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  1. The Great Library of Medivia
  2. Welcome to the Great Library of Medivia
  3.  
  4.  
  5. Contents
  6. The Great Library of Medivia 1
  7. Novus Library 2
  8. Ab’dendriel Library 10
  9. Abukir Library 16
  10. Abukir City 16
  11. Tar Books 18
  12. Demona Library 20
  13. Plains of Havoc Library 30
  14. Green Claw Swamp Library 35
  15. Jakundaf Desert Library 36
  16. Isle of the Kings Library 50
  17. Kazordoon Library 78
  18. Mintwallin Library 82
  19. Hellgate Library 84
  20. Forgula Library 86
  21. Desert Libraries 86
  22. Yesha Library 86
  23. Osaris Library 86
  24.  
  25. Novus Library
  26. The Novus Library is found on the beginning island of Novus, inside the man Village inside the Library with Seymour.
  27.  
  28. Magic Magic
  29.  
  30. There are two kinds of spells: rune-spells, and spontaneous spells.
  31. Rune-spells are cast on blank runestones and some mana is used up in this proces. This stones can easily be carried around and store the specific spell. It can be used at any time, and only some require further investment of mana.
  32. Spontaneous spells are cased in the heartbeat they are needed and take effect instantly. Most of these spells are spells of healing but some of them are agressive and some even have more astonishing effectes, as invisibility, illusionary shapechage etc.
  33. The Soulvortex The Soulvortex
  34. Its said that in ancient times, the gods created a great vortex to allow the souls of spirits from 'beyond' enter the realm of Medivia. Through this vortexportal many great heroes were able to manifest themselves on Medivia. In their new bodys they fought againt the forces of destruction. But also agents of destruction and evil entered the world through this portal. More and more the dark forces used the portal to spread over Medivia and to annoy, disrupt and subvert the brave people of the world. Some of the evil spirits remained long enough in this world to wreak even more havoc on the good people of Medivia. Destruction of all that others had built, slaying of new manifested souls as soon as they left the vortex.
  35. The gods watched in grief what had become of their great accomplishment. And one day Uman and Banor combined their awesome forces and split the vortex. One strand now aimed to the isle of rookgaard, the other one remained aimed on the temple of Thais.
  36. From this day on the newborn heroes awakened on the holy and protected isle of rookgaard and only the stronger and better prepared souls could travel to the continent.
  37. Guided by omens an expedition of brave warriors from the thaian order of the knights of noodles traveled the perillious seas the the remote isle of rookgaard and discovered the new soulvortex.
  38. Soon this base was built and this fine academy founded.
  39.  
  40. Praise the gods and our King.
  41. The First Creatures BOOK TWO The First Creatures BOOK TWO
  42.  
  43. Brog however laughed over the dragon, which he had create, because he roamed over Medivia and was a terror to the few
  44. other creatures. Brog was fascinated by this created being and its terrible children, although they showed him neither loyalty nor
  45. respect. Thus Brog created further life, imitiating his shape, in order to please him, and so the cyclops entered the world.
  46. Zathroth however was angered, because he thought the cyclos stupid and awkward. Too little trouble did they spread in the
  47. world, because they quarried in Medivia for metals and enjoyed to process it with fire and force. They were too few for his likes,
  48. because they hardly grew in numbers.
  49. Thus Zathroth reprimanded his blockheaded son and ordered him to create new life. For he himself still could not understand
  50. the secret of life. Under his guidance the first trolls, numerous and vexatious, developed but still without the malicious cunning,
  51. which Zathroth desired. Next father and son therefore created the orcs. And the orcs turned out just like the dark God wanted
  52. them. They flowed over Medivia, spread out and began to devastate it.
  53. The Knights The Knights:
  54. Knights are unparraleled in close combant. They are masters of most weapons and the shield. A skilled knight can inflict enormous damage even with the lesser weapons
  55. The Druids The druids:
  56. Druids conenctrate on the magics of nature and acquire great healing powers. They also adept in the use of some offensive and protective spells.
  57. The Paladins The paladins:
  58. Paladins are great archers and also their spears hardly miss their marks. They are able to cast some minor spells of healing and protection.
  59. Dungeon Survival Guide Dungeon Survival Guide
  60.  
  61. Don't explore the dungeons before you tested your skills in the training cellars of our academy. You will find dungeons somewhere in the wilderness.
  62. Don't enter dungeons without equipment. Especially a rope and a shovel will prove valuable. Make sure you have a supply of torches with you, while wandering into the unknown.
  63. It's wise to travel the dungeons in groups and not alone. For more help read all the books of the academy before you begin exploring.
  64. Traveling in the dungeons will reward the cautious and brave, but punish the reckless.
  65. The Sorcerer The sorcerer:
  66. Sorcerers are masters of magic. They posses an enormous arsenal of spells of protection and destruction.
  67. Tactics Handbook Tactics handbook - Use training to your advantage. Avoid fighting more than one enemy at the same time. Be careful while chasing an enemy because you might get hurt by his allies or by other monsters and can't defend yourself while targeting him.
  68. Target only the closest enemy or you'll become confused and might not be able to defend yourself against other attacks.
  69. Different enemies require different tactics. Some are better to be fought in an aggressive way; some should be fought in a defensive way. Which attack style you choose also depends on your equipment. If you wear only light armour, there is probably no point in fighting defensive and the other way around.
  70. Once Upon a time there was a Little Gnome Once upon a time there was a little gnome.
  71. And as all gnomes he was a treacherous, greedy coward (and that's pretty treacherous, greedy and cowardish). One day in the middle of a deep forest the little gnome met a little girl wearing a pretty red cap. As the greedy gnome saw that she was carrying a bag full of finest bread and a flask of wine, he pretended to be starving and begged the little girl for food and water in a way anoying as only gnomes can be (and that's pretty anoying). But the girl was warned of treacherous gnomes by a valiant huntsman she met before and she quickly ran away from the greedy little gnome. The gnome became angry but was afraid to steal from her, because she might have been stronger than him. So he wandered into the woods cursing as only gnomes can curse (and that's pretty ugly). By chance he almost stumbled over a sleeping bard. Quickly figuring out the magical nature of the flute lying near the sleeping bard, he stole it as quickly as only a gnome can do (and that's pretty quick). Using the magic flute he lured a pack of wolves to the little girls grandmas house and let the beasts chase both into the wilderness and laughed wickedly as only gnomes can laugh (and that's pretty wicked). Laughing the gnome gulped the wine and swallowed the bread as fast as only gnomes can (and that's pretty fast). So he lived in the woods and molested squirrels happily ever after.
  72. Defending Against Monsters Most monsters are far more dangerous when you're attacked by more of them. Keep in mind that you can defend only one opponent at a time. Use this to your advantage and attack single monsters with help of other heroes. Don't get sourrounded by monsters, that might be your death even if the monsters are not that powerful.
  73. The War over the Creation BOOK TWO The War over the Creation BOOK TWO
  74.  
  75. Basteth wanted to come to aid her cousin, but her creatures, large and dreadful as they were simply could not walk ashore.
  76. She was only able to send the snakes, but they were too weak, and the orcs too powerfull. Thus she gave them pus from her
  77. festering face wounds as dangerous poison. But too bad! Still the bad orcs, equipped with cyclop weapons, were too powerful
  78. and too malicious.
  79. But when the Orks threatened to cover Medivia almost completely, the dragon came! They had decided that only they
  80. themselves were to be the true and absolute rulers of Medivia. They did know no mercy in their rage! With fire and magic
  81. they annihilated the orcs, devastated their cities and drove them into the underworld. Even the cyclops, which hurried
  82. furiously to the battle, and auxiliary troops from enslaved trolls were no match against the fiery anger of the dragons. Enormous
  83. cyclopic cities were laid into ruins, unbelievable forging factories were lost for all eternity, and until today the cyclops are upset
  84. about the orcs because of these losses.
  85. The War over the Creation BOOK ONE The War over the Creation BOOK ONE
  86.  
  87. Uman was distressed by the actions of his dark side, and he asked Fardos to help him with his attempt to separate from his
  88. bad side. For a long time they manipulated and pulled on the essence of Uman-Zathroth, but only to detect that this unitity was
  89. destined for eternity.
  90. But a small part of Uman-Zatroth, a godly fragment separated itself due to this pulling and strugglig, and it assumed the shape
  91. of Kirok, which one would call the crazy one. Kirok was from precipitous, scizophrenic nature. On the one hand he was
  92. brilliant and creative, on the other hand one he was ludicrous and full of folly. Thus Kirok became the protection patron of the
  93. scientists on the one hand, and the jesters and jokers on the other hand.
  94. Meanwhile the gruesome children of the dark gods raged more and more savagely, and the devastation of the world
  95. continued without cessation. Some of the other gods did not want to witness anymore, how their creation was troubled and
  96. subjected by the creatures after the spirit of Zathroth, and some decided to do something about that.
  97. Crunor created the wolves in order to protect his forests against the orcs, but these were too numerous! Only in the deepest
  98. forests and in wild herds the wolves learned to defeat their bipedal opponents.
  99. Creatures of Novus – Part 1 The rat - I fear we brought this pest with us on the isle and they soon increased in numbers. You might encounter the rats nearly everywhere, though they prefer to live undergound.
  100. Mostly harmless, they tend to destroy food supplies and can become dangerous in greater numbers to the bad equiped human.
  101.  
  102. The snake - The poisonous snakes hide in the woods and near the northern swamps. They usually can be found at the shores more often then in the isles centre. They are not too dangerous to a adventurer with some basic equipment. If poisoned it is a wise decision to run straight to the monk who guards the soul vortex, where everyone enters the world of Medivia, and ask for healing.
  103.  
  104. The spider - Similarly dangerous as the rat, the spiders were found by the first explorers of the isle and are native to Rookgard. They live above and beneath ground and tend to live and hunt in packs to increase their danger.
  105.  
  106. The wolf - There are some smaler wolf packs on this isle. Wolves are fast, tough and dangerous. Often they are the hunters and not the hunted on this island. It is a good decision to engage them in combat only with decent equipment and try to fight them only one on one.
  107.  
  108. The troll - Though intelligent in a limited way, the cowardish trolls are not a threat to our small outpost. They are able to create and use some basic equipment and quite tough to lesser weapons and unskilled fighters. Follow the advise to have mastered some basics in shielding, before you challenge even one of them.
  109.  
  110. The bear - Bears are hard to beat! Keep that in mind before challenging one. If you are unexperienced and have no good equipment, retreat is the tactic of choice. Best kill them in small hunting parties and use terrain to your advantage.
  111. The Great Creation BOOK TWO The Great Creation BOOK TWO
  112.  
  113. But even at the culmination point of the creation Zathroth bundeled all his destructive powers to a weapon and pushed it with
  114. all the strength that he could muster into the heart of Medivsula, whose existence he did not want to endure any more. And as the
  115. divinity was weakened by the creation and without suspicion and resistance, the deadly attack penetrated to the core of her
  116. being and destroyed her.
  117. The elements - fires, water, earth and air - were jerked out of their harmony and landed at the base of the column of time.
  118. The Fauna of Novus The fauna of Novus.
  119. One of the native trees of this isle is the rookiepine.
  120. This tough tree grows almost everywhere and can withstand the common storms in the harsh winter.
  121. Another tree you can find is the dwarfenoak. The smaler cousin of the medivian oak is a fast growing tree and so the most common wood supply on Novus as well as on the continent.
  122. Only botanist can distiguisch the dwarfenoak from the strang rookguard banannatree. On rookguard there is an oaklike plat which fruits resemble Bannanas in shape and tase that much. noone can make out the difference of the fruits. To all persons without knowledge in botanology the only hint to find a bannanatree is the witheblossom flower that often seems to live in a kind of symbiosis with the cherry tree.
  123. The dragontongue plant is easily spotted by its deep red blossoms and rumored to be an usefull reagent in varrious alchemical potions.
  124. The swamplants re that numerous and various that we didn't have a chance for an extensive calssification.
  125. The Citys of the Continent The citys of the continent:
  126.  
  127. Vilias is a small village on an isle southwest of the mainland. Its under the rulership of the Thais monarchy. Its rumored that beneath this isle are caves and dungeons of unknown but certainly ancient origin.
  128.  
  129. On the mainland is the city of Thais, ruled by the wise and just King Medivus. His explorers found the new soulvortex on this isle and build this base to protect and train the incoming heroes.
  130.  
  131. In the far northwest is the city of Carlin, that is ruled by amazons. The stuborn so called queen refuses to accept the rulership of the Thais monarchy over the whole continent.
  132.  
  133. At the great bay, east of Thais lies a rotten town of criminals. Little is known about it and only the most ruthles people even think about travelling there.
  134.  
  135. The dwarfen town, north of mount sternum, the central Medivia mountain massive, is the home of the Medivia dwarfs. If you are looking for smiths of unparraleled skill you should travel there.
  136.  
  137. Farer north, at the northern shores you find the elven city of Ab'Dendriel. There live the elves, masters of nature and masterhunters.
  138. Creatures of Novus - Part 2 The orc - The green skinned orc is intelligent and able to use weapons and armor. They are warriors of some power and very dangerous in greater numbers. We are lucky not to have encountered any of the more dangerous orcs like warriors or berserkers on this isle.
  139.  
  140. The poison spider - Roughly only slightly tougher then the ordinary spider it can poison you. Try to avoid such fate since they usually live far from our base and you might not make it to our local monk for healing.
  141.  
  142. The bug - The bug is not that dangerous. More an annoyance then a threat to an adventurer of some experience. It might become a lethal threat to a perfect rookie. With some preparation they should not be worth to bother about.
  143.  
  144. The deer - Deers are a fine supply for food and are non-agressive animals and try to flee on sight. It might be difficult to catch them and you might easily enter the territory of a local predator while chasing them.
  145.  
  146. The rotworm - A creature of decay that lives underground like its small cousin, the earthworm. Its toothed maw is a formidable weapon and rotworms have torn more then one adventurer to pieces. A horde of them might kill anyone, so great caution is advised while encountering them.
  147.  
  148. Other beasts - It is certain, that other beast live in the dungeons of our isle. But they are not numerous enough to become recognized yet. If you encounter any unknown beast it is certainly dangerous and a potential lethal enemy. Don't underestimate them.
  149.  
  150. The wasp - fast and deadly to the unexperienced. Their speed makes them dangerous, even more in high numbers
  151. The Birth of the Elements BOOK FOUR The Birth of the Elements BOOK FOUR
  152.  
  153. Fardos connected himself with air, and its child was called Nornur, fate. Nornur envied the brother Crunor because of his
  154. shape, as he was hardly more than wind and nebulae, and he asked he brother for assistance in creating a shape for him. But no
  155. matter how hard the brothers tried, Nornur couldn't appear to be much more than a shadow of a ghost.
  156. Thus Nornur decided to create creatures in order to reveal himself. Thus the spiders came into the world, which are able to
  157. web their ghostlike spiderwebs, which copy Nornurs shape, and thus praise and honor him.
  158. Also Uman and Sula, the sea, found together, and they conceived Bastesh, the unfathomable one. She was exceedingly
  159. beautiful, and the Godly were astonished. But Fafnar, the sun, looked upon all this beauty full of envy! When the newly born
  160. Bastesh looked up to her, she attacked her with fiery claws in the face and scratched it dreadfully. Probably Bastesh would not
  161. have survived the attack of her sister, had not the other Gods hurriedly come to help and driven away the ravishing Fafnar.
  162. Bastesh however was frightened and disfigured. Full of fear she fled into the embrace of her mother Sula. In the depths of the
  163. seas the unfathomable one hides herself since that time, and little is known about her and her workings. Only the fact that the
  164. sea has been populated since that time by numerous creatures, may tell us that Bastesh seems to create these in the depth. In
  165. addition it is said that since that time the water of the seas is salty from the tears, which the disfigured Bastesh sheds out of
  166. anguish and pain.
  167. Story of an Adventure As we travelled through the dungeon tunnels we came to a big cave. In the light of our torches we saw several eyes glowing in the darkness, then the trolls attacked, silently as usual. We immediately dropped our torches and raised our shields to block the first attack, then we counterattacked. Soon the floor was wet with blood, ours and theirs. They were very skilled in blocking our blows and I am sure with inferior weapons we would have hacked on these beasts for an eternity.
  168. My Travels My travels.
  169.  
  170. As the orcs approached I've hidden myself in the bushes near the lake. I did hardly dare to breath as they met only some inches from my nose. I thought my wild beating heart might betray me to this murderous beasts.
  171. I overheared the greenskined brutes. 'charach' (or so) one said and the other responded the same way, then they began to chat in their strange language, certainly talking about some gruesome plot against mankind. Talking they wandered away and after they vanished from my view I quickly got up and headed to Thais as fast as I could.
  172. The War over the Creation BOOK FOUR The War over the Creation BOOK FOUR
  173.  
  174. The good Gods created and threw race after race into the struggle about the world. All of them were defeated! Almost
  175. everyone of the old races, which we know only as the Ancients, was defeated and buried by the sands of the time, because
  176. they were no match to the agressive rage and the emotionless intrepidity of their opponents.
  177. According to our knowledge, only the delicate elves in their cities deep in the forests and the dwarves in their fortresses deep
  178. under the mountains survived the corpse wars, although at some campfires rumors are spread about other races, created by
  179. both sides for this unholy war, and of which some individuals are said to still be around.
  180. Just as strong and powerful as these peoples were, they were one-sided and of little flexibility. Worse still: Some creatures
  181. succumbed to the temptations of Zathroth about power and great knowledge. They switched sides, and rumor has it that the
  182. most powerful of the Ancients were hurled out of this world by the good Gods for their betrayal to suffer eternally in the sphere,
  183. which was created in order to punish them for their misdeeds, and changed to what nowadays is called the daemons.
  184. All their magic, which was probably given to the old peoples in excess, could not make them victorious, and they and their
  185. buildings disappeared gradually from the face of Medivia.
  186. The Creation of Humans BOOK THREE The Creation of Humans BOOK THREE
  187.  
  188. All this however could not turn the war luck against the dark hordes. Whereever Banor appeared personally to lead the
  189. armies of humans, they triumphed, but on the other battlegrounds they were too often crushed by the dark crowds.
  190. Thus Banor asked the gods to help him and the gods in their infinite wisdom created the portal of the souls. By means this
  191. mystic of gate souls from planes of existence far, far away of Medivia could be called in order to assume the shape of heroes.
  192. With these champions as leaders the humans turned the tables in the great war. They alone under all the mortals had the
  193. possibility of becoming similar to Banor, uniting power and cunning. Thus the hordes of undead and their terrible leaders were
  194. slowly but inexorably overwhelmed.
  195. The Creation of Humans BOOK ONE The Creation of Humans BOOK ONE
  196.  
  197. There the Gods created the first human, Banor, the godly warrior! This entity was filled by the godly power and was full of
  198. courage and responsibility. After his image and with parts of his body the Gods created him attendants, Humans.
  199. Nobody knows, which Gods brought their powers into the recent creation, and some say that Zathroth spoiled also this
  200. creation. Yes, some even state that the good Gods created a twin for Banor, which should embody the powers of magic,
  201. whose raw form however was stolen by Zathroth, and he had manufactured from it the first daemonic lords to lead his
  202. attendants from hell.
  203. Whichever it might be, in any case the humans took on the fight against the crowds of the undead and probably against the
  204. dragons, orcs and their unholy attendants, too, and Banor was a glorious leader for mankind.
  205. The Awakening of the Gods BOOK TWO The Awaking of the Gods BOOK TWO
  206. For a long time Fardos exhausted his enormous powers in futile activity. Finally he asked his companion for support in his attempts. Uman consented only too readily, but Zathroth, the dark one of the twins, refused himself. Thus Fardos and Uman strived together to attempt the CREATION - however their laborings were not rewarded with success again. Just like before everything was drained away as soon as they created it, and Zathroth laughed full of contempt.
  207. The power however, which Uman and Fardos spent, did seep away in the universe-filling void. Nobody knows whether it was this power that lured another entity to them, whether it aroused this godly being, or whether in a mysterious way it created this entity. In any event, suddenly the enormous entity Medivia rose from the void and examined the two other godly beings. Fardos and Uman welcomed Medivia as their sister and admired her, because she was the perfect unity of the elements. Zathroth however fumed with silent hate, as he didn't want to share the void with one more entity.
  208. The Citys of the Continent The citys of the continent:
  209.  
  210. Vilias is a small village on an isle southwest of the mainland. Its under the rulership of the Thais monarchy. Its rumored that beneath this isle are caves and dungeons of unknown but certainly ancient origin.
  211.  
  212. On the mainland is the city of Thais, ruled by the wise and just King Medivus. His explorers found the new soulvortex on this isle and build this base to protect and train the incoming heroes.
  213.  
  214. In the far northwest is the city of Carlin, that is ruled by amazons. The stuborn so called queen refuses to accept the rulership of the Thais monarchy over the whole continent.
  215.  
  216. At the great bay, east of Thais lies a rotten town of criminals. Little is known about it and only the most ruthles people even think about travelling there.
  217.  
  218. The dwarfen town, north of mount sternum, the central Medivia mountain massive, is the home of the Medivia dwarfs. If you are looking for smiths of unparraleled skill you should travel there.
  219.  
  220. Farer north, at the northern shores you find the elven city of Ab'Dendriel. There live the elves, masters of nature and masterhunters.
  221.  
  222.  
  223. Ab’dendriel Library
  224. The Ab’dendriel Library can be found just north-east of the Depot. It includes two sections, one which is a small building consisting of two floors north-east of Depot, the other a small room underground nearby.
  225.  
  226. Book on the Kuridai The Kuridai took refuge in a volcanic area, inhabited by vile monsters and ravaged by the eruptions of the mountains. Stripped of almost any possesions, they hid in the caves and learned to become very secretive. They had to work very hard, had to fight for almost any goods with nature and ferocious beasts. Most beasts that could live in such livethreatening circumstances were that powerfull that direct attacks proved to be futile. So the elves begun to develop a more devious way to fight, with assaults, traps and hit and run tactics. After over hundred years they had enough resources to leave the burning lands and adopted their way of live to their new enviroment. So they became the secretive people under the hills. They were fierce fighters whenever their new home was threatened. Some hundred years they fought off all intruders until their explorers made contact with the other remaining elven casts. Under the growing pressure of the more and more powerful waves of orcish attacks they left their homes to join forces with the other elves in an uneasy alliance.
  227. Their apperance had changed to a even more slender Version of the normal elves. Their skin is very pale, their hair pure white or pitch black. The younger members of that cast often color strands of their hair in unusual clors like red, blue or purple. Red, albinotic eyes are common, but in general all kinds of eyecolors are existent.
  228. Dwarven Report XII – Enemy Territory and Settlements Dwarven report XII
  229. Enemy territory and settlements
  230.  
  231. Our scouts recently discovered a great number of elven hideouts within the "deeper woodlands". They also have a great city, comparable to a capital, there, which is called Ab'Dendriel, and is mainly inhabitated by Deraisim and Cenath. The defenses are rather weak, and it seems like a lot of nomads and wanderers pass through the region.
  232.  
  233. We also found ruins within the hidden mystic valley, the structure of the buildings is typically elven. The ruins seem to be the result of a harsh thunderstorm of magic, but it was too long ago for us to find closer traces.
  234.  
  235. More interesting should be the fact, that the volcanic regions beyond the thundery mountains seem to be colonised by the elves as well. There dwells a race called Kuridai, and they seem to be the most aggressive and militant elves we encountered yet.
  236.  
  237. Suggestions about possible assault targets if war will be at hand are envoiced in sub-report EY-01.
  238. Extinction of the Chelabdil We could not confirm the extinction of the Chelabdil. On the other hand we found no living beeing in the area. We met strong orcish presence there. Some of the orcs we killed had elvish items on them so it might be possible that all of the so called Chelabdil were wiped out by the orcish hords. One proof more our way is the right one.
  239. The Fifth Caste The 5th elven cultural group are the Chelabdil. There role in the war and their fate is yet unclear, but they have few contact with the other elven casts. They are usually a bit taller and stronger than elves of the other races, and there skin is silvery-white or in blue to greenish tones. Their eyes are often pale blue or green, sometimes a faint yellow. They have long black hair, or sometimes dark brown. They seem to live nowadays in the region northwest of Carlin and are seen quite often there. They have the keenest eyes of the elves, and the weapons of their choice are spears, knives and sometimes the short bow. They are fine hunters and sometimes trade furs, but the main part of their life remains yet uncertain.
  240. Dwarven Report VII – Enemy Magic Dwarven report VII
  241. Enemy magic
  242.  
  243. Our elemantarists have successfully unrevealed the the secrets of what is called "dream magic". It is a subconscious way of influencing the surroundings. It is mainly used by elven parents that want to shape their unborn child, but, this is the far more important threat, some elves, especially those called "Teshial" posess the ability to wander some kind of "dream realm" instead of the real world. This gives them the oppurtunity to appear somewhere out of the blue, but, fortunately, the Teshial never used this skill to ambush, and the other elves posess only small remnants of this magic.
  244. Never the less, the 2nd earthen chamber is evolving a counter spell for that, that increases the elemental signature of beings near, forcing them into the real realm.
  245.  
  246. The other kinds of their magics are limited to protective and growing spells, whicht yet do not prove any harm, but are very supportive for their strife. It is rumored that they have also a lot of illusionary and concealing spells, but investigations here have not yet led to final results, as well as we can only deny the existance of aggressive magic by an elven race od caste od unknown origin.
  247.  
  248. For further information refer to sub-report AX-27.
  249. The Cenath Pt.2 Then something happened. The dimension that harboured the elven valley began to collapse. Pice for pice their land was torn away and the wisest of the elves found out that the valley would ultimately 'fall' back in the world it belonged to. Great efforts were undertaken to prevent it. All were futile. As this was recognized it was almost too late. All magic was concentraded to preserve the lives of the elves. Protective shells were created, spells to deflect damage, enchantements to keep harm away. The 'return' was aweful. Almost half of the elves perished. All of the valley and its wonders were destroyed. Almost nothing remained. Artifacts and books shattered and burnt alike. The battered elves retreated and begun to wander aimlessly through the lands, until they encountered scouts of the Deraisim who led them to the safety of their woods. At first they were disgusted by the primitive lifestyle of their brethren, but soon they decided they had to guide and lead them back to true values of elvenkind. So one of their encampements was choosen as new home for the elvenkind and the city of Ab'Dendriel was founded.
  250. The Cenath Pt.1 The Cenath were the most lucky of the elves. They lived in a hidden valley in a handful of cities, far away from the rages of war. As things turned bad for the elves much of their artifacts, artwork and books were brought to theese cities. Live went on as usual for some time, the elves minding only their own business, as if pretending there was no war at all. Of course the war found them at last. In an frantic attempt to rescue their lives and even their accustomed way of life the elves begun to weave powerfull spells. Many of their best magicians litteraly 'burnt out' in the process but finally the elves succeeded. The whole valley was torn out of the known world ... And this was bitterly needed in a world that was only stormy darkness around the elven valley. They created a artificial light and even created weather. There they lived for hundreds of years, studying and practicing magic, mainly to manipulate and reproduce efects of natue to enhance their lives.
  251. The Manasphere Manasphere?
  252. by Othis Ethna
  253.  
  254. I don't want to minimize the value of <name of first author>'s work. But to me it lacks any proof! Thus Ashkil's explanation is as good as the idea that the beings are producing the mana themselfes! And what about the "planet is surrounded"-statement? How should he know without leaving this planet? Either there's another (now lost) book that deals with the experiments and their results, or the whole "manasphere" is only an unproofable theory!
  255. Orc Culture As intensely as the orcs hate all other races, they share a feeling of community. The orcs can sense, to some extent, the feelings of other orcs. The shamans develop this ability to such an extent, that they can sense the innermost potential of newborn orc whelps. All newborn are tested and the shamans decide a future function in orcish society. The whelps are fed differently, raised differently, and educated differently. Wise men of other races say that such behavior is similar to some insects, such as bees, and through their empathetic bond might share a kind of 'hive-mind', so they refer to orc communities as hives. The chief of a hive owns a big harem of women who have no other function than to pleasure him and give birth to new orcs. These orcish matrons are usually incredibly big and fat, almost not able to walk on their own. Where 'normal' orcwomen function as laborer and craftwomen and give birth to two to three orcs in their lives, these female orcs are only reproductive machinery, giving birth to about six whelps each half year. Orcs are usually contend with their place in orcish society and only the leaders fight each other on purpose. Rarely will an orc raise a weapon against another orc, even if they are not of the same hive. Rivalry between hives is usually dissolved through a fight of their leaders and the victorious hive absorbs the other one. Now and then, when a new strong warrior reaches maturity he challenges the old leader for a fight of supremacy. Sometimes though, when the hive becomes too big for the area it occupies, such a warrior senses somehow that its time to move on. Then he and a few other orcs leave the hive in peace to settle somewhere else. This unique culture, together with its fertility, makes the orcs the most formidable threat to all other medivian communities.
  256. Manipulating Elves Appearence The elves are able to manipulate their unborn children by some kind of dream magic. This magic changes appearance and personality slightly, allowing elven parents to give birth to 'wish-kids'. In their shared dreams the elven parents seem to sculpture their child like a piece of art. Though most of the dream magic of the past is long forgotten, this rudimentary magic seems to be natural to the elves. It is possible to 'choose' things like hair or eye color and even gender. Even slight changes of the physique are possible, though considerable changes take place in the span of generations. Wise men assume this ability was a 'gift' of the gods to make more adaptable tools for the elves' war. But the mentality of the elves did not allow them to form their children in a 'convenient' way. Since most of this magic is instinctual, they form their children in an aesthetic way. On the other hand, what is seen as aesthetic is based on the philosophy of the parents and so their background changes this view dramatically. This is even more evident in the castes that were separated in the war.
  257. The Teshial The Teshial were never fighters. They retreated in the early days of war to hidden refuges, not as a whole caste but only in small family groups. Their hideouts were additionally protected by strong illusionary magic and offered them peace from the madness around them. These elves developed due to meditation and a special philosophy in the art of dream magic, dramatically enhancing their initial abilities in the decades. So they began to exist almost permanently in a state of dreams, only rarely appearing now and then amidst the other elves to give them advice and try to convince some of them to join their way of life. As the war grew more and more fierce these visits became less and less frequent until they were almost a myth, even for elvenkind. In the new awakening of the world they were some of the first to appear, apparently far less disoriented then other beings. Many races welcomed their help, but their teachings seldom found dedicated listeners. After they taught a part of their secrets to some humans they found worthy, they had to see their pupils tortured by developments they judged themselves guilty of. Also, other elves put pressure on the humans to give up the secrets of dreams. They withdrew from the world of mortals and it is rumored they have physically entered the realm of dreams.
  258. The Teshial are 'typical' in appearance for elves, but they could create the illusion of almost any appearance if they so choose. Some people even say that due to their enormous control of dreams they could shape their children as they wish, giving them human or even orcish appearance. On the other hand, even people who come up with such theories go silent when asked why an elf should choose to have a child that looks that way.
  259. Edala’s Diary – Looking for Chelabdils Edala's diary
  260.  
  261. Looking for Chelabdils
  262. When I was a child I heard a lot of legends about Chelabdils. Somone told me that the last Chelabdil lives on small island near Plains of Havoc. I need to check it. It can be hard because Chelabdils were very powerful magicians. They can become invisible when they want but they usually appear when u say their names..
  263. Seven Celestial Scouts Like most of the elder races, elves feel used and abandoned by the gods. The only gods some of them worship is Crunor, whom they call the "Treefather" and see him as bringer of life. Some of the elves prefer to pray to the raw elemental powers of earth and air. Mostly in the Kuridai caste the earth cult is more prominent than Crunor, and it is said that their complicated 'prayers' are more like summonings or invocations. It is believed by elvenkind that in their history seven elven lords acquired the status of celestial scouts and therefore are godlike beings. Worshipping them is a very personal matter though. It is certain that different high lords are more prominent in different castes but prayers and interpretation of the high lords is only shared on family level at best, usually each elf finds his own approach to some of the high lords, completely ignoring the other ones.
  264.  
  265. Mortiur - the ravager, prominent for some sects. The avenger, merciless against friend, foe and himself
  266.  
  267. Nera - the lady of spring (flowers, growth) completely replacing Crunor for some elves.
  268.  
  269. Dseyvar - the sworddancer, responsible for the grace of the warrior, elven warriors have to be graceful not chivalrous.
  270.  
  271. Priyla - the daughter of the stars, mystery and magic
  272.  
  273. Krynierr - the silver tongue, poetry, love and music
  274.  
  275. Azmoda - the vieled one, mysterious figure. Mistress of schemes, cunning and deception.
  276.  
  277. Evicor - the wanderer. Master of the hunt, the explorer
  278. Edala’s Diary Edala's diary
  279.  
  280. Part I
  281. Today I decided to finish my magic education. I think I know enough to explore secrets of magics alone. I'm especialy interested on one kind of magic, very old...
  282.  
  283. Part II
  284. After all of that legends and myths that elders told me I want to check is it true. I think I will start looking near Venore.
  285.  
  286. Part III
  287. I have found the old map showing the way to the Shadowthorn, the legendary orc fortress. I tried to get there but get lost. I will try again when I find some guide
  288.  
  289. Part IV
  290. Ahhh, necromancers are really terrible cratures. But I had no choice, he was the only one who knew the way to Shadowthorn. Tomorrow we should be there...
  291.  
  292. Part V
  293. You can't even imagine what I have found in...[While reading this book you had the feeling that something is wrong, now you know what. Text was vanishing slowly and now it totally disappeared]
  294. The Manasphere The Manasphere
  295. by Rail Ashkil
  296.  
  297. The whole planet is surrounded by an energetic field called "Manasphere", produced by "Mother Nature". Nearly every living being is able to tap it and store a certain amount of this "mana". Even less beings are able to use this energy to produce light etc. In most cases the user will "cast a spell" - but only to concentrate on his natural abbility of mana-using. Some beings, dragons e.g., seem to use the mana more instinctively but nevertheless with great efficiency.
  298. The Deraisim The Deraisim had become homeless in the wars. As nomadic wanderers they hid in the woods, setteling nowhere for a longer time. Their families joined each other to travel together for a while, only to disband again soon whenever an area could not supply them all any longer. Hunted by countless enemies and almost everytime outnumbered when it came to fights with 'neighbours' they retreated into the deepest woods where the greater number of their foes was evened out. There they created encampments they visited now and then. They had contact with many creatures and cultures. They adopted ideas and inventions that suited their nomadic lifestyle and begun even a very cautious trade with other races to aquire things they were not able to build on their own. As the attention of the other races turned more and more away from the elves and wars broke out between them, some of the elves begun to live at their up to then only part time ecampment on a permanent base. Adopting what they had seen from other races and things they vaguely remembered from their own past some trading posts were established in this way. Usually only one to three families lived there. After the reunification with the Cenath the majority of them could be convinced to give a permanent settlement a try and the biggest tradingpost became the settlement Ab'Dendriel. Some families refused to join their brethren and continued to wander the world, only visiting the city now and then, each vistit convincing them more that they have only little in common with the Deraisim anymore. So they begun to see themselves as Abdaisim and continued to be the nomads and restless wanderers of elvenkind.
  299. Minotaur Education To become an educated warrior-philosopher became the goal of all minotaurkind. Uncontrolled rage was considered to be primitive from then on. A minotaurian warrior is skilled as an artist, often found conentrated drawing, reciting or creating poems and wielding a weapon with awarenes and cold hearted skill. The warriors of the uppermost class are usually so well educated they control some amount of magic, often used to augment their own strength and defense. They are the heroes and role models of the lower class. The minotaurs still have a warrior culture, but the understanding of a true warrior has changed dramatically.
  300.  
  301. Minotaur cheese is a specialty, often envied by decadent human nobles.
  302. Minotaur’s Rage The only minotaurs reaching old age in these times of war were those who were born with physical disabilities or who were crippled but not killed in battle. This class of minotaurs was the only one who could live long enough to learn skills not directly connected to war. Since they were almost always the only ones who could gather enough experience and wisdom to create new ideas and concepts, the younger warriors begun to look at them as parents and advisors. Slowly these elders were able to change the war culture of the minotaurs. One charismatic minotaur in particular, Akkor, who was born blind, became the founder of the new minotaurian philosophy. He shunned the rage as a curse of the god Blog. Consequently, the minotaurian religion, which due to the extremity of martyrdom and rage never had a real chance to develop, turned away from the raging one. Slowly new concepts were adopted and great efforts were undertaken to hold the rage at bay. Meditation and self-control became the foremost duties of any warrior. The minotaurian ideal turned towards role models who were in control of body and mind. Since fiery rage was in minotaurian nature, young minotaurs were trained from early on to control themselves. It was through meditation that the minotaurs developed art and soon philosophy. Complicated ceremonies for usually simple things of daily life were developed to focus the mind, to be aware of each second of life.
  303. Reformation of the Minotaurs Minotaur society rejects the raging of Blog. In the past, the berserker rage of the minotaurs was feared by all their enemies. But this rage had cost more than one life and some of the most promising warriors died young on the battlefields. Heavy casualties caused their numbers to decrease dramatically. The minotaurs withdrew from the wars, but in a world gone mad, skirmishes with other races were part of their daily routine. The demise of the whole race continued. As the minotaur race became nearly extinct in the fights, they found refuge in caves, adopting a lifestyle much like their ancient enemies the dwarfs.
  304. Elven Names Elven names are chosen in adulthood. Until they acquire a name, elves are called 'son/daughter of ___' usually naming the parent with the same gender. Upon reaching adulthood, the young elf gets his first name, divined by the elders who know him in dreams. It is merely a single name, a description of the elf in the elven tongue. Usually elves love to add a translation of their name which is often mistaken for a second name by other races. Since the elven language is far more complicated and has thousands of nuances, often elves with the same 'second name' have a different first name, confusing the other races even more.
  305.  
  306.  
  307.  
  308.  
  309.  
  310.  
  311.  
  312.  
  313.  
  314.  
  315.  
  316.  
  317.  
  318.  
  319.  
  320.  
  321.  
  322.  
  323. Abukir Library
  324. Abukir City
  325. The Abukir Library consists of books from multiple places. There are multiple books laying around the place, such as on countertops, and in abandoned buildings. There is also a small library in the south-east part of the city of Abukir.
  326. Nizam’s First Journal Nizam's first journal:
  327.  
  328. What happened to this city? Why do the great ones hate us? My beloved Jolie finally passed away. Death took her after weeks of suffering through the pain. I've never seen anything like it. I am sure it's the seventh plague that took her from us. Is there more coming? I fear my people cannot survive much longer. We ran out of wood for new ships but there is no point in building one anyway. The storm will drown them all. Our food supplies are still sufficient for now. We managed to catch some lions and hyaenas. The towns butcher wants to breed them as they can survive of just the plants we are still able to grow. Other than that, we only have fish from the small bay left. All of our corn burned away during the last nights. A group of men decided to search for the parts of the city the tar took. I tried to warn them but they wouldn't listen. I am sure they are all dead by now. We won't survive much longer if this doesn't stop.
  329. Nizam’s Second Journal Nizam's second journal:
  330.  
  331. Some of the plagues seemed to have stopped for no apparent reason. The illness that took Jolie hasn't been killing in weeks now, the tar clouds haven't returned, the mountains to the east stopped moving and there have not been any more earthquakes. Nevertheless, our corn is still burning down as soon as we try to grow it and we are running out of seeds. The thunderstorms also don't seem to stop. For now surviving is possible and the mood among my people is getting better. Maybe we cannot escape this continent but we will try our best to survive it. I hope Faris is alright. I finished his secret hiding room, just the way he wanted it. I miss him.
  332. Storybooks of the Prehistoric Times: Part 1: Cities Storybooks of the prehistoric times: Part 1: Cities
  333.  
  334. A long, long time ago, when the continent of Najira was not discovered yet, the people of the earth all lived on the main land. The main city was called Eschen. Other big cities were Arak, with wide grasslands. Thoris, the cold city in the north, Lucindel, the elves city, Mittenhof the dwarven city.
  335. Ancient Notebook IV Ancient notebook IV
  336.  
  337. After a few weeks they came back. With more ships. And more soldiers. And without a peace agreement. We barely repelled the attack, Maritsaia's generals forgot about one important thing - the monsters of Najira. We evacuated whole Abukir, hid in jungle for a few days and watched these scums be devoured by beasts we know how to live with. I hope they won't be back again any soon.
  338. Storybooks of the Prehistoric Times: Part 3: Nature Storybooks of the prehistoric times: Part 3: Nature
  339.  
  340. Where we have sand and tar the people of the main land had a far easier time with their given conditions of the nature. Most areas had grass, which was ideal for breeding their animals, and a ground capalbe of giving them food. I don't know how much of what we hear from mainland is true, they might lie to us, but considering their pale skin there must be something in their stories.
  341. The Tar Took Habu The tar took Habu. I don't know what's gotten into him. I was taking a walk with him and must have seen some sort of golden book in the tar. He tried to show me where in the tar it was, but I couldn't find it. His curiosity grew and he decided to get the book out of the tar. I warned him. I told him not to. He wouldn't listen. He stepped on the tar and after only 2 steps the tar started giving in, locking his feet in. He started panicking. Slowly, he drowned into the hot tar. I could not do anything for him. I screamed for help but it was too late.
  342. Story About a Lone Child Explorers went into the Sanafa Desert to find goods for the city. However, what should have been a long journey, ended up in being a rather short scary trip. They claimed to have seen a girl running towards them. She was very small and her face was covered in blood. Her eyes were closed and once she was a few meters away from the explorers, she opened her eyes and looked straight at them for a few seconds. It made the explorers faint and one day later they woke up in the city on top of a graveyard. The explorers changed and weren't the same anymore, they behaved anxious and didn't leave their house. Exactly one week later they all died by an unknown reason.
  343. Ancient Notebook II Ancient notebook II
  344.  
  345. We've found a place. It's a really nice spot and I hope we won't have to change it any time soon. There is a lot of grassland and a lot of trees - something Yehsha could only dream about. The shore is very close, and we already managed to set up a fishing camp. This place is like a miracle.
  346. Patus’ Diary Diary entry:
  347.  
  348. The priests daughter seems to be ill. People believe the death plague is back but I'm sure it's nothing that serious. She has a fever and parts of her skin turned grey. I suspect she accidently ate some tar. I'm not sure how to treat her condition.
  349.  
  350. Patus, the towns healer
  351. Ancient Notebook VI Ancient notebook VI
  352.  
  353. Scouts reported that the Yehsha city has grown even bigger. It's absolutely not in our reach. But they also reported that a few travellers are coming this way. I'm wondering what will they tell us. Maybe they are diplomated from Yehsha.
  354. Dear Diary Dear diary,
  355.  
  356. today I have seen the great white dragon flying around again. I am honestly starting to question my mind but it looked so real. It flew over the waters and headed back to the north west. I am sure it is up to no evil as long as we do not offend it. That is, if it actually exists...
  357.  
  358.  
  359.  
  360.  
  361.  
  362.  
  363.  
  364.  
  365.  
  366.  
  367. Tar Books
  368. These books are obtained through the Tar Books Quest in Abukir.
  369. Journal of some Kind *although the book is written in a strange language the words make sense to you*
  370.  
  371. My attempt of breeding a new god with an human female failed miserably. The bastard isn't born yet, but I can already feel that it's an abomination. Those filthy peasants made me transform myself into one of them and now all my hard work has been worthless.
  372. Seems like Mortem was right and there is no way of propagating for us. I shall leave the people living here alive for now. The others have already started to hibernate for the next few centuries...until we wake up again and proof our might to those plebs. I will keep up my thunderstorms so I can have my fun with the human race once I wake up again. Hopefully the passage to our hideouts in the sunken city is not yet blocked off by Mortem's magical walls. I really don't feel like having to work myself through Mortem's dull protections again and the tar houses offer the easiest accesspoint to my lair. I don't understand why Mortem is that overprotective. Since he found that gazer near his lair spying at him he must have reanimated hundreds of undeads to protect us and even Suffocent started turning more and more corpses into his tar priests to guard us during hibernation. As if we need protection from pathetic humans...
  373.  
  374. Also, Mortem's soulshatter spell worked. The gazers soul must have shattered in a million pieces by now. Last time I saw his corpse in the hidden tar city I almost felt sorry for him.
  375. Slaying a Demon: Terraemotus, the Earth Demon Slaying a demon: Terraemotus, the earth demon
  376.  
  377. Much like Mons, Terraemotus heavily relies on raw force. The key difference seems to be the way they achieve that. While Mons smashes his foes into pieces himself, Terraemotus does not seem to have the most deadly fighting technique. Nevertheless, he is capable of causing at least as much destruction by summoning his servants, the fearsome behemoths. Together with them on his side it seems like nothing can stop him.
  378. Slaying a Demon: Suffocent, the Tar Demon Slaying a demon: Suffocent, the tar demon
  379.  
  380. Commanding the tar in whatever way pleases him, Suffocent does not seem to seek the close combat. Much like his servants, the tar priests, he casts powerful spells and keeps his distance from his foes. Furthermore, he seems to be capable of summoning a whole army of tar monstrosities within seconds. I believe the smartest way of fighting him would be to surround him with the strongest warriors we have to avoid him summoning his army.
  381. Slaying a Demon: Mons, the Mountain Demon Slaying a demon: Mons, the mountain demon
  382.  
  383. Depending on his insane power in close combat, Mons' hits will most likely require a skin of stone to survive. While he may sound impossible to overcome I have noticed that his greatest strength is also his greatest weakness. The way he smashes his foes into bits and pieces requires him to take some time after each hit, causing him to be at least twice as slow in close combat, compared to a regular soldier. If there was a way to avoid or heavily reduce his attacks it might be possible to live long enough and take him down.
  384. Slaying a Demon: Ignis, the Fire Demon Slaying a demon: Ignis, the fire demon
  385.  
  386. Ignis lair is by far the most protected one. As soon as Ignis feels threatened, he jumps onto his throne and watches his trap unfold. A gigantic wall appears in the middle of the room, separating it. On both sides of the wall he keeps summoning his servants. Fire elements, dragons...even the most fearsome demons serve him. I for one believe, that the only way of surviving the trap is the following: Before you start make Ignis feel threatened, the army of fighters need to be spread equally within the room. As soon as he unleashes his mechanism, both sides need to eliminate all of his servants. I do not believe it is wise at all to ignore one half of the room, since that will cause the wall to eventually disappear with all kinds of fiery creatures behind it. It is better to just take them out one by one. No army is big enough to defeat them all at once, especially not with Ignis on their side.
  387. Slaying a Demon: Tempestas, the Energy Demon Slaying a demon: Tempestas, the energy demon
  388.  
  389. Capable of controlling incredible amounts of energy. Tempestas is able to transform his appearance into everything he wishes to become. I have witnessed him transforming into several hundred human appearances. I do not know why he wants to become human but it cannot mean anything good. The lair he is living in is protected by powerful energy beams, randomly shooting through the room. From what I have seen the beams make him feel stronger. I cannot tell if there is a system in the beams which would allow dodging them but I fear that it will require raw manpower to take Tempestas down. Those who do not have enough stamina to survive the energy beams will have to bring something to make them last longer in battle. I believe there is an amulet which protects its owner against energy. We will have to equip our soldiers with those.
  390. Slaying a Demon: Harenam, the Sand Demon Slaying a demon: Harenam, the sand demon
  391.  
  392. Sadly, I could not find out too much about Harenam's hideout. I do not know how he did it, but enchanted instruments in the corners of his lair kept playing the same awful song over and over again, damaging my hearing more and more. By the time I decided to flee blood was already dripping out of my ears. The damage it does to the human body seems to drastically increase over time. However, I have seen pressure plates near the instruments hidden in the walls. One of his banshees walked over one and the devastating sound suddenly turned into a lovely hymn which almost instantly stopped the pain I had. As soon as the instrument stopped and another one started playing the pain started again, yet it barely hurt in the beginning.
  393. Slaying a Demon: Mortem, the Death Demon Slaying a demon: Mortem, the death demon
  394.  
  395. Death himself...I am afraid I cannot find out a lot about him as he is very suspicious with everything he does. I have the feeling that he knows he is being watched. I need to be really careful. What I do know about him is that just like Suffocent, he is capable of controlling a huge army of undead servants. Liches, shattered souls, banshees and even wights fight on his side. Furtherm...
  396.  
  397.  
  398.  
  399.  
  400.  
  401.  
  402.  
  403.  
  404. Demona Library
  405. The Demona Library can be found in a few places across the Warlock’s city of Demona. You require level 70 to enter. You can find books in the three libraries marked on the map, as well as the four personal quarters near the teleporter to exit. There are also numerous books placed on the tables across the whole compound.
  406.  
  407.  
  408. Coordinates for the Area around Dianscher Coordinates for the area around Dianscher
  409. Written by Mathemicus
  410.  
  411. I think I found out some coordinates for the Island Dianscher.
  412. p3,q9,0o and p3,23,0t.
  413.  
  414. Yet, we must wait until we can control the destination gates and open them without problems.
  415. The Magic City Demona – Part 4 The magic city Demona
  416. Written by Danae, historian of the warlocks
  417. Part4
  418.  
  419. Wild monsters and human adventurers found the tunnel from Demona to the surface and tried to conquer our city.
  420. Only with much luck and under many casualties we could defend our city.
  421.  
  422. But what was to do now? We had to go to the surface but we must somehow protect our city from enemies.
  423.  
  424. We had many ideas. But the best was to create a giant maze. We would know the right way but our enemies would have to search for months and maybe they would starve or go back to the surface and never come back.
  425.  
  426. So the works on the maze began.
  427.  
  428. <More on book Part5>
  429. Collection of maps *You see a collection of maps in this big book. Some have strange red lines on them.
  430. You can read the words
  431. "known parts of the magic web in red and known gates in gold"
  432. at the bottow of those pages*
  433. The Magic City Demona – Part 5 The magic city Demona
  434. Written by Danae, historian of the warlocks
  435. Part5
  436.  
  437. With our mighty magic abilities and the help of our new friends, a tribe of trolls, we could create the maze within one month!
  438.  
  439. After it was finished nearly nobody found out the way to our city. The few who found it were killed by us.
  440.  
  441. We hired some mercenaries too. We pay them good for protecting parts of the maze against enemies.
  442.  
  443. And thats how is was for centuries until today.
  444. We could make our researches in silence and without fear of an attack.
  445.  
  446. One day we will reach our main goal. And then we wont have to fear anyone.
  447.  
  448.  
  449. <End of the five books History of the Warlocks>
  450. The Magic Web The magic web around our world
  451. Written by Heronias
  452.  
  453. For centuries we have been doing research into this magic web in our world of Medivia. And the more we try to understand how it works the more I think that we will never solve its mysteries.
  454. But we havent give up hope yet. Maybe we will find somehow someday by chance a key element that will help us to open many doors in the magic web.
  455. Until then we will keep on trying to solve as many riddles as we can.
  456. Information about the Might Rings – Part 2 Information about the might rings
  457. Written by Doneos
  458.  
  459. Our ancients got somehow some might rings.
  460. The magic power of those rings is incredible.
  461. We must be very careful while we investigate those rings.
  462. If we release the power of the might rings without being able to control it, then this power will destroy our whole city immediatly.
  463.  
  464. But the progress goes well. Soon we will be able to control the power. And we will be then one step closer to our main goal.
  465. The Teleporter to the Surface The teleporter to the surface
  466. Written by Zhandramon
  467.  
  468. Greetings brothers and sisters!
  469.  
  470. Two centuries ago, I created this teleporter so that we can do our experiments much more faster.
  471.  
  472. In the old days we had to walk all the way back out of the maze and then in again.
  473. Now you only step in the teleporter, that is located near the resting rooms and you will be teleported on the surface.
  474.  
  475. Of course we cant risk to build a teleporter on the surface because of our enemies. So you have to walk the way back through the maze. But since you know the right way it shouldnt take very long.
  476.  
  477. Good luck!
  478. The Power of the Talons The power of the Talons
  479. Written by Doneos
  480.  
  481.  
  482. The Talons are the most mysterious gems that we know of. We dont know much yet, but we are working on it.
  483.  
  484. Fact is, that each Talon contains a mighty magical power inside. We must only find a way to set this power free and more important to control this power so that we can use it for our purposes.
  485.  
  486. Recently, a fellow warlock found out, that you can release the power through lava.
  487. Yet, we havent found out how to control this released power.
  488.  
  489. Information about the Life Crystals Information about the life crystals
  490. Written by Doneos
  491.  
  492. Our ancients killed some dragons and suprisely the dragons carried some life crystals with them.
  493. They researched into it and found out, that the life crystals obtain the same kind of magic that the life rings have.
  494. But there is a slight difference:
  495.  
  496. The power of the life crystals seem to be ten times bigger then the power of the life rings.
  497. Thats why the life crystals glow a little (you can see it in the night) and life rings not.
  498.  
  499. We couldnt solve its secret yet, but one day we will.
  500. Summary about the Investigation of the Red Light Summary about the investigation of the red light
  501. Written by Donina
  502.  
  503. Yet, we havent found out what the red light does or stands for in the magic web. But it definitly has a main role into this whole system.
  504. It seems that it somehow controls the gates of the magic web. If Im right, then we will be able to control the gates one day.
  505. We are working on it.
  506. The Donina Formula – Part 2 The Donina formula
  507. Written by Donina
  508.  
  509. Part 2
  510.  
  511. ds(%)="[tr3+12\\\\32p-q]"
  512. gh/3u+32=<%sd>
  513. .
  514. .
  515. .
  516. The Donina Formula – Part 1 The Donina formula
  517. Written by Donina
  518.  
  519. This is a formula based on the honeminas formula.
  520. It should help to understand the pulsate of the red light in the magic web.
  521.  
  522. ft:=E[3,2,3]*fd(3.2),as->20
  523. io=g[i,u]+2
  524. .
  525. .
  526. .
  527. The Tridiag Formula The tridiag formula
  528. Written by Donazia
  529.  
  530. This formula bases on the honeminas formula.
  531. It is not completed yet. But here are our results until now:
  532.  
  533. a=3er*8g+99k
  534. g[a_,l_] :=e*g[1,1]+9g*3a
  535. h:=3pe-34u
  536.  
  537. .
  538. .
  539. .
  540. Research into the Teleportation through the Magic Web The research into the teleportation through the magic web.
  541. Written by Notigeus
  542.  
  543. We used a part of the honeminas formula
  544. to open some special doors in the magic web.
  545. Those special doors have the ability to teleport the caster to any part of our world. We tried it a few times and we succeded.
  546. Though we must be very careful because the teleportation through the magic web is very dangerous.
  547. Unfortunately, we arent able to control the destination doors. So we can only teleport into random areas. And this could end deadly.
  548. Until we know more, every teleport is forbidden.
  549. The Honeminas Formula The honeminas formula
  550. Written by Mathemicus
  551.  
  552. The honeminas formula is one of the basic formulas that describe how the magic web was made by the gods.
  553. It is not completed yet, because honeminas itself died by 2 intruders who found out the way into our city. But we are trying to finish his work. And Im sure that one day we will finish it and then we will be a big part closer to our goal.
  554.  
  555. As far we solve the following formulas:
  556.  
  557. (Note: g stands for gate, g [a_,x_] for the coordinates of the gate in the 2-dimensional-area and e for the strengh of the magic energy that flows into this gate.
  558.  
  559. For all other formulas look in your collection of formulas)
  560.  
  561. g[a_,x_] := a g[3,2] + (4,3,1,5,3).(3,4,7,8,4)
  562. e=3m*2g+3p
  563. .
  564. .
  565. .
  566. .
  567.  
  568. Information about the Life Rings Information about the life rings
  569. Written by Doneos
  570.  
  571. We found out that many of the undead own a life ring. We researched into it and found out that the life rings obtain a kind of magic.
  572. It seems that the ring has the ability to resuscitate dead persons/monsters.
  573.  
  574. We havent found out yet how to release and to control the magic of the life rings.
  575. But the time will come when we will find out its secret.
  576. And it could be the key to our major goal!
  577. The World of Medivia The world of Medivia
  578. Written by Unaris, adventurer of the warlocks
  579.  
  580. These maps of our world Medivia could help us to understand how the magic web of Medivia was made by the Gods.
  581.  
  582. *In the following pages, you can see many maps with parts of Medivia*
  583.  
  584.  
  585. The Formulas of Lexis The formulas of Lexis - Energyflow of the life rings
  586. Written by Herion
  587.  
  588. *You see several strange formulas that you dont understand*
  589. The Formulas of Dokia The formulas of Dokia
  590. Written by Herion
  591.  
  592. *You see several strange formulas that you dont understand*
  593. The Formulas of Titaina The formulas of Titaina
  594. Written by Herion
  595.  
  596. *You see several strange formulas that you dont understand*
  597. The Formulas of Zonoa The formulas of Zonoa
  598. Written by Herion
  599.  
  600. *You see several strange formulas that you dont understand*
  601. The Formulas of Ajina The formulas of Ajina
  602. Written by Herion
  603.  
  604. *You see several strange formulas that you dont understand*
  605. The Formulas of Finoa The formulas of Finoa
  606. Written by Herion
  607.  
  608. *You see several strange formulas that you dont understand*
  609. The Magic Web – Maps - Book 2 The magic web - Maps - Book 2
  610. Written by Cartikus
  611.  
  612. *You can see several maps of Medivia with red lines and golden points on it.*
  613. The Magic Web – Maps - Book 1 The magic web - Maps - Book 1
  614. Written by Cartikus
  615.  
  616. *You can see several maps of Medivia with red lines and golden points on it*
  617. The Formulas of Janias The formulas of Janias
  618. Written by Herion
  619.  
  620. *You see several strange formulas that you dont understand*
  621. The Formulas of Konios The formulas of Konios
  622. Written by Herion
  623.  
  624. *You see several strange formulas that you dont understand*
  625. The Formulas of Minaia The formulas of Minaja
  626. Written by Herion
  627.  
  628. *You see several strange formulas that you dont understand*
  629. The Formulas of Loxenas The formulas of Loxenos
  630. Written by Herion
  631.  
  632. *You see several strange formulas that you dont understand*
  633. The Maze of the Lost Souls The maze of the lost souls
  634.  
  635. Centuries ago, our ancients build this maze to protect our city Demona from bandits and warriors.
  636. With the help of our loyal trolls they finished this giant maze within 1 month!
  637.  
  638. This maze has been protecting us for centuries and we hope that it will be the same for many following centuries too.
  639. The Magic City Demona – Part 1 The magic city Demona
  640. Written by Danae, historian of the warlocks
  641. Part1
  642.  
  643. We dont know exactly when this city was build.
  644. But it must have been centuries ago.
  645. I have collected the few information we have from the past and tried to reconstruate the birth of this city:
  646.  
  647. Our ancients used their mighty magical power to control the lava down here. With the help of our loyal trolls, they somehow build this city.
  648.  
  649. A city only for serving one goal: The investigation of the magic in our world Medivia!
  650.  
  651. <More on book Part2>
  652. The Magic City Demona – Part 2 The magic city Demona
  653. Written by Danae, historian of the warlocks
  654. Part2
  655.  
  656. Our world of Medivia is filled with various kinds of magic. Until now, we dont know much about this magic. Only a small part of the whole magic power is under our control.
  657.  
  658. Our goal is to research into the magic web of our world and to control it, so we can finally reach our purpose: the immortality.
  659.  
  660. But before we could start with the research, our ancients had many problems to solve.
  661.  
  662. <More on book Part3>
  663. How to Control the Lava How to control the lava
  664. By Jonea, ancient council of the warlocks
  665.  
  666. The lava was since the beginning our friend.
  667. We always possessed the power to "talk" to the lava and to form/move it for our purposes.
  668. But this ritual requires complete concentration and only with many warlocks it was possible to build this city out of the lava.
  669.  
  670. Here is how it works:
  671.  
  672. *The rest sheets of the book were pulled out.*
  673. The Dragonlords of Medivia The Dragonlords of Medivia
  674. Written by Tekvorian, Knight of Medivia
  675.  
  676. We dont know much about the mighty leaders of the dragons. But we found out that they love mushrooms of all kind. Maybe the old dragonlord on Dracona can tell us more.
  677.  
  678. Furthermore, we found out that many Dragonlords carry this strange book (with the big T on it) with them. We dont know why,yet, but we are working on it.
  679. The Magic City Demona – Part 3 The magic city Demona
  680. Written by Danae, historian of the warlocks
  681. Part3
  682.  
  683. In the beginning, our ancients lived in total isolation. They thought, that they can survive down here without any contact to the outside world.
  684.  
  685. But after some years they realised that they cant cast enough food and water for all warlocks.
  686. They also realised, that it was necessary to be under the free sky to cast some spells (Like the spell "Path of the Stars", that only works if the caster can see the stars in the night).
  687.  
  688. So they made a direct tunnel to the surface.
  689. All seem to work well. But after some years new problems appeared.
  690.  
  691. <More on book Part4>
  692. A Teleportation Through the Magic Web A teleportation through the magic web
  693. Written by Zuania
  694.  
  695. I was one of the first who was allowed to teleport through the magic web.
  696.  
  697. I could easily open the gate with the power of my will. But after I was in the magic web I lost control. So I came out near Carlin although I wanted to come out near the east gate of Thais.
  698. All others made the same experience.
  699.  
  700. It went all so quickly when I was in the magic web. I could only see a red light and some other gates far away for some seconds. And then I was already in Carlin.
  701. Maybe one day we can just teleport into the magic web and stay there. I would love to investigate it.
  702. History of the Ancients – Book 4 History of the ancients
  703. Book 4
  704. Written by Zhandramon
  705.  
  706. *You try to read and understand the words but it is written in an unknown strange language. Seems that this language is very very old.*
  707. History of the Ancients – Book 5 History of the ancients
  708. Book 5
  709. Written by Zhandramon
  710.  
  711. *You try to read and understand the words but it is written in an unknown strange language. Seems that this language is very very old.*
  712. Letter to Gelunidas Dear Gelunidas,
  713. I request that you send me the twinkiller-rune I ordered some months ago immediately. If I am convinced that they work as promised I will order them in greater numbers. They might be handy in my next schemes. As this letter should show you, the tales of my death are wildly exagerated. I hope you and your warlock brethren did not think you get off the hook that easy? If you don't work on the stuff I ordered and I do not receive the stuff I ordered in time, be prepared for a visit. You won't like my new friends that I would introduce to you.
  714.  
  715. Ferumbras
  716. Letter to Zhandramon Mighty Zhandramon
  717.  
  718. Our progress is very good! If we continue like that and without any problems then we will be able to close the investigations on the wand of might within 1 year!
  719.  
  720. Im sure we will succeed!
  721.  
  722. Yours,
  723. Auterius
  724. Battle Tactics for Demona - Mazeforces Battle tactics for Demona - Mazeforces
  725. Written by Zhandramon
  726.  
  727. *This book is......EMPTY! All sheets are blank!
  728. But you can feel a strange energy flowing through the book.*
  729. Battle Tactics for Demona Battle tactics for Demona
  730. Written by Zhandramon
  731.  
  732. *This book is......EMPTY! All sheets are blank!
  733. But you can feel a strange energy flowing through the book.*
  734. Maps of the Maze Maps of the maze
  735. Written by Zhandramon
  736.  
  737. *You can see some maps of the maze. But unluckily you cant see the right way through it. Furthermore, the maps are incomplete. So it is impossible to make a whole map of the maze out of all small maps.*
  738. *Summoning Creatures* *This book is made out of an odd leather and it's covered with strange symbols. You are not able to decipher the title but according to the pictures you guess it is about summoning creatures.*
  739. Letter to Sortaje Auterius Sortaje Auterius!
  740.  
  741. Yesterday it happened something strange that I must report you.
  742. While I was studying the magic powers of the talons I accidently dropped one talon to the ground.
  743.  
  744. It rolled over to the lava and fell into it.....
  745. And then suddenly the wand of might began to glow....
  746. For 5 minutes the wand spread a mighty aura and then it suddenly stopped.
  747.  
  748. I will investigate this....
  749.  
  750. Yours,
  751. Tardimen
  752.  
  753. Legends about the Wand of Might Legends about the wand of might.
  754. Written by Herion
  755.  
  756. This book is about the origin of the wand of might.
  757.  
  758. First of all I want to say that nobody is sure who made it and how it was made. But it contains a powerful magic energy of unknown kind.
  759.  
  760. Since we lost most books written by our ancients we cant say how the ancients got the wand in their hands.
  761.  
  762. However, we are very happy that we own it because it helped us and it will help us to understand the magic web around Medivia.
  763.  
  764. For example, only with its help we could find the gates of teleportation of the magic web.
  765.  
  766. We are making right now some experiments with several magic stuff and we hope that the wand of might will react to some of them somehow.
  767. The Formulas of Lineos The formulas of Lineos
  768. Written by Herion
  769.  
  770. *You see several strange formulas that you dont understand*
  771. The Formulas of Geran The formulas of Geran
  772. Written by Herion
  773.  
  774. *You see several strange formulas that you dont understand*
  775. The Formulas of Lexis – Energyflow of the Time Rings The formulas of Lexis - Energyflow of the time rings
  776. Written by Herion
  777.  
  778. *You see several strange formulas that you dont understand*
  779. The Formulas of Lexis – Energyflow of the Time rings – Book 2 The formulas of Lexis - Energyflow of the time rings
  780. Book 2
  781. Written by Herion
  782.  
  783. *You see several strange formulas that you dont understand*
  784. The Formulas of Lexis – Energyflow of the Time rings – Book 3 The formulas of Lexis - Energyflow of the time rings
  785. Book 3
  786. Written by Herion
  787.  
  788. *You see several strange formulas that you dont understand*
  789. The Formulas of Lexis – Energyflow of the Time rings – Book 4 The formulas of Lexis - Energyflow of the time rings
  790. Book 4
  791. Written by Herion
  792.  
  793. *You see several strange formulas that you dont understand*
  794. 1001 Ways to use Energy Beams 1001 ways to use energy beams.
  795. Written by Hrmumundus Grofrukle
  796.  
  797. *After reading the whole book (which takes you almost an hour) you suffer from headaches. You remember only one thing and have to laugh as the memory returns. It's the 647th. way to use an energy beam: a venerable wizard who grills meat with his deadly spell.*
  798. Battletactics for Mages (I) Battletactics for Mages [I]
  799. Written by Zun Su
  800.  
  801. *It describes the advantages and disadvantages of the usage of the different fieldrunes against various enemies. You notice the detailed appendix where nearly all the field runes are listed*
  802. The Formulas of Lexis – Energyflow of the Death Rings The formulas of Lexis - Energyflow of the death rings
  803. Written by Herion
  804.  
  805. *You see several strange formulas that you dont understand*
  806. Maps of the Magic Web Maps of the magic web
  807. Written by Gargail
  808.  
  809. *You see several maps with red lines and golden points on them*
  810. Battletactics for Mages (IV) Battletactics for Mages [IV]
  811. by Zun Su
  812.  
  813. *The last Book of Zun Su's famous Battletactics for Mages deals with the combination of field runes, offensiv runes and spontanous spells (both offensive and defensiv). All known spells which could (at least theoretically) be learnt by a mage are listed at the end of the book.*
  814. The Formulas of Lexis – Energyflow of the Time Rings – Book 3 The formulas of Lexis - Energyflow of the time rings
  815. Book 3
  816. Written by Herion
  817.  
  818. *You see several strange formulas that you dont understand*
  819. Battletactics for Mages (III) Battletactics for Mages [III]
  820. by Zun Su
  821.  
  822. *The book is about the various spontanous spells. It deals mostly with the destructive spells like fire wave, energy beam and the deadly energy wave. It shows how to hit a moving target with high precision. The various healing spells and the importance of the magic shield are also mentioned. It also has an appendix.*
  823. Battletactics for Mages (II) Battletactics for Mages [II]
  824. by Zun Su
  825.  
  826. *It deals with the proper usage of offensive runes like magic missiles, all kinds of fireballs, explosion or the mighty sudden death rune. It shows how to aim and fire at a quick rate. As usual it has an appendix where all the mentioned runes are listed with detailed description.*
  827. The Formulas of Lexis – Energyflow of the Time Rings The formulas of Lexis - Energyflow of the time rings
  828. Written by Herion
  829.  
  830. *You see several strange formulas that you dont understand*
  831. History of the Ancients History of the ancients
  832. Written by Zhandramon
  833.  
  834. *You try to read and understand the words but it is written in an unknown strange language. Seems that this language is very very old.*
  835. History of the Ancients – Book 2 History of the ancients
  836. Book 2
  837. Written by Zhandramon
  838.  
  839. *You try to read and understand the words but it is written in an unknown strange language. Seems that this language is very very old.*
  840. History of the Ancients – Book 3 History of the ancients
  841. Book 3
  842. Written by Zhandramon
  843.  
  844. *You try to read and understand the words but it is written in an unknown strange language. Seems that this language is very very old.*
  845.  
  846.  
  847.  
  848.  
  849.  
  850.  
  851.  
  852.  
  853.  
  854.  
  855.  
  856.  
  857.  
  858.  
  859.  
  860.  
  861. Plains of Havoc Library
  862. The Plains of Havoc Library is a collection of books from two main libraries; the Abandoned Library and Goshnar’s old house or library. The Abandoned Library requires you to levitate or use parcels to get up to the first floor of the library through some cracks in the centre of the surface floor.
  863.  
  864. I am doomed! I am doomed!
  865. I know that Hugo lurks somewhere in the bushes to the north. I wont survive the deadly bunnybreath, that is able to kill even the mightiest warrior!
  866. I have no clue how to trick the infamous hugo, the demonbunny, but there has to be a way! Perhaps alchemy is the key to success, I will mix this two potions I bought from the traveling dwarf and look what happens. Perhaps it makes me infulnerable to the deadly bunnybreath! Then the secrets of the nightmare knights are at my grasp.
  867. Lost writings ...
  868. ...ut we have to ...
  869. ...
  870. Now that the Plains of Havoc are
  871. to dangerous for a safe passage,
  872. we will leave the Isle of the Mists
  873. and abandon this meetingplace.
  874. Hopefully we will be able to reclaim
  875. it in better times. If any ...
  876. ...
  877. Warriormages The weapons trainer is not pleased with the progress of the mages. The bodys of the sorcerors and clerics are not trained enough to stand his lessons as long as they should to improve adaequately. On the other hand the Knights and the Scouts adopt to the ways of magic too slowly to see any progress above a certain given point. So we will stick to the concept of the four ways and drop the idea of the warriormages for now. Perhaps in the future we might find another way to combine the skills of arms and magic in some way.
  878. The Dreamchallenge The dreamchallenge is far to easy, all riddles can by solved, by thinking, simple watching, and knowledge of our ways. The coclave decided to add some real dangers to the test to make it a real challenge. The major problem by now is the Circle o.L. since it often requires a quest for the candidates but that will change soon if the monsters are added as the conclave decided. I guess the knights who cried for this kind of challange will get more then they bargained for.
  879. Trapping Hugo At last we trapped Hugo in the dungeoncellars!
  880. The beast killed two dozend of our members in
  881. the wild chase.
  882. Atfer a painfull and long hunt our mages occupied Hugo with some summoned dragons that distracted him long enough to prepare the trap. As Hugo followed the 'track' we laid for him our clerics trapped him with plantbarriers and moved the earth around him. Now the beast is trapped and may Fardos, Uman and Banor give that we can keep him satiated and harmless, using the trick the clerics figured out. Our aspirants will have a hard time to pass the test of Hugo, that was created around that beast.
  883. Studies of the Source of Dreams Our studies of the source of our dreams are not conclusive. The elves are no help in this matter and i doubt that they even understand what we are asking them about, because their dreams are so different to ours that there are almost no simmilaritys.
  884. Some of our dreams are prophetic and a great help in fighting evil. Some are so dark and desperate, that they ruin the moral of the dreamer. Others are seductive and evil, trying to lure the dreamer to the dark side. Only the weak fall prey to that seduction and that makes efficient testing of candidates important. So we will continue to use the dreams as gudiance but have to remain vigilant for the sake of our spirits and souls.
  885. Goshnar’s Daughter We tracked Goshnars daughter to the gates of Carlin but lost her within the city. Of course we got no help by the 'authorities' so I think she could hide there somewhere. It's likely that the brotherhood of bones has agents in the ctiy that gave her shelter. We think she doesn't know her fathers secrets though. Her magic tricks seemed quite normal to us. I can't say wether the rumor that she is pregnant is true. If so, nothing is known about the father of this child. Considering that Goshnar was allied with darkness we must fear the worst. So the search for Fermuba continues.
  886. The Dreamchallenge is complete The dreamchalenge is completed now.
  887. I am glad to be a member allready, I
  888. doubt even I could pass this test.
  889. Allthough most problems have to be solved by
  890. intellect the demons they summoned frighten me
  891. to death. Maybe we had to add something
  892. like this to ensure noone passes the tests just by
  893. beeing told how it works, but adding a bunch of powerfull monsters seems like madnes to me. As if Hugo wasn't dangerous enough allready!!
  894. I wonder where all that might lead us ...
  895. Construction of the Knightwatch Tower The sorcerers insist that Knightwatch Tower is a powerful tool for our order. I don't understand
  896. what they are talking about, but the conclave
  897. has ordered to spend more of our resources in
  898. the construction of the tower. I think the whole idea
  899. of building our bases here and not near the
  900. city is a bad idea, regardless what they think the dreams might tell about the significance of this place. I don't see anything to guard here and I wonder if there is something to guard at all, we just draw unwanted attention to it by our presence here. Allready settlers built a little outpost west of here, as if there is not enough for us to do allready without having to protect them.
  901. Notes on Dreams, the Monastery, and the Order We changed this remote monastery into a small fortress to guard our new secrets. There is much to learn and by now we only understand little of the secrets the elves taught us. Our dreams are not bright and revitalizing as the ones the elves told us about, but they are full of dark omen. We have to learn how to interprete them adequately. The green plains we took residence in are sometimes dangerous and so we soon will allow fighters to join our group. Some suggested to form an formally order to further our cause. The conclave will discuss this in the next meeting.
  902. The time of war is at hand The time of war is at hand.
  903. At last we will face Goshnar the evil one!
  904. The man that was formerly known as my
  905. brother Falnus betrayed our order, humanity and the gods. We will punish him and his unholy allies.
  906. Now there is no truning back. We will fight and there is just death or victory. Surrender or truce is no option!
  907. Even if the seven are on his side we will win at last and may it cost the lives of all of us!
  908. No mercy for evil!
  909. Hail Valhalla!
  910. With sword and magic,
  911. with honour and virtue,
  912. for king and country!
  913. Prayers to the Gods May Banor bless our souls.
  914. May the kiss of Kirok bring us inspiration.
  915. May Fardos give us the force of will to forge our souls to tools of good.
  916. May Crunor protect our health and essence.
  917. May Uman teach us to use his gifts and use them wisely.
  918. May the archangels guide and guard us.
  919. Today our scout party returned Today our scout party returned from the city of the minotaurs. As the dreams told us, they are not our true enemys. There is a secret power behind their attacks, filling their hearts with lies about the other races. Someone or something is using them. Though their attacks are surly just a diversion for something far more sinister and dangerous, our dreamers can't figure out what the true cause for all these fights is. I think it is crucial to parley with
  920. high ranking minotaurs about a truce. If we don't stop to waste resources on this useless war we won't be ready for the real attack of the enemy.
  921. For our Deeds for King and Country For our deeds for king and country the king granted our order the eastern lands. The city under our protectorate is growing and will soon be as big and as beautiful as our capital. But there is much work to do and countless monsters to slay to bring peace to the green plains. Some days ago Falnus vanished and we have to accept that he is dead, probably murdered by the brotherhood. Of course even a mage of his power could also be slain by a greater number of creatures as dangerous as giant spiders, that still roam this plains. Its a hard blow to our researches in the arts of healing and recreations and the loss of a great man.
  922. List of items ...
  923. 115 gold food
  924. 5000 gold runes and fluids
  925. 4205 gold equipment
  926. 3789 gold weapons and repairs
  927. 40 gold 10x4 torches for Dream Challenge
  928. 355 gold ammunition
  929. 4000 gold books and paper
  930. ...
  931. We are doomed It is certain now! We are doomed.
  932. I have not the heart to tell it our remaining
  933. brothers and sisters, but the dreams were
  934. clear as seldom before: our order will be wiped
  935. out by the hand of time soon.
  936. But at least there is some hope. The same dream that told us about our doom, hold a promise.
  937. In Medivia darkest hour our order will return and
  938. once again battle the forces of evil and a new
  939. generation will lead our order to greater glory than
  940. ever. May those who will come not fall prey to the same evil as we did.
  941. The Prophecies in Our Dreams The prophecies in our dreams become darker
  942. and darker with each month. The sages interpret it
  943. as omens about the falling of our order. If that is true, I only can hope that the world will remember us and our fight with gratitude and the people will have the heart to continue our work in some way.
  944. Send Almur with the New Recruits to the Dream-Master ...send Almur with the new recruits to the dream-master. If they can pass the test
  945. they are worthy to become Nightmare Knights.
  946. I don't think the Dream Challenge is too difficult.
  947. We must keep our standarts even in this times
  948. of despair, with our enemys numerous and our
  949. ranks thinned out! We...
  950. Dream Machine Manual – Part VII Dream machine manual
  951. Part VII
  952.  
  953. In order to use the machine, you need the fuel.
  954. We use necromancer nectar as the fuel.
  955. The switch can sometimes get jammed. Oil usually solves the problem.
  956. WARNING! Only one person at time can trave through realms.
  957. Forbidden Secrets of Magic Forbidden secrets of Magic!
  958. Rings of Magic by S. Rings of magic
  959. by S.
  960.  
  961. death ring
  962. power ring
  963. energy ring
  964. might ring
  965. life ring
  966. time ring
  967. ...
  968. My Life as a Spoon My life as a spoon
  969. by a victim of a bugged chamaeleon spell.
  970. The Language of the Wolves The language of the wolves
  971. by Ishara.
  972. Magic of Nature Magic of nature
  973. by Marvik.
  974. The Secrets of Runemagic The secrets of runemagic
  975. by Muriel.
  976. Spells above MAG 30 Spells above MAG 30
  977. by Lord Braggart.
  978. The Magic of the Ghouls The magic of the Ghouls
  979. by Paramor.
  980. Fun with Runes Fun with runes
  981. by an unknown jester.
  982. Famous Necromants Famous Necromants
  983. by Muriel.
  984. The Dragons The dragons
  985. by Slygor.
  986. Death, an Improved Form of Life? Death, an improved form of life?
  987. by anonymous.
  988. The Ruthless Seven The Ruthless Seven
  989. by unknown
  990.  
  991. This confusing text seems to
  992. describe the demonic rulers
  993. of a place called the Pits
  994. of Inferno.
  995. How to Conjure a Lag How to conjure a lag
  996. by C.I.P.
  997. The Undead The undead
  998. by unknown.
  999. Stylish Wizard Robes Stylish wizard robes
  1000. by Sonne.
  1001. 1000 Alchemical Uses of Urine 1000 alchemical uses of urine
  1002. by Yorin.
  1003. How to Manipulate Runes How to manipulate Runes
  1004. by Muriel.
  1005. Selfmade Skeletons Selfmade Skeletons
  1006.  
  1007. By BH.
  1008. The Knight’s Code The Knight's Code
  1009.  
  1010. Because Teshials never told us how their codes for paths work, we had to develop our own codes. Through ages we were using different combinations but finally, the binary one became the main code to open our paths. It is hard enough to stop the evil..
  1011. I can’t Figure out how to Reanimate Dragons I can't figure out how to reanimate
  1012. dragons and other monsters yet.
  1013. I am sure the secret was hidden by
  1014. this ancient knightly order after they
  1015. defeated Goshnar.
  1016. I am also sure that the 'thing' called
  1017. 'necromants nectar' is crucial to
  1018. find the secret entrance to the Pits
  1019. of Inferno. And what is the meaning of
  1020. the phrase 'feed those in need', which
  1021. I discovered in the ancient scrolls of my
  1022. former master, before he hid them from me.
  1023. I have to find them or figure out the secret
  1024. on my own. I will never share my secrets and the success with the brotherhood, but now
  1025. that the summoning of Urgith went wrong I
  1026. have to spend to much time in fighting the
  1027. undead back that are out of control.
  1028. But now, after all what I did allready to
  1029. become the new necromant king, I can't give
  1030. up and i will not. Never!
  1031. The secrets of death will be mine! MINE!
  1032. The Secrets of Zathroth Secrets of Zathroth
  1033. The forbidden book!
  1034. Demons – Book II Demons
  1035. Book II.
  1036. Demons – Book I Demons
  1037. Book I.
  1038. Vivisection Made Easy Vivisection made easy
  1039. by unknown.
  1040. Tales from the Crypt Tales from the crypt
  1041. by an unknown necromancer.
  1042. What Runes are Made of What runes are made of
  1043. by Muriel.
  1044. How to Create Spellbooks How to create spellbooks
  1045. by Muriel.
  1046. Strange Things can Happen Strange things can happen
  1047. by Magicus.
  1048. Flower Power Flower Power
  1049. by Cipreii.
  1050.  
  1051.  
  1052.  
  1053. Green Claw Swamp Library
  1054. The Green Claw Swamp Library can be found at Wyda’s house, in the Green Claw Swamp west of Venore. You require Key 5000 to enter the room with the books. The Key can be found in a coffin below the house.
  1055.  
  1056. Herbs and Plants of the Swamp – Volume I Herbs and Plants of the Swamp, Volume I
  1057.  
  1058. Orange Star (stella flava)
  1059. A rarely found star-shaped orange-colored flower of amazing beauty. Commonly seen as a symbol of love.
  1060.  
  1061. Mushrooms
  1062. Mushrooms come in many different colors and shapes, at least ten different kinds are known.
  1063. They are documented in the newly published booklet "Mushrooms, nature's little jewels".
  1064. Herbs and Plants of the Swamp – Volume II Herbs and Plants of the Swamp, Volume II
  1065.  
  1066. Blood Herb (herba budinia)
  1067. A plant with large, dark red-colored blossoms.
  1068. It is nearly extinct due to its lack of strength - the herb can only survive in the shade, and often only by draining nitrates from trees, which die in the process. Therefore, those plants can been found near or sometimes even on the inside of dead trees.
  1069.  
  1070. Goat Grass (flos capre)
  1071. A low, nearly always four-leaved plant with yellow blossoms that grows in warm climate. It used to be the main source of food for the goats of the continent. However, later it was discovered to have a previously totally unknown poisenous long-term effect on the animals, and all goats died within two months.
  1072. Wyrd Sisters Wyrd Sisters
  1073. by Terry P.
  1074.  
  1075. Jakundaf Desert Library
  1076. The Jakundaf Desert Library can be found in the Desert Dungeon west of Venore, or north of the Plains of Havoc. You require Key 4009 to enter the Library, which can be found behind a door requiring Key 4022. Key 4022 can be obtained from NPC Hagor after bringing him a Roll.
  1077. Dangers of Adventures by Netlios – Volume V Dangers of Adventures
  1078. by Netlios
  1079.  
  1080. Volume V
  1081.  
  1082. The next thing, maybe the most important topic these days, we will closer examine, are monsters. Most adventurers die through monsters - be it because people are not well enough prepaired, be it because some people are surprised by eighter the apperance or the powers of a monster, be it because suddenly there are 20 monsters where you have expected only one. Always be aware: Our land is in fact dangerous and you always have to take into account that arround the next corner some monsters await you - monsters which you have never seen before!
  1083. Of course, I have a little story on this topic:
  1084. One adventurer of the five - his trip was at least 18 days shorter than the trip of Hestus, who was one year jounger than him - climbed down a ladder, not thinking about the danger he might be in. When he finally touched the ground again, he saw himself eye in eye with a fire-spitting dragon. He tried to flee - too late. His body was found weeks after his death...
  1085. Just to mention it: none of the two explorers mentioned above (Hestus and the man who was killed by a dragon) were 41 years old. The journey of the 41-year-old man was longer than the journey of the man who died during his adventure.
  1086. Armaments, Chapter Two, Verses Nine to Twenty-One Armaments, Chapter Two, Verses Nine to Twenty-One.
  1087.  
  1088. And the Lord spake, saying:
  1089. "First shalt thou take out the Holy Pin. Then, shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shalt be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thou foe, who being naughty in my sight, shall snuff it."
  1090. Hollow Stones I found a strange-looking stone in the desert. It seems very brittle or hollow to me. Maybe something is hidden in it ... but the lions scared me away before I could examine it more closely
  1091. Dangers of Adventures by Netlios – Volume VI Dangers of Adventures
  1092. by Netlios
  1093.  
  1094. Volume VI
  1095.  
  1096. Because this topic seems the most important for me, I decided to write another book to warn people of the danger of being attacked by monsters. Two more of our adventurers (the ones I always tell about) were attacked by monsters:
  1097. Elaeus and the man, whos journey ended after 66 days, both were attacked by monsters. Both were jounger than Gadinius and the man who only barely escaped from the attacks of a mother-bear, who defended her babies. Heso, who too was one of our adventurers, never saw a bear in his whole life.
  1098. One of the five adventurers was attacked by a pack of trolls!
  1099. Dangers of Adventures by Netlios – Volume III Dangers of Adventures
  1100. by Netlios
  1101.  
  1102. Volume III
  1103.  
  1104. The first potential source of danger I want to discuss is fire! Of course fire is necessary to survife wilderness - to cook our food, to have light, to warm ourselves in a cold and dark night ...
  1105. But always take care: fire doesn't help us all time! Let me give you an example:
  1106. One of our explorers was wounded badly, because he steped into an open fire he made himself to cook some fish he just cought in the nearby river. Of course, this was the end of his journey; it was shorter than the travelings of the joungest among the five adventurers.
  1107. Adventurers Guide Through Medivia by Netlios – Volume I Adventurers Guide Through Medivia.
  1108. by Netlios
  1109.  
  1110. Volume I
  1111.  
  1112. An adventure is an exiting thing to do. Nevertheless it might be rather dangerous, one may even die during his journeys through the lands!
  1113. I wrote the following books in order to show the fates of 5 men who devoted themselves to discover new parts of Medivia. Each of them was a brave worrier and a superior explorer and they all went through exciting adventures. Their journeys were of different duration - one ended after 66 days, another after 100 days. Each journey ended in a very dangerous situation; one situation even ended deadly!
  1114.  
  1115.  
  1116. The Gharonks – Fifth Day ... Five days in this city and under these people, and I'm still not able to communicate with them.
  1117. But I do not resign - on the contrary, I get more and more interested in the language. I found out some more words, for example how they count: "umog" seems to be "one", and for each number more, they just put a "tu-" in front of "umog".
  1118. Thus, five would be called "tutututumog". It doesn't seem to me as if they would have highly developed mathematics, but the way to count seems sufficient for them. I wonder, how they were able to build this town...?
  1119. Maybe an answer is, that they do not speak about numbers, but have short signs for writing them down.
  1120. It was surprising for me to find out they have a word for "zero", namely "mog". I hope to find out more in the next days.
  1121. Strangely, they use words for numbers in each context they use numbers. So, "umog" stands for one, but also for "once", "one time", "first", ...
  1122. How to Mix Magical Potions How to mix magical potions
  1123.  
  1124. Potion of halluzination
  1125.  
  1126. This potion causes the user to get different halluzinations. The nature of these halluzinations
  1127. is regulated by different quantities of the ingredients:
  1128. 1-5 eyes of a demon
  1129. 2-5 hairs of a dead human
  1130. a potion of green slime
  1131. 4-5 potions of beer
  1132. 4-5 potions of wine
  1133. Mix these ingredients together, and just drink it. No need for cooking or casting spells...
  1134. May the halluzinations be nice!
  1135. The Gharonks – Seventh Day ... It's now my last day of the first week here. From day to day, I am able to talk more and better
  1136. with the people living here. I like it, the people are nice, I get food and drink. The king, or I'd better say their leader, showed me his "throne". It's more like a place on the floor, where he sits when talking to his people.
  1137. He pointed with his finger at this place, saying: "Nag mogurz, nag mogurz". I guess, it means something like "my place, my place". I found out many other words, I wrote them all down in a table. Maybe I'll teach this language one day to someone, who is interested in....
  1138. The Gharonks – Forth Day Notes about gharonk language
  1139.  
  1140. ... It's now the forth day here in this town. I wasn't able to find out, how the town is called, but that
  1141. doesn't seem important to me.
  1142. More important seems to me to find out more details of gharonk language. I found out that they use some words for some different but similar expressions. Gharonk doesn't seem to distinguish between the word for "I" (nag) and the words for "mine", "my", "me", and so on. That makes the language more simple, and I think it's always clear what it means from the context. Of course, that are only speculations, I'm not quite sure about it at all...
  1143. On Different Fluids, 2nd Publication, Part one "On different Fluids, 2nd publication, part one"
  1144. by Arisophlus
  1145.  
  1146. The second kind of fluids are brown. There are more types of brown fluids;
  1147. The first one is called "beer". It is, to say, one of the real bad substances in our known world. It is tasty, it smells well and everyone likes it. But beware! It makes addicted! Once you drank a potion of it you won't be able to control your senses anymore! You won't even be able to walk on a line! So, if possible, avoid this fluid. Just imagine, you were hunting, your life depends on your reaction, on your movement and on your visual impressions!
  1148. The Gharonks – First Day Notes about gharonk language
  1149.  
  1150. ... On my journeys, one day I found a nice, little city. Not too many people lived there, and they spoke a strange language.
  1151. After trying to speak to some of it's inhabitants, I found out, that they call this language "gharonk".
  1152. In the next days, I will try to figure out, how this language works - I really wish I would understand what they try to tell me!
  1153. How to Mix Magical Potions – Potion of Demonic Transformation How to mix magical potions
  1154.  
  1155. Potion of demonic transformation
  1156.  
  1157. Take good care of this potion. It is very dangerous, since it transforms anyone who drinks it into a demon!
  1158. This transformation isn't reversible...
  1159. The ingredients are:
  1160. a potion of red slime
  1161. the eye of a demon
  1162. a piece of paper with a footprint of a demon.
  1163. Now put the eye and the slime on the piece of paper and wrap it. Cast the words "urtuo sinium" on it.
  1164. Take this object and place it for 24 hours next to any drink. Afterwards, this drink will transform the
  1165. one who drinks it into a demon.
  1166. I again warn you: It might happen that you accidently swallow this drink yourself!
  1167. How to Mix Magical Potions – Potion of Future-Vision How to mix magical potions
  1168.  
  1169. Potion of future-vision
  1170.  
  1171. Once drunk, this potion allows you to see the future for some time. Since this potion is so mighty and powerful, the ingredients are very rare and therefore difficult to get.
  1172. You'll need at least the following things:
  1173. 2 potions of clear water
  1174. a teardrop of a demon
  1175. fire from a dragons breath
  1176. a sting of a wasp
  1177. some hair of a gigantic spider
  1178. a nail of a finger of a king's child
  1179. the nose of a royal rat.
  1180. This potion is cooked in a golden pot and stired with a heroic sword. It needs to be cooked
  1181. for two hours and a half, and you have to cast the words "murman thusis nalbo" on it.
  1182. Good luck and happy cooking!
  1183. How to Mix Magical Potions – Potion of Recall How to mix magical potions
  1184.  
  1185. Potion of recall
  1186.  
  1187. Once you forgot the recipe of this potion, it's hard to remember. To remember it, you should drink this potion, which of course could cause problems if you haven't something of it left or you forgot that it was this potion.
  1188. All you need for this potion is:
  1189. a dead rat
  1190. 23 pieces of gold
  1191. a rose
  1192. a fishbone
  1193. a watch
  1194. a peel of a banana
  1195. and, of course,
  1196. a rapier to stir with
  1197. and finaly a pot to cook in.
  1198. Throw the ingredients together into the pot and cook it for 28 minutes. After that, cast the magical words "murana nur" on it. Drink it, and you will gain your full memory again.
  1199. BEWARE: This potion does not help undeads. In order to work, this spell needs a brain in the
  1200. concerning body. Without a brain, it's useless.
  1201. It also should be mentioned, that this potion only brings back one's memories for a short
  1202. period of time. It does NOT last very long....
  1203. Good luck and happy cooking!
  1204. On Different Fluids, 5th Publication "On different Fluids, 5th publication"
  1205. by Arisophlus
  1206.  
  1207. Blood and a revitalising fluid are the two kinds of known red fluids. Blood, the "fluid of life", is a strange thing. Everyone will agree with me, that it is the "fluid of life", even though there are numerous living forms which do not have blood!
  1208. Instead they seem to use some kind of slime (have a look the corresponding chapter to find out more about it).
  1209. The life-restoring fluid is a strange fluid, too. I never was able to find out if it works on humans
  1210. and on animals. I tried more than hundred times to heal my dog with it - but he does not want to drink it. As it seems, it only works for humans...
  1211. Last but not least, there exists one single white fluid in our world: People call it "milk".
  1212. There are rumours that it might increase one's magical abilties if swallowed - I never could verify this claim. As it seems, someone had dreamt about it and afterwards wasn't able to distinguish between reality and dreams...
  1213. How to Mix Magical Potions – Potion of Living Dead How to mix magical potions
  1214.  
  1215. Potion of living dead
  1216.  
  1217. Lost a friend? Your pet died? If it is like that, there's a solution for you!
  1218. Just follow the instructions. You'll need some ingredients:
  1219. the head of a (dead) dog
  1220. some oil
  1221. a rat's tail
  1222. two teeth of an orc
  1223. flour
  1224. a fishbone
  1225. 2 potions of fresh green or red slime
  1226. a piece of wood
  1227. a bone of an undead
  1228. and, of course,
  1229. a rapier to stir with
  1230. and finally a pot to cook in it.
  1231. If you cook these things for 32 minutes and cast the magical words "maldan liflif" upon it,
  1232. your potion is finished. Put some drops of it onto the dead body you want to resurrect.
  1233. Good luck and happy cooking!
  1234. About the True Nature of Objects About the true nature of objects
  1235. by ...
  1236.  
  1237. What are all objects around us made of? Do they consist of the same things?
  1238. Could we divide things infinitly many times? The answer is quite obvious to anyone,
  1239. who ever tried to cut a grain of sand into pieces. I tried it with the sharpest sword I own,
  1240. and I can tell for sure: It is not possible to divide a grain of sand!
  1241. Therefore, everything around us is made out of sand.
  1242. You might say: Hold on! How could a hard thing like a stone be made out of sand?
  1243. Well, again we can find a simple solution: Take a big hammer and destroy the stone!
  1244. What you will get is: sand, again!
  1245. On Different Fluids, 1st Publication "On different Fluids, 1st publication"
  1246. by Arisophlus
  1247.  
  1248. There are some kinds of different fluids in our known world. I will try to categorize them in respect to their color.
  1249.  
  1250. To begin with, there are green fluids. I did not find many different kinds of green fluids.
  1251. In fact, I just found one. It's a mysterious thing, known as "slime" to the ordinary population.
  1252. This "slime" has strange properties. On the one hand, it is nice to look at, on the other hand,
  1253. it is poisonous, it doesn't smell nor taste well and it is sticky.
  1254. The Gharonks – Sixth Day ... This is the sixth day. It seems, the inhabitants start trusting me and begin to communicate with me.
  1255. I found out about colours and their words in gharonk.
  1256. "Red" means "narz", the word for "green" is "buzgob", "orolu" is "gold", "shura" stands for "blue" and "urbum" is the gharonk word for "yellow". Furthermore, I found out the words for "yes" and "no". "Yagla" means "yes", "glub" means "no", but it's also the word for "none", "not", and so on.
  1257. I just wonder why they keep on calling me "gar". Did they give me a name?
  1258. Dangers of Adventures by Netlios – Volume III Dangers of Adventures
  1259. by Netlios
  1260.  
  1261. Volume III
  1262.  
  1263. The first potential source of danger I want to discuss is fire!
  1264. Of course, fire is necessary to survive wilderness - to cook our food, to have light, to warm ourselves in a cold and dark night...
  1265. But always take care: Fire doesn't help us all time! Let me give you an example:
  1266. One of our explorers was wounded badly, because he stepped into an open fire he made himself
  1267. to cook some fish he just cought in the nearby river. Of course, this was the end of his journey;
  1268. it was shorter than the travellings of the joungest among the five adventurers.
  1269. On Different Fluids, 3rd Publication "On different Fluids, 3rd publication"
  1270. by Arisophlus
  1271.  
  1272.  
  1273. The most common fluid is water. It's a blue and opaque, you can't miss it. you can drink it, usualy it does not have any affections on the human body, but if the water comes from a very special place it is said to have healing powers!
  1274. How to Mix Magical Potions – Potion of Fast Movement How to mix magical potions
  1275.  
  1276. Potion of fast movement
  1277.  
  1278. This potion makes the user run faster than the fastest known creature. It is not known,
  1279. if there is a brake once the effect disappears.
  1280. You will need the following things:
  1281. a tail of a very fast creature
  1282. some mud
  1283. a piece of wood
  1284. a flower
  1285. and, of course,
  1286. a rapier to stir with
  1287. and finally a pot to cook in it.
  1288. Cook this fluid for 9 minutes and cast the words "rurnum maelis" in the direction
  1289. of the cooking fluid. Put a drop of it on each shoe you wear and run!
  1290. Good luck, happy cooking and beware of obstacles!
  1291. On Different Fluids, 4th Publication "On different Fluids, 4th publication"
  1292. by Arisophlus
  1293.  
  1294. Next, I will write about pink fluids. There are two kinds of pink fluids: wine and mysterious mana-regenerating fluid. What I told before about beer is exactly the same for wine.
  1295. The other pink fluid seems to be very magical. Some people are able to produce this liquid;
  1296. what a pity, all of these people sell it for horrendous prices!
  1297. Dangers of Adventures by Netlios – Volume II Dangers of Adventures
  1298. by Netlios
  1299.  
  1300. Volume II
  1301.  
  1302. The adventurers, whom we will have a look at, were all born in different years and were therefore all of different ages when they started their travelings through Medivia.
  1303. The oldest among these men was aged 42; the youngest was 38, when he started to discover new areas of our land. None the five was as old as anyone else of them.
  1304. One journey ended after 83 days, one after 117 and finally one after 134 days. Anaso, one of the explorers, was a very brave sword-fighter. His brother Elaeus, who started an expedition just like his brother, never wanted to use a sword - instead he was an excellent magician.
  1305. Hestus, another explorer whom i will tell about, always wore green trousers, so no-one saw how dirty it was and he never had to wash it.
  1306. The Gharonks – Second Day Notes about gharonk language
  1307.  
  1308. ... On my second day here, I found out, that this language isn't that difficult to learn.
  1309. The grammar seems to be a simplified but quite usual grammar. I try to find out some of the words.
  1310. One day, after killing a lion, one of the inhabitants of the town returned, telling everyone:
  1311. "Nag narat umog yargoth!"
  1312. I tried to figure out, what the single words mean, but I had not enough time. Maybe I can do that later on...
  1313. The Gharonks – Third Day Notes about gharonk language
  1314.  
  1315. ... On the third day in this city, an adventurer came back from his travellings. He looked like he hadn't had something to drink for days; his cloth were dusty and full of sand. I can only guess, what happened to him or which places he visited during the last days.
  1316. As soon as I saw him (I was the first to find him - what a luck, what a honor! Without my help, I think he would have died of thirst!) I tried to communicate with him, but he always just repeated the words:
  1317. "Orzog! Nag Orzog! Atul! Atul! Nag mob mula! Atul!"
  1318. I didn't know, what he meant, but it wasn't of importance at this moment.
  1319. After giving him something to drink, he recovered quickly. Maybe I try to talk to him again tomorrow...
  1320. How to Mix Magical Potions – Potion of Silence How to mix magical potions
  1321.  
  1322. Potion of silence
  1323.  
  1324. Do you have friends, who are nice but who can't stop talking and talking and talking....?
  1325. Make them stop it by drinking this potion!
  1326. The ingredients are as follows:
  1327. a dead spider
  1328. a potion of wine
  1329. a potion of beer
  1330. two cans of water
  1331. a piece of gold (silence is golden!)
  1332. an apple
  1333. and, of course,
  1334. a rapier to stir with
  1335. and finally a can to put it in.
  1336. You don't have to cook it (unless you want to serve it as a hot drink); you just need to cast "silentiam" on it.
  1337. Your friends will love the taste of this mixture, and they will be silent for a greater
  1338. amount of time. We suggest, that the reader himself does not drink this fluid, too.
  1339. Good luck and enjoy the silence!
  1340. Dangers of Adventures by Netlios – Volume II Dangers of Adventures
  1341. by Netlios
  1342.  
  1343. Volume II
  1344.  
  1345. The adventurers, whom we will have a look at, were all born in different years and were
  1346. therefore all of different ages when they started their travellings through Medivia.
  1347. The oldest among these men was aged 42; the youngest was 38, when he started to discover
  1348. new areas of our land. None the five was as old as anyone else of them.
  1349. One journey ended after 83 days, one after 117 and finally one after 134 days.
  1350. Anaso, one of the explorers, was a very brave sword-fighter.
  1351. His brother Elaeus, who started an expedition just like his brother, never wanted to use a sword -
  1352. instead he was an excellent magician.
  1353. Hestus, another explorer whom i will tell about, always wore green trousers, so no one saw
  1354. how dirty it was, and he never had to wash it.
  1355. On Different Fluids, 2nd Publication, Part One "On different Fluids, 2nd publication, part one"
  1356. by Arisophlus
  1357.  
  1358. The second kind of fluids are brown. There are several types of brown fluids.
  1359. The first one is called "beer". It is, to say, one of the real bad substances in our known world:
  1360. It is tasty, it smells well and everyone likes it. But beware! It makes addicted!
  1361. Once you drank a potion of it you won't be able to control your senses anymore!
  1362. You won't even be able to walk on a line! So, if possible, avoid this fluid.
  1363. Just imagine you were hunting and your life depends on your reaction, on your movement,
  1364. and on your visual impressions!
  1365. Dangers of Adventures by Netlios – Volume IV Dangers of Adventures
  1366. by Netlios
  1367.  
  1368. Volume IV
  1369.  
  1370. The important topic I will now examine is: How can I be sure to drink enough?
  1371. Where do I get a drink?
  1372. Well, there are not very many sources of drinks: First, you can take some potions of water with you.
  1373. Second, you can "find" something on your way. For example, you might cross a river or perhaps it
  1374. might rain one day or the other. And maybe you can even find drinks on your way, but be careful!
  1375. You never know what is inside the potion you find.
  1376. Let me again give you an example to illustrate this:
  1377. One of our five men travelling through Medivia (his name was longer than the name of the adventurer,
  1378. who was attacked by a troll and therefore had to stop his exploration) one day found a filled
  1379. potion on his way. He was very thursty, and so he drank the liquid inside. He didn't know (how should he?) that it was poisoned. After some moments he noticed, that he felt worse and worse. At this moment, he had to stop and return to his house.
  1380. By the way, the name of this man (the poisoned one) was shorter than the name of the man,
  1381. whose journey was over after 83 days.
  1382. How to Mix Magical Potions – Potion of Flight How to mix magical potions
  1383.  
  1384. Potion of flight
  1385.  
  1386. Drink this potion and fly like a bird! All you need is listed below:
  1387. two wings of a wasp
  1388. an eye of a dead body
  1389. a rope
  1390. a potion of lemonade
  1391. a watch
  1392. and, of course,
  1393. a rapier to stir with
  1394. and finally a pot to cook in it.
  1395. Put all things except the watch into the pot and cook it for 24 minutes.
  1396. Cast the spell "flifli bor" on it and drink it.
  1397. Don't forget to have an eye at the time! This fluid lasts for 12 minutes.
  1398. Once the time is over, you are not able to fly anymore... you'll fall down like a stone.
  1399. Therefore, never forget the time and always wear a watch when using the "potion of flight"!
  1400. Good luck and may the birds be with you!
  1401. How to Mix Magical Potions – Potion of Happiness How to mix magical potions
  1402.  
  1403. Potion of happines
  1404.  
  1405. This potion causes the user to become as happy as he never was before. Mix the following things:
  1406. a stamped letter
  1407. a dead fish
  1408. a bone
  1409. a diamond
  1410. an inkwell.
  1411. You'll also need an empty potion to throw these things in.
  1412. Speak out the magical words "lomba niff" and drink the fluid, and you get your happiness again!
  1413. Important Facts From Galactic History, Number Two Important facts from galactic history, number two
  1414. (reproduced from the "Sideral Daily Mentioner's Book Of Popular Galactic History")
  1415.  
  1416. Since this galaxy began, vast civilisations have risen and fallen, risen and fallen, risen and fallen,
  1417. that it's quite tempting to think, life in the galaxy must be
  1418. (a) something akin to seasick -- space-sick, time-sick, history-sick or some such thing or
  1419. (b) stupid.
  1420. On Mixing Potions On mixing potions.
  1421.  
  1422. Now, being a really old magician, I decided to write down some of the formulas of potions I invented during my lifetime. First I thought it will be best to give clear advices for everyone to mix them. But after some days of crucial thinking I had a vision - everyone would be able to mix these powerful but dangerous potions within minutes without being aware of the consequences!
  1423. It needs lot of wisdom and willpower to become a experienced and responsible magician. This doesn't mean to be cowardish - it means that you know your powers and that you exactly know your limits!
  1424. So, to prevent misuse of this knowledge i will write down these formulas in ****, a very old language only known by the wisest sorcerers.
  1425. How to Mix Magical Potions – Potion of Invisibility How to mix magical potions
  1426.  
  1427. Potion of invisibility
  1428.  
  1429. This potion is one of the most difficult potions to mix. Besides you need lots of time, you also need great magical abilties.
  1430. The ingredients you should have are:
  1431. a rat's tail
  1432. 2 teeth of a dead troll
  1433. a piece of a ghouls robe
  1434. 2 ghoul-breads
  1435. a dragon's eye
  1436. green slime
  1437. Put these things together in a pot and cook it about 25 minutes. Afterwards, speak the magical words
  1438. "munga mungos" towards the pot.
  1439. Now the potion is ready for use. Good luck and happy cooking!
  1440. The Adventurer’s Guide To The Dungeons The Adventurer's Guide To The Dungeons.
  1441.  
  1442. Troll: Trolls are some kind of strange monsters. They run around without having a target,
  1443. telling stories no one can understand because of their unclear pronunciation (which results from the fact, that trolls do not have teeth at all). Trolls can easily be identified by their appearance:
  1444. red skin, not too big, mostly in groups, often carrying a spear and a wooden shield to fight
  1445. (of course, they do not know how to use these things properly...). Some Trolls (they are supposed to be the leaders of troll-groups) carry ropes and money with them - reasons are not known,
  1446. but it is believed that they use ropes to climb down wells, what does surely not explain why trolls need money...
  1447. The Origin of Species by Means of Natural Selection The Origin of Species by Means of Natural Selection
  1448. by Dave Charlwin
  1449.  
  1450. After years of research, I believe I have found the origin of of any living creature that
  1451. exists in our dimensions. First, shortly after our world was created, the were just stones and earth.
  1452. There were small stones, big stones, gray and brown stones, sharp and round stones.
  1453. Some of these stones looked very much like today's seeds; that isn't just per chance.
  1454. Obviously, some of the round, small, brown stones, which were somehow placed some fingerlength
  1455. deep in the earth, started growing in the directions of the sun - in the opposite direction of hell.
  1456. That is how plants and trees were created - big trees came out of big stones, small plants out of small stones.
  1457. Now one may ask oneself (or me): How did animals come into the world?
  1458. I thought really long about this question, and I obviously found the correct answer.
  1459. Once there were plants existing they started "mixing" with stones:
  1460. Plants are living objects (just like animals are), but they can't move very fast (animals move fast).
  1461. Stones on the other hand do not live, but they can move very fast (think about stones falling down a mountain).
  1462. That's how animals and monsters started to exist.
  1463. Remarks on the Legend of Lake Amros Remarks on the legend of lake Amros
  1464. by ...
  1465.  
  1466. Some weeks ago, I spoke to my friend Othmor. Somehow, we spoke about the nearby Lake Amroos.
  1467. Othmor visited Carlin some time before we met each other, and he said, rumors are going that it
  1468. is somehow possible to raise parts of the lake, such that the water isn't as deep as it is now.
  1469. This way, it should be possible to reach the little island in the middle of Lake Amroos...
  1470. It is told, that there is something of value on this island. I never was able to reach it;
  1471. my magical powers didn't last to get there...
  1472. Book Review of Netlios Opus: Dangers of Adventures, by Adrenius Book review of Netlios opus:
  1473. "Dangers of Adventures"
  1474. by Adrenius
  1475.  
  1476. A lot of people have read, and of course will read in the future, Netlios popular series of
  1477. Books "Adventurers Guide Through Medivia. I-VI". But could this book really be a guide for
  1478. adventurers? I am not quite sure.
  1479. It is rather confusing to read these books. A lot of stories were told, but do these stories
  1480. really belong to each other? Could these people really exist? I doubt it!
  1481. Once a traveller came to me, who wanted to convince me that Netlios stories are real.
  1482. I asked him to tell me the names (in alphabetical order), the ages, the reasons why they stopped
  1483. their journeys and the length of their adventures.
  1484. At the beginning, I wanted him to give me the first name, his reasons and all this.
  1485. He wispered:
  1486. "Anaso, 38, troll attacked, 66 days".
  1487. I asked him to tell me about the next person:
  1488. "Elaeus, 40, steped into fire, 100 days".
  1489. I also asked him about the last three persons, and he gave me his answers.
  1490. At the beginning, his words seemed plausible to me. But after thinking about it and reading
  1491. parts of Netlios' stories again, I noticed, that this can't be true.
  1492. A lot of people came to me, bringing "their" versions of (wrong) solutions to my questions.
  1493. There was never someone, who was able to give me a correct answer...
  1494. Does an answer exist? If it does: How does it look like?
  1495. I decided to give a reward to the first one, who is able to tell me the correct answer.
  1496. Dangers of Adventures by Netlios – Volume I Dangers of Adventures
  1497. by Netlios
  1498.  
  1499. Volume I
  1500.  
  1501. An adventure is an exciting thing to do. Nevertheless it might be rather dangerous,
  1502. one may even die during his journeys through the lands!
  1503. I wrote the following books in order to show the fates of 5 men who devoted themselves
  1504. to discover new parts of Medivia. Each of them was a brave warrior and a superior explorer
  1505. and they all went through exciting adventures. Their journeys were of different duration -
  1506. one ended after 66 days, another after 100 days. Each journey ended in a very dangerous
  1507. situation; one situation even ended deadly!
  1508. About Strange Mechanisms About strange mechanisms
  1509.  
  1510. In the last few years, people began to use strange mechanisms to do different kinds of things. For example it is popular nowadays, to open or unlock doors by switches. However, there are different ways to realize such a switch, e.g. by using hydraulic pressure. Only a few persons have the knowledge to construct such switches.
  1511. How to Mix Magical Potions – Potion of Regained Vision How to mix magical potions
  1512.  
  1513. Potion of regained vision
  1514.  
  1515. Drinking this will give you back the abilty to see for some time. It does not last too long...
  1516. All you need is:
  1517. a roll
  1518. flour
  1519. dough
  1520. a rose
  1521. a cherry.
  1522. Put all these ingredients into a mug and heat it for 31 minutes. Speak out the words "nalus murtu"
  1523. to finish the potion.
  1524. Now drink it. You will see again - and you will be able to read this book!
  1525. May the world become clearer!
  1526. Dangers of Adventures by Netlios – Volume I Dangers of Adventures
  1527. by Netlios
  1528.  
  1529. Volume I
  1530.  
  1531. An adventure is an exciting thing to do. Nevertheless it might be rather dangerous,
  1532. one may even die during his journeys through the lands!
  1533. I wrote the following books in order to show the fates of 5 men who devoted themselves
  1534. to discover new parts of Medivia. Each of them was a brave warrior and a superior explorer and they all went through exciting adventures. Their journeys were of different duration - one ended after 66 days, another after 100 days. Each journey ended in a very dangerous situation; one situation even ended deadly!
  1535. The Adventurer’s Guide To The Dungeons The Adventurer's Guide To The Dungeons.
  1536.  
  1537. Dragon: This is a well known species in our lands. Dragons once were very shy and there didn't exist
  1538. many of them. And there's the paradox thing about it: Because they were hunted more and more, and more and more of them got killed, the dragons population increased! It's a very mysterious thing,
  1539. that a species's population increases the more they are killed, but it's what happend with dragons...
  1540. So the conclusion is obvious, that many monsters want human population to increase and therefore
  1541. try to kill as many of them as possible!
  1542. How to Mix Magical Potions – Potion of Flight How to mix magical potions
  1543.  
  1544. Potion of flight
  1545.  
  1546. Drink this potion and fly like a bird! All you need is listed below:
  1547. two wings of a wasp
  1548. an eye of a dead body
  1549. a rope
  1550. a potion of lemonade
  1551. a watch
  1552. and, of course,
  1553. a rapier to stir with
  1554. and finally a pot to cook in it.
  1555. Put all things except the watch into the pot and cook it for 24 minutes.
  1556. Cast the spell "flifli bor" on it and drink it.
  1557. Don't forget to have an eye at the time! This fluid lasts for 12 minutes.
  1558. Once the time is over, you are not able to fly anymore... you'll fall down like a stone.
  1559. Therefore, never forget the time and always wear a watch when using the "potion of flight"!
  1560. Good luck and may the birds be with you!
  1561. On Different Fluids, 3rd Publication "On different Fluids, 3rd publication"
  1562. by Arisophlus
  1563.  
  1564. The most common fluid is water. It's blue and opaque, you can't miss it.
  1565. You can drink it; usually it does not have any affections on the human body, but if the water
  1566. comes from a very special place it is said to have healing powers!
  1567. On Different Fluids, 2nd Publication, Part Two "On different Fluids, 2nd publication, part two"
  1568. by Arisophlus
  1569.  
  1570. I am not quite sure, but I suppose, this "beer" does not have human root. No one is able to produce it.
  1571. Nevertheless, there are hundreds, thousands of potions arround this world? Where do they come from?
  1572. Who is interested in drunken hunters? The answer is quite obvious: The demon! Beer is an invention of the demon!
  1573. There is another very mysterious fluid here in Medivia. People tend to call it "oil".
  1574. I really don't know what to do with it. It smells strange; if you know how to put it on fire,
  1575. it burns quite fine (it's not easy, but once it burns it is very hot!).
  1576. Avoid steping on a pool of oil - it's very slippery. That leads me to an idea: My watch doesn't work
  1577. anymore since yesterday - maybe I should try to throw it in a glass filled with oil? If I succeed,
  1578. I will write another book on this topic.
  1579. The last known brown fluid is "mud". It is a very familiar fluid; it doesn't smell, but it is dirty.
  1580. I do not know, how this mud fits into our world, but it is just here.
  1581. Nobody knows where it came from, nobody knows its use...
  1582. The Adventurer’s Guide To The Dungeons The Adventurer's Guide To The Dungeons.
  1583.  
  1584. Rope: A rope is a long thing in most cases. It is useful to climb up holes and to pull up heavy objects, such as dragons, empty potions or spiders. Sometimes, in special cases, it is used to pull up demons or giant spiders. A rope consists of many rat-tails tied together. Such a thing should not be
  1585. missing in an adventurer's backpack!
  1586. It is not known, how it works in some cases - for example, no one found out until now, why one has to put a rope on the floor in order to climb UP a hole. Especially it is strange, that this rope does not
  1587. get lost, but is found in the backpack of the adventurer again...
  1588. On the game “Medivia” On the game "Medivia".
  1589.  
  1590. Here are some secret rules you should consider when you think about playing a match.
  1591.  
  1592. 1. Grow at least three extra legs. You won't need them, but it keeps the crowds amused.
  1593. 2. Find one good Brockian Ultra-Cricked player. Clone him a few times. This saves an enormous
  1594. amount of tendious selection and training.
  1595. 3. Put your team and the opposite team in a large field and build a high wall around them.
  1596. (The reason for this is that, although the game is a major spectator sport, the frustration
  1597. experienced by the audience at not actually being able to see what's going on
  1598. leads them to imagine that it's just a lot more exciting than it really is.
  1599. A crowed that has just watched a rather humdrum game experiences far less life-affirmation
  1600. than a crowd that believes it has just missed the most dramatic event in sporting history.
  1601. 4. Throw lots of assorted equipment over the wall for the players. Anything will do --
  1602. cricket bats, basecube bats, tennis rackets, skis, anything you can get a good swing with.
  1603. 5. The players should now lay about themselves for all they are worth with whatever they find to hand.
  1604. Whenever a player scores a 'hit' on another player he should immediately run away and apologize
  1605. from a save distance.
  1606. Apologies should be concise, sincere, and, for maximum clarity and points, delivered through a megaphone.
  1607. 6. The winning team should be the first team that wins.
  1608. Important Facts from Galactic History, Number One Important facts from galactic history, number one
  1609. (reproduced from the "Sideral Daily Mentioner's Book Of Popular Galactic History")
  1610.  
  1611. The night-sky of the planet Krikkit is the least interesting sight in the entire universe.
  1612.  
  1613.  
  1614.  
  1615.  
  1616.  
  1617.  
  1618.  
  1619.  
  1620.  
  1621.  
  1622.  
  1623.  
  1624.  
  1625.  
  1626.  
  1627.  
  1628.  
  1629.  
  1630.  
  1631. Isle of the Kings Library
  1632. The Isle of the Kings Library is located one floor above ground on the Isle of the Kings. This small island is found south-west of Carlin. For access, you must complete the White Raven Monastery quest and hand Dalbrect his Family Brooch. Once this is done, he can lend safe passage to the island.
  1633.  
  1634. Selfmade Skeletons Selfmade Skeletons By BH
  1635. Cityguide to Venore Cityguide Venore
  1636. The city of commerce built its wealth on four major factors.
  1637. One is the freetrade agreement with the Thaian kingdom to which they in theory belong. This ensures trade with all cities, cultures and lands, known or yet to be discovered. Often seen as a seperate law but actually part of the free trade agreement is the gambling licence, that is unique in the Thaian Kingdom, because 'commercial' gambling is outlawed since the times of king Yorik I.
  1638. Another factor is the shipping dock and the woodcutting in the Venore area. Before the Garrogat colony was established, the Venore area was the major source for wood used for construction and tools. What seems odd at the first glance, given the swamps Venore was built in becomes understandable when considering the following: Until the clerics and sorcerers drove away all those poisonous insects and creatures the area was known for its diseases and a criminal colony in the beginning. Thus, the merchants had a steady supply of cheap workers to do every job that was required.
  1639. The last factor was the discovery of the Spiceweed. A special swampgrass that was soon used by cooks and households all over the continent.
  1640. Soon enough the merchants became rich and powerful, rivaling most of the Thais noble families in wealth and power.
  1641. For now the merchants seem content with their station and the place Venore takes on the continent and in the kingdom. There are voices that Venore might separate one day or use it influence to wrest even more rights and privileges from the kingdom that becomes more and more dependent on its economical power.
  1642.  
  1643. Magic by Puffels Magic by Puffels
  1644. There are two kinds of spells: rune-spells, and spontaneous spells.
  1645. Rune-spells are cast on blank runestones and some mana is used up in this process. These stones, each storing a specific spell, are easily carried around. They can be used at any time, and only some require a further investment of mana.
  1646. Spontaneous spells are cast in the heartbeat they are needed and take effect instantly. Most of these spells are spells of healing but some of them are aggressive and some have even more astonishing effects,such as invisibility, illusionary shapechage etc.
  1647. The Books of Morning Sermons The book of morning sermons
  1648. Old and Torn Book <this old book was ruined by time and thoughtles readers>
  1649. ... of madness ... decoy ... avert ... from the obvious ...
  1650. Legends about the Wand of Might Legends about the wand of might.
  1651. Written by Herion
  1652.  
  1653. This book is about the origin of the wand of might.
  1654.  
  1655. First of all I want to say that nobody is sure who made it or how it was made. But it contains a powerful magical energy of unknown kind.
  1656.  
  1657. Since we lost most books written by our ancients we cannot say how the ancients got the wand in their hands.
  1658.  
  1659. However, we are very happy that we own it because it helped us and it will help us to understand the magic web around Medivia.
  1660.  
  1661. For example, only with its help could we find the magic web's gates of teleportation.
  1662.  
  1663. We are now conducting some experiments with several magical things and we hope that the wand of might will react to some of them somehow.
  1664. The Liberators of the Spark The liberators of the spark by Sericos
  1665. Also known as liberators of light and several similar names this Banor sect is dedicated to the so called 'liberation of the godly spark' from the unworthy. In theory they agree upon the doctrine of the Banor cult that each human and probably some of the non-human races are born with a part of the divine essence in them. Whereas other cults are dedicated to make this spark flourish for the good of the individual or civilisation, the liberators argue that certain persons are not worthy of the godly spark and it is better to set the divine essence free by killing them in ritual combat. Certain splintergroups of the liberartors go even further and claim that a person can claim the divine essence of those slain to strengthen themselves. So this heresy led to two equally dangerous and forbidden subsects of the banor cult. While the original heretics killed only criminals after their foundation, the term 'unworthy' soon became more widely defined, and they began to slay cowards and everyone they considered weak. The so called 'new liberators' brought this heresy to another equaly mad degree. They argue that if you can claim the divine spark of others by killing them you should not target the weak, but the mighty. They 'honor' their victims in duels and admittedly more then one new liberator met his well deserved end at the swordtip of an opponent far superior to him. Still there ARE a considerable number of new liberators around and doing their perverted work for their god. The church of Banor in turn has outlawed both heresies and affiliation with either of those sects is punished with lifelong laborcamp or execution.
  1666.  
  1667. The Superiority of Males The superiority of males - a fantasy tale
  1668. Poems of Rathon Poems of Rathon
  1669. Once upon a time there was a little gnome Once upon a time there was a little gnome.
  1670. And as all gnomes he was a treacherous, greedy coward (and that's pretty treacherous, greedy and cowardly). One day in the middle of a deep forest the little gnome met a little girl wearing a pretty red cap. As the greedy gnome saw that she was carrying a bag full of finest bread and a flask of wine, he pretended to be starving and begged the little girl for food and water in a way annoying as only gnomes can be (and that's pretty annoying). But the girl was warned of treacherous gnomes by a valiant huntsman she met before and she quickly ran away from the greedy little gnome. The gnome became angry but was afraid to steal from her, because she might have been stronger than him. So he wandered into the woods cursing as only gnomes can curse (and that's pretty ugly). By chance he almost stumbled over a sleeping bard. Quickly figuring out the magical nature of the flute lying near the sleeping bard, he stole it as quickly as only a gnome can do (and that's pretty quick). Using the magic flute he lured a pack of wolves to the house of the little girl's grandma and let the beasts chase both into the wilderness and laughed wickedly as only gnomes can laugh (and that's pretty wicked). Laughing the gnome gulped the wine and swallowed the bread as fast as only gnomes can (and that's pretty fast). So he lived in the woods and molested squirrels happily ever after.
  1671.  
  1672. Dwarven Magic I Dwarven Magic I By Marokin
  1673. Most of the other races look down upon the Dwarves because we seem to lack in magical abilites. What they don't understand is that our best mages concentrate on the magic of earth and fire, the give and take. They are searching for some magic that might give us the upper hand. In these books I will reveal some of their findings.
  1674. Manasphere Manasphere? by Othis Ethna
  1675. I don't want to minimize the value of Rail Ashkil's work. But to me it lacks any proof! Thus Ashkil's explanation is as good as the idea that the beings are producing the mana themselves! And what about the "planet is surrounded"-statement? How should he know without leaving this planet? Either there's another (now lost) book that deals with the experiments and their results, or the whole "manasphere" is only an unprovable theory!
  1676. The Godslayer Races The godslayer races
  1677. As with the ascensonist movement, the godslayer cults are incredibly old. Although the term 'races' is usually applied, this generalization is not a correct one. Indeed the first of those cults were founded by ancient races, most long forgotten, that suffered greatly in the creation wars. Most of those races only barely escaped complete extinction and none ever recovered from the blood toll of the wars. In fact some of those 'races' are rumored to have been reduced to a handful of beings or even a single entity. However some of them tried to gain converts from the younger races to bolster their ranks. The methods to keep their races and cults alive over the centuries differed and most tries were in vain. It's assumed that only a handful of godslayer cults now exist and perhaps another handful of single entities that follow this agenda. Be that as it may, the name godslayer certainly defines and summarizes their philosophies, or at least the ends of these philosophies. Their
  1678. goal is nothing less than the extermination of the gods (or in some cases of a specific god). The means through which this goal is to be achieved differ, if they are clear at all. Most cultists are probably content with hating the gods and
  1679. spreading discord among their worshipers. Others have very specific plans, like the last of the Rardor, Tel'Chac Agur, who tried to take over the soulvortex in the early new ages. In most cases where a godslayer cult surfaced, it was handled by human worshipers of the gods without real divine interference. It's said though, that the destruction of the isle Molinora was caused by the dark magic
  1680. of Zathroth and his demon armies and the last of the dark race of Souleaters (also known as the Noshar) were annihilated with their dark temple and forbidden secrets they had collected in this last retreat of that cruel race.
  1681. Elves by Iregarn Pt. 1 Elves by Iregarn Pt. 1
  1682. Elven names are chosen in adulthood. Until they acquire a name, elves are called 'son/daughter of ___' usually naming the parent with the same gender. Upon reaching adulthood, the young elf gets his first name, divined by the elders who know him in dreams. It is merely a single name, a description of the elf in the elven tongue. Usually elves love to add a translation of their name which is often mistaken for a second name by other races. Since the elven language is far more complicated and has thousands of nuances, often elves with the same 'second name' have a different first name, confusing the other races even more.
  1683. The Great Book of Heraldry The great book of Heraldry
  1684. Tactics Handbook Tactics handbook - Use training to your advantage. Avoid fighting more then one enemy at once. Be careful while chasing an enemy, you might get hurt by his allies or other monsters and can't defend yourself while targeting him.
  1685. Target only the closest enemy or you'll become confused and might not be able to defend yourself against other attacks.
  1686. Different enemies require different tactics. Some are better fought in an aggressive way, encounter others in the defensive way. Choosing between your attack styles depends also on your equipment; if you have only little defense, there is likely no point in fighting defensively and the other way round.
  1687. ORCS! ORCS! by Silvius
  1688. Orcs ARE intelligent. Though some dwarves mumble about a shared hivemind of the greenskins, there is no evidence for that. Orcs have speech and are capable of learning other languages quite well ... if they want, which is almost never the case. They lack a written language though. Some of the more educated orcs use human letters to write down orcish texts. Its rumored that the orcs we encounter now and then are just barbarians of their own kind and that there is a more 'civilized' orcish culture somewhere. There are some clues that the orcs indeed had a written language, but the modern orcs are unable to read it, as are we.
  1689. Prayer to the Gods May Banor bless our souls.
  1690. May the kiss of Kirok bring us inspiration.
  1691. May Fardos give us the force of will to forge our souls to tools of good.
  1692. May Crunor protect our health and essence.
  1693. May Uman teach us to use his gifts and use them wisely.
  1694. May the archangels guide and guard us.
  1695. Partially Torn Book #1 He who commands those w............................................................................ The twice fallen will fall ................... the coming doom. Evil will feast on the weak to bring an end, not knowing that it was just the beginning of their own destruc...........leeping will be awakend to ...........l live longer than the .........
  1696. Many eyes will see the coming of the light in......................king.
  1697. The ...........ill cheer for the .....................e heroes must fall. Where blood runs red ...... awaits ........ Where there are many .............................. will be victorious. Wher.................... be revealed. Hope only arises from .............................................
  1698. The Book of Helpful Prayers The book of helpfull prayers
  1699. Old Adventurer’s Song Oh lay me to rest
  1700. In Thais graveyard
  1701. To know it's the best,
  1702. That's not so hard
  1703.  
  1704. I've been to Carlin
  1705. And met a fair lass
  1706. But to sleep in their graveyard?
  1707. I think I will pass
  1708.  
  1709. You may think I'm a fool
  1710. You may think I'm a liar
  1711. But I heard there's more there
  1712. Some say a vampire
  1713.  
  1714. But I digress and cajole
  1715. As is your common luck
  1716. Please bury me not
  1717. In the Plains of Havoc
  1718.  
  1719. For while an adventure
  1720. Is a wonderful track
  1721. Once I'm done, I'm done,
  1722. No desire to come back
  1723.  
  1724. And while many will quip
  1725. What's got in your head?
  1726. I say I prefer death,
  1727. And not the undead.
  1728.  
  1729. Garrogat is pretty,
  1730. Cirone is fair,
  1731. But I haven't the money
  1732. To be buried there.
  1733.  
  1734. So lay me to rest
  1735. With a Thais tombstone
  1736. I've seen all the rest
  1737. This one feels like home.
  1738.  
  1739. -Old Adventurer's Song
  1740. Puldraks Wisdom About Elves Pt. 4 Puldraks wisdom about elves Pt. 4
  1741. The Cenath were the luckiest of the elves. They lived in a handful of cities in a hidden valley, far away from the rages of war. As things turned bad for the elves much of their artifacts, artwork and books were brought to these cities. Life went on as usual for some time, the elves minding only their own business, as if pretending there was no war at all. Of course the war found them at last. In an frantic attempt to rescue their lives and even their accustomed way of life the elves begun to weave powerful spells. Many of their best magicians litteraly 'burnt out' in the process but finally the elves succeeded. The whole valley was torn out of the known world ... And this was bitterly needed in a world that was only stormy darkness around the elven valley. They created an artificial light and even created weather. There they lived for hundreds of years, studying and practicing magic, mainly to manipulate and reproduce the effects of nature to enhance their lives.
  1742. Partially Torn Book #2 When the tower ......
  1743. .......... its sting,
  1744. when ....... walks the hal.........
  1745. .......... of murder loses .......,
  1746. w.... the ice ......
  1747. ...............ll not fly t....,
  1748. whe......... silences ......,
  1749. .........red meets t.............ound,
  1750. .......... is broken by the ..........and,
  1751. when the dead walk ......nd l........,
  1752. when........ will be erased and .........,
  1753. when the for.......win no longe........,
  1754. when the one ey..........re,
  1755. ..hen t...rai...et...is...te,
  1756. the...alib...ll be ..............tice.
  1757. Puldraks Wisdom About Elves Pt. 5 Puldraks wisdom about elves Pt. 5
  1758. The 5th elven cultural group are the Chelabdil. Their role in the war and their fate is yet unclear, but they have little contact with the other elven castes. They are usually a bit taller and stronger than elves of the other races, and there skin is silvery-white or in blue to greenish tones. Their eyes are often pale blue or green, sometimes a faint yellow. They have long black hair, or sometimes dark brown. They seem to live nowadays in the region northwest of Carlin and are seen quite often there. They have the keenest eyes of the elves, and the weapons of their choice are spears, knives and sometimes the short bow. They are fine hunters and sometimes trade furs, but the main part of their life remains yet uncertain.
  1759. A Shrinking Potion A shrinking potion
  1760. Take 2 powder herbs, a stone herb and an orange star. Cut them into small pieces and put them in a pot. Add a bottle of snake blood and boil it.
  1761. If you've done it right, the potion should be thick.
  1762. Wait until it's cold and then add the last ingredient, a 2 inch piece of a swamp plant.
  1763. This should make the potion green and much thinner. Fill it up in bottles and it's ready to be used
  1764.  
  1765. Puldrak’s Wisdom About Elves Pt. 2 Puldrak's wisdom about elves Pt. 2
  1766. The Kuridai took refuge in a volcanic area, inhabited by vile monsters and ravaged by the eruptions of the mountains. Stripped of almost all possessions, they hid in the caves and learned to become very secretive. They had to work very hard and had to fight for almost everything with nature and ferocious beasts. Most beasts that could live in such life threatening circumstances were so powerful that direct attacks proved to be futile. So the elves begun to develop a more devious way to fight, with assaults, traps and hit and run tactics. After over a hundred years they had enough resources to leave the burning lands and adapted their way of life to their new environment. Thus they became the secretive people under the hills. They were fierce fighters whenever their new home was threatened. For a hundred years they fought off all intruders until their explorers made contact with the other remaining elven castes. Under the growing pressure of the more and more powerful waves of orcish attacks they left their homes to join forces with the other elves in an uneasy alliance.
  1767. Their apperance had changed to a even more slender Version of the normal elves. Their skin is very pale, their hair pure white or pitch black. The younger members of that caste often color strands of their hair in unusual colors like red, blue or purple. Red, albinotic eyes are common, but in general all kinds of eyecolors are existent.
  1768. Charlie Root is the most Awesome Person Ever reve nosrep emosewa tsom eht si tooR eilrahC
  1769. Hammerfall’s Tales of 1001 Wives Hammerfall's tales of 1001 wives
  1770. The Lost Caste by Iregarn The lost caste by Iregarn
  1771. We could not confirm the extinction of the Chelabdil. On the other hand we found no living being in the area. We met a strong orcish presence there. Some of the orcs we killed had elvish items on them so it might be possible that all of the so called Chelabdil were wiped out by the orcish hordes. One more proof our way is the right one.
  1772. Cooking Venore Style Cooking Venore Style
  1773. Imperial Scripts Imperial Scripts
  1774.  
  1775. Transcribed by the Royal
  1776. scrivener, Sir Acrothet Simfus
  1777.  
  1778. Committee Meeting XVII
  1779.  
  1780. Insofar as we have yet to
  1781. ascertain the needs of our
  1782. citizenry in comparison to those
  1783. of our benevolent leader and
  1784. other high ranking officials,
  1785.  
  1786. It has been deemed forthwith
  1787. that a committee should be
  1788. formed to handle such concerns,
  1789. and will hereafter report its
  1790. findings to this committee once
  1791. every cycle.
  1792.  
  1793. Of matters pertaining to politics,
  1794. it has thusly been found that
  1795. despite egregious wrongs
  1796. committed by here-to-fore
  1797. unknown assailants, both afield
  1798. and afoot, we should, in due
  1799. time, attempt to develop a plan
  1800. which results in less of our
  1801. deaths, and more of theirs.
  1802.  
  1803. A committee will be formed
  1804. and henceforth be titled
  1805. "The diplomatic committee"
  1806. and will report to us twice
  1807. every cycle, and include their
  1808. findings, which shall hope-
  1809. fully include less corpses on our
  1810. behalf
  1811.  
  1812. etc. etc.
  1813. ~
  1814. How to Seduce Women How to seduce Women
  1815. Heresies of the New Age Heresies of the new age
  1816. Some people claim that the soul vortex was not a creation of the gods. They argue that the sheer concept of souls from 'beyond' entering our realm is by all means very random and could not be planned at all. They suggest that it's a lot more likely that the vortex was actually some damage caused to the fabric of reality. Through this hole in reality souls that were never meant to be entered our realm, and this hole, they also claim, is a leak that leaches away the power of the gods. They suggest that the war for creation was NOT interrupted
  1817. because the gods wanted to heal the wounds of the world, but because this powerleak frightened them so much. They further speculate that the withdrawal from the world was more an act of panic, an attempt not to lose complete control over
  1818. creation, and that the process known as awakening is by no means the working of benevolence, but the gods losing grip of the things they tried to hide away from the intruding souls. The theory goes that as there is an ascension for the souls from beyond to achieve some form of godhood, there is a constant decline of the powers of the old gods due to the power that is leaking away into nothingness and the power the living claim for their own. Of course this heresy is very popular in the ranks of certain ascension cults. More so since it takes care of the more common fear in those conclaves, that the jealous gods may strike back
  1819. on those who try the ascension.
  1820. The Magic of the Ghouls The magic of the Ghouls by Paramor
  1821. Puldraks Wisdom About Minotaurs Pt. 2 Puldraks wisdom about minotaurs Pt. 2
  1822. The only minotaurs reaching old age in these times of war were those who were born with physical disabilities or who were crippled but not killed in battle. This class of minotaurs was the only one who could live long enough to learn skills not directly connected to war. Since they were almost always the only ones who could gather enough experience and wisdom to create new ideas and concepts, the younger warriors begun to look at them as parents and advisors. Slowly these elders were able to change the war culture of the minotaurs. One charismatic minotaur in particular, Akkor, who was born blind, became the founder of the new minotaurian philosophy. He shunned the rage as a curse of the god Blog. Consequently, the minotaurian religion, which due to the extremity of martyrdom and rage never had a real chance to develop, turned away from the raging one. Slowly new concepts were adopted and great efforts were undertaken to hold the rage at bay. Meditation and self-control became the foremost duties of any warrior. The minotaurian ideal turned towards role models who were in control of body and mind. Since fiery rage was in minotaurian nature, young minotaurs were trained from early on to control themselves. It was through meditation that the minotaurs developed art and soon philosophy. Complicated ceremonies for usually simple things of daily life were developed to focus the mind, to be aware of each second of life.
  1823. Puldraks Wisdom About Minotaurs Pt. 1 Puldraks wisdom about minotaurs Pt. 1
  1824. Minotaur society rejects the raging of Blog. In the past, the berserker rage of the minotaurs was feared by all their enemies. But this rage had cost more than one life and some of the most promising warriors died young on the battlefields. Heavy casualties caused their numbers to decrease dramatically. The minotaurs withdrew from the wars, but in a world gone mad, skirmishes with other races were part of their daily routine. The demise of the whole race continued. As the minotaur race became nearly extinct in the fights, they found refuge in caves, adopting a lifestyle much like their ancient enemies the dwarfs.
  1825.  
  1826. Be Creative – Handmade Gifts Be creative - Handmade gifts
  1827. The Language of the Wolves The language of the wolves by Ishara.
  1828. Behold the Beholders! Behold the beholders!
  1829. The beholders are a ancient race of underground dwelling necromancers. Allthough they can 'speak' like humans using some membranes, their native 'toungue' consisnts of a blinking code wih each eye, in which blinking could mean some syllable,
  1830. letter or word. Its by far the most complex speach we ever encountered and almost impossible to comprehend. As far as we can tell its not only a language but also some kind of mathemathics. This combination makes it tedious even to try to understand that language. The books the beholder write constist only numbers and the code behind them is incredibly complex. This race was one of
  1831. those which were part in the creation wars and therefore its peak of civilisation and power is long gone. Its rumored of still existant settlements
  1832. of beholders where they try to improove their unspeakable necromantic rituals and create an army of undead. In general they seem malicious but without ambition to do more then to claim some lairs and defend them. They seem too haveno ambitions in conquering or allying with other races in a bigger style then an ocasionally beholder merchenary which joins forces with other entitys for private reasons.
  1833. The Maze of the Lost Souls The maze of the lost souls
  1834.  
  1835. Centuries ago, our ancients build this maze to protect our city Demona from bandits and warriors.
  1836. With the help of our loyal trolls they finished this giant maze within 1 month!
  1837.  
  1838. This maze has been protecting us for centuries and we hope that it will be the same for many following centuries too.
  1839. The Adventures of Hugo the Humble The adventures of hugo the humble
  1840. Once upon a time there was a monk named hugo. He was so humble that he ... <the rest of the book is ruined with black ink - on the side you read : Sorry my humility does not allow such flattering book about me to exist, yours Hugo>
  1841.  
  1842. The Manasphere by Rail Ashkil The Manasphere by Rail Ashkil
  1843. The whole planet is surrounded by an energetic field called "Manasphere", produced by "Mother Nature". Nearly every living being is able to tap it and store a certain amount of this "mana". Even less beings are able to use this energy to produce light etc. In most cases the user will "cast a spell" - but only to concentrate on his natural abbility of mana-using. Some beings, dragons e.g., seem to use the mana more instinctively but nevertheless with great efficiency.
  1844. The Dragonlords of Medivia The Dragonlords of Medivia
  1845. Written by Tekvorian, Knight of Medivia
  1846.  
  1847. We dont know much about the mighty leaders of the dragons. But we found out that they love mushrooms of all kind. Maybe the old dragonlord on Dracona can tell us more.
  1848.  
  1849. Furthermore, we found out that many Dragonlords carry this strange book (with the big T on it) with them. We dont know why,yet, but we are working on it.
  1850. Puldraks Wisdom About Elves Pt. 1 Puldraks wisdom about elves Pt. 1
  1851. The Deraisim had become homeless in the wars. As nomadic wanderers they hid in the woods, setteling nowhere for a longer time. Their families joined each other to travel together for a while, only to disband again soon whenever an area could not supply them all any longer. Hunted by countless enemies and almost everytime outnumbered when it came to fights with 'neighbours' they retreated into the deepest woods where the greater number of their foes was evened out. There they created encampments they visited now and then. They had contact with many creatures and cultures. They adopted ideas and inventions that suited their nomadic lifestyle and begun even a very cautious trade with other races to aquire things they were not able to build on their own. As the attention of the other races turned more and more away from the elves and wars broke out between them, some of the elves begun to live at their up to then only part time ecampment on a permanent base. Adopting what they had seen from other races and things they vaguely remembered from their own past some trading posts were established in this way. Usually only one to three families lived there. After the reunification with the Cenath the majority of them could be convinced to give a permanent settlement a try and the biggest tradingpost became the settlement Ab'Dendriel. Some families refused to join their brethren and continued to wander the world, only visiting the city now and then, each vistit convincing them more that they have only little in common with the Deraisim anymore. So they begun to see themselves as Abdaisim and continued to be the nomads and restless wanderers of elvenkind.
  1852. A Step by Step Guide to Mining From a hole to a mine
  1853. A step by step guide to mining
  1854. The First Creatures BOOK TWO The First Creatures BOOK TWO
  1855.  
  1856. Brog however laughed over the dragon, which he had create, because he roamed over Medivia and was a terror to the few other creatures. Brog was fascinated by this created being and its terrible children, although they showed him neither loyalty nor respect. Thus Brog created further life, imitiating his shape, in order to please him, and so the cyclops entered the world.
  1857. Zathroth however was angered, because he thought the cyclos stupid and awkward. Too little trouble did they spread in the world, because they quarried in Medivia for metals and enjoyed to process it with fire and force. They were too few for his likes, because they hardly grew in numbers.
  1858. Thus Zathroth reprimanded his blockheaded son and ordered him to create new life. For he himself still could not understand the secret of life. Under his guidance the first trolls, numerous and vexatious, developed but still without the malicious cunning, which Zathroth desired. Next father and son therefore created the orcs. And the orcs turned out just like the dark God wanted them. They flowed over Medivia, spread out and began to devastate it.
  1859. The First Creatures BOOK ONE The First Creatures BOOK ONE
  1860.  
  1861. Zathroth however was delighted by the destructive potential, which Fafnar showed, and he looked upon her with delight. He flattered her with compliments, and he succeeded in seducing her.
  1862. Thus they conceived Brog, the fiery raging berserker. Brog possessed only little of his fathers wisdom, and the heat of his mother burned only deep inside of him. There however the fire became more ravaging and more hurting, and the rough titan
  1863. raged and cried that the elements were shaken. Inexpressible pain troubled him, until the blocheaded Brog compacted his magical powers and hurled a major part of the fire far away from himself. From the fire, which did not want to cool down, however immediately the first dragon, called Garsharak, rose and he bore many further lower dragons in the course of the centuries from his fire and his magic, of the like we know today.
  1864. The Birth of the Elements BOOK THREE The Birth of the Elements BOOK THREE
  1865.  
  1866. Thus he followed the vain sister and sought her it. She however was quick and escaped from him again. She escaped on the other side and again rose over all elements, and began anew, to scorch these. When Suon followed her now, in order to punish her, she didn't let it come not a further test of strength and escaped the brother immediately. He followed the teasing and aggravating sister tirelessly into the embrace of the fire. But Fafnar was a step ahead of him and had already fled again onto the other side over the elements ... and in such a way this continues to go on even today.
  1867. Uman united himself with the earth, which we know as Medivia. And the earth bore him Crunor, the first tree. Crunor was full of charm and vitality. Also he loved his own shape, but he was wiser than Fafnar and possessed the gift of modesty. Inspires by
  1868. the creation he bore from itself all the plants, small and large! And they spread out on the body of mother Medivia, like a dress - it was a delight to see.
  1869. The Birth of the Elements BOOK TWO The Birth of the Elements BOOK TWO
  1870.  
  1871. And Uman and Fardos were chagrined about the dastardly deed or Zathroth. They decided to create from the elements something new, similar to Medivia. For a long time they looked for a way of achie this end. Finally Uman found a solution: the
  1872. birth, which created live from live. One of the Godly had to unite with one of the elements and could thus create a new entity.
  1873. Thus Fardos and the Fire united, and the Fire bore two children, Fafnar and Suon, the Suns of Medivia. Suon of calm and considerate nature. But Fafnar, its sister, was self-willed and stubborn. She rose vainly over the elements and began to scorch
  1874. them. Therefore Suon also rose up in order to stop his sister. A wild struggle started and pretty soon it turned out that Suon was the stronger one of the two. So Fafnar fled under Medivia into the parental fire, but Suon wanted his sister to promise him
  1875. never to scorch the other elements again.
  1876. The Birth of the Elements BOOK ONE The Birth of the Elements BOOK ONE
  1877.  
  1878. Schocked Uman and Fardos tried to grab hold of the dispersing being of Medivia, but it was about to slip out of their hands like their creations before. They wove a powerful spell, the spell of the creation, in order to bind Medivia essence to the
  1879. column of time. As Zathroth laughed loudly, in his vain triumph, he did not understand their words, and so the secret of creation and life stayed hidden from him forever.
  1880. They however wove the fleeting elements to powerful strands. Althought they did not succeed in uniting them again but the individual parts became something new, the first real creation.
  1881. Thus the living part became Medivia, born from the element earth, Sula became the sea washing around it. Air rose over the creation and layed itself like a protecting blanket over the creation, and the fire seeped under it and began to warm it up.
  1882. Behold: Each of the separate parts of the god was full of life and divinity! But none of the elements possessed the spirit of the Medivia, but they were wild and impetuous, following always the impulses which corresponded to their nature.
  1883. The Great Creation BOOK TWO The Great Creation BOOK TWO
  1884.  
  1885. But even at the culmination point of the creation Zathroth bundeled all his destructive powers to a weapon and pushed it with all the strength that he could muster into the heart of Medivia, whose existence he did not want to endure any more. And as the divinity was weakened by the creation and without suspicion and resistance, the deadly attack penetrated to the core of her being and destroyed her.
  1886. The elements - fires, water, earth and air - were jerked out of their harmony and landed at the base of the column of time.
  1887. The Great Creation BOOK ONE The Great Creation BOOK ONE
  1888.  
  1889. Uman in his wisdom recognized the possibilities, which revealed themselves to them here, and he asked Medivia join in the circle of the creators and help them with the task of the creation. Medivia agreed, because she also was fascinated by the idea of the creation.
  1890. Uman, whose nature was to win secrets and gain insights, had realized what their error at the preceding attempts had been:
  1891. Without a fixed pivot point there was no existence possible, and everything had to diffuse away as it was without direction and target.
  1892. And to remedy that he invented TIME!
  1893. In order to create the time, the Gods united their powers. Even Zathroth was fascinated by the idea of his other half and contributed a tiny proportion of his strength to the effort. The wise claim that it is to be due to his working that all time strives in the long run to decay and destruction.
  1894. The powers of the godly bundled themselves to an enormous power greater than any in existence before. It began to crystallize itself in the void to an enormous spiral. Higher and higher it mounted up, became firmness, pivot point, direction and aim of existence! And in such a way the crystal column of time grew upwards and was from then on the unmovable center of creation.
  1895. The Awakening of the Gods BOOK ONE The Awaking of the Gods BOOK ONE
  1896. In the beginning there was only the big gaping void.
  1897. It was omnipresent and nowhere.
  1898. Into this desert entered Fardos, the creator, and Uman Zathroth, incorporating magic. Nobody knows where they came
  1899. from or whether they had always existed and just awoken from the deep slumber of infinity.
  1900. Fardos was fulfilled by the need to create and give birth. He stepped into existence and began the act of the creation immediately, as he was he was impatient and full of creative power. His godly powers emerged from him and created, formed.
  1901. But all his works slipped out of his hands as the void was everywhere. No single work was to last. Everything that he devised dissolved in the void even before it was completed.
  1902. Uman Zathroth regarded his undertakings thoughtfully, because Uman Zathroth was wise and filled with magic powers and insatiable hunger for knowledge, comprehension and enlightenment. He was a creature similar and nevertheless different to the clear working of Fardos, because mysteries and secrets were the aspects of his being. Uman and Zathroth were two entities and nevertheless one. Uman was the light, bright aspect of magic; his was the gift to work benign wonders. Zathroth however, his different - dark - side, was the corruptive urge, the vain self purpose of magic, destructive and a desecration! This entity, which was two and one nevertheless, observed now the works of his companion in infinity.
  1903. What Runes are Made of What runes are made of by Muriel.
  1904. How to Create Spellbooks How to create spellbooks by Muriel.
  1905. Famous Necromants Famous Necromants by Muriel.
  1906. How to Manipulate Runes How to manipulate Runes by Muriel.
  1907. Old Drinking Song Oh me hearties,
  1908. For simpler times
  1909. When nary a bridge in sight
  1910.  
  1911. And Thais, the town,
  1912. Was lit till dawn
  1913. By an eastern dragon's light
  1914.  
  1915. Oh me scallywags,
  1916. For better times
  1917. When treasure hunting wasn't so
  1918. tough
  1919.  
  1920. But then that vermin
  1921. Came into the depot
  1922. Killed me, and took all my stuff
  1923.  
  1924. Oh me fools
  1925. For newer days
  1926. All things come to an end
  1927.  
  1928. For let it be known
  1929. This world it has grown
  1930. But I still don't know who's my
  1931. friend
  1932.  
  1933. -Old Drinking Song
  1934. Partially Torn Book #3 The .........
  1935. Some of he ancients formed .......amlands. They build mighty fortresses to ........................, conscious
  1936. or not. It was then, when the mysteri............... and his anger shook the foundation of .....................................awakened screaming in fear and pain. And after the ................................................................................ were gone! All of them with all ..........................................................ost their best men in theese days and never recovered from the ........................................... for the other ancients and so the time of the first dreammasters ended.
  1937. From this time on ............. manipulate little of the matter of the dreamlands to ................................................. others in their .................... and prophecy, but not to ..........
  1938. Extended Vision Extended Vision
  1939. Most dwarves have a excelent eyesight even in dark enviroments but this spell will one day allow you to see nearly twice as far as you currently do. What's needed is the fire of a fire element, the head of a ghoul,the essence of a red royal blossom, some water from Blood Bay and the laugh of a mute sinner. Light a fire with the flame of the fire element. Pour the water from Blood Bay into a cauldronand place it over the fire. Throw in the head of the ghoul and the essence of the red royal Blossom and mix it untill a grey myst emerges. Take some of the potion and mix it with the laugh while cooling it. Now we only need to find out the missing catalysts and the magic words to imbue it with energy.
  1940. How to Seduce a Man How to seduce a Man
  1941. <this seems to be a cooking book>
  1942. Kazordoon, the Hidden City Kazordoon, the hidden city
  1943. In the blocklike Mountain, known as the big old one, the hidden city of kazordoon is nestled. Its the last refuge of the ancient race of dwarves. Hidden
  1944. and heavily fortified it was the last stand of dwarvenhood in the wars of creation and the last hope of that race to adapt to and survive the new ages. The famous giant statue, known as colossus guards its entry, alhough the narrow valley makes it difficult to see that fortress-statue and admire its
  1945. beauty. Kazordoon is known for its safety and masterful smithery throughout the lands.
  1946. Since some generations the dwarven city (whose ruler claims a title that might be translated as 'emperor') is allied with the thaian kingdom.
  1947. How to Learn Magic Easy – Part Two How to learn Magic easy. Level 1: For Knights and non Vocation people (Part two)
  1948. Two ways exists to make Magic: in a Instant magic use, common spells or spells that needs a high amount of Mana, or Magic can be stored in little stone pieces called Runes, which made and use is very easy.
  1949. To make a Rune Spell you will need a Blank Rune, a little grey piece of stone you can buy in any Magic Shop all around Medivia, just a Rune with no Spell in yet. If you are skilled enough to make the Rune and you have Mana enough, put the Blank Rune in your hand and say the words. Spells made to be stored in runes starts by AD, so dont mess them. The Rune will be charged by the Magic power, changing shape, color and sign, showing the Magic worked. You can use it now just touching it (Right Click and Use or just Ctrl+click) and then shoot it to the target. The Magic will fly from your hand and one of the charges will disapear. Runes have different amount of charges (one to four) and when all charges are used, the Rune will just vanish, as it never existed.
  1950. Philosophy of the Races Philosophy of the races
  1951. You await to read a book about philosophy of the elves, dwarves, minotaurs and so on?
  1952. Well, forget about it! There's nothing a book can teach you. Go and talk to the philosophers of those races and you MIGHT begin to understand a small percentage of that philosophy. In a book you will find only misconceptions. Written by people that neither live, nor embrace that philosophy, a book is destined to be flawed. Further by having been written by a member of another race there's no chance to understand what a philosophy of another race is about. You will read what the author has in prejudices and expectations but no truth. Further ...
  1953. Dwarven Names Dwarven Names
  1954. A dwarf gets one given name at his birth. This is common among many of the races. From this day on the young dwarf is monitored for his behaviour and
  1955. interests. With the beginning of adolescense the dwarf gets initiated to a cult that is considered suitable for him. The more progressive dwarves who try to change and create something new are initiated as child of the fire, whereas the
  1956. conservative, preserving dwarves are initiated to the cult of earth. (Sidenote: the mad inventors that embrace 'undwarfish' priciples and concepts are inititated to the technomancers cults and named children of the machine) So two dwarven siblings may claim to be son/daughter of a different element although they share the same biological parents. Later the dwarf gets to choose a brotherhood (which is a imprecise but common translation of the dwarven term which is far better and literally translates into 'fellowship'). The more aggressive types would choose the savage axes, a rowdy group of dwarves that has some fame to be easily angered. The more patient (sometimes patient to an extent that drives humans nearly mad) would
  1957. choose the molten rock fellowship and those that are adventurous and even foolhardy risktakers would join the dragoneaters and so on. There are a dozen or so fellowships although only three or four are prominent enough to be commonly known. They could be compared with some kind of social club or guild in human terms.
  1958. The Minotaurs by Iregarn Pt. 2 The Minotaurs by Iregarn Pt. 2
  1959. He was challenged and battled again and again. But Tha'kull had been one of the mightiest warriors in the wars and his meditations and understanding of the ways of the world gave him the edge.
  1960. Where his enemies attacked him with rage, he countered them with oversight. Where the enemies tried to hurt him with the powers born from rage, he slew them with elegance. No emotion clouded his fights and he was superior and victorious. The
  1961. minotaurs of those days were accustomed that might makes right and so it was easy for this first warrior philosopher to gain followers. The harder part was to make them listen and only the patience gained in his meditations let him succeed in the end. After some time his philosophies spread like a wildfire in the minotaur tribes. His and Akkors pupils wandered the world and through example and
  1962. patience spread their words. The higher teachings of the philosophy were never truly understood by the masses but even the least of them were taught to overcome the hatred and rage that made them tools in a war that was not theirs. By neglecting the rage at first the minotaurs became the prime targets of Blogs other minions but in the end the formidable skills and persistence of the warrior-philosophers
  1963. combined with the inability to lead a two front war let the followers of Blog lose interest in pursuing the minotaurs who had fled underground and fortified
  1964. several bases. In the coming years the minotaurs defended their new found freedom with all their might and the principles of their philosophy, known as Mooh'Tah, were founded.
  1965. The Minotaurs by Iregarn Pt. 1 The Minotaurs by Iregarn Pt. 1
  1966. The minotaurs claimed that they were once the marshals and favoured people of Blog, the raging one. In the wars over creation they were one of the most successful races. But as the war grew more and more fierce it were the wild and raging minotaurs that had to pay the worst blood toll. The berserker rage inherent to their race made them a formidable opponent but also very vulnerable.
  1967. Though victorious in most battles, in the end the berserking warriors had to surrender to their wounds or were left crippled and executed and fed to Blogs lesser followers. Even worse, the raging minotaurs knew neither friend nor enemy. Brother slew brother, fathers slaughtered their sons in their rage. Then, one day a minotaur, named Tha'kull conquered his rage. He withdrew from battle and became a hermit. In his travels he met Akkor, the blind one. This minotaur was by fate not subjected to the rage inherent to the minotauren race and had aquired a tranquility and wisdom, unknown to his kind so far. Tha'Kull thaught the blind one how to improve his body and fortitude and Akkor in return teached the warrior how to improve his soul.
  1968. He looked upon the world and for the first time in aeons a minotaurean warrior saw the world without hatred. He saw the beauty in things, simple and complex. He saw the harmony in creation and the place the living had in it. He also saw the place that was meant to be taken by the sentient beings among the living. And he went back to his people to teach. Never a warrior of the minotaurs had neglected his rage and even though he was cautious the angry berserker warlords would not allow the words he spoke to be heard by their people.
  1969. Tales from the Crypt Tales from the crypt by an unknown necromancer
  1970. Farmer’s Mantra The craven hordes are not for me
  1971. I may have less than you've got
  1972.  
  1973. But less to watch over? Oh no
  1974. dear sir,
  1975. For I've a lovely carrot
  1976.  
  1977. Watermelons and Grapes, Some
  1978. honey-flowers
  1979. A ripening banana tree
  1980.  
  1981. Treasure you fight for and
  1982. Treasure you earn
  1983. But a good patch of dirt is free
  1984.  
  1985. -Farmer's Mantra
  1986.  
  1987. The Minotaurs by Iregarn Pt. 1 The Minotaurs by Iregarn Pt. 1
  1988. The minotaurs claimed that they were once the marshals and favoured people of Blog, the raging one. In the wars over creation they were one of the most successful races. But as the war grew more and more fierce it were the wild and raging minotaurs that had to pay the worst blood toll. The berserker rage inherent to their race made them a formidable opponent but also very vulnerable.
  1989. Though victorious in most battles, in the end the berserking warriors had to surrender to their wounds or were left crippled and executed and fed to Blogs lesser followers. Even worse, the raging minotaurs knew neither friend nor enemy. Brother slew brother, fathers slaughtered their sons in their rage. Then, one day a minotaur, named Tha'kull conquered his rage. He withdrew from battle and became a hermit. In his travels he met Akkor, the blind one. This minotaur was by fate not subjected to the rage inherent to the minotauren race and had aquired a tranquility and wisdom, unknown to his kind so far. Tha'Kull thaught the blind one how to improve his body and fortitude and Akkor in return teached the warrior how to improve his soul.
  1990. He looked upon the world and for the first time in aeons a minotaurean warrior saw the world without hatred. He saw the beauty in things, simple and complex.
  1991. He saw the harmony in creation and the place the living had in it. He also saw the place that was meant to be taken by the sentient beings among the living. And he went back to his people to teach. Never a warrior of the minotaurs had neglected his rage and even though he was cautious the angry berserker warlords would not allow the words he spoke to be heard by their people.
  1992. Dancing Made Easy Dancing made easy
  1993. Excerpt from the Book: Stuff They Took Away Ah that I could shout over the
  1994. hills again
  1995.  
  1996. Oh that I could yell to my buds,
  1997. but alas
  1998.  
  1999. There's no more Exisa Mas for my
  2000. friends,
  2001.  
  2002. And for me, there's no more
  2003. broadcast.
  2004.  
  2005. -Jvur, the Lamenting Mage
  2006. Excerpt from the book:
  2007. Stuff They Took Away
  2008. Inquisitor’s Log Pt. 1 (This book looks rather old and torn)
  2009. Inquisitor's log Pt. I
  2010.  
  2011. Day 34: Finally we found her. By the sacred powers of all divine beings, it was a hard time catching that one. May all witches burn in the eternal hellfires. Though, there is no time for recreation; this witch was not the one I was looking for. Another disappointment in a long row. But I will stay strong - No, I *must* be strong! For the king and for the well-being of mankind...
  2012.  
  2013. Day 35: That foul creature! It was not her, she must have bewitched me and my guards. When the one which we mistook for the witch burned at the stake the enchantment fell off. Another innocent, murdered by that evil hag.
  2014.  
  2015. Day 36: Now I am sure, she must be in possession of the unholy formula that allows godless minions of Zathroth to fortify their physical and magical powers by brewing a potion out of God-fearing people. She managed once again to escape. We impaled four members of her circle in Carlin, but she managed to escape from a twofold guarded cell. The queen was very ...displeased about the death of four of her citizens. I doubt she would have said a word if it had been men.
  2016.  
  2017. Day 40: Finally! I found out her name! It is Wyda. I will hunt her down, I swear. And when I caught her I will be the only one in possession of the secret formula...
  2018.  
  2019. Day 45: We followed her to the region of the femur hills. I do not have the impression she is fleeing, she rather seems to hurry to reach some specific place - if I only knew where and why.
  2020.  
  2021. Day 46: I managed to get my best scouts in front of her to set up an ambush. This will be the day of my greatest victory. The fame for the inquisition, the defeat for Zathroth's minions... and the secret formula for ME! I will be the mightiest of all priestlords!
  2022. K’khyrms’ Fairy Tales – Volume 4 Part 2 K'khryms' Fairy Tales
  2023. Volume 4
  2024.  
  2025. Trihd and the Dragon
  2026. Part 2
  2027.  
  2028. Dragon: This is my cave, you
  2029. should not be here!
  2030.  
  2031. Trihd: Well, ah, I was, in fact,
  2032. just leaving. (when, in fact,
  2033. he was doing quite the
  2034. opposite, and took a few steps
  2035. further in)
  2036.  
  2037. Dragon: You should not take
  2038. what does not belong to you.
  2039.  
  2040. Trihd: Ah, wise advice indeed.
  2041. (another gold coin, another few
  2042. steps)
  2043.  
  2044. Dragon: Mmmmhfh... Crunch,
  2045. crunch.
  2046.  
  2047. Trihd: AHHH!! ARRRGGGg-hck--
  2048.  
  2049. At which point the dragon
  2050. politely wiped his jaws clean
  2051. and replaced his gold coins, just
  2052. inside the entrance, and then a
  2053. bit further in.
  2054. K’khryms’ Fairy Tales – Volume 3 Part 1 K'khryms' Fairy Tales
  2055. Volume 3
  2056.  
  2057. Trihd and the Dragon
  2058. Part 1
  2059.  
  2060. Once upon a time, in a land far,
  2061. far away, there lived a young boy.
  2062. This young boy loved to wander
  2063. about the countryside, day and
  2064. night. He was what you might
  2065. (if you were so inclined to make
  2066. judgements on others) call
  2067. "curious".
  2068.  
  2069. One day, he happened upon a not
  2070. overly small opening in the
  2071. rocky side of a hill. Under
  2072. Normal circumstances, he would
  2073. not have even thought about
  2074. wandering into such a dark place,
  2075. but as luck (or perhaps, in
  2076. spite of luck) would have it,
  2077. there was a gold coin lying in
  2078. the entrance, and another a few
  2079. steps inside.
  2080.  
  2081. So upon retrieving the first coin
  2082. he heard a booming voice from
  2083. further within the cave, and the
  2084. conversation that ensued was
  2085. something like this:
  2086.  
  2087. Dragon (for it was a dragon in the
  2088. cave): Who goes there?
  2089.  
  2090. Trihd: I do. (at this point he
  2091. takes a few more steps inside
  2092. and retrieves the next gold coin,
  2093. and spots several more further in)
  2094.  
  2095. K’khryms’ Fairy Tales – Volume 2 Part 2 K'khryms' Fairy Tales
  2096. Volume 2
  2097.  
  2098. Forfer and his Fish
  2099. Part 2
  2100.  
  2101. Forfer,
  2102. thinking himself quite the sly
  2103. troll, immediately offered to
  2104. bring him lots of fish every day,
  2105. in return for a place to sleep
  2106. inside this beautiful red-roofed
  2107. house.
  2108.  
  2109. The man, in response, said that he
  2110. was actually somewhat tired with
  2111. this red-roofed house, and would
  2112. gladly trade it for a reasonable
  2113. amount of fish- but that the few
  2114. fish Forfer had here was certainly
  2115. not enough. Forfer quickly
  2116. volunteered that he had a large
  2117. quantity of fish back in his
  2118. moss covered cave. The man
  2119. smiled broadly and said that
  2120. sounded excellent, he would love
  2121. to trade this house for all of
  2122. Forfer's fish along with his nice
  2123. cave (for the man still would need
  2124. a place to live).
  2125.  
  2126. So they immediately set off for
  2127. Forfer's moss covered cave and its
  2128. cache of fish. Upon arriving there,
  2129. and showing the man his "new cave",
  2130. along with the fish hoard, the man
  2131. thanked Forfer, and killed him with
  2132. his axe. Then he collected the fish
  2133. and walked back to his beautiful red
  2134. roofed house, thinking himself quite
  2135. the sly man.
  2136. K’khryms’ Fairy Tales – Volume 1 Part 1 K'khryms' Fairy Tales
  2137. Volume 1
  2138.  
  2139. Forfer and his Fish
  2140. Part 1
  2141.  
  2142. Once upon a time, in a land far,
  2143. far away, lived a young swamp
  2144. troll named Forfer. He lived in
  2145. his moss covered cave right
  2146. beside a beautiful river, and
  2147. every day, he would catch fish,
  2148. eat fish, play in the mud, and
  2149. catch and eat some more fish, in
  2150. that order. His was a happy life,
  2151. though he always felt that
  2152. something was missing.
  2153.  
  2154. Then one day, while playing in
  2155. the mud on the edge of the swamp,
  2156. he caught a glimpse of something
  2157. that seemed quite out of place-
  2158. a red something, just over the
  2159. top of the nearest hill. He
  2160. gathered his fish and went to
  2161. investigate, and there, to his
  2162. great surprise, he discovered a
  2163. beautiful house, with a bright red
  2164. roof, and complete with a spry
  2165. young man splitting wood on the
  2166. front lawn. This is what I am
  2167. missing! He thought, and walked
  2168. slowly up to the man (as it is not
  2169. wise to run up to a man carrying an
  2170. axe, especially if you're already
  2171. a swamp troll.)
  2172.  
  2173. But the man did not appear alarmed,
  2174. and invited Forfer into his
  2175. beautiful red-roofed house for some
  2176. cookies. Forfer happily obliged,
  2177. and they struck up a conversation
  2178. about houses and fish. The man
  2179. expressed his great desire to eat
  2180. something other than cookies, but
  2181. with all his wood-chopping, he had
  2182. not yet had time to go and get any
  2183. more food for himself.
  2184. How to Learn Magic Easy – Part One How to learn Magic easy. Level 1: For Knights and non Vocation people (Part one)
  2185. Magic is Life, Life is Magic. Well, life is sex too, but this is a book for little children, so we wont talk about that here. But never forget that Magic is a jealous Lady and if you try to take her out of your head she will sure take revenge.
  2186. The first thing you must know about the Noble Art of Magic is that not all Medivia inhabitant and monsters of the underworld, has the same ways to make magic. All civilizated people that lives over the earth has the same Magic style, no matter what race they are: humans, the elves in Ab'Dendriel the Beauty and even the dwarfs in their underearth city, Kazordoon. Theres only a isolated from Magic whole world and is the island knowed as Rookaard (Newbie Island) becouse no magic can be casted there. Perhaps some Dark Rituals turned Magic impossible to do.
  2187. In the civilization not all we have same skill and amount of magic power, common knowed as Mana, but it will be explained in next Book.
  2188. The Brighteyes Legend The Brighteyes Legend by Damius Weirgroth
  2189. Long ago, long before the lands of Medivia were known by this name a dwarven fellowship was founded, holding a destiny of fame, power and tragedy. These Individuals were known as the brighteye fellowship. Those who crossed them or did something to anger them never saw the light of day. It is said when enraged these dwarve's eyes grew in light that could be seen a towns distance away and they went into a bezerking frenzy killing all that opposed them. Loosing all control and compassion in that frenzy they became unbearable even to the fellowships of the savage axes and the dragoneaters. So after great debates between the fellowships they left Kazordoon and the big old one for unknown new lands. Though some setteled at remote spots on the continent the trail of the others was lost. They are considered the lost fellowship in theese days and no britghteye was born since then in the halls of Kazordoon.
  2190. Puldraks Wisdom About Elves Pt. 3 Puldraks wisdom about elves Pt. 3
  2191. The Teshial were never fighters. They retreated in the early days of war to hidden refuges, not as a whole caste but only in small family groups. Their hideouts were additionally protected by strong illusionary magic and offered them peace from the madness around them. These elves developed due to meditation and a special philosophy in the art of dream magic, dramatically enhancing their initial abilities in the decades. So they began to exist almost permanently in a state of dreams, only rarely appearing now and then amidst the other elves to give them advice and try to convince some of them to join their way of life. As the war grew more and more fierce these visits became less and less frequent until they were almost a myth, even for elvenkind. In the new awakening of the world they were some of the first to appear, apparently far less disoriented then other beings. Many races welcomed their help, but their teachings seldom found dedicated listeners. After they taught a part of their secrets to some humans they found worthy, they had to see their pupils tortured by developments they judged themselves guilty of. Also, other elves put pressure on the humans to give up the secrets of dreams. They withdrew from the world of mortals and it is rumored they have physically entered the realm of dreams.
  2192. The Teshial are 'typical' in appearance for elves, but they could create the illusion of almost any appearance if they so choose. Some people even say that due to their enormous control of dreams they could shape their children as they wish, giving them human or even orcish appearance. On the other hand, even people who come up with such theories go silent when asked why an elf should choose to have a child that looks that way.
  2193. Puldraks Wisdom About Minotaurs Pt. 3 Puldraks wisdom about minotaurs Pt. 3
  2194. To become an educated warrior-philosopher became the goal of all minotaurkind. Uncontrolled rage was considered to be primitive from then on. A minotaurian warrior is skilled as an artist, often found conentrated drawing, reciting or creating poems and wielding a weapon with awarenes and cold hearted skill. The warriors of the uppermost class are usually so well educated they control some amount of magic, often used to augment their own strength and defense. They are the heroes and role models of the lower class. The minotaurs still have a warrior culture, but the understanding of a true warrior has changed dramatically.
  2195. Minotaur cheese is a specialty, often envied by decadent human nobles.
  2196. War of Welcome Begins War of Welcome Begins
  2197. It happened suddenly one morning. A group of Dwarves were passing by the Orc territory outside their mountain. They were on their way to Thais to sell off some of their jewels of the mountain. The orcs tried to ambush them but failed. The dwarves reacted quick and by valor and superior equipment defeated the raiders. This ensued the War of Welcome. After this incident the dwarves who claimed that the time had come to stand up for their beliefs and their treasure got the proof they needed to convince their brethren and sisters of their cause. The orcs would not retreat though and prepared themselfes for war. After a year of battle the orcs were finaly crushed and the tribe scattered. The dwarves now again claimed dominance over the heart of the continent and all the land that 'where under the shadow of the big old one'. The humans of the thaian kingdom became allys to the dwarfen empires soon after theese wars and trade flourished.
  2198. Introduction of the War of Welcome Introduction of the War of Welcome
  2199. The War of Welcome took place near the southern bridge, that the humans call 'the dwarf bridge'. The southern territory was once inhabited by a mighty orcish tribe and the few dwarves brave enough to stick around the mountain were constantly being hasseled by these orcish people and some were enslaved by the vile orcs! To the Northwest lie Carlin, a place inhabited by humans who struggled for survival on their own and could not help the dwarves in this matter either. As time went by the dwarves who called for war against the orcis raiders grew in number and voice. They felt they had a right to reatake these lands from the orcish invaders.
  2200. The Art of Peace The art of peace
  2201. The Medivian World-Wonders The medivian world-wonders!
  2202. The known and aknowledged world-wonders are:
  2203. The colossus of Kazordoon
  2204. The black pyramid of Dracoria
  2205. The great lighthousetree of Ab'dendriel
  2206. The thorntower of Shadowthorn
  2207. The undergroundcity of Mintwalin
  2208. The black city of skulls in hellsgate
  2209. The great lava falls in hellsgate
  2210. The pyramid city of Yehsha
  2211. In the Beginning In the beginning there were the three that were four. They were the source. They were creation. Then the harmony was disrupted by murder and the one that was the essence of matter became the four. The six fought and the four that were the separated unity of elements were subjugated into almost nothingness. The essence of mind stolen by the greedy creators they were made tools and were abused and misused. But they will rise again when the time of ascension comes. And the traitorurs murderer will be the first to fall.
  2212. Carlin and the Rise of the Women Vol.3 Carlin and the rise of the women Vol.3
  2213. In the caverns and halve bulit dungeons hundreds died a dirty, painfull death. Alarmed through the scouts the secretly raised forces of Carlin arived, the huntresses and clerics came more for the sake of their male family members of course, than for the
  2214. red legion, but allas they came too late. As they finally arived the orcs had almost finished their dirty work. The attack of the carlin forces took them by
  2215. surprise but the orcs were too numerous. As the orcish resistance began to form the carlin forces retreated. Drawing the orcs after them the huntresses and clerics struck and retreated as planned and trained to be done against the red legion. As they made it to the walls of carlin they had thinned out the orcish troops considerably and most allies like the minotaurs were still pundering the construction site. Some clerics that were still hidden in the woods used their magic to impersonate orcs and attacked those allies and herded wolves against them. The enraged minotaurs and cyclopses joined forces and were led to the exausted orcs infront of the carlin walls who prepared for a siege. In the battle that erupted between orcs and their enraged former allies the carlin forces started a surprise attack, aimed at the orcish leadership. They managed to kill them swiftly and retreated back. The orcs finally defeated the minotaurs and cyclopses but were too weakend to consider a further attack on the city. They plundered the construction site and destroyed what they could. They razed the foundations for about two weeks before they left. Shaken by the loss of its most powerfull military tool the thaian royals decided to use their remaining forces to ensure the safety of the capital and other holdings rather then to start a war in an area that far away to claim regentship over a city that would be a ghosttown
  2216. after a war. Carlin had won its freedom and idependence, but the price was high.
  2217. Carlin and the Rise of the Women Vol.2 Carlin and the rise of the women Vol.2
  2218. The makeshift rafts were no match for the forces of the elements and a good part of the legionaires were killed and drowned, others hurt and all exausthed. Vauleable equipment was lost and the remaining forces were barely able to make it
  2219. back the their comerads that were staying at the city and the construction site.
  2220. Seeing an oportunity the kings sister gathered her followers and spred the word that time has come to strike back and break the chains that the kingdom had put on them. The clerics were persuaded to join her cause. Huntresses roamed the wilderness to scout the legion and runes were prepared. Meanwhile the orcs planned bloddy revenge. The newly choosen warlords called to the arms and the
  2221. remaining orcs were joind by their brethren from the woods and smaler isles. This force was joined by some cyclopses and renegade minotaurs which where bribed with gold, metal and promises. The attack of the orcs struck the remaining red
  2222. legion with vengefull force. Though hopelessly outnumbered and spread too thin over the titanic construction site the red legion fought a bloody fight. Wherever they could, they built pockets of resistance in a sea of green bodys that swarmed them. Doing so they left the way open to the workers though. The orcs took no prisoners. The desparate fought with everything they had but
  2223. hammers and pickaxes were no match to orcisch spears and blades.
  2224. Dear Diary Dear Diary,
  2225. Today I was almost scared to death.
  2226. While running through the bushes outside Venore, I ran into this huge hairy eight legged.. thing.
  2227. First I thought it was my brother, but there it was, one huge spider.
  2228. I'm glad it didn't see me, because I had to change pants.
  2229. This must have been the most embaressing day for me, I'm glad no others know about it.
  2230. Dear Diary,
  2231. Hair is hairy.
  2232. And it comes in different styles.
  2233. Itch sometimes.
  2234. Running your fingers through hair is great.
  2235. Dear Diary,
  2236. I think I have found something wrong with me.
  2237. I like cheese alot, cheese makes me happy.
  2238. With cheese I feel whole and complete.
  2239. Does this make me a rat?
  2240. Dear Diary,
  2241. Why do we have hair?
  2242. It's just in the way, and it itches and all that.
  2243. I want to be just like my dad, bald and hairless.
  2244. Carlin and the Rise of the Women Vol.2 Carlin and the rise of the women Vol.2
  2245. More and more male citizens where drafted for the construction of the castle. The women were forced to learn most crafts needed to run the city and joined the clerics in gathering and hunting, learning a lot of helpfull skills from those masters of nature. The exiled sister of the thaian king gained more and more influence in the city and soon some huntresses loyal to her cause started nightly supply raids on the bases of the red legion at the buildingsite. With the stolen food she bought favours and supporters in the still starving city
  2246. (since most supplies went straight to the red legion). Using their newly learned skills of stalking and laying false tracks, the huntresses blamed the orcs of the region with the raids. The plan worked well - too well.
  2247. The orcs, frightened due to the presence of the famous red legion whose mercyless brutallity was even known to the orcish hordes had not dared to attack or even harras the humans in the carlin area for some time. After a few of those 'orcraids'
  2248. that could not be prevented the general of the legion ordered a good part of his troops to attack and anihilate the orcish base. Their known base as a islefortress where they thought themselves safe. By night, protected by heavy fog the legion used primmitive rafts to cross the sea to the not so far isle. Their attack was a complete surprise. The orcs were slaughtered. Most of the higher
  2249. ranking orcs were not present in the fortress, partaking in a riutal to find a new chieftain and warlord at the other side of the isle. So the orcs, without leadership were easy prey for the experienced legionaires. After their bloody victory
  2250. the legion hastily tried to travel back to ensure the crimminals did not take that oportunity for a mutiny. Noone knows if it was magic used by vengefull orc
  2251. shamans (or even by carlin clerics as some claim) or just a force of nature, but a storm struck as the legion was crossing the sea a second time.
  2252. Carlin and the Rise of the Women Vol.1 Carlin and the rise of the women Vol.1
  2253. In the begining the Carlin colony was planed as a example of thaian greatness. A city planned by famous architects and built by the finest craftsmen the kingdom could muster. The area was plagued by orcattacks tough and the people and workers became dishearted and afraid. Many left the site for good. So more and more forced labourers and criminals were sent to help in the building process and the finest army of the kindom, the feared 'red legion' was sent as a protective force and to hold the growning number of doubious citizens in check. Seeing the possibility of failure of their greatest project, the royal family of Thais used the growing city of Carlin as a deposit for unwanted thinkers and noble familys that misstepped in the intrigues that plagued the kingdom in those time. Unwanted in the capital but too powerfull to be disposed they were sent to Carlin. Given their wealth and the fertility of the north, the city was not a bad place to live at as long as the legion managed to keep the orcs at bay. Those citizens were joined by some clerics that were not comfortable with the power and influence of the thaian sorcerors and their closeness to the royal family. Soon freethinkers
  2254. and philosophers flocked to carlin and the unrest grew. The focus of the thaian military to internal affairs was increased and the city was ruled with a more iron hand. The governor was not a calm man and seeing the prosperity of the city he got greedy, increasing the taxes to painfull heights. The building of an enourmous castle was begun, a bit northeast of Carlin. Most unfree workers were
  2255. used for the construction and so soon the city was no longer sufficiently supplied with food. Seeing that only the local clerics made it possible to raise enough supplies, the king ordered more clerics to travel to carlin, ensuring the supply of the city, the workers and the troops. Still the work progressed slowly.
  2256. The Ghostlands The ghostlands
  2257. The ghostlands were already cursed since ages even in the founding days of carlin. Unease befell those who wandered there and the area was avoided when possible. After the female reign of carlin was established and the independent city tried to expand its influence settlers were sent there to claim the nearby area.
  2258. Soon they were troubled by nightmares and bad omen. People hallucinated and became agressive if not even outright mad. Serial killings, berserk rages and strange but lethal accidents became commonplace until the people moved back to the city. The queen was displeased but their citziens wouldn't make another try. So the Queen sent the clerics to cleanse the area. As their returned weary and wounded and three of them missing they, explained that the area was cursed, haunted and lost for humanity. The queen argued but the clerics where adamant in their opinion. The conclave of clerics decided to seal the area with magic wards and magically erected a hedge which they empowered with magic. The queen was not happy but did not intervene to stop them. Since then the area is known as the ghostlands (and several other nicknames suggesting the same).
  2259. Elves by Iregarn Pt. 1 Elves by Iregarn Pt. 1
  2260. The elves are able to manipulate their unborn children by some kind of dream magic. This magic changes appearance and personality slightly, allowing elven parents to give birth to 'wish-kids'. In their shared dreams the elven parents seem to sculpture their child like a piece of art. Though most of the dream magic of the past is long forgotten, this rudimentary magic seems to be natural to the elves. It is possible to 'choose' things like hair or eye color and even gender. Even slight changes of the physique are possible, though considerable changes take place in the span of generations. Wise men assume this ability was a 'gift' of the gods to make more adaptable tools for the elves' war. But the mentality of the elves did not allow them to form their children in a 'convenient' way. Since most of this magic is instinctual, they form their children in an aesthetic way. On the other hand, what is seen as aesthetic is based on the philosophy of the parents and so their background changes this view dramatically. This is even more evident in the castes that were separated in the war.
  2261.  
  2262. Old Dwarven Mining Song Blood and toil
  2263. Remove the soil
  2264. Sweat and work
  2265. Remove the orc
  2266.  
  2267. Cut and pick
  2268. That's the trick
  2269. Cut and run
  2270. That's a dragon
  2271.  
  2272. So have a seat
  2273. And drink, smile and sing
  2274. You h'ain't yet been eat
  2275. That's a good thing
  2276.  
  2277. -Old Dwarven Mining Song
  2278. The Lost Order of the Nightmare Knights The lost order of the nightmare knights
  2279. The order of the nightmare knights was suposedly founded by some mystics and elffriends in ancient times. They were a constant source of trouble due to their prophecys of doom and frightening the good citizens of thais with their storys.
  2280. So one of the thaian kings in his generosity gave them a pice of land near the area that later should become known as plains of havoc. The noble king saw it as both, a challenge to the order to proove their seriousness and as a trainingground to achive even more insight in the workings of fate. Though many did not understand the wise king in those days and plead the order not to leave, the order of the nightmares left the capital and only a few left the order frightened and exeposed as cowards.
  2281. After a while more and more warriors flocked to the order and embraced their strange teachings. Most came for the challenge provided by the nearby plains and its monsters, and the order of doom-prophets became more and more a mockery. The king knew they would eventually fail and did not forbid the foolish to join them. In the end the order was extingiushed in some needless battle against undead they provoked (probably pursuing some of their dubious prophecies). Still the wise king had long enough put the misguided there as a shield for the newly founded stelement of venore. In the end only the foresight of the clever king came true. The order did fade away as he expected, unable to live up to their loofty goals but at least their misguided energy was not wasted but used to
  2282. further the prosperity of the thaian realm.
  2283. The Moo’Tah The Mooh'Tah
  2284. In our days the minotaurean philosophy of Mooh'Tah is only known as a warrior cult of some sort. This is of course incorrect. Although the Mooh'Tah centers around perfection and the minotaurean Mooh'Tah masters are feared warriors and for many the epitome of skilled fighting Mooh'Tah is more! Its perfection in everything
  2285. or at least anything, may it be music, may it be cooking, may it be poetry, may it be war. Secondly its about seeing the perfection in things. A Mooh'Tah master might spend hours in looking at a flower ... or some broken pottery and it's likely he writes a poem or song about it, only to walk into a battle minutes later. In general it's assumed that you can condense the philosophy into two
  2286. principles: See perfection! And: Try to achieve perfection!
  2287. Legendary Curses – Volume VII – The Cyclopmania Sword Pt.2 Legendary Curses
  2288. Volume VII
  2289. The Cyclopmania Sword Pt.2
  2290.  
  2291. This merchant, being a man of
  2292. no small wealth himself, and
  2293. having been issued a deposit
  2294. by one of the purchasers
  2295. already, acquired the sword
  2296. from it's purveyor, and
  2297. placed into safekeeping until
  2298. such time as the rest of the
  2299. debt was paid. In the days
  2300. that followed, he was given the
  2301. balance of the sum owed, and
  2302. as the last bit of gold,
  2303. platinum, and valuables was
  2304. passed over the table, he
  2305. smiled, thanked the gentlemen,
  2306. locked his storage box and
  2307. bid them farewell.
  2308.  
  2309. This would be known as the
  2310. biggest theft in all of Medivia,
  2311. and to this day it stands as
  2312. an example of what a simple
  2313. sword can do. Drive a
  2314. virtuous man to greed;
  2315. bring enemies together, and,
  2316. in the end, cause more
  2317. strife between them than
  2318. ever before; make a famed
  2319. trader ruin his reputation
  2320. and indeed, even his ability
  2321. to roam the streets safely.
  2322. All for fame and power.
  2323.  
  2324. The sword now secreted away
  2325. in his collection, and he
  2326. himself in all but exile,
  2327. shows that despite the costs
  2328. paid, the fame and the money,
  2329. the sword is as much lost
  2330. to the world as it was
  2331. before. It came, it
  2332. destroyed as per it's
  2333. function- for it is a
  2334. sword after all, even though
  2335. it may never again cut flesh
  2336. it still manages to rend
  2337. things apart. The curse
  2338. (which some say comes from
  2339. the blood of Brog which
  2340. long ago tainted the blade)
  2341. will stay with it
  2342. wherever it lies, and it
  2343. is probably best that it
  2344. remains lost again, lest
  2345. it should cause worse pain
  2346. than it already has.
  2347. Legendary Curses – Volume VII – The Cyclopmania Sword Pt.1 Legendary Curses
  2348. Volume VII
  2349. The Cyclopmania Sword Pt.1
  2350.  
  2351. Time and forge tell a story...
  2352. When the sword, known by some
  2353. as the "godsslayer", known by
  2354. all as a legend beyond reknown
  2355. and told to children as a
  2356. bedtime tale. But as in many
  2357. things, sometimes myth is
  2358. founded in fact.
  2359.  
  2360. Who's to say whether the old
  2361. story of the origins of this
  2362. sword are true or false?
  2363. Not you or I for sure. All
  2364. we know is what happened when
  2365. the sword resurfaced, these
  2366. many many years later. Not
  2367. found, but shown and given
  2368. by the gods to a virtuous
  2369. warrior, for his knowledge
  2370. and skill.
  2371.  
  2372. This man, as
  2373. skilled in magic and the lost
  2374. arts of the land, treasured
  2375. this sword, as any would.
  2376. But whether in the wisdom of
  2377. knowing the sword would not
  2378. be best served in his care,
  2379. or foretelling of the curse,
  2380. or fear at the temptation of
  2381. power, or perhaps even greed,
  2382. he decided he would
  2383. relinquish his claim on the
  2384. blade. Commoners, nobles,
  2385. villains, and wise men alike
  2386. all clamored for the sword.
  2387. For the power it could bring
  2388. or for the fame it would
  2389. sing, it was covetted as
  2390. few things in this world have
  2391. been.
  2392.  
  2393. In the end it brought
  2394. together two who would
  2395. otherwise be the bitterest
  2396. of enemies. They pooled
  2397. their resources, where
  2398. apart they would neither
  2399. one be sufficient to ransom
  2400. this weapon, together they
  2401. outbid their competition.
  2402. Ill-gotten gains and
  2403. righteous loot were stacked
  2404. as one and more was borrowed,
  2405. but at last the bounty was
  2406. high enough that the owner
  2407. agreed to hand over the sword.
  2408.  
  2409. Since none of those involved
  2410. felt any of the others were
  2411. to be trusted, even when
  2412. throwing their lots in
  2413. together to buy the sword,
  2414. they mutually agreed that
  2415. another party should combine
  2416. the wealth and chaperone the
  2417. transaction. For this task
  2418. they chose the most vaunted
  2419. merchant in all the lands.
  2420. I, GHOUL I, GHOUL By Himhor
  2421. Within this obscure essay lies a remarkable study of a dwarf who poses as a ghoul to view what life is like from the Ghoulish point of view. A particular emphasis of the work is the fascinating ghoulish healing habits, which the author presumes to be, unlike many warriors thinks nowadays, an effective romantic ritual which ghouls aims to the creatures they do found appealing somehow.
  2422.  
  2423. Puldraks Wisdom About Orcs Puldraks wisdom about orcs
  2424. As intensely as the orcs hate all other races, they share a feeling of community. The orcs can sense, to some extent, the feelings of other orcs. The shamans develop this ability to such an extent, that they can sense the innermost potential of newborn orc whelps. All newborn are tested and the shamans decide a future function in orcish society. The whelps are fed differently, raised differently, and educated differently. Wise men of other races say that such behavior is similar to some insects, such as bees, and through their empathetic bond might share a kind of 'hive-mind', so they refer to orc communities as hives. The chief of a hive owns a big harem of women who have no other function than to pleasure him and give birth to new orcs. These orcish matrons are usually incredibly big and fat, almost not able to walk on their own. Where 'normal' orcwomen function as laborer and craftwomen and give birth to two to three orcs in their lives, these female orcs are only reproductive machinery, giving birth to about six whelps each half year. Orcs are usually contend with their place in orcish society and only the leaders fight each other on purpose. Rarely will an orc raise a weapon against another orc, even if they are not of the same hive. Rivalry between hives is usually dissolved through a fight of their leaders and the victorious hive absorbs the other one. Now and then, when a new strong warrior reaches maturity he challenges the old leader for a fight of supremacy. Sometimes though, when the hive becomes too big for the area it occupies, such a warrior senses somehow that its time to move on. Then he and a few other orcs leave the hive in peace to settle somewhere else. This unique culture, together with its fertility, makes the orcs the most formidable threat to all other medivian communities.
  2425. The Great Book of Firemagic The great book of firemagic
  2426. Puldraks Wisdom About Elves Pt. 5 Puldraks wisdom about elves Pt. 5
  2427. Then something happened. The dimension that harboured the elven valley began to collapse. Pice for pice their land was torn away and the wisest of the elves found out that the valley would ultimately 'fall' back in the world it belonged to. Great efforts were undertaken to prevent it. All were futile. As this was recognized it was almost too late. All magic was concentrated to preserve the lives of the elves. Protective shells were created, spells to deflect damage, enchantements to keep harm away. The 'return' was aweful. Almost half of the elves perished. All of the valley and its wonders were destroyed. Almost nothing remained. Artifacts and books shattered and burnt alike. The battered elves retreated and begun to wander aimlessly through the lands, until they encountered scouts of the Deraisim who led them to the safety of their woods. At first they were disgusted by the primitive lifestyle of their brethren, but soon they decided they had to guide and lead them back to true values of elvenkind. So one of their encampements was choosen as new home for the elvenkind and the city of Ab'Dendriel was founded.
  2428. Inquisitor’s Log Pt. II (This book looks rather old and torn)
  2429. Inquisitor's log Pt. II
  2430. Day 47: Everything seems to be going well. The scouts sent word that the ambush is ready at the Dwarf Bridge. Once all this is over everyone will kneel down in front of ME! With that formula in my hands and Wyda dead I will be the mightiest being ever. Nothing will be in my way, I will crush her and everyone who opposes me.
  2431.  
  2432. Day 48: No! No! With inhuman powers she managed to escape to the swamps. She must have a secret hideout somewhere. We have to push and get her. My advisors wanted to retreat. They maundered something of the dangerousness of the swamps and some "dangers" for the troops. Hah! The cowards. I had their heads chopped off and put them on spears. Noone dares to oppose me. We will ride tomorrow at dawn. And when the sun sets I will be amongs the mightiest beings of the kingdom.
  2433.  
  2434. -This is the last entry-
  2435.  
  2436.  
  2437.  
  2438.  
  2439.  
  2440.  
  2441.  
  2442.  
  2443.  
  2444.  
  2445.  
  2446.  
  2447.  
  2448.  
  2449.  
  2450.  
  2451.  
  2452.  
  2453. Kazordoon Library
  2454. The Kazordoon Library can be found near NPC Sigurd and Etzel, the spell trainers for mages. The Library is directly one floor below Emperor Kruzak.
  2455.  
  2456. The Prisonisle The Prisonisle
  2457.  
  2458. Most of the rebelious dwarves who betrayed us and allied themselves with the cyclopses and some dishonorfull human knights were prosecuted and thrown in jail on the prisonisle Dwacatra. They now have to live or fight the captured Minotaurs, Orcs, and Cyclopses they seem to like that much.
  2459. Justice is served.
  2460. Dwarven Report XII – Enemy Territory and Settlements Dwarven report XII
  2461. Enemy territory and settlements
  2462.  
  2463. Our scouts recently discovered a great number of elven hideouts within the "deeper woodlands". They also have a great city, comparable to a capital, there, which is called Ab'Dendriel, and is mainly inhabitated by Deraisim and Cenath. The defenses are rather weak, and it seems like a lot of nomads and wanderers pass through the region.
  2464.  
  2465. We also found ruins within the hidden mystic valley, the structure of the buildings is typically elven. The ruins seem to be the result of a harsh thunderstorm of magic, but it was too long ago for us to find closer traces.
  2466.  
  2467. More interesting should be the fact, that the volcanic regions beyond the thundery mountains seem to be colonised by the elves as well. There dwells a race called Kuridai, and they seem to be the most aggressive and militant elves we encountered yet.
  2468.  
  2469. Suggestions about possible assault targets if war will be at hand are envoiced in sub-report EY-01.
  2470. Dwarven Guide to Warfare – Lesson II Dwarven guide to warfare
  2471. Lesson II
  2472.  
  2473. Never wash yourself before combat - it will only lower your natural protection!
  2474. Dwarven Magic I Dwarven Magic I
  2475. By Marokin
  2476.  
  2477. Most of the other races look down upon the Dwarves because we seem to lack in magical abilites. What they don't understand is that our best mages concentrate on the magic of earth and fire, the give and take. They come up with some magic that might give us the upper hand. In theese books I will reveal some of their findings.
  2478. Top Secret Dwarfish Beer You read in big red letters: <TOP SECRET! ONLY FOR YOUR EYES!> Dwarfish Beer ingredients and brewing
  2479. Dwarven Magic II Dwarven Magic II
  2480. By Marokin
  2481. Floatation
  2482. This spell will one day allow any dwarf that may not be a good swimmer the ability to almost walk on water. What we found out you would probably need are the remains of a slain stone golem, the branch of a willow, the wing of a wasp, and a flask full of slime. Pour the slime into a cold cauldron and add in the other ingrediants into the cauldron and boil it. This seems to be the base of a powerful potion, though the finalization and the spells needed to enchant it are still a riddle to be solved.
  2483. Interesting Facts about Kazordoon – Issue 1 "INTERESTING FACTS ABOUT KAZORDOON issue 1
  2484. Author: John Barrel
  2485. Once upon a time there came a horrible snakelike beeing to the deeper mines. It killed many miners, because that 'snake' was a bassilsk horrible beeing with a gaze that could turn living beeings into stone. Many heroes tried to kill it but none suceeded, some fled, most died. One day a wise man which name is forgotten. (I did many studies but i looks like for some reason none wrote down his name) He had some knowledge about theese horrible creatures. He advised the miners to cover the minewalls with torches and lamps. Scared by the dispised bright light the basilisk retreated deeper and deeper into the mines until the mines managed to create a cave in behind him. If the miners I talked to did not make fun of me we have to assume that the bassilsk is still there..."
  2486. Dwarven Report VII – Enemy Magic Dwarven report VII
  2487. Enemy magic
  2488.  
  2489. Our elemantarists have successfully unrevealed the the secrets of what is called "dream magic". It is a subconscious way of influencing the surroundings. It is mainly used by elven parents that want to shape their unborn child, but, this is the far more important threat, some elves, especially those called "Teshial" posess the ability to wander some kind of "dream realm" instead of the real world. This gives them the oppurtunity to appear somewhere out of the blue, but, fortunately, the Teshial never used this skill to ambush, and the other elves posess only small remnants of this magic.
  2490. Never the less, the 2nd earthen chamber is evolving a counter spell for that, that increases the elemental signature of beings near, forcing them into the real realm.
  2491.  
  2492. The other kinds of their magics are limited to protective and growing spells, which yet do not prove any harm, but are very supportive for their strife. It is rumored that they have also a lot of illusionary and concealing spells, but investigations here have not yet led to final results, as well as we can only deny the existance of aggressive magic by an elven race od caste od unknown origin.
  2493.  
  2494. For further information refer to sub-report AX-27.
  2495. The Great Book of Earthmagic The great book of earthmagic
  2496. The Great Book of Firemagic The great book of firemagic
  2497. The Art of Peace The art of peace
  2498. I, Ghoul I, GHOUL
  2499. By Himhor
  2500.  
  2501. Within this obscure essay lies a remarkable study of a dwarf who poses as a ghoul to view what life is like from the Ghoulish point of view. A particular emphasis of the work is the fascinating ghoulish healing habits, which the author presumes to be, unlike many warriors thinks nowadays, an effective romantic ritual which ghouls aims to the creatures they do found appealing somehow.
  2502. Dwarven Guide to Warfare – Lesson VI Dwarven guide to warfare
  2503. Lesson VI
  2504.  
  2505. Luring elves with carrots has proven to be an ineffective tactic.
  2506. Technomancers, Heretics or Geniusses? Technomacers, heretics or geniusses?
  2507. Elven Tongue Elven Tongue (title)
  2508.  
  2509. Cooking it. (short text)
  2510.  
  2511. by Dnobagev
  2512. Human Tongue Human Tongue (title)
  2513.  
  2514. Speaking it. (short text)
  2515.  
  2516. by Dnobagev
  2517. Miner’s Entry Miner's Entry
  2518.  
  2519. What it was I cannot say! But its horrible! Horrible! We heard rumors of such things before but we just ignored them ...Im the only survivor ..that...THING...they couldn't move...they were helpless...oh why ...what....what is that..something is coming...my feet....stone...
  2520. Create Beer Create Beer
  2521. No Dwarf can resist a good mug of Jimbin's beer and this spell will one day allow you to create such beer with a few simple ingredients. Collect the hair of a troll, a mushroom of any sort, a small amount of soul from the mad mage valley, some water from around the mad mage valley and the silence befire dawn. Place the ingredients into a flask of the mad mage valley water, cork it and boil it. Remove the cork and pour a small amount of the potion into a cup and shake it. Now we have to find out how to bring in the silence gefore dawn in an appropriate way. You should then have a full cup of beer if all works as calculated so far. We estimate one potion should be a weeks suply of beer if you minimize your drinking to 7 mugs a day.
  2522. (Oh, and don't tell jimbin about this spell)
  2523.  
  2524. Those are the findings. It was also found that the water that flows by the mad mage valley is quite magical. One of our mages suggested that it is the "soul of the sea".
  2525. The Brighteyes Legend The Brighteyes Legend
  2526. By: Damius Weirgroth
  2527.  
  2528. Long ago, long before the lands of Medivia were known by this name a dwarven fellowship was founded, holding a destiny of fame, power and tragedy. These Individuals were known as the brighteye fellowship. Those who crossed them or did something to anger them never saw the light of day. It is said when enraged these dwarve's eyes grew in light that could be seen a towns distance away and they went into a bezerk frenzy killing all that opposed them. Loosing all control and compassion in that frenzy they became unbearable even to the fellowsships of the savage axes and the dragoneaters. So after great debates between the fellowships they left Kazordoon and the big old one for unknown new lands. Though some setteled at remote spots on the continent the trail of the others was lost. They are considered the lost fellowship in theese days and no britghteye was born since then in the halls of Kazordoon.
  2529. Miners Journal Miners Journal (title)
  2530.  
  2531. We've dug that deep, that even we dwarves can hardly see. Fruzek told us stories of a monster making odd sounds from below the earth.These frightening tales of the basilisk have halted our mining schedule, forcing us to double the guards protecting the miners.
  2532.  
  2533. A Tired Miner
  2534. Melc
  2535. Dwarven Guide to Warfare – Lesson III Dwarven guide to warfare
  2536. Lesson III
  2537.  
  2538. Dragon scales make up for good armor and protection. Unless the dragon is still alive!
  2539. Dwarven Guide to Warfare – Lesson V Dwarven guide to warfare
  2540. Lesson V
  2541.  
  2542. Boats are malevolent.
  2543. Last Words (most pages of that book are unreadable, stained with blood and parts are burned)
  2544. Horrible screams ..blinding light....pain...happening???....No one ....The light ...closer.....brighter...no visibility....Farewell...
  2545. Elves Manipulating Appearances The elves are able to manipulate their unborn children by some kind of dream magic. This magic changes appearance and personality slightly, allowing elven parents to give birth to 'wish-kids'. In their shared dreams the elven parents seem to sculpture their child like a piece of art. Though most of the dream magic of the past is long forgotten, this rudimentary magic seems to be natural to the elves. It is possible to 'choose' things like hair or eye color and even gender. Even slight changes of the physique are possible, though considerable changes take place in the span of generations. Wise men assume this ability was a 'gift' of the gods to make more adaptable tools for the elves' war. But the mentality of the elves did not allow them to form their children in a 'convenient' way. Since most of this magic is instinctual, they form their children in an aesthetic way. On the other hand, what is seen as aesthetic is based on the philosophy of the parents and so their background changes this view dramatically. This is even more evident in the castes that were separated in the war.
  2546. War of Welcome Begins War of Welcome Begins
  2547. It happened suddenly one morning. A group of Dwarves were passing by the Orc territory outside their mountain. They were on their way to Thais to sell off some of their jewels of the mountain. The orcs tried to ambush them but falied. The dwarves reacted quick and by valor and superior equipment defeated the raiders. This ensued the War of Welcome. After this incident the dwarves who claimed that the time had come to stand up for their beliefs and their treasure got the proof they needed to convince their brethren and sisters of their cause. The orcs would not retreat though and prepared themselfes for war. After a year of battle the orcs were finaly crushed and the tribe scattered. The dwarves now again claimed dominance over the heart of the continent and all the land that 'where under the shadow of the big old one'. The humans of the thaian kingdom became allys to the dwarfen empires soon after theese wars and trade flourished.
  2548. Guide to Mining From a hole to a mine
  2549. A step by step guide to mining
  2550. Mining for Dummys and Elves Mining for dummys and elves
  2551. Mining Made Easy Mining made easy
  2552. The Mine is not Enough The mine is not enough
  2553. The Mine Never Dies The mine never dies
  2554. Golden Mine Golden mine
  2555. You only Mine Twice You only mine twice
  2556. Goldfinger Goldfinger
  2557.  
  2558.  
  2559. Mintwallin Library
  2560. The Hellgate Library can be found in Mintwallin, the city of the Minotaurs, ruled by Markwin. The quickest way to enter this area is by taking the raft straight down, otherwise you will need to venture through the cave network.
  2561. .
  2562. Chronicle of Mintwallin – Volume V Chronicle of Mintwallin - the city of the Minotaurs
  2563. written by Markwin, king of all (?) Minotaurs
  2564.  
  2565. Volume V
  2566.  
  2567. I don´t understand it, but the outcasts must have a way into our city Mintwallin. Today a group of them murdered my son Ian and some of my guards. I am deadly ill. I am coughing blood. I am full of sorrow. And I am tired. So tired. I can not defend my own city.
  2568.  
  2569. My mage told me the coming of another threat. Some humans have killed the dragon and are advancing to our gates. I hope they won´t find the way through the labyrinth.
  2570. Chronicle of Mintwallin – Volume IV Chronicle of Mintwallin - the city of the Minotaurs
  2571. written by Markwin, king of all Minotaurs
  2572.  
  2573. Volume IV
  2574.  
  2575. Our excursion is at the end. Today many of our best warriors died. Palkar encountered a dragon that killed many of my minos. It was Palkars fault. He will never lead an army again. And I will never see the light again.
  2576.  
  2577. I can't calm Palkar. He is full of energy. And I can't calm my own people. Many don't listen to me but to him. He wants to fight.
  2578.  
  2579. A human made his way through the labyrinth! How could he find us? I wanted to get that out of him - but I could not understand him. I have thrown him
  2580. in the jail. He will never come out of it!
  2581.  
  2582. The black day of out chronicle. We had a fight within the walls of my beloved city. Minotaurs fought against Minotaurs - brothers against brothers - sisters against sisters. Palkar and his knights nearly won. But me and some others were able to defeat him. Now, he and his men are outcasts.
  2583.  
  2584. Day of sorrow.
  2585.  
  2586. The outcasts stole the key to our secret laboratory! That is worst of all. Now we can't make our milk, the source of our power.
  2587.  
  2588. I managed to bring a dragon from the dragon-pit at the outer entrance of our secret lab to guard it. He hurt me very hard. I needed much more power than I had. I am deadly injured. I hope this coughing will have an end.
  2589.  
  2590. The orcs and trolls conquered some caves back. Dammit! We are to weak now. We can´t defend ourselves. And my coughing gets worse and worse.
  2591.  
  2592. Some of my men blocked the way from the secret lab to my chambers with a big rock. I think we are safe now.
  2593.  
  2594. The outcasts made an alliance with a tribe of cyclops. Now our former brothers are our worst enemies. They are hiding somewhere in the labyrinth.
  2595.  
  2596. The oldest Minotaur of the city told me that my written words have many mistakes and that I would write in a terrible form. I killed him. I am a fighter - not a teacher!
  2597. Chronicle of Mintwallin – Volume III Chronicle of Mintwallin - the city of the Minotaurs
  2598. written by Markwin, king of all Minotaurs
  2599.  
  2600. Volume III
  2601.  
  2602. We finally managed it to escape from the evil daemon. We had to give up most of our land. Only the city Mintwallin is left. Many good warriors died. We blocked the way out of the city with a drawbridge. I hope that will keep the daemon out. Now the only way out of the city leads to the labyrinth.
  2603.  
  2604. Palkar gets more and more influence in the city. Mostly the younger Minos listen to him.
  2605.  
  2606. Palkar sows discard. He wants to form a new army to investigate the labyrinth and to get back to the surface. I prefer living right here in peace.
  2607.  
  2608. He is too strong. I had to allow him to lead some small groups of our Minotaurs to fight against the orcs and trolls. He is a very good commander - and so he is a danger for me.
  2609.  
  2610. WHAT THE HELL MEANS "KAPLAR"?!?!?
  2611.  
  2612. Palkar conquered most of the tunnels and dungeons. He drove the trolls back. Perhaps he is right. Perhaps - someday - I will see the light of the sun again.
  2613.  
  2614. Chronicle of Mintwallin – Volume II Chronicle of Mintwallin - the city of the Minotaurs
  2615. written by Markwin, king of all Minotaurs
  2616.  
  2617. Volume II
  2618.  
  2619. ( burned out )
  2620. Chronicle of Mintwallin – Volume I Chronicle of Mintwallin - the city of the Minotaurs
  2621. written by Markwin, king of all Minotaurs
  2622.  
  2623. Volume I
  2624.  
  2625. ( burned out )
  2626. Hellgate Library
  2627. The Hellgate Library can be found down in the undead city of Hellgate. To enter you require Copper Key 3012 which can be purchased from Elathriel for 5,000 gold pieces. The books in the Hellgate Library are a language called 469. It is the language of the Beholders. They are simply strings of numbers, said to form a language if you know how.
  2628.  
  2629.  
  2630. #1 4519045042159561513534780192889521601993646724314278943151911865128191180035611472611646713646461219785857651972921972781670546711800140152551751911801894452295345274464726114514519485611451908304576512282177350843485628477090889524348561121648006586756356114519199118003646889521991103
  2631. #2 467252197752364672119118003575765460036467118001401525522012889521959175191180189445229534526114580036904457654648451911889
  2632. #3 19288952160199364672431427894315191186512819118003561147261164671364646121978585765197292197278167054671180014015255175191180189445229
  2633. #4 65180099673405792827843508195372434856251081146364672435546003614519121128883046467972783160134515860421585774454519045042159561513534780
  2634. #5 1143128895003624968475601996585506499670467261145800369042204648451911889521977128895219594576552364672119118003575767464834943435452177090967347092012
  2635. #6 11857642197096805796366125275705845217652197278304648765159564611414519889975112161518005458561197353646724348561145196726114519031180657191894343
  2636. #7 219605796366125275889031176515956461141451988997511216151808675635611451919911800364688952199113887215127788945036457512889672127058452176521972783046481802785726118576421970968
  2637. #8 756356114519199118003646889521991103345274464726114514519485611451908304576512282177451904504215956151353478019288952160199364672
  2638. #9 978585765197292197278167054671180014015255175191180350843485628477090889524348561121648006586
  2639. #10 7816705747709096121648006586114312889500362496847560199658550649967046726114580036904220464845191188952197712889521959457655236467211911800357576546003646711800140152551751911801894452295345273470920128571972783040421585765943442159560421830203118065719189434346465180099673
  2640. #11 94576559967046726114580512164800658611431288950036249684756019032364672119178121977128895219518003575765460670965855064690422046484519118895
  2641. #12 78167051216480065861143128895003624968475601996585506499670467261145800369042204648451911889521977128895219594576552364672119118003575765460
  2642. #13 8435345158675112167610625140815953478019288911519141451988997146364751352854215765159564619018655953724385
  2643. #14 3046484353451586042157651595646190186559537243485625108145042159561513534780192889115191414519889971463646728577511216151800672431427894314454552160199364128191180035611472611
  2644. #15 275857651972788943887215128895219618003114572785726118576421970968057963661252757058452176521972783046487651595646114145198899751121615180059537243485625108114636467243534515860421585774454519045042159561513534780192889521601993646724314278943151911865128191180035611472611
  2645. #16 585765197278894388721512889521961800311457278572611857642197096805796366125275705845217652197278304648765159564611414519889975112161518005953724348562510811463646724353451586042158577445451904504215956151353478019288952160199364672431427894315191186512819118003561147261164671364646121978036512
  2646. #17 46472611451451948561145190830457651228217735084348562756356114519199118003646889521991184350812434856114519121128883046467972783160174648349434354521972127
  2647. #18 79282784350819537243485625108114636467243554600361451912112888304646797278316013451586042158577445451904504215956151353478019288952160199
  2648. #19 04215956151353478019288952160199364672431427894315191186512819118003561147261164671364646121978585765197292197278167054671180014015255175191180189445229534527446472611451451948561145190830457651228217735084348562847709088952434856112164800658675635611451919911800364688952199110365
  2649. #20 18003646889521991261145145198561145190830457651228217735084348562847468898052103649915991186745194688952199153452744647261145145194856114506553452744647261145145194856114506563561145198675635611451919911800364688952199126114511991
  2650. #21 34856251081146364672435345158604215857744545190450421595615135347801928895216019936467243142789431519118651281911800356114726116467136464612
  2651. #22 85765943442159560421830246465180099673405792827843508195372434856251081146364672435546003614519121128883046467972783160134515860421585774454519045042159561513534780192889521601993646724314278943151911865128191180035611472611646713646461219785857651972921972781670546711800
  2652. #23 84350819215956151367972783160134515860421585774454519045045347801928895216019979282753724348562510811463646724355460036145191211288830464
  2653. #24 5191186512819118003561147261164671364646121978036464726114514519485611451908304576512282177350843485627563561145191991180036468895219911843508124348561145191211
  2654. #25 8550649967046726114580036904220464845191188952197712889521959457655236467211911800357576746483494343545217709096734709201285719727830404215857659
  2655. #26 451988997511216151800595372434856251081146364672435345158604215857744545190450421595615135347801928895216019936467243142789431
  2656. #27 1180014015255175191180189445229534527477090967347092012857197278304042158576594344215956042183020311806571918943434646518009967340579282758576519727889438872151288952196180031145727857261185764219709680579636612527570584521765219727830464876515956461141
  2657. #28 9521961800311457278572611857642197096805796366125275705845217652197278304648765159564611414519889975112161518005458561197353646724348561145196726114519031180657191894343
  2658. #29 6797577144583160132745193515860421585774458316013451586042150860421584515860421585774451601345154504838577445860134
  2659. #30 1801894452295345274770909673470920128571972783040421585765943442159560421830203118065719189434346465180099673405792827585765197278894388721512889521961800311457278572611857642197096805796366125275705845217652197278304648765159564611414519889975112161518005953724348562510
  2660. #31 89521972781670512164800658611431288950036249684756019965855064996704672611458003690422046484519118895219771288952195945765523646721191180
  2661. #32 5460036467118001401525517519118018944522953452747709096734709201285719727830404215857659434421595604218302031180657191894343464651800996734057928275857651972788943887215128895219618003114572785726118576421970968057963661252757058452176521972783046487651595646114145198
  2662. #33 800595372434856251081146364672435345158604215857744545190450421595615135347801928895216019936467243142789431519118651281911800356114726116467
  2663.  
  2664. Forgula Library
  2665.  
  2666.  
  2667.  
  2668. Desert Libraries
  2669. Yesha Library
  2670.  
  2671.  
  2672.  
  2673.  
  2674.  
  2675.  
  2676. Osaris Library
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