EQ2 FURNITURE



Total items in category Books (Red): 15
Books
a goblin's notebook - History of the Condemned Catacomb
This item can be placed on the floor in any house type.

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

NO-TRADE


Discovered on 13 May 2008 at 9:45:46 PDT.
Breaking into catacombs and stealing artifacts is what we do best, the Necrosis clan strikes fear into heart of man.
We are many; auger, shrew and conscript will always be. They are our workers, help us dig, help us carry the artifacts.
Then the guards and crones watch the hallways for intruders, making sure no one comes near the Wraithcaller or his thaumaturges.
If someone does get by, me am sure that the elite guards or beldames will take care of them... but if not... the mighty one will see that they shut their eyes in eternal sleep while the necromancers trap their souls as pets.
We protect the artifacts, we use the artifacts, we will rule Qeynos some day.
Books
a goblin's notebook - History of the Condemned Catacomb
This item can be placed on the floor in any house type.

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


Discovered on 7 Jan 2005 at 9:32:51 PST.
Breaking into catacombs and stealing artifacts is what we do best, the Necrosis clan strikes fear into heart of man.
Entry One
Put book away.
We are many; auger, shrew and conscript will always be. They are our workers, help us dig, help us carry the artifacts.
Entry Two
Put book away.
Then the guards and crones watch the hallways for intruders, making sure no one comes near the Wraithcaller or his thaumaturges.
Entry Three
Put book away.
If someone does get by, me am sure that the elite guards or beldames will take care of them... but if not... the mighty one will see that they shut their eyes in eternal sleep while the necromancers trap their souls as pets.
Entry Four
Put book away.
We protect the artifacts, we use the artifacts, we will rule Qeynos some day.
Close Book.
Unobtainable
a red leather book
This item can be placed in any house type.



Undiscovered.
Books
A Testimony of Tranquility
This item can be placed on the floor in any house type.

A Testimony of Tranquility by Wurgoz, Acolyte of Peace

TREASURED
LORE  NO-TRADE  NO-VALUE


Discovered on 13 Nov 2018 at 12:07:49 PST.
A Testimony of Tranquility
by Wurgoz

Acolyte of Peace
Now, let me tell you that little tale -- short and sweet it is, though dark and terrible in truth.

I committed a terrible crime many years ago against my own people an. . . Innocent people. I regret my actions, I regret them dearly, but there is nothing I can do to make right out of my ancient crimes from here.
Long, long ago my people came upon a swampland perfect for our habitation. Unfortunately, it was also the perfect habitation for the trolls -- the vile, horrible, maniacal creations of The Faceless. We wanted only peace and to inhabit a piece of that fertile swampland without confronting the trolls directly.

However, the trolls did not feel the same as we. The trolls began to capture and use our people as slaves or consume them as food! We were horrified and took immediate action against them.
We came together in massive force and struck at the heart of the troll civilization to dominate the swampland. We prepared an invasion of their city that dwelled deep beneath the soggy earth of the swamp. The battle seemed to sway to the trolls' favor. I, a shaman general and advisor to our leaders, felt the pain of our people as we fell by the hundreds to troll armies.
I could not stand to see our people suffer so, for we had come seeking peace. War -- all war -- hurts us most deeply within.

I pleaded with our leaders to find another swampland; to leave this place to the trolls who rightfully had claimed the land before us. Their ears were deaf to me, for they saw a great evil in these lands. It had gone beyond a desire for a new homeland for our people. It had become a crusade.
Our elders sought to purge the swamplands of the trolls. We knew they were vile and truly evil in every recess of their beings, but still I could not stand by and watch a war engage. We were creatures of peace who sought only the betterment of our own people. War was not our way.

A troll shaman by the name of Gkerzha approached me one eve whilst I was alone, scouting the swampland.
He claimed to approach in peace and we spoke. Gkerzha claimed he wanted the same as I -- for the frogloks to leave the swampland and let the trolls alone. He seemed sincere and regretful for the loss and turmoil that infected his people as it did my own. We parted ways shortly thereafter, but he claimed he wished to make a bargain with me that would end the war peacefully.
Gkerzha and I met several times to discuss plans to bring peace to both races, for frogloks to move to another region of the swamp and for trolls to return to their lives before froglok presence.

I was foolish enough to trust him, but he was cunning and knew how to invoke my sense of sorrow and yearning for peace. He brought to me three of my kin, who had been taken prisoner and were used as slaves.
They were in bad health, due to abuse and lack of nutrition. Gkerzha could have cast some healing spells upon them, but knew how we feared troll magic. Instead, he brought them to me for healing. His gesture was clever. I healed the slaves and returned them to our camp, where they recovered.

I met Gkerzha again the next eve, and he brought two more slaves and an ancient trollic dagger.
After releasing the slaves into my care, Gkerzha placed the dagger on the ground, in an obvious gesture of peace. He identified the dagger as an ancient trollic weapon of legend -- initially belonging to the troll hero, Tjarduugh, who saved their swampland from invasion, centuries earlier, but now an instrument of darker use.

The blade had not only killed many of my kin, but had made them the undead that accompanied their forces! He was presenting me with the very weapon that had brought great suffering to many of my people.
He said that my taking of the dagger would assure that no more frogloks would be cursed to walk as the undead servants of the trolls. This was his way of proving his desire for peace. He left quickly without further explanation, fearful of being caught by his own people, the dagger still on the ground. I picked up the dagger with a cloth, too aware of its previous use, and put it safe in my pack. I and my newly freed kin, set out to return to camp.
Once there I had council with the arch magi and high shaman. I wanted to show them the dagger, proof of this great gesture of peace, but as soon as it touched my skin, something changed in me. I brought the dagger to the arch magi and high shaman, and before they could act, I killed them with it! I remember going out into the camp and killing more of my people there.
I had murdered almost all of them before I was subdued and the dagger rent from me. I felt, as soon as the dagger left my hand, regret for what I had consciously done. I was taken prisoner before the council of generals and our leader. As the hearing was held, news of a greater and unforeseen devastation resulting in my foolishly placed trust reached us.
All that I had killed, including the arch magi and high shaman, had arisen as undead and were being commanded by a troll shaman. I immediately knew it to be Gkerzha. The scout said they were heading to the very camp where I was currently held. I pleaded with the council to destroy the dagger, or take it far, far away for it will cause them more suffering if they did not.

They did not listen to me.
I was caged and thrown into the deepest pool of the swamp, where I would either meet my fate or wait for the trial to continue. Days passed before the council returned and retrieved me from my swampy prison. They said that Gkerzha committed suicide -- invoking the dark power of Innoruuk to destroy hundreds of froglok legions.

It was my fault that so many died, they said, and my judgment was beyond their abilities. I was sacrificed and my spirit sent to stand trial before The Tribunal.
It was there, within the prison cells of the Plane of Justice, where I was visited by the occasional traveler.

Several times, I had distracted myself by sharing my tale with those who would listen. It provided me some relief from my suffering and eased my conscience, if only for a moment. Each time, I was thankful for their patience and expected no more to come of it.
I had never dreamt one of those travelers would be instrumental in securing my release! I never held any such hopes, and yet that is exactly what happened!

One of those fateful travelers was a devoted Priest of Tranquility. I learned this only after she appeared before me. Though she had taken the form of a child, she was bathed in radiance and serenity. Beside her stood one of the eternal jailors. I had been awestruck and could find no air to speak.
As soon as my shackles were unlocked, I fell at her feet.

"Rise, Wurgoz. You have been locked away here for far too long, there is no need to linger on my account." She took my arm and helped me stand. "One of my devoted priests has been praying to me on your behalf."

"Why? What of my terrible life is worth your attention?" I offered to tell her my tale, certain she had been told lies about my innocence. She smiled, and looked at me with unflinching compassion.
She assured me, "I do not stand before you as a result of the duplicitous actions of your foe. I am here on account of your motivations. My priest was inspired by your desire for peace, not just for yourself but for your enemies too. You had sought to know the trolls and share the swamp with them."

"But I failed!" I cried. The vision of the cursed dagger, coated with my kin's blood from blade to handle, flashed before my mind's eye. The memory was as fresh as the day it happened.
"They were unwilling to follow the path of enlightenment. That is not your failure to bear for eternity. Not all have the strength to walk the path to tranquility, as you have." I could hardly believe her words! "I plead your case before the Tribunal and have won your release, Wurgoz. You are to be welcomed in my paradise, if you so wish."

I thanked her profusely. I lavished her with adulation. I wept with relief!
"Forgive me, Tranquil One, but might I delay my travels long enough to perform one last task?" I asked.

"I will leave a portal to the Plane of Tranquility here. Step through it once you have conducted your final business. Take the time you need, my precious one. I will see you basking in peace upon the other side."
And with that, she exited, leaving me to pen these words, my testimony. I don't know who you are, dear reader, but I hope these words help to ease your burdens, and provide some guidance towards the path of enlightenment for you.
As she said, may we meet one another basking in peace upon the other side!

Signed,
Wurgoz, Acolyte of Peace
Books
After The Shifting
This item can be placed on the floor in any house type.

This book contains a tale originally recorded in a Vah Shir echo stone.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [120] After the Shifting (Tome).

Components
After The Shifting - Title Shard (shinies in City of Shar Vahl)
After The Shifting - Shard 1 (shinies in City of Shar Vahl)
After The Shifting - Shard 2 (shinies in City of Shar Vahl)
After The Shifting - Shard 3 (shinies in City of Shar Vahl)
After The Shifting - Shard 4 (shinies in City of Shar Vahl)
After The Shifting - Shard 5 (shinies in City of Shar Vahl)
After The Shifting - Shard 6 (shinies in City of Shar Vahl)

Discovered on 30 Mar 2021 at 12:10:01 PDT.
After The Shifting
This is the tale of the time that followed the Shifting. Our people had been thrown into darkness with only a handful of heroes to guide us. Perhaps it was fate that brought us here... or maybe the spirits are calling us to their aid.
When the magic ripped us from our realm, we found ourselves within a strange land. We could no longer sense our guiding spirits around us, and fear began to overtake our kin. Fortunately, our king Vah Kerrath was quick to see this, and so he began to give us tasks to help our people regain their sanity and stability. He sent his greatest warriors under the leadership of the great explorer Khati Sha to the north to find out more about these strange lands. King Vah Kerrath then sent another army of brave men to the west under the leadership of Dar Khura.
The citizens that marched into the darkness in those days were responsible for the security that we now enjoy. The bravery of Vah's leaders and our ability to come together as a people secured our sanctuary here in the darkness. Those days were full of turmoil and conflict... much like they are now.
Before the time of the Shifting we had the spirits to guide us, but their guidance seemed to be blocked from us by the darkness, much like the sun. We had no voices to follow and no light to warm our spirits. Our shaman tried to find the spirits but they could only sense a distant creature lurking as if it was of the shadow itself. Without the will of Vah to guide us through those desolate years, we might have lost everything.
Our people feared that we were the only of our kind left alive and to give up would have meant that the honor of our ancestors would have surely been lost to the ages.
When our king passed on, we took his name as our own to show that we are strong, for he was a strong king. Under the leadership of Vah Kerrath, we survived. We survived the loss of our ancestral spirits and we survived the loss of our home and our people. We stood firm against the lurking shadows and roared the name of Vah as a challenge to all who would stand against our will to live.
That is how we survived the Shifting.
Books
Handbook of the Academy of Logistics
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Graem Vorbent in Timorous Deep.

Purchased from Prime Stockmajor Grelishh in Timorous Deep (2763, 126, 1216) for 1c.

Discovered on 4 Mar 2008 at 8:55:54 PST.
Handbook of the Academy of Logistics
Toil created us, toil empowered us, and toil leads us into the future. The advancement of Gorowyn is of primary importance and the crafters of Gorowyn stand ready to support that effort in every way.
-- Prime Purveyor Clazdok Gi`uul
In order to be competitive in today's marketplace, the Academy of Logistics provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
In the event that you are discovered to possess an aptitude and inclination for crafting, make your way to tradeskill delegate Rozokal Niba'mok within Gorowyn to receive further instruction. In this area you will also find a broker, some representatives of the Academy of Logistics, a fuel vendor, and more. The tradeskill delegate can teach you more about how to become an artisan, and how you can put your skills to use for the betterment of Gorowyn.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Academy of Logistics endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the outdoor areas around the city of Gorowyn.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer, who should not be far from the tradeskill delegate.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Academy of Logistics is the tradeskill organization for Gorowyn. Originally a conglomerate of military support divisions, this organization was responsible for the supply and outfitting of the armies. Shortly after the establishment of Gorowyn, the task of training and supplying the social population was given to the organization, which was renamed the Academy of Logistics. To this day the Academy oversees all trade and crafting within the city of Gorowyn, as well as overseeing all technological needs such as the supply and maintenance of anchoring tanks. The Academy of Logistics also administrates all trade within the city, monitors and taxes all broker transactions, and ensures the compliance and productivity of all Gorowyn citizens with crafting talents.
As you increase in skill as an artisan, you may consider it your duty as a citizen to assist the Academy of Logistics in supplying your city. Representatives of the Academy of Logistics will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Academy of Logistics. Work order representatives can be found in Gorowyn's main crafting area.
If you earn sufficient status with the Academy of Logistics to merit recognition, the society's faction merchant located in Gorowyn's central crafting area will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the Academy's most closely-guarded recipes. The Academy of Logistics expects that all citizens will be willing and eager to support their city and fellow citizens, but grants recognition to those who provide services and support above and beyond the average.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Salviln Grau'tuz, the career counselor for the Academy of Logistics, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We are all part of a greater team, combining our efforts towards serving the city of Gorowyn. In crafting, just as in any other profession, establish your reputation by doing your best at whatever task is before you. Your efforts will help to maintain Gorowyn's military superiority and ensure we remain a strong force to be reckoned with.
Books
Handbook of the Coalition of Tradesfolke
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Fangtarn in The Ruins.

Purchased from Juvena in The City of Freeport (36, -18, 105) for 1c.

Discovered on 4 Mar 2008 at 8:39:28 PST.
Handbook of the Coalition of Tradesfolke
Any great civilization is not built in a day. Look at how long we have survived and prospered, through the adversity of time and place. And yet, we are more than a city of might and brawn. The skills of our artisans and tradesfolk provide us with improved weaponry and armor as well as other vital products.
-- Trade Commissioner Lasarian Nasin, Freeport Coalition of Tradesfolke
In order to be competitive in today's marketplace, the Freeport Coalition of Tradesfolke provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
Upon arrival at your new district, locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Coalition of Tradesfolke, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan. As you know, every district caters to different clientele, therefore the Freeport Coalition of Tradesfolke maintains separate yet equal connections in each of them. In this way, we can ensure the quality of the merchandise being offered in service of the Overlord.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Coalition of Tradesfolke endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Freeport such as the Graveyard (located through Longshadow Alley or Stonestair Byway); The Ruins and the Sunken City (accessed by ringing the mariner's bell on one of the district docks); or the Sprawl (accessed via Scale Yard or Big Bend).
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. TO choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the districts.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Coalition is the official governing body of all trade activity within the territory of Freeport. Although not a true part of the government, they are charged with the task of trade organization. The Coalition maintains an absolute monopoly on the regional trade market, and is thus a major force in the trade world. Since Freeport is the trade hub of the world, thanks to its robust shipping lanes and major continental highways, the Coalition is a force to be reckoned with in the global economy. The Coalition also manages all trade activity of Freeport. They are charged with taxing the populace and even enforcing the taxes in any way they see fit. The Coalition of Tradesfolke headquarters is located in West Freeport, near the Militia House.
As you increase in skill as an artisan, you may find it prudent to offer your services to support the Coalition. Representatives of the Coalition of Tradesfolke will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Coalition of Tradesfolke. Work order representatives can be found at the Coalition headquarters, as well as in most crafting areas in the outlying districts. However, do not attempt to pass off inferior items for a work order, as this may endanger not only your reputation, but perhaps your life.
If you earn sufficient status with the Coalition of Tradesfolke to merit recognition, the society's faction merchant located in West Freeport will sell you a title certificate should you wish to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. The Coalition ensures that those who serve faithfully are rewarded appropriately. Your mandatory support is entirely voluntary.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Jonak Harvester, the career counsellor at the Coalition of Tradesfolke headquarters, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving the Overlord and the Coalition. You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by working with the Coalition in your district, and using your wit and skill. The Overlord knows the value of the artisan to Freeport's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint him.
Books
Handbook of the Dark Bargainers
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Dalvos D'Nar in Darklight Wood.

Purchased from Acquisitions Expert Kyri Velkyn in Neriak, City of Hate (-170, 0, 303) for 1c.

Discovered on 4 Mar 2008 at 8:33:00 PST.
Handbook of the Dark Bargainers
There are no races more skilled in the ancient crafting arts than the Teir'dal, and no gods more deserving of our dedication than Innoruuk. All others are inferior, and therefore it is not only our duty, but also our pleasure, to take full advantage of the opportunities they present.
-- Acquisitions Expert Mraena D'Aryth
In order to be competitive in today's marketplace, the Dark Bargainers provides you with this basic guide to commerce. You will learn many things on your own over time, so do not consider this book your only guide to success. Rely on your own resources and skills and you will prosper.
The central crafting area in Neriak is located near the Blind Fish. In this area you will find a banker, broker, some representatives of teh Dark Bargainers, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan. The Dark Bargainers representatives maintain a close watch on the quality of goods, and artisans, entering and leaving this area. In this way, we can ensure the quality of the merchandise being offered in service of Innoruuk and the Queen.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Dark Bargainers endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the Darklight Wood in the areas near Neriak and the outpost.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who can be found in the central crafting area.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Dark Bargainers is the official governing body of all trade activity within Neriak and the surrounding areas. They maintain the city's flourishing trade activities and broker networks, and charge a fee for each broker transaction which is used for administrative purposes. Although not an official arm of the religious structure within Neriak, the Dark Bargainers are a very religious society and offer a portion of all profits to the temple of Innoruuk. They also set aside a portion of each week in order to meditate and honor Innoruuk. Representatives of the Dark Bargainers can always be found in Neriak's central crafting area, although there is no region of Neriak in which their influence is not felt.
As you increase in skill as an artisan, you may find it prudent to offer your services to support the Dark Bargainers. Representatives of the Dark Bargainers will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Dark Bargainers. Work order representatives can be found in Neriak's central crafting area. Perform all tasks for the Dark Bargainers with the utmost care and skill. Any attempt to pass off inferior items for a work order is an insult to Innoruuk, and may put a rapid end to not only your reputation, but quite likely also your life.
If you earn sufficient status with the Dark Bargainers to merit recognition, the society's faction merchant Kyri Velkyn will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. The Dark Bargainers ensure that those who serve faithfully are rewarded appropriately. Your mandatory support is entirely voluntary.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Vier N'Vul, the career counsellor for the Dark Bargainers, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. Being an artisan is a noble calling. We work independently and yet ultimately combine our efforts towards serving Innoruuk and the Dark Bargainers. You will be able to earn a decent wage based entirely on your own efforts, provided you keep abreast of the latest developments by maintaining a good relationship with the Dark Bargainers in your district, and using your wit and skill. Queen Thex knows the value of the artisan to Neriak's society; it is no less a place than that of any brave fighter or learned mage. Do not disappoint us.
Books
Handbook of the Ironforge Exchange
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Henk Newfield in Oakmyst Forest.

Purchased from Fhara Hanford in Qeynos Capitol District (340, -21, -108) for 1c.

Discovered on 4 Mar 2008 at 8:46:20 PST.
Handbook of the Ironforge Exchange
Qeynos has rebuilt itself countless times over the ages. The constant thread that weaves its way through our city is the quality of the good produced and the services provided by our own residents. We all have skills and talents to share with the community. The Qeynos Ironforge Exchange gives our creativity an outlet that is not only good for our artistic nature, but the city as well.
-- Baron Kaedrin Ironforge, Qeynos Ironforge Exchange
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, once cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to locate the tradeskill area within your home village. This should be marked on your map, and will most likely be accessed through a small trapdoor. Inside you will find a broker, some representatives of the Ironforge Exchange, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ironforge Exchange endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around Qeynos such as the Peat Bog (located through Starcrest Commune or Nettleville); Oakmyst Forest and the Caves (accessed by ringing the mariner's bell on one of the village docks); or the Forest Ruins (accessed via Baubbleshire or Willow Wood).
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance of each crafting area in the villages.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Ironforge Exchange is comprised of all artisans and merchants who own shops within the city of Qeynos. This faction manages the city's broker system, and all vendors who use them must pay a tax used for their upkeep. The merchants of Qeynos are always quick to lend a helping hand with any task that benefits their realm or its people. They often compromise with the other factions of Qeynos, and will sometimes make decisions that result in a financial loss if it benefits the greater good. No amount of profit is worth more than the prosperity of all Antonicans. The Ironforge Exchange is an extremely integral part of the rebuilding of Qeynos. The Ironforge Exchange headquarters is located in North Qeynos, opposite the bank.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Qeynos. Representatives of the Ironforge Exchange will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ironforge Exchange. Work order representatives can be found at the Ironforge Exchange headquarters, as well as in most crafting areas in the outlying villages.
If you can earn sufficient status with the Ironforge Exchange to merit membership, the Ironforge Exchange faction merchant located in North Qeynos will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in the Ironforge Exchange is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsman, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Fidelia Recolo, the career counselor at the Ironforge Exchange headquarters, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for quick reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Qeynos is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!
Books
Handbook of the Ravens of the North
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had A Hammer (Tradeskill), started by Bull the Crafty in Frostfang Sea.

Purchased from Peregrine Helgreth Iceweaver in Frostfang Sea (-331, 176, -47) for 1c.

Discovered on 25 May 2010 at 9:06:34 PDT.
Handbook of the Ravens of the North
Halas, the ancestral home of the Northmen, is no more. Torn asunder by years of fighting with the snow orcs, the city was finally razed to the ground by the fiery chunks of Luclin raining down to fulfill the shaman's prophecy: "On the night of fire, Halas shall be consumed by earth. Blood shall flow like water, for death travels through the air." Yet the sons and daughters of the Marr twins will not go quietly into the Gray Wastes, nor shall we leave our beloved Erollisi Marr unguarded as she travels those lands. Where she now lies, let us go too. We shall rebuild New Halas to stand guard by her shrine, and never again shall we turn our backs on our home.
-- Nikolas MacCraifft, the White Raven
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to visit the hall of the Ravens of the North. This should be marked on your map. Inside you will find some representatives of the Ravens, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that the Ravens of the North endorse, is to gather your own. You can harvest appropriate supplies to begin learning to craft in areas around New Halas. The main isle supplies the first harvests you will require, and materials for more advanced crafting can be found on the outer isles.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you and you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who is within the hall of the Ravens of the North.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
The Ravens of the North are comprised of all artisans and merchants who own shops within New Halas. This faction manages the city's broker system, and all vendors who use them pay a tax used for their upkeep. The artisans of Halas are always quick to lend a helping hand, and have been an essential and driving force behind the establishment of New Halas. While their fins skills and craftsmanship can earn them a comfortable living, they realize that no amount of profit is worth more than seeing the successful establishment of New Halas.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Halas. Representatives of the Ravens of the North will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of the Ravens of the North. Work order representatives can be found in the hall of the Ravens of the North.
If you earn sufficient status with the Ravens of the North to merit membership, their faction merchant located in their hall will sell you a title certificate should you wish to purchase an official title from the society. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in the Ravens of the North is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archetype, you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty, but you will no longer learn recipes for crafts in other areas.
The three types of craftsmen are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. It is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkerers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan,the career counselor at the hall of the Ravens of the North can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for reference as needed. It is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. The entire city of New Halas is a labor of love by its artisans, filled with many beautiful carvings and more still to come. We look forward to adding your work towards the enhancement of our city!
Books
Handbook of Tunare's Pages
This item can be placed on the floor in any house type.

NO-TRADE

Quest reward from [5] If I Had a Hammer (Tradeskill), started by Grull Silverstump in Greater Faydark.

Purchased from Yono Sylnu in Greater Faydark (451, 91, 343) for 1c.

Discovered on 4 Mar 2008 at 8:37:58 PST.
Handbook of Tunare's Pages
Our enemies assaulted us with fire and blade, and without the talents of our artisans, the city would have been destroyed in the fires of Faydark and again during the second Rallosian war. That the city still stands and remains as strong and beautiful as ever is a testament to the skills of our tradesfolk and the strength of our citizens.
-- Master Liaison Aeble Ashberry, Tunare's Pages
The life of an artisan is not for everyone, yet those who answer its call prosper not only in body and spirit but also in mind. And of course, one cannot overlook the financial gains possible through hard work and dedication to one's art. Being an artisan is not a path for everyone, but those who follow this way of life find it worthy of their time and effort.
Your first step to becoming an artisan is to locate the tradeskill area within Kelethin. The main hub of crafting in Kelethin is the Tunare's Pages building, which should be marked on your map, or a guard can give you directions. Around this building you will find a broker, some representatives of Tunare's Pages, a fuel vendor, and the tradeskill delegate. The tradeskill delegate can teach you more about how to become an artisan.
In order to create items, an artisan will need to obtain raw harvests. These can be purchased from others, but the cheapest alternative, and one that Tunare's Pages endorses, is to gather your own. You can harvest appropriate supplies to begin learning to craft in the areas underneath Kelethin and in the Nursery region of Greater Faydark.
Every artisan's skills and desires can take them on different paths through life. You will find new doors open to you as you continue to grow and prosper as a local artisan. As you progress in skill, you will decide which type of craft to specialize in. To choose your specialty, you will speak to the Crafting Trainer who stands near the entrance to Tunare's Pages.
As you gain in skill, you will be able to purchase new recipes from the Crafting Trainer also. Advanced recipes that will teach you to make more valuable mastercrafted items can be obtained through adventuring, or from those who adventure. The broker is a good resource to search for these, if you have not yet made the acquaintance of many others in your new home.
Tunare's Pages is comprised of all artisans and merchants with an interest in the crafts of Kelethin. This faction is guided byu a democratic council of Kelethin's senior artisans, and answers to Queen Amree. They manage the city's broker system, and all vendors who use them must pay a few which is used for the upkeep and administration of the system. The merchants of Kelethin are always quick to lend a helping hand with any task that benefits their realm or its people. They played a large part in rebuilding Kelethin after a number of historical fires, and continue to improve the city. The headquarters of Tunare's Pages is located in Kelethin near Joleena's Restaurant.
As you increase in skill as an artisan, you may offer to provide your services to aid the city of Kelethin. Representatives of Tunare's Pages will offer you work order tasks for items that are currently needed for use or trade. Completing these tasks will not only earn you experience in your trade and a small monetary reimbursement, but will also improve your standing in the eyes of Tunare's Pages. Work order representatives can be found at the Tunare's Pages headquarters.
If you earn sufficient status with Tunare's Pages to merit membership, the society's faction merchant located in the Tunare's Pages headquarters will sell you a title certificate should you wish to purchase an official title. You will also be granted access to purchase a number of other amenities including house items, uniforms, and some of the society's most closely-guarded recipes. Membership in Tunare's Pages is not mandatory, but there are rewards should you wish to dedicate yourself to their cause.
As you advance in your trade, consider the path you wish to pursue. There are three main branches of craft: the craftsmen, the outfitters, and the scholars. Once you progress to the ninth rank of skill you will need to choose which branch, or archtype you wish to pursue. At your nineteenth rank of skill, you will choose your final specialty. As you specialize, you will continue to learn new recipes in your area of specialty., but you will no longer learn recipes for crafts in other areas.
The three types of craftsman are: carpenter, provisioner, and woodworker. Carpenters make furniture for decorating your home, strong boxes for bank storage, altars, and sales containers for use on the broker. Provisioners make food and drink to keep adventurers fighting in top form. And woodworkers make wooden weapons and shields, bows and arrows, magical totems, and harvesting tools.
Outfitters are armorers, tailors, and weaponsmiths. Armorers specialize in plate and chainmail armor, and metal shields. Tailors make cloth and leather armor, fancy dress clothing, hex dolls, backpacks, and containers for thrown ammo. Weaponsmiths specialize in metal weapons of all types.
Scholars are alchemists, jewelers, and sages. Alchemists specialize in potions and poisons, and also make combat art upgrades for fighter types. Jewelers make items of jewelry, and also combat art upgrades for scout types. And sages make spell upgrades for mages and healers.
Besides the nine main artisan trades, there are also the skills of tinkering and transmuting that can be learned by anybody, in addition to their normal profession. Tinkering is the process created by gnomes many centuries ago. it is the art of making mechanical gadgets and gizmos to make life a little easier. You can create devices that will enhance your own abilities in combat; most of these can only be safely operated by yourself and other tinkers, however, as the mechanisms are far too complex for non-tinkerers to understand. Since many tinkered items are adventuring-related, it can be a useful secondary craft to augment an adventurer's abilities.
Transmuting is the art of breaking down unused items into components and Adorning allows you to use the results to make Adornments. Adornments are items that can be applied to your equipment to permanently enhance the equipment. Only those who have studied the skill of Adorning can create Adornments. However, any interested Artisan may learn Transmuting, Adorning, Tinkering, or all three. Those interested in learning more about tinkering, transmuting, or adorning can consult trainers available on the continent of Faydwer, in the city of Kelethin or at the docks in Butcherblock Mountains.
Should you decide at any time to change your profession as an artisan, Amy Recolo, the career counselor for Tunare's Pages, can assist you in retraining to start a new profession.
Should you choose to pursue the life of an artisan, you may wish to keep this manual in your room for references as needed. it is not a path for everyone to follow, but those who pursue it can be of great service to their friends and city if they choose to. Establish your reputation by doing your best at whatever task is before you. Over time, you will build your own clientele of satisfied customers who clamor for your work. Kelethin is filled with many beautiful things. We look forward to adding your work towards the enhancement of our city!
Unobtainable
Poetry of the War of Plagues
This item can be placed in any house type.

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

NO-TRADE



Undiscovered.
Books
The Final Tale of the Ethernauts
This item can be placed on the floor in any house type.

TREASURED
LORE  NO-TRADE  NO-VALUE

Rent Status
Reduction
500

Claimed from Unknown.

Discovered on 22 Oct 2010 at 21:45:37 PDT.
Books
The Great Flood of Blackburrow
This item can be placed on the floor in any house type.

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

NO-TRADE

Language
Koada'Dal

Quest reward from [15] The Great Flood (Blackburrow), started by examining The Great Flood of Blackburrow (dropped in Blackburrow).

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

Discovered on 13 May 2008 at 9:48:27 PDT.
"The Great Flood," a personal observation by a nameless traveler. The pages were apparently compiled based on his (or her) journal.
The route through the Blackburrow of the gnolls from Everfrost is dark, twisting and deep. I have quite often gotten lost as I do not use any source of light. That would reveal my presence to the cursed gnolls. My business is my own, taking me through these dark passages every fortnight.
My home is Halas of the North. My business takes me to Qeynos Hills and for that reason alone, I must suffer the trek through the stench of the gnoll pits. Sometimes I will send ahead my pet wolf Silkie to find sport in the darkness. She enjoys the exercise, for the gnolls cannot outrun her. I can follow their cries and need not use any of the dark methods I have learned to see in the dark.
On this journey, Silkie and I found the snows melting by day and freezing at night. Daggers of ice hung from the rocky outcroppings, sometimes breaking off and shattering on the ground below with a loud crack. Her tail between her legs, her ears darting back and forth, Silkie panted and paced, uneasy. Her troubled behavior made me uneasy as well.
At the entrance to the tunnels, we found the gnoll guards had abandoned their posts, leaving behind nothing but the cold embers of their watch fires. There used to be snow at this level, but there was not. The ground was moist with melting snow. Silkie refused to enter the tunnel until I threatened her. Then she scuttled ahead sideways, like a crab, trying to see both ahead of us and behind.
Down we went on our usual route, encountering nothing. The tunnels were silent, but for the constant drip-drip-drip of water in the dark. As we emerged from one narrow tunnel into a wider space, Silkie whimpered and whined, her misery echoing around the chamber. "Be still!" I commanded her. She fell silent and I was aware that the entire world had gone silent as well.
Suddenly came a large rending sound that shook the marrow of the mountains and threw me and Silkie to the ground. She scrambled to her feet and ran howling away through the darkness. I lay pressed against the rocky ground, hugging it as though I could stop its convulsions. Finally, it grew still. "Silkie!" I called into the silence. She did not answer.
No, Silkie did not come at my call, though I could still hear her terrified, high-pitched whimper echoing. Then she fell silent and I heard something else -- a roar that I have never heard in those tunnels before. It reminded me of the scream the snow makes as it tumbles down a mountainside on a sleigh of ice. A roar covered in velvet.
I too scrambled to my feet, but with the unseen roar echoing through the chamber, could not know which way to turn. I began my enchantment, though my teeth chattered. A heavy wind rushed into the chamber, bringing with it the smell of generations of foul gnolls from somewhere deep in the Blackburrow. It broke my concentration and my spell dissipated before I could cast.
And then the water surrounded me. It tumbled me over and over like a pebble on the sea shore. I could not tell what was skyward and which way led to death in its depths. The waters rushed onward, as frantic as I to find an outlet. After an eternity, the waters threw me onto an unseen ledge near the roof of the cavern before swirling away.
Though I lay on the ledge for days, the water did not drain. I was finally able to cast my light-giving spell and saw the ruin of the cavern below. My thoughts lay on my certain death and I was bitter and angry to die like a gnoll and not with honor in battle. I would not die unsung. You who read this, know that the world was shaken and I survived. For a little while.
Books
The Journal of Samantha Rageshree
This item can be placed on the floor in any house type.

A journal with the name, Samantha Rageshree written on its cover.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'The Will of Kyrtoxxulous'

Quest reward from [85] The Will of Kyrtoxxulous (Signature) (Heroic), started by examining a dagger over the fireplace in The City of Freeport (-238, -56, -4) (part of the warlock epic weapon line).

Plundered from Nektropos Castle (-19, 14, 52).
requires completing the Quest "The Will of Kyrtoxxulous"

Discovered on 6 Feb 2008 at 19:45:07 PST.
The Journal of Samantha Rageshree
Winday 14th, Warmstill 5405
Crops continue to wither and fail at an alarming rate, the cause still unknown. More and more townsfolk continue to grow ill. Mayor Yuntson sent a brigade of militiamen into the nearby hills to investigate. May Karana shed some light on this increasingly dire situation that threatons to destroy our entire village!
Steelday 15th, Warmstill 5405
Only a single survivor has returned from the group of men sent to investigate the strange happenings outside Everling Village. A young man named Beck hobbled back to town, his face covered with pustules. Not wanting to place the entire village in a panic, I brought the boy back to my home, out of the public's sight. The boy told me the militia encountered a man whose touch withered trees and scorched grass. When approached by the militia he unleashed a sickening flurry of locust (sic) that furiously gnawed at the men, tearing their flesh away as they floundered about helplessly. A warlock no doubt. The boy did not get a good look at the face of the man who had attacked them but noted that in his hand he held a heinous looking dagger which dripped with some strange ichor. Gods help us all.
Feastday 3rd, Lastleaf 5405
Severeal would-be heroes have come and gone from our little town. Each claim that they will be the one to slay the warlock who preys upon our town for no reason. We threw celebrations for the first few to take up the cause but, as time went on and not a single one of the adventurers returned, the townsfolk grew despondent. The sense of hope that we all once held was gone. Can no one help us?
Soulday 18th, Firstchill 5405
May the name of Ritter Shortshank always be remembered! Finally a hero has saved us from the plague spewing villain who seemed wholly dedicated to seeing our town's demise. I can't believe it has already been a week since Ritter appeared at the Muddy Boot Inn. In his hand he carried the hilt of the warlock's dagger and an urn containing the ashes of our now vanquished foe. "For fear of spreading more disease to you fine folk, I've gone ahead and cremated his body." He told us. "Who knows what sort of nasty afflictions the man had on him!" Such a fine man, and handsome too!