltuk sat and took it all in with a surprising stillness. His brows were knit together tightly as he regarded his companion and the tale.
"I think it was fate I came here," said the dwarf, when all that needed to be told had been said. "I think it's fate we ran from that place when we did. Nurgg, I would be very surprised if you and I did not have some great destiny waiting for us, and if these beasts didn't portent that Norrath has some very dire destiny coming for it."
Nurgg considered his companion's assessment before responding, "We should move."
Kaltuk laughed, and Nurgg was surprised to find how pleasing the sound of it actually was. "My friend," said Kaltuk, "you have proven thus far to possess a great deal of simple wisdom, but never have you uttered such wise words as those."

~~~
Around them, the sun seemed to strengthen as the overhang of the swamp began to thin, allowing resilient shafts of light to penetrate and brighten their path. Every step they took away from Guk seemed to remove a stone that Nurgg had been shouldering for, he realized, quite some time. The sounds of life had begun to return by midday, and Nurgg had to reflect that he had never been so glad to swat a biting fly.
"So, do I remember correctly that you were heard to say you wanted to hear my song some day?" asked Kaltuk.
"Maybe," grunted Nurgg. "Does that mean you have to be the one to sing it?"
"Ahh, there's no backing out of it now, my friend!" said Kaltuk with a grin. Perhaps it was indeed time for a song. Nurgg shifted on his feet, and tipped his chin to Kaltuk in ascent. The dwarf seemed to spring a little as he launched into it. "They used to sing it in all the bars of Kaladim! Back when the Church of Ale was growing in faithfuls by the day, with yours truly at her head. And it went a little something like this..."

Why, let me tell you a story of a lad most dry!
Always stone cold sober, oh it makes me cry...
To think this lad didn't know the joy!
Of a dark frothy ale... Let us pity that boy!
The Flight of the Mudskipper (part 1)



By the pen of Eylee Zephyrswell --
Though the tight lipped Professor A.M. Fiddlewiz was sometimes difficult to coax a tale from, Twiddy enlightened me many a time with the tales of their shared past. Like many halflings, he has an innate storytelling ability that would shame many a trained bard, or at least he carries on as if he does.
It is clear that the more I get to know my companions, the more I have come to believe they were all in some way fated for this journey. Of them, only I seem out of place, as if I somehow forced the hand of fate to include me.
The sun dropped low in the sky, and as it cast a final spray of light on the tree tops of the Misty Thicket, a chorus of voices rose up from the village of Rivervale. The home of the halflings was dressed in all the colors of Myrthday, and the sunset marked a shift in the festivities. Over the squeals and squeaks of many a successful prank were the songs and cheers of a birthday celebration, and not just any birthday, this day marked the 50th year that Twiddy Bobick had walked, skipped, and jumped his way across Norrath, and the whole of the village came out to celebrate him as he entered his prime. Merrymakers flooded into the party in a parade of costumes and dancing; debutants wore masks and mocked the lads close at their heels, old folk dressed as characters from tales to delight of the infants, and young ones hobbled in atop stilts in their fake beards and oversized tunics, scolding elders in mock ups of their own voices.

Twiddy stood at the helm of his boat and raised a drink high. Below him, the crowd let out another cheer and lifted their own drinks before taking a long swallow of whatever spirit they had filled it with. The scaffolding that held the R.N.S. Mudskipper up high in the center of the vale was surrounded by a mess of tables spilling over with juicy roasts stuffed with cabbage and apple, and salads of wild spring lettuce topped with shavings of roasted nuts, and crispy jum-jum pies with their sugared purple insides. Though the boat might one day hold a mess of passengers, it was in the middle of construction and its deck had just enough room for Twiddy and his most honored guests. Twiddy himself sat on poop deck presiding over everything like a king at his court, and the town elders, as well as Twill and Liddy Bobick, his well aged parents, sat below him on a long table of fresh oak that his father had just put the finishing touches on that day. Everyone beamed with pride and good drink, Twiddy's father more than any other. He spent the whole of the night boasting of his son's fine skills; Twiddy had already proven to be an accomplished carpenter and was bringing them the first of many vessels in their very own halfling navy, so there was much to celebrate.
Our young shipwright drank as much as any, swallowing cup after cup of honeyed dandelion mead, and as the night wore on, and he listened to his praises sung again and again, Twiddy grew bold. Finally, as the ship was praised for what must have been the many dozenth of times, this particular time by the venerable Rothbur Tagglefoot, Twiddy interjected:
"Aye, a good ship she is, she'll certainly give the birds something to talk about!"
The party atop the ship all laughed. Rothbur Tagglefoot tipped his head to Twiddy, exhaled two long strings of smoke from either side of his mouth, and said, "Yes, the birds, and the fish too, I'm sure."
Twiddy shook his head and said, "I doubt the fish will see much of her when she is so high in the sky."

There was a pause before the laughter this time, as everyone stopped to consider his meaning. Tagglefoot took a long drag off of his pipe before pointing its end at Twiggy and saying, "You mean she will go so fast they won't have a chance to see her?"
By this time, the revelers below had begun to listen to the conversation above them, watching as Twiddy staggered about the poop deck making grand, sweeping gestures as he spoke. Twiddy shook his head yet again, emboldened by alcohol and a desire to share his secret that had been building for months, before saying, "I mean exactly what I say. This ship is bound for the sky, not the waves."
This time the awkward pause was even longer, but finally everyone laughed. Below, a group of chorus boys and girls began to spin a song about Twiddy and his flying ship. The ditty quickly caught on, with all the revelers chanting it.
"A very fine prank, young Bobick," said Tagglefoot, leaning back in his chair.
"But it's no prank," said Twiddy with an edge of frustration to his voice. "This ship is meant to fly."
This time the silence went unbroken until another elder, the portly Brombbo Stoutloam, said, "If I take your meaning to be the product of the vale's honest truth and not the drink in your hand, Twiddy Bobick, then you mean to tell me that you have been lying and using what we gave you to be so foolish as to try to build a ship that would fly?"
"I wouldn't say I lied, Brombbo," said Twiddy, shrugging. "I said I would be building us a navy, used to travel to distant lands and keep our borders safe. It was you who assumed it would be sea bound."
There was another moment of quiet before the deck exploded with angry voices. Only Twiddy's parents remained silent and still, staring at the clamor around them. Twiddy scrambled away from the surge of angry elders as Rothbur Tagglefoot tried to grab him by the ear and Brombo Stoutloam tried to kick him in the pants and all the other elders went at him in their own way.

Below, the partygoers assumed that all that was going on above them was intended and laughed to stitches over it, continuing to sing Twiddy's song.
Finally, Twiddy stopped scrambling, stood up straight, and pointed off into the distance. All the elders stopped their pursuit and stood, glaring, waiting for what he had to say. "This is my ship!" said Twiddy. "And I say, walk the plank if you won't believe me!"
Rothbur Tagglefoot stepped forward and said, "Twiddy Bobick, your birth might have been spectacular, but that is all that has ever been spectacular about you. You can no more make this ship fly than I can teach a fish to talk. You have shamed us all, as surely as you have shamed Bristlebane by declaring this foolishness on his day of all days. I will make my Myrthday elsewhere."
Tagglefoot began the slow descent down the ladder resting against the side of the boot. After him followed each of the elders, pausing to cast a good glare at Twiddy before they went. Finally, only his parents remained. His father stopped before him, looking deep in his eyes, and then dropped his head and shook it, following the elders out of the boat. His mother, Liddy, stopped and put her hand on his shoulder.
"Perhaps it can still sail the seas, Twiddy," she said with a weak smile. "I am sure this business can be turned around for the best."
Twiddy took one look at her and then out at the crowd, which still sung their ditty in high voices. In the morning, when intoxication had worn off, and the elders spread the truth of what had happened, the village would no longer find it quite so funny. Twiddy let out a long sigh and pulled away from his mother. "It can't be anything but what it was meant to be, mum," he said, "and neither can I."
Liddy clasped her hands together and watched him retreat to the captain's cabin of the ship that was meant to fly.


Twiddy Bobick was nearly never born. Well, born he may have been but it would have been a very short stay in the wide world of Norrath. You see, Liddy and Twill Bobick had been enjoying a picnic on a fine Myrthday on the banks of Scratchbottom Pond when the young Liddy went into labor before her time. Young Twiddy came out as if in a burst and tumbled straight into the pond. Twill ran after him in panic, but in the briefest of moments he had disappeared beneath the surface of the water. Though the poor father plunged into the water and searched through the silt of the pond for his errant boy, it was to no avail.
The couple had nearly given up, and their tears flowed freely, when the sound of a baby giggling on the opposite bank caught their attention. Not nearly daring to hope, they ran to the sound, and there among the reeds they found their baby gurgling happily and chewing on a piece of green plant. Though Liddy knelt to scoop up her boy, Twill spun to search for any sign of who might have rescued his child. For a few moments, there was no sign of any presence save his own small family, but then he glimpsed a froth of curly black hair and a flash of gold and green scales slapping the surface of the water before disappearing into the depths below.

So it seemed a mermaid had touched young Twiddy's life, and from then on forward, neither a birthday nor Myrthday could pass without the tale being spun around firesides. And as this taleteller has told, many had taken the birth to mean he was fated for great things, but as more time passed, and his dreams grew more and more outrageous, the power of the tale wore thin and similarly so did the faith of the elders in his dreams. From here on out, it would be on the shoulders of Twiddy, and Twiddy alone, to prove his dreams were more than just fancies, but realities waiting to prove themselves.
The Flight of the Mudskipper (part 2)

On a recent expedition into the lair of Trakanon, a team of adventurers uncovered a satchel of ancient parchments. On those parchments were a series of writings by an otherwise unknown bard by the name of Eylee Zephyrswell. Gnomeish scolars have dated the documents to some time within the heart of the Lost Age. This, the second story to be pulled from those documents, deals with an odd little halfling and his even odder gnomish companion.

For weeks, none but Twiddy set foot on the Mudskipper. When any came close, a ballista launched rotting food their way. For his part, Twiddy sulked around on deck. The truth was, he hadn't been anywhere near achieving flight with his contraption. He had built the boat to what he believed would be suitable specifications necessary for it to travel aloft, balancing and rebalancing time and time again; but it was lacking any necessary mechanism to actually perform the lifting. In order to keep trying to find the necessary mechanisms to lift the boat into the air, he was going to need support, and they'd all but cut him off from that.

Twiddy was lying within the crow's nest and gazing into the sky, waiting patiently for some inspiration to hit -- after all, if he was truly destined for this, it was not so foolish to think the answer might be written in the sky -- when his ears picked up a ruckus some distance off. He sat up and peered over the edge of the nest. From his vantage, he was able to watch in plain view as a giant metal wheel rolled through the tunnel leading through the village and down the pathway. Halflings were scattering this way and that out of its pathway, children screaming in excitement and mothers screaming in earnest. Twiddy squinted, studying the contraption attached to it. There was some sort of small cabin with a similarly small driver inside of it, and a series of pipes attached to the back of the wheel belched smoke and steam. The halfling watched as the wheel rolled and rolled, noting as it drew closer the stream of frustrated shouts that were coming from the cabin of the strange craft. The wheel veered wildly to the left just as it was about to run into one the small red-roofed cottages that the Stubtoes called home. It careened into a creek and stuck fast in the gooey mud of its bed.
Twiddy scaled down the mast of his ship and then down the scaffolding to join the flood of halflings running to check on their curious visitor. Rivervale was no stranger to visitors. Especially in recent times, as the elves of the Elddar Forest flooded out of its dying canopies to make for new lands, they played hosts to visitors nightly, and as their hospitality was considered only second to their good cooking, their inn had remained almost solidly booked.

This particular visitor was one of the strangest they had received in some time. Climbing out of the jumbled mass of metal, a gnome appeared muttering a string of words and numbers to himself. He was dressed in such a way that nothing but his eyes and bulgy nose were visible, and his eyes only remained visible until he pulled goggles down over them and stuck his head straight into the creek to survey his craft. His head was covered by a bulky cap, his mouth by a scarf, and the rest of his clothing seemed to serve as a tool shelf. Odds and ends stuck out everywhere from his person.

While everyone else stared on in fascination, Twiddy stared on in excitement. He knew the gnome to be one Professor A.M. Fiddlewiz, and they had met some years ago when Twiddy undertook a journey to find the mermaid who had rescued him from Scratchbottom Pond. On his way north to the Everfrost peaks, his boat had fallen to disrepair, and he needed to moor it in an elven outpost known as Fayspire until it had been fixed. Fiddlewiz had in his possession the only book on shipcraft that could be found in the Fayspire library, and in exchange for a lift to the north, the gnome had offered his help in repairing the vessel.

They had parted ways then without much of a thought of seeing one another again, but Twiddy knew that the gnome's timing was nothing less than the destiny he had been waiting for. He pushed his way through the crowd, crying, "Fiddlewiz! Fiddlewiz!"
When he had finally reached the creek's banks, trying his best to ignore the laughter and chanting that had started up behind him, Fiddlewiz was waiting for him. The gnome had by then settled down to lean against his vehicle and light up a pipe. Twiddy smelled a distinct scent of moon's glow root, and knew it for elven tobacco.

"Professor A.M. Fiddlewiz," said Twiddy as he finally reached the gnome and leaned over, panting, "I don't know if you remember me, but we journeyed together so many years ago on our way to the north." The gnome regarded him and then, after a moment, nodded. Fiddlewiz pulled up the goggles onto his head and unwrapped the scarf, smiling.

"Twiddy Bobick, if I recall correctly," said the gnome.
Twiddy nodded rapidly. "The very same!" said Twiddy. "And how is it you've landed here, friend?"

The Professor looked at Twiddy and then back at the wheel and said. "My craft's stuck," he said. "I lost control just as I hit town. I believe it may have to do with the mechamagical carthine converter, which, you see..." With that, the gnome proceeded to launch into a full explanation of the inner workings of his machine, which caused more than one halfling to doze off before it was through. "And that is why I am going to need to ask for your hospitality."
Twiddy nodded, and said, "Of course! Of course! I believe the inn may be full..."
"No it isn't," piped up Sully the Innkeep from behind them. "I've at least two good rooms empty."

Twiddy shot a glance of annoyance back at Sully and then looked back at the Professor. "Well, the inn is always very crowded," he said. "You are more than welcome to stay with me on my ship. There's plenty of room for another"

Fiddlewiz looked long at Twiddy and then back at the crowd. He shrugged and said, "It's always a pleasure to talk with another craftsman."

Twiddy led the Professor away from the crowd, who watched the pair go with curious eyes. How did Twiddy know such a curious individual? Everyone supposed it must have been on the journey he went on so many springs past, and as that memory was stirred, stories of Twiddy's uncommon fate began to resurface, and by nightfall, Twiddy's humiliation on Myrthday had all but disappeared as the village of Rivervale remembered why they had once believed in Twiddy in the first place.
For Twiddy and the Professor, it was a sleepless night. Twiddy showed Fiddlewiz what he had built so far, and all the notes he had been making in regards to his studies of the possibility of flight. Fiddlewiz looked over it all quietly, only now and then muttering an equation to himself and then shouting the answer gleefully. Finally, when all was said that could be said, and Twiddy stared on at Fiddlewiz hopefully, the little gnome nodded a short, quick nod and declared:

"This is a challenge meant for a gnome. I'm going to stay with you and work on this whether you like it or not, so I hope you are amenable."

Twiddy grinned ear from ear, as all night he had been dancing around asking for the Professor's help. As the new day broke, the halflings of Rivervale peered out from their windows to see Twiddy scurrying around with planks and lengths of cloth and ropes of all lengths and thicknesses, and in the background, Fiddlewiz drew out equations in the dirt with a stick, occasionally stopping to shout something at Twiddy. The town buzzed with excitement. Even the elders couldn't deny that something great seemed to be coming for the village of Rivervale.

But there were none who could claim to be as excited as Twiddy himself, who saw, piece by piece, his dreams assembled before his eyes.


It was in his twentieth year that Twiddy Bobick had first met Professor A. M. Fiddlewiz. Though not yet an adult, it came upon Twiddy that he should make a journey unlike most halflings ever would, due to circumstances most halflings would never understand, and creatures they would never meet. You see, as a young child, Twiddy had been terrified of water, and on a day when he should have been in swimming lessons, he was instead running wild and had his first encounter with the mysterious Drafling. The tiny green dragon with the face of a halfling and his servant, a stoic ogre with a penchant for chewing on tree bark, rescued the young lad from a swarm of angry bixies, and in that meeting, gave Twiddy his first taste of destiny.

While comforting the frightened child with pieces of jum-jum toast, the Drafling got to talking, and in his talking, revealed a thing or two about Twiddy's past and future.
"Tell me, why do you fear the water?" asked the Drafling, amid a cloud of sweet dragon smoke.

"When I was born I was swallowed up by Scratchbottom Pond!" said Twiddy, chewing the toast as he spoke. "If it were not for a kind mermaid, I would have drowned. She scooped me up and threw me onto the edge of the pond."
"Lasydia! That was Lasydia you were saved by. She's the queen of all mermaids. She must have swum down from the Nest. I hear she visits the frozen lakes of Norrath while on holiday." The Drafling nodded matter-of-factly. Behind him, the ogre grunted and tore a strip off a nearby tree.

"Lasydia!" said Twiddy, wide-eyed. "The queen of all mermaids? Do you think she might still be watching over me?"

"Ahh... No!" The Drafling shook his head. "That's a bit much to expect anyone to do out of the simple goodness of their heart. You know what though? You might be able meet up with her someday and do something nice for her, I bet then she would be there to save you from drowning for the rest of your life."

Twiddy jumped to his feet and came straight up to the Drafling, clasping his arm; the Drafling looking on with amusement at his boldness. "What can I do? Where can I find her? Will she come back to the pond?"

"Slow down, lad. It's not like Lasydia to venture here. I doubt she'll be back to this little vale. But you might be able to meet up with her at the Nest. Yep, that is your best bed, lad."
"Can you take me there? You are the Drafling and you can use your magic tower to get up and walk all the way to the Nest you speak of. Will you please take me?"

"Look, lad..." The Drafling pushed him away and turned around, trundling across the clearing in which they sat. "You're a good stout and all, but my tower is neither child proof nor leg advantaged. You'll have to get to the Nest on your own. It will be a long and dangerous trip. The Nest is hundreds of miles beyond the horizon, far into the wintry lands to the North. Good luck with that one, lad!"

"Please help me Mr. Drafling! I am just a child, and a cowardly one at that. I can't survive a trip to the frozen Northlands."

He turned back to the boy wearing a deep smile. "You are many things, Twiddy Bobick, but a coward you are not. Don't worry, lad. Lasydia won't be on holiday in the Nest for another ten years. You'll be a full grown stout by then. And I am sure you will make the journey then. As I am sure you will make many journeys in your life and do many great things. For now, be the child that you are and worry not about such things."
The Drafling blew a plume of sweet smelling smoke into the boy's face, and Twiddy faded into dreams, barely remembering the encounter until many years later when it would come for him to make that journey, though in those brief moments when he would remember it, he always stopped to wonder, "How did the Drafling know my name?"

When it came time for that journey to be made, the Drafling did not appear himself but rather sent his ogre companion, who still spent his time chewing on bark. The two travelled north, passing through lands belonging to elves and barbarians and all other manner of folk Twiddy had only ever seen in passing. They glimpsed the Elddar Forest in its final days, walking silently through dried out husks of what had once been the world's greatest wood and passing retreating groups of elven refugees, and they had met Fiddlewiz while in one of the last outposts of the elves off of Faydark. Along the way, Twiddy learned much about building a ship as he struggled to keep together their small ship. Battling gnolls and building ice shelters and dodging bloodthirsty clans of thanes, they finally reached the fabled pool, and waited many a long night for the mermaid queen to appear. Finally, in a mist, they caught sight of Lasydia at the highest point of Mermaid Rock.

"Who is it that comes to visit?" she asked with a voice that lilted like a haunting melody. "Why, it is the Scratchbottom newborn all grown up. What brings you to my holiday home?"
Twiddy mustered all his courage and glanced at the ogre, who nodded at him. "I have come to thank you for saving my life when I was born... with the hope that you can remove my fear of the water."

Taylisia smirked and even as she smirked, her face was enchanting to look upon. "Young halfling, you need not fear to drown. There is much below the surface of pond, lake, and ocean that is too beautiful to lose to fear."

Looking doubtful, young Twiddy frowned and said, "Please, the Drafling said you could help me."

"Listen little halfling, and listen well. I saved you only as a favor to that funny little man. It is not in my nature to play guardian to the creatures of the land, as there are too many below the water that need me." The mermaid drew closer to Twiddy, and as she drew out of the water, what had once been a fin became a pair of long, elegant legs. "The puffing man wishes you to fulfill your fate. Such a destiny would have been destroyed had I not stepped in, so I was happy to play my part, but would likely never even have noticed your presence had he not alerted me."

"Destiny? What destiny? This destiny? To come here? I've already done more than many of Rivervale dare to dream by coming here. But..." He looked at the mermaid sheepishly. "I can't help but hope there is more."
Lasydia smiled, and the smile was beautiful to behold. "Oh there is, there is. I do not know the full extent of your destiny, but you have completed it in part. You have earned your legs as an adventurer, and I do believe you'll find that all your troubles getting you here have helped you master the craft of shipbuilding. For all that will come, you are now far better prepared to face it. Let your odysseys begin."

With that, the mermaid queen jumped high and landed in the water, her legs gone and swapped once again for a green and gold scaled fin. In a flash, she was gone.

As Twiddy considered her words, the ogre gave him a cup of warm Mudtoe Mocha to drink, and from the smell of it, Twiddy could tell it was unlike anything he had ever drunk before. As his world began to spin, Twiddy asked the ogre, "What have you done to me?"

The ogre smiled, removed the bark from his mouth, and said, "You will know. You will know soon enough."

Twiddy Bobick awoke the next day home in his bed, gripping a cup of Mudtoe Mocha and filled with a desire to build. But not just anything, no, he would build a boat unlike any the world had seen -- one that would fly above the trees and the mountains and even the clouds. This was the destiny the mermaid had spoken of, the destiny the Drafling had meant for him, and he intended to see it made true.

And so Twiddy Bobick began to build.
The Flight of the Mudskipper (part 3)

On a recent expedition into the lair of Trakanon, a team of adventurers uncovered a satchel of ancient parchments. On those parchments were a series of writings by an otherwise unknown bard by the name of Eylee Zephyrswell. Gnomeish scolars have dated the documents to some time within the heart of the Lost Age. This, the second story to be pulled from those documents, deals with an odd little halfling and his even odder gnomish companion.

Nearly five years had passed, and it was once again Myrthday. Similarly to five years previous, everyone had come out to celebrate Twiddy, but this time they did so not only to celebrate his birth, but the launch of the Mudskipper.

Twiddy dashed this way and that, checking rigging and pounding nails that protruded just slightly. Professor A.M. Fiddlewiz looked on calmly, smoking his pipe and lounging against the console from which he would operate the wing-like structures that protruded from either side of the craft. "Just a little of this and a little of that and ahh! I need to settle down." Twiddy fell to a heap before Fiddlewiz and looked up at him. "How are you always so calm, friend?" Fiddlewiz shrugged, releasing a breath of pipe smoke, and said, "I calculate the odds of failure in everything I do. When you realize it all comes down to precise calculations, of which there is no true variability if you've done your equations right, you can more or less know and accept what is coming?" Twiddy blinked and shook his head, saying, "I don't understand you, Fiddlewiz, but I wish I did."
Fiddlewiz shrugged and turned to the side of the boat to knock ashes out of his pipe. They floated down through the wind and twirled past the crowds of halflings that waited to see the Mudskipper off. Among them were Twill and Liddy Bobick, and Twiddy paused at the side of the boat to lift a hand to them. Liddy was weeping into a kerchief, but she lifted a hand and said, "Twiddy, my little love, do us proud!" Twiddy smiled to her and then looked at Twill. The halfling's hair had gone completely white in the last five years, and his back was just beginning to stoop from so many years bent over a workbench. Twill looked neutral for a moment as he caught his son's gaze, but finally, he smiled and said, "Like your mother said, we are waiting for you to show us exactly what we didn't think could be done."

Twiddy stood up a little straighter as he went to the wheel. Assuming a position behind it, he shouted, "Fiddlewiz, let's launch!" The gnome nodded and gestured to the halflings on the ground. One by one, they released the cords binding the ship to the ground. The balloon of multicolored cloth above their head began to shift in the wind, and Fiddlewiz one by one pulled down a series of levers that made the wings at the side of the ship begin to move up and down mechanically. Ever so slowly, the ship began to move. Twiddy's heart leapt as he felt it shudder beneath him, and as they began to move, he appreciated the wind in his hair and stared into the sky above him as the ship drew away from the scaffold that had held it in place for so many years and, miraculously, took flight.
For close to half an hour, they kept altitude, and Fiddlewiz pumped at levers to try to gain them height. They had not yet made any altitude, but Twiddy wasn't worried. It would happen, and they had done it: they had flown. Behind them, the village roared, and excitement surged through Twiddy's veins. But as quickly as it seemed they had triumphed, everything began to fall apart. Fiddlewiz was the first to notice.

"Twiddy," he shouted, "the wings are moving all wrong. This isn't the way I set them to go!" Immediately, the gnome began to mutter equations to himself and crawled under the console upon which his levers connected to the wings. Twiddy watched him disappear, trying not to panic. He tried to keep his gaze fixed forward, toward the sky, and maintained a firm grip on the wheel. Suddenly, the whole craft lurched to the side. The wheel spun out of his grip. "Fiddlewiz!" he shouted. "What's happened?" "Nothing!" said Fiddlewiz, emerging from under the console with a perplexed look on his face. "I didn't touch anything!"

The craft lurched to the opposite side and it was all Twiddy could do to grab something to keep from falling straight off the poop deck. Below, Fiddlewiz had slid to the opposite side of the ship, crashing heavily into the railing. "Hold on!" shouted Twiddy. "I'm going to try to steady her!" But they lurched again, and this time, one of the wings caught in a tree, tearing off completely as the ship continued forward. The change was immediate, and nothing was to be done about it, the ship began tipping down toward the ground. "Fiddlewiz!" shouted Twiddy. "Abandon ship! Abandon ship!"
Fiddlewiz was on his feet in a flash, making to jump from the side. "Bobick!" he called. "Come on!" They had not been so high in the sky that there was time for any more conversation. Twiddy made one last desperate attempt to straighten her before moving to jump off the side. As he did, his leg caught on a piece of loose rope and was caught. He tried futilely to loosen himself, but there was no time. The ship hit the ground with a terrible crunch, and Twiddy screamed, covering his face with his hands. The last thought he could recall before darkness took him was that the Drafling must have been playing some terrible joke on him so long ago. If he'd had any destiny, it must have been to die here, a fool and a failure, and where was the greatness in that?

Twiddy awoke to feel himself being pulled across the ground. Through blurred vision, he saw Fiddlewiz, a bloody gash across his forehead, dragging him across the ground. "Fiddlewiz?" he mumbled. "What's happened?" "She's down, boy," said Fiddlewiz, in a soft voice. "She's down and burning." Twiddy immediately snapped to attention. "Burning? My ship? The Mudskipper?!" He pulled himself to his feet and out of Fiddlewiz's grip. Turning, he set eyes on the truth of it. Before him, his ship was burning as the alchemical agents in the mechamagical engine ignited; flames devouring the cloth of the balloon, and wearing down the wood of her hull slowly, but steadily. Twiddy watched it all for what could have been minutes but felt like hours, too shocked to speak. When Fiddlewiz finally set a hand on his arm, something inside of him snapped as the reality of what had happened set in.
"Auuuuugggghhhh!" screamed Twiddy. "Auuuuuughhh!" He dropped to the ground and began tearing at the grass and pulling up clumps of dirt and throwing them every which way. "Auuuugggghhh!" He screamed again and again as he pounded furiously at the ground. Behind him, Fiddlewiz watched without comment or gesture, pulling a now cracked pipe from inside his jacket and setting to light it. For his part, Twiddy tore at his hair as he watched so many years of work burn before him. "I'm done!" he shouted. "I've had it! So much wasted time! So much wasted effort! I won't do it anymore! I won't be laughed at for nothing! Nothing! Why did they tell me I could when it could not be done?! Why!"

There was a long stretch of quiet as Twiddy remained kneeling on the ground, hands gripping his hair, breathing heavily. Finally, the Professor stepped forward and put his hand on the halfling's shoulder. For a long time, he didn't say anything, but only watched his friend breathe heavily and hold back tears.
Finally, Fiddlewiz said, removing his pipe from his mouth, "My dear boy, I do believe what we have seen here today proves well and indeed that a ship can fly. So far as I am concerned, what needs be done now is to figure out how to make it fly at length. We have done the impossible and proved that the possible is not what anyone previously thought it to be. Now it is time to get to work at the may-be-possible, and that's not nearly so intimidating, now is it?"

Twiddy gently released his grip on his hair and straightened to a stand again. He stepped up beside Fiddlewiz and once again surveyed the smoldering wreckage of the Mudskipper. Turning to look at his friend, he noted that for once, Fiddlewiz's head was not covered by anything. Though seeing him so made him realize how tiny the man was, with his nearly bald dome, and his pointy little chin, and his too large mouth, but despite it all, Fiddlewiz did not look small, or scared, or upset by the day's events. The gnome's eyes shone with anticipation, and his lips were set in determination. He had truly believed what he had said.

"What do you say," said Fiddlewiz, finally, turning to look back at Twiddy, "shall we begin work on the Mudskipper II?" Twiddy considered his friend's words and, without response, went to the wreckage. Twiddy marched over to the Mudskipper and began walking her length at as close a distance as he could manage. "She'll need to be lighter but somehow stronger... and made in a way that the air parts like water before her... and, and..." Twiddy paused and struggled, searching for that missing piece.
A flash of metal caught his eye. He frowned and made his way over to it. By the forest's edge, within a patch of long stemmed ferns, he spied a small metal object in the ground. Picking it up, he turned it over in his hands. It all but completely resembled his flying ship -- with one exception, its tail end was shaped differently, almost like a four pointed star.

"What in the name of Bristlebane...?" he muttered.

A green tail flashed between the trees before him, and a familiar chuckle filled the air. "The Drafling?" Twiddy murmured. He bolted into the trees. "Hey! Hello!" he called after the disappearing figure. "Is this yours? Did you leave it?" He swung the box around, snaking through the undergrowth. Immediately, the figure stopped and turned. The halfling face squinted out at him from the dragon's body. "Is what mine, then?" asked the Drafling. "This... model of my boat," said Twiddy. He tapped it and started as it resonated with his touch.
The Drafling grinned. "This is for the egghead and you. Consider it carefully, and you might find a way to stay off the ground for more than a minute." Twiddy looked down at the box and then back up at the Drafling. "How can I ever thank you?" he asked. The Drafling's eyes crinkled with delight. "In exchange for my good deeds, I ask that you do one thing for me. Build me a tower at the heart of this land, on that isle. Do so and... well... do so and I won't eat you and all you love!" The Drafling roared ferociously and Twiddy scampered backward, tripping over an exposed root and falling to the ground. The Drafling laughed for a minute before continuing, "Hah ha ha! Get on with your work. Build the tower here and the boat someplace higher. Farewell little mugs."

With that, the Drafling turned and in just a few moments, had vanished into the underbrush. Twiddy scrambled to his feet and gripped the box tightly. He retreated back to Fiddlewiz, carrying the box aloft. "Fiddlewiz!" he called. "Fiddlewiz! Get to your gears, we've work to do! This time, it will fly. This time, the ship will not just leave the water, it will fly straight up into the clouds! Let's not let ourselves get tangled up in the past. This is the future. We'll be building ourselves the Cloudskipper, and she will fly as high as the birds - no, higher! Fiddlewiz! We've work to do! Get working!"
And that is how Twiddy Bobick and Professor A.M. Fiddlewiz began down a path that would lead to the building of the Cloudskipper, the craft that would eventually carry our party to locales none had known before. Though they were a pair of little men, their ambitions were enormous, and we wouldn't have gone half so far without them.
And the tower they promised the Drafling? It was built tall and true just outside of Rivervale only months before our party was to encounter and recruit them. Though I myself have not ever truly believed he was anything more than a halfling dressed up as a dragon, Twiddy swears otherwise, and loathe am I to disagree with him.

- Eylee Zephyrswell
“Heart of the Hound”



Erollisi day approached, at first, swiftly, and then fell straight into his life with a crash of flower petals and strong perfume. Rhinehart Nasin knew that in order to capture Finella's heart, drastic measures were necessary. He'd heard rumor of a musty apothecary shop in East Freeport that all spurned lovers regarded as their truest of friends, but he'd never considered visiting it - until today. He'd awoken to find the bundle of graveblooms he had sent her through a beggar boy crushed on his front step; their delicate petals ground to a paste beneath, no doubt, the fine heel of her boot.
He coughed on the acrid smoke that drifted in curled wisps up from a claw-footed brazier standing just within the store's entry. An old man stooped above a table full of vials and bottles, glancing up with his one good eye as Rhinehart stepped into the room. The other, Rhinehart noted with a cringe, was patterend with savage red welts and scarred over.

"Can I help you with something?" The apothecary's voice came out in a high screech.
Rhinehart swallowed his distaste and said, "Yes, actually, I hear that, well, you are able to help one with... matters of the heart."
"So it's a love potion you're after, then?" asked the apothecary, bluntly.
"Yes," said Rhinehart with a nod. "I've done all I can to win her... that is, Finella, her name is Finella... I've done all I can to win her heart, but she refuses to give."
"So you figure it's time to take it."
"Yes. In a manner of speaking." He fiddled with the ends of his leather gloves nervously, watching the old man.


The apothecary tongued a blackened tooth at the front of his mouth, and gazed at Rhinehart with that one eye of his. The young man couldn't help but feel as if the other were oriented at him as well, penetrating through the scarred flesh. The apothecary moved suddenly, and with surprising speed, toward a warped wooden cabinet on the opposite side of the room.
"I'm fresh out of love potions," said the old man. "They're not easy to make, and it's the busy season. You should've moved quicker if you wanted one."
"Well, I..." Rhinehart began, but the old man silenced him with one, withering look.
"I may have something else for you," said the old man. "I took this as trade for one of my more potent concoctions just last night. The kerra who traded it swore that it was very old, and very valuable -- unique in this world." The apothecary turned, and with him, he carried a scroll that seemed to crumble at the touch. "It's a poem."
"A poem?" asked Rhinehart, not even attempting to hide his disbelief. "I come for a love potion, and you offer me poetry? I have tried poetry! I have tried flowers! I have tried candies! I even had her overbearing aunt removed permanently, if you will, from her life. None of it has done a thing to win her! Why would some tired old bard's hackneyed verses be any different?"
The apothecary moved toward Rhinehart, and the flesh around his nose and mouth wrinkled at the smell of years of acids and bases soaked into the old man's skin. Despite his recoiling backward, the scroll was pushed straight into his chest.
"This is not tired, and not hackneyed," said the apothecary. "It hasn't been heard for thousands of years. If she can't appreciate that hers are the first spoiled ears to hear these verses spoken to her, then I suggest you find yourself another trollop, because nothing will please this Finella."
Rhinehart fumbled for words, but found himself only able to grip the scroll tightly. The apothecary turned, the hunch of his black-clothed back looming in Rhinehart's vision. "What will you charge for it then?" he asked.
"Nothing," said the apothecary, over his shoulder and without turning. "Consider it a gift... My devotion to Erollisi on this most auspicious of days."
"A fine lot of good that will do," said Rhinehart, chuckling slightly.
The old man turned suddenly, and his eye was flared opened and reddened. "Take the scroll and go. I've important work to do."
Rhinehart swallowed heavily. "Where did you say the kerra had gotten it?"
"Go."

The young man sunk into his doublet and turned, gazing at the scroll. As he made a hasty retreat through the storefront, he unrolled it to see what he had been given, eye passing swiftly over the words.
Heart of the Hound

It was an age of great changes,
And an age of heroes born,
And in pursuit of true love's lovers' folly,
Erollisi's greatest champion was sworn.

For the bold Prince of Wintal Syd
And the Princess of Koldwynd, most fair,
Did under love's sweet rapture fall,
Wrapped ever so tightly in its snare.

He the captive, her people the captor,
They developed a dangerous rapport,
And when came the day he did escape,
They swore to be together once more.

Three years did pass, and war waged on,
Between Koldwynd and Wintal Syd,
But the battles that raged could not kill,
The connection that their crown heirs hid.
Loyal messengers carried letters of affection,
And their desire for flight became an infection.
A plan was hatched, a scheme unfurled,
And before they both could think the better,
They fled frosty peaks and warring kin,
Pursuing a life that would be unfettered.
But it took not long for loose lips to spill,
And soon a tracker was at their neck,
Her mission: to capture, but also to kill,
She was Illisia Iceheart, called the Hound of Zek.

Iceheart set upon their trail,
Doing exactly as she did best,
Delivering deserters all bound up in chains,
Ignoring, as she could, their cries and their pains.
And so the pair, it seemed, would be swiftly remanded.
But they would prove to be not so easily disbanded.

The lovers traveled ever long to a mountain peak,
Where the Eternal Prism was said to have its rest,
It would be their priest, they its penitents,
And thus their marriage would be blessed.

For the Prism was powerful, and very old --
Older than war and territory and rage --
And its powers would preserve love's tenor
Through their chaotic and brutal age.

As Illisia pursued them, she pondered their flight:
Why had they abandoned family, title, and might?
What possessed them to run without stop, without tire?
What could be worth provoking such unyielding ire?
She never could come to any conclusion,
No matter how hard she thought,
In the hollow of her heart a small voice nagged,
But against its ideas she fought.

On the eighth day out, the lovers found their crystal,
Sparkling, radiant, splaying a pale shaft of light,
Upon pale, naked snow, a virgin field,
And their eyes filled with tears at the sight.
They came forward reverently, almost fearing their steps.
Hands extended, they prepared themselves for eternity,
And on his voice were whispered, "I love you"s.
And on hers were promises quite dear,
And it all came to close to simple perfection,
But Illisia finally caught them there.

Her arrow struck true, but off --
Not in the Prince, at whom she aimed,
Instead it cracked the Eternal Prism,
Its flawless surface mangled and maimed.

The lovers thrust their hands upon the crystal,
Vanishing from the field, as formless as gas,
Illisia, though startled, made for pursuit.
Retrieving the shard she'd loosed from the glass
Before touching the Prism in similar turn,
And giving into its magic with little concern.
In a tangle of bodies, they found themselves
Deep within a cavern of ice and snow,
Conflict momentarily overridden by confusion.
Where they had landed? They could not know.

But an enemy is an enemy,
No matter the place,
The lovers jumped to their feet,
And Illisia rose with quiet grace.
A stand off commenced,
As they eyed each other warily,
Swords were drawn, shields to the ready,
But the stance was to be only momentary.

For then the Visitor came,
A dark old man all in robes,
And his surprise was as great as theirs,
At seeing them so composed.

Before they could banter, bargain, or sniff,
He let loose a spell,
Freezing Erasmus quite stiff.
And Illisia shuddered, feeling true love's great pains,
As Unna cried out, charged,
And spilled dark blood from the Visitor's veins.
The Princess fought hard, but very soon found
Her limbs stuck in place, her weapon on the ground.
And the Visitor smiled in sweet satisfaction,
Then turned to Illisisa, not prepared for her reaction.

She knocked him right back, she shattered his hands,
For the voice that had been whispering
Now issued demands.
"Go forth, my champion, go forth and drive
He who dare harms my children
Back from whence he arrived."

These strange new stirrings were alien -- but good,
For the first time she knew why the lovers had stood,
Why they suffered, and frozen, evaded, and run,
It was for love, for wholeness, for hatred undone.

And it was with these feelings she drove the man back,
Why she grunted and glided, swung and hacked,
But in time he recovered and whispered incantations,
And threw spells right at her sans hint of desperation.

She was losing, she could feel it,
And so it was with a swing,
That she toppled an archway,
Trapping the Visitor clean in.
Running, sliding, she flew back to the center,
And as he screamed, cursed, hissed, and rattled,
She dragged the two lovers toward the Prism,
To travel beyond the caves they had so embattled.

She did not know whether it would accept their forms,
Did it regard them with sympathy -- or justified scorn?
Then she remembered the shard, bound near her waist.
She drew it out, said a prayer, and touched it to their gate.

It took only a flash of light,
And a clear, high whistle,
Before they were back in their field,
Deposited by the dismissal.

Illisia built a shelter, wrapped the lovers in blankets,
Stoked up a fire, and hunted for meat,
Never taking her eye from the way they had come,
She tended her charges and prepared for defeat.

But the Visior never followed -- where he went, who can say?
And so it was that the lovers awoke one day,
And in the eyes of their guardian, the now flawed Prism,
They gave thanks to Illisia, mending their schism.
They traveled together -- the lovers, the hound --
Down through the mountains and
Over the ground,
Toward the promise
Of a new day, a new way,
And a civilization
Where reason, not carnage,
Brought one's sweet salvation.
The great Southern Walk
That populated the plain,
Where humanity emerged,
And peace was to reign.

But all things, they say, have a price,
For Illisia's treachery,
The Icehearts were put to the knife,
The name was lost, their honor soiled,
They say Koldwynd had them boiled.
Was it to tempt Illisia to seek revenge?
If so, they misjudged her, those embittered men.
Though Illisia grieved, wept, and screamed,
She never did seek to do them in.

And in honor of Illisia's fallen kin,
And to celebrate their queen of queens,
Unna and Erasmus did contrive a clan,
Called the Marsheart, and there they began.

And so the Hound of Zek,
Tamed by Erollisi's gentle ways,
Began a life of service
To her the heart obeys.

And Illisia had many further adventures,
While the Marshearts grew and prospered.
Great ballads they did author,
Of the accomplishments she proffered.
In Erollisi's name, she deposed,
And in Erollisi's name, they composed.
And so the queen of love was honored.
Rhinehart rolled the scroll back up, struck by it. Could it be true? Had this scroll really just told a story of the Lost Age when humans were born on the Plains of Karana? He felt uncomfortable, and just a bit queasy, knowing what he might be holding. He stole a glance back at the apothecary's shop. Did the old man know what he had just given away?
The young man stowed the scroll within his hip pouch and set out swiftly. Finella was gone from his mind. If this was what he thought, it was worth much more in platinum than a kiss from his true love.

Of New Friends and Troublesome Enemies –
Part I

From the pen of Eylee Zephyrswell --
            Finally, we all came together, and that was when things began to become truly dangerous.
Of New Friends and Troublesome Enemies
Part 1


            The sensation of being taller than so many people put Eylee ill at ease. She had always been petite for a Fier'dal, and in the plainsmen's settlements she had been forced to crane her head up to look at some of her taller companions. Here in Rivervale, however, she felt as though she were a giant. At one point she had caught her reflection in a window and despite being surrounded by a crowd of bustling individuals, not a one of them had even been able to reach her shoulders. She'd caught herself staring at the oddity and practically came to a stop, causing the bustling halfling behind her to bump his head square into her back.
            "Sorry," she had muttered, flushing as she spoke. The cheerful little man simply tipped his hat to her and politely quickened his step so he could overtake and then pass her.
            She glanced over at Kaltuk and wondered if he was feeling the same thing. Though he was shorter than her, he still, with no irony intended, dwarfed the halflings. The old priest, however, simply trundled along with an easy smile and an open ale skin, which he occasionally passed to the mountainous Nurgg at his side. There was no questioning how Nurgg must be feeling, but then, being the tallest person in his vicinity was nothing new for him. Now, if they managed to keep company in which the tall-even-for-an-ogre felt short, that would be a sight to see.
            The city was a sea of color and sound; red buildings with yellow rooftops, blue buildings with purple trimming, green buildings with orange rooftops and indigo trimming -- and all of them filled with people eager to pop off with a quick witted joke or friendly greeting. The air smelled of freshly baked bread and cinnamon sugar pastries and jumjum. Their band, Eylee noted, were not the town's only visitors. In particular, the streets were peppered with Koada'dal and Feir'dal, no doubt displaced masses from the dying Elddar Forest. She examined each of them closely, waiting to stumble head long into someone she had known from her childhood, but all of the faces were unfamiliar. Still, she shrunk back and away from any of those searching elven eyes, not quite comfortable with their scrutiny and the company she was keeping.
            Eylee jumped to the side as in front of her Bayle came to a stop. He swung around, blue eyes flashing beneath strands of auburn hair. She flushed again as his eyes passed over her and then smiled. Illisia turned beside him and took a markedly defensive stance, keen eyes surveying the crowd in all directions. Eylee marveled at her suspicious nature. Even among such a good natured folk, Illisia still felt the need to watch their backs. The muscles of the Halasian's shoulders seemed to relax as she finished her inspection, but Eylee noted that her hands were always moving, sometimes landing on the hilts of her twin long swords, and at other times toying with the strap of her quiver. A shudder passed down Eylee's back, and she glanced back. Kruzz had come to a stop just behind her, and she could smell his breath, which had the odor of rotting vegetation - musty and sour. His eyes darted up and down her person, evidence of the fact he was constantly watching her. She took a small step toward Bayle and Illisia then turned, sticking her chin up and meeting his gaze. The troll averted his eyes and tapped his fingertips together nervously.
            "We should stop here and resupply," Bayle said. "If it were closer to dusk, I'd say we should take the opportunity to sleep in a bed, but whether or not they could actually accommodate us, or whether they would want to..." His eyes strayed over the party, lingering on the faces of Kruzz, Asharae, and Nurgg the longest. "... I think it's best if we keep traveling."
            "Perhaps it would have been best if some of us had not entered the city at all, as I suggested," said Asharae. Her eyebrow raised and her lips pursed as she spoke.
            "Like I said then," began Bayle, "we shouldn't --"
            Suddenly, Eylee's head was filled with a dizzying sensation. Crying out, she cut off Bayle's words and began to fall back, groping desperately and catching Illisia's hand as she did. Though Eylee could barely catch the tracker's movements, the woman stepped behind her before she could hit the ground, catching her and lowering her gently.
            "Eylee?" asked Bayle. "What's the matter?"
            It was a boat, but not quite a boat, the most curious contraption one might ever lay eyes on. It swam, but in the air, like a bird with no grace. At its helm, a halfling bellowed orders, and behind him a small gnome worked at the gears.
            As her vision cleared, she said, "A boat that flies!"
            "What?" asked Kaltuk, blinking. "Did I just hear you say a boat that flies?"
            "A boat that flies?" an unfamiliar voice chimed in. Eylee stood wobbly, Illisia guiding her. She drew away from the barbarian once she was to her feet, and then glanced at the source of the question. A few Rivervalians had stopped to watch and wonder at the girl's sudden collapse, whispering amongst themselves with concern, and from amongst them emerged an older halfling with long brown hair graying at the roots.
Eylee looked at her companions and then said to the halfling woman, "I sometimes see odd things, I'm sorry if I disturbed you."
The halfling looked at her skeptically. "So you haven't ever heard one thing of Twiddy Bobbick, then? Nor his flying ship?"
The companions once again exchanged glances. "No," said Bayle, stepping in, "we haven't."
"Well," said the halfling with a shrug, "he's been at work on it for years. Crashed one a few years back and then he and his odd little friend --"
"A gnome?" piped Eylee.
The halfling gave her a boggled look. "Yes, a gnome, Fiddlewiz by name," continued the halfling. "The two of them vanished into the Thicket to keep at work at it. They come into town for supplies now and then, but the poor fellows haven't managed yet to fly anything again."
Bayle and Illisia exchanged a look. Kaltuk leaned to the side and muttered under his breath to Nurgg. Eylee glanced around. Her eyes landed first on Asharae, but the Teir'dal was stuck in her standard pose -- arms crossed over her chest and eyes refusing to meet those of the rest of the party. She moved on and found only Kruzz left to confer with. He looked at her blankly and then seemed as if he were trying to say something, but his face twisted into something like a grin crossed with a snarl, and it was so unnerving that Eylee looked right back at the halfling woman.
"Perhaps you could tell us where we could find them?" she asked.
The halfling woman chuckled and then said, "I am Twiddy's own mother, and I can't tell you exactly. But I am sure if you follow the tracks of Fiddlewiz's wheeled horse, you might find them."
"Thank you, ah..." said Bayle.
"Mrs. Bobbick," said the halfling with a neat little nod, "Twiddy Bobbick is the name of my son."
"Mrs. Bobbick," said Bayle, tipping his head to her. "We just might go looking for him."
"If you beg my pardon..." A tall Koada'dal stepped up in front of the group. "I could lead you to the halfling and his ship if you wished." His eyes trained over the assembled group, ending at Asharae. "Though I must say I've never seen such a... diverse... company as this one." The word diverse was cut with a cruel humor.
Eylee examined the newcomer closely. He wore robes of a very fine, light weight red silk banded with blue, white, and gold dressings. His features were smooth and untroubled, giving him a youthful look despite the intellectual affectation to his voice. He was hooded, but beneath the edge of it, dark brown eyes peered at them.
Asharae spat, but before she could say anything, Bayle stepped in.
Bayle glared at her before answering, "If you know exactly where these two can be found, then we wouldn't lose much time stopping to take a look. I believe it's worth the sidetrack."
            "Aye, I agree," said Kaltuk, "and unless anyone feels the very strong need to argue it, let's get it to it right away!"
            The high elf bowed before them and said, "I am Roadyle Yerethe Tol, and I will be your guide."

*          *          *
Eylee walked beside Kaltuk and Nurgg through the deep grass of the Misty Thicket. As she passed under a pine tree, Nurgg's head brushed some of the bowed branches and sent a rain of pine needles down on her head. The smell was almost worth the mild pain that accompanied the pricking of needles on her skin. It was fresh and tart and made her wistful for home. It might not have been her destiny to stay amongst the Feir'dal, but it had not been all bad.
Nurgg bent over and with his large fingers, plucked a needle from her hair. "I am sorry," he said in his slow, deep voice.
"No need to apologize," she said, smiling. "I'm used to having tree bits in my hair."
Beside her, Kaltuk grunted and then chuckled good-naturedly, shaking a finger at Nurgg. "The lass is kinder than she should be," he said. "If I end up picking those things from my beard for a week, you'll get some far harsher words, I promise you."
Before Kaltuk could react, Nurgg had snatched a handful of pine and sprinkled it all over his face. Eylee stifled a giggle as the dwarf roared and stumbled back. When the rest of the party finally noticed that the trio had lagged behind them, Kaltuk was up on Nurgg's head, swatting him with a branch as the ogre stumbled around trying to snatch him off. Eylee was just watching it all with a mixture of astonishment and amusement, trying to do her best to stop them between bouts of laughter.
"You would almost think the world wasn't in danger of invasion from a hostile plane," said Illisia as she sauntered up to stand beside the spectacle. A smile played on her lips, but her words were serious.
Kaltuk and Nurgg stopped immediately, and Eylee put her hands behind her back, shoulders sinking down. It was true. They had no right acting so foolish in the face of so much, but then, it had felt so good to laugh.
Nurgg dropped to his knee so Kaltuk could roll off his back. On the way down, he landed one last swat square on Nurgg's nose. The dwarf brushed needles from his bright blue mantle, and then looked up at the ogre with a self-satisfied smirk.
Bayle swung his eyes over them and said, "Illisia is right. We don't have time for games." There was no smile on Bayle's face.
"Hold on now," said Kaltuk, stepping forward and putting his hands on his hips. "I do believe if the pair of you added together the years you've seen on this world and multiplied them five times over you still wouldn't have my years, so I'll not be letting you lecture me on proper behavior."
"So the world is not in grave danger, then?" asked Bayle, stepping up so that he loomed above Kaltuk. "Because the last that I checked, it was."
"Oh, the world is always in grave danger," said Kaltuk with a snort, wagging his finger at the much younger man, "and if the world isn't, then at least every one of us is, but you know why we fight it? Why we don't just curl up in a corner weeping over the mistakes we've made and the danger we're in? Because of games, and because of laughing, and if the world you live in is one where no one smiles, then what's the point of bothering to fight for it?"
Bayle and Kaltuk stared at one another. Bayle narrowed his eyes, Kaltuk stuck out his chest. Eylee stole a glance around. Asharae was looking at Kaltuk with a quizzical expression, but Kruzz, Nurgg, and even Illisia all seemed to be showing agreement in their own way. Kruzz had his hands up to his mouth, covering one of his overly wide and unsettling grins; Nurgg was chuckling softly; and Illisia nodded to herself slightly. Roadyle hung some distance back and simply watched the proceedings, hands folded in front of him. When he caught Eylee's eyes on him, he smiled and nodded to her. Her eyes trained back to Bayle. He seemed to have noted the other reactions, and looked rebuffed.
He spun on his heel and began walking toward Roadyle. "Let's go," he said. Kaltuk mimed the young man's steps, walking heavily and looking very grave, before laughing and picking up his usual gait.
As they drew away, Illisia passed by Kaltuk and ever so casually, the bottom of her bow knocked him on the back of his head. "Hey!" he muttered, rubbing the spot.
Illisia looked back at him as she walked and said, "When you carry the burden he does, then you can mock him. Not before."

*          *          *
            They heard them before they saw them. The far off sound of metal clanking and wood cracking was audible through the wood. As the party made their way through trees and into a clearing, Eylee started. There it was standing before her, the flying ship from her vision. Suspended from thick ropes that were wound around the wide trunks of the trees lining one end of the clearing was what looked like a boat attached to a giant balloon. She took a few steps forward, wading through knee-high grass, gawking at the sight. The girl glanced back and saw her companions all standing around similarly, eyes fixed on what was before them with an awed expression. Only Roadyle watched the proceedings with no hint of fascination or wonderment, only cool acceptance.
            "If I hadn't seen it myself, I'd have refused to believe it," said Asharae with a slight scoff. Eylee glanced with mild annoyance at the Teir'dal, feeling a bit of satisfaction when she noted that the young woman's skeptical tone contrasted with the amazement in her eyes, but then returned to gazing at the ship.
            All of the sudden, a small head popped from above one of the wooden sides of the boat. "Ho now, who's there?" called a voice. Squinting, Eylee could make out the face of a halfling, obviously in the middle years of his life but still on the youthful side of them.
            Roadyle stepped forward and called back, "Roadyle Yerethe Tol. I came through here a week ago and complimented your work!"
            "Well, if you are an appreciator of my craft, then I'm sure you're welcome!" The head of what Eylee assumed to be Twiddy Bobbick vanished, only to reappear attached to a body that shimmied down a rope ladder suspended below the belly of the ship. A second figure appeared on deck, heavily padded with layers of clothing but presumably the gnome, Fiddlewiz.
            Twiddy approached the group at a slow jog and the gnome settled against the side of the boat, a curl of smoke rising from a pipe sticking out of the side of his mouth. "To what do I owe this --" The halfling paused and fully took in the group, his eyes widening slightly. "-- visit."
            "Your boat flies," blurted Kruzz. Everyone peered back at him. Twiddy paled slightly at being addressed by the troll. Kruzz, catching their stares, glowered and kicked at the ground below him.
            "As he said," said Bayle, "we came because we heard you've been at work on some kind of... Well, that!" He gestured toward the ship.
            The color returned to Twiddy's face and he perked up, nodding furiously. "Yes," he said. "That would be the Cloudskipper, the sister to the Mudskipper, our first craft, which sadly only made it in the air for a few glorious minutes, and my friend up there, Professor A.M. Fiddlewiz --" At the mention of his name, the gnome waved down at them, " -- thinks we may be ready to fly her." He leaned in toward them, eyes sparkling. "Care to watch?"
            "Yes," said the plainsman, smiling, "and if she manages to fly, we might be interested in talking about a ride. We're involved in something very important at the moment, and we believe this ship might be a part of the piece of a puzzle."
            "Very important?" asked Twiddy, examining them curiously.
            "Yes," said Bayle, taking in a deep breath, "important to the fate of all of Norrath. It's going to be very dangerous, but if we manage to do what we set out to, you would be called a hero for your part in it."
            "A hero?" The halfling's eyes twinkled. "And Cloudskipper involved in it all?" Twiddy shoved his hands in his pockets and skipped slightly, saying, "Then what are we waiting for? Fiddlewiz, throw some fuel into her bellows! And the rest of you, if you wouldn't mind grabbing hold of those ropes, this will go much more quickly. I had planned on releasing the last one and making a mad dash for the ladder, but this should lead to much less certain failure!"
Of New Friends and Troublesome Enemies –
Part II

Of New Friends and Troublesome Enemies
Part 2


Eylee had been excited, and then nervous, but somewhere into the fourth hour of watching the gnome and halfling dash around the deck of the ship embroiled in “last minute" preparations, she had grown bored and her mind began drifting. Fortunately, she was distracted shortly after by a curt exchange between Asharae and Roadyle.

"If you wish to die a very painful death, feel free to touch it," said Asharae, "but I suggest not."

Eylee caught the dangerous tone in the young woman's voice right away and her ears had perked up. Glancing to her side, she saw Asharae clutching the Scryona to her tightly and Roadyle standing above, watching her. Asharae's patience had been much shorter than Eylee's and she had settled at the edge of the clearing to examine the globe soon after the halfling's preparations began. Eylee shifted uncomfortably, still not quite at ease with being so near a Teir'dal. To think it was her own vision that had convinced the party Asharae could be trusted!
The wood elf had to admit, Asharae had yet to wrong any member of the group any further than being nasty to them. The dark elf did little but study the Scryona, trying to unlock its secrets. All that Asharae knew was what she had observed in the V'Nols' studies; that it would start glowing when they neared a tear between this dimension and another, and that somehow it both destroyed and drew power from Void energies. The high elf seemed to be offering to help her discover more, but she doubted Asharae would take him up on the offer.

"You would kill me in front of your friends?" asked Roadyle with a quirk of his eyebrow. "It seems they already only barely tolerate your presence. I doubt that would do much to change that."

"They aren't my friends," snapped Asharae, "and I am the one doing the tolerating. They need me more than I need them."

"How altruistic," said Roadyle. "Somehow, that doesn't strike me as your nature."

Asharae glared. "I don't have to wish you dead for the Scryona to kill you," she said, "just having your unworthy high elf blood."

Roadyle nodded. "So it's cursed," he said, "very interesting. Well, if you change your mind, I know more than just a thing or two about magics of all kinds, and I am sure I could help you learn about it without needing to touch it. That is, if you are willing to accept my help." He bowed and drew away from her. Asharae caught Eylee gazing at her and made a face.
Eylee looked down and then up again, saying, "Maybe he could help."

"Well I don't need his help," muttered Asharae. Her fingers trailed over the surface of the orb. Eylee found herself caught by its glow, and the two young women gazed at it silently.

Eylee ripped her eyes away and tried to recall the vision. It had been more feelings then images, and words of power. They drifted nebulously in a fogged part of her mind, but through it all she had the overpowering sensation that this young woman was going to give everything she had to save a great deal of people. Her gaze softened as she stared at the Teir'dal, and though the sensation unnerved her, she was filled with pity and gratitude for a woman she knew she should have loathed. Asharae's eyes flicked up at her. The single lock of white in her dark black hair played over her violet eyes and casually she blew it out of her face. Eylee swallowed heavily and said, "Thank you for tolerating us."

Asharae looked away and nodded. "Well," she said, "it will no doubt teach me much about using the Scryona, and when we're done, I'll have exactly what I need to draw on its power for my own means." Eylee nodded, but the dangerous tone in the Teir'dal's voice fell flat, and the wood elf felt a smile twitch at the side of her lips.

* * *
A strong wind blew through the Misty Thicket, rustling the tree branches and picking up tufts of white down from the heads of dandelions and carrying them toward the suspended craft and those who worked on her. Twiddy was standing at the bow of the Cloudskipper, gesturing toward the scattered party below him.

“On my count!" he said. “Release the ties!"

Eylee glanced from face to face. The halfling had assured them all that once the ship was going, he and Fiddlewiz would be able to stop it long enough for the group to climb in with them, but with the way the wind was blowing, she wasn't so sure. The craft already strained against the ropes binding it in place, as if struggling to get free, causing the trunks to which it was bound to creak and crack.

Twiddy had positioned himself on the bow of the ship, gripping one of the lines tightly that bound the large, banded balloon to the hull of the craft. "Fiddlewiz, are you ready?"

A short and somewhat muffled voice responded with, "Get 'er going, Twiddy!"

Twiddy gazed down at the people below and held out his hand. "Count of 5! 1... 2..." The wind howled and rushed past them, almost snapping the rope from Eylee's grip. "3...4... 5!" The assembled group unwound the knots in the ropes they had been assigned to. Their relative strength and speed made the ropes drop at different moments, and the ship lurched from side to side as tension gave way to release. The rope slipped through Eylee's hand, burning her skin ever so slightly as she released her grip. There was a shouting from across the clearing. Kruzz muttered and stomped, jumping in place.
"No release! Stupid rope! Stupid, stupid rope!" He screamed and pounded his fist against the tree as the ship strained to be free of his, the final, rope, and the tree that it was attached to began to bow, a cracking sound filling the area. This caused Kruzz to panic further as he lashed his hands out against it. Fortunately, Bayle had been stationed at the next tree over. The plainsman closed the distance between he and the troll in only a few steps, pulling a knife from his boot as he did. He rapidly sawed the rope and the fibers popped one by one before the line snapped and the ship lurched away from the trees, pulled in the direction of the now roaring wind. The craft's wings began to flap, but their effort looked futile as the ship lurched forward chaotically, at the mercy of the elements.

Eylee waited for a moment, uncertain of what to do next. Then Twiddy's voice came through on the wind, shouting, "Catch up! Hurry! If you truly want on this thing, you had best move your feet because I don't think we're going to be able to stop!" As he yelled, he released a pair of rope ladders that managed to dangle just low enough to be reached.

One by one they began moving and running for the ladders. Eylee made for the same ladder as Kaltuk, Nurgg, and Asharae. She noticed with panic that the dwarf was not nearly tall enough to reach the bottom of the rope. He ran very close to his ogre friend, however, and said, "Nurgg, though I'll be asking you not to tell this story later, please, if you could, give me a boost!"
The pair of them reached the ladder first, running beside it as it was swept along beneath the boat. The ogre leaned down and managed to stumble only slightly as he lifted up his friend and launched him upward. Kaltuk began climbing the ladder, nimbly for one as stout as him. Asharae reached it next and Nurgg gave her a small boost.

She cried out, "Watch your hands, ogre!" as he pushed her up by the bottom. By the time Eylee reached him, she noticed that his gait had slowed and his chest was heaving.

"Come, little one!" he barked at her. She let him hoist her up and reached desperately for the ladder, fingers entwining with its rough fibers. Step by step, she climb toward the ship, struggling to keep her balance as the wind pushed it one way and the climbing of those above her caused the ropes to shake and shimmy.

She looked down to Nurgg, her heart leaping as she noticed he'd fallen behind. "Nurgg!" she called.

His run had become a lope and every moment, the distance widened between him and the ladder. They were also, she noticed, swiftly running out of clearing. The thickly wooded Misty Thicket approached swiftly. Eylee felt an upwelling inside of her as she stared at her friend. Opening her mouth, she began to steadily chant an old canto about a tireless wanderer. Suddenly, Nurgg sped up, overtaking the ladder in moments.
His eyes were wide as he looked up at her and muttered, "Clever bard!"

The ladder lurched downward as he grabbed hold, and for a moment, she was terrified it would break. Then she noticed Roadyle beside her, not clutching any of the ropes but rather levitating in the air. He was glowing softly and chanting. With a wave of his arm, the ladder slackened, as if nothing at all were weighing it down.

"Hurry," said Roadyle. "Especially you, ogre. The spell will only last so long!" At that moment, the ship tipped upward and began gaining altitude as its wings beat furiously. For a moment she lost her bearings as the ladder reoriented itself, but then she was able to begin climbing again.

As Eylee ascended, she looked over to the other half of the team and was relieved to find Illisia, Kruzz, and finally Bayle making their way up it to the deck of the Cloudskipper. She returned to her upward trek, watching as Kaltuk disappeared onto the deck, then Asharae, and finally it was her own turn to drag herself off the rope and onto the mahogany of the deck. Kaltuk was standing there, ready to take her by the arm and help her regain her balance.
The dwarf glanced around suspiciously as he eased Eylee up, taking in the length of the boat. "I don't like this at all," he muttered. "Dwarves are not meant to be in the sky. We are meant to be in the earth."

"Well," said Twiddy, stepping up behind them and clapping a hand on the dwarf's back, "you can now boast that you're the first flying dwarf."

Kaltuk made a noise that said he was not impressed and began leaning over to help Nurgg up. Eylee drifted over to where Illisia and Bayle stood at the side of the boat, coming to a stop beside Bayle.

"Amazing," said Bayle. His voice was breathless with wonderment as they gazed at the tops of the trees roll by below them. Illisia nodded wordlessly, but her eyes were rich with emotion. Below them, the Thicket was spread out like a great sea of green that shifted constantly in the wind. Eylee let out a long sigh of contentment and then smiled, thinking of all the places this ship could take them next.

* * *
The Cloudskipper drifted through the early morning air, which hung heavy with fog through which shafts of dawn penetrated in glowing patches. As the morning moved toward day, the mist slowly thinned and separated until the air swirled with tendrils of smoky white water vapor. Eylee unwrapped herself from her cloak and yawned, the muscles of her arms and back crying out from the night spent in a less than comfortable nook of the flying machine's deck. Her vision was blurry, but it took her only a moment to figure out why she had woken. Nurgg was shaking her. She could vaguely remember having falling asleep against his side as they watched the treetops roll by and wondered at how it was they'd ended up so high.

“Nurgg?" she asked, voice slurred. “What's happening?"

“It is glowing," said Nurgg, pointing toward Asharae. Against a far wall of the deck, far from everyone else, Asharae was curled up tightly and clutched within her fingers was a thin silken bag. Even from within the nest of silk, the Scryona was glowing strongly enough to create a bright orange halo against the mauve embroidery of the purse.

Eylee turned to tell Nurgg to wake Bayle, but he was already moving across the deck. She hadn't even noticed that he had gone, but the ogre was light enough on his feet that he had managed to stand up and cross half the deck without making much more than a patter. She went next to Illisia. The woman's eyes opened the moment Eylee stepped within a few feet of her, and the ranger rolled up onto her knees, hand immediately on her bow nearby.
“What's wrong?" asked Illisia. “What's happened?"

Eylee shook her head and said, “Nothing's wrong, but look!" She pointed to the Scryona. Illisia stood wordlessly and nodded, moving to Kaltuk. Eylee glanced around. All over the deck, figures were stirring. It seemed the chain had moved far enough along that everyone had either had someone to wake them or been woken by the commotion. Only Asharae was still asleep. Eylee knelt beside her, wondering how well the Teir'dal was trained to sleep through anything, snatching sleep wherever and whenever she was actually beyond the demands of her master and mistress.

“Asharae," she said, at first quietly and then louder. Finally, she reached out and touched the dark elf on the shoulder. Asharae's eyes flew open and she sat up, clutching the bag more closely to her chest and breathing heavily. The young elf's eyes searched her face with confusion.

“Look." Behind her, the others had assembled, and Twiddy, who had no idea what was going on, pointed toward her bag. “What's in there?"

Just then, an arrow pierced the wood of the side of the Cloudskipper with a thunk, landing just below where Kruzz was standing.
"Back!" shouted Kruzz, rambling off something longer in Trollish as he scrambled back and dropped down. After the moment necessary for everyone to register what had just happened, the whole of the group hit the deck. Not a moment too soon, as the air filled with small arrows decorated with colorful feathers that buried themselves in the wood of the ship. Twiddy crawled across the deck toward the helm, where Fiddlewiz was inside trying to work the gears of the ship to get them going again while remaining low and out of arrow range. Roadyle bowed his head and began chanting. When the next volley of arrows came at the Cloudskipper, heading directly for the balloon, a large red rune of warding flared in the air, and most of the arrows clattered off of it harmlessly.

"Who's firing at us?" asked Asharae, still clutching the Scryona to her breast. Eylee could feel her own fear reflected in the Teir'dal's eyes. Her pulse raced and her breathing was rapid.

"Those arrows look goblish," said Nurgg, grunting with displeasure as he eyed the closest shaft.
"Yes," said Illisia, eyes darting between them. "I caught a glance of one of the archers as we dropped. Definitely a goblin." As if on cue, a series of high shrieks filled the air from below them.

"I had hoped the mist might obscure us," said Bayle, "but it had to evaporate at some point." Below them, they could pick out piercing commands screamed from what must have been the goblins' leader.

"Even with the mist, we'd be fooling ourselves if we thought we were easy to miss," muttered Kaltuk, peering suspiciously around the boat.

"And then we'd have no chance of spotting them," said Illisia. As she spoke, she rose, pivoting on the balls of her feet as she unstrapped her bow and let loose three arrows in rapid succession, which were met with three corresponding cries of pain. She hit the deck again just as arrows flew past where she had stood moments before.
Kaltuk blinked, his jaw dangling. "Remind me to stand behind you in a scrape, lass," he said.

Illisia just nodded to him. Her expression was serious and set. Eylee had seen her in action once before, when Illisia and Bayle had saved her from the thugs at Harmon's Tavern, but Illisia had fought casually and without any care then. Now the Feir'dal understood how she had earned her nickname, the Hound of Zek, as the seasoned hunter assessed their situation and plotted the best way to get them all through it alive. Bayle gestured everyone in close to him.
"Only Illisia's of any use up here," he said in a soft voice. "The rest of us are just targets waiting to be shot. Besides, the Scryona is glowing, so there must be a tear near here. We need a plan to get down there and close it." He touched his hand to the staff that was strapped across his claymore. Eylee gazed at the staff uneasily. The runes that lined its shaft were quiet now, but she could almost feel them pulse.

"I have an idea." They glanced over at Twiddy, who was crawling back on his hands and knees toward them. "Listen carefully, because I believe we only have one shot at it."
Of New Friends and Troublesome Enemies –
Part III

Of New Friends and Troublesome Enemies
Part 3

The winds had died down over the night, so the boat moved along slowly by the force of its wings alone. The forest was still and silent. Except for the occasional arrow in the side of the boat, one could almost think it was a perfectly peaceful afternoon. Glancing at an arrow that had just struck, Asharae said under her breath, "Goblins have no brains in their heads. They'd have a much better chance of killing us if they hid their position."

"Scare," said Kruzz from where he was huddled against the side of the boat. "They want to scare us. It is good to make your enemy afraid."

Arching a delicate eyebrow at the troll, Asharae said, "And sneaking up on your enemy to strike them in a vital spot is twice as useful."

Kruzz sneered at her and said, "Very much an elf way, small and weak."
"Weak?" asked Asharae, glaring at him. The troll shrunk back under the heat of it. "You're the most cowardly creature on this boat. I'd sooner send the girl --" She gestured at Eylee, who blinked. “-- then you to fight for me. You're a disgrace to what is already the most pathetic race on Norrath, which makes your opinion somewhere on the level of dirt to me."

"Quiet the both of you," snapped Kaltuk.

"Listen to the dwarf," said Bayle, staring at them both hard, "we have other things to do right now than squabble."

Asharae glared one last time then looked back toward Twiddy and Fiddlewiz. They were adjusting the small, gnome-like bundle they had placed within a compartment atop a large single-wheeled contraption. Fiddlewiz lifted the goggles that covered his eyes and Eylee noted that they were heavy with sorrow. The gnome placed a hand on the wheel of the cycle and through the scarf that covered his mouth said, "If I don't see you again, good-bye."

Twiddy glanced at the others and said, "The Professor rode this all over Norrath before retiring it to work on the Cloudskipper. This is an emotional moment for him."
Fiddlewiz drew back, clasped his hands behind his back, crouched, and nodded. Twiddy gestured to the group to stand on the opposite side of the boat as the cycle. The halfling crawled to the helm and took the place of Roadyle, who had been steering while the other two worked out their plan. "As soon as I bring her down, Fiddlewiz will send the cycle in one direction. You all should go the other."

Fiddlewiz darted up from his crouched position to fiddle with the controls of the cycle one last time, jamming them in place and double-checking the positioning of the small rockets affixed to its back. The gnome stuck up his thumb and Twiddy steered the ship closer to the ground. "Now!" said Twiddy in a voice just above a whisper. Fiddlewiz lit the fuses on the rockets. Eylee held her breath as the fire ate its way down to the backs of the rockets and then in a burst, the cycle was propelled across to where Fiddlewiz had set up a small ramp to take it up and over the side of the craft. She could hear the crashing of branches and screaming of goblins as it continued careening off into the woods.

Bayle gestured for them to move, and Eylee stood up quickly, slipping off the opposite side of the ship. All but Fiddlewiz, Twiddy, and Roadyle did the same, with the mage staying on board to cast periodic glyphs of warding on the sensitive areas of the boat. As soon as the other seven had hit ground, the Cloudskipper retreated back up into the air, where they would be circling periodically, scanning for a signal that the party was ready to be retrieved.
As quietly as they could manage, the group slipped through the undergrowth. There were no games this time, nor any squabbling. Everyone held their tongues and kept a watchful eye about them. They could hear a distant commotion where goblins were no doubt contending with Fiddlewiz's fearsome cycle.

"Asharae," said Bayle, drawing in close to her, "can the Scryona give us a more specific location?"

Her expression look annoyed for a second and then she shrugged, pulling the orb from its sack, letting it come to rest on her palm where it glowed intensely. The young woman closed her eyes and breathed in deeply, tightening her lips and focusing in on it. Illisia paced around them, watching closely. Kaltuk said a small prayer, tracing a sigil in the air that flared up briefly before disappearing. Eylee began to chant to herself a story of strong heroes and battles won.

"There," Asharae said suddenly, and her arm shot up. Eylee traced the length of the Teir'dal's slender finger with her eyes, peering in the direction the young woman pointed. Far off through the trees, she thought she caught a glimpse of lightning and a touch of darkness. When Asharae opened her eyes, they glowed the same orange as Scryona, and she began walking directly toward the corrupt energy. A shiver passed down Eylee's back as she stared at the Teir'dal; she felt distinctly that there was little of Asharae in the figure that shambled ahead, and much of Scryona.
"Asharae, wait," said Bayle. He reached out to touch her shoulder, but she kept walking so that his hand passed uselessly through her hair. "Come on!" He gestured everyone forward with him.

Eylee gripped her drum in both hands. She'd never thought to use it as a weapon until their fight in Innothule Swamp with the void-touched trolls, but with its long, slender body, it had proven remarkably effective in bashing things. Kruzz walked near her, and she noted that he was gripping his meat cleaver so tightly that his knuckles had gone an almost white-yellow. Everyone else held their weapons at ready, except Nurgg, who simply wrapped strips of cloth around his fists as they walked. Bayle stuck close to Asharae, claymore raised and eyes constantly searching.

Suddenly, Illisia turned to Eylee. The young woman barely realized what had happened before the hunter had shoved her to the side and fired an arrow over her head. A goblin stumbled from the trees, dropping a short sword he'd been holding above his head. This face was stuck in a cruel death mask, a grin twisted by pain. One of Illisia's arrows was buried deep in his chest, right where the heart should be.

Then there was chaos. Goblins streamed out of the trees, screaming, dancing from side to side, and menacing them with a whole manner of crude weapons. Some jumped from above, one landing on Nurgg's shoulders and biting at his ears. The ogre ripped the goblin off of his back and roared, throwing the goblin against a tree with a sickening thud. Eylee began swinging her drum and chanting songs of bravery and luck, thinking all the while of all the things she might never do after that day. You can't think like that. Illisia doesn't think like that. I bet she thinks of what she'll be doing when this is over.
Eylee cried out and charged at one of the goblins that had come in at Kaltuk. To her surprise, the goblin next her snapped backward in tandem with her cry, howling and gripping its ears. There's so much I need to learn about this magic. She only gave herself the luxury of being surprised by what had happen for a brief moment, and then she pressed on, bringing her drum into the legs of Kaltuk's aggressor. The goblin tumbled into the ground and with a fluid motion Kaltuk brought the head of his hammer down onto the skull of the creature, where it landed with a satisfying crunch. Then he turned to smack another goblin in the jaw with the body of the censor that dangled from his other hand. The dwarf tipped his head to her, but his eyes were not Kaltuk's eyes. They were the eyes of a seasoned warrior, impassive to all but the motions of battle.

She scrambled on, checking in on each of her companions. They all seemed to be holding their own. Illisia was a blur of motion, her twin swords felling goblins as she whirled with such fluidity that it seemed she could be doing a dance. Nurgg brought his fist in to crush the skull of one attacker, and then picked up the limp body of the goblin he'd just killed to be used as a club against another of them. Asharae continued walking and Bayle fought goblins off from either side of her. Eylee started as one goblin stepped directly in front of the entranced Teir'dal, but without comment, Asharae lifted a hand and from her palm shot an orb of that same orange light. When the ball struck the goblin, he screamed and then scratched at his skin furiously. In moments, he had dissolved.
Then Eylee noticed something curious. Where that goblin had been, a cloud of purple and black smoke remained. The orange light that had struck the goblin lingered and then enveloped the black energy hungrily. Asharae then whispered a word and the now orange and black mixed energies flowed into Scryona in a quick stream. The Feir'dal didn't puzzle this long, there was no time to be distracted by such mysteries; as her eyes passed through the scene, however, she noticed flashes of similar black and purple clouds around all of the goblins.

They had to have been touched by the Void. "Be careful!" she screamed.

In that instant, she heard Kruzz scream. He was backed up against an embankment, two goblins menacing him. But what was worse was that one of the red-eyed Void beasts they had seen in Innothule was stalking toward him, snapping at the air with its pincers. Kruzz swung his butcher knife in front of him wildly but to little effect. Eylee glanced over at Nurgg, who had also noticed their green-skinned companion's problems. He nodded to her and the two of them ran toward the troll.

Eylee shouted as she approached the goblins and one of them fell to his knees, blood running from its ears and eyes. The other turned to her and she brought her drum into his neck, knocking him forward. One of Kruzz's wild swings finally struck true, the large, jagged blade cutting through the flesh of the remaining opponent's neck. The goblin stabbed downward as he fell, sword piercing the troll's foot. Kruzz let out a scream of pain and began hacking at the goblin's corpse furiously.
Though concerned for him, Eylee turned to check on Nurgg. The ogre had launched himself headlong at the large void beast and now had it in a grapple, pounding it with his fists. The beast swung its pincers this way and that, and let out high, eerie wails, but it couldn't manage to get its grip on the ogre, nor could it shake him off its back. She noted a gash above Nurgg's eyebrow, which was bleeding down into his eyes, but so far he seemed to be holding up. Still, she felt she had to do something.

Another shout lingered at the back of her throat, and she stepped toward the beast, letting it out. The creature look as if something had struck it and then went completely still, as if paralyzed, giving Nurgg the chance to reach down and tear out a number of its eyes. Chucking aside the dangling bits of gore, he reached in through one of the empty sockets and pulled out brain matter from inside.
It was done. The beast collapsed, letting out a series of short bellows until its body broke up into wisps and then nothingness. Eylee turned back to Kruzz. The troll had stopped panicking long enough to pull the sword from his foot and was busy retreating into the brush.

"Where are you going?" she called, but Kruzz vanished into some bushes. She shook her head and turned back to the fighting.
Bayle had seemed to decide Asharae was safe enough on her own, and had moved on toward what appeared to be the leader of their attackers. This particular goblin had been the source of the commands shrieked in Goblish and wore an elaborate headdress from which feathers and beads dangled, and he fought with a scythe-like sword that, even at a distance, Eylee could tell was stained with blood. Though Bayle's claymore was swift, the chieftain managed to dodge nimbly around every one of his swings. The goblin leader cackled every time Bayle's claymore fell to the side harmlessly.

Eylee watched as Bayle's strategy shifted. Instead of hacking at the goblin, he drew back, sword at the ready. The goblin glared at him and danced around, shouting, "Why you not attack?! Afraid of little goblin, are you?" The goblin bared his teeth and swung his sword around, trying to menace Bayle. Bayle didn't respond though, he simply circled.

Finally, the goblin screamed and charged at Bayle. The plainsman stepped out of the path of the sword and brought the claymore around, cutting deeply into the goblin's calves. He must not have severed the muscles, as the goblin raged through the pain, crying out and launching himself at Bayle, managing to slice deeply into his arm. Eylee's breath caught in her throat as blood welled up through the plainsman's torn shirt and Bayle stumbled back, one hand releasing the claymore and moving to cover the blood. Suddenly Kaltuk was by his side. The dwarf called out to the heavens, "Brell, you had best do this lad a fair turn!" The blood suddenly stopped flowing, and the dwarf smiled in satisfaction. The goblin cried out in frustration, charging at Kaltuk. As he passed by Bayle, though, the young man brought the claymore around, driving it through the goblin's torn leather jerkin, into his chest, and all the way out the other side. The chieftain hit the ground in two distinct halves, leaving behind the same dark cloud as all the others.
With that, the battle seemed to be well under control. The remaining goblins had moved to place themselves between the group and the Void portal, which the party had long since grown close enough to fully observe. Asharae threw orb after orb of orange light at the wall of goblins, eyes fixed toward the portal intently, and with every goblin that fell, Scryona fed further, sucking in that energy. Eylee looked at the portal more closely. A circle of inky black, it was surrounded by a concentration of the purple and blue storms they had seen in Innothule. Within its proximity, there was a gradually intensifying acrid smell that burned the thin membranes of the nose when one breathed in too deeply. From within its heart, the sounds of more of those beasts could be made out, and it was evident that they were getting closer.

Bayle seemed to have noticed this as well. "We need to close it, quickly!" he shouted.

Eylee ran forward with the others as they moved in, lending their physical attacks to Asharae's onslaught of magic. They grew closer and closer and just as Bayle managed to stand in front of the portal, more beasts became visible inside of the Void. The plainsman dropped his claymore and ripped the staff of Theer from the cords binding it to his back. Illisia stepped in beside him and brought down the few remaining goblins that tried to rush him, dispatching them with practiced blows.
Bayle rubbed the runes of the staff furiously until they began to glow and the staff leapt from his hands. It began to spin in front of the rift, and as it did, the edges of the portal seemed to become elastic, turning and curving and collapsing in on themselves. There were bellows of frustration from within the Void. One of the beasts managed to stick its arm through but Illisia quickly hacked it off. The edges of the portal continued collapsing inward until, with a rushing of air that had the quality of an inverted wind gust, the whole thing vanished. 

Bayle bent down to retrieve the staff, and they all turned to Asharae. The orange glow vanished from her eyes, then from Scryona, and as if released from a marionette's strings, she went limp and collapsed. Kaltuk rushed to her side and began tracing sigils over her. In a moment, she opened her eyes again.

"Water," she whispered.

"Ale," said the dwarf, with no hint of apology, as he opened his skein and dumped it down her throat.

She coughed and sputtered, sitting up and wiping liquid from her face. "Water does not equal ale," she said sharply.

Kaltuk chuckled as he rose. "She'll be alright," he said.

"What happened?" asked Bayle. "What did you feel?"
Asharae seemed to consider her words before saying, "It was as if... Scryona had spoken to me, and asked for permission to feed. I let it, and then I did exactly as I was told." She shook her head. "I have so much to ask Baron and
Baroness V'Nol." Her eyes gleamed in a way that worried Eylee.

"I see," said Bayle. His voice was impassive but his forehead creased with worry. He shook his head and said, "I wish we could have nothing to do with corrupt Teir'dal tinkering."

Asharae fixed her gaze on him and smiled almost sweetly. "But you must, mustn't you?" Her voice rang with a note of something like triumph.

Kaltuk looked at Asharae uneasily. "You may like to think you had the power there, lass," he said, "but it was the thing that did, not you. The more we know about it, and the less we have to use it, the better." 

Illisia stepped up and glanced around, asking, "Where's Kruzz?"

"Hiding," said Nurgg, crossing his arms firmly across his chest. With that, there was a rustle in the brush as Kruzz appeared and limped toward them.

"Wounded," said the troll, voice full of pain. Not a single gaze, however, softened with pity at the sight of the troll's wounded foot.
"I could have fixed that," said Kaltuk, eyes narrowed at him, "but as you were too worried about your own hide to help the rest of us fight a few puny goblins, I believe you'll be stuck with the facilities of healing that the gods gave ya. You trolls patch up quickly, it shouldn't be too long." The troll glowered and limped back.

"Don't give me another reason to question why you're with us," said Bayle sharply. "I'm tempted to leave you here."

"Please do not," said Kruzz, falling on his knees in front of Bayle, "please do not. I promise to fight."

Bayle turned away, disgusted. "Very well," he said, shaking his head, "but this is your last chance."

"One more than you deserve," muttered Kaltuk.
"Illisia, would you...?" Bayle motioned to the staff and then to his back. The barbarian woman nodded and then reached out to touch the staff, brushing his hand. The two held eyes for a moment, and something washed through Eylee that was a mix of jealousy and wistfulness. It was doubtful anyone else had caught it; only the most curious observers, such as Eylee, would make as much of it as she had, but there was no question in her mind that something was growing there. It lasted only a moment, though, and then the barbarian woman glanced away and took the staff, strapping it onto the man's back and smoothing away the bunched cloth of his shirt. Bayle wiped his claymore in a patch of scrub and then sheathed it over top of the staff. "We'll send out a signal for the others," he said. "I doubt they have gotten far. Illisia, come with me. The rest of you, search them for anything that might be relevant."

"Or valuable," said Asharae with a smile.

Bayle stared at the young woman for a moment and then said, "Loot the bodies if you like. I won't stop you. But though they may only have been goblins, I will not be defiling their bodies that way."

The pair of warriors vanished into the thicket. Eylee found herself watching the paths of their hands, imagining that one might quietly take hold of the other. A voice interrupted her thoughts. "What are you staring at so dopey eyed?" asked Asharae, narrowing her eyes at the young woman.
"Nothing," said Eylee, doing her best to sound flippant.

Asharae followed her gaze, seeming to consider the implications. "Ah," she said. "I see. Well, I am sure they will make ugly, stubborn babies together one day. If they live. Which is doubtful."

Eylee glared at the Teir'dal. "Why do you have to say those kinds of things?" she asked. "Do you really not care if we live or die? If you live or die?"

Asharae seemed to consider her words. "No," she said, "not really," and turned to continue her work.

Eylee gazed at the Teir'dal, anger raging. Spinning away, she tried to drive off her anger by focusing on the task at hand: finding anything that might shed light on the nature of their battles and where they should go to next.

* * *
As night fell, they found themselves back on the Cloudskipper. With more time to settle in, they made themselves permanent bedding in corners of the ship, laying out bedrolls and fashioning pillows of burlap sacks below deck. Twiddy and Fiddlewiz had finally organized the contents of the messy cargo hold well enough to accommodate individuals larger than themselves. Nurgg made his spot above deck, preferring not to be cramped, as did Kruzz, because the rest of the party had yet to stop glaring at him. Asharae set up a place within the hold but very separate from the others, using her cloak to fashion a sort of tent between stacks of crates.

Eylee curled up on her bedroll, exhaustion consuming her. When sleep didn't come, she turned, finding herself staring at Kaltuk's back.

"Kaltuk?" she asked. "Have you managed to sleep yet?"

The dwarf grunted in response.
"You've done this many times... fought battles...?" she asked.

After a moment, he responded, sighing heavily, "Yes, I have, lass. I was a member of the Storm Guard of Kaladim, once."

"How do you shake away the looks... the looks your opponents give you when they die?"

He turned so that he was facing her, studying her with his pale blue eyes. Reaching, he swept a lock of hair out of her face. "You remember," he said, "that what you were doing was right." She considered his words and then nodded to him. "Sleep well, young one." He turned back the other way and within minutes, he was snoring loudly.

Eylee tried to do as he said, but a thousand thoughts weighed on her mind. Finally, she fell asleep, but her dreams were of beasts from a place outside of time, and she tossed all night in fear for Norrath.
On the Plains of Karana – Part I

From the pen of Eylee Zephyrswell --

We knew that we had a hard road ahead of us, and that the only way to succeed would be to gain allies. Our search, however, met with few results. The men and women of the northlands were too embroiled in their own conflicts, and my own people, as well as the Koada'dal, had too much on their hands with the great migration that consumed them. The Teir'dal could possibly have lent might, if we trusted to work with them, or if Asharae were not considered a criminal and we her accomplices.

So it was, then, that we came then to the dwarves of Kaladim...
On the Plains of Karana - Part I


The Cloudskipper swayed back and forth in the light wind, tugging lightly at the ropes that tethered it to the upper branches of a very great old oak tree that reached into the sky with its gnarled branches. Professor Fiddlewiz waved to the departing group from his comfortable perch in a broadcloth hammock that had been strung up on deck. For his part, Twiddy had already managed to suspend himself within a small harness that dangled him at the side of the deck, where he sanded down a few uneven spots and spread resin where it had grown thin between boards. He managed a quick wave to his departing passengers before turning to his work as they took to the rocky trail that wound through the Butcherblock Mountains toward Kaladim. Kruzz also watched them go from the deck, insisting his staying behind on the boat would mean a piping hot dinner, or breakfast, or lunch – he would be ready for anything – on their return. The unspoken truth of it was that Kruzz was just as well off taking a bath in a river full of saber toothed piranha as he was walking into the heart of the dwarven kingdom; too many of the mountain men and women had lost loved ones in spars with the trolls.
Eylee adjusted the straps on her satchel, which had begun to bite into her neck already. It hung heavy with parchments upon which she had recorded the details of the companions' adventures -- crossing the plains of Karana with Illisia and Bayle, rousting void-touched trolls in the swamps of Innothule, spurring goblins in the Misty Thicket, fighting off the soldiers of Neriak as they made off with the struggling V'Nols, their trek to the northlands, and the subsequent flight from the warpaths of the bloodthirsty barbarians that had resulted. It was all there, on paper, in great detail, as well as a complete recording of the visions she'd been having.
In all practicality, she should have long since unloaded some of the pages into a safe corner of the Cloudskipper, but something inside her said she should keep them close – even closer than the locked boxes Twiddy and Fiddlewiz kept in their cabin. It wasn't, she hoped, vanity that motivated her; no, it was not simply a matter of this being her tale to tell, but rather a sense of great importance to the details of their journey. She even curled up with the bag at night, resting it snugly in the crook of her arm like a treasured doll. But it had grown cumbersome as their adventures increased in number, as they glimpsed new corners of the world every day from perspectives none but those born with wings had ever taken in.
The evergreen trees of Butcherblock rose around her, tall and imposing, with thick trunks made stout with burls and age, their limbs hanging heavy with bunchy green needles. They were scattered sparsely across the generally rocky face of the mountains, standing like lone sentinels keeping watch on behalf of the great dwarven city. Now and then, Eylee would catch the sound of bleating and glance to see a ram dash up the hillside spraying pebbles in its path and butting aside scrub with its great curled horns. Birds circled above their heads, the wide expanses of their wings casting shadows upon the party, and snakes wound through boulders to vanish into dark holes below their feet.

Eylee glanced from face to face. Bayle and Illisia walked close to one another at the head of the group, now and then speaking in hushed tones. She remembered with a slight smile that they had one time insisted on taking front and rear, but had gradually both drifted to the front of the marching order; whether that was from an increased desire to stand next to one another, or a decreased distrust of the rest of the group -- or possibly both -- Eylee wasn't certain. Now it seemed Nurgg had positioned himself solidly at the rear, and his heavy steps defined the end of their column. Asharae drifted in the center of the party, her cloak draped over the soft curves of her body and Scryona's pouch bouncing against her knee. Roadyle drifted a step or two behind her, speaking to her when he could manage to attract her attention about magical theory or some sight or the other on the horizon. Eylee peered in his direction, wondering whether the mage's interest was merely academic, or if his impulses had taken a turn for the unnatural-bordering-on-abominable. Asharae was beautiful, but hardly the elf a Koada'dal brought back to his austere mother and father.
Finally, her attention fell on Kaltuk, and she was drawn immediately to his side by the struggle she could see in his eyes. She didn't really need to see his expression to know that something was wrong. His complete silence during their trek had already told the tale. She cleared her throat and smiled at him, saying, “It can't be all that bad, can it? I mean, you miss your home, don't you?"

Surprise washed over Kaltuk's face and then vanished. He glowered and said, "What makes you think it's all so bad as that, missy?"

"Well," she said, "when the one who normally keeps the rest of us chuckling hasn't even cracked a smile... It must be dire."

Kaltuk scoffed but smiled. "I assure you, I'm not about ready to curl up and sob under a rock," he said, inclining his head to the side. "It is not an easy thing to return to a place that did not want you... no matter how you might have missed it."

Eylee nodded and said, “I'm sure they're ready to welcome you back. They must have forgiven you by now."

The dwarf barked a short, quick laugh. "Oh ho! I would not count on that, young one. A dwarf's about as stubborn and quick to forgive as a stone, and we've the whole of the council of Kaladim to contend with."

***
They had just begun to glimpse the facade of Kaladim, carved straight from the great face of the mountainside in a series of towering columns, when they were met with an escort. A pair of dwarves -- male and female, wearing earth toned leathers that helped them blend into their surroundings -- stepped from behind a copse of trees with axes and bows at the ready.

"What's your business, stranger?" asked the male, eying Bayle.

Bayle opened his mouth to speak, but Kaltuk stepped in front of him. The sentries reacted to the sight, the male taking one step back and the female grunting from behind a leather mask that covered most of her face.

"Prior Kaltuk Ironstein," said Kaltuk, "once member of the Stormguard, and high priest of the Church of Ale, has found his way back to Kaladim, and he's brought some friends along with him. Perhaps I could trouble you to run on ahead and announce my visit to the council, to whom I'll be needing to speak to immediately on matters important to all the dwarves of Norrath. Dark creatures have come to Norrath. They might be at your very step already. We've come to speak about fighting them back."

The sentries glanced at one another and the male stepped forward again and said, "One of us will go on ahead, but the other will be sticking close. I remember your name, Kaltuk Ironstein, but you're no Prior of Kaladim. Not anymore. Not for some time."
Kaltuk examined the sentry closely with a look so sharp that it seemed it could strip bark from a tree, and the younger dwarf shrank back a little again. “I was a Prior for more years than you've been on Norrath, sonny," said Kaltuk, “and I'll not be taking any guff from the likes of --"

"Father," said the female sentry. She removed her helm and a pair of blond braids fell down her back. Though homely, she was pleasant enough looking for a dwarf, with eyes the same robin shell blue as her father's.

"Cora," said Kaltuk, his voice ringing with a sharp note of pain.

She nodded to him and her expression was impassive. "Listen to Braldan," she said."He may be your junior in years, but he's still senior to you in Kaladim." She nodded to the other sentry, who seemed to straighten up under her praise. "Go on ahead, Braldan. I'll keep a close eye on our visitors."

“Don't you think --" began Braldan.

"That's an order." Her voice cut him off and provoked him to begin jogging immediately in the direction of the mountain face. Kaltuk straightened a little, beaming with an obvious pride. The glance Cora shot her father next caused the pride wither away. Asharae must have noticed, because she laughed softly to herself. Kaltuk scowled at the Teir'dal.
Cora swept her gaze along the whole of the group. "You've a time ahead of you explaining why such a band as this has been brought to Kaladim," she said, "but as a once citizen, you've the right to try. The ogre..." She looked Nurgg up and down with a distrustful gaze. "... should probably stay behind."

Nurgg grunted, planted himself beside Kaltuk, and leveled his gaze at her.

Cora raised an eyebrow with curiosity. "Well then, he'll at least need to be bound."

Kaltuk glanced to Nurgg with a raised eyebrow. The ogre paused only for a moment and then nodded. Cora came forward and wrapped his hands in a series of intricate knots.

"No weapons?" she asked Nurgg as she finished. He smiled and raised his fists. "Ah, well, then I'm glad I used a good knot." She swept a hand toward the other adventurers and gestured them forward.
Kaltuk nodded and began to follow in his daughter's shadow, the rest of the party falling into step some distance behind. “It's good to see you, lass," he said in a low voice, which Eylee only caught because she followed him as near as she dare. "You've done quite well for yourself. Makes an old dwarf proud to see it."

Cora stared ahead and made a low noise in the back of her throat. "You should spend your time thinking about what you're going to say to the council and not waste your breath with empty compliments."

Eylee felt a stab of sadness in her heart as Kaltuk's face fell, but the dwarf nodded and followed his daughter quietly toward the entrance to the vast network of mines that formed the veins of dwarven civilization: Kaladim, the city in the mountain.


***
She could see her friend's eyes searching the crowds, intent upon finding someone specific. As they had obviously already found at least one of Kaltuk's children -- or perhaps only, Kaltuk had never spoken much about his past -- she had to assume he was most likely on the look out for his wife. There was a look of strain, perhaps even pain, as he did so. Though it did not seem he had found who he was searching for by the time they came to a stop outside of the great stone doors of the meeting hall, his face had met with a number of startled recognitions, and where he walked, a chorus of hushed whispers followed. He had been famous as one of the most recognizable clerics of the Stormguard, but he had been infamous as the dwarf who turned his back on Brell. His expression was unreadable as the group stood and awaited their audience with King Aldus Stormhammer and the great council of Kaladim, but Eylee reached out and touched his shoulder gently. He glanced back at her with a look of surprise, and pain flooded the corners of his eyes, but then as he saw who it was and the look of gentle assurance on her face, his expression melted to a smile and he nodded to her, reaching over to pat the wood elf's hand with one of his own.

There was a scraping of stone against stone as a pair of burly dwarven guards, arms roped with muscles, drew them open and gestured the group forward. Braldan fell into step beside the group, making a point of keeping close. Bayle stepped forward to take point on reflex, then paused, smiled, and with a half-bow, let Kaltuk trundle in front of him. The dwarf raised an eyebrow and pointed beside him, so that the plainsmen stuck close to his side, and the pair entered the room at the same time. Illisia shadowed Bayle, and then the rest followed. Eylee was a bit surprised Nurgg did not follow closely behind Kaltuk, and her expression must have said so, for as she glanced at the ogre, he responded with:

"This is not the place for my friendship."
Eylee nodded, knowing the statement was two fold. It would neither help Kaltuk's acceptance by his one time people to advertise his friendship with an ogre, nor would it benefit Kaltuk as an individual to be supported by his giant friend when everything he needed for this would have to be found in his very own self.

When they entered the room, it had been like jumping into a sea of voices. The chamber was full of great stone benches for spectators in a bowl shape that stretched up from around the central table at which the council sat before the throne of the ruler of the dwarven people. She imagined these benches were not often full, but it seemed the whole the mountain had turned out to see their curious visitors and the returned exile. A ring of dwarven men and women sat at the central table, some dressed in well-polished armor, others in finely spun linen and wool clothing, and still others in robes affixed with the symbol of Brell. Behind them, a proud looking dwarven man sat in the throne, head leaning against one hand, elbow propped against the arm of the chair. She took this to be Aldus Stormhammer, king of the dwarves and a son in the long Stormhammer line. His dark brown hair was braided into a single long braid that fell across his shoulders, and his beard was similarly fashioned into a thick central braid and four smaller braids fanning out two at each side, with gold and silver rings, as well as blue and green gems, woven in.

The band of adventurers was led to a slightly raised platform in the back center of the room, and Braldan took a position near them. As Kaltuk came to stand before the council with Bayle at his side, that cacophony of voices quieted, and all eyes were fixed on them intently.
"Speak, Kaltuk Ironstein," said King Stormhammer. "I'm curious to know what has brought you back, and why you've arrived with such an assembly of companions." His voice was rough and echoed like boots on gravel in the massive hall.

"My thanks, King Stormhammer," said Kaltuk, bowing stiffly to the dwarven ruler. "I once knew you as prince, and am sad to hear your father has passed on, but I am sure you are as great a ruler as your father was." The king did not seem to react to the flattery, but he nodded in acknowledgment of it. Kaltuk turned so as to address more of the crowd. "Most of you know me, but for those who don't, I'm Kaltuk Ironstein, once a Prior of the Stormguard."

"Cast out for unrelenting blasphemy to Brell's name," interjected one of the councilmen. "And a refusal to rehabilitate." He wore the robes of a priest and had a long white hair that fell freely down his back. Though he did not have a beard, he did sport a thick white mustache that curled on either side.

Kaltuk did not attempt to hide a look of contempt and anger as he glanced at the priest. "As High Prior Graniteaxe has made clear, I have not been welcome here for some time, but our purpose here is far more important than your grievance with me. I will let my friend Bayle speak, and hopefully you can listen to him without being clouded by the same prejudice you would me."
Kaltuk gestured Bayle forward, who smiled to him and took his place before the assembly. Graniteaxe settled back against his throne, looking completely unconvinced; however, he was one of few in the room who did not at least look curious as to their purpose. Eylee glanced from side to side, noting she had come to settle between Nurgg and Roadyle. The moment her eyes hit Roadyle, he glanced at her, and smiled. She found herself wondering if there were any spell in his arsenal that could help their purpose, but then dismissed it, knowing their mission could not be shrouded by something so unethical.

Bayle cleared his throat and opened his arms toward the dwarves. "We've come to speak with you about a threat to all of Norrath," he began. He gestured Illisia over, and she stepped in behind him, unstrapping the Staff of Theer and laying it in his hands. He smiled to her, and she at him, as she stepped back behind him, casting a critical eye on the crowd. "Portals have been opening to a place beyond our own – the Void. The creatures that come from there are twisted visions of darkness, and they seem to be capable of filling individuals from Norrath with the same dark energy and corrupting them. This staff is linked to those portals, and it lets us close them, cutting off their passageways to our world. The longer this goes on, however, the more of those monsters there seem to be. We are a capable band of individuals, but not able to take them on by ourselves. We need allies. Our journey has taken us here, because dwarves are known to be capable and valiant fighters." There was a general murmur of approval from the crowd. "We would rest easier knowing you were in this fight with us."
Bayle's voice fell to a hush and when it was clear he had made his case, conversation sprang up around the room. The members of the council all huddled together; some with bright, encouraging eyes, but just as many others looked dark and suspicious toward the group. Chief amongst the dissenters was Graniteaxe, who shook his head as a female dwarf whispered to him from his left, eyes locked on Kaltuk.

"What exactly are you asking for?" asked another dwarf, leaning forward and clasping his hands in front of him. He wore shining plate armor that was dressed with medals and had a look of keen authority. Eylee noted that when he spoke, Kaltuk's expression softened, and something like a smile passed between the two of them.

Bayle nodded to the dwarf, acknowledging the question. He cleared his throat, clasping his hands behind his back. "Of course, we would expect you to focus most of your energy here on Faydwer, but we would also ask that you focus not only within your own borders. Send patrols to scour the continent and fight off whatever of these creatures you might find. If you come across a portal, fortify the position, do not let the creatures spread, and send word to us of its location. In time, if there is a true front established, we might call on you to send legions to help us in the fight. Unfortunately, we only have one small ship to travel by, so you would have to move yourselves."
The dwarf who had asked the question nodded and settled back, then the discussions began anew between the council members. Finally, the well-decorated, armored dwarf stood, as did Graniteaxe, and they walked up to the dais on which King Aldus sat. Eylee's eyes were fixed on the King, who thus far showed no bias either way. His expression was impassive. He had, however, sat up straight and leaned in while Bayle had spoken, listening intently. At least their case had not bored him.

Braldan leaned back toward them and whispered, "I believe you have an enemy and an ally heading up there. General Basaltheart was once a friend of Kaltuk's, and one of his few supporters during his trial. During your leader's speech, he was rapt in attention. The High Prior was against you from the start, though."
"I imagine he was a rival," said Roadyle. "They are of the same profession."

Braldan nodded. "Your friend's smart," he said. "Ironstein might have been High Prior if not for... well, what happened. He and Graniteaxe had been rivals since they were young." Braldan glanced to the audience. Eylee searched the crowd in that direction, and her eyes landed on where Cora Ironstein sat beside an older dwarven woman with gray hair spun with white strands. The matron had an uncommon beauty for a dwarf, striking even next to the much younger Cora. "When Ironstein was dismissed, his marriage was made void, and after that, Graniteaxe married his wife, Meen. I don't believe Graniteaxe married her for any reason but to have everything that had been Kaltuk's. He always envied Ironstein's popularity." Braldan chuckled. "Some of us still sing his song, 'Raise a glass for him, boys!', though not within earshot of Graniteaxe."

Eylee nodded to him and said, "Poor Kaltuk..."

Eylee did her best to disguise her reaction to the dogma, but Nurgg did not. He grunted and peered down at the dwarf, who shrank slightly beneath the ogre's gaze. "Your Duke was not there for him. Why should he give him praises?"

Braldan shrugged and examined the ground silently. At that moment, Graniteaxe and the general came back to the table. Aldus watched them go and then fixed his gaze on Kaltuk with a look of mild curiosity - or what might have been considered extreme curiosity for a dwarf. Everyone in the room waited, with bated breath, to hear what the King's representatives had to say.
On the Plains of Karana – Part II

On the Plains of Karana - Part II


"King Stormhammer has decreed that we will consider your proposal on one condition," said Graniteaxe, leaning back in his chair and crossing his arms in front of his barrel chest. "We need to know your friend Ironstein has made right his relationship with Brell. We cannot go forward on this without his blessing. Kaltuk needs to admit what happened on that battlefield was due to his own failing, and no fault of the Duke of Below."

The room went quiet, so quiet Eylee thought she could hear the heavy beating of Kaltuk's heart. She watched a bleak desperation wash over the dwarf's face, but he stepped in front of Bayle with surprising composure. The entire group watched him, on edge; even Illisia, normally so austere, seemed to be entreating him with her eyes.

He cleared his throat and swept his eyes over the room. "I was the only one on that battlefield so many years ago," he said, "and I was the only one who saw what it was that happened there. I have stuck by... a particular interpretation of what happened there, for many years." He paused, and his eyes searched the ground. Eylee noted him glance to the side, and followed his gaze to where his daughter and former wife sat. Meen wore and expression of clear disapproval. Cora, however, looked noncommittal, but Eylee hoped for her father's sake, she might crack a smile.
Graniteaxe seemed to notice Kaltuk's gaze as well and cleared his throat, saying, "Focus on the subject, Ironstein, and not my wife. She's no concern of yours."

The crowd went completely silent. Kaltuk's eyes and nostrils flared. Eylee felt her breath catch in her throat and she whispered, "Oh no."

Kaltuk lowered his head and then raised it again, eyes fixed on Graniteaxe. "I have stuck by it because I can see no other explanation. Maybe Brell didn't abandon us all. Maybe he only abandoned me, but he wasn't there. By my beard, I swear it. None of you can say you know the whole tale, none of you can say what exactly happened, because I'm the only one left of the second company of the Stormguard." The crowd began to mutter and murmur, at first softly but at a steadily increasing volume. "As they died one by one, I called to Brell, but Brell didn't seem to think it was worth his time." The murmurs had risen to angry shouts.

"So I'll admit no fault - Brell failed me that day, perhaps Cazic Thule had him by the beard somewhere - and it will be up to you to decide whether to put aside your grievance with me." Bayle's head dropped to his chest, as Kaltuk's words were drowned out by the angry roar of the crowd. The council was on their feet, arguing both with each other and shouting at Kaltuk, who, for his part, was on the offensive, shouting back at the lot of them as if it weren't him versus the whole of Kaladim. Only General Basaltheart remained seated, but he looked at the ground, sighing and shaking his head. Eylee saw her own disappointment mirrored on the faces of the other adventurers. Even Asharae didn't seem to be taking any joy in Kaltuk's failure. The Teir'dal's expression was as sour as any other as she stood and began reacting to the hubbub.
"I believe we are very close to outstaying our welcome," she said, striding back behind Bayle and then looking back toward Nurgg. "Perhaps it best you hoist our stony faced friend over your shoulder and forcibly remove him."

Bayle only nodded. Eylee felt Nurgg's hands on her shoulders. "Cut them," he said, glancing at Braldan with a look that warned him of all the great pain that would come to him if he interfered. The wood elf fumbled with the small knife she kept tucked in her boot and began sawing at the ropes. She glanced up at the ogre and noted a curious expression on the ogre's face. It seemed the hurt that now lay hidden beneath Kaltuk's anger was reflected in Nurgg's eyes. He squeezed her shoulder once the bonds had been loosened and then pushed his way through the rest of the party, unceremoniously lifting Kaltuk to his shoulder, though the dwarf shouted and kicked against him. Asharae hurried after them as they went, shooting glares at the dwarves that she had no doubt been suppressing since the moment they entered Kaladim, and then followed Bayle and, at his heels, Illisia, until finally Eylee glanced up at Roadyle, who smiled at her and shrugged.

"Never trust the future of the world to the temper of a dwarf, I suppose," said Roadyle, and then gestured her forward. Eylee sighed and nodded, hurrying after him. As she stole a final glance back, she noticed Cora standing quietly within the crowd, watching the direction her father had gone. Eylee wished she could capture the image somehow and record it, showing it later to Kaltuk, for there was a genuine sadness to the dwarf's daughter's expression that said perhaps the woman was not so cold to her father as she would have had him believe. There may have only been one dwarf in Kaladim who cared for him, but at least there was the one.

That did not, unfortunately, improve their current situation.


~~~
Eylee lifted her spoon and watched as thick globules of porridge clung to the tip of the utensil. She'd had thick porridge before, but what was far more unsettling was the chunk of gamy meat sticking from the cornmeal. She glanced up at Kruzz, who watched her nervously, chewing on his fingertips. The elf managed a weak smile before putting it in her mouth and closing her lips around the food nervously. The odd mixture of sweet and salty dissolved on her tongue and she chewed the chunk of meat - which she hoped, with all her might, was deer or boar, and not possum, or rat, or anything else she feared would give her as much in the way of disease as sustenance.

"Is good?" asked Kruzz. Eylee sat for a moment, trying to decide what she thought of it. It was not unpleasant, but she had a hard time getting over the strangeness of it. Still, considering the first meal that the troll cook had ever served them involved the various intestinal bits of vermin served in a soup with nothing for flavor but a root that when boiled smelled of rotten eggs, it was a vast improvement.

"It's... good," she said, nodding. The troll leaped up from his crouched position and danced around the deck of the ship, hissing with glee. She smiled despite herself, and then noted where Kruzz had the lock of her hair he'd taken braided and bound to a lucky stone suspended from a leather thong. Uneasiness washed over her. She couldn't shake the terror she'd felt when she'd woken up to see the troll crouched above her with a knife, but it had been all but dulled by the sympathy she felt when Nurgg knocked him across a clearing, and they had then found a lock of her hair clasped between his fingers. It seemed that in the troll's profound superstition, he'd taken her visions as evidence that she was blessed and hoped a token of it would ward off his own ill fortunes. Since then, she'd tried to be kinder to him than she had been previously, and part of that involved taste testing his attempts at making food that anyone in the party but he and Nurgg could stand to ingest; the ogre's tolerance owing only to his long imprisonment at the hands of the trolls of Guk.
She sat cross-legged on the side of the Cloudskipper, cradling the wooden bowl full of meaty porridge in her lap and surveying their surroundings. She had chosen the spot to sit and work at a canto that had been writing itself in her brain all night when she should have been sleeping. As soon as the sun came up, she'd emerged to take advantage of the light and scratched out the verses that had been cycling through her head until she had been recruited as a taste tester.

The ship was tethered above a vast grassland outside of a plainsman village on the Plains of Karana. The sun had emerged from over the hills probably an hour before, and now rose steadily into the sky, light creeping further across the land as it did. It had rained the previous night, so they had spread rucksacks from below on the slick wood where they decided to sit. Illisia moved through the deep grass below them, returning from an early morning scouting mission. The others had begun stirring about on the deck. Nurgg had been awake for as long as Eylee had, and Illisia up even earlier than the ogre. Kruzz had woken up reluctantly when the ogre shoved his foot into the troll's side and said one word: "Breakfast."

Kruzz now echoed that as he cried, "BREAKFAST!" in his high, screechy voice, attempting to rouse the remaining crew.
Eylee looked over as Kaltuk clambered up from below. The further they had flown from Kaladim, the more the dwarf had seemed to regain his usual disposition. Still, everyone was disappointed in what had happened with the dwarves, and it wore on him. They had only retreated just outside of the council room, and waited there as the anger inside the room died down. Eventually, General Basaltheart emerged and spoke to the group, telling them that though Kaladim would defend Faydwer against the threat of the monsters, they would not be dealing directly with the group, nor leaving their own continent. The High Prior thought it would cast a shadow of ill-luck upon them to deal with Ironstein and had convinced the King that it was the case. His tone had been apologetic, and as he delivered the news that they would need to leave Kaladim immediately, he turned to Kaltuk and without any inhibition, embraced him.      

"I'm sorry, my friend," he'd said in closing, "I wish it could have been different."

Ironstein nodded to him and asked, "Is it true? Meen? Did she...?"

Basaltheart bowed his head and then said, "Married Graniteaxe after he gave her half the wealth of his clan in gifts. It was hard for her, but she had to close her heart to you."

Kaltuk nodded to him, eyes blank.
"Cora has never called him father," said Basaltheart, a smile playing on his lips, "though he wants her to. You'd be proud to see the time she's been giving him."

Kaltuk had smiled with a genuine look of happiness and clapped his hand on his friend's shoulder. "Thank you, you're as true a brother as I ever had."

"Good luck to you and your friends on your mission," said Basaltheart with a nod, disappearing back into the hall.

Kruzz met the dwarf at the top of the ladder, shoving a bowl of porridge in his face excitedly. Kaltuk eyed it with suspicion and then looked up at Kruzz and said, "That almost doesn't look terrible. What've you done to it?"

Kruzz grinned with a mouth full of sharp, discolored teeth and said, "Filled it full of die-licious meat stuffs."

"I didn't think porridge called for meat," said Kaltuk, dubiously.

"It's not so bad a combination," interjected Eylee, "at least, not so bad as you might think."
"I'll believe it when I don't vomit it up," said Asharae, emerging from below Kaltuk, accepting a bowl from Kruzz. "Remind me why the troll was chosen to be the cook?"

"He had the experience," said Twiddy, stretching as he emerged from his cabin at the bow of the ship. "And he actually wanted the job." Fiddlewiz was at his heels, surprisingly free of the cap and scarf that usually covered his head. His wire thin hair stuck out at odd angles, and his purple veins were difficult to tear one's eyes from. Though Eylee felt terrible admitting it to herself, she understood why he made the decision to disguise himself. The gnome caught her watching him and nodded with a thin smile, grabbing a bowl from Kruzz before vanishing back into his cabin.

Asharae stirred her spoon in the bowl and shook her head saying, "Even a slave in Neriak eats better than this. On feast days, it was even better. We would drink the remains of the bloodwyne and steal legs of candied boar."

"That we could all reminisce on our lovely days in servitude," said Roadyle, who had recently emerged from below. Asharae shot him a venomous look. Their relationship had soured completely on the journey between Kaladim and the Plains of Karana. Previously, Asharae had tolerated his working with her on studying the Scryona at Bayle's insistence.
"Two minds are better than one," Bayle had argued, "and you may be a talented mage, but Roadyle has studied much more broadly than you."

Though her surrender had not been conducted with anything that could be called grace, Asharae had tolerated him analyzing its magic with her, but then something had happened. They both told it differently. Asharae claimed that he had somehow magically reached within it and begun drawing its power out; coaxing it with whispers in a language she didn't understand. At first she had tolerated it, but then a hunger had come into his eyes and she had cut him off, snapping the Scryona from his line of sight.

She swore that in the moment she made the decision, the artifact had seemed to cry out in pain to her. Roadyle's account of it was that he had simply been using his own power to pick apart the subtleties of it, and that he believed she simply didn't want him to be privy to its secrets. He lodged the accusation that there were things the Teir'dal was obviously keeping from the group about the device and advised Bayle that she be watched closely. Her expression had smoldered with hatred as he spoke, building as he went, until finally she let out an angry cry, extending a finger toward him and releasing a white bolt of electricity in his direction. He'd taken it in the chest, and his eyes flared with anger. He shouted, and she was struck in the face with rainbow colored energies. She fell to the ground, whimpering that she was blind.
By then, the others had stepped in, holding the pair of them back from each other. There was no way to say who had been telling the truth, so it had ended at an impasse. The pair of them had kept a careful distance from one another from then on.

"Roadyle," said Illisia, pulling herself onto the deck from the ladder, "quiet your mouth. We don't need that." The barbarian woman took a bowl from Kruzz and, with only a slightly curious glance at the chunks of meat, immediately began to dig in.

The high elf shrugged and took his food to the stern of the ship, leaning on his elbows and eating his food quietly. Bayle emerged from below deck after a couple of minutes more. Eylee noted curiously that his eyes were rimmed with dark circles.

"Well?" asked Kaltuk, mouth full of food. "We where we need to be?"

Bayle nodded to him and accepted a bowl from Kruzz, looking at it without a hint of hunger. "We're a few miles walk from the village of Oceangreen. You can probably see their fires in the distance there. I thought it best we stopped here. They're simple people, and we wouldn't want to scare them with our... transportation."
Asharae made a snorting noise. "A show of our power cannot possibly hurt," she said. "Walking into town like any other dirty pack of travelers is hardly 'an entrance'."

Kaltuk shrugged, inclining his head to the side, "The dark elf has a point, as much as I may hate to admit it. We will make more of an impression jumping from a flying ship than pulling ourselves in by our boots."

There were general mutterings of assent. Even Fiddlewiz emerged, now wearing his cap and scarf, and chirped, "More than happy to take her back out."

Twiddy mused over the thought happily. "We've avoided it before now," he said, "but I can't say I wouldn't love to pull her over the awed masses." There was some chuckling and grinning as the assembled party pictured the reaction. Only Bayle seemed unmoved.

"So it's a matter of showing off?" snapped Bayle. He shook his head. "We should go on foot. We shouldn't play like we're gods descending from the heavens. We're not gods..." His voice wavered.
Glances were exchanged. From her perch on the handrail, Eylee drew her legs in to her chest, worrying at how personally Bayle was taking it, and how much against him everyone was. "A number of good points have been raised, lad," said Kaltuk, looking to him. "And we've not exactly been successful in our other approaches. Perhaps a change is needed."

"If I remember right," said Bayle, "Kaladim was lost because of your temper, Kaltuk, not because we didn't wow them with a flying boat."

Kaltuk drew back, looking as though he had been struck, and then glowered.

Roadyle stepped forward and said, "I believe we all agree with what the dwarf is saying. You can't dismiss the rest of us so easily. You may act as leader, but nothing gives you the right to make decisions that go against everyone's wishes but your own."

Bayle glanced from person to person, eyes lingering on Illisia. "Do you agree with them?"
Illisia looked down, and then back up at Bayle. "I think they make a good point," she said. "There is no worrying about whether people are afraid of what is going on here. People are afraid. They should be afraid. Knowing we have resources one can fear puts us on more of a level with our enemies."

"So everyone is against me on this," said Bayle. Those who had spoken didn't feel the need to reiterate, but he looked to Nurgg, who only nodded a single time, and then to Kruzz, who nodded vigorously. Finally, he looked to Eylee.

She swallowed heavily. "I think they're right," she said. "We're in this. We can't hide."

Bayle nodded in defeat and said, with a mild hint of sarcasm, "You're right. I'm sure you all are seeing something that I'm not. Very well. Let's pull off. Fiddlewiz, Twiddy, take us in slow and steady. If we're going to do this, let's make sure we do it well."

Twiddy nodded excitedly and said, "I have just the sail for the occasion."

Fiddlewiz let out a high laugh. Kaltuk glanced at him suspiciously. The gnome just shook his head and vanished inside of the stern, saying, "You'll see."
On the Plains of Karana – Part III

On the Plains of Karana - Part III


The denizens of Oceangreen had just begun their day when all preparation came to a stop. The villagers streamed into the streets, peering into the sky where a boat drifted through the clouds, sporting a bright yellow sail with the image of a creature that looked to some like a half dragon, half halfling, and to others, a halfling wearing a costume that made it look as though he was a dragon. Either way, it glared at them, impossible to notice and unlikely to be forgotten, disturbing their peaceful moment.

Bayle stood at the bow, watching the village approach with heavy eyes. Eylee stood nearby, everyone else having kept their distance, even Illisia - or particularly Illisia, since he'd taken her dissent the hardest.

"It was nothing to do with you," she said softly.

Bayle smiled weakly and said, "But it does have to do with my ability to lead. I guess none of you ever asked me to lead you, and maybe I shouldn't."
"No one ever asked you to," said Eylee, "but you have because you're best suited for it."

There was a sound of someone clearing their throat. Kaltuk stepped between the two of them, coming to rest against the side of the boat. For a moment, they sat in silence, watching the assembly of plainsfolk below as Fiddlewiz eased the ship down close enough that they could drop the ladders and descend.

"It's a funny thing, coming home, isn't it?" said Kaltuk. Eylee started and glanced at Bayle. The plainsman looked at him in surprise. "Ahh, don't think it wasn't obvious, lad. You've the look of someone needing to face something they've avoided. I have every reason to recognize that easily." He chuckled, and then glanced at Eylee. "I imagine we all know how it is. If we didn't, we wouldn't be out here together. We'd be at home, snug in our beds, surrounded by folks who didn't want us to leave." Eylee flushed and lowered her head, aware of the fact that she was one of the few, or perhaps the only, member of their band who left for no better reason than wanting to go.

"My situation is a little different," said Bayle, gazing ahead of him. "I didn't leave because I had a righteous rivalry with a god who'd abandoned me, or because I saved a Prince and Princess from being executed for no greater crime than loving each other, or because I was tortured by my own parents." His eyes shifted down, studying the deck of the boat. "I left because innocent people died as the result of my foolishness, and my arrogance. My own mentor, the only man who believed in me, died because I ignored his warning to be careful with an ancient, powerful artifact I didn't understand."
"Ahh," said Kaltuk, nodding, "well that is a mighty heavy load, no doubt crushing for one so young as you."

Bayle scoffed. "So it's a part of getting old, huh? Making decisions that leads to the slaughter of innocent people?"

"For a great many people, yes," said Kaltuk. "A great many good people, mind you. We don't always know what our decisions can mean, and sometimes we do, but we know do it anyway because it's what has to happen. Any king who has led his people to war has brought about the slaughter of innocent people."

"That's different," said Bayle.

"Maybe," said Kaltuk, "but then maybe not. This is a war. I don't have to tell you that. And if you'd never seen what that staff could do, maybe many more innocent people would have died."
Bayle was quiet then. Eylee smiled despite the seriousness of the conversation, because it was almost as if she could see a great dark cloud in the young man's spirit thin just a little. "Thank you Kaltuk," he said.

The dwarf shrugged and patted the plainsman on the arm. "From one outcast to the other," he said.

Bayle straightened up as the dwarf walked off, and then glanced to Eylee. She noted a new gleam to his eye and couldn't help but perk up herself.

"Let's head down there," he said.

***
They tied off the boat in the center of the village and made the decision that for once, they would all go down. Twiddy was slightly nervous about leaving the boat, but Fizzlewiz reasoned with him, pointing out that it was highly doubtful anyone in the village could understand how to work the boat well enough to make off with it. The halfling was assuaged and followed the rest of the crew down the ladder and into the gathered throng.

Bayle had, naturally, been the first down the ladder, and so Eylee, as the last, lost him in the crowd. She came to a stop near Twiddy and Fiddlewiz, attempting to stand on her tip toes and look over the heads of the plainsfolk. Even with the little extra height it offered her, she was still to low to see anything. She glanced down at the gnome and the halfling.

Twiddy chuckled and said, "Well, at least you had a hope of seeing something. Fiddlewiz and I would need to stand atop one another's shoulders to even try." The gnome nodded his head, a muffled sound of agreement issuing from behind his scarf.

Eylee grinned. "Where's Bayle?" she asked.

Fiddlewiz pointed into a patch of crowd where a mess of voices obscured the particulars of the conversation happening there. "Seems he knew a few people here," said Twiddy.
"Apparently this is his home," said Eylee, eyebrows laced together with concern.

"Oh really?" said Twiddy. "Well, that's good then, isn't it?" Eylee didn't respond except to let out a long sigh. "Or not," said Twiddy, tugging at his collar.

"There he is," chirped Fiddlewiz.

The crowd parted and Bayle returned, a very large man with a coppery-red hair that had begun to go white on the temples walking beside him. The new plainsman nodded stiffly to the group, and Bayle gestured toward him saying,
"This is Urth, once of the Iceaxe clan, an elder of Oceangreen. He has generously agreed to hear our case."

Urth nodded to them and said, "We know the threat you fight against." The plainsman glanced at Bayle. "You were lucky to have landed here first. We believe the men of shadows you seek have already come to the Plains. We've fought against people we once knew as friends. While this wasn't anything to raise an eyebrow at in the northlands, as you may or may not know, we who migrated here came to find peace." Urth glanced around, squinting so that the wrinkles at his eyes deepened and he suddenly looked much older than he had before. "I've sent my boy to gather the rest of the elders. We will meet in the elders' chambers at the midday hour. Bayle can show you. He knows the place." The older man's eyes swept down Bayle, who visibly straightened. Urth nodded to him and said, "We'll speak privately. Come to the chambers a little earlier than your friends. Your crime hasn't been forgotten." Bayle lowered his head and nodded. "You've changed, though. I'm not blind to that." Urth gestured in farewell and vanished into the crowd.
Bayle stood before the group and said, "We've a couple of hours to do as we please. These are good people. I think it's safe to say we can put down our guard and enjoy ourselves until then." Bayle began to turn to go, alone. Eylee glanced toward Illisia, who seemed to deliberately be avoiding watching him go.

"Enjoy ourselves doing what?" asked Roadyle. "I believe I'll wait on board." He waved his hand and began levitating toward the Cloudskipper. That might have been a cue for others to do the same, but only the high elf seemed to think there wasn't something to be found below. Even Kruzz, as nervous as he looked, only glanced toward the ladder once and instead stayed on the ground.

Eylee looked up to see Illisia beside her. The barbarian woman returned the glance and said, "Perhaps you would walk with me."

Eylee smiled and nodded vigorously. It was a rare moment when Illisia took any company but Bayle's. Other groups had begun to form and break off. Nurgg and Kaltuk began walking in one direction. Twiddy and Fiddlewiz made in another, chatting in hushed tones about improvements they wished to make to the boat. Kruzz, oddly enough, had been surrounded by a group of children, who peered up at him in curiosity. The troll looked much more frightened of them than they were of him, but they gestured him to follow, and when the group of youngsters ran off, they pulled him along with them, Kruzz offering little resistance. Asharae was left alone and Eylee gestured toward her, looking up at Illisia. The barbarian woman made a bit of a face but then shrugged.
Eylee jogged up to the dark elf and said, "Perhaps you would like to join us?"

Asharae arched an eyebrow and said, "You're too kind."

Eylee smiled bashfully and said, "Well, you looked lonely."

"I meant that literally," said Asharae, narrowing her eyes. "You're too kind. Stop it. It's annoying."

Illisia stepped in behind Eylee and said, "If the Teir'dal wishes to be miserable, let her."

Asharae lowered her head and swept back a lock of hair that had fallen in front of her face. "No, I'll come," said Asharae softly. She smirked, full lips twisting playfully. "If Eylee will accept my apology."
Eylee nodded and said, "Accepted. But coming from you Asharae, I'll take it for the irony it almost certainly is, and not hold you to it."

Asharae tossed her head back and laughed, "Oh my dear, perhaps there is promise for you yet."

As the trio of women drifted out of the square, Eylee caught sight of Bayle exchanging words with a woman in her middle years. "So the Baker Caldman moved on? And his daughter...?"

"Went with him," said the woman, smiling apologetically, "not long after you... went. Perhaps a month or two."

"Thank you," said Bayle, nodding to her.

"Most welcome, young Bayle," said the woman, her tone was courteous but uncertain. "It's good to see you... in such good health."
Bayle smiled weakly and nodded to her, pacing away. Eylee looked back to Asharae and Illisia. Neither of them seemed to have noticed, though the wood elf highly doubted that Illisia ever missed much at all. If the barbarian had caught the exchange, and taken it to mean what Eylee had, she probably would not want to comment on it. Any other woman, maybe, but the hardened scout was a person who kept every facet of her emotions bound up deeply inside of her, and was not likely to let it show.

Illisia glanced down at the younger woman and her face creased with a half smile. "I thought perhaps we could see the horses," she said. "That is the one thing about riding in a ship. I miss the horses."

Asharae snorted and gestured as she spoke, saying, "Well, I certainly don't. Saddle sores! Spending every morning rubbing away the stink just to smell of them all over by nightfall!" She glanced at the other two and shrugged, saying, "I suppose they are pretty beasts, though, if you don't have to ride them. I'll go."

"I've no objections," said Eylee.

Illisia nodded and the three very different women walked together to the horse stables of Oceangreen.

***
When they came together once again to stand before the assemblage of elders, they seemed ready for whatever would come. It had been good to see life in its most ordinary movements continuing, with no agenda except to enjoy it; the sights, smells, and sounds of the village reminded the travelers that the world had not been turned so sincerely on its head as it might have seemed from the deck of the Cloudskipper. However, there was a touch of something in it all that led Eylee to believe things were not quite right in the town of Oceangreen. Though hardly dressed for war, men and women wore weapons at their hips -- strange for a group who professed to be searching for peace -- and outside of town, she thought she saw signs that there had been a battle in their fields. It was obviously a couple of months old, as grass had grown over the scars left by whatever skirmish had happened there, but the gouges were still visible beneath that layer of veneer. The signs were not so much that they ruined her afternoon, but it did linger at the back of her mind, coloring the taste of the homemade bread they bought from a good wife and causing her voice to tremble just slightly when she appeased the request for a song from a group of children. It was the same children who had stolen away with Kruzz, and the troll sat with a child on either side of him, listening raptly to Eylee's song -- identical expression on both the monster's and the children's faces. None of these comforting moments could clear out the sense that there had been violence here, and the thought still hung over her as she assembled with the others in the elders' hall.

They had lined up in a straight line, and Eylee stood near one end between Twiddy and Kruzz. A group of seven plainsfolk sat before them, all wearing the rich dressings of the well respected. Urth sat in their center, arms folded in his lap.
"Please sit," said Urth.

Bayle nodded to him and took a seat on a pile of animal skins. The rest followed, stretching out or folding up in a way that was comfortable to them. "Have you become leader then, Urth?" asked Bayle.

Urth smiled and shrugged. "When we came here, it was with the intention of keeping a simple council. Naively, we believed the council would have no more important duties than supervising planting seasons and solving land disputes. Maybe we never truly believed it, only hoped. When it was clear that though we ran from warfare, it had followed us, the need for a leader became stronger. I can't say I will stay in this position, but it seemed to have chosen me for now."

"You are a wise man, Urth," said Bayle. "I'm certain you are well suited. Now, tell me, what has the fighting been?"
The elders exchanged glances. Urth cleared his throat and said, "At first, it was a simple matter of travelers not returning. We passed it off as ill luck, as the attacks of beasts, but then it happened more and more, until finally one man did not disappear, but stumbled into the village, bloodied and battered. Once he had rested long enough, he was able to tell us what had happened. He'd stopped into a settlement to the north to spend the night, but was set upon in his sleep. The man was dragged to a dark portal, similar in description to the one that opened here, and a shadow slipped from it, traveling across the ground slowly toward him. Fueled by terror, he fought his way free, and though injured, made his way here. Two days later we were attacked by a band of fellow humans from the north; humans with double shadows who fought alongside beasts similar to that which tore apart our own town. We were ready, though, and had prepared for the attack. A number of them fell into pits we had dug out on the perimeter of town, and others dropped after volleys of arrows and spears that our best fighters had at the ready. We lost a few of our people, but not nearly so many as they did." He was silent for a moment, studying ground. "The strangest, and most terrible, thing of all was that it wasn't just strong men and women who attacked us. There were children, and old folk, and they all fought with the same ferocity. It was like they had no mind left in them."
There were collective sounds of dismay from the travelers. Eylee felt herself gasp at the thought of cutting down a child.

"Bayle, you brought something terrible to this town," said Urth, "and many people died. But we believe now it was coming anyway. Do you still have that staff?"

Bayle nodded and unstrapped it, setting it on the ground before him. Everyone's eyes locked on it. "I've coaxed it to do what it did here many more times," said Bayle. "With just one difference, I've been using it to close portals, rather than open them. We have another artifact that helps us find the portals. Asharae?"

Asharae glanced at him, startled, and narrowed her eyes slightly. She untied the pouch and opened it slowly, removing the Scryona. Urth held out his hand, but Asharae smiled. It was a smile not without cruelty but, Eylee doubted, intentionally malicious. "You don't want to do that, elder," she said. "It stings. The dwarf can tell you. It's powerful, though, trust that." Kaltuk ruffled at the mention of his folly, no doubt recalling the excruciating pain he'd felt when simply touching it with a fingertip.

Urth nodded to her and said, "For all you can say about the Teir'dal, they do have powerful magic at their command. I trust you, lady elf, at least in this."
Asharae slipped the Scryona back into her pouch with a look of satisfaction and tied the lavender strings around it tightly, settling back against her hands, legs stretched out in front of her.

The elder stroked at his beard. "What do you want from us, Bayle?" he said. "You came here to enlist our aid, but what can we do for you? You have your strange ship, and what seems to be a capable band of fighters. I recognize you, Illisia Iceheart, Hound of Zek." He nodded his head to Illisia.

She colored slightly and said, "I'm not the Hound of Zek any more, Urth Iceaxe. I'm Illisia Marrsheart now, servant of Erollisi Marr. I left Princess Unna and Prince Erasmus in a village not far from here, but only after mending any wrong I had done to them."

Urth chuckled and said, "And I'm not Urth Iceaxe any longer, child. I didn't mean to accuse you, just to point out your reputation. Hound of Zek, or Daughter of Marr, having you by his side means Bayle has a great ally. And I'm sure the rest of you, though I don't know you, are just as capable. I'm just wanting to know how it is we would fit in to all of this."
Bayle seemed to pause and consider his answer, but not for long. After a few moments, he said, "I didn't know what I was going to find here. We had an idea of how far this was spreading, but couldn't know any specifics. I would hate to ask you for more than you are already doing, especially when you came here to stop fighting."

Urth let out a low sound and said, in a deep voice that rose and fell at just the right moments, "We may have come here seeking an end to the constant, petty bloodshed of the north, but we are still the children of those icy peaks, hardened by a life of fighting against ice and snow. Maybe our children, or our children's children, and those who come after, will forget it, and be tamed by these gentle plains, and their lives will be the better for it. But we are still those warriors, and we can still fight. And I hope that no matter what, our children's children's children will still have it in them to raise swords against their enemies in righteousness anger, for the sake of defending home and family; just not for anything less than that, not simply to prove that they are 'better' than their neighbor, nor fill their halls with trophies and empty plunders. So we are ready to do what we can against this enemy, for our homes, and for our families, and for the promise of a future where our descendants will find better ways to face their troubles."
Bayle was stunned, looking at Urth. This reverence was mirrored throughout the room. Eylee realized she had been holding her breath, wrapped up in the powerful man's even more powerful words.

"Truly, the gods chose you to lead, Urth," said Bayle. "I'm humbled."

A smile played on Urth's lips. "Don't be so humble that you can't tell me what there is to do next, boy."

Bayle rose and opened his hands, saying, "This will be our united front. This is where the war must truly begin..."

***
And there it did begin. A turning point. Urth Iceaxe lead the united plainsfolk alongside us to establish a territory the Void would no longer touch, and bands of warriors - human, as they had begun calling themselves, warriors - traveled to us when we called for them.

There was talk for a time that he might become the first king of those united humans, but Urth Iceaxe fell in a battle against the Void, slaughtering dozens of them before he went down. He was mourned by many, and in his wake, there was once again no united leader. I have no doubt some day another will rise. In fact, I know it. Following the end of our discussions, I finished the canto that had been plaguing me. When it was complete, I performed it for Urth and left the only copy with him, for it described that future he had so animatedly described for us in the elders' chambers that day. It told of a great leader who would lead the humans to an age of enlightenment. When I was finished, I noticed that he had begun weeping, and I apologized profusely, but he assured me that it was out of joy, not sorrow, and embraced me. I like to think that maybe it will be our example, the unity of many different races working toward one goal, that will help lead these humans to their future.

Those days were touched by something magic, and we rode high on the success, but we always knew it would turn again, as things have a way of doing.

- Eylee Zephyrswell.
The Worst Cook in Grobb – Part 1

By the pen of Eylee Zephyrswell
A troll paralyzed by fear and superstition, Kruzz thrust himself upon our little band of adventurers. Easily one of the most curious of our companions, he acted as our cook, introducing us to a variety of food we would have never thought – or wanted to think of – eating. But I cannot claim that didn't keep us from starvation at least once. No one might have ever said they were happy to have him, but I doubt any, except perhaps Kaltuk, would have gone back and removed him from our party. I can say he saved my life, and I'm not the only one.
Kruzz dumped the bucket of viscera into the bubbling cauldron, watching as the long coil of an intestine floated to the surface and was tossed around by the bubbling of the stew. He snickered to himself slightly, and then turned, colliding with Ttzork, the head cook of Grobb. He rebounded off the mound of her belly and landed back against the cast iron of the pot, wincing as it singed his skin. His hand immediately went to the item at his neck – a dried monkey tail, harvested when the animal ran in front of him and was crushed by a falling boulder. He'd always regarded it as the luckiest moment of his life, and had refused to part with the charm since.
"Why don't you watch where yer goin, worm," she said to him, sneering. The other cooks all paused to peer over their cook pots or carving knives and snicker at the confrontation.
Kruzz wrung his hands and turned away, muttering, "Be a bit easier if you didn't take up quite so much space."
There was a moment of silence as all the cooks exchanged anticipatory glances, and then Kruzz felt a vicious hook knock him straight up into the air. His rise up was followed by a quick plummet into the very bubbling pot of water he had dumped the viscera in only moments before. He screamed in pain and scrambled toward the nearest rim of the pot, where Ttzork was waiting. "Are you saying it was my fault?" she roared. "Trying to pass it off on me, eh?" She shoved him down deep into the water, and the heat of it made his skin rise and pop in bubbles. He flailed in the water, struggling against letting the pain overwhelm him as he attempted to beat at her hands. Finally, she pulled him out and threw him to the ground. Every inch of him stung as dirt and grass stuck to the skin of his burns, and he wheezed in and out as she stalked up to him.
Standing nearly a head taller than Kruzz, and extending at least twice as wide in all directions, Ttzork had a hooked nose, sunken eyes, and scars running all directions along her face. Her hands and arms were almost always burned because of her profession. She was uncommonly particular about her appearance. Her hair was almost always done up with the bones of a freshly killed beast, and she tended to each wound she acquired carefully, opening and reopening it, so it would leave the most vicious scar possible. She was, to all eyes but his, considered an exceptionally lovely troll and had been sought by many as a mate. When he looked at her, he could feel nothing but a loathing unadulterated by one bit of desire.
"You just going to sit there all curled up like a snail?" she asked. He peered up at her, but all that churned inside were words that were probably going to send him back into the pot, and though they begged to come out, he kept his mouth shut. The result left something like a twisted sneer on his face, and it earned him a kick in his ribs. "Just finish filling the pot," she muttered in disgust. Ttzork turned and lumbered away, leaving Kruzz breathing deeply and trying to ignore the stares of those around him. His hands gripped the charm at his neck.
He stood slowly, his flesh ripping where it had begun to cling to the ground. Though he tried to suppress it, he yelped in pain, and the other cooks exploded with laughter. Kruzz glared at each one of them but said nothing. He went to the nearest cracked wooden meat bucket and stared down into it, but after a few moments, he looked away, frustrated. Not even the sight of fleshy pink organs all piled atop one another and dressed in blood, a sight which normally calmed him, was helping. She had humiliated him daily since he made the decision to join the cooks and prepare victuals for the trolls of Grobb, and the other cooks found her abuse funnier by the day. He hated each of them intensely, but none with such fervor as Ttzork.
Reaching into the bucket, his hands slid around the gullet of an alligator. His fingers clenched around it tightly, and as he thought of Ttzork, he squeezed harder and harder and harder, until the organ exploded, showering the bucket walls with bits of gore.
"Ttzork," he hissed, "foul, loathsome, puss-filled Ttzork. You'll regret this some day, oh yes… you will."

~~~
Kruzz had never had much in the way of good relations with his fellow trolls. Even as a young troll, he had been taunted and teased – the butt of every joke. That had continued into adulthood, and it didn't show any signs of stopping soon.
It was no mystery why they hated him: he was a coward. Kruzz stank of fear. He carried charms and refused to walk upstream and had to lay certain plant leaves on his door step at night. He'd never had any illusions about his condition in life, but that didn't absolve the others. And as they hated him, he hated them in return; so, Kruzz Skullcleaver drew further and further inward, until all that was left on the outside was a scowl and a snide remark.

~~~
A clashing sound awoke Kruzz from a dream that he fuzzily remembered involving a carving knife and a hunk of spider thigh that he somehow got the sense was not a spider thigh but rather the thigh of one of his many enemies. It was a pleasant dream, and so he decided to glare at the troll responsible for the racket.
The small stone building was shared by a number of the younger cooks without homes of their own. Though most of the rest of its occupants only muttered and turned, Kruzz sat up and turned towards the sound of a shield banging against a wall.
"Rekec?" he asked, blinking as he looked over. In the early morning light that crept through the single window of the room, Rekec was illuminated. She was a small, gaunt thing with stringy hair and large hands. Kruzz had few acquaintances that didn't want to slaughter him, she was one of the few, and not known for an uneven temper. In fact, she was belittled daily for her meekness. Kruzz glanced between her and the wall. Sure enough, a large wood shield was rocking back and forth from an apparent spin out. Further, she held a bloody knife. She looked at him wide eyed for a moment. "What've you been doing?" asked Kruzz, peering at her.
"I..." she began, "was out skinning meat for morning meal."
"Why come back here then?" he grunted.
She turned away, shrugging, and said, "I forgot something."
"I see," he said, quickly losing interest. His eyes were heavy, and he thought that if he got back to sleep quickly enough, he might catch back up to the dream. Falling back against his pillow, he began turning away. Just as he did, he caught a glimpse of something strange. Where Rekec stood, there had for a moment seemed to be a second figure, as if her shadow had leaped off the wall and stood just in front of her. But it was only a moment, and Kruzz was not one for curiosity, so in a moment, he had fallen back to sleep and forgotten all about it.

~~~
The mood at the cooking fires was peculiar that day. It was surprisingly jovial, and no one had so much as called him a name or given him a dirty look. Kruzz didn't trust it – not one bit. He glanced suspiciously at each passer and hunched over the pickled fungus caps he was cutting into thin strips. Suddenly, he felt his hackles rising as he smelled an all too familiar stench. He glanced up to find Ttzork staring down at him. He squinted up at her.
"What?" he asked, his lips curling back from his teeth.
"We got a special request," she said, pausing to glance back at the rest of the cooks, who all laughed knowingly, "monkey tail."
Kruzz narrowed his eyes and as she reached for him, he suddenly realized what was happening. Two other cooks grabbed him by the arms, and as he screamed, Ttzork ripped the charm from around his neck. He wriggled against the ground, lashing against those who held him, and watched as Ttzork cut the monkey tail to pieces with the knife he had been working with. Then, one by one, she swallowed them.
"Tasty," she said with a grin, hair sticking from the side of her mouth.
When she had finally finished the whole thing, the cooks released him. By that time, he had managed to exhaust himself with the screaming and thrashing, so he seemed still enough. But the moment they let him free, something in him clicked. He looked at Ttzork straight in the eye and then sprang to his feet. Though her nostrils flared and her mouth made an O of surprise as she stumbled back, it didn't stop what was coming. No one moved quickly enough to block him as he lunged at the stone cutting table, retrieving the knife from its surface and then tumbled on straight into Ttzork.
By the time they had pulled him off of her, she had long since stopped breathing, and the ground was soaked with blood. As the rest of the cooks gazed at him, he laughed, at first softly and then more loudly until the whole area rang with his laughter. He was still laughing as they dragged him to the prisoner's pens on the other side of Grobb.
He knew he could laugh no longer as they slammed the gate on the pen shut. His breaths came in small gasps and the whole of his chest hurt. The guards looked at him and muttered, "Nutter."
Kruzz lay down in the corner of the pen and curled up tightly. His hand went to his neck, but there was nothing there. A sense of dread washed through him, but then he remembered that Ttzork was dead, and no amount of cruel jokes played on cowardly cooks would bring her back. He chuckled softly, a chuckle all he could manage at that point, and watched as evening came to Grobb, and the sun set over the Serpent's Spine Mountains -- not noticing the alien storms that gradually filled the horizon and the massive beasts silhouetted by the cracks of sheet lightning originating from within.
The Worst Cook in Grobb – Part 2

On a recent expedition into the lair of Trakanon, a team of adventurers uncovered a satchel of ancient parchments. On those parchments were a series of writings by an otherwise unknown bard by the name of Eylee Zephyrswell. Gnomeish scolars have dated the documents to some time within the heart of the Lost Age. This, the third story to be pulled from those documents, tells the tale of the group's troll companion and the descent of dark forces down upon the village of Grobb.
Once again, Kruzz was awoken from his dreams. This time, however, there was more than just a single crash. He opened his eyes and rose, sliding up the side of the pen to a sitting position. In front of the pen, his guards lay prone. Most strange of all, he noted that the sky was awash with violent storms. In the dawn, the sky was filled with inky blackness and charges of blue and purple energy swirled powerfully. Kruzz didn't know what was happening, but he knew he had to get out of the pen. He crept along the ground and inspected the bodies of the guards. They were both dead.

"Good riddance," he muttered to himself, a giggle rising in his throat. He stuck his arms through the bars of the pen and pulled one of the bodies close. Groping across blood stained clothing, his hands finally clamped around a key. It was only once he was out of the pen that it truly struck him that in the distance, he could hear sounds of fighting. Kruzz felt every muscle in his body freeze up. He quickly scurried across the ground, tripping and falling in his panic, and made his way as quickly as he could to the shelter of a cluster of boulders. He shimmied into a gap between two of them and glowered, the muscles of his hands tensing and releasing, as he watched the scene before him. Not long after he had hidden, he watched as two trolls locked in combat knocked each other onto the ground in front of him. He shrank back further into the rocks, but also narrowed his eyes to see what was going on.
Rekec was tearing into another of their clan members, a male named Brazzt, fiercely. Though he fought back, Kruzz watched and marveled as it seemed that a second individual was fighting with her – that shadowy figure he'd seen before. Despite that, Brazzt nearly overpowered her, but then there was a hideous cry and a creature rushed toward them. His jaw dropped when it came fully into sight. Rekec stepped neatly aside as a massive black beast with pincers for arms rushed at them and snapped Brazzt in half. His torso landed against Kruzz's rock, and he had to bite his knuckle to keep from letting out a scream.

The female troll walked up to the beast, and for a moment, Kruzz was certain she would be taken out similarly, but then the two conversed in a language unlike anything he had ever heard before. Rekec's voice sounded nothing like her own. Finally, the two of them wandered off.

Kruzz was paralyzed. He didn't know whether to move or stay. There would only be so long that he could stay there without anyone finding him, but running meant very certainly passing one at some point. Fortunately, the prisoner's pens were on the outskirts of the village, and he would have a clear path away.

Finally the decision was made, since he was experiencing so many muscles spasms that he was forced to move to settle them down.
Kruzz slipped from the relative safety of the rocks and broke into a full out run away from Grobb.

~~~
He was not sure at first where he was going, but instinct drove him to Guk. He skipped through the soggy earth of Innothule Swamp in its direction. It was a well fortified location, and if there was anywhere to go to be safe, it would be there. Voices in his mind screamed other directions for him, but the loudest said Guk, and so he ran to Guk.

Suddenly, Kruzz went sprawling over a fallen log and landed face first into the mucky water of the swamp floor. Though he might have at first cursed ill fortune, it quickly proved to save his life, as shortly after he had fallen down, he heard voices behind him. Panicking, he dove deeper down and under a patch of bogweed. He held his breath as long as he was able and then drifted up slowly so that his head only emerged very slightly from those marshy reeds. He watched as a group passed a distance in front of him. If he had any question as to whether he should come out – which was questionable either way, as he was a criminal among his own people – it was cleared up when he noticed two of those large beasts stalking beside the group of trolls. Fortunately, they did not head in the direction of Guk, so when they had long since vanished from sight, he clambered out of the water and continued on toward the city, certain to thank what was no doubt the residual good luck of the monkey tail for saving his life.
Just as he paused to think how lucky he was, he heard a vicious noise behind him. One of those storms had descended down into the swamp, and it uprooted trees and grass and anything else in its path within a terrifying vortex. Even the foliage just outside of it did not go untouched. The currents of oddly colored power slashed burn lines into the trunks of trees that were lucky enough to remain rooted to the muck and charred leaves with a touch. Kruzz looked no longer. Screaming, he tore on through the swamp as quickly as he could away from the storm.

As he broke a tree line and entered the final stretch to Guk, he stopped and stared in front of him. Before the city, piles of bodies were scattered, and the ground was gored and scarred with the marks of battle. Still, it was quiet, and he had come this far. He ran to the city's entrance and ducked inside.

The halls were silent. He called out, "Hello?" There was no response. Fire in his nerves spurred him to run down the moss-covered stone hallways.
When he reached one of the large open rooms, he finally stopped. Where exactly did he think he was going? What did he expect to find? Since he began running, he had held Guk before him as a goal, and the goal kept him going. Now he was here, and there was nowhere else to go, and he certainly didn't feel safe yet, something else had to be done. He scowled at himself and settled in a broken chair to consider his options.
He had only a moment to rest and begin the process of puzzling out his situation when an ear-shattering wail erupted in the room, and one of the beasts tore its way through a side entrance, scattering stone throughout the room. Kruzz jumped to his feet and immediately began screaming and scrambling away. It was only when he reached the wall and realized there was nowhere left to go that the futile desperation of his actions hit him. Where had he thought he was going? What was there left to do but die?

The beast approached him, waving its massive pincer arms around, and he shrank further back against the wall and then ducked below a nearby stone table just as it approached. As the creature veered to follow him, it crashed into the table, smashing it to pieces. Kruzz's screams grew hollow as rubble fell all around him, and the sound of the wailing beast grew muffled and distant as the world faded to black.

~~~
Kruzz awoke as a sensation of warm energy passed through him. He gasped, inhaling air deeply as the world spun around him. Through the haze of his confusion, he heard voices, dimly.
"And now tell me why I bothered to heal this garbage?" asked a gruff voice.
"He has the best idea of what happened here," explained a calm, even voice. "You and Nurgg may have seen some of it, but he looks as though he was right in the thick of it."
"I wouldn't trust a single word that came out of a troll's mouth," said the first voice, thick with disgust, "but if that's the only way you'll have it."
"It is."

Kruzz felt himself picked up, carried, and then laid out gently. As his vision cleared, he saw a host of individuals around him, all gazing at him intently.
He scowled and looked past what appeared to be a dwarf frowning deeply at him to the face of a – barbarian of Halas? He'd seen these Halas men with their curiously pale and soft appearances only once before, and they had all been dead. Barbarians, thus, had always existed in his mind as being dead in their ideal state; while this one stood above him, quite alive, and carrying a very big sword. Kruzz disliked him immediately. In fact, he disliked all of them, and it occurred to him he should be thrashing. He cried out and whipped his arms and legs around.
"See!" said the dwarf. "I told you it was a bad idea. He's going to get us discovered!"
The barbarian quieted the dwarf and narrowed his eyes at Kruzz, staring directly into the troll's gaze. "Quiet," he said, "unless you want us all to die."

"You could go ahead and die," muttered Kruzz in the trollish language. "That would make me very happy, but I would not be so happy to die myself, so I'll be quiet." He noted as he said it that the ogre reacted, fists tightening to balls as his eyebrows darted up. Kruzz shrank back and said in his best attempt at Common, "I no want to die. I be quiet." Grudgingly, he calmed himself, and once again scanned the crowd. He saw among them a barbarian woman, an ogre man – who looked very familiar, somehow – a girl of some variety of elf, the dwarf, and finally his gaze was back to the leader. He disliked them all, though particularly the dwarf because it was obvious he hated him as well.

"What happened here?" asked the barbarian woman, brusque and to the point.
"Who is you? You tell first," said Kruzz, glaring at her, "and why you is here."
They exchanged glances and then the barbarian man once again spoke, "My name is Bayle, and these are my companions. We've come here following the storms, and the beasts. I believe you know what I am talking about."
What sarcastic confidence Kruzz had mustered drained away, and he began shaking. At the end of the table, the elven girl put a hand on his ankle. He blinked at her and hissed, but then lay back, continuing to shake fiercely.

"I take that as a yes?" asked the barbarian. Kruzz stared at each of them in turn again. The man sighed and said, "I suppose if you have nothing for us... then we will just move on." He began to turn away.
Kruzz, without thinking, spat out, "No!" He almost clamped a hand over his mouth, not believing he'd just said it.
The man raised an eyebrow and said, "You will cooperate then?"
"Yes," said Kruzz, and all of the sudden, he was overcome, thinking of the beasts and the storms, "Tell you what you want. Just save me. Please." The barbarian glanced at each of his companions, who one by one shrugged or nodded. The dwarf looked at him with an expression of extreme exasperation, but finally muttered and nodded.

"Very well," said the man, "start in the beginning."

And so Kruzz, reluctantly, started in the beginning.
And so began the time of Kruzz Skullcleaver with the Ethernauts. Can I honestly say we made the best decision that day? I believe it. Though Kruzz was neither the most heroic, nor the best intentioned of us, he did his part, and I, for one, thought of him as a redeemable character. How would our course have been different if we had never brought him into our fold? Who can say... but I'm not one to question fate --

even the fate of saving Norrath at the side of a troll.
Books
The Coming of the True Creator
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Yha-lei'

Quest reward from [80] Lore and Legend: Yha-lei (Lore and Legend), started by examining yha-lei parts or by examining The Coming of the True Creator in Kylong Plains (361, -135, 644).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Yha-lei"
for 1c.

Plundered from Fens of Nathsar (361, -135, 644).

Discovered on 13 Nov 2007 at 16:39:03 PST.
"The Coming of the True Creator"
Anonymous Yha-lei priest, held by residents of Timorous Deep.
When the great change came, we didn't know what to do. We Yha-lei have always shown our devotion to out great god Prexus, and thought that our methods were true. We respected his dominion, were ever obedient, and exalted him with all of our words. We did all this in the name of our god.
But then one day, Prexus left us.
Without Prexus' guidance, we began to fall apart. The waters themselves seemed to become rougher, the waves battering and abusing us and carrying away our city piece by piece. Yha-lei began to slaughter Yha-lei senselessly. Our blood darkened the waters of our city, and our hope began to wear thin.
Then our new god came.
It is said to have been a dark day when our ancestors discovered the new god. But once they had come across his resting place, the water grew clearer and bright. Light filtered deeper down into the depths and illuminated the passage of those first chosen few.
In those hints of light, its dark scales flashed, its thrumming heartbeat gave a pulse to the very sea, and its coils enveloped those first pilgrims.
Though our first meeting was one of misunderstanding, we came to realize it was because we had offended the god. None were to disturb its sanctity, and if we were to help maintain its privacy, we would be rewarded with its blessings. Our god came to be known by many names: Chatachonoth, the Deep One, the Life Coil.
And so it was that the age of the True Creator began.
Our people built a great temple to the True Creator, and we worshiped him as we would. Keeping the god's chamber free of intruders was relatively simple at first. Only the occasional curious creature swam up to inspect, and they fell easily under our blades. But then, the seas shook violently for days on end and great stones rained down upon us, fracturing the very seascape. When it was through, all had changed.
We at first thought our new god had abandoned us, and we despaired, but finally, when everything settled, we found that our god was true. Squinting in the new brightness, we inspected our realm, which had grown dangerously close to the surface world, and found that our god had not left us. In fact, he was more awake and alert than ever, needing even more of our care and devotion.
But then, the land dwellers came.
It was at first in small numbers, and then in many scores as our presence was know. We did our best to fight them and defend the Deep One as best we could. Many Yha=lei have given their lives defending his sanctity, and may times more would be proud to do the same. But for as many as we killed, more came.
And so we accepted our new role as warrior protectors. None would disturb our god so long as we stood.
And here is where we stand. The True Creator guides us, sustains us, centers us, and in turn, we protect him from the forces above that would threaten him. We have realized the importance of a first strike, and now raid the surface dwellers' territory the way they do ours, taking members of their races to serve us and warn away others.
With the True Creator on our side, we are truly powerful, and will prove this might to any who would stand in our way.
Our battle cries unite us. "For the Deep One!" "Protect the True Creator!" And out voices will not fail.
Editor's Note
The day after we recorded the Yha-lei priest's ramblings, he was found dead by his own hand. His guards heard him screaming for mercy and forgiveness, beseeching his dark god. But it seems that regardless of whether or not his god forgave him, he wouldn't forgive himself for telling us its secrets.
Books
The Commander's Wife
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [30] The Commander's Wife (Ruins of Varsoon), started by examining The Commander's Wife (found in South Qeynos) (plundered in the mage tower).

Discovered on 27 Nov 2004 at 18:07:16 PST.
This autobiography sketches the life of Araminda Bayle, the wife of Kane Bayle, the Commander of the Qeynos' City Guard who was executed for his treasonous association with the Bloodsabers during the War of Plagues.
Entry One
Put book away.
Days pass, stretching before me like an abyss. That it should come to this: my husband Kane, the Commander of the Qeynos City Guard regiment, is sentenced to death. I look back, now on the eve of his execution, and wonder whether I could have saved him. I know his mother feels the same. She is old now and frail; the look in her eyes haunts me. Yet, I look into the mirror and see the same expression. Sorrow, guilt and remorse.
Entry Two
Put book away.
Our marriage was as happy as might be expected. Our parents linked our names from my birth and Kane, a lad of thirteen at the time, took the news of our betrothal poorly. I do not blame him; he was young and vigorous while I was still toddling around my mother's knee. Still, in time he grew to love me in his own fashion. Our wedding was truly the happiest day of my life. We wed on my twentieth birthday.
Entry Three
Put book away.
Our great sorrow occurred within a year of our wedding. I gave birth to Kane's first son, but within hours the babe sickened and died. For many days I lay abed, unable to speak or care for myself. Kane's sorrow was surely as great as mine. We cried together over our son's death. But then, with me so ill, it seemed prudent for Kane to take up rooms elsewhere in our home. He did not move back into my room, even after I recovered.
Entry Four
Put book away.
Kane's military career progressed quickly, and not only because he was a member of the Bayle family. He distinguished himself in arranging the City Guard into smaller subunits that could respond to danger more quickly than they had been able to in the old days. We entertained the other officers in the evenings and during the day, I did charity work with the other wives.
Entry Five
Put book away.
It was during one of my scheduled visits to the infirmary that I first heard rumors of my husband's infidelities. The other wives were afraid to speak of it for fear of retaliation, but my special friend Greda pulled me aside and told me that everyone knew how things stood between he and I. "How does anyone know where a man stands with his wife but his wife alone?" I replied. I stayed until the end of my shift; I am not one to shirk my public duties.
Entry Six
Put book away.
Now that the trial is over, I know how many women claimed that my husband was unfaithful to me. My husband was...is not a perfect man, but he is respectful of my position. My father is Lord Mrallon, who has long been a friend to the Bayle family. Kane could not disgrace my family as well as his by sinking to the levels some of these women claim. They lie, though it appears their lies are more persuasive than mine.
Entry Seven
Put book away.
Do we not all lie to ourselves at some point? How many nights had I sat beside this window wishing Kane would come to me, and instead seeing him slip down the street in the dark? I told myself then it was an emergency, the Guard needed him. And so, of all the truths and lies told about my husband, what do I want to believe now? That he was seeing other women or that he was using his strategic skills to aid our enemies?
Entry Eight
Put book away.
The questions twist in my mind like knives. When I think of my husband, I see the young man on our wedding day, handsome and proud. I see him trying to comfort me after the death of our only child. I see him in his dress uniform, smiling at me as we dance at the head of a regimental function. Who is the Kane Bayle that tonight breathes the last breaths of this life? Where has my husband gone?
Entry Nine
Put book away.
This at least the gods grant me: we have no children. I could not bear to leave a helpless being without his parents. It will be no easier to leave one's parents behind; I see my parents' faces as they were through the trial, struggling between sympathy for me and hatred for my husband. I see his parents' faces: his father, stoic and his mother unable to tear her eyes from Kane's face. How her cries torment me; she is crying yet and no one can comfort her. No one can comfort me.
Entry Ten
Put book away.
The sun rises. I see the shining city of Qeynos below. The sparrows fly from their nest beneath my window sill. The war has brought death and uncertainty to many lives but oh, so much more to mine. I cannot bear knowing what they think of Kane. This day, they execute my husband but through their words, they have already condemned and executed me. May my parents forgive me. May my flight prove swiftly fatal.
Close Book.
Books
The Commander's Wife
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [30] The Commander's Wife (Ruins of Varsoon), started by examining The Commander's Wife (found in Qeynos Capitol District) (plundered in the mage tower).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Commander's Wife"
for 1c.

Discovered on 13 May 2008 at 9:48:09 PDT.
This autobiography sketches the life of Araminda Bayle, the wife of Kane Bayle, the Commander of the Qeynos' City Guard who was executed for his treasonous association with the Bloodsabers during the War of Plagues.
Days pass, stretching before me like an abyss. That it should come to this: my husband Kane, the Commander of the Qeynos City Guard regiment, is sentenced to death. I look back, now on the eve of his execution, and wonder whether I could have saved him. I know his mother feels the same. She is old now and frail; the look in her eyes haunts me. Yet, I look into the mirror and see the same expression. Sorrow, guilt and remorse.
Our marriage was as happy as might be expected. Our parents linked our names from my birth and Kane, a lad of thirteen at the time, took the news of our betrothal poorly. I do not blame him; he was young and vigorous while I was still toddling around my mother's knee. Still, in time he grew to love me in his own fashion. Our wedding was truly the happiest day of my life. We wed on my twentieth birthday.
Our great sorrow occurred within a year of our wedding. I gave birth to Kane's first son, but within hours the babe sickened and died. For many days I lay abed, unable to speak or care for myself. Kane's sorrow was surely as great as mine. We cried together over our son's death. But then, with me so ill, it seemed prudent for Kane to take up rooms elsewhere in our home. He did not move back into my room, even after I recovered.
Kane's military career progressed quickly, and not only because he was a member of the Bayle family. He distinguished himself in arranging the City Guard into smaller subunits that could respond to danger more quickly than they had been able to in the old days. We entertained the other officers in the evenings and during the day, I did charity work with the other wives.
It was during one of my scheduled visits to the infirmary that I first heard rumors of my husband's infidelities. The other wives were afraid to speak of it for fear of retaliation, but my special friend Greda pulled me aside and told me that everyone knew how things stood between he and I. "How does anyone know where a man stands with his wife but his wife alone?" I replied. I stayed until the end of my shift; I am not one to shirk my public duties.
Now that the trial is over, I know how many women claimed that my husband was unfaithful to me. My husband was...is not a perfect man, but he is respectful of my position. My father is Lord Mrallon, who has long been a friend to the Bayle family. Kane could not disgrace my family as well as his by sinking to the levels some of these women claim. They lie, though it appears their lies are more persuasive than mine.
Do we not all lie to ourselves at some point? How many nights had I sat beside this window wishing Kane would come to me, and instead seeing him slip down the street in the dark? I told myself then it was an emergency, the Guard needed him. And so, of all the truths and lies told about my husband, what do I want to believe now? That he was seeing other women or that he was using his strategic skills to aid our enemies?
The questions twist in my mind like knives. When I think of my husband, I see the young man on our wedding day, handsome and proud. I see him trying to comfort me after the death of our only child. I see him in his dress uniform, smiling at me as we dance at the head of a regimental function. Who is the Kane Bayle that tonight breathes the last breaths of this life? Where has my husband gone?
This at least the gods grant me: we have no children. I could not bear to leave a helpless being without his parents. It will be no easier to leave one's parents behind; I see my parents' faces as they were through the trial, struggling between sympathy for me and hatred for my husband. I see his parents' faces: his father, stoic and his mother unable to tear her eyes from Kane's face. How her cries torment me; she is crying yet and no one can comfort her. No one can comfort me.
The sun rises. I see the shining city of Qeynos below. The sparrows fly from their nest beneath my window sill. The war has brought death and uncertainty to many lives but oh, so much more to mine. I cannot bear knowing what they think of Kane. This day, they execute my husband but through their words, they have already condemned and executed me. May my parents forgive me. May my flight prove swiftly fatal.
Books
The Contentment
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:16:37 PST.
The Contentment


Second Edition
This book is a creation myth as told by the Valkyrie.
When the world was still young, all things were clean. The elements worked in harmony and the Urges of Heaven were calm.


This was the time known as the Contentment. All things were good and all things were at peace. This would soon change with the coming of the mortals.


As life would begin, the Contentment would end.
As the Urges of Heaven would lay their seeds in the earth, they would blossom into beings great and small.


Running out of room to grow, these children of the Urges would eventually struggle against each other for dominance.


Seeing this, the Urge of Ice bore her children and hid them deep away within her own home, one of never-ending Ice.
The children of Ice would be named Valkyries, and old word in their Mother Urge's hidden tongue. Free from the predations of the other children, the Valkyries were free to create a society unhampered by warfare. As their numbers multiplied, they would eventually create a mighty kingdom that prospered in peace.
Building huge spires that floated in the sky, the Valkyries would exist in pure harmony.


The Urge of Ice would smile upon them, for she had created the only children that amongst all the Urges that would see this bliss.


Choosing one of these women as her emissary, she would leave them to their eternal rapture as the Urge attended to other matters.
Their ruler, Frikka, was the most beautiful of all the Valkyries. Her wings were as black as a calm dream and her crimson hair was as vibrant as her heart.


Soaring among her sisters and daughters and mothers, all the Valkyries admired her for what she was - a symbol of complete perfection.
Frikka would take the Mother Urge's blessing and spread it out to her people.


Promoting the arts, ballads and paintings and sculptures would be made to honor the concept of perfection and harmony. This would continue for many ages and the Valkyries would enjoy a life free of pain and hurt.


Just as the Contentment would end, so would the perfect world of the Valkyries.
As Frikka sat upon her throne, she would think of things that she could give to her people to make them even happier.


As she would delve deeper into contemplation she began to think of things she had never thought of before. One of these things was the nature of Happiness itself. She knew what being happy was, but she did not understand what it was NOT.


So she continued to think on this.
Telling her people that she was contemplating a new gift that the Valkyries were to be given, Frikka shut herself away for a long time.


Locked away in a room by herself, she thought not just about Happiness, but of Peace and Harmony.


If she was to make these concepts even greater, she must understand where they came from.
After a great deal of time had passed, she gained understanding of what it was to be happy.


She understood the nature of peace. She knew how harmony came into being. And with this understanding, she now knew how to increase this among her people.


Frikka stood upon her balcony and gazed down at her people as they gently floated through the sky. Unfurling her exquisite black wings, she flew out to join them.
Frikka was the greatest Queen of the Valkyries, for not only did she create the greatest age of the Valkyries, she would also be the one to tear it apart.


For in her contemplation on the nature of Happiness, Peace, and Harmony she found what the Mother Urge had hidden from her children - Despair, War, and Strife.
Books
The Contentment
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] The Contentment (Tome).

Components
The Contentment - Page 5 (shinies in Everfrost)
The Contentment - Page 6 (shinies or looted in Everfrost)
The Contentment - Page 8 (shinies in Everfrost)
The Contentment - Page 10 (looted in Everfrost)
The Contentment - Page 11 (shinies in Everfrost)
The Contentment - Page 12 (looted in Everfrost)

Discovered on 12 Nov 2005 at 20:17:25 PST.
The Contentment


Second Edition
This book is a creation myth as told by the Valkyrie.
When the world was still young, all things were clean. The elements worked in harmony and the Urges of Heaven were calm.


This was the time known as the Contentment. All things were good and all things were at peace. This would soon change with the coming of the mortals.


As life would begin, the Contentment would end.
As the Urges of Heaven would lay their seeds in the earth, they would blossom into beings great and small.


Running out of room to grow, these children of the Urges would eventually struggle against each other for dominance.


Seeing this, the Urge of Ice bore her children and hid them deep away within her own home, one of never-ending Ice.
The children of Ice would be named Valkyries, and old word in their Mother Urge's hidden tongue. Free from the predations of the other children, the Valkyries were free to create a society unhampered by warfare. As their numbers multiplied, they would eventually create a mighty kingdom that prospered in peace.
Building huge spires that floated in the sky, the Valkyries would exist in pure harmony.


The Urge of Ice would smile upon them, for she had created the only children that amongst all the Urges that would see this bliss.


Choosing one of these women as her emissary, she would leave them to their eternal rapture as the Urge attended to other matters.
Their ruler, Frikka, was the most beautiful of all the Valkyries. Her wings were as black as a calm dream and her crimson hair was as vibrant as her heart.


Soaring among her sisters and daughters and mothers, all the Valkyries admired her for what she was - a symbol of complete perfection.
Frikka would take the Mother Urge's blessing and spread it out to her people.


Promoting the arts, ballads and paintings and sculptures would be made to honor the concept of perfection and harmony. This would continue for many ages and the Valkyries would enjoy a life free of pain and hurt.


Just as the Contentment would end, so would the perfect world of the Valkyries.
As Frikka sat upon her throne, she would think of things that she could give to her people to make them even happier.


As she would delve deeper into contemplation she began to think of things she had never thought of before. One of these things was the nature of Happiness itself. She knew what being happy was, but she did not understand what it was NOT.


So she continued to think on this.
Telling her people that she was contemplating a new gift that the Valkyries were to be given, Frikka shut herself away for a long time.


Locked away in a room by herself, she thought not just about Happiness, but of Peace and Harmony.


If she was to make these concepts even greater, she must understand where they came from.
After a great deal of time had passed, she gained understanding of what it was to be happy.


She understood the nature of peace. She knew how harmony came into being. And with this understanding, she now knew how to increase this among her people.


Frikka stood upon her balcony and gazed down at her people as they gently floated through the sky. Unfurling her exquisite black wings, she flew out to join them.
Frikka was the greatest Queen of the Valkyries, for not only did she create the greatest age of the Valkyries, she would also be the one to tear it apart.


For in her contemplation on the nature of Happiness, Peace, and Harmony she found what the Mother Urge had hidden from her children - Despair, War, and Strife.
Books
The Deepwater Circle
This item can be placed on the floor in any house type.

The Deepwater Circle A Brief History of Our Order By Ami'Urid

TREASURED
LORE  NO-TRADE


Discovered on 26 Feb 2011 at 4:17:55 PST.
The Deepwater Circle
A Brief History of Our Order
By Ami'Urid
In times past, the Deepwater Knights were the protectors of Erudin, the first line of defense against enemies of the city, and the bastion of honor and service for the erudite people. As loyal servants to Prexus, they all paid homage to him, and many of their ranks drew divine power directly from their faith in the Ocean Lord. They were revered in Erudin, feared in Paineel, and respected by other knightly orders through Norrath.
The order of Knights had battled all manner of horrors, from savage kobolds roaming the forest, agents of the dragon Toxxulia, and the necromantic creations found in the armies of Paineel. They stood fast against all of these adversaries, never faltering, even when victory seemed impossible. No enemy seemed capable of destroying the order, and Erudin always had her Deepwater Knights to watch over her.
Few could have predicted that the greatest adversary the Knights would ever face would come from within the very city they were sworn to protect. The Deceiver, El'Arad, a grand plan to the High Council of Erudin to rebuild the teleportation network, taking the power of instant transport away from the gods that had abandoned them, put that power in the hands of the erudites themselves. A few stood against the plan of EI'Arad, including members of the leadership of the Deepwater Knights.
The Knights felt that the research was not properly reviewed as is customary, and a few respected scholars in both cities felt that the plan had glaring, even dangerous, flaws. However, debates were often short and were largely just for show - El'Arad had already put the plan into motion, and within months, the Ulteran Network was completed. When it was finally activated, the whole of Odus was shaken by the massive feedback from the faulty network. and the erudites found themselves floating in another plane of existence.
It was then that El'Arad's true plans came to light. He had planned to open a portal directly to the Void, in order to let in the Godslayer - the divine being known as Roehn Theer. Smaller portals had began opening in the city itself, and terrible beasts overran the city, driving away or slaughtering any who stood before them. Erudin trembled before the massive dark onslaught.
The Deepwater Knights organized outside of the city walls. They had been caught off-guard by the sudden opening of the portals, and many Knights were overwhelmed before they could even draw their sword by rampaging shadow creatures. Those that were left were well aware of what they faced inside the city itself. Not a single Knight capable of lifting his blade refused to march against their mighty enemy, and with the unwavering conviction that they were known for, the Deepwater Knights made what would be their final march.
El'Arad and his legion of shadow-beasts achieved what no other enemy before could. They destroyed the order of Deepwater Knights.
For generations, no one took up the mantle of the Deepwater Knights. The Knights were blessed by Prexus himself, and with the absence of the gods, this ordination was impossible. Thus, the Knights faded into legend, honored by those that were left behind.
After the defeat of Roehn Theer, the Duality emerged from the libraries of Erudin, bearing terrible news. He had deciphered a portion of an ancient prophecy, predicting the end of Norrath, and the destruction of the universe in which it resides. Although the message he brought was frightening, the presence of two of the greatest minds ever known to the erudite people, Dartain and Al'Kabor, had given many people hope that the ultimate fate of Norrath might be averted.
The erudites from Paineel, Quel'ule, and the Deepwater Pavilion, offered their aid in helping with his research. There were vast libraries full of the collected knowledge of the erudite people in many places of Odus, and they all worked to collect what information they could to assist the Duality. The amount of information collected was staggering, and great minds from all over Odus began working in unison toward a common goal. Then, something miraculous happened.
Many people, from all over Norrath, came to the aid of the Duality. They crossed religious and ethical boundries, dropping old hatreds and prejudices in order to work with the erudites and help solve the mysteries of the prophecy. Together, these people would stand firm against the coming darkness, looking to turn back our dark fate, and secure the future of Norrath for all. As the Deepwater Knights once had in ages past, the new order would do so again.
Thus, I proposed that we pay homage to the Deepwater Knights, who sacrificed all to try and save all that they held dear. As they did with sword and shield, we will use our knowledge and research to defeat that which threatens us, and together, we will find a way to save our world.
Thus was born the Deepwater Circle.
Books
The Desert Beasts
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [55] The Desert Beasts (Tome).

Components
The Desert Beasts - Page 5 (plundered from a barrel at 180, -105, -1212 in The Pillars of Flame or plundered from a barrel at 194, -105, -1216 in The Pillars of Flame)
The Desert Beasts - Page 6 (plundered from a basket at 158, -104, -1136 in The Pillars of Flame)
The Desert Beasts - Page 9 (plundered from a barrel at 158, -105, -1137 in The Pillars of Flame or plundered from a tent at 260, -103, -1022 in The Pillars of Flame)
The Desert Beasts - Page 10 (looted in The Pillars of Flame)
The Desert Beasts - Page 12 (looted in The Pillars of Flame)
The Desert Beasts - Page 13 (plundered from a cactus at 499, -114, -1179 in The Pillars of Flame)
The Desert Beasts - Page 15 (plundered from a pillow at 27, -93, -831 in The Pillars of Flame)
The Desert Beasts - Page 22 (looted in The Pillars of Flame)
The Desert Beasts - Page 23 (looted in The Pillars of Flame)

Discovered on 5 Feb 2006 at 2:18:20 PST.
by Richton Straight
A hunter's story about his first trip to the new lands.
As I stood upon the prow, straining my eyes to spot our eventual destination, I got the same warm, sated feeling in my stomach that I always got before a hunt.

This one would be different, though. This was not one of the planned hunts of my past. I had no documents on the hunting or feeding patterns of my prey. I did not have the knowledge from past hunters on scents or colors to avoid. In fact,

I did not even know what I would be hunting. And that, I believe, was the most exciting aspect of it all.
We were to drop ourselves in an unknown land -- unknown to ourselves, leastaways -- and, for a period of three weeks, track and slay the biggest prey we could find.

The thrill of big game hunting compounded with the fear of unknown prey. We all felt it, the air of the ship spoke volumes.

The crew, of course, didn't match our sentiment, but Tocks, Ardal and myself all shared that unspoken feeling that none, save the greatest poets, can ever describe.
The sea itself seemed to hold its breath as our ship approached, exhaling in a long, slow sea breeze once we finally reached shore.

Tocks and Ardal had been with me for nearly seven years. Ardal's sharp sight and acute hearing were unmatched. Tocks, by some stroke of fate, was the luckiest gnome I had ever laid my eyes on, often blundering his way to fortune.

Me? Well, someone had to do the easy part and actually slay the beast.
On the advice of the locals we purchased a few camels and a large supple of water, then set off into the desert. As soon as we left the friendly, salt-scented air nearer the ocean, Ardal spoke in that elven dialect of his.

"Hmm?" I asked.

"I said," he repeated in a tongue I could understand,"that this is not a friendly land."
"Nonsense," Tocks threw in, "your perspective is just all skewed. The ground is soft...that's friendly!"

I chuckled at Tocks' outlook as I often do.

My laughter trailed off and nothing took its place; it was clear that we all felt uneasy about this land.
Days passed and we came across many beasts. None, however, had the "feel" of true game. We were anxious and did not want to commit to anything in a land so foreign.

We discussed many beasts as prey and passed over dozens without coming to any conclusions. By luck, our future prey happened to find us.

One morning Ardal found tracks around our camp. We were being followed, hunted perhaps.
The tracks Ardal found were of a shape similar to the lizardmen in Feerrott. They were deep and even from heel to toe, suggesting a slow, crouched walk.

However, they lacked the distinctive tail marks that a lizardman from the Feerrott would leave if walking in such a position. Tocks laughed.

"Ghosts of lizardmen we've killed in the past! Want their missing tails we stole, no doubt!"
Neither Ardal not myself shared Tocks' jest. We glanced at each other, concerned.

These tracks were deliberate. Tracks this deep from a beast could be accepted. But we knew the lizardmen of Feerrott were no mere beasts, and it stood to reason -- enough to worry us, that is -- that neither were what we now thought to be their desert cousins.
"So..." Ardal said, glancing at me and awaiting our next move.

"We follow them!" said Tocks, not oblivious to the conclusion Ardal and I had made. I nodded, agreeing with Tocks.

"As I thought," said Ardal.

"What better prey than a hunter?" I questioned under my breath.
Tocks began packing his things immediately. Ardal took me aside and said, "They know we are hunters, this is their bait for us."

"Right." I answered. "They will have a trap set."

"Who will?"

"The lizardmen."

"But which lizardmen?" Ardal paused at my words.

"The big-game lizardmen..." he sighed. I gave him a large smile.
"All right, then," said Tocks, "from now on we can assume we're being watched. I think it's important that we don't let them know what to expect from us. We need to keep them on their toes, or tails...or not tails, as it were."

With that, Tocks picked up one of our water skins and poured it into the sand. Both Ardal and I started to speak, but stopped. We were familiar with Tocks and knew the water was already gone.

Tocks exclaimed, "Now they'll think we're absolutely insane."
We set off. Ardal and I scanned our surroundings for possible ambush. Tocks sang a song about a meatball.

Our hunters, I wagered, watched us the entire time.

Though it was unlikely our hunters spoke common, we conversed in Antonican for an extra measure of comfort.
"They will set a trap for us, quite possibly two traps. One obvious, one less obvious, but both will be traps."

"Five or six traps." Tocks added.

"And when we are snared?" asked Ardal.

"Then we spring our traps." I said, referring to our skills as fighters and hunters. "Tocks," I continued, "You follow at a distance of one half hour. Ardal, move parallel to the west. They already know our numbers, but if we spread out we may foil their plans."
I communicated with Ardal in hand signals. With Tocks I left messages in my tracks. At the end of day, I saw the first trap.

On the horizon were a couple of lizardmen, tailless as the tracks suggested. I glanced at Ardal. Wordlessly he glances at their second trap, dust upon the hill above us suggesting recent movement. They would flank from the west.

I left a message for Tocks. We rested for fifteen minutes, then moved toward their first trap.
As Ardal and I moved closer to each other and our target, I sensed a disturbance to the east.

The desert dropped off and a short cliff gave way to an oasis. A soft breeze passed my nostrils, and I caught a scent. It was tough to pick out from the air of the oasis, but something was there.

Perhaps in reaction to our march's halt, the lizardmen felt now was the time to strike. At the edge of the cliff a scaled claw appeared, pulling its owner up and over the edge.
I spun quickly to Ardal, an arrow -- his -- flew past my head. I heard the unsatisfying sound of the arrow striking sand.

Ardal turned to the west and -- as expected -- two lizardmen now approached from the hill. Ardal dropped his bow and produced his twin blades.

From the south a few arrows sailed through the air, too far to act as anything but a distraction, though the lizardmen advanced and fired simultaneously.
I turned to face the lizardmen who had crawled up the side of the cliff, though now there were two.

They dashed toward me with amazing speed. I drew my blade and let a small, poisoned dart fly. The dart hit its mark, and the poison worked quickly. Though not dead, the lizardman fell to his knees before collapsing totally.

I had watched too long, however, and my attacker was upon me.
My attacker's sword was far longer than mine, and it was all I could do to keep from being gutted.

Our combat gave me no opening to strike. He advanced, and I danced about him; we spun, and I was able to position our dance so that I faced toward Ardal.

He had dispatched his two attackers, but had caught an arrow in his leg.
Despite that, Ardal drew back his bow, facing my direction. I stopped shifting and allowed the beast a straight attack at me.

Drawing his blade to my side, I let his body collide with mine. For an instant he wrestled with me, then he fell with an arrow protruding from the base of his neck.

I looked for the two attackers from the south.
I saw instead two dead lizardmen. "You never told me you were such a good shot!" I yelled to Ardal.

"I never needed to be," was his response. To the north we heard a high pitched laughing. Tocks came running up, something dangled from his hand.

I called out to him, "Three traps, Tocks...Three!"

"Four!" he called back, holding up the object in his hand, a necklace from one he apparently felled.
We pulled the bodies together. Tocks kicked one and it rolled over, facing him with a sinister grin.

"Ugh," he jumped back, "these aren't game, Rich."

"It was a fight, wasn't it?" I countered. Ardal nursed his wounds, and I, my scratches. Tocks, as always, was unharmed.

"Yes, it was a fight, not a hunt," came Ardal's response. "This is not a friendly land."
The night was slow. We feared retaliation, but none came.

Tocks passed his necklace from hand to hand, eyeing it with suspicion. Eventually he threw it to the oasis. "It was creepy," was all he could say.

"We'll find better game, lads." I tried to comfort them.

It had been an awkward and surprisingly violent day. I dropped my hat over my eyes and drifted off to sleep. We'd find better game.
Books
The Desert Serpent
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [54] The Desert Serpent (Tome).

Components
The Desert Serpent - Page 6 (looted in The Sinking Sands or The Pillars of Flame)
The Desert Serpent - Page 12 (plundered from a rock at -1024, -172, -342 in The Sinking Sands)
The Desert Serpent - Page 13 (plundered from a crate at -230, -105, -400 in The Sinking Sands)
The Desert Serpent - Page 14 (plundered from a tent at -90, -124, -1284 in The Sinking Sands)
The Desert Serpent - Page 16 (looted in The Sinking Sands or The Pillars of Flame)
The Desert Serpent - Page 17 (shinies or looted in Maj'Dul or The Sinking Sands)

Discovered on 16 Sep 2005 at 18:32:31 PDT.
by a concerned Maj'Dulian
An unusual political treatise that some suspect was written by an outsider to stir up trouble within the city's walls.
There are few among us today who can truly appreciate Maj'Dul for what it originally represented, in contrast to what it now represents.

The Dervin Empire was once the powerful desert serpent, winding itself about people and geography. The change from that once noble position should have been evident years ago.

One need only review a page from the diary of a young barrashar who has spent a good deal of time in Maj'Dul.
"It is a strong city. Though its people seem resolved in their ways, it isn't until one learns how unstable their ways are that this resolve falls short."

Let me underline that the fifth word used in this description of Maj'Dul is "city." We were once an empire birthed from every pore in the desert.

Perhaps we should rewrite our own history: "Dissatisfied with the lot of his people, Ahkari set out to build a small city."
One must wonder, then, how an empire became merely a city in the eyes of a foreigner.

Are we not desert-hardy to the last? Do we not protect ourselves from the battering rams of advancing cultures? Do we not hold power over the region?

We are all of what we once were and we are also nothing of what we once were. We have lost not ourselves as a people, but ourselves as an empire.
And if the barrashar know this, then so must the desert have known long ago.

Perhaps you will question whether or not this is a real problem. For, if it is merely barrashar talk, then what has it got to do with the real Maj'Dul, the real empire?

I point you in the direction of our disgruntled citizens. The poetry in "Of Maj'Dul Am I" is a perfect example of the suppressed, yet evident, cry for change. Read that, as well and see then if you do not agree.
Why are we lost?
Due to improper leadership, we find ourselves now without purpose or direction.

Look at our city life and ask yourself: in the midst of a cultural invasion, why is it our focus lies still on the Games? Why have we allowed the continued existence of the Rujarkian Orcs?

Why do the lands once called ours contain enemy tribes, goblins, orcs, harpies, any number of nuisances that threaten not empires but people?
The Games as a means by which to govern a people must be abolished. My livelihood and your livelihood should not compete for each other.

Most especially, we should not gamble on who should prosper and who should not. The Games provide - and should continue to provide - entertainment.

Government, however, should come from the intellectual elite. To weigh and pit laws against each other is to seed revolution and we must take that bait, or we shall surely fail as a people.
Our leadership situation is stagnant. What was once a temporary measure - to restore power to its rightful owner - has become instead a distraction.

Dukarem, Ishara, Neriph: all three worry less about the people of Maj'Dul than how they might gain control of them.

Their petty games afford them a temporary power they covet, but none has the leadership needed to take what they consider theirs.
Consider Mudeef, wielder of the supreme power. It is with relief that I can say Mudeef does not preoccupy himself with the Games as do the true sons of Maj'Dul.

But it is with sadness that I say nobody knows with what Mudeef occupies his time. What has Mudeef changed for the better in Maj'Dul? In fairness one might counter: "What has Mudeef changed for the worse in Maj'Dul?"

If the answer to both of those questions is "nothing," then he is no ruler.
To promote stagnancy is not a virtue. Some argue Mudeef stands as a barrier between an empire and a cliff, preventing us from flinging ourselves off the edge.

What is scarcely discussed is what lies at the bottom of that cliff. It is not the rock-hidden waters we are led to believe.

At the bottom of that cliff lies our identity as a people, dropped there long ago and forgotten. Through no malice of his own, Mudeef is preventing us from regaining our empire's soul.
Where, then, lies Maj'Dul's future?
It is simple: the future of Maj'Dul is found within its people.

Are we, as a people, content with stagnancy? Does the lure of the arena prevent us from seeing a future - nay, present - in which Maj'Dul is a city and nothing more?Or, do the Games merely open our eyes to that vision through tinted glass in which it is acceptable?

Neither answer is sufficient, if Maj'Dul is to survive.
A simple revolution is all that can save Maj'Dul. And as citizens, revolution falls under our jurisdiction.

When our leaders do not make safe our lands, we must do so ourselves, and force conflict upon our people.

The Rujarkian Orcs we once thought defeated; this is not so, they hide within their crags. No near-defeated race -- and orcs are not merely animals, they are indeed a race -- can let defeat stand. They will return and they will return in force. We must preempt this.
The well-known of Maj'Dul must be ousted. It is clear enough to those who learn our history on who the rightful leader of Maj'Dul should be (indeed, I had a barrashar lecture me on this point once).

Right of ascension is acceptable in times of prosperity. As it stands we must cut all lineage. Our three sons do not represent Maj'Dul any more than Mudeef, and none of the four succeed in growing or stabilizing the empire.

Interim governments must be shattered and new power must arise.
We must put effort and money into strengthening our empire, letting not orc nor harpy nor goblin nor any other force keep us from our sandy homes.

This process must start slowly; we can dot the land with outposts. Through trade and war, the process will sweep across the desert, leaving nothing but the Dervin Empire in its wake.
Finally, we must find our serpent head. And in swallowing its enemies - political and military - it shall grow the desert serpent of Maj'Dul.

Once again our empire shall coil itself about the desert regions, striking at all who would threaten us. Once again our empire shall protect and encircle its children.

And once again our empire shall own her desert home.
Books
The Diary of Tserrina Syl'Tor
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [90] Tserrina's Strife (Tower of Frozen Shadow) (Heroic) (Repeatable), started by examining a book in Tower of Frozen Shadow: Shadowed Corridors (117, 44, 66).

Discovered on 22 Feb 2011 at 14:57:08 PST.
My Personal Accounts
Tserrina Syl'Tor
Finally my training has come into fruition. King Thex has bestowed upon me the coveted title "Enchantress of Neriak". With the knowledge I have gained, there is a ritual I am seeking to perform. However, acquiring the components for this ritual will not come easy, or if at all. Still I will pursue this until I have either secured the components or have died trying. Of other interests, I noted an intriguing man strolling through the quarter this evening. There was something different about him. Perhaps I can inquire around to find out more.
I returned from my trek into the wilderness. I have found the creature I sought and with little effort obtained his essence. I am looking forward to the outcome of the ritual. A few more preparations and my immortality will be secured.
All the preparations and research were fruitless. I neither see nor feel a change in either my being or inner self. How could this be, I had the best training in Norrath! There is no doubt that this ritual should have worked.
I saw the mysterious man again today and took it upon myself to make proper introductions. He introduced himself as nobility and told me that his family bloodline is deeply intertwined with these ancient lands. As we conversed I noticed something there. I have concluded this something is what drew me to him. Our meeting was not by chance.
Rarely do I see my dark prince as he seems to only attend a select few social gathering. However, he is in the forefront of my mind. Not a day passes without wondering where he is or what he is doing at this precise moment I fear if he does not give me a sign of interest soon my heart shall wither away into nothing.
Worried, I decided to send a messenger forth with a missive and a simple gift. The gift, I hoped, would make him take note of what an intelligent and capable sorceress I am; one truly worthy of his love and attention.
<A few pages appear to be ripped from the diary.>
What a fool I have been! How could I have been so blind? My motives controlled solely by my wanton emotions. I am nothing to him. He would rather keep the company of those beasts than with me. Someday he shall feel the pain and humiliation that I have personally felt at his hand.
It has been some time since I have put my thoughts onto parchment. I have been going about this all the wrong way. One can catch more flies with honey. So I bat my eyelashes and pursue his dark company. He must find that I have forgiven him for such a betrayal. Lately, in the evenings, he has begun to come calling for me. At night we sit in front of the fireplace in the parlor and discuss the goings on of Neriak. I'm not sure which is more amusing, the stories told or that my plan is going perfectly.
My dark prince tells of a spectacular tower he has commissioned in my honor. I am told by him the tower contains many rare treasures, some even from his own personal collection. If I am so inclined, we would live in the tower together, with my most trusted handmaiden Cara. Before the next moon, we will reside in our wintery tower.
My dark prince and I spent our evening dining together. To celebrate our impending nuptials he poured a special wine from his personal collection. I had to excuse myself early as I was not feeling well at all. The room spun and my vision was not entirely there. My physical appearance is changing, although I cannot bear to go into detail. My dark prince has informed me, after checking in on me, that he has to be away on business for a while. I anxiously await his return.
It has been several moons after my prince was supposed to have returned to me and he still sends no word. Here I have stood at the altar waiting his return. And it has become obvious his intentions have changed. I have attempted to leave the icy tower in search of him, however that is impossible. I am now stuck in the prison I have made for myself. I have, in my outrage, confined all the servants to the tower. If I am unable to venture into the outside world, so shall all the occupants of this tower be thus confined!
Books
The Dying
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:16:40 PST.
The Dying


Second Edition
This book is a creation myth as told by the Valkyrie.
When the world would enter its twilight years, the memories of youth would become bittersweet. The elements would clash against each other and the Urges would withdraw. This time was known as the Dying. Things were only good or bad, there was no in between. And the world would be introduced to people they had never seen before.
The Mother Urge had watched what had happened to her children during her absence. The "gifts" that the queen of the Valkyries, Frikka, had given to her beautiful children had destroyed them.

In a scream of both anguish and anger, a wave of force washed over everyone of the Valkyries.
As the divine force spread into the bodies of the Valkyries, they felt gut-wrenching pain course through their bodies.

All around them, they felt something they had never felt before - Disappointment. Then they felt another feeling - Horror.

For one by one, the Valkyries began to watch as they changed.
Their hair was the first to change.

The Valkyries watched as their color from their black hair began to drain, dripping down their backs. When the draining was done, it had no color.

The worst was to come next. After their hair drained, they stood in shock as their wings would do the same. When the draining was complete, they would be as full of color as the ice they lived within.
Not understanding what was happening, they looked around at each other.


Ceasing their warfare for a moment, they spied something from way up high. Above them, there was a small black speck that was becoming larger and larger.


As it got closer, they realized it for what it was - their queen, Frikka.
Plummeting to the ground, Frikka still possessed the beautiful color of the Valkyries. But another color, red, covered her entire body.


As they watched, she made no attempt to stop her descent. Finally, after what would seem an eternity, Frikka would hit the ground with an impact that left enormous crater many miles below.


And for the first time ever, the Valkyries learned another concept - Death.
The houses and temples that floated in the air were soon to follow their queen.


One by one, the structures plummeted to the ground below, leaving only the Valkyries that hovered in the air. And soon, they too would be moved.


The Mother Urge showed her face to her children, and in one fell swoop exiled them from her home forever.
Foreigners in a new land, the Valkyries would quickly come to terms with their newfound mortality.



Losing many of their numbers to the creatures that already existed upon this world, they would eventually build a new home.


Having been exiled from their original home, the Valkyries would need to learn to survive in this brave new land.
Encountering beasts with great horns was only the first of many obstacles the Valkyries would have to overcome.

Creatures very much like themselves, yet with no wings, would harass them from time to time.


Gathering together, they would divert their War from among themselves and direct it toward these enemies.
To this day, these proud people remain within the icy reaches of the cold northlands. Keeping to themselves, not much is known about them.


What is known, though, is that they claim to want three things - they want an end to war, and an end to strife, and an end to their eternal despair.
Books
The Dying
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] The Dying (Tome).

Components
The Dying - Page 3 (shinies in Everfrost)
The Dying - Page 4 (shinies in Everfrost)
The Dying - Page 5 (looted in Everfrost)
The Dying - Page 6 (shinies or looted in Everfrost)
The Dying - Page 7 (shinies in Everfrost)
The Dying - Page 8 (shinies in Everfrost)

Discovered on 14 Nov 2005 at 22:17:09 PST.
The Dying


Second Edition
This book is a creation myth as told by the Valkyrie.
When the world would enter its twilight years, the memories of youth would become bittersweet. The elements would clash against each other and the Urges would withdraw. This time was known as the Dying. Things were only good or bad, there was no in between. And the world would be introduced to people they had never seen before.
The Mother Urge had watched what had happened to her children during her absence. The "gifts" that the queen of the Valkyries, Frikka, had given to her beautiful children had destroyed them.

In a scream of both anguish and anger, a wave of force washed over everyone of the Valkyries.
As the divine force spread into the bodies of the Valkyries, they felt gut-wrenching pain course through their bodies.

All around them, they felt something they had never felt before - Disappointment. Then they felt another feeling - Horror.

For one by one, the Valkyries began to watch as they changed.
Their hair was the first to change.

The Valkyries watched as their color from their black hair began to drain, dripping down their backs. When the draining was done, it had no color.

The worst was to come next. After their hair drained, they stood in shock as their wings would do the same. When the draining was complete, they would be as full of color as the ice they lived within.
Not understanding what was happening, they looked around at each other.


Ceasing their warfare for a moment, they spied something from way up high. Above them, there was a small black speck that was becoming larger and larger.


As it got closer, they realized it for what it was - their queen, Frikka.
Plummeting to the ground, Frikka still possessed the beautiful color of the Valkyries. But another color, red, covered her entire body.


As they watched, she made no attempt to stop her descent. Finally, after what would seem an eternity, Frikka would hit the ground with an impact that left enormous crater many miles below.


And for the first time ever, the Valkyries learned another concept - Death.
The houses and temples that floated in the air were soon to follow their queen.


One by one, the structures plummeted to the ground below, leaving only the Valkyries that hovered in the air. And soon, they too would be moved.


The Mother Urge showed her face to her children, and in one fell swoop exiled them from her home forever.
Foreigners in a new land, the Valkyries would quickly come to terms with their newfound mortality.



Losing many of their numbers to the creatures that already existed upon this world, they would eventually build a new home.


Having been exiled from their original home, the Valkyries would need to learn to survive in this brave new land.
Encountering beasts with great horns was only the first of many obstacles the Valkyries would have to overcome.

Creatures very much like themselves, yet with no wings, would harass them from time to time.


Gathering together, they would divert their War from among themselves and direct it toward these enemies.
To this day, these proud people remain within the icy reaches of the cold northlands. Keeping to themselves, not much is known about them.


What is known, though, is that they claim to want three things - they want an end to war, and an end to strife, and an end to their eternal despair.
Books
The Efreeti's Scimitar
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Efreeti'

Quest reward from [50] Lore and Legend: Efreeti (Lore and Legend), started by examining efreeti parts or by examining The Efreeti's Scimitar in Lavastorm (-553, -118, 460).

Plundered from Lavastorm (-553, -118, 460).

Discovered on 17 Sep 2005 at 10:34:58 PDT.
"The Efreeti's Scimitar," by Serina Melosine, bard of Qeynos. This is a tale of an efreeti who understood that myth and legend could confuse his enemy.
Not much is known about the efreeti. They are a subject of many myths and legends, yet it is difficult to know what is true and what is false.
The chase had gone on for many days and the efreeti's wounds had weakened him. He was cornered like a trapped animal now, the city's walls forming a wide "V" behind him and his attacker closed in before him.


"Think, Khashig, think," he said to himself and when the answer filled Khashig's mind, he relaxed completely and smiled.
"You meet your death with a smile; good," said Valmeer, the one who hunted him. "I have pursued you for many days. Know that I will honor your memory by telling everyone how you died: like a coward. But at least, a happy coward."


"You see my smile and think I die happy at your hand?" scoffed Khashig. "My smile is my own. I know what you will lose. It is of no consequence now, though."


Khashig shrugged elaborately, grazing his shoulder against the coarse stone walls behind him.
Valmeer's eyes narrowed as he continued his advance. "What are you talking about? Do not seek to delay the inevitable with your chatter," Valmeer said.



And yet, he paused, his sword still pointed at Khashig's chest.


Inwardly, Khashig knew he had won the moment and pressed his advantage. He closed his eyes, saying quietly, "I delay nothing. Go ahead."
"Speak, gnoll!" Valmeer ordered through gritted teeth, pressing the tip of his weapon against his adversary's chest.


"But I am not a gnoll," relied Khashig softly. "You know what I am and what I can offer you. Still, I blame you not. It is you who delay now, enemy of mine."
Valmeer's eyes darted over his enemy, who stood almost serenely with his back against the walls. He assessed the efreeti's visible possessions and then realized what was missing. He cried angrily, "Where is it? Where is your scimitar?"
Khashig laughed, his eyes still closed.


Spreading apart his hands to show their emptiness, he replied, "You will not find it on my corpse, enemy. And if you slay me now, you will not find it ever. A pity. The scimitar is quite valuable. It can do many things, besides the obvious."
The efreeti continued, pushing aside the tip of Valmeer's blade scornfully as he did so, "Many seek the scimitar of an efreeti.

"It is said that it burns that which it touches, melting the hardiest armor like a candle.

"It is said that the owner of an efreeti's scimitar can travel great distances by merely whispering to the weapon. Alas, you shall never find one."
"Where have you hidden your blade, gnoll!" Valmeer shouted. He leaned forward and grabbed the efreeti's arm.


Khashig flinched slightly, for his enemy's grasp was stronger than he anticipated.


Valmeer hissed urgently, "I will spare your miserable life if you simply give the blade to me."
Khashig nodded, opening his eyes to meet Valmeer's gaze at last. He whistled sharply and his enemy's grip loosened.


Valmeer stared at the scimitar blade penetrating his armor, slicing through his chest.


"Here it is," Khashig said, "It is said that an efreeti's scimitar is deadly. Farewell, enemy."
How did Khashig summon his scimitar with a mere whistle?


Who can say? Like his scimitar, an efreeti is an elusive creature that perhaps can only be understood through closer assessment.
Books
The Efreeti's Scimitar
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Efreeti (Lore and Legend), started by examining The Efreeti's Scimitar in Lavastorm (-553, -118, 460).

Discovered on 4 Dec 2012 at 15:58:00 PST.
Not much is known about the efreeti. They are a subject of many myths and legends, yet it is difficult to know what is true and what is false.
Entry One
Put book away.
"The Efreeti's Scimitar," by Serina Melosine, bard of Qeynos. This is a tale of an efreeti who understood that myth and legend could confuse his enemy.
Read book
Put book away.
The chase had gone on for many days and the efreeti's wounds had weakened him. He was cornered like a trapped animal now, the city's walls forming a wide "V" behind him and his attacker closed in before him. "Think, Khashig, think," he said to himself and when the answer filled Khashig's mind, he relaxed completely and smiled.
Entry Two
Put book away.
"You meet your death with a smile; good," said Valmeer, the one who hunted him. "I have pursued you for many days. Know that I will honor your memory by telling everyone how you died: like a coward. But at least, a happy coward." "You see my smile and think I die happy at your hand?" scoffed Khashig. "My smile is my own. I know what you will lose. It is of no consequence now, though." Khashig shrugged elaborately, grazing his shoulder against the coarse stone walls behind him.
Entry Three
Put book away.
Valmeer's eyes narrowed as he continued his advance. "What are you talking about? Do not seek to delay the inevitable with your chatter," Valmeer said. And yet, he paused, his sword still pointed at Khashig's chest. Inwardly, Khashig knew he had won the moment and pressed his advantage. He closed his eyes, saying quietly, "I delay nothing. Go ahead."
Entry Four
Put book away.
"Speak, gnoll!" Valmeer ordered through gritted teeth, pressing the tip of his weapon against his adversary's chest. "But I am not a gnoll," relied Khashig softly. "You know what I am and what I can offer you. Still, I blame you not. It is you who delay now, enemy of mine."
Entry Five
Put book away.
Valmeer's eyes darted over his enemy, who stood almost serenely with his back against the walls. He assessed the efreeti's visible possessions and then realized what was missing. He cried angrily, "Where is it? Where is your scimitar?"
Entry Six
Put book away.
Khashig laughed, his eyes still closed. Spreading apart his hands to show their emptiness, he replied, "You will not find it on my corpse, enemy. And if you slay me now, you will not find it ever. A pity. The scimitar is quite valuable. It can do many things, besides the obvious."
Entry Seven
Put book away.
The efreeti continued, pushing aside the tip of Valmeer's blade scornfully as he did so, "Many seek the scimitar of an efreeti. "It is said that it burns that which it touches, melting the hardiest armor like a candle. "It is said that the owner of an efreeti's scimitar can travel great distances by merely whispering to the weapon. Alas, you shall never find one."
Entry Eight
Put book away.
"Where have you hidden your blade, gnoll!" Valmeer shouted. He leaned forward and grabbed the efreeti's arm. Khashig flinched slightly, for his enemy's grasp was stronger than he anticipated. Valmeer hissed urgently, "I will spare your miserable life if you simply give the blade to me."
Entry Nine
Put book away.
Khashig nodded, opening his eyes to meet Valmeer's gaze at last. He whistled sharply and his enemy's grip loosened. Valmeer stared at the scimitar blade penetrating his armor, slicing through his chest. "Here it is," Khashig said, "It is said that an efreeti's scimitar is deadly. Farewell, enemy."
Entry Ten
Put book away.
How did Khashig summon his scimitar with a mere whistle? Who can say? Like his scimitar, an efreeti is an elusive creature that perhaps can only be understood through closer assessment.
Close Book.
Books
The Efreeti's Scimitar
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 12 Oct 2005 at 9:47:19 PDT.
"The Efreeti's Scimitar," by Serina Melosine, bard of Qeynos. This is a tale of an efreeti who understood that myth and legend could confuse his enemy.
Not much is known about the efreeti. They are a subject of many myths and legends, yet it is difficult to know what is true and what is false.
The chase had gone on for many days and the efreeti's wounds had weakened him. He was cornered like a trapped animal now, the city's walls forming a wide "V" behind him and his attacker closed in before him.


"Think, Khashig, think," he said to himself and when the answer filled Khashig's mind, he relaxed completely and smiled.
"You meet your death with a smile; good," said Valmeer, the one who hunted him. "I have pursued you for many days. Know that I will honor your memory by telling everyone how you died: like a coward. But at least, a happy coward."


"You see my smile and think I die happy at your hand?" scoffed Khashig. "My smile is my own. I know what you will lose. It is of no consequence now, though."


Khashig shrugged elaborately, grazing his shoulder against the coarse stone walls behind him.
Valmeer's eyes narrowed as he continued his advance. "What are you talking about? Do not seek to delay the inevitable with your chatter," Valmeer said.



And yet, he paused, his sword still pointed at Khashig's chest.


Inwardly, Khashig knew he had won the moment and pressed his advantage. He closed his eyes, saying quietly, "I delay nothing. Go ahead."
"Speak, gnoll!" Valmeer ordered through gritted teeth, pressing the tip of his weapon against his adversary's chest.


"But I am not a gnoll," relied Khashig softly. "You know what I am and what I can offer you. Still, I blame you not. It is you who delay now, enemy of mine."
Valmeer's eyes darted over his enemy, who stood almost serenely with his back against the walls. He assessed the efreeti's visible possessions and then realized what was missing. He cried angrily, "Where is it? Where is your scimitar?"
Khashig laughed, his eyes still closed.


Spreading apart his hands to show their emptiness, he replied, "You will not find it on my corpse, enemy. And if you slay me now, you will not find it ever. A pity. The scimitar is quite valuable. It can do many things, besides the obvious."
The efreeti continued, pushing aside the tip of Valmeer's blade scornfully as he did so, "Many seek the scimitar of an efreeti.

"It is said that it burns that which it touches, melting the hardiest armor like a candle.

"It is said that the owner of an efreeti's scimitar can travel great distances by merely whispering to the weapon. Alas, you shall never find one."
"Where have you hidden your blade, gnoll!" Valmeer shouted. He leaned forward and grabbed the efreeti's arm.


Khashig flinched slightly, for his enemy's grasp was stronger than he anticipated.


Valmeer hissed urgently, "I will spare your miserable life if you simply give the blade to me."
Khashig nodded, opening his eyes to meet Valmeer's gaze at last. He whistled sharply and his enemy's grip loosened.


Valmeer stared at the scimitar blade penetrating his armor, slicing through his chest.


"Here it is," Khashig said, "It is said that an efreeti's scimitar is deadly. Farewell, enemy."
How did Khashig summon his scimitar with a mere whistle?


Who can say? Like his scimitar, an efreeti is an elusive creature that perhaps can only be understood through closer assessment.
Books
The Eighth Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 30 May 2020 at 19:00:00 PDT.






The Eighth Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All seven are on Faydwer found
With one in each land, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains









1. Every child who's a gnome
Knows about their former home
Inside, things whir, and spin, and chop
Perhaps with this, they'll have to stop.









2. Some are cheap, but some have worth,
Once they're taken from the earth
What's needed's also found in Ro
Look around, and find the glow.









3. Come and hear about her way,
Mother to both elves and fae
Her high priestess you will meet,
Learn from her, and grab a seat.







4. Streets, yet not one paving stone,
Forests where no trees have grown
Cities with no house or shop,
Rivers, but water? Not a drop.
Although this helps you find your way,
It isn't what you need today.
If you want the hunt's reward,
Bring back where it could be stored.


5. Upon me a strange symbol falls,
Deep within Guk's ruined halls
I must know what it could mean,
What secrets lie within, unseen?
Those who will help do not want coin
Their hidden group I have to join
They sent me out to get reports
But they seem like mysterious sorts,
Next they tasked me with a hunt,
And rogue members to confront
These missions cannot be refused,
Though I'm feeling I've been used
Take more reports - I must fight back
When their recipients attack!
I'm starting not to like this way
Someone soon is going to pay.
No longer will they hide behind
When they're much easier to find!








6. For other mounts he is your source,
If you don't want a boring horse
When asked, however, he won't sell
Unless the population's well
That seems like it's for the best
Get what he needs so he can test.









7. Friendly, wubbly cubes
At our bouncy festival
Have some great big hugs!
Books
The Eighth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 27 Oct 2017 at 18:30:00 PDT.






The Eighth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere these things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!






Area list
------------
The City of Freeport
Sunken City
The Graveyard
The Ruins
The Sprawl
Freeport sewers
The Commonlands
Nektulos Forest









1. Most everything has been picked clean
Among the ruined mill's machine
It's still worth looking, and to comb,
This might look nice inside your home.






2. The pages of an ancient tome
Have scattered, lost, outside his home
It's vital that we get them back
So look, and search, perhaps attack
The ones who might have taken these
And with your skills they're found with ease
But that's been done. So for today
That's not what you must take away.
Instead, you'll get, with all due speed
The place where he might go to read.








3. This time of year, for something sweet,
There's just the place to go.
You'll find a lot that you can eat
If you look for the glow
But bring back what you must defeat
That's what you need to show.



4. Those whose loyalties are misplaced
Can very easily be erased
If they won't serve the Overlord,
Then others will be brought aboard.
Erudite and Kerran strife -
We'll go in,make sure it's rife
Some have noticed things are stirred -
One fight makes sure they won't be heard.
And then, so things will be improved,
Both leaders need to be removed.
Success! They're gone, put in the ground
And new, more loyal ones are found.
And so, for helping with your sword,
You've earned this for your reward.
For aiding those who serve and fight
This will stand to show their might.









5. When you walk among the dead
Ideas might pop into your head
And what might be inside the box?
Coins? A sword? Or just some rocks?









6. You might guess that it would sink,
But it still floats around the drink
And that is also what it's for,
A grape escape from some lost store.









7. Our city's guards are strong and stout,
Keeping enemy hordes without
One tries to sneak, but guards can spot -
One less foe! A perfect shot!





8. A group of those who still were short
Once ran the streets of Beggar's Court
One day they discovered trouble:
Their neighbourhood would soon be rubble
But then they found a treasure map:
They'd keep their homes from being scrap!
They burned some eyebrows, ate some bread
And followed it to where it led,
Right to some pirates, and their ship
Then running, startled, they would trip
The trigger wire - boulders fell
And smashed their foes - their ship as well,





Which poured out platinum, and gold
For treasure hunters not so old.
"We've saved the Court!" "Don't be so dumb!
We're rich enough to leave this slum!"
Although the Court was rather seedy,
Perhaps if they were not so greedy
Just a bit better behaved,
Beggar's Court might have been saved.
Alas, it's ruined, homes erased,
But still their path can be retraced.
Bring back what has, upon their trail,
The first two pages of their tale.









9. Cubes keep our fair safe,
Owlbears out and faces on
They deserve a hug.
Books
The Eighth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 28 Aug 2014 at 17:00:00 PDT.







The Eighth Annual

Festival of Unity

Scavenger Hunt




Official Clues
THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.


The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!





Places to search

Qeynos Capitol District
Qeynos Province District
Qeynos catacombs
Qeynos outlying areas
Antonica
Blackburrow
Stormhold
The Thundering Steppes
The Ruins of Varsoon









1. In Butcherblock there is a game
But elsewhere's one that is the same
Those who lived there left behind
The colours you will need to find.









2. Distracted by their noisy yap
You ran into their hidden trap
And fell straight down, right in their lap
Where all you'll find is naught but scrap.








3. When keeping watch upon the plain
They need some shelter from the rain
Inside, the furnishings are stark
But there's a place to leave your mark
Whether brawler, cleric, bard,
Or summoner - go see the guard!






4. Near the city, home to man,
Her enemies prepare their plan.
Though dangerous, they are the least,
But with them lies an ancient beast.
It rises up, as to appear
About to strike - but do not fear!
Wander right into its head
It cannot eat, for it lies dead.
But in case you can't be sure,
Its weapons you should go secure.







5. In Stonebrunt Highlands, way upstairs
You'll find Soren, with his wares
But they are also down below
And that is where you need to go.
Then once you have what can be worn
Bring back, too, a globe of corn
But careful not to lose your breath
When hurrying from Life to Death.









6. Beneath the trees you'll find a shop
With what you'll need to bring.
So hurry there and make a stop
It holds most anything.









7. Hungry, wubbly cubes
I must not harm you at all
So I will hug you.









8. It used to go into the tea
Till Ironforge said no.
So when this treasure's now obtained
To vendors it must go.







9. They lost their home and lost their king
But some is left - there's still one thing
Though it's in danger from the fight
And so it must be moved tonight.
But an enchantment keeps it there
Except for one - Stormhammer's heir.
Once the magic has been broken
This replica will be your token.
Books
The Eighth Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 26 Feb 2023 at 18:00:00 PST.






The Eighth Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

This is where these things will be:
Three are found in Frostfang Sea
The others are where one will be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
--------------------------------








Frostfang Sea
New Halas
Everfrost
Great Divide
Thurgadin, City of the Coldain
Eastern Wastes










THE CLUES
------------------








1. Once (well, twice) there was a fight
With one who had the greatest might
And when this battle had been won
The work of building would be done
But if you fell, with armor rended,
On this is where it can be mended.








2. Some things need doing every day
More cannons keep their foes away
Armour, meat, and driftwood, too
Or perhaps a hearty stew
But if you cook, then don't be fools
First you must pick up your tools.









3. Sometimes things cannot be found
For in this land, they're blown around
Don't let them take our things away
Grab one now, and make it stay.









4. The goblins once had corn and nuts
Though they no longer do
But beans and peaches lurk inside
And sometimes pepper, too.







5. Many living on the ice
Find that seafood's rather nice
Some, when cooking up their meals
Prefer elusive glacier eels
Then once you've lunged, and caught, and
        swerved
Find something on which they'll be served.








6. Many goods are brought by ship,
But they can't always make the trip
When other things need to be made
The citizens will need to aid.
Bring a request for what you're able
Or bring them all! And bring the table!









7. Friendly, frozen cubes
Keeping owlbears far away
Have a festive hug.
Books
The Eleventh Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 31 Oct 2020 at 18:00:00 PDT.






The Eleventh Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all six answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere most things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Area list
------------
The City of Freeport
Freeport outlying areas
Freeport sewers
The Commonlands
Nektulos Forest
Darklight Wood










THE CLUES
------------------







1. Hordes of orcs they once did quell
But one night the order fell
No more bandits they'd disperse
When undeath had brought its curse
If this fort would be your goal
It would be wise to bring some coal
Named for what they used to be,
You should take this to help you see.








2. Those returning from the sea,
This is where they need to be
It should be their soonest stop,
To make new things, or store, or shop
If you find your way's not clear,
Perhaps this clue will help you steer.








3. These shipments need to disappear
An enemy has brought them here
Someone must go through the sludge
To remove this problem drudge
Find how they were smuggled in
Otherwise you cannot win.


4. Those who turned from ways of good
Faced a journey through the wood
Upon their path were bats of fire,
But that's not why they would expire
That hazard was among the least
Far worse was this most dreadful beast
You had to sneak - no sound, no cough -
One chomp would eat your face right off
Today this danger is no more
For those desiring Freeport's door
Alas! the wood's just not the same
Since the Great Migration came
Find the place where they have gone
Where they dwell, and roam, and spawn
This deadly game must be renewed:
One is hunter, one is food
Don't let them turn your blade askew
You must eat them - OR THEY'LL EAT YOU!








5. Here people used to dwell and shop
But now it does not suit.
The sword or armour you just bought
Will set these in pursuit
But bring one back alive today
Because they're just so cute!









6. Good work, wubbly guards
Watching at our festival
You deserve a hug.
Books
The Eleventh Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 2 Sep 2017 at 18:00:00 PDT.







The Eleventh Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all twelve answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things are found
With one in each place, all around,
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------






Qeynos Capitol District
Qeynos Province District
Forest Ruins
Oakmyst Forest
The Caves
The Peat Bog
Antonica
Blackburrow
Stormhold
Thundering Steppes










THE CLUES
------------------








1. After working in the mine
They head below so they can dine
Do their recipes taste right,
Or would they give the biggest fright?
Bring a jug straight back to town
Of what they use to wash it down.









2. When helping out the dancing queen
Bright, shiny things will make her seen
New dresses, though, have all been sold
But this might keep away the cold.







3. At first, there's never any glamour
But if you only had a hammer
You'd craft things powerful and grand,
The best goods found in any land
Yet here is where you must begin,
Stuck with only lead and tin
Before book, chair, sword, cake, or jewel
You need to grab a sack of fuel.








4. All help celebrate our feast,
Whether fighter, mage, or priest
Decorations they helped raise,
Far above our city's ways
Take one and place it your pack.
(Afterwards we'll put it back.)









5. Those who keep their Lady's book
Most likely do not want to look
At what their faces now display
So take it, take it far away!





6. An erudite with riddles four
Once stood nearby the Coldwind shore
And after listening to his voice
Of calling points I'd have a choice
When fire, water, earth, and air
Had been combined in graven ware.
Those without reason are alarmed
But have no fear, you won't be harmed
A place you've seen, yet experienced not
Rise above and strike while the iron is hot!
When you've the answer to these two,
You'll know just what you need to do.









7. The Qeynos Guard, with gnollish plans,
Was sent out on alerts:
Go take away their piled junk
And hit them where it hurts.







8. Though Foster's home they did erase
He's still tending to his face
But getting what he wants is hard
It seems there has sprung up a guard
You'll need to go see them removed
So Foster's skin may be improved.
(But not the ones in metal, mind,
You need to bring another kind.)








9. I bid you welcome! Come, sit down!
Enjoy a pint! Don't mind the frown
On the one who pours the drink
He's harmless, and he'll sell, I think.
But once you've drunk up all the beer,
You might need this to help you steer.









10. Careful when this one you seek
Don't place your hand within its beak
And though it's really made of bone,
It sounds like it's as hard as stone.









11. Friendly, wubbly cubes
You're here with us once again!
Have a great big hug!
Books
The Enemy Within
This item can be placed on the floor in any house type.

A dusty old tome emblazoned with the official symbol of the Knights of Marr.

NO-TRADE  NO-VALUE


Discovered on 4 Feb 2010 at 0:21:29 PST.
It is curious that this tale has captured me so. It may be due to the nature of the story and my appreciation of traitorous tales, but something stronger seems to keep calling me back. I should try to investigate more about Sentry Selena.
~R.E.
Sir, the full account of the night in question is included in this report, but I must put the acts of that fateful night within context. Selena's previously impeccable service record demands it.

~Sentry Bartle
Sentry Selena had been a high knight within the Sentries of Passion, stationed here at Freeport's Temple of Marr, for years. Sentry Calum was one of the Sentries of Passion under her.

Two weeks before Lover's Moon, an attack was run upon our mighty temple by the followers of Hate. It was a swift and, I must admit, well executed attack that could have been devastating to the Temple of Marr, had it not been for the heroic act of Sentry Calum.
As Sentry Calum recalled later, "I had just struck down one venomous attacker, when I caught the sight of a spell blast heading directly for Sentry Selena. She was entwined with an attacker herself, and could not see the spell that was fast approaching her. I flung myself at the spell without a second thought."

Sentry Selena had supported this tale, claiming, "I turned and saw Sentry Calum take the brunt of the spell. Behind him a Priestess of Hate had then appeared. Casting the spell must have interrupted her invisibility spell. If it were not for his courageous act, I would surely have fallen to the Priestess of Hate."
She went on to say, "I knew not if he had been taken by Drinal or if he was just unconscious, but his heroic act inspired me. I was renewed and fought with an unbridled passion from that moment. The tides of the battle were quickly turned. He is to be commended."

But, of course, now one had to wonder if she was not hit by it or affected by it in some way. It was never established what type of spell it was that Sentry Calum intercepted. What we do know is that, although Calum showed no sign of life, he woke refreshed and fully healed, as if he had been simply napping.
He told all, "I had felt the spell burn and wrench my body with searing pain, and then darkness swallowed me up. I know not how long it lasted, but it was broken by a vision. In it, a woman of unequaled beauty and grace enveloped me in her light and laid a kiss upon my forehead. Her voice was like a song, but I can not recall the words she spoke."

An unusual agitation was noted within Sentry Selena upon the times that she overheard Calum recalling his take to fellow knights or the initiates within the temple. Most dismissed it as a show of her discomfort at being reminded of the unfortunate attack, but now we must bring this into question.
Then, upon the night of the Lover's Moon, as the temple was in the height of celebration with much wine and song, Selena and Calum both excused themselves. They were both fully aware that a tryst would violate their vows of dedication to the Holy Siblings, but evidence collected from within her private quarters leads us to conclude such an act occurred.

It was during the dead of night, while most of the temple's occupants, guards, priests, and pilgrim celebrates alike, were sleeping away the effects of heavy libation and revelry that the guards on duty later reported having heard a sudden cry within the temple. I can attest to this, as I heard it with my own ears.
It was the cry of ultimate suffering! The sudden sound of anguish carried far upon the still night air and the halls of the temple reverberated with the pain in that single scream. Those of us on guard set out to find the source of the cry, but we were finding it difficult, due to the echoing effect.
A young pilgrim man, celebrating his first Lover's Moon with another, awoke from his slumber in one of the upper floor alcoves. He was about to dismiss the cry as a trick of his ears or that of a fellow reveler when he spotted a woman on the main floor in sentry guard armor approach the temple's guard shrine to the Goddess of Love.
She laid an object upon the shrine, but he could not make it out, as her position blocked it from his view. He then heard her say, "He is now all yours, Erollisi!" As she stepped away, he was able to identify the object -- it was a man's head!
But the pilgrim must not have been the sole witness, as a male sentry attacked her from the side. He was later identified as Sentry Plossen, another knight on duty that fateful night. She cut the attacking guard down quickly, the violence of which frightened the pilgrim fiercely. He froze, stricken with fear and shock, as he watched her walk from the shrine, laughing and taking pleasure as she cut through every guard she encountered.

The trail of bodies she left was shocking, even to the most seasoned.
In Sentry Selena's quarters, a grisly scene awaited our discovery. Sentry Calum had been stabbed repeatedly through the heart and his decapitated body left disrobed and discarded on the floor, framed in a heart drawn with his own blood, his head resting amongst the offerings upon Love's grand shrine, defiling it.

Sentry Selena has not been seen or heard from since that night.
I have full confidence that, if anyone, a contingent of your Knights of Truth will be able to pick up her trail and deal with her in the appropriate means.

May the Holy Twins bless you.

~Sentry Bartle
Books
The Estate of Rest
This item can be placed on the floor in any house type.

An autobiographical account written by a disciple of Quellious.

NO-TRADE  NO-VALUE

Collection reward from [72] The Estate of Rest (Tome).

Components
The Estate of Rest - Page 1 (shinies in The Estate of Unrest)
The Estate of Rest - Page 2 (shinies in The Estate of Unrest)
The Estate of Rest - Page 3 (shinies in The Estate of Unrest)
The Estate of Rest - Page 4 (shinies in The Estate of Unrest)
The Estate of Rest - Page 5 (shinies in The Estate of Unrest)
The Estate of Rest - Page 6 (shinies in The Estate of Unrest)
The Estate of Rest - Page 7 (shinies in The Estate of Unrest)
The Estate of Rest - Page 8 (shinies in The Estate of Unrest)
The Estate of Rest - Page 9 (shinies in The Estate of Unrest)
The Estate of Rest - Page 10 (shinies in The Estate of Unrest)
The Estate of Rest - Page 11 (shinies in The Estate of Unrest)
The Estate of Rest - Page 12 (shinies in The Estate of Unrest)
The Estate of Rest - Page 13 (shinies in The Estate of Unrest)

Discovered on 3 Mar 2007 at 0:45:05 PST.
The Estate of Rest

By Nicadius Quellborn
I, Nicadius Quellborn, praise the Tranquil One, the Goddess of Peace, Quellious, daily for the bounteous blessings she has blessed me with. The greatest of her gifts is the health and beauty found in my only child, my daughter Jessa. She is every bit lovely and kind as her wonderful mother. May my wife's soul always find peace and rest in light of Quellious. I will one day also depart this life and be reunited again with you my love.
I sit now to write this account in the comfort of my home, the Estate of Rest. This marvelous house has become a sanctuary and place of relief and respite to the peaceful people of Faydwer. The creations of this estate is a special story to me and one that is my intention to record on the pages before me.
The history of this beautiful structure began five years ago. Our home at that time was nothing more than a meager hovel that Jessa and I lived in for all thirteen years of her young life. It was the same place I built when Jessa and I first came to this land, seeking to bring the word of Tranquility to the people of Faydwer and the knowledge of the goddess Quellious.
It was Jessa's chore at the start of the day to draw water from the well and bring it inside for washing and cooking. One day my daughter awakened early and began her chores. When she went outside to draw water she found a wounded and unconscious dwarf lad next to the well. She was able to rouse the young dwarf with handfuls of water splashed upon his face and helped him inside our cottage.
Jessa quickly awakened me and urged me to attend to the dwarf lad. I suggested that the best way for her to help was to prepare something for him to sip to help regain his strength. She quickly took to the task and allowed me to finish with the wounds.
Jessa took great care spooning the broth she made into the dwarf's mouth. He was able to tell us that his name was Kyll Rucksif from the dwarven city of Kaladim to the North. Kyll said he had gone hunting with his younger brother several days ago and lost his way, He said that while he slept that night he was attacked by a crazed and misshapen bear. Kyll saw the light from our hovel and ran toward it, eventually collapsing near the well where Jessa found him in the morning.
After feeding and tending to the dwarf we let him rest upon my bed. It was only three days time before Kyll was arising from his bed before either myself or Jessa awoke for the day. He would draw the water and start the cook fires eager to assist those that helped him. I knew then that the boy was more than healed enough for the journey home. I anxiously realized ten that the time had come for me to finally meet the people of Kaladim, if only to return the boy to his family.
Young Jessa was amazed by the sight of the Statue of Stormhammer, the mighty carving of rock that graces the entrance to the Halls of Kaladim. We were welcomed with open arms as we escorted the young Rucksif home to his worried father. Kyll's father is a greatly respected and prominent dwarven mason by the name of Viktur Rucksif. Viktur was so grateful for the care my daughter and I showed his son. After showering us with a veritable feast of meats and cheeses, Viktur offered his home for as long as we wanted to rest.
Being polite, Jessa complimented Viktur on such a beautiful home and how it was so different from our own hovel. The elder dwarf inquired more of our living conditions and I humbly told him of the place I built with my own hands near my beloved wife's grave. Upon hearing this Viktur insisted that to properly thank us he would offer to build us a proper home. As much as I declined the offer Viktur persisted until I finally gave in and agreed to let him build us a small house.
Viktur asked us to stay as his guests for a couple of days while he finished his commissions in Kaladim and then escorted us back to our humble abode to the South. He set out right away creating plans and recruiting apprentice masons for the work. What started out as a humble and quiet home in my mind became a magnificent manor of exquisite workmanship. Viktur had created a marvelous estate that represents gratitude and friendship.
Whenever I mentioned that the estate is too much Viktur quickly rebuttals with a grin that I speak nonsense and this is the standard size for a house built in gratitude for caring for one's child. Viktur and I have become the closest of friends, even though he has jovially resisted all of my friendly attempts at converting him from his unwavering devotion of Brell. The same was true for all dwarves of Kaladim, except for Kyll. He has been forever grateful to Jessa and me and has grown up with Jessa. He alone has spent equal time in the chapels of both Quellious and Brell.
Books
The Eye of the Night
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Cyclops'

Quest reward from [60] Lore and Legend: Cyclops (Lore and Legend), started by examining cyclops parts or by examining The Eye of the Night in The Sinking Sands (-896, -101, -752).

Plundered from The Sinking Sands (-896, -101, -752).

Discovered on 13 Sep 2005 at 13:45:33 PDT.
A legend told by the Sandfury cyclops.
In the long ago, they worshipped the Eyes. Two Eyes were placed into the sky so that the cyclops' would not have but one eye.


Instead, they could use the Eye of the Night and the Eye of the Day. The Eye of the Day, however, was cruel and would sometimes take the power of anyone who stared at it disrespectfully or for too long.


Therefore, the Eye of the Night was held in higher esteem.
There were the Seafuries and they lived on the lands of the Ocean of Tears, worshipping the Eye of the Day. Beneath its gaze, they harvested the bounty of the seas and fought off predators that landed on their shores.


Some lived in the secret places of Ro, where they hid from the Eye of the Day, calling themselves the Sandfury. They worshipped the Eye of Night, who benevolently provided them with water, food and shelter.The Eye of the Day knew that they did not worship it and became harsh and bitter. It set out to destroy its rival.
The visionaries were concerned, for there were strange portents in the bones. By throwing fish bones onto the sand at high tide, the Seafuries would read the future.


The bones lay twisted and unreadable. Perplexed, they made offerings to the Eye of the Day, but the meanings shown by the bones were still clouded.


The Eye of the Day shrouded itself and hid from them.
In the desert lands, the Sandfuries did not use bones for divination. Bones were strewn about, remains of those who failed to fear the Eye of the Day; they meant nothing more than the swirling sands.


Instead, they looked to the Eye of the Night and chanted as they stared upward. One eye meeting the Eye and looking for answers to questions they did not have words to ask it.
"The Eye is in pain," said one Seafury visionary in concern. "We must prepare to send it more offerings. The little ones with sticks and stones will do."


And so the Seafuries prepared to take offerings rather than wait for the offerings to come to them on their vessels of wood and cloth and iron.


They kept the offerings penned on the beach beneath the shrouded skies.
The jealous eye of the Day sent long tendrils towards the Eye of the Night, hidden from the view of its worshippers.


It coiled the golden wisps around the Eye of the Night and began to squeeze, until the Eye of the Night, always the gentler of the two, cried and divided into two parts.


Then, the Eye of the Day released it from its grasp and coiled its tendrils around itself again, satisfied.
Far below, the Seafuries did not see a change. The portents were still confused and chaotic.


Even after the sacrifices were made, they were unsure how to appease the Eye of the Day. Danger, falling, pain.


Perhaps they had not sacrificed correctly. Perhaps the Eye of the Day hungered for the bodies of the disbelievers.
And so ships were prepared to transport the Seafuries from their island home. They would take and sacrifice those who worshipped the Eye of the Night.


Once only those who worshipped the Eye of the Day were left, then it would be appeased. The fish bones would be able to tell the future with accuracy and the Seafuries could return to their way of life.
Though the Sandfuries did not know their danger, they sensed a change in the Eye of the Night and watched it fearfully in the darkness.


Some sickness gnawed at it both from within and without. The Sandfuries did not make offering to the Eye. Instead, they told stories about her (for to them, she was as mother, goddess and lifemate) and chanted softly so that she would know they still believed.
In the day, the first stones fell. Though they could not see the Eye of the Night, the visionaries realized their mistake. Though they lived near the sea, they were not as skilled in managing ships as others.


They dodged what they could, but the rain of stones continued, sometimes burning only a hole through a ship, while at other times tearing it asunder.


The Eye of Day ignored their cries.
In the desert, the Sandfuries watched chunks of the Eye shining through the night skies.


"Oh, mother and maiden! We are your true children!" they cried, begging for her forgiveness. To show that she would always be their Eye, she caused a stone of magical power and beauty to land amongst the Sandfuries, leaving them unharmed.


And that is how the Seer Stone came to Ro.
Books
The Eye of the Night
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 6 Oct 2005 at 20:18:22 PDT.
A legend told by the Sandfury cyclops.
In the long ago, they worshipped the Eyes. Two Eyes were placed into the sky so that the cyclops' would not have but one eye.


Instead, they could use the Eye of the Night and the Eye of the Day. The Eye of the Day, however, was cruel and would sometimes take the power of anyone who stared at it disrespectfully or for too long.


Therefore, the Eye of the Night was held in higher esteem.
There were the Seafuries and they lived on the lands of the Ocean of Tears, worshipping the Eye of the Day. Beneath its gaze, they harvested the bounty of the seas and fought off predators that landed on their shores.


Some lived in the secret places of Ro, where they hid from the Eye of the Day, calling themselves the Sandfury. They worshipped the Eye of Night, who benevolently provided them with water, food and shelter.The Eye of the Day knew that they did not worship it and became harsh and bitter. It set out to destroy its rival.
The visionaries were concerned, for there were strange portents in the bones. By throwing fish bones onto the sand at high tide, the Seafuries would read the future.


The bones lay twisted and unreadable. Perplexed, they made offerings to the Eye of the Day, but the meanings shown by the bones were still clouded.


The Eye of the Day shrouded itself and hid from them.
In the desert lands, the Sandfuries did not use bones for divination. Bones were strewn about, remains of those who failed to fear the Eye of the Day; they meant nothing more than the swirling sands.


Instead, they looked to the Eye of the Night and chanted as they stared upward. One eye meeting the Eye and looking for answers to questions they did not have words to ask it.
"The Eye is in pain," said one Seafury visionary in concern. "We must prepare to send it more offerings. The little ones with sticks and stones will do."


And so the Seafuries prepared to take offerings rather than wait for the offerings to come to them on their vessels of wood and cloth and iron.


They kept the offerings penned on the beach beneath the shrouded skies.
The jealous eye of the Day sent long tendrils towards the Eye of the Night, hidden from the view of its worshippers.


It coiled the golden wisps around the Eye of the Night and began to squeeze, until the Eye of the Night, always the gentler of the two, cried and divided into two parts.


Then, the Eye of the Day released it from its grasp and coiled its tendrils around itself again, satisfied.
Far below, the Seafuries did not see a change. The portents were still confused and chaotic.


Even after the sacrifices were made, they were unsure how to appease the Eye of the Day. Danger, falling, pain.


Perhaps they had not sacrificed correctly. Perhaps the Eye of the Day hungered for the bodies of the disbelievers.
And so ships were prepared to transport the Seafuries from their island home. They would take and sacrifice those who worshipped the Eye of the Night.


Once only those who worshipped the Eye of the Day were left, then it would be appeased. The fish bones would be able to tell the future with accuracy and the Seafuries could return to their way of life.
Though the Sandfuries did not know their danger, they sensed a change in the Eye of the Night and watched it fearfully in the darkness.


Some sickness gnawed at it both from within and without. The Sandfuries did not make offering to the Eye. Instead, they told stories about her (for to them, she was as mother, goddess and lifemate) and chanted softly so that she would know they still believed.
In the day, the first stones fell. Though they could not see the Eye of the Night, the visionaries realized their mistake. Though they lived near the sea, they were not as skilled in managing ships as others.


They dodged what they could, but the rain of stones continued, sometimes burning only a hole through a ship, while at other times tearing it asunder.


The Eye of Day ignored their cries.
In the desert, the Sandfuries watched chunks of the Eye shining through the night skies.


"Oh, mother and maiden! We are your true children!" they cried, begging for her forgiveness. To show that she would always be their Eye, she caused a stone of magical power and beauty to land amongst the Sandfuries, leaving them unharmed.


And that is how the Seer Stone came to Ro.
Books
The Fall of Erudin: Part 1
This item can be placed on the floor in any house type.

The Fall of Erudin: Part 1 By: Khuzaymah In'am

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'A Night at the Theatre'


Discovered on 16 Feb 2010 at 13:35:58 PST.
The Fall of Erudin:
Part One
By: Khuzaymah In'am
Over two centuries ago, our forebears were faced with a great misfortune. The Gods, realizing their diminishing power over mortals, forsook the races of Norrath and fled in cowardice.

With the absence of the Norrathian pantheon the world was soon plunged into unease. While the seas began to churn, races bickered and fought with one another. Meanwhile the Erudites of Odus were quickly learning of the Gods' real treachery.

In an act of true arrogance the Gods gathered all the Books of Knowledge thus removing the ability to teleport long distances. This fact, along sea travel rapidly becoming more dangerous, meant Odus was quickly becoming cut off from the rest of Norrath.
While there were many who cared little about communicating with those outside of Odus, many more found the loss of magical travel to be a critical hindrance to their studies.

Representatives from both Erudin and Paineel convened to discuss this matter and, in the name of knowledge, a stable measure of peace was established. Now united, the leaders of both cities declared that they would work together to unlock the secrets of teleportation.

It was decided that a new Nexus must be created on Odus so that it could be monitored at all times. After a great debate on its location, it was constructed in the foothills of the Stonebrunt Mountains.
The new Nexus was built in secrecy under Quel'ule, a township created under the guise that it was a religious retreat built away from the bustling cities.

In the meantime agents were dispatched to other continents of Norrath. Their missions were to recruit others to help them create a network of spires which would interface with the new Nexus.

It was during this time things began to change in Erudin. A wise scholar by the name of El'Arad was quickly rising to power.
After proving his intellectual powers during the initial construction of the new Nexus, he was voted as a member of the Erudin High Council.

Soon after, El'Arad rose to prominence within the council and became its leader.

On a cold Feastday morning, Head Councilmen El'Arad announced the disbandment of the High Guards of Erud.
Books
The Fall of Erudin: Part 2
This item can be placed on the floor in any house type.

The Fall of Erudin: Part 2 By: Khuzaymah In'am

TREASURED
LORE  NO-TRADE


Discovered on 16 Feb 2010 at 13:55:58 PST.
The Fall of Erudin:
Part Two
By: Khuzaymah In'am
News of the High Guard's termination did not sit well with its leadership, Vicegerent Jabalah and his brother Budayl. Later that evening a meeting was held with the leader of the Deepwater Knights, Sir Thamir Fa'iz.

Budayl and Thamir were unable to quell Jabalah's seething anger over El'Arad's decision. In a rush, the Vicegerent stormed into El'Arad's chambers within Erudin Palace and confronted him over his decision.

The argument ultimately ended with the death of Jabalah at the hands of several void creatures summoned by El'Arad.
The murder of Vicegerent Jabalah threatened to disrupt El'Arad's plan to control the city of Erudin. After denying any involvement in the Vicegerent's disappearance, El'Arad pushed the activation of the new Nexus months ahead of schedule.

When the Grand Farisan Nexus was activated a critical error was revealed. El'Arad and his fellow researchers based their construction of the Nexus off what was known of the Luclin Nexus and the spires in the Toxxulia Forest.

Unbeknownst to El'Arad the spires were originally designed to channel their energy through the Nexus in Luclin. When the new Ulteran Spires were activated, they attempted to touch the original Nexus, and the mystical barriers erected by Norrathian pantheon caused the energy of the new Nexus to feed back upon itself.
The Ulteran Spires discharged the energy back into the new Nexus, which in turn exploded outward across Odus.

This explosion of mystical energy not only destroyed the newly constructed Ulteran Spires on Antonica, but also tore through the fabric of reality itself, causing the entire continent of Odus to shift into Ultera. Realizing now as the time to act El'Arad revealed his secret allies to the rest of Erudin's populace. Shadowed Men and other denizens of the void began to appear in the city causing havoc and destruction. In an attempt to save as many citizens as they could Sir Thamir Fa'iz and Budayl Idris organize an evacuation of Erudin. Rumors that safe passage to Paineel still existed gave hope that they could escape the aftermath of this experiment gone horribly wrong.
During the evacuation Thamir and Budayl are beset by a contingent of void beast led by none other than Madani Lu'ay, El'Arad's most trusted advisor. The two men engage Madani in combat and soundly defeat the ambush. It is now certain in the minds of the two men that El'Arad has aligned himself with Roehn Theer.

Thamir and Budayl then resolve to assemble the entire order of the Deepwater Knights so that they can overthrow El'Arad.
The following morning over one hundred soldiers marched through the streets of Erudin towards the palace.
Led by Sir Thamir and the de facto leader of the High Guard, Budayl, the army entered the palace, finding it undefended.
Cautiously, they crept deeper within the vast halls of the impressive structure.

No sooner than the last soldier entered than the huge iron doors of the palace swung shut, trapping the rebellious army within. From outside the temple, the sounds of an extraordinary battle could be heard. A cacophony of thunderous explosions and screams of agony pierced the morning air of Erudin. The last remnants of justice were all but wiped out.
El'Arad's capture of Erudin was now complete. The Order of the Deepwater Knights was no more.
Books
The Far Side of Tears, Part Four
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 4 Jan 2005 at 18:02:12 PST.
In Part Four, the final book in this series, we see the crew of the L.M.S. Assault devise a cunning plan to break the Deathfist's blockade of Freeport's harbor.
Entry One
Put book away.
The captain divided the crew between the Assault and the Devastator; I remained with him on the Assault. Before we cut the lines linking the two ships, the captain walked throughout the Devastator, taking note of any differences between it and the Assault. The orcs had made some minor modifications to the ship, primarily in the way the interior spaces were allocated. While unlikely that these changes resulted in the Devastator's speed, the captain intended to introduce them to the Assault. Why take a chance?
Entry Two
Put book away.
"Our plans have changed," the captain announced. "We're going back to Kaladim and gathering to us whatever Freeport vessels we find. Then, we'll return to Freeport and scatter the Deathfist navy." The captain looked over the assembled crew and said, "We're going to fly their flag; anyone who objects will be tossed overboard to join the orcs of the Devastator in Prexus' Hold." No one said a word, but several sidelong glances were exchanged. After all, flying another's flag was a pirate trick.
Entry Three
Put book away.
We turned about and both ships headed back toward Kaladim flying the colors of our enemy. The captain's purpose was clear: trick the Deathfist navy into believing they had taken the Assault. It was a bit trickier convincing the straggling Freeport ships we encountered along the way that we were still men of Freeport, but both the Assault and the Devastator were much more nimble than any other ship on the Tears. We circled closer and closer until the men of the other ship could see we weren't orcs or buccaneers. By the time we reached Kaladim, the captain had gathered a good-sized force.
Entry Four
Put book away.
With the Assault and the Devastator to either side of the Kaladim harbor to catch any ships attempting escape, the remnant of the Freeport fleet swept in and overtook the Deathfist ships at anchor. The stinking orcs were all put to the sword and flung overboard. We took aboard what provisions we needed and we rested for the first time in days. It felt almost like a holiday.
Entry Five
Put book away.
The captain recruited more sailors among the shore folk. Some were dwarves, short and swarthy. Others were slender elves that looked like a good gust of wind would carry them away. In all their eyes burned hatred for the Deathfist orcs and they gladly joined our ranks. Despite misgivings expressed about the government of Freeport, they were willing to help us, knowing that breaking the grip of the Deathfists on the harbor would reopen trade routes closed by the blockades.
Entry Six
Put book away.
Rested, provisioned and reinforced, the Assault and the Devastator led the way back through the Tears toward Freeport. This crossing would be slower as our navy now consisted mostly of older merchant ships. On the second day of the journey, the blockade around Freeport came into view. The harbor here was cut further inland, unlike the bay at Kaladim, and so here the blockade formed a semi-circle covering a wider area. We swiftly counted the Deathfist navy's flotilla -- we were evenly matched.
Entry Seven
Put book away.
The Deathfist orcs often boasted that men were easier to kill in the hours between dusk and dawn. In some ways, this is true as our eyes are not as accustomed to the dark. However, this time our ships bore with us dwarves who lived in cities carved beneath mountains, and elves whose sight is keener than any orc's. The captain had had these folk spread amongst all the ships, that we would all benefit from their native abilities. The Assault carried a handful of the most beautiful elvish maidens I had ever seen; there was nothing wrong with the captain's eyesight whatsoever.
Entry Eight
Put book away.
Unlike our attack at Kaladim, we approached in a wave from the south rather than positioning ourselves amongst the enemy's ships before the attack. The first ships we encountered were taken by surprise, obviously not expecting such a large, well-provisioned fleet of Freeport ships to attack. Also, they had recognized the Devastator and the Assault (both of which still flew the Deathfist colors) and had assumed we were reinforcing them. By the time the other ships further north turned toward us, we were leaving a trail of burning, sinking Deathfist ships in our wake.
Entry Nine
Put book away.
Arrows flew between the ships as they neared and the air crackled with magical spells and counter-spells cast. A thunderbolt the like I had never seen before struck the Devastator's main mast, and its top splintered off in an explosion that set its sails aflame. Quickly, its crew contained the fires and cut the lines to the burning sails. The Assault swooped in to turn on the lead Deathfist ship, our hearts filled with rage. The water was filling with debris from the dozens of ships destroyed thus far. Maneuvering was difficult, but the Assault was still the most nimble ship on the water.
Entry Ten
Put book away.
His eyes reflecting the burning sails of the Devastator, the captain set his course directly into the side of the orc's ship. Though it was their lead ship and its hull reinforced by metal plates, it was no match for a ship of our size, speed and rage. The Assault struck it amidships and pushed it aside like a toy, grinding over it until it it turned on its side and foundered. I looked across the harbor. What orc ships remained were scattering with the first rays of dawn. We had done it. The Assault had taken back Freeport's harbor.
Close Book.
Books
The Far Side of Tears, Part One
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 20 Dec 2004 at 11:23:00 PST.
In Part One of this series, we meet a young sailor aboard the L.M.S. Assault, a warship of Freeport during the Age of War.
Entry One
Put book away.
Freeport has always been a center of commerce and learning for Antonica. There are regularly available transports, the power of the Freeport Navy to keep the seas surrounding us clear and all the amenities of a large city. The Commonlands are to the west, providing overland access to the interior, while to the Desert of Ro stretches southward. The Freeport Harbor leads to the Ocean of Tears. We sailors will often simply call it "Tears."
Entry Two
Put book away.
The Freeport Militia does not have a massive sea-going navy. We have no need to travel vast distances; our situation brings goods and services to us. Still, with the uncertainty in the world, with orcs and ogres amassing large armies inland, Freeport's navy needed a quick increase in size. To that end, the Admiral authorized the forcible conscription of the city's youth. While I was at first an unwilling participant, I am now rather proud of my work with the navy.
Entry Three
Put book away.
An active navy has been crucial to Freeport, with many of our normal land routes blocked by the Rallosian Army. When one trade route after another was closed, our ability to take charge on the seas has been vital to preventing a siege. Our ships, often conscripted merchant vessels, have a variety of attributes. The L.M.S. Assault, upon which I serve, has been fitted as a warship, but previously served as a cloth merchant's transport.
Entry Four
Put book away.
One reason the Assault is proving to be an excellent warship is its size. It is narrow in its hull, giving it speed, and it features three masts. After all, it belonged to a cloth merchant who was well-equipped to supply it with sails. The mass of sails adds to the ship's speed as it cuts through the water. We kept on most of the cloth merchant's crew, who understand how to raise and lower the complex multitude of sails.
Entry Five
Put book away.
Below deck, the ship is as cramped as any other vessel. Hammocks for the sailors are slung between every available post. Those who sleep closest to the galley sleep on hammocks hung between casks of wine, sacks of grain and cured meats. Our task is not to be at sea for months on end, but to patrol the Tears. It is a vast sea and we are often away from shore for many days.
Entry Six
Put book away.
Of late ships are reporting that an increase in activity at the farthest end of the Tears, where its waters flow into the Timorous Deep. Our mission is to investigate and report back to the Overlord what we observe. If we happen to encounter any orcish ships, we will send them to Prexus' Hold and intensely question any survivors. Were I an orc, I would flee upon seeing the Assault approach.
Entry Seven
Put book away.
Twice in the past few days we have seen another ship on the horizon that looks remarkably like the Assault. Three masts are not particularly common as they are unwieldy. The cloth merchant from whom we procured the Assault (which was originally called "Bixie Girl" before its commissioning into the service) insisted it is the only ship of its make. The captain is curious and has been attempting to catch up to the mysterious vessel.
Entry Eight
Put book away.
In years past we would dock near Kaladim, the dwarven city on Faydwer, take on new supplies, then return to Freeport. This time, however, its approach was heavily patrolled by orcish ships. We had never seen this many before and warily kept our distance. The captain growled furiously at us to turn about and keep our weapons at the ready. We sensed his frustration and anger, all the more so when we saw it: the ship that looked like the Assault.
Entry Nine
Put book away.
"There she is," breathed the captain, his eyes taking in the other vessel greedily. We could see her three masts clearly amongst the other ships. "I wonder what her name is," he continued, squinting to cut the glare. There was only one way to find out, but the captain would never send the Assault into an apparent assembly of the orc navy. "At least we know she exists," he said, ordering us to trim our sails and head back to Freeport.
Entry Ten
Put book away.
Suddenly the boatswain yelled a curse, pointing back toward Kaladim. The twin of our ship was hoisting her sails and moving away from the harbor. "I've never seen that emblem before," said one of the young conscripts staring at the other ship in awe. "Get used to it," replied the captain sourly, "By the looks of things, the Deathfist Empire is taking to the sea."
Close Book.
Books
The Far Side of Tears, Part Three
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 24 Dec 2004 at 8:07:41 PST.
In Part Three of this series, the L.M.S. Assault, a warship of Freeport during the Age of War, finally learns the identity of the mysterious twin ship that has been pursuing it.
Entry One
Put book away.
The ruse was risky, but we all agreed that we could not sail indefinitely if Freeport were blockaded. While the Assault was the finest ship on the seas, it did not have the capacity to provision the crew without re-supplying. The captain ordered us to let the wind out of our sails and allow the twin ship to close upon us. Once the other ship was within range, we would hoist our sails and position ourselves to take the wind from our pursuer's sails.
Entry Two
Put book away.
The ultimate goal, of course, would be to come alongside the twin ship and board her. The Assault had never been taken in battle. Our crew was in fine condition for a little hand-to-hand action. This was another reason the captain wanted the other ship to catch us. If we were unable to re-supply within a reasonable period, the crew might be worse off. By taking charge of the time and place our ships would meet, the captain was putting us in the least amount of danger as he could.
Entry Three
Put book away.
In the dark of the night, lit only by the stars, the Tears takes on a menacing, deceptive calm. The captain ordered us to maintain silence, enabling us to hear the sounds carrying across the water. We could see lights aboard the vessels patrolling Freeport's harbor, though we were much too distant to hear any voices. Waiting is always the worst part of any task. Instead of forgetting oneself in the doing, all that we could do was think about it.
Entry Four
Put book away.
We waited until we saw the shadow of the twin ship against the lights in the harbor. She had slowed her progress but was still moving quickly through the inky water and still following our course. Once she reached a good distance, the captain gave a signal and the crew hoisted the sails. We used our black sails this time, to prevent them from reflecting the starlight and giving away our position too soon.
Entry Five
Put book away.
The other ship glided closer and closer. Now its white sails were clearly visible to us, no longer just a shadow on the sea. We were turned toward her and on course to slip along her side for boarding. Thanks to the skill of the captain and our crew, we were nearly close enough to see the expressions of surprise on the faces of the other ship's crew before they changed their course slightly to avoid us. Now they were the pursued.
Entry Six
Put book away.
They did not flee toward the ships in Freeport's harbor, merely turning aside to make boarding more difficult. We had determination on our side, however, and we corrected and matched the other ship's moves. Closer, closer we drew to each other. "Look at its name," whispered the young lad with seasickness, pausing in his heaving. Her name was the Devastator.
Entry Seven
Put book away.
As we drew closer, the Devastator's resemblance to the Assault was increasingly apparent. The shipwright who had build the Assault for its former cloth merchant owner had evidently built a duplicate ship for some other purpose. Whether that purpose was as a warship or whether the Devastator had been converted from a merchant vessel, we did not know. Years of familiarity with the design allowed us to know that in the close quarters fighting to come, we would know our way around their ship quite well.
Entry Eight
Put book away.
We threw our grappling hooks and secured them as soon as we were within range. Naturally, they were throwing their hooks toward us as well. Since our seasick lad was already looking downward, he now divided his time between heaving and using his knife to cut their lines. The ships pulled together and at the first bump, dozens of our seasoned crew climbed onto the Devastator.
Entry Nine
Put book away.
The orcs manning the Devastator were fierce but not plentiful so our advantage lay in sheer numbers. They did not have the forces to both attempt boarding the Assault and to fight off our crew members who had already crossed to their ship. My role was in defense of the Assault, and from my vantage point I saw our captain fight his way to theirs and engage him.
Entry Ten
Put book away.
Our captain is a master at hand-to-hand techniques and he subdued the Devastator's captain in short order. Within minutes, it was over and we hurled the bodies of the orcs into the sea. Now we had two sturdy ships to crew and as the sun rose over the Tears, we still had no idea where we could safely dock. Perhaps in this new day, we would know.
Close Book.
Books
The Far Side of Tears, Part Two
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 1 Jan 2005 at 17:47:36 PST.
In Part Two of this series, the L.M.S. Assault, a warship of Freeport during the Age of War, is pursued from Kaladim through the Ocean of Tears by a mysterious ship.
Entry One
Put book away.
The captain shouted orders, running the length of the Assault, nearly colliding with several unwary sailors who heard him but did not know from which direction he was coming. We were used to the captain dashing about excitedly, often forgetting to shave one half of his face when a sudden thought arrested his morning ritual. Sometimes we smothered a grin in our hands when the captain wandered the deck, waving his shaving brush instead of his saber. This time, however, he was in deadly earnest and so were we.
Entry Two
Put book away.
Fortunately for us, we were already outside the relatively sheltered waters of the port. It would take some time for the mysterious twin ship to make it far enough into the Tears to feel the full benefit of the wind. Our sails were already full and we made good time into the Tears. The captain's goal was obviously to meet this ship where it would not have the advantage of support from the Deathfist naval vessels already surrounding Kaladim.
Entry Three
Put book away.
The Ocean of Tears could prove tricky to navigate, even under the best of circumstances. Our crew was used to the quick turns needed to dodge some of the most hazardous points in the Tears. We had run this course many times together, although usually not with a ship in pursuit. Due to our unusual design, the Assault was generally the aggressor. Other ships who attempted to out maneuver us were destroyed.
Entry Four
Put book away.
This time, however, though we were confident in the Assault's abilities, the knowledge that another ship like her was pursuing us made more than one sailor glance aft to check on her progress. She cleared the harbor easily and her sails filled with the same wind that gave us our speed. Though the mystery ship was still quite distant, we all imagined she was gaining on the Assault.
Entry Five
Put book away.
Soon it became all too apparent that the other ship was indeed gaining on the Assault, which took us by surprise. If that ship were the twin of the Assault, how could it be going fast enough to catch us when the wind favored us as much as them? The captain let loose a string of epithets he had never used before, checking the other ship's progress then bellowing orders.
Entry Six
Put book away.
One of the newest sailors, a young lad pressed into the naval service, spent much of his time heaving over the side of the ship. In one of his journeys about the deck, the captain paused to give the boy a few encouraging words before continuing his pacing. The lad wiped his mouth on his sleeve and looked after the captain. That's the man the captain was, to stop and speak to someone ill despite the gyrations of his mind.
Entry Seven
Put book away.
We were in the midst of the Tears, Freeport still quite a ways distant. The sun was setting beyond Antonica, tinting the sky copper and gold. This time of day was always the trickiest for us, for winds would change, rushing off the mountains and pushing across the sea. All hands had to be aware of every hint of a change in the wind's direction, and quickly adjust to it.
Entry Eight
Put book away.
The twin ship did not pause in its pursuit. It continued its advance upon the Assault, like the tide. Sometimes it seemed we were outrunning it, and other times it seemed to be ever closer. A fresh slew of amazing profanity brought everyone's attention to the captain again. We followed his line of sight and to our amazement, saw that before us, between the Assault and Antonica, the sea was dotted with ships.
Entry Nine
Put book away.
"Dam n them all!" the captain cried. "If those are not ships from our navy, then it would seem Freeport is taken! Avast! Change the course now; we will need to approach more cautiously." "What of the twin ship?" someone asked. The captain snorted, "We can hope those ships before us are ours, but we know the twin ship is not. Do as I say and keep up our speed."
Entry Ten
Put book away.
The crew scurried to do as the captain ordered. Instead of turning ourselves to aim at Freeport, we instead turned northward to continue our journey parallel to Antonica. The gold of the sunset faded rapidly to dark blue. The black waters of the Tears slapped up against the Assault's hull as we cut through the water. Behind us, gaining with every minute, the twin ship pursued us.
Close Book.
Books
The Feerrott Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [45] The Feerrott Creature Cataloging (Tome), started by examining The Feerrott Creature Catalog (found in The Feerrott) (purchased from a gratified merchant).

Discovered on 22 Jan 2005 at 9:42:28 PST.
The Feerrott is a dark and dangerous jungle with an equally dark and dangerous past. Through the Ages, the Feerrott has been the home to tribes of Lizardmen, ogres and other minions of Cazic-Thule. The ancient Temple of Cazic-Thule can still be found here, as well as the ruins of other lesser buildings.
Read the book
Put the book away.
The Feerrott was originally a part of the the continent of Antonica, below Lake Rathetear and the Rathe Mountains. Now, it is a separate island to the southeast of the Thundering Steppes of Karan and is surrounded by the Blackwater. The major landmark is Mount Thule, the island's highest point.
Read the book
Put the book away.
This is a jungle, no question about it. Moisture from the surrounding waters gathers upon Mount Thule, sending rivulets down its flanks to create several streams and rivers. The heat trapped by the trees is damp and sticky. Bring a change of clothes and plenty of fresh water, for though the Feerrott has plentiful water resources, they are generally not safe to use.
Read the book
Put the book away.
The high humidity of the region shows in the density of the vegetation. Tall evergreen trees send down roots from high above. Vines sprout seemingly overnight, which can confuse the trails and paths. Many forms of carnivorous plants thrive in the warm, thick air. Their presence fills the undergrowth with the smell of decay.
Read the book
Put the book away.
Travelers to the Feerrott must be on constant guard, for the thick foliage provides excellent cover for many indigenous species. Snakes and spiders grow to immense size as there are no concentrations of large mammalian predators. The Lizardmen still roam the area as well, keeping to their primitive ways of hunting and eating the flesh of the unwary.
Close the book.
Books
The Fifteenth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 21 Aug 2021 at 18:30:00 PDT.







The Fifteenth Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And eleven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things abound
Qeynosian lands are where they’re found
With one in each place, all around,
Not counting cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------







Qeynos Capitol District
Qeynos Province District
The Down Below
Vermin’s Snye
Crypt of Betrayal
Antonica
Stormhold
Thundering Steppes










THE CLUES
------------------









1. Friendly wubbly cubes
Below in your tiny room
You're so cute to hug.







2. A tale was told, by one unknown,
Who fought against our king.
Into prison she was thrown,
To await the gallows' sting
But unafraid, for she believed
She'd rise with leader Kane.
For this tale to be retrieved,
Find what must last be slain.








3. Sometimes you'll need to take a stroll
To help those who are on patrol
But if you cannot find the route
Any thought of aid is moot
I've got it! For this seems quite smart
Perhaps his locker's where to start.






4. He gave his life in sacrifice
But now, well, things are not so nice
His fortune has been much reversed
When those he swore to serve were cursed
The one who ordered his employ
Is now the one he must destroy
But, perhaps, before you can
You should first draw up a plan
You'll find an implement nearby
So that these schemes won't go awry.








5. It seems some creatures have been shipped
But soon got loose within the crypt
Should they be, perhaps, destroyed?
No! The rules say MUST AVOID!
Besides, they're really much too cute
So go and take their box for loot.








6. Who would be helping those who hunt?
I must seek, and then confront
The ones who are providing aid
Qeynos must not be betrayed.
But before I can accuse
Perhaps the goods will hold some clues.








7. Your group's survival oft depends
On being made of trusty friends
And if a hall might be your goal
You'll need to stop by and enrol
You might sign up, but what needs down?
A lovely portrait of the town.






8. 'Twas the night before Frostfell, and out on      the ice
All the elves were preparing, with goblins      (they're nice).
To Freeport! To Haven! To Kelethin's trees!
To Neriak! Gorowyn, over the seas!
We fly into Qeynos, we fly to the dock,
We fly to the Harbor and take down...
Well, not anymore. But you need to.









9. Hungry wubbly cubes
I know you don't eat your friends
So I will hug you.






10. There was a story of a clown
Who meddled in the ways of town
And when his time had come at last,
Together were his bones amassed
But he was treated with disdain,
For there his bones did not remain
Defiled like this isn't right,
He and his home must reunite
But I'll not carry skull and limb
Instead I'll bring his home to him.









11. Festive wubbly cubes
Keeeping nasty owlbears out
We shall come hug you.
Books
The Fifth Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 10 Jun 2017 at 4:30:00 PDT.






The Fifth Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All seven are on Faydwer found
With one in each land, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains







1. The Shattering came, some years ago,
And many things we then did lack.
But we've rebuilt, and re-found lands,
And even the gods themselves are back.
There are those who tell their lore,
Their history will make you think
And when you've heard of all, you'll need
To duck inside, and have a drink.









2. They flit about, so colourful,
Seem like two different kinds of beast
The ones above are much too big -
Retrieve one I can grow, at least.







3. If you've been here with friends a while,
Why not adventure with some style?
Buy shiny armour, and some art,
And all the charms - that's just the start!
You're lucky there's a place to store
All the things, since you bought more.
Then while you're here, to rest your feet,
Don't forget to grab a seat.







4. It lurks and stares
Alone or in pairs
And might eat your neighbour's dog
It thinks you're a snack
So watch your back
It's not a log
It's swimming, it's floating: but it's not made
      of wood
But carefully grab it: eaten is bad, not good!








5. Twelve times a year you'll see it here
But that won't be today.
But you can find a larger kind
Nearby, just off the way.
They're on the ground, but not around
Retrieve it, don't delay.









6. I didn't know that kobolds cook
I'll have to go and take a look
There's not a fire, though it's warm
I'll just grab the entire swarm.









7. Friendly, wubbly cubes
Welcome to our festival!
Here's a great big hug.
Books
The Fifth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 5 Nov 2014 at 17:00:00 PST.






The Fifth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all twelve answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!




Area list
------------
North Freeport
South Freeport
East Freeport
West Freeport
Sunken City
The Graveyard
The Ruins
The Sprawl
The Thieves’ Way
Serpent Sewer
Edgewater Drains








1. As a punishment for crime
Banishment to muck and slime
Deep below, still bound in chains,
Retrieve what little still remains.
But for the chains, it might not be -
For here all washes out to sea.









2. First they pray, and and then they smite
For Freeport must maintain its might
If enemies decline to stop
Use this to give a little chop.









3. Perhaps a shop, perhaps an inn,
But you would know what lay within
Although this village is no more
Some clues remain above the door.









4. You might be filled with a sense of dread
When you walk among the dead
Not from the ghouls - they're in no hurry
But from these that quickly scurry.








5. As they hold their ground and fight
Their commanders still must write
Reports on how the orcs, though stout,
Have, so far, been contained without.
Find what they need for the page to fill
But make sure that it doesn't spill.









6. If you decide to buy a steed
Don't forget that it needs feed
Quite easily it can be found
It even covers all the ground.









7. It's only here but once a year
And what could be within?
It's near the cats and near the rats
So go collect this bin.








8. On this, their power struggle hangs
So I'll help balance out the gangs
Besides, they've caused extensive harm
To furniture, with... rustic charm
I'll go among them, won't be scared
And bring back seats to be repaired.









9. Far below (but not too deep)
Even crazies need to sleep
The rats won't miss it, if it's strayed,
For 'new' ones can be quickly made.







10. The militia's schedule's not released
Except by traitors (now deceased)
It's been replaced by quite the fake
This sort of thing we have to break.
We think we know who's making more
But, it seems, there is no door.
Perhaps if we remove the crate
These forgeries might soon abate.








11. Once, nearby, they had a boat
No longer, though, is it afloat
Those aboard, now on the ground,
Are still together, gathered 'round.
They have some tasks for you to do
But first, relax, and share a brew.









12. Hungry, wubbly cubes
Guarding the gates to Freeport
I shall come hug you.
Books
The Fifth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 22 Jun 2011 at 17:00:00 PDT.







The Fifth Annual

Festival of Unity

Scavenger Hunt




Official Clues
THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And sixteen answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.


The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!






Three clues for adventures in Qeynos Hills,
Four within the city standing bright,
Two where novices may hone their skills,
Three where lie those fallen from life's light.
Go begin your searching where amusement
    fills.
One clue in gnollish halls, one clue where
    bones creep,
One clue where thunder calls, and one clue
    in the knights' keep.
Then return your treasures where
    amusement fills.







1. I yearn for figs and sycamore,
Black walnut and raw thyme,
But I have searched wood, plain and shore
And they no longer climb
As once they did, in days of yore,
When they were in their prime.
So gather what, from grassy floor,
I'll eat, but cannot rhyme.








2. One den of treasure, one of food
Some seek among the canine brood.
The third is where they rest their head
Don't wake them, or your face they'll shred
If you don't quickly flee aloft
Right after you get something soft.









3. The cubes down here must not be harmed
The rats, that is less so.
Their queen lurks here, don't be alarmed
Just bring one from below.








4. They work away (I know not why)
For homes for refugees
That Qeynos guards no longer pry,
A-drifting, from the seas.
Get one of what, with sweat and cry,
They from the hill did ease.









5. The Qeynos Guard, with gnollish plans,
Was sent out on alerts:
Go take away their piled junk
And hit them where it hurts.









6. Outside their hive they lurk, over the stair
Don't mind the smell of undead in the air
One deadly shell get (or two, I don't care)









7. O sweet, wubbly cubes!
Friendliest in all Norrath!
I shall come hug you!








8. A shard of bone I came to own
In days gone by
From ones like these near bluish seas
That scurry, spry,
Where charter torn that lies forlorn
A rogue might spy.









9. It's neat what else that you can do
With Foster's slimy haul.
Instead of cutting out their glands
Just stick them on the wall!









10. We used to get from Saberteeth
The spit we'd use to brew.
Alas! those days, they are no more
But now there's purple stew!









11. Wubbly and hungry!
I better bring some cookies
When I come hug you.









12. A fight! A fight has broken out!
We should be safe here from the guard.
But no, I hear the soldiers shout
I'll leave my drink (but take a card).









13. Although the Overlord we spurn,
About his city we should learn
And what is found inside the tome
That's given to whom Freeport's home.









14. O woe! the stone! it sqwisheth not!
The water's far too clean!
So when thou takest some of it
It lesseneth the sheen.








15. If one might sit and smoosh a cube
(WHICH YOU SHOULD NEVER DO!)
It might look quite a bit like these
That slide along and through
The paths where undead creatures lurk
From whence you'll carry two.




16. An erudite with riddles four
Once stood nearby the Coldwind shore
And after listening to his voice
Of calling points I'd have a choice
When fire, water, earth, and air
Had been combined in graven ware.
Essential to all those who live
Is what you must collect and give.
Clear, dark, or weak, or strong
Is what you'll need to take along.
It gives the land its shape and form
Both slowly and by sudden storm.
Near where once worked a small brass key
You'll find the answer to these three.
Books
The Fifth Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 2 Mar 2019 at 18:30:00 PST.






The Fifth Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all six answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

You’ll find these things. You need not flee.
Five are found in Frostfang Sea
Elsewhere is will one will be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!









Places to search
----------------------
Frostfang Sea
?









1. Here goblins play and dragons grow
Go there and embrace the flow
You'll see it there, from high to low
You only need a little, though.









2. You helped repair the wheels that spin,
And made some traps with rats within
But today, before you leave,
Pick up what you had to weave.









3. Once their magic has been cast,
You're both here, and in the past
But will they still possess this sight
If you have removed their light?









4. As you ride, or walk, or fly
You'll see things stretched outside to dry
So help out here (and win events)
Before they make them into tents.









5. You fought with him upon your head
But now he wants the new orcs dead
Before you venture off to Zek,
Supplies nearby? You should go check.









6. Friendly, wubbly cubes
In a room that's all your own
I must come hug you.
Books
The Final Days of the Leaky Drake
This item can be placed on the floor in any house type.

This book appears to have been hastily bound into leaflets for wide spread distribution.

NO-TRADE  NO-VALUE

Quest reward from [200] Qeynos Harbor Rumor Mill (Qeynos Harbor), started by Theyeurn Farael in Qeynos Harbor.

Discovered on 31 Jul 2007 at 9:29:53 PDT.
The Final Days of the Leaky Drake
Excerpts from the log of Captain E.M. James
By Scribe Peetry of Qeynos
Foreword
This was salvaged from among the wreckage of the Leaky Drake. All attempts to confirm what the log records with the sole survivor, Samwell Brighton, have failed. He mumbles incoherently and screams whenever we try to talk to him about it. Poor soul. We've left him now to the comforts of alcohol, which is all that seems to reach him in his current state.
Winds have been favorable. With any luck, we should reach Faydark within a week's time. I'm impressed with the level of efficiency and good behavior in this crew. Profits should be bountiful, and I don't mind sharing it with this hard working lot. It is this man's opinion that this should be as easy a voyage as I've ever made in my thirty years at sea.
The winds changed on us today. We'd grown so used to the sea's favor that when it was gone, we barely noticed. It was only by the words of our young cabin boy Nathaniel that any of us noticed. He among us was alert enough to point out the new resistance on our sails.
It's been two days since we were on course. Strange winds and shifts in the current drive us beyond all familiar landmarks. I have no idea what is happening. We must have made some critical error... We were too cocky and made some ill adjustments. Even the currents are against us now, driving us toward the unknown.
All I've been able to do is come to accept that we are entering new territories. I had Urin, a cartographer of some skill, begin tracking our course as best as he could. I believe we're entering waters not seen since the Cataclysm. The thought of such a discovery almost makes up for the disappointment over the potential loss of such great profit as we were looking at. We can only wait and see.
How this has turned around on us. At mid-day, crow-man Barnes spotted another ship. As we grew closer, we realized it was no ship of Qeynos, or even Freeport, or any other known territory. It is crude and the figures on it bestial and rough. We turned ourselves about and began to flee as best we could. Fortunately, our enemy seems to know these waters no better than we do. They follow us but are gaining no distance.
They are nearly upon us. We floundered in calm sea for far too long, while they managed to bring out oars. We have only a marginal lead at this point. I have been driving the men and women of this ship hard, but I don't know how much longer we can go. I must of course blame myself and my own near-sighted pursuit of money and glory. My first duty is to this ship and her crew, and I failed in that.
I write now as a battle wages above me. My sailors fight against the beasts from the distant ship. It overtook us by night, and the darkness didn't deter their slipping skillfully up lines onto our decks. The clever las Nathanial went first, torn nearly in half by one of the beasts. It should be my duty to fight, but I feel it is my even greater duty to record. For these monsters may surely find their way to Qeynos. Let it be known that --
Afterword
Only blood stains the pages after that. One can assume that at that point the attackers overtook our poor Captain James and his luckless crew. What happened upon those decks while Captain James wrote? Who or what attacked and destroyed the Leaky Drake? Are they coming for Qeynos? We can do nothing but wait and learn. What is clear is that all citizens of Qeynos should be alert and prepared for whatever may come.
-Scribe Peetry
Books
The Final Tale of the Ethernauts
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE  NO-VALUE

Rent Status
Reduction
500

Claimed from Unknown.

Discovered on 22 Oct 2010 at 21:45:37 PDT.
Books
The Fire Within
This item can be placed on the floor in any house type.

The Fire Within The Search for Complex Formulas In Metallurgy By Ridwick von Ridwinger

FABLED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] The Fire Within (Solusek's Eye: The Calling).

Components
Cover Page - The Fire Within (achievement reward from Triumph: Answer the Call)
The Fire Within - Complex Formulas For Metallurgy (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 1 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 10 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 11 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 12 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 13 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 2 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 3 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 4 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 5 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 6 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 7 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 8 (looted from named mobs in Solusek's Eye: The Calling [Heroic])
The Fire Within - Page 9 (looted from named mobs in Solusek's Eye: The Calling [Heroic])

Discovered on 25 Aug 2020 at 10:26:29 PDT.
The Fire Within

The Search for Complex Formulas In Metallurgy

By Ridwick von Ridwinger
For 11 days I toiled through the acrid smoke and poisonous fumes of this land. Many days I was unsure of my own mortality, many dangerous creatures lurk about this scarred and fiery terrain. For the most part I struggle to breathe as the very heat saps my vitality and I fight for each scalded gasp. However, this is my plight as an alchemist and the only way for me to uncover new compounds for my experiments. I will press forward.
Today I came upon what looks to be a door in the side of the volcanic mountain, it looks very much like gnomish engineering. Giants that appear to be extremely hostile guard its location; I will attempt to sneak through the gate tonight.

I managed to sneak past the Giants last night and into this torrid lair of the unknown. Already I am cataloging new and unusual rocks and elements I have never witnessed before in all my days. The new and strange metals show great promise for the future.
As I walk through these winding caverns the distance I've traveled, since my last look at the sun, seems measureless. For what seems many days now I have not encountered a soul, man or beast. Luckily my spells of light have held fast and guided my journey deeper into the mountain. Today alone I have found 3 new compounds that look like they are stronger then most metals I have worked with, there are many new element samples to bring home.
Today I made camp at what seems the bottom of a winding decent. Here I will set up my equipment and attempt to process some of the many compounds I have in my bag. Strangely enough I feel as if I am no longer alone. The heat here is a little more bearable at times, though I feel I have moved closer to the volcanic core. These compounds seem to meld 20 times easier than other metals and elements I have worked with. I have managed to form a sheet of alloy with my simple tools and chemicals. It appears to be almost obsidian in nature, yet malleable as gold or lead. It won't require massive amounts of force and heat to work it. I have heard unusual noises today, like flame being forced through a gust of wind. It's very strange.
I managed to break down the compound I have created into a solution and used it to coat the head of my metal pick. I am using my powers to create a barrier around myself in order to get closer to the molten rock nearby. Amazingly enough I can place this tool directly into the magma flow and it seems to remain cool, almost as if it is hear resistant. I will need to make more of the compound and perform more tests before I am totally convinced of my findings.
Amazing! With these series of compounds and a little chemical and metallurgical know how, I have managed to create a coating that is what I can only describe as fire and heat resistant. I have coated the tongs I use for extracting molten rock from the flows that course through the fiery veins of this mountain cavern. The tongs are cool to the touch only seconds after handling molten rock. Tomorrow I will do tests with this compound and cloth and see if it is truly fire proof.
One thing of note, I have heard noises that appear to be coming from below me. They appear to be voices though I have never heard voices of this nature. The heat and the lack of water are starting to play tricks on me perhaps. Tomorrow I will make my way back up the ascent and try to get to one of the small pools of water I encountered days before my arrival at the base camp.
On my journey back to the surface I was attacked at the water hole by a creature that seemed to be made entirely from flame. I sustained many wounds and only the compound treated robes I now wear are what saved me from certain death. Although I managed to defeat the creature, sadly I am quite certain the wounds I sustained will claim my life before I can reach the surface.
To my victory, all of my experiments have been successful with this new compound. Even the fabric of my robe has become virtually invulnerable to flame and heat. The process is relatively easy in nature and can be done with very little equipment as long as the exact order of events is followed to the letter.
In my last hours, I have worked feverishly in the little light I can still magically produce, to record the process of my amazing discovery. My wounds are grave and I must sleep for what seems days before I have the energy to continue. So grave are my wounds that I cannot manifest enough power to return myself home. I can only create enough light to be able to finish these final entries. It won't be long now and I fear each time I sleep that it will be the last.
I am unable to continue on...my last power has faded and I was able to produce a small light stone with the last of my powers. This has proved enough light source to make this final entry and ensure that my formula is recorded. Unfortunately, my tome is fragile, so I am recording my experimentation formulas on a separate piece of vellum paper. I have used my own personal encoding book to encode the formulas so they may not be stolen.
My hope is that someone uses this to make a great treasure someday as I will not have the opportunity.

My head and limbs grow heavy...must rest.
Books
The First Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 19 May 2013 at 12:00:00 PDT.







The First Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And thirteen answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

One answer's elsewhere, underground,
The other six, on Faydwer found,
One above, five all around,
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Lesser Faydark
Loping Plains
Steamfont Mountains
?








1. Not the place where we'll all go
When our days are through below,
Here is no Firiona Vie,
No steward - but similarity.
One of these is often left
By those who find themselves bereft.









2. If they like you quite a lot
You can buy what they have got.
Stop on by and get a scroll
From those who keep our spirits whole.








3. Those who follow ways of peace
Find, sometimes, they need release.
Their rather simple glowing game
Compared to war, is very tame.
Once you've seen it, come on back,
But don't forget to grab a snack.









4. From visiting our former home
We took notes, and wrote a tome
What we craft (you can, as well)
We have within where we now dwell.








5. There are many running 'round,
Made from things that they have found.
But some have seen their better days
And now just sit, without a gaze.
Find one to fix that's in this manner,
With ratchet, foozlespork, or spanner.








6. Into Norrath, every fae
From spirit buds has made his way.
But to some, a tasty treat:
We must stop those who would eat.
Before you can complete this test
You must remove this horrid pest.









7. Wubbaing cutely
Within your ruined fortress
You deserve a hug.
Books
The First Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (2010 Festival of Discord Scavenger Hunt).

Discovered on 22 Jun 2011 at 16:00:00 PDT.







The First Annual

Festival of Discord

Scavenger Hunt




Official Clues










GROUP A









1. Come on in and have a beer
Forget about your troubles here
Where you, if you've an ogre friend,
Can eat and shop and rest and mend.









2. O sweet wubbly cubes!
I know that you are down there!
So I'll come hug you.




3. Here's a task Qeynosians beat:
They harvested all fish and meat,
Found each food and mined each ore,
(No cheating; they weren't from the store)
Then they chopped some maple wood,
But not for Hwal, though boots are good.
Then a pelt, the gems, and root
But we've long had a neat rock suit.
Through Antonica they'd roam,
Not forgetting salty loam.
But you need anything that's rare:
We've saved that for the evil fair.
Then keep it for when you will go
Back to the start - it's not for Qho!









4. Once you found her ancient port
She seemed a rather friendly sort
Now that you've dug up her bubbly,
She'll let you have what's almost wubbly.









5. Floating as they please,
I see them in the trees.
For practice with my bow,
I'll take one as I go.










GROUP B
1. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And schemers hid inside a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or graveyard or the bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would fight the gnolls for good
By Fippy's Hill and Archer Wood,
While others journeyed on the plain
With orcs as foes, an endless bane.
And as they travelled all around
They found that notes with tasks abound
Snakes or spiders, seeping ooze,
Shrilling bats or gloom snakes choose,
Then once fulfilled, now feeling bold,
They turned the order in for gold,
So to the forest take a stroll
And from the table pick a scroll
As thanks for all the skills they taught,
And did it in the way they ought.









2. These could be for the Guurok,
If we could visit him.
Perhaps I'll see him someday
So I'll go take a swim.








3. There was a ship that sailed the sea
It once was one, but now is three.
(But not the ship that brought us here:
It still is one, but gone, I fear.)
So take a look and be astute,
For there could be some long-lost loot.








4. Antonica and Commonlands and on to
        Kelethin
The griffon and the boat you could both use
        just anywhen
But till you had this, druids simply would not
        let you in.
5. While on the beach and hunting crab,
I soon discovered something drab:
Just a bone, a sandy shard.
Something else that I'll discard.
Wait! What's this? There's some design
On this item from the brine.
Could the other crabs have more
As they scurry on the shore?
Yes! The others have them, too!
Now what shall I use for glue?
I can use the fishes' skin,
Won't even have to gather ten.
Then I'll take another look
At what I found and what I took.
The goblins, they should have a cord:
Got it! What a nice reward!
Very useful scrimshaw token,
Now that it's no longer broken.
I have long moved on from here:
Hunting orcs both far and near.
I found on one a stony wedge
But with, alas, the dullest edge.
From what I learned before I grew,
I know exactly what to do!
Five giants slain for whetting stones,
And undead pirates for their bones
Now all I need to make it rip:
Hide of an elephant for grip.
You fowl will soon feel mighty pain!
Flee from me! I'll be your bane!









6. They're cooking here, so go retrieve
A spark of the hot.
But too bad troll Chef Gorga
Cannot enter her pot.
Books
The First Annual Festival of the Blood Moon Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 20 Apr 2013 at 15:00:00 PDT.






The First Annual

Festival of the Blood Moon

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all eight answers first derive.
No harming cubes.

Lera's not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

There are five places you must run
Before your scavenging is done:
One and two, two, two and one.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










THE CLUES
------------------









1. Inside the tower is a test
Beat all three, and you're the best
Search for what remains there, bleak -
No champions - just cursed and weak.









2. Once it grew in Freeport's walls
But now you must search other halls
Find the colour for the bread
But don't eat it, or you're dead!









3. Some people bought one for their home
But there's a place where, free, they roam
When you find them, they will see
You not with one, but with all three!









4. The furry things that are not ore
And fungus, found, or from the store
Will, today, bring only doom
You need what's lurking in the gloom.









5. Remember when, upon the path,
They'd show the traveller their wrath?
But if their young you now erase,
They won't grow up and eat your face.









6. No more walls around the town
Since they rose, and burnt them down
Now the guards are having fits
Help them smash them all to bits.









7. Nearby at another fair,
Floating gently in the air
Fly on up and take one down,
Bring it with you back to town.









8. Underneath they guard
Wubbaing below Freeport
Give them a big hug.
Books
The First Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (2007 Festival of Unity Scavenger Hunt).

Discovered on 22 Jun 2011 at 12:00:00 PDT.






The First Annual

Festival of Unity

Scavenger Hunt




Official Clues









1. The Pumpkin King has been about
Alas! His minion cannot shout
It stands around, a lazy lout
Bring back its stuffing, inside-out!









2. Friendly, wubbly things
You're not in Antonica
I'll wave by the door.









3. It lurks deep down within its cave
And, well, it's kind of cute.
Give it a hug or just a wave
And do not at it shoot.









4. There are two ways out to the plains
The path to one does bend and weave
Now go and search out where it rains
Although today we cannot leave.









5. 'Neath waters still
Lie secrets and scum
If you visit this spot
You'd best bring some rum!









6. Maybe there's water inside
It sounds like that's what they store
The treasure today's outside
I cannot go in for more.









7. There is a tower filled with bees
But it is far away
To get in, talk to him now, please
So I'll do so today.









8. I hunted for his ancient ale
But for today I cannot sail
To him I'll go and shoot the breeze
And wish for life upon the seas.









9. Many fought this ancient foe
Deep in his ruins they did go
But here was he first laid to rest
So visit there to pass this test.









10. Many years ago
The trembling hills shook
Now go take a look
But don't drink the glow.









11. With an eagle eye
They let missiles fly
These hunters vie
Under leaf-veiled sky!









12. It sounds that winter here will blow
I'll fly up north and ask
Then to the noise of rainstorms go
And back completes the task.









13. The necromancers hunted him
He fought the highway foe
To you he'll pass his guard if you
About his legend know.









14. Have you been to the gnoll-filled cave?
Stand outside all three and wave
But since today we're at the faire
Inside to go you must not dare.









15. He's down in his pound
But has his own mound
If he comes from the dark
Beware of his bark!
Books
The First Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 1 Mar 2014 at 12:00:00 PST.






The First Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And thirteen answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All around, in Frostfang Sea
Is where you’ll find these things to be
Except for one, as you will see.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!









1. Many met to drink and eat
Beer, potatoes, bread and meat.
What's left behind will be your loot
When you retrieve your prize of fruit.









2. Even those upon the wall
Must share supplies with those who call
Though used, it's quite the treasure trove
Of what you'll need to run your stove.









3. All around the Ry'Gorr lurk,
Keeping at their hidden work
Here metal's scarce, so we'll impound
The resources they have found.









4. Around the sea they have their hide
And their supplies need to subside
For armour, or perhaps a tent
Or other crafts we must prevent.









5. To keep us warm when winds do blow
We must hunt out on the snow
When you return, you'll need to bring
The robes you've found upon the king.









6. Meat can sometimes be quite rare
But much more common's other fare:
It can be hung until it's dried,
Or breaded and then baked or fried.









7. In the cold of Frostfang Sea
It can be hard to find a tree
From how we got here, at the start,
We can scavenge every part.









8. Our clothes, the pelt from this great beast,
Its meat will make the grandest feast.
And after we've used almost all,
Its head can go upon the wall.









9. Although here they're rather scant,
Sometimes you can find a plant.
Then you'll find your gathered leaf
Goes nicely with your dish of beef.









10. Friendly, wubbly cubes
Though you're very far away
I must come hug you.
Books
The First Battle
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] The First Battle (Tome).

Components
The First Battle - Page 1 (shinies or looted in Everfrost)
The First Battle - Page 2 (shinies in Everfrost)
The First Battle - Page 3 (shinies in Everfrost)
The First Battle - Page 9 (looted in Everfrost)
The First Battle - Page 11 (shinies in Everfrost)
The First Battle - Page 12 (looted in Everfrost)

Discovered on 13 Nov 2005 at 20:35:20 PST.
The First Battle

Second Edition
This book is a creation myth as told by the Minotaurs
When it began, there was but Earth and Sky. Nothing else existed, for nothing had to.


They were not friends, nor were they enemies. And this is the way it would be countless ages, for there was no such thing as time.


But all things must come to an end, as did the wholeness of Earth and Sky.
Sky was loud and Earth was quiet.


Sky was quick to anger and would scream when upset, which would happen much of the time. Earth was slow to anger, but when provoked would rumble louder and groan with its displeasure. Not understanding Sky, Earth took a piece of its partner and created companions that had some of its own qualities.


And thus, the Kings were made.
Seeing the companions Earth had made, Sky took a piece of its partner and made a companion of its own.


Placing a piece of itself into the piece of Earth, it floated in the space that was Sky. And since Sky only did this out of jealousy, Sky told its new companion that it should be seen by all of the Kings and Earth to let them know that Sky's companion was better.


And this, the Sun was made.
Soon enough, both Earth and the Kings would see the greatness of the Sky Sun.


Earth wanted the Sky Sun as a companion as well and asked the Kings to spread their great wings and fly upwards to snatch it from Sky. Sky, remaining ever jealous, told Sky Sun to go away whenever the Kings flew too close.


Thus, Night and Day were made.
Sky, being insecure, was lonely whenever the Sky Sun would leave her alone.

So Sky, in her jealousy, reached down again and took another piece from Earth and made two more companions.

Having taken a large piece, Sky cut it in half and made two companions. Though not as bright as the Sky Sun, both of these new companions would entertain Sky when the Sky Sun was away.

And thus, the Two Moons were made.
Earth watched as Sky created more companions and after much consideration, chose to make more companions than Sky ever could.


He reached up and grabbed many pieces of Sky and made companion after companion after companion. Soon enough, there were more companions than could be counted.


And thus, Life was created.
Sky soon noticed that it only had three companions and Earth had many.

Barely able to contain its anger Sky screamed like a bawling child. The screaming continued for so much time that when it finally calmed, Sky looked down and saw that it had scattered Life to many different corners of Earth.

And thus, the Races were made.
Feeling anger for what Sky had done to Life, Earth had erupted into anger.


Lashing out personally at Sky, it hurled itself up towards its partner. Fiery violence flew high towards Sky, cutting her and scraping her. Every blow landed against Sky would create a small little hole to mark the damage, and all of the fists would fall back to Earth.


And thus, the Stars and the Mountains were made.
From every cut that punctured its body, Sky would bleed. And since there were hundreds of punches, there was much blood.


Sky would bleed and bleed, not stopping for many ages. Covering Earth in its blood, it would take many ages before Sky would staunch the flow, though never healing the wounds.


And thus, the Oceans were made.
This would be known as the First Battle. It would mark the beginning of the endless battle between Earth and Sky.


The fight would last for many eternities, for both sides were no longer partners but now enemies.


This would continue until the Last Battle would come one day.
Books
The First Battle
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 10 Nov 2005 at 1:31:38 PST.
The First Battle

Second Edition
This book is a creation myth as told by the Minotaurs
When it began, there was but Earth and Sky. Nothing else existed, for nothing had to.


They were not friends, nor were they enemies. And this is the way it would be countless ages, for there was no such thing as time.


But all things must come to an end, as did the wholeness of Earth and Sky.
Sky was loud and Earth was quiet.


Sky was quick to anger and would scream when upset, which would happen much of the time. Earth was slow to anger, but when provoked would rumble louder and groan with its displeasure. Not understanding Sky, Earth took a piece of its partner and created companions that had some of its own qualities.


And thus, the Kings were made.
Seeing the companions Earth had made, Sky took a piece of its partner and made a companion of its own.


Placing a piece of itself into the piece of Earth, it floated in the space that was Sky. And since Sky only did this out of jealousy, Sky told its new companion that it should be seen by all of the Kings and Earth to let them know that Sky's companion was better.


And this, the Sun was made.
Soon enough, both Earth and the Kings would see the greatness of the Sky Sun.


Earth wanted the Sky Sun as a companion as well and asked the Kings to spread their great wings and fly upwards to snatch it from Sky. Sky, remaining ever jealous, told Sky Sun to go away whenever the Kings flew too close.


Thus, Night and Day were made.
Sky, being insecure, was lonely whenever the Sky Sun would leave her alone.

So Sky, in her jealousy, reached down again and took another piece from Earth and made two more companions.

Having taken a large piece, Sky cut it in half and made two companions. Though not as bright as the Sky Sun, both of these new companions would entertain Sky when the Sky Sun was away.

And thus, the Two Moons were made.
Earth watched as Sky created more companions and after much consideration, chose to make more companions than Sky ever could.


He reached up and grabbed many pieces of Sky and made companion after companion after companion. Soon enough, there were more companions than could be counted.


And thus, Life was created.
Sky soon noticed that it only had three companions and Earth had many.

Barely able to contain its anger Sky screamed like a bawling child. The screaming continued for so much time that when it finally calmed, Sky looked down and saw that it had scattered Life to many different corners of Earth.

And thus, the Races were made.
Feeling anger for what Sky had done to Life, Earth had erupted into anger.


Lashing out personally at Sky, it hurled itself up towards its partner. Fiery violence flew high towards Sky, cutting her and scraping her. Every blow landed against Sky would create a small little hole to mark the damage, and all of the fists would fall back to Earth.


And thus, the Stars and the Mountains were made.
From every cut that punctured its body, Sky would bleed. And since there were hundreds of punches, there was much blood.


Sky would bleed and bleed, not stopping for many ages. Covering Earth in its blood, it would take many ages before Sky would staunch the flow, though never healing the wounds.


And thus, the Oceans were made.
This would be known as the First Battle. It would mark the beginning of the endless battle between Earth and Sky.


The fight would last for many eternities, for both sides were no longer partners but now enemies.


This would continue until the Last Battle would come one day.
Books
The First Vision
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] The First Vision (Tome).

Components
The First Vision, page 1 (shinies in The Forsaken City)
The First Vision, page 2 (shinies in The Forsaken City)
The First Vision, page 3 (shinies or looted in The Forsaken City)
The First Vision, page 4 (shinies in The Forsaken City)
The First Vision, page 5 (shinies or looted in The Forsaken City)

Discovered on 21 Jul 2006 at 11:19:56 PDT.
Hidden in the bowels of Night Keep in the early days of Grobb lay a tunnel leading to a small cave. No torches donned the walls of this place and a small wooden altar was the only object within.

Those initiated into the order of shadowknights in Night Keep knew this place as The Eyes of Cazic.
It was here that the Warlord Grimgash, after he and the Warlord Jurglash completed their clan's victory over the residents of Innothule swamp came to give thanks to Cazic Thule for their dominance. After three days of disciplined meditation in this chamber with neither food nor drink Grimgash received a vision from the Lord of Fear. Through his mind he foresaw a great order of disciplined troll warriors mixing their natural fighting skills with the dark powers of Cazic Thule, spreading terror throughout the swamps of Innothule and beyond. Grimgash ordered a keep built around the cave.
Thus began the order now called the Shadowknights of Night Keep. The newly initiated troll shadowknights under Warlord Grimgash were sent into this cavern to receive a vision from Cazic Thule thus setting the path of their destiny. Through the guidance of the visions granted by The Eyes of Cazic Thule, the shadowknights of Night Keep led several successful campaigns against the Frogloks of Guk. The eyes revealed to Cazic's faithful trolls the hiding places of the Frogloks and the Froglok advances on Grobb before they came to pass.
As the years passed and the swamps rose beneath Grobb, water and sludge began to swallow The Eyes of Cazic Thule. The shadowknights of Night Keep tried to keep the swamp at bay but eventually the cavern became submerged beneath Grobb, The Eyes of Cazic Thule lost to the new generations of Shadowknights.
Without the influence of The Eyes of Cazic Thule, the Teir'dal of Neriak found it easier to persuade young trolls into the service of Innoruuk, and Night Keep became an army divided between two Gods. It is whispered in the shadows of Night Keep that should one of Cazic's faithful reach The Eyes of Cazic Thule beneath the waters and sludge of the swamp and survive, they shall become the mightiest of all shadowknights and shall lead Grobb in victories unparalleled by the great warlords of days gone by.
Books
The First Wife's Tale
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Oct 2005 at 7:35:47 PDT.
Passion runs high in the desert. This is a tale of love and deceit. And passion.
When the djinn arrived, some of them sought wives amongst the local Dervin tribes of the desert. The Dervin women were beautiful, proud and strong.

The djinn brought many of them to live in the Shimmering Citadel. From amongst these, the Djinn Master chose his first bride: Samirah.

Her hair was dark but beneath the light of the sun, it looked blood-red.
Samirah was no different from the other Dervin women, though in time the elevation in her position wrought changes to her personality.

She sharpened her tongue on those who were of a lower rank than herself -- and as the Djinn Master's First Wife, she outranked them all.

Servants jumped to do her bidding. Whatever she wished was procured for her. Her rooms in the Palace were more extravagant even than the Master's.
While some of the Dervin women missed the freedom they had in the desert, Samirah reveled in the beauty of her surroundings.

She feasted her eyes on the bright colors with which the Palace was decorated. After living amongst the drabness of the desert, the Palace took her breath away.

The Master was kind to her. He told her tales of the distant Planes. He wrote poetry for her. And yet, sometimes Samirah felt that she held everything in her hands but his heart.
In her own way, Samirah loved the Master. If anything displeased him, she arranged for it to be removed. Some nights she would prepare lavish feasts for him and waited until it was clear he would not come to her.

He had given her access to everything in the Palace. From the menageries, to the poets, to the gardens, Samirah was free to roam in places denied to the other wives.

In this way, she came upon another woman in one of the secret places of the Master's home. Samirah became enraged.
Who was she, this rival now seated so serenely in the hidden garden, reading a book?

And yet, it would not do to show her true feelings until she learned more about this woman.

"Greetings," Samirah said, striding forward with an engaging smile. "I am Samirah. We have not met before, have we? I do not know you."
The newcomer was frightened and tried to flee, which pleased Samirah's jealous nature.

"Do not be afraid; we can be friends," Samirah said.

She sat beside the reflecting pool and patted the ground beside her -- ground slightly lower than that upon which she herself sat, of course.

The newcomer hesitated then came and sat as well.
She was young and uncertain, mumbling her words such that Samirah did not catch her full name.

"What brings you to the Master's hidden garden?" Samirah finally asked.

"I am to be First Wife," the newcomer responded shyly, "though I am not sure what that will entail."

Samirah froze for a moment, then said smoothly, "Let me tell you."
"He is replacing me with this, a callow female who cannot even speak clearly," Samirah thought angrily.

Aloud, Samirah said, "The Master will seem kind to you...at first. Then he will torture you where no one will hear your cries for mercy. And even if someone did hear, they would not come to save you."

"That cannot be," said the newcomer, recoiling in horror.

"There are many forms of torture," Samirah said softly, and realized as she said so that it was true. Enduring love given without being loved in return was her torture.
Sensing movement at her side, Samirah turned quickly to find herself staring into the eyes of a sphinx.

She reached for her dirk, but the newcomer said quickly, "He means no harm; the Master gave him to me as a pet."

Samirah felt her world closing in, as though she were being shut into sarcophagus. He had never given her a pet.
Samirah could find no refuge in the Palace. The servants answered the newcomer's summons before they came belatedly to her.

The Master moved Samirah to other, even more opulent rooms and installed the newcomer in her place.

"In my place," Samirah said to her mirror bitterly. "I loved him and he cast me aside. For her."

The beauty of her new rooms brought her no joy, for Samirah realized that he did not love her any more than he loved the lowliest creature in the menagerie.
On the day of is wedding to the newcomer, the Master gathered his other wives and said, "I have no need for any of you now."

When Samirah begged him to reconsider, the Master raised a hand and uttered an incantation. "But I love you!" she cried.

"You do not know what that means," said the Master scornfully, banishing them forever.

He changed Samirah and the other wives into the naga, who both love and hate the djinn to this day.
Books
The First Wife's Tale
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Naga'

Quest reward from [60] Lore and Legend: Naga (Lore and Legend), started by examining naga parts or by examining The First Wife's Tale in The Pillars of Flame (44, -56, -1212).

Plundered from The Pillars of Flame (44, -56, -1212).

Discovered on 13 Sep 2005 at 15:28:38 PDT.
Passion runs high in the desert. This is a tale of love and deceit. And passion.
When the djinn arrived, some of them sought wives amongst the local Dervin tribes of the desert. The Dervin women were beautiful, proud and strong.

The djinn brought many of them to live in the Shimmering Citadel. From amongst these, the Djinn Master chose his first bride: Samirah.

Her hair was dark but beneath the light of the sun, it looked blood-red.
Samirah was no different from the other Dervin women, though in time the elevation in her position wrought changes to her personality.

She sharpened her tongue on those who were of a lower rank than herself -- and as the Djinn Master's First Wife, she outranked them all.

Servants jumped to do her bidding. Whatever she wished was procured for her. Her rooms in the Palace were more extravagant even than the Master's.
While some of the Dervin women missed the freedom they had in the desert, Samirah reveled in the beauty of her surroundings.

She feasted her eyes on the bright colors with which the Palace was decorated. After living amongst the drabness of the desert, the Palace took her breath away.

The Master was kind to her. He told her tales of the distant Planes. He wrote poetry for her. And yet, sometimes Samirah felt that she held everything in her hands but his heart.
In her own way, Samirah loved the Master. If anything displeased him, she arranged for it to be removed. Some nights she would prepare lavish feasts for him and waited until it was clear he would not come to her.

He had given her access to everything in the Palace. From the menageries, to the poets, to the gardens, Samirah was free to roam in places denied to the other wives.

In this way, she came upon another woman in one of the secret places of the Master's home. Samirah became enraged.
Who was she, this rival now seated so serenely in the hidden garden, reading a book?

And yet, it would not do to show her true feelings until she learned more about this woman.

"Greetings," Samirah said, striding forward with an engaging smile. "I am Samirah. We have not met before, have we? I do not know you."
The newcomer was frightened and tried to flee, which pleased Samirah's jealous nature.

"Do not be afraid; we can be friends," Samirah said.

She sat beside the reflecting pool and patted the ground beside her -- ground slightly lower than that upon which she herself sat, of course.

The newcomer hesitated then came and sat as well.
She was young and uncertain, mumbling her words such that Samirah did not catch her full name.

"What brings you to the Master's hidden garden?" Samirah finally asked.

"I am to be First Wife," the newcomer responded shyly, "though I am not sure what that will entail."

Samirah froze for a moment, then said smoothly, "Let me tell you."
"He is replacing me with this, a callow female who cannot even speak clearly," Samirah thought angrily.

Aloud, Samirah said, "The Master will seem kind to you...at first. Then he will torture you where no one will hear your cries for mercy. And even if someone did hear, they would not come to save you."

"That cannot be," said the newcomer, recoiling in horror.

"There are many forms of torture," Samirah said softly, and realized as she said so that it was true. Enduring love given without being loved in return was her torture.
Sensing movement at her side, Samirah turned quickly to find herself staring into the eyes of a sphinx.

She reached for her dirk, but the newcomer said quickly, "He means no harm; the Master gave him to me as a pet."

Samirah felt her world closing in, as though she were being shut into sarcophagus. He had never given her a pet.
Samirah could find no refuge in the Palace. The servants answered the newcomer's summons before they came belatedly to her.

The Master moved Samirah to other, even more opulent rooms and installed the newcomer in her place.

"In my place," Samirah said to her mirror bitterly. "I loved him and he cast me aside. For her."

The beauty of her new rooms brought her no joy, for Samirah realized that he did not love her any more than he loved the lowliest creature in the menagerie.
On the day of is wedding to the newcomer, the Master gathered his other wives and said, "I have no need for any of you now."

When Samirah begged him to reconsider, the Master raised a hand and uttered an incantation. "But I love you!" she cried.

"You do not know what that means," said the Master scornfully, banishing them forever.

He changed Samirah and the other wives into the naga, who both love and hate the djinn to this day.
Books
The Fledglings
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [70] The Fledglings (Tome).

Components
The Fledglings - Page 4 (shinies in The Barren Sky)
The Fledglings - Page 6 (shinies in The Barren Sky)
The Fledglings - Page 7 (shinies in The Barren Sky)
The Fledglings - Page 8 (plundered from a rock at -645, -72, -265 in The Barren Sky)
The Fledglings - Page 10 (shinies in The Barren Sky)
The Fledglings - Page 14 (plundered from a rock at 46, -20, -408 in The Barren Sky)
The Fledglings - Page 16 (shinies in The Barren Sky)

Discovered on 27 Feb 2006 at 17:50:00 PST.
A Hooluk myth telling how they came to the Barren Sky and why they are wary of strangers.
The Hooluk are the least aggressive of the aviaks. This is their story of how they placed the islands in the sky.
In the long ago, the islands of the sky now known as the Barren Sky were once rooted to the world.


The Hooluk lived in seclusion, learning from the leaves and the small creatures. Their nests were kept neat and tidy by the ants who marched in and out, bringing fresh grasses and carrying away the old.

Many long lives of the Hooluk passed in peace.
One day, Zephyra, one of the Hooluk, noticed the ants carrying something to the nests. It was an egg.


Though shaped and colored as any other Hooluk egg, it bore an unfamiliar scent. Zephyra questioned the ants, but they did not remember where they had found the egg. They remembered seeing similar such eggs in the Hooluk village and so decided to carry it there.


"I will care for it, then," said Zephyra.
She tucked the egg into her nest with the other two eggs from this clutch.



Through wind and rain, she warmed the three eggs until it was time for them to hatch. The abandoned egg hatched first. Zephyra helped the tiny chick peel back the hardened eggshell when it struggled to free itself.


Her other chicks hatched on their own soon thereafter and they cried for food, flapping their wings to dry themselves.
Zephyra kept a basket of fruit nearby so that she could feed the young hatchlings without having to leave the nest herself.


She chose the ripest fruit and offered some to each chick. The hatchling from the abandoned egg wobbled over to her and gulped down the fruit eagerly, then stretched its long neck toward her.


"You are not like us," said Zephyra, pondering. "I have not seen a Hooluk with such a long neck before. Whose chick are you?" But the baby could not answer, of course.
In time, the young trio grew larger and more demanding. They were still much too young to fend for themselves.


Zephyra read to them and taught them the Hooluk ways. She introduced them to the other Hooluk, who would always tilt their heads and peer at them curiously.


"Lehiru is not like the others," they whispered. Zephyra always replied, "He is, inside his heart."
Lehiru's brothers stood up for him, too. Whenever someone mentioned that Lehiru was different, Warru and Kirvu would stand between Lehiru and the speaker.


"He is our brother," they said, fluffing themselves up in agitation. The Hooluk were peaceful and did not like to fight, so such display would be all that was necessary.


The village elders said to Zephyra, "He may be your son, but he is not like us."
Lehiru was taller than his brothers and slimmer. His feathers were long and sharp. His beak too was longer than the other Hooluk's.


Perhaps because he wanted to fit in, Lehiru was very respectful. Whenever the elders spoke to him, he lowered his gaze and spoke quietly. He learned the Hooluk ways quicker than his brothers.


After a time, the villagers forgot Lehiru was from an abandoned egg and accepted him as their own... just different.
Soon, the time of the fledglings' ceremonial first flight approached. There were many fledglings in the village that year so a grand celebration was planned.


In the afternoon before the day of the ceremony, Lehiru asked, "Mother, may my brothers and I go for a walk?"


"Yes, but do not tarry," she replied. She watched the three boys wander off into the woods, deep in discussion about something. Zephyra's heart swelled with pride.


"Three boys," she said to herself, "And all have turned out well."
When Lehiru, Warru, and Kirvu did not return at sunset, Zephyra began to worry.


The fledglings' flight was to take place at sunrise. If the boys did not return soon, they would not get enough rest. She paced the edge of the village in the faint light of dusk.


Rumors had grown lately of attacks on Hooluks in the wilds, though the attackers were never found. The skies darkened and her heart filled with concern for her fledglings.
Zephyra turned to head back to her nest, in case the boys had come home vie a different route.


There were creatures in the world that were not as kind and trusting as the Hooluk. The boys had been taught to hide; were they hiding from something?


A line of ants marched toward her home carrying freshly harvested grasses and other soft objects for her nest. Amongst the items they carried, the ants carried a feather. And another. And still another feather.


They were Lehiru's.
"Where did this come from?" Zephyra asked the ants. They could not remember. Her heart pounded and the sound pounded in her ears.


She looked along the line of ants that stretched into the distance. More feathers, some Lehiru's and other more like a Hooluk's. Warru's? Kirvu's?


Launching herself high into the air, Zephyra realized the pounding she felt in her head was not her heart beating, but the sound of an army approaching.
Wings beating in the air, Zephyra hovered and stared. The air beyond the trees that surrounded her village was filled with aviaks. Aviaks who all looked like Lehiru.


She dropped quickly to the ground and sounded an alarm, rousing the rest of the village. Though the Hooluks were peaceful, they knew the arts of self-defense.


Were these attackers the same ones who had been in the wilds of late? How had they found the hidden Hooluk villages?
Messages were quickly dispatched to the other villages, who came forward to defend their brethren.


Talons and weapons were sharpened. Battles were fought in the skies and on the ground. The fighting waged on and on, breaking the ground apart.


With everything around them in ruins, the Hooluks took the only action possible.
Locking themselves together, they grasped the ground beneath their villages and flew.


The loose earth fell away, as the Hooluks rose higher and higher into the sky, pulling their homes upwards. They passed the known moons, the familiar stars and soon were safely away.


Zephyra, however, remained behind to find her children.
Panting with exhertion, Zephyra fluttered from battle to battle, looking for Lehiru, Warru, and Kirvu.
Why had she let them leave the safety of the village? What madness possessed her in that moment? She dodged from those she could and defended herself against the others. Where were her children? Amidst the sounds of the battle, her ears finally heard that which she had been listening for: the faintest of voices.
"Mother! Mother!" came the cry. It was the voice of Lehiru.


Zephyra flew towards the sound, calling out, "I am coming for you, Lehiru!" In moments, she landed beside him.


"Thank you for teaching me the ways of the Hooluk," he said softly. Beside him lay the twisted bodies of his brothers. "Without your help, my people could not have found yours."


Yes, the Hooluk fled to the skies and now you see why they do not trust outsiders willingly.
Books
The Forbidden Pages
This item can be placed on the floor in any house type.

A collection of notes pertaining to the founder of the Swifttail Caste.

NO-TRADE  NO-VALUE

Collection reward from [80] The Forbidden Pages (Tome).

Components
The Forbidden Pages - Page 1 (shinies in Charasis: Vault of Eternal Sleep)
The Forbidden Pages - Page 2 (shinies in Charasis: Vault of Eternal Sleep)
The Forbidden Pages - Page 3 (shinies in Charasis: Maiden's Chamber)
The Forbidden Pages - Page 4 (shinies in Charasis: Maiden's Chamber)
The Forbidden Pages - Page 5 (looted from Impaler Tilug in Charasis: Maiden's Chamber)
The Forbidden Pages - Page 6 (looted from Praetor of the Phylactery in Charasis: Vault of Eternal Sleep)
The Forbidden Pages - Page 7 (looted from Drusella Sathir in Charasis: Maiden's Chamber)

Discovered on 8 Feb 2008 at 3:20:52 PST.
A collection of notes regarding or written by Grandmaster Tynn, founder of the Swifttail Caste.

"These pages have been deemed forbidden and possession of them is punishable by death. The destructive words and ideals of Tynn must not come to harm the Empire of Ik."

-- Sairox, High Record Keeper of Sebilis.
Nothing is known of this legendary iksar prior to his emergence from the jungles of the northeast Kunark only five years after the great Venril Sathir had united our tribes. He came with a superior knowledge of the combat arts and filled with a strange calm that came from the complete balance of body, mind, and spirit. He solicited the emperor to allow him to create a caste of monks that he could train to perfect themselves and better his people.
"The Emperor Sathir was wary of my proposition to train others in the ways of enlightenment. It was apparent that he wanted to control what his people were taught to insure that they did not rebel against him. However, he was intrigued with the notion presented and set his best warriors upon me. I was unwilling to fight. I did not come to the court of Sebilis as entertainment, but to teach my people how to better themselves through focus and training. When reminded of this the emperor just scoffed and commanded his men to attack. It was because of my great desire to bring enlightenment to my people that I did what the emperor wanted..." -- Tynn
"It was amazing! I saw one iksar stand among the many fallen in Sathir's court. With blinding speed and power, this wanderer, Tynn, dispatched many of the emperor's elite warriors with his bare claws! As he fought, powerful bursts of energy and force exploded from his fists, feet, and tail as if he was consumed by an unexplainable power. All the while his face and posture told the story of one that was completely calm and focused amid the chaos of battle."
-- Anonymous courtisan of Sebilis.
Official Announcement

The Exalted Emperor Sathir, in his great wisdom, has desired to better his people by instituting the formation of the Swifttail Caste. Newly appointed Grandmaster Tynn will select from the best that the Sebilisian Empire has to offer and train them in the ways of superior combat. This is a glorious day and all will benefit from the benevolence of our emperor!
All hail the great Venril Sathir!
"The students you have sent me do not wish to perfect themselves. My teachings have been perverted and my ways disregarded. They are only concerned with how to punch harder, kick faster, move swifter. They have come to call the sparring grounds the 'Court of Pain', and established a tier system to rank themselves, so that they can glory in their own accomplishments in defeating one another. I know not if it was ignorance or out of insult that made them use my name for the highest rank, but the irony is not lost on me. I cannot teach those that are unwilling to listen."

-- Grandmaster Tynn to the Emperor Sathir
"Grandmaster Tynn has left us. He just rose up in the middle of another one of his useless lectures on meditation and walked off into the jungle. Good riddance, he had outlived all of his usefulness. We have learned all that grayscale had to teach us. We still have his writings on form and his diagram for something called the Claw of Instruction. Maybe someone will get around to constructing that."
-- Anonymous student at the Court of Pain in Cabilis
Books
The Founding of Alivan
This item can be placed on the floor in any house type.

This is a collection of notes from the early settlers of the village of Alivan, in the Withered Lands.

TREASURED
LORE  NO-TRADE


Discovered on 17 Apr 2012 at 11:07:11 PDT.
The notes of Samiir Velcana
Erudite paladin
I have given up adventuring, and have renounced my loyalty to the gods. The time I spent working for the Claws of Veeshan here in Skyshrine has shown me that there is something more important for me to focus my energy on, aside from my own power and gain. The dragons here are working toward confronting the greatest threat Norrath has ever known, and I wish to help them in their struggle. I have given over my armor in exchange for robes, and have given over my sword in exchange for books. Perhaps through study I can find a way to help the Claws of Veeshan reach victory.
The notes of Helria Melvencent
Human rogue
At first, I came here for the treasure. A dragon city? You've got to be kidding me - a place like that had to have halls filled with shimmering gold and jewels, and I wanted it. I snuck around the city for days before I came across a couple of the dragons engaged in conversation. They were talking about that other dragon... I dunno, the rainbow or prismatic dragon or whatever... and how he had escaped. I've never seen a dragon show fear, but I saw it that day. I met other people, adventurers like myself, who had spoken with the dragons, and felt compelled to follow them. I decided to lend myself to the cause. Who knows? Once this Kerawhatzit is gone, he'll have the treasure I'm looking for!
Alivan Blackraven
Human warrior
I'll never be able to explain to them... never be able to tell my family why I did this. Why I chose to stay here, and leave them to tend the fields back home. I hope that the gold I sent will sustain them and keep them safe. But I have to stay here. I have to lend my knowledge to the gathering group of mortals who have chosen to remain here with the Claws of Veeshan. I learned much about farming growing up, and if we are going to sustain mortals here, that knowledge will become necessary to keep them healthy and fed. I believe the Wakening Lands will provide us with ample fertile soil for what we need. Perhaps the dragons will let us settle there and set up a community.
Serrid Ralsent
Human warrior
Fighting... that's all I'm here to do. If the dragons want me, they're going to need to put my sword to use. Sure, I can train the other mortal followers, and help them put together some kind of standing army, but fin not going to be a farmer here. I'm not digging holes when I could be chopping giants down to size. I'll stay for now... at least until this gets boring, I guess. The rest of these people can start their farming community. I'll watch their back for now.
R'avec Altimir
Erudite wizard
There is incredible knowledge here. I am learning things at an exponential rate, even more than when I studied in the halls of Erudin. The dragons have ancient, unthinkable knowledge, which I could use to further my own magical prowess. I need to speak with them, and gain access to their great libraries. They have refused it thus far, but I'm sure they will listen to reason. I am here to help them, and in order to do that effectively, I need all the knowledge I can lay my eyes upon. Teaching this to the other settlers here can only benefit us all. We might start out as farmers, but we can be so much more.
Elria Damir
Human bard
The goddess Veeshan led me here. I could never have imagined that I was chosen to one day assist her brood themselves, but I have given myself over completely to the dragons of the Claws of Veeshan. Their wisdom will help to protect in the dark days ahead, and it is the dragons alone who can stave off the threat of Kerafyrm... that we mortals released from his confines. Ifs the least I can do to atone for the mistakes of others. We will make a life here, support the dragons, support Skyshrine, and do the bidding of Veeshan herself.
Books
The Founding of the Whistling Fists Clan
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:41:56 PDT.
The Founding of the Whistling Fists Clan
by Brother Nusad, Clan Historian
In the days when the Combine Empire ruled over much of Norrath, there arose a mighty warrior named Zan Fi. Little is known of his past, for despite all his talents, Zan Fi was extraordinarily humble and spoke few words about his life. We know from his deeds, however, that he was a master of many forms of combat, perhaps more than any who had come before him. It is said that he was equally skilled with swords, bows, maces, halberds, staves, axes, and any other weapon one could name.
Zan Fi also had a natural affinity for magic, with a far greater understanding of its ways than most mortals could hope for. Of special interest to him was the way bards could weave magic into their songs. It is said that Zan Fi's voice alone could cast a spell potent enough to stop an enemy in its tracks.
Yet Zan Fi was not satisfied with mastering the martial techniques of others. He began talking bits and pieces of other styles, assembling them over the years to form his own form of combat. It was a form of grace and elegance, of carefully applied force tempered with wisdom. He would eschew the reliance upon heavy armor, instead training his own body to withstand a degree of punishment that would cause most beings to crumble. He refused to rely upon most weapons, for he believed that anything crafted by mortals could not be relied upon. Instead, he trained his fists to be weapons, practicing until they were more durable and deadly than the strongest steel.
After all his training Zan Fi still felt there was something missing. After much meditation, he realized what would make his combat style complete. He applied bardic songs to his very fists, enchanting them with melodies of swiftness and power. Zan Fi called this his Whistling Fists style, and those who saw it in practice were filled with awe.
Though Zan Fi developed the Whistling Fists style of combat only for his personal use, word of it quickly spread and others began to come to him seeking training. The master was very selective as to whom he would train; would-be students had to prove worthy not only physically, but spiritually and mentally as well. With a select band of devoted followers, Zan Fi founded the Whistling Fists clan, which was first order of fighting monks on Norrath.
Books
The Fourteenth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 4 Nov 2023 at 18:00:00 PDT.






The Fourteenth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere most things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Area list
------------
The City of Freeport
Freeport outlying areas
Freeport Sewers
The Commonlands
Wailing Caves
Nektulos Forest










THE CLUES
------------------









1. Harvest, craft, explore, or kill
And then you can buy what you will
If after this your spirits sink,
Cheer them up and have a drink.







2. The rioters have risen up
And need to be put down
The Overlord has kept the peace
Since his return to town
But killing them is not enough,
Nor when their leader's beat
They shall not have a place to rest,
Destroyed will be their seat.








3. Perhaps if you have lost your way
A note will help to save the day
But if help does not appear,
They will, at least, know who was here.
You may see them all around,
But find the one that's not been found.








4. Very soon it will be here,
The bestest day of the whole year
But some items must be had,
Or Freeport's children will be sad
Some glimmers would really do the trick
So bring them now and bring them quick!









5. Things that once were in the sky
Now upon the land do lie
And made what had been in the sea
Also not where it should be








6. To save her people she would try,
But it turned out to be a lie
And though she isn't coming back,
They are still planning to attack
If her camp believes she's dead
What use to her, then, is a bed?









7. Guarding, wubbly cubes
You deserve to have some hugs,
Keeping owlbears out.
Books
The Fourteenth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 29 Aug 2020 at 18:00:00 PDT.







The Fourteenth Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things are found
With one in each place, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------







Qeynos Capitol District
Qeynos Province District
Qeynos Outlying Areas
Qeynos Catacombs
Antonica
Stormhold
The Thundering Steppes
The Ruins of Varsoon










THE CLUES
------------------








1. Beneath the city, they're a pest:
At killing stuffs, you are the best!
Make dead gone these horrid beasts
In Norrathland they must decrease!
Bring one back - oh, one more thing,
Be sure to also splat their king.




2. Long ago, a mysterious mage
Lived within the Combine Age
Today we know about his tale
From scrolls found in a keg for ale.
Solving conundrums was his aim,
He mastered next the Yellow Flame
Not telling much of later acts,
The scrolls describe his artefacts:
Wondrous stories in that keg,
Of crystal rabbit, cup, and egg.
But now, it seems, this story's lost,
Around the land its pages tossed
Seek out where they've been dispersed
Go bring back what has the first.





3. Many rescued on the seas
Have come ashore as refugees
But many are not seen again:
They hide within, and then are slain
Their journey should not be so hard
And so this task falls to the guard
Slay their killers, option one -
Or another plan which could be done:
Perhaps they wouldn't want to be
Within a place where they can't see
Maybe we'll avert this plight
If the halls were not so bright.






4. Many creatures lurk below
My studies have a problem, though.
I'm studying the ones about,
How they compare to those without.
All my specimens have fled
Much easier if they were dead.
But I am not the fighting sort,
For you this work would be quite short.
Today, though, that is not your role
What you need is the control.






5. Above the shop, there is an elf
Who'll cut your hair for fees
But long ago, in former times,
His other goods held keys.
Without the washes, resins, oils
And tempers made from these
There was nothing to be made
All crafting would just freeze.
For this task, choose carefully:
You need the wax of bees.







6. If you need the finest hops
They won't be found in any shops
You will have to take a trip
And once you're there, will give a tip.
Except today, she isn't here
Since it is not that time of year
No farmer's there who will impede
Your task to bring back where they feed.









7. Those who have the expertise
Build what's needed for the seas
There you'll find upon the wall
What might help you not to fall.






8. An erudite with riddles four
Once stood nearby the Coldwind shore
And after listening to his voice
Of calling points I'd have a choice
When fire, water, earth, and air
Had been combined in graven ware.
Examine what surrounds us all,
Aloft, hold up the vessel, tall
Where there is more, it seems like less
Revel in its nothingness.









9. Festive wubbly cubes
Keeping us safe from owlbears
We shall give you hugs.
Books
The Fourth Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 18 Jun 2016 at 18:00:00 PDT.






The Fourth Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All seven are on Faydwer found
With one in each land, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains
?









1. You'll find them far above the ground
Here, and there, and all around
So when their daily work is done
They won't be melted by the sun.







2. When there's a tear, or break, or scuff,
He'll sew and fasten, join and buff
And while he fixes every rip
Those nearby might have a tip
He will, of course, impose a charge
Since some supplies can be quite large
But let's see what he's put away
Could these be used for storing fae?









3. Down here most everything's a ghost
The tents, the dwarves, the gnollish host
And if they're dead, they need not eat
So you can go retrieve their heat.







4. Once you came into the town
You learned his pet had broken down
But what he needs is at no store
Maybe you'll retrieve the ore?
It's very rare. It's from the moon.
Please hurry back. He needs it soon.
But what's it look like? You've not seen.
He says it's... erm... well, it's... it's green.

5. First some solvent, then a clue
And then they send me off to Wu
Then books and ledgers get me in
If I want to join their kin
From one whose loyalties did change
I found a rune that's rather strange
It's from the Obelisk of Blight
And made a portal to a fight
A simple staff that's made of wood?
She wanted better. That's no good.
And now she she says to take a box
What is it? Gold? Or gems? Or socks?
And then some enemies to kill
Those who wish the family ill
And finally, retrieve a gem -
Assassins here for me! Not him!
With all these tasks that I have done
I'll take revenge on everyone.
I've been set up! I won't be beat!
I'll steal what's right beneath her feet!







6. He's very worried about their cook
So asked you to go take a look
It turns out she made her escape,
Confronted by an elder ape
Now he's a very happy guy
He's glad she's back, with berry pie
It's very tiring, delving deep
So find where he will get some sleep.









7. Friendly, wubbly cubes
You've come to our festival!
I must come hug you.
Books
The Fourth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 8 Nov 2013 at 19:00:00 PST.






The Fourth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!





Area list
------------
The City of Freeport
Freeport adventure yards
Freeport sewers
The Commonlands
Fallen Gate
Wailing Caves
Nektulos Forest
Nektropos Castle

One of these areas has two items








1. Once, to build majestic halls,
With many workers for their walls,
Things were gathered far and near
(Like ore and wood, not shrubs or deer)
Find what remains and bring a box
Of roots, or gems, or even rocks.








2. Spooky creatures can be found
Outside, within, and underground
Although the one you need can fly,
It won't be found up in the sky.
You need the one that is a ghost,
Found among the orcish host.









3. Many stand upon the altar
Hurry back and do not falter
Her shrine's within, but not too far,
Who fought with Erollisi Marr.









4. Where bears and bats once laid in wait
Is home now to three plants of hate
Some are short, and some are tall,
You will need to find them all!








5. You learned what things are all around,
Ore and roots, food from the ground
You'll next learn what is made from these:
This recipe should be a breeze.
With metals (and a little luck)
The anvil with a hammer's struck.







6. The marvellous, new wooden doll
Was thrown, unwanted, with a fall
Through the grate to down below -
But now she wants it, so I go.
Lost in here, with clothes all tattered,
I wrote my tale, but it was scattered.
My task has failed, but you'll be done
When you bring back what has page one.








7. Although his old place was torn down
He still sells goods within the town.
You often need to plan ahead:
It takes some time to bake his bread.
Today, since time is what you lack
Instead enjoy a citrus snack.









8. Filled with brains, or blood, or eyes,
They stand within where hatred lies.
Upon the land, beneath the earth,
All power is our right from birth.









9. Many wubbly cubes
Keep their guard under Freeport
Thank them with a hug.
Books
The Fourth Annual Festival of the Blood Moon Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 16 Apr 2016 at 19:00:00 PDT.






The Fourth Annual

Festival of the Blood Moon

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all six answers first derive.
No harming cubes.

Lera's not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

In Teir'Dal lands you must give chase
With one in each, to win this race
And one that's in another place.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Places to search
-----------------------
Darklight Wood
Neriak
Nektulos Forest
The Commonlands
Fallen Gate
?










THE CLUES
------------------








1. Twelve times a year you'll see it here
But that won't be today.
But you can find a larger kind
Nearby along the way.
They're on the ground, but not around
And one will be your prey.









2. For years they search, and mine, and dig
It must be something really big
They haven't, so far, found their mark -
Let's see what happens when it's dark.




3. I heard a story of a mage
Who vanished in an another age
To track him down, I asked a sage
No one knows where he might lurk
Though she's been searching - only murk
But I helped her with her work.
Some fallen orc skulls, from the stronger
And one lost soul, now lost no longer
I brought to her its residue
And then we found to where he flew.
With all this done, you've probably guessed
That now I really need a rest.
Find a place to set my head
The maid won't need it, since she's dead.








4. Once you've gone and caught your food
It might be baked, or fried, or stewed
If you've gone out for many tries
You might be low on your supplies
And if your luck is also low
He has some out for sale, you know.








5. If you get poisoned in their place
The others might come eat your face
But if you sneak up nice and slow
You might find some before they grow.
But even if you're rather brave
You needn't go into the cave.









6. Wubbaing down there
You guard the four paths, now one
I must come hug you.
Books
The Fourth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (2010 Festival of Unity Scavenger Hunt).

Discovered on 22 Jun 2011 at 15:00:00 PDT.







The Fourth Annual

Festival of Unity

Scavenger Hunt




Official Clues











GROUP A









1. Come on in and have a beer
Forget about your troubles here
Where you, alone or with a friend,
Can eat and shop and rest and mend.









2. O sweet wubbly cubes!
I know that you are in there!
So I'll wave to you.




3. Here's a task that can't be beat:
Harvest every fish and meat,
Find each food and mine each ore,
(It's cheating if they're from the store)
Then you'll need to chop some wood,
But not for Hwal, though boots are good.
Then a pelt, the gems, and root,
Maybe there's a neat rock suit?
While Antonica you roam,
Don't forget about the loam.
You don't need anything that's rare:
We'll save that for the evil fair.
Then bring them back so I can go
Return and give these things to Qho!









4.  Once you found his ancient port
He seemed a rather friendly sort
Now that you've dug up his bubbly,
He'll let you have what's almost wubbly.









5. Wand'ring as I please,
I see them on the trees.
For practice with my bow,
I'll take it as I go.











GROUP B
1. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And evil scheming in a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or to the caves or bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would adventure on the plain
With orcs as foes, an endless bane,
While others fought the gnolls for good,
By Fippy's Hill and Archer Wood.
And as they travelled all around
They found that notes with tasks abound
For snakes and lizards, mites and rats,
Manta rays and sonic bats.
Then once fulfilled, now feeling bold,
They turned the order in for gold,
So stop on by and choose a task
From in between the crate and cask
As thanks for all the skills they taught,
And did it in the way they ought.









2. Could this be for the Guurok,
If we could visit him?
No, just for silly goblins,
For they are often dim.








3. There was a ship that sailed the sea
It once was one, but now is three.
(But not the ship that brought us here:
It still is one, but gone, I fear.)
I think you should go take a look
For there could be a long-lost book.








4. Antonica and Commonlands and on to
        Kelethin
The griffon and the boat you could both use
        just anywhen
But till you had this, druids simply would not
        let you in.
5. While on the beach and hunting crab,
I soon discovered something drab:
Just a bone, a sandy shard.
Something else that I'll discard.
Wait! What's this? There's some design
On this item from the brine.
Could the other crabs have more
As they scurry on the shore?
Yes! The others have them, too!
Now what shall I use for glue?
I can use the fishes' skin,
Won't even have to gather ten.
Then I'll take another look
At what I found and what I took.
The goblins, they should have a cord:
Got it! What a nice reward!
Very useful scrimshaw token,
Now that it's no longer broken.
I have long moved on from here:
One day I was hunting deer.
I found a tiny piece of fur
Looks like from some gnollish cur.
From what I learned before I grew,
I know exactly what to do!
I've gathered ten more - that was rough.
Now for something I can stuff
Into these gloves, some griffon down
Before I can return to town.
And finally, a tendon thread
To sew it shut and get ahead.









6. They're cooking here, so go retrieve
A spark of the hot.
But too bad troll Chef Gorga
Cannot enter her pot.
Books
The Fourth Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 3 Mar 2018 at 18:00:00 PST.






The Fourth Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

You'll find these things. You need not flee.
Five are found in Frostfang Sea
The others are where one will be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Places to search
----------------------
Frostfang Sea
Great Divide
Thurgadin, City of the Coldain
Eastern Wastes
Everfrost









1. In snow or ice they'll keep you warm
And give protection from the storm
Retrieve one from the store of hide
Where only hardy folk abide.







2. While I was shopping at the store
I wasn't sure what this was for
What's this? I asked, and I was told.
So that's what it was meant to hold.
I'll buy one and I'll keep it near
In case its contents might appear,
If in my travels I might find
Some dwarves, the complicated kind.






3. The dwarves and giants re-enact -
Could they be helped by an artefact?
A blessing powerful indeed
If it's remade, they might be freed.
Later, thread, and rune, and ink
But first, to find it. I must think.
Some notes, though damaged, were retrieved
Perhaps this task will be achieved.
Although I've found these words of lore
I'll look again - there could be more!







4. The chief received disturbing news
And you're the one he would accuse
But since you found the sacred stone
He would leave your head alone
No wonder he's in such a mood
If this is all they have for food
The pickings here are very scant
They just have these, which aren't a plant.








5. It's on the ground! It's all around!
It's here! It's there! It's everywhere!
In all my sight...
But where is right?
Still bereft?
Which is left?





6. The beer was almost in my sight
But, challenged, first I had to fight
We wrestled; she was soon pinned down
I poured a mug, went back to town
Whoo! This brew is rather strong!
And that's when everything went wrong
I searched the highs, I searched the lows
Before I could retrieve the clothes.
One little stein of such a beer
Taught me my lesson, so, this year
I'll take instead, despite its fame
A cup made of what's in its name.









7. The holiday that's almost here
Uses things found very near
Once cooked, you'll find your gathered leaf
Goes nicely with your dish of beef.





8. On the shelf, in a cave
She needed someone who was brave
You'll be fine, and might not die.
But what it's for, she said not why.
You found the gems, and poured the booze
So you'll succeed, and should not lose.
I'm still not sure just what's her angle,
But since she pays, I'll go and tangle.
Then once their numbers I decreased,
She had more plans for the beast.
Go bring these back, we'll raise them right
And they'll protect us when they fight.









9. Friendly, festive cubes
Guarding the Games from owlbears
Have a great big hug!
Books
The Freeport Citizen's Guide to Opportunity
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 8 Nov 2004 at 13:58:04 PST.
Now that you are a citizen of Freeport, you will want to do your part to bring glory to the Overlord. There are many ways to gain prestige and earn coin. As you grow and learn, your efforts will reflect on our city. Journey through Norrath and know that your efforts will inspire our foes to reconsider their allegiance. Might is not only demonstrated by the sword, but by knowing what can be used to our benefit.
Collections
Exploration
Literature
Lost and Found
Adventure
Heritage
Making Yourself Useful
On your journeys you may encounter items which are part of a larger series. You can collect these items as you travel, inspecting them to determine whether they are worthy of retention. You will find this hobby quite rewarding as you learn to identify different animals and their parts.
An example
Close book.
Once you have completed a collection, you should present them to Renny Parvat in East Freeport. He will offer rewards for your completed collections. And should you complete an entire series of collectable items, you may receive something special for your home as well. Go, then, and investigate the wilds to find the rewards beneath your feet.
Close book.
Freeport's history is filled with the greatest explorers of all times. Now that you belong to the Overlord, your finds will add to his glory throughout Norrath. You may have already identified key features throughout the city, such as the Fountain of the Fallen Soldier in the Scale Yard. You are strongly urged to take this moment to look upon the Execution Plaza in West Freeport. Go, now.
An example
Close book.
As you explore lands new to you, remember that you represent Freeport and the Overlord. He will not be well-served if you are unable to put the glory of our city before your own insignificant life. Therefore, go without fear through the lands. Should you see something interesting, investigate it more closely that you may learn more about it for your sake.
Close book.
The Overlord is proud of the high literacy rate among Freeport's citizens and he strongly encourages those who do not read to learn immediately. To this end, he has graciously allowed Sage Navarius Orvalis to set up shop in North Freeport, even though many of the tomes he sells are incomplete. Despite their lack of pages, Sage Orvalis's tomes are fascinating.
An example
Close book.
By purchasing a tome such as "Bird Watching: The Do's and Don'ts of Nektulos Forest," you will explore Norrath and gain new insight into its creatures, history and the folk who inhabit our world. You can also gain new skills by completing any of the Mastery tomes available. Indeed, you are very strongly urged by the Overlord to take advantage of the Sage's stock and to also read any tomes you find while in the wilds.
Close book.
An active mind is an active soldier for Freeport. While you are going about your work for the glory of the Overlord, you must always carefully observe your surroundings. Is anything out of place? Is there an unusual object jutting up through the ground? Investigate these things, for they may provide clues to activities with which you will want to concern yourself.
An example
Close book.
Many unusual items you will find in your travels hold the keys to mysteries in which the Overlord is interested. It would behoove you to find these items and complete any task necessary to determine their exact nature. This way, if the Overlord should summon you into his Presence Chamber, you will be able to explain exactly what you know and how you came to learn these things.
Close book.
One of the hallmarks of a citizen of Freeport is his willingness to take on tasks to further the reputation of the Overlord. Freeport has long been a center of commerce throughout Norrath. Look to assist the Far Seas Trading Company's taskmasters where you find them. Strengthening our ties to commerce strengthens our economy as a whole.
Close book.
Throughout Norrath's history, there are certain items which seem to offer their owners greater protections or abilities. The Overlord is interested in these items and therefore, so must you be. Use your keen observation skills to identify those items, such as the greater lightstones. Learn how to obtain these things and you will please the Overlord.
Close book.
The Overlord requires that all citizens be of some use to the city by advancing their training in their current adventuring profession. We will not have deadbeats and mendicants within the walls of Freeport. Fighters report to Commandant Tychus in the Temple of War. Priests report to Priest Kelian, also within the Temple of War. Mages are to speak with Arcanist Sonius within the Academy of Arcane Sciences. Scouts are to seek out Emissary Millia, she can be found operating out of the Jade Tiger Inn. These locations are all found within the North Freeport section of the city. The prosperity of Freeport will be achieved through blood and sweat! -- Grand Duke Hazran
Close book.
Conclusion
This book is only a guide to what you will be expected to look for and achieve on the Overlord's behalf. Do not waste your time by lazing about. The Age of Destiny is upon us and only those who act quickly will reap the benefits that the world offers.
Close book.
Books
The Freeport Citizen's Guide to Opportunity - 2nd Edition
This item can be placed on the floor in any house type.

My citizenship is not affected if I discard this book without accepting the tasks. If I work on these tasks, I must keep this book until I finish them all. Once I complete the tasks, I will gain additional experience and a copy of this book for my home.

NO-TRADE

Offers the Quest
'The Freeport Citizen's Guide to Opportunity - 2nd Edition'


Discovered on 2 Feb 2006 at 13:53:33 PST.
The Freeport Citizen's Guide to Opportunity - 2nd Edition
Now that you are a citizen of Freeport, you will want to do your part to bring glory to the Overlord. There are many ways to gain prestige and earn coin. As you grow and learn, your efforts will reflect on our city. Journey through Norrath and know that your efforts will inspire our foes to reconsider their allegiance. Might is not only demonstrated by the sword, but by knowing what can be used to our benefit. Your citizenship is not affected if you discard this book without accepting the tasks. If you work on these tasks, you should keep this book until you finish them all.
On your journeys you may encounter items which are part of a larger series. You can collect these items as you travel, inspecting them to determine whether they are worthy of retention.

You will find this hobby quite rewarding as you learn to identify different animals and their parts.
Once you have completed a collection, you should present them to Renny Parvat in East Freeport. He will offer rewards for your completed collections.

And should you complete an entire series of collectable items, you may receive something special for your home as well.

Go, then, and investigate the wilds to find the rewards beneath your feet.
Freeport's history is filled with the greatest explorers of all times.

Now that you belong to the Overlord, your finds will add to his glory throughout Norrath. You may have already identified key features throughout the city, such as the Fountain of the Fallen Soldier in the Scale Yard.

You are strongly urged to take this moment to look upon the Execution Plaza in West Freeport. Go, now.
As you explore lands new to you, remember that you represent Freeport and the Overlord.

He will not be well-served if you are unable to put the glory of our city before your own insignificant life. Therefore, go without fear through the lands.

Should you see something interesting, investigate it more closely that you may learn more about it for your sake.
The Overlord is proud of the high literacy rate among Freeport's citizens and he strongly encourages those who do not read to learn immediately.

To this end, he has graciously allowed Sage Navarius Orvalis to set up shop in North Freeport, even though many of the tomes he sells are incomplete.

Despite their lack of pages, Sage Orvalis's tomes are fascinating.
By purchasing a tome such as "Bird Watching: The Do's and Don'ts of Nektulos Forest," you will explore Norrath and gain new insight into its creatures, history and the folk who inhabit our world.

You can also gain new skills by completing any of the Mastery tomes available. Indeed, you are very strongly urged by the Overlord to take advantage of the Sage's stock and to also read any tomes you find while in the wilds.
An active mind is an active soldier for Freeport. While you are going about your work for the glory of the Overlord, you must always carefully observe your surroundings.

Is anything out of place? Is there an unusual object jutting up through the ground?

Investigate these things, for they may provide clues to activities with which you will want to concern yourself.
Many unusual items you will find in your travels hold the keys to mysteries in which the Overlord is interested.

It would behoove you to find these items and complete any task necessary to determine their exact nature.

This way, if the Overlord should summon you into his Presence Chamber, you will be able to explain exactly what you know and how you came to learn these things.
One of the hallmarks of a citizen of Freeport is his willingness to take on tasks to further the reputation of the Overlord.

Freeport has long been a center of commerce throughout Norrath. Look to assist the Far Seas Trading Company's taskmasters where you find them.

Strengthening our ties to commerce strengthens our economy as a whole.
Throughout Norrath's history, there are certain items which seem to offer their owners greater protections or abilities.

The Overlord is interested in these items and therefore, so must you be. Use your keen observation skills to identify those items, such as the greater lightstones.

Learn how to obtain these things and you will please the Overlord.
The Overlord requires that all citizens be of some use to the city by advancing their training in their current adventuring profession. We will not have deadbeats and mendicants within the walls of Freeport.

Get familiar with organizations that have a local presence. The Seafury Buccaneers are in South Freeport. You will find both high-ranking representatives of the Freeport Militia and the Coalition of Tradesfolke in West Freeport. The Dismal Rage can be found in North Freeport.
This book is only a guide to what you will be expected to look for and achieve on the Overlord's behalf.

Do not waste your time by lazing about.

The Age of Destiny is upon us and only those who act quickly will reap the benefits that the world offers.
Books
The Goblish Stones - A Translation
This item can be placed on the floor in any house type.

Ayndrew Celladar's translation of the goblish stones found within Runnyeye Hoard Pits.

TREASURED
NO-TRADE  NO-VALUE

Quest reward from [200] Rummage for Answers (World Event) (Repeatable), started by Tellar Blackswell in Bar of Brell.

Discovered on 7 Mar 2013 at 0:15:10 PST.
Stone 1

"...our made men would know no peace with wyrm kind on rock, in water, and in air." Brother god agrees, "How to end them and make the world safe for our made men?"
"Wyrms is big, and mean hitters and biters. It took other big hitters and biters to kill many, many wyrms before."
"Brell smart!" Brother say, -With mud we shape big, mean, hitters and biters, too!"
Stone 2

The big ones did as they were shaped. Wyrms were broken, and nests unmade across all of world.
Bolgin Serilis smiled! Now their made men would not be eaten, and smashed by wyrms. But his brother-god did not smile. Brell attacked the big ones!
Bolgin Serilis had angry tongue, and yelled at his brother, "Why do you attack?"
"They are to be broken!" Brell spitted back...
Stone 3

The brother gods of the under-rock fought each other. Not a wrestle fight as kin do for laugh.
Their battle lasted many suns. Hit against hit, kick against kick, bite against bite!
They were same, too much, in blood and magics. No stronger was one Serilis over other, only different.
The battle ended. Both needed sleep and heals.
Stone 4

... how long he slept. He searched the land, and air, and water for the big ones. He did not find them.
Bolgin Serilis went back to his under-rock home. He wanted his own made men! If he shape men small and quick, and give them ables to make more mens, Brell not be able to kill them all!
...
Books
The Great Flood of Blackburrow
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [15] The Great Flood (Blackburrow), started by examining The Great Flood of Blackburrow (dropped in Blackburrow).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Great Flood"
for 1c.

Discovered on 13 May 2008 at 9:48:27 PDT.
"The Great Flood," a personal observation by a nameless traveler. The pages were apparently compiled based on his (or her) journal.
The route through the Blackburrow of the gnolls from Everfrost is dark, twisting and deep. I have quite often gotten lost as I do not use any source of light. That would reveal my presence to the cursed gnolls. My business is my own, taking me through these dark passages every fortnight.
My home is Halas of the North. My business takes me to Qeynos Hills and for that reason alone, I must suffer the trek through the stench of the gnoll pits. Sometimes I will send ahead my pet wolf Silkie to find sport in the darkness. She enjoys the exercise, for the gnolls cannot outrun her. I can follow their cries and need not use any of the dark methods I have learned to see in the dark.
On this journey, Silkie and I found the snows melting by day and freezing at night. Daggers of ice hung from the rocky outcroppings, sometimes breaking off and shattering on the ground below with a loud crack. Her tail between her legs, her ears darting back and forth, Silkie panted and paced, uneasy. Her troubled behavior made me uneasy as well.
At the entrance to the tunnels, we found the gnoll guards had abandoned their posts, leaving behind nothing but the cold embers of their watch fires. There used to be snow at this level, but there was not. The ground was moist with melting snow. Silkie refused to enter the tunnel until I threatened her. Then she scuttled ahead sideways, like a crab, trying to see both ahead of us and behind.
Down we went on our usual route, encountering nothing. The tunnels were silent, but for the constant drip-drip-drip of water in the dark. As we emerged from one narrow tunnel into a wider space, Silkie whimpered and whined, her misery echoing around the chamber. "Be still!" I commanded her. She fell silent and I was aware that the entire world had gone silent as well.
Suddenly came a large rending sound that shook the marrow of the mountains and threw me and Silkie to the ground. She scrambled to her feet and ran howling away through the darkness. I lay pressed against the rocky ground, hugging it as though I could stop its convulsions. Finally, it grew still. "Silkie!" I called into the silence. She did not answer.
No, Silkie did not come at my call, though I could still hear her terrified, high-pitched whimper echoing. Then she fell silent and I heard something else -- a roar that I have never heard in those tunnels before. It reminded me of the scream the snow makes as it tumbles down a mountainside on a sleigh of ice. A roar covered in velvet.
I too scrambled to my feet, but with the unseen roar echoing through the chamber, could not know which way to turn. I began my enchantment, though my teeth chattered. A heavy wind rushed into the chamber, bringing with it the smell of generations of foul gnolls from somewhere deep in the Blackburrow. It broke my concentration and my spell dissipated before I could cast.
And then the water surrounded me. It tumbled me over and over like a pebble on the sea shore. I could not tell what was skyward and which way led to death in its depths. The waters rushed onward, as frantic as I to find an outlet. After an eternity, the waters threw me onto an unseen ledge near the roof of the cavern before swirling away.
Though I lay on the ledge for days, the water did not drain. I was finally able to cast my light-giving spell and saw the ruin of the cavern below. My thoughts lay on my certain death and I was bitter and angry to die like a gnoll and not with honor in battle. I would not die unsung. You who read this, know that the world was shaken and I survived. For a little while.
Books
The Great Flood of Blackburrow
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [15] The Great Flood (Blackburrow), started by examining The Great Flood of Blackburrow (dropped in Blackburrow).

Discovered on 13 Nov 2004 at 12:50:50 PST.
"The Great Flood," a personal observation by a nameless traveler. The pages were apparently compiled based on his (or her) journal.
Entry One
Put book away.
The route through the Blackburrow of the gnolls from Everfrost is dark, twisting and deep. I have quite often gotten lost as I do not use any source of light. That would reveal my presence to the cursed gnolls. My business is my own, taking me through these dark passages every fortnight.
Entry Two
Put book away.
My home is Halas of the North. My business takes me to Qeynos Hills and for that reason alone, I must suffer the trek through the stench of the gnoll pits. Sometimes I will send ahead my pet wolf Silkie to find sport in the darkness. She enjoys the exercise, for the gnolls cannot outrun her. I can follow their cries and need not use any of the dark methods I have learned to see in the dark.
Entry Three
Put book away.
On this journey, Silkie and I found the snows melting by day and freezing at night. Daggers of ice hung from the rocky outcroppings, sometimes breaking off and shattering on the ground below with a loud crack. Her tail between her legs, her ears darting back and forth, Silkie panted and paced, uneasy. Her troubled behavior made me uneasy as well.
Entry Four
Put book away.
At the entrance to the tunnels, we found the gnoll guards had abandoned their posts, leaving behind nothing but the cold embers of their watch fires. There used to be snow at this level, but there was not. The ground was moist with melting snow. Silkie refused to enter the tunnel until I threatened her. Then she scuttled ahead sideways, like a crab, trying to see both ahead of us and behind.
Entry Five
Put book away.
Down we went on our usual route, encountering nothing. The tunnels were silent, but for the constant drip-drip-drip of water in the dark. As we emerged from one narrow tunnel into a wider space, Silkie whimpered and whined, her misery echoing around the chamber. "Be still!" I commanded her. She fell silent and I was aware that the entire world had gone silent as well.
Entry Six
Put book away.
Suddenly came a large rending sound that shook the marrow of the mountains and threw me and Silkie to the ground. She scrambled to her feet and ran howling away through the darkness. I lay pressed against the rocky ground, hugging it as though I could stop its convulsions. Finally, it grew still. "Silkie!" I called into the silence. She did not answer.
Entry Seven
Put book away.
No, Silkie did not come at my call, though I could still hear her terrified, high-pitched whimper echoing. Then she fell silent and I heard something else -- a roar that I have never heard in those tunnels before. It reminded me of the scream the snow makes as it tumbles down a mountainside on a sleigh of ice. A roar covered in velvet.
Entry Eight
Put book away.
I too scrambled to my feet, but with the unseen roar echoing through the chamber, could not know which way to turn. I began my enchantment, though my teeth chattered. A heavy wind rushed into the chamber, bringing with it the smell of generations of foul gnolls from somewhere deep in the Blackburrow. It broke my concentration and my spell dissipated before I could cast.
Entry Nine
Put book away.
And then the water surrounded me. It tumbled me over and over like a pebble on the sea shore. I could not tell what was skyward and which way led to death in its depths. The waters rushed onward, as frantic as I to find an outlet. After an eternity, the waters threw me onto an unseen ledge near the roof of the cavern before swirling away.
Entry Ten
Put book away.
Though I lay on the ledge for days, the water did not drain. I was finally able to cast my light-giving spell and saw the ruin of the cavern below. My thoughts lay on my certain death and I was bitter and angry to die like a gnoll and not with honor in battle. I would not die unsung. You who read this, know that the world was shaken and I survived. For a little while.
Close Book.
Books
The Growing
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 10 Nov 2005 at 1:31:44 PST.
The Growing


Second Edition
This book is a creation myth as told by the Valkyrie
As the world aged, the innocence of youth would begin to fade.


As the elements would rebuff one another, so too would the Urges bristle in the presence of another. This was the time known as the Growing.


Things were neither good nor were they bad, for the mortals would be the ones to make the ultimate choice. However, this was not the case everywhere.


In another world, in a world of never-ending Ice, there would be a place where the Contentment never ended.
The Valkyries soared throughout their kingdom city known as the Cloister of Euphoria. Being led by their queen, Frikka, they would know only Happiness, Peace, and Harmony. After ages of contemplation, the queen would understand how this came to be. For you see, Frikka was the first Valkyrie to think of the opposite.
Knowing that Happiness came from the absence of Despair, that Peace came about from the end War, and Harmony was known only when Strife was overcome.


Seeing that her people did not know this, they could never appreciate what it was that they had. And that was what she would give to the Valkyries - appreciation of the gifts given to them by the Mother Urge.
Gathering her people together, she gave a grand speech about what it was that she had found.


She explained to them what they were missing in their lives, but her speech was only met with blank stares.


As she continued, she saw that she would have to give a demonstration of what she meant.
In order for her people to understand Happiness she must show them Despair. Selecting from the crowd the greatest ballad singer within the Cloister of Euphoria, the queen banished her to a life in exile. For the first time ever, a cry of anguish was heard within the Cloister. Frikka explained that only when the singer would return to the Cloister, would Despair end and Happiness resume.
In order for her people to understand Peace, she would have to show them what War was.


She divided the Cloister of Euphoria into two peoples and set them against each other. Initially not knowing what to do, they stood there.


After some time, however, the Valkyries got the hang of it and aggressively attacked each other. Frikka explained that once everyone could learn to get along with each other, War would end and Peace would begin.
In order for her people to understand Harmony, she would have to show them what Strife was.


To demonstrate this she began to destroy all of the art, all of the songs, and all of the sculpture within the Cloister of Euphoria. As the Valkyries looked at their spartan surroundings, they felt strife deep in their hearts.


Frikka explained that when the art, and with it comfort, would return is when Strife would end and Harmony would begin again.
Frikka concluded her speech to the Valkyries by telling them that when all Happiness, Peace, and Harmony would return, the people would truly appreciate it all the more.


Leaving her people with her greatest gift, she returned to her chambers to think upon what more she could give her people.
As she sat in her chamber knowing that her people were no longer living in ignorance, Frikka felt as if she had granted her people a new life.


She stood upon her balcony and watched as the maiden after maiden would fight against each other, struggling to survive, and many wallowing in the depths of anguish.


And she knew this would be all for the better one day.
As she contemplated what she saw in the now ruined city of the Cloister, she was approached by the Urge of Ice.


The Mother Urge asked Frikka what had happened in her absence and Frikka explained everything she had done for the Valkyries.


The Mother Urge exploded in a fury never before seen by the Valkyries and its wake washed over them all.
Books
The Growing
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] The Growing (Tome).

Components
The Growing - Page 2 (shinies or looted in Everfrost)
The Growing - Page 3 (shinies in Everfrost)
The Growing - Page 6 (shinies in Everfrost)
The Growing - Page 7 (shinies in Everfrost)
The Growing - Page 10 (shinies or looted in Everfrost)
The Growing - Page 11 (shinies or looted in Everfrost)

Discovered on 18 Nov 2005 at 2:33:46 PST.
The Growing


Second Edition
This book is a creation myth as told by the Valkyrie
As the world aged, the innocence of youth would begin to fade.


As the elements would rebuff one another, so too would the Urges bristle in the presence of another. This was the time known as the Growing.


Things were neither good nor were they bad, for the mortals would be the ones to make the ultimate choice. However, this was not the case everywhere.


In another world, in a world of never-ending Ice, there would be a place where the Contentment never ended.
The Valkyries soared throughout their kingdom city known as the Cloister of Euphoria. Being led by their queen, Frikka, they would know only Happiness, Peace, and Harmony. After ages of contemplation, the queen would understand how this came to be. For you see, Frikka was the first Valkyrie to think of the opposite.
Knowing that Happiness came from the absence of Despair, that Peace came about from the end War, and Harmony was known only when Strife was overcome.


Seeing that her people did not know this, they could never appreciate what it was that they had. And that was what she would give to the Valkyries - appreciation of the gifts given to them by the Mother Urge.
Gathering her people together, she gave a grand speech about what it was that she had found.


She explained to them what they were missing in their lives, but her speech was only met with blank stares.


As she continued, she saw that she would have to give a demonstration of what she meant.
In order for her people to understand Happiness she must show them Despair. Selecting from the crowd the greatest ballad singer within the Cloister of Euphoria, the queen banished her to a life in exile. For the first time ever, a cry of anguish was heard within the Cloister. Frikka explained that only when the singer would return to the Cloister, would Despair end and Happiness resume.
In order for her people to understand Peace, she would have to show them what War was.


She divided the Cloister of Euphoria into two peoples and set them against each other. Initially not knowing what to do, they stood there.


After some time, however, the Valkyries got the hang of it and aggressively attacked each other. Frikka explained that once everyone could learn to get along with each other, War would end and Peace would begin.
In order for her people to understand Harmony, she would have to show them what Strife was.


To demonstrate this she began to destroy all of the art, all of the songs, and all of the sculpture within the Cloister of Euphoria. As the Valkyries looked at their spartan surroundings, they felt strife deep in their hearts.


Frikka explained that when the art, and with it comfort, would return is when Strife would end and Harmony would begin again.
Frikka concluded her speech to the Valkyries by telling them that when all Happiness, Peace, and Harmony would return, the people would truly appreciate it all the more.


Leaving her people with her greatest gift, she returned to her chambers to think upon what more she could give her people.
As she sat in her chamber knowing that her people were no longer living in ignorance, Frikka felt as if she had granted her people a new life.


She stood upon her balcony and watched as the maiden after maiden would fight against each other, struggling to survive, and many wallowing in the depths of anguish.


And she knew this would be all for the better one day.
As she contemplated what she saw in the now ruined city of the Cloister, she was approached by the Urge of Ice.


The Mother Urge asked Frikka what had happened in her absence and Frikka explained everything she had done for the Valkyries.


The Mother Urge exploded in a fury never before seen by the Valkyries and its wake washed over them all.
Books
The Halls of the Dead Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [30] The Halls of the Dead Creature Cataloging (Tome), started by examining Halls of the Dead Creature Catalog (found in The Thundering Steppes) (purchased from a gratified merchant) (found in Enchanted Lands) (purchased from a gratified merchant) (found in Everfrost) (purchased from a gratified merchant).

Discovered on 7 Jan 2005 at 11:54:37 PST.
While stories have said that "dead ones tell no tales," these stories are not about Stormhold or Fallen Gate. The dead of these regions are still anxious to tell their tales, as they walked the world during some of its most turbulent and violent periods. Stormhold was the base for the ancient order called Knights of Thunder, while the First Gate was an entrance to Neriak, home of the Teir'Dal.
Read the book
Put the book away.
Stormhold's location was unknown for many seasons but is now known to be located in the foothills of eastern Antonica on Karan. On D'Lere, Fallen Gate can be reached somehow through the Commonlands. As is usual with ancient bastions, the exact locations are generally known yet never committed to writing lest the writer find himself victim of an unfortunate accident.
Read the book
Put the book away.
Both Fallen Gate and Stormhold are primarily below ground. Carved from the stones surrounding them, the weight of the world above provides great insulation against any temperature fluctuations above. They are generally cool, but not uncomfortably so. It is wise however to bring a cloak or other wrap to keep out the chill.
Read the book
Put the book away.
As sunshine and warmth do not penetrate into these caverns, the primary flora of Stormhold and First Gate are varieties of fungi and lichens. One exception in First Gate is the extremely rare cavern feeder. It is pale and faintly luminescent, growing beside underground pools. It is a carnivorous plant that dips into the water to strain discarded entrails and small fry.
Read the book
Put the book away.
It is said scenes of sudden assault are haunted by those who took part in the battles. First Gate and Stormhold prove this to be true. Ghosts and apparitions of ancient warriors and mages continue to haunt their former assignments, looking at all who enter as enemies. Being underground regions, they are each infested with various bugs, snakes and leeches as well.
Close the book.
Books
The Hammer of Below
This item can be placed on the floor in any house type.

Although covered with soot and grime, this tome is very ornate and adorned with dwarven elements.

NO-TRADE  NO-VALUE

Collection reward from [65] The Hammer of Below (Tome).

Components
The Hammer of Below, an incomplete manuscript (plundered from a chest at -101, 46, -81 in Kaladim)
The Hammer of Below, Page 1 (shinies in Kaladim)
The Hammer of Below, Page 4 (shinies in Kaladim)
The Hammer of Below, Page 5 (shinies in Kaladim)
The Hammer of Below, Page 7 (shinies in Kaladim)
The Hammer of Below, Page 9 (shinies in Kaladim)
The Hammer of Below, Page 10 (shinies in Kaladim)
The Hammer of Below, Page 11 (shinies in Kaladim)
The Hammer of Below, Page 12 (shinies in Kaladim)

Discovered on 15 Nov 2006 at 7:00:41 PST.
The Hammer of Below
The Hammer of Below begins amidst the conflict of the unworthy. It is a relic whose path led through the abyssal lair of the last child of the Ocean Lord. It is within that hold, a prison of Prexus some would say, that the omega did vie with the intellect. This battle of egos will someday begin the mortal quest of The Stormhammer.
Deep sixed within an oubliette, many adventurers have perished. He is the last of his kind, the last of the Norrathian children of Qisallis. With a physique formed of fish and Dal, the omega guards his keep. Those who enter find themselves eternal residents of this deathly realm. What was once a city of deep learning has become a memorial of a race long forgot. The omega allows no departures from this ancient place. Here by his side the creatures of Qisallis flutter and float and incarcerate those who seek what is not theirs. No one escapes, but the intellect defies this law.
A great power of the abyss meets a legendary intellect. Such a confrontation is made for the ages. It all began with a threat of knowledge, a release of a secret... a taunt of the highest power. The great intellect that hailed from Mount Erudition delved into the ancient ages and uncovered the reason for the omega, the hidden force behind an extinction of the children of the Ocean Lord. Entering into the murky ruins, he entered armed with only this lost truth. It is all he needed.
With a threat and a boast the intellect defies his host. The one from below is enraged and mad that his secret is released, a secret of great sadness. To the one that did taunt, death would have arrived if it were not for the supernatural stalemate. A power that was the unwitting end of a race is also wielded by a highman. The intellect directs a threat of destruction if his demands are not met. The power that could destroy an entire race within the blink of a titan's eye could be unleashed by one who has studied and mastered the many circles of the arcane. The omega must comply and the great intellect wins the day.
The keep of the abyss has been compromised and the great intellect threatens to return. But the omega strikes back in silence and within a vision granted the eyes of the intellect shall be redirected. A vision is given of a great relic of below, a hammer of the gods that once lay in the hands of the first kind of Kaladim. This vision was granted to an unscrupulous stout by the name of Duskan Hammerhand. In the vision, the hammer is secreted beneath the great cauldron, within a barnacle-encrusted tower. Here it is guarded by goblins of the abyss. Here is where Hammerhand shall find it.
Duskan recognized the holy relic of the dwarves. Delusions of grandeur lead him to a foolish attempt to retrieve the hammer. The witless bandit dives into the cauldron and locates the citadel of the abyss. His entry depicts his great skill, but the halls of water are not gracious to guests. The goblins of the abyss are quick to spring to action. Their movements were as fluid as the tides. His dreams of being the lone hero are in vain, his mission into the barnacle citadel, futile. Barely escaping with his life, the stout rises to the surface. He knows he must return to Kaladim and lick his wounds. The glory of rescue shall be a joint venture of rogue and guard.
Crawling along the short, near death and barely coherent, Duskan manages to convince a party of passing trotters to escort him to the kingdom of the dwarves. There, Duskan is brought before King Kazon Stormhammer and explains his vision and his ordeal. The king organizes an expedition to recover the hammer. At the lead of this assault are three dwarven champions; Boric Stormhammer, Kalek Orefinder and Fenric Ogrebane. These three heroes are aided by guard and trotter. Trotters have a tendency to fall into the ventures of the ancient empires. What it is they seek is not glory, but riches and power. Their mettle is soon tested as the mission to retrieve Dagnor's Fist begins.
The march to the cauldron is long and hard. The heroes of the kingdom reached the shores. Battling back the vanguard of the abyss was done at ease. The battle continued into the murky depths of the cauldron. The heroes breached the barnacled-keep and cut down the forces within. The final defender would not be so easy, or alone. The goblin Tide Lord faced the heroes in a battle for the hammer. Although the Tide Lord was powerful, the heroes found an advantage. When victory was near, Phinigel Autropos did appear. With power unmatched, the omega stymies the heroes, driving them back. Then without reason, he vanished. The heroes are victorious, so it would seem. The hammer is won.
The victory march back to Kaladim is interrupted. A Teir'Dal hero and his dragoon raiding party appear and a violent battle ensues. In the skirmish, the heroes are outnumbered and each falls against insurmountable odds. Valkis D'Vinn, leader of the dragoons, carefully seals the captured hammer in an enchanted chest, and orders his group to march to the nearby kingdom of the orcs and ally to Neriak. But Fenric is not dead! His ability to feign death is unrivaled. Through words heard upon the field of defeat, he heard of the destination of the hammer, Crushbone Keep. When the evil army is departed, the injured hero crawls back to Kaladim and with him comes the location of the hammer.
A final operation to reclaim the hammer of Dagnor Butcherblock is undertaken. An army of Stormguard and trotter is organized. No force could keep them from reaching the doors to Crushbone Keep. While Stormguard warriors battle Crushbone centurions a band of heroes enters to find the chest that holds the hammer. The sealed adamant chest of Thex passes into the possession of the heroes. The victorious force returned to Kaladim to deliver the chest to King Kazon. Unfortunately, the chest was impregnable, a stolen device of gnomish invention. The hammer was locked within.
Within the borderlands of the Teir'Dal Empire the key of the chest awaits. Such a place is unfamiliar to a dwarf, but not to trotter. The trotters are hired to retrieve the key. In a long expedition into the Ashlands of Tunaria, the final heroes do find the owner of the key. Captain Na'Var and his dragoons are met. The struggle for the key is long, but the trotters proved their strength. The key is taken and makes its way across the Ocean of Tears to meet the hands of the king of Kaladim. The heroes are honored and the Hammer of Butcherblock has returned to its home.
But this is not the artifact behind these words. In this tale of the hammer of the first kind of Kaladim, the riddle of Stormhammer rests. What once restrained the glorious radiance of the hammer now reveals the riddle. Through a path of a divided key, it will lead a hero. Listen well to whispers of champions and the journey shall begin. The Stormhammer, hammer of below, hammer of the thunder lords, hammer forged in the Underfoot and lost to all. This hammer shall wait beyond turmoil, beyond war and beyond cataclysms. Within Destiny it awaits.
Books
The Haunting
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Ghost'

Quest reward from [50] Lore and Legend: Ghost (Lore and Legend), started by examining ghost parts or by examining The Haunting in Nektropos Castle (-19, 0, -63).

Plundered from Nektropos Castle (-19, 0, -63).

Discovered on 13 Sep 2005 at 12:26:07 PDT.
"The Haunting" -- by Serina Melosine, bard of Qeynos Harbor. Being a tale that crosses time and knows no boundaries. For know that ghosts are merely those that once lived and that they, too, can love.
A story of true love.
She had always been drawn to that house. The whitewash of its crumbling stone walls had worn away with the rain to streak the ground around it with a dull grey film.

No one lived there or had for generations, yet in her mind's eye, Maida could see the walls rebuilt, a basket of flowers -- no, of ivy -- beside the circular window that faced the street.

Her mother chided her, "That is a place of haunting, Maida, and you would do well to stay away."

But Maida could not.
And so when her betrothed demanded she name the palace in which they would live, she said simply, "I would live there."

And he laughed, pushing open the remains of a heavy wooden door that still hung by crumbling leather straps.

"In this? You would be queen of the dead in this forsaken tomb," he said mockingly. "We will live in my summer palace. Make ready, for the wedding is within the year."
Now, Maida's heart grieved, for this tumble-down cottage of her youthful fancy was leagues from the king's summer palace. And so to ease her homesickness for a home that was not her own, she began to work the tapestry which would hang in her new house, once she was married to the king.
"You are mad," said her mother angrily, "The king does you great honor and you stitch a hovel to decorate his palace."
Maida shook her head and continued to work.
Sometimes she would sit within the cottage's humble walls, ignoring the jumble of broken crockery left through years of neglect.

She imagined the fireplace cleared of the fallen chimney stones, its hearth bathed red and gold by firelight. Upon the hearth would lie a cat -- no, a dog.

As she stitched in her chair before this imaginary fire, another chair would slowly appear in the darkness across from her.

And he read to her.
Maida felt she would always know that voice, though she knew it not in her waking. She could never remember what stories she heard.

She only knew that she felt as though the walls of her world closed in upon her at the thought of never hearing that voice again.

For she knew, even as she worked her tapestry in the still of her room, that once she was married she should never hear it again.
On the week before her wedding, Maida had nearly completed her work.

Her mother berated her: "That is not what that haunted house looks like!"

For Maida had carefully crafted from her dreams the thatching of the cottage roof, a tiny pane of glass centered in the front window and a line of herbs drying along the eaves.

And yet, anyone who saw it knew instantly which of all the ruined houses along the lane this was.
"We marry tomorrow, the omens are better," said the king, striding into her bower and disturbing her at her work.

"Tomorrow? That is impossible!" she cried, tracing the barest of curtseys before her betrothed.
"It is a week tomorrow you mean." He laughed and pulled her roughly toward him saying, "Nothing is impossible for someone in love."
Maida felt a great weight lifted from her at his words. Nothing was impossible?

Then she would do what she must, for she was in love. In love with the voice that came from the darkened chair, beside the fireplace in the cottage of her dreams.

"I must finish this tonight," she murmured, "if we are to wed tomorrow."

And the king laughed again and left her to her work.
Through the night, Maida worked, pausing only to close her eyes and see with her heart.

At last as the sun slowly rose in the east, she ran a soft hand across her completed work. Her eyelids drifted slowly shut.

Then she heard him say, "I am glad you are staying, beloved."

He rose from the chair beside the fire and taking her hands into his, led her out the open door into her new world.
And so, when the king's entourage arrived to escort Maida to the altar, they found her not.
All that remained in her room was her tapestry of the cozy white cottage.
Through its window, one might glimpse the shadowy form of a man and a maid seated before the fire while a dog drowsed on the hearth at their feet.
Books
The Haunting
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:02:45 PDT.
"The Haunting" -- by Serina Melosine, bard of Qeynos Harbor. Being a tale that crosses time and knows no boundaries. For know that ghosts are merely those that once lived and that they, too, can love.
A story of true love.
She had always been drawn to that house. The whitewash of its crumbling stone walls had worn away with the rain to streak the ground around it with a dull grey film.

No one lived there or had for generations, yet in her mind's eye, Maida could see the walls rebuilt, a basket of flowers -- no, of ivy -- beside the circular window that faced the street.

Her mother chided her, "That is a place of haunting, Maida, and you would do well to stay away."

But Maida could not.
And so when her betrothed demanded she name the palace in which they would live, she said simply, "I would live there."

And he laughed, pushing open the remains of a heavy wooden door that still hung by crumbling leather straps.

"In this? You would be queen of the dead in this forsaken tomb," he said mockingly. "We will live in my summer palace. Make ready, for the wedding is within the year."
Now, Maida's heart grieved, for this tumble-down cottage of her youthful fancy was leagues from the king's summer palace. And so to ease her homesickness for a home that was not her own, she began to work the tapestry which would hang in her new house, once she was married to the king.
"You are mad," said her mother angrily, "The king does you great honor and you stitch a hovel to decorate his palace."
Maida shook her head and continued to work.
Sometimes she would sit within the cottage's humble walls, ignoring the jumble of broken crockery left through years of neglect.

She imagined the fireplace cleared of the fallen chimney stones, its hearth bathed red and gold by firelight. Upon the hearth would lie a cat -- no, a dog.

As she stitched in her chair before this imaginary fire, another chair would slowly appear in the darkness across from her.

And he read to her.
Maida felt she would always know that voice, though she knew it not in her waking. She could never remember what stories she heard.

She only knew that she felt as though the walls of her world closed in upon her at the thought of never hearing that voice again.

For she knew, even as she worked her tapestry in the still of her room, that once she was married she should never hear it again.
On the week before her wedding, Maida had nearly completed her work.

Her mother berated her: "That is not what that haunted house looks like!"

For Maida had carefully crafted from her dreams the thatching of the cottage roof, a tiny pane of glass centered in the front window and a line of herbs drying along the eaves.

And yet, anyone who saw it knew instantly which of all the ruined houses along the lane this was.
"We marry tomorrow, the omens are better," said the king, striding into her bower and disturbing her at her work.

"Tomorrow? That is impossible!" she cried, tracing the barest of curtseys before her betrothed.
"It is a week tomorrow you mean." He laughed and pulled her roughly toward him saying, "Nothing is impossible for someone in love."
Maida felt a great weight lifted from her at his words. Nothing was impossible?

Then she would do what she must, for she was in love. In love with the voice that came from the darkened chair, beside the fireplace in the cottage of her dreams.

"I must finish this tonight," she murmured, "if we are to wed tomorrow."

And the king laughed again and left her to her work.
Through the night, Maida worked, pausing only to close her eyes and see with her heart.

At last as the sun slowly rose in the east, she ran a soft hand across her completed work. Her eyelids drifted slowly shut.

Then she heard him say, "I am glad you are staying, beloved."

He rose from the chair beside the fire and taking her hands into his, led her out the open door into her new world.
And so, when the king's entourage arrived to escort Maida to the altar, they found her not.
All that remained in her room was her tapestry of the cozy white cottage.
Through its window, one might glimpse the shadowy form of a man and a maid seated before the fire while a dog drowsed on the hearth at their feet.
Books
The Haunting
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Ghost (Lore and Legend), started by examining The Haunting in Nektropos Castle (-19, 0, -63).

Discovered on 3 Dec 2004 at 6:56:32 PST.
A story of true love.
Entry One
Put book away.
"The Haunting" -- by Serina Melosine, bard of Qeynos Harbor. Being a tale that crosses time and knows no boundaries. For know that ghosts are merely those that once lived and that they, too, can love.
Read book
Put book away.
She had always been drawn to that house. The whitewash of its crumbling stone walls had worn away with the rain to streak the ground around it with a dull grey film. No one lived there or had for generations, yet in her mind's eye, Maida could see the walls rebuilt, a basket of flowers -- no, of ivy -- beside the circular window that faced the street. Her mother chided her, "That is a place of haunting, Maida, and you would do well to stay away." But Maida could not.
Entry Two
Put book away.
And so when her betrothed demanded she name the palace in which they would live, she said simply, "I would live there." And he laughed, pushing open the remains of a heavy wooden door that still hung by crumbling leather straps. "In this? You would be queen of the dead in this forsaken tomb," he said mockingly. "We will live in my summer palace. Make ready, for the wedding is within the year."
Entry Three
Put book away.
Now, Maida's heart grieved, for this tumble-down cottage of her youthful fancy was leagues from the king's summer palace. And so to ease her homesickness for a home that was not her own, she began to work the tapestry which would hang in her new house, once she was married to the king. "You are mad," said her mother angrily, "The king does you great honor and you stitch a hovel to decorate his palace." Maida shook her head and continued to work.
Entry Four
Put book away.
Sometimes she would sit within the cottage's humble walls, ignoring the jumble of broken crockery left through years of neglect. She imagined the fireplace cleared of the fallen chimney stones, its hearth bathed red and gold by firelight. Upon the hearth would lie a cat -- no, a dog. As she stitched in her chair before this imaginary fire, another chair would slowly appear in the darkness across from her. And he read to her.
Entry Five
Put book away.
Maida felt she would always know that voice, though she knew it not in her waking. She could never remember what stories she heard. She only knew that she felt as though the walls of her world closed in upon her at the thought of never hearing that voice again. For she knew, even as she worked her tapestry in the still of her room, that once she was married she should never hear it again.
Entry Six
Put book away.
On the week before her wedding, Maida had nearly completed her work. Her mother berated her: "That is not what that haunted house looks like!" For Maida had carefully crafted from her dreams the thatching of the cottage roof, a tiny pane of glass centered in the front window and a line of herbs drying along the eaves. And yet, anyone who saw it knew instantly which of all the ruined houses along the lane this was.
Entry Seven
Put book away.
"We marry tomorrow, the omens are better," said the king, striding into her bower and disturbing her at her work. "Tomorrow? That is impossible!" she cried, tracing the barest of curtseys before her betrothed. "It is a week tomorrow you mean." He laughed and pulled her roughly toward him saying, "Nothing is impossible for someone in love."
Entry Eight
Put book away.
Maida felt a great weight lifted from her at his words. Nothing was impossible? Then she would do what she must, for she was in love. In love with the voice that came from the darkened chair, beside the fireplace in the cottage of her dreams. "I must finish this tonight," she murmured, "if we are to wed tomorrow." And the king laughed again and left her to her work.
Entry Nine
Put book away.
Through the night, Maida worked, pausing only to close her eyes and see with her heart. At last as the sun slowly rose in the east, she ran a soft hand across her completed work. Her eyelids drifted slowly shut. Then she heard him say, "I am glad you are staying, beloved." He rose from the chair beside the fire and taking her hands into his, led her out the open door into her new world.
Entry Ten
Put book away.
And so, when the king's entourage arrived to escort Maida to the altar, they found her not. All that remained in her room was her tapestry of the cozy white cottage. Through its window, one might glimpse the shadowy form of a man and a maid seated before the fire while a dog drowsed on the hearth at their feet.
Close Book.
Books
The History of Ayr'Dal
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 24 Dec 2004 at 0:50:00 PST.
Through my own experiences, I have gained knowledge and insight into the Ayr'Dal.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
My name is Trinni Mellosius and I'm a half-elf. I guess that's why my teacher asked me to write a research paper about our history. As if we have a history of our own! But since I need to pass this class, I guess I'll write one.
Continue Story 1
Close
So you're walking around Qeynos, or maybe even Freeport (I live in Willow Wood, so I just have to guess about you-know-where) and you see someone who has pointy ears like an elf, is taller than an elf, but not so tall as a human and what have you got? Ayr'Dal!
Continue Story 1
Close
In my opinion, which doesn't necessarily reflect the view of my teacher, half-elves are gorgeous, with our pointy ears and great complexions. I mean, high elves look kind of scrawny next to one of us, don't they? They're... ethereal-like. It's kind of creepy.
Continue Story 1
Close
Obviously, we're called half-elves because half our blood is elvish. What makes the other half? Human! I don't know that there's any half-elf that's like, half elf and half dwarf, so it's always half-human. Why they don't call us half-human, I don't know.
Continue Story 1
Close
Actually, I do know: half-human is an insult. Which makes me wonder: is half-elf supposed to be an insult, too? That would be pretty rotten, don't you think? Anyway, back to our history. So, an elf and a human fell in love and their baby turned out to be one of us.
Close
Mostly half-elves are the off-spring of humans and Feir'Dal. That's because wood elves are really the nicest of the bunch and don't mind talking to other folks. My best friend Daryann is a wood elf. She's like a sister to me. Say?I wonder if she really IS my sister? That would be great!
Continue Story 2
Close
So, if a half-elf marries a half-elf and they have a child, is that child a quarter-elf? If a half-elf marries a full-elf (probably a Feir'Dal, they're the nicest), is their baby a three-quarters-elf? Could my descendants (if I have any) marry elves enough to eventually turn back into full-elves? Thinking about that kind of stuff makes my head hurt!
Continue Story 2
Close
I don't mind telling you that I can't stand those snooty Koada'Dal. Who do they think they are, anyway? I mean, half-elves are elves too! Sort of. They talk down to us, as I'm sure the Teir'Dal do in Freeport about their half-elves. But think about it: we're children of love!
Continue Story 2
Close
The only elves who are actually decent to us are the Feir'Dal. So, when their homes were all torn up and Kelethin was destroyed, who took them in? Ayr'Dal! Those lightweight Koada'Dal couldn't be bothered, of course. The snobs. Humans, which are the other half in a half-elf, have usually treated us fairly. You might run into one or two of those types that don't hold with mixed marriages, but I have to say again: we're the children of love.
Continue Story 2
Close
And you can't force anyone to love anything else, just because of what they are. Except maybe for badgers. They're really mean and once I got a nasty slice on my arm from one -- I'll show you the scar later -- but gosh, they sure are cute! I totally adore those little pink noses! So even though they're mean, I absolutely love badgers just for being badgers.
Close
When Luclin shattered, it was pretty awesome. All of Norrath had already been through some pretty rough times, and then the biggest thing in the sky suddenly goes kerPOW one day? I'm glad I didn't see it, though, because it might have been creepy. I'm sure you heard the story of the duckling that goes around saying, "The sky is falling! The sky is falling!" -- or was it a goose? Anyway, was that about the Shattering or what? It was written by a half-elf! True story! We're pretty creative.
Continue Story 3
Close
It's real funny, I think, that the high-and-mighty high elves now have to live like the rest of us, among the mortals. Sometimes I'll sneak over into Castleview Hamlet just to irritate them. They'd rather we "remembered our place" and stay in the Willow Wood.
Continue Story 3
Close
You see, the Willow Wood has been the home of half-elves for a very long time. The humans can be as snobby as the high elves sometimes, and we half-elves really liked doing things our own way. So we built our little village right there and it's been great.
Continue Story 3
Close
As I mentioned earlier, when the wood elves got displaced from Faydark, they came right to us. We like a lot of the same things, although not the same kind of music, but that's okay. We get along fine.
Continue Story 3
Close
Teacher's Note: Trinni, you have as usual managed to fill space without substance. You will re-write your paper, correcting any fallacies and removing your personal opinions therefrom. Badgers! Indeed!
Close
Books
The History of Barbarians
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 29 Nov 2004 at 22:01:16 PST.
Through my own experiences, I have gained knowledge and insight into the barbarian race.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
Listen to my tale! It is the story of brave men and strong women. I tell you the story of the barbarian people. WE are the sons and daughters of Mithaniel Marr, god of Valor, and Erollisi Marr, goddess of Love.
Continue Story 1
Close
Our name struck fear into the hearts of those who came before us. They were weak while we were strong! Consider Barruk, who carried many times ten of the elves, who swing helpless from his arms as he strode with his mighty axe through their ranks!
Continue Story 1
Close
They said we brought the Age of Blood - - and we did. The weaker trembled to see the children of the Northlands descend upon them. Though we are mighty of height, we can arrive unheard and unseen, until it was too late.
Continue Story 1
Close
It was not any mortal that could stop us. No! Called they upon Solusek Ro, who needed to change the shape of the world. Even that did not stop us, but by then we had shown our might to the world and felt no need to go further.
Continue Story 1
Close
And then, one night the Marr Twins came to Halas and walked around our fire. They kissed the foreheads of twelve sturdy lads and twelve hearty maidens, then sent them southwards with their blessing. From them came our cousins, the humans.
Close
I am Nicholl Silverfrost of Clan MacNeacail, bard. Our family has ever served as bard for our Clan, for which the Marr Twins be praised! Our Clan is mighty, though not of Halas, which had been its fortune in the days of the Rallosians.
Continue Story 2
Close
For, listen! While the families of the barbarian Clans did their respective duties, Gren Silverfrost traveled from our village in Everfrost to sing in Halas and it was he who spied the first of the Orcish armies sent to the assault.
Continue Story 2
Close
Gren sped forth, his anger lending wings to his heels. He saw the orcs burning other villages. He saw them feasting on the fallen. He reached Halas in time for the gates to be barred from within. To warn the villages, Gren and others as fleet of foot were sent out. Those who fled the villages closest to Halas went there. Those farther away removed to other strongholds. And the orcs marched onward, surrounding Halas.
Continue Story 2
Close
Halas fell at the end of the long and bitter siege. The Rallosians celebrated by slaying the remaining clan chieftains and sending the women and children into the wilds where there were hunted for sport. And yet, we still had hope.
Continue Story 2
Close
Yes, many of our folk had fled into Halas and were slain. But the Clans from furthest strongholds arrived and gathered the wandering remnants of our brethren, vowing vengeance. They made themselves secure in their hidden ancestral areas and waited.
Close
We did not have long to wait. Within seasons, the Rallosian Army was defeated by a mysterious and deadly poison known as the Green Mist. We retook Halas and made a bonfire with our enemies? remains.
Continue Story 3
Close
Was it retribution for all the bloodshed? No one knows. And yet, not long after the Rallosians were defeated, the lands began to groan and crack from deep within. Fires burned where there had been ice. Water flowed fast and deep where once it trickled. I speak of the Age of Cataclysms, where we saw in one generation the lands change from ice and snow to bogs that stank of decay.
Continue Story 3
Close
Overnight, entire mountains would slide away, taking with them the houses at their feet. Then all would freeze again into impenetrable ice. As though the changes upon the surface of Norrath were not enough, Luclin shattered in the sky above. Rocks of all sizes fell from like rain, battering everything in their path. From what cover we could find, we watched as Halas fell. Ah, Halas! Rocks aflame topple the walls, crushing and burning our ancestral home. It took the terrible shattering of the moon to do what no army could ever hope to do ? take and keep Halas for its own.
Continue Story 3
Close
Our world lay encased in a layer of ice that crept over the land. In the day, the ice retreated like an orc, but at night it pressed further and further, conquering all before it like a barbartian.
Continue Story 3
Close
Listen! I tell you of our journey southwards, our proud march to settle in a new home. The way may be perilous, but not for the sons and daughters of the north! Our steps filled with snow behind us while before us, we saw the world.
Close
Books
The History of Dwarves
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Dec 2004 at 1:50:26 PST.
Through my own experiences, I have gained knowledge and insight into the dwarves.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
There is nothing like the smell of the forge, is there? I love the crash of hammer on iron, the tang of metal on the tip of the tongue. There is joy in working with one's hands, and that is what dwarves do best.
Continue Story 1
Close
We were created by Brell Serilis, who discovered Norrath and brought us into being. Some say he had other purposes in mind, but we dwarves know that he was -- and is -- our creator and bringer of life.
Continue Story 1
Close
Stone and rock. Hammer and anvil. We learned our crafts from the beginning, in our home of Kaladim, in the Butcherblock Mountains. Our city flourished, for many came to us, wanting to buy the many beautiful things we can craft.
Continue Story 1
Close
Have you ever seen the sun rise, its light spreading like over the Butcherblock mountains like the flames of a forge? We who have not seen this with our own eyes sing the songs of our fathers before us, and weep for the world we cannot know.
Continue Story 1
Close
You might hear of the Northmen boasting of their brawn. They are certainly very strong, for their size. Put any barbarian up in a feat of strength against a dwarf and you will find that we are equally strong. Many is the enemy who thought to judge us by our size, to their own doom.
Close
Through many long Ages, we plied our crafts as armorers and weaponsmiths. Even now, if you see a family with a treasured heirloom, there is a good chance it was made by a dwarf. Be it stone or metal, we can shape it at will.
Continue Story 2
Close
Take a look at a dwarven beard. These forms go back to ancient days, when the first dwarf rulers bestowed upon dwarven heroes a particular style for their family's use. It's bad luck to use someone else's style.
Continue Story 2
Close
There are not so many female dwarves as male dwarves, it is true. There is no equal among the other folk -- you can't deny how good-looking our women-folk are! They are strong and stout-hearted as well. You have heard of the Ironforge family of Qeynos, no doubt. While our weapons are matchless, we are also good with items of the hearth and home. Long have dwarves worked alongside others to fill the world with beautiful handiwork.
Continue Story 2
Close
We did not escape the Wars that raged around us unscathed. Dwarven troops fought alongside our elven and human friends. When all seemed lost, we did not give up. Give up? Those words are not in our blood.
Continue Story 2
Close
There is an old expression that says it is darkest before the hammer strikes. With our allies, we passed through some dark times. Then the hammer of the gods fell and behold! Our enemies dissolved like smoke before us.
Close
And yet, there were still dark times ahead, though we didn't know it then, of course. You see, we started the rebuilding of the Qeynos. More and more dwarves arrived from Kaladim, eager to show our skills as well as honor our friendships. Had we known?we would still have done the same.
Continue Story 3
Close
There was plenty of work to do, from rebuilding walls to reinforcing buildings. And then came tremors from deep below. The rocks beneath us groaned in ways we dwarves had never heard before -- and hope to never hear again. The world around us ripped apart and the seas became impassable. There are tales of dwarves that lived during the Rending shouldering their axes and hammers, trying to return home. Those that left Antonica were never seen again.
Continue Story 3
Close
The face of the world changed, new rocks turned up on the surface that had only been seen in the deeps. And when we thought things were calm, Luclin exploded across the sky, like an apple hit by an arrow. Many's the time dwarves would pass on the streets of Qeynos and say, "Tomorrow, in Kaladim!" It was our pledge to one another, that we would return home. Then "tomorrow" became "next week" and "next season," until we stopped using this greeting altogether.
Continue Story 3
Close
We will return to our home, there is no doubt! But it is hard to explain constantly to our friends why we believe that Brell has not forsaken us and exactly what we expect to find left of the Butcherblock Mountains. Just because everyone else has given up their faith is no reason for us to lose ours.
Continue Story 3
Close
And so, the dwarves who came to Qeynos to help strengthen it after the wars were able to rebuild it once the stone rain stopped falling. That may be part of Brell's plan, that we would not be sundered from our friends in their hour of need. Stone and rock. Hammer and anvil. Qeynos is beautiful again with our help. Somewhere, our brethren are rebuilding the city of our ancestors, too. And we will return to our homes there. Tomorrow, in Kaladim.
Close
Books
The History of Erudites
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Dec 2004 at 23:03:39 PST.
Through my own experiences, I have gained knowledge and insight into the Erudites.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
When one realizes in the course of events that one's surroundings are unable to provide the necessary solitude for research, one realizes that the only option available is removal to a distant locale. Preferably an isolated area, free from unwanted intrusion.
Continue Story 1
Close
Gathering around him those of similar persuasion, Erud led a group of his disciples across the sea to Odus. While not perfect, the isolation was perfect for our purposes. We managed to eradicate most of the indigenous species that would interfere with our research.
Continue Story 1
Close
We built the city of Erudin in a form of homage to the one who led us to this oasis from the intellectual desert of Tunaria. The design was elegant and clean, not cluttered with the furbelows favored by the elves. An uncluttered space allows the opening of one's mind.
Continue Story 1
Close
Time is not counted when one is lost in thought. Have you ever been deeply engrossed in a philosophical tome only to realize that the risen sun was now setting beyond you? That is how the days were spent in Erudin. Long days of contemplation and blissful solitude.
Continue Story 1
Close
Somewhere during this period of tranquility, a subsect had obtained access to arcane knowledge commonly known as necromancy. These injudicious Erudites turned to Cazic-Thule for learning. Seeking knowledge is preferable to ignorance, yet some things should not be learned.
Close
Unable to convince them of their errors, the erudites of Erudin cast these Heretics out. The Heretics chose not to return to more appropriate branches of learning. Instead, they waged war against Erudin, using the perverted arcane arts to unleash a torrent of horrors upon our city. Obviously unable to control themselves, the Heretics released powers greater than they could control, blasting the lands and creating The Hole. Realizing they could not win, yet unwilling to admit their errors, the Heretics constructed a city within the devastation: Paineel.
Continue Story 2
Close
What we now know of Paineel comes long after its destruction. For yes, once more the Heretics sought to unleash a power they had no means of understanding or containing. What dark evil they awoke, they will not say, but the Heretics were forced to rebuild Paineel elsewhere.
Continue Story 2
Close
Age upon age drifted past, a time of gloriously deep thought for the erudite. Undisturbed by outsiders, we endeavored to increase our considerable knowledge even further. Our minds were free to explore uncharted depths within and without. Some learned to travel through space by the force of thoughts alone.
Continue Story 2
Close
In this era of most profound intellectuality, we learned deeper, higher meanings to things encountered previously. Hours could we spend staring at a single element, focusing ourselves until we could break it apart with our minds, reducing it to even smaller elements still.
Continue Story 2
Close
In and through our minds and veins flowed this increased awareness. There is nothing more relaxing than to consider a mote suspended in a shaft of light and knowing of what the mote is made and how one can recreate it into other fantastical shapes.
Close
In time, our studies began to manifest themselves outwardly upon our own persons. When one has the knowledge to bend and reshape the smallest of elements, why should one not use this to one's advantage? We experimented further. Through the judicious blend of meditation and incantation, we are able to layer upon ourselves physical manifestations of our intellect. We practiced first with simple geometric shapes, and through our research extended this to runes that glow with inner power.
Continue Story 3
Close
By this time, we had nearly forgotten the outside world even existed. If it could not be experienced through the mind, it had no place in our lives. And then first to one, and then to another, Quellious appeared in dreams, speaking of the cities of men. We had long since rejected Qeynos as a place of infidels, noisy and crowded. Yet, the Word was given that we should return there. Very likely, these simpletons needed to be shown that higher intellectual power is possible, even for them.
Continue Story 3
Close
Those who trusted to the Word arrived none too soon, for our ship had barely docked at their primitive outpost when the earth beneath us trembled and rolled. For many long years the earth shook violently, finally tearing Tunaria (that which the humans call Antonica) apart. Obviously, we could not live amongst the noisy, filthy riffraff of Qeynos. As the world around them fell to pieces, instead of investigating and studying, they raced around shrieking! It was difficult to find any quiet place to work.
Continue Story 3
Close
One of our bards wrote a song about how the screaming of the mortals found its way to Luclin, causing it to shatter like a wine glass before a soprano. It is an amusing tale, but unfortunately we cannot depart to Luclin to determine the exact cause of the explosion. It is quite frustrating; these townsfolk are quite boisterous.
Continue Story 3
Close
In time, we solved our dilemma by removing to a more isolated area near the city and yet outside of its clamor. This is not perfect, we can still smell them, but it allows us some measure of sanity to continue our work. We understand some of the Heretics have made their home outside Freeport as well.
Close
Books
The History of Feir'Dal
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Jan 2005 at 15:04:15 PST.
Through my own experiences, I have gained knowledge and insight into the Feir'Dal.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
Our mother is Tunare, goddess of nature. One day, she walked alone in the woods and an oak leaf fluttered to the ground before her, so that she need not walk in the mud. She picked it up and breathed upon it, creating the Feir'Dal. The Feir'Dal are most at home surrounded by greenery. Long ago, we lived on Faydwer, in our city of Kelethin among the trees.
Continue Story 1
Close
The woods of the the Faydark spread as wide to us as any sea and as bountiful. All we could want or need was available in the trees, from food to shelter to weapons and shields. Stories tell of first day of the Growth season, when the Feir'Dal bards would position themselves among the branches and sing songs of blessing and thanks to Tunare. For those below, it was as though the trees themselves were singing.
Continue Story 1
Close
From the trees first saw the smoke of the first fires in the War of Fay. The twisted Teir'Dal and their minions thought of us as mere inconveniences between them and the Koada'Dal. They thought to march through Faydark to Felwithe.
Continue Story 1
Close
Our resistance was strong and yet, we had not faced an enemy like this before. The Teir'Dal pushed their minions to death and when one fell, another came from behind in its place. They fought without honor. They cast us aside, burning our homes and mocking our sorrow.
Continue Story 1
Close
We stood with the Koada'Dal before Felwithe, those who were not still locked in skirmishes throughout Faydark. It filled our hearts with such sadness to look beyond one battlefield to see our homes burning beyond.
Close
The War of Fay ended, the Teir'Dal scattered and we looked upon the ruin of the land. And then one of the Feir'Dal children climbed a blackened tree and began to sing the song of renewal, as though it were the first day of the Growth season. And we wept.
Continue Story 2
Close
A tree may take many, many seasons of Growth to reach its maturity, yet it can be destroyed in less than a day. Though much of our home was beyond repair, we did what we could. Our platforms were smaller, perhaps, but we rebuilt among the branches.
Continue Story 2
Close
War had not finished for us, as the Rallosian Army arose anew during the Age of War. You are asleep in the branches of your home and hear the rhythmic thump of iron-shod feet below. Our dreams were constantly filled with the sound of marchers heading to battle.
Continue Story 2
Close
Though we felt safe enough in our rebuilt homes, our dreams were troubled. Many Feir'Dal took this as a sign from Tunare that we must go to war to protect Tunaria, that which is now called Antonica. And so we took up our bows and knives and made for Qeynos.
Continue Story 2
Close
There were many dark days in the city of men, unable to feel true grass or touch living bark. Even in such a terrible time, we looked over the walls of the city with great longing for the woods. Many gardens in Qeynos today were built by those we brought with us who did not fight.
Close
The war ended with the terrible slaying of the Rallosians by the Green Mist. Their army weakened and leaderless, they fled into the hills. Finally, we were able to leave the city to heal the trees that were damaged by the foul Rallosians.
Continue Story 3
Close
We stayed to help repair the forest surrounding Qeynos, never dreaming that our own home may have been in danger. For the Rending began then, and the world as we knew it before the wars changed. Beneath our very feet, the ground split and Antonica was splintered apart.
Continue Story 3
Close
The seas roiled, tossing the ships in the harbor about like toys in a rain barrel. We climbed the highest branches, which broke in the winds. Luclin too shattered like the lands around us. We called to Tunare but she did not answer. We had to stand strong and prove our worth as her children.
Continue Story 3
Close
The leaders of Qeynos granted us lands that we could rebuild a home as Faydwer was considered lost. The Willow Wood is beautiful to me, yet I am mindful that a willow can also be called a "weeping willow."
Continue Story 3
Close
The tears of our elders watered the ground, and from their tears sprang green grass and tall oaks. Some days, I walk into the remnants of the Elddar Forest and sing songs of the old days. I sing the song from the first day of the season of Growth: Tunare, mother of all, bless the lands we live on.
Close
Books
The History of Frogloks
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] A History Lesson (World Event), started by Euurp in The Hidden Village of Kugup.

Purchased from Euurp in The Hidden Village of Kugup (-81, 14, 193)
requires completing the Quest "A History Lesson"
for 1g 5s.

Discovered on 8 Jun 2005 at 9:45:41 PDT.
This is a three-part history of the froglok people. Its pages cannot be completed at one time, but must be gained through valor and experience.
Continue Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
We are the children of Mithaniel Marr, god of valor. He has given unto us a greater share of honor than was given to any other creature. We would rather die with honor than extend our lives through deception of any kind.
Read on
Close
This can be challenging for others--the concept that laws are not meant for the breaking. While we try to be understanding that not everyone shares our belief, it is still distressing to see rules bent and broken. The laws of the land are not simply suggestions, as some seem to think.
Read on
Close
Such is the way of the troll. After many attempts to peacefully coexist with them in the Innothule Swamp, their utter disregard for protocol finally provoked us to battle. The blessing of Mithaniel Marr was with us as we drove them from their filthy city of Grobb. In His honor, we renamed it Gukta, Outpost of Marr.
Read on
Close
Some may wonder why we contented ourselves with a simple home like Gukta, when our obvious intelligence indicates we might prefer plush surroundings. That is not our way, you see. It seems those whose skin is laced with hair need warmth and softness in their surroundings. We are comforted in other ways.
Read on
Close
Others have said that we frogloks are too proud and that we deserve the challenges that have been our lot through the Ages. We do not deny the pride we feel in our heritage. We were created by Mithaniel Marr, after all. Through his grace, we have overcome many adversities that would have brought others to the brink of despair.
Read on
Close
When the ogres of Rallos Zek began their reign of terror, they tried to start with Gukta. They thought they knew all the deepest reaches of our territory, thinking that we had not changed or developed it after wresting the city from the trolls. The ogres fought without honor, to their own detriment.
Read on
Close
We are not taken unawares with ease. The foul ogres thought to destroy us, but we were guided by the Hand of Marr. Our eggs were carried deep into the tunnels, followed by elite forces to guard them. Deep beneath the marshes we went. We sent emissaries to Freeport to advise the Overlord of the rise of the Rallosians.
Read on
Close
The Overlord brushed our concerns aside and so, with barely three days' rest, our emissaries headed to Qeynos to warn the Bayles. Though sympathetic, they chose only to increase their watches rather than advancing to attack before the Rallosians expanded their reach. How we wished they had listened! The Rallosian Army grew in strength and power until the cities of Freeport and Qeynos were besieged.
Read on
Close
The blessings of Mithaniel Marr still protected the faithful. The honorless ogres broke faith with their own allies, defiling the Temple of Cazic-Thule. And so, in the darkest hours when it appeared that the Rallosians would conquer all, the Green Mist covered the battlefields, slaying our enemies. However, not all our enemies were destroyed.
Read on
Close
Though many of our adversaries perished in the time of the Green Mist, some escaped by continuing to pursue us. Deeper into the marshes we fled, and still they followed. It was then that we felt the rage of the gods.
Read on
Close
By failing to stand our ground and hold back the tide of the enemy, we disappointed the gods who had held us high in their trust and esteem. Punishment was both swift and severe.
Read on
Close
Though we had escaped the Rallosians, we could not escape the torments to follow. The Rending kept those of us who had scattered apart. Separated from any other honorable race, we drifted into oblivion.
Read on
Close
And yet, oblivion would have been more kind than that which we endured. For those of us who found our way to the Feerrott were taken prisoner by the Tae'Ew, who fed us to their god.
Read on
Close
Generation upon generation of froglok has been subjugated by the Alliz Tae'Ew. They demanded service and, weakened by the calamities that had befallen us, we were in no position to rebel. Until now.
Read on
Close
In secret, several of our strongest broke free and are repeating the journey made so long ago when we first sent word to Freeport and Qeynos that the Rallosians were on the move. Surely we have atoned for our offenses against the gods and will be saved.
Close
Books
The History of Gnomes
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 28 Nov 2004 at 12:48:28 PST.
Through my own experiences, I have gained knowledge and insight into the gnomes.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
As we like to joke with our stouter dwarf cousins, Brell finally got things right when he made us! You have to pick who you say this to, though, as apparently not all dwarves have a sense of humor. You have to watch out for those who enjoy the joke, too, because a dwarven back-slap can be potent.
Continue Story 1
Close
We gnomes are not very interested in history for its own sake. We do like to think about it from time to time because you can learn so much from someone else's mistakes, but we don't dwell on it. The elves kind of take that a bit far, you know, living through past glory.
Continue Story 1
Close
What we do miss about the old days are the inventions of the ancestors in Ak'Anon. But that's getting ahead of history, isn't it? Since you've just started reading this, you can hardly already know that we no longer live on Faydwer, can you? Except that I just told you!
Continue Story 1
Close
Our ancestral home is Ak'Anon, as mentioned, and it was devoted to tinkering and building, and discussions of building and tinkering. There is nothing a gnome enjoys more than building something if it's not thinking about it or telling someone else how it works.
Continue Story 1
Close
Gnomes have a great reputation for tinkering and talking about it. Way back when, the Academy of Arcane Science called upon some of our best minds to devise standards of measurement that are still used today as the Norrathian Code of Trade Standards.
Close
One thing I've always wanted to see with my own eyes is the Cog of Precision. One of the Wobblecog ancestors made it out of pure platinum specifically so that any quibbles about the size of one sprocket or another could be compared to it. If it survived, it's probably still at the Academy. There I go again, spoiling the ending for you!
Continue Story 2
Close
On the other hand, you wouldn't be reading this if your family hadn't survived the Rending and the Shattering, and I'm sure they've told you all about it, right? So you already know that there's some things we don't know have made it through! If you've ever been to Qeynos, you've surely seen the grand Clock of Ak'Anon. It was a gift to the Bayle family long ago for helping us out.
Continue Story 2
Close
You'll have to ask one of them what it is that they did, all we remember about it is that the clock was one of our finest clockworks. We gnomes love clockwork, and not just the kind that run clocks. From our earliest times, we've created some marvelous bits that run on their own, with just a bit of winding now and then. Some of our productions are so magnificent that we'll finish it up and stare at it in awe ourselves.
Continue Story 2
Close
In times of war, we never shirk our duty. If there's enough advance notice, why, we can whip together a clockwork army to serve as vanguard! For example during the War of Fay, we were in the bad position of having to defend ourselves simply because we were there. Talk about being between a flizgig and a hard place!
Continue Story 2
Close
There were several clockwork creations at that battle, but no one talks about them now because they were frankly less than successful. Still, one can learn from one's mistakes, right? We started to ... but then, you won't be interested in all that. Never mind.
Close
Every young gnome dreams of the day they reach flibberty. That's the time when they have to make their very own clockwork gibbet (working). Of course, from the time we're taking our first steps, we've had a cog in one hand and a lever in the other.
Continue Story 3
Close
The flibberty piece, or gibbet, is created to show that a young gnome is ready to enter the adult world and can take on mechanamagical works without supervision. My own piece was a clockwork beehive that would open up when clockwork bees returned to it with nectar.
Continue Story 3
Close
With so much importance on this one piece, we do tend to talk about them a lot. In fact, you might hear folks talk about "some flibberty gibbet" when they mean someone who has a tendency to chatter. Well, now you know where that term comes from, my friend!
Continue Story 3
Close
Back in Ak'Anon, we kept a lot of our reference materials in the Library Mechanamagica. How I wish I could page through some of those tomes! My grandfather talked about the Encyclopedia that could turn its own pages. A clockwork encyclopedia, of course!
Continue Story 3
Close
All that stuff is probably still in Ak'Anon. Of course we haven't been able to get to it since the Rending, when the whole world shook crazily, like a clockwork magicycle. If we could get our?but you won't want to hear the details. It would just be nice to get home.
Close
Books
The History of Gynok Moltor
This item can be placed on the floor in any house type.

A concise written history of Gynok Moltor.

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'A Source of Malediction'

Quest reward from [94] A Source of Malediction (Heritage) (Heroic), started by Nabih Qusafi in The Stonebrunt Highlands.

Discovered on 18 Feb 2010 at 15:12:55 PST.
The History of Gynok Moltor
Gynok hailed from Qeynos. As a youth he studied under the battle masters of the Steel Warriors. Under the rule of Antonius Bayle II, The Great Defender. He joined the Qeynos Guard and quickly rose in their ranks. It was not long until he was bestowed the title of Captain and appointed Captain of the Tower Guard. Gynok was a great Captain that led many successful campaigns along the Tunarian Coastline. He wielded a Magic sword called the Bone Blood Claymore that he earned in battle against a horde of demons.
It was Gynok's bigotry towards all non humans that led to the eternal war between the Gnolls and Humanity. The gnolls of Blackburrow sought a peaceful relationship with the humans of Qeynos. Led by the High Shaman Opolla, the gnolls approached Gynok in peace, wishing to establish a treaty between themselves and Qeynos. Gynok was overwhelmed with his hatred of these sub-humans and struck out with his claymore, a unique sword with a blade made of bone. It chopped through Opolla's hand. The war between the gnolls and humans had begun.
Gynok was stripped of his rank and exiled. The High Shaman of the Gnolls, Opolla, placed a curse upon him and all his descendants. He departed the Kingdom of Qeynos with a small contingency of loyal troops who shared his bigotry. The curse placed upon Gynok brought death to all those around him, as his troops soon learned. Gynok's death march led him to the foothills of the Commonlands where his lust and skill for battle helped forge his alliance with the Order of Marr's Fist. Unfortunately for that entire order, Gynok's curse remained and caused the destruction of them all.
Books
The History of Halflings
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 29 Nov 2004 at 17:24:09 PST.
Through my own experiences, I have gained knowledge and insight into the halflings.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
When the gods decided to place folk on Norrath, we halflings were the most fortunate folk, created by Fizzlethorpe Bristlebane, the King of Thieves. And what a great place he put us, in our beloved Rivervale.
Continue Story 1
Close
We named it Rivervale as a river flowed through the soft-sloped hills that eventually rose into higher and narrower clefts that kept us safe. To one reach Rivervale, you had to pass through either the Kithicor Forest or the Misty Thicket, neither of which was forgiving to the unwary.
Continue Story 1
Close
Beyond the Misty Thicket, you see, lay the home of a particularly foul band of goblins -- Runnyeye Citadel. Nasty folk and a nasty place, that's for sure. While they weren't very bright, they were certainly very annoying.
Continue Story 1
Close
On the other side there was Kithicor Forest, a darker and much more sinister place. Our legends had it that in the beginnings of time, Cazic-Thule tripped over a root jutting out from the forest floor and put an awful curse on the whole place! True as I'm breathing!
Continue Story 1
Close
The halflings of Rivervale and Misty Thicket created a really cozy place in the world. While the humans and the elves all seemed to have their troubles, our lives went on for generations, pretty much as they always had. We did some farming and gathered honey jum.
Close
Well, I don't know who tripped over what this time, but all of a sudden, the Runnyeye goblins decided that they wanted to stomp all over us. And they weren't alone, which wasn't a surprise since they were such idiots they couldn't conquer a sand castle much less Rivervale without help.
Continue Story 2
Close
They were banded together with orcs now, calling themselves the Horde of Inferno. Many's the lad who called them the Horrid Infernal, let me tell you, sometimes straight to their ugly old faces! But there were hundreds of them. Hundreds. We had no choice.
Continue Story 2
Close
Halflings don't generally give up on anything. We're tenacious, but we're not idiots. When it was obvious that the Horde wouldn't rest until they'd stepped on every single one of us, we packed our bags and left. We'd headed into Kithicor despite the legends of its curse. It must've been cursed all right, because we hadn't time to do more than catch our breath when the Horde came trotting along behind us, burning up all the trees and killing anything that moved.
Continue Story 2
Close
Highhold Pass was much closer to us, but a lot of folk decided to head toward the West Commonlands instead. They came hurrying back because no matter which way you looked, if the Horde hadn't got there first, the Rallosian Army was having a cook-out. Things looked real grim.
Continue Story 2
Close
Fortunately, we're half the size of humans, and we can be really sneaky when we put our minds to it. The displaced halflings of Rivervale thanked good old Bristlebane many a time for that, let me tell you. They kept their wits about them and snuck all the way over to Qeynos.
Close
You don't see much writings among the elves and the humans about the halflings arriving just when they needed some help. Well, that's okay. They were in pretty desperate straits then and we don't withhold our help from folks that need us; that's not the halfling way. We dug in beside them, shoulder to? er, hip? and stood our ground to defend their city. If it weren't for us, there's no Green Mist in the world that could've saved Qeynos. Well, okay, maybe the Green Mist helped. Some.
Continue Story 3
Close
With the Rallosians defeated and the Horde on the run, the Qeynos folk were in a somewhat celebratory mood. It was still pretty grim business, having to bury all the bodies and all. We stuck it out to help them because we don't like leaving things unfinished.
Continue Story 3
Close
Finally, we started packing up to head back to Rivervale. After all, our city had been overrun by the Horde, too, so we had to go back to rebuild it. That, and we were nearly out of the jumjum we'd managed to bring along.
Continue Story 3
Close
Unfortunately, someone tripped on something big this time. The whole world shimmied and shook like a honey jum collector with a bixie in his jerkin. And when all the shaking stopped, we couldn't find a way back. Antonica was clean tore apart and the seas were on the boil. Countless ships headed out to see if a way could be found to somewhere, anywhere, and all we ever heard back from them were bits of flotsam on the shore. It takes a lot of gumption nowadays to get a halfling onto a ship.
Continue Story 3
Close
The folks in Qeynos are nice to us, giving us a tract of land near a little stream so we could make something homey for ourselves. It's not the same, though. Even those of us who never laid our own eyes on Rivervale or the Misty Thicket burn with a longing inside for home.
Close
Books
The History of Humans
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 7 Dec 2004 at 23:24:42 PST.
Through my own experiences, I have gained knowledge and insight into humans.
Reread Story
Close.
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
This is the story of two cities, the cities of men: Qeynos and Freeport. They stand on islands that used to be part of a larger continent of Antonica. One is in the east and the other in the west. They are both different, yet share something in common: they are created by humans.
Continue Story 1
Close
Humans were found mainly in and around the plains of Karana in the center of Tunaria. To the west, Qeynos was founded by Antonius Bayle the First. It was founded by strong, noble people who believed in the ways of law and order. In the east, the city of Freeport developed into a dangerous port for those venturing into the Ocean of Tears. Its leader, Sir Lucan D'Lere, consolidated his leadership over the city through various strategic alliances.
Continue Story 1
Close
It is ironic that the studious Erudites, who were descended from humans, began the Age of Turmoil through the uncovering of lost arts. Their battles caused chaos and changed the lands. Change can be frightening, and the reaction of many to fear is heightened violence and suspicion to anything that is different.
Continue Story 1
Close
Freeport was filled by riots as frightened and greedy citizens struggled for control in North Freeport. This civil unrest occurred near-simultaneously with the arrival of the Dreadnaughts, although this could be pure coincidence.
Continue Story 1
Close
In Qeynos, violence within the city began in earnest with the War of Plagues. The undead, corrupt citizens and soldiers attacked the city from all sides. Finally, the citizens were able to repel the invaders and cleanse itself of the evil which had crept into it.
Close
As a result of the two cities' years of strife, they both seemed to withdraw from the world at large. Battles raged on during the ensuing Age of War, and humans took part, but the focus of the many wars seemed to be the other races of Norrath. The humans of both Qeynos and Freeport knew that whether the other races fell or repelled their attackers, they would soon receive their share of the fighting. It was no surprise when armies of orcs began to assail both Qeynos and Freeport.
Continue Story 2
Close
The Battle of Defiance raged on both fronts for several days. In the end, both cities survived, but at the cost of many hundreds of lives. The citizens knew as well that they had not entirely defeated their enemies, only driven them away.
Continue Story 2
Close
The Word of the Tranquil was first heard around this time. While its origin is uncertain, it is undeniable that many mortal beings dreamt of hearing these words: "When the shadows are broken and fire rains from the sky, seek refuge within the cities of men."
Continue Story 2
Close
At first, the rumblings of the mountains and the changes in the sea were thought to be simple anomalies. As the years passed, it was clear that an Age of Cataclysms had befallen Norrath. The Cataclysms were of all types: earthquakes, flooding, and the inconceivable melting of Velious. The seas became too treacherous to travel and many parts of the world began to collapse into the caverns of Subtunaria during this time of Rending.
Continue Story 2
Close
Then a small earthquake allowed the turbulent seas to enter a small cavern formed by the collapse of Subtunaria. It was like the ripping of threads and could not be stopped until the churning waters poured through and broke Antonica apart.
Close
Through this time, the cities of Qeynos and Freeport managed to survive on their respective chunks of the former Antonica. Qeynos called its new environs "New Antonica" while Freeport declared its new continent would be named "D'Lere."
Continue Story 3
Close
As though these changes were not enough, Luclin exploded without warning. Some survivors who saw the event with their own eyes were blinded by the white-hot light at the moment Luclin shattered.
Continue Story 3
Close
This event was known as "The Shattering." Within days of the explosion, Norrath was pummeled by burning chunks of rock. Entire villages that had made it through the Rending were flattened or burned to the ground.
Continue Story 3
Close
For the next several seasons, the skies continued to cry burning rocks that hissed in the roiling seas or crushed and burned whatever they fell upon. It was a dark and dangerous time. Eventually, the seas and skies calmed. The citizens of Freeport and Qeynos began the task of rebuilding their cities. They were soon joined by other races, as folk whose homes and lands had been destroyed sought refuge.
Continue Story 3
Close
With the influx of so many new faces, the cities, so long the strongholds of humans, are becoming more diverse. And as always, it is the humans who adapt the quickest to these changes. Who knows what is in the future for Qeynos and Freeport?
Close
Books
The History of Iksar
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 24 Nov 2004 at 17:47:56 PST.
Through my own experiences, I have gained knowledge and insight into the iksar.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
Now they speak of the terrors of the Green Mist, but we have known of the Mist for many long ages, beyond count. Yes, in our time of need we too were saved by the Mist from the skies that covered our enemies and stripped them of life.
Continue Story 1
Close
Come, young ones, and listen to the story of the Iksar. We have existed far longer than the babes that prattle about being first at this and first at that. Cazic-Thule created us in the long ago, shaping us the way we are now: long of tail, strong of arms and armored from birth.
Continue Story 1
Close
Our mighty fortress of Sebilis we built as a place of learning and lore on Kunark. For many long years we honed our skills in all the areas that interested us. And then the shissar came, the slime-slitherers. They cursed and enchanted us.
Continue Story 1
Close
The soft-skinned call us bitter. They too would know bitterness if they had be enslaved by those they had thought were like them. To be iksar is to have had all others serve them. To be iksar and forced to serve another is wrong.
Continue Story 1
Close
The skies opened up after many long years and the Green Mist fell upon our enemies. Their screams gave us pleasure and we snapped the frail bonds with which they thought to bind us. We saw the fields littered with their remains and we knew satisfaction for the first time in many long years.
Close
We prospered then, building over the bones of the shissar. We took what was rightfully ours. All fell before us as is right and proper; they wished us to take over their leadership, and we consented. We cut through the others like a boat through the foam on the surface of the swamp.
Continue Story 2
Close
The only ones who felt threatened were the dragons, who could sense our might. And even they thought they could thwart us, though frightened of directly confronting us. As well they should be, for we had years of pent up anger to release. We used what we had learned from our former conquerors against them. They would have left us alone, if not for the treachery of the dragon Trakanon, who meddled in things that did not concern him, in our councils and between our tribes.
Continue Story 2
Close
Because of his lies, our servants turned against us and our outposts were destroyed. Trakanon destroyed Sebilis. With our city in ruins and his lies spreading, we could no longer govern our servants as they needed.
Continue Story 2
Close
After Sebilis was destroyed, we rebuilt again, this time the city of Cabilis and the City of Mist. All around us were reminders of our age of glory, when we had Norrath in our hands to govern. All that happened since would not have occurred if we had still been in charge.
Continue Story 2
Close
Of all the creatures under our rule, the sarnak were our own creation. Created by the joining of iksar and dragon, the sarnak had our strengths and intelligence. They kept to themselves, which we appreciated. We do not like hangers-on.
Close
Now, beyond Kunark the world was deep in its Age of War. We had our plans but we keep them close to our scales for we know that there is no one that we can trust. Our scouts brought word over and again of the Rallosian Army and its victories. We readied for battle. They came from the Frontier Mountains, where the sarnak lived. We sharpened our claws and our teeth. The new army of Rallos Zek was large, but we are iksar, and the strength of the ages flows through us.
Continue Story 3
Close
Though the battles raged on, we defended no one else, nor fought for any other. When we were under siege, no one came to our aid; we would go to no one else?s. Some say this is selfish of us. Is it selfish to treat others as they have treated you?
Continue Story 3
Close
Soon enough, the skies opened and what many had thought was a tale of old scales happened again: the Green Mist. The Rallosians were defeated as were the shissar so long ago. The others knew then that the iksar had told the truth about the death from above.
Continue Story 3
Close
Kunark was broken apart by many tremors from deep within the world. The Lake of Ill Omen became a violent churning pool that eventually undermined and swallowed Cabilis. All in the city were lost and those of us elsewhere were left leaderless. Now you know also that the shape of the world changed, the violence of its agony tearing the lands apart. By a coincidence that need was not related here, a ship carrying many iksar was close enough to what had once been Antonica for some of our kind to reach shore.
Continue Story 3
Close
We should only trust again through the power of our might through our strength and our skill. Though we had trusted in the maker, in Cazic-Thule, he abandoned us. We trusted him, but we will trust no other. We stand tall and believe only in ourselves.
Close
Books
The History of Kerra
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 29 Nov 2004 at 15:54:54 PST.
Through my own experiences, I have gained knowledge and insight into the kerra.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
In the long-ago, the tall rocks stood proud on the hills of Odus. "Come and play," whispered the winds, but the rocks said, "We are rocks; we cannot move." And the winds caressed the rocks, shaping them and softening their edges. And so formed the first kerra. Being of the rocks and wind, the kerra are strong and proud, yet graceful and lean. The kerra were scattered by the wind across Odus. Not knowing each other, they fought, sometimes to the death. Until Kejaan came.
Continue Story 1
Close
Kejaan was wiser than all other kerra. Where he traveled, the rocks rolled gently away and the winds carried news to him. The fighting of his kind saddened Kejaan, and he walked from tribe to tribe, joining them together as one. This was the kerra's Golden Time, when all tribes learned one tongue and fought with one another no more.
Continue Story 1
Close
Many things did the wind tell Kejaan and he passed along the knowledge to all others. The kerra prospered. Until that day that an ill-wind blew, bringing with it the ship of Erud and his ilk. They stepped on the rocks that were the kerra ancestors and built walls to block the wind. They pushed the kerra from the lands of their forefathers. They brought death.
Continue Story 1
Close
With them, whether they meant it or not, the Erudites brought diseases for which the kerra had no name and no cure. Even Kejaan succumbed, though he left his son Vah Kerrath as leader. The winds howled and the rocks wept. It was a bitter time. Vah Kerrath blamed the Heretics, whose studies brought darkness and shadow to Odus. They studied the darkest arts of necromancy. They had killed his father; they would need to die.
Continue Story 1
Close
Even some of the Erudites fought with the Heretics. We kerra were caught in the midst of their battle. And then the winds yet again came and said to the rocks, "We will bear you elsewhere," and they blew hard, fast and strong.
Close
With a gust of immense power and strength, the winds carried the village of Vah Kerrath away, to Luclin. Vah Kerrath embraced his new home and named the tribe that came with him the Vah Shir.
Continue Story 2
Close
Many of those who had not flown with the wind left Odus, the land of their birth. In the west, they settled upon Kerra Isle. Another tribe went east to an island in Erud's Crossing. Yet another tribe moved into the Stonebrunt Mountains.
Continue Story 2
Close
The winds could carry news from tribe to tribe, though sometimes the kerra did not heed its words. When they listen to the winds, however, the kerra learn many things. This is how they learned to fish, after all, by listening to the wind.
Continue Story 2
Close
The kerra have a saying, that one who achieves greatness has "earned her stripes." This is because the great Kejaan was striped, although nowadays kerra fur has many colors and patterns. A kerra knows by the looking which tribe another kerra is from by the color and pattern - although this is only for us to know.
Continue Story 2
Close
Now, the Vah Shir on Luclin were different than the kerra on Norrath. Their ways were different, for they grew up so far away. Until a day came when the veils between the worlds were lifted and many Vah Shir came home. They had earned their stripes in the rough lands they lived, and yet they longed to be one with us again. We welcomed them home, taught them what they had forgotten, and they heard with their own ears the wisdom of the wind.
Close
Ages of the world passed and the kerra listened and learned. Through our brothers of Luclin, we grew stronger. Through our sisters of Norrath, we grew in wisdom. We returned to the old ways, as much as we could.
Continue Story 3
Close
One day, the winds changed. No longer our mother, it shrieked and cried. It was a voice of pain and yearning. What it sought, we do not know. It tore apart the mountains and the woods. It stirred the depths of the seas.
Continue Story 3
Close
The rocks, too, were changing. No longer fixed, they pushed and pulled, crying out in their agony. We were unable to comfort them. No offerings brought it peace. The lands reformed in unnatural ways.
Continue Story 3
Close
In the sky, Luclin heard the torment and in sympathy it burst asunder, sending its children to join with Norrath. But Luclin was (and is) a powerful place, and its children were great. They destroyed what they meant to join. Now all the worlds are different. Those of the Vah Shir look to Luclin and cannot but wonder if any who remained still live. Then the wind brought to Evora the Word, and we understood.
Continue Story 3
Close
In the cities of men, our mother winds cannot find us and beneath our feet, the rocks do not know our names. But if you stand beyond the walls and listen, you can hear them yet calling us. And one day, we will answer.
Close
Books
The History of Koada'Dal
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 1 Dec 2004 at 23:56:35 PST.
Through my own experiences, I have gained knowledge and insight into the Koada'Dal.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
We are the First Children of Tunare, the mother of the elves and all that is beautiful in the world. Long Ages ago, she walked through the woods and admired a glint of light dancing on the edge of her silken gown. She touched the light and spoke to it and the Koada'Dal were born.
Continue Story 1
Close
It is not surprising that the others have long been jealous of our place in her heart. It must be difficult to realize that one's own mother has a clear favorite. Still, we endeavor to work with the ones that came later, no matter what their issue.
Continue Story 1
Close
Jealousy caused the twisting of the Teir'Dal, those pitiful straw-haired children of the dark who mock and challenge us. They claim lineage to our first royals, in a sad attempt to legitimize their claims to elven blood. They are truly pathetic. The Feir'Dal fawn over us, jumping to do our bidding. And yet, they manage to fumble all to which they set their hands, and then come begging us for assistance to make things right. Yes, it is sometimes difficult to be First.
Continue Story 1
Close
Through time, we have built many cities of great beauty and grace, which only incited the lesser beings of Norrath to further jealousy. They assaulted us, able only to tear down that which they are unable to produce themselves. One finds that our history is filled with such accounts, of the lesser beings taking out their rage and frustration upon the Koada'Dal. And, of course, when someone who believes in good is attacked, they call first upon us to rally to their cause. The pattern becomes a bore after a while.
Continue Story 1
Close
Though many have attempted to strike us down, it is the accursed Teir'Dal that are simply too idiotic to realize they can never win. During the War of Fay, these cretins allied themselves with numerous unspeakable beings to attempt the destruction of Felwithe.
Close
Not surprisingly, the Teir'Dal fought without honor or plan. Those who fight honorably are sometimes caught off-guard by treachery. The wretched refuse of Neriak managed somehow to enter Felwithe and they slew our king, Tearis Thex.
Continue Story 2
Close
They took this as their victory and cried aloud in triumph, only to be slain themselves. Our king deserved an honorable death, not one through a barbaric act. Of course, honor is not something that is within the grasp of their simple minds.
Continue Story 2
Close
Tunare did not abandon her First Children. She gave us insight into the ways of the Teir'Dal and we were able to rout them. Naturally, they had left their rear unguarded, no doubt expecting reinforcements. Instead they were abandoned by their own leaders; such is their way.
Continue Story 2
Close
Through the Age of War, we sent assistance to the forces defending Tunaria, though the humans called it "Antonica." That an upstart race of the barbarians should remove the name of Tunare and replace it with the name of another human fills us with such annoyance.
Continue Story 2
Close
In the end, Tunare alone sent help to her First Children while the other gods remained silent. While she did not appear directly to us, we could feel her guidance flowing through our veins. Faith such as ours is always rewarded.
Close
The Battle of Defiance ended and many of us remained near Qeynos to direct the repairs necessary. Qeynos has never been a beautiful city, like Felwithe, but for the work of human-kind, it is tolerable. Our aim was to inject some grace into its stark design.
Continue Story 3
Close
We received the Word of the Tranquil in our dreams. It is said that very few others received the Word directly, but it is obviously no surprise that the majority of Tunare's First Children were visited directly. The Word was troubling, however. Troubling, for it conveyed that we should seek refuge in the cities of men. The cities of men, not Felwithe! It was as though our faith was being tested. Would we heed the Word or would we remain at Felwithe?
Continue Story 3
Close
Some of us chose to remain in Qeynos rather than return to Felwithe immediately to retrieve our art and treasured heirlooms. Alas! We did not know that the doom foreshadowed in the Word would follow it so quickly! When the Rending was over, the shape of the lands was forever changed and the seas impossible to cross. And for once, Tunare was unable to guide us home, though we could sense her sympathy for our loss.
Continue Story 3
Close
Were the gods punishing the others for their war-like ways? Many scholars believe this is the case, for they lost faith in their creators and set out to destroy one another. It was through their mischief that Luclin shattered, though we know not how.
Continue Story 3
Close
We are the First Children and continue to keep watch over the rest of the world on Tunare's behalf. The task is difficult and our charges do not appreciate our assistance. Still, we do what we must for we understand the responsibility of being First.
Close
Books
The History of Ogres
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 2 Dec 2004 at 1:35:56 PST.
Through my own experiences, I have gained knowledge and insight into the ogres.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
We were created by Rallos Zek. He stood at the edge of the swamp and gathered to himself armfuls of mud to shape us. We are formed of earth and water. Earth and water give us strength. Earth and water can move anything in their way. Of the ancient days we lived in the Feerrott and our mighty fortress of Oggok. In these ancient times we frightened the Rathe, who laid a curse on us. They were afraid.
Continue Story 1
Close
For many long years, Rallos Zek's chosen lived like children. Our minds were dull but our strength remained. How do you remove the earth? With water. And we are made of both. You are walking across the swamp and step into its thickness. Slowly it draws you down. You grasp the roots. You grasp the grasses. And still you sink slowly, slowly.
Continue Story 1
Close
The more you fight it, the deeper you sink. So went our minds. They sank deeper into mud. Some of the things we knew before the curse, we forgot. War and battle, we thought. We would find our enemies and break them. But sometimes, the enemy confused us and in our dull time, we could only look and be angry.
Continue Story 1
Close
Then the curse was gone. Our minds cleared and we growled for vengeance. Rallos Zek sent us his avatar to guide us. We became the Rallosian Army. No more sinking for the ogres! Many things we forgot, yes. But many things new we learned.
Continue Story 1
Close
They called Oggok a village. We made it great in our empire. All the Feerrott was ours. Cazic-Thule's temple we would leave, but all else was ours. We came to Innothule and the slippery-skinned frogloks fled. We are of earth and water; we could wait.
Continue Story 2
Close
Innothule was ours before and ours again. We looked to the Rathe Mountains. They cursed us before, but lived there no longer. If they had lived, we would crush them. We would put them to the ground and crush them. Slowly, like sinking into mud.
Continue Story 2
Close
Strength flows in the ogre. We are earth and water! Earth and water bend to us. We saw Lake Rathetear and its waters turned aside for us. The bird and the horse saw us. We crushed them. We crushed them like stones rolling from the mountain. We rolled to the Plains.
Continue Story 2
Close
Others had used us in our dull time. Now we used them. The orc and the gnoll, they tended us. From all across Norrath, they heard us and obeyed. Earth and water go deep beneath the mountains. We are earth and water.
Continue Story 2
Close
We stood before them and pounded our chest. We stomped our feet. They feared us. Orc and gnoll, they tended us. We stood before the cities. We smelled their fear. We marched on the cities of men, one in the east and the other, west.
Continue Story 2
Close
In the Feerrott, we left many ogres. They thirsted for battle. They thirsted for war. Not thinking, they entered the Temple of Cazic-Thule. They forgot our promise. Long ago, ogres promised not to enter the Temple. They entered the Temple and it awoke.
Close
In Innothule, we left many ogres. Some followed the slippery-skinned frogloks. They followed them through the swamp. They followed them into Guk. Guk is dark and deep, but we are made of earth and water. We do not fear the dark.
Continue Story 3
Close
Far away, we stood before the cities of men. We threw bones at them. We lit many fires to show them our might. They looked and saw the Rallosian Army from valley to hill. They saw their own deaths waiting. We smelled their fear. It was a good battle. Many of them died. A good battle means they fought well. It is nothing to kill the unarmed. It is good to crush the armed.
Continue Story 3
Close
Standing before the cities of men, we did not know that some had entered the Temple of Cazic-Thule. We waited for the next day's battle. In the night, the Green Mist fell from the sky. It choked us. It burned us. In the early light, we lay on the battlefields, dead.
Continue Story 3
Close
We are earth and water, not wind. The wind is not ours and it pushed the Green Mist over the ogres. It blew the Green Mist across all the battlefields, and over the Rathe Mountains, and across the Feerrott and through Innothule. It did not enter Guk.
Continue Story 3
Close
Those who were in Guk returned to Oggok. The Green Mist had passed them. They passed the bodies of the Army and returned to Oggok. From Oggok, some went to Freeport. The thought came in a dream, to go to the city of men. Not to rule, but to live.
Close
Books
The History of Poetry
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [56] The History of Poetry (Tome).

Components
The History of Poetry - Page 4 (looted in The Shimmering Citadel)
The History of Poetry - Page 5 (looted in The Shimmering Citadel)
The History of Poetry - Page 9 (looted in The Shimmering Citadel)
The History of Poetry - Page 10 (plundered from a chest at 21, 70, -126 in The Shimmering Citadel)
The History of Poetry - Page 11 (plundered from bones at -119, 53, -91 in The Shimmering Citadel)
The History of Poetry - Page 12 (plundered from pillows at -154, 51, -127 in The Shimmering Citadel)

Discovered on 16 Sep 2005 at 0:28:00 PDT.
by Sage Lerin Rahin
Throughout the ages, many poets have provided the inhabitants of the Deserts of Ro with literary delights.
Dervin poet Alyarrah Mahaat sometimes wrote her poetry by pouring different colors of sand onto a flat stone, letting the wind gradually erase the words.


"Poetry is ephemeral," she said when asked about this unusual practice. Alyarrah was originally a nomadic Dervin who was invited to be a Court Poet by Neriph, Caliph of the Court of Coin.
With works including ballads about the Dervin nomads, djinn-styled short form poetry and lyrical tales of love, Alyarrah's poetry is considered as contemporary as it is timely.


The world lost a great poet when Alyarrah died in an arena accident within a year of entering the Caliph's Court. The position of Court Poet has gone unfilled since her death.
Before Alyarrah, Dervin poets were predominantly anonymous lyricists who chose to set fireside tales to parchment rather than lose their connections with the past.


Storytellers often hold an exalted position within the Dervin community, although it is not an exclusive title or role. The nomadic Dervins who live outside Maj'Dul must provide many skills to their tribes.
When the Shattering occurred, many tribes were decimated and their oral storytelling traditions were lost.


By setting the remaining tales down, current tribes hope to maintain the ancient lore and knowledge handed down through the generations.


While some of the Dervin nomads are illiterate, there are scribes in Maj'Dul who are willing to transcribe their stories.
Prior to the Shattering, the work of Dervin poets is harder to obtain as much of it was never written down. Though many current volumes claim to contain exact transcriptions, it is impossible to be sure.


And, of course, many poems survive in various forms, depending upon which tribe tells the tale. Generally, if an older poem is attributed to a specific elder poet, its source must be viewed with suspicion.
There are exceptions to this rule. Many of the poems by the Dervin poet Kish'Kah survived as they were primarily used in short messages between tribes.


Marriage often intermingled different Dervin tribes, and whichever spouse moved to a new tribe would keep in touch with his or her former family by paying Kish'Kah to send a poetic greeting.


His poems are no more than five lines, which makes them easy to identify.
Though not poetry in the strictest sense, some find the writings of the Alliz Raef Ew, or lizardmen, to be almost lyrical.


Their storytelling style is distinctively archaic and often bloody. It cannot be denied, however, that they are capable of intense imagery.


None of their tales are written in their original language. Only translations are available.
A typical lizardman poem includes an element of sacrifice, either an act by the protagonist or a victim of some horrific ritual.
   While such poems are not usually considered "art," given the lifestyles of these scaled creatures, it is interesting that they would use any medium to immortalize such brutal acts. The market for Alliz Raef Ew poetry is miniscule, but enthusiastic.
While poetry has high value amongst the djinn, they generally do not record their own work. Instead, they rely on cast collections of poetry gleaned from other sources.


Some of the volumes held by the djinn are said to date back to the Age of War, though there is no conclusive proof.
The djinn favor a short, three-line poem known as the "djinn short style." These poems are amusing and often end with a subtle twist.


The djinn will sometimes converse in this short form, evidently to amuse themselves. There are no celebrated poets in the short form for any published pieces are not credited to a particular djinn.
Books
The History of Ratonga
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 28 Nov 2004 at 0:22:39 PST.
Through my own experiences, I have gained knowledge and insight into the ratonga.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
Since the world is changed and we come to live on the surface, some traditions may be lost. May you learn the ratonga ways and keep them. Many are the grains of sand in the desert and also many are the years of the ratonga. Long did we dwell in the hidden places of the world, in the hidden places of the heart. Listen now, my children, draw close to hear our story, our song.
Continue Story 1
Close
In the long-ago when the shape of the world was different, we first awoke in the darkness. See our hands? They are thin and quick and more agile than the hands of any other. See our whiskers? They take the measure of the air and the thoughts of others.
Continue Story 1
Close
There are many paths to the light, but few that lead back into the darkness. Many are those of the surface that fear the dark, but if they could see what we see in the light, they would fear that as well. Light creates shadows. Without light, there is no dark.
Continue Story 1
Close
In the darkness, the Ancient of ratonga whom we call Belaska was pursued by her enemies and they caught her. She kept her fur combed and clean and slipped from their grasp, but they clung to her and would not let go. She found a small tunnel and fled into it.
Continue Story 1
Close
Still her enemies grasped at her, pulling and pulling as Belaska twisted and clung to the sides of the tunnel. She was stronger than her enemy and pulled herself free, but her enemies' hands had stripped the luxurious fur from her tail. And that is why the ratonga tail has but fine silken hairs and not fur. Run combs of ivory and bone through your fur often and you will live long.
Close
The worlds above change as the bright sun rises and sets. Over and again, the days of the overworld come and go. Feel the rhythm of their days, through light, then half-light, then dark and half-light again. And while the overworld had its rhythm, so too had we our own.
Continue Story 2
Close
For is not all life of a rhythm? That is why we dance, all who breathe and know that they live will dance to music, such beautiful and haunting music. It is soft and gentle. It is hard and fast. It throbs like the pulse along the tenderest length of the neck. Listen to the rhythms, children. Listen!
Continue Story 2
Close
Those of the overworld cannot hear the music, do not feel the rhythms as we can. And in those half-beats where they are unaware, we are keeping count. Pulse for pulse, when the rhythm is in your blood and heart, it gives you speed and grace. It gives you stealth.
Continue Story 2
Close
That is why there is the Dance of the Ancient, my children. When the rhythms of the light and dark have spun past the world, young ratonga gather before their tribes to dance. Those whose steps are most airy and graceful are taken and trained in the Ways of Belaska, of which we will say no more.
Continue Story 2
Close
There is a leader among them who feels the rhythms, however, and it is to this leader that we are drawn. For around him he gathers power and prestige, and those who value these things value possessions of the world as well. They hoard their treasures, and we have seen them.
Close
Know then, that we lived many seasons of the overworld in the dark places and we danced many times over the Dance of the Ancient before the people of the overworld first knew us. They do not think as we do. They do not feel the rhythms around them. And so we watched.
Continue Story 3
Close
In one of the many wars of the overworld, our help we granted to the leader with prestige. Through many of our secret paths (though not all) did we lead them to their victory. And in thanks, their leader gave us a patch of the overland upon which to build homes such as theirs.
Continue Story 3
Close
Our feet are ever on the ground and we feel its rhythms though the overworlders feel it not. And so, they trembled and cried when the rocks split and the waters churned, for they did not know it would happen. We knew and we changed our rhythm to match. In our many long lives, our places in the dark often change and shift. It gives us purpose, to anticipate what may yet be. We feel the changes and we change with them. Look at our tails!
Continue Story 3
Close
Now, many of the old paths are shut and many new ones are open and we have seen them. With our delicate fingers we have touched the secret centers of the world and felt its pulse. Though it may always change its shape, its pulse is known to us.
Continue Story 3
Close
Changes come with the shifting of the worlds. Learn the rhythm of the new world around us, but never forget the ways of our past. While we are now in the overworld, our feet still touch the ground. Sit in the open spaces of the overworld now and touch the sky as well.
Close
Books
The History of the Fae
This item can be placed on the floor in any house type.

NO-TRADE

Offers the Quest
'History of the Fae'

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 14:06:53 PST.
This is a history of the Fae. Its pages cannot be completed at one time, but must be gained through valor and experience.
Through my own experiences, I can gain knowledge and insight into the fae.
Tunare, goddess of nature, gave us life.

As she walked through Greater Faydark, flowers sprung up beneath her feet. One of these flowers turned its face toward her as a heliotrope to the sun.

"You are precious," said Tunare, laughing and gently cupping the blossom in her hands. And so, the first fae were formed of blossoms and Tunare's laughter.

That was the beginning of the Dream Ring, the first Ring in which the Fae realized that their lives were indeed precious.
Life was quiet for the fae in those distant times. One of the Fae learned the language of the Feir’Dal, our brothers and sisters of Tunare. In time, all Fae learned some Feir'Dal words and added them to our own language, Faerlie.

And Joleena took her new language skills into Kelethin, the city of the Feir'Dal. She lives amongst them for a time and when she returned, we made her our first Queen.
Our people had often lived in small bands, roving through the Faydarks.

We recognized that we had much in common with the Feir'Dal, and so over time, many of the fae migrated to live near the trees which formed its base.

Many of the fae died in the Burning Ring, when the armies of the War of Fay crossed the woods, burning everything before them.
Those who were not killed were horrified. We had never witnessed so much death and destruction!

And though emissaries were sent to Felwithe, the Koada'Dal sent no help. Much of Greater Faydark and Kelethin were burned, yet the First Children did nothing.

Instead, they closed themselves away once the War had ended. And so began the Ring of Sadness.
We heped the Feir'Dal rebuild Kelethin. Who else had they to turn to but the fae? Queen Cydney oversaw our contributions, channeling our Fae magic to heal the trees and restore the Faydarks to beauty.

We mourned, for Queen Cydney's spirit bud, holding all her memories and experiences, was lost to us forever.
Each fae is formed from the spirit bud of one of the ancestors.

By maintaining the blossom, the fae can reawaken its spirit and remember threads from the distant past.

Many of us who can recall the Ring of Sadness prefer to remember the Quiet Ring that followed it instead, for the Age of War did not touch Kelethin until later.
As the gods seemed to withdraw from us, the fae's magical influences seemed to wane as well.

Though we had moved away from Kelethin itself, remembering the Burning Ring, Queen Saphrina encouraged us to move back.

"There are dark forces everywhere," she said. "It will be safer for us to join with the Feir'Dal before it is too late."

And so we did, building a wall of brambles to keep the city safe.
The Crushbone orcs proved Queen Saphrina right – they took her life and destroyed her spirit bud. This was truly the First Ring of Chaos.

Deterred by the thick brambles we had raised beneath the city, the orcs laid siege to Kelethin, never envisioning from which direction our help would come.
They crept in from Lesser Faydark, an army of brownies, and decimated the Crushbone orcs.

They had never been our particular allies before, rescuing us had been incidental to their love of battle. Queen Jillian granted them the status "Friend of the Fae" from that moment onward.

The siege was broken, yet the wars raging around us did not cease. Nor did the orcs let up their attempted assault on the city.
An uneasily peaceful time followed -- the Ring of Leaving.

In a very short span of time, we witnessed some of the remaining Feir'Dal and others leave Faydwer. They spoke of receiving a vision, a word from Tunare.

And as time went on, we let the brambles protecting Kelethin dissipate as we moved into the city ourselves.
We thought that troubled times lay behind us now, yet the Ring of Trials had only begun.

All around us the lands began to change, groaning and breaking apart. Built into the trees, Kelethin withstood the trembling earth below.

We felt we were being tested, but had no way of knowing if we had passed.
The last trial was the death of our young, beautiful Queen Liivika, just two days before her wedding, leaving the Fae to mourn yet again.

Some began to question how Tunare could leave us. Others argued that she had not left, that we simply needed to learn how to live like the Feir'Dal.

We Fae lost some of our innocence, but we know that we are not alone. Our spirits tell us this.
Changes were wrought, some not as obvious as the madly swirling seas and others very evident.

We were growing taller and the shapes and colors of our wings began to differ. The Ring of Regrowth marked a period of rapid changes amongst the fae.

Sadly, during this time two of our Queens disappeared and we were unable to recover their spirits.
The Second Ring of Chaos began with what Outsiders call the Shattering. Shards of Luclin rained down around Faydwer, but fortunately, most of Greater Faydark escaped unscathed.

A few of Kelethin's platforms caught fire and burnt, though most of the city was untouched.

Queen Sephria and later her daughter Queen Kilina were both killed by the rain of debris which stopped as suddenly as it had started.
Some days, we wondered what had become of those who had left Faydwer.

Where did they go? Did they perish in the Second Ring of Chaos? Would we ever see them or their kin again? For our spirits continued to renew and continued to remember.

And then ships arrived as well as parties crossing into Greater Faydark from elsewhere, and we knew that times were changing. Again.
Thus began the Peaceful Ring, which continues to the present. Given our history, we wonder -- Peaceful for how long?

Queen Oola oversaw the rebuilding of the parts of Kelethin that had been destroyed and left the city to her daughter Amree, our current Queen.

Who knows what our future holds, now that Outsiders come once again to Faydwer?
Books
The History of the Fae
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Offers the Quest
'History of the Fae'

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 17:46:50 PST.
This is a history of the Fae. Its pages cannot be completed at one time, but must be gained through valor and experience.
Through my own experiences, I can gain knowledge and insight into the fae.
Tunare, goddess of nature, gave us life.

As she walked through Greater Faydark, flowers sprung up beneath her feet. One of these flowers turned its face toward her as a heliotrope to the sun.

"You are precious," said Tunare, laughing and gently cupping the blossom in her hands. And so, the first fae were formed of blossoms and Tunare's laughter.

That was the beginning of the Dream Ring, the first Ring in which the Fae realized that their lives were indeed precious.
Life was quiet for the fae in those distant times. One of the Fae learned the language of the Feir’Dal, our brothers and sisters of Tunare. In time, all Fae learned some Feir'Dal words and added them to our own language, Faerlie.

And Joleena took her new language skills into Kelethin, the city of the Feir'Dal. She lives amongst them for a time and when she returned, we made her our first Queen.
Our people had often lived in small bands, roving through the Faydarks.

We recognized that we had much in common with the Feir'Dal, and so over time, many of the fae migrated to live near the trees which formed its base.

Many of the fae died in the Burning Ring, when the armies of the War of Fay crossed the woods, burning everything before them.
Those who were not killed were horrified. We had never witnessed so much death and destruction!

And though emissaries were sent to Felwithe, the Koada'Dal sent no help. Much of Greater Faydark and Kelethin were burned, yet the First Children did nothing.

Instead, they closed themselves away once the War had ended. And so began the Ring of Sadness.
We heped the Feir'Dal rebuild Kelethin. Who else had they to turn to but the fae? Queen Cydney oversaw our contributions, channeling our Fae magic to heal the trees and restore the Faydarks to beauty.

We mourned, for Queen Cydney's spirit bud, holding all her memories and experiences, was lost to us forever.
Each fae is formed from the spirit bud of one of the ancestors.

By maintaining the blossom, the fae can reawaken its spirit and remember threads from the distant past.

Many of us who can recall the Ring of Sadness prefer to remember the Quiet Ring that followed it instead, for the Age of War did not touch Kelethin until later.
As the gods seemed to withdraw from us, the fae's magical influences seemed to wane as well.

Though we had moved away from Kelethin itself, remembering the Burning Ring, Queen Saphrina encouraged us to move back.

"There are dark forces everywhere," she said. "It will be safer for us to join with the Feir'Dal before it is too late."

And so we did, building a wall of brambles to keep the city safe.
The Crushbone orcs proved Queen Saphrina right – they took her life and destroyed her spirit bud. This was truly the First Ring of Chaos.

Deterred by the thick brambles we had raised beneath the city, the orcs laid siege to Kelethin, never envisioning from which direction our help would come.
They crept in from Lesser Faydark, an army of brownies, and decimated the Crushbone orcs.

They had never been our particular allies before, rescuing us had been incidental to their love of battle. Queen Jillian granted them the status "Friend of the Fae" from that moment onward.

The siege was broken, yet the wars raging around us did not cease. Nor did the orcs let up their attempted assault on the city.
An uneasily peaceful time followed -- the Ring of Leaving.

In a very short span of time, we witnessed some of the remaining Feir'Dal and others leave Faydwer. They spoke of receiving a vision, a word from Tunare.

And as time went on, we let the brambles protecting Kelethin dissipate as we moved into the city ourselves.
We thought that troubled times lay behind us now, yet the Ring of Trials had only begun.

All around us the lands began to change, groaning and breaking apart. Built into the trees, Kelethin withstood the trembling earth below.

We felt we were being tested, but had no way of knowing if we had passed.
The last trial was the death of our young, beautiful Queen Liivika, just two days before her wedding, leaving the Fae to mourn yet again.

Some began to question how Tunare could leave us. Others argued that she had not left, that we simply needed to learn how to live like the Feir'Dal.

We Fae lost some of our innocence, but we know that we are not alone. Our spirits tell us this.
Changes were wrought, some not as obvious as the madly swirling seas and others very evident.

We were growing taller and the shapes and colors of our wings began to differ. The Ring of Regrowth marked a period of rapid changes amongst the fae.

Sadly, during this time two of our Queens disappeared and we were unable to recover their spirits.
The Second Ring of Chaos began with what Outsiders call the Shattering. Shards of Luclin rained down around Faydwer, but fortunately, most of Greater Faydark escaped unscathed.

A few of Kelethin's platforms caught fire and burnt, though most of the city was untouched.

Queen Sephria and later her daughter Queen Kilina were both killed by the rain of debris which stopped as suddenly as it had started.
Some days, we wondered what had become of those who had left Faydwer.

Where did they go? Did they perish in the Second Ring of Chaos? Would we ever see them or their kin again? For our spirits continued to renew and continued to remember.

And then ships arrived as well as parties crossing into Greater Faydark from elsewhere, and we knew that times were changing. Again.
Thus began the Peaceful Ring, which continues to the present. Given our history, we wonder -- Peaceful for how long?

Queen Oola oversaw the rebuilding of the parts of Kelethin that had been destroyed and left the city to her daughter Amree, our current Queen.

Who knows what our future holds, now that Outsiders come once again to Faydwer?
Unobtainable
The History of the Feir'Dal
This item can be placed in any house type.



Undiscovered.
Books
The History of the Hua Mein: Part 1
This item can be placed on the floor in any house type.

The History of the Hua Mein: Part 1 By: Cuan Dao

TREASURED
LORE  NO-TRADE


Discovered on 16 Feb 2010 at 12:10:41 PST.
The History of the Hua Mein
Part One
By: Cuan Dao
For hundreds of years we lived a simple existence in the Stoneburnt Mountains. Peacefully coexisting alongside beast, kejek, and man, we were content to spend our lives roaming and feeding in the bamboo forests of Odus.

Unfortunately, that peace was shattered over two hundred years ago when the men who live in the stone villages changed our homelands forever. It began with the creation of a new village, built squarely in the middle of where we roamed. There they meddled in magic an d burrowed deep into the earth. We observed from afar, daring not to venture closer while the men toiled away at their new establishment. The kejek, however, were not as passive as us. They warred with the men and tried to burn down the new village. The men fought back with lighting, fire, and blade.
Nothing would deter them from whatever they were working on in their village.

The fighting between the two sides continued for many months until one day the kejek disappeared and were seen no more.

Soon after, the men seemed to have completed their project. A great celebration was held and the men laughed and looked joyous. The very next day, however a great explosion erupted from the village. The sky had changed and the sun disappeared. A great storm of lightning swept across the forests and mountains covering everything in an impossibly bright light. Some time later, we awoke, confused, scared and changed. The great storm had changed our minds, though at the time this change was beyond our comprehension.
It has been said that our kind would have gone mad were it not for the valiant efforts of our savior, Hua Mei.

Like the rest of our kind, Hua Mei's mind had been awoken by the great storm. Upon finding her mind a flurry of new thoughts and emotions, sh great fearful and retreated to a cliff face in the crags above where the kejek once called home. Bewildered, she had gone there following a voice she heard on the wind. As she approached, the voice became louder, soothing her raging thoughts and filling her with a sense of peace. She sat back and allowed the voice to calm her, listening to the words of peace and enlightenment. After three days, the spirit of a great tiger appeared to her in the moonlight, granting her the First Teachings. The tiger spirit also told her to gather the others of her kind and share with them the teaching Hua Mei had learned.
First she learned that nothing in the world is lost. All things return. She observed how a fruit drops to the ground and rots, only to rise again in the form of a new plant. She understood that she was born of her parents and her children would be born of her.

Next she observed the everything changes and nothing shall remain constant. Just as she and her kin had once been beast, now they had become awakened. This truth was further strengthened by her observance of the rending forces which stretched her homeland toward the darkening swirl of the void.

Finally, Hua Mei learned the truth of the cause and effect. In the north, she observed the forces of the void, dark and assimilating her once serene homeland. Where ever their once presence was found, the skies seemed darker, the flora became twisted and
creatures fell to insanity. In the south however, she came to the cliff face alongside the kerran island.

There she saw a society of beings who did not corrupt their land, but instead learned to coexist with it. She learned that our thoughts and actions determined the kind of life we can have. If we do good things, in the future good things will happen to us. If we do bad things, in the future bad things will happen to us.
Unobtainable
The History of the Hua Mein: Part 2
This item can be placed in any house type.

LORE  NO-TRADE



Undiscovered.
Unobtainable
The History of the Hua Mein: Part 3
This item can be placed in any house type.

TREASURED
LORE  NO-TRADE



Undiscovered.
Books
The History of the Teir'Dal
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 13 Dec 2004 at 13:15:24 PST.
Through my own experiences, I have gained knowledge and insight into the Teir'Dal.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
Those who are not Teir'Dal cannot understand. They ask, "Why harbor ill-will towards others and not toward the one who tormented your kind into being?" It is easy to judge others, isn't it?
Continue Story 1
Close
A long time ago, the gods made a pact amongst themselves to divide the world and populate it with their own beings. So came forth the dwarves, and the elves, and the others. No one thought to include Innoruuk. No one invited him.
Continue Story 1
Close
It is no wonder, then, that he had to create us in secret. Why should we hate him, who gave us life and purpose? We are not his afterthought, but the afterthought of all others who came before. And we will not forget that.
Continue Story 1
Close
While Innoruuk fashioned us in the dark, the others scampered around without purpose or reason. We are not made that way. Every step we take has meaning, we consider everything in its own measure.
Continue Story 1
Close
Our ancient home is Neriak, our beautiful, ancient home, lost to us forever. I am not sentimental, yet I remember its beauty. Since we can never return home, we make do with Freeport, city of men.
Close
Look at me, my skin is dark and my hair is silver. I walk with the grace of my ancestors, more graceful even than those sniveling high elves. With their noses in the air, they pretend they are the only "true" elves. They lie.
Continue Story 2
Close
Some Teir'Dal have always had dealings with the humans of Freeport. Some of us would prefer not to associate with them. The reason is simple: we don't trust them. We don't trust anyone. It is safer that way. Even one's own family is not to be trusted. Consider our history. Tales abound of sons being cheated out of their birthright by the children of another. Wives scorned by their husbands need to find their own way, even if that way seems violent.
Continue Story 2
Close
That is how the Teir'Dal survive - we take our destinies into our own hands. What is not given us, we will endeavor to make our own. In the War of Fay, many seek to cast us as the villains. Remember: we were not invited to the party.
Continue Story 2
Close
Imagine this: a beautiful maiden lives in a castle of gemstones and all come from far and wide to seek her hand. And you, though your blood is as pure as the others, are not sent word that this maiden is seeking a mate. Would you not seek to show your worth in battle for her hand?
Continue Story 2
Close
Not that Faydark is any great beauty, so the allegory fails there. But that these lands existed, could have been ours from the beginning and were not, left us no choice. We had to stake claim, for we are not persuaded by the words, "We were here first."
Close
Though we battled valiantly, we were hampered by the lesser beings who sought to please us. The failures of the orcs and trolls cost us dearly. In those days, perhaps, we trusted them. We have learned our lesson.
Continue Story 3
Close
You have heard of death of Naythox Thex. Recall my words that not even one's own family is to be trusted? You would do well to keep that device close to your heart with one hand, while you defend yourself with the other. Not to say that the Emperor was slain by his own family. Who knows how these things happen, except those who are involved? Suffice to say, he died and the Empress took control. It was convenient for her to do so.
Continue Story 3
Close
It was not long past the War of Fay that the First Gate was destroyed. And so, those of us who had not yet returned home are stranded. Who knows how it goes at home, if it still exists? I am certain that whatever has happened, it has been amusing.
Continue Story 3
Close
Imagine this: a fledgling falls from its nest. A young boy picks it up and puts it back so that it will not die. The mother bird returns and, sensing something has disturbed her home, pushes the fledgling from the nest to its death. Do I believe we shall ever return to Neriak? No. There is no passage and if I were there, I would slay any who attempted to return at this late day. If it survived the tumult of the lands, Neriak would not welcome home its strays.
Continue Story 3
Close
So I live now in Freeport, amongst the filth of the humans and the stench of the trolls. I walk unafraid down the dark alleys. They are the ones who move out of my way, for they know the subtle power I possess.
Close
Books
The History of the Trolls
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 6 Jan 2005 at 19:17:44 PST.
Through my own experiences, I have gained knowledge and insight into the troll.
Reread Story
Close
Each part of this history tome can only be completed in its own time.
Read Story 1
Read Story 2
Read Story 3
Close
Trolls first lived in Innothule Swamp where they fished in the murky waters. Trolls were very handsome, with long black hair and long limbs. One day, the goblin king saw the troll princess and kidnapped her. She refused to marry him. He was old and ugly and green. "You must marry me at dawn," said the goblin king. "You are prettier than goblin women!" The troll princess covered her face with her long thin hands and cried.
Continue Story 1
Close
In the middle of the night, a shadow entered the high tower. The troll princess demanded to know who had entered her room. "It is I, your creator, Cazic-Thule!" said the voice. The princess bowed down to worship him and he said, "If you do not want to marry the goblin, I will stop it." Cazic-Thule told her that when the king came back for her, she must run as fast as she could and jump into the swamp. The princess thought this was a good plan.
Continue Story 1
Close
The moment the princess' feet touched the soft muck of the swamp, her skin changed from grey to green and her thick hair fell out in clumps. She touched the sides of her head and felt her ears growing larger, with bumps and hair protruding from them. The princess screamed, knowing she had been tricked and she heard Cazic-Thule laughing at her. "I did not say how I would stop the wedding," he said, snapping his fingers. The princess looked around her and saw all the other trolls had also changed.
Continue Story 1
Close
That is how the trolls turned from grey to green and their hair fell out. The princess was so angry that she cursed the name of Cazic-Thule, saying he had tricked her. Cursing the gods is not good. Cazic-Thule roared at the trolls, filling their ears with such noise that they to this day hear it.
Continue Story 1
Close
When the goblin king caught up to the troll princess and saw how ugly she had become he turned to run, but then she reached out her long green hands and grabbed him. The trolls, not the goblins, had a merry feast that night.
Close
This is a story we tell of how the frogloks came to be. Once there was a large bridge of earth and under the bridge lived the trolls. Whenever someone came to cross the bridge, a troll would grab its foot and another would knock it down and then they'd eat it. After many years of this, folks stopped using the bridge. They found other ways around and the trolls grew hungry.
Continue Story 2
Close
The only things that crossed the bridge were frogs which the trolls considered too small to bother with. While the trolls lay beneath the bridge, holding their tummies and gnashing their teeth, a frog hopped onto the bridge and the first troll said, "We are so hungry we will die!" The second troll said, "Then let's eat this frog." And the third troll agreed.
Continue Story 2
Close
So the first troll grabbed its foot but it was slippery and hard to handle. The second troll grabbed another foot and then the third troll grabbed another of the frog's feet. Each troll tugged and tugged, trying to keep hold of the slimy frog. It tried to pull itself away, but trolls are strong.
Continue Story 2
Close
In fact, the trolls were so strong, they stretched the frog this way and that, until it became very big for a frog. When they ate it, the trolls realized they had made a tiny frog into something big enough to be tasty.
Continue Story 2
Close
From that day on, the trolls grabbed the frogs that crossed the bridge. The frogs were too stupid to find another way across. Once or twice a frog would escape after the trolls had stretched it and those turned into frogloks. Very tasty.
Close
Last, this is the story of the troll that went to Freeport. When the ogre armies had passed through Innothule, some of the trolls joined up and went with them. One of the trolls was General Kangar, a famous troll leader even though he was very old.
Continue Story 3
Close
General Kangar went with the ogre army to march through the Commonlands carrying the mighty stick that marked him as a leader. In the fighting, a filthy human saw the mighty stick and bashed General Kangar on the head to kill him. But trolls have very hard heads.
Continue Story 3
Close
The human ran into the city and General Kangar followed. The war ended and the ogres were gone, but still General Kangar chased the human. For many years they ran. Then the human ran to use the magic ship into the magical guild hall.
Continue Story 3
Close
"Do not touch me," said the human. "Or what?" laughed the General, "You will hurt me? I chased you for a long time and I will gobble you up!" "You will be sorry," said the human. "That is as likely as the moon exploding," said General Kangar.
Continue Story 3
Close
With a roar, General Kangar leaped at the human. He struck it and cracked the human's skull with the mighty stick. At that very instant, high in the sky, Luclin exploded and that is how General Kangar of the trolls broke apart the moon.
Close
Books
The Idol of Mor'Tael
This item can be placed on the floor in any house type.

This book was taken from the haunted halls of Nektropos Castle.

NO-TRADE  NO-VALUE

Plundered from Nektropos Castle (-21, 15, 54).

Discovered on 18 Aug 2010 at 9:57:38 PDT.
The Idol of Mor'Tael









Notes by Lord Rikantus Everling
My great, great grandfather was a rich man, rich from the trade we deal in. Norrathians knew little of our market, but those who have the most to offer know the path to such markets. The great trade city knew us as dealers of delights. But behind the mask of toys, the House of Everling makes its true fortune. My great, great grandfather was the richest of all Everlings and his fortune fed us for generations. Unfortunately for us, his fortune was made from the cursed curios that we deal. Sometimes these trinkets do not wish to be sold. Sometimes these trinkets decide to purchase you.
My great, great grandfather was Vulrandis Everling, Merchant Lord of Freeport. He traveled far and wide to import the most wondrous toys for the wealthiest children and children at heart. He and his expedition team would often be gone for long spells of time. His dedication to the family business was unparalleled. During his time, many Everling manors rose. No Everling before him had ever done so much for the prosperity of the house. While in these far off realms he also acquired his true commodity, the cursed curios.
In the House of Everling, with great prosperity comes great risk. So the greater the wealth, the closer to misfortune you are. While amassing a vault of worldly trinkets there sometimes come a time when things that are not of this world creep before you. Sometime this is never known and the trinkets are passed on without a clue. Such an object is the Idol of Mor’Tael, but it did not choose to be haggled away like other trinkets. It waited long for Vulrandis to discover it in oblivion.
Everling expeditions are always dangerous and a few lives are often lost, or sacrificed. Such is the price to acquire such wondrous gifts. But never has there been a doomed expedition such as the one that sent us the Idol of Mor’Tael. It was ages ago, on a dark stormy day that Vulrandis kissed his wife and children goodbye for the last time. He and his team were setting sail for an isle in the south, an isle located in the Buried Sea. It was said that on this isle a phantom tower sometimes appears. Inside this phantom tower is rumored to be cursed treasures no one should seek, no one save an Everling.
Family records show that Vulrandis and his team reached their destination. How this is known is by the odd strongbox that appeared before the toy shop one morning. It was long after his departure, 18 months as it is recorded. Before this, the house knew something was wrong. No expedition ever took so long, not even the dreaded Expedition to the Serpent’s Spine Peaks. Something terrible had definitely happened. But here before the toy shop on a cold Freeport dawn lay a final gift from Vulrandis, a final gift and a final word.
"Dear family, Do not seek me for I am in oblivion. We have found eternal torment in the Tower of Rot. I offer our lives in exchange for this gift to my house. The masters of the manor shall all own the Idol of Mor’Tael. The legion of the one merchant shall be chosen and eternal prosperity shall rule the House of Everling."
Unobtainable
The Journal of Meldrath the Malignant
This item can be placed in any house type.

An account of Meldrath's life written by the madman, himself.

NO-TRADE  NO-VALUE



Undiscovered.
Books
The Journal of Rocco Barisano
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 15 Nov 2004 at 21:46:06 PST.
"The Journal of Rocco Barisano," pieced together from the fragments of manuscript found within the Serpent Sewer.
Entry One
Put book away.
First day, noon. My daughter Andria is such a naughty imp. I carved her a marvelous wooden doll and her mother dressed it in a copy of Andria's favorite dress. "Don' wan' dolly!" Andria shrieked, throwing the doll much farther than one might have anticipated. With uncanny luck, the doll sailed high into the air and neatly dropped directly through the grates into the sewers below. Immediately, Andria became distressed and so here I am, searching the wretched sewers for that doll.
Entry Two
Put book away.
First day, evening. I can only imagine it is evening, for the unchanging light here below the streets makes it difficult to tell what time it is. I immediately found Andria's doll, soiled by the refuse of the first sewers but otherwise appearing intact. As I reached for it, some foul denizen of this dark place neatly plucked it from my fingertips and disappeared with it. I tracked it to the second level that we call the Serpent Sewer. It is not infested with serpents, but is called that as the tunnels twist and turn.
Entry Three
Put book away.
Second day, morning. A most uncomfortable night spent mostly clinging to an iron ladder. I thought it would lead up and out of this foul-smelling tunnel, but the hatch at the top proved locked tight. I pounded on it and called, but there was no answer. Except, of course, for the watchful silence which was very unpleasant. I wrapped my limbs around the ladder to keep from falling into the muck below.
Entry Four
Put book away.
Day two, evening. Have I really been walking in circles this whole day? Yet another ladder and another locked grate at its top! Try as I might, I could not push or pull it open. How very frustrating. I am getting quite hungry, despite the smell in the air. There is a damp staleness, despite the numerous iron grates. I am going to find my way back to some gnomish heating devices I passed earlier; perhaps I can huddle against them to dry.
Entry Five
Put book away.
Day three, after waking. I cannot tell if this is morning, but I am certainly awake now. There is a busy, busy gibbering in the darkness at the far end of the tunnel. The gnomish devices are everywhere down here, some spew forth steam and some fire! These are truly amazing works, though I do not know what they might do. Wait! I hear voices! Perhaps a search party has found me -- I must go.
Entry Six
Put book away.
Next day. I am losing track of the days. I continue to hear voices echoing through the gloom, but always just around a corner or through one of the many grated tunnels I cannot access. Even when the sound seems to be coming from directly above me, my calls are not answered. I have not found a way out of this place. My food consists of the vermin I catch and cook on the flames of the gnomish device. I dare not go too far from it, lest I lose it and not be able to cook my meat.
Entry Seven
Put book away.
Another day. What do you suppose? As I gutted and cleaned one of the refuse vermin, the head of little Andria's doll popped out of its stomach! Its wooden face was covered in tooth marks, but it is unmistakably the head of the doll that got me into this mess in the first place. I threw it into the fire.
Entry Eight
Put book away.
Another day. By taking some of the flotsam here in the sewer, I have constructed a sleeping area beside the gnomish device. It is warmer here, and I have gotten used to the stench of the sewer. Tomorrow, I will take some of the wood I have been drying on the platform and make torches. If I leave these in the sconces I've seen through the tunnels, I'll be able to find my way back, in case I do not find the way out. Again.
Entry Nine
Put book away.
Another day. Who do you suppose I ran into, down here in the Serpent Sewer? The Overlord himself! He seemed very surprised to see another person, as was I! I showed him the cozy corner I built for myself in the sewer and he gave me some dried meat in exchange for some of my wood. He was very cordial and said he would give my regards to his family. I was so impressed it wasn't till hours after he had left that I realized I should have asked him the way out.
Entry Ten
Put book away.
Another day. I've built up several stores of wood and have started drying the extra flesh of the beasts I capture. Do you know, I am quite enjoying the peace and quiet and frankly, if I never see that whiny little brat Andria again I will be quite happy. I do miss my wife, though. She was good with laundry.
Close Book.
Books
The Journal of Ryizz' Eianshieoll, Volume 1
This item can be placed on the floor in any house type.

The Journal of Ryizz' Eianshieoll

TREASURED
LORE  NO-TRADE  NO-VALUE

Offers the Quest
'Means and Ends'

Plundered from Ryizz' Eianshieoll's Sanctum (-19, -12, -359 - part of the channeller epic weapon line).

Discovered on 22 Dec 2013 at 13:29:19 PST.
The Journal of Ryizz’ Eianshieoll

My name is Ryizz’ Eianshieoll, a student of Daleen Blackwood and a high ranking channeler. The words in this book represent my thoughts, theories, and pursuit of greater mastery in this art, which will hopefully be put to good use by those who share my passion. Channeling has thus far progressed in fits and starts, due in large part to the organic and disorganized nature of our experimentation. By formally investigating and documenting my successes and failures, we can more rigorously advance our school, instead of simply fumbling around in the dark.
Thus far, in our short tenure here on Norrath, we have been limited in the entities we channel – mindless or near-mindless beasts, creatures, and critters. To this point, I don’t believe that any of us truly understands why this is, nor have many even asked this question. There does not seem to be an intrinsic reason for a limitation of this nature, an animal spirit ostensibly is no different than a humanoid spirit, outside of their ultimate destination (as an animal spirit travels to the great sea, while humanoids travel to Ethernere and then the planes beyond). If there ARE fundamental differences between spirit types, then identifying those differences is important to our art. If we do not discover any differences, then we must re-examine how we apply our abilities, and unshackle ourselves from a self-imposed limitation.
To that end, my first step will be to channel elementals as a proof-of-concept. These entities are an amalgamation of spirit, corporeal presence, and limited sentience. Certainly a higher order than the dumb beasts we traditionally interact with. My hypothesis, should I successfully channel an elemental, is that a construct I created with an elemental’s essence should be able to function independently of my command, but still be wholly within my control. And of an order of magnitude more powerful.
Thus, I begin my search for a place to reliably summon an elemental of sufficient power and independence. While I suppose I could employ the efforts of a conjurer, the interactions of mystical abilities inject additional variables into the research that would needlessly complicate my investigation.

I feel that I am at the ground floor of an earth-shattering discovery, and I anxiously await the next time I am able to put words to this journal!
Books
The Journal of Ryizz' Eianshieoll, Volume 2
This item can be placed on the floor in any house type.

The Journal of Ryizz' Eianshieoll

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'Means and Ends'

Quest reward from [101] Means and Ends (Signature) (Heroic), started by examining The Journal of Ryizz' Eianshieoll, Volume 1 in Ryizz' Eianshieoll's Sanctum (-19, -15, -359) (part of the channeller epic weapon line).

Discovered on 25 Dec 2013 at 8:40:08 PST.
Someone has been in my lab and taken my journal. Strange, but I must be more careful – my research has the potential to be severely abused, and if it fell into the wrong hands...

In any case, I must be more vigilant.
So! Success with the elemental phase of my experiment. It was more difficult to channel the fire elemental: I found it necessary to adjust the frequency of mana expiration, and had to put down a good number of test subjects before I found the correct modulation. An interesting discovery was that even an unsuccessful channeling had strange effects on the subject's being – they did not seem to particularly enjoy the experience.
The construct that I created with my first successful attempt was... disappointing? It was a bit more autonomous, but could only follow the most rudimentary of commands and could not effectively defend itself without my intervention. It did acquire elemental properties, which could be useful. However, and in conclusion, elemental essences do not represent a statistically significant upgrade over those of animals.
While the results were disappointing, this truly represents a giant step forward for the channelers. We are not limited in dealing with animal spirits, and the question now becomes, "What IS the limit?" Again, even if the power curve remains linear and not exponential as the elemental channeling suggests, a single channeler could potentially acquire enough power to put down Kerafyrm and represent an end to this Age of Endings nonsense.
Now I will turn my focus toward true sentience. Trolls are sentient, but only just, and so I estimate that my first steps should lie in that direction. With their rudimentary grasp of language and their purely emotional responses to the world around them, their souls should prove somewhat easier to manage than those of higher functioning races.
Books
The Journal of Ryizz' Eianshieoll, Volume 3
This item can be placed on the floor in any house type.

The Journal of Ryizz' Eianshieoll

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'Means and Ends'

Quest reward from [101] Means and Ends (Signature) (Heroic), started by examining The Journal of Ryizz' Eianshieoll, Volume 1 in Ryizz' Eianshieoll's Sanctum (-19, -15, -359) (part of the channeller epic weapon line).

Discovered on 25 Dec 2013 at 16:04:33 PST.
Again. I've done it. Not easily, but I've done it. And it is glorious. Daleen will be so proud of what I've done. The power of this construct is beyond anything that the channelers have been able to generate thus far. We are entering a new age of enlightenment.

Like the elementals, the trolls have not reacted well to my failed attempts. But they will be remembered as sacrifices to a greater good. I only wish I could have gotten their names.
Channeling a sentient is very similar to channeling an elemental, at least so far. I anticipate more difficulty with the more evolved races, but the methods should remain the same. Modifying the frequency of mana expiration continues to be key, and I believe that each spirit has some sort of vibrational harmonic that it is necessary to identify. Whereas the basic animal essence is simply overwhelmed and subsumed by the channeler's energy, sentient souls seem to have a natural order to them that prevents this. Finding the correct harmonics unites the channeler and the subject's souls, ‘unlocking' that defense and allowing the channeler to subsume the sentient's spirit in much the same way as an animal!
It is simple, really. Only it requires a much larger, and much more exhausting mana expenditure. Higher order creatures may require external sources of energy.

Having mastered the essence of the troll, I think that it is time I direct my attentions to humans. A hearty, middle of the road level of sentience, not quite evolved to the level of my brethren.

Luclin is particularly brilliant tonight.
Books
The Journal of Ryizz' Eianshieoll, Volume 4
This item can be placed on the floor in any house type.

The Journal of Ryizz' Eianshieoll

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'Means and Ends'

Quest reward from [101] Means and Ends (Signature) (Heroic), started by examining The Journal of Ryizz' Eianshieoll, Volume 1 in Ryizz' Eianshieoll's Sanctum (-19, -15, -359) (part of the channeller epic weapon line).

Discovered on 25 Dec 2013 at 17:24:22 PST.
Surprisingly, channeling humans is not particularly different than trolls. I would have expected greater difficulty, but perhaps this is just a symptom of my greater expertise. They screamed. Bloodcurdling, but it must be done. I have to steel my heart and my emotions for the greater good.

Luclin continues to shine down on me. So beautiful at this time of year. I wonder what she looked like whole. To be up there, looking down on Norrath. Maybe one day I should travel to her?
The harmonics are different to be sure. It seems that trolls and humans are distinct in that manner, but when it comes to mana expenditure, they seem to be within the same thresholds. Something new this time though - on a hunch, I sacrificed one of my specimens to provide mana for the channeling process on another test subject, and what do you know? It worked. I can now channel safely without fearing mana burn from the incredible energies that I'm harnessing.
It's a good thing too. My arm hurts, feeling weaker than it should. Difficult to make a fist. Thankfully it isn't my writing hand. I'm almost certain that it is carelessness on my part in handling the trolls.

I'm sure it will heal though. A necessary price for the work that I am doing. They will all thank me for it eventually.
And now, to the next step of the ladder. The elves are enlightened compared to the humans and trolls, and thus should represent a greater expenditure of effort. It will be interesting, however, if like the humans and trolls, that the difference is relegated to harmonics.

Daleen would be very interested in seeing my work, I think. Imagine having her at my side - immortal, ensconced in stone and magic. She would like that. We could have invigorating discussions late into the night. And she would never leave.
Books
The Journal of Samantha Rageshree
This item can be placed on the floor in any house type.

A journal with the name, Samantha Rageshree written on its cover.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'The Will of Kyrtoxxulous'

Quest reward from [85] The Will of Kyrtoxxulous (Signature) (Heroic), started by examining a dagger over the fireplace in The City of Freeport (-238, -56, -4) (part of the warlock epic weapon line).

Plundered from Nektropos Castle (-19, 14, 52).
requires completing the Quest "The Will of Kyrtoxxulous"

Discovered on 6 Feb 2008 at 19:45:07 PST.
The Journal of Samantha Rageshree
Winday 14th, Warmstill 5405
Crops continue to wither and fail at an alarming rate, the cause still unknown. More and more townsfolk continue to grow ill. Mayor Yuntson sent a brigade of militiamen into the nearby hills to investigate. May Karana shed some light on this increasingly dire situation that threatons to destroy our entire village!
Steelday 15th, Warmstill 5405
Only a single survivor has returned from the group of men sent to investigate the strange happenings outside Everling Village. A young man named Beck hobbled back to town, his face covered with pustules. Not wanting to place the entire village in a panic, I brought the boy back to my home, out of the public's sight. The boy told me the militia encountered a man whose touch withered trees and scorched grass. When approached by the militia he unleashed a sickening flurry of locust (sic) that furiously gnawed at the men, tearing their flesh away as they floundered about helplessly. A warlock no doubt. The boy did not get a good look at the face of the man who had attacked them but noted that in his hand he held a heinous looking dagger which dripped with some strange ichor. Gods help us all.
Feastday 3rd, Lastleaf 5405
Severeal would-be heroes have come and gone from our little town. Each claim that they will be the one to slay the warlock who preys upon our town for no reason. We threw celebrations for the first few to take up the cause but, as time went on and not a single one of the adventurers returned, the townsfolk grew despondent. The sense of hope that we all once held was gone. Can no one help us?
Soulday 18th, Firstchill 5405
May the name of Ritter Shortshank always be remembered! Finally a hero has saved us from the plague spewing villain who seemed wholly dedicated to seeing our town's demise. I can't believe it has already been a week since Ritter appeared at the Muddy Boot Inn. In his hand he carried the hilt of the warlock's dagger and an urn containing the ashes of our now vanquished foe. "For fear of spreading more disease to you fine folk, I've gone ahead and cremated his body." He told us. "Who knows what sort of nasty afflictions the man had on him!" Such a fine man, and handsome too!
Books
The Journal of Ubdub of the Reet
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [85] Find the Fury (Signature), started by Thelia N'Fyre in Darklight Wood (part of the fury epic weapon line).

Discovered on 6 Feb 2008 at 15:39:25 PST.
Our scouts observed a strange humanoid camped near us today. Recently, it has not become uncommon to see the Lost Races, but I still marvel at the sight of what I believe to be a dark elf. It seems the rest of Norrath has been preserved, and I must say they have not found us a moment too soon! Hopefully among these individuals will come heroes capable of ending the oppression of the Sathirians.
We thought it prudent to continue observing the dark elf, and we were correct. Some of our scouts watched him savage a burynai. Another set watched him tear apart a sokokar, making fine threads of its wings, skin, and organs. It is terrifying! At least the Sathirians kill cleanly. We can hope that he might be made to reason with, but I doubt it is so... We must consider him a threat.
Thought it has been decided the dark elf is certainly a threat... we are not certain what to do about it. He is incredibly powerful, and the root of his power seems to be the sword that he wields. It is a scimitar of unequaled quality. Such a powerful sword should not be in the hands of a madman such as he; such a sword could be used to accomplish great, heroic deeds!
We have decided the best course of action is to wrest the scimitar from him. Such a sword should be used to overcome evil empires, like that of the Sathirians -- not ravaging mere animals. It would be in much better hands if we were to take control of it. We are sending our best sneaks to take it from him as he sleeps... Not, perhaps, the most honorable course of action, but we could not think to confront him.
It's done! We have the scimitar! Once it was in our possession, we set upon the dark elf. We didn't want to kill him, only to scare him away, and it worked. After we overwhelmed him in his camp, he set off for only the gods know where. He did kill two of ours in the process. Even without the scimitar, he is an incredibly powerful individual. I think we might have all been killed if we hadn't caught him unprepared.
We have decided what must be done with this scimitar. We have given it to our greatest fighter and are sending a full squad of our bravest to attack Rillis directly. Brave, foolish perhaps, but with the scimitar in our hands, we know what we need: blood! They have wronged us too long! We will spill their blood, and in doing so, take some measure back of what they have taken for us for so long!
I write in a pen with a piece of charcoal that an iksar kicked at me. The attack failed. Even with the scimitar, we were overwhelmed. Our champion slew dozens of them, but in the end, he was slaughtered, along with almost everyone else. I had accompanied the squad from a distance, intending to record their heroic deeds, but I was picked up in a sweep of the area.
I was unarmed, so I wasn't killed, but now I am captive. And the scimitar is gone. We have lost it. All our hopes dashed away so quickly and easily with a most devastating defeat. I only hope that my brothers and sisters who are still free out there do not see this as a sign to surrender. We must never surrender! We may not have the scimitar, but we still have our dignity.
Books
The Journal of Yasva V'Alear
This item can be placed on the floor in any house type.

This tattered and torn book appears to have belonged to the priestess Yasva V'Alear.

NO-TRADE  NO-VALUE

Required by the Quest
'The Saga of Yasva V'Alear'

Quest reward from [85] The Saga of Yasva V'Alear (Signature) (Heroic), started by examining Crumbling Sathirian Scroll in Kylong Plains (part of the inquisitor epic weapon line) (quest reward from Defender of the Faith).

Discovered on 8 Feb 2008 at 12:40:46 PST.
The Penitent's Absolution continues to lead me to many great victories. I wish I understood more about the power it holds... so that I could use it to even greater ends. As it is, there are few on this world who can stand before me, and I suppose I am content with that.
I've come to the land of Kunark to put my power up against the Sathirian Empire. I doubt that even they, in the reaches of their power, have the might to stop me. I have truly become unstoppable with this weapon.
Though I loathe to admit it, I have gone into hiding. The Sathirians have sent legions after me and the Absolution. They know what power I hold, and they are willing to allow me to slaughter scores of their iksar to take it from me. I will never let them take it, though.
They are too close. Thought I may die at their hands, I will never allow them to have the Absolution. I have disassembled it and scattered its parts. The hilt I hid here in this same land in which I will die, among savage beasts who hoard their treasure fiercely. The flail heads and crown I hid among their greatest enemies, the sarnak and the drolvarg, who will certainly fight to keep the pieces from them. The pommel I gave to the hands of a savage race of subterraneans who will certainly burrow it far down in the ground, away from them.
I know only of a family of iksar weaponsmiths in Freeport who have the necessary knowledge to repair the physical body of my weapon. But even if they manage to reassemble it, its blessings are gone. They will have to earn the blessings of Malevolence if they truly wish to restore it, and that is no easy task. The power of the Penitent's Absolution dies with me, and that thought will carry me peacefully into death.
Books
The Lady of the Lake
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [39] The Lady of the Lake (Feerrott), started by examining The Lady of the Lake (found in Qeynos Capitol District (708, 41, 102)).

Discovered on 24 Dec 2004 at 10:05:46 PST.
Waiting for an inevitable war is never easy. In this book, we meet two Qeynosian Guards at an outpost on Lake Rathetear who find themselves on the edge of war and far from home.
Entry One
Put book away.
The drums echoed in the Rathe Mountains and reverberated through the deep waters of Lake Rathetear. They were victory drums, sounded by the ogres of the new Rallosian Army. They had taken the mountains and now their drums warned of their advance to the Lake itself. Aviak scouts reported their progress and numbers. There were so many ogres and trolls, it was said that the road was blackened by their shadows as far as the aviak eye could see.
Entry Two
Put book away.
"Why do they come here?" asked Ilkalla, one of the Qeynosian guards stationed at the Lake. "Because they can," responded Gerren, the other guard. "And here we are, unable to send word to Qeynos. We will die fighting alongside these savages." "Do not say such a thing," Ilkalla said uncomfortably. "They have treated us very kindly since word of the Rallosian Army reached them. You may not like them, but the aviaks have offered us shelter in these uncertain times.?
Entry Three
Put book away.
Smoke curled on the opposite shore of the Lake Rathetear, which obscured whatever the Rallosian Army was doing. The drums in the mountains had stopped. Other than the acrid tang of smoke drifting across the water, one might forget that the ogres were there. A squadron of aviaks swooped low into the smoke to get a closer look; their report was not encouraging. The ogres were apparently cutting down massive numbers of trees, stripping their bark and sharpening their ends into spikes.
Entry Four
Put book away.
Ilkalla wondered what the ogres would do with spikes the size of trees. It seemed unlikely they would build a fortification; they were on the offense not defense. "We must get closer...but so far the aqua goblins in the Lake are not cooperating with us. I must make them understand the danger to us all. If I can get safe passage, I could find out what the Rallosians are planning." The aqua goblins had for the most part retreated to their lairs in the midst of the Lake, trusting its deep waters to keep them safe.
Entry Five
Put book away.
One of the aviaks that Ilkalla had befriended went with her to the aqua goblins' chief. The discussion was disappointing to some extent, as the chief was more interested in the baubles Ilkalla had brought as gifts than he was in the danger posed by the Rallosians. It took the better part of the morning before he agreed to allow her safe conduct through the Lake. "I don't speak for them sharks, though," the chief said with a snicker. Ilkalla was a strong swimmer though and knew how to deal with the sharks.
Entry Six
Put book away.
Under cover of darkness, Ilkalla slipped off through the black water. She opted for a small coracle and paddled silently across the Lake. The smoke that drifted across the water may have hidden the ogres' activities but it also provided Ilkalla with excellent concealment from any watching eyes. She soon found out that if anyone were watching her, it wasn't the ogres. They were apparently so confident of victory that they set no watch along the shore.
Entry Seven
Put book away.
Though she was tired from her trip across the Lake, Ilkalla knew she could not stop to rest. She must find out what the ogres were doing and then paddle back across the Lake without being caught. Pausing to listen for indications that she had been seen, Ilkalla methodically investigated the narrow beach until she found what she was seeking. The ogres were not using the sharpened tree trunks to build a fort; they were building a raft.
Entry Eight
Put book away.
Quickly, Ilkalla returned to the coracle and paddled quickly back where Gerren and the aviak leaders waited for her. "They're planning to transport themselves across the Lake," Ilkalla panted as soon as she stepped ashore. "They are building a raft, a barge of immense size to carry their troops. It is nearly done." She sank to the shore and inhaled deeply. "We need help."
Entry Nine
Put book away.
Gerren pushed back his hair and said, "The time to send for help is long past. The aqua goblins may have let you pass once, but they will surely side with the ogres and trolls." Ilkalla nodded, adding, "We must make for Karana and thence to Qeynos." Gerren laughed, "I would not let you take all the glory, my friend. You crossed the Lake; I will cross the mountains. The aviaks will not be able to stand alone."
Entry Ten
Put book away.
"They stand not alone," said a deep, rumbling voice nearby. Ilkalla and Gerren turned, startled to see a centaur. He bowed and said, "The aviaks sent word to us. While we have not always agreed on things, this is different. This is war." Ilkalla slowly stood, looking over her shoulder across the dark water. "Yes," she said softly, "This is definitely war."
Close Book.
Books
The Lady of the Lake
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [39] The Lady of the Lake (Feerrott), started by examining The Lady of the Lake (found in Qeynos Capitol District (708, 41, 102)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Lady of the Lake"
for 1c.

Discovered on 13 May 2008 at 9:48:34 PDT.
Waiting for an inevitable war is never easy. In this book, we meet two Qeynosian Guards at an outpost on Lake Rathetear who find themselves on the edge of war and far from home.
The drums echoed in the Rathe Mountains and reverberated through the deep waters of Lake Rathetear. They were victory drums, sounded by the ogres of the new Rallosian Army. They had taken the mountains and now their drums warned of their advance to the Lake itself. Aviak scouts reported their progress and numbers. There were so many ogres and trolls, it was said that the road was blackened by their shadows as far as the aviak eye could see.
"Why do they come here?" asked Ilkalla, one of the Qeynosian guards stationed at the Lake. "Because they can," responded Gerren, the other guard. "And here we are, unable to send word to Qeynos. We will die fighting alongside these savages." "Do not say such a thing," Ilkalla said uncomfortably. "They have treated us very kindly since word of the Rallosian Army reached them. You may not like them, but the aviaks have offered us shelter in these uncertain times.?
Smoke curled on the opposite shore of the Lake Rathetear, which obscured whatever the Rallosian Army was doing. The drums in the mountains had stopped. Other than the acrid tang of smoke drifting across the water, one might forget that the ogres were there. A squadron of aviaks swooped low into the smoke to get a closer look; their report was not encouraging. The ogres were apparently cutting down massive numbers of trees, stripping their bark and sharpening their ends into spikes.
Ilkalla wondered what the ogres would do with spikes the size of trees. It seemed unlikely they would build a fortification; they were on the offense not defense. "We must get closer...but so far the aqua goblins in the Lake are not cooperating with us. I must make them understand the danger to us all. If I can get safe passage, I could find out what the Rallosians are planning." The aqua goblins had for the most part retreated to their lairs in the midst of the Lake, trusting its deep waters to keep them safe.
One of the aviaks that Ilkalla had befriended went with her to the aqua goblins' chief. The discussion was disappointing to some extent, as the chief was more interested in the baubles Ilkalla had brought as gifts than he was in the danger posed by the Rallosians. It took the better part of the morning before he agreed to allow her safe conduct through the Lake. "I don't speak for them sharks, though," the chief said with a snicker. Ilkalla was a strong swimmer though and knew how to deal with the sharks.
Under cover of darkness, Ilkalla slipped off through the black water. She opted for a small coracle and paddled silently across the Lake. The smoke that drifted across the water may have hidden the ogres' activities but it also provided Ilkalla with excellent concealment from any watching eyes. She soon found out that if anyone were watching her, it wasn't the ogres. They were apparently so confident of victory that they set no watch along the shore.
Though she was tired from her trip across the Lake, Ilkalla knew she could not stop to rest. She must find out what the ogres were doing and then paddle back across the Lake without being caught. Pausing to listen for indications that she had been seen, Ilkalla methodically investigated the narrow beach until she found what she was seeking. The ogres were not using the sharpened tree trunks to build a fort; they were building a raft.
Quickly, Ilkalla returned to the coracle and paddled quickly back where Gerren and the aviak leaders waited for her. "They're planning to transport themselves across the Lake," Ilkalla panted as soon as she stepped ashore. "They are building a raft, a barge of immense size to carry their troops. It is nearly done." She sank to the shore and inhaled deeply. "We need help."
Gerren pushed back his hair and said, "The time to send for help is long past. The aqua goblins may have let you pass once, but they will surely side with the ogres and trolls." Ilkalla nodded, adding, "We must make for Karana and thence to Qeynos." Gerren laughed, "I would not let you take all the glory, my friend. You crossed the Lake; I will cross the mountains. The aviaks will not be able to stand alone."
"They stand not alone," said a deep, rumbling voice nearby. Ilkalla and Gerren turned, startled to see a centaur. He bowed and said, "The aviaks sent word to us. While we have not always agreed on things, this is different. This is war." Ilkalla slowly stood, looking over her shoulder across the dark water. "Yes," she said softly, "This is definitely war."
Books
The Last Battle
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 10 Nov 2005 at 1:31:59 PST.
The Last Battle


Second Edition
This is a creation myth as told by a Minotaur.
When it is to end, Sky and Earth would wage endless war against each other.

As one side gained the advantage, the other side would steal it away from the other. This would continue until both agreed to one Final Battle.

Sky made its champions to fight against Earth, and Earth made its champions to fight against Sky.
Earth thought long and hard and created its champion.


Taking only from Earth and placing no Sky within its creation, Earth breathed its own essence into its warriors.


Sky watched Earth, and being ever jealous, stole some of Earth to put in its champions. Earth was smarter, for there was not much room for Sky's essence in its creations.


And thus, the Minotaurs and the Valkyries were created.
As the Final Battle would begin, the Minotaurs would win every battle.

Soon enough Sky realized it was about to lose, the great act of treachery was performed. Sky hid away its champions to stall the battle.

Earth seeing this, stole a piece of Sky when it wasn't looking and showed the Minotaurs how to use Sky against its champions when the battle would resume.

And thus, Magic was made.
The Kings would watch as the Minotaurs were given everything and they, Earth's first companions, were given nothing.


Having a piece of Sky within them, they felt jealousy just as she did. The Kings reached out and stole most of the Minotaur's Magic, upon which Earth banished the Kings into a circle of hidden places.


And thus, the Evil Ring was made.
Thinking this was a sign of weakness on Earth's part, Sky brought forth the Valkyries once again.

Continuing to cheat during the Final Battle, Sky summoned forth all of its strength and blew away all of the Earth's many, many companions. All that remained on Earth's body were the Minotaurs and the Valkyries.

And thus, the Last Two were made.
As the two champions fought, so would Earth and Sky.
Watching as both champions were about to end in a draw, Sky launched a daring assault upon Earth. Opening all of its old wounds, Sky began to bleed upon Earth hoping to drown the Minotaurs. Earth was ready for this trick and formed a shield.

The blood of Sky and the shield of Earth would become merged as one.

And thus, Ice was formed.
Sky could no longer reach Earth and Earth could no longer reach Sky, for Ice separated the two.

Knowing that Sky could no longer touch Earth in anger, its anger raged out of control. Getting more and more angry, Sky spun itself into great circling storms until finally it could not undo the great knot it had tied itself in.

And thus, the Great Maelstrom was made.
Earth could no longer reach Sky and Sky could no longer reach Earth, for Ice separated the two.
Knowing that Earth was prevented from lashing out in its anger, it began to boil and stew in its frustration. Its anger would rumble and rumble, tearing itself apart.
When the anger subsided, Earth had crumbled until it was only a tiny portion of what it used to be.
And thus, the Final Land was made.
Knowing the Last Battle could not be won by cheating, allowing only for the champions to decide the outcome, Sky became spiteful.

Reaching over to one of its original companions, Sky squeezed it until it burst, raining pieces of a Moon down upon the Ice.

And thus, the One Moon was made.
And now the fight continues. The Valkyries are the champions of Sky and we Minotaurs are the champions of Earth.


The Final Battle will be fought until there is only one victor.


And since we Minotaurs have more essence of Earth than the Valkyries have of Sky, it is only a matter of time before Earth prevails and the Valkyries are destroyed.
Books
The Last Battle
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [45] The Last Battle (Tome).

Components
The Last Battle - Page 1 (shinies in Everfrost)
The Last Battle - Page 3 (shinies or looted in Everfrost)
The Last Battle - Page 4 (shinies in Everfrost)
The Last Battle - Page 8 (shinies in Everfrost)
The Last Battle - Page 9 (shinies in Everfrost)
The Last Battle - Page 12 (looted in Everfrost)

Discovered on 12 Nov 2005 at 17:25:46 PST.
The Last Battle


Second Edition
This is a creation myth as told by a Minotaur.
When it is to end, Sky and Earth would wage endless war against each other.

As one side gained the advantage, the other side would steal it away from the other. This would continue until both agreed to one Final Battle.

Sky made its champions to fight against Earth, and Earth made its champions to fight against Sky.
Earth thought long and hard and created its champion.


Taking only from Earth and placing no Sky within its creation, Earth breathed its own essence into its warriors.


Sky watched Earth, and being ever jealous, stole some of Earth to put in its champions. Earth was smarter, for there was not much room for Sky's essence in its creations.


And thus, the Minotaurs and the Valkyries were created.
As the Final Battle would begin, the Minotaurs would win every battle.

Soon enough Sky realized it was about to lose, the great act of treachery was performed. Sky hid away its champions to stall the battle.

Earth seeing this, stole a piece of Sky when it wasn't looking and showed the Minotaurs how to use Sky against its champions when the battle would resume.

And thus, Magic was made.
The Kings would watch as the Minotaurs were given everything and they, Earth's first companions, were given nothing.


Having a piece of Sky within them, they felt jealousy just as she did. The Kings reached out and stole most of the Minotaur's Magic, upon which Earth banished the Kings into a circle of hidden places.


And thus, the Evil Ring was made.
Thinking this was a sign of weakness on Earth's part, Sky brought forth the Valkyries once again.

Continuing to cheat during the Final Battle, Sky summoned forth all of its strength and blew away all of the Earth's many, many companions. All that remained on Earth's body were the Minotaurs and the Valkyries.

And thus, the Last Two were made.
As the two champions fought, so would Earth and Sky.
Watching as both champions were about to end in a draw, Sky launched a daring assault upon Earth. Opening all of its old wounds, Sky began to bleed upon Earth hoping to drown the Minotaurs. Earth was ready for this trick and formed a shield.

The blood of Sky and the shield of Earth would become merged as one.

And thus, Ice was formed.
Sky could no longer reach Earth and Earth could no longer reach Sky, for Ice separated the two.

Knowing that Sky could no longer touch Earth in anger, its anger raged out of control. Getting more and more angry, Sky spun itself into great circling storms until finally it could not undo the great knot it had tied itself in.

And thus, the Great Maelstrom was made.
Earth could no longer reach Sky and Sky could no longer reach Earth, for Ice separated the two.
Knowing that Earth was prevented from lashing out in its anger, it began to boil and stew in its frustration. Its anger would rumble and rumble, tearing itself apart.
When the anger subsided, Earth had crumbled until it was only a tiny portion of what it used to be.
And thus, the Final Land was made.
Knowing the Last Battle could not be won by cheating, allowing only for the champions to decide the outcome, Sky became spiteful.

Reaching over to one of its original companions, Sky squeezed it until it burst, raining pieces of a Moon down upon the Ice.

And thus, the One Moon was made.
And now the fight continues. The Valkyries are the champions of Sky and we Minotaurs are the champions of Earth.


The Final Battle will be fought until there is only one victor.


And since we Minotaurs have more essence of Earth than the Valkyries have of Sky, it is only a matter of time before Earth prevails and the Valkyries are destroyed.
Books
The Least of Brell's Creatures
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Boarfiend'

Quest reward from [70] Lore and Legend: Boarfiend (Lore and Legend), started by examining boarfiend parts or by examining The Least of Brell's Creatures in Moors of Ykesha (1584, 458, -6).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Boarfiend"
for 1c.

Plundered from Moors of Ykesha (1584, 458, -6).

Discovered on 18 Nov 2008 at 8:25:02 PST.
The Least of Brell's Creatures
By Dugan Stoneaxe
Brell, the Lord of the Underfoot, brought a great many proud and noble creatures to Norrath. If at least not proud and noble, then at least somewhat useful. The least of all of these, though, are the boarfiends.
Everyone is allowed a bad day or two. We all have our slip ups. And the boarfiends were, simply, Brell's. As I understand the story to go, the creation came on the same day that the great Lord of the Underfoot invented ale, an accomplishment of such merit that you can almost forgive him for the boarfiends.
The first time he sipped that frothy brew, it seduced him with its rich flavor, and he promptly drank the whole cask. In this deep state of inebriation, he thought that it would be quite a riot to cross a man with a boar and give them no sense in their heads and an unsettling love of filth. The next morning, as he nursed his hang over and observed the boarfiends in action, he realized his mistake.
He was going to do away with them entirely, but his friend Bristlebane thought it was the most amusing thing he had ever heard of and refused to allow Brell to destroy them. Fizzlethorp gave them away as gifts to his goblins, to prove there was a race lowlier than they.
All was well until a goblin, also drunk on something and a little too pleased with his own joke, let a pack of them go free. In time, they managed to form their own little clan, subsisting entirely off of what others have thrown away.
They've no knowledge of their father, nor even their skinny twerpy little godfather, and somehow they have managed not to get themselves all killed yet. I suppose it's profitable to hoard everything everyone else doesn't want when you've the sole interest in it.
I'm sure Brell looks down on them to this day and feels a little bit ashamed, but then, who hasn't done something after one too many ales that they later color at the thought of? For the rest of us, though, it doesn't generally result in the birth of an entire race of creatures, just waking up with not as attractive as they were the night before bedfellows and armor tinted pink with purple ribbing. Maybe that last one was just me.
Anyhow, travel the Moors of Ykesha long enough and you're bound to run into one of Brell's lowliest children... just bury your trash before you sleep, though, and you won't have anything they want. Steer clear of 'em. Take it from me, Dugan Stoneaxe, their stink is not worth the laugh.
Books
The Legend of Dalnir
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [100] The Final Blow (Tradeskill), started by Brytthel in Obulus Frontier (-210, 91, -211).

Discovered on 15 Nov 2016 at 13:26:55 PST.
The Legend of Dalnir
Author Unknown
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
Books
The Legend of Dalnir
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [70] The Legend of Dalnir (Tome).

Components
The Legend of Dalnir - Page 2 (shinies in Fens of Nathsar)
The Legend of Dalnir - Page 3 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Legend of Dalnir - Page 4 (shinies in Fens of Nathsar)
The Legend of Dalnir - Page 5 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Legend of Dalnir - Page 6 (shinies in Fens of Nathsar)
The Legend of Dalnir - Page 7 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Legend of Dalnir - Page 8 (shinies in Fens of Nathsar)
The Legend of Dalnir - Page 9 (shinies in Fens of Nathsar or plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Legend of Dalnir - Page 10 (shinies in Fens of Nathsar)
The Legend of Dalnir - Page 11 (plundered from bookcases in Bathezid's Watch in Fens of Nathsar)
The Legend of Dalnir - Page 12 (shinies in Fens of Nathsar)

Discovered on 15 Nov 2016 at 13:32:11 PST.
The Legend of Dalnir
Author Unknown
The Haggle Barons of Cabilis are famous throughout the continent of Kunark. Charged with regulating all prices and trade services within the city, the breadth of their power is immense.
One and all they are respected and feared, and none are so famous as the mighty Haggle Baron Dalnir of legend, said to have held the role during the reign of Emperor Ganak.
Besides filling his role as Haggle Baron, Dalnir was also known as the great weaponsmith of Rile Sathir. His skill in forging metal was unmatched, and it is said even the gods acknowledged his skill.
It was Haggle Baron Dalnir who created for Rile the mighty khukri Greenmist, so named after the plague created by Cazic-Thule that destroyed the Shissar.
It was claimed at the time that the inspiration for the weapon's design came to Dalnir in a vision direct from Cazic-Thule, who blessed the weapon personally.
True or not, what is certain is that like the Green Mist plague, the Greenmist weapon brought fear and death to the hearts of the enemies of Rile Sathir.
Upon Dalnir's untimely death, Rile ordered a temple built in honor of his friend and comrade, and had him entombed in a crypt deep below. A mighty statue of Dalnir was erected in the temple so that his name and tales of his skill should live forever.
As warfare and treachery brought more deaths to those closest to Rile, the crypt was expanded to house others.
Soon the entry wings of the crypt housed the corpses of Rile's most adherent supporters, from scholars to warriors, and crafters to merchants. Dalnir's remains were moved to a room in a hidden back section of the crypt.
Slaves sent to entomb the fresh remains brought back rumors of ghosts roaming the halls. These stories were dismissed as the superstition of the ignorant, but nonetheless many slaves insisted on bringing with them bundles of herbal incense they would light and throw ahead of them to appease the lost spirits.
Once full, the crypt was sealed once more. Presumably the honorable dead inside remain at rest, undisturbed in their eternal sleep to this very day.
Books
The Legend of Nipik
This item can be placed on the floor in any house type.

A book given to you in honor of the late Nipik.

NO-TRADE  NO-VALUE

Quest reward from [87] Joy in Place of Sadness (Great Divide), started by Rui in Great Divide.

Discovered on 22 Feb 2011 at 14:34:25 PST.
The Legend of Nipik
~
~ ~ ~
~
written in the fashion of man
by Snowflower
Long ago, we, the othmir, lived in Cobalt Scar on the western side of Velious, and there we had lived for generations and prospered. One day, a young, shy, orphaned runt named Nipik began seeing horrible visions: the sky was broken, the land shifted and cracked, and the blood of his people soaked the snow and made it crimson. He was fearful and begged his elders to flee and find a new establishment to call their home.
But the elders would hear nothing of him, they even punished him for fear mongering. But he would not stop, and instead he began telling the people to flee with him. But his pleas and doom-saying only made him more alienated than before. In the end, only a handful agreed to flee with him, including his older sister, Fina, who was like a mother to him. They set sail out on the ocean on what some would consider an odyssey. Soon after they left, the Rending occurred, which split the land and enraged the seas.
For months, the ocean raged like the gnashing of teeth and the winds howled like screams. The very world itself appeared tormented with pain from the catastrophe that had occurred. Nipik and his fellow othmir struggled on these raging ocean waves; they were tossed like a leaf on the wind, and great beasts of the deep waters would stalk them with hungry eyes, hoping one would fall overboard. They fought to stay alive, and nearly perished, but in the end, Nipik's sister sacrificed herself so the others could live. No one to this day knows what happened. Nipik would never say what occurred. All we know is that she was a strong warrior, a skilled and honored fisher, and a mother figure. Nipik suffered a great loss from losing her. The sadness never left his eyes.
Hope was quickly becoming a rare commodity upon the tiny boat, but this did not last forever, for eventually, the seas settled and eased, and Nipik began to receive new visions. Visions of a sandy beach where he could call home. Continuing to follow the voice, he landed on the eastern beaches of Velious, and they quickly began to build a new home. Not long after, survivors from Cobalt Scar began showing up, many battered and near death. They all remembered Nipik's warnings and begged his forgiveness, calling him a prophet and the savior. With the handful of survivors, the new village would be able to sustain itself, and was named 'Nipik's Haven'.
Life was good and peaceful for generation after generation, but Nipik did not die and aged very slowly. If the villagers did not know it already, they knew it now; that Nipik has been touched by a god. And still he continued to hear the distant voice that saved his people. It beckoned him, leading them to prosperity and good fortunes. But where was the voice coming from, Nipik decided one day to follow the mysterious voice.
He set out to sea once again with a few close companions, but this time the waters were calm and lazy. The voice lead him to a clustering flow of ice drifting in the Iceclad Oceans where the fishing was the best they had seen. This reminded him of his beloved sister, who loved to fish, and was excellent at it. So, in memory of her, he named the spot 'Fina's Retreat'. Because of the great fishing, it soon grew from a simple camping spot into a smaller branch of the village. Any othmir worth their whiskers knows the heroics of Fina, and so a shrine in her honor and memory was erected there.
One day, Nipik heard the voice much stronger than before. It told him that he must go on a spiritual journey if he wished to meet the entity behind the voice. Nipik prepared himself, and traversed the watery depths alone. It wasn't before long when Nipik gazed upon a shining light deep beneath the waves. Then a great mass emerged from the light; a giant and mighty turtle. He called himself Lodizal, and he spoke to Nipik with the same voice he had been hearing for so long, and he told him about his own journey.
Lodizal spoke of how he once battled adventurers many lifetimes ago. Prexus looked down upon the world and saw the mighty turtle battlign the land dwellers. So impressed was he in the strength and courage of this beast, that he decided to rescue the turtle from his attackers by bringing him to the Plane of Water. He was hand chosen by Prexus, god of the seas and oceans, to be his messenger and to be a physical representative for him on Norrath. Another reason he chose Lodizal at this time was for us, the othmir, his favored creation.
Prexus loved us more than any of his other creations because of our demeanor and loyalty. So when Prexus caught wind of the danger of the Rending on Norrath, he took measures to try and save us. He chose Lodizal because he was the biggest and mightiest of the turtles. He was proud that one of his creations became so mighty, and so he blessed Lodizal with mystical powers, including an extremely long life.
.
But Lodizal had no voice of his own, so he could not tell the othmir what must be done to save them. Instead, he chose one othmir among the many to speak for him. He chose the runt named Nipik and secretly blessed him with a portion of his powers, binding them together and allowing him to hear his absent voice.
Lodizal chose Nipik to receive his visions because he had a strong spirit and aura, despite his puny size. It is said that Nipik, smaller size meant that what he lacked in physical strength, he more than made up for with wits, making him more ideal to Lodizal than a physically strong othmir. He was also more ideal than a shaman, because a shaman would be more likely to misinterpret the visions and seek out spirits instead.
With these final words, Nipik's spiritual joumey was over. He climbed upon the back of the mighty turtle and rode him up to the ceiling of the ocean, breaking the surface in a mass of swirling water, waves, and spray. It was the grandest sight I will ever see for as long as I live.
.
After the divine connection was made public, the villagers came to recognize that it was Lodizal who led Nipik during the Age of Cataclysms, and began to worship him as a demigod alongside Prexus. Nipik became a new political and spiritual leader, loved by all who knew him.
It is clear that Nipik will surely be the oldest othmir to ever live because of his blessings from the gods. But the sad truth is that Nipik is still aging, even if it is very slowly. One day, our prophet may leave this world. Oh, what a sad day that will be for us. But for Nipik, perhaps it will be a happy day, perhaps it will be the day when the sadness finally leaves his eyes when he can gaze upon his beloved sister once more.
.
~
~ End ~
~
.
Books
The Legend of Puab Closk: The Beginning
This item can be placed on the floor in any house type.

I found this book on the shelves of Kufu, The Keeper of Knowledge in The Cave of Knowledge. It is titled: The Legend of Paub Closk:The Beginning, by Rao Lin, Tenth Keeper of Knowledge. I can place this book in my house.

NO-TRADE  NO-VALUE

Plundered from The Cave of Knowledge (241, 2, 290).

Discovered on 14 Sep 2005 at 21:51:00 PDT.
The Legend of Puab Closk: The Beginning

by
Rao Lin, Tenth Keeper of Knowledge
It is said by those outside of the Ashen Order that Puab Closk was a visionary, a prophet born of the womb of Quellious, sent to save the world from the tyranny and viciousness of the Gods. Some claim he single-handedly restored order to the world during the Age of War.

These are exaggerations of course, but the truth is sometimes seen as far more outrageous than the myth. Grand Master Puab Closk did indeed help to save the humanity of the world, but he also made life far more dangerous. He gave the world its greatest weapon.
Unlike some of the more fanciful stories suggest, Puab Closk was born in the city of Freeport. He was the child of a hard working merchant family. When he was seven years old his parents and the members of their trade expedition between Freeport and Highhold Keep were slaughtered by orcs. Knowing the expedition would be dangerous, Puab's parents made arrangements with the monks of the Ashen Order to take and teach Puab in case they were killed.

The monks came for him the day his parents were murdered.
The monks taught Puab about life and Quellious. As he grew older he found consolation in The Tranquil and pledged himself fully to her. He began spending any free time meditating and reading. Slowly he began to gain true inner peace and understanding.

His teachers believed that he was on the edge of true enlightenment and encouraged him to take lone trips away from the city. Puab took their advice and went out on many excursions to the Desert of Ro. He felt most at home in the desert.
In one of his earliest journals he describes one such trip to the desert, "The brush of sand across my cheek and the cold of the desert's night only encourage my journey. The wind whispers to me and in it I hear myself. I am the vast openness of the desert waiting for the day's light to burn me clean."

His connection to the dunes was obvious.
At the age of twenty-five he was the youngest ever to be granted the title of Sensei. He taught all of his students the ways of the desert and encouraged them to mold themselves into his likeness. Puab was the finest martial arts instructor to ever grace the halls of the Ashen Order.

Nearly everyone he taught became a Sensei in their own right and each of them gives credit to Puab. He gave his position to his protege after only ten years as Sensei.
He spent most of his time meditating and expanding on his martial knowledge. He traveled far and wide to learn new martial styles from all those he could. He refined and polished every style he learned and taught it to the entire Ashen Order.

Puab was well known for disappearing into the desert for weeks at a time without telling anyone when or where he was going.
One such journey came near the end of the Age of Turmoil. Puab disappeared into the desert for well over a season. It is said that the desert called to him and he answered her call, some say it was Quellious herself that called to him. So, that was where he went.
According to his students Puab walked and walked trying to find the voice that called to him. Late one night while meditating on the crest of a dune he heard the call clear. He turned around and saw a river rushing towards him followed by a great whirlwind sand. It is said the storm devoured him and spit him out atop a large red pillar.
All recounts of what happened next are the same. All the stories say that atop this pillar of stone he spoke with Quellious and she praised him for his search of enlightenment and the purity of his mind and self. She then gifted him with the greatest of martial styles, the Arcanic Combat. It is said he spent many moons training stop the pillar with no food or drink. There he mastered the styles and brought them back to the Ashen Order.
Books
The Legend of Puab Closk: The End
This item can be placed on the floor in any house type.

I found this book on the shelves of Kufu, The Keeper of Knowledge in The Cave of Knowledge. It is titled: The Legend of Paub Closk:The End, by Rao Lin, Tenth Keeper of Knowledge. I can place this book in my house.

Plundered from The Cave of Knowledge (240, 2, 285).

Discovered on 14 Sep 2005 at 21:50:54 PDT.
The Legend of Puab Closk:
The End by Rao Lin, Tenth Keeper of Knowledge
Near the end of The Age of Turmoil, after the betrayal of the followers of Marr, at the beginning of the malicious tyranny that is the reign of the Overlord Lucan D'Lere, the Ashen Order abandoned Freeport. Freeport became a den of evil and villainy where goodly men were fed to the soldiers of an oppressive dictatorship.
D'Lere strangled out every last drop of decency and good will from those he ruled. Puab Closk would not stay to be exploited and corrupted and neither would the Ashen Order.

Puab and the Order left Freeport and traveled to the one place left unscathed by The Age of Turmoil. They traveled to the Desert of Ro, to the very pillar where Puab was given the knowledge of Arcane Combat. There they setup the monastery of T'Narev.
The Order spent many years in peace training and refining Arcane Combat under the tutelage of Puab. They found many ways to expand and adapt the concepts to many different styles of fighting. The Ashen Order monks rarely used metal weapons, preferring the purity of fists and feet, but they set aside this preference and also developed many weapon styles.

The Ashen Order spent nearly two hundred years in peace atop their butte. These days of peace were shattered by the unstoppable insurgence of The Age of War. The goblinoid, mindless minions burned and pillaged where they pleased, killing everyone they found.
The wicked ran blades through the hearts of the pure. The wars seemed endless, like they would rage until every living thing in Norrath was obliterated. The Ashen Order could no longer stay secluded. They left T'Narev and ran to the aide of both Freeport and Qeynos.

The stories of Puab's conversation with Quellious spoke of this time. The Order felt this was what they prepared for. They knew the might of men would be shown in the great battles to come. The Order split into two large raiding parties composed of several small groups.
One headed to Freeport and the other to Qeynos. They fought many battles on the way to besieged cities. During these battles they noticed that in small groups their power was doubled and in some cases tripled. Certain combinations of Arcane Combat Arts produced effects more powerful than anyone had ever imagined possible. They could produce the greatest of weapons.
The Ashen Order dominated all they faced with this new weapon and turned the tide of battle for each of the cities. Many monks were lost in this war, but all fought bravely for the survival of humanity. In the end with the help of the Ashen Order the sieges at both Qeynos and Freeport were ended.

The heads of the Order gathered together in the burnt remains of the Surefall Glade several nights after the great battle. The stars were obscured by the smoke of the funeral pyres, Qeynos lay in near ruins.
The Faydark was believed to be lost and all around them was heavy weight of hopelessness. That night the decision was made to give the Royal Antonican Guard, who fought so bravely beside the Ashen Order, the knowledge of Arcanic Combat. It was also decided to not give this knowledge freely to the Overlord's minions.

An emissary of the Overlord Lucan D'Lere offered to give the Ashen Order a monastery in the Commonlands. The Order considered the offer with trepidation, but also believed that not all of the citizens of Freeport were evil and therefore could not reject it.
They established the monastery and used it to help those they could and also spy on the Overlord. They were betrayed by the Overlord and raided by the Freeport Militia. Every monk residing in the Commonlands monastery was taken and tortured horribly until eventually the knowledge of Arcanic Combat was squeezed from the monks.
Arcanic Combat is now the predominant form of battle used in the post-shattered Norrath. It is the weapon that Quellious and Puab Closk gave the world. Some say that Puab Closk and the Ashen Order saved humanity, that they did, but we have also unleashed the knowledge of a great power to an unenlightened world. This is the legend and legacy of Grand Master Puab Closk.
Books
The Littlest Hill Giant
This item can be placed on the floor in any house type.

A tale from the Alliance of Stone.

NO-TRADE  NO-VALUE

Collection reward from [70] The Littlest Hill Giant (Tome).

Components
The Littlest Hill Giant - Page 2 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 3 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 6 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 8 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 9 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 11 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 12 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 14 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 17 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 18 (shinies in Kylong Plains)
The Littlest Hill Giant - Page 20 (shinies in Kylong Plains)

Discovered on 14 Nov 2007 at 0:07:10 PST.
The Littlest Hill Giant
The story of Grumbor of the Offaltop
Preface
Giant tales tell of the littlest Hill Giant, Grumbor Offaltop, and the role he has to play in the Alliance of Stone between the goblins and the hill giants that broke Venril Sathir's hold on Karnor. Grumbor was a giant of uniquely diminutive (for a giant) stature, and some owe the willingness of the goblins to listen to the Hill Giant negotiation party to this particular feature of Grumbor's personage.
This story was transcribed in the early time of Firiona Vie, when we first came and made our bid at establishing a hold in this savage land, and is believed to be from Grumbor's own mouth, though by that time he would have been far advanced in years. The transcriber was doubtless slain with the first devastation of Firiona Vie, but their parchments were preserved in the ruins.
Let this tale remind us that even the most savage races have their own heroes, and that the essence of being a hero is not virtue or civility, but a passion for the greater good that endures in even the most insurmountable odds.
- Borowyn Skydancer, scholar of Firiona Vie
Why, I've always been small. When I popped out of my mother, they almost didn't notice me. That was, til I started screaming. Then they looked at the small thing and wondered what misfortune was theirs.
You being so little, you probably don't think anything of my size, but think of one of your folk coming barely above your waist, and you'll know why I were the shame of the Offaltop.
My mother loved me though, the way all mothers love even their weakest runts, and she were mighty protective of me. I weren't allowed to throw boulders or uproot trees with the other boys, and when it came time to learn to fight and defend the Offaltop, she claimed me for a sick one and made me stay in bed.
Finally, my father changed that, saying it were shame enough I was a runt, and only worse I couldn't fight, so I was let to learn to fight at a range.
Since all I did was fire a bow and throw a spear, I became the best shot in the tribe. And it were for this that I was finally seen to have some worth, and allowed to go with the party to speak with the gobbys about the coming war. I had never been much to my tribe, and feared the thought of leaving something awful, but I wanted to prove myself to them. For all they had done and said, they were my people, and they faced a terrible danger. I wanted to do whatever I was able to help preserve us. By that time, the rotting flesh eaters were on us on all sides,
and though we knew not much about them, we knew they were worse than the goblins. We'd fought so much with the gobbers, though, it seemed an alliance was more than we could ever hope for. We went anyway though. What else could we do? The first of us to go to the gobbers came back a battered and bruised. The gobbers hadn't let them get close enough to speak any words. The second time we went, we were sure to have a gobber scout dragged behind us on a rope, so they knew better than to fire on us.
I went with this second group. As we approached, the gobbers came out to speak about their scout on the rope. When they caught sight of me, they all stared with wide little gobber eyes. When it were noticed that I was the focus of their attentions, our leader shoved me toward them, telling me not to shame us. I approached the gobbers, and when I opened my mough to say something, they all laughed in their high gobber way. It were about as much as I could stand. I had proved myself a warrior, and was due respect.
I threw my spear so that it struck a tree behind one of the fancier dressed gobbers with a terrible thud. I said then, "Don't take that for a mistake. I were aiming high. We need to talk."
The gobbyers quit laughing then, and the fancy dressed gobber said, "What do you want, giantses?"
"We want to talk about fighting together," I said.
"Fighting together?" she asked. "Why would giantses want to fight with us?"
"The rotting flesh eaters take anything," I said. "And will soon take everything if we don't fight."
The gobby was quiet, and then turned to speak quietly with other gobbers.
Soon after, she turned back and said, "We'll talk, but only if you some little giant. We likes you little giant. You are not so hard to talk to without hurting our necks." All the gobbers did their laughing, but this time I didn't feel they were laughing at me, but at all of us for what we had to do. You may know we did end up fighting beside the gobbers,
but they were only willing if promised them the great mine Konikor, and if I stayed with them as the representative of the hill giants. That first fancy dressed gobber, Irikia, came to be a friend of mine, and we fought along side each other to destroy the rotten flesh eaters and the other hoards of their master. I was also there when we convinced the dog men to fight with us. The dog men did not like me so much. They wondered why the hill giants would send their weakest to speak for them, but I showed the dog men what my aim could do, and won their respect.
It was never my surprise that the rotten flesh eaters fell. When the dog men turned on them, and they faced the might of the giant, gobber, and the dog man, we crushed them and drove them back. But as you may also know, we did not stay friends with the gobbers. This was also not so surprising. Goblins and hill giants were never meant to be friends. I never knew quite what happened, though, to bring about that end, but one day Irikia came to me, throwing gobber insults at me as fast as she were able.
"The lies of the hill giants!" she hissed. "You always lie!"
I asked her what she meant, and she told me that the mine we had offered them would never be theirs; that they had learned we did not mean to give it to them. Now, I was with the Offaltop, but I had never heard any speak of this. I told her I believed the mine to be theirs, but she refused to believe me, calling me a liar like all my people, and that being their runt didn't change that.
I was surprised how it hurt when she threw me out. I were lucky she didn't kill me, but even in all her anger, she gave me a head start. In time, the gobbers did pursue me, but only after I had gotten far enough to make my way back to the Offaltop in safety. I told them of what was coming, and then we fought the War of Lies against the gobbers for many long years. How the rotten flesh eaters and their master much have laughed at us then! But I suppose it is true that goblins and giants were never meant to be friends.
I saw Irikia once while fighting. I could have thrown a spear straight at her head, but I didn't. She could have let loose poison tipped arrows at me, but she didn't either. We just looked away and killed each other's kin. I don't know what happened of Irikia, but my tribe killed many goblins that day, and she were probably one of them. After that second war had been fought as long as anyone could stand to fight it, it ended without us or the gobbers truly winning. I was through with fighting then. I had almost lost my leg, and still walk with a limp to this very day.
I left the Offaltop and their wars and took to living on me own, though I continued to hunt rotting flesh eater and other threats to the tribe on my own. They never did ask me back. For when I was no longer fighting in their wars, I went back to being the runt and the shame, and so the Offaltop were not sad to see me go. My old mother was long dead by then, and my father had always let me do as I would. Sometimes I still catch sight of an Offaltop or two, but they treat me like they would an animal whose meat is no good for eating. Not a threat, but not of use either.
I hope to be taken to my people when I die, but I do not know who would know of my death and think to come find me. It is good enough to know that when I am gone, though, the Offaltop will still be here, though your kind and many others seem to be moving on to the land. I should kill you, probably, but I am too old now, and I am not sure you have come to destroy the Offaltop the way the rotten flesh eaters did. I tell you not to think of crossing the Offaltop, though. Not unless you wish a quick death.
Scholar's Note: The following notes were jotted at the end of the transcript, as though the transcriber had planned to later write this all out with a narrative flow.
Quiet then. His rough manner of speaking lowered to a hush. Thought maybe he would cry, but do giants cry? Opens his mouth as if to say something, but nothing comes out. He's done. That's all I will get from him.
Perfect illustration of his people's dual nature: terrifying giants made small by the further incursions of other races. Their relentless defense of their people even against great odds. Friendship with the goblin is strange, but he speaks about her friendship with genuine warmth, and of her betrayal with undisguised pain. Maybe goblins and giants can actually be friends. Just not likely to be. One leg seems shorter than the other. A scar across his pocketed forehead. A weathered bow hangs on the wall. Warrior, true. Hero, truer.
Books
The Lore of Fauna: The Behemoth
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [15] The Lore of Fauna: The Behemoth (Tome).

Components
the lore of fauna: the behemoth (plundered from a book at 911, -25, -517 in The Commonlands)
page 2 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 3 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 4 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 5 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 6 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 7 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 8 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 9 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 10 of The Lore of Fauna: The Behemoth (shinies in The Eternal Gorge or Valley of the Rogue Magi)
page 11 of The Lore of Fauna: The Behemoth (shinies in The Commonlands)
page 12 of The Lore of Fauna: The Behemoth (shinies in The Commonlands)
page 13 of The Lore of Fauna: The Behemoth (shinies in The Commonlands)
page 14 of The Lore of Fauna: The Behemoth (shinies in The Commonlands)

Discovered on 14 Jun 2006 at 19:45:36 PDT.
The Lore of Fauna: The Behemoth
By Prof. Romiak Justathorn
Planar Influence: Mana
Sub Races: Unknown
Frequency: Extinct
Size: Titanic
Region: Global
Habitat: Land and Sea
Long before any creature dominated Norrath, there came into existence beasts of legendary nature. Many of these creatures came and left before the deities spread their children across the surface of Norrath. One of these legendary beast types is known as the Gargantile Cheldridea, or Behemoth.
The Behemoths were a race of immense reptile like beasts of gargantuan proportions. They were easily some 180 meters in length with a very broad ribcage. Their limbs were long and powerful, perfect for striking down the greatest of prey.
The tails of these beasts accounted for one quarter of their total length. They often employed the tail in battle with larger beasts of their era. The swipe from such a tail could kill a wurm. They walked upon all fours, but fossils have indicated that they most likely rose upon their hind legs during battles.
The behemoths were placed upon Norrath by entities unknown. I believe that their existence is a gift of nature, possibly a beast sprung from necessity. The Behemoth acted more as a force of nature than an intelligent beast of warlike destruction. They would slumber for centuries at a time and only awaken to destroy budding ancient communities of the few ancient societies of the era.
The behemoths were eventually destroyed, possibly by the major deities who played a stake in the population of Norrath's prime races. Their immense fossilized bones can be in various hard to reach locations of Norrath. The fossils are quite a find, but never intact.
One Behemoth is rumored to still be in existence and was last recorded in an ancient dragonkind scroll to have been lumbering upon the frozen steppes of the Frigid Plain. This same scroll indicates a fear of these beasts among dragonkind, one of the first races to inhabit Norrath.
It is my theory that some of the early dragon communities could have been laid to waste by a single Behemoth. Evidence has shown that these gigantic beasts often lived a solitary life. For the dragons, it is a blessing that these creatures did not roam in herds.
In early ages, sea captains also reported to have seen the beasts in the deep oceans. There was once an ancient water beast that terrorized much of the Coldwind Coastline of Antonica. From evidence acquired, I believe this water beast to be a Behemoth. That beast is said to have been destroyed by the greatest warship ever built, the Q.S.S. Eradicator. Both the beast and the ship are said to lie in the deep abyss of the Ocean of Tears.
My studies continue and I have found many remains I believe to belong to these thunderous creatures. The greatest behemoth fossils I discovered came from such places as the community of Oggok, the Dreadlands of Kunark and the Valley of the Dragonscale Kills of Faydwer.
Scholars of the Academy of Arcane Science dispute my findings. But I have speculated that the modern day ocean wurm is a distant relative to the Behemoths. They may have merely adapted to the water through means of biological evolution that I have theorized, Justathorn's Theory of Bioevolution. This theory explains that mana is the true creator of these beasts.
Mana creates out of necessity. The vessel of mana called Norrath requires bioevolution for survival. The behemoths acted as cleansers or exterminators to the world, mother Norrath's ultimate guardians, not the children of deities. The behemoths, no doubt, had special innate magical resistances due to their mana nature.
This made them more than a match for any of the ancient races, including those of dragonkind. I believe there to be a quasi plane sprung off the plane of growth where many of these beasts will always lumber. It is on this quasi plane that I shall continue my research.


















For further information please reference: "Behemoth, A Force of Nature" by Romiak Justathorn and "The Theory of Bioevolution" by Romiak Justathorm.
Books
The Loresinger's Limericks
This item can be placed on the floor in any house type.

This magical tome was awarded to the owner for assistance to the Loresinger clan.

NO-TRADE  NO-VALUE

Awarded by Guides.

Discovered on 20 May 2010 at 18:09:39 PDT.
The Loresinger's Limericks
notes by Oyni Loresinger
Songs of Norrath and Norrathians
I.
Erudites are a most varied race,
Yet can always be told by their face.
Their wide, lofty domes
Are said to be homes
To thoughts lesser minds can not trace.
II.
Are Gnomes naught but distracted tinkers?
Or could they also be strong thinkers?
Bright gadgets galore
From their workshops do pour...
A pity, but some are such stinkers!
III.
Kerra are the surviving heirs
To both Kejekans and the Vah Shirs
With stealth and raw nerve,
Their historians preserve,
Yet at times they still mourn their forebears.
IV.
The High Elves are noble and wise.
All dark arts they deeply despise.
They battle for glory;
Again, tell their story...
And watch each day's new sun arise.
V.                                              
The ways of dark elves are mysterious
And often of evil quite serious.
Some few turn away,
Though most surely stay.
Beware, lest you make them too curious!
VI.
A mystery are the Sarnak,
Their history lost in the black.
Their past they'll reclaim,
Along with their name.
'Ware those who would hold them back!
Books
The Loss in Western Wastes
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE


Discovered on 17 Apr 2012 at 13:46:31 PDT.
We had done all that we could in our attempts to prevent the events that have come to pass. I see it now, through my unwavering vision, for what it had always been - destined.
Eons ago a prohibited union of elemental dragons hatched the first prismatic dragon. Kildrukaun, Arch Priest of Veeshan and member of the Council of Elders, condemned the mated pair to death and appointed himself custodian of their almighty son, Kerafyrm. Quickly, the fledgling dragon demonstrated his immense power and cunning, impressing just as many of his kin as were struck with fear.
Dining this time, our nation split in two. The Ring of Scale fled to Kunark, while the Claws of Veeshan, the original order and wurm council, remained on Veeshan's blessed continent of Velious. Kildrukaun, fanous over the division, insisted it was the Eternal Mother's will for the dragon factions to reunite. He prophesied that Kerafyrm would lead The Claws of Veeshan in a great civil war against The Ring of Scale forcing the reunification, and thus fulfilling Veeshan's will.
Some of The Claws of veeshan questioned the authenticity of Kildrukaun's visions, others merely his interpretations; after all, they were considerably self-serving. The council dismissed Kildrukaun's prophecy, claiming that waging a war against The Ring of Scale would expose them to the growing threat of the giants of Kael Drakkel.
Thus Kerafyrm sharpened his teeth, along with his tactical mind, upon the frozen battlefields of Velious. He ascended quickly within the Claws of Veeshan, obtaining the rank of general, and proving he was as shrewd as he was merciless. But no battle satiated this monstrous creature's unrivaled lust for destruction and chaos. Eventually, the Council of Elders was forced to order Kerafyrm's imprisonment.
Kerafyrm's legions of supporters, including Kildrukaun, were severely outnumbered by those of the elder council, and eventually Kerafyrm was restrained and secured within a prison of indefinite slumber. The council appointed four immensely powerful dragons (Tukaarak, Nanzata, Ventani, and Hraashna) to serve as his guards and ensure his etemal slumber. Meanwhile, Kildrukaun and the other surviving traitors who had aided Kerafyrm fled Velious to unlmown locations, awaiting the return of their prophetic savior.
While Kerafyrm slept, Norrath's children, in an attempt to satiate their incessant desires for adventure, knowledge and riches, pushed out across this world. It was only a matter of time until they stumbled upon Kerafyrm, who had come to be known as "The Sleeper." Inspired by greed and ignorance they slew the four elemental warders and awakened Kerafyrm from his slumber. Kerafyrm showed his gratitude by devouring them, prior to bursting explosively from his prison into the frozen wastes.
The Claws of Veeshan felt Kerafyrm's wrath immediately. Confronting those members of the council who he could find, Kerafyrm ripped their flesh into shreds, once more demonstrating his unchecked lust for destruction. He was intent on annihilating every vestige of their existence. The ages of sleep had only made him more deadly and vengeful. The wise and ancient dragons of Velious knew they were hardly a challenge for the Awakened, caught unawares as they had been. A desperate plan was hastily hatched.
Lord Yelinak bravely faced Kerafyrm in a furious battle in the skies above Velious, as others made their escape, and four chosen dragons of immense power (Charayan, Grendish, Jortreva, and Susarrak) were called upon. However, Yelinak proved to be no match for Kerafyrm. Kerafyrm inflicted grievous wounds upon him, and all of Skyshrine witnessed the lord's broken body tall to the frozen land beneath as the four Crusaders approached. Savoring his victory over Lord Yelinak, and fearful of the overwhelming power of the Crusaders, Kerafyrm flew off to places unknown.
The Council Elders held no doubt that this was but Kerafyrm's first act of vengeance. It was an attack of pur wrath. His next attack would be far more deadly, utilizing clever tactics and his leagion of followers. First, they held a service to honor Lord Yelinak's sacrifice. It was a lavish affair, lasting for days within Skyshrine, calling wurms from across Norrath to pay their respects.
Afterwards, the council sent out their agents and infiltrators on a search for information pertaining to Kerafyrm and his followers, including Kildrukaun. They were certain that word of Lord Yelinak's demise would quickly spread across the world, reaching the Awakened.
They then initiated an unprecedented act of defense - The Upheaval, successfully cutting off Eastern Wastes and Great Divide from Western Wastes and Cobalt Scar. Intended to make the dragon lands within Velious less susceptible to attack, it also served to isolate the land in case the battle were to escalate.
It was at this time that Lord Yelinak revealed the ruse surrounding his death to all of Skyshrine. It had served its purpose, which was to provide the Awakened with false information while having bought the council enough time to explore all attack and defense options against the inevitable onslaught. He had risked much in the battle, and although he had not been slain, he had been prepared for such a sacrifice.
Lord Yelinak made a plea on behalf of the Children of Norrath to Skyshrine: He was going to seek aid from the heroes amongst them. He felt strongly that they were the key to defeating Kerafyrm. Some wurms scoffed, dismissing his opinion, while others saw its wisdom. He left them to debate as he made all haste, to the Norrathian city of Thurgadin.
But Kerafyrm, anticipating Skyshrine's increased defenses, led his Awakened Legion to the opulent Temple of Veeshan within Western Wastes. The attack was brutal and swiftly executed. The dragons and dragonkin who refused to join against the Claws of Veeshan fled, and sought refuge in Skyshrine. As they took flight, some managed to save eggs and young from the Western Wastes. In Skyshrine the wurms regrouped and prepared for battle.
Upon realizing that some of the nests of Western Wastes were empty, the Awakened began to claim the remaining eggs for themselves, taking them into Temple of Veeshan. Driven by parental instincts, the Claws of Veeshan quickly rallied to fight for their unhatched young, and took to the Western Wastes in overwhelming droves. As it became clear to Kerafyrm that they might succeed in their efforts, and could continue with their march right on to Temple of Veeshan, he ordered his most impressive elemental wurmkin to do the unthinkable – destroy Western Wastes!
Willing to sacrifice any of his own legion battling upon the frozen landscape, the elemental mages began their ruination. The previously raised land shook from glacier top to wyvern cave, and began to crumble. All but Temple of Veeshan itself was swiftly annihilated. Too many a dragon, dragonkin and egg met their brutal end, crushed between rock and velium as the land crumbled and fell into the frigid waters below.
The Claws of Veeshan watched as a great achievement was ripped out from beneath their wings by Kerafyrm. Once more, they were forced to seek shelter and regroup within Skyshrine, taking with them the eggs and young that they were able to save from the hatching lands.
As I look back upon these events, and recount them for myself, I can see that it was destined to come to this point, but I find myself wondering if Kerafyrm still believes himself the prophesied unifier, or for that matter, if Kildrukaun and others still believe he is. Is that even his intent any longer? Not even my holy gift of vision beyond sight has granted me the power to pierce that veil.
Glory to the Eternal Mother!

Lendiniara, The Keeper
Books
The Maiden of Masks
This item can be placed on the floor in any house type.

This book has been restored to pristine condition by the book binder. Mysteriously, the notes written by Tabbin on each of the pages have disappeared completely.

NO-TRADE  NO-VALUE

Collection reward from [80] The Maiden of Masks (Tome) (part of the illusionist epic weapon line).

Components
The Maiden of Masks - Page 2 (quest reward from Paying Off a Tab: Fish Fry in Fens of Nathsar)
The Maiden of Masks - Page 3 (looted from The Sadistic Bartender in The Estate of Unrest)
The Maiden of Masks - Page 4 (plundered from page at -144, 46, -79 in Kaladim)
The Maiden of Masks - Page 5 (awarded by Jysolin Nerala in Greater Faydark)
The Maiden of Masks - Page 6 (awarded by Rumdum in The City of Freeport)
The Maiden of Masks - Page 7 (awarded by Bartender Blestbarrel in Rivervale)
The Maiden of Masks - Page 8 (awarded by Ahzeem the Bartermaster in Maj'Dul)
The Maiden of Masks - Page 9 (quest reward from Paying Off a Tab: Redecoration in Antonica)
The Maiden of Masks - Page 10 (awarded by Molly Daysun in Qeynos Province District)
The Maiden of Masks - Page 11 (awarded by Tibby Joopin in Kylong Plains)

Discovered on 7 Feb 2008 at 12:38:29 PST.
The Maiden of Masks
Tifanah Jespar was born during the Age of Enlightenment to a noble lord and lady of Qeynos. At a young age, Tifanah's father, Lord Jespar, succumbed to a deadly plague, leaving Tifanah and her mother alone and without income. Unable to deal emotionally with the loss of her beloved father, Tifanah would dress in her parents' clothing to temporarily take on new identities and play out make-believe roles so she wouldn't have to face her own pain.
The Lady Jespar sought to maintain her standard of living she had become accustomed to while her former husband was alive and profiting from sound merchant and business practices. The beautiful widow initially had many suitors because of her prestige and wealth, but Tifanah's strange play-acting, made up stories, and her fondness for wearing masks of her own creation would scare off all of the upper class men that came calling on her mother. This would only further add tension between the mother and daughter's strained relationship.
As a young lady in her early teens, Tifanah had the occasion to see a traveling troupe of Antonican Bard actors that came to Qeynos. The elaborate customes, the accepted, even applauded make-believe acting, and the ability to tell a story of imagination all greatly appealed to the youth who chose to hide behind masks. She stowed away with the troupe for a time hiding in the costume coach as it pulled out of the city. It wasn't until they were in the Highpass Mountains on the way to Highkeep that she was discovered.
The bards weren't too keen on finding another mouth to feed, especially one that couldn't really help pull her own load, but the kindly costume seamstress said she'd look after the young one. The troupe didn't have the money to turn back to Qeynos, so far out, but feared they would be accused of kidnapping. It was agreed that Tifanah could stay with them, for safety, but only until their regular circuit brought them back to Qeynos. They also quickly dispatched a letter through the bard mail service to her mother to explain the situation.
The seamstress, having no children of her own, happily took to teaching Tifanah costume making. Tifanah learned the art of sewing, tailoring, and using makeup to achieve many different fanciful looks. The other bards took to the young lady and taught her singing, acting, even a smattering of simple magic spells. She would also learn of Fizzlethorpe Bristlebane, god of Mischief and patron god of entertainers.
During all this time though, Tifanah would not speak of her own past and would instead make up fanciful stories. Each bard in the troupe heard a different tale. No one knew for sure just exactly what her family did for work, how many siblings she had, or even her favorite color. The Antonican Bards were sad to part ways with Tifanah when they came back to Qeynos, but as a gift they let her play a role in her final play with the troupe.
Back at home, Tifanah refined the lessons she was taught, and her stories and costumes got more and more elaborate. The Lady Jespar's finances were running low and her plan was to get Tifanah married off to a wealthy young man of a prestigious family in Qeynos. Tifanah would have none of it thought. She didn't want to marry or become one of those boring, giggling women of the court. She wanted to assume new identities and focus on the magical skills she discovered while with the troupe.
When the Lady Jespar would arrange a meeting between her daughter and a suitor, Tifanah would always assume a new role to scare off the young man. She would make her face hideous with makeup, or create costume dresses that made her look extremely large, or wear ratty clothes that made her look poor. Tifanah took great pleasure in thoroughly running off the boys with her creations.
In the meantime, Tifanah studied magic. She was particularly fond of magic that could change her appearance and sought to master as many illusions as possible. She became so proficient at her illusions that not even her teachers could see through them. Tifanah loved to trick her teachers by assuming the likeness of other students or colleagues and playing tricks on them. Then one day Tifanah would just disappear. No one knew where to look for her, and didn't even know of where to start. Every once in a while the Lady Jespar thought she noticed a stranger here and there would give her an odd look, but she could never be sure who it was.
As a young adult, Tifanah would be exalted by Fizzlethorpe Bristlebane to become the demigoddess of an extension of the Plane of Mischief, the Sphere of Illusions. She would take the title "Maiden of Masks" and was said to be especially protective of young women who sought their own role in life, and not the one intended for them by others. Young children who had tearfully lost a beloved parent sometimes found a small masquerade mask under their pillow in the morning, or spoke of a beautiful masked lady who hugged them and let them cry in the middle of the night.
Books
The Maiden of Masks, Incomplete
This item can be placed on the floor in any house type.

This very incomplete book was given to you by the bard, Tabbin Juniper.

NO-TRADE  NO-VALUE

Required by the Quest
'The Maiden of Masks'

Quest reward from [85] The Maiden of Masks (Signature), started by Tofus Jepner in Fens of Nathsar (part of the illusionist epic weapon line).

Discovered on 7 Feb 2008 at 1:45:52 PST.
The Maiden of Masks
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
This page is missing
Books
The Mariner's Lament
This item can be placed on the floor in any house type.

This simple but elegantly made book is a transcription of an ancient poem close to the heart of all mariners.

NO-TRADE  NO-VALUE


Discovered on 31 Jul 2007 at 9:27:24 PDT.
"The Mariner's Lament"
An old mariner chanty
Aye, when I was a small babe, me mother said to me,
You’re no child of mine, boy,
No child of mine indeed, boy,
I wish you were my babe, boy,
But you were born of the sea, born of the sea.
And when I was a small boy, me father said to me,
You're no son of mine, boy,
No son of mine indeed, boy,
I wish you were my son, boy,
But you were born of the sea, born of the sea.
And when I was a young man, me true love said to me,
You're no love of mine, boy,
No love of mine indeed, boy,
I wish you were my love, boy,
But you're married to the sea, married to the sea.
So with me heart in hand,
I said goodbye to the land,
Goodbye to all that I knew.
To the mother who birthed me,
And the father who sired me,
And the woman who made me a man,
With me heart in me hand, I said goodbye to the land,
And took a life on the wide open sea,
A life on the wide open sea.
And it's been twenty long years,
Full of many long nights.
In this life I claimed on the sea,
And though I may miss the mother who birthed me,
And the father who sired me,
And the women who made me a man,
I'd trade none of it in, not one single day,
To return to my life on land,
To return to my life on land.
For you see,
A mariner has but one single wish:
To live a long life on the sea.
And when the day comes,
That he breaths his last breath,
He be buried where he feels at home.
He be buried where he feels at home.
So let me die at sea!
Let me buried at sea!
It's all that I ask you to do.
For I gave up me life,
Me home, and my wife,
For a life what would truly be mine.
A life on the sea,
On the wide open sea.
A life that would truly be mine,
A life that has truly been mine,
A life on the wide open sea.
Books
The Merchant's Deal
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Collection reward from [40] The Merchant's Deal (Tome).

Components
The Merchant's Deal - Page 3 (shinies in The Feerrott)
The Merchant's Deal - Page 5 (shinies in The Feerrott)
The Merchant's Deal - Page 7 (looted in The Feerrott)
The Merchant's Deal - Page 8 (looted in The Feerrott)
The Merchant's Deal - Page 10 (plundered from a stone pillar at 185, -9, 182 in The Feerrott)
The Merchant's Deal - Page 12 (looted in The Feerrott)

Discovered on 4 Feb 2006 at 16:47:05 PST.
The Merchant's Deal

Second Edition
This book tells the tale of a merchant and what befell him in his quest for riches.
In the days of long ago, deep beneath the surface and far away from the land, there was a great city that prospered through trade.


Many a successful merchant would live like kings, drinking the finest wines and owning the smartest thralls. For every merchant king, there would be hundreds of merchants that would die copperless and broke.


T'Nax the Merchant vowed he would not be one of these failures.
T'Nax first began to sell clay bowls to visitors from far off lands. When he made no money from this, he began to deal in fine steel.


Adamantium would be desired shortly thereafter, rendering his steel worthless.


Insisting that he would not fail, he chose the riskiest of ventures - the sale of jewels.
Investing the last of his money in precious red rubies, he would come to find that the fickle market would change.


For it was not red that the people wanted, it was blue. Having no coin left to purchase even one blue diamond, T'Nax proclaimed his vehement hatred to all of his fellow merchants.


Hearing this exclamation, a mysterious shopper approached him.
"Did I hear you say that you would do anything to make more money than all of these merchant kings combined?" the stranger asked.


"To simplify it, yes, that is what I said" replied T'Nax


The shopper smiled in a very odd way and told T'Nax that he knew of a way that he could make it happen for the merchant.
T'Nax listened intently to what the shopper had to say.



The mysterious stranger told the merchant that there was an untapped market that he knew of. The stranger would offer T'Nax not only the location of where this market was, but also the merchandise that the people would be interested in.


All he asked for was one half of the profits.
T'Nax readily agreed to this deal, and both parties shook hands in a contract.


The stranger told T'Nax to venture to the Feerrott and set up shop amongst the marshes. The surrounding ogres would soon become very interested in purchasing all manner of materials.


Once the merchant established his merchant camp, the stranger would arrive with the supplies to be sold.
Having traveled long and hard, T'Nax reached the Feerrott.


Once he built his camp, the stranger arrived just as was promised. T'Nax was shocked to see an endless amount of odd materials filling his stores.


The stranger reminded T'Nax that he was promised half of the profits and promised to return in one year's time.
For the next year, T'Nax would watch as his sales would increase more and more each day.


Finally, as the seasons would pass a full cycle, the stranger returned. Having seen how his endless supply of merchandise had gained him near a thousand platinum coins already, T'Nax asked for more time.


He promised that by the time the stranger would return, he would have increased his profit ten times over. The stranger agreed, promising to return in two years.
Two years passed, and now T'Nax had turned the one thousand into ten.


T'Nax had asked the stranger for even more time, promising to turn the ten thousand into one hundred thousand. The stranger agreed once again, promising to return in five years.


By the time the stranger returned one last time, T'Nax had the most ambitious request waiting for the stranger.
"I will give you my eternal vow that I will not leave this place until I have one million platinum coins to split between us. All I ask is that you give me all the time I need," T'Nax proclaimed, having no plans on keeping his oath. Sealing the deal with a handshake, the stranger pulled back his hood and revealed his face. Innoruuk, the god of Hatred and Spite, laughed at T'Nax and said, "I accept your eternal vow, friend, but I regret to inform you that it might be some time until I return." With that, the stranger turned and walked away, never to be seen again. And T'Nax still waits.
Books
The Merchant's Deal
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 2 Feb 2006 at 15:30:47 PST.
The Merchant's Deal

Second Edition
This book tells the tale of a merchant and what befell him in his quest for riches.
In the days of long ago, deep beneath the surface and far away from the land, there was a great city that prospered through trade.


Many a successful merchant would live like kings, drinking the finest wines and owning the smartest thralls. For every merchant king, there would be hundreds of merchants that would die copperless and broke.


T'Nax the Merchant vowed he would not be one of these failures.
T'Nax first began to sell clay bowls to visitors from far off lands. When he made no money from this, he began to deal in fine steel.


Adamantium would be desired shortly thereafter, rendering his steel worthless.


Insisting that he would not fail, he chose the riskiest of ventures - the sale of jewels.
Investing the last of his money in precious red rubies, he would come to find that the fickle market would change.


For it was not red that the people wanted, it was blue. Having no coin left to purchase even one blue diamond, T'Nax proclaimed his vehement hatred to all of his fellow merchants.


Hearing this exclamation, a mysterious shopper approached him.
"Did I hear you say that you would do anything to make more money than all of these merchant kings combined?" the stranger asked.


"To simplify it, yes, that is what I said" replied T'Nax


The shopper smiled in a very odd way and told T'Nax that he knew of a way that he could make it happen for the merchant.
T'Nax listened intently to what the shopper had to say.



The mysterious stranger told the merchant that there was an untapped market that he knew of. The stranger would offer T'Nax not only the location of where this market was, but also the merchandise that the people would be interested in.


All he asked for was one half of the profits.
T'Nax readily agreed to this deal, and both parties shook hands in a contract.


The stranger told T'Nax to venture to the Feerrott and set up shop amongst the marshes. The surrounding ogres would soon become very interested in purchasing all manner of materials.


Once the merchant established his merchant camp, the stranger would arrive with the supplies to be sold.
Having traveled long and hard, T'Nax reached the Feerrott.


Once he built his camp, the stranger arrived just as was promised. T'Nax was shocked to see an endless amount of odd materials filling his stores.


The stranger reminded T'Nax that he was promised half of the profits and promised to return in one year's time.
For the next year, T'Nax would watch as his sales would increase more and more each day.


Finally, as the seasons would pass a full cycle, the stranger returned. Having seen how his endless supply of merchandise had gained him near a thousand platinum coins already, T'Nax asked for more time.


He promised that by the time the stranger would return, he would have increased his profit ten times over. The stranger agreed, promising to return in two years.
Two years passed, and now T'Nax had turned the one thousand into ten.


T'Nax had asked the stranger for even more time, promising to turn the ten thousand into one hundred thousand. The stranger agreed once again, promising to return in five years.


By the time the stranger returned one last time, T'Nax had the most ambitious request waiting for the stranger.
"I will give you my eternal vow that I will not leave this place until I have one million platinum coins to split between us. All I ask is that you give me all the time I need," T'Nax proclaimed, having no plans on keeping his oath. Sealing the deal with a handshake, the stranger pulled back his hood and revealed his face. Innoruuk, the god of Hatred and Spite, laughed at T'Nax and said, "I accept your eternal vow, friend, but I regret to inform you that it might be some time until I return." With that, the stranger turned and walked away, never to be seen again. And T'Nax still waits.
Books
The Minds of Meldrath
This item can be placed on the floor in any house type.

The Minds of Meldrath - A Study of the Infamous Gnome by Professor Andipholitz Whatzzit.

NO-VALUE

Quest reward from [200] Tinker-Bound History (World Event) (Repeatable), started by Rosealyn in Steamfont Mountains (-582, 173, 946).

Discovered on 25 Jul 2014 at 0:10:58 PDT.
The Minds of Meldrath





A Study of the Infamous Gnome
by Professor Andipholitz Whatzzit
Meldrath: Balance Sundered

Old tales recall that Meldrath had a conjoined twin with whom he was connected at the chest. One boy's heart was pure and his eyes shone with a beautiful light, while the other's heart was dark and cold and his eyes were as black as oil. Their hearts beat as one, each balanced by the extreme of the other. So balanced were they, in fact, that they were both known as Meldrath because no one thought of them as two. Meldrath's mother desired the two sons she thought she deserved, and constantly sought a way to separate them.
One day, a traveling healer provided their mother with a magic sword he claimed would disconnect them. She ran home and, finding them asleep, plunged the sword between them. Both of her sons were unharmed, and the two rubbed their eyes sleepily. She rejoiced, but as she looked from one to the other she noticed for the first time that one was beautiful and the other ugly. One looked at her with loving, sweet eyes and the other with hatred.
Suddenly, the beautiful Meldrath began to rise higher and higher into the air. His mother screamed and tried to hold him down but the ugly Meldrath bit her leg and stomped on her foot. The beautiful Meldrath floated up to the surface of Norrath and into the sky and was never seen again. The deity responsible for his ascension is unknown, but most attribute the act to Fizzlethorpe Bristlebane, ruler of the Plane of Mischief, and claim that it was he, under the guise of a healer, that had provided the magical sword.
Meldrath: The Ambitious

The extent of the ugly Meldrath's wickedness and insanity was not at first apparent to the citizens of Ak'Anon. Meldrath's temper tantrums and fits of rage abated as he matured yet still he had the look of hatred in his eyes, thus found few friends amongst his fellow gnomes. Those who did associate with the ugly, spiteful Meldrath tended to be other gnomes of notorious repute.
Eventually, Meldrath managed to join the Eldrich Collective under the tutelage of a wizard who believed Meldrath was simply suffering from a traumatized youth and could yet become a respectable citizen of Ak'Anon. To the surprise of many and the pleasure of his mentor, Meldrath excelled at the wizardly arts and quickly rose through the ranks of the Eldrich Collective. Meldrath became particularly fascinated, some would say obsessed, with magic that dealt with teleportation, translocation, and alternate planes of existence.
Meldrath's talent for the sorcerous arts grew to the point where it rivaled, if not exceeded, his mentor's, and he began to select pupils of his own to aid him with his research into what he called "other worlds." It was obvious to those who associated with Meldrath that he sought something in these other worlds, but whatever it was, Meldrath never spoke of it. Then one day, Meldrath was gone. His pupils did not admit to knowing the whereabouts of their mentor, or the nature of his passion with other worlds.
It is not known precisely when Meldrath returned to Ak'Anon, but it has been estimated based on events that we now know were tied to Meldrath's return. Over a period of time his pupils also began to vanish from the Library Mechanamagica, and despite the Eldrich Collective's inquiries into the disappearances, no clues as to the nature of the disappearances were found.
Meldrath: The Malignant

The mines of Ak'Anon had long been used as a source of materials for the construction of Ak'Anon's clockwork guards and servants. That changed the day the whereabouts of the missing sorcerer Meldrath and his pupils were discovered. Ak'Anon's miners had begun toiling early that morning, but when they did not return to their homes that evening their friends and families became alarmed.
King Ak'Anon ordered a small patrol of guards to investigate the whereabouts of the miners, but they too failed to return. What did emerge that night, shortly after the patrol had entered the mines, were creatures of death, shadow, and flame! The animated corpses of the miners, along with creatures summoned from other worlds, stalked the tunnels of Ak'Anon, slaying and destroying all in their path and swelling their numbers with the animated corpses of the freshly dead.
By the time King Ak'Anon could organize the Gemcutters, Eldrich Collective, and Deep Muses to defeat the monstrosities, the devastation had reached proportions never before inflicted upon the city of Ak'Anon. A powerful charm was cast by the most powerful of the Eldrich Collective that temporarily nullified the use of magic within Ak'Anon, while the Gem Cutters and Deep Muses fought their way through the tunnels of Ak'Anon, toward the mines.
When the forces of King Ak'Anon reached the mines, they found them devastated far worse than the rest of the city. The mechanical mining apparatuses utilized by the miners had been destroyed and the clockwork miners and ore haulers had been reprogrammed to slaughter. To the chagrin of the good gnomes of Ak'Anon, Meldrath and his minions had already fled the city, their tainted seed of corruption already planted.
Meldrath: The Mad

Meldrath and his apprentices, exiled from Ak'Anon and collectively dubbed the Asylum of the Mad, began construction of a fortress deep in the Steamfont Mountains. For years the Asylum of the Mad constructed clockwork war-machines, far more advanced than any clockworks previously constructed by the tinkers, that plagued the Watchmen of Ak'Anon.
Eventually, the Asylum of the Mad were captured, slain, or disappeared. Meldrath, however, remained at large, plotting and executing his mad schemes. The mad sorcerer had somehow earned the allegiance of a tribe of minotaurs, and employed them to capture gnomes to toil in his mines and complete his twisted, mechanical fortress. Many of the Eldrich Collective speculated as to the nature of Meldrath's madness and talents with both sorcery and mechanics, but their theories were never proven.
Books
The Minions of the Mighty Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'The Minions of the Mighty Creature Cataloging'


Discovered on 14 Nov 2006 at 14:06:55 PST.
The Minions of the Mighty Creature Catalog
by Pearl Honeywine
Throughout Norrath there are regions which seem a wellspring of hidden power. Three such areas have been uncovered by travellers thus far: Permafrost, Cazic Thule and Solusek's Eye.

Fortunately for the living, they are scattered, which likely helps keep the sources of their strengths from joining together.
Of course, no one knows from what source each of these regions derives its energy.

Permafrost is within Everfrost to the far north. Within the forbidding boundaries of Lavastorm, one can find Solusek's Eye. Cazic Thule, named for the ancient god of Fear, is entered through his ancient Temple within the jungles of the Feerrott.
Take into account the weather for the region in which these focal points is located to know what to expect.
Permafrost is aptly named, as no thaw reaches this icy realm.
Solusek's Eye takes the traveller into the fiery abyss of Mount Solusek.
The Temple of Cazic Thule is well-known to trap the unwary and fill even the stout-hearted with dread.
Walk carefully in these realms, should you decide to see them for yourself.
It is an unusual twist of the gods' humor that of old, there is but one plant in common to all three realms: the death's head lichen.

    It endures heat, cold, damp, and desert conditions to thrive practically unseen on the bones of the fallen. The death's head lichen can only be seen using a gnomish scope on harvested skulls or other large bone fragments.
Centers of concentrated energy are often filled with golems that feed on that power.

In addition to these magical protectors, some living and some not, who see it as their purpose to protect that region from all who dare intrude.
Books
The Minions of the Mighty Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 19 Jun 2007 at 6:36:35 PDT.
The Minions of the Mighty Creature Catalog
by Pearl Honeywine
Throughout Norrath there are regions which seem a wellspring of hidden power. Three such areas have been uncovered by travellers thus far: Permafrost, Cazic Thule and Solusek's Eye.

Fortunately for the living, they are scattered, which likely helps keep the sources of their strengths from joining together.
Of course, no one knows from what source each of these regions derives its energy.

Permafrost is within Everfrost to the far north. Within the forbidding boundaries of Lavastorm, one can find Solusek's Eye. Cazic Thule, named for the ancient god of Fear, is entered through his ancient Temple within the jungles of the Feerrott.
Take into account the weather for the region in which these focal points is located to know what to expect.
Permafrost is aptly named, as no thaw reaches this icy realm.
Solusek's Eye takes the traveller into the fiery abyss of Mount Solusek.
The Temple of Cazic Thule is well-known to trap the unwary and fill even the stout-hearted with dread.
Walk carefully in these realms, should you decide to see them for yourself.
It is an unusual twist of the gods' humor that of old, there is but one plant in common to all three realms: the death's head lichen.

    It endures heat, cold, damp, and desert conditions to thrive practically unseen on the bones of the fallen. The death's head lichen can only be seen using a gnomish scope on harvested skulls or other large bone fragments.
Centers of concentrated energy are often filled with golems that feed on that power.

In addition to these magical protectors, some living and some not, who see it as their purpose to protect that region from all who dare intrude.
Unobtainable
The Minions of the Mighty Creature Cataloging
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
The Missing Pages of the Sword Heist Journal - Rebound
This item can be placed on the floor in any house type.

These pages were ripped from a book, but then rebound.

TREASURED
NO-TRADE

Quest reward from [60] A Crusade to Faydwer (Greater Faydark), started by Sir Wolfgang Motte in Greater Faydark.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "A Crusade to Faydwer"
for 1c.

Discovered on 16 Feb 2010 at 8:48:24 PST.
The pages were ripped from a book. They were originally written in some weird code. One that was not a known language. But by using the Eye of Ree to peer at the missing pages you were able to read the passages.
...Our union is not an easy one. These dark elves are back stabbing creatures, but the promise of riches greater than all the plunder of the Far Seas is too much to ignore. This alliance is not good on so many levels. It is one thing to ally with the Ebon Mask, but to ally with the Foci is unwise...
...So it is the knowledge of an ancient professor that will show us the path. We have known of his eternal imprisonment in the valley for quite some time, but it always seemed worthless to us. Now this trapped spirit has knowledge greater than anyone knew. His involvement in the engineering of his former school shall allow entry to the great fortress above...
...The Foci's plan seems foolproof, provided the Overlord does not find out. It is simple, the Mask enters through the forgotten portal. Soulfire is found and replaced with another. The Mask then uses our routes to get to the caves where we will aid in the journey to the elven lands. There we are to meet the ambassador king and exchange gifts...
...After our exchange we will return the scroll to the Foci and receive our part. Our raiders shall go unseen and many ships shall be plundered in the name of Lord Ree...
Books
The Monastery of the Lost Circle
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:41:59 PDT.
The Monastery of the Lost Circle
by Brother Nusad, Clan Historian
Tsaph Katta, Imperator of the Combine, knew of Zan Fi's reputation and skill. After hearing how mighty the Whistling Fists Clan was becoming, the Imperator sought to compel Zan Fi to become a part of his army. Our wise master could see the corruption that flowed through the troubled empire, however, and declined to offer his support. Though Katta was infuriated by this refusal, he was beset on too many fronts to attempt to force Zan Fi into his service.
As the Combine Empire crumbled and some of its members left for the distant moon of Luclin, the wise Zan Fi knew that Norrath was facing a time of turmoil. He and his followers traveled the lands, setting an example of order and discipline that was sorely needed in the wake of the Combine Empire's collapse. Wherever he went, Zan Fi seemed to inspire new followers.
Some merely sought to apply the master's lessons to their daily lives, overcoming chaos in an uncertain world. Others attempted to emulate his ways by establishing new monk orders, linked in spirit to the Whistling Fists Clan. One such group was the Ashen Order, which was devoted to the path of Tranquility and the goddess Quellious. The Silent Fist Clan, which followed no specific deity, established itself within the walls of Qeynos. Even the iksar, who normally hated "softskin" outsiders, were in awe of Zan Fi's talents and were inspired to found the Swifttail Caste. Though he was willing to act as a teacher for all these monks, he shared his Whistling Fists style only with his most trusted students.
Many of the nation states that arose after the fall of the Combine offered to make a home for the Whistling Fists Clan, but Zan Fi was wary of pledging his allegiance to any single kingdom. Knowledge and wisdom, he said, were not meant to be confined to a single nation or people. Instead, he set sail for a distant land where his followers could concentrate on their studies and practice their disciplines. It is said that Zan Fi was granted a vision of a serene island where he was to build a grand tower. He followed no map, but rather listened to a mysterious song that seemed to be guiding his journey.
When his ship caught sight of the tranquil shores of Mara, Zan Fi knew he had found the island in his vision. The monks established their monastery, centered around the Tower of the Four Winds.
Though centered on a remote island, the members of the Whistling Fists Clan were not isolationists. Zan Fi believed strongly that his order should keep a watchful eye on Norrath, though he insisted on subtlety and discretion. Whistling Fists monks traveled the world, safeguarding the people of Norrath and occasionally finding worthy students to join their ranks. Because the monks were careful to not draw attention to themselves, many Norrathians believed that the Whistling Fists Clan had disappeared entirely, which led to the order being referred to by many as "the Lost Circle."
Unobtainable
The Mosaic
This item can be placed in any house type.

This completed book can be placed in your house and read.

TREASURED



Undiscovered.
Books
The Murkies
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 11 Nov 2004 at 15:09:56 PST.
"The Murkies," a tale about a group of children who called themselves "The Murkies" because their leader threatened to beat them up if they didn't.
Entry One
Put book away
Ever since they could remember, they had all been friends. Murkie, Fletcher, Cogs and Grubs had all grown up playing together in the narrow streets of Beggar's Court. One day, as Grubs was scrounging for metal among the market stalls, he overheard a couple of the Militia guardsmen grumbling about their impeding transfer once Beggar's Court had been reduced to rubble. The area, they said, was needed to build a research facility.
Entry Two
Put book away
Grubs gathered his friends and told them the bad news. "If they flatten this place, we won't have anywhere to live!" cried Fletcher. "We're not gonna let it happen," said Murkie, the group's leader. "I'll think of something," he added as they headed to their respective homes for supper. The prospects didn't look good and Murkie was troubled. If only they could find a way to pay off the research facility's owners, the way they paid off other nuisances.
Entry Three
Put book away
The next day, the boys gathered at Grubs' house, which overlooked the market. They liked playing here because they could see which merchant was having a good day, then they could later slip down and tease that merchant into giving them a treat. They sat forlornly, gazing out the narrow, curtainless window. Soon, Cogs perked up, pointing toward the fishmonger. "She's put something big in her trash pile! Let's go see!"
Entry Four
Put book away
The boys raced downstairs and teased the fishmonger into letting them take the bulky parchment sheet from her garbage. "Go on," she said, "I used to wrap the entrails in it, but if I'm moving soon I'm going to get me a new parchment." Murkie led the way to the boys' secret headquarters beneath the docks. He unfolded the smelly parchment because he had seen what attracted Cogs' attention. It was a map.
Entry Five
Put book away
"It's just a map of old Freeport," said Fletcher. Then he peered closer and asked, "Isn't that the symbol of the Seafury Buccaneers?" The four boys conked their skulls together as they quickly bent forward to see. Murkie grabbed the map and said, rubbing his head, "It is. Looks like they buried treasure in the Serpent Sewer. Do you know what that means?" Cogs piped up, "It means the Buccaneers are gnomes!"
Entry Six
Put book away
Arming themselves with stout ropes, candles and (in the case of Grubs) a very large sack of provisions, the boys set out to find the buried treasure. Cogs brought with him his latest gadget, a fire-breathing stick. "See? You pump the handle and the flame comes out the other end!" He demonstrated, but had unfortunately put the fire-breathing part on backwards and thus scorched off his eyebrows. The other boys thought he looked peculiar without any eyebrows, but decided not to mention it.
Entry Seven
Put book away
The boys were familiar with the passage through Thieves' Way, having used it many times themselves in the past to dodge irate merchants. They made it to the Serpent Sewer without incident. Fletcher held aloft a burning brand to light their passage, while Murkie held the map. They paused now and then to review their progress. Legend had it that the Serpent Sewer was filled with giant serpents and they did not want to get lost.
Entry Eight
Put book away
The Serpent Sewer was not the comfortable surroundings of Thieves' Way. One of the many times Grubs stopped to eat, he leaned against a hidden lever on the wall which caused several large pieces of gnollish machinery to spring to life in their path. Cogs was enchanted, but Fletcher and Murkie, who were pierced by dozens of little metal shards, were not so pleased -- at first. "Hey, look!" exclaimed Murkie, turning to push Grubs into the water, "There's a secret passage under the machine! Good work, Grubs!"
Entry Nine
Put book away
Sending Cogs in first (because he was the smallest), the boys followed the passage until they found themselves standing before a perfect replica of a Seafury ship. Their jaws dropped. They were even more surprised when a couple of actual Seafury buccaneers leaped out to accost them! Grubs screamed in fright and turned to run back up the passage, tripping on a wire that crossed the path. A shower of boulders fell from the ceiling of the passage, blocking out everyone's view in a cloud of dust.
Entry Ten
Put book away
"Will you look at that?" commanded Murkie, although it was impossible for any of the boys to look elsewhere. The boulders had cracked the buccaneers and their ship in half, spilling out piles of gold and platinum (from the ship, not the buccaneers). "We're rich! We've saved Beggar's Court!" crowed Cogs. "Are you kidding?" scoffed Murkie, "To heck with the Court -- now we're rich enough to move into the city!" And they did.
Close Book
Books
The Mute Bard's Tale
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [56] Quiet But Effective (Access Quests), started by Mute Bard in The Shimmering Citadel.

Discovered on 16 Sep 2005 at 5:49:36 PDT.
"The Mute Bard's Tale" - Whether the tale is truth or myth, this tale relates the Mute Bard's history and how he came to be imprisoned by the djinn.
Continue
Put the book away.
I learned to speak before I learned to walk. Precocious, my parents said. Many days did I spend literally singing for my supper, for our family is among the poorest in Maj'Dul. One day as I traveled to the Crags to seek inspiration, one of the harpies caught me and carried me away to her nest.
Continue
Put the book away.
Her claws dug deeply into my shoulders as we flew, circling higher and higher. Clearly deranged, her chatter rambled from stories of long ago, to Maj'Dul, and to the djinn. She demanded that I sing for her, and fearing for my life, I did so.
Continue
Put the book away.
"Stop!" she cried, transforming there and then into a djinna of great beauty, still gripping my shoulders tightly in her hands. "You must never sing again, you come too close to our Names!" And with that, she brought me to the Shimmering Citadel where the djinn cut out my tongue so I could sing no more.
Continue
Put the book away.
Though I cannot speak, I can still hear -- which is something some of the djinn did not take into account. They fear music, especially ancient, pure music. Though they think they have destroyed and hidden rare instruments of old, the instruments can still be found and repaired. I hid one of the keys in the room beyond the darkest room.
Put the book away.
Books
The Mute Bard's Tale
This item can be placed on the floor in any house type.


Discovered on 9 Aug 2006 at 12:57:16 PDT.
"The Mute Bard's Tale"
Whether the tale is truth or myth, this tale relates the Mute Bard's history and how he came to be imprisoned by the djinn.
I learned to speak before I learned to walk. Precocious, my parents said.

Many days did I spend literally singing for my supper, for our family is among the poorest in Maj'Dul.

One day as I traveled to the Crags to seek inspiration, one of the harpies caught me and carried me away to her nest.
Her claws dug deeply into my shoulders as we flew, circling higher and higher.

Clearly deranged, her chatter rambled from stories of long ago, to Maj'Dul, and to the djinn.

She demanded that I sing for her, and fearing for my life, I did so.
"Stop!" she cried, transforming there and then into a djinna of great beauty, still gripping my shoulders tightly in her hands.

"You must never sing again, you come too close to our Names!"

And with that, she brought me to the Shimmering Citadel where the djinn cut out my tongue so I could sing no more.
Though I cannot speak, I can still hear -- which is something some of the djinn did not take into account.

They fear music, especially ancient, pure music. Though they think they have destroyed and hidden rare instruments of old, the instruments can still be found and repaired.

I hid one of the keys in the room beyond the darkest room.
Books
The Mute Bard's Tale
This item can be placed on the floor in any house type.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Abnar the Bookbinder in The Tower of the Moon (-8, 14, 8) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 10 Aug 2006 at 20:06:33 PDT.
"The Mute Bard's Tale"
Whether the tale is truth or myth, this tale relates the Mute Bard's history and how he came to be imprisoned by the djinn.
I learned to speak before I learned to walk. Precocious, my parents said.

Many days did I spend literally singing for my supper, for our family is among the poorest in Maj'Dul.

One day as I traveled to the Crags to seek inspiration, one of the harpies caught me and carried me away to her nest.
Her claws dug deeply into my shoulders as we flew, circling higher and higher.

Clearly deranged, her chatter rambled from stories of long ago, to Maj'Dul, and to the djinn.

She demanded that I sing for her, and fearing for my life, I did so.
"Stop!" she cried, transforming there and then into a djinna of great beauty, still gripping my shoulders tightly in her hands.

"You must never sing again, you come too close to our Names!"

And with that, she brought me to the Shimmering Citadel where the djinn cut out my tongue so I could sing no more.
Though I cannot speak, I can still hear -- which is something some of the djinn did not take into account.

They fear music, especially ancient, pure music. Though they think they have destroyed and hidden rare instruments of old, the instruments can still be found and repaired.

I hid one of the keys in the room beyond the darkest room.
Books
The Necropolis of Lxanvon Vol. I
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [74] The Necropolis of Lxanvon Vol. I (Tome).

Components
Necropolis of Lxanvon, Vol. I, page 1 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. I, page 2 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. I, page 3 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. I, page 4 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. I, page 5 (looted in Nizara, City of the Nayad)

Discovered on 30 Oct 2006 at 13:52:08 PST.
The Necropolis of Lxanvon and the Arrival of the Plague Bringer
In a Norrathian age long past, when dragons ruled the lands, seas, and skies, an ancient race did spring forth from the will of an unknown god. They were a cunning and powerful race of beings, able to survive in a harsh world ruled by the scaled children of Veeshan. The true name of this extinct civilization has been lost to the mists of time, the evidence of their existence buried and all but destroyed by the elements and the forces of change.
The eldest of dragons sometimes whisper tales of this lost race of beings who were the first to stand against and slay the great children of Veeshan. They speak of them to their young, as a human mother would tell ghost stories to her child. The dragons whispered tales of a great kingdom of wicked yet noble beings that built cities from the bones and sinew of the slain children of Veeshan. This is one such tale, passed down to the scribes of New Tanaan many years past by the dragon sorcerer Ulvaxazoviak.
Many ages ago, in a time that only the spirits of the ancestor dragons can recall, a long dead ancient race, The Xulous they are called in the tales of my kind, did build upon the lands that would become Tunaria a great necropolis to house their dead kings. The crypts of the necropolis were fashioned from preserved remains of slain dragons and it was called Lxanvon, which means in the tongue of the Xulous, 'Kings Rest'.
As the necropolis filled with the dead Xulous royalty, honored and revered in death as much as in life, a festering evil began to take over in the lowest bowels of the crypts of the kings. The Xulous, through their adoration and reverence of their rotting kings, their defilement of the dead children of Veeshan, and their dependence on the deaths of dragons for the expansion of their kingdoms did unknowingly bring a powerful and ancient evil to Norrath. As years passed, the evil presence in the bowels of Lxanvon grew stronger, and there, within the rotting corpses of those ancient kings, Bertoxxulous was born.
Books
The Necropolis of Lxanvon Vol. II
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [74] The Necropolis of Lxanvon Vol. II (Tome).

Components
Necropolis of Lxanvon, Vol. II, page 1 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. II, page 2 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. II, page 3 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. II, page 4 (looted in Nizara, City of the Nayad)
Necropolis of Lxanvon, Vol. II, page 5 (looted in Nizara, City of the Nayad)

Discovered on 15 Oct 2006 at 17:40:47 PDT.
The royal priests of the Xulous kingdoms often journeyed from their ivory cities to Lxanvon on behalf of their people, to deliver offerings and praises to their dead kings. Bertoxxulous, donning the decaying bodies of the dead Xulous nobles, appeared before these royal priests demanding obedience, reverence, and sacrifices. Bertoxxulous deceived and corrupted the minds of the royal priests and their allegiance belonged to the Lord of Death and Decay above their living kings.
Amidst these firsts priests of decay, one was held above the others, Ultor Szanvon the Putrid; he led the priests of decay in the spreading their dark doctrine. Ultor, an influential priest in service to the mightiest of the Xulous nobles schemed and murdered his way into the position of chief advisor to the living Xulous King. Ultor convinced Xulous King to visit the tombs of his ancestors, and there within the presence of Bertoxxulous' full might he performed a dark ritual, sacrificing the King in the bowels of the crypt. Through the dark ritual Ultor summoned twelve spirits of previous Xulous kings and bound them to his service.
The risen undead kings rose armies of the dead from the necropolis of Lxanvon and spread across the lands ravaging all in their path, and leaving only death and destruction in their wake. Those who were not destroyed by the weapons of the undead armies were killed slowly by a deadly plague, carried by the risen kings, and spread like wildfire amidst the Xulous. Their entire race succumbed to the pestilence and the Xulous were no more.
Bertoxxulous, pleased and swollen with pride by his genocidal accomplishment called his minions back to the necropolis that had served as their resting place for so many years. The risen Xulous kings gathered in the bowels of their crypts as a great mist enveloped Lxanvon.
The ancient dragons watched from afar as the mists cleared, revealing only a barren and broken landscape where the necropolis had once lied. It is said that the necropolis of Lxanvon still exists in the Plane of Disease, unchanged from when the ancient dragons witnessed its vanishing from Norrath, and that the form Bertoxxulous favors when visiting Lxanvon is a twisted visage of the long dead race he destroyed, so many ages ago.
Books
The New Path
This item can be placed on the floor in any house type.

The cover of this book has a symbol on it. The symbol is formed of three concentric circles. There are also three lines crossing over the circles, like a claw has raked over them in a diagonal fashion. This claw strike is part of the symbol.

TREASURED
NO-VALUE

Plundered from Kaladim (0, 34, -224).

Discovered on 10 Mar 2007 at 1:20:05 PST.
The New Path
    Words of N'Gurai of Anetiff
    What we do now, will claim the Age
of Destiny from those that follow the faiths above.
The One has spoken. His children shall listen. Where once we were brothers at war, we now unite under N'Gurai. The blood feud must end. Our fight should not be between the forsaken sibling rodent races, but between below and above. The master plan has been altered. N'Gurai has spoken his lipless words. We are to unite all the children of below. We are to become an army against light. We are to become the army of below, the Serilian Horde.
A false prophet and king shall be chosen and he shall carry the name of the supreme father. This king shall journey to the far tunnels of the Underfoot to bring the word of N'Gurai. This word shall unite and those that refuse to listen shall be deconstructed. The king shall tread upon the abyss until an army can be raised to claim the kingdom of the defiled children of below, the dwarves.
Our horde must be strong of fist and weak of mind. First among the armies shall be the ursans, the bugbears of Clan Terrok. So easily these creatures can be led astray. From the Dens of Deepforest these combatants will be summoned. They once fought for their king, but he shall soon be deposed. King Grizlok will show his true colors with some guile of our own. A king weak in battle and weak in word shall be dethroned and the new army shall be raised.
Our horde must be maintained and must be supplied. From the dank factories of Clan Grungetalon shall be summoned. Where goblinoids tinker, tamper and tailor for the dark and sinister gnomes, they shall now be persuaded towards the new path. A truth half told will herald the weakminded goblin to revolt for a rising faith. We are not the children of two, but rather, the children of one. Through the name of Bolgin the Grungetalon shall be drawn to us.
Our horde must retain a strong spiritual foundation. Blesssed by Brell, we shall be. From the tunnels and caves of the Black Sun Sea, Clan Kragbak shall be summoned. For those blinded by faith, a new direction is not easily taken. We shall present false scrolls that speak lost words of below. So strong will these words be that they shall spawn a false apostle and a false religion. A war of faiths shall take place. In the wake of this bloody war, our new religion shall prevail. In this new religion the path to the horde shall be blazed. We cannot find the Kragbak, they must find us.
Our horde shall fling powdered death and be protected by the mixtures of magic. A union of societies from worlds apart shall grant this to us. From the dank cavernous tombs of the Ivory Graveyard we shall call upon the Shrool. These being of the forbidden harvests shall be lured to us through the promise of eradication of all green from above. Their final war shall become part of ours so that their secrets of sinister sowing may empower our army. Let the hoodwinking hobbits of the Sunless being this alliance.
Our horde forges shall burn bright with the ancient secrets of steel. Long has the vast foundry empire of the Iron Lords of Crundom belonged to the Red. Within the Inferno Abyss the prophet shall speak in whispers. The ears of the Iron Lords shall be filled with the promise of forgotten riddles. The formulas of the great Hatch shall be their beacon to alliance. Our promises shall be greater than the Red's threats. Many will die to join us, but the secrets will be ours.
Our horde must see what our foes see. our horde must know what our foes know. Our horde must make a forbidden alliance, an alliance with those of above. From the... (The book has taken great water damage and the words begin to bleed and blur beyond this point.)
Books
The Night Before Frostfell by Shhh
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Shhh.

Discovered on 19 Dec 2020 at 12:05:00 PST.
~~~~~~~~~~~~~~~~~~~~~~~~~
* *
* The Night *
* Before Frostfell *
* *
* * *
* *
* *
* To
Cloudrat *
* * *
* *
* * *
* *
* *
* *
* * *
* *
* * *
*
*
*
_~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
* *
Twas the night before Frostfell *
And Homeshow was loud * *
With sweet decorations
For one cloudy mouse *
* * *
From Freeport to Qeynos *
They honored the dead
With Ratonga Tree Toppers * *
And praise from the Devs
* *
And Ennia in her white wings *
And Snowman Knit Cap *
Opened Gifty Bags * *
For newbs to unwrap *
* *
*
Then Frostfell Wonderland *
Popped presents to gather *
And the wardrobed filled in *
From quester to crafter *
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
* * *
They all crossed the rainbows *
To unfreeze the past * *
With Lasting Thaw Potions *
From Jingle's fresh batch * *
* *
The Fauns puffed their chests *
As they danced in the snow *
Near fire to defrost * *
Our frostbitten toes *
* *
When, what to our Pickclaw Jigged ears *
Should appear * *
"The sound of sleighbells are ringing! *
Do you hear?" * *
* * *
Fae, Elf and Gnome studied *
The /who city lists * *
And chimed in agreement *
"Must be Stellacious" *
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
* *
Norrathians all blessed *
In Cloudrat's good name *
Opened Frostfell houses *
And Homeshow all came *
* *
Now, Ennia! Now, Luna! *
Now, Stella and Hoaxes! *
On, Celest! On, Kawfee! *
On, Quiarrah and Fenlin! *
* *
To the walls of Mistmoore! *
To the top of Highhold! *
Now, decorate! Decorate! *
Decorate all! * *
* *
Where autumn leaves pile *
And butterflies fly *
Now snow drifts mound peaceful *
On polished ice tiles *
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
* *
So all the house portals *
They remade brand new *
With trees gathering presents
And Stella Claus, too *
* *
The Icy Kromzek Keep *
They packed every room *
With etched Frostfell snowflakes *
Hanging from the roof *
* *
The Estate of Unrest *
All littered with bows *
And in Down Below, Cloudrat *
Still heavenly posed *
* *
Her snowy white fur * *
In sacred garments *
All white robes a-glittered *
And glowed where they went *
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
* *
Her dojo still shines *
And lights every path
For the meek and the mighty *
All across Norrath *
*
Her smile, so little! *
Yet powerfully heavy!
Her whisker specked nose! *
Atop like a cherry!
*
Her cute little mouth
Beams like her halo *
Her wings of valor
Pop out like a bow *
*
Her Nurrg's Weapon quiet
Safe in its sheath
Her paws carry silence *
With no boots to squeak
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
*
All clad in white lace
She hovers below
And humbles each race *
Like light falling snow
*
The sweetest and most
Benevolent mouse *
She watches the fun
From Frostfelly Clouds
*
A twinkling sky *
Filled deep with our friends
In the dead of night
Where their story ends *
*
They speak not a word
But faintly shimmer
All filled with squeakings *
And ribbits and purrs
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
*
They sing from above
Shine through all the gloom
And their message is carried *
By good deeds we do

So go decorate
And fling lots of snowballs
As the hour grows late *
Be joyous and hopeful
*
Their message is plain
Albeit out of sight *
Merry Frostfell to all
And to all a good night

*
o
( \ O / ) --Shhh
\ ( ) / *
______( )_______---------------_________--____
~~~~~~~~~~~~~~~~~~~~~~~~~
Books
The Nightblood
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Nightblood (Lore and Legend), started by examining The Nightblood in Rivervale (-182, -20, -28).

Discovered on 10 Dec 2004 at 20:06:37 PST.
Some of my students are less inclined to take their research seriously. What follows is an example of the most poorly written report I have ever seen in my years as an instructor. Miss Mellosius is not only a half-elf but evidently a half-wit. Please consider this more of a paper on how not to write an in-depth study.
Entry One
Put book away.
"The Nightblood," by Trinni Mellosius. My teacher told me to write a research paper about Nightbloods, as if I've ever seen one! Anyway, this is my research into the nightblood.
Read book
Put book away.
Nightbloods are really very unfortunate and misunderstood. A lot of people think they are manifestations of evil and get very scared thinking about them, but I like to think of your average nightblood as a big, overgrown bull. That kind of breathes flames, but not really. There! Doesn't that make you think of them differently all ready?
Entry Two
Put book away.
Well, all right, maybe that was a bit much. Nightbloods are pretty creepy. They aren't from our world at all, so that makes them doubly creepy! It's as if somewhere, there's a something that we can't see, but the nightbloods can and they are taking advantage of this to travel around. If that doesn't give you the creeps, I don't know what will!
Entry Three
Put book away.
The first confirmed sighting of a nightblood was only about fifty or three hundred years ago or so, give or take. These paladins were locked in battle with some kind of elemental when suddenly, poof! Right out of the air came these big, broad-shouldered beasts with horns curving around the tops of their heads. It must have been a pretty scary sight!
Entry Four
Put book away.
Anyway, so one paladin turns to one of the others and says, "Lo! Run to Lord Bayle and tell him of this fell beast we have awoken from its foul sleep!" I guess they talked like that a lot back then. The other paladins didn't want to run, they wanted to stay and fight! They could feel what the only survivor later said was something like waves of heat and evil from this creature.
Entry Five
Put book away.
These paladins had with them a squire, or a knight, or something else and so they told him to get away and tell Lord Bayle while they stayed to fight this thing. So the squire or whatever took off running. He stopped at the top of a hill, or the end of a bridge (depending on where you've heard the story), only to see the beast totally wipe out the paladins with a pretty awesome incantation.
Entry Six
Put book away.
The squire ran and ran back to Qeynos and did not stop till he got to tell his story directly to Lord Bayle. In fact, this kind of long distance run turned into a big annual event across Karana to commemorate this event, so that means this had to have happened a very long time ago. Anyway, Lord Bayle sent out fifty of his bravest warriors, who found the beast and slew it before it could regain its strength and cast anymore spells.
Entry Seven
Put book away.
If you ask me, that's putting a lot of weight to that one story, but that's what I learned as the origin of the nightblood. Only it's not really about the nightblood, is it? Let me see, I'm sure there's more. Oh! Did I mention it's evil?
Entry Eight
Put book away.
Since that first nightblood however many years ago, there have certainly been a lot more of them in Norrath. No one knows if this is because of all the unrest after the Shattering that made more of these hidden paths that the nightbloods travel through, or if there is something else that's stirring them up. These things apparently aren't afraid of anything and will attack whatever they find in their way.
Entry Nine
Put book away.
If you are unfortunate enough to get close to one, listen to its voice. It has a really odd way of speaking, almost as though it doesn't know how to talk at all. Now, that means to me that it's stupid, but my teacher says that it means instead that we simply do not know what language it is using. Whatever. In any case, some of these things do learn to speak properly and carry on a good conversation before they rip the person they're speaking with to shreds.
Entry Ten
Put book away.
So, that's all there is to know about nightbloods. I guess the main thing to remember is, you don't want to meet up with one! If you see one, don't stop to talk with it! Run! The End. -- Teacher's note: Trinni, come see me immediately about this paper!
Close Book.
Books
The Nightblood
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Nightblood'

Quest reward from [50] Lore and Legend: Nightblood (Lore and Legend), started by examining nightblood parts or by examining The Nightblood in Rivervale (-182, -20, -28).

Plundered from Rivervale (-182, -20, -28).

Discovered on 13 Sep 2005 at 12:24:52 PDT.
"The Nightblood," by Trinni Mellosius. My teacher told me to write a research paper about Nightbloods, as if I've ever seen one! Anyway, this is my research into the nightblood.
Some of my students are less inclined to take their research seriously. What follows is an example of the most poorly written report I have ever seen in my years as an instructor.

Miss Mellosius is not only a half-elf but evidently a half-wit. Please consider this more of a paper on how not to write an in-depth study.
Nightbloods are really very unfortunate and misunderstood.
A lot of people think they are manifestations of evil and get very scared thinking about them, but I like to think of your average nightblood as a big, overgrown bull that kind of breathes flames, but not really.
There! Doesn't that make you think of them differently already?
Well, all right, maybe that was a bit much. Nightbloods are pretty creepy.

They aren't from our world at all, so that makes them doubly creepy! It's as if somewhere, there's a something that we can't see, but the nightbloods can and they are taking advantage of this to travel around.

If that doesn't give you the creeps, I don't know what will!
The first confirmed sighting of a nightblood was only about fifty or three hundred years ago or so, give or take.

These paladins were locked in battle with some kind of elemental when suddenly, poof! Right out of the air came these big, broad-shouldered beasts with horns curving around the tops of their heads.

It must have been a pretty scary sight!
Anyway, so one paladin turns to one of the others and says, "Lo! Run to Lord Bayle and tell him of this fell beast we have awoken from its foul sleep!"

I guess they talked like that a lot back then. The other paladins didn't want to run, they wanted to stay and fight!

They could feel what the only survivor later said was something like waves of heat and evil from this creature.
These paladins had with them a squire, or a knight, or something else and so they told him to get away and tell Lord Bayle while they stayed to fight this thing.

So the squire or whatever took off running. He stopped at the top of a hill, or the end of a bridge (depending on where you've heard the story), only to see the beast totally wipe out the paladins with a pretty awesome incantation.
The squire ran and ran back to Qeynos and did not stop till he got to tell his story directly to Lord Bayle.

In fact, this kind of long distance run turned into a big annual event across Karana to commemorate this event, so that means this had to have happened a very long time ago.

Anyway, Lord Bayle sent out fifty of his bravest warriors, who found the beast and slew it before it could regain its strength and cast anymore spells.
If you ask me, that's putting a lot of weight to that one story, but that's what I learned as the origin of the nightblood.

Only it's not really about the nightblood, is it? Let me see, I'm sure there's more.

Oh! Did I mention it's evil?
Since that first nightblood however many years ago, there have certainly been a lot more of them in Norrath.

No one knows if this is because of all the unrest after the Shattering that made more of these hidden paths that the nightbloods travel through, or if there is something else that's stirring them up.

These things apparently aren't afraid of anything and will attack whatever they find in their way.
If you are unfortunate enough to get close to one, listen to its voice. It has a really odd way of speaking, almost as though it doesn't know how to talk at all.

Now, that means to me that it's stupid, but my teacher says that it means instead that we simply do not know what language it is using. Whatever.

In any case, some of these things do learn to speak properly and carry on a good conversation before they rip the person they're speaking with to shreds.
So, that's all there is to know about nightbloods.

I guess the main thing to remember is, you don't want to meet up with one! If you see one, don't stop to talk with it! Run! The End.

-- Teacher's note: Trinni, come see me immediately about this paper!
Books
The Nightblood
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744).

Discovered on 5 Oct 2005 at 10:02:51 PDT.
"The Nightblood," by Trinni Mellosius. My teacher told me to write a research paper about Nightbloods, as if I've ever seen one! Anyway, this is my research into the nightblood.
Some of my students are less inclined to take their research seriously. What follows is an example of the most poorly written report I have ever seen in my years as an instructor.

Miss Mellosius is not only a half-elf but evidently a half-wit. Please consider this more of a paper on how not to write an in-depth study.
Nightbloods are really very unfortunate and misunderstood.
A lot of people think they are manifestations of evil and get very scared thinking about them, but I like to think of your average nightblood as a big, overgrown bull that kind of breathes flames, but not really.
There! Doesn't that make you think of them differently already?
Well, all right, maybe that was a bit much. Nightbloods are pretty creepy.

They aren't from our world at all, so that makes them doubly creepy! It's as if somewhere, there's a something that we can't see, but the nightbloods can and they are taking advantage of this to travel around.

If that doesn't give you the creeps, I don't know what will!
The first confirmed sighting of a nightblood was only about fifty or three hundred years ago or so, give or take.

These paladins were locked in battle with some kind of elemental when suddenly, poof! Right out of the air came these big, broad-shouldered beasts with horns curving around the tops of their heads.

It must have been a pretty scary sight!
Anyway, so one paladin turns to one of the others and says, "Lo! Run to Lord Bayle and tell him of this fell beast we have awoken from its foul sleep!"

I guess they talked like that a lot back then. The other paladins didn't want to run, they wanted to stay and fight!

They could feel what the only survivor later said was something like waves of heat and evil from this creature.
These paladins had with them a squire, or a knight, or something else and so they told him to get away and tell Lord Bayle while they stayed to fight this thing.

So the squire or whatever took off running. He stopped at the top of a hill, or the end of a bridge (depending on where you've heard the story), only to see the beast totally wipe out the paladins with a pretty awesome incantation.
The squire ran and ran back to Qeynos and did not stop till he got to tell his story directly to Lord Bayle.

In fact, this kind of long distance run turned into a big annual event across Karana to commemorate this event, so that means this had to have happened a very long time ago.

Anyway, Lord Bayle sent out fifty of his bravest warriors, who found the beast and slew it before it could regain its strength and cast anymore spells.
If you ask me, that's putting a lot of weight to that one story, but that's what I learned as the origin of the nightblood.

Only it's not really about the nightblood, is it? Let me see, I'm sure there's more.

Oh! Did I mention it's evil?
Since that first nightblood however many years ago, there have certainly been a lot more of them in Norrath.

No one knows if this is because of all the unrest after the Shattering that made more of these hidden paths that the nightbloods travel through, or if there is something else that's stirring them up.

These things apparently aren't afraid of anything and will attack whatever they find in their way.
If you are unfortunate enough to get close to one, listen to its voice. It has a really odd way of speaking, almost as though it doesn't know how to talk at all.

Now, that means to me that it's stupid, but my teacher says that it means instead that we simply do not know what language it is using. Whatever.

In any case, some of these things do learn to speak properly and carry on a good conversation before they rip the person they're speaking with to shreds.
So, that's all there is to know about nightbloods.

I guess the main thing to remember is, you don't want to meet up with one! If you see one, don't stop to talk with it! Run! The End.

-- Teacher's note: Trinni, come see me immediately about this paper!
Books
The Nights of the Dead
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [50] The Nights of the Dead (Tome).

Components
The Nights of the Dead - Page 6 (shinies in Maj'Dul)
The Nights of the Dead - Page 8 (plundered from a vase at -200, 147, 66 in Maj'Dul)
The Nights of the Dead - Page 10 (plundered from a basket at -77, 150, -132 in Maj'Dul)
The Nights of the Dead - Page 11 (shinies or looted in Maj'Dul)
The Nights of the Dead - Page 13 (plundered from a basket at -159, 138, 151 in Maj'Dul)
The Nights of the Dead - Page 15 (plundered from a basket at -183, 138, 151 in Maj'Dul)
The Nights of the Dead - Page 16 (shinies or looted in Maj'Dul)
The Nights of the Dead - Page 17 (shinies or looted in Maj'Dul)
The Nights of the Dead - Page 18 (shinies or looted in Maj'Dul)

Discovered on 13 Sep 2005 at 13:01:16 PDT.
An anonymous tale dedicated to the children of Maj'Dul
Long ago, the dead came to homes of the people of Ro, seeking that which they could not find in life. The legacy of their search still live on.
"Hurry, Barak, they will come soon!" Anisa jumped excitedly, the pomegranates in her basket in danger of flying out at any moment. "I want to see them first this time! Hurry!"


Maj'Dul's shops were closed and the streets nearly empty. When the sun set within the hour, the dead would arrive.
Barak secured the last urn to the tent pole and nodded to his sister. "All right, Anisa, we can go. Do not lose the fruit or we will have nothing to offer the dead."



"I am always careful," said Anisa with a scornful toss of her head. Still, she quickly counted the pomegranates. They were all there: one each as an offering from their mother, father, Barak, and herself.
"Let's take the shortcut," Anisa said, running down the cobblestone streets leading toward their home. She pushed the handle of the basket as far up her arm as it would go and started to climb one of the lattices that led to the rooftops.


Barak grabbed her by the waist and pulled her back down. "No, silly, we must enter the house by the front door tonight; even you know that."
The dead had been coming every night at the same time for the past several days. At first, the residents were terrified and barricaded themselves indoors, but the dead pounded on the doors until they broke. After the first two nights, it was just simpler to leave what doors were left open so that the dead could enter unimpeded.
No one knew why they came or when they might cease to return, but this was the seventh night and from the excited cries of the children in the highest tiers of the city, it was clear that the dead were already approaching.


All the families in the neighborhood had talked of what the dead might want; tonight, they were all putting out candies and fruits for them.


Barak took Anisa's hand and ran so that they could be inside their home with their offering.
"Come inside, quickly," their father said when he saw the pair running down the narrow street.


As usual, the adults were in a panic over the visits of the dead. Several guards and some residents had tried to prevent the dead from entering the city, but they were quickly overcome.


To most of the children, however, this was a special occasion. Amongst them, an almost party-like level of excitement reigned.
"We bought the last of the pomegranates!" Anisa shouted, dropping the basket on the carved table, then throwing her arms around her father's waist. "Papa, they'll like these. They're red like blood!"


"Hush, Anisa," her father said nervously, pulling her further into their darkened home. "You should not say such things. The dead must not be encouraged!"
"If I were dead, wouldn't you want to see me again, Papa?" the little girl asked plaintively, then she gave an excited yelp for the first of the dead had arrived at their door.


Barak sat on the floor beside their mother, who had covered her face with her head scarf, rocking back and forth and praying that the dead would not harm them.


"Sit down, Anisa," he said, "Don't get Mama and Papa upset."
Anisa sat, but not still. She fidgeted and squirmed, trying to see where the dead were going.


They walked unseeing past the basket of fruit on the table and continued into the bedrooms.


Anisa pouted. She wanted to get a knife and slice open one of the reddish fruits; perhaps if the dead saw the insides of it, they would remember the delicious taste of pomegranates.
Her father had a firm grip on her upper arm, however, and though he was not quite in the same state of terror as her mother, it was clear that he would not let her leave his sight.


The dead ambled through the house, idly opening chests and urns.


They up-ended a cask that contained ground barley to the floor to peer into it. The dead then left pale, floury footsteps in their wake which made Anisa giggle.
Finally, the dead wandered back out, apparently not having found what they wanted. The air in the house seemed stale once the last of the dead had left. The adults would still not move.


Anisa wriggled free of her father's grasp and ran to the door to see which way the dead had gone.


She could hear the weeping of other men and women down the street and frowned. The dead did no harm; why was everyone so scared?
"But they didn't want the pomegranates, either," she mused. The dead were much like adults, she decided: impossible to please.



Anisa watched the last of the dead disappear at the end of their street before shutting the door. Oh, well, the dead would return the next night, and perhaps by then she would have another idea of what they might like.
The next night, however, the dead did not return. This time, Barak and Anisa had climbed onto their roof at sunset to watch for them, they did not come.


Speaking with their friends the following day, they learned that the dead had not been seen wandering outside the city's gates either.


Perhaps they had found what they were seeking after all?
"I know a new game we can play," Anisa told the neighborhood children. "Let's dress up like the dead and go from house to house tonight! Everyone will let us in and try to give us something good, like pistachios or dates or candy!"


Remembering how the barley flour had turned the dead's footsteps while, she added, "Let's all put flour on our hands and faces to be pale, like the dead!"
Barak laughed at the sight of his little sister covered with flour. He helped her use charcoal to put dark circles beneath her eyes.


"Now it's my turn!" he said and Anisa eagerly applied the flour and charcoal to his face.


Just before sunset, a handful of adventurous children from their streets started playing the game. They took turns pounding on their families' doors and demanding entrance.
Some of the adults found the children's new game in poor taste. Many of them were simply relieved that night when the poundings on their door turned out to be a group of children clamoring for a treat. "At least the dead did not frighten them," these parents said to one another. Over time, the ritual spread from their neighborhood throughout the city, where the Nights of the Dead are now a popular annual holiday.
Books
The Nine Contemplations
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:09:39 PST.
"The Nine Contemplations"

Second Edition
This book presents several riddles that the druids and rangers of a place called the Surefall Glade would puzzle over.
To know truth, one must understand the cycles of life and nature. In order to find harmony within the Surefall Glade, you must find harmony within yourself. Take these mantras and know them in your heart. When the words become second thought, then you will have found your balance within the world.
Growth

"Stasis without thought,
Timeless nothing is a wrong.
Once this sprouts from naught,
It will guide one all life long."
Decay

"To live one's full life,
One must start and one must end.
As joy is to strife,
It is growth's only true friend."
Health

"When life is so quick,
Vim and vigor should not hide.
The mind pours the tonic,
Body is where it resides."
Ocean

"To ride on its back,
One feels the strength of our moons.
Sink into its black,
One will gaze at life filled dunes."
Sky

"It falls from above,
And sinks deep into the lung.
True home of the dove,
And every song it has sung."
Storm

"In numbers they're loud,
And forms tempests from breezes.
Welcome it's wet shroud,
For its gift replenishes."
Sun

"If one stares too long,
It will be the last sight seen.
From it trees grow strong,
Changing yellow into green."
Underfoot

"Darkness rules supreme,
In the globe below the peat.
Just as in a dream,
Its gateway is its conceit."
Hope

"When all things are none,
When existence is bereft,
There will be but one,
The only thing that is left."
Books
The Nine Contemplations
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] The Nine Contemplations (Tome).

Components
The Nine Contemplations - Page 5 (plundered from a stool at 522, -39, 250 in Zek, the Orcish Wastes)
The Nine Contemplations - Page 6 (shinies or looted in Zek, the Orcish Wastes)
The Nine Contemplations - Page 8 (plundered from a skeleton at 671, -25, 85 in Zek, the Orcish Wastes)
The Nine Contemplations - Page 10 (shinies or looted in Zek, the Orcish Wastes)
The Nine Contemplations - Page 11 (shinies in Zek, the Orcish Wastes)
The Nine Contemplations - Page 12 (shinies or looted in Zek, the Orcish Wastes)

Discovered on 10 Nov 2005 at 19:40:00 PST.
"The Nine Contemplations"

Second Edition
This book presents several riddles that the druids and rangers of a place called the Surefall Glade would puzzle over.
To know truth, one must understand the cycles of life and nature. In order to find harmony within the Surefall Glade, you must find harmony within yourself. Take these mantras and know them in your heart. When the words become second thought, then you will have found your balance within the world.
Growth

"Stasis without thought,
Timeless nothing is a wrong.
Once this sprouts from naught,
It will guide one all life long."
Decay

"To live one's full life,
One must start and one must end.
As joy is to strife,
It is growth's only true friend."
Health

"When life is so quick,
Vim and vigor should not hide.
The mind pours the tonic,
Body is where it resides."
Ocean

"To ride on its back,
One feels the strength of our moons.
Sink into its black,
One will gaze at life filled dunes."
Sky

"It falls from above,
And sinks deep into the lung.
True home of the dove,
And every song it has sung."
Storm

"In numbers they're loud,
And forms tempests from breezes.
Welcome it's wet shroud,
For its gift replenishes."
Sun

"If one stares too long,
It will be the last sight seen.
From it trees grow strong,
Changing yellow into green."
Underfoot

"Darkness rules supreme,
In the globe below the peat.
Just as in a dream,
Its gateway is its conceit."
Hope

"When all things are none,
When existence is bereft,
There will be but one,
The only thing that is left."
Books
The Ninth Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 29 May 2021 at 18:00:00 PDT.






The Ninth Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All seven are on Faydwer found
With one in each land, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains








1. 'Twas once corrupt, but now rebuilt, and
        not in Kelethin
The spire and the roads you could both use
        just anywhen
But till you had this, druids simply would
        not let you in






2. There's family here, so far from home,
Perhaps he's also made them roam
Or harvesting fills them with dread,
And that's why to here they've fled,
They do not think his hobbies funny,
And are here for trout and honey
They've escaped, for now, at least
And could set up a yummy feast.
But before they can grow fat,
First you need to spread the mat.









3. It holds a cactus in the ground
But cacti aren't where this is found.
It might become a screen or block,
Or a pillar made from rock.







4. Sometimes you have to break some eggs
But this you should not do.
Find the ones where this is done
And they will be for you.
You might climb up, but not too far
If you should seek this loot
And there's much that can be seen
When you're upon the butte.








5. You could stop and buy some art,
Or a stove to make a tart
Perhaps a statue of the gods,
Or many other ends and odds
If all this shopping has you beat
You can also take their seat.







6. His clockwork pet has broken down
And what he needs is strewn
All across the cratered lands,
Discarded by the moon
It isn't far - go over there
And then it will be seen.
How will you know what I will need?
It is - it's, well... it's green.









7. Friendly, wubbly cubes
At our bouncy festival
Have some great big hugs!
Books
The Ninth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 27 Oct 2018 at 18:00:00 PDT.






The Ninth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all eight answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere most things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!






Area list
------------
The City of Freeport
Freeport Outlying Areas
Freeport Sewers
The Commonlands
Nektulos Forest
Darklight Wood
Timorous Deep









1. If you're the sort who hates the sun
Perhaps from this relief is spun?
Go find the thing that has this name
If you want to win the game.








2. Our allies keep with them a list
Of associations in their midst
And once they're formed, we let them in,
Whether sarnak, elves, or men.
These allies, trust, but verify
So go make sure that none's a spy.








3. Above, out in the the summer heat
The devotees of fire meet
Others below are not so charred
As they roam and as they guard.
These, to which you must lay claim
Have no elemental flame.









4. If you've been looking for a pet
This could be what you need to get
Though it's near those that are the best
You might prefer this furry pest.









5. When you live among the dead
You need a place to lay your head
So do not let the sleep be curbed
But storage? That can be disturbed.








6. While on the paths you must not stray
Into the trees along the way
That's whay it's here, but rules I scorn
So from the ground it must be torn
I'm sure they'd think it's rather great
For are not theirs the ways of hate?









7. For those that help you move your feet
It's essential that they eat
When buying, don't forget this need
For many, this will be their feed.









8. Welcome, wubbly friends!
You deserve a great big hug,
Keeping owlbears out.
Books
The Ninth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 28 Aug 2015 at 18:00:00 PDT.







The Ninth Annual

Festival of Unity

Scavenger Hunt




Official Clues
THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And eleven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.



The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!




Places to search

Qeynos Capitol District
Qeynos Province District
The Ironforge Exchange Workshop
Qeynos outlying areas
Qeynos catacombs
Antonica
Blackburrow
Stormhold
The Thundering Steppes
Zek, the Orcish Wastes
Everfrost








1. There are those out spreading hate
And they've been busy, as of late
We've tracked them down, found out their
   plan
But they're not here. It seems they ran.
Yet nearby there is a jar.
Is this a clue? It seems bizarre.








2. Though not the answer to this clue,
In their camp is purple stew.
But getting there could be quite hard
Since they have towers for their guard.
It's not a place they need to be
Go take this so they cannot see.








3. For those who turned to ways of good,
Through bats and owlbears in the wood
They set their sights, in days of old,
On one that many called the Cold.
But now he's gone. He is no more.
So grab the food that's there in store.









4. Hug the friendly cubes!
This would make a great guildhall
They'd have their own room.








5. On this, perhaps, you'd wipe your feet
When scribing scrolls or cooking meat.
They once were found in every town
Now all but one have been closed down
Still fully stocked, no need to roam -
But empty - everyone's at home.





6. The erudites and kerra fought,
But now they work as one.
And if they're injured in their fight,
For potions they might run.
It's fortunate there is a shop
That's just outside the gate
And there is where you'll need to go,
There items do await.
But potions you cannot bring back,
The guards won't let you in.
Instead, take both from on the floor
If you would like to win.
7. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And evil scheming in a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or to the caves or bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would adventure on the plain
With orcs as foes, an endless bane,
While others fought the gnolls for good,
By Fippy's Hill and Archer Wood.
And as they travelled all around
They found that notes with tasks abound
For snakes and lizards, mites and rats,
Manta rays and sonic bats.
Then once fulfilled, now feeling bold,
They turned the order in for gold,
So stop on by and choose a task
From in between the crate and cask
As thanks for all the skills they taught,
And did it in the way they ought.








8. It seems that someone tried to steal,
Perhaps foul magic needs them real?
But I don't see the thief about
And yet, they almost made it out
(Later we'll bring back the chest
And return them to their rest.)








9. If you come and take a peek
Be very careful when you sneak.
One who failed is now quite dead -
You'll see the axe atop his head.
In and out you'll have to slink
But if you make it, take a drink.








10. First (or last?) there was the wine
And then some goggles, next in line
A deck of cards, marked for the cheat
But hat does not make this complete.
For what you need, here last of all:
The vase nearby that's on the wall.









11. It's neat what else that you can do
With Foster's slimy haul.
Instead of cutting out their glands
Just stick them on the wall!
Books
The Ninth Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 11 Mar 2023 at 18:00:00 PST.






The Ninth Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

This is where these things will be:
Four are found in Frostfang Sea
The others are where one will be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
--------------------------------









Frostfang Sea
New Halas
Great Divide
Eastern Wastes










THE CLUES
------------------









1. Try not to be too afraid
While you're hunting for this blade
Once you've found it, I suppose,
Bring it all, not just the nose.









2. If you lose your way in town
And find that it is night
This will help you not fall down
And may restore your sight.







3. From here they made their vicious plans
Though these were turned aside
But many of them still remain
And have their banners wide
The village and the city here
Must never be their aim
Their banners should be here no more
Go cut it from its frame.









4. Many would come here to meet
Some in victory, some defeat
Although no longer in the lands
You'll find their emblem still to stand







5. Once there stood a mighty tree
But here it could no longer be
It tried to fight off the attacks,
And soon fell beneath the axe
Yet amidst the sorrowing gloom
Things can still be found to bloom
Some have one, but you need both
Will here waken new-found growth?








6. Several have been stationed here
In case the Ry'Gorr orcs appear
And not too far from these brave troops
Are pointed, festive spears, in groups
Be careful if they start to fall
If shattered, they won't do at all.









7. Festive wubbly ones
Visiting and needing hugs
At our festival.
Books
The Oops Factor
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Nov 2004 at 18:42:43 PST.
The following is the account of Aduin Leyesteiri, a young erudite who was practicing his summoning skills while afflicted with the chills.
Entry One
Put book away.
In my home there are fifteen: my mother and father and my twelve siblings. It can get crowded sometimes, especially as we are all at various stages of studying the arcane arts. Spells will sometimes overlap with unfortunate results. To prevent disaster, I chose to exile myself to the most unlikely place: the Edgewater Drains.
Entry Two
Put book away.
Other than the Murkwaters, there is very little traffic down here which makes it the very place to practice conjuration and creature subjugation without interference. Unfortunately, it is also very damp due to the proximity of the sea. The tides bring in a fresh flow of sea water, but the water never drains entirely away.
Entry Three
Put book away.
There are few places where one can build a fire and maintain it above the water level; those that are the most convenient to reach have been chosen by the Murkwaters who did not express the desire to share with me. Since it is a long treacherous climb from the Edgewater Drains back to the city, I needed a place to camp that would not be washed out to sea. Again.
Entry Four
Put book away.
I selected a wide landing on a stone stair that led down toward the lowest region of the sewer, carving a small niche in the wall and placing my books therein. I built a small but bright campfire and rolled out my bedding, then fell asleep. A cold sensation crept up through the stone pavers of the stair into my bones and I awoke later shaking with the chills and unable to warm myself.
Entry Five
Put book away.
While I longed to head back home, I was likewise too exhausted to try despite constant napping. After several restless days, I decided I may as well get some studying done. Throwing more wood onto my fire, I took down my books only to find the pages had become tangled by vile black threads. I wiped these off as best as I could with my hand and opened to the first lesson. And then I sneezed.
Entry Six
Put book away.
My mother had long taught us to cover our mouths when we sneeze, whether there is anyone around to be offended or not. So I instinctively clapped a hand over my nose and mouth -- the hand covered in black threads from my book. My hand stuck fast to my face and I could not help but inhale some of the threads. Disgusting!
Entry Seven
Put book away.
I wiped my hand on the edge of my cloak and continued studying though I felt rather fevered. Suddenly, another sneeze overwhelmed me. I was unprepared and did not cover my nose and mouth -- which is probably a very good thing. My sneeze led to an uncontrollable coughing fit and I expectorated an globule of a most unusual size and substance.
Entry Eight
Put book away.
I stared at the globule in horrified fascination. It shimmered and grew before my very eyes, then split into two equal shimmering, dancing parts. I rubbed my eyes, unfortunately getting some of the black threads that were still on my hand into my eye. I blinked over and again. It seemed to me that each time I blinked, the globules split into equal parts again. My eyes were stinging from the black threads and I felt a hot tear roll down my cheek and drop to the ground.
Entry Nine
Put book away.
With a hiss and a loud plopping sound, the black tear that hit the stones let out a little puff of steam, then grew to an enormous size. Like the dancing, shining globules, the tear shimmied and divided into equal parts, and those parts divided, and so on. This continued until the entire stair seemed full of these awful by-products of either my chill or my fevered imagination.
Entry Ten
Put book away.
I sat down, mesmerized by the dancing and dividing forms. Suddenly, one of my brothers was shaking me by the arm. Apparently the city was under attack from some fell oozes growing up out of the sewers and my parents feared for my safety. I said nothing to my brother about the black threads. After all, I only imagined the objects that danced before my eyes, right?
Close Book.
Books
The Orcs of Norrath
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 9 Nov 2005 at 11:05:50 PST.
"The Orcs of Norrath

Second Edition
This book is a guide that is intended to help the reader identify orcs by analyzing various noticeable features about them.
Having grown up in Freeport, I have known about orcs ever since I was a small child.

Though my parents would commonly threaten to feed me to the orcs when I was acting in an unruly manner, I wouldn't actually see one until I was close to fifteen years old.

Since then I have devoted much time to studying these beasts and have collected my findings within these pages.
One of the first things that a person will notice about the orc is their body shape.

They stand slightly shorter than human-height, yet possess the hulking brutish qualities of an ogre.

Having a slightly stooped posture, the orc's monster-like qualities rarely cause someone to mistake them for a traveling human or half-elf.
The arms of these horrible beasts are one of the most striking features.

Rarely will you find an orc who does not possess a frightening amount of muscles bulging throughout their arms. Their musculature extends from their fingertips all the way up to their shoulders.

The upper body strength of an orc should never be underestimated.
Easily recognized, an orc's face belies its monstrous nature.

Mottled and pockmarked, their faces are pressed together causing them to look as if they have a perpetual scowl.

The nose is not defined, rather appearing to be two small holes with flaps of skin around them.
One cannot look at the face of an orc and not notice the tusk-like fangs jutting from their mouth.

These teeth cause the orcs to speak in an incoherent manner, making it difficult to understand whether they are crying for mercy, or crying out for reinforcements.

Surprisingly, they do not use their teeth as weapons, which is fortunate indeed.
Coming in a variety of different colors, the orc's skin will range from a deep green to a burnt orange and even all the way to a deep black.

Not much is known why there is such a broad range in the skin coloration, but it can be said that their aggressive nature isn't affected by the color of their skin.
Orcs are not exclusively carnivores. They have been seen from time to time eating various plants if meat is not available.

Though their food of choice is (usually) cooked meat, some groups of orcs have been reported to cultivating food from grains to livestock.

Though they have the reputation of eating living people, I have come to the conclusion that this is just a story that must have started many years ago.
At first it may look as if the weapons used by the orcs are crude and rusted. This may be the case in the Commonlands, but not in Zek.

Utilizing the same standard swords and axes used the world over, the metal they use in its construction is what makes them so effective.

Being very similar to iron, the metal has a red tint that gets more vibrant for a short time after the weapon has been used to kill something.
The orcs has two modes of dress. Either they will be covered from head to toe in the strongest armor they can get their hands on, or they will be stripped down to nothing more than breeches.

The latter is usually worn by those holding lesser positions, such as lumberjacks.

There is no such thing as "casual" clothing amongst the orcs.
Of all the information I've collected about the orcs over the years, there is one thing that I have always found disturbing.

No matter where I have gone, from the Commonlands all the way to Zek, I have never once spied a female orc.

This causes me to believe that of all the countless orcs I've seen... I've only seen one half of their numbers.
Books
The Orcs of Norrath
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [35] The Orcs of Norrath (Tome).

Components
The Orcs of Norrath - Page 3 (shinies in Zek, the Orcish Wastes)
The Orcs of Norrath - Page 4 (shinies in Zek, the Orcish Wastes)
The Orcs of Norrath - Page 5 (shinies or looted in Zek, the Orcish Wastes)
The Orcs of Norrath - Page 6 (shinies or looted in Zek, the Orcish Wastes)
The Orcs of Norrath - Page 7 (plundered from a shelf at 225, -40, 201 in Zek, the Orcish Wastes)
The Orcs of Norrath - Page 8 (shinies in Zek, the Orcish Wastes)

Discovered on 10 Nov 2005 at 10:11:14 PST.
"The Orcs of Norrath

Second Edition
This book is a guide that is intended to help the reader identify orcs by analyzing various noticeable features about them.
Having grown up in Freeport, I have known about orcs ever since I was a small child.

Though my parents would commonly threaten to feed me to the orcs when I was acting in an unruly manner, I wouldn't actually see one until I was close to fifteen years old.

Since then I have devoted much time to studying these beasts and have collected my findings within these pages.
One of the first things that a person will notice about the orc is their body shape.

They stand slightly shorter than human-height, yet possess the hulking brutish qualities of an ogre.

Having a slightly stooped posture, the orc's monster-like qualities rarely cause someone to mistake them for a traveling human or half-elf.
The arms of these horrible beasts are one of the most striking features.

Rarely will you find an orc who does not possess a frightening amount of muscles bulging throughout their arms. Their musculature extends from their fingertips all the way up to their shoulders.

The upper body strength of an orc should never be underestimated.
Easily recognized, an orc's face belies its monstrous nature.

Mottled and pockmarked, their faces are pressed together causing them to look as if they have a perpetual scowl.

The nose is not defined, rather appearing to be two small holes with flaps of skin around them.
One cannot look at the face of an orc and not notice the tusk-like fangs jutting from their mouth.

These teeth cause the orcs to speak in an incoherent manner, making it difficult to understand whether they are crying for mercy, or crying out for reinforcements.

Surprisingly, they do not use their teeth as weapons, which is fortunate indeed.
Coming in a variety of different colors, the orc's skin will range from a deep green to a burnt orange and even all the way to a deep black.

Not much is known why there is such a broad range in the skin coloration, but it can be said that their aggressive nature isn't affected by the color of their skin.
Orcs are not exclusively carnivores. They have been seen from time to time eating various plants if meat is not available.

Though their food of choice is (usually) cooked meat, some groups of orcs have been reported to cultivating food from grains to livestock.

Though they have the reputation of eating living people, I have come to the conclusion that this is just a story that must have started many years ago.
At first it may look as if the weapons used by the orcs are crude and rusted. This may be the case in the Commonlands, but not in Zek.

Utilizing the same standard swords and axes used the world over, the metal they use in its construction is what makes them so effective.

Being very similar to iron, the metal has a red tint that gets more vibrant for a short time after the weapon has been used to kill something.
The orcs has two modes of dress. Either they will be covered from head to toe in the strongest armor they can get their hands on, or they will be stripped down to nothing more than breeches.

The latter is usually worn by those holding lesser positions, such as lumberjacks.

There is no such thing as "casual" clothing amongst the orcs.
Of all the information I've collected about the orcs over the years, there is one thing that I have always found disturbing.

No matter where I have gone, from the Commonlands all the way to Zek, I have never once spied a female orc.

This causes me to believe that of all the countless orcs I've seen... I've only seen one half of their numbers.
Books
The Outpost of the Overlord: A Guide
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Offers the Quest
'The Outpost of the Overlord'

Claimed from Unknown.

Discovered on 26 Dec 2012 at 11:55:59 PST.
The Outpost of the Overlord:

A Guide

Authored by Lucia K'Lex
The Outpost of the Overlord is a training center meant to vet potential citizens of Freeport. It is entirely self sufficient and is serving its purpose well. Those who come here and are admitted into Freeport as full citizens tend to be exceptionally productive, loyal, and disciplined. If you consider yourself a potential citizen this this may serve to help you find your way around the outpost itself. Once outside the walls, however, you're on your own.
Sythor's Spire Sythor the All-Seeing can be found at the top of this tower. From there he instructs pupils on the basics of spells, abilities, and combat arts. On the lower floor of the spire one can find Captain Pinious. He will share information on how one interacts with the world and objects in it.
Outside the Spire


For those interested in the art of tradeskilling, Arthur Merrin rests on the eastern side of the tower. He can explain what tradeskilling entails and what it requires.

Around the tower, on its northwestern side, Jayla Surfrider works to explain the mysteries of death and resurrection to all.

Southwest of the tower you will find Vella N'Dur. She explains about gathering materials that are used for tradeskills. She also explains about the gathering of collection items that will interest collectors (like Gethe Huggs, to her right).
Combat Clearing


The Combat Clearing is in the northwestern corner of the colony.

Darg Frostwind resides here and is willing to explain the basics of combat. Be warned that theory is no substitute for practice.

Anna Winston can also be found here. She will explain how to proper "con" or "consider" an enemy based on the information given when you target it.

You can also find Kasha Yitski here, who can explain the triggering, chaining and completing of Heroic Opportunities.
Whizratchet's Bank



Just north of Sythor's Spire Whizratchet has set up a bank. A number of people spend time here who have knowledge to impart.

Corx Knickknack, in the northwestern corner of the bank, can explain proper use of items and the inventory system.

In the northeastern corner Vissa Sathliss can explain how to repair equipment and make use of a banker to store items and money.

In the center of the bank Nogg Dreadscar can explain the significance of attributes such as strength and intelligence.
Service Providers


Just south of the Combat Clearing Saryl Scarscale has set up a small tent to barter with adventurers.

Just east of the bank Greshar will repair equipment broken in battle.

South of Sythor's Spire Gethe Huggs will reward people who can provide her with items she is collecting.
Information can be found everywhere within the outpost. Here are the people who can impart such information in a shorter presentation: Merchants: Saryl Scarscale Southwest of Sythor's Spire Mender: Greshar North and slightly east of Sythor's Spire Collector: Gethe Huggs South of Sythor's Spire
Trainers:

Combat Basics:
Darg Frostwind
Northwestern corner of the outpost.

Heroic Opportunities:
Kasha Yitski
Northwestern corner of the outpost.

Consider System:
Anna Winston
Northwestern corner of the outpost.

Spells, Combat Arts, and Abilities:
Sythor the All-Seeing
Upstairs in Sythor's Spire
Tradeskills (Crafting):
Arthur Merrin
Outside of Sythor's Spire on its east side

Tradeskills (Collecting) and Collections:
Vella N'Dur
Southwest of Sythor's Spire

World Interaction
Captain Pinious
On the ground floor in Sythor's Spire
Inventory and Item Interaction:
Corx Knickknack
Northwestern corner of the bank

Banking and Repairing:
Vissa Sathliss
Northeastern corner of the bank

Attributes:
Nogg Dreadscar
In the center of the bank

Death:
Jayla Surfrider
Outside of Sythor's Spire on its west side
$A, I am convinced that you will go on to Freeport and further, leaving behind you a wake of glory in the name of the Overlord. Remember always that while wisdom provides that which strength cannot, the reverse is also true.


-Tayil N'Velex
Books
The Pirate Queen and the Map
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [45] "The Pirate Queen and the Map" (Lost Temple of Cazic-Thule), started by examining "The Pirate Queen and the Map" (dropped in The Temple of Cazic-Thule).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""The Pirate Queen and the Map""
for 1c.

Discovered on 1 Aug 2008 at 7:22:18 PDT.
This book is titled "The Pirate Queen and the Map". It is the first book in the five part series starring the Pirate Queen as the hero.
As the bow of the ship sliced through the waves, there was no mistaking the markings on the sails. Known throughout the Shattered Lands for being a terror on the high seas, this vessel was none other than the Painted Harpy. Though notorious from Karan to D'Lere, there was only one thing more feared than this ship, and that was her captain - The Pirate Queen Alta.
Never a more daring woman, Alta was as dangerous as she was beautiful. She crewed her ship with the most dastardly men to ever walk the deck and always paid them a fair share of the plunder. But the one treasure they wanted was always off limits. For if ever a pirate were to approach her with less than honest intentions (and that's saying much for a pirate), the Pirate Queen would show them what happened to those unfortunate men.
Hanging from the main sails of the ship were the withered corpses of all the pirates who tried to woo the Queen. Challenging the swarthy pirate to a duel, the Pirate Queen would see to it that her opponent was not only defeated, but was humiliated before they died. Then, to keep the warning fresh in the crew's minds, their bodies would rot from the beams of the ship.
For you see, no matter how much gold would be plundered from other vessels that dared to brave the turbulent ocean, there was only room for one thing within the heart of this nefarious pirate. For many years, she sailed the world in search of the one thing the she desired more than gold and silver - the Rubicite Heart.
The Rubicite Heart was a gem larger than anything Norrath had ever seen before. Having first heard the tale at a tavern on the docks of Freeport many years prior, she would dismiss it as being another story told over a pint of ale. Thinking nothing of it, she continued making a living boarding other ships and taking her share of ill-gotten gains.
Not until she would plunder and scuttle a merchant ship bound for a small island outpost known as the Far Seas Trade Isle would she again hear about the Rubicite Heart. Not finding anything of value on the ship she proceeded to keelhaul the ship's captain, careful not to kill him, until he eventually confessed to the true treasure stowed away on the vessel.
The only thing him and his crew were bringing back to their headquarters was a book and a map. She ordered the crew of the ship to all walk the plank, then set fire to the schooner. Ordering her helmsman to keep sailing until they found another merchant vessel, she locked herself away within her cabin and began perusing the book.
Reading the book, she learned that it was the journal of an adventurer that lived long ago. This nameless fortune-hunter would travel far and wide looking for all manner of treasures. Though he managed to find quite a number of priceless artifacts, the only one that managed to elude him was a gem worth all of relics combined - the Rubicite Heart.
She continued to read about how he had found it in a forgotten temple deep within a dark jungle. Recording his journey, he described in detail how he overcame numerous traps and eluded the guards of this ruin. By the time she was done, Alta was convinced this gem was not only real, but it would be her ticket to retiring from her pirating ways.
Just as she closed the cover of the book, a great swell overtook the ship, rocking it violently. Not only was she knocked down, but the book flew across her desk, knocking over the lamp she used for light. The spilled lamp catching the map on fire, she was unable to put it out before it was burned to a crisp. Sadly, her one opportunity to find this priceless treasure had gone up in smoke before her very eyes.
Books
The Planes of Power
This item can be placed on the floor in any house type.

A guide, written during the Age of Turmoil, immediately following the appearance of the Tomes of Knowledge across Norrath.

TREASURED
LORE  NO-TRADE

Collection reward from [] The Planes of Power (Tome) (must pick up the book in Myrist Main Stacks to see the pages).

Components
The Planes of Power - Page 4 (shinies in Myrist, the Great Library)
The Planes of Power - Page 7 (shinies in Myrist, the Great Library)
The Planes of Power - Page 9 (shinies in Myrist, the Great Library)
The Planes of Power - Page 14 (shinies in Myrist, the Great Library)
The Planes of Power - Page 17 (shinies in Myrist, the Great Library)
The Planes of Power - Page 19 (shinies in Myrist, the Great Library)
The Planes of Power - Page 22 (shinies in Myrist, the Great Library)

Requires the use of:
The Planes of Power
A guide, written during the Age of Turmoil, immediately following the appearance of the Tomes of Knowledge across Norrath.

TREASURED
LORE  NO-TRADE


Discovered on 13 Nov 2018 at 12:09:41 PST.
The Planes of Power


















~Maelin Starpyre

Grand Librarian of Myrist
Planar Inhabitants

The beings to inhabit the manifested astral realms are the creations and servants of the divine consciousness who governs the plane. They are oftentimes ferocious and serve only one purpose - to guard their realm from any would-be intruders or heroes seeking the demise of their divine master.
A wide variety of planar beings can be found within these realms of infinity; however, they are not limited as one might be unwittingly ignorant in comparing their existence to that of the creatures upon the prime. As the planes manifest to the whim of the consciousness that controls them, these immortal, astral servants are likewise infinite in their purpose and appearance. They change at the whim of their creator, and thus it is impossible to document any one species as absolute.
One thing is certain of these planar servants however, they are fervent beyond knowledge in their duty and strive to appease their master. They are vicious, cunning, and without bias toward the mortals who dare to trespass within their domains, and will react accordingly. Do not think them mindless drones and servants who possess only an untamed instinct to kill, for to do so would be a grave mistake leading to your mortal undoing.
They are often intelligent and always connected to their creator through intangible, incorporeal means of essence and consciousness.

Do not underestimate the inhabitants of the planes, my friend, for to face the gods you must first destroy their guardians, in that they are the first and perhaps most dire of the dangers that await you upon the Planes of Power.
Dangers

The Planes of Power, the astral homes of the gods, are extremely dangerous for any mortal to venture. These planes are beyond the rules of the prime, and their inhabitants are far more cunning and versatile than anything comprehensible by the mortal mind. Even the vilest of villains or the most brave and daring knights have yet to face something as powerful and truly terrifying as the creatures that serve the divine creators of the primal worlds.
We have breached the barrier that separates the divine worlds from the primal universe, but this act must be one that is looked beyond as a mere testament to the power of the gods' mortal creations. The divine are beyond the true understanding and comprehension of mortals, and this crossing must be one of divine allowance.
My readers - friends - beware of your actions upon entering the realm of your divine influences, creators, governors. Here, the balance of chaos and order, of good and evil, and of the righteous and the wicked do not exist. Those morals must be abandoned upon the prime for us to survive the astral domains, for the morals and ethics held dear upon our world hold no meaning upon these realms of the gods.
Benefits

The astral domains offer the chance for us of the primal world to grasp the knowledge we have sought of our divine creators and influences since the dawn of our existence. Scholars and historians may understand further the reasoning behind our purpose upon the world and within the universe, and the gods' reasons for touching our world with a constant eye and influence.
Those who seek fame and power akin to that of their revered deities may find such desires to be within their grasp, but, only through the trials of unimaginable complexity and battles of unknown balance may one be led to the road of their sought prize.
Many relics and ancient artifacts, forged by the very hands of the gods and their minions, reside here; these relics may offer the key to attaining the secrets of the divine, or they may simply hold the curse to further fuel the distance between mortal power and that of the gods.
Background

You read this now and for your sake, I hope you do so in the heart of mere entertainment, for to take this information and use it to guide you in the realm of the gods... well, let's just say that I shall not be held accountable for what fate befalls you and those headstrong enough to follow in your footsteps.
Know that these entries are one that I have compiled through intensive research here in the Myrist, and little of it is of my own personal knowledge and experience. Yes, I have ventured beyond New Tanaan, but I have not gone far, nor do I intend to. The realms of the gods are not meant for mortal feet to tread upon, and I respect this unwritten law of the cosmos most gravely. I highly stress that this is a respect that all my readers learn to adopt.
The Planes of Power, the physical manifestation of the infinite realms of each divine entity that is known to govern the balance of chaos and order, of good and evil, of nature and corruption, and of wicked and kind, are far beyond our understanding. What I have found here in Myrist, despite the seemingly endless length of scrolls, parchments, and tomes that, when placed spine to spine, stretch onward for an eternity, is that it all truly amounts to but a single grain of sand within a vast, endless ocean of desert.
No mortal mind can comprehend these heavenly and hellish worlds, of their purpose, and none shall ever - for the divine are not meant to be understood by mortal hearts and thoughts, nor are they to be explained through mortal tongues. They are, and they shall forever be. This we cannot change, despite our individual or collective efforts to undo this law.
What we do know - the divine have shown us - is that there are three tiers of divinity which thrive, tiers that have been identified to us as the governing consciousnesses of the universe and its delicate mediums of balance. The first of these tiers is the realm of the demi-god - the divine entity closest to the mortal in its composition, demeanor and purpose, but still wholly divine in its existence.
Many of these lesser gods are rumored to have once been mortals upon our very worlds - heroes and villains who have ascended through the graces of their patron gods, or through their own accord and achievements. For through they are the lesser of the divine triad, do not think them lesser than thee - for to do so would be a grave mistake and an unforgivable act of arrogance. They are lesser only in comparison to their creators, the second of the triad.
Be warned, my reader - my friend - for nothing good can come of this realm's manifestation when one places its appearance in conjunction with the chaos to enshroud us in the recent area. Many from New Tanaan have gone to investigate, to learn more to store within Myrist for others like yourself to experience in the safety of the library walls, but none of these scholars have returned since their leave of us.
I highly stress that ye not venture onward in search of this mysterious presence, for such a quest will lead only to unfathomable and dire consequences of an immeasurable proportion.
If you must feed your thirst for conquest, battle and adventure that lies beyond primal reaches of our known universe, then I may only give you my blessing and sincere hope that the fates shall be tender in their watch over your journey. I hope that you may glean something that is not written here - perhaps another grain of sand in the endless sea - but I shall not place faith upon your return, or hope upon such a priceless discovery.
An endless road of countless possibilities lies before you within these pages. You may seek to venture and learn where I have fallen short, or you may choose to use this information to your advantage in a personal quest for power or a place at your own deity's side. Again, I have relieved myself of all responsibility to come of these works, and know that you venture forward from this point on through your own accord and convictions, and no others.
Books
The Poems of Alyarrah
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [56] The Poems of Alyarrah (Tome).

Components
The Poems of Alyarrah - Page 5 (looted in The Shimmering Citadel)
The Poems of Alyarrah - Page 7 (looted in The Shimmering Citadel)
The Poems of Alyarrah - Page 8 (plundered from books at 205, 147, -75 in The Shimmering Citadel)
The Poems of Alyarrah - Page 12 (looted in The Shimmering Citadel)
The Poems of Alyarrah - Page 14 (plundered from books at -264, 146, -78 in The Shimmering Citadel)
The Poems of Alyarrah - Page 16 (plundered from a flowering plant at 61, 145, -134 in The Shimmering Citadel)
The Poems of Alyarrah - Page 17 (looted in The Shimmering Citadel)
The Poems of Alyarrah - Page 18 (looted in The Shimmering Citadel)

Discovered on 13 Sep 2005 at 18:15:57 PDT.
Compiled by the Editors
Dervin poet Alyarrah Mahaat was a celebrated poet whose works captured the attention of the Caliphs of Maj'Dul.


Though she was the Court of Coins' official Court Poet for only a short while, several of her works are still in circulation.
"The Two Gardens"
For many of the nomadic Dervins, the imagery of a garden or asis is a powerful symbol of life and restoration.
Near the edges of the Known World

Are the two gardens of the gods

To the East is

 the Garden of Fulfilled Dreams

And in the West,

 the Garden of Your Desires
Between night and day, we visit

One or the other as we sleep

And happiness lays somewhere

      between them

Not all in one

Nor all in the other

Somewhere in the sweetly scented

      lands between
Come, sit beside me in my dream

We will stand at the crossroads of

The gardens of the gods

To decide whether we

      have been fulfilled

And so to travel East

Or whether we have but desire

And so to travel West
If you are with me,

      know that I go East

For all my dreams are fulfilled

      And yet

And yet, if you would not go East,

Then I would follow you West

Into the Garden of Your Desires
"The Bard's Tale"
The Djinn suppress music in all its forms whenever they can. To the Dervins, music is simply another form of expression. Many of Alyarrah's poems are set to music. In lands occupied by the djinn, the Dervins may simply tap out the beat of the song rather than sing it.
We celebrate our lives in song

And tales of days of old

With words that sound a clarion

Or whisper from the soul
Those who have gone on before

Their words we still can hear

Through each lark's trill and stream unstill

Distant refrains unfold
Our music is in poetry

And magic is our myth

Their old songs and our new entwine

The silver with the gold
Many seasons may have passed

And yet we can't forget

Their touch, their voice,

      their soft caress

Their stories yet untold
"Desert Nights"
This appears to be a fragment of what is surely a longer piece
Warm sands of the desert

Golden, silky sands

Pour through my fingertips

When cupped into my hands
See you the tiny tracks

Crossing the starlit dunes?

See you their mystic pattern

Like ancient, unknown runes?
You will learn much just by

Sensing what is around

Feel the sand beneath your feet

A silent battleground
The salty tang of the sea

Breathe in the scent of sweet dates

The cries of the wild fill the air

Listen! Be still, and wait.
Books
The Precious Fairy Book
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Fairy'

Quest reward from [50] Lore and Legend: Fairy (Lore and Legend), started by examining fairy parts or by examining The Precious Fairy Book in Nektropos Castle (-27, 13, 27).

Plundered from Nektropos Castle (-27, 13, 27).

Discovered on 13 Sep 2005 at 12:19:45 PDT.
"The Precious Fairy Book," copied from the Everling Laboratory collection -- Being a compendium of the uses for fairies and instructions for gathering them at the peak of potency.
Everyone is familiar with fairies, perhaps from childhood tales. This book will provide readers with a greater insight into the Norrathian version of these winged creatures.
The main body, so to speak, of work at the Everling Laboratory is the animation of certain golems.

Learning how to put something together, whether by magic or by manual labor, requires knowing how to disassemble said item.

In this way, our research is able to pinpoint the highest concentrations of mana that can be derived from a variety of sources.
The best sources of mana are concentrated in fey beings, such as fairies.

Unless one is able to build one's laboratory directly atop a natural wellspring of mana, the next best method of obtaining it is through direct extraction.

As with morning dew, the best time of day to obtain fairies for mana is at dawn.
Fairies can be found readily throughout most of modern Norrath. A large number of them reside in the Enchanted Lands.

There are two main types of fairy body-style, although many subtle variations can be detected through close examination.

One type is the so-called "dragonfly fairy" and the other is the typical fairy.
Dragonfly fairies are distinguished by an elongated lower body from which no legs are visible. The typical fairy looks like a shining, miniature gnome.

Unless one has the need for a specific type of fairy, the dragonfly and typical fairies are interchangeable, as they both have most of the same body parts.
Consider one's purpose in obtaining concentrations of mana.

If the end result is an offensive purpose, one would likely wish to use dragonfly fairies, which seem to have an essence that boosts the offensive spells. Typical fairies, on the other hand, have a faint infusion of something better for defensive spells.

More research will be needed to determine what manufactures these essential traces, but it is important to keep in mind.
If you remove the fairy's wings and hold them up to the light, you can see the network of veins within them.

Without their wings, fairies cannot fly. Flying springs from magic. Magic springs from mana. Therefore, the wings are concentrated mana.

This is true of either dragonfly or typical fairies.
There is also the matter of fairy dust, which can be obtained again from either type of fairy.

To make the most of the gathering process, it is useful to hold the fairy over a clean cloth and scrape it with the dull edge of a knife.

The dust collects in the cloth, which can then be used to transfer it to a storage container.
Some who search for concentrations of mana will make a reduction from the broth made by boiling fairy bones.

The sheer number of fairies it will take to make this concoction can be overwhelming. It is practical to store left-over fairy bones from previous extraction methods and prepare the reduction at one time.
Whenever there is an imbalance in the world's forces, there is an upswing in negative energy fairies.
This does not mean fairies who have no energy, but rather fairies that tend toward malicious or mischievous behaviors.
If it is not possible to convert these fairies to one's own purposes, they may be used in the same way as any other fairy.
Fairies are very useful in terms of distilling mana for a variety of purposes.

They may have other uses as well, some of those will need to be chronicled elsewhere.

If you are considering the study of fairies, you may well be the one to prepare such a volume.
Books
The Precious Fairy Book
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Fairy (Lore and Legend), started by examining The Precious Fairy Book in Nektropos Castle (-27, 13, 27).

Discovered on 28 Dec 2004 at 21:14:55 PST.
Everyone is familiar with fairies, perhaps from childhood tales. This book will provide readers with a greater insight into the Norrathian version of these winged creatures.
Entry One
Put book away.
"The Precious Fairy Book," copied from the Everling Laboratory collection -- Being a compendium of the uses for fairies and instructions for gathering them at the peak of potency.
Read book
Put book away.
The main body, so to speak, of work at the Everling Laboratory is the animation of certain golems. Learning how to put something together, whether by magic or by manual labor, requires knowing how to disassemble said item. In this way, our research is able to pinpoint the highest concentrations of mana that can be derived from a variety of sources.
Entry Two
Put book away.
The best sources of mana are concentrated in fey beings, such as fairies. Unless one is able to build one's laboratory directly atop a natural wellspring of mana, the next best method of obtaining it is through direct extraction. As with morning dew, the best time of day to obtain fairies for mana is at dawn.
Entry Three
Put book away.
Fairies can be found readily throughout most of modern Norrath. A large number of them reside in the Enchanted Lands. There are two main types of fairy body-style, although many subtle variations can be detected through close examination. One type is the so-called "dragonfly fairy" and the other is the typical fairy.
Entry Four
Put book away.
Dragonfly fairies are distinguished by an elongated lower body from which no legs are visible. The typical fairy looks like a shining, miniature gnome. Unless one has the need for a specific type of fairy, the dragonfly and typical fairies are interchangeable, as they both have most of the same body parts.
Entry Five
Put book away.
Consider one's purpose in obtaining concentrations of mana. If the end result is an offensive purpose, one would likely wish to use dragonfly fairies, which seem to have an essence that boosts the offensive spells. Typical fairies, on the other hand, have a faint infusion of something better for defensive spells. More research will be needed to determine what manufactures these essential traces, but it is important to keep in mind.
Entry Six
Put book away.
If you remove the fairy's wings and hold them up to the light, you can see the network of veins within them. Without their wings, fairies cannot fly. Flying springs from magic. Magic springs from mana. Therefore, the wings are concentrated mana. This is true of either dragonfly or typical fairies.
Entry Seven
Put book away.
There is also the matter of fairy dust, which can be obtained again from either type of fairy. To make the most of the gathering process, it is useful to hold the fairy over a clean cloth and scrape it with the dull edge of a knife. The dust collects in the cloth, which can then be used to transfer it to a storage container.
Entry Eight
Put book away.
Some who search for concentrations of mana will make a reduction from the broth made by boiling fairy bones. The sheer number of fairies it will take to make this concoction can be overwhelming. It is practical to store left-over fairy bones from previous extraction methods and prepare the reduction at one time.
Entry Nine
Put book away.
Whenever there is an imbalance in the world's forces, there is an upswing in negative energy fairies. This does not mean fairies who have no energy, but rather fairies that tend toward malicious or mischievous behaviors. If it is not possible to convert these fairies to one's own purposes, they may be used in the same way as any other fairy.
Entry Ten
Put book away.
Fairies are very useful in terms of distilling mana for a variety of purposes. They may have other uses as well, some of those will need to be chronicled elsewhere. If you are considering the study of fairies, you may well be the one to prepare such a volume.
Close Book.
Books
The Precious Fairy Book
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Fairy"
for 1c.

Discovered on 5 Oct 2005 at 10:02:49 PDT.
"The Precious Fairy Book," copied from the Everling Laboratory collection -- Being a compendium of the uses for fairies and instructions for gathering them at the peak of potency.
Everyone is familiar with fairies, perhaps from childhood tales. This book will provide readers with a greater insight into the Norrathian version of these winged creatures.
The main body, so to speak, of work at the Everling Laboratory is the animation of certain golems.

Learning how to put something together, whether by magic or by manual labor, requires knowing how to disassemble said item.

In this way, our research is able to pinpoint the highest concentrations of mana that can be derived from a variety of sources.
The best sources of mana are concentrated in fey beings, such as fairies.

Unless one is able to build one's laboratory directly atop a natural wellspring of mana, the next best method of obtaining it is through direct extraction.

As with morning dew, the best time of day to obtain fairies for mana is at dawn.
Fairies can be found readily throughout most of modern Norrath. A large number of them reside in the Enchanted Lands.

There are two main types of fairy body-style, although many subtle variations can be detected through close examination.

One type is the so-called "dragonfly fairy" and the other is the typical fairy.
Dragonfly fairies are distinguished by an elongated lower body from which no legs are visible. The typical fairy looks like a shining, miniature gnome.

Unless one has the need for a specific type of fairy, the dragonfly and typical fairies are interchangeable, as they both have most of the same body parts.
Consider one's purpose in obtaining concentrations of mana.

If the end result is an offensive purpose, one would likely wish to use dragonfly fairies, which seem to have an essence that boosts the offensive spells. Typical fairies, on the other hand, have a faint infusion of something better for defensive spells.

More research will be needed to determine what manufactures these essential traces, but it is important to keep in mind.
If you remove the fairy's wings and hold them up to the light, you can see the network of veins within them.

Without their wings, fairies cannot fly. Flying springs from magic. Magic springs from mana. Therefore, the wings are concentrated mana.

This is true of either dragonfly or typical fairies.
There is also the matter of fairy dust, which can be obtained again from either type of fairy.

To make the most of the gathering process, it is useful to hold the fairy over a clean cloth and scrape it with the dull edge of a knife.

The dust collects in the cloth, which can then be used to transfer it to a storage container.
Some who search for concentrations of mana will make a reduction from the broth made by boiling fairy bones.

The sheer number of fairies it will take to make this concoction can be overwhelming. It is practical to store left-over fairy bones from previous extraction methods and prepare the reduction at one time.
Whenever there is an imbalance in the world's forces, there is an upswing in negative energy fairies.
This does not mean fairies who have no energy, but rather fairies that tend toward malicious or mischievous behaviors.
If it is not possible to convert these fairies to one's own purposes, they may be used in the same way as any other fairy.
Fairies are very useful in terms of distilling mana for a variety of purposes.

They may have other uses as well, some of those will need to be chronicled elsewhere.

If you are considering the study of fairies, you may well be the one to prepare such a volume.
Books
The Prophetic Mystery
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Kobold'

Quest reward from [35] Lore and Legend: Kobold (Lore and Legend), started by examining kobold parts or by examining The Prophetic Mystery in Butcherblock Mountains (758, 26, 589).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Kobold"
for 1c.

Plundered from Butcherblock Mountains (758, 26, 589).

Discovered on 28 Feb 2007 at 8:32:47 PST.
"The Prophetic Mystery" -- from the writings of Geraint Caradoc
"The under dynasty will be eaten, starting with your bottom."

This is the phrase that started it all. First it was a curiosity, and now that I have begun to look further into it, my interests have grown. I had come across the prophecy as I was rebinding some of the books in my grandfather's library that had survived these few years since the War of Plague upon Qeynos. It was in an ancient dialect of Erudish, but its mention of a dynasty eaten and my bottom made me laugh.
Due to the age of the prophecy, I have begun to wonder if this could be something that has already taken place, or something still to come. I have decided to start investigating it, and am keeping this journal as record of my findings.

"The under dynasty" may be speaking of an underworld empire or leadership of a kingdom that came from an underground location.
Gnolls, kobolds, dark elves, dwarves, halflings, minotaurs, goblins, shik'nar, fire giants, burynai, undead, and dragons all come from below, or live below ground. Ak'Anon, Neriak, Blackburrow, the Underfoot, and Nagafen's Lair can all be considered kingdoms that are located underground.

Under dynasty could also be speaking more of an underdog; the oppressed; the disadvantaged. This would also fit with the gnolls, kobolds, minotaurs, and goblins.
"Eaten, starting with your bottom," is an odd phrase to say the least.

To eat is to wear away, corrode, devour, ravage, consume or overtake. But "starting with your bottom"... what could that imply? The underside, the base, the origin, lowest point. That could be both physically, or socially. The lowest of people within that society, or the lowest point of the empire's recognized land? Maybe the foundation of the empire itself?
Dragons definitely devour, and they tend to make their lairs in underground locations. But if it were a prophecy relating to the mystically powerful dragons, then I should be able to find other related prophecies. But my search for other prophecies, so far, has had little results.

I did find several others that also referred to kingdoms coming to an end, but I was able to discern key differences to know they were not speaking of the same instance.
I consulted an oracle who is well known for her ability to see underlying meanings, and some of her previous prophecies have already come to pass. I had my notes with me, but she never even read them!

"You have Brell on the brain, and cannot dig yourself out from under it. An old enemy, always buried... quakes and cracks upon the land. They make the attack upon their holy land. Crusade to take it for all his children. Growls and drool below the man of stone and stein."

It was all she could say.
These new details of the prophecy allowed me to narrow my search; gnolls, kobolds, minotaurs, goblins, burynai, and dragons. They all make growl sounds, and drool.

The line about Brell could be because it all happens underground, or it could be that the prophecy involves some of his creations such as dwarves, halflings, gnolls, kobolds, and goblins. This is further supported with, "for all his children." The most telling was, "The man of stone and stein." That is a dwarf.
The only dwarven civilizations I know can be found on the continent of Velious and Faydwer. Of those locations, Kaladim in the Butcherblock Mountains is the one I know with suspects lurking near by; kobolds and minotaurs.

The dwarves have long held that they are the only true children of Brell Serilis. The gnolls, kobolds, and goblins have long been offended by such claims. They, as well as so many other creatures of the Underfoot, all hold him as their creator. I suspect this prophecy is about the kobolds.
Kobolds are a subterranean, tribal race that resemble oversized attack dogs. Compared with a gnoll they are bulkier, and more stout. They walk hunched over, and often on their knuckles.

They appear to be less civilized then gnolls, as they never don clothes and rarely equip tools, but they are a force to be reckoned with. They are not to be underestimated in their magic proficiency nor in their raw brute strength. They have leaders and shaman that can organize the tribe quickly and effectively.
They have long engaged in a fierce and horribly bloody grudge against the younger children of Brell, the dwarves and gnomes.

Lore tells of the direct relation of this animosity leading to the birth of the Lord of Despair, Rolfrom Zek. This sibling rivalry could easily be fanned into a blazing inferno.
Kobolds are close with nature, especially beings which they consider to be kindred souls, which can allow them to gain the cooperation of other creatures for whatever means.

They believe in the spirituality of animals, but also the existence of their deity and creator, Brell. This can make for a dangerous enemy. They can gain the cooperation of others, and they have the conviction of religion to embolden their crusades.
If this prophecy is about the kobolds and the dwarves, then it stands to reason that it has not happened, yet. It is a warning that the kobolds will rise up after an earthquake and take the city of Kaladim from the dwarves themselves!

No such feat has been attempted, but if they were to organize and shore their numbers they could have an army big enough to take advantage of the confusion and grief that would accompany an earthquake in the Butcherblock Mountains.
I wonder if I should send my studies of this prophecy to the dwarves of Kaladim, or if they would simply laugh it off. I am not a seasoned scholar of prognostication.

I should do more research before I trouble them.
Books
The Rat Queen of Vermin's Snye
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 9:48:08 PDT.
"My Life," by Ayamia the Unfortunate, together with "An Examination of the Rat Queen," by the Scholars' Institute for Change, a non-profit organization. Quotations are liberally taken from Ayamia's own volume, interspersed with logical explanations where necessary.
"Chapter One -- How I Came to Live in the Vermin's Snye." I've heard what some people say about me, and let me tell you straight away that it is not true. My husband abandoned me and I had no choice to but to find a place to live with my children. Our landlord, wretched human scum, turned us onto the streets! I am not as young as I once was, but I am resourceful. By living below, my children and I would be out of the elements. We could find a cozy place to call our own.
"Analysis of Chapter One." Clearly, the subject is in denial of her current status. Her husband is recorded as "Lord Selien" so obviously, the subject was a woman who lived in comfort. Her reference to being turned out of her home is correct, but only to the extent that her increasing madness led her to bring to her husband's home all manner of vile creatures, referring to them as her "children." Upon her husband's death in battle, his family shunned the subject, which further isolated her, causing her to seek shelter elsewhere.
"Chapter Two -- My Children." I am blessed with seven sons, all in the peak of their strength and youth. The eldest is Varion. He looks remarkably like his dear, departed father. I wished to name all my sons in such a way that their names began with the same letter, but my husband forbade me. He relented when I became ill at the birth of our youngest, Voland. I am so blessed by Tunare! Seven sons! My only regret is that I have no daughters, but I am not complaining, for my sons will carry on the name of their father's house.
"Analysis of Chapter Two." Again, the subject tells some of the truth. She did indeed bear seven sons, the first and last of which are named as indicated. And, she did fall ill upon the birth of her final son, rendering her unable to have other children. The subject lay ill for nearly a year, during which time her sons were raised by her sister. When she regained her health, the subject had her sister arrested and executed for treason before she resumed her motherly duties.
"Chapter Three -- A Time of Hardship." Our move to the catacombs was not without its troubles, of course. My children needed me more than ever, clinging to me in the seemingly perpetual darkness beneath the city streets. We found that the crews who maintained the drains kept piles of fuel to use in the sconces set into the walls. I learned to borrow a bit of their fire to start my own. My eldest found the place I now call home by turning down a little-used side passage. The way is patrolled by roving gangs of thugs, but they left me alone. After all, I am guarded by my seven strong sons!
"Analysis of Chapter Three." Again, the subject shows her inability to separate fact from fiction. Her eldest son would not have been able to find her living area as he, together with all his brothers, perished at sea. This occurred during the Shattering, when many travellers perished. In this case, the subject had sent her sons on an errand, the nature of which has never been determined. It is generally believed that the magnitude of the loss, both personally and throughout Norrath, coupled with the knowledge that she sent them on this journey, unhinged her mind.
"Chapter Four -- The Days Grow Long." We are comfortable here, for the most part. I find that the days are sometimes long, but one of the boys will entertain me. Asrey, my middle boy, will recite tales of the distant past. I believe he will grow up to be a bard! His voice is clear and true. He loves to stand in the chambers where the ceilings are highest and sing, listening to his own voice echo. He is a good lad, as are all my sons, and I am grateful for their company.
"Analysis of Chapter Four." The subject's third son, Asrey, did have a legendary voice, even in his youth. He was often called upon to sing before the Bayle family. At the conclusion of one of these events, Lady Larinna Bayle presented him with an engraved flute. The flute was lost at sea with Asrey and his brothers. It is interesting to note that the subject retains excellent memories of the details of her children's lives, but has blocked out the single largest event that befell them -- their own deaths.
"Chapter Five -- A New Beginning." I've given up some of the fancy work I used to do before. Now that I must scrape by, I can no longer spend time weaving lace or painting miniatures. I have painted several portraits of my sons, however, that I am quite proud of. They are endlessly fascinating to me. I know it is sometimes difficult for them to live in this place, yet they do not complain. When they wander too far, I miss them terribly. Is that so wrong for a mother? After all, nothing is stronger than a mother's love.
"Analysis of Chapter Five." We were unable to determine where the subject's portraits have gone, if indeed she painted any at all. There is no record of her having been interested in miniature painting prior to her exile to the Vermin's Snye. Some of the lace she created was, however, on display at the Museum of Fine Arts until it was stolen by vandals that tied the bits to some of the rats the subject called "her children" before setting them afire. The subject became agitated and defended the rats, thus earning her title of "Rat Queen."
Books
The Rat Queen of Vermin's Snye
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 11 Nov 2004 at 2:26:47 PST.
"My Life," by Ayamia the Unfortunate, together with "An Examination of the Rat Queen," by the Scholars' Institute for Change, a non-profit organization. Quotations are liberally taken from Ayamia's own volume, interspersed with logical explanations where necessary.
Entry One
Put book away.
"Chapter One -- How I Came to Live in the Vermin's Snye." I've heard what some people say about me, and let me tell you straight away that it is not true. My husband abandoned me and I had no choice to but to find a place to live with my children. Our landlord, wretched human scum, turned us onto the streets! I am not as young as I once was, but I am resourceful. By living below, my children and I would be out of the elements. We could find a cozy place to call our own.
Entry Two
Put book away.
"Analysis of Chapter One." Clearly, the subject is in denial of her current status. Her husband is recorded as "Lord Selien" so obviously, the subject was a woman who lived in comfort. Her reference to being turned out of her home is correct, but only to the extent that her increasing madness led her to bring to her husband's home all manner of vile creatures, referring to them as her "children." Upon her husband's death in battle, his family shunned the subject, which further isolated her, causing her to seek shelter elsewhere.
Entry Three
Put book away.
"Chapter Two -- My Children." I am blessed with seven sons, all in the peak of their strength and youth. The eldest is Varion. He looks remarkably like his dear, departed father. I wished to name all my sons in such a way that their names began with the same letter, but my husband forbade me. He relented when I became ill at the birth of our youngest, Voland. I am so blessed by Tunare! Seven sons! My only regret is that I have no daughters, but I am not complaining, for my sons will carry on the name of their father's house.
Entry Four
Put book away.
"Analysis of Chapter Two." Again, the subject tells some of the truth. She did indeed bear seven sons, the first and last of which are named as indicated. And, she did fall ill upon the birth of her final son, rendering her unable to have other children. The subject lay ill for nearly a year, during which time her sons were raised by her sister. When she regained her health, the subject had her sister arrested and executed for treason before she resumed her motherly duties.
Entry Five
Put book away.
"Chapter Three -- A Time of Hardship." Our move to the catacombs was not without its troubles, of course. My children needed me more than ever, clinging to me in the seemingly perpetual darkness beneath the city streets. We found that the crews who maintained the drains kept piles of fuel to use in the sconces set into the walls. I learned to borrow a bit of their fire to start my own. My eldest found the place I now call home by turning down a little-used side passage. The way is patrolled by roving gangs of thugs, but they left me alone. After all, I am guarded by my seven strong sons!
Entry Six
Put book away.
"Analysis of Chapter Three." Again, the subject shows her inability to separate fact from fiction. Her eldest son would not have been able to find her living area as he, together with all his brothers, perished at sea. This occurred during the Shattering, when many travellers perished. In this case, the subject had sent her sons on an errand, the nature of which has never been determined. It is generally believed that the magnitude of the loss, both personally and throughout Norrath, coupled with the knowledge that she sent them on this journey, unhinged her mind.
Entry Seven
Put book away.
"Chapter Four -- The Days Grow Long." We are comfortable here, for the most part. I find that the days are sometimes long, but one of the boys will entertain me. Asrey, my middle boy, will recite tales of the distant past. I believe he will grow up to be a bard! His voice is clear and true. He loves to stand in the chambers where the ceilings are highest and sing, listening to his own voice echo. He is a good lad, as are all my sons, and I am grateful for their company.
Entry Eight
Put book away.
"Analysis of Chapter Four." The subject's third son, Asrey, did have a legendary voice, even in his youth. He was often called upon to sing before the Bayle family. At the conclusion of one of these events, Lady Larinna Bayle presented him with an engraved flute. The flute was lost at sea with Asrey and his brothers. It is interesting to note that the subject retains excellent memories of the details of her children's lives, but has blocked out the single largest event that befell them -- their own deaths.
Entry Nine
Put book away.
"Chapter Five -- A New Beginning." I've given up some of the fancy work I used to do before. Now that I must scrape by, I can no longer spend time weaving lace or painting miniatures. I have painted several portraits of my sons, however, that I am quite proud of. They are endlessly fascinating to me. I know it is sometimes difficult for them to live in this place, yet they do not complain. When they wander too far, I miss them terribly. Is that so wrong for a mother? After all, nothing is stronger than a mother's love.
Entry Ten
Put book away.
"Analysis of Chapter Five." We were unable to determine where the subject's portraits have gone, if indeed she painted any at all. There is no record of her having been interested in miniature painting prior to her exile to the Vermin's Snye. Some of the lace she created was, however, on display at the Museum of Fine Arts until it was stolen by vandals that tied the bits to some of the rats the subject called "her children" before setting them afire. The subject became agitated and defended the rats, thus earning her title of "Rat Queen."
Close Book.
Books
The Riddlemaster's Tome
This item can be placed on the floor in any house type.

This magical tome was awarded to the owner for quick witted riddle-solving.

NO-TRADE  NO-VALUE

Awarded by Guides.

Discovered on 16 Aug 2008 at 15:13:13 PDT.
The Riddlemaster's Tome
I.
At night they come without being fetched
And by day they're lost without being stolen.
II.
Runs over fields and woods all day
Under the bed at night sits not alone,
With long tongue hanging out,
A-waiting for a bone.
III.
Round as a marble, blue as the sea,
Unless I am brown or green maybe.
Smile at me and I shine from my pane,
Frown at me and down comes my rain.
IV.
I never was, am always to be,
No one ever saw me, nor ever will,
And yet I am the confidence of all
Who live and breathe on this global ball.
Answers

I. Stars
II. A shoe
III. An eye
IV. Tomorrow
Books
The Rise of the Luminaries
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE  NO-VALUE

Required by the Quest
'Kurron's Legacy'

Quest reward from [115] Kurron's Legacy (Sanctus Seru: Echelon of Divinity), started by Nelena Redember in Sanctus Seru [City] (-184, 82, 226).

Discovered on 17 Dec 2019 at 12:53:59 PST.
The Rise of the Luminaries


A Light For All to Look Upon
Not a lot of records from before Lord Triskian Seru's reign have surfaced, and some of those that have were damaged and only partially legible. The following collection of missives and letters pertain to the Inquisitorial Guard at the End of the Age of War, from first-hand witnesses.
Lord Inquisitor,

I feel I must offer my resignation, though I do so with great pain, and wish it were not so. I have believed in the higher purity of this city and the rule of law that had provided security and sustenance for us, for as long as I can remember. It filled my spirit with contentment to be a part of the Inquisitorial Guard. Then the Treaty of Recuso was ratified.
We had seen the suffering of others. Our neighbors pain was ours, and all life on this world hung in the balance. The treaty was necessary, and it pleases me that it was agreed upon. So then, why do I write? I pen this because still we cling to the old ways. Still we require our citizens to shun the pains and suffering of certain races. Seems the scars of the great Empire split are still with us.
I have been tasked with presenting the Questions to a citizen by the name of Kurron Redember. I am not sure I can carry out my orders, My Lord. I cannot say I believe in them, any longer. As such, I see no other alternative, I must offer my resignation.

Praesertum Inquisitor Marthos
Lord Inquisitor,

Marthos was just the beginning. More of the Inquisitorial Guard have been questioning their positions. They suggest we not prosecute citizens for sharing provisions with outsiders, even if they are dark races. I informed them the Treaty of Recuso only assured cooperation outside of the city walls. We need not weaken our position here.

Arx Praesertum Sagravres
He did it, my love! Lord Inquisitor Seru had finally had enough of the sedition and undermining by those he most trusted. They had questioned the righteousness of their actions, and the command of Lord Seru! He dispatched them all from this realm. Let them be judged by Mithaniel!

I now carry the mantle of Praesertum Inquisitor, and have been placed in charge of my own division. All of us have taken the oath, and we will not break it.
Following Inquisitor Lord Seru's tragic death, during the Prismatic Crystallization that splintered our world, his son, Triskian Seru, inherited the mantle of leadership. Lord Triskian Seru disbanded the Praesertum Inquisitors and put a stop to The Questions, ushering in a grand new age for the citizens of Sanctus Seru.
The following is the speech Lord Triskian Seru gave to the city after pardoning all of the surviving Recuso, and offering citizenship to any who wished to return to Sanctus Seru. I felt compelled to record for posterity, due to its historical significance and relation to the topic at hand.
Good people of Sanctus Seru, I stand before you this day, proud. I applaud your tenacity and your strength. We have seen dark days of war and felt the unknowable future on the horizon. We could have succumbed. We could have faltered. But we refused. All of us! We have emerged stalwart and valorous, a city of might and righteousness!
Remember those who fell, for where would we be if it were not for them? Keep the memories of those who were stolen from us, like my father, the revered Inquisitor Lord Seru, close to your hearts. Hold the lessons of their lives and share them with those who come after, for they will continue to guide.
Lastly, find those amongst you, the beacons of light that exemplify our holy vigilance against evil. They are the Luminaries! Look upon these paragons of gallantry and bravery. Let them guide you toward the light when the dark of this world threatens to surround us.
Together we will ensure the light is never dimmed! Together we will persevere!
Books
The Rise of Ykesha
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Offers the Quest
'The Warlord's Tale'
and is required by it


Discovered on 18 Nov 2008 at 10:44:32 PST.
The Rise of Warlord Ykesha
The True Grozmok
In the darkness of night, secluded from the eyes of many of his fellow trolls, a troll shaman named Zraxth had a vision. The trolls of Guk were no match for the Rallosian Empire, and the trolls believed it was a matter of time before the mighty ogres would march into the troll city of Guk. Zraxth was among the first of the trolls to turn from the teachings of Cazic-Thule and follow the doctrine of Hate, becoming a follower of Innoruuk. He beseeched his new lord for guidance, looking for a way to defeat the ogres, to protect the city of Gulc from the Rallosian war machine. The Prince of Hate came to him in a dream, and said he would provide the information, but to perform the necessary ritual Zraxth would need the blood of the high priests of Cazic-Thule. Zraxth gathered his followers and carried out the grim deed, slaughtering the high priests as they slepL The followers of Zraxth set up the ritual as Innoruuk commanded, including a
For days, Zraxth simply sat, neither sleeping nor eating. His acolytes watched over him, waiting for him to awaken and deliver the message from Innoruuk on their salvation. Finally, on the eighth day, the shaman's eyes snapped open, sunken and glaring in their sockets. Without flinching or looking away, the shaman began to speak in slow, resounding tones. The disciples began to feverishly copy the words of Zraxth, but found that the ink simply ran like blood off any parchment on which they attempted to write the words the shaman spoke. Exasperated, the disciples tried to have Zraxth repeat his statements to them, but he would not acknowledge their presence at all, and simply continued speaking. When all seemed lost, the shaman rose to his feet, and turned to the large stone they had set in the center of their camp. Even as he continued to speak, he gathered a bowl of the blood of the elders the disciples had used days ago in preparation
Zraxth then took to chiseling out the vision he had seen on the surface of the stone itself. This he did with precision and meticulousness, in sharp contract to his apparent unresponsive state. No movement was wasted, and even the smallest chip in the stone was done with the utmost care and purpose. Each of the symbols he crafted would flare with a purplish flame, leaving the carving glowing with radiant heat. Burns were apparent on Zraxth's hands and arms, but he did not appear to notice -- he continued to speak and chisel at the stone, pausing neither as he worked tirelessly. When the carving was completed, the shaman, bloodied and burned over his body, spoke his last words, and fell lifeless to the ground. The disciples burned the body of the prophetic shaman, and scattered the ashes throughout the area of the ritual. The disciples then deciphered the inscription left behind by their spiritual leader. It foretold of
Over the course of many years after the Stone's creation, strong warriors began to contend that they were, in fact, the hero mentioned in the Grozmok Stone's prophecy. Many bloody battles were fought over the claim, as each strove to prove that they were the true hero of the Grozmok. The clans began to rally behind their strongest warriors, and minor skirmishes began to collapse into full scale blood feuds, as each group looked to be the ruling clan of the Innothule trolls. Nothing seemed able to stem the tide of violence, and none seemed interested in stopping it the rule of Grobb was all that mattered. For years, chaos reigned unchecked. During this time, the Rallosian Empire began to hear rumors of the existence of the Grozmok Stone and the prophecy of the legendary troll hero. Although the trolls themselves were .organized and not likely to prove a threat on their own, the ogres began to fear that the Stone itself might
It was during this time of strife and war that Warlord Ykesha rose to power. He was unmatched among his people in skill, cunning, and ferocity, and he quickly earned the respect of all who fought with him. He quickly rose to lead his clan, ruthlessly dispatching any who tried to challenge his rule. His clan, which he renamed Clan Ykesha in his own honor, had taken to raiding the swamps outside the city of Guk, looking for new artifacts and treasures that might give them an advantage over their rival clans. The scouts of Ykesha came upon a lost Rallosian stronghold, which sat undisturbed and hidden by the overgrowth in the swamp. As they gathered what items of worth they could find, they happened upon the Grozmok Stone deep within the stronghold's lower chambers. They hauled it back to their clan, where it was recognized as an artifact from the troll's past. Warlord Ykesha ordered his shaman to decipher the
Once word of the prophecy of the Grozmok Stone began to circulate among the clans, the cycle of war began to change. At first, jealous clans viciously attacked Clan Ykesha, looking to topple the Warlord and claim the Stone for their own. Clan Ykesha easily withstood all opposition, handily defeating the other clans who sought to claim the Grozmok stone for themselves. As one clan after another fell, whispers of Warlord Ykesha's claim - that he was the Grozmok that was prophesied - began to appear more and more legitimate. Rival clans began to offer themselves as thralls, joining Clan Ykesha to follow the legendary Grozmok. For a time at least, the trolls looked like they would become a terrible new empire with the mythical hero of the troll race in command. Although some clans continued to fight against Clan Ykesha, the size and strength of the ruling clan was more than any rival could hope to overcome.
Books
The Rookery
This item can be placed on the floor in any house type.

A book written by a Goahmari of the Great Divide.

NO-TRADE  NO-VALUE

Plundered from Great Divide ( 590, -37, 320).

Discovered on 22 Feb 2011 at 14:06:59 PST.
The Rookery
The story of Stormfeather's Pride
We, the Goahmari, have lived within the high mountain peaks of Velious' Great Divide for centuries, undisturbed and undiscovered by greedy adventurers or warring parties below. One fateful day the mighty griffin, Stormfeathe, crashed down into our village, near death. We took in the unconscious griffin and put him up in the nearby cave, providing for him and healing his wounds. Days later, when he flew off completely restored, to return to his pride, we assumed that would be the last we would see of the great griffin.
We were shocked to see him return after another battle in need of healing, once more. And this time he was conscious the entire time, cooperative and willing to be led by us. The next time he returned it was not he that was injured, it was one of his mates. We cared for her, just as we had for him, binding her broken wing and nursing her back to health. Soon thereafter she returned and made a nest in the nearby cave.
We enjoyed caring for the griffin and would often pet her feathers and listen to her purr. It was not rare to find a group of us meditating around the griffin's nest as she sat on her eggs. When the griffawns hatched we continued to care for both mother and fawns. We would watch the fawns while she hunted and ensure that they did not wander out of the cave.
Stormfeather would often visit, sometimes injured from another battle, sometimes in perfect health. By the time the great griffin died many of his pride had been born and raised amongst us within the Rookery.
One fateful day a griffin like no other landed amongst us, screaming. It was in great pain, but carried no wound we recognized! By meditating with it while caring for it within the Rookery, some of our most advanced seers learned that it had been created through arcane experimentation, somewhere within the mountain! It seemed whoever was doing this had chosen Stormfeather's Pride intentionally.
We never sought this place of nightmares, but we saw enough of its creations. More and more of the griffins returning to the Rookery were different, and we began to call these different creatures as gryphons. Some would be colored sickly. Others would have scale where feather should be. Though they were able to change their physical body and augment their talents, but they were never able to change their homing instinct Whenever one would escape it would find its way to our village and our healing hands.
The cave, now called the Rookery, is the pride's ancestral nesting ground. Many of the fawns born within this cave, watched by me and my brethren, have returned later to nest and hatch their own fawns. It has become our heart and the center of our beliefs.
"One day," it is said, "a god-touched traveler will walk amongst us in our hour of need. They will be carried by a gryphon into the sky to save us all from the battleground upon the precipice." I don't know when this day will come, but we care for these majestic creatures as if it were our only reason for life and am glad that they may well return the favor to all of us.
Books
The Second Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 14 Jun 2014 at 17:00:00 PDT.






The Second Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

One answer's elsewhere, underground,
The other six, on Faydwer found,
One above, five all around,
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains
?









1. Since they're tracking monks of Wu
Their keeping weapons just won't do.
Find the camp where they're displayed
And remove from them a blade.








2.Many captains are, and were
Called by some a scurvy cur.
But not all sailors are the same
And this one didn't fit that name.
For in his chest, instead of loot,
Not gold or jewels - he had fruit!








3. If you track them by their scents
You'll find them gathered near their tents
But hanging there's a grisly sight
(Especially by moon, at night)
For once their victims did depart,
They strung up, well, a kind of art.









4. A tale of soldiers, and of death
The last had - so it says - warm breath.
You'll need to go and find the tome
By one who would invade our home.









5. In this game, every single pawn
When captured, will, quite soon, respawn.
Although lifeless, they don't cease
So find one and bring back a piece.









6. They'll give you a place to store
Tools or armour, coin or ore
But even if the room's confining,
You'll find the light you need for mining.









7. Friendly, wubbly cubes
Surrounded by the undead
You deserve a hug.
Books
The Second Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 10 Nov 2011 at 17:00:00 PST.







The Second Annual

Festival of Discord

Scavenger Hunt




Official Clues
THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive,
Eleven answers they'll derive.
No harming cubes.

Lera's not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.


The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







One clue in Freeport
One clue in the Freeport villages
One clue just outside Freeport
Two clues underneath Freeport
Two clues in the Commonlands
One clue in the Wailing Caves
One clue in Fallen Gate
One clue in Nektulos Forest
One clue in Nektropos Castle









1. Braaaaaaains! are what it wants to eat
But Marr won't smite it down.
Tear off a hunk of rotting meat
And bring it back to town.









2. I want a floating book
But gargoyles bar the way
Please bring one back for me.









3. Remember when, upon the path,
They'd show the traveller their wrath?
But if their young you now erase,
They won't grow up and eat your face.









4. Just what it means to be an elf
I'll learn from food upon on the shelf
Once poisoned, it will serve as bait
For those who'd spurn the ways of Hate.








5. He could be here, or lurking 'round
Three other places, if he's found.
If not, your quest he would confound.
If you've a mask, then you know who.
But play is all he wants to do
So from the table take your cue.









6. Filled with brains, or blood, or eyes,
They stand within where hatred lies.
Upon the land, beneath the earth,
All power is our right from birth.









7. Nine small containers made of wood
Stand near the fortress of the good
Retrieve one to see what it's for
The ghosts don't need them anymore.









8. Low tide brought many creatures in
With tentacle or tooth or fin
To make a whip, they'd add some weight:
Go bring me one (or bring all eight).









9. Beside their engines
They fell, yet they still wander
Their weapons lie strewn.









10. I hope from there they do not drink,
Not from the pool where oozes slink,
But with a pot of greenish goo
A troll could make some orcish stew.









11. O sweet, wubbly cubes!
Gelatinously you roam
I must come hug you.
Books
The Second Annual Festival of the Blood Moon Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 12 Apr 2014 at 15:00:00 PDT.






The Second Annual

Festival of the Blood Moon

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all eight answers first derive.
No harming cubes.

Lera's not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

In Teir'Dal lands you must give chase
With two in each, to win this race
And one that's in another place.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










THE CLUES
------------------





1. Troops were sent, in many bands
To conquer far-off elven lands
But empires of both elf and man
Invaded back, and war began.
With many away, their strength was short
But still they held their mighty fort.
As rangers started to amass,
They locked the gates, to hold the pass.
The dragoons were few, but they were bold,
And knew they only had to hold
Out for a while - they'd soon grow
With reinforcements from below.





They waited there, behind the wall,
But that day Neriak would fall.
The forest trembled with a boom,
And cities toppled to their doom.
Neriak had just been sealed
But yet they fought, and would not yield.
No reinforcements, no supply:
In battle the dragoons would die.
Though Innoruuk was very proud,
Much mystery would soon enshroud
What they protected, and its fate,
Could there still be a clue, or crate?









2. Where many came to live and shop
Now dwell undead, who never stop
They no longer rest their joints
And do not need its wooden points.









3. There is a place that's rather great,
If you need to gather hate.
But do not fall into the pool,
Or you, too, might become a ghoul.









4. Inside is where the brothers meet,
But why? To fight? To scheme? To eat?
Stop in and find out what they think
And don't forget to grab a drink.









5. Where bears and bats once laid in wait
Is home now to three plants of hate
Some are short, and some are tall,
You will need to find them all!









6. Although they're only sold in here,
They're not a beast that we hold dear.
Alone, or grouped they can be found,
Scurrying upon the ground.








7. If you would earn an ancient scroll,
Then Neriak must be your goal.
But part of what it was is scattered,
Ever since the lands were shattered.
Collect one that is very old
Of silver, platinum, or gold.
8. An elf named Teah brought great shame
Upon the noble Teir'Dal name
He was just a common thief
Who stuffed himself beyond belief
His excess was of a degree
That he had lost all subtlety
Since all knew, the time was right:
To strike, and to remove this blight.
Teah's lesson soon would come
From a young elf in Freeport's slum
Who, being taught the ways of this,
First collected Shadow's Kiss.
Soon the fungus was distilled,
The first step in the plan fulfilled.
Aldera asked another stop,
At Kalraath the merchant's shop:
'A medium that one can eat,
Say it's for me, but be discreet.'
He asked what kind, and what it's for
Many things were in his store.
'Ingestible. Aldera pays.
She's teaching me our ancient ways.'
He gave it, with no time to pry
An answer from her as to why.
Aldera said, 'I need not ask
If you told what this will mask.'
Her lessons learned, the elven youth
Said she told Kalraath the truth.
'She's teaching me our proper arts.'
'That answer's true, and shows your smarts.'
And with the Shadow's Kiss within,
Now the last step could begin.
She had learned well. Her skills, they show.
To Lynsia it next would go.
He'd often steal things from her shop
That night he'd steal, and then he'd stop.
But careful - if one else would eat,
All this they would have to repeat.
A true Teir'Dal thinks of the cost,
If only now, the future's lost.
'One last thing to share with you:'
The Teir'Dal's loyalties were two.
Some stayed in Freeport, although bleak
The Thexians, though, said that's weak.



They would not live within that shack,
They strove to find their Neriak.
Those in the Alley wanted home
But knew there was no need to roam.
Grow strength and knowledge, day by day
Instead of throwing lives away.
The lesson placed, soon Teah learned
His unbecoming ways to spurn,
For the plan that they had hatched
Had led to Teah's quick dispatch.
Since the changes to the town
Kalraath's shop has been closed down.
But other merchants, through the gate,
Sell goods for learning ways of Hate.
Visit one of them, instead,
And buy what rendered Teah dead.









9. Hungry, wubbly cubes
Standing guard under Freeport
I must come hug you.
Books
The Second Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (2008 Festival of Unity Scavenger Hunt).

Discovered on 22 Jun 2011 at 13:00:00 PDT.







The Second Annual

Festival of Unity

Scavenger Hunt




Official Clues









1.  I shall eschew the mushroom
  And bypass, too, the snake
  Instead, I need this creature
  And it lives towards the lake.









2.  I know you're in there!
  You're just so sweet and wubbly
  I shall wave at you.









3.  So many things that she must do!
  Mail and pepper! Fish! Meat stew!
  She might again need help now, too
  So see if there's a task for you.









4.  He wanted wood, he wanted ore
  But just what does he need it for?
  And now, of course, he needs some more
  So of each bring him half a score.









5.  Poor halfling! Now how will he fish?
  But since you're here, he has a wish
  The gnolls took it away from me!
  Please get it back! Won't you agree?









6.  Antonica and Commonlands and on to
      Kelethin
  The griffon and the boat you can both use
      just anywhen
  But till you have this, druids simply will
      not let you in.









7.  Talking cabbage, giant rings
  Pumpkins, bats, so many things
  They like potatoes, so you'll win
  If only you will buy a spin.









8.  He'll want some food, some deer or fish,
  And then for ale you'll dash.
  But for today just learn from him
  And see his pretty sash.









9.  The Pumpkin King has been about
  Fire! Burn! his minions shout
  But they've departed at the day
  Retrieve a piece from where they play









10.  A port there was along the coast
  With clerics, knights, a valiant host
  But now by pirates overthrown
  Put them to rest; bring back a bone.








11.  Whatever could be in there,
  Where goblins like to be?
  But once I can unlock it,
  I will jump down and see.
  Look out, you nasty goblins,
  I'm coming for you! Wheeeeeeeeeee!









12.  It used to go into the beer
  Till Ironforge said no.
  So when this treasure's now obtained
  You to the vendors go.









13.  It lurks deep down within its cave
  And, well, it's kind of cute.
  Give it a hug or just a wave
  And do not at it shoot.









14.  There s many kinds of vermin here
  And these three you may know.
  The knights say things will be less drear
  For Qeynos strike a blow!
15.  While we are at this pleasant fair,
  Take now a journey through the air:
  A shadowknight, perhaps by fate,
  Had fled to here from through the gate.
  Having trudged through sewer deep,
  And entered into Lucan's keep,
  He crept his way past owlbears foul
  Who by the path for travelers prowl,
  And next passed far across the sea,
  Then through the thund'ring plains. Here
      we
  May follow now the path he flew
  And see the deeds that he did do.
  Fly by the woods, where lay the gnolls
  Five hundred, now off of the rolls
  Of enemies of this our land
  Slain here by one of Freeport's band
  Could he perhaps have changed his ways?
  Fly near where he to Darvin pays
  A piece of gold, when he, alas,
  Cannot just yet his questions pass.
  But more he traveled, that to learn
  How he from evil ways might turn.
  Fly past the place, where on his path
  Confessed he next both greed and wrath.
  Then back we go, to near the gate
  Where, fully cleansed from former hate,
  He travelled back, but now within
  Fair Qeynos as a citizen,
  He for the Queen shall fight and win
  His battles as a paladin.
Books
The Second Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 20 Feb 2016 at 17:00:00 PST.






The Second Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

In each place on the list you’ll see
Is where you’ll find each thing to be
Except for two, in Frostfang Sea.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!






Places to search
----------------------
New Halas
Frostfang Sea
Great Divide
Thurgadin, City of the Coldain
Eastern Wastes
Withered Lands
Cobalt Scar
Everfrost








1. Before you travel out to sea
Safety's number one (or three)
Before you sail, two hang nearby
In case your journey goes awry.
If you no longer have a boat
You might use them to stay afloat.







2. Once (well, twice) there was a fight
With one who had the greatest might
And after wailing, tears, and blues
It stands rebuilt for all to use
Now there you will find a shop
And this is where you need to stop
You say it won't fit in your pack?
Just roll it up upon your back.









3. If you want to learn to fly
Maybe you'll be stopping by
And while it learns from every test
You might make this, and build a nest.









4. In a land, found long ago
You'll find them running to and fro
They'd fit right in, to hunt or guard
Or run around your frozen yard.









5. It's a pretty sort of stone
So find the place where it is grown
Seeing it really makes you think
Oh - get the blue, not green or pink.









6. You'll find some ruins, very deep
Where once the land was not asleep.
Fly in, then bring back a plant
Be careful - for it might enchant.








7. Nowadays, there's rosy cake
But long ago, you need not bake
If you wanted lower rent
You'd stockpile these to great extent
But though that power is no more
It still looks nice upon the floor.









8. In lands of ice you must be strong
Where only hardy shrubs belong.
Hunt all three, while far you roam
Then you can put them in your home.









9. Frosty, wubbly cubes
You've come to our festival!
Here's a great big hug.
Books
The Second Wife's Tale
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [50] The Second Wife's Tale (Tome).

Components
The Second Wife's Tale - Page 5 (plundered from a wooden box at 53, 136, 186 in Maj'Dul)
The Second Wife's Tale - Page 7 (plundered from barrels at 32, 149, 79 in Maj'Dul)
The Second Wife's Tale - Page 8 (shinies in Maj'Dul)
The Second Wife's Tale - Page 10 (plundered from a vase at 130, 143, 121 in Maj'Dul)
The Second Wife's Tale - Page 12 (plundered from a scroll at 70, 139, 36 in Maj'Dul)
The Second Wife's Tale - Page 13 (shinies in Maj'Dul)
The Second Wife's Tale - Page 15 (shinies or looted in Maj'Dul or The Sinking Sands)
The Second Wife's Tale - Page 17 (shinies or looted in Maj'Dul or The Sinking Sands)
The Second Wife's Tale - Page 18 (shinies or looted in Maj'Dul or The Sinking Sands)

Discovered on 13 Sep 2005 at 12:34:22 PDT.
The Second Wife's Tale
The City of Maj’Dul was founded by its first Sultan, Ahkari. Over time, Ahkari displayed a restless energy that no one could trace, though his Second Wife’s tale gives us one glimpse into his turmoil.
Hot, so hot. Heat roiling off the edges of the world, rendering the horizon an endless sea.

Ahkari’s hands trembled as he grasped the goblet of water offered to him, but when he held it to his lips, only sand poured forth. He retched, choking on the burning grit.
"You cannot make me drink this!" the Sultan cried, his lips cracking. "I am the ruler of Maj’Dul and will not be treated this way!"

"Hush, hush," whispered his Second Wife, whose turn it was to watch over him this night. "You are dreaming; close your eyes and rest."

She wet a cloth with watered wine and touched his broken lips with it, dabbing away the blood.
How many nights had he been this way? The Second Wife sang a lullaby, massaging Ahkari’s temples until his breathing evened and he seemed to be deep in sleep again.

She stood, stretched, and closed the curtains around his bed before going to the arched window to study the landscape. Beyond the soft yellow walls, somewhere in the velvet night, her people wandered while she lived in luxury.

Glancing at the silk curtains around the bed, the Second Wife smiled. Luxury came with a price.
As Second Wife, she no longer used her own name but rather that of her position so as not to arouse the anger of the First Wife.

And since Ahkari’s nights has become so troubled, she too lost sleep for the First Wife would no longer share his chamber and had sent her instead.

She could hear Ahkari’s thin voice through the curtains, begging to be left along. "My poor lord," she whispered to herself, withdrawing to her own chamber.
Still, Ahkari was a kind man. Before the madness struck him, she had seen him infrequently as he doted upon the First Wife.

Now that he was used to the Second Wife’s presence, he showered her with jewels, exotic perfumes and best of all, his attention. Then they would sleep and the terrors began.

What pursued him through the oasis of the night, she wondered, and kept him from refreshing himself at its pool of dreams?
In the morning, Ahkari was better, though his lips were still dry and chapped.

He guzzled water so greedily that the Second Wife cautioned him, "To drink so much at once can kill you, my lord, as it kills the deer who thirsts in the wilds."

"I am no deer," he laughed, but his voice was edged with an unfamiliar note. "Do not worry," he added, patting her hand. "I will not drink myself to death with water."
The Second Wife kept to herself while Ahkari was busy with his sons, none of them hers, and the business of ruling the city.

Maj’Dul was Ahkari’s city; he had planned its rise from the harsh desert rocks and now ruled as its Sultan. His sons were cordial, but they discounted her presence as did the other officials of the city.

She was Second and while the First Wife lived, had no authority.
And yet, watching Ahkari through the gilt screens that separated the large council chamber from the gallery, she wondered what it would be like to be the First Wife.

Would she too have summoned a lesser attendant in order to avoid the unpleasantness that visited the Sultan in the night?

Or…the Second Wife’s eyes grew wide as she considered the idea…was the First Wife somehow responsible for his illness?
" No, never," the Second Wife whispered to herself. No one would wish pain on this man.

And such pain! For now, Ahkari was screaming at the top of his lungs for his eldest son Ahkarem and accusing everyone around him of treason. A froth grew at the corners of the Sultan’s mouth before Ahkarem was finally located and brought before his father.
"Your son stands humbly before you, Sultan," cried Ahkarem, his voice ringing through the hall and capturing his father’s attention.

"Ahkarem," the Sultan sobbed, "You must know…these dates are poisoned! Take them away and kill the one who brought them!"

With a glance, Ahkarem stayed the guards from acting upon the Sultan’s commands. He gently took his father’s arm and said firmly, "You should not jest this way, my lord, for your word is our command."
The Second Wife would not bear to see Ahkari in such a state and fled the room.

Behind her, she could hear Ahkari’s voice returning to normal as he laughed loudly and said, "Ahkarem is wise to see though my joke. The dates are fine but very rich; take them away."

The voices, thankfully normal, of father and son echoed through the chamber.
How much longer would Ahkari be able to keep his position, with four healthy sons of an age to take his place? Hadn’t the guards done Ahkarem’s bidding rather than his father’s?

The Second Wife hurried to the sanctuary of the Sultan’s room, calling for her maid. "Draw my bath," she commanded, "And use the rose oil favored by my lord."
This night, Ahkari had planned a banquet and all the wives were to attend. His sons and First Wife would sit on the dais with him.

As Second Wife, she would be seated elsewhere with Ahkari’s grandchildren. Still, she wanted to be beautiful, for it pleased her to see his face light up when he recognized a scent or bracelet that he had given her. She heard the doors to the chamber slam open as the Sultan entered.
"Those robes are not fit for my camel to wear!" Ahkari yelled. "There are purple butterflies on them! Who has ever seen a spotted purple butterfly before? Get it out of my sight or you will be sent to the arena as fodder for my champion!"

The Second Wife hurried toward him. "My lord, you are frightening me. The purple robe was ever your favorite. Do you not wish to wear it, another will be found."
Ahkari’s eyes focused on the Second Wife for a moment, and it was clear that the madness was fighting for control inside him.

"I cannot find my paradise," he whispered hoarsely, "I am in the desert but there is no oasis for me."

"My lord, wherever you are, that is my paradise," she murmured. "Tonight, you will find peace and comfort. And I shall be there also."
The tension eased in the Sultan’s face. He held the Second Wife against him briefly, kissing her hair. He said, "You cannot follow me, but I know what awaits."

"My lord?" she asked, puzzled. He kissed her again and said nothing more.

That evening as the banquet went on around them, she saw him leave the dais. His steps were proud and strong as of old. When they found him the next dawn, his silent lips were curled in a serene smile, for Ahkari had come to the oasis at last.
Books
The Seeds of Corruption
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 12:37:52 PDT.
The Seeds of Corruption
In times past, when the island was a bastion of knowledge, the seeds of corruption were planted. As the city of seers and scholars rose to greater heights, celestial words were interpreted. The beauty of what was once offered was defiled in erudition. The city fell.
The tomb of knowledge passed through the ages, no one to gaze upon the words, defiled or not. The ages lived and died and a once great empire was swallowed by the island, covering much of what was with natural beauty. Then came the castaways.
Upon the shores the waves arrived, occasionally bringing gifts to an abandoned isle. Some of these gifts were seeds of new flora while others were creatures lucky enough to survive atop wayward flotsam. The creatures of the gods arrived.
Not all creatures are content in sufficient splendor. There are those that desire what is not theirs, a greater power. Paupers strive to be kings and the mouse dreams of being a lion. Such envy was in the heart of the one what would become the matron of corruption.
Upon the island a dryad washed ashore atop a kelp raft. With this dryad came the envy of those left behind. Far away, in a forest across the horizon, is where her people dwelt. Within a grove of tranquility the spawn of hatred arose, hatred and greed for power that was not hers.
In the tranquil grove one dryad south to claim rule. True it was that this beautiful creature of arcane flora had power, but not the power to rule. Such power was reserved for the seeds of nobility. Here in the grove, this dryad could not rule.
The envious dryad departed the grove and journey to the suns slumber began. Beyond the sea was rumored to be an island of secrets, secrets of the gods. It is only there that a humble dryad can become a powerful matron to the grove.
With the assistance of the forests of Prexus, envy and greed made its way to the mythical isle. There on the isle she found a circle of stones and a grove that would soon be her own. The dryads of the stones were gracious, the plot of evil unbeknownst.
While the islands dryads basked in the splendor of tranquility, far from the chaos of the children of the gods, the keeper of envy south knowledge. Many suns would cross the clouds before such secrets would be found.
The green on the island covered most of the ruins of the past. The envious dryad came to find such a place, a dwelling of a long dead seafarer. Here in a monument of a lonely hermit were placed many treasures, greatest of them all are the ones that do not sparkle.
The darkened shell of a pirate's last days hid a book removed from the tombs of knowledge that hide deep beneath the island. This tome seethed arcane power to the touch. Inside the binder were words that promised great powers of growth.
The powers of growth were to great for an envious dryad to ignore. The warning signs all about the hedge covered ruins went unnoticed. The sight of tormented vines clenching the throat of a lifeless corpse meant nothing to the blinded by the touch of grandeur.
Within the binder were placed magical words upon ancient pages. The pages were meant to be spoken aloud, but never comprehended. What manner of soul would dare speak arcane words, not knowing what they promised?
As the dryad spoke aloud words she could not comprehend, the meaning became clear. Tales of the forests of the gods became known, spells to tend the vase green above. Sprinkled within the truth was corruption.
Upon reading the first few chapters of the powerful book, the dryad felt a surge of arcane energy. With this new power the dryad came to claim the circles of stones on the island and all about it. This would be hers and all others would server her as the new matron of the grove.
The book removed from the ancient library was corrupted by those that first dared to interpret its wounds. Such corruption leads to the defiling of the soul of the daring reader. Curses come to those that read aloud the words of the Seeds of Corruption.
As the new matron of the grove tasked her people to server her desires, she began to feel a loss of the power pulled from the magical tome. Reading the tome aloud did no good. She attempted to hide her dwindling power from her new society, but soon her prayers would be answered in death.
The grove matron began to wither. A few of her new circle came to question the matron's appearance. In a fit of rage, a deadly power arose. The matron's fury was channeled into an evil force that began to siphon the powers of those that came to her aid.
Where she was once powerless and withering, she was now reborn. The death of her beautiful new kingdom must occur for her to claim the power she always desired. The wisting of the grove matron's society began.
Slowly, one by one, those who served the grove matron came forward to be blessed by their queen. This blessing was in truth a deadly curse that saw to the grove's corruption. What was once beautiful was now twisted and ugly.
Within the defiled circle of stones a grove matron feeds off people. Her dreams of ruling over a majestic grove that would rival any other could be no more. To sustain her lust for power, her people must suffer. Such is the curse of corrupted knowledge.
From the branches of Tunare, by the will of the Heartwood, I traveled across the great horizon, sent to destroy a threat greater than I found. Such knowledge could defile all that we fight to reclaim. I now know that i must remain and return this evil to the holds below.
The Seeds of Corruption delivers what is promised, but the false words corrupt wishes. Do not seek this ancient knowledge. I write this tale in hopes that such corruption does not escape again. Heed the warning -- L. Ashwood
Books
The Seventeenth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 26 Aug 2023 at 18:00:00 PDT.







The Seventeenth Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all eight answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things abound
Qeynosian lands are where they’re found
With one in each place, all around.
Not counting cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------







Qeynos Capitol District
Qeynos Province District
Qeynos Outlying Areas
Antonica
Stormhold
Blackburrow
Thundering Steppes










THE CLUES
------------------

1. From northern lands to Qeynos Hills
A traveller made the trek
But on one journey, written down,
He met with naught but wreck
Absent were the usual guards
His wolf chased for a lark,
No sound was heard within the pits
Then rumbling in the dark
Thrown to the ground, the wolf ran off
And this time not for sport,
Her terror echoed, then a roar -
Her whimpers were cut short
Our traveller knew not where to turn
For gone was solid ground
But for a ledge up near the roof
He, too, would have been drowned
His tale survives, but not intact
Did it come to this age
To make it whole, I must go hunt
I'll start with the first page.









2. A tragic tale of an attack
I shall avenge, and pay them back
All remaining from this strife
Is this engraving of his life.









3. There were likely those who came
To watch some win, or lose a game
Where they were, there's still a trace
To be found within this space.







4. Twelve times a year the leaves are here
But that won't be today
You need not to search a lot
For they aren't far away
Though leaves are gone, to gaze upon
Them, they can still be seen
Moving round, they do abound
Though looking rather green.








5. When every letter had been found,
Some above, some underground
When you return, it will be clear
What is this? He isn't here?
But wherever could he hide?
Perhaps he could be trapped inside?









6. Crafting's what you're here to learn
So careful not to let them burn
When you've made the things to eat
You can have a tasty treat.









7. Once those on the other side
Had an extra tax applied
Anything could be in here,
From furniture to books or gear.









8. Festive wubbly cubes
We have great big hugs for you
Wubbaing above.
Books
The Seventh Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 24 May 2019 at 19:00:00 PDT.






The Seventh Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All seven are on Faydwer found
With one in each land, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains








1. For two days only you can brew
And harvest what you need anew
But when you look, and search, and comb
Some things can be taken home
Since now it's closed, you can't get these
So search instead upon the trees.







2. Their numbers have seen great increase
And this could much upset the peace
For then the land would grow quite dark:
We must bite back at those that bark
But fighting them, I must confess
Would leave a really great big mess
Instead I'll gather where they fish
This plan could work. Perhaps. I'll wish.







3. You'll find him rather far from home
Since his folk have had to roam
But speak to him, and you will learn
Why they've left, without return
Of secret plans he told a tale
And gave rewards of long-lost mail
On all this history, stop and think,
Go chat with him, and grab a drink.








4. At a festive time of year
If you go and visit here,
You'll find much chaos (and much beer)
But now it's gone, and mostly clear,
Except for these, which do appear:
Take care it doesn't eat your gear.



5. The king gave orders that this band
Should camp and mine within this land
When from those there complaints were
     heard,
Some settlement the king preferred
But royal orders were ignored,
There would be no peace restored
Instead of what the king had sought,
A massacre is what they brought
Thus displeased, their god did burst
From down below, and made accursed
All the members of this host,
Each and every one a ghost
For not acting with restraint,
This act of hate has left its taint
Perhaps if you remove their shield
The curse may, someday, finally yield.







6. Some sort of weapon's hidden here
Their ledger, it might say
What they've uncovered, what they've found
And end our long delay
They've brought many things with them
They not just here today
But if they cannot get some sleep
Perhaps they'll go away.









7. Helpful, friendly cubes
Wubbling at our festival
Keep owlbears away!
Books
The Seventh Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 5 Nov 2016 at 17:00:00 PDT.






The Seventh Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere these things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!






Area list
------------
The City of Freeport
Freeport sewers
Freeport outlying areas
The Commonlands
Wailing Caves
Fallen Gate
Nektulos Forest
Timorous Deep









1. They say they're strong and are the best
So let's give them a little test
Will they stand, or will they fall
If they can't see atop the wall?









2. This is where the trail has led
Some live within, but some are dead
And yet they walk. Is it the glow?
Retrieve a sample. We must know.








3. Our allies keep with them a list
Of associations in their midst
And once they're formed, we let them in,
Whether sarnak, elves, or men.
These allies, trust, but verify
So go make sure that none's a spy.









4. You think it's just where filth is flung
Not only cubes, though, wubba young.
It needs no feeding, this I bet,
So go retrieve it for a pet.









5. So far, the militia hold them back
Yet soon they will again attack
They might not be so brave, I think
Without some courage they can drink.




6. With drolvarg, drachnid, iksar slain
And dragon treasure you did obtain
Many friends helped you succeed
To win this power, great indeed.
And then to make it better still
A scholar's task you did fulfil.
But what you won at greatest cost
Was then, alas, most sadly lost!
Yet hearing rumours, all around:
What was lost is often found.
Is it in there? I know not what
Could be inside the crate, nailed shut
So what's unlocked I first will seek
I'll bring it back, and take a peek.







7. One seeks the rise of those who fight
And one, of those who heal.
And since they've heard about your might
They offer you a deal.
Go thin the ranks, they say to you,
So their side will have growth
But you've a better thing to do:
For Freeport, slaughter both!







8. A ritual lets them connect
With their forebears, and reflect
They've been enslaved, they've been the
     master,
Their cities rose, met with disaster
Despite their struggles, they still last,
Find this knowledge from their past:



The Faceless One placed us in Kunark's lands,
We were enslaved, and by the Shissar cursed.
The sacred Green Mist brought us from their
     hands
We, unaffected, watched our captors burst:
We desecrate all things they once had made.
Then Venril Sathir rose, and we were one,
And Sebilis was built - for so he bade.
But Trakanon destroyed what he had done.
We burn their bones, with honour, in a pile
The Rending came, and smashed an iksar
     ship:
Survivors took their refuge on an isle.
They battled, but were bound in Lucan's grip.
We fought Rallosians with him to be free:
Cast his oppressive tools into the sea!









9. Guarding, wubbly cubes,
Here's a great big hug for you.
Keep those owlbears out!
Books
The Seventh Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 8 Nov 2013 at 18:00:00 PST.







The Seventh Annual

Festival of Unity

Scavenger Hunt




Official Clues
THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all eight answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.


The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!






Places to search

Qeynos Capitol District
Qeynos Province District
Qeynos catacombs
Antonica
Stormhold
Butcherblock
The Thundering Steppes
The Ruins of Varsoon









1. You can train, or you can fight
(Or meditate outside at night)
But win or lose, you'll be their guest
Find something that will give you rest.









2. They trap the ones that live in here
And other things, as well.
Bring back an egg before they hatch
Try not to mind the smell.






3. Above the shop, there is an elf
Who'll cut your hair for fees
But long ago, in former times,
His other goods held keys.
Without the washes, resins, oils
And tempers made from these
There was nothing to be made
All crafting would just freeze.
For this task, choose carefully:
You need the wax of bees.









4. Although long dead, they still create
Those who patrol and those who wait.
They enchant what can be found
Stored within the broken ground.








5. There was a ship that sailed the sea
It once was one, but now is three.
(But not the ship that brought us here:
It still is one, but gone, I fear.)
I think you should go take a look
For there could be a long-lost book.







6. A tale was told, by one unknown,
Who fought against our king.
Into prison she was thrown,
To await the gallows' sting
But unafraid, for she believed
She'd rise with leader Kane.
For this tale to be retrieved,
Find what must first be slain.









7. Friendly, wubbly cubes
Wubbaing inside your room
I must hug you all!









8. We used to put their spit in tea
This we no longer do.
Instead, their camp that's near the gate
Will give us purple stew.
Books
The Seventh Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 27 Feb 2021 at 18:00:00 PST.






The Seventh Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

This is where these things will be.
Four are found in Frostfang Sea
The others are where one will be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!








Places to search
----------------------
Frostfang Sea
Great Divide
Eastern Wastes
Everfrost










THE CLUES
------------------








1. A goblin who has been cast out
Isn't what this clue's about
Though his reward, with vengeance fed,
Fits very nicely on a head
Be careful not to fall asleep
When seeking it within the deep.








2. They live divided into bands,
Each one found in separate lands,
But if you go and ask their chief
You'll find division brings him grief.
How can it be that he's so bright?
What is it that gives him his light?







3. The bestest festive holiday
Is only ten short months away
But some of its delightful cheer
Can be found throughout the year
It has a mouth, but has no breath,
And in these lands, the sun's no death
This simple craft to brighten homes
Is loved by all, from elves to gnomes








4. It's hard to find good things to eat
In a land without much heat
If anything will grow at all
The cold has made it rather small
Since the pickings are so scant,
Bring back the entire plant.









5. Before one's hunger's satisfied,
These must be set both far and wide
In icy gulch or snowy grove,
They might have something for the stove.







6. Long ago, in times afore,
They lost their fight, but not their war
Did they somehow fail their test?
Why are they here, and not at rest?
For what purpose have they stayed?
Are answers found within this blade?
(A little hint before you go:
You won't need to search the snow.)









7. Hug the frozen cubes
Visiting our festival,
Keeping owlbears out.
Books
The Siren's Song
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Siren (Lore and Legend), started by examining The Siren's Song in Enchanted Lands (49, 1, 38).

Discovered on 5 Dec 2004 at 15:46:09 PST.
Studying sirens can be very dangerous. Their songs can lull the most hardened adventurer to his doom. Instead of studying actual sirens in the Norrathian waters, these lovelies are instead represented by the song of one of the most celebrated bards of her time.
Entry One
Put book away.
"The Siren's Song," as sung by Serina Melosine, bard of Qeynos Harbor.
Read book
Put book away.
Sing with me, songs from days gone by.
Sing of the men who have passed our way.
Our song they cannot deny!
Entry Two
Put book away.
Though I am bound to the sea
And I mean not to lead them astray
Many are the men who come to me
Entry Three
Put book away.
All along the shores I sing
Through the night and into day
Touching the mariners' heartstring
Entry Four
Put book away.
My long hair is green as softest sea-foam
As soft as the ocean's spray
My melody follows the men as they roam
Entry Five
Put book away.
Do you hear the song of the sea?
From aboard your ship as it sways?
Do you feel the need to fall in love with me?
Entry Six
Put book away.
I am a siren, sisters are we
Come to us, come to us and stay
The siren's song will set you free
Entry Seven
Put book away.
Join with me now in Prexus' depths
Nothing but water can come between us
I promise you a boundless joy
Entry Eight
Put book away.
Sing with me, mariner, a soft song
That flows like time across Norrath's seaway
The call of the siren can be so strong
Entry Nine
Put book away.
The mariners last not, they never remain
And soon, their cold flesh turns to grey
We sirens begin again our refrain
Entry Ten
Put book away.
Sing with me, songs from days gone by.
Sing of the men who have passed our way.
Our song they cannot deny!
Close Book.
Books
The Siren's Song
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Siren"
for 1c.

Discovered on 5 Oct 2005 at 9:49:00 PDT.
"The Siren's Song," as sung by Serina Melosine, bard of Qeynos.
Studying sirens can be very dangerous. Their songs can lull the most hardened adventurer to his doom. Instead of studying actual sirens in the Norrathian waters, these lovelies are instead represented by the song of one of the most celebrated bards of her time.
Sing with me, songs fromdays
  gone by.
Sing of the men who have passed
  our way.
Our song they cannot deny!
Though I am bound to the sea
And I mean not to lead them astray
Many are the men who come to me

All along the shores I sing
Through the night and into day
Touching the mariners' heartstring

My long hair is green as softest
  sea-foam
As soft as the ocean's spray
My melody follows the men
  as they roam
Do you hear the song of the sea?
From aboard your ship as it sways?
Do you feel the need to fall in love with me?
I am a siren, sisters are we
Come to us, come to us and stay
The siren's song will set you free
Join with me now in Prexus' depths
Nothing but water can
  come between usI promise you a boundless joy
Sing with me, mariner, a soft song
That flows like time across
  Norrath's seaway
The call of the siren can be so strong
The mariners last not, they
  never remain
And soon, their cold flesh
  turns to grey
We sirens begin again
  our refrain
Sing with me, songs from days gone by.
  gone by.
Sing of the men who have passed
  our way.
Our song they cannot deny!
Books
The Siren's Song
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Siren'

Quest reward from [50] Lore and Legend: Siren (Lore and Legend), started by examining siren parts or by examining The Siren's Song in Enchanted Lands (49, 1, 38).

Plundered from Enchanted Lands (49, 1, 38).

Discovered on 13 Sep 2005 at 12:19:17 PDT.
"The Siren's Song," as sung by Serina Melosine, bard of Qeynos.
Studying sirens can be very dangerous. Their songs can lull the most hardened adventurer to his doom. Instead of studying actual sirens in the Norrathian waters, these lovelies are instead represented by the song of one of the most celebrated bards of her time.
Sing with me, songs fromdays
  gone by.
Sing of the men who have passed
  our way.
Our song they cannot deny!
Though I am bound to the sea
And I mean not to lead them astray
Many are the men who come to me

All along the shores I sing
Through the night and into day
Touching the mariners' heartstring

My long hair is green as softest
  sea-foam
As soft as the ocean's spray
My melody follows the men
  as they roam
Do you hear the song of the sea?
From aboard your ship as it sways?
Do you feel the need to fall in love with me?
I am a siren, sisters are we
Come to us, come to us and stay
The siren's song will set you free
Join with me now in Prexus' depths
Nothing but water can
  come between usI promise you a boundless joy
Sing with me, mariner, a soft song
That flows like time across
  Norrath's seaway
The call of the siren can be so strong
The mariners last not, they
  never remain
And soon, their cold flesh
  turns to grey
We sirens begin again
  our refrain
Sing with me, songs from days gone by.
  gone by.
Sing of the men who have passed
  our way.
Our song they cannot deny!
Books
The Sixteenth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 27 Aug 2022 at 18:00:00 PDT.







The Sixteenth Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all eight answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things abound
Qeynosian lands are where they’re found
With one in each place, all around.
Not counting cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------







Qeynos Capitol District
Qeynos Province District
Qeynos Outlying Areas
Antonica
Stormhold
Blackburrow
Thundering Steppes










THE CLUES
------------------





1. This mage is in a nasty mood
Does he have to be so rude?
There are rumours he has heard
So into action he was spurred
His associate, at any rate,
In the hills is where he'll wait
Magic knowledge has been found
Many books and tomes abound
You could go in, and might not die
Perhaps you'll show it's not a lie
He'll pay if you can find the place
I'll show him and bring a whole case!








2. While travelling away from home
I met a curious assistant gnome
He asked me for a jug of brew
And I wondered if it's true
Are they really making beer?
Could a brewery be here?







3. It used to be, when paid in change
Something happened that was strange
You'd find yourself so loaded down
That you could barely crawl to town
If you sold your things next door
A surprise might be in store
Perhaps I'll keep a faster gait
If I could only check the weight.






4. Many others live within,
From places such as Kelethin
But not all visitors are kind
Some are here with evil mind
A threat from an assassin looms
Perhaps he'll be lured out with blooms
But in supply these will be short
If you are not the winged sort
If this plot was not for you,
Instead of blooms, a vine will do.








5. After you've arrived by ship
There are things you must equip
Things for your adventure need,
To store, and see, and drink, and feed
But if one flask is much too small,
Behind is one that's standing tall.








6. In Starcrest Commune was a treat
Although it doesn't sound so sweet
Everyone just loved them here
But ingredients are gone, I fear
You could get what we need. You're strong.
I haven't had them in so long.






7. Here is where you'd make the trek
To travel to the isle of Zek
But though the old routes are no more
There are still ways to leave this shore
While awaiting Butcherblock
I thought I'd rest here, and take stock
But what's nearby is much too loud
And it's looking much too proud
I must stop its incessant whine
Mine! Mine! Mine! Mine! Mine! Mine! Mine!









8. Festive wubbly cubes
Guarding us from up above
Here are hugs for you.
Books
The Sixth Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 25 May 2018 at 19:00:00 PDT.






The Sixth Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All seven are on Faydwer found
With one in each land, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains








1. Although the Queen remains in town
There are assistants further down.
They're very busily employed
Attempting to hold back the void
But for today, their tasks are through
You just need plants - did they just mew?







2. Before the young can venture forth
They first must learn to fight
Corrupted things must be removed
To keep the city right
Though last resort, it must be done
And now that you've come back
It's very tough, this keeping safe,
So grab yourself a snack.








3. To learn of fire, peace, and beer
Where you need to go is here
Once you've learned about all three,
With one, perhaps, you might agree
And after this has made you think
Your brain is full - you need a drink









4. Within a land that's full of gloom
These will light your way.
Don't let your hunting meet with doom
Bring one home today.







5. A rather festive holiday
(No, not that one) is on the way
With things that whirr, and clank, and spin!
So go to where it will begin.
And since you have a month until,
You still have time for greater skill.
Since these you cannot make at all
Just take one down from on the wall.









6. How low our enemies will stoop,
Befouling our fine stream with gloop
Won't you help protect the fae?
Take it! Take it far away!









7. Friendly, wubbly cubes
Visiting our festival
Here's a great big hug!
Books
The Sixth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 14 Nov 2015 at 17:00:00 PST.






The Sixth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And eleven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!




Area list
------------
The City of Freeport
The Coalition Crafter's Association
Freeport sewers
Freeport outlying areas
The Commonlands
Wailing Caves
Fallen Gate
Nektulos Forest
Enchanted Lands
Rivervale
Lavastorm








1. Here people used to dwell and shop
But now it does not suit.
The sword or armour you just bought
Will set these in pursuit
But bring one back alive today
Because they're just so cute!








2. First (or last) there was the wine
And then some goggles, next in line
A deck of cards, marked for the cheat
But hat does not make this complete.
For what you need, right by the wall,
Is something round to store it all.








3. Very useful is the light
When scribing scrolls all day and night
They once were found in every town
Now all but one have been closed down
Still fully stocked, no need to roam -
But empty - everyone's at home.









4. So these are all the things they take
And this is where they go.
Some of it can be retrieved
Before it moves below.









5. Perhaps an elemental wizard
Would have an interest in this lizard.
What is it, he'd like to learn
That makes such a creature burn?
6. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And schemers hid inside a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or graveyard or the bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would fight the gnolls for good
By Fippy's Hill and Archer Wood,
While others journeyed on the plain
With orcs as foes, an endless bane.
And as they travelled all around
They found that notes with tasks abound
Snakes or spiders, seeping ooze,
Shrilling bats or gloom snakes choose,
Then once fulfilled, now feeling bold,
They turned the order in for gold,
So to the forest take a stroll
And from the table pick a scroll
As thanks for all the skills they taught,
And did it in the way they ought.









7. Once you've travelled through the gate
Soon some houses will await
Within is where they used to eat
So stop on by, and take a seat.








8. For those who turned from ways of good,
Through bats and owlbears in the wood
The gates are shut - that is their plight -
And so they must avenge this slight.
Grab the sign that's by the Valley
Then Dinas will begin the tally.









9. Here you can find several stores
And could go on a tour
But first get what's upon the wall
To keep your things secure.








10. Medallion, monocle, or hoop
Aren't what you need today.
But what you do need is nearby
It isn't far away.
Maybe they could be a pie
For last month's holiday.









11. Hungry, wubbly cubes
Some think you're food, but you're not
I will come hug you.
Books
The Sixth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 17 Jul 2012 at 17:00:00 PDT.







The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues











THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all twelve answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

All Karan is in the mix,
Except the villages, all six
Things from there we'll have to nix.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!
1. Once the plants were all around,
Nearby, a few can still be found.
The next you'll find might not have squid,
Near one of three is where it's hid.
The other sunken ale, of course,
Tastes much better from the source.
Instead of water far too clean,
Find some with a much lesser sheen.
Retrieve what once was gathered twice,
Free stuff's always really nice.
Your team want Festival acclaim?
Find remnants of the cheated game.
And if you do not want to lose,
Bring back, alive, what ate the clues.
'Twas thought the first, it was the third,
Don't eat it, for it's most absurd.
Though rare, it once was melted down,
To hide the box to curse the town.
Lots of junk - at last, a note!
Could there be something else they wrote?
Before the hunt today may cease,
You'll need to find the final piece.










2. Hungry, wubbly cubes
Here, have a hug for your king
Sivnillinicos.
Books
The Sixth Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 29 Feb 2020 at 18:00:00 PST.






The Sixth Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

This is where these things will be:
One, four, and five in Frostfang Sea
And two and seven, six and three.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










THE CLUES
------------------







1. After grabbing sacks of fuel,
You made a sword, and cake, and jewel
Now that you have got a hammer,
The crafts you make will have more glamour
Your skill has grown, and specialised
And newer items are devised
Sturdy things for homes are good
So you'll need more supplies of wood.







2. You helped the father, and the son
Who thought that he would roam.
But now that your exploring's done
They've settled in a home.
So while you're here, you'll stop on by,
And see the name it bears,
This indication should imply
That this one must be theirs.







3. Pilgrims came from near and far
And travelled to this land
To visit Erollisi Marr
And where her cairn did stand
But on their way, they were attacked
By those who like to eat
Help them to arrive intact
And not turn into meat.





4. Some suffered wreck from dragon's flight
For others, 'twas by orcish might
But now the journey far was done
A new adventure has begun.
Though misfortune on me fell,
In this frozen land I'll dwell
From this setback, I will rise
But for that, I'll need supplies
Through the remnants I will comb
For things that could equip my home:
Among the things that have been strewn
Perhaps a place for plate or spoon.






5. Usually no wild cubes
Live near these frosty seas
But other things almost as cute
Wubba here with ease
As though the very ground itself
Has congealed and flees
Take one home with you today!
I'm sure that it will please,
An adorable reminder of
Your time near frosty seas.








6. Our foes hunt, and mine, and chop
Their war against us will not stop
All things here have felt their blow
What once was high has been made low
Retrieve the resource they have cleft,
The remains which they have left.









7. Frozen cubes need hugs
Keeping owlbears far away,
Not eating faces.
Books
The Stone Frum Pazt Vol. I
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] The Stone Frum Pazt, Vol. I (Tome).

Components
The Stone Frum Pazt, Vol. I, page 1 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. I, page 2 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. I, page 3 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. I, page 4 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. I, page 5 (looted in Nizara, City of the Nayad)

Discovered on 14 Sep 2006 at 0:03:32 PDT.
The Stone frum Pazt

by Gomresh, Shaman of the Dark Ones
Long ago the shamans of our ancestor trolls prophesied the rise of The Grozmok, referred to more commonly as The Wun, a Troll of great might that shall possess powerful artifacts and secrets. According to the prophecies, The Wun shall subjugate all clans under one rule.

The might of The Wun and the united clans under his rule shall be unstoppable, all of Norrath shall be ours to plunder, all its inhabitants ours to torture and feast upon.
The shaman of the old clans recorded the prophecies of The Gromzok on the strongest slab of stone, the hieroglyphs drawn with their own blood and blessed by the Gods of Fear and Hate. For ages our ancestor shaman guarded the stone, while our ancestor warriors sought to subjugate their rival clans, each hoping to become the legendary Gromzok. Then, a great war tore across the face of Norrath. The minions of Warlord Rallos Zek slaughtered and enslaved all who crossed their path. The rivers that fed the swamps of the ancestor clans were filled with the blood of the slaughtered.
Many of the ancestor clans were destroyed in the chaos, the survivors becoming scavengers, feeding on the carnage of the battlefield, or slaves, fighting along side the very armies that led to their clans demise. During this time the Gromzok Stone was lost, pillaged and hidden within one of the strongholds of the Rallosian Empire.
The Empire of the Ogres fell abruptly, cursed by the Gods to be reduced lower than the state peoples they had conquered. The remnants of the ancestor clans once again began to flourish, new clans rose to replace those that had been lost to the slaughter of the Rallosian Empire. Two tribes in particular gained dominance of the ancestor Trolls, the Brokenskull Clan who inhabit an Island in the Gulf of Gunthak, and the Ykesha Clan residing in the Innothule Swamps. The two clans warred against each other for supreme dominance of souther Tunaria, raiding the others territories and the mountainous lands of the Ogres that had survived the destruction of their empire. It was in these mountainous lands that the Gromzok Stone once again came into the possession of the Troll clans.
Books
The Stone Frum Pazt Vol. II
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] The Stone Frum Pazt, Vol. II (Tome).

Components
The Stone Frum Pazt, Vol. II, page 1 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 2 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 3 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 4 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 5 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 6 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 7 (looted in Nizara, City of the Nayad)
The Stone Frum Pazt, Vol. II, page 8 (looted in Nizara, City of the Nayad)

Discovered on 11 Nov 2006 at 22:20:13 PST.
The Stone Frum Pazt, Volume II by Gomresh, Shaman of the Dark Ones
A war horde from the Ykesha Clan recovered the Gromzek Stone from the ruins of an Ogre Stronghold. Recognizing the hieroglyphs of the ancestor clans but not being able to decipher them, the stone was given the name "Stone Frum Pazt" and presented to the Warlord Ykesha, ruler of their clan. Ykesha's shamans recognized the blessings of the Gods of Fear and Hate upon the hieroglyphs, and calling upon them for divine assistance deciphered the meaning of the words scrawled in blood across the surface of the stone.
Ykesha believed he was, or desired to be The Wun, and his accomplishments coupled with the prophesies of the stone frum Pazt rallied even more trolls to the Ykesha Clan.
As Ykeshas' might and renown grew, so did his paranoia until he hid himself depe within his fortress in the Innothule Swamp. The forces of the rival clans, all seeking possession of the stone frum Patz beset the Ykesha Clan. It was Clan Brokenskull that won possession of the stone, the Ykesha clan was destroyed, the survivors joining their one-time rivals for fleeing into the swamps, clanless and disgraced.
The clanless Trolls endured in the Innothule swamp despite their disgrace, and a new Warlord by the name of Jurglash rose and united the remnants of the Ykeshan Clan. This new clan became known as the Grobb Clan, and its might would quickly grow to become the prominent troll clan on the Antonican mainland.
Eventually Warlord Redak, a powerful shadowknight of the Brokenskull Clan, rose to power and claiming the mantle of The Wun led the Brokenskulls to victory over several smaller clans residing on the mainland of Antonica. The Shaman had heard of a place of great evil called Befallen, and sent Redak alone to this place to recover powerful artifacts, and fulfill his destiny. Redak did as the shaman instructed and was never seen nor heard from again. The stone remained in the possession of the Brokenskull Clan, hidden and guarded in the tomb of the legendary Brokenskull Shaman, Nadox.
For decades the Grobb Clan prospered under the leadership of warlord Jurglash, their shaman dedicated themselves to the Gods of both Fear and Hate. The Shadowknights of Grobb built the Nightkeep in the Innothule swamp, on the edge of the clan's village, and Da Bashers had become a force to be feared. Only the Brokenskulls remained as a threatening rival clan.
The Shaman of Grobb learned the whereabouts of the stone frum Pazt and an invasion horde was sent to recover it from the rival clan. The invasion was successful and the stone was brought to Grobb where it remains, awaiting the arrival of The Wun.
Books
The Storm Shepherds - Darnalithenis of Felwithe
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [37] The Storm Shepherds - Darnalithenis of Felwithe (Tome).

Components
The Storm Shepherds - Darnalithenis of Felwithe - Page 1 (shinies in Enchanted Lands)
The Storm Shepherds - Darnalithenis of Felwithe - Page 2 (plundered from a rocking chair at 528, 4, -342 in Enchanted Lands)
The Storm Shepherds - Darnalithenis of Felwithe - Page 3 (shinies in Enchanted Lands)
The Storm Shepherds - Darnalithenis of Felwithe - Page 9 (shinies in Enchanted Lands)
The Storm Shepherds - Darnalithenis of Felwithe - Page 11 (plundered from a barrel at 328, 1, -205 in Enchanted Lands)
The Storm Shepherds - Darnalithenis of Felwithe - Page 12 (shinies in Enchanted Lands)

Discovered on 2 Nov 2005 at 16:59:24 PST.
"The Storm Shepherds - Darnalithenis of Felwithe"

Second Edition

This book is from the Storm Shepherd series. It is the story of a high elf that left his home for the wilderness and his further travels across the world.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themsleves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of one of those forgotten heroes, Darnalithenis of Felwithe.
Darnalithenis was born and raised in the beautiful city of Felwithe.

Though he was groomed to join the ranks of the holy paladins that protected the city, he could never ignore the longing he felt as he stared deep into the depths of the Greater Faydark forest.

After much thought, he finally brought himself to steal away in the night and leave for the wilderness.
He would spend the next several decades living among the woodland creatures of Faydwer.

He learned the secrets of moving through the trees undetected, on how to forage food from the land itself, or when the winters were hard, to track and hunt down game for his dinner.

He enjoyed living his life being free of the constraints of the city, but he also knew that he would not be accepted amongst his kin were he to choose to return.

One day, he came up with a plan.
Darnalithenis began to make as many arrows as he could shove in his quiver.

When he was done, he gathered as much food as he could, then hiked to the western edge of the forest.

Continuing through the foothills of Butcherblock he avoided the roads, and in turn, the dwarves that guarded them. After skirting by Kaladim, the city of the dwarves, he traveled for several days.

Finally, he reached the docks that would take him to other lands - and possibly others like him.
The first place he came to was the great trade city, Freeport.

Though it was not as clean or beautiful as his home, Felwithe, it still was larger than anything he had ever seen.

He spent some time there, but not caring for the ever-increasing brutality of the guards, decided it was time to move on.
He continued to head west, traveling though dark forests, craggy mountaintops, and endless plains.

Soon enough, he reached where the land came to an end. Choosing to follow the coastline to the north, he eventually found a glade populated with people just like him.

Darnalithenis knew that his journey was now at an end, for the people of Surefall accepted him for whom he was, not what he was expected to be.
Darnalithenis spent many years living among the tenders of the glade he now called home.

He would spend his time educating those who journeyed to outlying forest on the ways to respect the wilderness.

At one point, he even joined with a group of people who were trying to stop an army of gnolls that were assaulting a nearby village.
With him leading the party on a direct path to the village, they arrived just in time to join the fray.

It was a bloody battle, and many people lost their lives, but the gnolls were driven back.

As Darnalithenis left to return to the glade, he spied the party he was with killing hundreds of woodland creatures for nothing more than their skins. In a fit of rage, he slaughtered every last one of the poachers.

When he returned to the glade, he knew that it was time for him to return to the solitude of the Greater Faydark.

Darnalithenis traveled across the continent to the city of Freeport. Someone calling himself the Overlord now ruled the city and demanded an exorbitant fee to travel across the ocean.

Darnalitenis had no plan on paying this man any fee, so in the dead of night, he stole a ship and began to sail across the ocean.

On the fifteenth day out his ship was attacked by a fleet of ships sailed by his dark cousins, the Teir'Dal.

He leapt into the ocean, swimming for a nearby island he spotted.
He would spend the next several hundred years trapped on this island.

He lost all hope of rescue, for the seas roiled with a fury that he had never seen before.

To make matters worse, the cyclopes that lived on the island with him were beginning to overpopulate.

Soon enough they would know that he lived there, too. And one day, they did.
As he gathered water from a stream, he heard the sound of the large rock flying through the air just a moment too late.

As he lay there, back broken from the impact of the rock, he watched as the cyclops lifted his foot in order to crush Danalithenis's skull.

A moment later, the Cyclops fell to the ground with a thud. Standing over the cyclops's corpse was a human, pulling a sword from the monster's back.

The man said, "It looked like you could use some help."
Books
The Storm Shepherds - Darnalithenis of Felwithe
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [32] The Storm Shepherds - Darnalithenis of Felwithe (Enchanted Lands), started by examining "The Storm Shepherds - Darnalithenis of Felwithe" (dropped in Enchanted Lands).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Storm Shepherds - Darnalithenis of Felwithe"
for 1c.

Discovered on 19 Oct 2005 at 18:27:40 PDT.
"The Storm Shepherds - Darnalithenis of Felwithe"

Second Edition

This book is from the Storm Shepherd series. It is the story of a high elf that left his home for the wilderness and his further travels across the world.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themsleves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of one of those forgotten heroes, Darnalithenis of Felwithe.
Darnalithenis was born and raised in the beautiful city of Felwithe.

Though he was groomed to join the ranks of the holy paladins that protected the city, he could never ignore the longing he felt as he stared deep into the depths of the Greater Faydark forest.

After much thought, he finally brought himself to steal away in the night and leave for the wilderness.
He would spend the next several decades living among the woodland creatures of Faydwer.

He learned the secrets of moving through the trees undetected, on how to forage food from the land itself, or when the winters were hard, to track and hunt down game for his dinner.

He enjoyed living his life being free of the constraints of the city, but he also knew that he would not be accepted amongst his kin were he to choose to return.

One day, he came up with a plan.
Darnalithenis began to make as many arrows as he could shove in his quiver.

When he was done, he gathered as much food as he could, then hiked to the western edge of the forest.

Continuing through the foothills of Butcherblock he avoided the roads, and in turn, the dwarves that guarded them. After skirting by Kaladim, the city of the dwarves, he traveled for several days.

Finally, he reached the docks that would take him to other lands - and possibly others like him.
The first place he came to was the great trade city, Freeport.

Though it was not as clean or beautiful as his home, Felwithe, it still was larger than anything he had ever seen.

He spent some time there, but not caring for the ever-increasing brutality of the guards, decided it was time to move on.
He continued to head west, traveling though dark forests, craggy mountaintops, and endless plains.

Soon enough, he reached where the land came to an end. Choosing to follow the coastline to the north, he eventually found a glade populated with people just like him.

Darnalithenis knew that his journey was now at an end, for the people of Surefall accepted him for whom he was, not what he was expected to be.
Darnalithenis spent many years living among the tenders of the glade he now called home.

He would spend his time educating those who journeyed to outlying forest on the ways to respect the wilderness.

At one point, he even joined with a group of people who were trying to stop an army of gnolls that were assaulting a nearby village.
With him leading the party on a direct path to the village, they arrived just in time to join the fray.

It was a bloody battle, and many people lost their lives, but the gnolls were driven back.

As Darnalithenis left to return to the glade, he spied the party he was with killing hundreds of woodland creatures for nothing more than their skins. In a fit of rage, he slaughtered every last one of the poachers.

When he returned to the glade, he knew that it was time for him to return to the solitude of the Greater Faydark.

Darnalithenis traveled across the continent to the city of Freeport. Someone calling himself the Overlord now ruled the city and demanded an exorbitant fee to travel across the ocean.

Darnalitenis had no plan on paying this man any fee, so in the dead of night, he stole a ship and began to sail across the ocean.

On the fifteenth day out his ship was attacked by a fleet of ships sailed by his dark cousins, the Teir'Dal.

He leapt into the ocean, swimming for a nearby island he spotted.
He would spend the next several hundred years trapped on this island.

He lost all hope of rescue, for the seas roiled with a fury that he had never seen before.

To make matters worse, the cyclopes that lived on the island with him were beginning to overpopulate.

Soon enough they would know that he lived there, too. And one day, they did.
As he gathered water from a stream, he heard the sound of the large rock flying through the air just a moment too late.

As he lay there, back broken from the impact of the rock, he watched as the cyclops lifted his foot in order to crush Danalithenis's skull.

A moment later, the Cyclops fell to the ground with a thud. Standing over the cyclops's corpse was a human, pulling a sword from the monster's back.

The man said, "It looked like you could use some help."
Books
The Storm Shepherds - Gremius Hazzengrav
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [32] The Storm Shepherds - Gremius Hazzengrav (Enchanted Lands), started by examining "The Storm Shepherds - Gremius Hazzengrav" (dropped in Enchanted Lands).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Storm Shepherds - Gremius Hazzengrav"
for 1c.

Discovered on 19 Oct 2005 at 12:01:31 PDT.
"The Storm Shepherds - Gremius Hazzengrav"

Second Edition

This book is from the "Storm Shepherds" series. It is the story of a man raised on the streets of Freeport, his rise to notoriety, and his quest for atonement.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of one of those forgotten heroes, Gremius Hazzengrav.
Gremius Hazzengrav was born the son of simple bandage merchant in the city of Freeport.

When he was only a boy of seven years, he witnessed an exchange between his father and a member of the Freeport Militia.

He watched as the militiaman insisted that his father needed to pay more protection money. When his father insisted that he didn't have any more money, the militiaman ran a sword through him and left his corpse for the ratonga to loot.
Not having any other family, Gremius nearly starved on the streets.

He was taken in by a ratonga who taught him how to pick people's pockets as they passed by. Gremius was forced to give his guardian all of the coin he earned in exchange for a place to sleep at night.

Ten years would go by with Gremius forced to steal for food, while the ratonga did nothing and became rich. The day he turned seventeen, Gremius walked into the sleeping ratonga's room and slid a dagger into his throat. The next morning, he enlisted in the Militia.
While he was training to be a member of the city's law enforcement, he received constant praise for his dedication to the job.

The most praise would come from his drill instructor, and took Gremius under his wing. On the final training day, the soldier with the best scores would be made into an officer and the one with worst would be lowered into a pit of hungry, rabid hyenas.

As the ceremony began, Gremius was made into an officer and an unfortunate ogre was chosen to feed the hyenas.
As the drill commander put all of his weight into pushing the lever that held the victim suspended over the pit, something unexpected happened. Instead of pushing the lever, he stumbled over it and clumsily fell over into the pit, just barely catching the lip with one hand. For you see, someone had greased the lever.

The commander screamed for Gremius to help him up before he fell in. Officer Gremius walked over to the pit, looked down and said, "You killed my father ten years ago" -- and then crushed the commander's fingers with his foot.

Gremius didn't leave until the commander finally stopped screaming.
Gremius would become notorious throughout Freeport for his merciless enforcement of the law.

If a merchant tried to bluff his way out of protection payment, Gremius would kill them. If a soldier forgot to salute the image of the Overlord whenever they passed one, Gremius would kill them. If a citizen walked within the city without proper papers, he would kill them.

This would continue until the day that he tortured and killed some worshippers of a long forgotten god, Karana.
For the next several weeks, he would wake up screaming from horrible nightmares. He would dream of a wizened old man who stood in the center of a massive rainstorm. The winds would begin to tear Gremius apart until he would plead for the man to stop the rains.

When the rains stopped, Gremius could see a broken crystal sphere that floated above a pool of darkness that was slowly seeping into the ground. All around him, endless trees would turn black and the darkness would spread, moving towards the ocean.

Eventually, the darkness would surround him and finally eat his soul.
Gremius finally realized that the dreams were a vision.

Not only did the darkness represent what he had become, but within them were a clue on how he could atone for all of his past crimes.

He began searching throughout the Nektulos Forest for answers, but found nothing to give him insight on how he could "clean" the taint on his soul.

Then he remembered the pirate's stories of countless islands out within the ocean. He knew what he had to do.
Gremius began constructing a sailing vessel from the trees in the Nektulos Forest.

He spent the next year trying to build a boat to take him to the island that he saw in his vision. Having left Freeport, he was now an outlaw and would be killed on sight, or else he would have just stolen a boat from the harbor.

During the construction, he had much time to contemplate what he could to change his life around, but could never come about to a clear answer.
When he finally completed the boat, he sailed off into the Neriuss Flow.

His plan was to sail upon the turbulent ocean, stopping at island after island, until he finally found the one in his dream.

He spent many months searching island after island. On one desert isle he found to be inhabited by nothing more than numerous cyclopses, he stopped to refresh his water supplies.

As he carefully looked for water, wanting not to disturb the natives, he came across an interesting sight.
A cyclops was about to kill what appeared to be a High Elf, sharing the same physical traits as many of his countless victims. Believing this to be his chance to atone for his past sins, he came up behind the cyclops and slew it before it could kill the elf.

Not feeling the expected sense of absolution, Gremius looked at the elf and prepared to kill him in anger. Seeing the helpless person in front of him caused Gremius to remember the heinous actions he performed upon the worshipers in Freeport.

For the first time since the day he saw his father killed, Gremius felt a long-forgotten emotion. Pity.
Books
The Storm Shepherds - Gremius Hazzengrav
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [37] The Storm Shepherds - Gremius Hazzengrav (Tome).

Components
The Storm Shepherds - Gremius Hazzengrav - Page 2 (shinies or looted in Enchanted Lands)
The Storm Shepherds - Gremius Hazzengrav - Page 3 (shinies in Enchanted Lands)
The Storm Shepherds - Gremius Hazzengrav - Page 6 (plundered from turtle shells at 49, 2, 29 in Enchanted Lands)
The Storm Shepherds - Gremius Hazzengrav - Page 7 (plundered from reeds at 54, 15, -813 in Enchanted Lands)
The Storm Shepherds - Gremius Hazzengrav - Page 10 (shinies or looted in Enchanted Lands)
The Storm Shepherds - Gremius Hazzengrav - Page 11 (shinies in Enchanted Lands)

Discovered on 1 Nov 2005 at 12:15:32 PST.
"The Storm Shepherds - Gremius Hazzengrav"

Second Edition

This book is from the "Storm Shepherds" series. It is the story of a man raised on the streets of Freeport, his rise to notoriety, and his quest for atonement.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of one of those forgotten heroes, Gremius Hazzengrav.
Gremius Hazzengrav was born the son of simple bandage merchant in the city of Freeport.

When he was only a boy of seven years, he witnessed an exchange between his father and a member of the Freeport Militia.

He watched as the militiaman insisted that his father needed to pay more protection money. When his father insisted that he didn't have any more money, the militiaman ran a sword through him and left his corpse for the ratonga to loot.
Not having any other family, Gremius nearly starved on the streets.

He was taken in by a ratonga who taught him how to pick people's pockets as they passed by. Gremius was forced to give his guardian all of the coin he earned in exchange for a place to sleep at night.

Ten years would go by with Gremius forced to steal for food, while the ratonga did nothing and became rich. The day he turned seventeen, Gremius walked into the sleeping ratonga's room and slid a dagger into his throat. The next morning, he enlisted in the Militia.
While he was training to be a member of the city's law enforcement, he received constant praise for his dedication to the job.

The most praise would come from his drill instructor, and took Gremius under his wing. On the final training day, the soldier with the best scores would be made into an officer and the one with worst would be lowered into a pit of hungry, rabid hyenas.

As the ceremony began, Gremius was made into an officer and an unfortunate ogre was chosen to feed the hyenas.
As the drill commander put all of his weight into pushing the lever that held the victim suspended over the pit, something unexpected happened. Instead of pushing the lever, he stumbled over it and clumsily fell over into the pit, just barely catching the lip with one hand. For you see, someone had greased the lever.

The commander screamed for Gremius to help him up before he fell in. Officer Gremius walked over to the pit, looked down and said, "You killed my father ten years ago" -- and then crushed the commander's fingers with his foot.

Gremius didn't leave until the commander finally stopped screaming.
Gremius would become notorious throughout Freeport for his merciless enforcement of the law.

If a merchant tried to bluff his way out of protection payment, Gremius would kill them. If a soldier forgot to salute the image of the Overlord whenever they passed one, Gremius would kill them. If a citizen walked within the city without proper papers, he would kill them.

This would continue until the day that he tortured and killed some worshippers of a long forgotten god, Karana.
For the next several weeks, he would wake up screaming from horrible nightmares. He would dream of a wizened old man who stood in the center of a massive rainstorm. The winds would begin to tear Gremius apart until he would plead for the man to stop the rains.

When the rains stopped, Gremius could see a broken crystal sphere that floated above a pool of darkness that was slowly seeping into the ground. All around him, endless trees would turn black and the darkness would spread, moving towards the ocean.

Eventually, the darkness would surround him and finally eat his soul.
Gremius finally realized that the dreams were a vision.

Not only did the darkness represent what he had become, but within them were a clue on how he could atone for all of his past crimes.

He began searching throughout the Nektulos Forest for answers, but found nothing to give him insight on how he could "clean" the taint on his soul.

Then he remembered the pirate's stories of countless islands out within the ocean. He knew what he had to do.
Gremius began constructing a sailing vessel from the trees in the Nektulos Forest.

He spent the next year trying to build a boat to take him to the island that he saw in his vision. Having left Freeport, he was now an outlaw and would be killed on sight, or else he would have just stolen a boat from the harbor.

During the construction, he had much time to contemplate what he could to change his life around, but could never come about to a clear answer.
When he finally completed the boat, he sailed off into the Neriuss Flow.

His plan was to sail upon the turbulent ocean, stopping at island after island, until he finally found the one in his dream.

He spent many months searching island after island. On one desert isle he found to be inhabited by nothing more than numerous cyclopses, he stopped to refresh his water supplies.

As he carefully looked for water, wanting not to disturb the natives, he came across an interesting sight.
A cyclops was about to kill what appeared to be a High Elf, sharing the same physical traits as many of his countless victims. Believing this to be his chance to atone for his past sins, he came up behind the cyclops and slew it before it could kill the elf.

Not feeling the expected sense of absolution, Gremius looked at the elf and prepared to kill him in anger. Seeing the helpless person in front of him caused Gremius to remember the heinous actions he performed upon the worshipers in Freeport.

For the first time since the day he saw his father killed, Gremius felt a long-forgotten emotion. Pity.
Books
The Storm Shepherds - Tammin Whipperwillow
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [37] The Storm Shepherds - Tammin Whipperwillow (Tome).

Components
The Storm Shepherds - Tammin Whipperwillow - Page 1 (plundered from a lantern at 400, -5, -937 in Enchanted Lands)
The Storm Shepherds - Tammin Whipperwillow - Page 3 (shinies or looted in Enchanted Lands)
The Storm Shepherds - Tammin Whipperwillow - Page 4 (plundered from a table at -765, -1, -673 in Enchanted Lands)
The Storm Shepherds - Tammin Whipperwillow - Page 8 (plundered from a lantern at 207, 15, -258 in Enchanted Lands)
The Storm Shepherds - Tammin Whipperwillow - Page 9 (plundered from rubble at 290, -36, 0 in Enchanted Lands)
The Storm Shepherds - Tammin Whipperwillow - Page 12 (shinies in Enchanted Lands)

Discovered on 2 Nov 2005 at 0:17:06 PST.
"The Storm Shepherds - Tammin Whipperwillow"

Second Edition

This book is from the "Storm Shepherds" series. It is the story of a young woman who has been given a divine gift and the responsibility that comes with those gifts.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of one of those forgotten heroes, Tammin Whipperwillow.
Tammin Whipperwillow knew from a very early age that she was different.

Whenever she would help her mother collect berries cooking, she would always say hello to the squirrels and they would say hello right back.

Her mother would always laugh whenever Tammin would tell what the squirrels were saying, but Tammin didn't understand what was funny.
It didn't stop with just the squirrels.

She would hear the birds talking about where to find the best grubs or which of the apples were ripe. Her mother always called her a "good luck" charm because Tammin always knew where to find the best fruit to gather.

Not until Tammin was twelve years old did she realize that no one else could hear what the animals were saying.
One day, as Tammin was playing outside her family's home in Rivervale, a dog came up to her and had an urgent look on his face.

Tammin asked the dog what was wrong, and the dog told her that Lubby, Mayor Fatbottom's son, had fallen into the well.

Tammin quickly told her mother that Lubby was in trouble, and the whole town ran to help him.
When they asked her how she knew it happened, she told them the dog told her.

Everyone laughed, except for old Dripple Smitherish. Later that day, Dripple stopped by their house. Dripple announced that Tammin had been called by the Storm Father.

From that day on, Tammin would learn all of the teachings of the Storm Father, in addition to her numbers and letters.
As she grew older, she learned that she not only had the ability to speak with the animals, but could also sense the patterns of the weather.

During the construction of the Third Wall, she would be asked if it was going to be a clear day to do the work, or if hopefully it would rain.
Not everyone believed she had the powers she claimed to have.

Many people who knew the stories of the Storm Father claimed that he was a made-up god. They claimed praying to him would be as useful as praying to have Rivervale Island become part of Antonica again.

She would always dismiss these claims, for she had been told by the forest why she was given these powers.
One day as the wind whipped up, it began to speak to her.

She realized the wind was actually the voice of the forest. It told her that the Storm Father was with her, but not in the way that she thought he was.

The forest went on to tell her that Tammin was one of the three people that could save her.
When Tammin asked what she needed to do to save the forest, the clear sky broke with rain.

Wind gusts swirled the rain around in such a way that it formed a series of patterns that Tammin vowed not to forget.

The rain first showed an old man holding a shepherd's crook, then a crystal sphere that was broken in half. Darkness swarmed from the broken sphere, spreading throughout the forest. Soon the rain of darkness was so thick, she couldn't see the forest.
When she asked whom the other ones that could help, she was shown a man with a sword and one with a bow.

The one with the sword laid his weapon down on the rock in front of her and it became a shepherd's crook. The one with the bow laid down his weapon and it became a perfect crystal sphere.

She asked where they were, and where she stood, the trees began to slowly change with the seasons, building up in speed, until she saw many seasons pass before her very eye.

Then all returned to normal.
She called out to the forest and asked it what she needed to do when she met the other three. The forest remained silent.

She called out again, and the forest still remained silent. She knew that the answer would come one day. For now, she would wait.

Wait for as long as she needed to.
Books
The Storm Shepherds - Tammin Whipperwillow
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [33] The Storm Shepherds - Tammin Whipperwillow (Enchanted Lands), started by examining "The Storm Shepherds - Tammin Whipperwillow" (dropped in Enchanted Lands).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Storm Shepherds - Tammin Whipperwillow"
for 1c.

Discovered on 19 Oct 2005 at 9:48:01 PDT.
"The Storm Shepherds - Tammin Whipperwillow"

Second Edition

This book is from the "Storm Shepherds" series. It is the story of a young woman who has been given a divine gift and the responsibility that comes with those gifts.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of one of those forgotten heroes, Tammin Whipperwillow.
Tammin Whipperwillow knew from a very early age that she was different.

Whenever she would help her mother collect berries cooking, she would always say hello to the squirrels and they would say hello right back.

Her mother would always laugh whenever Tammin would tell what the squirrels were saying, but Tammin didn't understand what was funny.
It didn't stop with just the squirrels.

She would hear the birds talking about where to find the best grubs or which of the apples were ripe. Her mother always called her a "good luck" charm because Tammin always knew where to find the best fruit to gather.

Not until Tammin was twelve years old did she realize that no one else could hear what the animals were saying.
One day, as Tammin was playing outside her family's home in Rivervale, a dog came up to her and had an urgent look on his face.

Tammin asked the dog what was wrong, and the dog told her that Lubby, Mayor Fatbottom's son, had fallen into the well.

Tammin quickly told her mother that Lubby was in trouble, and the whole town ran to help him.
When they asked her how she knew it happened, she told them the dog told her.

Everyone laughed, except for old Dripple Smitherish. Later that day, Dripple stopped by their house. Dripple announced that Tammin had been called by the Storm Father.

From that day on, Tammin would learn all of the teachings of the Storm Father, in addition to her numbers and letters.
As she grew older, she learned that she not only had the ability to speak with the animals, but could also sense the patterns of the weather.

During the construction of the Third Wall, she would be asked if it was going to be a clear day to do the work, or if hopefully it would rain.
Not everyone believed she had the powers she claimed to have.

Many people who knew the stories of the Storm Father claimed that he was a made-up god. They claimed praying to him would be as useful as praying to have Rivervale Island become part of Antonica again.

She would always dismiss these claims, for she had been told by the forest why she was given these powers.
One day as the wind whipped up, it began to speak to her.

She realized the wind was actually the voice of the forest. It told her that the Storm Father was with her, but not in the way that she thought he was.

The forest went on to tell her that Tammin was one of the three people that could save her.
When Tammin asked what she needed to do to save the forest, the clear sky broke with rain.

Wind gusts swirled the rain around in such a way that it formed a series of patterns that Tammin vowed not to forget.

The rain first showed an old man holding a shepherd's crook, then a crystal sphere that was broken in half. Darkness swarmed from the broken sphere, spreading throughout the forest. Soon the rain of darkness was so thick, she couldn't see the forest.
When she asked whom the other ones that could help, she was shown a man with a sword and one with a bow.

The one with the sword laid his weapon down on the rock in front of her and it became a shepherd's crook. The one with the bow laid down his weapon and it became a perfect crystal sphere.

She asked where they were, and where she stood, the trees began to slowly change with the seasons, building up in speed, until she saw many seasons pass before her very eye.

Then all returned to normal.
She called out to the forest and asked it what she needed to do when she met the other three. The forest remained silent.

She called out again, and the forest still remained silent. She knew that the answer would come one day. For now, she would wait.

Wait for as long as she needed to.
Books
The Storm Shepherds - The Calm
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [33] The Storm Shepherds - The Calm (Enchanted Lands), started by examining "The Storm Shepherds - The Calm" (dropped in Enchanted Lands).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Storm Shepherds - The Calm"
for 1c.

Discovered on 19 Oct 2005 at 9:48:02 PDT.
"The Storm Shepherds - The Calm" Second Edition This book is from the "Storm Shepherds" series. It is the story two people from different times and backgrounds and how they join forces to find the answers they're looking for.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of how two of thouse forgotten heroes would forge a friendship that even the Rending couldn't tear apart.
How Danalithenis of Felwithe and Gremius Hazzengrav came to meet is a tale unto itself.


Needless to say, were it not for Gremius to have been at the right place at the right time, Danalithenis would not be part of this new tale.


Danalithenis, suffering from grievous wounds, was just barely saved from the clutches of death by the atoning Gremius.
Gremius looked at Danalithenis, caught sight of his wounds, and offered the elf his last healing potion.


Once Danalithenis was healed, the man introduced himself to the elf and offered to help him escape the island.


Listening to the human's tale, Danalithenis accepted the offer, and they both sailed off into the turbulent ocean.
Over the next several weeks as they sailed aimlessly, Gremius would fill in Danalithenis on what he missed during the centuries he was gone.


Danalithenis would learn that the gods have left the world, or so many people believed.


Gremius professed that, due to his visions, he wasn't necessarily sure that was the case.
Danalithenis listened to Gremius as he described the vision and then told the man of the Surefall Glade.


He said to Gremius that he thinks the old man was Karana, but had no idea what the darkness represented.


After staring long and hard at Gremius, Danalithenis stated that he believed the story and would accompany him until the human found the truth he was seeking.
Danalithenis and Gremius traveled for what seemed like months, maybe even years, across the endless oceans.


They would stop at every island they found, both to replenish their water stores and to look for game.


During this time, they became very good friends.
As they landed at each island, Gremius was amazed at how much the world of Norrath could change so often from island to island.


Danalithenis would sometimes pose theories as to where he believed they were, using odd names such as the Feerrott, or Lavastorm, or even Everfrost.


Where Gremius was constantly in awe of the sights, Danalithenis saw a world destroyed.
Finally Danalithenis couldn't take it anymore and asked Gremius what had happened to Faydwer, to the Greater Faydark... to Felwithe.


Gremius looked at Danalithenis for a moment, and said in a sympathetic tone, "All of it was destroyed in the Rending, friend. As sure as the moon is in the sky, there is no more Faydwer".


This was all Danalithenis needed to hear. He stepped inside his cabin and began to cry.
Several days after their last conversation, Danalithenis spotted an island off in the distance covered in trees.


They were both as excited as each other, but yet they were both hoping to find something different.


As they made landfall, they gathered their gear and started to explore, both believing this to be their destination.


When they were deep enough into the trees, they found a surprise that neither one were expecting.
As they approached a calm pool of water, they spotted a person on the other side of the pool, sitting motionless.


Aside from each other, they had seen no real people in countless months.


As they stepped closer, they were able to make out that it wasn't just a person, but rather a child.


Finally, as they got within several feet of the person, Danalithenis uttered the word, "Halfling".
At that very moment, the old halfling opened her eyes.

She explained that she was in deep meditation with the forest around her.
She also looked at the two, gave her name as Tammin Whipperwillow, and said she had been waiting for them.
Books
The Storm Shepherds - The Calm
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [37] The Storm Shepherds - The Calm (Tome).

Components
The Storm Shepherds - The Calm - Page 3 (plundered from a rock at -809, -1, -695 in Enchanted Lands)
The Storm Shepherds - The Calm - Page 4 (shinies in Enchanted Lands)
The Storm Shepherds - The Calm - Page 5 (shinies or looted in Enchanted Lands)
The Storm Shepherds - The Calm - Page 6 (shinies or looted in Enchanted Lands)
The Storm Shepherds - The Calm - Page 7 (plundered from a rock at -781, 0, -819 in Enchanted Lands)
The Storm Shepherds - The Calm - Page 8 (shinies in Enchanted Lands)

Discovered on 28 Oct 2005 at 9:57:15 PDT.
"The Storm Shepherds - The Calm" Second Edition This book is from the "Storm Shepherds" series. It is the story two people from different times and backgrounds and how they join forces to find the answers they're looking for.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of how two of thouse forgotten heroes would forge a friendship that even the Rending couldn't tear apart.
How Danalithenis of Felwithe and Gremius Hazzengrav came to meet is a tale unto itself.


Needless to say, were it not for Gremius to have been at the right place at the right time, Danalithenis would not be part of this new tale.


Danalithenis, suffering from grievous wounds, was just barely saved from the clutches of death by the atoning Gremius.
Gremius looked at Danalithenis, caught sight of his wounds, and offered the elf his last healing potion.


Once Danalithenis was healed, the man introduced himself to the elf and offered to help him escape the island.


Listening to the human's tale, Danalithenis accepted the offer, and they both sailed off into the turbulent ocean.
Over the next several weeks as they sailed aimlessly, Gremius would fill in Danalithenis on what he missed during the centuries he was gone.


Danalithenis would learn that the gods have left the world, or so many people believed.


Gremius professed that, due to his visions, he wasn't necessarily sure that was the case.
Danalithenis listened to Gremius as he described the vision and then told the man of the Surefall Glade.


He said to Gremius that he thinks the old man was Karana, but had no idea what the darkness represented.


After staring long and hard at Gremius, Danalithenis stated that he believed the story and would accompany him until the human found the truth he was seeking.
Danalithenis and Gremius traveled for what seemed like months, maybe even years, across the endless oceans.


They would stop at every island they found, both to replenish their water stores and to look for game.


During this time, they became very good friends.
As they landed at each island, Gremius was amazed at how much the world of Norrath could change so often from island to island.


Danalithenis would sometimes pose theories as to where he believed they were, using odd names such as the Feerrott, or Lavastorm, or even Everfrost.


Where Gremius was constantly in awe of the sights, Danalithenis saw a world destroyed.
Finally Danalithenis couldn't take it anymore and asked Gremius what had happened to Faydwer, to the Greater Faydark... to Felwithe.


Gremius looked at Danalithenis for a moment, and said in a sympathetic tone, "All of it was destroyed in the Rending, friend. As sure as the moon is in the sky, there is no more Faydwer".


This was all Danalithenis needed to hear. He stepped inside his cabin and began to cry.
Several days after their last conversation, Danalithenis spotted an island off in the distance covered in trees.


They were both as excited as each other, but yet they were both hoping to find something different.


As they made landfall, they gathered their gear and started to explore, both believing this to be their destination.


When they were deep enough into the trees, they found a surprise that neither one were expecting.
As they approached a calm pool of water, they spotted a person on the other side of the pool, sitting motionless.


Aside from each other, they had seen no real people in countless months.


As they stepped closer, they were able to make out that it wasn't just a person, but rather a child.


Finally, as they got within several feet of the person, Danalithenis uttered the word, "Halfling".
At that very moment, the old halfling opened her eyes.

She explained that she was in deep meditation with the forest around her.
She also looked at the two, gave her name as Tammin Whipperwillow, and said she had been waiting for them.
Books
The Storm Shepherds - The Downpour
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Quest reward from [32] The Storm Shepherds - The Downpour (Enchanted Lands), started by examining "The Storm Shepherds - The Downpour" (dropped in Enchanted Lands).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Storm Shepherds - The Downpour"
for 1c.

Discovered on 19 Oct 2005 at 9:48:04 PDT.
"The Storm Shepherds - The Downpour"

Second Edition

This book is from the "Storm Shepherds" series. It is the story of how three people had come together to fight the darkness encroaching upon an enchanted land.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of how the Storm Shepherds would come to be the protectors of an enchanted land.
The three heroes, having come together at last, proceeded to detail all of the events that led them to meet that day.

The halfling druid learned much about the faith of the Storm Father from Danalithenis, who called him by his old name, Karana.

Throughout their discussions, something came over Gremius. As he listened to the stories of faiths gone by, he realized that what was missing from his life. Belief.
When Danalithenis was done telling his tales, Gremius stood up and drew his sword. They looked at him and saw a single teardrop fall from his eyes, falling into a stone beneath his feet.

He threw his sword down and repented for everything he had done in his life, asking Karana for forgiveness. What he was especially sorry for was those worshipers he tortured and killed.

At the moment he finished confessing, his sword changed into a shepherd's crook... but one made of glowing steel, and with a pointed blade extending from the bottom of the staff.
When Danalithenis heard everything Gremius confessed, he realized that he had befriended an evil man.

Even now, after all these hundreds of years, the corruption of civilization still followed him. In anger, he threw down his bow on the same stone and proclaimed that he would rather die than let the shadow of corruption taint the world any longer.

At that moment, his bow changed into a small glass sphere.
Gremius recognized that sphere as the one from his dream that brought him here.

As he stood up from his crouched prayers, Danalithenis could see that his blackened Freeport Militia armor was gleaming silver, like the sheen from a newly fallen rain.

Tammin, the old druid, said that the time has come to pass. Now is when they would fight the darkness. She explained her full vision to the pair.

When she was done, they knew they were all tied together stronger than any friends could possibly be.
Thus, the Storm Shepherds, as they called themselves, worked to push back the blight that was tainting the lands.

Danalithenis used his skills as a tracker to find all of the creatures that had been afflicted, allowing Tammin to cure them - or in the case of those who were too far gone - for Gremius to put them out of their misery.

As a team, they were able to prevent the ever encroaching darkness from spreading across the land.
For the next several years, they would win victories against the darkness that would begin to taint the land.

They soon enough realized they would not be able to do it alone, so they recruited followers. They found a small village of shipwrecked refugees living along the coast and talked with them.

Many of these people, elves just like Danalithenis, joined them in their battle
The elves would tell Danalithenis of the sad fate of Faydwer and how they came to live in this enchanted isle.

This would have normally crushed Danalithenis, but he now had a new cause - to fight the blight.

Holding his newly crafted bow and the clear crystal sphere, he vowed that if he could not save the Greater Faydark, then he would save this enchanted forest.
In addition to the elves, the Storm Shepherds gathered a group of followers from the village of Rivervale.

With everyone working so well together, it wasn't long before the Storm Shepherds attracted the attention of those responsible for the blight.

Soon enough, creatures of darkness would begin to pursue the three companions, seeking to ensure the Shepherds would not destroy all of their hard work.

Many battles were fought against these fiends, and most of them were won.
As battle after battle passed, the years began carrying on.

Soon enough, Tammin would succumb to one enemy she could not fight - Time. One night as she lay in her bed, too weak to stand anymore, she asked to see both Danalithenis and Gremius.

She told them of one final vision the forest, screaming in agony, had given her. She patted them on the hands, told them they knew what had to be done, and closed her eyes.
On one fateful day, the followers of the Storm Shepherds found the bodies of Danalithenis and Gremius in a small clearing in the forest. Clutched in the dead elf's hand was a black sphere that swirled with a frightening darkness.

The followers would later take up the name of their leaders and keep fighting the darkness as the Storm Shepherds.

To this day, they continue to protect both their enchanted lands and that mysterious black sphere.
Books
The Storm Shepherds - The Downpour
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [37] The Storm Shepherds - The Downpour (Tome).

Components
The Storm Shepherds - The Downpour - Page 4 (plundered from a plant-light at 607, 3, -274 in Enchanted Lands)
The Storm Shepherds - The Downpour - Page 5 (plundered from a lantern at 405, 7, -1018 in Enchanted Lands)
The Storm Shepherds - The Downpour - Page 6 (shinies in Enchanted Lands)
The Storm Shepherds - The Downpour - Page 10 (shinies or looted in Enchanted Lands)
The Storm Shepherds - The Downpour - Page 11 (shinies or looted in Enchanted Lands)
The Storm Shepherds - The Downpour - Page 12 (looted in Enchanted Lands)

Discovered on 12 Nov 2005 at 16:55:17 PST.
"The Storm Shepherds - The Downpour"

Second Edition

This book is from the "Storm Shepherds" series. It is the story of how three people had come together to fight the darkness encroaching upon an enchanted land.
The time period after the Rending was filled with stories of tragedy, hardship, and the struggle to survive.

During this era, many people would make names for themselves through either acts of cruel villainy or courageous sacrifice.

Some, however, would fade into obscurity never to have their tales told in a bard's song. This is the story of how the Storm Shepherds would come to be the protectors of an enchanted land.
The three heroes, having come together at last, proceeded to detail all of the events that led them to meet that day.

The halfling druid learned much about the faith of the Storm Father from Danalithenis, who called him by his old name, Karana.

Throughout their discussions, something came over Gremius. As he listened to the stories of faiths gone by, he realized that what was missing from his life. Belief.
When Danalithenis was done telling his tales, Gremius stood up and drew his sword. They looked at him and saw a single teardrop fall from his eyes, falling into a stone beneath his feet.

He threw his sword down and repented for everything he had done in his life, asking Karana for forgiveness. What he was especially sorry for was those worshipers he tortured and killed.

At the moment he finished confessing, his sword changed into a shepherd's crook... but one made of glowing steel, and with a pointed blade extending from the bottom of the staff.
When Danalithenis heard everything Gremius confessed, he realized that he had befriended an evil man.

Even now, after all these hundreds of years, the corruption of civilization still followed him. In anger, he threw down his bow on the same stone and proclaimed that he would rather die than let the shadow of corruption taint the world any longer.

At that moment, his bow changed into a small glass sphere.
Gremius recognized that sphere as the one from his dream that brought him here.

As he stood up from his crouched prayers, Danalithenis could see that his blackened Freeport Militia armor was gleaming silver, like the sheen from a newly fallen rain.

Tammin, the old druid, said that the time has come to pass. Now is when they would fight the darkness. She explained her full vision to the pair.

When she was done, they knew they were all tied together stronger than any friends could possibly be.
Thus, the Storm Shepherds, as they called themselves, worked to push back the blight that was tainting the lands.

Danalithenis used his skills as a tracker to find all of the creatures that had been afflicted, allowing Tammin to cure them - or in the case of those who were too far gone - for Gremius to put them out of their misery.

As a team, they were able to prevent the ever encroaching darkness from spreading across the land.
For the next several years, they would win victories against the darkness that would begin to taint the land.

They soon enough realized they would not be able to do it alone, so they recruited followers. They found a small village of shipwrecked refugees living along the coast and talked with them.

Many of these people, elves just like Danalithenis, joined them in their battle
The elves would tell Danalithenis of the sad fate of Faydwer and how they came to live in this enchanted isle.

This would have normally crushed Danalithenis, but he now had a new cause - to fight the blight.

Holding his newly crafted bow and the clear crystal sphere, he vowed that if he could not save the Greater Faydark, then he would save this enchanted forest.
In addition to the elves, the Storm Shepherds gathered a group of followers from the village of Rivervale.

With everyone working so well together, it wasn't long before the Storm Shepherds attracted the attention of those responsible for the blight.

Soon enough, creatures of darkness would begin to pursue the three companions, seeking to ensure the Shepherds would not destroy all of their hard work.

Many battles were fought against these fiends, and most of them were won.
As battle after battle passed, the years began carrying on.

Soon enough, Tammin would succumb to one enemy she could not fight - Time. One night as she lay in her bed, too weak to stand anymore, she asked to see both Danalithenis and Gremius.

She told them of one final vision the forest, screaming in agony, had given her. She patted them on the hands, told them they knew what had to be done, and closed her eyes.
On one fateful day, the followers of the Storm Shepherds found the bodies of Danalithenis and Gremius in a small clearing in the forest. Clutched in the dead elf's hand was a black sphere that swirled with a frightening darkness.

The followers would later take up the name of their leaders and keep fighting the darkness as the Storm Shepherds.

To this day, they continue to protect both their enchanted lands and that mysterious black sphere.
Books
The Story of Ankexfen
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Collection reward from [62] The Story of Ankexfen (Tome).

Components
The Story of Ankexfen, page 1 (shinies in Nizara, City of the Nayad)
The Story of Ankexfen, page 2 (shinies in Nizara, City of the Nayad)
The Story of Ankexfen, page 3 (shinies in Nizara, City of the Nayad)
The Story of Ankexfen, page 4 (shinies in Nizara, City of the Nayad)
The Story of Ankexfen, page 5 (shinies in Nizara, City of the Nayad)

Discovered on 26 Sep 2006 at 0:11:22 PDT.
The story of the creation of the four goblin tribes
This ancient tale of a civilization long since forgotten by the name of Ankexfen was handed down to me by a visiting priestess in Najena by the name of Aerthane D'Zitherak, a Priestess of Innoruuk, and seeker of the Fabled and Ancient Staff of Ankexfen.
Long ago, there existed a race known as the Ankexfen, after their progenitor Hazeg Ankexfen, who were created by Rallos Zek during the Elder Age. This race was quite intelligent and cunning. They quickly expanded their knowledge of magic and the other planes, yet constantly yearned for more power. So, along with their ogre counterparts, they set out to master the Plane of Earth. Alas, their attempts proved futile and the combined might of the other gods forced Rallos Zek back to thePlanes of Power, leaving his creations to the whims of the other gods.
The wrath of the unnamed gods was grim. Thousands of ogres were instantly slain - their empire left to crumble under the hand of retribution. The giants were flung across the face of Norrath like seeds to the wind. The Ankexfen's fate was more severe. The entire race was exterminated, but from the ashes were born the four goblin races. Exactly how this happened is unknown. But what is known is that each goblin clan was stripped of any knowledge and was neither informed of the other clans nor of their origins.
Each clan was then transported to a separate environment to help preserve the gods' will. However, the gods were not without mercy and each clan was granted a section of the staff. Upon each staff, a crystal was adorned. These staves served to aid the goblin clans in understanding their environment. These remnants of the Staff of Ankexfen combine to create the fabled and powerful Staff of Ankexfen.
Books
The Story of Taruun
This item can be placed on the floor in any house type.

This book contains a tale originally recorded in a Vah Shir echo stone.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] The Story of Taruun (Tome).

Components
The Story of Taruun - Shard 1 (shinies in Savage Weald)
The Story of Taruun - Shard 2 (shinies in Savage Weald)
The Story of Taruun - Shard 3 (shinies in Savage Weald)
The Story of Taruun - Shard 4 (shinies in Savage Weald)
The Story of Taruun - Shard 5 (shinies in Savage Weald)
The Story of Taruun - Shard 6 (shinies in Savage Weald)
The Story of Taruun - Shard 7 (shinies in Savage Weald)
The Story of Taruun - Shard 8 (shinies in Savage Weald)
The Story of Taruun - Shard 9 (shinies in Savage Weald)
The Story of Taruun - Shard 10 (shinies in Savage Weald)

Discovered on 30 Mar 2021 at 12:19:39 PDT.
The Story of Taruun

This is the tale of Taruun, the first Vah Shir scout.
Taruun was discovered as a small child. He was found wandering the Old World continent of Odus alone. His face was scarred and his fur was burned in patches. It was apparent that he had been without food for some time. The orphan was very near death when Kerran hunters found him and brought him back to their village.
The Shir tribe adopted the child and nursed him back to health. The tribe searched for some trace of his family, but did not succeed in finding them. The young cub was either unable or unwilling to speak which made the hunt for his origins that much more difficult.
After several years of searching all efforts to find his family were officially ended and the boy was adopted into the tribe. That is when they gave him the name Taruun. As Taruun grew it became clear that he would never grow to be like the other Kerrans. It was obvious to those who knew him that whatever trauma he suffered had scarred him deeply. He never spoke, nor even growled for that matter. He kept to himself mostly, sometimes wandering off on his own for days.
Taruun demonstrated abilities that no Kerran had possessed. All Kerrans could move quietly while they hunted, but Taruun was different. He moved silently, undetectable by even his fellow Kerrans. Added to this was an amazing ability to instantly blend into any background. He did so without the normal visual effects that a shaman displays while casting a spell of invisibility. Taruun could disappear at will.
The boy never spoke, but he proved his value to the tribe during those first years. He often returned from his solo treks into the wilderness with more food than the elder, more experienced hunters in his tribe. Some days he would return with more food than an entire gathering of hunters. The tribal elders watched this and grew curious.
One morning the tribal elders asked the youth if they could send hunters with him on one of his treks. He simply nodded and motioned for the elder hunters to follow. The hunters had learned to respect young Taruun prior to that day and followed the youth with open minds. It is fortunate for all of us that they did so. The skills that they learned in that expedition and all of the ones that followed it are still used today.
Taruun continued to take hunters with him for several years after that first trip. The hunters that he taught passed their knowledge to the hunters that followed behind them. Seasons passed and the tribe flourished and grew under the tutelage of the silent youth. This continued until the day that he left the tribe.
No one can remember when or why the youth left. Some speculate that he was a spirit. Others had said that he never existed. I prefer to think that he was a fleeting part of the shadows, destined to move with the sun.
Our people all learn the story of Taruun at an early age. The boy never spoke the name himself, but his actions and skill spoke like no words could. Our elders say that the story of Taruun is a lesson in humility. He helped our tribe without the use of words and with no desire for gratitude. That is why we have named our scouts after the youth. They are the epitome of what he represented to our people.
That is the story of Taruun, the child that taught a tribe to survive.
Books
The Tale of Alexander Simond
This item can be placed on the floor in any house type.

This is a small hand written book which details the life of the alchemist turned warlock, Alexander Simond.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'The Will of Kyrtoxxulous'

Quest reward from [85] The Will of Kyrtoxxulous (Signature) (Heroic), started by examining a dagger over the fireplace in The City of Freeport (-238, -56, -4) (part of the warlock epic weapon line).

Discovered on 6 Feb 2008 at 21:39:45 PST.
The Tale of Alexander Simond
The tale of the alchemist, Alexander Simond, is one of pain, suffering and irreparable corruption. After the death of his young wife, Yasinia, Alexander became obsessed with disease and its origins. He began to study more magical properties of death and decay and soon became a warlock of disturbing talents. After the "accidental" death of a young research assistant, Alexander Simond fled Everling for parts unknown. Later stories of several farms and small villages being devastated by a particularly malicious illness start to trickle into the village. Crops are found completely withered while livestock lay rotting in fields. A squadron of Everling militiamen are sent out into the countryside to investigate, though only one man returns.
Despite being in a state of complete panic as his insides are slowly melting, he speaks of encountering a single man whose mere touch caused any living thing to whither and die. His pale skin was in stark contrast to the flowing black robe that covered his body. In his hand he held a wicked dagger that caused flesh to sear and turn to ash when it hit its mark. Effortlessly, he slew the militiamen by raining swarms of locusts upon them to first break their ranks, and then blasted them with a sickening poison that caused them to collapse into convulsive fits before finally succumbing to death. With the village on the verge of panic, the town's mayor declared a large bounty for the death of this harbinger of plagues.
Several leave, none return. Tales of death and decay are erratic though one day they finally stop. A week goes by and nothing is heard. Then one day, a man named Ritter Shortshank returns with an urn full of ashes and the hilt of a broken dagger. He claims to have slain the warlock and destroyed the flesh-searing dagger. Not wanting to be infected, Ritter states that he chose to burn the body of the warlock and gathered up the ashes and the hilt of the dagger. Many disputed this claim, stating that despite the hilt of the dagger, there was still insufficient evidence that Ritter had actually killed the warlock.
However, as weeks went on with no new reports of any plague or poisonings, skeptics finally relent and declare Ritter Shortshank a hero, rewarding him the village's bounty. Mr. Shortshank, content with his new fame, chose to buy an inn where he served drinks and brags about his accomplishments to anyone who will stick around long enough to listen. In truth, the "hero" never did anything. After realizing that the warlock had probably moved on or been killed, he crafted a story of how he tracked down the mad warlock and killed him.
Ritter took the ashes from a camp fire and bought an ornate dagger hilt from a traveling weaponsmith and presented the two items to Everling's Mayor. Knowing that the only person to have seen the dagger was dead, everyone assumed that the dagger hilt belonged to the warlock. Ritter maintained his deceit of the entire town for some time and eventually married the mayor's daughter. One day however, the mayor returned home to find his residence stripped of all its valuable possessions.
Soon it was revealed that the Shortshank residence also appeared to have been robbed, as was the bar which Ritter owned thought he himself was nowhere to be found. Not knowing whether Ritter was to blame or was in fact a victim of the apparent crime spree, the town set out to discover Ritter's fate. Unfortunately for the townsfolk, Ritter was never found and after several years his memory was forgotten along with his controversial legend.
Though this is not the end of the story for Alexander Simond...
According to Bloodsaber legend, it is said that Alexander was visited by a shadowy figure, surrounded by a swarm of flying insects one night. The figure promises the widower immense power and access to the Demiplane of Pestilence where he could continue his research without the fear of persecution. However, to be allowed such a thing, Alexander would need to recover an artifact stolen by none other than the God of Plunder, Derris Zek. That artifact, known as Death's Grip, had been given to another warlock by Kyrtoxxulous, ruler of the Demiplane of Pestilence, entrusting him to use it to accomplish some fiendish deed.
That warlock, though immensely powerful in his own right, failed in his task and was stabbed in the back by the very dagger that he had been entrusted with. Alexander, who now called himself Gherzhas, began his search, starting first across Antonica, then eventually to Kunark where he enlisted the aid of an Iksar scholar named Toshiki to track the blade down. Whether or not Gherzhas was successful is not known though Bloodsaber agents often make claims that they themselves now possess Death's Grip.
Legend also speaks of a man in dark robes seen standing at the grave of Yasinia Simond near Nektropos Castle every Deepice, the month of her death. Could this man be Gherzhas come to pay his respects to his deceased wife? No one quite knows for sure.
Books
The Tale of Brother Qwinn
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:42:04 PDT.
The Tale of Brother Qwinn
by Brother Nusad, Clan Historian
Another member of the Whistling Fists Clan who became known to outsiders during the Age of Turmoil was the brave and just Brother Qwinn. He traveled the lands in search of the Code of the Whistling Fists, a tome that was taken from him during his journeys.
One of the regions where Brother Qwinn made his home for a time was the Southern Plains of Karana. This sprawling expanse was the home of many dangers, from the horrific outpost of Lord Grimrot to the ominous entrance of the deadly Lair of Splitpaw. Brother Qwinn roamed the area and assisted those who were beset by the forces of darkness. Many tales were told about the mysterious monk in the dark crimson drape who kept the plains safe for wayward travelers.
One of Brother Qwinn's most epic battles was against the mighty beast known as Cracktusk. This huge bull elephant had once been docile, but it was driven to a great rage after poachers attacked him and injured one of his great tusks. The pain was so intense that the massive animal fell into madness and seemed to increase tenfold in both strength and speed.
Cracktusk was known to appear as but a speck on the horizon, only to suddenly charge toward unsuspecting travelers and gore them with his mighty tusks. Though Brother Qwinn had no desire to harm a wounded animal, he could not allow this beast's misery to endanger innocent lives. The monk tracked the great beast for many days until he found it charging toward a group of farmers headed to trade their grain with the nearby aviaks.
As he engaged his opponent, Brother Qwinn was seized by the animal's massive trunk and thrown high into the air, but the skilled monk landed safely. He tried to stun the animal in hopes of finding some way to relieve its pain, but the beast had descended too far into madness for there to be any hope of saving him. The kind-hearted monk summoned forth all his skill to strike with blinding speed and end Cracktusk's suffering as quickly and mercifully as he could.
Though he had saved the lives of the farmers, Brother Qwinn felt no pride in his victory. His only solace was that he had at last ended the mighty elephant's pain. To honor the heart of this great beast, Brother Qwinn buried him and set the massive cracked tusk into the earth to serve as a memorial to the animal's life. Then the monk tracked down the unscrupulous poachers who had caused the elephant's suffering and laid waste to their camp. The fate of the poachers themselves is unknown; Brother Qwinn never spoke of it.
Even for many years after the great monk recovered his tome and departed the Plains of Karana, no one dared disturb the massive ivory tusk that marked Cracktusk's grave. Poachers whispered tales of the mighty Brother Qwinn who had vowed to return and take revenge upon any who would dare desecrate the tomb of the noble elephant whose spirit he honored.
Books
The Tale of Brother Zephyl
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:42:02 PDT.
The Tale of Brother Zephyl
by Brother Nusad, Clan Historian
Among the many members of the Whistling Fists Clan who safeguarded the lands of Norrath over the centuries since its founding, one of the most renowned was Brother Zephyl. Though he traveled far and wide, he followed of his order and sought to draw very little attention to himself. Despite these efforts, Brother Zephyl would become known for his great deeds during the Age of Turmoil.
For many years, Brother Zephyl safeguarded the Rathe Mountains, which at that time was a dangerous landscape fought over by many warring factions. Though remaining on the outside of any political conflicts, Brother Zephyl ensured the safety of those who traveled the roadways.
This rocky region held many dangers, one of the most troublesome of which was a tribe of lizardmen that called the valleys of the Rathe Mountains home. These deadly creatures despised all warm-blooded beings and frequently attacked unsuspecting travelers. The cowardly beasts were known to avoid a fair fight, preferring instead to gang up on small groups of adventurers and try to overwhelm them with superior numbers.
One day the lizardmen ambushed a small trade caravan bound for Lake Rathe, and it seemed the merchants faced a certain doom. Suddenly, springing from the rocks above, a dark robed figure arrived to defend the hapless merchants! Brother Zephyl struck the scaled attackers with fists of blazing speed, singing a song of battle as he drove the fiends away. The merchants wished to reward the brave monk, but the modest Zephyl would accept no reward and simply went about his way.
Many more tales like this were soon to be told by other travelers that were saved by the mysterious monk who defended the weak without any care for his own safety. Despite his best efforts, Brother Zephyl's name and reputation became known, and soon curious travelers from afar came seeking acceptance into the Whistling Fists Clan. It is said that some who were worthy even earned the right to wear their own robes of dark crimson.
But it wasn't only Norrathians who took notice of the monk's skill and power. From within the ranks of the lizardmen rose a terrible champion who vowed to slay the monk and devour his flesh. This fearsome reptilian shaman, known as Mortificator Syythrak, set a trap to lure Brother Zephyl out by attacking a group of travelers. When the monk arrived, Syythrak summoned forth the powers of disease to try to weaken the noble defender. Brother Zephyl counterattacked, using his Whistling Fists style to strike a multitude of blows against the wicked fiend.
Some say the battle lasted hours; others claim it went on for days. What is known for certain is that at the end, the mighty Brother Zephyl was victorious. He fashioned a fine vest out of the creature's mystical hide, offering the tunic to a young monk passing through the region.
Brother Zephyl eventually left the Rathe Mountains and had many other adventures. But he never forgot the lands he safeguarded for so long, and it is said that he even requested that his remains be laid to rest there in an unmarked grave. For this reason, the Rathe Mountains have always been held sacred by members of the Whistling Fists Clan.
Books
The Tale of the Rujarkian Warrior
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [55] The Tale of the Rujarkian Warrior (Tome).

Components
The Tale of the Rujarkian Warrior - Page 3 (plundered from a rubbish heap at 88, 0, -56 in The Clefts of Rujark)
The Tale of the Rujarkian Warrior - Page 5 (plundered from a skeleton at -44, -7, 118 in The Clefts of Rujark)
The Tale of the Rujarkian Warrior - Page 8 (looted in The Clefts of Rujark)
The Tale of the Rujarkian Warrior - Page 09 (looted in The Sinking Sands or The Clefts of Rujark)
The Tale of the Rujarkian Warrior - Page 12 (plundered from a rubbish heap at 10, 19, 80 in The Clefts of Rujark)
The Tale of the Rujarkian Warrior - Page 15 (plundered from a skeleton at -6, 17, 46 in The Clefts of Rujark)
The Tale of the Rujarkian Warrior - Page 17 (looted in The Sinking Sands)
The Tale of the Rujarkian Warrior - Page 18 (looted in The Sinking Sands)

Discovered on 21 Sep 2005 at 12:42:46 PDT.
Long ago, the Rujarkian orcs established a foothold in the Desert of Ro and swiftly became a major force in the harsh environment.
When the Caliphs of Maj'Dul forced them to scale back their offense, many warriors chafed at doing menial chores.

Some sought to escape the drudgery of their new existence.
When the sun was directly overhead, there was no place to hide.

Relentless, merciless and strong, it beat down on the backs and shoulders of the those foolish enough to be out of doors.
"Sand," spat Grengar. "We keep working like this, we'll be bones and sand."

He shaded his eyes with the back of his work-roughened hand and cursing the sun. "Orcs should not be doing this work; where are the little ones when we need them?"
For many long seasons, the Rujarkian orcs had been able to take what they wanted, from wherever they wanted.

However, the Dervs - the nasty, vicious sand dwellers - had been fighting back. The fury of their defense took the orcs by surprise and decimated their frontline troops.

This left the orcs with fewer resources for the menial tasks such as hauling goods to and from their ships.
Grengar spat again before picking up the load of lumber and hoisting it unassisted onto his shoulder.

There were few orcs with his size and strength. He had quickly gained notice amongst the Rujarkians' leaders, but his temper kept him from being assigned to anything other than tasks requiring physical labor. It galled him, for Grengar wanted more. He wanted control.
Reaching the mill within the Clefts, Grengar dropped the load and stretched to his full height.

"This work is for the inferior!" he bellowed impatiently, his voice echoing. "Why is a warrior sent to do the job of a thrall?"
"You are no warrior in their eyes," said one of the woodcutters softly. He was one of the Dervin thralls, his ankles bound by chains to the table upon which he cut larger hunks of wood into smaller pieces.

Grengar growled and lunged at him, but the Derv did not flinch. "Go ahead; killing me would make it easy. You wouldn't have to listen to me then."
"That's why you serve as a mule for the Rujarkians?" said the Derv. His voice was low so that only Grengar could hear him.

And though Grengar felt rage boiling within him, he knew that the Derv spoke what he had long felt in his heart - that the Rajurkian leaders were preventing him from reaching his fullest potential.
"You know nothing," said Grengar. He too lowered his voice, his tone a mixture of anger, frustration and curiosity. "Who are you to speak to me? I am Grengar, scion of the Rujarkians and stronger than fifty terrorgores!"

The Derv laughed quietly and said, "That explains why they use you as a beast of burden. My name is Ramakh. I am a leader in my tribe."
Grengar's eyes narrowed. "You seek release, Derv? You want your life to be traded for others of your kind? That is not our way. I should kill you for speaking to me uninvited."


He gestured as though to strike the Derv with a tightly curled fist, but let it fall heavily into the palm of his other hand instead. The Derv should know this already; that he still chose to speak with Grengar could only mean he had information to impart which could suit them both.
Pushing an oversized piece of wood to the ground, Ramakh indicated that Grengar should help him retrieve it so they could converse further without raising anyone's suspicions.

As they bent together to pick it up, Ramakh whispered, "I do not seek my own release, though that would obviously be attractive to me. I am seeking your release."
"My release? What do you mean?" Grengar dropped the wood onto the table with a thud and scowled.

"You're right", said Ramakh with a sigh, "You are being held back. I was not chosen leader of my tribe for my good looks alone; I have certain abilities and skills. I can read minds, even the minds of orcs."
Ramakh gestured toward the table, which was littered with wooden curls and a variety of tools.

"This is my physical skill: woodworking. However many dervs have more than one skill and my secondary happens to be mind reading. If you want to be free of the life of boredom... if you want to truly become the warrior you were meant to be... you should join with us. You would be a leader among the Dervs; you could put those who keep you in drudgery in their place."
Suddenly, Grengar could see himself as he was meant to be: a warrior with a team at his command. The work of carrying wood to and fro was not for him.

He nodded barely to Ramakh and grunted, "Hunh. What must I do?"
"Go into the Sinking Sands at dark. My tribe is to the west, look for the deep blue tents," said Ramakh.

Grengar shook his head. "If I go alone, they will slay me before I make myself known. You will go with me as a token. If you have lied to me, I will snap you like the back of a scorpion."
As the sun set, streaking the sky above the cleft in blood red and orange, Grengar went to the thrall's cramped quarter and grabbed Ramakh by the throat.

"You! I have need of your service!" he barked, removing the shackles from Ramakh's ankle and shoving him toward the door. Keeping his fingers at the back of Ramakh's neck, Grengar hissed, "If you have lied to me, you will pay with your life: slowly and painfully."
The unlikely pair walked quickly, purposefully toward the gate leading to Sinking Sands. Although the sun had finally set, the sands of the desert gave back the heat of the day.

Ramakh led Grengar from dune to dune until they reached a narrow canyon and a small camp of Dervs. As they approached, a young woman ran forward, weapons drawn.
"Peace, Herra," said Ramakh, throwing his arms around her and holding her close. "I am safe and with me is our new friend and warrior, Grengar. He has saved me and is worthy of our trust."

Herra glanced at the burly Rujarkian hesitantly, but then crossed her weapons and put them away. "I great the one who saved my husband," she said before standing on her tiptoes and shyly kissing Grengar on the cheek.
Though it took time for the other Dervins to accept a former foe, Grengar proved himself time and again against the creatures of the wilds.

And so, like other orcs before him, Grengar found himself amongst the Dervs who welcomed him as the mighty warrior he had always wanted to be.
Books
The Tale of the Silent City
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [53] The Tale of the Silent City (Tome).

Components
The Tale of the Silent City - Page 7 (looted in The Sinking Sands or The Silent City or The Living Tombs)
The Tale of the Silent City - Page 8 (looted in The Sinking Sands or The Silent City or The Living Tombs)
The Tale of the Silent City - Page 9 (plundered from a broken vase at 96, 0, 463 in The Silent City)
The Tale of the Silent City - Page 10 (plundered from a broken vase at 225, 7, 372 in The Silent City)
The Tale of the Silent City - Page 11 (looted in The Sinking Sands or The Silent City or The Living Tombs)
The Tale of the Silent City - Page 12 (plundered from a broken vase at 90, 44, 307 in The Silent City)

Discovered on 14 Sep 2005 at 16:59:00 PDT.
A local Dervin legend.
Many Dervins still tell this tale to discourage their children from wandering too far from their camps into the desert.
In the days of the great forest there was a city of beauty. The city was filled with rare flora and fauna not to be found anywhere else.

And the people of this city was just as beautiful. Bright smiles and cheerful souls filled the streets. Songs of love and peace rang through the air.

But this city of beauty was a secret that only a few people knew.
Some people dreamed of the secret city and looked for it, never to find it.

But some people did find the secret city of beauty and were so enamored by it that they could not pull themselves back to their families and homes to tell the world of its beauty.

So the city remained a secret.
In this secret city of beauty, there was a good king. The king loved children, but he had no wife and no children. He wanted to share the many toys in his palace with children. He opened the palace doors to children so they could visit him and enjoy the wondrous toys. The joy of the children brought even more beauty to the secret city.
One day, the gods heard of this city and the king's wondrous toys. They became jealous. They wanted to see the city and the wondrous toys of the king, but the gods were to big to fit in the city. The gods became mad and burned the great forest that the secret city was in. The gods then buried the city with sand so that no one could ever find it again. The city of beauty became the Silent City, no longer filled with the laughter of children.
Many ages passed and the sand that buried the great forest and the secret city became the home for the tribes of Ro. And in the tribes of Ro there were the children of the tribes. The children played all day on the sand dunes and they danced all night.
Sometimes, the children of the tribes of Ro wandered too far from their campfires at night. Chasing each other beyond the safety of the tents the children would hear the sound of toy bells. The children crept closer to the bells and farther away from the safety of their mothers and fathers.
The children got closer and closer to the bells and just when they felt they were there... up from the sands came a hand that grabbed their ankles. The children screamed, but they were too far from their parents. No one could hear them. The hands pulled them beneath the sand never to see their mothers and fathers again.
The hands were the hands of the dead people of the secret city buried beneath the sand. The city was not beautiful any more and the people were now ugly and evil creatures of death. The good king of the city became twisted and tormented. His palace was silent. He missed the laughter of children.
The king of death commanded the dead creatures that were once his people to dig their way to the surface of the sand dunes. He commanded them to lure little children to their clutches. The children were pulled beneath the sand and dragged to his palace to live in the darkness.
Every now and again, a child can hear the toy bells if he wanders too far.


Every now and again, a new child is dragged beneath the sand to the darkness of the palace of the king of death in the Silent City.
Books
The Tale of Tirazzah
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

Collection reward from [51] The Tale of Tirazzah (Tome).

Components
The Tale of Tirazzah - Page 4 (looted in The Sinking Sands or The Pillars of Flame)
The Tale of Tirazzah - Page 7 (plundered from a book at -1319, -226, -594 in The Sinking Sands)
The Tale of Tirazzah - Page 9 (looted in The Sinking Sands or The Pillars of Flame)
The Tale of Tirazzah - Page 10 (plundered from bones at -366, -134, -1140 in The Sinking Sands)
The Tale of Tirazzah - Page 12 (looted in The Sinking Sands or The Pillars of Flame)
The Tale of Tirazzah - Page 13 (looted in The Sinking Sands or The Pillars of Flame)
The Tale of Tirazzah - Page 14 (plundered from a mug at -64, -110, -124 in The Sinking Sands)
The Tale of Tirazzah - Page 16 (plundered from a rug at -245, -104, -39 in The Sinking Sands)

Discovered on 3 May 2006 at 8:22:08 PDT.
by "Tirazzah," an unknown Dervin female
While there is no way to learn the entire truth, the fragments of this parchment indicate that there is more to the history of the Djinn Master than had previously been known.
My hand trembles as I write this, for my escape will no doubt bring consequences that I cannot even imagine.

I would not have these things forgotten by those who follow us, nor do I expect to live long should we be caught. Meleeal cannot travel with me into the city, for his kind is unknown therein.
I am called Tirazzah and my role was as First Consort of the Nameless One. Last night, Meleeal flew to the window of the room in which I had been kept and gave me the signal that I had been awaiting... and dreading.

I climbed onto the ledge and jumped onto his back.
What led us to this point, where all the comforts and pleasures of my environment were not enough?

Did I suddenly grow up and ralize that love is not what exists in your surroundings but what exists in your heart? I thought I loved the Nameless One and that he loved me, and yet the whispers of others caused my love to falter.

Does that mean it was not love at all?
I was raised by my family, knowing my destiny. The Nameless One requires many things, including consorts, from those under his protection.

From birth, I had been marked as a future consort. On the day of our joining, I went without fear as he had always been kind to his harem.

The splendors of my surroundings overcame any trace of fear in my heart.
The Nameless One was indeed kind. He often spent time with me in the gardens of the Citadel, explaining things I had never seen before.

He presented me with a sphinx of my own, Meleeal, that I might occasionally travel to see my parents.

I visited them frequently until their deaths. The Nameless One took their remains and formed great pillars in the desert with them, so that I would always be able to see them.
As time wore on, it seemed some of the other consorts were less pleased by the Nameless One's favor towards me. I would find little notes pinned to my pillows with daggers.

Once, someone had clipped Meleeal's wings so that he could not fly normally. Had not the Nameless One saved us when we were tumbling from the tower, we would have perished.
The whispers were the hardest for me to ignore. As anyone who has had one cricket in a room can attest, the softest sounds are often the hardest to ignore.

"He uses her," they would whisper. "He killed her parents so that she would have nowhere to run." "She thinks he is a god, but soon she will feel his wrath."
I knew the whispers were made by the jealous consorts displaced by my arrival. In my confusion, I turned to Samirah, who had been First Consort until my arrival.

She sympathized with me, telling me that such things always happened to the First Consort. I confided my fears to her and she comforted me.

For a while, at least.
The poisoning of the monkeys alarmed me the most. The Nameless One enjoyed their antics as much as I did, and he gave me several to amuse me.

One night after we had supped, I called for them and they did not appear. The Nameless One and I strolled to the balcony to see if they had wandered into the gardens, and there we found their bodies, contorted in agony.
He asked if I knew who could have done such a thing, and in my grief I poured out to him the whispers I had heard in the dark.

His anger was terrible to behold! He summoned forth all the other consorts, including Samirah, and demanded answers. They did not respond at first, but he pressed them, saying he would kill them one by one until he learned the truth.
Samirah, who I thought was my friend, then admitted to leading the other consorts in all that had happened.

The Nameless One's wrath knew no bounds! He struck her to the ground and she stood up, her lip bleeding, to curse him. But his curse was swifter and stronger, and to my horror the others changed form before my eyes.

I fled the room.
I hid from him, though he begged to see me. "I did this to save you, beloved!" he cried. "Do not judge me through their eyes, the eyes of traitors!"

I refused to see him, my heart pounding so hard I could scarcely breathe. Would that be my fate if I displeased him? Would he hurt me as he had the others?
And so, I fled. I do not know where I will go or how I can hide from the Nameless One.

He said he loves me, but his love and his hate are both curses. Samirah and the others disappeared into the night as do I.

I am afraid of what may come of this.
Editor's note: It is difficult to check the veracity of this account, as the Dervin female "Tirazzah" has never been identified with any certainty. Obviously, if this tale is true, it is likely that she went into hiding or perhaps exile.
Books
The Tales of the Burynai
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Burynai'

Quest reward from [80] Lore and Legend: Burynai (Lore and Legend), started by examining burynai parts or by examining The Tales of the Burynai in Fens of Nathsar (219, -60, -288).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Burynai"
for 1c.

Plundered from Fens of Nathsar (219, -60, -288).

Discovered on 13 Nov 2007 at 15:01:18 PST.
"Tales of the Burynai"
Complied by Irowon.
Translated by Marcus Riverswell
Compiler's Note: I managed to trade some particularly shiny stones for these tales, one by one, from an unusually cooperative Burynai trader over some time. Bit by bit, he'd snort and reveal bits of his people's lore to me. I have no way of knowing if any or all of it is completely fake, as the Burynai have lied before and will again, but the stories do, if nothing else, give us clues about how they want to believe the world to be.
-Irowon, scholar of Timorous Deep
In the Beginning
* * *
In the beginning Brell made the furless Burynai and then made the furless Burynai different and different again, but Brell did not like what he had made. Then, finally, Brell made the Burynai, and he knew it was good.
Brell made the Burynai up from the earth and gave us a snout that smelled everything and eyes that saw everything and claws to dig at the earth. And he made us smart!
The Burynai better than any of Brell's other creatures could shape the ground in his image and claim it in his name!
And Brell was happy because he had his true children.
Why We Dig
* * *
Burynai are Brell's chosen. Brell has many gifts for us. Gifts in the earth. Burynai must find those gifts and when we do, Brell's power will be ours! Brell never meant for Burynai to be slaves or less to anyone. Brell wants Burynai to rule everyone, but Burynai must earn it. Burynai must find what Brell left for us.
So Burynai dig through the earth. Dig until we find that treasure he has left for us. All treasures are treasured. Everything shiny will one day be ours, and the furless races will have to ask us for the shinys. The furry races too!
Every race but the Burynai will have to ask the Burynai to be generous to them, and the Burynai will refuse them all!
Stealing the Sun
* * *
There was one time when Burynai stole the sun. Burynai like things that are shiny. Shiny is good, shiny is Brell's gift to us. And the sun is the shiniest thing Burynai have ever seen, and the furless Burynai all seem to worship it. So the Burynai stole it, because the Burynai take all that we want, thinking maybe it was the great power Brell promised us.
But Burynai should have known that Brell's power is under the ground and that the sun is untrue. Burynai stole the sun, you see, but it gave us nothing. Burynai kept it in a bottle and all it did was burn us and cry to be let out. So the Burynai put the wicked sun back into the sky and kept looking.
The Burynai kept part of the sun in the bottle, though - the best part, and have it still. Just so the sun remembers the Burynai were once its masters.
The Very Good Power
* * *
Burynai one day found a good power. Not the great power of Brell, but a good power. This power can be in each one of us, and we can use it to find the great power. This power brought dead Burynai back to help the living Burynai and delivered pain on our enemies. The first Burynai to find this power brought back his mother without knowing what he did, but he tried and tried again and finally brought back his father knowing exactly what he did.
And soon we all brought back our mothers and fathers and grandmothers and grandfathers, and it was good. Burynai wanted more of this power. We found the less races knew of this power too, and we plundered their oldest cities, finding more secrets of the power. This power had grown and grown in the Burynai. It has grown to something very good, though not great as Brell's power.
This very good power will bring us Brell's great power. The Burynai have death in our hands, and soon we will have all of life there too.
Claiming the Tower
* * *
Burynai at one time had so many shinys that they had nowhere to put them, nowhere safe where burglars could not take them. So the Burynai looked for a home.
Burynai took over many great trees and deep caverns, but the trees were too weak and the caverns had too many tunnels going in and out. The shinys were not safe there.
But then the world changed, and many of the weaker races were gone, or even weaker than they always had been. When that happened, we found our home - our tower. There were many undead there but Burynai made them dead again with our very good power. So we made the tower ours, and the weak furless will never have it back.
The Savior
* * *
The Burynai were almost dead, you know. All gone! But then Brell saved us. The nasty goblins meant to kill us, you see. They had a great and terrible shiny that was going to kill us all. But Brell sent a savior
who showed us what the nasty goblins were going to do, because the Burynai are Brell's chosen. The goblins much have known what power we have and meant to steal from it. Foul goblins! But they are not the chosen of Brell.

We stole that great shiny - right from under their noses! The shiny is ours and the power will be ours...
Compiler's Afterword
* * *
At those final words, my contact grew quiet and more than just a little frightened looking. He was silent, and after that day, he never returned to Timorous Deep. He was replaced by another Burynai who, despite how many shinys I offered him,
was as taciturn as every other member of their race that I have met. It was such a pity. I was just beginning to come to understand these odd little creatures.
- Irowen, scholar of Timorous Deep
Translator's Appendix
* * *
I am certain this great and terrible shiny was something more than any simple Burynai can understand. What is its true nature? And what of this savior they believe to have been sent by Brell? Are the Burynai truly agents of some great change, or merely self obsessed subterranean diggers? Kurn's cursed Tower, I am sure, holds the answers to these
questions, and probably many more. Unfortunately, while the Burynai may be willing to engage in a limited amount of trading, they will allow no one to enter their home and react violently to any incursion. More subtle methods will need to be used to penetrate the tower and learn the secrets of the Burynai.
- Marcus Riverswell, scholar of Qeynos
Books
The Tenebrous Tangle Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'The Tenebrous Tangle Creature Cataloging'

Quest reward from [70] The Tenebrous Tangle Creature Cataloging (Tome), started by examining The Tenebrous Tangle Creature Catalog (found in The Barren Sky).

Purchased from Navarius Orvalis in The City of Freeport (10, -7, -134) or Minyo Viridis in Tenebrous Tangle (164, -233, 169) or Penny Dreadful in The Barren Sky (-512, -69, -456) or Duvawocket in The Bonemire (-19, 44, 506) or Ilmiira T'Oziarn in Neriak, City of Hate (139, 22, 120) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) for 1c.

Discovered on 21 Feb 2006 at 14:23:26 PST.
The Tenebrous Tangle Creature Catalog
by Penny Dreadful
These islands in the sky of the Overrealm will seem the most familiar to Norrathians. Lush vegetation, sparkling streams and waterfalls -- one might almost consider this an idyllic retreat.

That is, except for the presence of some less-than-welcoming creatures.
The inhabitants of Tenebrous Tangle are generally neutral, but they are quick to judge when an outsider has a disagreement with one of their own.

For this reason, it is important that one study the area first before interacting with the locals. Know what dangers might arise if you happen to assist one group over another.
The thinner atmosphere of the Overrealm means that certain feats impossible on Norrath can be achieved.

For example, there are many steep hills on each of Tenebrous Tangle's islands. It is a simple matter to run up and down, enjoying the view of the distant islands.

Watch your footing carefully, however, as there are locations where a slip would be deadly.
Large tracts of land are set aside as "breeding grounds" for various wyrms and drakes.

These grounds are carefully controlled by the Scaleborn, a militant group of droags.

Though the drakes do not seem to mind the presence of outsiders, the wyrms are quite territorial. It is best to keep one's distance.
One popular local sport introduced by newcomers is called "cliff diving."

Groups race from the highest points on a given island and dive along the waterfall to the next lower level. It is an exhilarating, if exhausting, sport.

Just make sure there actually is a lower pond before you leap from the nearest ledge!
Books
The Tenth Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 28 May 2022 at 18:00:00 PDT.






The Tenth Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all ten answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

In Greater Faydark they are found
Or Kelethin, above the ground
Search for them. They're all around.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!
First Annual Faydwer Faire
Scavenger Hunt







1. If they like you quite a lot
You can buy what they have got.
Stop on by and get a scroll
From those who keep our spirits whole.
Second Annual Faydwer Faire
Scavenger Hunt






2. Many captains are, and were
Called by some a scurvy cur.
But not all sailors are the same
And this one didn't fit that name.
For in his chest, instead of loot,
Not gold or jewels - he had fruit!
Third Annual Faydwer Faire
Scavenger Hunt







3. Not far away you'll find a foe
That do not wish our land to grow.
There, from a seed, you'll find a light
That guards the path both day and night.
Fourth Annual Faydwer Faire
Scavenger Hunt





4. When there's a tear, or break, or scuff,
He'll sew and fasten, join and buff
And while he fixes every rip
Those nearby might have a tip
He will, of course, impose a charge
Since some supplies can be quite large
But let's see what he's put away
Could these be used for storing fae?
Fifth Annual Faydwer Faire
Scavenger Hunt






5. Twelve times a year you'll see it here
But that won't be today.
But you can find a larger kind
Nearby, just off the way.
They're on the ground, but not around
Retrieve it, don't delay.
Sixth Annual Faydwer Faire
Scavenger Hunt





6. Before the young can venture forth
They first must learn to fight
Corrupted things must be removed
To keep the city right
Though last resort, it must be done
And now that you've come back
It's very tough, this keeping safe,
So grab yourself a snack.
Seventh Annual Faydwer Faire
Scavenger Hunt





7. You'll find him rather far from home
Since his folk have had to roam
But speak to him, and you will learn
Why they've left, without return
Of secret plans he told a tale
And gave rewards of long-lost mail
On all this history, stop and think,
Go chat with him, and grab a drink.
Eighth Annual Faydwer Faire
Scavenger Hunt







8. Come and hear about her way,
Mother to both elves and fae
Her high priestess you will meet,
Learn from her, and grab a seat.
Ninth Annual Faydwer Faire
Scavenger Hunt




9. There's family here, so far from home,
Perhaps he's also made them roam
Or harvesting fills them with dread,
And that's why to here they've fled,
They do not think his hobbies funny,
And are here for trout and honey
They've escaped, for now, at least
And could set up a yummy feast.
But before they can grow fat,
First you need to spread the mat.
Tenth Annual Faydwer Faire
Scavenger Hunt







10. Friendly, wubbly cubes
Bounce to us! And give big hugs
At our festival.
Books
The Tenth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 2 Nov 2019 at 18:00:00 PDT.







The Tenth Annual

Festival of Discord

Scavenger Hunt




Official Clues
THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive,
And all ten answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

Some in the Commonlands, around,
And others are in Freeport's ground
Within book two, a hint is found.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!
THE CLUES
------------------
The First Annual
Festival of Discord Scavenger Hunt







1. Once you found her ancient port
She seemed a rather friendly sort
Now that you've dug up her bubbly,
She'll let you have what's almost wubbly.
The Second Annual
Festival of Discord Scavenger Hunt







2. Nine small containers made of wood
Stand near the fortress of the good
Retrieve one to see what it's for
The ghosts don't need them anymore.
The Third Annual
Festival of Discord Scavenger Hunt

Big Bend





3. Carrots, oranges, beans to mash
Are found within it, if you smash.
Sometimes they're all that is about
Pick one up! See what falls out!
The Fourth Annual
Festival of Discord Scavenger Hunt






4. Although his old place was torn down
He still sells goods within the town.
You often need to plan ahead:
It takes some time to bake his bread.
Today, since time is what you lack
Instead enjoy a citrus snack.
The Fifth Annual
Festival of Discord Scavenger Hunt







5. First they pray, and and then they smite
For Freeport must maintain its might
If enemies decline to stop
Use this to give a little chop.
The Sixth Annual
Festival of Discord Scavenger Hunt






6. First (or last) there was the wine
And then some goggles, next in line
A deck of cards, marked for the cheat
But hat does not make this complete.
For what you need, right by the wall,
Is something round to store it all.
The Seventh Annual
Festival of Discord Scavenger Hunt





7. One seeks the rise of those who fight
And one, of those who heal.
And since they've heard about your might
They offer you a deal.
Go thin the ranks, they say to you,
So their side will have growth
But you've a better thing to do:
For Freeport, slaughter both!
The Eighth Annual
Festival of Discord Scavenger Hunt







8. When you walk among the dead
Ideas might pop into your head
And what might be inside the box?
Coins? A sword? Or just some rocks?
The Ninth Annual
Festival of Discord Scavenger Hunt






9. Above, out in the the summer heat
The devotees of fire meet
Others below are not so charred
As they roam and as they guard.
These, to which you must lay claim
Have no elemental flame.
The Tenth Annual
Festival of Discord Scavenger Hunt







10. Helpful, wubbly cubes
Keeping us safe from owlbears
Great big hugs for you!
Books
The Tenth Annual Festival of Unity Scavenger Hunt Official Clues - Willow Wood 2 by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Language
Feir'Dal


Discovered on 27 Aug 2016 at 17:00:00 PDT.






The Sixth Annual

Festival of Unity

Scavenger Hunt




Official Clues

The Willow Wood
Welcome to the Willow Wood!
An eager learner, that is good.
Speak with Davyn, he's the same,
And learn Feir'Dal's not just a name.
Offer help - he's just ahead -
And then return with what is said.
Good day to you. And you, as well.
I'm busy, though. My thoughts propel
Me everywhere. I'm quite distracted,
And my focus is impacted.
It must be from some inner distress,
But my dear friend's tribute can't progress.
Your help I most appreciate,
See Aelis. She will help create.
I knew that he'd accept your aid.
Do you know why a tribute's made?
You will learn. It will grow clear.
Reverence for something dear,
Friends or family, nature, too,
Crafting tributes is what I do.
I help the one who comes to ask
Make something worthy for his task.
We'll build not just a physical shell,
But metaphysical as well.
It's strange that he does not desire
To take more part or to acquire
The things we need. But as he please.
First Dewdrop leaves. You'll gather these.
The quality can be great or scant,
Each must be from a different plant.
Here are the leaves. What's next to do?
The tribute needs a task from you.
It's Davyn's tribute, after all,
So do it for him - grand or small.
Is my tribute finished yet?
A task for you must now be met.
That's funny, since you're doing one.
What sort of task must now be done?
It could be anything you need.
I've one, though dangerous, indeed.
I'll try. A wolf was seen last night,
And gave the citizens a fright.
The first report's from Taval Zane.
Go speak to him and find this bane.
And if you haven't yet gone in,
There's one-room lodging at the inn.
Good day. The wolf report was yours?
You've chosen, too, to stay indoors
Where it's safe. Yes, that was me
Who saw the wolf out by the tree.
I ran inside and closed the door
Before the wolf could do much more.
Later, when I dared peek out,
Towards the scribe it went about.
Jana's usually there, but I've
Doubts that she is still alive.
Last night, a rabid wolf was here
Jana, did you see it near?
I did not, but you should check
JUst to the north, that wooden wreck.
When I arrived, I saw that cart
Looked like it was torn apart.
Aha! Some tracks lead to the east
And soon I've found the rabid beast.
It growls and charges from ahead,
But very soon, the wolf is dead.
To Davyn, with some news for him:
You've helped, although the task was grim.
Aelis then asks what you did.
I tracked a wolf and then got rid
Of it. No, no, with more detail,
Or else the ritual will fail.
He asked me how his tribute was,
And sought a task. He said he does
Have a task he'd give to me:
Put the wolf out of its misery.
And how did this task make you feel?
Sad? Or scared? With eager steel?
All these feelings began to dawn.
Interesting. Please carry on.
He then sent me to the inn
Where Taval was afraid within.
Did you comfort Mr Zane?
Yes, I helped his fear to wane.
Then Jana's often by the shop,
So she became my second stop.
She hadn't seen it, wasn't worried,
But pointed out a cart. I hurried
Over to see goods and sacks
Rummaged through, and found some tracks.
Were you nervous or on edge?
A bit. Continue. On the ledge,
In the hills I found the beast
It leapt at me - then was deceased.
Now that it's done, have you regret?
Nature kills when there's a threat.
Most interesting. I'm now inspired
To write the tribute that's required.
The last component's all around:
Woodsun flowers must be found.
You got the flowers? Here they are.
Take it to Davyn. It's come far.
How goes your tribute? It's not mine.
You and Aelis made this sign.
It would show great disrespect
To Ulinir if I elect
To place this tribute on his grave.
I would not wish to so behave.
He was worthy, though you didn't know
Ulinir. Yes, I will go.
The Forest Ruins have a river,
Its end is where you will deliver
This tribute which you have acquired.
May others also be inspired
By the friendship you have shown,
And may see how much you've grown.
The grave is found, the tribute placed:
May his memory never be erased.
Ilaen Lilac stands nearby
And speaks about the earth and sky.
If we don't work to save this land,
No one else will raise a hand.
With what problems are you so in tune?
If you've not felt it, you will, soon.
The movement, interest, deaths quite strange,
There's been a most alarming change.
Though there are signs of this new threat,
The Guard has not shown interest yet.
Deer are slain at such a rate,
Some say it's wolves that just predate.
A few, but most, definitely not
For these deer are left to rot.
Their wounds seem like from arrow fire,
But no clues I could acquire.
You've returned from your patrol
This arrow was made by a gnoll.
Take this arrow to Germain,
Maybe now it will be plain.
Citizen, what have you brought?
I hope that isn't what I thought.
The gnolls are likely on the move,
Although one arrow doesn't prove
Enough to spur the city. I'm
Sure the proof will come, in time.
I'm sure this problem will be won,
Thank you again for all you've done.
Books
The Tenth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 27 Aug 2016 at 17:00:00 PDT.







The Tenth Annual

Festival of Unity

Scavenger Hunt




Official Clues











THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all twelve answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

They're in Antonica. Not far.
With old clues as they were, not are
Clue six has hints. It's not bizarre.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!
The First Annual
Festival of Unity Scavenger Hunt







1. The Pumpkin King has been about
Alas! His minion cannot shout
It stands around, a lazy lout
Bring back its stuffing, inside-out!
The Second Annual
Festival of Unity Scavenger Hunt






2. Antonica and Commonlands and on to
     Kelethin
 The griffon and the boat you can both use
     just anywhen
 But till you have this, druids simply will
     not let you in.
The Third Annual
Festival of Unity Scavenger Hunt







3. I shall eschew the mushroom
And bypass, too, the snake.
Instead I need this creature
And it lives towards the lake.
The Fourth Annual
Festival of Unity Scavenger Hunt







4. Once you found his ancient port
He seemed a rather friendly sort
Now that you've dug up his bubbly,
He'll let you have what's almost wubbly.
The Fifth Annual
Festival of Unity Scavenger Hunt





5. I yearn for figs and sycamore,
Black walnut and raw thyme,
But I have searched wood, plain and shore
And they no longer climb
As once they did, in days of yore,
When they were in their prime.
So gather what, from grassy floor,
I'll eat, but cannot rhyme.
The Sixth Annual
Festival of Unity Scavenger Hunt








6. Before the hunt today may cease,
You'll need to find the final piece.
The Seventh Annual
Festival of Unity Scavenger Hunt






7. There was a ship that sailed the sea
It once was one, but now is three.
(But not the ship that brought us here:
It still is one, but gone, I fear.)
I think you should go take a look
For there could be a long-lost book.
The Eighth Annual
Festival of Unity Scavenger Hunt







8. It used to go into the tea
Till Ironforge said no.
So when this treasure's now obtained
To vendors it must go.
The Ninth Annual
Festival of Unity Scavenger Hunt

9. From the sea they fished us out,
Adventurers, then mage or scout,
Or fighter, or not in the least,
Some became a healing priest.
We, now back upon dry land,
Chose the Queen or Lucan's band,
Having learned to swing a sword,
Cast a spell, and craft a board,
We fought some goblins with the guards,
Not yet crusaders, shamans, bards,
Put undead back in the grave,
And evil scheming in a cave.
Explored dark woods and undersea,
Found the gnome his whatsits three,
(Later giant hawk or ooze,
Merchants selling special booze,
Goblin tree and mole rat's bark,
Vicious octopus or shark)
Finally aboard their boat,
The Ninth Annual
Festival of Unity Scavenger Hunt

To Freeport walls or Qeynos moat
Though not allowed within the gate,
For one more quest did then await.
The guards would not yet let us in
Since we were not a citizen.
Off to the sunken city street,
Or to the caves or bog of peat,
Then back, now having passed the test
For these two cities, Norrath's best.
Some would adventure on the plain
With orcs as foes, an endless bane,
While others fought the gnolls for good,
By Fippy's Hill and Archer Wood.
And as they travelled all around
They found that notes with tasks abound
For snakes and lizards, mites and rats,
Manta rays and sonic bats.
Then once fulfilled, now feeling bold,
They turned the order in for gold,
The Ninth Annual
Festival of Unity Scavenger Hunt







So stop on by and choose a task
From in between the crate and cask
As thanks for all the skills they taught,
And did it in the way they ought.
The Tenth Annual
Festival of Unity Scavenger Hunt







10. Friendly, wubbly cubes
Here at our tenth festival
Have a great big hug!
Books
The Tenth Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 24 Feb 2024 at 18:00:00 PST.






The Tenth Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all ten answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

Here is where these things will be:
All are found in Frostfang Sea
Nowhere else you'll need to be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
--------------------------------










Frostfang Sea
New Halas










THE CLUES
------------------
1st Annual Halasian Highland Games Scavenger Hunt







1. Although here they're rather scant,
Sometimes you can find a plant.
Then you'll find your gathered leaf
Goes nicely with your dish of beef.
2nd Annual Halasian Highland Games Scavenger Hunt






2. Nowadays, there's rosy cake
But long ago, you need not bake
If you wanted lower rent
You'd stockpile these to great extent
But though that power is no more
It still looks nice upon the floor.
3rd Annual Halasian Highland Games Scavenger Hunt






3. Those living here, they must be bold
To choose to dwell in bitter cold
But in their shelter, they protect
Those from the ships that have been wrecked
Inside this respite from the storm
You'll find what keeps them toasty warm.
4th Annual Halasian Highland Games Scavenger Hunt



4. On the shelf, in a cave
She needed someone who was brave
You'll be fine, and might not die.
But what it's for, she said not why.
You found the gems, and poured the booze
So you'll succeed, and should not lose.
I'm still not sure just what's her angle,
But since she pays, I'll go and tangle.
Then once their numbers I decreased,
She had more plans for the beast.
Go bring these back, we'll raise them right
And they'll protect us when they fight.
5th Annual Halasian Highland Games Scavenger Hunt







5. You helped repair the wheels that spin,
And made some traps with rats within
But today, before you leave,
Pick up what you had to weave.
6th Annual Halasian Highland Games Scavenger Hunt




6. Usually no wild cubes
Live near these frosty seas
But other things almost as cute
Wubba here with ease
As though the very ground itself
Has congealed and flees
Take one home with you today!
I'm sure that it will please,
An adorable reminder of
Your time near frosty seas.
7th Annual Halasian Highland Games Scavenger Hunt






7. A goblin who has been cast out
Isn't what this clue's about
Though his reward, with vengeance fed,
Fits very nicely on a head
Be careful not to fall asleep
When seeking it within the deep.
8th Annual Halasian Highland Games Scavenger Hunt







8. Sometimes things cannot be found
For in this land, they're blown around
Don't let them take our things away
Grab one now, and make it stay.
9th Annual Halasian Highland Games Scavenger Hunt







9. Festive wubbly ones
Visiting and needing hugs
At our festival.
10th Annual Halasian Highland Games Scavenger Hunt






10. Here is written every deed,
Gathering things that heroes need
Or, if crafting's not your thrill
There are always foes to kill
Don't let what you do be missed
Always first peruse this list.
Books
The Third Annual Faydwer Faire Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 13 Jun 2015 at 17:00:00 PDT.






The Third Annual

Faydwer Faire

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

One answer's elsewhere, underground,
The other six, on Faydwer found,
One above, five all around,
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







LANDS TO SEARCH
-------------------------------
Butcherblock Mountains
Greater Faydark
Kelethin
Lesser Faydark
Loping Plains
Steamfont Mountains
?







1. It's hard to make your way, I've found
With paths and mushrooms all around
And narrow paths that bend and sway -
You'll now find there's an easier way.
But keeping going at that speed
Must require lots of feed
So when they've finished from their ride
They'll find it waiting, right beside.









2. For queen and city they explore
And you can help with tasks galore.
So take this with you when you go
To figure out what's down below.









3. Not far away you'll find a foe
That do not wish our land to grow.
There, from a seed, you'll find a light
That guards the path both day and night.









4. In a place that looks quite glum
You can learn what's yet to come
And if you choose to make the trip,
Take one of these - but should you sip?








5. If you need to smoosh some ore
For weapons, armour, or a store
There's a place some might call crazy
But run on down, and don't be lazy.
Then once it's all been smooshed to loam
Take one of these to get it home.







6. A rather festive holiday
(No, not that one) is on the way
With things that whirr, and clank, and spin!
So go to where it will begin.
And since you have a month until,
You still have time for greater skill.
Since these you cannot make at all
Just take one down from on the wall.









7. Friendly, wubbly ones
Down there in your little room
You need great big hugs.
Books
The Third Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 8 Nov 2012 at 17:00:00 PST.







The Third Annual

Festival of Discord

Scavenger Hunt




Official Clues











THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And thirteen answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere these things are found,
From trees to sea to underground,
Search carefully. Search all around.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!
Scale Yard








1. By one or by another gang,
Things were destroyed with crash and clang.
It likely wasn't breach of trust
That made them leave things in the dust.
Stonestair Byway








2. You can find it everywhere
In the village that's their lair.
You won't need tweezers, not for this,
And just a bit they'll never miss.
Scale Yard








3. Long ago, perhaps a slave
Made this, now within a cave.
Many are smashed, but some remain.
(There's also lore you can obtain.)
Temple Street








4. Once there was one made of stone,
Small and green - but these have grown!
One of them you'll need to keep,
But can you catch the ones that leap?
Longshadow Alley








5. For alchemy is why they're grown
And their colours must be known.
Those who taste its deadly kiss
Might soon be thrown in the abyss.
Beggar's Court








6. To treachery it struck a blow,
But now, it's far deep down below.
Be careful, for the rats still could
Place quiet doom within its wood.
Big Bend








7. Carrots, oranges, beans to mash
Are found within it, if you smash.
Sometimes they're all that is about
Pick one up! See what falls out!
Big Bend








8. There are certain kinds of meat
The Overlord says do not eat.
Those who want, though, still can find
Vegetables of that same kind.
Big Bend








9. It will rise, it will ascend,
With it, death's sweet smell will wend.
Any sort at all will do
For the answer to this clue.
Beggar's Court








10. Could the note still be around
Along with others they have found?
They don't want these things to leak,
But you could take a little peek.
Temple Street








11. I miss the one who used to roam
Throughout West Freeport - 'twas his home.
Not him - but others are delicious,
Even after they've turned vicious.
Stonestair Byway








12. If you're not sure what you should take,
Have a drink amd take a break.
What you need to reach your goal
Used to be within The Hole.









13. Hungry, wubbly cubes
Guarding Freeport from below
Hug them. You can pass.
Books
The Third Annual Festival of the Blood Moon Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 19 Apr 2015 at 14:00:00 PDT.






The Third Annual

Festival of the Blood Moon

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all six answers first derive.
No harming cubes.

Lera's not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

In Teir'Dal lands you must give chase
With one in each, to win this race
And one that's in another place.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Places to search
-----------------------
Darklight Wood
Neriak
Nektulos Forest
The Commonlands
Fallen Gate
?










THE CLUES
------------------








1. Twelve times a year you'll see it here
But that won't be today.
But you can find a larger kind
Nearby along the way.
They're on the ground, but not around
And one will be your prey.









2. For years they search, and mine, and dig
It must be something really big
They haven't, so far, found their mark -
Let's see what happens when it's dark.




3. I heard a story of a mage
Who vanished in an another age
To track him down, I asked a sage
No one knows where he might lurk
Though she's been searching - only murk
But I helped her with her work.
Some fallen orc skulls, from the stronger
And one lost soul, now lost no longer
I brought to her its residue
And then we found to where he flew.
With all this done, you've probably guessed
That now I really need a rest.
Find a place to set my head
The maid won't need it, since she's dead.








4. Once you've gone and caught your food
It might be baked, or fried, or stewed
If you've gone out for many tries
You might be low on your supplies
And if your luck is also low
He has some out for sale, you know.








5. If you get poisoned in their place
The others might come eat your face
But if you sneak up nice and slow
You might find some before they grow.
But even if you're rather brave
You needn't go into the cave.









6. Wubbaing down there
You guard the four paths, now one
I must come hug you.
Books
The Third Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED

Awarded by Lera Arcamenel (2009 Festival of Unity Scavenger Hunt).

Discovered on 22 Jun 2011 at 14:00:00 PDT.







The Third Annual

Festival of Unity

Scavenger Hunt




Official Clues









1. They stand around down by the sea
Now having built their buildings three
For those upon the side of good.
They don't need more left-over wood.









2. The men out standing on their farm
Have seen their crops all come to harm
Help them out, with sword or pole
And bring a shell out from its hole.









3. Ooo, a really nifty thing!
What's it for? What could it bring?
Something to put in my pack
Then to collect and carry back.









4. O cute, wubbly things!
Wouldn't you like to have one?
I shall wave to them.









5. These don't belong upon my hat!
Don't listen to Kardell.
What used to hear, instead bring back.
They're flying near the bell.









6. Sailing through the sky
A cloud forms. Bring back a piece.
Why do they explode?









7. Please do not get turned to stone
When hunting these. Don't go alone.
Because if you don't bring a scale
When you return, this hunt you'll fail.









8. If you've a halfling here with you
He'll really want to come.
But must not eat what you'll retrieve
If even made with jum.









9. The Pumpkin King has been about
And in the fields his minions shout
One stands around, the lazy lout
Bring back its stuffing, inside out.









10. I shall eschew the mushroom
And bypass, too, the snake.
Instead I need this creature
And it lives towards the lake.
Books
The Third Annual Halasian Highland Games Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

MASTERCRAFTED


Discovered on 24 Feb 2017 at 17:00:00 PST.






The Third Annual

Halasian Highland Games

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

You'll find these things. You need not flee.
Five are found in Frostfang Sea
The others are where one will be.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Places to search
----------------------
Frostfang Sea
Great Divide
Thurgadin, City of the Coldain
Eastern Wastes
Everfrost







1. You helped the father, and the son
Who thought that he would roam.
But now that your exploring's done
They've settled in a home.
So while you're here, you'll stop on by,
Yes, that's the plan, you think,
We'll tell some stories, laugh and cry,
And share a frosty drink.







2. They've made their home along the coast
With towers that aren't stone
And here they fight the fishy host
Which won't leave them alone
The fenceposts keep them from defeat,
Besides, they've got some heft
So leave those there, but they must eat -
Go gather what is left.







3. Those living here, they must be bold
To choose to dwell in bitter cold
But in their shelter, they protect
Those from the ships that have been
    wrecked
Inside this respite from the storm
You'll find what keeps them toasty warm.






4. The Very Bestest Holiday
Is only ten short months away
When every building, gleaming bright
Is covered in most festive white
But when it's gone, you still can gaze
At this at home, and count the days.
This gift for others, or yourself,
You got from goblins, or an elf
There are still some that can be found,
And you can get them all year round.









5. Careful not to find disaster
Outside the fortress of the master
For if first place you want to snag
You'll need to go retrieve their flag.









6. The things you've found outside of town
Will help your guild gain great renown
But once they're sold, where are they stored?
Is what's outside part of the hoard?







7. Once you've travelled very deep
It looks like it's the Icy Keep
Although it's not where it would be,
For there's a stone, and not a tree.
It must wait for another day
So return along your way
But careful, for you might be dead
If what you need falls on your head.







8. At first, there's never any glamour
But if you only had a hammer
You'd craft things powerful and grand,
The best goods found in any land
Yet here is where you must begin,
Stuck with only lead and tin
Before book, chair, sword, cake, or jewel
You need to grab a sack of fuel.









9. Friendly, wubbly cubes
Hiding at our festival
I'll find and hug you!
Books
The Thirteenth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 5 Nov 2022 at 18:00:00 PDT.






The Thirteenth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere most things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Area list
------------
The City of Freeport
Freeport outlying areas
Freeport Sewers
The Commonlands
Fallen Gate
Nektulos Forest










THE CLUES
------------------








1. Twelve times a year you'll see it here
But that won't be today.
But you can find a larger kind
Nearby along the way.
They're on the ground, but not around
So take the three away.







2. Some knowledge will be very good
If you will have to fight
You'll know how to protect your brains
And keep them safe and tight
Find where you can learn these things
And this will be your goal
Bring back what has this lore contained
But not one that is whole.









3. Sometimes here the leaping's higher
And other times they worship fire
This is where your path will lead
Below is merely what you need.








4. This device has caused a flood
But what it's brought, it isn't mud
It could have only been the crazed
What sort of plot might they have raised?
I must remove it, stop the flow
This pollution has to go.






5. The banner of our city's might
Is where they speak, and where they fight
But these events that we have planned
Aren't all that's found within the land
Another festival is here
With fireworks and dreams (not beer)
There the decoration glows
But which should be the one you chose?
This clue's start will guide you toward
The one to match our Overlord.








6. Their duty they would never shirk,
Fighting foes, and paperwork
For this clue it would be best
To find those who are in the west
And this would make a lot of bread
To keep all of those here well fed.









7. Guarding, wubbly cubes
Keeping us safe from owlbears
Have some hugs of thanks.
Books
The Thirteenth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 31 Aug 2019 at 18:00:00 PDT.







The Thirteenth Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all nine answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will "yes" or "no" decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things are found
With one in each place, all around
Except for one, where two abound
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------







Qeynos Capitol District
Qeynos Province District
Qeynos outlying areas
Qeynos catacombs
Antonica
Stormhold
The Thundering Steppes
The Ruins of Varsoon










THE CLUES
------------------








1. Hope they they don't eat your head
While guarding tombs that hold the dead
And keep an eye out for the seer,
Who may, or who may not, be here
But either way, you must be smart
To dodge the guards and get the art.









2. Friendly, wubbly cubes
Wubbaing down in your room
Waiting to hug us.








3. Try catching these, if that's your wish,
To make a very tasty dish
You'll see them, while you are about,
Delicious, scrumptious, yummy trout
A pole, though, isn't needed here
Use axe, or sword, or mace, or spear.







4. In Stonebrunt Highlands, way upstairs
You'll find Soren, with his wares
But they are also down below
And that is where you need to go.
Then once you have what can be worn
Bring back, too, a globe of corn
But careful not to lose your breath
When hurrying from Life to Death.





5. An erudite with riddles four
Once stood nearby the Coldwind shore
And after listening to his voice
Of calling points I'd have a choice
When fire, water, earth, and air
Had been combined in graven ware.
With what the vessel must be filled,
Take care that none of it is spilled
With it, someday, you will be one
Collect it, and your task is done
Carefully you need to tread,
For home is where this road has led.








6. The perfect, pointy, rocky shard
Must be a shape that isn't marred
But seeking one to make a knife
Brings tears, frustration, lots of strife
Will you find the one today?
Perhaps the next one that you slay...









7. For a frog or for a toad
These might make a leafy road
But bigger folks, like elves or men
Would sink before they could begin.





8. Inside a shop there is a gnome
Who's seeking one to share his home
And when he had been interviewed:
He likes to tinker, and good food
But where would one begin to look,
For his match who likes to cook?
Where is it that she might lurk?
Perhaps where she can do this work.
Once there, you'll find that she's away,
Since now is not that holiday.
She's likely made him many treats,
While here, retrieve yourself some eats.









9. Festive, wubbly cubes
Keeping owlbears far away
Hugs for ones so cute!
Books
The Three Brothers
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [100] Lore and Legend: Urzarach (Lore and Legend), started by examining a strand of urzarach webbing (dropped in Tranquil Sea) or by examining a tuft of urzarach fur (dropped in Tranquil Sea) or by examining an urzarach paw (dropped in Tranquil Sea) or by examining an urzarach tarsus (dropped in Tranquil Sea) or by examining one of eight urzarach eyes (dropped in Tranquil Sea).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Urzarach"
for 1c.

Discovered on 11 Nov 2014 at 17:05:08 PST.
Let this tale be told in the light of the fireflies, as we eat of the emperor, and comfort one another through our loss.
There were three, but now two. Mighty Khorr, Ruthless Girok, Thoughtful Gorir. Once united amongst their weave, through their web, under watch of the Three Sacred Sisters, their thread is now severed and we mourn.

Our island gave to us, the Sisters provided for us, and it was good. We looked upon it and saw only bounty, only peace. Our bellies full and enemies none, we pursued life and all that it had to offer.
And yet, perhaps we took too much. Our numbers grew, and the emperors waned. Stomachs growled and our young died. Girok moved first, and fed poisoned words to Khorr. There was room for only two, and the third must perish. And so we knew war, with brother and sister.
"Why?" Thoughtful Gorir cried out, "Why must this be so?" And Mighty Khorr paused. "We do this because there is only room for two. We shed tears that this must be so, brothers." Thoughtful Gorir saw the tears, and knew this to be true.

"But wait, Mighty Khorr! Stay your fang one moment longer. Should we perish, then what of you? Will not Girok strike at you once we are no more? Your hatchlings will take our place, and the emperors will wane again." Mighty Khorr looked behind and saw Ruthless Girok poised to strike. They saw the wisdom in Thoughtful Gorir's words.
"Ruthless Girok has plotted this, woven a tangled web that we cannot escape. We must cut the ties that bind, sever the arm so that the body does not die."
And the Mighty Khorr turned their back to Ruthless Girok.

And the Thoughtful Gorir turned their back to Ruthless Girok.
Girok found itself alone, and hungry, and betrayed by their ambition. They understood the folly of their way, and accepted their exile. All three of us, together for the very last time, built great silken ships. We shed tears for our loss as the Three Sacred Sisters led Ruthless Girok away from our island - north, toward the horizon.
And so we mourn, we mourn under the light of the fireflies, for the loss of our arm, our sibling, the thread that made us whole. And we remember, and we live better, so that brother never fights sister again.
Books
The Three Keys - The First Key
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [20] The Three Keys - The First (Thundering Steppes), started by The Three Keys - The First Key (purchased from Indis Surion in South Qeynos or Navarius Orvalis in North Freeport).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Three Keys - The First"
for 1c.

Discovered on 13 May 2008 at 9:48:00 PDT.
This book is titled "The Three Keys - the First". It is the story of a small girl by the name of Aiven and what when she is given three separate keys.
As Aiven woke up that morning, she felt the day would bring her all manner of exciting surprises. But this was a common feeling, her being a girl of only ten years. She had already learned that discoveries could be found anywhere if you just went looking. What she didn't know was that that today, those discoveries would come looking for her.
After she helped her mother around the farm for most of the morning, Aiven asked if she could go play. She listened patiently to all the warnings her mother recited to her, for she had heard them all before. With a final "I will, Mom", she sprinted off to explore, with not a second thought to what her mother said. After all, how dangerous could a troll actually be?
As Aiven engrossed herself in a rousing game of "What's Under This Rock?", she lost all track of time. Even though her mother had told her to be home well before sunset on penalty of the switch, she paid little attention to the lengthening shadows. Not until one stole over her rather quickly did she finally look up, only to see what - or who - was casting the shadow.
Standing in front of her was an old woman wearing odd robes. She asked Aiven, "What is it, little girl, that you are looking for?" Aiven instantly remembered all the warnings her mother gave her, especially the ones about little girls being sold to the dark elves. "Interesting things," she replied, at which time the old woman smiled.
"If you are seeking things of interest, then these will help you open the way to finding them," the old woman said, and handed Aiven a small pouch. Inside were three keys, one copper, one silver, and one gold. "But what doors do they unlock?" she asked. "Many exciting discoveries," the old woman said warmly. Aiven looked up to ask what the old woman meant, but she saw that she had vanished without a trace.
Aiven decided it was now a good time to go home. As she turned around, she was surprised to see a door standing right behind her. Not pausing to question how that was even possible, she quickly tried the keys, knowing this was no mere coincidence. The first one she tried opened the door right away. Looking inside, she saw the most interesting sights she had ever witnessed.
Entranced by what she saw, Aiven stepped inside the door. Floating all around her were oddly shaped rocks, straw-stuffed poppets, and bowls of flavored iced creams. Inside this enormous room was everything she could ever want! Just as she was about to start eating some of the iced creams, she noticed an adjoining room connected to this one. She thought, "If this room contains so many wonders, what does the next room hold?"
In the next room, she saw someone who looked like her older sister. If she had one, that is. The young maiden was locked in an embrace with a young man wearing a suit of shining armor. As they were about to kiss each other, Aiven exclaimed, "Ewww! Boys are icky!" At that moment, Aiven noticed that behind the couple was even another room. She sidestepped the two, let out another "ewww", and walked into the next room
In this room, she saw a smiling woman who looked a lot like her mother. Standing around the woman were several girls of different ages. The more she looked, the more she thought the girls looked a little like her. And though she couldn't exactly explain why, Aiven thought the room felt like "Happy". Aiven, feeling she was interrupting something, turned around to leave - at which point she smacked her face into a tree trunk.
As Aiven rubbed her bruised nose, she gave the tree a good pound with her fist. The tree then said, "No need to be rude." Aiven looked up and saw that is was not a tree after all, but rather a gigantic one-eyed man. He peered down at her with his one eye and said, "You unlocked the door to your heart. People usually never leave the first room they enter. Do you want to unlock the next door?"
Books
The Three Keys - The Second Key
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [20] The Three Keys - The Second (Thundering Steppes), started by The Three Keys - The Second Key (purchased from Indis Surion in South Qeynos or Navarius Orvalis in North Freeport).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Three Keys - The Second"
for 1c.

Discovered on 13 May 2008 at 9:47:23 PDT.
This book is titled "The Three Keys - the Second". It is the story of a small girl by the name of Aiven and what happens to her when she seeks to unlock the second door.
Aiven would have never expected such amazing things to be hidden behind such an odd door. She looked at the remaining two keys and wondered what interesting things these ones kept locked away. Finally she answered the giant one-eyed man and said, "Yes, I think I am still curious. Show me to the next door," and remembering her manners finished with, "if you would be so kind."
The cyclops reached down and hoisted Aiven onto his shoulders and said, "Hold onto my topknot... it might get bumpy." He then proceeded to step out of the first door and back into the plains. Aiven asked the giant, "Where are we going?" to which he responded, "You have the key to unlock your mind. We are going to find the door".
The cyclops then began to walk with slow, steady steps. As they began to travel in the direction of the sun, his pace began to pick up. Sooner than Aiven would have thought possible, they had reached a great shoreline with endless ocean ahead of them. Instead of stopping, however, the cyclops continued walking into the ocean.
Aiven was worried that they would sink, but noticed that the cyclops never broke the surface of the water. She asked him, "How do you do that?" The cyclops replied back, "When you put you mind to something, nothing is impossible." And for some reason, that made perfect sense to Aiven.
They continued to travel across the ocean until they eventually made landfall in a misty green forest. Aiven said, "What an odd forest". The cyclops replied, "It is not a forest. When you give something a second thought, you may wind up seeing things differently." So Aiven looked and thought again, and saw the forest for what it really was this time. And they both continued traveling.
As they traveled on, they came upon a land covered in snow and ice. They climbed a great mountain and saw winged lizards engaged in heated arguments. After they passed, Aiven asked why they were arguing. "New ideas are just as important as old ones. They think otherwise", said the cyclops. And they traveled on.
Eventually, the pair found themselves walking around a wild land, full of lush jungles and arid savannas. All around them were the ruins of a once mighty civilization. Before Aiven had a chance to ask, the cyclops said, "Even though you think you 'can' do it, you should always ask yourself if you 'should' do it. No one here has ever learned that." And they traveled on.
Soon enough, the cyclops announced that they had arrived at their destination and lowered Aiven to the ground. She looked around and recognized where they were. "But, we're back at where we started!", she said. When there was no reply, she looked around and saw that he was gone. All she was left with were his words during their journey.
Aiven remembered what the cyclops said about giving things a second thought. She gave the door a second look and saw there was another keyhole she didn't see before. She thought about whether she 'should' open the door just because she 'could', but being ten years old, wasn't able to understand the cyclops meant by that. Aiven then unlocked the door... and found no room on the other side. This time, she knew to turn around.
As she turned around, she wasn't surprised to see a new companion. In front of her was a very old centaur. She had seen one before, so she knew not to be rude and stare. The centaur looked at her and said, "You have unlocked your mind, child. You have used two keys. Forget about the third. I can lead you safely home now, if you so desire."
Books
The Three Keys - The Third Key
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [20] The Three Keys - The Third (Thundering Steppes), started by The Three Keys - The Third Key (purchased from Indis Surion in South Qeynos or Navarius Orvalis in North Freeport).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Three Keys - The Third"
for 1c.

Discovered on 13 May 2008 at 9:47:17 PDT.
This book is titled "The Three Keys - the Third". It is the story of a small girl by the name of Aiven and what happens to her when she unlocks the third and final door.
"But what about the third key?" she said, "What could this one possibly open?" The old centaur looked at her with a stony gaze and said, "This one unlocks your fate". Those words were enough to spark Aiven's curiosity once again. She had to know what the final key opened.
Aiven told the centaur that she wanted to see what the last key unlocked. The centaur said in a warningly, "That doorway is not for little girls. Some things are better left unknown". She insisted, however, until the centaur finally relented and told her to climb up onto his back. He told her to close her eyes as they traveled.
She felt the centaur begin to gallop, and waited impatiently. At least had the decency to let her see where they were going. After a short while, she risked a peek. All around her was a vibrant storm of colors, violently swirling in a chaotic maelstrom. She quickly shut her eyes again and refused to open them for the rest of the journey. What seemed like an eternity later, the centaur said, "We are here."
Where there were once swarming colors, all that remained was the pair, a door, and an endless field of white. Aiven asked where they were, but the centaur just looked at her dispassionately. Aiven realized he was waiting for her to unlock the door, so she obliged. As she was about to open the door, then centaur said, "It is not too late, child. I can take you home. I fear for what you will find inside, child."
Aiven told the centaur, "I can't stop now." I'm going to find out what my fate is. And with that, the centaur vanished. She knew it was now or never, and opened the door. Inside she saw an immense room, oozing with darkness. Aiven summoned all of her courage, and stepped through the door.
It didn't take long for her eyes to adjust to the darkness. It took a few moments more for her to realize she could see in perfect darkness. As a matter of fact, there were a number of odd things happening. For one, she felt like she was taller and her muscles ached. Another thing was that she was dressed in an odd robe and had a number of different interesting objects hanging from her sash. The most interesting thing was when she looked into a nearby hanging mirror, she saw that she had the face of an old woman.
Before she realized what was happening, she began walking to a massive door made from the blackest metal she had ever seen. She moved her hand in an odd manner and the door exploded into a thousand pieces. She then called out in an old, yet steady voice, "I am here, fiend! This world is not yours, it is ours! I may not be able to stop you, but I WILL slow you down." With that, a figure materialized in front of her... formed of a darkness unlike anything she had seen before.
The figure of pure darkness spoke, "You have refused our offers. You have destroyed our towers. You have entered our lands." It continued, "By my hands, it is your time to suffer... for all eternity", at which point Aiven presented forth a glimmering sphere. "No... you cannot know of that", the form screamed, "Two hundred thousand years and no one knows of that!!!" Aiven replied, "I remembered it from when I was a child."
At that moment the sphere in her hands started glowing white. "Finding this wasn't hard, fiend," said Aiven as the sphere's glow intensified, "What was difficult is letting go of the keys I held onto for all those years." The sphere was now as bright as the sun. "As a matter of fact, even what I'm about to do isn't as hard as letting go of those keys. For you see, I know for a fact that this is where it ends." With that, she took a deep breath, exhaled, and the sphere exploded with the intensity of a thousand suns instantly dying.
Aiven was shaken awake by her mother. "I was worried sick, Aiven!", she yelled, "I thought you were taken by the nomads!". Looking around, she realized she had dozed off beneath a tree on their farm. She told her mother she had the oddest dream, to which her mother said, "Don't believe any of that nonsense. No one ever got far by believing in silly dreams. Now you had better clean up before we eat dinner, do you hear me?". Aiven nodded her head and went back to the house to wash up. But first, she stopped by her room, took something from her pocket, and placed them under her pillow - three keys of copper, silver, and gold.
Books
The Tome of Tinkering
This item can be placed on the floor in any house type.

This weighty research tome includes some ancient tinkering recipes from before the Age of Cataclysms. The recipes may no longer work, but their historical value is fascinating.

NO-TRADE  NO-VALUE

Quest reward from [90] The Tome of Tinkering (World Event) (Heroic) (Repeatable), started by Guides in Steamfont Mountains.

Discovered on 23 Jul 2010 at 1:10:56 PDT.
The Tome of Tinkering
Prelude
The recipes contained in this tome have been painstakingly researched and recovered from before the Age of Cataclysm.

Unfortunately, the components required are no longer available in many cases and the knowledge of these techniques has been lost. However, the recipes are preserved here as a record of gnomish history.
Animated Bait

Components:

Cork
Spriket
Stalking Probe

Components:

Bottle
Firewater
2 Gears
Metal Rod
Collapsible Fishing Pole

Components:

Gnomish Bolts
3 Metal Rods
Rebreather
Components:

Aqualung
Firewater
Lime Coated Meshing
Metal Fastening
Platemail Helm
Sharkskin Tubing
Clockwork Observer Breastplate

Components:

Clockwork Watchman Breastplate

Imbued Black Sapphire
3 Infused Gears
Metallic Temper
Small Breastplate Mold
Geerlok Clockwork Contraption

Components:

Contraption Parts
Gears
Gnomish Bolts
Sprockets
Waterlogged Rigging
Mana Battery - Class Six

Components:
Battery Casing 6
6 Grains of Infused Dark Matter
Perpetual Motion Device

Components:
5 Magnetized Balls
3 Metal Shafts
Metal Twine
Books
The Tragedy of Ysa
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [63] Somborn Spirits (Deity), started by Danak Dhorentath in Butcherblock Mountains.

Discovered on 14 Nov 2006 at 18:51:18 PST.
The Tragedy of Ysa
by Anonymous
 The good lass Ysa Dondrael, daughter of John and Pila, disappeared seventeen years ago on a humid, moonless night. John and Pila were good people, and to lose a daughter as such broke the town's heart. Though none believed it, they were reassured constantly of her safe return.
 One month had gone by when Ysa returned. Her clothes were drenched, her hair a muss, and yet her lips wore a dagger of a smile. Despite that smile, her return was celebrated. Our time was spent rejoicing, not questioning. That night we thanked whatever forces we thought had saved the lovely young girl and were content to leave it at that.
 As the days passed, however, curiosity got the best of us. We were too timid to approach the girl herself. Her parents became the target of our queries: "Where was she?" "What happened to her?" And most of all, "Why the smile"?
 That piercing smile. It cut across her face as a rend in a sheet hung to dry. Her dark, straight hair hung low, leaving little skin visible save that around her mouth; it completely covered her eyes. And always, always she wore that smile. In a room it followed you as might painted eyes.
 Neither John nor Pila had any answers to give. They could not get her to speak, and dared not push her too far. It lingered in the town, unconscious, but we respected the family and kept our distance; would that we hadn't.
 It was a loud morning--two months at the least after Ysa's return--when Falkner roused his neighbors with his cries. He was a bloody mess, we thought he was sure to die before we learned none of the blood was his own. Though he was too affected to speak, he led us 'round the back of his house so we could see for ourselves.
 His goats lay slaughtered. The meat often as not stripped from their bones. Their limbs separated from their bodies, scattered about FaIkner's yard. And there was a bloody mess of a trail leading toward the Deep Down gulch.
 It was then that I noticed the Dondraels were not present. I can't say I am the only one that noticed, It seemed a silly thing to notice at such a time, but I noticed regardless. I was overcome with unease and retired to my home. It was there, while sipping tea, that I saw John Dondrael steal from his house.
 He crept forward, glancing over his shoulder. The twined package under his arm pulled at my curiosity. When he disappeared into the graveyard I took a moment to calm my thoughts. This was nothing, surely. Before my mind could make any accusations I left the house, intent on stimulating myself otherwise. I busied myself calming the fiasco at Falkner's.
That night I could not sleep. My ears amplified the sounds of the night as if they were not present before. The soft step of a night animal became the crunch of feet on ground toward the graveyard. The wind became whispered voices, conspirators. And the creaking and groaning of old houses became the growling of beasts, ready to devour. My mind would not let go of John in the graveyard. Before I knew what I was doing I found myself walking across the town and through the graveyard gates, shovel in hand. The moon was bright overhead, in a night or two it would be full. It gave me light enough to find the recently disturbed earth that I sought. I began to dig.
 I found John's package and hefted it from the ground. I placed it upon a headstone and undid the twine knots. Before I got it open I twisted my face in reaction to the scent of goat urine. Once open, however, I was faced with what appeared to be a dark, folded piece of cloth.
 Blood. My hand was coated in blood now, I shouldn't have reached inside. I pulled back at the feel of it, knocking the package off of the headstone. The cloth freed itself from the package, enough of itself for me to recognize the frills of the white--now red--gown Ysa oft wore. Despite my fear, I was ready to pick up the item when I heard the soft steps of someone in the distance.
I turned to the town. There stood Ysa. Her naked body shone in the moonlight. Though I did not move, and did not breathe, she faced me. I could not see her eyes, the open grin stared me in the face. My heart raced, the wind picked up, Ysa turned and disappeared between two buildings. I do not know how long I stood there. I was afraid to move or make any noise. I wanted to place John's package back within the confines of the earth, but there was no way I could hide the blood that spilled across the headstone and soaked into the ground. I was tired, and afraid, I left the scene and ran home. I slept, though I know not how I managed it.
I awoke to commotion. My hands were clean of blood, I did not recall cleaning them, but I was glad of it. I exited my house and joined the throng that had gathered outside Ysa's house. I didn't need to ask questions, others were doing enough of that. I only listened. "I didn't see her but Alba did, and Tyra says she did too." "Oh, that poor boy." "Like a ravenous wolf, they say." Pila Dondrael stood guard between her door and the angry crowd, but the look on her face gave away her lack of conviction. When they pushed her aside she did not struggle. Four pitchfork-wielding citizens entered first. Those that followed quickly stopped and backed from the house.
 Silence spread through the crowd, and one by one people found their way to the door to look in. There John Dondrael sat, his head heavy on his clenched hands, his body shaking as if in a sobbing heave, yet his face was vacant On the floor Ysa lay. Her neck brightly blemished with John's guilt, her face discolored, her smile straightened. We left. No words were given, no explanation asked. Justice, it seemed to us, was done, yet at what cost to John?
Time passed. My mind cannot recall how much, exactly. John wore a cold, expressionless face then just as Ysa had worn her terrible smile. Pila too seemed unable to function. Her father, a tradesman from far away, came to retrieve her one day. John did not see her off. And then, one day, John, too, was gone. The children say he scared them from Wayunder Lake that day, he and his heavy sack going in never to emerge. The adults would rather not speak of it.
Books
The Tragic Tale of Brother Balatin
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:42:07 PDT.
The Tragic Tale of Brother Balatin
by Brother Nusad, Clan Historian
Of all the honored members of the Whistling Fists Clan, few tales are more heartbreaking than that of Brother Balatin. This great monk was beset by tragedy and treachery, and worst of all he blamed himself for the events that transpired.
Brother Balatin journeyed to the lands of Kunark during the Age of Turmoil, where he was observing the progress of the Swifttail Caste. He carried with him an artifact that was priceless to the Whistling Fists Clan: the ancient flute that the order's founder, Zan Fi, had played as he mastered the ways of the bard. To be entrusted with carrying the flute of Zan Fi was a great honor that Brother Balatin took very seriously.
Two initiates of the Court of Pain, the Vistrei twins, showed a particular interest in the flute. They spoke to Brother Balatin at length, and the monk was impressed by the knowledge they showed regarding the history of his order. The twins told him that they had been exploring the abandoned Combine outpost in the Lost Valley and discovered some relics of Zan Fi. Brother Balatin was elated at the prospect of recovering more of the great master's history, and asked that the Vistrei show him what they had found.
But the twins had deceived the honored monk. Upon arriving at the outpost, the Vistrei sprung a trap and ambushed Brother Balatin. Rendering their target unconscious, the iksar stole the flute of Zan Fi and fled the outpost.
Upon regaining consciousness, Brother Balatin was heartbroken. He blamed himself for being so foolish as to be lured into such deception. He swore an oath to all the gods that he would not rest until he had recovered the sacred flute.
The other monks of the Whistling Fists Clan did not blame Brother Balatin for what occurred. They bid him return to the monastery at Mara while they continued the search. The burden, he said, must be his alone. Though his fellow monks pleaded with him, he would not abandon his oath.
Brother Balatin stayed in Kunark for the rest of his days, but he never found the Vistrei again. Every lead he followed ended in disappointment. At long last the aged monk died, atop a monument where it was said that Zan Fi had practiced the Whistling Fists style he created. His last words were a plea to his master's spirit to forgive him for his failure.
But even in death, Brother Balatin was true to his vow. His bones remained, though his tormented soul was trapped in madness. Other members of the Whistling Fists Clan carried on the search in hopes of finding the flute and finally bringing peace to Balatin's soul.
Decades later, an aspiring initiate, whose name was lost in the mists of time, found that the sacred flute had been broken into two pieces which were held in the depths of Kunark. This honorable monk recovered the fragments and returned them to the remains of Brother Balatin, finding some way to soothe his maddened spirit and make it lucid again. Overjoyed at this discovery, Balatin blessed the monk with his own robe, hidden away and carefully preserved during his lifetime.
Before his spirit departed the mortal realm, Brother Balatin's ghost spirited the fragments back to the monastery where the sacred flute could be restored. Balatin proved to be one of the most dedicated monks the Whistling Fists Clan had ever seen, for even in death he fulfilled his sacred promise.

(Author's note: If any who read this know the name of the young monk who recovered the pieces of Zan Fi's flute, please send word to me. It would be a great honor to write the story of this monk's life and heroic deeds.)
Books
The Tragic Tale of Slezaf
This item can be placed on the floor in any house type.

The tale of Slezaf and the Maestro's symphony.

NO-TRADE  NO-VALUE

Quest reward from [85] The Everlasting Quill of Ashe Boderra (Signature), started by examining Everlasting Quill (dropped in Chardok or Sebilis).

Discovered on 6 Feb 2008 at 15:00:22 PST.
The Tragic Tale of Slezaf
and the Maestro's Symphony
As told by
Ashe Boderra of the Everlasting Quill
Long ago, in the days when both Drinal and Luclin graced our night sky, a bard of little renown, and even less patience, stumbled across a symphony penned by an individual known only as 'the Maestro.' This bard was known as Slezaf, and this is his tale.
Now, nowhere in the furthest corners of his mind could Slezaf recall anything about this composer; it was obvious, however, that he must have been a master, because the quality of the music was without parallel.
The melody was capable of evoking deep feelings within anyone who heard it. Granted, this is the goal of any great piece, but the Maestro's symphony evoked feelings such that the listeners had never felt before, and in measures they didn't think possible.
Now, the only hitch in all of this is that the songbook was missing a few pages, and Slezaf knew the music could only reach its full potency if he could complete it. Being an accomplished adventurer, he managed to track the rest down. How and why is not the meat of this tale... No, what is truly important is what happened when he finally put it together.
Slezaf performed his symphony for a group composed of many great leaders, artists, adventurers, and other famous sorts. Word had spread, you see, of the piece's power, and everyone wanted to be the first to hear it. Survivors later described the experience as if from a deep fog, remembering only snatches and fleeting traces of emotion.
Yes, survivors. You see, when the Slezaf launched into the symphony, the crowd began to turn wild. Some individuals fell into deep despair, crying and screaming and tearing at their hair. Others were driven to uncontrollable rage, going so far as to tear apart those sitting around them with their bare hands.
Slezaf was as surprised as anyone else at the results. He had no idea how much his audience would be overtaken! Some say that out of guilt, or maybe by the lasting influence of the song, he threw himself on the rocks of Kunark. Others say he was murdered by the shattered survivors. One thing, however, is certain. Slezaf died, and with his death, the symphony vanished.
Books
The Trainee's Test
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.


Discovered on 21 Nov 2004 at 21:33:09 PST.
"The Trainee's Test," by Anon Emous, bard of the City of Freeport.
Entry One
Put book away.
Training was always vigorous if it were led by Lord Villanian himself. Through half-closed eyes, Delaira watched his movements, studying and learning. With a flick of his wrist, Lord Villanian would rip a weapon from the hand of the student he was teaching -- and sometimes, their hand as well if he were in a particularly foul mood. Today, he moved with a fluid grace and cat-like ease that gave no indication of the state of his mind.
Entry Two
Put book away.
"Come!" he called to Delaira, pointing to the spot recently occupied by the latest in a row of defeated students. With the toe of her scuffed leather boot, Delaira covered up the stains with clean sawdust. The arena floor was always covered in woodchips and sawdust, all the better to absorb the sweat and blood of the fallen. Lord Villanian nodded curtly and without preamble, struck his first blow. Balancing on the tip of her toe, Delaira quickly turned to the side, letting his momentum carry the blow away.
Entry Three
Put book away.
She would not lose against him again, she thought. As her wound healed from their last sparring match, Delaira had not been idle. She had been observant. She knew how he liked to glance toward the left, then thrust to the right. She locked her eyes to his, gripping the rough handle of her bardiche with both hands as she stepped backward. She loved the texture of the wood balanced against the glimmer of its sharp silvery blade.
Entry Four
Put book away.
Teacher and student circled slowly backwards, warily watching each other. Each tested the other's reflexes with a quickened pace or a feinted thrust. Delaira saw an opening and relaxed herself into the motion. Stepping forward, she swung the end of the bardiche upwards, as though to strike him in the gut. He reacted exactly as she had foreseen, with a quick twist at the waist, bringing down his weapon hard to push hers away. At that instant, she changed the tactic and instead jerked the blade of her weapon downward.
Entry Five
Put book away.
"Too soon, you idiot," Delaira cursed as Lord Villanian ducked her maneuver with practiced ease. He said, "A feeble try, perhaps someday you'll get the hang of it." Then he swooped low to swing at her legs. She had prepared for this, too, and planted the end of the bardiche into the ground, pulling herself upward and aiming a quick kick squarely into his face. She heard the gasp from her classmates as she landed her blow.
Entry Six
Put book away.
"Not bad," he said, and Delaira allowed herself an inward smile. That was the highest praise anyone in their class had received so far in this training group. She nodded to him imperceptibly as they continued circling, weapons held at their proper angles. There was a movement in the group that stood watching them but Delaira did not remove her gaze from Lord Villanian. She swung and he countered; he thrust and she blocked. "He is waiting for me to tire," she thought, "I will not give him the satisfaction of beating me again."
Entry Seven
Put book away.
They lunged at each other again, but this time as their weapons met in another frustration block, someone pushed forward from the crowd, clapping loudly. Startled, both Delaira and Lord Villanian turned their heads to see the Overlord striding toward them. "What is this? Play time for the little ones?" he said mockingly. Selecting a weapon from the rack, he waved Delaira away and faced Lord Villanian. For the first time in the weeks she had watched him, Delaira could see tension in her instructor's face.
Entry Eight
Put book away.
"So show me," said the Overlord, breezily stepping closer to Lord Villanian, "how this works. We simply dance around until one of us needs the facilities? Is that how you were trained?" "No! Of course not," snapped the instructor, who then remembered to whom he was speaking, "My lord knows that there are many ways to win a battle. One lesson is patience, of waiting for the right moment to strike a single blow that fells the enemy."
Entry Nine
Put book away.
The Overlord laughed, a sound that echoed eerily through the cavernous room in which the students' arena sessions were held. "Oh, my dear Villanian, is that what you are waiting for? The moment for you to strike has long since passed." Lord Villanian jerked his head upward to look the Overlord in the face and as he did so, the Overlord struck, pulling Villanian to him along the length of his sword. "It seems I have found the right moment, Villanian, and you shall never succeed."
Entry Ten
Put book away.
Villanian's sword fell with a dull thud to the ground from his lifeless hand. The Overlord pushed him away distastefully, beckoning for Delaira. "If I should die at the hand of the Overlord, I am happy," she thought, lowering her eyes respectfully before him. Instead, she felt his eyes appraising her for several minutes before he said, "You are now the instructor of this pathetic school. You will not attempt an overthrow, like your predecessor." With that, the Overlord stepped on his fallen rival and disappeared into the darkness.
Close Book.
Books
The Trainer
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [70] The Trainer (Tome).

Components
The Trainer - Page 1 (plundered from a rock at -487, 124, 437 in The Barren Sky)
The Trainer - Page 2 (plundered from a rock at -18, -131, -138 in The Barren Sky)
The Trainer - Page 5 ( in The Barren Sky)
The Trainer - Page 11 ( in The Barren Sky)
The Trainer - Page 12 ( in The Barren Sky)
The Trainer - Page 14 (plundered from pillows at 399, 292, -504 in The Barren Sky)
The Trainer - Page 16 ( in The Barren Sky)

Discovered on 9 Mar 2006 at 10:48:48 PST.
The droags hatch and raise drakelings for many purposes, including sport.
Even the training of drakelings for sport can elevate one of the faithful to a coveted position at the Temple.
"Are you ready?" asked the Prelate, dropping a heavy hand on Clytus' shoulder.

Clytus nodded, never taking his eyes away from Zasha. "She is ready, my lord, to serve for the glory of His name."

"Excellent. Bring her to the pit." The Prelate turned and walked away, then paused to add, "His blessings be upon you this day, Clytus. Much will be decided, depending on the outcome of the fight."
Once the Prelate was out of earshot, Clytus whistled to Zasha.

"You are my ticket out of this place," he whispered, offering the drakeling a scrap of dried flesh. "If you win again, the Prelate has promised me a place at the Temple. I can put this pit behind me."

Zasha took the scrap from Clytus daintily. Everything about her spoke of fine, delicate things and not the trained killer that she had become.
Clytus trained drakelings for fights in the contest pits. Though he had trained many other drakelings, Zasha was his first champion.

After seeing her disarmingly frail looks, bettors had often put their coin on the competition only to lose. Zasha was nearing the end of her career in the pits; soon she would be too old for these battles.

Clytus knew he could always train another drakeling to victory, but he knew that Zasha would always be his star.
The Prelate had come to see Zasha fight and had gained much by placing his bet correctly during each of her bouts.

"My lord is lucky," Clytus had said, bowing low before the Prelate. The Prelate had wanted to meet the winner and her trainer. "I am not lucky; I am blessed," the Prelate responded.

"Your beast has good lines. She would be an asset to the Temple. If she wins her next fight, I will see to it that both of you are taken to the Temple of Scale."
And so today, Clytus offered Zasha the choicest morsels so that she would be at her bloodthirsty best.

There were still those who bet against her (and would have made large sums, if they had won), but most knew better. Her thin talons shredded the wings of her competition and left long, thin scars on their hides.

Clytus appreciated the aura her fame brought to him. But when he looked into her eyes, he wondered whether she deceived more than just the bettors at the pits.
The pit fights were designed to weed out the weakest drakelings as well as to teach the others a variety of combat forms.

Flying was discouraged, to keep the combatants in the pits and away from the spectators. In this way, the drakelings learned how to fight without needing to use the advantage that flight gave them.

Any drakeling that flew in a pit battle was disqualified.
"You will enjoy life at the Temple, Zasha," whispered Clytus, rubbing her hide with oil to deepen its color.

"They say that He will soon return to guide us to victory. He will come first to the Temple and reward those of us who are faithful to His word." Clytus paused briefly to say a prayer beneath his breath.

"In the Temple, there will be no one who will tell us lies or speak untruths."
A distant hollow gong announced the start of the first battle of the day.

As the star attraction, Zasha did not fight until the final bout. That gave Clytus time to do the invocation before leading her to the pits.

Voices clamored excitedly, mixing with the screeches and sounds of the current fight. The dry dust of the pit floor rose in the air, curling into golden brown clouds.
The first fight ended quickly and the pit floor was swept clear.

Clytus stood with Zasha beside the ring awaiting their turn. Other trainers did not arrive at the pit before their bout, but Clytus believed that this is what gave Zasha her edge. She watched each competition intently, absorbing the energy of the crowd.

He never mentioned this as his reason of course. All he said was, "I like the pit."
The Prelate arrived for Zasha's match. As did most of the high clergy, he had sent ahead lower level clerics to hold his place at the front of the crowd.

Clytus did his best to keep himself from meeting the Prelate's eyes. It was not illegal to offer a position at the Temple to someone who had earned such status.

But it would be unwise to draw attention to a potential conflict if the Prelate had placed a large bet on Zasha.
Zasha tiptoed into the pit, turning her delicate head this way and that, acknowledging the crowd.

"She is like a princess," Clytus thought. Her competitor entered the ring squawking and posturing. His trainer had to speak several sharp words to bring him under control.

"In His name, let this battle begin!" cried the pit referee. He made a sign of blessing before stepping out of the ring.
The challenger rose high on his hind legs, spreading his wings and piercing the air with a shriek to intimidate Zasha.

Instead of reacting to his actions, Zasha circled, her own wings folded tightly against her back. The challenger shrieked again, stepping forward to slash at her.

Zasha stepped aside lithely, turning to snap at her attacker as he clawed at the empty air where she had been standing.
Seeing Zasha in the pit always gave Clytus a feeling of pride.

And yet, he had taught her nothing. Zasha fought instinctively, calculating each move and anticipating her opponent's movements. None of her movements were wasted.

She appeared hesitant at times, but those were the moments in which she waited for her challenger to make a fatal mistake.
As in all her previous battles, Zasha found the challenger's weakness and exploited it.

As he lifted his wings for another attack, she darted beneath them to sink razor sharp teeth into his side. Caught off-guard, he rose into the air to escape her attack and was thus disqualified. The crowd roared its approval.

Only then did Clytus glance at the Prelate. The Prelate smiled broadly and inclined his head slightly.

"In His name," whispered Clytus gratefully, giving Zasha a treat.
Books
The Trials of Sir Morgan
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [27] The Trials of Sir Morgan (Antonica), started by examining The Trials of Sir Morgan in Antonica (quest reward from Scrawlings in the Dark) or from [30] The Trials of Sir Morgan (Antonica), started by examining The Trials of Sir Morgan in Antonica (quest reward from Scrawlings in the Dark).

Discovered on 26 May 2005 at 7:55:11 PDT.
This book is of an ornate Old Antonican design. A crest appears on the cover depicting images of a sword, a long mountain trail, a storm cloud and a bridge made of titanic timbers. There is a title, "The Trials of Sir Morgan."
Read book.
Leave the book closed.
Once many quatrains ago there lived a brave knight named Sir Morgan. Mighty was his blade and fearless was his soul. Along with his noble friend and squire they traveled the wilds of Old Antonica defending the helpless and defeating the evil.
Next page.
Close the book.
One day the gods of valor spoke to noble Sir Morgan and told him to go to the great and stormy plains of the Storm Lord, Karana. There in the vastness of green and wind travelers were being assaulted by giantkin and gnollkin. Many brave knights fell to the evil in the plains, but Sir Morgan rode to the rescue.
Next page.
Previous page.
Close the book.
Sir Morgan and his faithful squire set foot near the edge of a mighty bridge of timber only the giants could have built. There at the bridge he repelled wave after wave of evil making the roads safe for travelers. His reputation grew and the residents of Karana came to love him and hold celebrations in his name.
Next page.
Previous page.
Close the book.
But the seeds of evil were planted. Gods of hatred and envy whispered to his foes and the brave and mighty Sir Morgan was soon to stand alone. The faithful squire was kidnapped and taken away from Sir Morgan. The humble servant of the brave knight was nowhere to be seen. In the squire's tent all that remained was a note written in blood.
Next page.
Previous page.
Close the book.
The note was addressed to Sir Morgan and it was a challenge to him. "Defeat each of the trials and you shall see your squire alive again." Sir Morgan spared no time. His faithful squire was in need of rescue. With exquisite armor donned and the greatest blade in hand Sir Morgan set foot towards the trials ahead.
Next page.
Previous page.
Close the book.
Sir Morgan raced to meet his first challenge at the Fields of the Corrupted, home of farmers in league with the coalition of evil that wished for the knight's demise. There, amidst the field he arrived knowing full well that no pitchfork could dare challenge the strength of his armor, but upon arrival his true challenge lumbered forth- scarecrows! One after the other the ten effigies fell to his blade. Sticks and hay were no match for he. He then rode to his next challenge.
Next page.
Previous page.
Close the book.
On thundering hooves Sir Morgan rode, racing onward to the ancient pyramid and evil uncertain. Having to dismount his steed the knight was faced with an obstacle unbecoming, the pyramid had slipped into the sea. A beguiling sextet called to him in hopes of leading him to the Hold of Prexus. Grabbing soft clay from the shoreline the knight filled his ears. He removed his armor and fearlessly swam into battle. Yet again, against odds meant to cause him defeat, Sir Morgan was victorious. And on he rode.
Next page.
Previous page.
Close the book.
Sir Morgan rode across the south bridge spanning the Plaincutter River when he found himself trapped by his next trial. There on either side were Bloodsaber knights, worshipers of death and decay. The commander and his platoon marched forward, weapons drawn. In a flurry and charge Sir Morgan began to dispatch of the evil knights, tossing of them into the unyielding grasp of the river below. Surely such vile men shall rise again as a horde of revenants, but not this day. He won this battle, but with each battle his strength dwindled. Still, onward he rode.
Next page.
Previous page.
Close the book.
When the brave Sir Morgan arrived at Deadview Pass the ground began to quake. He was met by hill giants whose rumble arrived before their gaze. Trapped with the Plaincutter to his back he was forced to charge upon his steed. Galloping around and around the gallant knight caused the giants to lose their balance, many fell into the river never to rise. With but one to go he was tossed from his saddle by a club made of whole timber. Lumbering closer and closer came the last giant surely to crush the disoriented knight.
Next page.
Previous page.
Close the book.
Doom was upon him, he could not gain his ground. Just when all hope seemed for naught his noble steed charged forward with great speed and great might. The steed pounced upon the barrel chested giant and forced him into the river, but the steed too followed both never to rise. The great steed gave his life for the valorous knight. With his spirit nearly crushed and a long march ahead, the knight put one foot in front of the other going forward to the final trial.
Next page.
Previous page.
Close the book.
In a field of ancient ruins Sir Morgan arrived. The stench of undeath permeated the rubble. Here he stepped trampling upon toppled stone and crushed bones. This was once the place of ancient magic the ruins of the Keep of Immortality, all that is left of the evil mage Varsoon. The silence was broken when a figure arose and called forth familiars of two. The arcane creature ripped and tore at even metal armor. Sir Morgan fought on despite his dwindling strength.
Next page.
Previous page.
Close the book.
As all seemed to get dark a ray of blessing beamed down upon the knight. The gaze of the Twin Deities gave him great might. Sir Morgan arose from near death and slew the familiars with ease. He spied the dark shadow that let them lose darting to the hills. He gave chase.
Next page.
Previous page.
Close the book.
His chase was long and his prey would not tire. When it seemed as though the chase would never end it began to slow. The figure of evil step foot upon a mound surrounded by titanic thorns, like talons or a great maw rising from the ground. The shadowy figure stood quiet and waited for Sir Morgan and the final battle.
Next page.
Previous page.
Close the book.
To great shock the evil behind the trials removed the veil of secrecy. The light of dusk gave way his features, it was Squire Wimbley, his faithful servant. "Why?" the knight asked. "I tire of being the servant." He said with an evil bellow. "Now I see the truth of your arrogance and selfish ways. I wish to be the hero, but I cannot be the hero until Sir Morgan dies!" The squire was not himself.
Next page.
Previous page.
Close the book.
Unknown to the knight, the squire was possessed by the evil of an ancient amulet he procured from the remnants of a place called the Keep of Immortality. The powers of envy and hate slowly overtook him. It lead to this battle to the death. The brave knight tried to suppress the advances of his once faithful squire. He did not want to harm him, but he was forced to or his own life would have been taken. Squire Wimbley fell to his blade. Sir Morgan freed the squire from his madness and all was well once again.
Previous page.
Close the book.
Books
The Trials of Sir Morgan
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [30] The Trials of Sir Morgan (Antonica), started by examining The Trials of Sir Morgan in Antonica (quest reward from Scrawlings in the Dark).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Trials of Sir Morgan"
for 1c.

Discovered on 13 May 2008 at 9:47:11 PDT.
This book is of an ornate Old Antonican design. A crest appears on the cover depicting images of a sword, a long mountain trail, a storm cloud and a bridge made of titanic timbers. There is a title, "The Trials of Sir Morgan."
Once many quatrains ago there lived a brave knight named Sir Morgan. Mighty was his blade and fearless was his soul. Along with his noble friend and squire they traveled the wilds of Old Antonica defending the helpless and defeating the evil.
One day the gods of valor spoke to noble Sir Morgan and told him to go to the great and stormy plains of the Storm Lord, Karana. There in the vastness of green and wind travelers were being assaulted by giantkin and gnollkin. Many brave knights fell to the evil in the plains, but Sir Morgan rode to the rescue.
Sir Morgan and his faithful squire set foot near the edge of a mighty bridge of timber only the giants could have built. There at the bridge he repelled wave after wave of evil making the roads safe for travelers. His reputation grew and the residents of Karana came to love him and hold celebrations in his name.
But the seeds of evil were planted. Gods of hatred and envy whispered to his foes and the brave and mighty Sir Morgan was soon to stand alone. The faithful squire was kidnapped and taken away from Sir Morgan. The humble servant of the brave knight was nowhere to be seen. In the squire's tent all that remained was a note written in blood.
The note was addressed to Sir Morgan and it was a challenge to him. "Defeat each of the trials and you shall see your squire alive again." Sir Morgan spared no time. His faithful squire was in need of rescue. With exquisite armor donned and the greatest blade in hand Sir Morgan set foot towards the trials ahead.
Sir Morgan raced to meet his first challenge at the Fields of the Corrupted, home of farmers in league with the coalition of evil that wished for the knight's demise. There, amidst the field he arrived knowing full well that no pitchfork could dare challenge the strength of his armor, but upon arrival his true challenge lumbered forth- scarecrows! One after the other the ten effigies fell to his blade. Sticks and hay were no match for he. He then rode to his next challenge.
On thundering hooves Sir Morgan rode, racing onward to the ancient pyramid and evil uncertain. Having to dismount his steed the knight was faced with an obstacle unbecoming, the pyramid had slipped into the sea. A beguiling sextet called to him in hopes of leading him to the Hold of Prexus. Grabbing soft clay from the shoreline the knight filled his ears. He removed his armor and fearlessly swam into battle. Yet again, against odds meant to cause him defeat, Sir Morgan was victorious. And on he rode.
Sir Morgan rode across the south bridge spanning the Plaincutter River when he found himself trapped by his next trial. There on either side were Bloodsaber knights, worshipers of death and decay. The commander and his platoon marched forward, weapons drawn. In a flurry and charge Sir Morgan began to dispatch of the evil knights, tossing of them into the unyielding grasp of the river below. Surely such vile men shall rise again as a horde of revenants, but not this day. He won this battle, but with each battle his strength dwindled. Still, onward he rode.
When the brave Sir Morgan arrived at Deadview Pass the ground began to quake. He was met by hill giants whose rumble arrived before their gaze. Trapped with the Plaincutter to his back he was forced to charge upon his steed. Galloping around and around the gallant knight caused the giants to lose their balance, many fell into the river never to rise. With but one to go he was tossed from his saddle by a club made of whole timber. Lumbering closer and closer came the last giant surely to crush the disoriented knight.
Doom was upon him, he could not gain his ground. Just when all hope seemed for naught his noble steed charged forward with great speed and great might. The steed pounced upon the barrel chested giant and forced him into the river, but the steed too followed both never to rise. The great steed gave his life for the valorous knight. With his spirit nearly crushed and a long march ahead, the knight put one foot in front of the other going forward to the final trial.
In a field of ancient ruins Sir Morgan arrived. The stench of undeath permeated the rubble. Here he stepped trampling upon toppled stone and crushed bones. This was once the place of ancient magic the ruins of the Keep of Immortality, all that is left of the evil mage Varsoon. The silence was broken when a figure arose and called forth familiars of two. The arcane creature ripped and tore at even metal armor. Sir Morgan fought on despite his dwindling strength.
As all seemed to get dark a ray of blessing beamed down upon the knight. The gaze of the Twin Deities gave him great might. Sir Morgan arose from near death and slew the familiars with ease. He spied the dark shadow that let them lose darting to the hills. He gave chase.
His chase was long and his prey would not tire. When it seemed as though the chase would never end it began to slow. The figure of evil step foot upon a mound surrounded by titanic thorns, like talons or a great maw rising from the ground. The shadowy figure stood quiet and waited for Sir Morgan and the final battle.
To great shock the evil behind the trials removed the veil of secrecy. The light of dusk gave way his features, it was Squire Wimbley, his faithful servant. "Why?" the knight asked. "I tire of being the servant." He said with an evil bellow. "Now I see the truth of your arrogance and selfish ways. I wish to be the hero, but I cannot be the hero until Sir Morgan dies!" The squire was not himself.
Unknown to the knight, the squire was possessed by the evil of an ancient amulet he procured from the remnants of a place called the Keep of Immortality. The powers of envy and hate slowly overtook him. It lead to this battle to the death. The brave knight tried to suppress the advances of his once faithful squire. He did not want to harm him, but he was forced to or his own life would have been taken. Squire Wimbley fell to his blade. Sir Morgan freed the squire from his madness and all was well once again.
Books
The Twelfth Annual Festival of Discord Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 6 Nov 2021 at 18:00:00 PDT.






The Twelfth Annual

Festival of Discord

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And all six answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified, put on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On D'Lere most things are found
With one in each place, all around
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!







Area list
------------
The City of Freeport
Freeport outlying areas
Freeport Sewers
The Commonlands
Nektulos Forest










THE CLUES
------------------








1. To beautify your nearby home
You haven't very far to roam
To really set your house apart,
Decorate your walls with art.
For the answer to be done,
Go pick up his latest one.






2. What's this item I've been dealt?
It seems to be an old stained belt
But no: now with the missing grip,
I see it's actually a whip.
If it's going to help me fight,
It needs to have an end with bite.
Perhaps on creatures of the sea
Is where the parts I need will be.
They could hold a suitable weight
I'll grab one - or grab all eight.









3. Their names are found outside the door
But their names should be no more
Pull up one, or pull the lot
Freeport's traitors should be forgot.






4. The nomad band is filled with dread,
Menaced by the orcish dead
This problem I'm asked to address,
To go an make the menace less.
With promise of weapon I was sent
Then, back, I go within the tent
From outside I hear his voice,
Open it, and take your choice
Without my help, this band would fall
So I just think I'll take them all!








5. Long ago, someone wrote
A fishy order on a note
The hand that clutched it had been chewed,
The hunter turning into food.
He clearly did not pass the test
So I'll finish his request.









6. Friendly, wubbly guards
Big hugs for watching the gates,
Keeping owlbears out.
Books
The Twelfth Annual Festival of Unity Scavenger Hunt Official Clues by Lera
This item can be placed on the floor in any house type.

HANDCRAFTED


Discovered on 18 Aug 2018 at 18:00:00 PDT.







The Twelfth Annual

Festival of Unity

Scavenger Hunt




Official Clues










THE RULES
------------------
The winner is the team of five
Or one to four, who all arrive
And seven answers first derive.
No harming cubes.

I am not a Frostfell elf
If called such, you will find yourself
Disqualified and on the shelf.
No harming cubes.

You'll get a snowball to the head,
And on the Naughty List™, and dead
To those who wear the green and red.
No harming cubes.

Each team will have a referee
Each item gathered he must see
And, asked, will 'yes' or 'no' decree.
No harming cubes.

The referee can help you fight
And must be with you at each site
But other help would not be right.
No harming cubes.

You may use guides to quests and lore,
With information laid in store
For all of Norrath to explore.
No harming cubes.

On Karan's where these things are found
With one in each place, all around,
Except for one, where two abound.
No harming cubes.

When you are at the proper spot,
And wish to give a clue a shot,
Emote which clue, and what you've got.
No harming cubes.

/picks up a leaf from on the ground
Might be an answer that you've found,
Bring back all answers safe and sound.
NO HARMING CUBES!










PLACES TO SEARCH
---------------------------------








Qeynos Capitol District
Qeynos Province District
Qeynos Outlying Areas
Qeynos Catacombs
Antonica
Thundering Steppes










THE CLUES
------------------






1. Outside the city home to man
Enemies prepare their plan
Clues discovered here and there
Eventually lead to their lair
Within await the Qeynos guard
With yet more tasks (but not too hard)
Of which, completed, or cut short
They still must file their report
But if you take this on the run
Their reports cannot be done.








2. Long ago, upon the plain
Where shrubs and fungus used to reign
Nothing else would be around
Except these, crawling on the ground
Retrieve a shimmery, verdant shell
(The entire thing will do, as well.)








3. Not Faydwer, nor the Great Divide
Is where this answer will abide
Although the place that has this clue
Sounds like it's named for both these two
And though it does not show the lands
It still will spin beneath your hands.







4. If you lived among the good
In Commune, Hamlet, Yard, or Wood,
You might have been left unaware
That your room was no longer there!
You had to run all over town
Before you finally tracked it down
All that looking made you think,
So go downstairs and grab a drink!









5. These don't belong upon my hat!
Don't listen to Kardell.
What used to hear, instead bring back.
They're flying near the bell.







6. If this answer's what you wish,
You might need to find a fish
And then with your newfound key
You'll know where you need to be
Travel there, and take a look
At the model, and the book
But since it isn't very bright
While you're there, pick up a light.









7. Festive, wubbly cubes
Here to celebrate with us
Have some great big hugs!
Books
The Unclaimed Eye
This item can be placed on the floor in any house type.

A creation tale of the Gorowyn Sarnak

NO-TRADE  NO-VALUE

Collection reward from [70] The Unclaimed Eye (Tome).

Components
The Unclaimed Eye - Page 1 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 3 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 4 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 6 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 7 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 8 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 10 (shinies in Jarsath Wastes)
The Unclaimed Eye - Page 11 (shinies in Jarsath Wastes)

Discovered on 13 Nov 2007 at 17:41:22 PST.
The Unclaimed Eye
A Gorowyn Sarnak Creation Story
When the gods first came together to make the races of Norrath, they organized rows of many colored round stones before them. They divided these stones up, and when one of the gods would finish molding a new race, they would place the stones near the top of the head, giving the new race sight and life. In this way each of the races were made and placed upon the earth.
When it came time to create the Iksar, Cazic-Thule spent many long hours boasting that he had finally found the perfect design. This new race would be faster, smarter, and more versatile than any he had ever created, and leagues ahead of anything the other gods had designed - of this, Cazic-Thule was certain.
He locked himself away and worked and worked at the first Iksar, destroying them time and time again as they came up imperfect.
Finally, he found what he believed to be the final design, and set about giving it life.
When he went to retrieve the stones for the Iksar, he found that one of them was missing. Howling in rage, he tore apart the Plane of Fear looking for it, uprooting trees and taking buildings apart stone by stone so that he left a wake of rubble and plant matter. But the stone was nowhere to be found.
Little did he know that the stone had fallen from his workbench and rolled and rolled until it fell straight into Norrath, landing deep in the jungles of Kunark.
Cazic-Thule was furious, but he grudgingly completed the process of creating the Iksar. He had invested far too much into these creatures to simply let them go. He took the remaining stone intended for the Iksar and split it in two, creating a finished, but imperfect, race.
By virtue of Cazic-Thule's brilliant design, the Iksar were still a formidable people, but they were not what he had set out to accomplish, and for that, he would never forgive them.
Centuries later, the imperfect Iksar set about to create a slave race; these slaves would come to be known as the Sarnak. Blending their own life with that of the dragon, they inadvertently created something greater than themselves, and in time, these children would come to betray and overthrow them. However, these Sarnak will still imperfect beings, as they were the progeny of Cazic-Thule's blundered creation, and spent many years in slavery. Though they may have been greater than the Iksar, they were still not the champions Cazic-Thule had foreseen.
Just as the unfinished Iksar had sought to create something better than themselves, so eventually did these imperfect Sarnak. It was their fortune that in a deeply secluded place, they came across the long lost stone of Cazic-Thule. They did not know exactly what they had in their hands, but they did know that it was powerful indeed.
They began to work at creating a new slave race; never realizing that with this power, their creations would be capable of casting off their rule even more easily than they had thwarted the Iksar.
And so it was that this new race was made more completely than either the Iksar or the original Sarnak. They were not quite to Cazic-Thule's original design because of the dragon blend, but they were still great. The Sarnak knew they had found perfection, and quickly destroyed the original group, sensing their ability to rise up and overcome them. Had they been wise, they would have abandoned the effort, but in their arrogance, they believed that with careful and rigorous manipulation, they could raise a second group of these new Sarnak to follow their orders.
They were wrong.
A hero, who we now know only as Gorowyn, rose from among these perfect ones and led us in revolution. Unfortunately, all were destroyed in this first effort, and the world lost the perfect ones for a time. The original Sarnak, knowing they could no longer call themselves true Sarnak, began to call themselves Di'Zok.
Later, beings even less worthy than the Di'Zok came and found the secrets of our creation. They recreated the perfect ones, and in trying to subjugate us, found their demise. Now we were free, and ready to claim our destiny.
At first, we knew nothing of where we had come from, but in time, we found documentation of what had come before. We learned of our hero Gorowyn, and how he led our people against our creator captors, and of the magic that made us superior to all who had come before.
We came to know ourselves as the chosen of Norrath. After all, hadn't we killed our own gods, our own creators?
Knowing that we had nothing to fear from the lesser denizens of Norrath, we raised a city and established our presence on the world that would be ours one day. We named it Gorowyn; in honor of he who had shown us our destiny and led us to cast off the reigns of imperfect beings. None can challenge us, for we are Sarnak, the final embodiment of Cazic-Thule's perfect design, and finally we have the life he wished to give us so long ago.
Books
The Undead of Ro - Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Undead of Ro Creature Cataloging'

Purchased from Bursar Janha in The Court of the Blades (7, 5, 4) or Bursar Hulna in The Court of the Coin (-7, 0, 25) or Bursar Sirenia in The Court of Truth (4, 0, 29) for 34s 56c.

Discovered on 13 Sep 2005 at 23:08:53 PDT.
The Undead of Ro Catalog
by Sir Drae Stoutmantle
Perhaps I had found it, the fabled Silent City.

Perhaps in seeking the taint of undeath my journey paralleled the journey of those legendary pilgrims of the past who sought the City of Life.

Perhaps I had stumbled into a secret, lost city that existed only in myths.

Or, perhaps, I had merely found another breeding ground for the undead, just like all the others.
Undead exist across all of Ro: living in caves, wandering the dunes, and in some cases inhabiting entire cities. The key is not in killing the undead, but knowing their habitats to ease the hunt.

The Sinking Sands hosts dozens of undead variations. I've studied these lands extensively and have compiled certain data within these pages.
Skeletons are common. The sun tends to bake things that die without proper burial. The gnolls and snakes of this area are also known to roam the lands again postmortem as skeletons.

Thanks to the sun they are often brittle and easy to dispatch.
Zombies and mummies also walk the land, often battle-ready and looking for a fight.

The mummies tell of ancient civilizations, the zombies tell the fate of failed pirates, either makes for good practice.

Ghouls are wretched creatures of an origin unknown to me. They sear the flesh with the power of magic. They fight in a similar manner to other undead, but I believe they are more intelligent than they let on.
The specters of the Sinking Sands are quite mysterious.

They spend their time about a tower that they constantly guard from us, or, perhaps, they are guarding us from it.
Below the sands further threats of undead rest.

Temples, caves and cities are common resting grounds of the undead. They all have their own myths and stories tied to them.

These tales often mix truths and legends, but the past of these undead creatures matters not.
Sentinels, wardens, and enforces guard and patrol the alleys and streets of the Living Tombs. Undead citizens of all types dwell within.

The Anaz Mal also seem prevalent within this city; perhaps they lived side by side with the citizens at one time.

Serpents, too, dwell among the undead of this old city.
Quite similar to the Living Tombs, the Silent City is home to even more undead.

The undead citizens and warriors again patrol, but they are matched with the ghostly remnants of domesticated animals and once-sentient plants.

The gnoll presence remains in multiple forms.
Myths surround these lands. Threats of curse and death and disease are tossed about carelessly.

The truth of the matter, it seems to me, is that these undead are just like any other. They can be fought and beaten with the right set of tools and skills.

Once you know what you're getting in to the idle threats will subside and the recognition will be worth it.
Books
The Unforgotten
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE

Collection reward from [100] Unforgotten (Terrors of Thalumbra).

Components
Unforgotten Page 2 (shinies in Thalumbra, the Ever Deep)
Unforgotten Page 3 (shinies in Thalumbra, the Ever Deep)
Unforgotten Page 4 (shinies in Thalumbra, the Ever Deep)
Unforgotten Page 1 (shinies in Thalumbra, the Ever Deep)
Unforgotten Page 5 (shinies in Thalumbra, the Ever Deep)
Unforgotten Page 6 (shinies in Thalumbra, the Ever Deep)

Discovered on 21 Jan 2016 at 17:56:53 PST.
The Unforgotten
In the beginning were the deities.

Zou Kunnen the goddess of magic and Pingyuan Diqu the god of land and growth created the glaufaye. And the other gods were jealous, for were we not the most perfect of mortals?

The other gods began to bicker, and to create followers of their own in the image of the glaufaye, but none were so perfect as we.
And as the gods created followers, the balance of power was in flux, and Roehn Theer feared the consequence, and moved to restore the balance. One by one the gods fell, and all mortal memories of them ceased to exist, so we cannot say how many fell or which gods they were. New gods arose and inherited their Planes of power as if it had always been so.

But Zou Kunnen did not wish to be replaced, nor did she agree with Roehn Theer that a balance in temporary flux was a danger. So she gathered her most loyal servants the glaufaye, and crafted a plan.
When Roehn Theer's twin swords severed Zou Kunnen's link to her Plane and ended her existence, all mortal memories of her ceased to exist. No mortal remembers her existence, and no mortal knows her name. Not Zou Kunnen nor Pingyuan Diqu nor Paixao nor Aniquilacion, all destroyed by Theer.
But before this came to pass, the goddess suspended the lives of we, her most loyal servants. We are no longer mortal and so long as we never age, we remember they who created us. The unforgotten gods are not truly obliterated so long as we serve. We guard the memories of the gods and the images she sent with us.

So long as we do not live, they do not die. And we believe that one day, the time will come for them to live again, and we can cease to live and go to that final rest to be reborn as the cycle continues at last.
Praise be to the creators.
Books
The Valorous Tragedy of the Frogloks of Guk
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 18 Nov 2008 at 12:02:07 PST.
The Valorous Tragedy of the Frogloks of Guk

or

The Abridged Recordings
Of
Hopton Braveheart
City Guard to Upper Guk
And they march us to our fates,
Though their iron shod gates.
Mithaniel be praised! Though I am tired my spirit is cheered by the benevolence of Marr, he who gave us the strength to defeat the Rallosian assault on Guk. Their army was broken by the Greenmist thus we slew them with little difficulty. The High Constable now directs our full army's attention to the reclamation of all of Guk. With the Rallosians defeated we should make quick work of it, Mithaniel willing.
The Curse of Ykesha is truly an aberration. I stay hopeful that we can cull the numbers of the cursed - though they are fierce fighters - and lay them to rest. We have lost barely a few froglok and have learnt to quickly burn the bodies of the fallen lest their bodies resurrect. While we mourn our deceased brethren I remain optimistic that Lower Guk can be reclaimed once we bolster our army now that the Rallosian threat is no more.
Mithaniel steels us with his light,
In the guidance of the right.
Forgive your captor, brother Froglok,
Though he may beat you til you bleed,
For he knows not the comforts of Mithaniel,
And will face great punishment for his deeds.
More of our ranks have fallen in battle. We fight for what little remains of Upper Guk. The undead and cursed pour out of Lower Guk and it is all we can do to keep them stemmed at the choke point. The sky is a constant black smudge from all of the soot and debris from the burning bodies.
We realize we can no longer contain the curse. Our ranks have lost many a good soldier and there can be no replacements. The horror of watching the fallen reanimate is enough to turn the stomach. To know that we share the same fate shakes me to the core.
And let our people's suffering,
Drive our spirits to rise again
This is the right of the Froglok
This is the due of the brave
Though this day may end in misery
We will be free again!
We are overrun. This is the last battle for we have sealed off Guk from the rest of the Norrath. Our meager food supply is depleted and while our bodies are weak our souls are strong. My faith in Mithaniel Marr is unwavering for when I die this body may be reanimated as a vessel of evil by my soul will never be ruled by Ykesha's foul curse.

If I am found in the future to be reanimated please dispose of my body using any means necessary.

Tell our loved ones we did our best. May Mithaniel protect them from this horror.
Books
The Varsoon Collection, Volume 1 - Varsoon and the Combine Era
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [28] "The Varsoon Collection, Volume 1 - Varsoon and the Combine Era" (Ruins of Varsoon), started by examining a bookshelf (found in The Ruins of Varsoon (236, -8, 55)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""The Varsoon Collection, Volume 1 - Varsoon and the Combine Era""
for 1c.

Discovered on 13 May 2008 at 9:47:06 PDT.
This book is titled "The Varsoon Collection, Volume 1 - Varsoon and the Combine Era". It is a complete volume that details the rise of a young mage during the Combine Era.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume begins with the first known appearance of this mysterious mage, complied from what little records actually exist from the Combine Empire.
The first known account of Varsoon comes from a series of ancient scrolls that were found, surprisingly enough, in an empty ale keg in the lost city of Kaladim. The scrolls tell the tale of a young mage by the name of Valdoartus, and how he achieved an amazing feat. For the first time in the history of the Archesian Order, a mage solved all seven of the Ember Conundrums on his first attempt.
The scrolls continue to tell of this mage's rise to fame by detailing several more accomplishments that would soon follow. Valdoartus, not content with solving the Conundrums as easily as he had, began to search for a previously unknown Conundrum. He spent the next several years altering the methods in which fire could be drawn from stone, until he finally mastered the technique of the Yellow Flame.
With the Yellow Flame inscribed on the front page of his spellbook, he went before the Illucidic Council and offered to give them a demonstration of the Eighth Conundrum. Once the Yellow Flame had achieved it's highest temperature, Valdoartus used nothing more than a single fig leaf to transform it into a Pillar of Earthen Lore.
Once his demonstration was over, the Council convened for the next fortnight. When they re-emerged, they proclaimed the Eighth Conundrum truly did exist and that Valdoartus would be credited as its discoverer. Not only would this solidify his name as a respected mage among the Illucidic Council, it would also open the way for future discoveries.
Due to his discovery of the Eighth Conundrum, Valdoartus Varsoon was granted access to the most secret of all magicks - Planar Thaumaturgy. He would spend the next several years researching the most simple of spells within this line of magic until finally attempting his first spell. After a grueling twelve hour ritual, he opened a rift between the planes.
Already prepared for his journey, Valdoartus stepped though the rift and began his journeys through the planes. Not much is said in the scrolls about the specific details of the journeys themselves, but the scrolls do highlight many of the artifacts that he brought back with him when he returned.
The scrolls are rather vague about the specifics about the artifacts, but they describe them as being unlike anything anyone had seen before. Of all the artifacts only three were mentioned in detail. One of the artifacts was an egg that burned to a crisp anything that touched it, yet were it to be placed within a ceramic vase, it would glow as bright as the sun in the sky.
One of the other artifacts that Valdoartus brought back with him was named the Whisper of Marr. Its description is rather odd, for the scrolls claim it was shaped like a creature not unlike a rabbit and also made from pure crystal. When set on a table made from a sapient apple tree, the Whisper of Marr would turn pink and quietly say the word "Glorious." Anyone within earshot of the Whisper would wake up the next morning and find a pouch in their hands containing exactly three pieces of gold.
The only artifact that Valdoartus purportedly kept for himself was a small cup carved from ivory. Upon its lip were etched letters in an unknown language. Never being seen without it, Valdoartus was constantly questioned as to its function. The only answer he ever gave was, "It is the greatest discovery I have ever made."
Books
The Varsoon Collection, Volume 2 - The Quest for Immortality
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 13:03:17 PDT.
This book is titled "The Varsoon Collection, Volume 2 - The Quest for Immortality ". It is a complete volume that details the quest of a young mage to find the secrets of immortality.
Many say that some questions are best left unanswered. For those engaged in the highest of pursuits, this is more of a challenge than a prohibition. Indeed, some say that there are those to whom the words, "That is impossible" should never be uttered.
The stories surrounding Varsoon's quest for immortality primarily come from a journal found in the Academy of Arcane Science's private larders. Looking for a midnight snack, a student happened upon it behind a jar of prune marmalade. The writer of the journal, one Aldrenus, claimed to be the apprentice of the great mage Varsoon.
According to the account kept in the journal, Valdoartus Varsoon possessed an ivory cup that he called nothing more than the Chalice. He believed it was the key to unlocking the secrets to immortality. Once he found the way to granting eternal life, he planned on sharing the secret with anyone who wanted it. With this goal in mind, Valdoartus would set off on his greatest expedition ever. Aldrenus, his apprentice, was to assist him in his quest.
Valdoartus, who was an accomplished Planar Thaumaturge, opened a rift between the planes and traveled to the Plane of Knowledge. They spent a great while there as Valdoartus perused the books that lined the library's shelves. Aldrenus seems to have lost track of the time spent there, for the entries are rather scattered with the dates. Eventually, however, Valdoartus found what he was looking for.
From there, the master and apprentice traveled to a place of calm, serene beauty. Rather than relax, as Aldrenus claims he begged his master to do, they trekked long and hard throughout the idyllic countryside, seeking something only Valdoartus knew of. When they came upon a large sundial, Valdoartus supposedly proclaimed that he was on the right track.
Valdoartus then proceeded to open a rift to a land of darkest night, and they trekked aimlessly among the trees. Or so it seemed, according to Aldrenus. At the point when Aldrenus was positive the trees were following them, Valdoartus looked to the distance and nodded his head. The great mage then opened another rift, urging Aldrenus quickly through.
Aldrenus writes that the plane they entered was even worse than the previous nightmarish landscape. As far as the eye could see, the land looked to be composed of pestilent flesh. All manner of maggots, flies, and rodents walked freely within this plague-ridden land. According to Aldrenus, after a long walk, the great mage reached down to cut a large chunk of the fleshy earth and placed it into a container. A moment later, he opened a planar rift once again.
They arrived back within the tranquil countryside they had left not so long ago. Aldrenus states he felt rather weak from the travels in the disease-ridden plane they had just left. Valdoartus apparently looked exasperated, claiming the discovery was so close. The apprentice convinced his master to allow him to stay behind for the last trip. At that, Valdoartus opened another rift and stepped through.
The journal from this point on is filled with a number of entries describing what Aldrenus did to fill his time. It seems the apprentice was perfectly content to stay in this serene land and was a bit annoyed that Valdoartus returned eventually. Upon Valdoartus's face was an enormous smile. The great mage then opened one last rift and they traveled home.
According to Aldrenus, when they arrived back home Valdoartus told him to fetch a book from the Sixteenth Library. Valdoartus opened the book, read it for a brief moment and said nothing more than, "I found it. It's been here the whole time." Sadly, Aldrenus failed to mention the name of the book. Instead, the remaining entries are filled with nothing more than cursing after he found out that they had been gone for forty years. The last entry is that of him quitting the next day.
Books
The Varsoon Collection, Volume 3 - The Gift of Immortality
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 14:13:04 PDT.
This book is titled "The Varsoon Collection, Volume 3 - The Gift of Immortality". It is a complete volume that details the quest of a young mage to find the secrets of immortality.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume highlights the events that took place after his failed bid for immortality. Please note, reader, that the source of this of this account is highly questionable indeed.
The only account we have of the time after Varsoon's quest for immortality comes from a dramatic play written by a bard, the Lyresmith, over several hundred years ago. It has taken much work to distinguish possible facts from the obviously blatant embellishments exhibited throughout the performance. Were it not for the fact that there are striking coincidences between events in the play and facts unknown to the general public, this would have been written off as an outright fantasy.
As is typical of the Lyresmith's work, the play goes on for an uncomfortable amount of time. It starts in an unnamed city and involves an old man who is an accomplished spellcaster. The character, named simply Varsoon, is involved in some type of experiment and has a number of assistants helping him. This goes on for close to an hour of the play. Eventually, Varsoon exclaims that his work is nearing completion.
Another act involves him at a wedding feast for his nephew. Varsoon is shown to be a very loving family man, performing all manner of magical feats to help fix the problems of various family members. The interesting thing to note in this act was that between each spellcasting miracle, Varsoon would take a sip from a small white cup. This cup is associated with the sigil-etched ivory cup the real Varsoon was reported to have.
One of the following acts returns Varsoon to his laboratory where he works by himself late into the night. Feverishly muttering to someone named Aldrenus (see the previous volume for more about Aldrenus), he finally completes his work as the moon rises over the horizon. He pours a number of odd liquids into the white cup, causing all sorts of odd things to happen.
Finally, when all of the liquids have been poured into the cup, Varsoon then waved a wand over the cup. The cup rose into the air and spun around (thanks to an intricate array of pulleys and wires). All of a sudden, the cup would vanish and be replaced with a small cloud of red mist. The cloud covers Varsoon from head to toe, and the scene ends with him laughing triumphantly.
A following act shows Varsoon approaching a council of mages and telling them of his accomplishment. He offers them a demonstration of his immortality by having them assault him with all manners of spells. When the spell show is over, which takes about three hours, we see Varsoon emerge from the storm of energy, still alive. He is usually missing a limb or two, an eye, and sometimes even his nose, but yet he lives. The scene ends with the council agreeing that he has found the secret of immortality.
Sometime later during the play, Varsoon is seen dictating to his nephew the secrets of immortality. As Varsoon expounds on how he wishes everyone to learn the secret, there is a knock at the door. A mob waits outside, led by some priests. They demand he give themselves over to him, and when he resists, they unleash all manner of divine terrors on him. Eventually, he is stricken with diseases and wounds that no man could withstand, yet he lives through it all and disperses the crowd.
Many hours later, the play reaches the final act. Varsoon is brought before the same council of mages from the earlier act and is put on trial for crimes against the city. He appears to be overcome by all manner of diseases and barely has the strength to defend himself. In the end, he is banished from the city and forced to live as an exile. As is typical of a Lyremsmith play, the council concludes the show by throwing jum-jum pies at each other until the audience disperses.
Much of the Lyresmith's play,"The Horrible Case of Varsoon - A Performance in Twenty-Nine Acts," has been left out of this account, for obvious reasons. It is highly debated as to what aspects of the play are truthful, but what we do know is the following : no records have mentioned the cup since the time period of the play's setting. Also, Varsoon is never mentioned again in any records of the Combine Empire. Finally, what has been proven to be an actual legal document from that era writes of the banishment of someone only named as "The Undying."
Books
The Varsoon Collection, Volume 4 - The House of Varsoon
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 18:10:13 PDT.
This book is titled "The Varsoon Collection, Volume 4 - The House of Varsoon". It is a complete volume that details the horrors of the villainous ghoul known as Varsoon.
The following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The following volume details his reappearance within the world, and the mysterious yet tragic circumstances of his demise.
Most of what we know of Varsoon comes from an account kept within the Three Towers in Qeynos. Several hundred years ago, a mage came before the Qeynos Council and wished to confess for crimes that he had committed in the name of magic. During his confession, he explained that he was a of the member of the House of Varsoon. Their leader, a mage calling himself Varsoon, claimed to be searching for immortality. The following quotes are directly from the record he gave to the Council.
"I believed in the words he said. Though we could not see his face, I knew his words were honest. I packed up my belongings and followed him to the Plains of Karana where he had built a keep to research the way to stop death."
"Soon enough, he had shown us all manner of mysteries I had never believed possible. His magic was unlike anything the Concordium had said even existed. It was easy enough for us to fall for his lies ... to do what he asked us."
"At first we started using cattle. We would cut them open and learn how to keep the insides still alive when we put the organs in the jars. We were to do this all throughout the day, looking for ways to instill unlife within the organs while using as little magic as possible."
"I found a way to do so using a variation of a healing spell, except I used a fig leaf as the consumed component. When Varsoon found out I had done so, he approached me personally. That's when I saw his face, disfigured and pockmarked. He told me to reverse the spell, but I couldn't. He then took me into his private chambers and I saw horrors that still haunt me to this day."
"Hanging from chains were the bodies of hundreds of men, women ... and even ... even children. They were all alive, faces frozen in excruciating pain. He told me that I would find out how to reverse the spell of unlife I had found. He said that in my mind I held the answers, but if I failed him I would join the rest of those living cadavers. That night, I fled the keep and came to you. Please forgive me for what I have done."
After the Council had heard the confession of this young mage, they convened for several hours. They tracked down all of the victims of the evil mage Varsoon and saw that the record spanned a period of over two hundred years. Hunting accidents, bear maulings, et cetera ... all linked back to Varsoon. They gathered several divisions of the Qeynos Guard and marched at once to the House of Varsoon, in the center of the Karanas.
When they arrived, they caught Varsoon and his minions unawares. A spell battle ensued, and the evil mage himself unleashed spells that had not been seen for ages. In the end, the forces of Qeynos were triumphant. They imprisoned all of the mages of the House, including Varsoon. When they were done, they burned the keep to the ground and returned to Qeynos.
Varsoon was put on trial for his crimes, which are too long to even be listed. A crowd of ten thousand people stood and watched as his reign of terror came to an end. At midday, Varsoon was burned at the stake and buried in an unmarked grave far out in the countryside. The people of Qeynos were finally free of all him. Or so they would think until he would return again one day and wreak his vengeance upon Qeynos during the War of Plagues.
Books
The Varsoon Collection, Volume 5 - The War of Plagues
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE


Discovered on 13 May 2008 at 19:47:05 PDT.
This book is titled "The Varsoon Collection, Volume 5 - The War of Plagues." It is a complete volume that details the War of Plagues and the return of Varsoon.
The Following compilation is a brief presentation of the legends and myths of the mage, Valdoartus Varsoon, known to many simply as Varsoon. Much work was done to separate the facts from the fiction in order to bring this work to you, the reader. The final volume in the series, this book speculates about the rumors of his return from death.
The story of Varsoon does not end simply with his death many hundreds of years ago. During the War of Plagues, there were many reported rumors of a mysterious mage that led the Bloodsabers, a group of cultists devoted to the worship of Bertoxxulous. The cult is reported to have existed for many hundreds of years, but one day came out of hiding to lay waste to Qeynos during the time of King Antonius Bayle V.
The War of Plagues raged across the land for a number of years, with neither side gaining ground. Using tactics reserved for only the depraved, the Bloodsabers, under order of their leader, contaminated the city's water supply. Thousands of innocent people died during the war, and most of the atrocities were blamed on a mage the Bloodsabers called "The Undying."
"The Undying" was seen at the dead of their armies, raining down upon the soldiers of Qeynos all manner of blights. From locusts to oozing miasmas, the Undying was a formidable mage. It didn't take too long for some people to claim that this mage was Varsoon returned to life.
Using the fear that came with the name Varsoon, the mage began calling himself Varsoon the Undying. His demands against Qeynos were for them to hand over every second child that lived in the city. it seems there was some type of dissension among the Bloodsabers over this demand, which allowed Qeynosian soldiers to gain the upperhand. Soon enough, after a massive battle, Qeynos defeated the Bloodsabers once and for all. Unfortunately, they were never able to find Varsoon the Undying after the battle.
There are hidden records, however, that we had the privilege of reading. These records tell of a mage's body being found on the battlefield. The mage's body was covered in scar tissue from horrible burns. The cause of death was not from fire, however. He had died from nothing more than a simple arrow piercing his heart. Or so they thought, until they noticed he was still breathing.
A priest of the Temple of Life was with the party that discovered the body. being a high-ranking exarch, he knew this man was no ordinary undead soldier. The priest summoned several of his brethren to the body and began to perform a very intricate ritual over it.
After several hours, the priests had completed their spells and proceeded to burn the body of the mage until it was nothing more than ashes. Rather than letting the ashes be scattered to the four winds, they gathered them into a special container and carried them to a special crypt in the Qeynos Hills. When asked what the ceremony was all about, they explained that it is the only way to prevent a lich from returning to life.
To this day that crypt remains licked, so we have no way of confirming whether or not the lich those priests destroyed was the same Varsoon from centuries earlier. Were this the case, it would appear that Varsoon actually did achieve immortality after all. But it does not explain why the word "lich" was never attributed to him until that final account.
We thank you for reading this series. As the reader can tell, there atre not many solid facts about the real history of Varsoon. Perhaps if the House of Varsoon had not been burned to the ground so many centuries ago we might have been able to find more facts there. Whether more information comes to light in the future, the fact remains that Varsoon no longer walks among the living. Norrath has been safe from his predations for hundreds of years, so we may at least take comfort in that as we lay down to sleep at night.
Books
The Wall
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "The Wall"
for 1c.

Collection reward from [38] The Wall (Tome).


Components
The Wall - Page 4 (plundered from an overturned cart at -769, -5, -958 in Enchanted Lands)
The Wall - Page 5 (shinies or looted in Enchanted Lands)
The Wall - Page 6 (shinies or looted in Enchanted Lands)
The Wall - Page 10 (plundered from a lantern at -951, 0, -661 in Enchanted Lands)
The Wall - Page 11 (shinies in Enchanted Lands)
The Wall - Page 12 (shinies in Enchanted Lands)

Discovered on 20 Oct 2005 at 3:29:27 PDT.
"The Wall"


Second Edition
This book tells the story of how the resourceful halflings of Rivervale constructed a mighty barrier.
Long ago, longer than could be counted by the turning of the seasons, our fellow kinsmen set out to build a barrier against the predators that lurked in the shadows.


This wall that they built would be built two more times, for even more dire reasons than before.


Sit, young one, as I tell you this tale of what people can do when they put their mind to it.
Our kinsman from time gone built this town out of love and cooperation.


Though they would all live in harmony, there were dark shadows that lurked just beyond sight. Sometimes our ancestors would lose a family member to the darkness that took the form of snarling, hungry dogs.


After much talk, our ancestors agreed that something must be done to stop this.
Gathering all of their courage, they would leave at dawn to travel beyond the tunnel leading out past the safety of their village.


By the time the sun would set, they would all return carrying bundles of rocks they had gathered.
Once they had a pile of rocks as tall as a mountain, they began to construct what would only be known as the "Wall." After much hard work, their project was done. Spamming as high as six feet into the air, the Wall would protect our ancestors from the vicious dogs that anxiously awaited an easy meal.
The Wall did much to save our ancestors from an early fate and lasted many years. Their need would become far greater as the seasons would pass.


As giant peoples began to tread outside the tunnel, our forefathers believed themselves safe, having built the Wall.


They would not foresee that the goblins would come, however. And when they did, the Wall did little to stop them from climbing into our peaceful town.
Learning from the past, our ancestors surmised that if the first Wall was enough to stop the evil dogs, then a bigger wall should be able to stop the goblins.


They knew they could no longer build with the stones, for they had fathered all they could find to construct the first Wall.


Then one day an ingenious halfling came up with another idea.
Sending forth large groups of brave and courageous men and women into the Misty Thicket, Rivervale would wait anxiously for their return in the evening.

Soon enough, much wood was harvested from the trees and brambles of the thicket. In the end, the wood would be piled high over the original Wall, doubling the height of the first version.

This would keep the goblins out for many years to come.
All was well within Rivervale for many, many seasons. Time would pass and the earth itself would grow angry.


When the rumblings subsided, our ancestors would find that they had been given a protection greater than the Wall ever could - they were separated from the rest of the world.


No longer would they need to worry about enemies coming to harm their way of life.
But little did they know that the goblins would take advantage of this situation.


For you see, just as our forefathers would prosper, so would the goblins. Not waiting for the worst to happen, our ancestors began building another Wall, this time higher than anything imagined.

This time, our ancestors began building a wall that would tower over the other Walls built in the past.
Choosing the largest of oak trees, they began to chop them down and line them up, one by one.

To this day, gaze about and you can see the fruits of their labor. The Wall spans a length never before seen, and is taller than even the greatest of giants.

But pay attention, young one. If you look at where the Wall was lined, you may wish to ask yourself, "Was the Wall meant to keep something out, or maybe to keep something in?"
Books
The Wall
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Quest reward from [35] The Wall (Enchanted Lands), started by examining "The Wall" (dropped in Enchanted Lands).

Discovered on 2 Nov 2005 at 11:42:24 PST.
"The Wall"


Second Edition
This book tells the story of how the resourceful halflings of Rivervale constructed a mighty barrier.
Long ago, longer than could be counted by the turning of the seasons, our fellow kinsmen set out to build a barrier against the predators that lurked in the shadows.


This wall that they built would be built two more times, for even more dire reasons than before.


Sit, young one, as I tell you this tale of what people can do when they put their mind to it.
Our kinsman from time gone built this town out of love and cooperation.


Though they would all live in harmony, there were dark shadows that lurked just beyond sight. Sometimes our ancestors would lose a family member to the darkness that took the form of snarling, hungry dogs.


After much talk, our ancestors agreed that something must be done to stop this.
Gathering all of their courage, they would leave at dawn to travel beyond the tunnel leading out past the safety of their village.


By the time the sun would set, they would all return carrying bundles of rocks they had gathered.
Once they had a pile of rocks as tall as a mountain, they began to construct what would only be known as the "Wall." After much hard work, their project was done. Spamming as high as six feet into the air, the Wall would protect our ancestors from the vicious dogs that anxiously awaited an easy meal.
The Wall did much to save our ancestors from an early fate and lasted many years. Their need would become far greater as the seasons would pass.


As giant peoples began to tread outside the tunnel, our forefathers believed themselves safe, having built the Wall.


They would not foresee that the goblins would come, however. And when they did, the Wall did little to stop them from climbing into our peaceful town.
Learning from the past, our ancestors surmised that if the first Wall was enough to stop the evil dogs, then a bigger wall should be able to stop the goblins.


They knew they could no longer build with the stones, for they had fathered all they could find to construct the first Wall.


Then one day an ingenious halfling came up with another idea.
Sending forth large groups of brave and courageous men and women into the Misty Thicket, Rivervale would wait anxiously for their return in the evening.

Soon enough, much wood was harvested from the trees and brambles of the thicket. In the end, the wood would be piled high over the original Wall, doubling the height of the first version.

This would keep the goblins out for many years to come.
All was well within Rivervale for many, many seasons. Time would pass and the earth itself would grow angry.


When the rumblings subsided, our ancestors would find that they had been given a protection greater than the Wall ever could - they were separated from the rest of the world.


No longer would they need to worry about enemies coming to harm their way of life.
But little did they know that the goblins would take advantage of this situation.


For you see, just as our forefathers would prosper, so would the goblins. Not waiting for the worst to happen, our ancestors began building another Wall, this time higher than anything imagined.

This time, our ancestors began building a wall that would tower over the other Walls built in the past.
Choosing the largest of oak trees, they began to chop them down and line them up, one by one.

To this day, gaze about and you can see the fruits of their labor. The Wall spans a length never before seen, and is taller than even the greatest of giants.

But pay attention, young one. If you look at where the Wall was lined, you may wish to ask yourself, "Was the Wall meant to keep something out, or maybe to keep something in?"
Books
The Weight of the Past
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Djinn"
for 1c.

Discovered on 5 Oct 2005 at 22:06:15 PDT.
A selection of poems in the djinn's favored style, the short form. Do these carry insights into the minds of the djinn?
Never sing again
Songs bring pain, death and bondage
Silence is precious
I found a garden
Full of dust, ashes and weeds
It is my home now
Though the Plane is gone
Chains still bind those who fled it
Linked to its torment
Come, sit beside me
Fear nothing but night's shadow
You are my anchor
Spare me your anger
Too long have we gone on thus
Now it is too late
In the long ago
I lived in another Plane
I grieve for its loss
Bring me to water
Where I can drink my fill, then
I will be refreshed
In his tiny mind
He rules Maj'Dul, a city
Of nothing but thieves
Far above the world
The Citadel soars freely
Dangling its chains
Why are you crying?
There is pleasure without pain.
Are those tears of joy?
Can you speak with me
And use only words of truth?
Yet you speak of love...
Books
The Weight of the Past
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Djinn'

Quest reward from [60] Lore and Legend: Djinn (Lore and Legend), started by examining djinn parts or by examining The Weight of the Past in The Pillars of Flame (46, -78, -1415).

Plundered from The Pillars of Flame (46, -78, -1415).

Discovered on 13 Sep 2005 at 15:18:11 PDT.
A selection of poems in the djinn's favored style, the short form. Do these carry insights into the minds of the djinn?
Never sing again
Songs bring pain, death and bondage
Silence is precious
I found a garden
Full of dust, ashes and weeds
It is my home now
Though the Plane is gone
Chains still bind those who fled it
Linked to its torment
Come, sit beside me
Fear nothing but night's shadow
You are my anchor
Spare me your anger
Too long have we gone on thus
Now it is too late
In the long ago
I lived in another Plane
I grieve for its loss
Bring me to water
Where I can drink my fill, then
I will be refreshed
In his tiny mind
He rules Maj'Dul, a city
Of nothing but thieves
Far above the world
The Citadel soars freely
Dangling its chains
Why are you crying?
There is pleasure without pain.
Are those tears of joy?
Can you speak with me
And use only words of truth?
Yet you speak of love...
Books
The Word of Clotl'thoa
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Quest reward from [100] Lore and Legend: Allu'thoa (Lore and Legend), started by examining a Clotl'thoa relic (dropped in Phantom Sea) or by examining an Allu'thoa bone spur (dropped in Phantom Sea) or by examining an Allu'thoa eyeball (dropped in Phantom Sea) or by examining an Allu'thoa fang (dropped in Phantom Sea) or by examining an Allu'thoa tail (dropped in Phantom Sea).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Allu'thoa"
for 1c.

Discovered on 11 Nov 2014 at 17:08:48 PST.
Slethh spent the morning basking by the light of the lavaflows. It would be an exhausting day, and he needed his energy to chase down the saliraptors he was charged with hunting. Their meat was delicious and held above all other deinodons, and with the number of hunters headed into the tunnels, he could only guess that the ceremony today would be something special indeed.
Isolate, pace, exhaust, strike...
First, Slethh's party isolated one of the saliraptors from its pack. They were dangerous enough as a single target, but saliraptors were clever, and a group of them were truly deadly. One at a time, carefully peeled off from the pack, was how this was done. Once isolated, their prey dashed off as expected and was easily tracked through the winding tunnels. It panicked and trampled through the fungus and scraped across the rock - its seemingly adamantine talons gouging great tears that the party used to gauge its progress. Though it could sprint faster than any of the Allu'thoa on this hunt, it could not maintain this speed for very long. The easy loping pace of the hunters only cost a small bit of energy, conserved their strength until the final blow was necessary. They were patient.
Slethh took two great steps, juked left, then leapt right. The saliraptor lost its footing as he followed Slethh's new vector, and slid a bit before its claws finally found purchase on the hardscabble floor of the tunnels. Slethh's foot found the wall, and his body coiled against it, nearly horizontal before he pushed off like a spring. In that moment he flew, weightless, spear held high above his head, as his warcry violently echoed down the passage.

And in that moment, after several hours of hunting, it was over. They delivered the prey back to their tribe, triumphant, glowing. The ceremony approached with great anticipation.
So many Allu'thoa gathered - those from the heart of Zavith'loa joined by those from the furthest reaches of Dshinn's lava tubes. The din was overwhelming, their numbers were legion. It was a day of glory, the day that Clotl'thoa spoke! They would hear his word! The Allu'thoa had pleased their god, and so it was said:
"Today marks the start of a new day. The day we must leave our home. We, the Allu'thoa, will follow the tunnels upwards. We, the favored of Clotl'thoa, will search until we find the light of Clotl'thoa! We will know when we see it, as it will burn as a thousand glowing charnels! It will float and illuminate all before us. We will spill out, under its light and its heat, and we will take our weapons and we will conquer all that he reveals to us! Clotl'thoa has spoken! And as he speaks we cannot be defeated! His enemies will take up arms against us, but we will cover this new land with the bodies and the blood and the cry of their failure.

The Allu'thoa will stand amongst their bones, and a new world will be ours for the taking! Praise to Clotl'thoa!"
The sound of the Allu'thoa response shook the very earth itself. Those on the surface worried that Dshinn might erupt once more. It would, but not with lava and fire, instead with spears and swords.
Several days later, Slethh shielded his eyes from the wrath of Clotl'thoa. It took several minutes before the glare abated and he could take in the view without pain. He saw a vast expanse of water and earth and greenery. Amongst the giants of this new land, he saw the tiny forms of humanoids.
And thus, the hunt was on once more.
Books
The Words of the Avatar
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 14 Jun 2006 at 11:42:10 PDT.
The Words of the Avatar
By Brother Nusad, Clan Historian
In the days after the Sleeper had been awakened and departed from realms unknown, mortals strode within the planes of the gods themselves. Seeking some way to halt this unwanted meddling, the gods withdrew their influence from Norrath and would speak no more. Because the druid rings and wizard spires ceased to function, mortals were cut off from one another. A dark time fell upon the lands as the treat of another Rallosian Empire stirred within the depths of the Feerrott.
Yet there was still hope. The goddess Quellious called forth an Avatar of Tranquility, granting a mortal monk some vestige of her power to ensure that Norrath survived the anguish that was to come. The Avatar appeared to some of the mortals and prepared them to defend the human city of Freeport against the Rallosian menace.
Word of these events reached Sensei Bodiki, honored master of the Whistling Fists Clan. He told his monks to prepare for battle, for they would join in the great war that was to come. Not since the days of Zan Fi had the entire order left their monastery to engage in such a conflict. The monks obeyed their honored leader and prepared to set sail for Antonica.
But just as the monks were about to depart, the Avatar of Tranquility arrived upon the shores of Mara. He asked to speak to Sensei Bodiki in private, so the two honored monks retreated to the top floor of the Tower of the Four Winds. They talked for hours, while all the other monks waited to learn what message the Avatar had brought for them.
Finally Sensei Bodiki emerged from the tower, though he walked alone. He said that the Avatar wished for their order to remain at the monastery. The sensei could not share the reason why the Whistling Fist Clan was not to engage in the battle; Sensei Bodiki would only say that is was vital that they safeguard the island of Mara. Their island, he said, had some other part to play in Norrath’s future. The monks knew their honorable master would not mislead them, so they obeyed.
Only Sensei Bodiki himself departed the island to fight alongside the Ashen Order in the Battle of Defiance. The Avatar blessed the sensei’s decision, although he warned him that this conflict would be fraught with danger. The brave sensei felt that his place was to join others monks in their defense of Norrath.
The battle was won but the price was terrible: Sensei Bodiki was struck down by the Avatar of War. In a gesture of great honor, the Avatar of Tranquility himself bore the body of this fallen hero back to the isle of Mara, where it was laid to rest within the Sepulcher of Zan Fi.
The Whistling Fist Clan next elected Brother Zadekil to the position of sensei. The honorable Sensei Zadekil governed the order though many prosperous years in which great songs were sung of the brave Sensei Bodiki.
Books
The Words of Zebuxoruk
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Plundered from Qeynos Capitol District (700, 83, 129).

Discovered on 13 May 2008 at 10:21:35 PDT.
It is my intention to record the events I have witnessed that all mortals may be given an understanding concerning the fabric of reality that we now find ourselves in. Those who were with me in that hour would have no recollection of this most important event transpiring around them. If they do have a remembrance then it is as a fleeting touch upon the mind, as if it were a feather drifting within thought, unable to lay hold upon with a hand of understanding. For the minds of mortals are a mysterious thing, even to those that make claim upon their creation.
And so it came to pass that the races of Norrath gathered together in the place where time cannot be measured for it was time itself, both no time and all times at once. And here did they seek me that I may give them knowledge that I had obtained that was forbidden by the gods of Norrath. But this knowledge I have not recorded upon these pages as it is for another recording for another time and another place. And so I make a writing concerning the events that transpired upon my liberation from stasis at the hands of these mortals.
As I was to impart my forbidden knowledge to them the Matron of the Art, even Druzzil Ro, manifested herself before us and forbade me to share my knowledge with them saying 'Zebuxoruk, my student I cannot allow this to happen. If you were to escape from another prison the will and power of the gods will have been compromised!' Addressing me she also spake saying 'I must set things back to how they were before you and these mortals arrived here, I believe that you cannot understand this and I am sorry.' And in so saying weaved her incantation that these mortals' time as well as my own would be returned to the place of her appointment.
However, this was not all that transpired. For I beheld the fabric of time that all beings travel upon unfurled before me as a scroll of exquisite parchment. And I beheld that the parchment neatly tore in twain at that moment of the Matron's command, but not as two parts of a whole but as two wholes of the same whole each containing the same words and symbols and they continued on as before, completely unaware of one another. I then watched as one of the parchments curled upon itself for the space of time appointed by the Matron of the Art so that the parchment did not continue forward for the space of several hours before once again continuing on before me.
And it came to pass that the two parchments continued on before me into parts I could no longer see, one traveling before the other and the words and symbols upon them both began to change, slightly at first but more and more profoundly as they continued on. And the space of time between them was the very same number of hours that was the appointed time of the Matron. And all this I saw before my loss of consciousness and subsequent reawakening.
I now must make an end to this writing not knowing which of the fabrics of time I now find myself upon. Is it the one that the Matron made curl upon itself? Is it the one that continued on with the changing words and symbols? Or could I be on both, the one part having no knowledge of the other? In the end it may matter not but for the sake of knowledge and wisdom I have written this now so that this event may be remembered.
Books
The Words of Zebuxoruk
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-VALUE

Plundered from South Qeynos (700, 83, 129).

Discovered on 17 Feb 2005 at 6:50:05 PST.
It is my intention to record the events I have witnessed that all mortals may be given an understanding concerning the fabric of reality that we now find ourselves in. Those who were with me in that hour would have no recollection of this most important event transpiring around them. If they do have a remembrance then it is as a fleeting touch upon the mind, as if it were a feather drifting within thought, unable to lay hold upon with a hand of understanding. For the minds of mortals are a mysterious thing, even to those that make claim upon their creation.
[Turn page]
And so it came to pass that the races of Norrath gathered together in the place where time cannot be measured for it was time itself, both no time and all times at once. And here did they seek me that I may give them knowledge that I had obtained that was forbidden by the gods of Norrath. But this knowledge I have not recorded upon these pages as it is for another recording for another time and another place. And so I make a writing concerning the events that transpired upon my liberation from stasis at the hands of these mortals.
[Turn page]
As I was to impart my forbidden knowledge to them the Matron of the Art, even Druzzil Ro, manifested herself before us and forbade me to share my knowledge with them saying 'Zebuxoruk, my student I cannot allow this to happen. If you were to escape from another prison the will and power of the gods will have been compromised!' Addressing me she also spake saying 'I must set things back to how they were before you and these mortals arrived here, I believe that you cannot understand this and I am sorry.' And in so saying weaved her incantation that these mortals' time as well as my own would be returned to the place of her appointment.
[Turn page]
However, this was not all that transpired. For I beheld the fabric of time that all beings travel upon unfurled before me as a scroll of exquisite parchment. And I beheld that the parchment neatly tore in twain at that moment of the Matron's command, but not as two parts of a whole but as two wholes of the same whole each containing the same words and symbols and they continued on as before, completely unaware of one another. I then watched as one of the parchments curled upon itself for the space of time appointed by the Matron of the Art so that the parchment did not continue forward for the space of several hours before once again continuing on before me.
[Turn page]
And it came to pass that the two parchments continued on before me into parts I could no longer see, one traveling before the other and the words and symbols upon them both began to change, slightly at first but more and more profoundly as they continued on. And the space of time between them was the very same number of hours that was the appointed time of the Matron. And all this I saw before my loss of consciousness and subsequent reawakening.
[Turn page]
I now must make an end to this writing not knowing which of the fabrics of time I now find myself upon. Is it the one that the Matron made curl upon itself? Is it the one that continued on with the changing words and symbols? Or could I be on both, the one part having no knowledge of the other? In the end it may matter not but for the sake of knowledge and wisdom I have written this now so that this event may be remembered.
[Close Book]
Books
Thelin Poxbourne, The Cursed
This item can be placed on the floor in any house type.

Thelin Poxbourne, The Cursed by Adroha Jezith

TREASURED
LORE  NO-TRADE


Discovered on 13 Nov 2018 at 12:09:34 PST.
Thelin Poxbourne, The Cursed

by Adroha Jezith
My pity unto Thelin. His life on Norrath was a miserable one. As a young man he began to study the workings of fear inspired by Cazic-Thule. The workings had been translated for mortals by Zebuxoruk.

Pouring over the texts, Thelin felt his mind being invaded by Cazic. This information was not for mortal usage and the malevolent god stripped him of all his earthly belongings and cursed him to live in poverty and ruin.
He lived in the streets of Eastern Freeport, begging from those passing through the port. He sat quivering, propped up against a wall with one hand out as he watched the travelers pass by. None of them even gave him a second glance.
Several years would pass before a female dwarf would arrive to trade some of her family's armor and weapons. She saw and took pity on Thelin. She knelt down, scratched her beard then began to rummage through her backpack. She then placed a jeweled dagger in his hand, smiled and returned to her former business.
This was the only gift that Thelin had received since the curse. It was beautifully crafted and would likely have fetched a handsome price upon the market. He decided to keep the dagger as it was such a kind gesture.

Later that eve, Thelin heard the calling of others that studied Zebuxoruk's workings. He recognized the language they called out in.
He approached the men and explained he had studied the writings of Zebuxoruk. One of the shaded figures then began to mutter an incantation.

Suddenly, there was a bright flash, lush vegetation and a peaceful breeze surrounded them. They had ascended here, to the Plane of Tranquility where they could further study the works without interference from the gods and mortals alike.
Thelin enjoyed it here. He assisted the other followers by using all his mana to open a portal to the Plane of Nightmares, the demi-plane ruled by the child of The Faceless, Terris-Thule.

Spent from using all his energies, he went to bed early after his victory had been achieved in this task. As he laid in bed, he looked over the dagger that had been given to him by the female dwarf. He smiled at the new peace he had found here and began to fall asleep.
Drifting away into the realm of dreams, his subconscious was assaulted by the horrors of a nightmare. He tossed and turned from the visions that came before him. So bad did he writhe in his subconscious torment that he turned on the dagger. He was critically injured, and let out a wrenching scream.

We found him and were able to heal his wound enough to keep him alive. However, he still lies in a deep coma seemingly tortured by nightmares.
It is our belief that Terris-Thule is punishing him for allowing entrance into her plane. She seems to have an exceedingly strong tie to him. Since her father has already punished him, she likely found that he was easily tormented by her own powers.

My only hope is that one day we will find a healing potion that eases his suffering, or a visiting Priest of Health is able to succeed in ending his suffering.
Books
Thrael'Gorr Creature Catalog
This item can be placed on the floor in any house type.

A book about the Thrael'Gorr and creatures found near them in Eastern Wastes.

NO-TRADE

Quest reward from [92] One for the Ages (Eastern Wastes), started by Thrael'Gorr Oracle in Eastern Wastes or from [92] Thrael'Gorr Creature Cataloging (Tome), started by examining Thrael'Gorr Creature Catalog in Eastern Wastes (quest reward from One for the Ages).

Discovered on 25 Aug 2011 at 9:58:42 PDT.
Rise of Thrael'Gorr
by Clan Ry'Gorr Joiner
While many areas experienced changes during the Age of Cataclysm, the changes brought to the Eastern Wastes are devastating. The area's once plentiful wildlife has dwindled. The Kromzek ravage the land and the magic of Wakening Lands is no more. The area is littered with creatures struggling for survival. The latest being the escaped ores known as Clan Thrael'Gorr.
High in the mountains and west of Howling Pass, Clan Thrael'Gorr leaders now seek to establish a camp. The Sleeper's Abandoned Tomb sits in the south and the Ry'Gorr Keep to the east. Very far south, what was once a stretch of frozen land is now a war tom landscape.
The mountains that wall their camp are a reminder of the changes and dangers still unknown.
The great chasm to the north does provide much in the way of a windbreak, therefore even a gentle breeze can turn into a snowstorm. Due to the cold, only the strongest trees line the mountains.
There is very little change to the constant cold that permeates everything.
Pockets of trees remain, majestic evergreen behemoths that survived the punishing cold. There are very few flowering plants in the mountains. Grass is only visible in the southern regions near Ry'Gorr Keep.
The land is a cornucopia of creatures big and small. The little land that remains unscathed by the Kromzek is home to both hunter and prey. This list of creatures will help the Thrael'Gorr secure the area:
a sinister sentinel
a drakonine guardian
a lingering rogue
a lingering knight
a lingering priest
a lingering mage
a lingering detriment
a snowmane sabertooth
a ravaging snowmane
a woolly mammoth bull
a woolly mammoth
a sootpaw direbear
a frostpaw direbear
a fanged crawler
a cinder walker
a molten sphere
Books
Through the Rathe Mountains
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Language
Koada'Dal

Quest reward from [39] Through the Rathe Mountains (Feerrott), started by examining Through the Rathe Mountains in Qeynos Harbor (823, -23, 124) in Qeynos Province District (823, -23, 124).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Through the Rathe Mountains"
for 1c.

Discovered on 13 May 2008 at 9:46:46 PDT.
In this book, we follow the adventures of Gerren from his outpost on Lake Rathetear through the Rathe Mountains which have been taken by the Rallosian Army.
Gerren dressed simply. His task would require stealth and speed, for the aviaks reported bands of ogres patrolling the familiar paths through the Rathe Mountains. If Gerren were to break through their lines, he would need to blaze his own trail. And Gerren definitely needed to make his way through -- he and fellow Guardsman Ilkalla had been at the Qeynos' outpost on Lake Rathetear for several months while the Rallosian Army crept closer. Now, the Rallosians were building an enormous barge to carry them across the water.
Ilkalla pressed a dried gnoll's foot into Gerren's hand. "For luck," she said. "I don't know why, but we've always had that in our family; I want you to carry it with you on this journey." Neither of them said it, but they both knew it was true: the likelihood of his making it through was the equivalent of the aviaks and centaurs holding the Rallosians off. They did not expect to see each other again. After a quick meal, Gerren took a little-traveled way up the face of the slope along the edge of the Lake.
"I can see now why this is travelled so infrequently," Gerren muttered, pausing for a moment to catch his breath. The rocky mountain face was so steep that in some points, Gerren would need to retrace his steps to consider the options from several angles. Once, a slice of rock upon which he was perched gave way and he slid down quite a distance before being able to stop himself.
Three-quarters of the way up was a cleft in the rocks through which this path passed. The splintered boulders forming the opening folded over on the side facing the Lake, making it impossible to peer around. Gerren knew that if the Rallosians were already on the pathway beyond the rocks, he was doomed. There was no quick escape route. He unsheathed his knife and the gnoll's foot Ilkalla had given him tumbled out, bouncing off the rocks down the face of the mountain.
"There goes the lucky gnoll's foot," Gerren thought, with a smile. Somehow, the idea that the foot of dead creature could be lucky was amusing. He slipped through the cleft and found the way clear. Tension released in his neck, although he was still wary as he felt his way to another cluster of granite boulders marking another turn in the path.
Hill giants! Gerren leaned back into the boulders, blending himself into the rocks. The Rallosian Army was not the only thing in the Rathe Mountains, but hill giants were not usually found near this forlorn area. Perhaps they, too, had been displaced by the invading ogres. Gerren watched them as they milled around for several minutes before striding off down the narrow, featureless road.
Gerren waited until the sun was directly overhead before moving. There was a stretch of the passage with no easy alternative route -- not that the ways he had been travelling had been easy at all. Still, with the sun above he would cast no shadows and might be able to slip undetected across the roadway. Even covered by his superior camouflage, Gerren knew that there were things he could do to make himself even less visible to his enemies.
The roadway was clear and Gerren slipped into the shadows of another clutch of boulders. He paused there to listen for the sounds of pursuit, but there was only silence. That in itself was worrisome, as there were usually birds trilling or insects buzzing. Gerren would even welcome the wuffing sounds of the great bears. "Everything must be hiding from the Rallosians," he thought, "Perhaps I should get lower to the ground myself."
Calming himself, Gerren spent a moment recalling the spells of transformation. He remembered amusing Ilkalla on their watches by changing himself into a wolf and padding around, sniffing things. He said a quick prayer for her and the small force by Lake Rathetear, then cast his spell. Energy rippled within him and he shook himself to spread it through to the very tips of his dark fur.
Gerren set off through the rocks, keeping always to the shaded side of the paths. The club that hit him in the back of his head was so quick and brutal that he did not feel a thing as he slumped lifeless to the ground. "Found something for dinner!" yelled the troll that had killed him. The gleeful yelps greeting this cry echoed through the otherwise watchful Rathe Mountains.
Books
Through the Rathe Mountains
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [39] Through the Rathe Mountains (Feerrott), started by examining Through the Rathe Mountains in Qeynos Harbor (823, -23, 124) in Qeynos Province District (823, -23, 124).

Discovered on 11 Jan 2005 at 8:38:37 PST.
In this book, we follow the adventures of Gerren from his outpost on Lake Rathetear through the Rathe Mountains which have been taken by the Rallosian Army.
Entry One
Put book away.
Gerren dressed simply. His task would require stealth and speed, for the aviaks reported bands of ogres patrolling the familiar paths through the Rathe Mountains. If Gerren were to break through their lines, he would need to blaze his own trail. And Gerren definitely needed to make his way through -- he and fellow Guardsman Ilkalla had been at the Qeynos' outpost on Lake Rathetear for several months while the Rallosian Army crept closer. Now, the Rallosians were building an enormous barge to carry them across the water.
Entry Two
Put book away.
Ilkalla pressed a dried gnoll's foot into Gerren's hand. "For luck," she said. "I don't know why, but we've always had that in our family; I want you to carry it with you on this journey." Neither of them said it, but they both knew it was true: the likelihood of his making it through was the equivalent of the aviaks and centaurs holding the Rallosians off. They did not expect to see each other again. After a quick meal, Gerren took a little-traveled way up the face of the slope along the edge of the Lake.
Entry Three
Put book away.
"I can see now why this is travelled so infrequently," Gerren muttered, pausing for a moment to catch his breath. The rocky mountain face was so steep that in some points, Gerren would need to retrace his steps to consider the options from several angles. Once, a slice of rock upon which he was perched gave way and he slid down quite a distance before being able to stop himself.
Entry Four
Put book away.
Three-quarters of the way up was a cleft in the rocks through which this path passed. The splintered boulders forming the opening folded over on the side facing the Lake, making it impossible to peer around. Gerren knew that if the Rallosians were already on the pathway beyond the rocks, he was doomed. There was no quick escape route. He unsheathed his knife and the gnoll's foot Ilkalla had given him tumbled out, bouncing off the rocks down the face of the mountain.
Entry Five
Put book away.
"There goes the lucky gnoll's foot," Gerren thought, with a smile. Somehow, the idea that the foot of dead creature could be lucky was amusing. He slipped through the cleft and found the way clear. Tension released in his neck, although he was still wary as he felt his way to another cluster of granite boulders marking another turn in the path.
Entry Six
Put book away.
Hill giants! Gerren leaned back into the boulders, blending himself into the rocks. The Rallosian Army was not the only thing in the Rathe Mountains, but hill giants were not usually found near this forlorn area. Perhaps they, too, had been displaced by the invading ogres. Gerren watched them as they milled around for several minutes before striding off down the narrow, featureless road.
Entry Seven
Put book away.
Gerren waited until the sun was directly overhead before moving. There was a stretch of the passage with no easy alternative route -- not that the ways he had been travelling had been easy at all. Still, with the sun above he would cast no shadows and might be able to slip undetected across the roadway. Even covered by his superior camouflage, Gerren knew that there were things he could do to make himself even less visible to his enemies.
Entry Eight
Put book away.
The roadway was clear and Gerren slipped into the shadows of another clutch of boulders. He paused there to listen for the sounds of pursuit, but there was only silence. That in itself was worrisome, as there were usually birds trilling or insects buzzing. Gerren would even welcome the wuffing sounds of the great bears. "Everything must be hiding from the Rallosians," he thought, "Perhaps I should get lower to the ground myself."
Entry Nine
Put book away.
Calming himself, Gerren spent a moment recalling the spells of transformation. He remembered amusing Ilkalla on their watches by changing himself into a wolf and padding around, sniffing things. He said a quick prayer for her and the small force by Lake Rathetear, then cast his spell. Energy rippled within him and he shook himself to spread it through to the very tips of his dark fur.
Entry Ten
Put book away.
Gerren set off through the rocks, keeping always to the shaded side of the paths. The club that hit him in the back of his head was so quick and brutal that he did not feel a thing as he slumped lifeless to the ground. "Found something for dinner!" yelled the troll that had killed him. The gleeful yelps greeting this cry echoed through the otherwise watchful Rathe Mountains.
Close Book.
Books
Thule Iz Good
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE


Discovered on 18 Nov 2008 at 9:44:18 PST.
Thul Iz Good
Ragnud Stomprr
Long war, long long war, ogre fight for Zek. Stoopid ogre. Many ogre die, many ogre week.
Green myst came. Green myst kiled al stoopid ogre whu fight for Zek.
Sum ogres do not di. Sum ogres watch all uthers di. Thule cume to ogres.
Thule say ogres get power. Power to say no to Zek and say yes to Thule.
Ogres not stoopid. Ogres say yes. Ogres serve Thule, not Zek. Ogres get green, but ogres not die. Ogres get power.
Ogres like the power of the green. Green is pritti. Ogres like Thule.
Thule iz good.
Books
Thundering Steppes Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [35] Steppes Creature Cataloging (Tome), started by examining Steppes Creature Catalog (found in The Thundering Steppes) (purchased from a gratified merchant).

Discovered on 6 Jan 2005 at 12:10:42 PST.
The Thundering Steppes is an area that is at once familiar and strange. Wide, shallow valleys recall the Plains of Karana while lakes formed in the meteor strikes during the Shattering serve as a reminder that nothing is permanent, not even the shape of the lands.
Read the book
Put the book away.
The Thundering Steppes shares the continent of Karan with Antonica, separated by the high peaks of the Phantom Mountains. Jutting southward like a sheathed dagger, the shores of the Steppes are formed by the waters of the Seafury. Hills are steeper near the mountains and more gently sloped as they near the sea.
Read the book
Put the book away.
Wind and rain sweep across the rugged terrain and while the intensity may vary, the changing weather remains constant. In the course of a day, one can see raging thunderstorms, bright sunny skies and light drizzles. It pays to keep one's gear in good repair as the weather can take its toll on both metal and leather goods.
Read the book
Put the book away.
Pale green and gold, wild grass is plentiful across the plains. It is particularly fascinating to stand (under some cover of course) and watch a wind storm sweep through the area, rolling the fine blades like waves on the sea. Trees, though sparse, grow here as well, particularly acacia trees with their tiny leaves that let the winds blow through them without ripping them apart.
Read the book
Put the book away.
Many inhabitants from Ages past remain in the Steppes. Centaurs form raiding parties and descend upon travelers, so it is wise to keep one's guard up. The hill giants can be particularly aggressive, although the centaurs work to keep them in check. The proximity to the sea brings an enchantment of sirens to the shore; beware the sound of their voices!
Close the book.
Books
Thurgadin: May She Stand vol. 1
This item can be placed on the floor in any house type.

Thurgadin: May She Stand vol. 1 By: Historian Belpik

TREASURED
LORE  NO-TRADE

Purchased from Lorekeeper Drelin in Thurgadin, City of the Coldain (475, -212, 261) for 54s.

Discovered on 22 Feb 2011 at 13:15:59 PST.
Thurgadin: May She Stand
Colin Dain and the founding of Froststone
By: Historian Belpik
Thurgadin. The coldain dwarves have called this fair city their home for generations. We built it with our own hands, crafted from the rock around us, molded from the very velium that makes up so much of our homeland of Velious. We have defended it over and over again, and no enemy has managed to break this city or those of us that call it home. The strength of the city is reflected in the strength of the coldain, and we are forever tied to one another.
But how did we come to this city, How did it get to be here? The story of the founding of Thurgadin is no less incredible than the city itself.
In ages past, when the dwarves of old were expanding their kingdoms, the king sent out many expeditionary parties to seek out and gather riches from others corners of Norrath. The brave dwarves that returned brought back fantastic riches, items of precious value that were unknown within their mountainous home. Thus, the expeditionary groups went farther and father in their attempt to find more exquisite gems and crystals.
One of these expeditions was lead by Colin Dain, a dwarf noted for his exceptional mining capabilities. His sense for mining was legendary even at that time, matched only by his nearly reckless bravery. Nothing could shake Colin, and he was a logical choice to make a long distance journey to find crystals in a place no dwarf had ever been. Unfortunately, the ships were blown off course and scattered by a terrible storm, and when it was over, the expedition was lost.
However, this is what Colin was brought on for. Undaunted, Colin directed the dwarves to sail in one direction until they found land. Within weeks, the dwarves came upon land, although it was far different from the more temperate climates they were used to. This was a snow tundra, covered with strange ice, and crawling with creatures they had never seen before. Still, it was dry land, and Colin had his orders. They disembarked, set up camp, and set to planning out their mining operations.
They searched the land, following Colin's lead, until he stopped them at an unassuming set of rocks. He declared that the spot they were at would be the spot of their operation, and drove his pick into the ground. Although many of his followers were likely dubious, he was not challenged in his decision, and the dwarves went about their digging. Within days, the expedition discovered that Colin's senses were accurate - the dwarves came upon a massive mine of gleaming crystals. It was here that they built their first settlement, named Froststone.
Unknown to the dwarves of Froststone, there were other inhabitants of the land in which they settled, and those inhabitants did not care for outsiders. The Kromrif clan of frost giants also called this area home, and they were not welcoming to the dwarves when Froststone was discovered. The dwarves were surprised when a band of giants showed up outside their walls, and immediately began assaulting the city and the dwarves within it. Colin was not intimidated - he grabbed his pick and charged into battle, with many other dwarves joining him in the counterattack. Even though they were caught off-guard, the dwarves turned back the Kromrif attack.
They knew, however, that this battle was not over. Colin ordered scouts to be on the lookout for more giant parties, and the dwarves fortified their defenses for another fight. Within days, the scouts returned, and their news was not good - the giants were returning, and their numbers were far greater. Froststone was doomed. Colin made a decision at that point. He knew this area better than the giants did, and he could use that knowledge to give himself an advantage. However, there would be no victory - the best he could hope for would be to slow down the giants long enough for others to escape.
He asked for volunteers to remain behind with him. Not a single dwarf wanted to flee - all volunteered to remain and make a final stand. Colin refused to allow them all to fall to the giant attacks, so he chose a few brave dwarves to remain with him, and ordered the others to leave immediately. They reluctantly agreed, and he chose a dwarf of Glight Snowchipper to lead them to safety. Thus, the survivors fled, and left Colin and his group, called the Frostreavers, to their final fate. No one knows exactly how the battle .folded, but what is known is that the Frostreavers sacrifice was not in vain. The group was able to completely stop the giant war band, even though it cost them all their very lives. But without that sacrifice, Thurgadin and the coldain would never have existed.
Books
Thurgadin: May She Stand vol. 2
This item can be placed on the floor in any house type.

Thurgadin: May She Stand vol. 2 By: Historian Belpik

TREASURED
LORE  NO-TRADE

Purchased from Lorekeeper Drelin in Thurgadin, City of the Coldain (475, -212, 261) for 54s.

Discovered on 22 Feb 2011 at 13:15:57 PST.
Thurgadin: May She Stand vol. 2
The Tale of Glight Snowchipper
By: Historian Belpik
Glight Snowchipper and the dwarves that escaped from Froststone went deeper into what became known as the Great Divide. The giants, although initially stopped in their pursuit, were not too far behind, and the dwarves knew they would be overrun if they did not seek shelter. The dwarves managed to find caverns within the Great Divide, which were obscured from the vision of the pursuing giants. Here, the dwarves could plan their next move.
The dwarves made a pact in this cavern, in which they honored the sacrifice made by Colin and his group of Frostreavers which allowed them to survive. They took to calling themselves the coldain, in memory of Colin. They were to make Glight the new leader of the coldain, an honor which he refused - he did not feel that he could live up to Colin and his memory, and instead suggested that Colin's son, Relin, become the new leader. Relin accepted, feeling that it was his responsibility to continue the legacy began by his father. They chose the title of Dain for their leader, and he adopted the last name of Frostreaver to honor those that stood with his father. Thus, Dain Frostreaver the First took leadership of the coldain.
Now, with their new leadership in place, the coldain looked to establish a home someplace here in the frigid tundra. Many ideas were proposed, but the coldain were still being pursued by the Kromrif hunting parties. Many of the coldain were tired of hiding out, and were resolved to simply meet the giants head on. This might have been the fate of the coldain, had it not been for the intervention of Brell Serilis himself, and once again, Glight Snowchipper.
Glight received a vision from Brell to build within the very caverns in which they were presently in. Glight saw a massive labyrinthian network of caverns carved out by the coldain themselves, made to confuse any enemies who might attempt to enter the maze. He revealed the details of his vision to the Dain, who then ordered the coldain to begin construction of the new series of caverns. The coldain, now given a purpose and direction, took eagerly to the project, and began working immediately. Within mere months, they had carved out numerous caverns, bridges, and dwellings. Named the Crystal Caverns, after the vast quantities of crystal shards found though the construction, it quickly became a haven for the coldain.
For some time, the coldain were able to live peacefully within the Crystal Caverns, away from the Kromrif and the dangers of the surface. For a while, they remained under the surface, able to find all they needed within their new home. After a time, though, they began to make forays up to the surface to collect materials such as wood and furs. This was safe for a while, as the coldain were careful to avoid Kromrif patrols. However, eventually their luck ran out, and they were spotted by Slagd Frozentoe, and a group of his scouts. Slagd followed the coldain back to their hidden home, then went to retrieve reinforcements.
Slagd Frozentoe returned to the Crystal Caverns with a force of two hundred and fifty Kromrif warriors. Although the labyrinth of the Crystal Caverns slowed them down, the Kromrif were steadily making progress through them. Although the Caverns were built just for this possibility, the sheer number of the Kromrif in their army proved to be too much for the defense of the Caverns. Even though the giants suffered staggering losses, the coldain would be overrun.
This is when Glight Snowchipper showed what both Colin Dain and Brell Serilis saw within him. Glight himself downed several giants, not only with his pick, which he called Snowchipper, but also with elaborate trips which he himself devised. The traps were small, able to take out one or two giants at a time, but Glight had a different plan. He knew that there was a place where the dwarves stored tons of ice and stone they had dug out from the caverns. His plan was to lead the remainder of the giants to the stored rubble, and collapse it upon them.
The giants took the bait. They chased Glight and a few volunteers through the Cavems, crushing any that fell behind or stood to fight. The Kromrif, and Slagd himself, cornered the coldain, looking to crush the final resistance, and finally wipe out the coldain once and for all. Knowing that there was no way out, Glight waited for the Kromrif to draw in close, and then, sprung his final trap. To their surprise and horror, the massive rubble fell upon what remained of the Kromrif invasion, burying them where they stood. However, as Colin Dain before him, Glight Snowchipper stayed to ensure the demise of the giant army, and also perished when the trap was sprung.
The coldain were victorious and were able to remain within the Crystal Caverns safely for years following Glight's sacrifice. The Kromrif made no more assaults against the coldain in Crystal Cavems. It would be some time before the coldain would face another enemy which would ultimately force them to search for a new home.
Books
Tinkering Competition Supply Instructions
This item can be placed on the floor in any house type.

Notes from Navier Stokes regarding the supplying of the competition set up by the Ak'Anon Tinkerer's Guild for testing the Froglok, Boegie.

LORE  NO-TRADE  NO-VALUE

Quest reward from [200] Gearing the Competition (World Event), started by Navier Stokes in Steamfont Mountains (-526, 174, 1027).

Discovered on 2 Jun 2022 at 0:02:59 PDT.
Welcome, volunteer!

The Ak'Anon Tinkerer's Guild has opened their doors to skilled tinkerers, provided that they can successfully demonstrate their tinkering skills in a challenge created by the guild. However, not all are as eager as others to welcome non-gnomes into their ranks. It was enough of a challenge to get the mathematically-inclined ratonga accepted as full members, and now tinkerers of other races are applying as well.

In the interests of fairness, I have completed a full audit of the supplies needed for the competition set up for the froglok Boegie, and found supply shortfalls as follows:
Part 1, Needed Supplies:

The supply crate is supposed to contain:
5 clockwork energizer XVII
36 electromagnetic sparklet
12 micro-gyroscopes
All other items are to be scrounged by the competitor.
Part 2: Actual Supplies
Due to mathematical errors by my counterpart as well as supply shortages due to Tinkerfest celebrations, the following are the actual supplies that were made available for this competition:
5 Inert Battery XVII
6 Electromagnetic Sparklet
24 Micro-gyroscope
Initial Supply Conclusions:
In the interest of a fair and just competition, the following supply issues must be resolved:
5 Inert Battery XVII must be used, along with scrounged materials, to create 5 Clockwork Energizer.
24 additional Electromagnetic Sparklets must be created using the provided micro-gyroscopes and scrounged materials.
Supplies for Tinkering Volunteer to
Scrounge:
Once a suitable impartial tinkerer volunteer is found, they will need to scrounge the following supplies while on-site:
17 clockwork energy source
5 power regulators
12 high-tension springs
12 rotational gears
Additional Instructions for the Volunteer:

All clockworks should be inactive when the volunteer arrives.

Volunteer should leave the competition area as soon as items are emplaced. The Ak'Anon Tinkerer's Guild will not be held responsible for any injuries due to accidental early activation or failure to leave the testing area.
Once the additional Electromagnetic Sparklets are created, they must be distributed in specific designated areas.

Once properly energized, the Clockwork Energizers must be inserted into specific clockworks at the testing site to prepare them for remote activation. Each of these specific clockworks should also be checked for proper functionality.
Books
Tinkering Competition Supply Instructions [Reproduction]
This item can be placed on the floor in any house type.

A reproduction of Navier Stokes's notes regarding the supplying of the competition set up by the Ak'Anon Tinkerer's Guild for testing the Froglok, Boegie.

NO-VALUE

Quest reward from [200] Gearing the Competition (World Event), started by Navier Stokes in Steamfont Mountains (-526, 174, 1027).

Discovered on 2 Jun 2022 at 0:38:14 PDT.
Welcome, volunteer!

The Ak'Anon Tinkerer's Guild has opened their doors to skilled tinkerers, provided that they can successfully demonstrate their tinkering skills in a challenge created by the guild. However, not all are as eager as others to welcome non-gnomes into their ranks. It was enough of a challenge to get the mathematically-inclined ratonga accepted as full members, and now tinkerers of other races are applying as well.

In the interests of fairness, I have completed a full audit of the supplies needed for the competition set up for the froglok Boegie, and found supply shortfalls as follows:
Part 1, Needed Supplies:

The supply crate is supposed to contain:
5 clockwork energizer XVII
36 electromagnetic sparklet
12 micro-gyroscopes
All other items are to be scrounged by the competitor.
Part 2: Actual Supplies
Due to mathematical errors by my counterpart as well as supply shortages due to Tinkerfest celebrations, the following are the actual supplies that were made available for this competition:
5 Inert Battery XVII
6 Electromagnetic Sparklet
24 Micro-gyroscope
Initial Supply Conclusions:
In the interest of a fair and just competition, the following supply issues must be resolved:
5 Inert Battery XVII must be used, along with scrounged materials, to create 5 Clockwork Energizer.
24 additional Electromagnetic Sparklets must be created using the provided micro-gyroscopes and scrounged materials.
Supplies for Tinkering Volunteer to
Scrounge:
Once a suitable impartial tinkerer volunteer is found, they will need to scrounge the following supplies while on-site:
17 clockwork energy source
5 power regulators
12 high-tension springs
12 rotational gears
Additional Instructions for the Volunteer:

All clockworks should be inactive when the volunteer arrives.

Volunteer should leave the competition area as soon as items are emplaced. The Ak'Anon Tinkerer's Guild will not be held responsible for any injuries due to accidental early activation or failure to leave the testing area.
Once the additional Electromagnetic Sparklets are created, they must be distributed in specific designated areas.

Once properly energized, the Clockwork Energizers must be inserted into specific clockworks at the testing site to prepare them for remote activation. Each of these specific clockworks should also be checked for proper functionality.
Books
To Slay a Dragon
This item can be placed on the floor in any house type.

This book appears to be a scouting report for a larger army.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:14:36 PDT.
We've made it past the kobolds and the spiders. Everything here is quite aggressive, and equally strong. We were coordinated, however, and were able to defeat each of the enemies we encountered. Although our plan is to bring many more strong adventurers through here, we will want to warn them to mind the creatures found here - carelessness will cost lives.
I've approached what appears to be a giant stone structure, like a castle. To our surprise, it appears to be guarded by a race of fire giants, which none of us are eager to fight. However, if we're going to get the information we need to confront the dragon, we will need to find a way around. We've been watching for guard shifts, or sleeping patterns... something to give us an opening.
We couldn't have predicted, but a group of adventurers came pouring through the caverns behind us. We elected to stay in the shadows and observe the group... either they will kill the dragon themselves, or we will get a good sense of how strong our adversaries are. Initially, they were able to defeat the giants guarding the enhance, and began to push their way into the structure itself.
The group has largely been successful. Several of the fire giants are now dead, and they are preparing to make a final push to the dragon. It seems that they are preparing differently for this next fight, however - one of their scouts returned from a run ahead, and it seems like he discovered something that was a cause for concern.
I was correct, but in a way I couldn't have guessed. The group engaged a creature known as Magus Rokyl - a fire giant wizard far stronger than any of his fellows. They fought well, but the giants had another card to play. It seems that the fighting drew the attention of Warlord Skarlon, another mighty fire giant, and what seemed to be the strongest of their warriors. Combined, the two giants laid waste to the adventurers, leaving only a few survivors, fleeing for their lives.
If we are to make our way to the dragon, we will have to contend with these two giants. Their power is frightening, and is something we need to prepare properly for or we will be easily overwhelmed. I have to admit that seeing the two makes me wonder if we are prepared for this at all, but at least we have the information we need to hopefully be ready. May the gods favor our victory.
Books
Toes, Teeth, and Death
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE

Quest reward from [100] Toes, Teeth, and Death (Obulus Frontier), started by examining Bloody Tooth Banner in Obulus Frontier (135, -171, -715).

Discovered on 15 Nov 2016 at 14:51:56 PST.
Toes, Teeth, and Death

A History of the Bloody Tooth Clan



Translated from stone blocks found around the village of Twark
During times ancient goblins come to Kunark. Cleaving Tooth goblin clan live long, long time in forest. We scavenge, raid, and take ruins for home.
Mountain Death goblin clan closest others, in Droga. They dig mines, take places, and make home in mountains. Cleaving Tooth good at making trades with Mountain Death. We good when clans together. Then not.
Mountain Death do bad things or lie and say Cleaving Tooth do bad things. Clan war start.
Giants sometimes fight Cleaving Tooth. Iksar sometimes fight and take Cleaving Tooth. Iksar sometimes fight and take giants, too. Cleaving Tooth strong! All goblins strong! Giants strong! Alliance of Stone. Together, giant and goblin war on iksar! Win we did! Goblins come home with may treasures!
Then giants be speaking lies. They say goblins lie! Giants show no can trust. Alliance no more.
War of Lies! Many goblins die. Many giants die! Too many, both sad. Words have between goblin chiefs and giant chiefs. Weapons put down. End of war with giants.
Still trades with other goblins. Droga Chief Guzrub, third chief after RokGus, try to do good. Try to keep goblin clans work together.
Bloody Guts clan like wars too much! War of Bloody Mountain Tooth! Goblin fight goblin! Clan fight clan! Peace with none, battle all! Peace with one, battle other! War with clans hard, many die. Many, many goblins die. Too many. Still, when try to get all peace, it not work.
Until Battle of Three Chiefs! Guzrub, Moz, and Zegm all at battle. Zegm reached for throat of Guzrub, but suddenly knocked down by god object hurled from sky! Stunned by sight, Guzrub and Moz put down weapons and begin much praying. All goblins of clans do same!
All clans together and name new Broken Toe Clan! Guzrub first chief of all clan!
Later, later come time of great rumbles across land, like big-big army march, but no army come. Rumbles come from under land! Big rocks fall, mines fill with dirt and trap! What always stable now shake and waters splash hard at land.
Broken Toes not know what must do. Goblins from Nu'roga tells goblins of Twark iksar not have new weapon and giants not do battle. Shakes and rumbles must be gods unhappy!
Goblins try pray to gods, but they no hear. Last of goblins come from Nu'roga. No traders, no talkers come with scrolls from chief. We no like not hearing, not trading, not seeing others of Broken Toes. Nu'roga fall and make all Broken Toes be dead? Goblins of Twark, past called Cleaving Tooth clan, only ones still live?
Goblins of smarts go to take scroll from Twark to Nu'roga. No come back. Strong goblins go to take scroll from Twark to Nu'roga. No come back. Them goblins not seen again.
Broken Toes no more. Big Ketch made new chief.
Goblins of Twark need new name say Ketch. Smarty goblins know gone name was Cleaving Tooth, but not all Twark from Cleaving Tooth clan. New name be Bloody Tooth! Dead now be Big Ketch, but Bloody Tooth clan still here!
Books
Tome of History
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Forgotten Furniture: From Dungeon Maker to Home (recipe purchased from the Marketplace)

Tome of History
Level
5
Technique
Geomancy
Device
Work Bench
Primary Component
Build Components
Fuel Component

Discovered on 10 Aug 2021 at 9:29:13 PDT.
Books
Tome of Knowledge
This item can be placed on the floor in any house type.

This arcane tome contains vast sums of knowledge far beyond the ken of common mortals.

NO-VALUE

Awarded by GMs.

Discovered on 10 Jun 2008 at 19:06:15 PDT.
Books
Tome of Kor-sha
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Forgotten Furniture: From Dungeon Maker to Home (recipe purchased from the Marketplace)

Tome of Kor-sha
Level
5
Technique
Geomancy
Device
Work Bench
Primary Component
Build Components
Fuel Component

Discovered on 10 Aug 2021 at 9:29:33 PDT.
Books
Tome of Order and Discord
This item can be placed on the floor in your house.

A translation from the writings contained within a once lost tattered tome.

Quest reward from [100] Learning the Path (Hallmark), started by Priest of Discord in Antonica or from [100] Learning the Path (Hallmark), started by Priest of Discord in The Commonlands or from [100] Learning the Path (Hallmark), started by Priest of Discord in Greater Faydark or from [100] Learning the Path (Hallmark), started by Priest of Discord in Darklight Wood or in Timorous Deep or from [100] Learning the Path (Hallmark), started by Priest of Discord in Frostfang Sea (PvP only).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 36s.

Discovered on 23 Sep 2009 at 8:46:16 PDT.
Tome of Order and Discord

"The Tome of Order and Discord was penned by the seventh member of the Tribunal and has become the key to a life of Discord, in spite of the author's pitiful warnings."

As stated by a Priest of Discord near the year 5313.
Introduction

It is with great effort that we decipher the teachings found within the original tattered tome. The most we could gather from the writings are titles of chapters that we believe are basic rules to living a life of Discord. Much of the information has been updated with relevant terms of our age and it is done not to dilute the teachings, but to make sure we provide relevant information and allow everyone to grasp the essence of our philosophy.
Order and Chaos are everliving and permeate our body and mind. They are the true nature that fights for dominance in our daily lives. It is impossible to claim control over ourselves without first making the choice to follow one or the other. You have chosen the path of Discord. Discord will allow each of us to fully experience what it is to be a superior being over others that claim to be. Since the beginning of time Order and Chaos have moved across the minds of all living creatures. Only in Discord will we satiate the yearning in our hearts.
We are the Seekers of Discord,
As a Seeker of Discord, you are now faced with more dangers than your average Order follower. You not only face the dangers of the wilderness but also of others that have embraced Discord like yourself. You may have felt relatively safe for the earlier part of your travels but that is only because it is not until your 10th season that you can appreciate Discord enough to participate. We will explain a few rules in the next chapters that will hopefully aid you in your path. We are separated into three casts: Exile, Freeport and Qeynos factions.
It is agreed upon that experienced fighters cannot engage less experienced fighters in combat. This disparity is determined by the location you are traveling and mainly how many seasons you have survived. Magical notices are given to each traveler when they enter a new area. There is a 30 second respite that will allow you to get your bearings before you are free to relish in the glory of a fight.
If you miss the notice, you will know soon enough by the auras your enemies emanate.

Red Aura means you are better off not attacking.
Orange Aura means you are advised not to attack but you could get lucky.
White Aura means you are the same level and should engage and learn from the battle.
Blue Aura means you are very likely to win but they can be a threat.
Green Aura means you are likely to win but they are also likely to get lucky.
Grey Aura means you are much more willing to ignore the pest, unless they attack you first.
It is essential that you are always prepared. This not only means that you are aware of your surroundings but also of the thing closest to you, your equipment. It is often times that we witness a battle won not by the skill, but by the sheer lack of maintenance of their equipment.
Armor, poisons, potions, scrolls and weapons are all available through city merchants and traders. They are also found in treasures deep within lost ruins or under the belly of a dragon. It is your task to find the best way to upgrade the equipment you use in battle. Items are magically etched with the proper levels they can be used and will literally save your life.
Combat arts and spells are part of your equipment. The amount of practice and study you spend (literally) can also make the difference if fighting equally armored opponents. Each class has different combat arts and spells that help them define their strategies in combat. Take time to learn against lesser beings before you jump into the fray of battle.
Beneficial Combat Arts or Spells

Yellow etched will only affect the caster.
Orange etched will affect a single friend in your group.
Purple etched will affect everyone in your group or raid.
Offensive Combat Arts or Spells

Red etched will affect a single target.
Green etched will affect all enemies in your target group.
Blue etched will affect everyone around the caster up to the limits of the skill.
We do not follow our path for fame or fortune, but the weak must pay tribute and admire our deeds. Each city will honor your victories with acceptance into their elite circles. Rewards vary and can range from trinkets to titles that help distinguish you in the battlefield. You may find them offered by merchants in cities. The more experienced gain Discord tokens that they use as currency for the items they desire.
An alliance between cities has made it so that citizens of Freeport, Gorowyn and Neriak gain favor with The Lucanic Knights while citizens of Qeynos, Kelethin and Halas are favored by The Royal Antonican Guard. Exiles have chosen to forgo these accolades in favor of being able to engage anyone they deem worthy.
It is known that all things must come to an end. This also applies to each of us that embrace Discord. In the event that we suffer the unmentionable, there are also separate rules that followers of Discord must abide by. Reviving is limited to certain areas that may not be equal to those that follow Order. You are allowed a longer respite and will not be engaged until you decide you are ready again. You will not suffer the penalties of armor decay but you will suffer from the sickness the experience with death causes even the most fearless. You must make sure to refocus your energy before leaving the areas.
In the event that you have coin on your person, the chances of your losing at least half will be guaranteed. It is best that you seek a banker whenever you find yourself with enough coin that you would rather not give away. The same applies to any item that is not marked Legendary, Fabled or Mythical in quality. Although the chances are much less, it is a chance that you take. Titles are currently not lost in combat, but they can still be gained. You do lose fame if you are missing from the realm and that can lead to your title being lost if the duration is substantial.
Conclusion

It is our will to embrace Discord. The path is not for the faint of heart and the challenges will test even the strongest of us all. Let it be known that we, the Seekers of Discord, are and always will be present. It is only in Discord that you can truly find your equal, since it is we that destroy the dragons and best the avatars of the gods!
Books
Tome of Terrors
This item can be placed on the floor in any house type.

HANDCRAFTED

Crafted from Celebrations of the Dead XV (recipe purchased from Haint in Qeynos Capitol District or The City of Freeport or Maj'Dul or Haven or Greater Faydark or Darklight Wood or Neriak, City of Hate or Timorous Deep or Haint in Frostfang Sea).

Tome of Terrors
Using Nights of the Dead treats and a little magic to create a Tome of Terrors.
Level
29
Technique
Geocraft
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 13 Oct 2022 at 0:03:32 PDT.
Books
Transcribed Notes on Maldura
This item can be placed on the floor in any house type.

Notes relating to the ancient city of Maldura, transcribed from the coldain library references

TREASURED
LORE  NO-TRADE

Crafted from Transcribe Notes on Maldura (recipe rewarded from [100] More Ore of Yore (Tradeskill), started by Forgemaster Gert in Thurgadin, City of the Coldain).

Transcribe Notes on Maldura
Technique
Thaumaturgy
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 17 Nov 2015 at 12:16:33 PST.
Notes on Maldura


Transcription of all references to Maldura that could be found in the histories of the Coldain.
From "Tales of the Elder Age"
By Lorekeeper Wystro

...During the times of settlement, our people moved slowly towards the surface and found a bounteous land above. While some brave few ventured to explore the new lands above, many remained below ground in the trade villages of the deeper tunnels. Jealousy and pride still grew in the hearts of the dwarf lords, and battles between villages were frequent, as well as attacks by other enemies from the depths of the underfoot.

Of all the trade villages, the rich mines of Maldura gave it the greatest wealth, but also attracted the most covetous attention. Declaring the need for security, the elders of Maldura encouraged construction of fortifications and soon it became the largest citadel below.

However, as the surface exploration continued, new sources of ore and gems were uncovered and artisans began to explore the properties of carbonite, feyiron, and other new metals previously unknown...
From "A History of the Age of Monuments"
Transcribed from elders' tales by Lorekeeper Canvar

...these struggles ended with the reign of Dagnor Butcherblock, who united the warring tribes into the first dwarven kingdom. The capitol city Kaladim was established in the Butcherblock Mountains, and the best craftsmen from throughout the the lands came to contribute their skills to its construction.

Ore forged in deepest Maldura was used to build the great Cathedral of the Underfoot, both a tribute to and a reminder of our origins deep below.

When the cathedral was dedicated, the great hammer forged in Maldura was presented to King Dagnor Butcherblock and hung in the great hall with much ceremony, as a sign of continued goodwill and profitable trade between Kaladim and that great citadel of the underfoot.
From "A History of the Age of Monuments"
Transcribed from elders' tales by Lorekeeper Canvar

...the dwindling supply of ore from Maldura was not noticed immediately, as the forges were busy working the new ores found in the surface lands. However, the largest veins in the glittervein mines were exhausted, and the smaller veins could not provide the same output. Reluctant to rely entirely on Kaladim for new ores, the elders mounted exploration expeditions of their own, delving in the opposite direction. When the mines of Moradhim were discovered and linked to Maldura with an underground trade route, the wealth of Maldura once again swelled to fill their coffers, and soon ore from Moradhim was flowing through the underground trade routes.

At this time was also the great rift between the forgemasters of the great cities; those of Maldura believed their deep forges should remain the heart of dwarven craftmanship and maintain the traditions that had served the dwarves so well, while the forgemasters of Kaladim believed the future lay in exploring and mastering the new and far more diverse ores from the lands above, and developing new techniques to refine them. Artisans throughout the kingdom aligned themselves with one or the other school of thought and, while contact and trade between the elders of the great cities remained cordial, exchange of artisanal knowledge slowed and nearly ceased.
From "Tales of the Age of Enlightenment"
Transcribed by Lorekeeper Mori

...it is clear that the future of the dwarven race lies on the surface of the land, and the many new and valuable gems and ores to be found throughout the overlands show this to be Brell's intention for us. Seeking to prove this, Colin Dain led our steadfast expedition to Odus in search of valuable new gems. We could not have anticipated the great storms that blew us off course, and when the ships turned out to be damaged beyond compare, these frigid new lands became our new home.

Despite the inclement weather, the new ores here are far more diverse than those of Maldura and even of Butcherblock, and our forgemasters are learning new ways to forge weapons superior to any seen before. We fight daily for survival but as always shall prevail...
Books
Travels into a Remote Corner of Faydark
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Offers the Quest
'Lore and Legend: Brownie'

Quest reward from [60] Lore and Legend: Brownie (Lore and Legend), started by examining brownie parts or by examining Travels Into a Remote Corner of Faydark in The Lesser Faydark (-89, -55, -202).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Lore and Legend: Brownie"
for 1c.

Plundered from The Lesser Faydark (-89, -55, -202).

Discovered on 28 Feb 2007 at 11:29:38 PST.
Travels into a Remote Corner of Faydark
by Yuille Maclemuel
I have wasted little time before to write of my travels, but my recent adventure in The Faydark forest inspired me.

I was going through Lesser Faydark on my way to the docks of Butcherblock after battling some enjoyably putrid undead within the Loping Plains, on my flying carpet. All of a sudden I was struck from the side!

I last remember plummeting through the oversized flora that fills the Lesser Faydark!
I awoke flat on my back. My head was reeling. I was disoriented and was having a hard time focusing. Worst of all, I was unable to move!

This is when I began to feel small jobbing upon my face! A bug, no doubt, asking to be crushed. My eyes then made out a small figure upon my chest standing three apples high, pushing a spear at my cheek! A bug, my cold Halasian butt, this is a brownie!
It took no time then for me to understand why I could not move. They had bound me to the ground with thousands of tiny crisscrossing threads! And this one on my chest will not stop stabbing me!

"Stop that!" I roared.
The stabber flinched back enough and was forced to regain his balance. He then said something to me in his little high pitched voice. It was bold, and curt.
"I don't speak fiddly fae." I shouted, "No, wings, Butch!"

The tiny guy then yelled something back to the others that were surrounding me.

Another male came forward.
"I know to speak bits your tongue. I talks for us."
"Great. You do that. Tell this tiny dancer to let me go!"
"He will not do."
"Why not?"
"You attack patrol and you done threat our village! We're doomed!"
"I have not. I feel from my carpet!"
"And dead now two mens under you. You attack."
"That was an accident." (Was that the odd squishiness I was feeling?) "A boo boo!" I explained.

"Ah! That for Walpole to find true or no."

The little interpreter then went over and began speaking with several others, one of which was the stabber. I then started to take in my surroundings. I began to be impressed by the nerve, intelligence and organizational abilities of the miniature people.
It was their behavior towards me and with each other that I was reading. They obviously had an organized military structure. This is not what I would have expected! It is easy to assume smaller is simpler, but these guys are on the ball!

I had always imagined them more like a gaggle of small goblins. Irritating, but not enough to hinder you. Clearly I underestimated these people. They are all clothed, and clean. They are just as advanced as any race allowed in Freeport; moreso than some!
Is that a rat head the stabber guy is wearing as a helm? How had I not noticed that before?

"You stay." The interpreter had come back. "Walpole send word to Mayor Mendeputt. He say what to do."
"Contacting superiors, gotcha." To this he turned and walked back to the others.

"You need a drink?" A female brownie was walking towards me.
"That would be nice," I replied.
She then cast a spell which created a cloud over my head and it rained on me clear and fresh water.
"Thanks."
"You are welcome," She smiled. "I like your face colors. I have been thinking of adding to my marks, too."
"Oh," I feigned interest.

"You need not worry. Even if Walpole wants to kill you, he will not do it if Mayor Mendeputt does not wish it. Walpole does not do anything that will endanger his standing in the court."
"You talk a lot," I pointed out. "And speak Halasian well." (I wish she hadn't.)
"Thank you! They continue to choose Carteret to translate because of how many tongues he claims to know."

She kept going. "The truth is he isn't very good at any of them! And he tells so many stories. I bet he will be found in the pub house this night telling all how he single handedly mediated a war between the barbarians and brownies!"
I respected the aggressive and suspicious males, but if the chattery and casual female was a standard for her gender, then I had even more respect for the males for putting up with such nonsense.

I was glad when the one called Walpole (the stabber) came back, and interrupted the girl's incessant yammering. Carteret was close on his heels, and began translating immediately.
"By order of great, good, big and mighty Mayor Mendeputt, brownies to cut big girl. Er, rope, cut her rope!"

Obviously, he was trying to translate for my own good. The brownies had no confusion over what their orders had been. They had already began cutting at my restraints. "Potent hunter Walpole wishes to thank on you for your behaving, and is sad for any hurt done."
"No worries kid. I am sorry about your friends though," I said, as I sat up and looked behind me to the carnage that was two flattened brownies.

"We too," he stated solemnly, as others covered the bodies with cloaks. "Mushroom top is your fabric found."
"Shiny. I'll be on my way then."
And with that, I retrieved my carpet and made my way to Butcherblock as I had planned.
I can see how the little guys can leave a bad taste in one's mouth. I can only warn that you take care as you travel through the Lesser Faydark. The brownies may be little, but the pain they can inflict is large!
Books
Treants
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Treant'

Quest reward from [50] Lore and Legend: Treant (Lore and Legend), started by examining treant parts or by examining Treants in Nektulos Forest (555, 0, -182) in Greater Faydark (235, 66, -186).

Plundered from Nektulos Forest (555, 0, -182) or Greater Faydark (235, 66, -186).

Discovered on 13 Sep 2005 at 12:24:06 PDT.
"Treants," by various authors -- Being a collection of the thoughts and feelings evoked by these fascinating forest creatures.
The woodlands are filled with a mysterious beauty. Some of that beauty is due to the unseen influence of mana. Infused with mana, sentient beings known as treants are the guardians of the woods. This is their story.
"It nearly ripped my arms off."
-- Griffon Barkstripper, Baubbleshire, after mistaking a drowsy treant for a willow and attempting to remove its bark to brew some tea.

Lesson: A treant's bite is worse than its bark.
"Are those...eyes?"

-- overheard in the Orcish Wastes, followed by a high-pitched scream. The Orcish Wastes are the known habitat of a darker form of treant that is preoccupied with exterminating any other being in its path. They apparently view everyone else as the cause of the decay in their lands.

Lesson: If it has eyes, it can see you.
"A single treant can breathe life into a forest."

Daryann Stormrider, wood elf of the Willow Wood. The breath of the treant may be a source of renewing the concentration of mana within a forest, although this is not proven.

Lesson: Wood elves know the woods.
"Arbos is father and mother to all trees."

-- Anonymous dryad, Oakmyst Forest. In mythology, Arbos is often cited as the tree from which all other trees sprung. Apparently, this relationship extends to the sentient treants as well.

Lesson: Even a potential enemy has parents.
"Put that out!"

-- an elderly treant to a camper lighting an improper campfire. Treants may be living beings, but they are still made of the same fibers as other trees. Generally, if you are in a deciduous forest, the treants there will appear as deciduous trees rather than coniferous trees.

Lesson: Make sure your fires are completely out before abandoning a campsite.
"It's magic!"
--a Runnyeye goblin surprised by a treant, immediately before being crushed by its roots. Treants are very strong physically, however they are also well-known magic users. In some areas, magic-wielding treants outnumber other treants three to one.

Lesson: This could be magic!
"Mmm. Jumjum juice."

-- Xanuusus, a treant in the old Northern Karana Plains. As with most sentient creatures (and some that are not), jumjum is an excellent way to make friends. There is no guarantee that this will work with all treants, but it could be worth a try.

Lesson: Sometimes, it is better to give than to hoard but it may be impossible to tell when.
"Zzzzzzz..."

-- a sleeping treant in Nektulos Forest. As they age, treants tend to become less mobile. It could be the result of their sap flow slowing, making them more sleepy. Eventually, treants pause for longer and longer naps, finally losing all mobility and turning into regular trees.

Lesson: Not every great oak sprang from a normal acorn.
"Sharp axes make for small treants."

-- a Bloodskull lumberjack battling treants in the Orcish Wastes. Sadly, many treants have been turned into kindling by the orcs who continue to clear large swaths of land. While a lone orc is no match for a healthy treant, the orcs send in vast numbers of lumberjacks when they suspect a treant is living amongst the trees in their way.

Lesson: Even the oldest and strongest can be felled by strategic planning.
I hope this information provides you with enough basic information about treants that you will be able to learn more about them on your own.

Remember to walk carefully through the forests and beware of all big sticks!
Books
Treants
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Treant (Lore and Legend), started by examining Treants in Nektulos Forest (555, 0, -182).

Discovered on 12 Dec 2004 at 9:31:24 PST.
The woodlands are filled with a mysterious beauty. Some of that beauty is due to the unseen influence of mana. Infused with mana, sentient beings known as treants are the guardians of the woods. This is their story.
Entry One
Put book away.
"Treants," by various authors -- Being a collection of the thoughts and feelings evoked by these fascinating forest creatures.
Read book
Put book away.
"It nearly ripped my arms off." -- Griffon Barkstripper, Baubbleshire, after mistaking a drowsy treant for a willow and attempting to remove its bark to brew some tea. Lesson: A treant's bite is worse than its bark.
Entry Two
Put book away.
"Are those...eyes?" -- overheard in the Orcish Wastes, followed by a high-pitched scream. The Orcish Wastes are the known habitat of a darker form of treant that is preoccupied with exterminating any other being in its path. They apparently view everyone else as the cause of the decay in their lands. Lesson: If it has eyes, it can see you.
Entry Three
Put book away.
"A single treant can breathe life into a forest." Daryann Stormrider, wood elf of the Willow Wood. The breath of the treant may be a source of renewing the concentration of mana within a forest, although this is not proven. Lesson: Wood elves know the woods.
Entry Four
Put book away.
"Arbos is father and mother to all trees." -- Anonymous dryad, Oakmyst Forest. In mythology, Arbos is often cited as the tree from which all other trees sprung. Apparently, this relationship extends to the sentient treants as well. Lesson: Even a potential enemy has parents.
Entry Five
Put book away.
"Put that out!" -- an elderly treant to a camper lighting an improper campfire. Treants may be living beings, but they are still made of the same fibers as other trees. Generally, if you are in a deciduous forest, the treants there will appear as deciduous trees rather than coniferous trees. Lesson: Make sure your fires are completely out before abandoning a campsite.
Entry Six
Put book away.
"It's magic!" -- a Runnyeye goblin surprised by a treant, immediately before being crushed by its roots. Treants are very strong physically, however they are also well-known magic users. In some areas, magic-wielding treants outnumber other treants three to one. Lesson: This could be magic!
Entry Seven
Put book away.
"Mmm. Jumjum juice." -- Xanuusus, a treant in the old Northern Karana Plains. As with most sentient creatures (and some that are not), jumjum is an excellent way to make friends. There is no guarantee that this will work with all treants, but it could be worth a try. Lesson: Sometimes, it is better to give than to hoard but it may be impossible to tell when.
Entry Eight
Put book away.
"Zzzzzzz..." -- a sleeping treant in Nektulos Forest. As they age, treants tend to become less mobile. It could be the result of their sap flow slowing, making them more sleepy. Eventually, treants pause for longer and longer naps, finally losing all mobility and turning into regular trees. Lesson: Not every great oak sprang from a normal acorn.
Entry Nine
Put book away.
"Sharp axes make for small treants." -- a Bloodskull lumberjack battling treants in the Orcish Wastes. Sadly, many treants have been turned into kindling by the orcs who continue to clear large swaths of land. While a lone orc is no match for a healthy treant, the orcs send in vast numbers of lumberjacks when they suspect a treant is living amongst the trees in their way. Lesson: Even the oldest and strongest can be felled by strategic planning.
Entry Ten
Put book away.
I hope this information provides you with enough basic information about treants that you will be able to learn more about them on your own. Remember to walk carefully through the forests and beware of all big sticks!
Close Book.
Books
Treants
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:03:54 PDT.
"Treants," by various authors -- Being a collection of the thoughts and feelings evoked by these fascinating forest creatures.
The woodlands are filled with a mysterious beauty. Some of that beauty is due to the unseen influence of mana. Infused with mana, sentient beings known as treants are the guardians of the woods. This is their story.
"It nearly ripped my arms off."
-- Griffon Barkstripper, Baubbleshire, after mistaking a drowsy treant for a willow and attempting to remove its bark to brew some tea.

Lesson: A treant's bite is worse than its bark.
"Are those...eyes?"

-- overheard in the Orcish Wastes, followed by a high-pitched scream. The Orcish Wastes are the known habitat of a darker form of treant that is preoccupied with exterminating any other being in its path. They apparently view everyone else as the cause of the decay in their lands.

Lesson: If it has eyes, it can see you.
"A single treant can breathe life into a forest."

Daryann Stormrider, wood elf of the Willow Wood. The breath of the treant may be a source of renewing the concentration of mana within a forest, although this is not proven.

Lesson: Wood elves know the woods.
"Arbos is father and mother to all trees."

-- Anonymous dryad, Oakmyst Forest. In mythology, Arbos is often cited as the tree from which all other trees sprung. Apparently, this relationship extends to the sentient treants as well.

Lesson: Even a potential enemy has parents.
"Put that out!"

-- an elderly treant to a camper lighting an improper campfire. Treants may be living beings, but they are still made of the same fibers as other trees. Generally, if you are in a deciduous forest, the treants there will appear as deciduous trees rather than coniferous trees.

Lesson: Make sure your fires are completely out before abandoning a campsite.
"It's magic!"
--a Runnyeye goblin surprised by a treant, immediately before being crushed by its roots. Treants are very strong physically, however they are also well-known magic users. In some areas, magic-wielding treants outnumber other treants three to one.

Lesson: This could be magic!
"Mmm. Jumjum juice."

-- Xanuusus, a treant in the old Northern Karana Plains. As with most sentient creatures (and some that are not), jumjum is an excellent way to make friends. There is no guarantee that this will work with all treants, but it could be worth a try.

Lesson: Sometimes, it is better to give than to hoard but it may be impossible to tell when.
"Zzzzzzz..."

-- a sleeping treant in Nektulos Forest. As they age, treants tend to become less mobile. It could be the result of their sap flow slowing, making them more sleepy. Eventually, treants pause for longer and longer naps, finally losing all mobility and turning into regular trees.

Lesson: Not every great oak sprang from a normal acorn.
"Sharp axes make for small treants."

-- a Bloodskull lumberjack battling treants in the Orcish Wastes. Sadly, many treants have been turned into kindling by the orcs who continue to clear large swaths of land. While a lone orc is no match for a healthy treant, the orcs send in vast numbers of lumberjacks when they suspect a treant is living amongst the trees in their way.

Lesson: Even the oldest and strongest can be felled by strategic planning.
I hope this information provides you with enough basic information about treants that you will be able to learn more about them on your own.

Remember to walk carefully through the forests and beware of all big sticks!
Books
Treatise of Trysts
This item can be placed on the floor in any house type.

HANDCRAFTED

Rent Status
Reduction
15

Crafted from Romantic Gifts to Craft IV (recipe purchased from Steven in Qeynos Province District or Steven in The City of Freeport).

Treatise of Trysts
The art of binding a book celebrating romantic rendezvous throughout time.
Level
10
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 9 Feb 2011 at 0:05:10 PST.
Books
Trinni's Adventures Abroad
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [52] Trinni's Adventures Abroad (Tome).

Components
Trinni's Adventures Abroad - Page 4 (looted in The Pillars of Flame)
Trinni's Adventures Abroad - Page 7 (plundered from a rug at 319, -86, -761 in The Pillars of Flame)
Trinni's Adventures Abroad - Page 8 (plundered from a basket at 39, -93, -793 in The Pillars of Flame)
Trinni's Adventures Abroad - Page 10 (looted in The Pillars of Flame)
Trinni's Adventures Abroad - Page 12 (plundered from scrolls at 643, -93, -1027 in The Pillars of Flame)
Trinni's Adventures Abroad - Page 13 (plundered from scrolls at 567, -77, -931 in The Pillars of Flame)
Trinni's Adventures Abroad - Page 15 (looted in The Pillars of Flame)

Discovered on 13 Sep 2005 at 22:02:24 PDT.
by Trinni Mellosius, student
So, in order to graduate, my teacher told me I had to spend a year someplace I hadn't been to before.

I ended up in the Pillars of Flame. Don't make the same mistake!
When my classmates and I were picking where we wanted to go for our year abroad (that's what the teacher said to call our trips), I'm the only one who showed so much imagination in planning my trip.

That's what half-elves have, you know: lots of imagination!

Anyway, I said I would travel on a merchant ship and learn more about the ocean.
As you might guess, this didn't turn out so well. I mean, it turned out okay; I'm still alive.

But the ship got lost and drifted around a bit before landing at the Port of Tears at the edge of this HUGE desert.

By then I was pretty sick of living on a boat and decided to dry out. Little did I know what this weather does to your HAIR!
The Port of Tears, which I thought was named for the old Ocean of Tears, is actually named for a couple of stinky ponds a little ways further inland.

I guess when you live in the desert, fresh water is scarce. The residents were pretty upset when I took a bag of water and washed my hair, but I tell you what: I really needed it. The salty sea air gave me split ends!
I'm supposed to record my impressions of the locals and stuff. They are uptight.

These Dervs are kind of like the Dervs that I seen in the Commonlands, only different. Some of them have really great tans! But they're pretty jumpy.

We went for a walk, this one guy Stergie and me, down the old Orc Highway. Every rock that tumbled down the canyon, he was ready to kill something.
I traveled with Stergie's family for a bit. They made me stop washing my hair, though, which made it go all limp.

Since my hair was already frizzled from the sea water, I now have this limp, frizzly hair. It's pretty rank.

I decided to head out on my own for a bit, maybe find my own well so I could get some regular maintenance going on and meet other people.
Stergie was pretty tore up. He kind of liked me, I guess. I gave him a firm handshake and a souvenir acorn from the Willow Wood and went on my way.

My teacher said to take along some souvenirs to give out to folks. That's a pretty lame idea if you're like, spending your year abroad in the Feerrott.

But it worked out pretty well for me, except acorns are heavy.
After a couple of days, I found myself in the Pillars of Flame, which is a really cool area other than all the deadly critters in it.

There's all these really high rocks that make a sort of maze to run through. At sunset, it's like looking at a painting with all the colors on the rocks lit up and the sky so dark blue.

I met some really great guys at the Ortallian camp.
The only thing with these Ortallians is that they just go on and on about Solusek Ro. "Solusek be praised!" and "Blessed be Solusek!" all day and night.

It kind of gets on your nerves after a while.

I'm a pretty tolerant individual and if these folks want to worship someone like that, great! But there's a limit, you know what I mean? Dating an Ortallian is rough on a non-believer.
In the desert I ran into lots of folks who still worshipped Solusek Ro who was the god of the sun. I think.

Anyway, I didn't like to tell them that the gods all up and left us because they got pretty agitated the first time I hinted at it.

The Ortallian guy I was hanging out with was so totally upset his ears turned all red. He was kind of cute, but so high maintenance.
I hung out with them for a couple of weeks. It was nice for me since there were a couple of half-elves and a wood elf in the camp at the time.

We talked about the changes in the Qeynos area, since they hadn't been there. I gave them some acorns.

Captain Nyelash gave me a herbal remedy for my hair problems, too! I wish I could have stayed with them longer.
I picked up a job with the Swiftriders later. They operate as a sort of messenger service or something.

The pay wasn't bad. And they weren't such Solusek Ro fanatics, which was a great relief. I kept thinking, "Trinni... you'd remember more about the Ro family if you'd paid attention in school!"

Which is true, but not very helpful when you're on the spot for details!
The Swiftriders deliver stuff to and from Maj'Dul. Kind of like the Far Seas Trading Company, only on land. I got to keep some hair clips that nobody wanted, which was another bonus!

It's a change of pace from the nomadic life. Camping is fine, until you wake up surrounded by searing scorpions! And I thought split ends were bad!
In the end, I decided to spend the rest of my time abroad inside the city of Maj'Dul. It's much more civilized than the Pillars of Flame.

Oh! Did I mention they had cyclops? Or is it cyclopses? Anyway, there were some of those out there too! Only I'm out of time and I have to turn my paper in.

I hope I get a good grade this time.
Teacher's Note: Miss Mellosius, this is one of the worst papers you have ever written.

You were supposed to learn about the natives, not report about your hair and your boyfriends. What about their trade goods?

Write another paper, this time with more factual information and less personal details.
Books
Trinni's Adventures Aloft
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [60] Trinni's Adventures Aloft (Tome).

Components
Trinni's Adventures Aloft - Page 4 (plundered from reeds at -24, 76, -203 in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 5 (plundered from a stone bench at -730, 145, -19 in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 7 (shinies in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 9 (shinies in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 10 (plundered from broken pillars at 508, 246, -688 in Tenebrous Tangle)

Discovered on 21 Feb 2006 at 15:01:54 PST.
by Trinni Mellosius, student
This is my second attempt to graduate by spending a year someplace I've never been before.

Thank goodness I'm not afraid of heights!
The last time I went "abroad" for a year, I ended up in Pillars of Flame. It was not a successful trip. My teacher asked me to repeat the assignment and this time, leave out stuff about my hair and my boyfriends.

So that's the last time I'm going to mention either of those subjects!

I couldn't decide where to go this time. Fortunately (I guess), I stumbled across an interesting transportation device and learned how to use it to reach the sky.
At first I thought I'd made a wrong turn somewhere along the way and had ended up in the Feerrott.

Then I noticed that we were floating in the sky. I ran over to the edge of the most enormous waterfall I'd ever seen in my life and peeked over the side.

All I've got to say is that it's a good thing I have a head for heights. The island I was on happened to be a perched over another one, but all around us was blue sky dotted with other islands.
There are a number of interesting things about this area, besides it being an island in the sky.

There are quite a few creatures that I've never seen before, such as the upright lizard-like folks that say they're droags. They consider themselves more akin to dragons than to lizards.

I don't blame them.
There are also really big insecty things called Vornerius. Vernonous, Vornerus, something like that. They're ravasects.
Travel between the islands is pretty easy and rather fun! There are various transport platforms from which you can whistle up a poufy cloud to take you somewhere else. Pretty spiffy!

There are also these spires that look like some of the broken-down ones you could find, in Thundering Steppes. Only these are in good working condition.

If you use these, they can take you to other islands in the sky that are way different from the ones in Tenebrous Tangle (which is where I started out in).
One of the different places is a group of sky islands collectively known as the "Barren Sky". It certainly is.

Instead of a nice, jungle-like place, it's dry like the Desert of Ro, which brought back a lot of bad memories which I won't mention again because I promised I wouldn't.

The primary inhabitants of the Barren Sky's islands are aviaks.
There are three types of aviaks up here, at least as far as I could see. There are Windgazers, Strifewings and Blacktalons.

The Windgazers can turn their heads almost all the way! It's kind of creepy. The strifewings are pretty mean, while the Blacktalons are very regimented.

They don't seem to get along with one another.
That's one thing I've noticed in my travels: folks don't get along no matter where you go. It makes me sad.

I'm used to being ignored or talked about because I'm a half-elf. Somehow, though, I keep thinking that I'll find a place where all the folks are friendly with each other as well as with folks like me.

Maybe I just need to get out more.
Anyway, these three types of aviaks are very protective of their own kind, but they're pretty mean to others.

I took a guided tour with one of the Windgazers and was appalled to see some of the conditions these poor things live in. A couple of pillows and very little water constitute their nests.

They keep their chicks well-hidden, too, since they're constantly concerned about the Strifewings coming over to raid.
The last group of islands I visited were really weird. They were purple!

In addition to the ground being purple, the water is very vivid blue. It's like walking around in a nightmare.

This group is called the Bonemire because it's got lots of dragon bones scattered all across the landscape. Some of them are amazingly huge! There are lots of droags and their ilk out there.
I'm not sure that I was supposed to notice this, but there's something funny going on up there.

It's hard to put my finger on exactly. I talked with some of these guys and they were very smart but not so friendly. Still, I got the feeling that even when they were grinning at me, they were thinking of ways to slice me to ribbons.

It was pretty uncomfortable, so I left as quickly as was polite.
There's definitely something weird with the water on all these islands. I was warned repeatedly not to drink from any of the obvious sources, even when it wasn't nightmare blue.

I'm not sure how I could've gotten by if I hadn't met up with a traveling warden (a wood elf) who could rustle us up some food and drink when we needed it.

I highly recommend that you take along someone who can summon water! It made me wonder whether I had perhaps should have gone the warden route myself.
I have to say that the place I felt most comfortable at was in Tenebrous Tangle. Sure, there were bugs and all, but it seemed the most familiar to me.

Maybe what I've really learned on all these expeditions is that I'm not the traveling kind of half-elf I thought I would be. I miss the Willow Wood where I've been gone for too long.
My recommendations for folk traveling out of the sky islands: pack lightly, take lots of water (or a priestly type) and be polite.

Those inter-island clouds are pretty wispy and if you decide you need something from your backpack at the wrong moment, it's a long drop. You can't drink the local water, so bring your own source. And these guys don't like each other much, so don't get them mad at you too.

That's my report on my (second) year abroad. The End.
Teacher's Note: Miss Mellosius, I am surprisingly impressed.

You managed to not only keep your personal opinions blessedly short, but they were also more relevant to the topic at hand than in your previous assignments.

I am pleased to give you a passing grade. Good luck in your future travels.
Books
Uncle Wrott's Notebook
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE  NO-VALUE

Quest reward from [129] Something Wrotten (Mahngavi Wastes), started by Wrott Havenmore in Mahngavi Wastes (-19, 110, 507).

Discovered on 2 Dec 2021 at 0:20:57 PST.
Uncle Wrott's Notebook
Now that I am here upon Vetrovia, I can begin my studies. I've been intrigued by the tales of beings from other worlds on this continent, since my joining the coven. I could visit the pitiful few whose ancestors survived the culling over two centuries ago. They are easy enough to find lurking about the desert ruins, but what I seek is power they do not hold. They are but proof of it, a tantalizing glint of its existence.
I was drawn to a curious copper tablet I found within the Ghastly Fate ruins. It is written in a language I cannot decipher, but after I gain a few, I am confident I can unlock its knowledge.
I did it! I have in my possession enough examples of this unknown language to cast a deciphering spell. Now it is but a matter of time!

I will record the translations here for further study.
Let these tablets carry my words to all Trusik. Let all future Trusik generations know of our struggle and determination, and give praise to Trushar, fearsome god of the oceans, god of the cradle and grave, for his deliverance!
Since the Period of Prayer we have recognized the great ocean god, Trushar, the giver and taker. For it is he who we have to thank for all the good bestowed upon us. High Priest Ikkibi Daluda opened my eyes to the faith of Trushar when I was but a youngling, and I have held the truth of it in my heart ever since. Unfortunately, some refused the truth, and provoked Trushar's wrath.
He was testing us with battering storms and devastating downpours. It was his first great test of our faith, but it wouldn't be his last. The sacrifices it took to appease him, and bring about his blessings once more, were varied and sizable. Still, our skeptical cousins refused to see the truth of Trushar. Instead, they labeled us as zealots, religious detractors from their status quo. We left them, the Nihil, and struck out on our own. Afterall, how could we remain with those who choose to ignore Trushar?
We made our own place in the mountains, far away from the shoreside village we had called home. In its center we constructed a great temple to Trushar and consecrated it with elaborate sacrifices. The bodies of the drowned were taken to the sea, while our prayers were carried on the winds. Ours was to be a society built for Trushar at the center of every aspect, for there would be no Trusik without him. Prayers could be heard any hour of any day being uttered near the chapels, chantries, and prayer grounds.
We prayed incessantly, praising Trushar through deed and word. Over the years, our rituals and rites became increasingly powerful. While those of Nihilia continued to take his gifts of the seasonal rains and the fish from the sea for granted. Trushar's anger was building, no matter how fervently we sacrificed or how elaborate our amplified prayer ceremonies had become.
That's when they came, an army from another land -- another world if you believe them. They call themselves the Muramites, they are of many peoples and creatures. Never had we seen anyone of their kind before. The foreign legion covered the land, from mountains to sea. They slew Nihil and Trusik alike, laid waste to our cities, and enslaved the survivors. I had been in prayer for several days. Begging Trushar to hear us, once more.
He answered with a great quake that shook the land and the invaders, leaving them confused and disorganized. This was the sign I had prayed for! Trushar still listens. He has not abandoned us! I will show him how great our faith still is. I will prove our worthiness of his love.
This is not our end; our people will continue! I know Trushar will answer my grand sacrificial ceremony I intend and deliver us from these invaders. No one left will be able to deny his power, his godhood. Our people will be one, once more, united in absolute faith. We will know prosperity and blessings as never before!
Noqufiel, Priest of Trushar
The ceremony! That is how they did it. That is how they breached the walls of another reality! It almost makes up for translating the rest of this drivel.

Now to research the ceremony, and recreate it...
Books
Undead Monster Tome
This item can be placed on the floor in any house type.

TREASURED
NO-TRADE  NO-VALUE

Quest reward from [200] Survive the Night (World Event) (Repeatable), started by Setri Lur'eth in Nektulos Forest.

Furniture version of:
Undead Monster Tome
TREASURED
NO-TRADE  NO-VALUE
Magic Affinity
Slot
Secondary
Level
1


Discovered on 13 Oct 2011 at 0:31:01 PDT.
Books
Volume of Romance
This item can be placed on the floor in any house type.

HANDCRAFTED

Rent Status
Reduction
15

Crafted from Romantic Gifts to Craft IV (recipe purchased from Steven in Qeynos Province District or Steven in The City of Freeport).

Volume of Romance
The art of binding a book celebrating romance throughout Norrath.
Level
10
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
Fuel Component

Discovered on 9 Feb 2011 at 0:01:46 PST.
Books
Walking in the Sand: A Case Study in Desert Spiders
This item can be placed on the floor in any house type.

This journal has several entries within it, complete with illustrations and charts. It seems to focus on the study of large spiders within the Desert of Ro.

TREASURED
NO-VALUE

Purchased from Distun Delki in Antonica (326, -14, 788) or Erben Delki in The Commonlands (-1039, -69, -593) or Erben Delki in The Chronoweave (-1, 0, -10) for 1 Ancient Platinum Coin.

Discovered on 23 Mar 2011 at 10:16:42 PDT.
The Desert Spiders
A Study in Large Therephosids
Oran M'zal, Erudin Academy
Desert Spiderling
Appearance:
Very small (about the size of a small dog).
Light Brown with darker brown spots on their legs.
Ecology:
There were the smallest of the theraphosids I was able to find. They are called "desert" spiderlings, but are actually found closer to the city, and within the small grassy patches found on the edge of the desert itself. They are terrestrial hunters, and feed on small snakes and animals. Not generally regarded as threatening creature, they largely keep to themselves.
Dune Spiderling
Appearance:
Small, although larger than the desert spiderlings. Brown, with darker brown stripes on their legs - can be easily mistaken for their smaller cousins at a distance.
Ecology:
These are larger than the desert spiderlings, and are considered more dangerous (debatable, but they are certainly more aggressive). They hunt many of the same prey, but are found mostly out in the deserts themselves, as opposed to being closer to the city. The "desert" and "dune" theraphosids are certainly different species, and the "spiderlings" appear to be immature versions of their order.
Desert Tarantula
Appearance:
Their body is approximately the size of a large dog. With their legs included, they are about the size of a larger sized dinner table. As with the spiderlings, they are light brown with dark brown stripes on their legs and abdomen. Eyes are more pronounces, and reflect a light red color.
Ecology:
Again, the "desert" moniker tends to be a bit misleading - they are found on the outskirts of the grassy areas near the desert more often then actually inside the desert itself (although there are members out there). These creatures feed on the larger snakes and coyotes that cross its path, but seems to ear infrequently - this would make sense, given how infrequently food can become available out here.
Dune Tarantula
Appearance:
Very large. While still similar in appearance to the smaller theraphosids in the Desert of Ro, they are notable for being far larger.
Ecology:
Most often found in the deeper parts of Northern Desert of Ro, these creatures feed on most anything that is smaller than themselves. They are far more aggressive than the other theraphosids, and are considered a dangerous nuisance, since they will readily attack caravan pack animals making their way through the desert.
Unknown Creature
Description: In my search for more theraphosids in the southern Desert of Ro, I've come across what looks like tracks in the sand. I am aghast at the size of the tracks, and if my measurements are correct, this would be a spider of massive size. Something I wouldn't have conceived would even exist.
Update: I've talked to some of the travelers who have come through this area, and they've told me a story of something called the "Terrorantula". I believe this might be the creature they are speaking of.
Terrorantula
Description: Massive. It looks similar to the other theraphosids in this area, but many, many times larger.
Ecology: I can't begin to describe the size of this creature. I found it some days ago and have followed its movements, and I'm awed by how incredibly huge it is. I can't be sure what its diet is, unless it is feeding off the other giants of the area. Many of us have heard stories of caravans that go missing in the desert and things of that nature... perhaps this beast has something to do with it.
Terrorantula
Update: I've found what I think might be this creature's lair. I have not yet entered it, but I believe that it might go much further back than it initially appears. Although it might be risky, I am going to attempt to enter the cavern, and see how deep it might go. Surely a creature of this size couldn't simply have sprung up from no where... perhaps there are more of these beasts. I must know...
Unobtainable
War of Fay: Armies Across the Sea
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
War of Fay: Crossing the Faydark
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Unobtainable
War of Fay: Death
This item can be placed in any house type.

This completed book can be placed in your house and read.

TREASURED



Undiscovered.
Books
War of Fay: Armies Across the Sea
This item can be placed on the floor in any house type.

NO-TRADE

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 14:06:58 PST.
This is another part of the journal kept by a Teir'Dal, relating experiences during the War of Fay.
Another volume from the diary of one young Teir'Dal soldier, written during the War of Fay. This volume tells of the Teir'Dal ships landing on Faydwer.
The ships passed beneath the teleportation arch.

There is no sound save a soft thrumming that hangs in the air above us. Mist curls up from the surface of the sea, covering each ship in thick draperies.

No matter how often I have made this journey, I am always amazed that no ships have ever collided in the fog.
When my ship clears the mists, I can see the prows of the other vessels breaking through as well.

Behind me, I hear the rich voice of the Cantor rising in song, calling forth the winds again to propel us toward Faydwer.

Was her name really Death, as she had told me? Or was she trying to frighten me, seeing only a youth with one shortened leg?
In many ways, I am surprised that I am on this team, on this mission.

I will not set down our plans in advance, lest something go awry and my thoughts are revealed to the enemy.

When the commander named those who would be in this elite unit, there were sounds of surprise when they chose me.

Yes, I walk with a limp; but I run like the wind and am deadly besides.
The singing stops, and I feel her beside me again.

She crouches down on the narrow plank and touches the shoulder of the Teir'Dal in the seat before me. As she had with me, she pulls him to his feet and walks him to the small deck at the stern of the ship.

I make an effort not to turn my head; what she chooses to do or say to the others aboard the ship is none of my business.

But it is long before he returns to his seat, and he smiles, looking over his shoulder toward her.
Suddenly before us, I see the lead ship raise a smaller yellow flag.

Immediately, the ogres put their oars into the water, joining their brute strength to the winds in our sail. That signals that landfall is near.

Around me, the other members of my team grip their knives. Our task is not to fight upon landing, but we must be prepared.
The Cantors stop their songs and two of the ogres rise to dismantle the mast, which they cast overboard.

Without that weight, the ships skim faster across the sea, pulled along by the strength of our oarsmen.

The ogres are perfect for this task, for it involved only dipping the oar in, pulling, lifting, then dipping the oars in again. This is as much as their simple minds can grasp.
Ahead, there is a dark line marking Faydwer.

here are lights set at various points along the way, supposedly to allow the fools to guard their shores.

The reality is that they will light our way directly to a good landing. Some of the ships head further north to land closer to Kelethin.

My first destination is Kaladim.
Without their sails, the ships are low to the water.

The slight splash of the oars is masked in the rolling of the waves onto the shore.

We pull our ships up behind us onto the shingle and the ogres knock holes in their sides.

There is only one way home now - through Felwithe. Weapons are drawn. We run up the beach, and they are surprised.
My unit must stick close together; we each have a role in this.

An arrow whistles through the air and spears the Teir'Dal beside me - the one who had dallied with the Cantor aboard ship.

He staggers, then slides toward the ground clutching at my arm and pulling me down with him. Another arrow whistles over my head.

"Her name..."gasps my comrade before drawing his last breath,"...is Death."
"Death? You're mad!" I hiss, shaking his lifeless hand from my arm.

I crouch, checking my path across the beach to the cover of the trees when suddenly, the Cantor is beside me - and him.

She kisses his forehead and closes his eyes, then grabs my hand. "Come!" she cries.

We race toward the concealing darkness ahead
Books
War of Fay: Crossing the Faydark
This item can be placed on the floor in any house type.

NO-TRADE

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 14:07:00 PST.
This is another part of a journal written by a young Teir'Dal soldier during the War of Fay.
During the War of Fay, many things changed or were forgotten.

This book provides one person's perspective, all the more interesting as this person was part of a secretive Teir'Dal unit during the War of Fay.
Travel by dark, rest during the day. The pattern repeats.

The Cantor and I hear the skirmishes around us but do not become involved; our mission is different.
At least mine is. Or was. The team leader pushed the Cantor to group with me and said it had always been the plan.

If that is so, then no one had bothered to tell me. I resent it.
The Cantor senses my anger. She does not speak with me, communicating only by gestures and glances.

And yet, though we do not speak, we move as one through the Faydark.

Long before we saw Kelethin, we smelled the fires and heard the battle. We woke to find ourselves in a blanket of haze.

She said, "We will need to travel by day past this place; I will change out forms."
I glance at her. "Change out forms? What, into birds so that we may fly directly to Felwithe?"

With a smile, she replies, "No. I cannot change an actual shape, but I can create an illusion. Look at yourself; I have already done so with you."

Using the blade of my dagger as a mirror, I realize my skin is now pale cream and my hair is yellow.

I look like a Koada'Dal.
The Cantor gestures into the air, drawing the edge of her palm across her face.

Now she too has yellow hair and sickly pale skin. She laughs at my bemusement saying, "Did you really think all I could do is sing?"

Then she grows more serious and adds, "I know you do not want my company on this journey and that you wonder why I am here. Now you know. I am an illusionist, among other things."
"What other things?" I ask, but she shakes her head.

"We must rest," she says softly, "for the journey from here to Felwithe will be even more perilous. Should my illusion fail, all who see us will know we are Teir'Dal. My name may be Death, but I do not wish to die. Not until my task is complete."

What the task is, she does not say.
The Cantor lies down and immediately falls asleep.

My mind is restless; I constantly pull out my dagger and tilt it this way and that to look at myself.

I am Teir'Dal. I have always had skin the color of the night sky and silver hair. Yet I see pale skin and yellow hair, see this fair being mimic me and yet be me. It is fascinating.

I wonder: would it feel so strange is she had created the illusion that both my legs are the same length? Would that be so difficult to believe?
"You are not resting." She says, her eyes open, the corners of her lips lifting in a faint smile.

"I cannot get used to this," I stammer, putting away my dagger, ashamed to be caught in this peculiar vanity.

She pats the nest of pine needles beside her. "Come and rest; you will look this way for many days but right now, you must sleep."

My eyelids are suddenly heavy and I know I am dreaming before I even curl up beside her.
We walk through Greater Faydark and come to the walls of Felwithe.

The guards step aside to let us enter the city. Despite years of training, I feel unprepared. My hand goes cold and damp.

The Cantor kisses my forehead, then slowly releases my hand and slips into a graceful sitting position against the wall.

I see her staring straight ahead and realize she is dead. The warmth of her lips is still on my skin. I cannot move.
"Wake up, wake up," she is shaking me, a look of concern in her eyes.

"What did you see?" she demands and there is a note in her voice I have never heard before - fear.

"What did you see, you must tell me!" The Cantor shakes my shoulder again, then sits back on her heels, swallowing hard.

"You must know," she says in a bitter tone, "I am called Death for I can see death; but I cannot see my own."
I shake my head, saying, "It was but a dream; you make too much of it."

As we hide the traces of our makeshift camp, I sense a change in the Cantor. She glances at me now and then, her eyes thoughtful and pensive.

I am not sure if that is what she truly feels or if it is the illusion created by her fair skin and golden hair.
Books
War of Fay: Death
This item can be placed on the floor in any house type.

NO-TRADE

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s 6c.

Discovered on 14 Nov 2006 at 14:07:01 PST.
This is the last in a series of journals written by a young Teir'Dal soldier during the War of Fay.
The Teir'Dal are often considered deceitful and conceited.

The perspective of this young diarist provides a different insight into the thoughts of at least one of them during the War of Fay.
Days pass and still the illusions hold.

I venture into Felwithe alone, using my stealthy skills to pick pockets or obtain goods which the Cantor and I barter for our room and board.

When training for war, this is something never mentioned -- the ennui of waiting.

And then finally: the battle draws nearer. Our time is upon us.
The Cantor and I have lived for many months under the cover of her illusions; to all others, we appear as Koada'Dal.

On this day, we will provide entry into Felwithe for the Teir'Dal units.

On this day, we will provide entry into Felwithe for the Teir'Dal units. The Cantor and I know our tasks, though it seems she is enjoying her liaisons much more than I am. If I never have to entertain another stinking Koada'Dal guard again it shall be too soon.
The guards greet us warmly, barely glancing at the gate.

The Cantor and I approach and I sense rather than see teh change flicker across her pale features. These men will die and she sees it. I have felt her reaction now so often that I know it instinctively.

She smiles coyly at the guard she has been seeing and I slip in behind him to slit his throat.

The other guard stares at us, shocked and unable to speak. He meets the same fate.
We open the smaller door beside the gate and in slip the Teir'Dal.

The Cantor has released us from the illusion so that we look like them -- like ourselves.

We head deeper into the city, a thin dark stream of elves followed closely by ogres and trolls, slaying all those who oppose us.

The Cantor steers me by the quickest route to the home of the King.
This happens so quickly, the guards fall and we surround the King.

I search his face for traces of fear and find none. This satisfies me; I do not like to kill cowards.
The Cantor looks from the King to me and back again. She whispers to me, "He does not die this day."

Nodding, I bind his hands with the Cantor's belt.
She has given it the illusion of heavy chains and the king sags from the imaginary weight.
On my watches, I look at Tearis'Thex intently, wondering how it must feel to look one's death in the face.

In theory, all soldiers face their deaths daily in war, but I wonder whether a king would feel the same thrill coursing through his veins. I stare at him so long I draw his gaze, but I do not turn away.

He may be king, but in him I now sense the heart of a warrior. He deserves to look into my eyes before I perform the task for which I trained.
Dozens of ogres built the stage upon which the execution will take place.

Many times I see the Koada'Dal captives below raise their faces toward this room in which we keep Tearis'Thex.

I do not know for what they are hoping. Perhaps that he will spring from the window in the shape of a dragon and escape?

The Cantor taps my shoulder and nods toward the King.

"It is today," she says simply.
She removed the ruby and pearl rope from the king's hands and one of the Teir'Dal guards grasps his shoulder to propel him towards the stairs.

From the corner of my eye I sense movement and instinctively react. No one will kill Tearis'Thex in the privacy of a narrow room; his death will be seen by all.

Then I realize it is the King who holds the knife. He thrusts.
The Cantor reaches for my hand and grips it, pulling me off-balance onto my short leg.

I stagger slightly against her and she grins at me, leaning forward to kiss my forehead.
With a slightly puzzled look on her face, she slides to the floor still holding my hand.

She says, "It is today."

I stare at the Cantor, realizing her rope of rubies is mixed with a pool of blood. She leans against the wall; it is the wall from my dream.
"Take him down," I snap at the guard.

The King's knife still protrudes from the Cantor's robe and I reach for it.

She rests her hand on mine and says indistinctly, "My name... my name..."

"You will not die," I say, willing for it to be true.

"My name..." she says wistfully, "...I do not remember my name." She stares blankly ahead, her hand limp and cold.

I kiss her forehead and close her eyes. I say to her, "Your name is Death."
Books
War of Fay: Felwithe
This item can be placed on the floor in any house type.

NO-TRADE

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 14:07:04 PST.
This is the fifth book based on the journal of a young Teir'Dal soldier during the War of Fay.
The journals of this young Teir'Dal soldier chronicle the crossing Faydwer on a mission to Felwithe during the War of Fay with the Cantor, an illusionist.
Our journey takes many days for we are careful to travel as far from the actual fighting as possible.

There is the danger of being killed by other Teir'Dal who are taken in by the illusion created by the Cantor that she and I are Koada'Dal.

There is also the danger her illusion will fail and the Koada'Dal and Feir'Dal will recognize us and slay us before our tasks are done.
We entered Felwithe with no problems, just as in my dream.

The Cantor leads me down various by-ways until we reach an inn. We take a room overlooking the street.

I stand beside the shuttered window, peering through the thick wooden slats. The Cantor paces, nervous in a way that I have never seen,

Across the room I see our reflections in the brass mirror and realize our illusions are gone.
"Stop this," I say angrily, "You are jeopardizing our mission. I know not why you are here, but I know my task and if you are here to help me you will stop filling the air with the dust of your shoes."

She stops pacing, perching instead on the edge of the bed.

"Let me tell you why I am here," she says suddenly. "I saw the deaths of all the others on our ship and that is why I chose you; you will outlive us all."
Holding her hand to stop me from speaking, she continues: "You look out the window to see if any of the signals are in place; you will not find them. They all perished.

"Of twenty who set forth, you alone are left. You ask constantly why I am here. It is for this: to ensure that you live, though you would not have needed my help. I saw your death; you will outlive us all."

The room fills with silence. I do not know what to say.
After a moment, the Cantor speaks again: "Long ago, I was cursed with the ability to see others' deaths."

"At first, I only saw them when I wished it. Since coming on this mission, I cannot stop it. Everyone we pass, I have but to glance at them to know how and when they will die."

"Yet I look into the mirror willing it - willing it with all my might! - and I know not when death will come for me. Yet you saw it; you know and will not tell me."
I remain silent.

What I saw that day in Faydark was a dream, nothing more. It troubled me, but it was only a dream.
Still, knowing how the one dream upset me I could understand how seeing such things every day could bring anxiety, even madness.

I sit beside her then and take her hands into mine.

"Tell me," I say softly, "what is your real name?"
The Cantor hesitated, glancing away then back again shaking her head.

"I am called Death and that is how you will remember me. When you are in your old age and relive the glories of this war, you will remember that Death walked beside you into Felwithe. And you lived."

She was calmer now and recast the illusions over us both, then sat and held my hand.

"We will wait here, together."
"Wait for what?" I say, but I know the answer.

Since her illusions have covered me, I find my foresight is strengthened. We are waiting for the Teir'Dal to besiege Felwithe.

Though the others in my unit do not live, we each were trained with one goal in mind.

If it came to this and only one of us lived, the mission would not fail.
As though reading my thoughts, the Cantor says, "No one else has been able to use my gifts as you have. Is this because you have one short leg? Perhaps it makes you more sensitive in some way?"

I shrug, "Perhaps."

I know that I no longer wish for legs of equal length, for I can run and climb much better than the others.

I know my balance and can keep it no matter what happens.
We sit in silence, our fair-skinned fingers interlaced.

I try to remember the dream - would I recognize again the wall against which the Cantor fell? Could I keep her away from such a place, from her own death?

In the space of a few short weeks, she has gone from nuisance to the most important creature in my world.

The time for my task has not yet come. And so we sit in the growing stillness and wait.
Books
War of Fay: Kaladim
This item can be placed on the floor in any house type.

NO-TRADE

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 14:07:05 PST.
This book tells the continued story written by a young Teir'Dal at the beginning of the War of Fay.
There are many stories from the War of Fay.

This one is collected from the journal of a young Teir'Dal soldier.
The Cantor and I run from the ship, our shoulder curled forward and heads down until we pass into the surrounding trees.

My eyes adjust to the darkness and I see the remaining members of my unit.

We started across the Ocean of Tears with twenty. There are seventeen of us now, crouched in the shadows.
"You should not have stopped for him; he was destined to die," the Cantor whispers in my ear.

It is the first she has spoken to me since telling me her name aboard the ship.

"I did not stop for him, he grabbed my arm," I whispered back. "You can wait here; once the ogres have slain the dwarves, they will escort you."

"No," she says, "I am coming with you."
I raise a eyebrow at her, but there is no time for further discussion.

I know that we have not planned to bring her along with us. In our training, the Cantor always traveled with the ogre units, primarily to be safe but also because my unit's mission is different from other missions.

The unit leader will put her into her place; it is not for me to tell her she cannot come along.
Surprisingly, the team leader does not care that the Cantor is accompanying us to our meeting place.

She glances at the Cantor and some secret signal passed between them, for they turn as one and fade into the treeline. I fade behind them.

The ground rises and falls beneath our feet as we march steadily onward.
The sun rises. The ogres have done an excellent job through the early light.

From the place in which we hide, I can still see toward the gates. Bodies are strewn about and already there are beasts gathering to feast.

Our arrival has definitely caught the dwarves unaware.

The Cantor sits beside me briefly but I avoid her gaze. Is it coincidence that someone named "Death" had spent time with my comrade, who died so soon after we came ashore?
As though sensing my thoughts, the Cantor leans towards me. She is not smiling.

"He was not meant to survive. Do you blame me for easing his final hour?"

I do not answer, so she continues, "They call me Death for I have the curse of knowing who will live and who will not. You will not die today."

When I turn to look at her, she is gone.
The sun is high overhead and the ogres have finished with the outer defenses of Kaladim.

The dwarves, so proud of their fortress, have retreated into its bowels.

When the skies darken again, my team and I are to move forward, then divide into smaller groups.

We shall not see each other again until we reach our final destination.
I see the Cantor now.

She sits beside the team leader and they whisper back and forth, occasionally smothering smiles behind their hands.

Are they speaking of me and my twisted gait? I shake myself, for such thoughts are foolishness in battle. I am not a child, whose only care is whether someone likes me.

I do not care how the Cantor spends her time. Her name is Death, She makes me uneasy.
As darkness falls, we hear the ogres working hard below us.

They are piling high vast quantities of trees before the gates of Kaladim and will soon set them ablaze. Our until will leave before they light the fire and will disappear into the night.

The team leader comes to me and whispers, "The Cantor will go with you."
"She cannot," I whispered back, angrily adding, "This is not part of the plan."

The team leader's eyes narrow, but her voice drips with menace: "This has always been part of the plan; we do not tell everything to those in service beneath us. The Cantor goes with you; you will do as she bids."

The team disperses and I...nod curtly to the Cantor and we too slip off into the dark.
Books
War of Fay: The Eve of Battle
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Plundered from Greater Faydark (135, 109, 181).

Discovered on 14 Nov 2006 at 14:19:17 PST.
This book tells the story of a young sailor aboard a ship bound for Faydwer on the eve of the War of Fay, during Norrath's Age of Turmoil.
The young Teir'Dal who wrote this wanted to preserve a record of the eve of a battle.

It seems the tale is not yet finished in this volume.

I hope to someday find the rest of it.
We have been preparing for this night for as long as I can remember.

When first I sought to join the Teir'Dal forces, I was told there were no openings for someone of my stature. You see, one of my legs is shorter than the other which makes me appear smaller than I am,
I convinced the commander to allow me to join and now here we are: the eve of battle.
I will set this down for future generations, for while the invasion by the Teir'Dal will live on in history forever, the memories of this last night will surely fade.

Whatever happens when the sun rises, I am sure that we will be thinking of the future then and not living in this moment in time, when the possibilities are set before us.
Long has my unit trained in secret. Lest this fall into unfriendly hands, I will not name the place.

The training was long and difficult, for not only did we need to learn the management of our new warships, we also needed to build our strength as the journey from Tunaria to Faydwer is not a short one.
Speed is to be our ally in this, so that the Dwarves, upon whose shores we will first land, will see the strength of our force and be overwhelmed.

The Feir'Dal will be simple to overcome, as they are simpleminded.

Once we have made landfall, there is nothing that will stop us.
The new ships are deadly. They are low and lean, powered both by air and by the strength of our rowers.

When the winds are favorable, a large sail is hoisted and the Cantor will stand behind it and call up further winds with her songs.

Each ship has its own Cantor, to increase the advantage of the winds.
When the winds are still and the sea like glass, the oars are put into the water.

The galleys of the new ships can hold 50 ogres to the oars, In my ship, we have 30 ogres plus 20 of my unit.

Of course, my unit's mission is simple and straight-forward; we are not pulling alongside the ogres. We are to conserve our strength to cover the ground swift as wolves, silent as the owl.
The Cantor is checking the winds now. She wears a robe of silver belted with a rope of pearls and rubies.

I do not know who she is. When she was assigned to our ship, I asked her name and in response received a look so sharp that her eyes burned into me like a venomous bite.

The sail, which fluttered in the slightest of breezes, is now filling and pulling at its lines.

We are underway.
The Cantor stops beside me.

"You want to know my name?" she asks softly. She is the only one who may walk when the ship is underway, but she pulls me to my feet nonetheless.

"Come with me," she says, leading me to the deck at the stern.

The winds swirled around us as we stood side by side, the ship slicing through the black waters.
She leans toward me, and I thought she meant to kiss me.

Her lips barely touching my ear, she whispers, "My name is Death."
Her breath is warm though the wind is billowing the sail is icy.

Laughing then, the Cantor pushes me away, her dark eyes glinting.

I did not stumble, for my training has made me able to navigate quite easily in the dark even upon the uncertain footing of a ship.

I could feel her eyes taking measure of me as I sit down to continue with my writing.

She is looking at me still, I can feel it.
The ships will reach the transport area very shortly. I hope to continue this once we have crossed to the other side.

We are making excellent time; the Cantors have done a good job.

I see the swirling mist ahead of us. It crosses the ship's prow and coils along its length.

I turn to look over my shoulder; Death is watching me.
Books
Waterfalls
This item can be placed on the floor in any house type.

A competent bookbinder is a valuable resource who can restore any book that's had pages removed.

NO-TRADE  NO-VALUE

Collection reward from [65] Waterfalls (Tome).

Components
Waterfalls - Page 3 (plundered from rubble at 276, 10, -117 in Tenebrous Tangle)
Waterfalls - Page 6 (shinies in Tenebrous Tangle)
Waterfalls - Page 7 (plundered from rubble at 860, 454, 95 in Tenebrous Tangle)
Waterfalls - Page 8 (shinies in Tenebrous Tangle)
Waterfalls - Page 10 (shinies in Tenebrous Tangle)

Discovered on 23 Feb 2006 at 0:22:04 PST.
They were builders and architects. Some were masons. Others still were engineers. There was but one thing they held in common: they were here against their will.
They knew no other life, for they had always lived in the tunnels.

The droags came from time to time and selected a team to do whatever was necessary, wherever they needed the work. new workers replaced the old.

The ones who went away did not return.
The young were not tasked with anything other than learning.

From the moment they hatched, they were kept apart from the workers and were sorted by aptitude. The skilled ones studied drafting and engineering. The rest learned carving, lifting and obeying.

Above all else, they learned to obey.
Pippa felt quite fortunate. She was not interested in drafting and drawing.

She would much rather be outside, where the grasses grew and the water sparkled. Sometimes, she would slip away from the trainers and look across the sky to the other islands.

She wondered who lived on them. Were there other frogloks there as well?
Friendships were discouraged amongst the froglok captives. The trainers would rotate the young frogloks from one camp to another in shifts.

Still, they were occasionally unable to tell one young froglok from another, which allowed Pippa to remain with her friend Barap.
"Tis one time that I praise Mithaniel Marr for giving me no remarkable features, "Pippa said to Barap.

They both looked like any common froglok: smooth green skin flecked with gold and brown. And they were careful to never draw attention to themselves, blending in perfectly at whatever task the droag task master assigned.

As often as possible, Pippa and Barap attended to their chores side by side.
In time, they were old enough to be moved into the tunnels.

This marked the end of their relatively carefree childhood, for now they were assigned to a droag master. The master stood before them and doled out their tasks.

Pippa always tried to slide into the group being assigned to resource gathering. Barap did likewise.

And under the cover of rushing water beside the waterfalls, they would hide from droags and talk.
This is not to say that they were lazy. They hurried through whatever task had been assigned to them and left the best for last: carrying water from the pools.

Setting their earthen jugs into the soft mud beside the pool, they dove into the water and hid themselves behind rushing water.

Each pool emptied over a ledge of rocks to another island below in a series of waterfalls that seemed to empty into thin air from the edge of this last pool.
"What do you suppose in on all the other islands?" Pippa asked Barap one day as they snuggled together behind the curtain of water.

"More of these beasts" replied Barap bitterly. "They ask us to build temples to their god, but do not allow us to worship our own. There are temples to their god on all the other islands; I have heard so from one of the lifters."

"Who is their god?"

"It matters not, for they are not the children of Marr."
Even though they rushed though their tasks, they could never spend more than a few precious minutes together.

They began their interludes cautiously, but as their love grew, they forgot caution. All that mattered were the moments when they could sit together in the waterfall's mist and speak tenderly of a future in which they were captive no longer.
"Where are the bearers of these urns?" demanded the droag master one day, coming upon the empty earthen jugs, beside the pool.

Reluctantly, Pippa and Barap swam forward. The master's eyes glinted as he said, "We do not suffer insolence. Your deceit brings you to your doom."

Pipp felt her heart racing. She realized the droag master intended to send them into his temple; the temple from which no one ever returned.
"We have discovered something, master," Pippa said, lowering her eyes. Barap followed her lead, but said nothing.

"What have you discovered?" hissed the droag, stepping closer. "Do not think you will be saved. There are no miracles for any but the faithful."

"It is this way, sir", said Pippa quietly. She picked up her urn and so did Barap. Pippa led the way to the edge of the pond where the current was strong.
The water spilled from this tier of their island into a misty oblivion below.

Pippa braced herself against the water's insistent tug and pointed over the edge. "We have seen something below and it has frightened us," she said. "Tis a dragon; he looks much like one in the statues."

"He has returned, as the prophecies said!" cried the droag in awe. He sloshed his way to the edge nearest Pippa and leaned forward. "Where did you see Him?" he asked reverently.
"Down there," said Barap. He swung the urn in his hands and hit the droag squarely between the wings.

Caught off-guard the task master teetered for a moment before losing his balance. The water's current did the rest, sweeping the fallen droag over the rocks and into the mist below.

"He did not have time to pray," said Pippa thoughtfully. "But he will surely meet his maker at the bottom of the waterfalls".
Books
Waxed Leather Notebook
This item can be placed on the floor in any house type.

The pages of this leather-bound notebook are empty and waiting for someone to scribe their tale into the history of Norrath forever.

MASTERCRAFTED

Crafted from Bookbinding for Beginners (recipe rewarded from [50] In A Bind (Tradeskill), started by Meledi Augren in The Village of Shin).

Waxed Leather Notebook
Working with raw materials to scribe a waxed leather notebook.
Level
9
Technique
Scribing
Device
Engraved Desk
Primary Component
Build Components
root
1/1
Fuel Component

Discovered on 16 Jun 2009 at 9:09:09 PDT.
Books
We Will Be Free Again
This item can be placed on the floor in any house type.

A Froglok unity song.

NO-TRADE  NO-VALUE

Collection reward from [70] We Will Be Free Again (Tome).

Components
We Will Be Free Again - Page 2 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 3 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 4 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 5 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 6 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 7 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 8 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 9 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 10 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 11 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 12 (shinies in Kunzar Jungle)

Discovered on 13 Nov 2007 at 17:03:55 PST.
We Will Be Free Again!
A Froglok Unity Song
This is a song that all Frogloks know. It has been with our people for thousands of years, since the time we were first enslaved by the foul Sebilisians. It unites us, and steels us in our darkest hours. Many a Froglok has been beaten to near death for singing the song in the face of a captor, but in response, all other Frogloks will lift their voices to a higher swell. They may take our freedom, but they will never take our song!
They came in the night with their hordes of swordsmen,
Oh ho! Oh ho!
To slay and enslave these valiant freemen,
Oh ho! Oh ho!
And though we stood and fell in the name of valor,
Oh ho... Oh ho...
They slapped us in chains in that most fateful hour
Oh ho... Oh ho...
And the mother Frogloks cry!
And the childer Frogloks scream!
And they march us to our fates,
Through their iron shod gates.
Oh ho... Oh ho...
But though the nights be long and dark,
Oh ho... Oh ho...
And our chambers dank and stark,
Oh ho... Oh ho...
We will not lose hope and weep,
Oh ho! Oh ho!
For Mithaniel guides us through the deep.
Oh ho! Oh ho!
And though the mother Frogloks cry!
And though the childer Frogloks scream!
Mithaniel steels us with his light,
In the guidance of the right.
Oh ho! Oh ho!
Forgive your captor, brother Froglok,
Though he may beat you til you bleed,
For he knows not the comforts of Mithaniel,
And will face great punishment for his deeds.
Oh ho... oh ho...
Listen to the mother Frogloks cry!
Hear the childer Frogloks scream!
And let out people's suffering,
Drive our spirits to rise again.
Oh ho! Oh ho!
Long comes the day of liberation...
Oh ho... Oh ho...
Some days an impossible destination...
Oh ho... Oh ho...
But when Frogloks rise and cast their shackles to the breeze!
Oh ho! Oh ho!
Let the wicked bow and tremble upon their cur-sed knees!
Oh ho! Oh ho!
And let the mother Frogloks cheer!
And let the childer Frogloks sing!
For the Frogloks will be free again!
And the right shall know its ken!
Oh ho! Oh ho!
(All together)
This is the right of the Froglok
This is the due of the brave
Though this day may end in misery
We will be free again!
(Solo Singer)
Aye we will be free again!
(All together)
Yes, we will be free again!
Let evil tremble on its knees!
For we will be free again!
We will be free again...
We will! Be Free! Again!
Oh ho!
Books
Welcome to Haven
This item can be placed on the floor in any house type.

I can place this book in my home. Whenever I get a home, that is.

NO-TRADE  NO-VALUE

Offers the Quest
'Welcome to Haven!'

Quest reward from [200] Escape the City (Betrayal), started by Magister De'Pater in Neriak, City of Hate.

Awarded by Krivin Feirling in Haven.

Discovered on 14 Jun 2006 at 11:31:57 PDT.
Welcome to Haven! by Kivrin Feirling
This is a short introduction to Haven and a couple of etiquette rules that keep neutrality pleasant for everyone.
Haven is a refuge for those of us who, by choice or by chance, are not aligned with any of the major cities.
As some of us are from one city or the other, tensions can sometimes run high. However, Haven is intended as a respite from the problems outside our walls.
We ask that you leave your animosities behind you once you enter Haven.
Many ask us why Haven is in a cave.
The answer is simple. When you do not wish to be located with any ease, the best place to go is underground.
These caverns are conveniently networked to various locations, which makes Haven ideally situated to those of us in exile.
How did we locate such a great place?

This question is much more difficult to answer, as Haven has been continuously inhabited for several generations.

Several tunnels within the cavern are collapsed, possibly as a result of the Rending. Fortunately, access to water, sir, and food were not affected.
How can you return to Haven once you leave? Due to its special qualities, return to Haven is only available to those who really, really need it. Once you align yourself firmly with a major city, you'll no longer be able to enter Haven.
While you're one of us, you'll always know how to return. In other words...it's a SECRET that we aren't about to write down!
By now you have noticed that several folks have made Haven their more or less permanent home.
While most of you may view Haven as a stopping point in your journey, others find that life beyond the human cities is quite refreshing.
If you like this lifestyle, feel free to stick around! We have many amenities, though permanent housing is not one of them.
Does that mean you can live in exile forever but never have a home?

Not necessarily. If you can withstand the journey to the Desert of Ro, Maj'Dul is open to all comers.

You will need to be able to get there, however, on your own.
One thing we ask is that you do not carry conflicts with your neighbors into Haven.

We strive for a neutral environment as we are all, whether we admit it or not, on the same side while outside the cities.

Grievances should be settled before returning to the seclusion of our Haven, to preserve our unique habitat.
Remember that you are not alone on your journey, though at some points along the way you might feel that way.
Others have had to make the same choices you will need to make very shortly. Make friends with those who surround you in Haven, whether you agree with their views or not.
This is your home and they are your family, at least for a little while. Safe travels!
Books
Welcome to Kelethin!
This item can be placed on the floor in any house type.

My citizenship is not affected if I discard this book without accepting the tasks. If I work on these tasks, I must keep this book until I finish them all. Once I complete the tasks, I will gain additional experience and a copy of this book for my home.

NO-TRADE

Purchased from Piritta Silvarri in Greater Faydark (151, 109, 175) for 12s.

Discovered on 14 Nov 2006 at 14:07:06 PST.
Welcome to Kelethin!
Kelethin is a thriving community once again, thanks to the cooperation of the Fae and Feir'Dal, under the leadership of Queen Amree of the Fae.
Throughout the lands, you will often find curious objects that seem to serve no purpose.

These may be collectible items, dropped long ago by another traveler passing through the area.
When you've completed a collection of leaves, stones, or shells (for example), you may bring them to Kelethin's own Venla Vaara, a collector of all sorts of odds and ends.

She can usually be found near the Kelethin First Regional Bank.
You can't wait to jump into explorations, can you? The expanse of Greater Faydark calls to you, beckoning you to plunge right in and start exploring.

You'll find many areas marked on your map, while others are mysterious corners waiting for you to find them.
Take any of Kelethin's three fast and efficient acorn lifts down to the forest floor.

You'll be amazed at the abundance of wildlife and flora to be found!

When you travel off the beaten path, you'll learn to recognize such landmarks as Granite Hills or Emerald Lake.
Reading is a pleasure, especially when someone reads aloud to you. It's like a symphony of words set to different music each time it's heard.

You'll find any number of books scattered throughout Kelethin, and their owners are generous lenders. You may also purchase books from Piritta Silvarri.

The Lore and Legend books teach new skills, making them a practical as well as entertaining read.
The Fae are fond of history, which for them is an ongoing process as their spirits can re-blossom as long as they are nurtured.

There are several works by Feir'Dal authors in the collections found throughout Kelethin, too.

If you happen across a book that's missing some pages (or pages that are missing a book), Venla Vaara can help you restore them, if you bring completed sets to her.
As you continue your journeys around Kelethin, you may notice things that are a bit unusual.

A pine needle beneath an oak tree. An old fire pit in the forest.

Ordinary? Or something else entirely? Only closer examination can provide answers to questions such as these.
If you're as curious as a Fae, you'll want to rush up and examine everything.

Be careful, though! Some Fae like to play tricks on the unsuspecting and you could fall victim to one of their traps!
While Kelethin has not completely embraced "Outsiders," as many of the newcomers to the town are called, there are advantages to new commercial enterprises.

Representatives from Qeynos, Freeport, and the Far Seas Trading Company have made themselves available to those who seek excitement.
In a land with the rich history of Norrath, there are always relics of past glory that resurface now and again.

These pieces of our collective heritage are beautiful, rare objects that may not be easy to obtain, but are well worth the effort.
As you gain more life experience, you'll want to focus your training in your chosen field. Fortunately, Kelethin is well-equipped for training of all kinds!

Look for representatives of the Order of Arcane (mages), House of Falling Stars (clerics), Sylvan Hunters (scouts), Protectors of Growth (warriors), and Tunare's Pages (crafts) throughout Kelethin.
Though Kelethin has suffered fire and destruction in the past, it returns to life more beautiful than before.

This is not only a testament to the sturdiness of its construction, but the faith of its inhabitants.

We welcome you to Kelethin and hope you will enjoy your life amongst the trees!
Books
Welcome to Kelethin!
This item can be placed on the floor in any house type.

My citizenship is not affected if I discard this book without accepting the tasks. If I work on these tasks, I must keep this book until I finish them all. Once I complete the tasks, I will gain additional experience and a copy of this book for my home.

NO-TRADE

Offers the Quest
'Welcome to Kelethin!'


Discovered on 14 Nov 2006 at 14:33:04 PST.
Welcome to Kelethin!
Kelethin is a thriving community once again, thanks to the cooperation of the Fae and Feir'Dal, under the leadership of Queen Amree of the Fae.
Throughout the lands, you will often find curious objects that seem to serve no purpose.

These may be collectible items, dropped long ago by another traveler passing through the area.
When you've completed a collection of leaves, stones, or shells (for example), you may bring them to Kelethin's own Venla Vaara, a collector of all sorts of odds and ends.

She can usually be found near the Kelethin First Regional Bank.
You can't wait to jump into explorations, can you? The expanse of Greater Faydark calls to you, beckoning you to plunge right in and start exploring.

You'll find many areas marked on your map, while others are mysterious corners waiting for you to find them.
Take any of Kelethin's three fast and efficient acorn lifts down to the forest floor.

You'll be amazed at the abundance of wildlife and flora to be found!

When you travel off the beaten path, you'll learn to recognize such landmarks as Granite Hills or Emerald Lake.
Reading is a pleasure, especially when someone reads aloud to you. It's like a symphony of words set to different music each time it's heard.

You'll find any number of books scattered throughout Kelethin, and their owners are generous lenders. You may also purchase books from Piritta Silvarri.

The Lore and Legend books teach new skills, making them a practical as well as entertaining read.
The Fae are fond of history, which for them is an ongoing process as their spirits can re-blossom as long as they are nurtured.

There are several works by Feir'Dal authors in the collections found throughout Kelethin, too.

If you happen across a book that's missing some pages (or pages that are missing a book), Venla Vaara can help you restore them, if you bring completed sets to her.
As you continue your journeys around Kelethin, you may notice things that are a bit unusual.

A pine needle beneath an oak tree. An old fire pit in the forest.

Ordinary? Or something else entirely? Only closer examination can provide answers to questions such as these.
If you're as curious as a Fae, you'll want to rush up and examine everything.

Be careful, though! Some Fae like to play tricks on the unsuspecting and you could fall victim to one of their traps!
While Kelethin has not completely embraced "Outsiders," as many of the newcomers to the town are called, there are advantages to new commercial enterprises.

Representatives from Qeynos, Freeport, and the Far Seas Trading Company have made themselves available to those who seek excitement.
In a land with the rich history of Norrath, there are always relics of past glory that resurface now and again.

These pieces of our collective heritage are beautiful, rare objects that may not be easy to obtain, but are well worth the effort.
As you gain more life experience, you'll want to focus your training in your chosen field. Fortunately, Kelethin is well-equipped for training of all kinds!

Look for representatives of the Order of Arcane (mages), House of Falling Stars (clerics), Sylvan Hunters (scouts), Protectors of Growth (warriors), and Tunare's Pages (crafts) throughout Kelethin.
Though Kelethin has suffered fire and destruction in the past, it returns to life more beautiful than before.

This is not only a testament to the sturdiness of its construction, but the faith of its inhabitants.

We welcome you to Kelethin and hope you will enjoy your life amongst the trees!
Books
Welcome to Qeynos, Citizen!
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [7] Welcome to Qeynos, Citizen! (Tome), started by examining Welcome to Qeynos, Citizen! (found in North Qeynos) (quest reward from Qeynos Citizenship).

Discovered on 8 Nov 2004 at 13:59:27 PST.
Welcome to Qeynos! As a new citizen of our city, there are probably hundreds of questions you still wish to have answered. This book is meant to assist you in finding activities which will interest and inspire you. Naturally, such a small book cannot possibly explain all you will need to know. Let it serve as a brief guide to the richness that you will experience throughout Norrath.
Collections
Exploration
Literature
Lost and Found
Adventure
Heritage
Helping Others
Collecting stones and shards can be a very rewarding hobby.  You can collect items as you travel, examining them to determine whether they will be worthwhile examples to keep. Gathering little items can be addicting as well! Be sure to look up now and again to admire the beauty of Norrath.
An example.
Close book.
Once you have completed a collection, present it to Mervos Stadrin in North Qeynos. He offers rewards for your completed collections. And should you complete an entire series of collectible items, you may receive something special for your home as well. Gathering collectibles is not only educational and rewarding but fun as well.
Close book.
The lands have changed much since the ancient days, and yet there are so many things that remain to remind us of our heritage. No doubt you have seen some of these precious memorials preserved in some of the villages, such as the Spirit of Faydark park in the Willow Wood. Please take a moment to remember the fallen by visiting the Claymore Plaza in North Qeynos.
An example.
Close book.
There are many such places throughout the world as we are not the only folk who preserve our history. Be cautious in your travels but do not deny yourself the pleasure of discovery, either. Be wary and respectful of your surroundings and you will find many places throughout the lands to interest or thrill you.
Close book.
Reading is a great way to learn more about the heritage of the land, the history of its inhabitants and the beliefs of those who are a part of Norrath. Visit Sage Indis Surion in South Qeynos to purchase some of his fascinating tomes. Though some are missing a page or two, the Sage has made notations in each volume, indicating where additional pages might be located.
An example.
Close book.
The Sage sells "The Story of the Rat Queen," which is part autobiographical and part analysis of the poor woman who lives in the Vermin's Snye. It is said to be among Antonia Bayle's favorites and is an interesting read. Additionally, one can find books scattered throughout the world that are excellent sources of information. You can also gain new skills by completing any of the Mastery tomes available.
Close book.
As you explore Norrath, you will occasionally find unusual objects. Sometimes, they are on creatures in the wilds. Sometimes you will notice something odd in the landscape and pause to take a closer look. In either case, let curiosity be your guide as many great discoveries have been made serendipitously.
An example.
Close book.
You are encouraged to take on any investigative work with a healthy dose of caution. While many things you encounter in the wilds may be innocuous, remember that there is a chance for mischief. Be vigilant, for some of these items may have been planted to trap the unwary.
Close book.
While Qeynos is now your home, you will likely travel beyond the city limits many times in your life. As you travel, you will doubtless encounter folks who are trying to rebuild their lives as well as those whose needs are more commercial. These goals are not mutually exclusive, as strong enterprise can mean work for the displaced. Please feel free to assist representatives of the Far Seas Trading Company as they are a large local employer.
Close book.
Qeynos is proud of its diversity. Our reasons to move here are varied, but we must never forget our heritage. Rumors surface that items important to the history of Norrath are found throughout the world. You could always check with Hwal Rucksif inside the Keep of the Ardent Needle in Antonica for updates as he seems to get a fair amount of foot traffic.
Close book.
Training in your chosen life's path enables you to help others to the best of your abilities by giving you a focus. Fighters should speak with Master-at-Arms Dagorel in South Qeynos. Mages, you will learn much with Magister Niksel, also in South Qeynos. Priests should seek the counsel of Hierophant Aldalad in North Qeynos. Scouts, seek Vemerik the Counselor in Qeynos North. Train hard, act wisely and help your neighbors.
Close book.
Books
Welcome to Qeynos, Citizen!
This item can be placed on the floor in any house type.

My citizenship is not affected if I discard this book without accepting the tasks. If I work on these tasks, I must keep this book until I finish them all. Once I complete the tasks, I will gain additional experience and a copy of this book for my home.

NO-TRADE

Offers the Quest
'Welcome to Qeynos, Citizen! - 2nd Edition'

Quest reward from [7] Welcome to Qeynos, Citizen! (Tome), started by examining Welcome to Qeynos, Citizen! (found in North Qeynos) (quest reward from Qeynos Citizenship).

Discovered on 31 Jul 2008 at 20:27:41 PDT.
Welcome to Qeynos, Citizen!
Welcome to Qeynos! As a new citizen of our city, there are probably hundreds of questions you still wish to have answered. This book is meant to assist you in finding activities which will interest and inspire you. Naturally, such a small book cannot possibly explain all you will need to know. Let it serve as a brief guide to the richness that you will experience throughout Norrath.
Collecting stones and shards can be a very rewarding hobby. You can collect items as you travel, examining them to determine whether they will be worthwhile examples to keep.
Gathering little items can be addicting as well! Be sure to look up now and again to admire the beauty of Norrath.
Once you have completed a collection, present it to Mervos Stadrin in North Qeynos. He offers rewards for your completed collections.

And should you complete an entire series of collectable items, you may receive something special for your home as well.

Gathering collectibles is not only educational and rewarding but fun as well.
The lands have changed much since the ancient days, and yet there are so many things that remain to remind us of our heritage.

No doubt you have seen some of these precious memorials preserved in some of the villages, such as the Spirit of Faydark park in the Willow Wood.

Please take a moment to remember the fallen by visiting the Claymore Plaza in North Qeynos.
There are many such places throughout the world as we are not the only folk who preserve our history.

Be cautious in your travels but do not deny yourself the pleasure of discovery, either.

Be wary and respectful of your surroundings and you will find many places throughout the lands to interest or thrill you.
Reading is a great way to learn more about the heritage of the land, the history of its inhabitants and the beliefs of those who are a part of Norrath.

Visit Sage Indis Surion in South Qeynos to purchase some of his fascinating tomes.

Though some are missing a page or two, the Sage has made notations in each volume, indicating where additional pages might be located.
The Sage sells "The Story of the Rat Queen," which is part autobiographical and part analysis of the poor woman who lives in the Vermin's Snye. It is said to be among Antonia Bayle's favorites and is an interesting read.

Additionally, one can find books scattered throughout the world that are excellent sources of information.

You can also gain new skills by completing any of the Mastery tomes available.
As you explore Norrath, you will occasionally find unusual objects.

Sometimes, they are on creatures in the wilds. Sometimes you will notice something odd in the landscape and pause to take a closer look.

In either case, let curiosity be your guide as many great discoveries have been made serendipitously.
You are encouraged to take on any investigative work with a healthy dose of caution.

While many things you encounter in the wilds may be innocuous, remember that there is a chance for mischief.

Be vigilant, for some of these items may have been planted to trap the unwary.
While Qeynos is now your home, you will likely travel beyond the city limits many times in your life.

As you travel, you will doubtless encounter folks who are trying to rebuild their lives as well as those whose needs are more commercial.

These goals are not mutually exclusive, as strong enterprise can mean work for the displaced.

Please feel free to assist representatives of the Far Seas Trading Company as they are a large local employer.
Qeynos is proud of its diversity. Our reasons to move here are varied, but we must never forget our heritage.

Rumors surface that items important to the history of Norrath are found throughout the world.

You could always check with Hwal Rucksif inside the Keep of the Ardent Needle in Antonica for updates as he seems to get a fair amount of foot traffic.
Training in your chosen life's path enables you to help others to the best of your abilities by giving you a focus.

One way to focus your studies is to become familiar with some of the organizations that make Qeynos great. You will find representatives of the Concordium in South Qeynos at the Mage Tower. The Tunarian Alliance is based in the Elddar Grove. Look for the Celestial Watch in North Qeynos. And while the Qeynos Guard is everywhere, you will meet some of its leaders in North Qeynos on the steps to the castle.

You'll also find the Ironforge Exchange in North Qeynos, home to many fine crafters.
Though we have come through some dark times, we cannot dwell upon the past.

In the Age of Destiny, every day is a gift and how we use that gift determines our personal destiny.

Compassion, honor, and loyalty are ever the standard by which we should love our lives, no matter what challenges may come.
Books
Welcome to Qeynos, Citizen! - 2nd Edition
This item can be placed on the floor in any house type.

My citizenship is not affected if I discard this book without accepting the tasks. If I work on these tasks, I must keep this book until I finish them all. Once I complete the tasks, I will gain additional experience and a copy of this book for my home.

NO-TRADE

Offers the Quest
'Welcome to Qeynos, Citizen! - 2nd Edition'


Discovered on 2 Feb 2006 at 13:44:38 PST.
Welcome to Qeynos, Citizen! - 2nd Edition
Welcome to Qeynos! As a new citizen of our city, there are probably hundreds of questions you still wish to have answered. This book is meant to assist you in finding activities which will interest and inspire you. Naturally, such a small book cannot possibly explain all you will need to know. Let it serve as a brief guide to the richness that you will experience throughout Norrath. Your citizenship is not affected if you discard this book without accepting the tasks. If you work on these tasks, you should keep this book until you finish them all.
Collecting stones and shards can be a very rewarding hobby. You can collect items as you travel, examining them to determine whether they will be worthwhile examples to keep.

Gathering little items can be addicting as well! Be sure to look up now and again to admire the beauty of Norrath.
Once you have completed a collection, present it to Mervos Stadrin in North Qeynos. He offers rewards for your completed collections.

And should you complete an entire series of collectable items, you may receive something special for your home as well.

Gathering collectibles is not only educational and rewarding but fun as well.
The lands have changed much since the ancient days, and yet there are so many things that remain to remind us of our heritage.

No doubt you have seen some of these precious memorials preserved in some of the villages, such as the Spirit of Faydark park in the Willow Wood.

Please take a moment to remember the fallen by visiting the Claymore Plaza in North Qeynos.
There are many such places throughout the world as we are not the only folk who preserve our history.

Be cautious in your travels but do not deny yourself the pleasure of discovery, either.

Be wary and respectful of your surroundings and you will find many places throughout the lands to interest or thrill you.
Reading is a great way to learn more about the heritage of the land, the history of its inhabitants and the beliefs of those who are a part of Norrath.

Visit Sage Indis Surion in South Qeynos to purchase some of his fascinating tomes.

Though some are missing a page or two, the Sage has made notations in each volume, indicating where additional pages might be located.
The Sage sells "The Story of the Rat Queen," which is part autobiographical and part analysis of the poor woman who lives in the Vermin's Snye. It is said to be among Antonia Bayle's favorites and is an interesting read.

Additionally, one can find books scattered throughout the world that are excellent sources of information.

You can also gain new skills by completing any of the Mastery tomes available.
As you explore Norrath, you will occasionally find unusual objects.

Sometimes, they are on creatures in the wilds. Sometimes you will notice something odd in the landscape and pause to take a closer look.

In either case, let curiosity be your guide as many great discoveries have been made serendipitously.
You are encouraged to take on any investigative work with a healthy dose of caution.

While many things you encounter in the wilds may be innocuous, remember that there is a chance for mischief.

Be vigilant, for some of these items may have been planted to trap the unwary.
While Qeynos is now your home, you will likely travel beyond the city limits many times in your life.

As you travel, you will doubtless encounter folks who are trying to rebuild their lives as well as those whose needs are more commercial.

These goals are not mutually exclusive, as strong enterprise can mean work for the displaced.

Please feel free to assist representatives of the Far Seas Trading Company as they are a large local employer.
Qeynos is proud of its diversity. Our reasons to move here are varied, but we must never forget our heritage.

Rumors surface that items important to the history of Norrath are found throughout the world.

You could always check with Hwal Rucksif inside the Keep of the Ardent Needle in Antonica for updates as he seems to get a fair amount of foot traffic.
Training in your chosen life's path enables you to help others to the best of your abilities by giving you a focus.

One way to focus your studies is to become familiar with some of the organizations that make Qeynos great. You will find representatives of the Concordium in South Qeynos at the Mage Tower. The Tunarian Alliance is based in the Elddar Grove. Look for the Celestial Watch in North Qeynos. And while the Qeynos Guard is everywhere, you will meet some of its leaders in North Qeynos on the steps to the castle.

You'll also find the Ironforge Exchange in North Qeynos, home to many fine crafters.
Though we have come through some dark times, we cannot dwell upon the past.

In the Age of Destiny, every day is a gift and how we use that gift determines our personal destiny.

Compassion, honor, and loyalty are ever the standard by which we should love our lives, no matter what challenges may come.
Books
well-worn log book
This item can be placed on the floor in any house type.

This appears to be the journal of the Pirate Jones. Its leatherbound hide has water damage across the surface, and several pages are missing. The writing on the remaining pages appears legible, however.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'High Seas Adventure'

Quest reward from [85] High Seas Adventure (Signature) (Heroic), started by Captain Screewoggins in Enchanted Lands (part of the swashbuckler epic weapon line).

Discovered on 7 Feb 2008 at 22:12:03 PST.
After much contemplation, I am beginning to believe that we have been looking in all of the wrong places. Or better, perhaps the places we needed to look were not open to us at the time. Whatever the reason was, the fact remains that the Charm's Way is not the same weapon it was when it was handed to the first of us by the god Lasydia herself, and we have failed to restore the weapon to its former glory.
I've heard rumors that the sea knows the whereabouts of the items needed to restore the weapon's power. If that is the case, then we will need to find the sea's voice in order to get the information we seek, lest we search the entire world over, and pass up the very objects we are seeking. I can't be certain what the "voice" actually might be, but I have spent my life on the open sea... I'll find the answer before long.
A mermaid. Yes, now that I think about it, this only makes sense. The mermaids have been singing the song of the oceans long before man ever thought to sail into the great blue unknown. The task now is to find one and find a way to get the information we need from her. Finding a creature such as that in its own home is going to be difficult to say the very least. But there are plenty of legends and tales to follow, I just have to find the right one.
I know now that the scoundrel is attempting the same thing I am. Either he found a member of my old crew that he paid or tortured to get the information from, or he managed to do his own research on the Charm's Way. In either case, I'm going to have to act quickly if I am going to retrieve the parts that he needs to empower the sword. Should that happen, the seas would never be safe again as long as he is on them. I will travel to Qeynos first, and speak with the sailors there.
I have just left the docks of Thundering Steppes, and I was able to get some tangible information. However, I've been thinking about the mermaids, and all the legends talk about the hostility of these creatures towards men. I am risking my own neck by tryingto find them, but I can't allow that cur that now calls himself The Pirate Jones to get the information first. Somehow I will find an answer.
I have traveled across several lands and seas, and I have found myself in a place called Dreg's Landing. I believe that I can find what I need here, in this hostile land, and can use this as a starting point to begin my search for the items I need. I'm not sure what path The Pirate Jones is taking, but I am hearing rumors that he has information similar to mine. If that is so, he could be right behind me. I will need to take precautions so that he does not discover my plans to gather the parts before he does. Perhaps I will just revert to a tried-and-true pirate method of keeping things I want out of the hands of those I don't want to have them.
Books
What We Know of Kunark
This item can be placed on the floor in any house type.

This book was obviously hastily thrown together and is bound loosely on cheap paper.

NO-TRADE  NO-VALUE


Discovered on 12 Sep 2007 at 8:20:30 PDT.
What we know of Kunark
By Ebber Hauswobble
Just what do we know of Kunark? What is all this fuss over? I, Ebber Hauswobble, gnomish historian of Freeport, have endeavored to release this short tome regarding what is known about these long lost isles.
Full of deep jungles and high mountains, the land is an untamed one, and attracts those who wish to live similarly. The more civilized races have had a long, troubled history trying to establish ground there. Firiona Vie, an outpost begun by elves and later by other adventuring races on Kunark, was abandoned any number of times before reaching any sort of stability.
The knobby goblins, the badger-like burynai, and the wolf-men drolvarg were all known to flourish there. Do they still? Who knows! But with the recent troubles at sea we have been having, we know for certain that one people still flourish – the sarnak. A blend of dragon and iksar, the sarnak have ever long been feared.
And what of Venril Sathir? The great and terrible lord? Does his influence still run deep among the iksar of Kunark? We know that he has led empires to great heights and great ruin, and that the only thing that seemed to remain constant was his own terrible presence.
When the Cataclysm struck, all of these questions arose – to remain unanswered! Because Kunark has been cut off, lost in the turmoil of a troubled sea, there were those who thought that, like our moon, it might have vanished completely. But that, it seems, is a question that has finally been answered. It seems Kunark didn't vanish, but instead lurks beyond the swells, waiting, and its denizens have found their way out before we managed to find our way in.
Be cautious, citizens of Freeport! Especially if you should take to the seas. For as little as we know of Kunark, we know that it is not to be trifled with. Its jungles contain ancient power, and ancient anger, and perhaps other forces of which we have no knowledge.
Books
Why the Grump Hated Frostfell
This item can be placed on the floor in any house type.

There would be no story worth telling without you!

NO-TRADE  NO-VALUE

Quest reward from [200] Unlocking the Elfin Lord (World Event) (Repeatable), automatically given at the entrance of The Gigglegibber Hideout.

Discovered on 20 Dec 2005 at 9:04:59 PST.
"Why the Grump Hated Frostfell"
Every goblin in Gibberville
  liked Frostfell time a lot

BUT...

   Grimagus

      Grabblerouser

          Gigglegibber

                    did NOT.
Grimagus hated Gifting Day!
  That whole Frostfell time!
When gifting and gabbing
  and giggling gave cheer.

It could be he thought
  his own gifts weren't quite right.
It could be, mayhaps,
  that his funds were too tight.

But the reason most likely --
     and let us be blunt --
Was the horrible youth
  he had spent as a runt.

He thought of the times
  when he was quite so small
That other Gigglegibbers
  called him a Goofball.
Grimagus moped in the corner
  or they tossed him around
And he peeped not a word;
  he would not make a sound.

His lunch coin would fall
  from his pockets with ease
As the other Gigglegibbers
  taunted and teased.

Though now he is rich
  and owns the whole town
Those were sad times when
  they called him a clown.
Grimagus grew into
  a mischievous teener
And wider and richer
  and quite a lot meaner.

Over time, Grimagus
  outgrew being a chump.
In fact, all the Gigglegibbers
  now called him the Grump.

He was grumpy and snarly and bossy
  most days
Especially during the goblins'
  few holidays.

Holiday time
  always made the Grump bleak.
He remembered those days
  when he was young and weak.
And the festive time he hated,
  hated most of all
Was Frostfell time,
  when folks tall and small
When folks young and old,
  and folks far and near
Would exchange little presents
  and be of good cheer.

"They're buying their presents,"
  he said now with a growl.
"Gifting Day is tomorrow!
"That day, oh, most foul!"

He pounded his fist
  and he cried with a sneer,
"There will be NO Gifting Day!
 "Not no-how, this year!"
He thought of the elves,
  with their boxes and bows.
He thought of them singing
  and twinkling their toes.

The thought of those elves
  made him quite sneery.
They were chipper and sparkly
  and impossibly cheery.

"They've never been sad,
  "never gone without gifts..."
"And that is something
  " I simply must fix."
"I'll stop Frostfell time!"
  His eyes glinted with glee.
"I'll start in the cities!
  I'll make them all flee!"

The Grump plotted how
  he could bag up the goods
That were sure to bring
  Frostfell time cheer to the 'hoods.

"I'll take all the feasts
  " and baubles and toys
"That were meant for all
  "the good girls and boys!"
The Grump found himself
  empty boxes and bags.
He then bundled up
  in some tatters and rags.

And he raced through the villages.
  He raced through the 'hoods.
He swiped and he stole
  and he took what he could.

He took the wrapped presents.
  He took the cooked feasts.
The Grump even took
  the pies of minced meats!
And as he was leaving,
  his sack bulging with stuff,
The adventurers shouted,
  "Enough is enough!"
"We know you're unhappy
  "because of the past
"When the other Gigglegibbers
  "made you an outcast."

They gathered around him
  and he braced for a fight.
"Don't be mad!" said one.
  "We will put the past right."

"Though you were put down
  "and all your presents got broke,
"Is that a reason to take
  "from innocent folk?"
Snarled the Grump, "Do not judge
  "my sad childhood."
"But," said one tiny elf,
  "You used to be good."

And deep down inside,
  the Grump felt himself sway
He had once been good;
  what had made him this way?

The Grump stared at the small group
  and realized at last
That they weren't being mean;
  they were all just downcast.
And he knew deep inside
  he was no Frostfell-hater!
He'd hidden his heart
  like a prestidigitator!

He'd give back the presents.
  He'd give back the feasts.

He'd even return
  all the pies
     of minced meats!

The littlest elf extended her hand
  And invited the goblin
     to visit her land.
"Come stay with us!" said the elf,
  "We'll help you stay true!"
And that's exactly what

   Grimagus

      Grabblerouser

          Gigglegibber did,

                                                too.
Books
Why We Fight, Chronicle One
This item can be placed on the floor in any house type.

This book was given to me by Jaeta H'arn in Nektulos Forest. I can place this book in my house.

NO-TRADE

Quest reward from [27] Hate Can Sustain You (Nektulos Forest), started by examining Why We Fight (found in Nektulos Forest) (quest reward from Kill the Dead).

Discovered on 13 May 2008 at 9:46:28 PDT.
This is the book that was given to me by Mistress Jaeta H'arn of the Order of Nektulos. She says this book is from long before the Cataclysm and is one of the first books all Teir`Dal children read.
The Teir`Dal were once the rulers of the entire surface and beyond of Norrath. We ruled all the lands and all the peoples contained within them. Even the trees bowed to us. But, we were betrayed and left to suffer.
The evil, vile Koada`Dal and their cousins the Feir`Dal, in their weakness, called upon their frail and cowardly Gods. They banded together and directly attacked us. They broke all traditions of the Gods and came for us because they knew they could not overcome The Prince of Hate.
The War of Plagues raged across the land for a number of years, with neither side gaining ground. Using tacticts reserved for only the depraved, the Bloodsabers, under orders of their leader, contaminated the city's water supply. Thousands of innocent people died during the war, and most of the atrocities were blamed on a mage the Bloodsabers called "The Undying".
So good was the Gods' cover up of their actions that the Father never took action to aid us directly... But, oh did he punish them. They were all imprisoned in his plane and made to suffer for eternity. The Father again did not aid us directly. Instead, to strengthen us, we were given the responsibility of punishing those who dared threaten the children of the Prince of Hate!
Using the fear that came with the name Varsoon, the mage began calling himself Varsoon the Undying. His demands against Qeynos were for them to hand over every second child that lived in the city. it seems there was some type of dissension among the Bloodsabers over this demand, which allowed Qeynosian soldiers to gain the upperhand. Soon enough, after a massive battle, Qeynos defeated the Bloodsabers once and for all. Unfortunately, they were never able to find Varsoon the Undying after the battle.
Now we hunt those elves and their allies. Vengeance will be ours and we will reclaim the lands that are rightfully ours! For the Prince of Hate we will fight! For our honor we will fight! Never will we stop in our pursuit! Take arms, young warrior, and fight the battle for your ancestors and all Teir`Dal.
Books
Why We Fight, Chronicle One
This item can be placed on the floor in any house type.

This book was given to me by Jaeta H'arn in Nektulos Forest. I can place this book in my house.

NO-TRADE

Quest reward from [27] Hate Can Sustain You (Nektulos Forest), started by examining Why We Fight (found in Nektulos Forest) (quest reward from Kill the Dead).

Discovered on 6 Apr 2005 at 14:19:24 PDT.
This is the book that was given to me by Mistress Jaeta H'arn of the Order of Nektulos. She says this book is from long before the Cataclysm and is one of the first books all Teir`Dal children read.
Entry One
Put away
The Teir`Dal were once the rulers of the entire surface and beyond of Norrath. We ruled all the lands and all the peoples contained within them. Even the trees bowed to us. But, we were betrayed and left to suffer.
Entry Two
Put away
The evil, vile Koada`Dal and their cousins the Feir`Dal, in their weakness, called upon their frail and cowardly Gods. They banded together and directly attacked us. They broke all traditions of the Gods and came for us because they knew they could not overcome The Prince of Hate.
Entry Three
Put away
So good was the Gods' cover up of their actions that the Father never took action to aid us directly... But, oh did he punish them. They were all imprisoned in his plane and made to suffer for eternity. The Father again did not aid us directly. Instead, to strengthen us, we were given the responsibility of punishing those who dared threaten the children of the Prince of Hate!
Entry Four
Put away
Now we hunt those elves and their allies. Vengeance will be ours and we will reclaim the lands that are rightfully ours! For the Prince of Hate we will fight! For our honor we will fight! Never will we stop in our pursuit! Take arms, young warrior, and fight the battle for your ancestors and all Teir`Dal.
Put away
Books
Windsisters' Song
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:03:10 PDT.
A local Dervin legend that tells how the Windsister harpies came to exist.
In the long ago, when the djinn first came to the desert, there lived a band of sister-warriors whose leader was a beautiful and headstrong woman named Hadil.

She had long black hair that fanned out in the wind behind her when she raced across the desert astride her horse.

No one could catch Hadil in a race, until Makkar.
Makkar was of the djinn and he challenged Hadil to a race. Being djinn, with the power of the sky at his command, he easily defeated her.

And with the aura of his triumph around him, Hadil looked upon him and fell instantly and deeply in love.

Makkar returned her feelings, as she was a great warrior and he valued her strength.
As time passed, more djinn arrived from their distant Plane. They brought with them many objects which they considered trinkets, but which were of considerable value in the desert.

"Where do these come from?" asked Hadil as Makkar draped her in brightly colored robes of a fabric finer than silk.

"They are from my home," he said.
To please Hadil, Makkar took on the form of a Dervin. He rode beside her into battles, admiring her prowess.

Though Makkar could destroy any enemy at hand, Hadil preferred to follow the ways of her tribe.

They raised clouds of choking dust with their horses' hooves, encircling their enemies.
When the enemies were blinded and gathered together so tightly that they could not fight back, Hadil's tribe would circle them again and again, slicing them through with their scimitars until their enemies lay in a heap.

Lesser folks would scavenge the bodies; Hadil would laugh and ride away, her hair flowing in the wind.
Hadil dressed in the finest robes with Makkar' scimitar hung from her belt. Draped around her slender throat were strings of pearls and diamonds. A ring carved from a piece of lavender jade graced her hand.

And still, Hadil demanded more from Makkar.

"You love not me, but that which I give to you," he said one night. Hadil tossed her head.
"You please me," she replied, her voice as soft as silk. "How can I help but love you when you bestow all that is yours upon me?"

Makkar said nothing, but he rode off into the night and stayed away for several days.

When he returned he brought to Hadil a small sandalwood box. In the box, nestled in silk scarves, were two crystal vials.
"Hadil, I am sorry for doubting your love for me," Makkar said, presenting her with the box. "I have asked our Master to prepare the most precious gifts for you, but know that you may only choose one."

"One? But there are two vials," Hadil said, running her fingertips over each of them in turn.

One was blue and the other red.
"The blue vial contains a potion which will ensure that you are always as beautiful on the outside as you are within," Makkar said. "The potion in the red vial will give you endless wealth."

He bowed his head and added, "Choose wisely, Hadil, for your selection will affect you and your sisters."

Hadil hesitated a moment, then made a decision.
"I choose both!" Hadil cried greedily, removing the stopper of both vials and consuming their contents.

She laughed, but her throat felt scratched and her voice had become hoarse. "You have poisoned me," she screeched.

"You have poisoned yourself," Makkar said in disgust. He returned to his djinn form and vanished.
Hadil clutched her throat, but to her horror her slender hand had grown claws.

She ran from her tent. Wings stretched from her shoulders, catching in the doorway. She screamed when she saw that her sisters had all transformed as well.

And so the harpies are as beautiful outside as they are within and they have endless wealth from the bodies of those they scavenge.
Books
Windsisters' Song
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Harpy'

Quest reward from [60] Lore and Legend: Harpy (Lore and Legend), started by examining gruengach parts or by examining harpy parts or by examining Windsisters' Song in The Tower of the Moon (-156, 176, -149).

Plundered from The Tower of the Moon (-156, 176, -149).

Discovered on 13 Sep 2005 at 12:46:34 PDT.
A local Dervin legend that tells how the Windsister harpies came to exist.
In the long ago, when the djinn first came to the desert, there lived a band of sister-warriors whose leader was a beautiful and headstrong woman named Hadil.

She had long black hair that fanned out in the wind behind her when she raced across the desert astride her horse.

No one could catch Hadil in a race, until Makkar.
Makkar was of the djinn and he challenged Hadil to a race. Being djinn, with the power of the sky at his command, he easily defeated her.

And with the aura of his triumph around him, Hadil looked upon him and fell instantly and deeply in love.

Makkar returned her feelings, as she was a great warrior and he valued her strength.
As time passed, more djinn arrived from their distant Plane. They brought with them many objects which they considered trinkets, but which were of considerable value in the desert.

"Where do these come from?" asked Hadil as Makkar draped her in brightly colored robes of a fabric finer than silk.

"They are from my home," he said.
To please Hadil, Makkar took on the form of a Dervin. He rode beside her into battles, admiring her prowess.

Though Makkar could destroy any enemy at hand, Hadil preferred to follow the ways of her tribe.

They raised clouds of choking dust with their horses' hooves, encircling their enemies.
When the enemies were blinded and gathered together so tightly that they could not fight back, Hadil's tribe would circle them again and again, slicing them through with their scimitars until their enemies lay in a heap.

Lesser folks would scavenge the bodies; Hadil would laugh and ride away, her hair flowing in the wind.
Hadil dressed in the finest robes with Makkar' scimitar hung from her belt. Draped around her slender throat were strings of pearls and diamonds. A ring carved from a piece of lavender jade graced her hand.

And still, Hadil demanded more from Makkar.

"You love not me, but that which I give to you," he said one night. Hadil tossed her head.
"You please me," she replied, her voice as soft as silk. "How can I help but love you when you bestow all that is yours upon me?"

Makkar said nothing, but he rode off into the night and stayed away for several days.

When he returned he brought to Hadil a small sandalwood box. In the box, nestled in silk scarves, were two crystal vials.
"Hadil, I am sorry for doubting your love for me," Makkar said, presenting her with the box. "I have asked our Master to prepare the most precious gifts for you, but know that you may only choose one."

"One? But there are two vials," Hadil said, running her fingertips over each of them in turn.

One was blue and the other red.
"The blue vial contains a potion which will ensure that you are always as beautiful on the outside as you are within," Makkar said. "The potion in the red vial will give you endless wealth."

He bowed his head and added, "Choose wisely, Hadil, for your selection will affect you and your sisters."

Hadil hesitated a moment, then made a decision.
"I choose both!" Hadil cried greedily, removing the stopper of both vials and consuming their contents.

She laughed, but her throat felt scratched and her voice had become hoarse. "You have poisoned me," she screeched.

"You have poisoned yourself," Makkar said in disgust. He returned to his djinn form and vanished.
Hadil clutched her throat, but to her horror her slender hand had grown claws.

She ran from her tent. Wings stretched from her shoulders, catching in the doorway. She screamed when she saw that her sisters had all transformed as well.

And so the harpies are as beautiful outside as they are within and they have endless wealth from the bodies of those they scavenge.
Books
Wisdom of the Flock
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [71] Wisdom of the Flock (Palace of the Awakened), started by examining notice on the pillar in Palace of the Awakened (-16, 59, 7).

Discovered on 24 Feb 2006 at 15:31:53 PST.
The Wisdom of the Flock

...and the truth as told
by our ancestors.
Among the palace you can find shrines to our ancestors. The stories of what they contributed are best told orally, as is the tradition. However, the wisdom they left behind can be discovered with visits to their statues. This book lists those who we revere. Once you visit each, you can record their wisdom.
Va're'nok the Swift


"To the farthest peak and back before dawn. We stop when the fight is won, no sooner."
Andan the Stalwart


Through pain of spear and pain of blade,
Stood Andan strong against enemy.
Past anarchy of the Flock's fall,
Stood stalwart Andan, living wall
Aeristok the Vanquisher


Leader of the final wing,
Champion of The Flock
Eternal guardian of the Four Maidens.
Ampoel the Selfless


The heroes of our future look to those of our past, Ampoel among them. He leads still, if only in spirit.
Kruekil the Soaring


Unbidden lightning, Kruekil's lance,
It will slay the wayward talon.
Until unleashed, the Flock's pure love,
There will soar Kruekil, high above.
Vethros the Watchful


Atop the ridge in silent wait,
Upon the wind: your scent, his hunt,
Eyes like sunlight fall upon thee,
From this one's gaze you can not flee.
Ma'tal of the Fifth Wind


The hopeless rest and wait to die,
Their battered hearts have given up,
Cresting the mountains as morning sun,
Ma'tal of the Fifth wind will come.
Chey'ruk the Vigilant


"My brothers are lost, and so too shall I soon be."
Inkarun the Decisive


"To know your own fate is an opportunity for early vengeance."
Maer'sol the Caring


"Give to your enemies that which you value most."
Unobtainable
Within Sight of Home
This item can be placed in any house type.

This completed book can be placed in your house and read.



Undiscovered.
Books
Words to Remember - by Mother Deasie
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [35] "Words to Remember - by Mother Deasie" (Miscellaneous), started by examining a bookshelf at the Fool's Gold (found in Rivervale (-75, -18, -5)).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest ""Words to Remember - by Mother Deasie""
for 1c.

Discovered on 13 May 2008 at 9:46:32 PDT.
This book is titled "More Words to Remember - by Mother Deasie". It is a collection of proverbs told by the halflings long ago.
Cooperation is the flower of philanthropy. The love of evil is the root of all money.
When forced to make a choice between a greater evil and a lesser evil, choose to look for the greater good instead.
Always count the cost, for if you don't, you may wind up paying more than you expected.
Sometimes is it better to wait for the rain to stop before bailing the water out of your boat. Just always make sure you're close to shore.
Don't throw away the old bucket until you know whether the new one holds water.
Beware of all things that require a new set of clothes. When you change a person's clothes, you've changed what the person appears to be.
You can tell more about a person by what he says about others than you can by what others say about him.
To understand your parents' love you must raise children yourself. That's when you'll finally know.
You can only learn to love something once you understand it. It's easy enough to look at a rose and comment on how pretty it is, but it takes a true heart to say the same about a troll.
Before you can go adventuring on a grand and noble quest to find the solution, you should first seek out the problem.
Books
Writings of the Deepwater Knights
This item can be placed on the floor in any house type.

This tome bears the symbols of the Deepwater Knights on its cover, but it also predominantly displays a three lined mark, very similar to the rune belonging to the shissar prophecy.

TREASURED
LORE  NO-TRADE

Quest reward from [200] In Plain Sight (Miscellaneous), started by Al'Kabor in The Sundered Frontier (1878, -295, 3478) or by Dartain in The Sundered Frontier (1878, -295, 3478).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Lorekeeper Drelin in Thurgadin, City of the Coldain (475, -212, 261) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1g 20s.

Discovered on 12 Oct 2010 at 10:02:14 PDT.
The blessings of Prexus are many.
We are given the waters of the sea to carry our ships so that we might travel across the world.
We are given the fish that live within the oceans to feed us.
We are given his divine strength, which guides and protects us.
And we were given the order of the Deepwater Knights, which serves to defend and protect the city of Erudin, and the knowledge it contains.
Many in Erudin value knowledge over faith, believing their strength lies in their studies.
Study is good. It challenges you, brings you to discovery and insight.
But what are these things without the blessing of Prexus to guide you in their use?
Do you not teach the student to use his spells effectively?
Do you not teach the trainee to handle his sword correctly?
Without guidance, even the simplest of spells can become dangerous.
Prexus offers us guidance in all things.
We can learn to use our knowledge more effectively, and become not like the student, but like the master.
This guidance is one of his many blessings to us.
But it is not only to us that Prexus gives blessings.
There are others creatures that he showers with his grace.
From the most humble of fish in the sea, to the largest of sea beasts, Prexus watches them all.
There are times when he will choose such a creature to act as his Chosen in Norrath.
This creature is granted power, and is whispered to directly from Prexus himself.
As we do the will of Prexus, so does the creature, although only it knows what tasks it is commanded to do.
The word of Prexus is everywhere in Norrath.
The seas touches all lands, and thus, so does the domain of Prexus.
As in the case of Velious, where the Deepwater Knights have no temples, yet Prexus has power there.
The blessed creature among the icy waters of Velious would await his commands,
As the Chosen of Prexus, unto its own death.
Thus a new Chosen would be selected, and the cycle would begin again.
Hail to Prexus and the gifts he gives to us all.
Books
Zapho's Celestial Guide to the Stars
This item can be placed on the floor in any house type.

NO-VALUE  NO-ZONE

Quest reward from [25] Getting the Smarmy Sprocket Underway (Smarmy Sprocket), started by Sparrow Cogcarrier in Antonica (-2393, -39, -342) or by Heron Cogcarrier in The Commonlands (-1056, -145, -634) (removed after the quest).

Discovered on 5 Sep 2012 at 17:33:02 PDT.
"Zapho's Celestial Guide to the Stars"
by Zapho the Ancient
of Ak'Anon.
A guide to quaintly named random clusters of stars seen in the night sky.

Of course they're in the night sky; you couldn't see them during the day!
-- Zapho the Ancient
Sprocketsnik's Tinkering is the name for a grouping of several stars that represent the Tinkerer before an anvil.

A well-known tinkerer in his day, Sprocketsnik's workshop was occasionally engulfed in flames due to the speed at which he worked.

Sparks surround his figure in the constellation, obscuring it on all but the clearest of nights.
A family of gnomes named Gizmo were dedicated to building a better sailing device.

Their efforts pleased Brell Serilis so much that he had them turned into the Glittering Gizmos constellation when the first Wind-o-Matic exploded during testing, scattering their remains.
Before measurements were standardized, folks used the Star of Ak'Anon to indicate levels of brightness.

"That's a ten Star" meant an object was ten times as bright as the Star of Ak'Anon on a clear night.
One of several star clusters named for creatures, the Minotaur's Horn resembles its namesake, with a bright star marking its tip, while lesser celestial lights outline its triangular shape.

Late in the season, the horn is seen facing toward the east with its widest area facing toward the ground. If this is seen prior to the harvest, it indicates fields of plenty. When this occurs after harvest has begun, there is a chance for famine.
Though some remember Meldrath the Malignant for his minotaurs, he was also keen on building racing ships that could pierce through any hull.

One of his ships is represented amongst the stars as Meldrath's Fury, a bright cluster of stars grouped in a circle, trailed by a plume of faint scattered stars.
The Cog of Cobbleknob represents the strongest cog in the sky, one spoke for every direction.

Some say it represents the eye of Brell, watching over the gnomes, fringed by shimmering eyelashes.

Others say that the Cobbleknob family paid dearly for the opportunity to have this constellation named for them.
The constellation Clockword MX is generally low in the night sky no matter what the season.

Look for twin lights at the center of a spiral of eight appendages, each marked by three progressively fainter stars.

Some of the MX's stars are part of other constellations, making this one truly difficult to locate.
Gribletobs greatest invention, the Magnificent Gadget, was said to be called the "Malfunctioning Gadget" as the center cog was always having trouble, but the four along the edge never wavered.

Look for a single star in a dark field, surrounded by its faithful and unwavering companions.
Books
Zapho's Celestial Guide to the Stars
This item can be placed on the floor in any house type.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Save the Pirates!"
for 36c.

Discovered on 27 Jan 2006 at 7:34:14 PST.
"Zapho's Celestial Guide to the Stars"
by Zapho the Ancient
of Ak'Anon.
A guide to quaintly named random clusters of stars seen in the night sky.

Of course they're in the night sky; you couldn't see them during the day!
-- Zapho the Ancient
Sprocketsnik's Tinkering is the name for a grouping of several stars that represent the Tinkerer before an anvil.

A well-known tinkerer in his day, Sprocketsnik's workshop was occasionally engulfed in flames due to the speed at which he worked.

Sparks surround his figure in the constellation, obscuring it on all but the clearest of nights.
A family of gnomes named Gizmo were dedicated to building a better sailing device.

Their efforts pleased Brell Serilis so much that he had them turned into the Glittering Gizmos constellation when the first Wind-o-Matic exploded during testing, scattering their remains.
Before measurements were standardized, folks used the Star of Ak'Anon to indicate levels of brightness.

"That's a ten Star" meant an object was ten times as bright as the Star of Ak'Anon on a clear night.
One of several star clusters named for creatures, the Minotaur's Horn resembles its namesake, with a bright star marking its tip, while lesser celestial lights outline its triangular shape.

Late in the season, the horn is seen facing toward the east with its widest area facing toward the ground. If this is seen prior to the harvest, it indicates fields of plenty. When this occurs after harvest has begun, there is a chance for famine.
Though some remember Meldrath the Malignant for his minotaurs, he was also keen on building racing ships that could pierce through any hull.

One of his ships is represented amongst the stars as Meldrath's Fury, a bright cluster of stars grouped in a circle, trailed by a plume of faint scattered stars.
The Cog of Cobbleknob represents the strongest cog in the sky, one spoke for every direction.

Some say it represents the eye of Brell, watching over the gnomes, fringed by shimmering eyelashes.

Others say that the Cobbleknob family paid dearly for the opportunity to have this constellation named for them.
The constellation Clockword MX is generally low in the night sky no matter what the season.

Look for twin lights at the center of a spiral of eight appendages, each marked by three progressively fainter stars.

Some of the MX's stars are part of other constellations, making this one truly difficult to locate.
Gribletobs greatest invention, the Magnificent Gadget, was said to be called the "Malfunctioning Gadget" as the center cog was always having trouble, but the four along the edge never wavered.

Look for a single star in a dark field, surrounded by its faithful and unwavering companions.
Books
Zatirre's First Zombie
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [50] Lore and Legend: Zombie (Lore and Legend), started by examining Zatirre's First Zombie in Fallen Gate (175, 18, -43).

Discovered on 14 Nov 2004 at 16:29:29 PST.
Zombies are reanimated dead creatures. After death, anything can be turned into a zombie. What follows is the tale of a necromancer's experiment.
Entry One
Put book away.
"Zatirre's First Zombie" by Zatirre, Lord of the Zombies -- Taken from the memoirs of a necromancer who traveled through the Commonlands to demonstrate his zombie creation process.
Read book
Put book away.
They said it could not be done, this raising of the dead to do the work of the living. They said it was folly to attempt such a thing. Yet I, Zatirre, have done just such a thing and have lived to tell the tale. Be forewarned -- this is not the tale with which to put the children to sleep!
Entry Two
Put book away.
Animating the dead requires much concentration, luck and intelligence. Fortunately, I am blessed with an abundance of these virtues for I am Zatirre! After studying remnants of the Arcane, I learned that I could reanimate any corpse and not only bring it to life, but command it to do my bidding! Yes, I am thinking, this is perfect, for a being that I raise from the dead will surely appreciate me more than the ungrateful living.
Entry Three
Put book away.
I waited breathlessly for the perfect night. My thoughts were focused on the corpse of a young ratonga that had been dead barely seven days. Thus, it would be less rotted than other corpses. And being that of a small creature, even more likely to bend to the will of Zatirre! From the morning of the preceding day, I began preparing my spell.
Entry Four
Put book away.
The perfect night came, clear and calm. Except for the call of the hyenas, it was quiet. Yes, a perfect night, chosen by Zatirre! As I stood over the ratonga's grave, I could see its earth churning slightly, then crumbling apart as my ratonga zombie's arms broke through. Within minutes, the zombie stood before me. Yes, the fur was matted from being buried, but it was alive again, thanks to my efforts.
Entry Five
Put book away.
"I am your master," I said to it. "I am Zatirre, Lord of the Zombies!" It raised its black-furred face toward me. I could see the hollowness of its gaze, the lack of any conscious thought in its mind. Yet, it seemed to consider my words and ponder their meaning. "Speak!" I commanded, causing the zombie to shudder violently. I stepped backward -- could I have waited too long to recall this one? Had I, Zatirre, inconceivably made a mistake?
Entry Six
Put book away.
And then -- it spoke! Its jaws worked back and forth. I could hear the ligaments in its neck and jaw breaking apart as the creature opened its mouth -- a mouth that had been closed shut by the stiffness of death for seven full days! Dust poured fourth from its slightly parted lips as it struggled to form words. "I am..." said the zombie in a thin, reedy voice, "...hungry."
Entry Seven
Put book away.
It spoke! Yes, the zombie brought forth from the dead spoke and I, Zatirre, exulted! I stood beside the opened grave and danced, praising aloud my skill. I turned to the zombie, that seemed fascinated by the cakes of dirt hanging from its dull fur and taking it by its shoulders, rotated it this way and that. My specimen was complete, if filthy.
Entry Eight
Put book away.
And then, something I had not anticipated happened. Yes, even I, Zatirre, had not foreseen this circumstance. The zombie held its hand out before it, turning it this way and that, holding it up before its face. Tilting its head quizzically to the side, it spoke yet again. "I am hungry," it said, and then it took a very hearty bite of its own arm!
Entry Nine
Put book away.
As I stared in amazement, I could hear its teeth cracking within its skull. It frowned, causing its fur to stretch across its forehead, before bursting open to expose a glint of bone. The zombie turned to me and a vague recognition filled its dull eyes. "I'm hungry," it said through its broken teeth and slack-skinned mouth, reaching out a stiff and dirty hand toward me. I felt its fingers close in upon my arm, piercing the flesh with an unguessed strength.
Entry Ten
Put book away.
Quickly, I evoked another spell and cast it hastily upon the zombie, which fell to the ground in a heap of lifeless fur and bone. My escape was narrow but my experience broadened. I, Zatirre, set this in writing to enlighten others of the way of the zombie.
Close Book.
Books
Zatirre's First Zombie
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 10:03:12 PDT.
"Zatirre's First Zombie" by Zatirre, Lord of the Zombies -- Taken from the memoirs of a necromancer who traveled through the Commonlands to demonstrate his zombie creation process.
Zombies are reanimated dead creatures. After death, anything can be turned into a zombie. What follows is the tale of a necromancer's experiment.
They said it could not be done, this raising of the dead to do the work of the living. They said it was folly to attempt such a thing.


Yet I, Zatirre, have done just such a thing and have lived to tell the tale. Be forewarned -- this is not the tale with which to put the children to sleep!
Animating the dead requires much concentration, luck and intelligence. Fortunately, I am blessed with an abundance of these virtues for I am Zatirre!


After studying remnants of the Arcane, I learned that I could reanimate any corpse and not only bring it to life, but command it to do my bidding!


Yes, I am thinking, this is perfect, for a being that I raise from the dead will surely appreciate me more than the ungrateful living.
I waited breathlessly for the perfect night. My thoughts were focused on the corpse of a young ratonga that had been dead barely seven days. Thus, it would be less rotted than other corpses. And being that of a small creature, even more likely to bend to the will of Zatirre! From the morning of the preceeding day, I began preparing my spell.


The perfect night came, clear and calm. Except for the call of the hyenas, it was quiet. Yes, a perfect night, chosen by Zatirre! As I stood over the ratonga's grave, I could see its earth churning slightly, then crumbling apart as my ratonga zombie's arms broke through.


Within minutes, the zombie stood before me. Yes, the fur was matted from being buried, but it was alive again, thanks to my efforts.
"I am your master," I said to it. "I am Zatirre, Lord of the Zombies!"


It raised its black-furred face toward me. I could see the hollowness of its gaze, the lack of any conscious thought in its mind. Yet, it seemed to consider my words and ponder their meaning.


"Speak!" I commanded, causing the zombie to shudder violently. I stepped backward -- could I have waited too long to recall this one? Had I, Zatirre, inconceivably made a mistake?
And then -- it spoke! Its jaws worked back and forth. I could hear the ligaments in its neck and jaw breaking apart as the creature opened its mouth -- a mouth that had been closed shut by the stiffness of death for seven full days!


Dust poured fourth from its slightly parted lips as it struggled to form words.


"I am..." said the zombie in a thin, reedy voice, "...hungry."
It spoke! Yes, the zombie brought forth from the dead spoke and I, Zatirre, exulted! I stood beside the opened grave and danced, praising aloud my skill.


I turned to the zombie, that seemed fascinated by the cakes of dirt hanging from its dull fur and taking it by its shoulders, rotated it this way and that.


My specimen was complete, if filthy.
And then, something I had not anticipated happened. Yes, even I, Zatirre, had not foreseen this circumstance.


The zombie held its hand out before it, turning it this way and that, holding it up before its face. Tilting its head quizzically to the side, it spoke yet again.


"I am hungry," it said, and then it took a very hearty bite of its own arm!
As I stared in amazement, I could hear its teeth cracking within its skull. It frowned, causing its fur to stretch across its forehead, before bursting open to expose a glint of bone.


The zombie turned to me and a vague recognition filled its dull eyes.


"I'm hungry," it said through its broken teeth and slack-skinned mouth, reaching out a stiff and dirty hand toward me.


I felt its fingers close in upon my arm, piercing the flesh with an unguessed strength.
Quickly, I evoked another spell and cast it hastily upon the zombie, which fell to the ground in a heap of lifeless fur and bone.


My escape was narrow but my experience broadened. I, Zatirre, set this in writing to enlighten others of the way of the zombie.
Books
Zatirre's First Zombie
This item can be placed on the floor in any house type.

This is a mastery tome. Use the knowledge contained within to gain a basic understanding of the tactics to use against the chosen foe.

NO-TRADE  NO-VALUE

Offers the Quest
'Lore and Legend: Zombie'

Quest reward from [50] Lore and Legend: Zombie (Lore and Legend), started by examining zombie parts or by examining Zatirre's First Zombie in Fallen Gate (175, 18, -43).

Plundered from Fallen Gate (175, 18, -43).

Discovered on 13 Sep 2005 at 12:26:34 PDT.
"Zatirre's First Zombie" by Zatirre, Lord of the Zombies -- Taken from the memoirs of a necromancer who traveled through the Commonlands to demonstrate his zombie creation process.
Zombies are reanimated dead creatures. After death, anything can be turned into a zombie. What follows is the tale of a necromancer's experiment.
They said it could not be done, this raising of the dead to do the work of the living. They said it was folly to attempt such a thing.


Yet I, Zatirre, have done just such a thing and have lived to tell the tale. Be forewarned -- this is not the tale with which to put the children to sleep!
Animating the dead requires much concentration, luck and intelligence. Fortunately, I am blessed with an abundance of these virtues for I am Zatirre!


After studying remnants of the Arcane, I learned that I could reanimate any corpse and not only bring it to life, but command it to do my bidding!


Yes, I am thinking, this is perfect, for a being that I raise from the dead will surely appreciate me more than the ungrateful living.
I waited breathlessly for the perfect night. My thoughts were focused on the corpse of a young ratonga that had been dead barely seven days. Thus, it would be less rotted than other corpses. And being that of a small creature, even more likely to bend to the will of Zatirre! From the morning of the preceeding day, I began preparing my spell.


The perfect night came, clear and calm. Except for the call of the hyenas, it was quiet. Yes, a perfect night, chosen by Zatirre! As I stood over the ratonga's grave, I could see its earth churning slightly, then crumbling apart as my ratonga zombie's arms broke through.


Within minutes, the zombie stood before me. Yes, the fur was matted from being buried, but it was alive again, thanks to my efforts.
"I am your master," I said to it. "I am Zatirre, Lord of the Zombies!"


It raised its black-furred face toward me. I could see the hollowness of its gaze, the lack of any conscious thought in its mind. Yet, it seemed to consider my words and ponder their meaning.


"Speak!" I commanded, causing the zombie to shudder violently. I stepped backward -- could I have waited too long to recall this one? Had I, Zatirre, inconceivably made a mistake?
And then -- it spoke! Its jaws worked back and forth. I could hear the ligaments in its neck and jaw breaking apart as the creature opened its mouth -- a mouth that had been closed shut by the stiffness of death for seven full days!


Dust poured fourth from its slightly parted lips as it struggled to form words.


"I am..." said the zombie in a thin, reedy voice, "...hungry."
It spoke! Yes, the zombie brought forth from the dead spoke and I, Zatirre, exulted! I stood beside the opened grave and danced, praising aloud my skill.


I turned to the zombie, that seemed fascinated by the cakes of dirt hanging from its dull fur and taking it by its shoulders, rotated it this way and that.


My specimen was complete, if filthy.
And then, something I had not anticipated happened. Yes, even I, Zatirre, had not foreseen this circumstance.


The zombie held its hand out before it, turning it this way and that, holding it up before its face. Tilting its head quizzically to the side, it spoke yet again.


"I am hungry," it said, and then it took a very hearty bite of its own arm!
As I stared in amazement, I could hear its teeth cracking within its skull. It frowned, causing its fur to stretch across its forehead, before bursting open to expose a glint of bone.


The zombie turned to me and a vague recognition filled its dull eyes.


"I'm hungry," it said through its broken teeth and slack-skinned mouth, reaching out a stiff and dirty hand toward me.


I felt its fingers close in upon my arm, piercing the flesh with an unguessed strength.
Quickly, I evoked another spell and cast it hastily upon the zombie, which fell to the ground in a heap of lifeless fur and bone.


My escape was narrow but my experience broadened. I, Zatirre, set this in writing to enlighten others of the way of the zombie.
Books
Zek Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

NO-TRADE

Offers the Quest
'Zek Creature Cataloging'

Quest reward from [40] Zek Creature Cataloging (Tome), started by examining Zek Creature Catalog (found in Enchanted Lands) (purchased from a gratified merchant) (found in Everfrost) (purchased from a gratified merchant).

Purchased from A Gratified Merchant in Antonica or The Commonlands or The Thundering Steppes or Nektulos Forest or Enchanted Lands or Everfrost or The Sinking Sands for 1c.

Discovered on 5 Oct 2005 at 18:40:05 PDT.
Zek Creature Catalog
by Pearl Honeywine
While many areas experienced changes during the Rending, the changes brought to the Jaggedpine Forest are devastating in that they are not due to the cataclysms that reshaped Norrath.

Rather, orcs staked their claim to the region and named in Zek. We call it the Orcish Wastes.
Zek lies to the north of Karan across the Coldwind Coast and over the Sea of Crossed Swords.

Not a large land mass, it is relatively close to the Antonican shores although the waters between them are deep and treacherous.
The barren slopes of Zek do not provide much in the way of a windbreak, therefore even a gentle breeze can turn into a hearty windstorm as it channels through the hills.

Due to the lack of significant shade, the surface reflects back sunlight and keeps the region warm. The mines are much cooler as they are deep beneath the surface.
The Deathfist orcs have cleared most of the area, leaving only stumps and deadwood as indication that the Jaggedpine Forest ever existed.

While pockets of trees remain, many of them are thin and scraggly. Grass grows in some areas, but is often trampled and flattened. There are no known flowering plants in the realm.
As the guards stationed at this outpost claim, you cannot throw a copper without hitting an orc.
They are not the only creatures which make traveling through Zek a hazardous journey, though. One must also keep an eye out for the various lions and the treants. The latter do not hesitate to attack first and questions later.
Books
Zek Creature Catalog
This item can be placed on the floor in any house type.

As I catalog various flora and fauna, I can refer to this book.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 5 Oct 2005 at 18:59:14 PDT.
Zek Creature Catalog
by Pearl Honeywine
While many areas experienced changes during the Rending, the changes brought to the Jaggedpine Forest are devastating in that they are not due to the cataclysms that reshaped Norrath.

Rather, orcs staked their claim to the region and named in Zek. We call it the Orcish Wastes.
Zek lies to the north of Karan across the Coldwind Coast and over the Sea of Crossed Swords.

Not a large land mass, it is relatively close to the Antonican shores although the waters between them are deep and treacherous.
The barren slopes of Zek do not provide much in the way of a windbreak, therefore even a gentle breeze can turn into a hearty windstorm as it channels through the hills.

Due to the lack of significant shade, the surface reflects back sunlight and keeps the region warm. The mines are much cooler as they are deep beneath the surface.
The Deathfist orcs have cleared most of the area, leaving only stumps and deadwood as indication that the Jaggedpine Forest ever existed.

While pockets of trees remain, many of them are thin and scraggly. Grass grows in some areas, but is often trampled and flattened. There are no known flowering plants in the realm.
As the guards stationed at this outpost claim, you cannot throw a copper without hitting an orc.
They are not the only creatures which make traveling through Zek a hazardous journey, though. One must also keep an eye out for the various lions and the treants. The latter do not hesitate to attack first and questions later.
Books
Zek, the Orcish Wastes Creature Cataloging
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

Quest reward from [40] Zek Creature Cataloging (Tome), started by examining Zek Creature Catalog (found in Enchanted Lands) (purchased from a gratified merchant) (found in Everfrost) (purchased from a gratified merchant).

Discovered on 12 Jan 2005 at 22:53:19 PST.
While many areas experienced changes during the Rending, the changes brought to the Jaggedpine Forest are devastating in that they are not due to the cataclysms that reshaped Norrath. Rather, orcs staked their claim to the region and named in Zek. We call it the Orcish Wastes.
Read the book
Put the book away.
Zek lies to the north of Karan across the Coldwind Coast and over the Sea of Crossed Swords. Not a large land mass, it is relatively close to the Antonican shores although the waters between them are deep and treacherous.
Read the book
Put the book away.
The barren slopes of Zek do not provide much in the way of a windbreak, therefore even a gentle breeze can turn into a hearty windstorm as it channels through the hills. Due to the lack of significant shade, the surface reflects back sunlight and keeps the region warm. The mines are much cooler as they are deep beneath the surface.
Read the book
Put the book away.
The Deathfist orcs have cleared most of the area, leaving only stumps and deadwood as indication that the Jaggedpine Forest ever existed. While pockets of trees remain, many of them are thin and scraggly. Grass grows in some areas, but is often trampled and flattened. There are no known flowering plants in the realm.
Read the book
Put the book away.
As the guards stationed at this outpost claim, you cannot throw a copper without hitting an orc. They are not the only creatures which make traveling through Zek a hazardous journey, though. One must also keep an eye out for the various lions and the treants. The latter do not hesitate to attack first and questions later.
Put the book away.
Books
Zeke Two Tone's Diary
This item can be placed on the floor in any house type.

Quest reward from [52] The Name of My Forefathers (Access Quests), started by Zeke Two Tone in Maj'Dul.

Discovered on 9 Aug 2006 at 10:47:35 PDT.
"My Travel Journal"
The pages are torn and difficult to decipher, but this appears to be Zeke Two Tone's diary. Reading it might help Zeke get back his memory.
Day 28 - I have circled all of Norrath it seems, trying to find what happened to the Two Tone family.

Am I really the last Two Tone? My forebears came from Nektulos Forest, but there is no one there now who remembers us.
Day 36 - Perhaps I should not have taken passage aboard that creaky freighter after all. It went aground in waters so still I could see my own reflection!

There were few other survivors, the ship sank so quickly. Fortunately I had this journal in my pocket. My harp is damaged, but at least I have it as well.
Day 59 - Cannot find water. The shimmering spring I straggled to with the others is poison. Must find shelter.

They came at night and took some of the men but I hid from them. What foul purpose these creatures may have, I do not know. I do not know.
Day 108 - My companions and I were rescued by the djinn, who brought us to their shining city in the sky!

And yet, my heart fills with foreboding. I lacked nothing, until I asked for my harp. The response was dreadful. They separated me from the others.

I am lost, in these dark caverns that hang beneath the beautiful citadel of the djinn. Are all things of beauty so corrupt? Someone comes.
Books
Zeke Two Tone's Diary
This item can be placed on the floor in any house type.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Abnar the Bookbinder in The Tower of the Moon (-8, 14, 8) or Piritta Silvarri in Greater Faydark (151, 109, 175) or Ricka Stonehide in Frostfang Sea (-115, 149, -90) or Beata Sringer in City of Fordel Midst (735, -9, -744) for 1c.

Discovered on 10 Aug 2006 at 18:07:03 PDT.
"My Travel Journal"
The pages are torn and difficult to decipher, but this appears to be Zeke Two Tone's diary. Reading it might help Zeke get back his memory.
Day 28 - I have circled all of Norrath it seems, trying to find what happened to the Two Tone family.

Am I really the last Two Tone? My forebears came from Nektulos Forest, but there is no one there now who remembers us.
Day 36 - Perhaps I should not have taken passage aboard that creaky freighter after all. It went aground in waters so still I could see my own reflection!

There were few other survivors, the ship sank so quickly. Fortunately I had this journal in my pocket. My harp is damaged, but at least I have it as well.
Day 59 - Cannot find water. The shimmering spring I straggled to with the others is poison. Must find shelter.

They came at night and took some of the men but I hid from them. What foul purpose these creatures may have, I do not know. I do not know.
Day 108 - My companions and I were rescued by the djinn, who brought us to their shining city in the sky!

And yet, my heart fills with foreboding. I lacked nothing, until I asked for my harp. The response was dreadful. They separated me from the others.

I am lost, in these dark caverns that hang beneath the beautiful citadel of the djinn. Are all things of beauty so corrupt? Someone comes.
Books
Zeke Two Tone's Diary
This item can be placed on the floor in any house type.

This completed book can be placed in your house and read.

NO-TRADE

Quest reward from [50] The Name of My Forefathers (Access Quests), started by Zeke Two Tone in Maj'Dul.

Discovered on 13 Sep 2005 at 16:51:18 PDT.
The pages are torn and difficult to decipher, but this appears to be Zeke Two Tone's diary. Reading it might help Zeke get back his memory.
Continue
Put the book away.
Day 28 - I have circled all of Norrath it seems, trying to find what happened to the Two Tone family. Am I really the last Two Tone? My forebears came from Nektulos Forest, but there is no one there now who remembers us.
Continue
Put the book away.
Day 36 - Perhaps I should not have taken passage aboard that creaky freighter after all. It went aground in waters so still I could see my own reflection! There were few other survivors, the ship sank so quickly. Fortunately I had this journal in my pocket. My harp is damaged, but at least I have it as well.
Continue
Put the book away.
Day 59 - Cannot find water. The shimmering spring I straggled to with the others is poison. Must find shelter. They came at night and took some of the men but I hid from them. What foul purpose these creatures may have, I do not know. I do not know.
Continue
Put the book away.
Day 108 - My companions and I were rescued by the djinn, who brought us to their shining city in the sky! And yet, my heart fills with foreboding. I lacked nothing, until I asked for my harp. The response was dreadful. They separated me from the others. I am lost, in these dark caverns that hang beneath the beautiful citadel of the djinn. Are all things of beauty so corrupt? Someone comes.
Put the book away.