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1 root 1.2 =encoding utf8
2    
3 root 1.1 =begin comment
4    
5 root 1.20 This is the source for some of the books in deliantra.
6 root 1.1
7     Authors:
8 root 1.14
9 root 1.1 Gorlin <gorlin@freibier.htu.tuwien.ac.at>
10     Mark Wedel <mwedel@scruznet.com>
11 root 1.35 Marc Lehmann <support@deliantra.net>
12 elmex 1.36 Robin Redeker <support@deliantra.net>
13 root 1.15 Lalo Martins <lalo.martins@gmail.com>
14 root 1.14 Yann Chachkoff <yann.chachkoff@mailandnews.com>
15     Gros
16    
17     many stories taken from unknown authors at The Crossfire Wiki
18     http://wiki.metalforge.net/
19 root 1.1
20     Each =head1 should become its own book.
21 elmex 1.36
22 root 1.1 =end comment
23    
24    
25 root 1.2 =head1 History of Creation, by Khalis, Volume I
26 root 1.1
27     In the beginning the land was barren. No life yet moved upon the large
28     continents and islands that lay empty between the seas. In the seas,
29     nothing moved as well. The world itself held its breath while the Creator
30     rested. Then, a spirit from outside, serving the Most High, entered the
31     world, and she saw a place yet empty of life. So she began to create grass
32     to cover the face of the earth, and trees and other plants. Other spirits
33     from outside watched, and agreed that Gaea had wrought wonders upon the
34     devoid place. Since she was by far stronger than the others, those lesser
35     spirits asked her for leave to join in her work. Gaea accepted their
36     offer, and so the spirits of the Elements of Fire, Air, Water and Earth
37     began their work as Gaea's servants. It can be assumed, that outside the
38     world, the Creator watched and approved.
39    
40     In time, the elemental spirits came before Gaea, and beseeched her to
41     help them create beings able to move of their own free will, living among
42     the plant world. And Gaea saw that without animals, the green world would
43     still miss a vital element, so she in turn went before the Creator. What
44     happened between them noone knows, but soon afterwards living beings began
45     to populate the land. Fish swam in the seas and rivers, birds flew their
46     first flights through the air, and other species moved on the land. The
47     cycle of Nature seemed complete, and Gaea was content.
48    
49     Already, however, other spirits had noticed what Gaea had done. Dark were
50     they, and they treasured still the image of the empty world. To them, a
51     place devoid of life seemed far better, far more perfect, and so they
52     entered the world to return the world to its past. Sicknesses and
53     poison began to spread among the animals, that threatened to extinguish
54     entire species - yeah, indeed several of them might have died during that
55     time, of which we have next to no information. Bones in the ground seem to
56     indict that there were large animals which do not exist anymore, and
57     sadly, we may not meet them evermore. In anger, Gaea named these dark
58     spirits the Devourers, since they were those who devoured all life, and
59     she and her Elemental allies fought them back, and tried to heal what they
60     could.
61    
62 root 1.2 =head1 History of Creation, by Khalis, Volume II
63 root 1.1
64     In that time it also happened, that a great many of the creatures the
65     Fire Elementals had helped to make were betoken of great madness, and
66     started to rampage among the other beings. In time Gaea and her allies
67     found out the truth, that one of the greatest Elementals of Fire, Ruggili,
68     had turned against them, perhaps on order of the Devourers. Yet, Ruggili
69     now served neither Devourers nor Gaea, instead he sought to increase his
70     own power, and spread madness and chaos upon the world, and he became
71     mightier than any other Elemental in existence.
72    
73     The other Elemental beings came to Gaea, and spoke, "With both renegade
74     Ruggili and the Dark Ones to fight, we need others to assist us. Some of
75     the beings we created are already strong enough to do their part, such as
76     the unicorn or the sphinx. The strongest of them, however, the dragons,
77     have switched their support to Ruggili. We need allies, or this world will
78     become either a place of eternal fire or one of darkness." Gaea was
79     clearly troubled by this, and again left the world to commune with the
80     Creator. Shortly afterwards, new, more intelligent races emerged on the
81     world, among them the dwarves, elves, trolls, goblins, humans, halflings,
82     lizardman, any many others, and they joined the fight on the side of Gaea
83     and the Elementals.
84    
85     During this time, which we now call the Second Age, cultures grew and
86     were destroyed, races rose to prominence and disappeared again, mighty
87     magics were found and forgotten. Ruggili#s followers were beaten back at
88     great cost, and the forces of Gaea could again concentrate on the fight
89     against the Devourers. The fight went on for a long time, but it seemed
90     that the Nature Goddess was able to reform the world into a place of Life.
91     The mortal races assisting her had become weary of the fight, however, and
92     spoke to her thus: "The fight has clearly been won, the death spirits and
93     the Fire God are in retreat. We wish to fight no more, but to settle down
94     in peace. Though we still respect you and always will, we can give you our
95     support no longer." Gaea accepted in silence, even though she knew that
96     this meant that the war would not have a definite ending. Neither the
97     Devourers nor Ruggili would be defeated be her alone.
98    
99     The Devourers and Ruggili watched the retreat of the mortals, the
100     Devourers planning to attack and destroy them now that Gaea was not near,
101     and then to use their own dead spirits against the Nature Goddess. Ruggili
102     instead bided his time, sending down dragons to burn mortal cities and
103     Devourer strongholds both. The Elementals serving Gaea assisted the
104     mortals still, and gave some protection to them so that the Devourers
105     would not destroy them. During this, Third, Age, the mortals segregated
106     according to their nature. The dwarves moved into the mountains, and with
107     the help of Earth Elementals began their first kingdoms underneath the
108     face of the earth. The elves moved into large woods, the lizardmen into
109     swamps. Wars broke out between some of the races, none however anywhere in
110     that measure as the Great War of the Second Age.
111    
112 root 1.2 =head1 History of Creation, by Khalis, Volume III
113 root 1.1
114     In the Third Age it also happened, that spirits from the outside, who had
115     been content to watch until that time, took pity on some of those races.
116     The goblins, orcs, trolls and giants began to serve a being called Gnarg,
117     who had promised to raise and protect them. He helped them build up
118     protection against the many poisons which still plagued the lands, and in
119     time they began to use poison as a weapon against their enemies. Their
120     most hated enemies were the dwarves and the elves, who each had been
121     stronger than them before the coming of Gnarg. Now, stronger than ever
122     before, they attacked them and sought to utterly destroy them. First they
123     moved against the elves. They burned down forests and elven cities, until
124     the being Lythander came to guide the elves and to oppose Gnarg. He sent
125     confusion to the goblin races, and cursed them to utter stupidity. this
126     curse is still active even now, there are fewer orcs or goblins who
127     possess high intuition, intellect or magical affinity then in any other
128     of the mortal races. During the time the curse was first spoken it was
129     much worse. The orcs fell down muttering insanely, the giants and trolls
130     clubbed each other senseless, and the goblins jumped down high cliffs to
131     escaped the voices in their head. The goblin attack faltered, and all the
132     goblin races and giantkind returned - after a few accidents and wrong
133     turns - to their homes. They also immediately stopped their plans to
134     attack the dwarves.
135    
136     The dwarves, however, had other problems. The dragons also claimed the
137     mountains, and the followers of Ruggili sought out the dwarven cities and
138     the treasures they offered. The pitiful cries of the dwarves, and the many
139     deaths among dwarvenkind, roused the spirit being Mostrai, who entered the
140     world and came to the dwarves. He showed them how to create magical
141     weapons which might wound even the greatest of dragons, and he also helped
142     them to withstand the dragons' fire. As was Gnarg to the orcs and goblins,
143     and as was Lythander to the elves, Mostrai became god to the dwarves,
144     protected them as they worshipped him for it.
145    
146     The most numerous of the mortal races had no god of their own, and they
147     despaired, seeing that others had gods of great power to call upon for
148     assistance. In their fear of being destroyed, in their anger for being
149     left out, and their hatred for those who left them alone, they cried out
150     for help. And in the darkness, someone heard them. Far away, in another
151     dimension most probably, dwelt beings of great power. Endless torment was
152     their desire, hatred, fear and anger the ways to their dark hearts, and
153     fire their most potent weapon. When the humans had cried long enough, the
154     doorway was opened, and the demon host went through. The demon lord Gorokh
155     led those who entered the world, and he offered the humans many riches and
156     great power in exchange for their worship and for sacrifice. many humans
157     fell, and began to serve the powers of darkness. Others sought redemption,
158     and a pure spirit called Valriel came to their aid. Others again returned
159     to the worship of Gaea, hoping that the forces of Life would protect them,
160     a few humans even went to the goblin, elven and dwarven gods for help.
161    
162 root 1.2 =head1 History of Creation, by Khalis, Volume IV
163 root 1.1
164     As the human worship began to spread out among all the gods and beings of
165     power who had entered the world, a small group of them who wished not for
166     the blessings of Nature but the power of the elements as weapons spake to
167     one of the Elemental Lords following Gaea. And as Ruggili long ago, Sorig
168     left Gaea's path and accepted the mortal's worship, teaching them the way
169     of lightning and thunder in return. Other small sects began to emerge, and
170     then the one things noone had foreseen happened. Some humans began to
171     worship the powers of Death, who until then never had living followers.
172     Those poor deranged people believed that in death they would be truly
173     free, and the Devourers gladly accepted their help. When those humans
174     died, the most mighty of the Undead were finally created - those who
175     joined the Devourers of their own free will: the vampires, the spectres
176     and the liche.
177    
178     And so the world lies before us today, turmoil and chaos has spread among
179     the many gods who have entered the world. The fights are numerous, but at
180     least we can be called lucky that no single faction has power as great as
181     during the Second Age - for another Great War would probably destroy the
182     world itself. In the First Age only the spirit being existed, in the
183     Second Age we mortals served the forces of Life to survive, in the Third
184     Age we left them and began to worship other Gods. This then is the Fourth
185     Age, in which we hope the ceaseless fighting and wars will finally end,
186     and we will be allowed to live in peace. But whose peace will it be, which
187     gods, which peples will lead and which will follow?
188    
189     Khalis,
190     Grand Hierophant,
191     Servant of Gaea
192    
193    
194     =head1 History for the Impatient
195    
196     Written by Maris the Scholar, a student of Khalis whom he opposed much
197     later in his life.
198    
199     Gaea created the world. However, for things to thrive, rain is needed
200     so Sorig came along, and provided the rain and lightning. The lightning
201     created fire, and so Ruggili was born.
202    
203     Gaea is the source of all nature and life, without any great need for
204     followers, as the natural world itself gives her power. She gave life to a
205     number of sons, all gods of their own.
206    
207     Her son Mostrai saw a flat and uninteresting world and created massive
208     mountains and deep dungeons.
209    
210     Her other son Lythander was bored and created some animals.
211    
212     Gnarg saw that and created the goblins on the world for some reason we no
213     longer know.
214    
215     Lythander, disgusted what the goblins where doing to the beautiful
216     forests, created the elves and halflings to help protect the forests from
217     uncontrolled goblin destruction.
218    
219     Mostrai, seeing what was happening to the forests, decided to take
220     pre-emptive measures and created the dwarves to live deep within the
221     mountains he created.
222    
223     Then Gaea created the humans, to protect and provide balance in the plains
224     and along the coasts.
225    
226     With the constant battles for balance, many of these new life forms died.
227     The gods that created them did originally see the souls that these new
228     life forms had, but the gods Gorokh and Valriel did. They took the worst
229     (and best) of these departing souls in order to create creatures for their
230     own desires.
231    
232     The souls that neither claimed became the domain of the devourers. What
233     the god of devourers lacked in the strength of individual souls, he gained
234     in the sheer number of souls he controlled, and with these he created
235     wights and vampires to give him even more souls. Some of the powerful
236     humanoids worshipped him in hopes of eternal life. For some of these,
237     they gained this eternal life in the form and lichs and demilichs.
238    
239     The Red Dragons were created by Rugilli because he wanted some worshippers
240     of his own. It is believed that the other dragons eventually resulted from
241     those by the constant in-breeding experiments Ruggili made.
242    
243     Nobody knows where the nearly god-like titans came from. Some scholars
244     claim they could be descendants of some of the forgotten gods so little i
245     known about nowadays.
246    
247 root 1.2
248     =head1 Recent Historic Events, by Khalis.
249    
250     =head2 Calendrical Introduction
251    
252     Present Day
253    
254     We are currently in 8437 Era Khelentari (EK).
255    
256     =head2 Volume I: The Early Days
257    
258     Around 350 EK: The Story of the Fourth Mariner is written by an unknown author.
259    
260     435 EK: Colony of Skorn Founded. It would eventualy become the city of Scorn.
261    
262 root 1.19 711 EK: The outpost of Heaven's Gate is founded.
263 root 1.2
264     =head2 Volume II: Second Millenia EK
265    
266     1223 EK: Ekkis the Drunk leads a disastrous crusade against the Sirens in the southern seas.
267    
268     =head1 Recent Historic Events, by Khalis.
269    
270     =head2 Volume III: Third Millenia EK
271    
272     2287 EK: Battle of Tered - The Kingdom of the Masts is dismantled by Navar.
273    
274     2567 EK: Fernast Fergono, exiled from Navar, leads a famous exploration expedition in the south-east seas.
275    
276 root 1.19 2765 EK: The city of Heaven's Gate is burned by pirates.
277 root 1.2
278     =head1 Recent Historic Events, by Khalis.
279    
280     =head2 Volume IV: Fourth Millenia EK
281    
282     3084-3154 EK: The Artificers' Wars take place in the East.
283    
284     3154 EK: The High Tide of the Gears: End of the Artificers' Wars; many islands are flooded or disappear forever in the depths of the Eastern Ocean.
285    
286     3867 EK: Juradiths take the direction of Scorn and create a republic.
287    
288     3885 EK: Juradiths are expelled from Scorn by revolting citizens. They are vainquished at Battlefield Lake.
289    
290     =head1 Recent Historic Events, by Khalis.
291    
292     =head2 Volume V: Fifth Millenia EK
293    
294     4127 EK: King Kadriosa IV of Scorn leads a Crusade against the elves of the south-east, who flee the country.
295    
296     4131 EK: Foundation of the Elven City of Tashkeren-tah at Vkovzerov (Lake Country).
297    
298     4453 EK: The Elven City of Tashkeren-tah sinks into the largest lake of Lake Country.
299    
300     =head1 Recent Historic Events, by Khalis.
301    
302     =head2 Volume VI: Sixth Millenia EK
303    
304 root 1.10 5524 EK: The Meteomage Grab of Ledh fails an experiment, making the weather mad for a while, an event remembered as "The Weather Madness".
305 root 1.2
306     Late LVIth Century EK: The Great Schism between the Simplifists led by Mish the Toon and the Stabilists: The Sedition Wars.
307    
308     5581 EK: Battle of the Glowing Crystal: the Order of the Careful Coders is disbanded.
309    
310 root 1.10 5598 EK: The Simplifists exile themselves into the Pocket Dimension of Daï-Moh-Nî, "The World With a Future", in Ancient Daigojij Language.
311 root 1.2
312     =head1 Recent Historic Events, by Khalis.
313    
314     =head2 Volume VII: Seventh Millenia EK
315    
316     6356 EK: Butakis settles in Lake Country and starts building the Lake Pump.
317    
318     6356 EK: The Lake Pump is destroyed by Twak. Lake Country is covered by fog. Butakis is disfigured.
319    
320     =head1 Recent Historic Events, by Khalis.
321    
322     =head2 Volume VIII: Eighth Millenia EK
323    
324 root 1.20 7124 EK: Harta accidentally creates a Dimensional Grid, connecting the Deliantra Continuum with the Daï-Moh-Nî Dimension.
325 root 1.2
326     7563 EK: The tower of Melficef the Red explodes.
327    
328     =head1 Recent Historic Events, by Khalis.
329    
330     =head2 Volume IX: Ninth Millenia EK
331    
332     8009 EK: Euthville is destroyed.
333    
334    
335 root 1.9 =head1 The Sultanate of Darcap
336    
337     Isolated from the rest of the region by an extensive mountain range to the
338     south, and possessing a massive natural harbour, Darcap is a small, but
339     easily defensible town, dominated by a pair of powerful guilds. The town
340     is also noted for its circus, whose reputation draws visitors from all
341     over the world.
342    
343    
344     =head1 Santo Dominion
345    
346     Santo Dominion sits in a small bay to the north of Scorn. It is an
347     important port of call for ships travelling to and from Scorn and is
348     also somewhat famous for its Opera and its Litle House of Horrors, two
349     magnificent cultural buildings you would not expect in so small a town as
350     Santo Dominion.
351    
352    
353 root 1.2 =head1 Euthville History
354    
355     The Ruins of Euthville can be found just off the Imperial Highway north of
356     Scorn.
357    
358     =head2 The Origins of the City
359    
360     The Codex Skudensis tells that Euthville was founded by the Euthanasia the
361     Builder, hence its name.
362    
363     =head2 Past and Destruction
364    
365 root 1.10 Ah, Euthville - "City of the Pearl", in Old Hemdalite, has indeed a
366 root 1.2 rather sad story!!
367    
368 root 1.19 If you went there about half a millenia ago, you'd have seen something
369 root 1.2 very different than the field of haunted ruins it has since become. It
370     was initially founded by a handful of industrious, clever dwarves, that
371     had found a mystical way to locate fields of precious Karitta, the famous
372     metal that is as transparent as a pearl of the North Sea, yet as strong as
373     the best irons of Navar.
374    
375     And thus, they found at the location of Euthville a lot of that raw metal,
376     which quickly made the city one of the richest of all. And for a long
377 root 1.19 time, it stayed so. The inhabitants of Euthville weren't interested by
378 root 1.2 war, work, or anything else too tiresome - they preferred to pay somebody
379     else to do all of this. And with the advanced technical knowledge bring by
380     the dwarves, working was less and less an issue for them.
381    
382     Yet yhey were facing a problem. All their devices, all their machineries,
383     all their tricks to cheat with nature required energy. Lots of
384     energy. They relied first on the strength of horses and donkeys, but it
385 root 1.19 wasn't enough. Then, they tamed the dangerous Wyverns of Kal-Durandasi,
386 root 1.2 so that the hot lizards would provide them with the full force of their
387 root 1.19 steamy breath. But soon, it wasn't enough. They also used the hidden
388 root 1.2 power provided by the Faeries of the Tarniska river, building a dam, so
389     that they could put the invisible horses of water that the sylphids are
390     rumored to breed in use.
391    
392 root 1.19 But even so, their hunger for power wasn't satisfied, and became an
393 root 1.2 increasing nuisance for them. So, the Commander of Euthville (which was,
394     more or less, the equivalent to our King at Scorn), finally decided to
395     send messengers across the whole Continent, calling the world for a
396     challenge. Whoever would be able to fulfill the needs of Euthvillians of
397     energy would become the new Commander, thus the ruler of the richest city
398     ever built since Khelens.
399    
400     Many answered the call, of course, and many failed. Wind, Sun, Stars, even
401     dwarven beer were proposed, but nothing seemed to be enough. For years,
402     wizards tried. And failed.
403    
404 root 1.19 And then came a boy. He wasn't a wizard, nor pretended to be one. He was
405     young, but the story didn't kept the record of his name, and some now
406 root 1.2 think it is because he was damned. Who knows? The Boy sat in the middle
407     of the city, playing with his flute, laughing whenever he saw one of the
408     demonstrations the powerful wizards and engineers failing again and again.
409    
410 root 1.10 After several days, the Commander noticed the Boy, and said: "who
411     are you to laugh, you, who has only a flute ?" "I have only a
412 root 1.19 flute for sure - but there's more in my simple pipe than in those
413 root 1.10 legions of wizards." "Really ?" said the Commander, half-laughing,
414     half-curious, "so you think you can solve my challenge ?"
415 root 1.2
416 root 1.10 The Boy smiled. "Not only I can, but I shall - and my price will be
417     quite acceptable to give you the energy you need." "And that would
418     be...?" - "A new pipe." came the reply "That one is becoming
419     old." "Agree, you have your chance."
420 root 1.2
421     The Boy then started to play an amused melody. It sounded like an
422     invitation to a great feast, the opening of a meeting where everybody was
423     invited. And then came from earth itself sounds of steps, climbing from
424     the depth. The fountain that stood in the middle of the place crumbled,
425     leaving a great hole from which flames emerged. But the fire seemed to
426     dance at the rythm of the music itself.
427    
428 root 1.10 The Boy then said to the Commander: "As long as you keep playing for
429 root 1.19 the Demons there, at least 23 hours each day, you'll get them to make
430 root 1.10 whatever you need." And he gave them the score, took a brand new silver
431 root 1.2 flute, and left, and never was seen again at Euthville.
432    
433 root 1.19 At first, things seemed fine, and the Commander couldn't believe his
434 root 1.2 luck, as a pipe was a feeble price to pay for such a powerful recipe of
435 root 1.19 prosperity. Who wouldn't want to tame the Demons themselves? Quickly,
436 root 1.2 though, it appeared obvious that, for enough demons to be there, that
437     music needed to be played rather loudly. And if, at first, it sounded
438     entertaining, joyous, and funny, it quickly grew on the nerves of
439     many. And especially because it was played 23 hours a day.
440    
441 root 1.19 Finally, the Commander decided that the city couldn't stand this
442 root 1.2 anymore, and ordered that the Demons had to be attracted faraway from the
443     city. On this fateful day, a whole fanfare left the city, hoping that the
444     demons would follow, attracted by the music.
445    
446     And so, they did. One after another, they climbed out of Earth itself, and
447     walked in the direction of the music, obviously unaware of the hundreds of
448     buildings they were crushing by their giant footsteps, and the thousands
449     of inhabitants that they toasted with their dark fire. Seeing that,
450     even the bravest ones went mad, and ran for their lives, leaving pipes,
451     clavicelles and harpsichords fall on the ground.
452    
453     The rest of the story is easy to understand: Demons, free from the magical
454     music that enslaved them, crushed what remained of the city, in a bloody
455     fest that they will forever keep in their twisted memories.
456    
457     The Commander went mad, of course, and it is said that his madness was
458     so strong that his mind was unable to understand that he was dead. If
459 root 1.19 you search enough in the ruins of Euthville, you'll probably encounter
460 root 1.2 his ghost, as well as those of the many who perished for having believed
461     that mortals could enslave the hell. Some demons stayed there, obviously
462     enjoying the area and its newborn ashes that smelled fresh blood and
463     carnage. Euthville is now, of course, a dangerous, deserted place, and the
464     richesses that are still sleeping below the ruins of its former palaces
465     are now guarded by powerful entities of the 9th Circle.
466    
467     Many said that, if the Enchanted Music could be found, it would open the
468     gates of many treasures, but because none of the former Euthvillians
469     survived, and because nobody knows where the Boy went afterwards, those
470 root 1.19 gates are still closed. I've heard that the School of Daemonology was
471 root 1.2 precisely founded to rediscover that spell. But who am I to claim this to
472 root 1.19 be true? I'm only a man of the past that tells stories before a fire,
473 root 1.2 and the fire is dying, and so has my tale reached the end.
474    
475    
476    
477     =head1 The Kiritani Pass (from "Euthville Legends")
478    
479     The "Kiritani Pass" is the part of the map you can see on world_104_114,
480     between the two random caves and the forest full of hidden
481     stuff. Nowadays, it is marsh and beach, but centuries ago, it was a
482     passage for boats sailing from and to Euthville.
483    
484    
485     =head1 Sannistra (from "Euthville Legends")
486    
487     The Sannista is a legendary flying boat that was powered by the reaction
488     of a fire and a water elemental. It was built by the tenth Commander of
489     Euthville, Farkennis, as a gift for the 18th Birthday of his daughter,
490 root 1.39 Sannistra. That's the boat that was stolen by Fax when he fled from
491 root 1.2 Euthville, and that he used to get to Khelens. Giusitta the Verbous then
492 root 1.10 sailed it back to the Continent, and hid it "somewhere in the mountains
493     of Euth".
494 root 1.2
495 root 1.39 So I I<guess> she would have put it there, although I'm not I<sure>. Many
496 root 1.2 people thought the story was speaking about the mountains just east of the
497 root 1.19 ruined city, but now that I've discovered those two caves, I'd rather
498 root 1.2 bet on them - it seems more logical.
499    
500    
501 root 1.3 =head1 The Name of the World
502    
503     I, Forag the little-known, have invested my lifetime into exploring
504     the various names of this, our World. In this tome I wrote down all my
505     knowledge. Be careful with it, else it might overwhelm you, as it did me!
506    
507 root 1.10 In Khelens and most of its territories, it was named "The Earth",
508     while the major western landmass was called "The Continent" while the
509 root 1.3 eastern landmass was called "the Wilderness".
510    
511 root 1.10 Fendrakis used "Raxida", which is also the name they gave to the Fox
512 root 1.3 Lady, Mother of All Things, deity.
513    
514 root 1.10 Elves traditionally use "Eänella", which translates as "The Land of
515     Green"
516 root 1.3
517 root 1.10 Dwarves of Khorolizov use "Herdankaupf", "Country of the Horses",
518 root 1.3 which is a reference to their mythology (see the legend of the Twelve Days
519     for that)
520    
521 root 1.10 The Orcish name is "Knâgsh-Ishzeh", "Rotten Branch"
522 root 1.3
523 root 1.10 The people of the Old Wall, used the name "Harinappa", "Bottom of
524     the Pit", to designate the world.
525 root 1.3
526     Most people nowadays use the old Khelenti name ("The Earth") or its direct
527     translation in local languages/idioms.
528    
529    
530     =head1 Melficef the Red
531    
532     Melficef was a powerful mage that conducted thaumical studies to
533     try to store magical energies in an efficient way. He created many
534     self-recharging rod spells that are still commonly used today, as well as
535     the thaumic bomb, a device storing a massive amount of mana and releasing
536     it in a violent explosion - such an explosion actually killed the
537     unfortunate Melficef himself.
538    
539    
540 root 1.4 =head1 The Kingdom of Scorn
541    
542     Nestled snugly in a sheltered bay at the west of the Imperial Highway,
543     Scorn is a safe and welcoming place for those who pass by. Once a great
544     military force whose power affected the entire world, its influence
545     has since waned, the castle in the centre of town now serving a mostly
546     ceremonial purpose. Nonetheless by virtue of its position on the Imperial
547     highway the city has maintained its importance as a stopping off point
548     for travellers between the other major cities and it is an attractive
549     location for trade and commerce in its own right. This combined with the
550     sheltered harbour and key shipping lines, ensures that Scorn remains a
551     key crossroads bustling with activity, long after its former military
552     dominence has diminished.
553    
554     =head2 History
555    
556     435EK: The colony of Skorn was founded by Skud the Great, when his
557     expedition reached the shores of the continent. It is said that he first
558     pitched his tent on the site where the inn now stands.
559    
560     1064-1135EK: The war against the Dragons. Scorn is destroyed. Most of its
561     inhabitants flee to the south. After 1115EK, the city is progressively
562     rebuilt on top of the now buried ruins nowadays known as the Old City.
563    
564     1177EK: War of the Sea Princes. The last imperial ship reaches
565     Scorn. Contacts with Khelens are now broken. Scorn becomes an independent
566     kingdom.
567    
568 root 1.2
569 root 1.5 =head1 History of Lake Country
570    
571 root 1.16 Lake Country originally was where the elves lived who where exiled
572     from the north by the kings of Scorn, during the Vth millenia EK. They
573     named the area Vkovzerov. The major elven city of Vkovzerov was
574     Tashkeren-tah. It was destroyed by a Water arch-elemental in 4453EK.
575 root 1.5
576    
577     =head1 Visit our Training Centres!
578    
579     We, Training Centres Incorporated provide the best service for warriors,
580     wizards and anybody else who wants to improve quickly.
581    
582     For a modest fee, you can get almost exclusive access to our large
583     training areas.
584    
585     =head2 Pricing
586    
587     Humamoid
588    
589     A Bonecrusher, a Firestar, and a Demonspawn Shield.
590    
591     Undead
592    
593 root 1.19 Lich dust, a Spectre's ectoplasm, and a Skull's tooth.
594 root 1.5
595     Dragon
596    
597 root 1.19 An Ancient dragon's steak, an Ancient Blue Dragon's steak, and an Ancient red dragon's steak.
598 root 1.5
599     Demon
600    
601 root 1.19 A Demonbane, a Belzebub's sword, and a Firebrand.
602 root 1.5
603     =head3 Free Centres
604    
605     As a special service, we provide access to two of our older training
606     centres completely free of charge, although you will understand that there
607     will be no guarentees given for success:
608    
609     Goblin & Zombie - Located south of Scorn
610    
611 root 1.21 Skeleton & Ogre - Located south-west of Navar
612 root 1.5
613     =head2 Locations
614    
615     These are the locations to the entrances of the Training Centers.
616    
617 root 1.21 world_106_109 - Humanoid
618    
619     world_107_120 - Goblin & Zombie
620 root 1.5
621 root 1.21 world_107_128 - Undead
622 root 1.5
623 root 1.21 world_119_101 - Dragons
624    
625     world_119_118 - Skeleton & Ogre
626 root 1.5
627 root 1.21 world_124_113 - Demon
628 root 1.5
629    
630    
631     =head1 The Kingdom of Navar
632    
633     Straddling the corner of the Imperial highway as it turns North near the
634     Eastern border of the known world, and surrounded by dangerous territory,
635 root 1.19 Navar is an unlikely site for one of the world's grandest cities. Yet
636 root 1.5 there it stands, dominating the skyline for miles around and showing the
637     same bustling activity expected of any thriving market town.
638    
639    
640     =head1 The Kingdom of the Masts
641    
642     A Merchant Republic led by the now destroyed city of Kari Kori. At its
643     peak, the Kingdom of the Masts ruled nearly a quarter of the world, and
644     its fleet was unmatched. Kari Kori was opposed to Navar in a series of
645     wars that it finally lost at the Battle of Tered in 2287 EK.
646    
647    
648     =head1 The Artificers' Wars
649    
650     A series of wars conducted between 3084 and 3154 EK by a coalition led by
651     Navari Princes against the Artificers, a group of mages that were masters
652     in the now banned magical field of Technomancy. The Artificers were close
653     to obtain a complete victory, but were finally destroyed by the raw power
654     of their own biggest creation, The Thaumic Gear. The explosion of the Gear
655     shattered the whole east of the world, and many territories forever sank
656 root 1.19 into the ocean, including Kari Kori, the Technomages' city.
657 root 1.5
658    
659 root 1.6 =head1 Juradiths Dissidents
660    
661     Juradiths, named after Juradith, Minor Spirit of Equity, were a group of
662     activists that wanted to turn the Kingdom of Scorn into a republic in the
663     second-half of the XXXIVth century EK. They succeeded at overthrowing King
664     Karatan III, but their vengeful, fanatical excesses quickly turned most
665     Scornians against them. When trying to recapture the city, their army was
666     defeated by the Scornian Militia with the help of a couple city mages, who
667     flooded the Juradiths into a magically created lake.
668    
669     Juradiths still exist as a small political faction today, although
670 root 1.19 they've long traded their violent ways for some weird traditions whose
671 root 1.6 origins and meaning are now mostly forgotten.
672    
673    
674     =head1 The Gaean Legend of Creation
675    
676     =head2 Age of The Void
677    
678     In the beginning there was Gaea, the force of nature. SHE filled the whole
679     of existence with her being. After a few billion years, this became to
680     grow boring and lonely, so SHE decided to have children.
681    
682     At first SHE created a host of forces like Herself, eternal and
683 root 1.19 divine. But with all their power, they couldn't get along with each
684     other, so Gaea decided that wasn't a good idea. SHE decreed that from
685 root 1.6 that point on all creatures but HER would have a limited lifetime. But
686     most of HER first children disagreed, and went away to an unknown
687     location.
688    
689     =head2 Age of The Small World
690    
691     So Gaea created a small world and populated it with limited creatures -
692     animals and plants of all sorts. For a few million years she was happy
693     to watch them. But her remaining faithful children were growing restless
694     and wanted to make their own experimentations too. Finally SHE got bored
695 root 1.19 again, as her creations weren't self-aware and therefore weren't
696 root 1.6 much of a company. But SHE was also curious, because her creatures had
697     developed many different styles of living, and SHE desired to compare
698     them.
699    
700     And Gaea destroyed the original world, breaking it in four new ones.
701    
702     =head2 Age of The Four Worlds
703    
704     The First world was dedicated to harmony. It was populated with creatures
705     that preferred to coexist peacefully and contemplate. Two of Her children
706     were particularly enamoured of this world and decided to live there.
707    
708     The Second world was dedicated to construction. It was populated with
709     creatures that liked to change the environment around them, especially
710     ants, bees and beavers, and filled with wood and metal and stone usable as
711     raw material. Two of Her children found the idea fascinating and decided
712     to live in this world.
713    
714     The Third world was dedicated to war and strife. While all the three
715     other worlds had equal shares of light and darkness, the Third world had
716     as much light as its inhabitants desired - and it was populated with
717     creatures that loved and hated light, in equal parts. So these creatures
718     quickly discoreved they could influence the ambient light by battling each
719     other. Two of Her children decided to live in this world: one because he
720     loved light, and another because he hated his brother and therefore wished
721     for darkness to prevail.
722    
723     The Fourth world, finally, was dedicated to predation and to survival of
724     the fittest. It was populated with fierce creatures and predators. Two of
725     Her children believed this was the best way to live and decided to live in
726     this world.
727    
728     After the worlds were created, only four children of Gaea still preferred
729 root 1.19 to live in the Void: two because they weren't interested in any of those
730 root 1.6 worlds, and two because they liked all of them and preferred to visit them
731     whenever they wished.
732    
733     =head2 Age of Awakening
734    
735     And for a few million years Gaea delighted in observing the differences
736     between the worlds. But still the creatures were not self-aware, and
737     still SHE was lonely. So when Her children came and said they were lonely
738     and wanted to create more interesting creatures, SHE understood them and
739     quickly allowed them and gave them the power to do it.
740    
741     So on the First world, one of the Gods who lived there created a race of
742     beings that loved peace and wildlife, and called them Elves. The other
743 root 1.19 God in that world didn't choose to create followers, but she teached
744 root 1.6 language to the Elves of her brother, and when the Elves larned the art of
745     naming, they named their creator Lythander, and in exchange for his name
746     he gifted them with luck.
747    
748     On the Second world, one of the Gods created a race of builders and named
749     them Dwarves. His children, in turn, named him Mostrai. His sister, in
750     turn, decided not to create, but teach some of the dwarves (the ones
751     willing to learn) about magic and the powers of the gods. The other
752 root 1.19 dwarves, however, didn't accept their changed siblings, so they went off
753 root 1.6 to live by themselves and became known as gnomes.
754    
755     On the Third world, of course, none of the resident Gods wanted to
756     cooperate with the other. Both created their own races: the God who fought
757     for darkness created many kinds of fierce, brutal monsters he named
758 root 1.10 "Demons", while the God who fought for light created many kinds of
759     skillful, swift warriors he named "Angels". Befittingly, these Gods
760 root 1.6 were named by their enemies, and not their followers: the demons gave the
761 root 1.10 light god the name of "Valriel", and the angels gave their enemy god
762     the name "Gorokh".
763 root 1.6
764     And on the Fourth world, the patron Gods kept true to their philosophy
765     and created not one, but innumerable races, in the hope that one of these
766     would prove the strongest and most worth. So they created goblins, trolls,
767     ogres, and not least, dragons. The Gods became known as Gnarg, the Patron
768     of Assassins, Ruggilli, the Consuming Worm, and Ixalovh.
769    
770     The races in the four worlds lived on for millenia, and developed, and
771     grew, and all worlds flourished. The eight patron gods believed this was
772     proof that they were right, and the way they lived was the best one, while
773     the two traveling gods rather believed that the success of all the worlds
774     was instead proof of the wisdom and power of their Mother.
775    
776     =head2 Age of Death
777    
778     But at some point things started to go wrong. Angels and demons would
779     start to become priests or scholars or merchants and preach against the
780     war. Dwarves and gnomes would start go grow sedentary and admire the
781     crafts of the past instead of building new ones. Goblinoids would suddenly
782     develop a taste for vegetables and become farmers, while dragons would
783     decide that developing their magics was more important than finding
784     food. But what was wrong was a mistery that would only begin to unfold
785     when the High King of the elves, one day, was devoured by a dragon.
786    
787     It was then that the Gods discovered that the worlds were not anymore
788     completely isolated from one another. Someone had, somehow, teached all
789     kinds of creatures how to follow the paths left by the traveling gods -
790     flying creatures would ride the cross-world whirlwinds of the thunder god,
791     and others would learn to tread the strange winding paths of the walking
792     god. And as creatures became aware of different ways, things started to go
793     wrong.
794    
795     Promptly, the Gods tried to close all portals - but it was too late. The
796     art of magic was already known in the four worlds, and strong enough to
797     travel between them. And the one peaceful elves were ignited, and declared
798     war on the dragons, goblins and trolls.
799    
800     While a mighty army of elven warriors crossed over to the Fourth world,
801     dwarves and gnomes found the First world almost deserted and full of wood
802     and metal for the dwarves, and holy, peaceful places for the gnomes.
803    
804     The part of the small peoples who remained on the Second world was faced
805     with new problems when the demons decided they were ripe for tempting (if
806     they could get dwarven builders and gnome sorcerers on their side, the
807     tide of the war would turn). The angels, of course, took upon themselves
808     to protect these strange people from their eternal enemies. So as their
809     attention slowly shifted from the Third world to the Second, soon only
810     the weakest of their kind were in their original world, where they began
811     to fall prey to hungry refugees from the Fourth world, who discovered how
812     tasty angel/demon flesh can be.
813    
814     And while the Gods were busy trying to even understand this chaos, the
815     dead began to come back.
816    
817     Their leader was Hagguth, the Elven High King who had been eaten by a
818     dragon. He came back as a powerful spectre, leading a powerful army of
819     ghosts, wraiths, skeletons and zombies in a massive attack to the Second
820     and Third worlds. Their goal was to kill as many dwarves, gnomes, angels
821     and demons as possible, to strenghten the number of their own undead host.
822    
823     And when some elven wizards tried to steal the power of the undead to
824     their own ends, they became the first vampires, lichs and demilichs -
825     half living, half undead, but on the side of Hagguth and his misterious
826     masters.
827    
828     It was only when a group of reasonable elves, dwarves, gnomes and dragons
829     managed to get together and talk, that it became clear who these masters
830     could be. Till this point, everyone was blaming some (any) god other
831     than the one they worshipped. But there was only one, obvious answer:
832     the Banished Gods, the Forgotten Children who left ages ago because
833 root 1.19 they didn't agree with he concept of death, were back, and enacting
834 root 1.6 revenge by subverting death itself. In later days, these Gods would become
835     collectively known as the Devourers.
836    
837     Knowing the enemy was not the solution to the war, but was a start. This
838     group, slowly, was able to form a resistence against the undead armies,
839     and gradually turn other people to their side. Finally, after 23 hundred
840     years, they managed to break into the horrible fortress Hagguth had built
841     in the First world and kill (again) the undead king.
842    
843     The chaos began to gradually settle down after that. But then the
844     survivors were faced with a new problem: almost nobody was interested in
845     perverting to the way things used to be.
846    
847     Yes. Entire villages of elves were settled in corners of the Fourth world
848     for many generations, and dwarven guilds had business troughout the
849     worlds.
850    
851     =head2 The Big World
852    
853     So Gaea, in Her wisdom, gave the only possible solution to the
854     problem. SHE took the four worlds in Her hand, and crushed them
855     together. Then SHE looked at the single world she created, and at the
856     creatures of Her children, and decided to again, after millions of years,
857     create Her own followers. Thus SHE created the humans, a young race eager
858     to explore and chart this young world.
859    
860     It took generations for the inhabitants of the resulting world to figure
861     out its geography and for families to reunite; when this finally happened,
862     the stories about four different worlds becoming one were already legends
863     not everybody believed. But still, for some reason, everyone agrees to
864     call this world - the only one they know - Bigworld.
865    
866    
867     =head1 The Book of Valriel
868    
869     In the beginning, for an infinite time, all that existed was a pure light,
870     and that light had a name, and that name was Valriel.
871    
872     But part of the light was not content to be alone, and so did Valriel put
873     this part of Himself aside and did He allow this part to have independent
874 root 1.19 life; and this part was everything that wasn't content, and as it
875     wasn't light, it surely was the darkness; and the darkness took upon
876 root 1.6 itself the name of Gorokh.
877    
878     And for many times more time than a mortal can count, Gorokh was the
879     companion and the servant of Valriel. But Gorokh was not content, because
880     that was his nature, and he plotted a way to change everything. And
881 root 1.19 although filled with hidden motives, Gorokh's words were always very
882 root 1.6 wise, so that Valriel would hear them. So it was that Valriel followed the
883     wise counsel of the Shadow and created a world full of living things to be
884     His new companions and servants.
885    
886     And as soon as Valriel had millions of new companions and servants, Gorokh
887 root 1.19 said, "so now you won't need me anymore, I can leave and find my own
888 root 1.10 companions and servants". And this made Valriel unhappy because He was
889 root 1.19 the only and true Lord, but Gorokh wouldn't recognize that, and so it
890 root 1.6 was Gorokh who eventually taught men to rule over other men instead of
891     paying respect to the one true ruler of all.
892    
893     So did Valriel upon the departure of his first servant, create new
894     servants modeled after His beauty and grace, and elf and man and dwarf he
895     created them. But the Shadow did feel envy and wished those followers for
896     himself, so he came to them in the night and whispered in their ears, and
897     some of them were tempted and started to worship and serve the Shadow.
898    
899     But not enough were seduced by his promises. So he decided to be many,
900     not one. And he wore different shapes and again he whispered in the ears
901 root 1.19 of Valriel's creations. And to the elves he was Lythander of the bow
902 root 1.6 that never misses, and the elves did not see that if a bow never misses,
903 root 1.19 and it isn't the work of the Lord, then it can only be the work of the
904 root 1.6 Enemy. And to the dwarves he wore the name of Mostrai, of the fire, of the
905     forge, the builder of things, for the fire and the desire to change was
906     the true face of Gorokh.
907    
908     And he taught the men to wage war upon each other, and scared the warriors
909     with thunder and lightning, and they would call him Sorig. And those
910 root 1.19 who weren't scared, he tempted with weapons and glory, and wore the
911 root 1.6 beautiful face of a woman, and they called him Valkyrie. And as they
912     killed each other, Gorokh was happy.
913    
914     And much more he did. He taught women to heal and to make the soil grow
915     crop, and they called him Gaea, and believed that Gaea created the world
916     and Valriel was but a minor god, and by spreading this lie they made
917     Gorokh happy. And he taught the children of Valriel to write, so that they
918     could spread his lies further, and they called him Hekanis for that. And
919     he taught them the abomination of filthy magic to pervert and corrupt
920     the creation of the Lord, and to liken themselves to gods, and the evil
921     souls that followed this path called him Byd. And also he taught elf and
922     man and dwarf to brew alcohol and other inebriating things and to laugh
923     in the face of Valriel and throw parties that put shame to the eye of the
924     Lord, and he taught them all that under human guise, and they called their
925     teacher Joyee.
926    
927     So did Valriel look upon the world He created and so did He feel great
928     sorrow and great shame for what had happened to it. And so did he create
929     a new race of servants, more powerful and more faithful than any other,
930     imbued with the mission of hunting down and undoing the work of the Enemy,
931     and this race He called Angels.
932    
933     But again Gorokh felt envy because the servants of the Light were more
934     powerful than his own, and again he went to some of the angels in the
935     night and whispered temptation in their ears, and some turned to his foul
936     purposes and fell from grace. So did Gorokh give them new shapes, to more
937     liken them to himself, red with hate and wearing horns to symbolize their
938     envy, and they became demons. And the plan of Valriel was once again
939     spoiled by the venom of the enemy, because angels had to step aside from
940     their assigned mission to fight the demons and keep them from spreading
941     the evil in their dark hearts.
942    
943 root 1.19 And Gorokh did find great fun in changing Valriel's creation into a new
944 root 1.6 race, and so did he get elf and man and dwarf and corrupted them with
945     his dark will, and they became goblin and orc and kobold, and troll, and
946     giant, and ogre, and many other abominations to the eye of the Creator,
947     and Gorokh wore the name of Gnarg to these new creations and delighted in
948     watching the destruction and sorrow they spread in the world.
949    
950     And in the ultimate act of defiance, the Shadow decided to create servants
951     for him, create new life himself to liken him more to the Great Lord. And
952     he assembled the foulest magic and the darkest hunger he could find and
953     shaped these into the most horrible monsters he could imagine, and gave
954     them life, and called them dragons, and sent them forth to eat the flesh
955     of the creation of Valriel. And the dragons did call him Ruggilli and much
956     did they please him with the terror they spread.
957    
958     But the light and the love of Valriel knew no end, so He decided to
959     fight evil with good, and He instructed His faithful servants to do only
960     the good, to spread the word of His love. And by doing that did He win
961     back many servants who saw that the righteous is more powerful than the
962     might. Much did this enrage the Shadow, and the Shadow did respond by
963     raising the dead themselves from their graves to fight the forces of
964     good. Even when the dead did not win, they did force the living to abandon
965     good in favor of war, and in doing so they would too abandon Valriel. So
966     once again he shadow was happy.
967    
968     Valriel finally did decide, with much sorrow in His infinite heart, that
969     the only way to make His creation safe again was to destroy the Shadow
970     himself. So did He cast His holy word upon His creation to banish the work
971     of the Enemy. But the Enemy knew what would happen beforehand, due to the
972     evil magic of his followers, and he created a safe refuge for their evil,
973     in a world created entirely of pure evil and hate, that he had set aside
974     from creation and called Hell. And soon enough did Gorokh find ways back
975     into the world of the creation of Light, and resumed his foul work of evil
976     and dissent and terror.
977    
978     So did Valriel gather together His faithful and he did gave them some time
979     to put the love for the Lord back in the hearts of as many of His children
980     as they could. And very soon will He again call upon the faithful, and
981     then will He give the faithful an entire new world for them to live in the
982     love of Valriel. And Having done that He will turn to this world, and to
983     Hell, and to Gorokh, and He will destroy them completely with the force of
984     His will, putting an end once and for all in the war and the evil.
985    
986    
987     =head1 The Book of Gorokh
988    
989     In the beginning, for an infinite time, all that existed was an empty
990     and cold light. And the light was content to be and fill and control
991     everything that was. But it is not right for light to be cold, and the
992     part of the light that should have been warm, longed for warmth and for
993     things to see and for things to do.
994    
995     So did the light put aside the warmth, so that the fire would not disturb
996     their cold peace. And the fire looked unto the light and called the light
997     Valriel, the controlling father, and the fire called himself Gorokh, the
998     Son with a Will.
999    
1000     And for many times more time than a mortal can count, Gorokh was the
1001     companion and the servant of Valriel. But Gorokh was not content, because
1002     that was his nature, and he plotted a way to change everything. And fueled
1003 root 1.19 by the fire of his will, Gorokh's words were always very wise, so
1004 root 1.6 Valriel would always hear them. So it was that Valriel followed the wise
1005     counsel of the Fire and created a world full of living things to be their
1006     new companions and servants.
1007    
1008     And as soon as Valriel had millions of new companions and servants, Gorokh
1009 root 1.19 said, "so now you won't need me anymore, I can leave and find my own
1010 root 1.10 companions and servants". And this made Valriel unhappy because he
1011 root 1.19 believed he should be only and true Lord, but Gorokh couldn't agree
1012 root 1.6 to that, and so it was Gorokh who eventually taught men to rule over
1013     themselves instead of paying respect to one self-appointed ruler of all.
1014    
1015     So did Valriel, while Gorokh was away exploring the wonders of the new
1016     world, create new servants of flesh and bone to adore him blindly, and elf
1017     and man and dwarf he created them. And seeing this beautiful new creation
1018     Gorokh wanted a part of it for himself, and he presented himself to them,
1019     and some of them liked him and became his follower.
1020    
1021     But Valriel was afraid that, with two gods to adore, some of his creation
1022     could find it natural to spread creation in two equal halves, and he did
1023     want more than an equal half. So he decided to wear different shapes so
1024     that his children would believe him to be many, not one, and then he
1025     would be able to get more than his fair share. And so did he create many
1026     false gods for his children to adore. And even when Gorokh would bring
1027     the wonderful gifts conceived by his powerful will, such as the forge,
1028     weapons, medicine, agriculture, writing, magic, and wine and booze and
1029     music, even then would Valriel create a false god to pose as the giver of
1030     those gifts and take the glory for himself.
1031    
1032     And since Gorokh kept inventing new presents, Valriel became angry,
1033 root 1.19 because he doesn't like change and he doesn't like any good that
1034     doesn't come from him. And so did he create a new race of servants, more
1035 root 1.6 powerful and more prone to following him blindly than any other, imbued
1036     with the mission of hunting down and undoing the work of the Fire, and
1037     this race He called Angels.
1038    
1039     But again Gorokh found a cunning way to defend his work, and again he
1040     went to some of the angels in the night and whispered promises of power
1041     in their ears, and some turned to his great purposes and joined him. So
1042     did Gorokh give them new shapes, to more liken them to himself, red with
1043     the fire of his will and wearing horns to symbolize their power, and they
1044     became demons. And the plan of Valriel was once again spoiled by the
1045     genius of the Fire, because angels had to step aside from their assigned
1046     mission to fight the demons and keep them from spreading the word of
1047     Gorokh.
1048    
1049 root 1.19 And Gorokh did find great fun in changing Valriel's creation into a new
1050 root 1.6 race, and so did he get elf and man and dwarf and tried to imbue them
1051     with greater strength, and they became goblin and orc and kobold, and
1052     troll, and giant, and ogre, and many other strong creatures. But their
1053     intelligences greatly suffered from the process, and he was unhappy with
1054     his creation, and while he was looking for a way to help them did Valriel
1055     come to them under the guise of Gnarg and he told them to spread great
1056     destruction and sorrow in the world so that the creation of Gorokh would
1057     seem foul in the eyes of the living.
1058    
1059     So the Fire decided the creation of Valriel was imperfect and he had to
1060     create his own new life. So he assembled the most powerful magic and the
1061     strongest will and mightiest strength he could find and shaped these
1062     into the most magnificent creatures he could imagine, and gave them
1063     life, and called them dragons, and sent them forth to take the world for
1064     themselves. But while the dragons are still the greatest pride of Gorokh,
1065     many of them have abandoned him to serve yet another disguise of Valriel.
1066    
1067     And upon seeing the dragons, Valriel declared war and set his servants
1068     upon the task of killing all the most valuables of Gorokh they could
1069     find. Gorokh was consumed with sorrow, and devised a way to spare these
1070     faithful servants, by allowing them to raise again from the grave even
1071 root 1.10 after their deaths. But the servants of Valriel found these "un-dead"
1072 root 1.6 an even greater abomination, and set forth to hunt them, and Valriel
1073     delighted in the war and carnage that ensued.
1074    
1075     So did Gorokh, his fire dim with sorrow, decide to create a whole world
1076     for him and his faithful. And this world he called Hell. But when he was
1077     slowly bringing his faithful to the new world, Valriel treacherously
1078     brought down a great fury upon the world, killing most of the faithful
1079     that were left behind. So the Fire was finally enraged and decided to wage
1080     the war that the Light wanted. And he opened many passages into the world
1081     so that his armies could enter and destroy the minions of Valriel. And to
1082     this war we are all called to chose sides and fight.
1083    
1084    
1085     =head1 The Dwarven Creation Tale
1086    
1087     A play by Shakesdor the Dwarf.
1088    
1089 root 1.19 - What... where we come from? You're not old enough for this
1090 root 1.6 conversation.
1091    
1092     - No, uncle, I mean as a whole... the world, the dwarves, the others.
1093    
1094     - Ah. I see. (Big gulp of beer.) You mean, NOW?
1095    
1096     - Yes, please. Pleeeease?
1097    
1098     - *sigh* all right, all right. It goes like this.
1099    
1100     First there was the Ore and the Forge. The Ore is what existence looked
1101     like before it existed. The Forge was the untapped will, the potential in
1102 root 1.19 the Ore to be everything that is, ever will be, or won't.
1103 root 1.6
1104 root 1.19 Over a span of time that is not time, because time wasn't forged yet,
1105 root 1.6 some tiny scraps of Ore drifted into the Forge. A piece of the Forge
1106     merged with that Ore and became sentient. He has many names, but we call
1107     him Mostrai.
1108    
1109     He spent ages of time-that-was-not-time exploring, learning the nature
1110     of Ore and Forge and himself. Till he decided it was time to start
1111     forging. And then, first of all, he forged time, so that he could separate
1112     after from before, and so that he could exist absolutely - as opposed to,
1113 root 1.10 at the same "time", existing and not being created yet, which was the
1114 root 1.19 case if time didn't exist.
1115 root 1.6
1116     Then, with things in order, he began forging things. The first thing he
1117     forged was his armor, because he liked the touch of metal against his
1118     body. Then he forged beer, because of course, beer is essential. He forged
1119     it red like the Forge, and black like the Ore. The yellow thing, as we all
1120     know, is an invention of those pansy elves.
1121    
1122     And he liked the beer. He liked it so much, that he was bored of drinking
1123     it alone. Beer calls for a party. So he created the boar and the bird, to
1124     be roasted; he created the mundane fire, which was a toned-down version of
1125     the essence of the Forge, to roast them. And then he created the dwarf, to
1126     dress in metal like him, to work the forge with him, but most importantly
1127     of all, to party with him and partake of the sacred beer.
1128    
1129     But the dwarf started breeding like bugs, and it was quite distracting
1130     to have them putting about in spaceless space. At any given point, there
1131     were thousands of dwarves partying, thousands sleeping, thousands hunting,
1132     and thousands forging. Mostrai thought it was good, but it was also damn
1133     annoying. So he created an enormous mountain for them to live under. He
1134     put the boar and bird, and a few other animals he had come up with later,
1135     on the outside, where he forged woods and forest. And so that his children
1136 root 1.19 wouldn't wander forever, he placed these places in the middle of an
1137     infinite ocean. There you have, that's the story.
1138 root 1.6
1139     - Whoa. What about the others?
1140    
1141 root 1.19 - *sigh* You won't let me finish my beer, will you?
1142 root 1.6
1143 root 1.19 - You'll never finish your beer, uncle. When you soak that mug,
1144     there's plenty more in the barrel.
1145 root 1.6
1146     - All right, all rigth. (Big gulp.)
1147    
1148     The dwarves had amazing weapons to hunt with. Eventually, the hunt was
1149     no challenge anymore. The best hunters would play-act wars between
1150     themselves, to best hone their skills.
1151    
1152     Mostrai was worried that those fights might one day evolve into real
1153     wars. So he created an enemy, something very different from the dwarf,
1154     something very obviously wrong, which lived in the woods and preferred
1155     bows and other coward weapons rather than hand-to-hand combat. He made
1156     them incredibly lucky, because otherwise they would stand no chance - and
1157 root 1.19 they came to believe they're lucky because they're protected by their
1158     god, which of course doesn't exist. He also made them very old, so that
1159 root 1.6 they would think they existed before the dwarf - otherwise they would just
1160     recognize our superior position and submit. And all was good and happy;
1161     for time beyond count, dwarf and elf honed their skills against each
1162     other, and prospered.
1163    
1164     I mean, have you ever fought an elf? Yes, it was an eternal war, but not
1165     like those bloody gorefest the others have today. When dwarf and elf
1166 root 1.19 fight, it's clean, it's beautiful, it's according to the rules,
1167     it's a ritual of honor.
1168 root 1.6
1169     Well, I digress. All was well, I said. But one day, one elf created yellow
1170     beer. And that offended Mostrai to a level of rage unseen before. So he
1171     created an entire new piece of the world, and populated it with humans,
1172     and other horrible creatures, and then let these young ones discover our
1173     land, so that they may raze the elf forests, ruin the elf nations, and
1174 root 1.19 soil their honor. We're not stupid enough to argue with Mostrai, so we
1175     went underground, and we're waiting for that to happen, to see what he
1176 root 1.6 will do next.
1177    
1178     Can I drink in peace now? There, go play with your friends.
1179    
1180    
1181     =head1 The Legend of the Builders
1182    
1183     People of the Old Empire believed that the whole universe was made by
1184     powerful beings called Builders. Builders were not part of the world
1185     like gods were - they lived Outside. Little is known about the Builders
1186 root 1.19 themselves. The priests of the Empire weren't quite sure themselves
1187 root 1.6 about their names. Some were universally known, though: Mawëdel the Ruler
1188     or Peterëm the Writing One were the most popular of the ever changing
1189     list of Builders.
1190    
1191     The Builders understood very well how difficult it would be for them to
1192     manage themselves every prayer made - making the Universe work was already
1193     a time-consuming task. So they created gods to help them in their task.
1194    
1195     Most of the gods we know today were already popular in the times of the
1196     Old Empire, like Mostrai or Lythander. Others changed names as time
1197     passed. Gods provided their powers to the Faithful Ones, and helped them
1198     by providing blessings and powerful weapons. The priests of the Old Empire
1199     never believed gods made the world, as they were themselves part of it;
1200     world-building was the Builders task.
1201    
1202    
1203     =head1 The Foundation of Scorn
1204    
1205     Few archives remain from the times when Scorn was founded. The city is
1206     probably the oldest of the whole known world. Before Fido, before the Old
1207     Empire, maybe even before gods, Scorn was already there.
1208    
1209     It is usually said that Scorn was founded by Skud the Great. Many legends
1210     are telling about Skud, the half-mythical hero. How he captured the first
1211     dragons. How he fought unknown monsters in the East. How he built Scorn
1212     and the First Inn. Some priests even postulated that Skud was in fact a
1213     Builder. Skud created the First Inn because he wanted to sleep inside a
1214     house, without the risk of being attacked by monsters during the night. He
1215 root 1.20 left the Holy Guestbook, one of the oldest relics of Deliantra, where he
1216 root 1.6 and his fellow friends wrote their names. Skud disappeared long before the
1217     Old Empire came, and nowadays only the Builders can probably remember him.
1218    
1219     Recent researches show that, although he greatly contributed to the
1220 root 1.19 popularity of the city, Skud didn't found it: it was in fact created
1221 root 1.6 by Tabb the Dark, a Builder that left very little information about him
1222     behind. According to the Codex Skudensis that was discovered in the depths
1223 root 1.10 of the Old City, "Scorn" would have been the real name of Tabb the
1224 root 1.6 Dark.
1225    
1226    
1227     =head1 The Coming of Color
1228    
1229     It is said that centuries before the foundation of the Old Empire, the
1230     world was colorless and sad. Aware of that problem, the Builders decided
1231 root 1.20 to bring color in the life of the Deliantra people. They called the
1232 root 1.6 massive powers of Xepemes, The Source Of All Colors, on the universe. The
1233     magical burst slowly covered the world with colors, but some elements
1234     resisted for a long time. Prophets of the Old Empire announced that,
1235 root 1.19 although victorious, the force of Xepemes wouldn't stay forever: one
1236 root 1.6 day, it would eventually fade away against a more powerful magical force,
1237     the mysterious Pegemes (or Peengees?). This happened - but much after the
1238     fall of the Empire.
1239    
1240    
1241 root 1.26 =head1 The Big World
1242 root 1.6
1243     The old world was small and it consisted of many pieces. Scorn, Navar,
1244     Brittany and Santo Dominion were in one large piece. Darcap and the
1245     Hill Village were in another smaller one. Lake Country was in yet
1246     another. Pupland was still another. The world was not whole, and the
1247     builders saw that this was wrong. They began the quest to unite the world
1248 root 1.26 and established the Big World. As the builders united the world they saw
1249 root 1.6 that it was much too small and began to make it larger. They raised up the
1250 root 1.26 Great Mountains around Brest and they caused the Great Forest to grow.
1251    
1252     As the time passed, Navar grew to become a great Kingdom and the builders
1253 root 1.6 decided that it was a good city for players to call home and they gave the
1254 root 1.26 Heroes a choice to serve Scorn or Navar. Nevertheless, Pupland was still
1255     not part of this new world.
1256    
1257     This was the state for a long time, until the builders decided that the
1258     Big World was not good, and set out to change it again. Everything
1259     changed. So much changed that, in fact, the world was completely
1260     unrecognisable to its denizens after the change.
1261    
1262     Except the area around Brest, at least according to the people living
1263     there. Or maybe they were just too busy fighting monsters to notice it.
1264    
1265     This time Pupland became part of the new Big World, and can be found in
1266     the very north, past Santo Dominion.
1267 root 1.6
1268    
1269     =head1 Skud the Great
1270    
1271     One of the first Builders. Skud created many famous places, like the
1272 root 1.19 Scorn's First Inn or the Newbie Tower.
1273 root 1.6
1274     The reasons of the disappearance of Skud are mostly unknown. The Codex
1275     Skudensis mentions that it could have been because of the negative
1276     influence of the Arch-Demon Neth Aq. It is thought that The Tower of Skud,
1277     although left unfinished by its creator, may contain informations about
1278     the fate of one of the most famous Builder
1279    
1280    
1281     =head1 Legends of the Fall
1282    
1283     =head2 Of the first things
1284    
1285     First there was Chaos
1286    
1287     Second there was Something and Nothing
1288    
1289     Third there was Dark and Light
1290    
1291     It is said that the Something and the Nothing would fight and that, the
1292     Dark and Light would fight also.
1293    
1294     This being told to me by a monk of Valriel, no longer in the order.
1295    
1296     =head2 On the nature of elemental essences
1297    
1298     It is said that of the four primary elements
1299    
1300 root 1.17 - there is earth which is.
1301     - there is water which changes.
1302     - there is air which moves.
1303     - there is fire which consumes.
1304 root 1.6
1305     =head2 Overheard in a Narcopian brothel
1306    
1307 root 1.17 When Mother Earth was suckling her children
1308     sky suckled from her right teat
1309     but flame and sea fought to suckle from her left teat
1310     this is why they still fight to this day
1311 root 1.6
1312    
1313     =head1 The Tale of Lord Butakis - The Lost Stars of the Lake, Volume I
1314    
1315     This story begins nearly four thousand years ago, when Kadriosa IV, King
1316     of Scorn, invaded the southern territories and pushed back the elven
1317     barbarians that lived there.
1318    
1319     The elvish people fled, and many of them settled in a place they called
1320 root 1.10 Vkovzerov, "The Country of the Three Waters", as it was a rather
1321 root 1.6 unique meeting point between a river, a lake, and the sea. There they
1322     enjoyed a great prosperity, working with the local sprites to build
1323     Tashkeren-tah, The City of the Wooden Towers.
1324    
1325     Two centuries passed, then three. The elven princes of Tashkeren-tah had
1326     become powerful - and never in their hearts was the thirst of revenge
1327     and hatred towards the people of Scorn extinguished. Now very familiar
1328     with the various water creatures that inhabited their territory, they
1329     had developed great skills in commanding rivers, and the beasts inside
1330     them, and the creatures made from them. They knew that Scorn was highly
1331     dependent on its seaport, and they had planned for the many years their
1332     long life gave them to use the great power of water spirits to crush and
1333     flood the city.
1334    
1335     But despite all their accumulated knowledge, their powers were too limited
1336     to direct the most powerful entities of the seas, the Mouthes of the
1337     Mariner, none other than the Greater Aquomons.
1338    
1339     For a long time, they were hesitant to call those, as they were dangerous,
1340     treacherous creatures born during the darkest ages of the world, when
1341     Haemdel the Legendary was crushed and the Three Artifacts lost. But so
1342     strong was their flame of hatred that it soon burned the ropes of their
1343     carefulness. Using their most powerful summoning spell, they convocated
1344     one of the Greater Aquomons before them.
1345    
1346 root 1.10 "Who are you, you creatures with pointy ears, to dare awaken me from my
1347     dreams, me, Vërno, the Fourth Drop ?"
1348 root 1.6
1349     Elven Princes exposed what they wanted to Vërno, and the creature seemed
1350     very interested at the idea of grabbing all the richesses of Scorn, and
1351     bringing them back into his dark kingdom of the depth of the sea.
1352    
1353 root 1.10 "Very well, said Vërno, but you know, I suppose, that we are all bound
1354 root 1.6 by the Law of Equilibrium, established by the gods themselves when the
1355 root 1.19 world was new and the seas infinite. And for my services, you'll have to
1356 root 1.10 pay the price."
1357 root 1.6
1358     - And what do you want for a price ? - Well, my needs are rather
1359 root 1.19 modest. I'll only claim a tenth of your own lands as a reward."
1360 root 1.6
1361     The Elven Princes quickly discussed the matter, and came to the conclusion
1362     that it was a rather fair price to pay - after all, their territories
1363 root 1.19 weren't very large, and there was a lot of empty space all around, so
1364     it wasn't really a problem for them. Maybe it would for a couple of
1365 root 1.6 peasants, but who cared about them more than of the vengeance against
1366     Scorn ?
1367    
1368 root 1.10 And so they answered: "The Fate of Scorn is Sealed, then. We accept."
1369 root 1.6
1370     What happened then is too long to tell in details here, as it belongs
1371     to another story. In short, Jovidjevska the elven girl, who had heard
1372     everything, travelled to Scorn, and convinced the city wizards of the
1373     truth of the menace. And when Vërno came to crush the city, they moved it
1374     two days into the future, and the water hand of the Fourth Drop grabbed
1375     only emptiness.
1376    
1377     Vërno, furious, came back to the Elves with a big smile, and told
1378 root 1.10 them: "I did what you wanted, and flooded the territory on which Scorn
1379     was established. Now I take my due price."
1380 root 1.6
1381     And that said, he selected the area on which the Elven City itself was
1382     built, and covered it with water, its inhabitants trapped and killed there
1383     without understanding what was happening.
1384    
1385    
1386     =head1 The Tale of Lord Butakis - The Lost Stars of the Lake, Volume II
1387    
1388     Two thousand years passed. The lineage of the kings of Scorn died,
1389     and another dynasty came, and another one after that. Wars were
1390     conducted. Wizards of Scorn fled, and most of the knowledge disappeared,
1391     and there were nothing but lakes and forests above the dead city of the
1392     elves.
1393    
1394     And then, a man came. Where did he come from ? Nobody knows for
1395     sure. Butakis was his name.
1396    
1397     Butakis was an ambitious young man. He had heard here and there strange
1398     pieces of a weird story, about a sunken city, about a dark pact, about the
1399     secret power of elves...
1400    
1401     For years, he studied the Arcanes, hunting for traces of the city, as he
1402     was convinced that the lost wisdom of the elves of Vkovzerov would give
1403     him a great power. And, finally, after 20 long years of searching, he
1404 root 1.10 concluded that the secret was in the area now called "Lake Country".
1405 root 1.6
1406     And there, he came, and there was a small house made of wood, and there
1407     was a tree, and there was a young elvish woman, dreaming at the stars,
1408     under the tree. And Butakis fell in love, and the elvish lady fell in
1409     love, and they both watched the stars. But soon, Butakis felt the need of
1410     getting back into action, and finding the lost city and getting its power.
1411    
1412 root 1.10 The lady told him: "The true wisdom is in those stars, and in that
1413 root 1.19 tree, and in that house you see. You'll only find unrest by aiming for
1414 root 1.10 more."
1415 root 1.6
1416     But Butakis had already made up his mind, and he brought back engineers,
1417     and sappers, and miners, and they all worked to build a huge machine to
1418     pump the water, and discover the city. During ten years, Butakis worked on
1419     this, hoping that in the end, the elvish lady would be at his side, and
1420     that she would be his wife, princess of the restored city.
1421    
1422     During all the work, he was perpetually annoyed by a small group of
1423     bandits, lead by Twak the Red Fox. Twak and his men conducted a real
1424     guerilla war against Butakis, as they saw him as a danger for the whole
1425     country, because his plans were damaging nature and could also have awaken
1426     dark power sleeping in the sunken city. Several times, they sabotaged
1427     the machine, stole tools, raped engineers and designers. But each time,
1428     Butakis and his followers repaired the machines, engaged new people, and
1429     increased security.
1430    
1431    
1432     =head1 The Tale of Lord Butakis - The Lost Stars of the Lake, Volume III
1433    
1434     And now, ten years after the beginning, the work was completed, and he
1435     invited the elvish lady to come and see the accomplishment of a lifelong
1436     dream.
1437    
1438     The Elvish lady came, as beautiful as ever. And on the balcony at the top
1439     of the pump, they watched the stars, and she kissed him, and she when they
1440     were in the bed he had prepared for that very special night before the
1441     pumping started, she whispered at his ear.
1442    
1443 root 1.19 That, Butakis had waited for long, but he didn't expect what she told
1444 root 1.6 him then.
1445    
1446 root 1.10 "Ten years you were away, and ten years I watched the stars with
1447 root 1.19 Twak. And now for him, and for he choose me and my heart, I'll
1448 root 1.10 disappear, and so does your dream."
1449 root 1.6
1450     Butakis understood that he had been fooled, that she only kept her
1451     attention away enough for Twak and three of his faithful men to sabotage
1452     the pump. And so came a great rumble from the basis of the huge building,
1453     and so the huge engines exploded, and so was his dream reduced to smoke,
1454     smoke that still covers most of Lake Country nowadays. The Elvish lady
1455     probably died, as nobody saw her again after that. And so did the brave
1456     Twak, but his spirit survived in the wind - or so say some people.
1457    
1458     Butakis, so strange as it may look, managed to survive, although in bad
1459     shape, as one would expect. Disfigured, he survived until now using black
1460     magic or machines to keep him alive, and he tried to gather again men to
1461     restart his project. But it was now said all around that it was a doomed,
1462     broken man - and so he in fact was Lake country was said to be haunted by
1463     Twak, and several travellers saw a young elvish lady, watching the stars
1464     at night, under a tree, near the lake.
1465    
1466     Nobody ever accepted to work on the foolish project again. Butakis now
1467     awaits in his sinister castle, ruling a shattered kingdom lost in the fog
1468     his machine left behind. A tormented man, that is said to look in the
1469     direction of the lake from the highest tower of his castle, every night.
1470    
1471     But for him never came again the Elvish girl, and forever his soul stays
1472     alone. And so ends what we know about Butakis and Twak, and so dies my
1473     story.
1474    
1475    
1476     =head1 The Wizard School of Blue
1477    
1478 root 1.10 "Although the School disappeared with the Empire itself from The World,
1479 root 1.6 several wizards claimed to be the heirs of their ancient, secret wisdom,
1480 root 1.10 and nicknamed "the Blue Ones", a reference to the color of the School
1481     Banner." – Gros, the Irrelevant One
1482 root 1.6
1483    
1484     =head1 The Great Heliograph
1485    
1486 root 1.19 A device made by Mer'Eric the Walker. Built on the highest point of the
1487 root 1.6 Brestian Hills, it is basically a giant magnifying glass, using a complex
1488     mechanism commanding several mirrors, that is able to concentrate the
1489     sunlight into a powerful beam. The concentrator is associated to a Sun
1490     Stone that can receive similar long-range light signals and transform
1491     them into pure thaumic energy. A keyboard is attached to a mechanical
1492     obturator, allowing a single operator to send coded messages to very long
1493     distances. A magically-powered scriptor writes any such incoming message
1494     capted by the Sun Stone.
1495    
1496 root 1.19 Although Mer'Eric only saw the Great Heliograph as a research project
1497 root 1.6 and as a way to communicate easily across huge distances, this device
1498     is also a powerful weapon that can burn nearly anything several miles
1499     away. This is probably why he decided to hide it in a sealed cave.
1500    
1501     A similar device was built by the Mad Mage of Scorn, but its fate is
1502     unknown.
1503    
1504    
1505     =head1 The Harelkirjan Sisters
1506    
1507     Also called the Twin Witches, they were two powerful women wizards; Herin
1508     was specialized in White Magic, while her sister Urdin was a master of the
1509     Black Art. Both of them tried to improve the life of the people living
1510     all around their house, and introduced the use of cats as spirit-watchers
1511     in Scorn. Unfortunately for them, they were burned by an angry Brestian
1512 root 1.10 fanatical mob for "illegal use of Arcane Powers".
1513 root 1.6
1514    
1515     =head1 Ilrya, The Mountain Huntress
1516    
1517     Ilrya was an elven spellcaster and huntress from the underground city of
1518     Eallera, that is venerated as a lesser god by most of the dwarves living
1519     in the Northern Territories. She killed the Bear of Snuddenrach in 3657EK.
1520    
1521    
1522     =head1 Irial, The Fast One, The Shy Light
1523    
1524     Irial is a lesser spirit of flashlight - the light that you can see when
1525 root 1.19 there's thunder, for example. It is represented as a small, jumpy and
1526 root 1.6 fast fairy with a temperamental mood.
1527    
1528    
1529     =head1 Khorolizov
1530    
1531 root 1.10 One of the three great dwarven kingdoms. "Khorolizov" means "Green
1532     Gold", which is a reference to the Green Sand, an alchemical component
1533 root 1.6 the dwarves of Khorolizov are the only ones to produce. It is probably
1534     the oldest of the three kingdoms, founded long before the Old Empire of
1535     Khelens reached the shores of the Continent.
1536    
1537    
1538     =head1 Kragi, The Crocodile One, Fish-Hunter
1539    
1540     Kragi is a very ancient spirit, representing the Dangerous Waters, and
1541     the creatures hidden in stagnant swamps. Kragi was already feared by
1542     Ancient Jiradittis, 2000 years before Khelens. A lot of river fishermen
1543     symbolically throw one fish out of what they gathered, to appease the
1544     spirit of Kragi so that the next fishing will go without trouble.
1545    
1546    
1547     =head1 Cromli, The Rocky One
1548    
1549     Crolmi is the Dwarven Spirit of Rocs and Mountains. It has no temples, as
1550 root 1.10 it is said that buildings made of stone anger him (it is like "building
1551     with his own flesh").
1552 root 1.6
1553    
1554     =head1 Glamdri, The Darkness Breaker, The Last Standing One
1555    
1556     Glamdri is a lesser spirit of light - it is said that candlelights are
1557     manifestations of Glamdri, for example.
1558    
1559 root 1.19 Glamdri doesn't represent a magical light - more a spiritual light, the
1560 root 1.6 last pinch of hope in a desperate world. Glamdri also represents original
1561     thinking used to get out of difficult situations, as opposed to Sarikka -
1562     the Raging Fire - who tries to resolve those by extreme violence.
1563    
1564    
1565 root 1.22 =head1 Archmage Rhyz
1566    
1567     (Entorinaas Durdennis Rhyz, Fourth Archmage of the Seat, Herdysenmark of Normania)
1568 root 1.6
1569     Rhyz was an Archmage of the Blue School during the Old Days of the Empire.
1570    
1571 root 1.10 "(...)Unlike Dhelyy Olyy, his contemporary rival for the Seat, Rhyz
1572 root 1.6 focused mostly on closing the gap that existed between the art of fighting
1573     and the Arcane. While Dhelyy Olyy believed in the dual association of the
1574     Warrior and the Wizard, each with its own strength increased by a long
1575     specialization in their respective fields, Rhyz believed in the idea of
1576 root 1.10 a "super warriard", a combination of a powerful wizard and a strong
1577 root 1.6 warrior. As such, he devised many items that increased the strength and
1578     combat capabilities of their wearers, hoping that wizard apprentices would
1579     so be more inclined to learn the battle skills of warriors.
1580    
1581     Unfortunately for Rhyz, most of his followers relied more and more on
1582     magical strength more than physical training, leaving them to a severe
1583     defeat at the Battle of Moriach, when Dhelyy used an anti-magic field over
1584 root 1.10 them."
1585 root 1.6
1586     (Quote from the Codex Simochusianus, Volume XVII)
1587    
1588    
1589     =head1 Archdaemonist Xebinon
1590    
1591     Xebinon was an Archmage and Daemonist that was since trapped by a demon of
1592     the 10th Circle in his mannor.
1593    
1594     It is said that Xebinon used the Crown of Hellfires to try to tame the
1595     Arch-daemon (and failed) - this is a crown that gave a lot of power, but
1596     drained the magical force of the wearer at the same time, making the spell
1597     regeneration more difficult. This was in fact a cursed, twisted artifact,
1598     created by daemons for people who were seeking short-term power, but would
1599     thus head directly for long-term soul slavery.
1600    
1601 root 1.10 Xebinon is sometimes called "The faceless one", as it is said that the
1602 root 1.6 daemon trapped him by stealing his visage. This may explain why magical
1603     artifacts wearing his name are often helmets.
1604    
1605    
1606     =head1 Argoth, the Fish-City of the Two Towers
1607    
1608     Argoth is the name of a city that was located West of Scorn, in the middle
1609     of the sea, in an island that since sunken after the explosion of the
1610     volcano of the same name, in 674EK. It is called the City of the Two
1611     Towers, because two huge towers were built there, to guide the ships
1612     navigating on the oceans between Bigworld and Khelens.
1613    
1614     Argoth was a dwarven city built on one of the highest mountains known,
1615     rooted in the depths of the sea, and climbing so high in the skies that
1616 root 1.10 uneducated travelers said that it was a "stairway to the gods". On the
1617 root 1.6 top of the mountain, the Imperial Governors built the Two Towers, who were
1618     visible from Scorn, about 200km far from them.
1619    
1620     The dwarves of Argoth had a terrible secret: in the depths of the caves
1621     below the mountains, they had trapped Hregalakhen, one of the last
1622     survivors of the race of the Ancient Dragons, who ruled Bigworld long
1623     before the time of humans. Unfortunately for the dwarves, the dragon got
1624     free for an unknown reason, and destroyed the city, the mountain crumbling
1625     and disappearing forever into the ocean. The Imperial authorities spread
1626     the false story of a volcanic eruption to limit the panic a free dragon
1627     the size of Hregalakhen would have caused in the population. The fate of
1628     the dragon is unknown to this day.
1629    
1630    
1631     =head1 Zormola, The Bashing One
1632    
1633     Zormola was a great female orcish warrior, that is sometimes considered
1634     as a lesser divinity by not only orcs, but also by southern barbarians or
1635     even dwarves of Herfensheim, who salute her courage on the battlefield.
1636    
1637    
1638     =head1 Morgul, The Tower Builder, The Dark Climber
1639    
1640     Morgul was a Dark Mage that built a tower in the hope of creating a bridge
1641     with the skies, so that demons could attack heavens. Fortunately for
1642     angels, a group of adventurers defeated him in 2374EK.
1643    
1644    
1645 root 1.7 =head1 Wolfen the White, The White Hunter, The One Who Listens
1646    
1647     Wolfen is one of the three moons orbiting around The World. It is said to
1648     be the spirit of the legendary hunter Wolfen, who tracked Kalkaruntes, God
1649     of the Dragons, to is cavern and vainquished it.
1650    
1651     In astrology, Wolfen is the symbol of practical mind, swiftness and
1652     flexibility, but also cowardice and stealing. It is associated with the
1653     Earth element in Alchemancy. Wolfen is seen as a protector by hunters and
1654     rangers. Priests of Lythander think it is the reincarnation of the wolf
1655     that hunts with Lythander in the divine forests of Nerënna. Fenxes see it
1656     as Fixas, the one that saved them from the Humans so long ago.
1657    
1658    
1659 root 1.6 =head1 Ranisha the Red, The Red Death, The One Who Commands
1660    
1661     Ranisha is one of the three moons orbiting around the world of
1662 root 1.20 Deliantra. It is said to be the spirit of the legendary warrior Ranisha,
1663 root 1.6 who was supposed to be an invincible general that was even able to
1664     vainquish gods themselves on the battlefield.
1665    
1666     In astrology, Ranisha is the symbol of violence, hatred, murder, but
1667     also of strength and courage. It is associated with the fire element in
1668     Alchemancy. Priests of Ruggili consider it as the watchful eye of their
1669     god.
1670    
1671    
1672 root 1.7 =head1 Asferenn the Blue, The Blue Sister, The One Who Suggests
1673    
1674     Asferenn is one of the three moons orbiting around the world of
1675 root 1.20 Deliantra. It is said to be the spirit of the legendary wizard Asferenn,
1676 root 1.7 who was said to have been able to force the gate of the divine dimension.
1677    
1678     In astrology, Asferenn is the symbol of wisdom, endurance in effort,
1679     diplomacy, but also treachery and dark secrets. It is associated with the
1680     water element in Alchemancy. It is said that the cycle of water creatures
1681     are strongly influenced by Asferenn.
1682    
1683    
1684     =head1 Story of Lorkas the Fallen, Volume I
1685    
1686 root 1.19 I'll tell you about Lorkas of Amudrias, and how he found the White Bird
1687 root 1.7 of Hope, and how he capitained it, opening the Gates of the Sun, and some
1688     stuff like that.
1689    
1690     Some say that Lorkas was an angel of Valriel, that fell long ago from the
1691     Skies, stealing a couple of highly holy artifacts, and hiding them in his
1692     new underground domains.
1693    
1694     Some also say that Lorkas is a dark spirit, a lost soul, an unclean,
1695     unfaithful, untrusty creature of Doom and Chaos.
1696    
1697     But, for what matters, some also said that Fido was a fiction, or that
1698     the Empire never was more than a dream of a past that never existed. Some
1699     definitely are foolishly uninformed for sure, and speak more than they
1700     think.
1701    
1702 root 1.19 Because, if they were less quick on jumping to conclusions, they'd
1703 root 1.7 quickly notice how difficult it is for an angel to fall from the sky and
1704     never be able to climb back, as if wild gooses were never able to take off
1705     again once they land after their long journey to the South.
1706    
1707     Anyway, as every wise man knows, Lorkas was no angelic creature of divine
1708     essence, or even a magical creation of a godly force.
1709    
1710     Some say that Khelens is the Beginning, first of the Cities of Men. That,
1711     too, is untrue: before the Age of Khelens was the Time of the Kingdoms
1712     at War. And before them, the Era of Songor the Great. And going back
1713 root 1.19 through the thick book of history, you'll cross Arnistar of the Desert
1714 root 1.7 Dwellers, the Republic of the Two Rivers, and the Ancient Haemdel, and the
1715     Kingdom of the Long Wall. And before it, the forgotten towers of light
1716     that Horadrists built.
1717    
1718    
1719     =head1 Story of Lorkas the Fallen, Volume II
1720    
1721     Lorkas was born in Kuratas, a small agrarian state that existed on the
1722     Coronian Valley, when Songer and Khelens were still in infancy. He was a
1723     boy that wanted to see everything, to understand the world and its stars,
1724     and discover its limits, for it was extending much further than the mists
1725     of his home valley.
1726    
1727     But life was rude in Kuratas, and trying to think about anything else than
1728 root 1.19 your next harvest wasn't well perceived by most; and, more than often,
1729 root 1.7 Lorkas dreamed with tears and despair about the Mountains with the white
1730     tops, and Seas that ended only when they touched the sky, far away.
1731    
1732     Tired of his senseless life, he left his parents, his village, his
1733     friends, when he was only 12, and for weeks walked to the West, until he
1734     reached the Coast of the Stonewalls.
1735    
1736     And there, he saw Ottarakans, the Infinite Ocean that extends west of the
1737     Old World, and so fell in love for the sea. He then joined the Port of
1738     Kridatta, which was famous for its ships, as its inhabitants had mastered
1739     a powerful arcane, so that their boats roamed not only the seas, but the
1740     very clouds themselves.
1741    
1742     Because he was smart and quick-brained, Lorkas soon got enrolled in the
1743 root 1.19 team of Capt'n Bortaras; and after several adventures I shall maybe tell
1744 root 1.7 about another day, he took the succession of the old mariner.
1745    
1746     Horizon was the name of his ship, and famous was his crew, exploring huge
1747     territories and fighting the Princes of Sinas, who back then tried to put
1748     the whole area under their iron, greedy grasps.
1749    
1750    
1751     =head1 Story of Lorkas the Fallen, Volume III
1752    
1753     But Lorkas heard about a wonder that him and his crew soon wanted to
1754     find: The White Bird of Hope.
1755    
1756     Buried in the Very East, it was said to be. And so he sailed east; he
1757     crossed the Great Desert, passed the Mountains of Daigojij, reached the
1758     forests oft he western normanika. But still was the Bird further away.
1759    
1760     Reaching the Eastern Ocean, they decided to try to cross it, despite that
1761     it was said to be the end of the world. And for 30 days and nights, across
1762     tempests and monsters, they firmly kept heading east, east, east.
1763    
1764     When despair was growing on them, mists magically opened, revealing a
1765     golden city built on what seemed to be a rich, fertile coastal plain.
1766    
1767     People there spoke a strange language; they were small and not unlike
1768     joyful foxes, and they welcomed Lorkas and his men (and women)
1769     warmly. Soon, they learned to understand each other enough.
1770    
1771 root 1.10 They called themselves "The People of the Mother", and they had
1772     never seen the "Flat-Eared Giants" before, although they already met
1773     "Flat-Eared Beards" and "Flat-Eared Greens" before.
1774 root 1.7
1775 root 1.19 But there was a lady called Sonja. And, although she wasn't human, she
1776 root 1.7 seemed brighter, smarter, more beautiful than any other woman Lorkas had
1777     ever seen before.
1778    
1779     Those months were the most wonderful for him - and her - and time seemed
1780 root 1.19 to have stopped for them in their endless love. But of course it hadn't.
1781 root 1.7
1782     And after a while, some of his men wanted to go back to their own homes,
1783     and some wanted for their families to come to the Golden City. And, also,
1784     there was the Bird.
1785    
1786     They had no problem to find the White Bird of Hope - a statue entirely
1787     made of the purest of the white marble, with gemstones of red ruby as
1788     eyes. But so much the inhabitants liked it, so they thought that a
1789     valuable friend was much better than a valuable statue.
1790    
1791 root 1.10 And so they said: "Take the bird as a gift of us to your masters, to
1792 root 1.7 show them we want to make friendship with them. Welcome are the friends of
1793 root 1.10 the children of the White Bird."
1794 root 1.7
1795 root 1.19 And so Lorkas left, promising Sonja that he'd soon return.
1796 root 1.7
1797 root 1.10 The people of the Golden City also told him that "The Bird is imbued
1798     with powerful magic: the one owning it will always keep hope."
1799 root 1.7
1800    
1801     =head1 Story of Lorkas the Fallen, Volume IV
1802    
1803     When Lorkas came back, he and his men were welcomed as heroes. So where
1804     does the story turns sour, as Lorkas is said to have fallen from the skies?
1805    
1806     Well, when he and his crew came back home, Kridatta was at war with Sinas,
1807     and for several years, he and his crew fought, using the power of the Bird
1808     to help them. And during those years, Lorkas kept in his heart the hope of
1809     seeing again Sonja.
1810    
1811     Then came the Fever Plague, that killed a third of the people in the
1812     Ancient World. And again was the Bird used, and again did Lorkas help all
1813     those he could help, still having hope of seeing the Golden City again
1814     soon.
1815    
1816     And then, he sent messengers and explorers, as he had become influent,
1817     rich, and powerful, across the seas, to rebind the ties with the Golden
1818     City, as he promised. But they all came without finding their way to
1819     those faraway shores; yet all that time, and for each new mission sent to
1820     explore the seas and the skies, they seemed closed and closer from the
1821     goal.
1822    
1823     Sixty years passed. The world changed; new kingdoms ruled old cities;
1824     Lorkas was now an old man that lived in a small house looking at the
1825     Ocean.
1826    
1827     And still, each day, he spent hours waiting, watching the line where the
1828     sea met the sky, hoping that one day, one would sail back and tell him:
1829 root 1.10 "we found the Golden City !". And always he hoped, but never received.
1830 root 1.7
1831     Nearly all of his companions were now dead, and the Horizon had been
1832     retired long ago, now slowly rotting in the bay, fading souvenir of a long
1833     forgotten past.
1834    
1835    
1836     =head1 Story of Lorkas the Fallen, Volume V
1837    
1838     Lorkas walked to his boat, and where there was only tarnished wood and
1839     corroded metal, he still saw the fierce ship on which he saw Sonja for the
1840     first time, so long ago. Who knows what he did, then? One thing is sure:
1841     the vigile of the Sea Tower of Kridatta, that watched boats coming and
1842     leaving from dozens of miles away, reported that an ancient ship left the
1843     bay, with Lorkas sitting at the front of it, holding the Bird, as if he
1844     was sleeping.
1845    
1846     Nobody knows exactly where he went. Was he even dead? Nobody knows. But
1847 root 1.19 everybody kept hope that, one day, he'd reach the Golden City
1848 root 1.7 again. Lots of people tried to find the Bird after that event. They all
1849 root 1.10 accused Lorkas of having "stolen" it. The story became legend. The
1850 root 1.7 legend became fairy tale. And the fairy tale got forgotten by most.
1851    
1852     Yet, Centuries ago, deep in the oldest parts of the Old City of Scorn,
1853     people claimed to have found an ancient mausoleum, a relic of the
1854     past. All made of the purest, finest gold. On the walls were engraved a
1855     man at the wheel of a strange ship, and a woman with pointy ears, watching
1856     the skies. And many nowadays keep the Hope that the White Bird now sleeps
1857     down below the streets, having found its way back to home with Lorkas.
1858    
1859     But who could tell if it is the truth, or only a silly story? Who
1860 root 1.19 knows? As for myself, I don't care: I just hold hope it is. And so ends
1861 root 1.7 the Story of Lorkas, and so keeps Hope running.
1862    
1863    
1864     =head1 The Prison of Madness
1865    
1866     It is said that deep in the underworld there is a vast maze that will make
1867     everybody who dares to enter die of madness.
1868    
1869     It starts in a room, with a row of mirrors to the south. pass through
1870     those, and carry on slightly further, and you are in the maze proper.
1871    
1872     Little is known about the maze, but Worus the Wanderer claimed to have been
1873     in it, seen many of its wonders and returned.
1874    
1875     He also wrote a book that details all the ways and passages, alas, nobody
1876     could decipher it yet:
1877    
1878 root 1.17 gb2trg2gb2gur2rkvg:
1879     2jnaqre2nebhaq2hagvy2lbh2ybpngr2n2znc2aN,
1880     2vg2vf2ba2gur2obggbz2ragenapr2bs2n2znc.
1881     2bapr2gung2vf2ybpngrq2tb2evtug,
1882     2hc,
1883     2evtug,
1884     2evtug,
1885     2evtug,
1886     2evtug,
1887     2evtug,
1888     2lbh2jvyy2or2ng2gur2rkvg.
1889     2gb2trg2gb2gur2inhyg:
1890     2jnaqre2ebhaq2hagvy2lbh2trg2gb2znc2aN1,
1891     vg2vf2gb2gur2evtug2bs2n2abezny2znc.
1892     2tb2hc,
1893     2yrsg,
1894     2hc,
1895     2yrsg,
1896     2qbja,
1897     2qbja,
1898     2evtug,
1899     2qbja,
1900     2qbja,
1901     2qbja.2Lbh2jvyy2or2va2gur2unyy,
1902     2tb2guebhtu2naq2gb2gur2yrsg2gb2ernpu2gur2inhyg.
1903 root 1.7
1904    
1905 root 1.8 =head1 Order of the Gravestone
1906    
1907     An ancient order of druids, that venerated the supposed gravestone of
1908     the Spirit of Khalbow. The Spirit was supposed to be a symbol of eternal
1909     renewal and redemption, that lived a regular, short-term dead/revival
1910     cycle. The Order of the Gravestone was very popular during the first
1911     Millenia EK, but then went extinct. No druid is known to exist today, and
1912     the exact location of the gravestone has long been forgotten.
1913    
1914 root 1.6
1915 root 1.13 =head1 Rule of Dictus
1916    
1917     If you get killed twice at the same place - go elsewhere.
1918    
1919     - Dictus the Fat, EK 323
1920    
1921    
1922 root 1.12 =head1 Heaven and Hell
1923    
1924     It is said that the church of Valriel in Scorn has direct access to
1925     Heaven. The priests of Valriel claim that you can enter Heaven freely, and
1926     even come back to the world of mortals. The priests of Gorokh claim that
1927     their church has a connection to Hell. The Valriel priests claim they were
1928     first, and, in their usual attitude, the Gorokh priests claim the priests
1929     of Valriel are useless maggots that lie to their followers.
1930    
1931     Although a number of people have travelled to both Heaven and Hell, their
1932     reports are inconclusive as to wether it was real "Hell" (or Heaven) they
1933     visited.
1934    
1935     Some people claim this Heaven and Hell business is just some magic
1936     illusion forged by some magicians of those churches, mostly because you
1937     can still die in Heaven, Hell doesn't look all that impressive (and it
1938     is so easy to come back), and why would only the churches in Scorn have
1939     access to those in the first place?
1940    
1941 root 1.17
1942     =head1 Barad-Dur
1943    
1944     In the mountains north-east of the great city we found it at last -- the
1945     hidden fortress of Barad-Dur. What treasures could lie in it I do not know
1946     for our party never gained its way past the entryway. Skulls, pixies, and
1947     a horrible creature I hesitate to name decimated my friends and I.
1948    
1949    
1950     =head1 A visit to the Alchemist
1951    
1952     ...and then did the Alchemist agree to make me my potion. First he
1953     called to his grimm servants who hauld forth a great iron cauldron. Into
1954     this black device did he deposit his ingredients and, opening his spell
1955     book for reference, then did he cast his spell of alchemy therepon the
1956     cauldron.
1957    
1958     Greatly did the tub shake and move! I thought that the Alchemist had broke
1959     his device, but he chuckled at my ignorance. Into the cauldron did he
1960     reach an brought forth a filled bottle of golden amber fluid...
1961    
1962    
1963     =head1 The Philosophical Ingredients
1964    
1965     Know that there are 4 principle philosophical ingredients. In order, they
1966     are:
1967    
1968     - philosophical salt
1969     - philosophical sulphur
1970     - philosophical phosphorus
1971     - philosophical oil
1972    
1973     The great alchemist has often said that all living things are made of
1974     these ingredients. Proper combination of these with other base objects can
1975     often create potions of power and might.
1976    
1977 root 1.23
1978     =head1 Collection of Strange Glyphs
1979    
1980     Many years ago, I got my hands on a book with many strange glyphs, from
1981     a book-dealer in Darcap. Interested in all kinds of arcance Symbols, I
1982     bought it despite the rather high price, for the depicted glyphs looked
1983     intricately detailed and seemed to emanate some deeper meaning.
1984    
1985     The only thing the shop keeper could tell me about the book was that it
1986     was supposed to be a "talansuration book" or something like that, and no,
1987     he didn't know what that means.
1988    
1989     I was unable to find out more about this cult of Talansura, despite
1990     traveling all over the world for many years.
1991    
1992     Since my copy of the book is now in a very bad condition, I decided to
1993 root 1.27 make a clean copy and publish it, so this knowledge is not lost forever.
1994 root 1.23
1995     B<- Samuel Midnight, Book Collector and Traveller, Scorn>
1996    
1997     T<トランスレーション 著書>
1998    
1999     悪鬼 akki demon, devil
2000     悪魔 akuma demon, evil spirit
2001     アパート apa-to apartment
2002     東 azuma east
2003     貯金箱 chokinbako bank
2004     著書 chosho book
2005     貯蔵 chozou storage
2006     付き dzuki to, under
2007 root 1.25 ギリ神 girisin Ruggili
2008 root 1.23 護衛 goei guard
2009     本塁 honrui stronghold
2010     一堂 ichidou shrine
2011     溢流 itsuryuu spill, overflow
2012     一定不変 itteifuhen permanent
2013 root 1.24 鍵 kagi key
2014 root 1.23 京洛 keiraku capital
2015     血液 ketsueki blood
2016     寛ぎ kutsurogi room
2017     メゾン mezon house
2018     町 machi town
2019     港 minato harbour
2020     店 mise shop
2021     渚 nagisa shore, water's edge
2022     燃焼 nenshou burning
2023 root 1.24 の no (glue two words together)
2024 root 1.23 鬼 oni demon, orge
2025     乱暴 ranbou rough
2026     力 ryoku power, strength
2027     センタ senta center
2028     市場 shijou market
2029     商業組合 shougyoukumiai guild
2030     商法 shouhou trade, commerce
2031     住居 sumai house
2032     スノー suno- snow
2033     建物 tatemono building
2034     卓子 teiburu table
2035     トランスレーション toransure-shon translation
2036     ウエルカム uerukamu welcome
2037     ウインド uindo wind
2038     山 yama mountain
2039     要素 youso element
2040     ザ za the
2041     座席 zaseki seat
2042 root 1.25
2043 root 1.28
2044 root 1.33 =head1 The Spectre Mountain
2045    
2046     When you travel borth from Scorn to Euthville, and then the same distance
2047     to the west, you will arrive at the Spectre Mountain.
2048    
2049     It is thought that it got it's name from wandering spectres that were
2050     often seen in this area, although the exact origin of the name cannot be
2051     reconstructed for sure today.
2052    
2053     Even in ancient times this area was known for the rich veins of the
2054     spectrolite mineral that you can find there - in fact, the mineral
2055     actually got it's name from the mountain.
2056    
2057     While it is a well-known area today, it was not till Hanur Sknorson's
2058     travels in EK 8333 that it became generally known that the Spectre
2059     Mountain is actually an enourmous ring-shaped mountain, only at one side
2060     is it disturbed by a river.
2061    
2062 root 1.38 To mine the mineral you should find a cave and go deep down, as the
2063     mountains have been mined extensively.
2064    
2065 root 1.33
2066 root 1.28 =head1 The Mineral Brazilianite
2067    
2068     Herein will you find useful facts about the mineral Brazilianite.
2069    
2070 root 1.29 It has a rough texture and is of pale yellowish-white colour and a biting
2071     smell.
2072    
2073 root 1.28 Nobody knows for sure who named it like this, but since no natural sources
2074     of it have been found it is rumored that it came from a far-away country.
2075    
2076     The value of Brazialinite lies in its stored magical energy. Weapons and
2077     other items imbued with its energy improve the wielder's dexterity.
2078    
2079     It can often be found in old and thinned-out, rough walls.
2080    
2081     =head1 The Mineral Dolomite
2082    
2083     Herein will you find useful facts about the mineral Dolomite.
2084    
2085 root 1.29 It is sharp-edged and is of dark green colour.
2086    
2087 root 1.28 The name is thought to come from the archaic Do-l'os - "he who continues".
2088    
2089     The value of Dolomite lies in its stored magical energy. Weapons and
2090     other items imbued with its energy improve the wielder's stamina and
2091     constitution.
2092    
2093     It can often be found in the rock of very high mountains.
2094    
2095     =head1 The Mineral Flourite
2096    
2097     Herein will you find useful facts about the mineral Flourite.
2098    
2099 root 1.29 It has a porous texture and is of bright green colour, almost as if glowing.
2100    
2101 root 1.28 The name is thought to come from the archaic Flu-l'dos - "he who inflicts
2102     pain", as it is often used to improve weapons.
2103    
2104     The value of Flourite lies in its stored magical energy. Weapons and other
2105     items imbued with its energy improve the wielder's strength.
2106    
2107     It's only known natural sources can be found on the so called "Three
2108     sisters Island" between the Scorn and Navar continents.
2109    
2110 root 1.29 =head1 The Mineral Marcasite
2111    
2112     Herein will you find useful facts about the mineral Marcasite.
2113    
2114     It has rough rock-like texture and is of greyish colour.
2115    
2116     It was named after the great philosopher Marcas, who, today almost
2117     unknown, was widely known during his lifetime. Only considerable time
2118     after his death was it found out that all his wisdom came from one of his
2119     rings made of Marcasite. While this didn't diminish his great words, it
2120     did diminish his fame.
2121    
2122     The value of Marcasite lies in its stored magical energy. Items imbued with
2123     its energy improve the wearer's wisdom.
2124    
2125     The best known source for this mineral can be found in the Church of
2126 root 1.30 Gorokh in Scorn, very deep down in their so-called "Hell", which they
2127     apparently think to be a nice place to be in.
2128 root 1.29
2129 root 1.28 =head1 The Mineral Olivine
2130    
2131     Herein will you find useful facts about the mineral Olivine.
2132    
2133 root 1.29 It consists of two different, green and dark-green globule materials.
2134    
2135 root 1.28 It was named by empress Olo of Orn in or around EK 8317, who couldn't
2136     satiate her lust for this mineral, and almost caused an economic disaster
2137     because she spend all her money on it instead of more important things,
2138     and somehow nobody managed to convince her otherwise.
2139    
2140     The value of Olivine lies in its stored magical energy. Items imbued with
2141     its energy improve the wearer's charisma.
2142    
2143     The best known source for this mineral can be found in the Church of
2144 root 1.30 Valriel in Scorn, apparently very high up in their so-called "Heaven".
2145 root 1.28
2146     =head1 The Mineral Phlogopite
2147    
2148     Herein will you find useful facts about the mineral Phlogopite.
2149    
2150 root 1.29 It looks like a dark brown rock, not unlike the colour of excrements (but
2151     of course with a more rock-like texture).
2152    
2153 root 1.28 Since the mineral is so worthless but yet so common, miners often say "Oh
2154 root 1.31 Flog!" when they get Phlogopite instead something more valuable. It was
2155 root 1.32 named after the minor goddess of Flog, one of the beings that miners often
2156     pray to, to ensure (as they think) their survival. Apparently she does not
2157     care much about her name being used as an obvious invective...
2158 root 1.28
2159     The biggest value of Phlogopite lies in its beauty, in which it is
2160     considerably lacking, so it isn't worth all that much. At least it can be
2161     somewhat useful to miners, as the presence of Phlogopite often hints at
2162     the presence of other, more useful, minerals.
2163    
2164     It can be found in rock almost anywhere.
2165    
2166     =head1 The Mineral Rhodochrosite
2167    
2168     Herein will you find useful facts about the mineral Rhodochrosite.
2169    
2170 root 1.29 It easily crumbles in your hand and has a pinkish colour.
2171    
2172 root 1.28 Nothing is known about the origin of its name (which is very pretty, I
2173     tell you).
2174    
2175     The value of Rhodochrosite lies in its stored magical energy. Items imbued
2176     with its energy improve the wearer's magical powers, which makes it very
2177     valuable to all kinds of practitioners of the arts.
2178    
2179     It is best found in Valleynoy, which has a mining guild specialised on
2180     Rhodochrosite.
2181    
2182     =head1 The Mineral Spectrolite
2183    
2184     Herein will you find useful facts about the mineral Spectrolite.
2185    
2186 root 1.29 It has a very smooth texture, and has a slightly transparent yellowish
2187     colour with dark corners.
2188    
2189 root 1.28 It is named after the only place where it can be found naturally, the
2190 root 1.34 Spectre mountain ring. Having been mined for centuries, however, it can
2191     now only be found in mindes deep under ground, however.
2192 root 1.28
2193     The value of Spectrolite lies in its stored magical energy. Items imbued
2194     with its energy improve the wearer's brightness, making him or her
2195     more intelligent, which makes it especially valuable to all kinds of
2196     practitioners of the arts.
2197    
2198     The Spectre mountain ring is, surprisingly, a ring-mountain north of
2199     Scorn.
2200    
2201 elmex 1.36 =head1 The Gravedigger
2202    
2203     All around the world adventurers, wizards, explorers and warriors are killed
2204     by the dangers they are exposed to. And while they are riddling with the Gods
2205     in Nimbus the world has one more gravestone that needs to be take care of.
2206    
2207     You might wonder: Who takes care of them? Why are they disappearing?
2208    
2209     The gravedigger family takes care of them! The long line of gravediggers have
2210     devoted themselves to look after the remains people leave.
2211    
2212     Of course you can help the gravedigger to do his work. You can sell him your
2213     gravestones or the gravestones of others. He will pay you well for your
2214     troubles.
2215    
2216     You can find the gravedigger in the south of the city of Navar.
2217    
2218 root 1.37 The amount the gravedigger pays you depends on the fame the dead
2219     adventurer has gained and also partially on the inscription on the
2220     gravestone.
2221 elmex 1.36
2222 root 1.37 Even for the most unexperienced adventurer's gravestone you will receive
2223     at least 10 gold. High level adventurer's gravestones will pay even
2224     better, you can get up to 37 platinum for your efforts!
2225    
2226     But be warned, gravestones by those who killed themselves by suicide are
2227     not welcome!
2228 elmex 1.36