EQ2 FURNITURE



Total items in category Books (Brown): 95
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 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 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.
Unobtainable
a Thexian handbook
This item can be placed in any house type.



Undiscovered.
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
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
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
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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
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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.
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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.
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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.
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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.
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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!
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"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.
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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.
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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.
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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.
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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.
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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
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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.
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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
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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
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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.
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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
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.
Unobtainable
Captain's Statement: Vigilant Invasion
This item can be placed in any house type.

TREASURED
LORE  NO-TRADE



Undiscovered.
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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 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 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 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 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 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 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 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 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.
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.
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 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
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
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.
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.
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
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
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.