EQ2 FURNITURE



Total items in category Books (Orange): 40
Unobtainable
a brown leather book
This item can be placed in any house type.



Undiscovered.
Books
Age's End - A First Hand History
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [200] In Chains Again (The City of Freeport), started by Psellic in The City of Freeport (171, -4, 20).

Discovered on 11 Nov 2014 at 18:30:03 PST.
Although change is inevitable, no one expected changes of the magnitude experienced during the Age of Cataclysms. This story is told about one of the veterans of the Age of War, who returned home to help rebuild it, only to see everything else collapse.
The rest of this book has been torn and shredded. There is not much readable beyond the first page...
Books
An Oasis in the Desert
This item can be placed on the floor in any house type.

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

Collection reward from [53] An Oasis in the Desert (Tome).

Components
An Oasis in the Desert - Page 4 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 6 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 9 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 15 (shinies or looted in The Sinking Sands)
An Oasis in the Desert - Page 16 (plundered from a scroll at 52, 139, -35 in Maj'Dul)
An Oasis in the Desert - Page 20 (plundered from a broken vase at 189, 140, -77 in Maj'Dul)
An Oasis in the Desert - Page 22 (plundered from a barrel at 136, 140, -121 in Maj'Dul)

Discovered on 6 Oct 2005 at 15:03:18 PDT.
--For those who hunger and thirst for knowledge.
Life in the desert can be cruel and its justice swift. Could one who is thirsty resist the call of the oasis?
He had heard the rocky spires referred to by many different names. That formation there was supposedly Anankar and his family, who died while wandering the Clefts of Rujark.


The Giant's Throne was to the south, though frankly that name seemed entirely too fanciful. Sand giants did not have thrones.
Turning to stone would be a relief. Farheer had been in the desert for many days now, searching for the legendary Scimitar of Mudeef.


Ever since he had first heard the tale from a storyteller on the streets of Maj'Dul, Farheer felt that he must be the one to find it; as some felt called to be a monk or a champion, Farheer was called to this quest. His family tried to dissuade him, but he would not hear of it.


Whoever found the Scimitar, so the legend went, would never know hunger or thirst again.
Farheer leaned against one of the spires he was circling and shook his water skin again. It hung limp against his hip; obviously, the skin had not miraculously refilled itself.


Perhaps is he repeated the story aloud, he might glean another clue that would lead him to the Scimitar.
"Mudeef travelled the worlds, gaining secret knowledge of the distant Planes and lands," whispered Farheer, his parched lips barely moving. "Through his adventures, he carried a Scimitar of magical Planar metals. Its hilt was wired with gold and the blade so fine that the edge could be seen by any mortal."
"After Mudeef slew the great Master of the Djinn in a battle lasting twenty days and twenty nights, the dragon of the night, Siyamak, came to Mudeef in a dream.


'Give me the Scimitar, that I may place it in the sky amongst the stars,' said the dragon. But Mudeef knew the dragon would not hold true to his word, and so Mudeef carried the Scimitar to the wastes and placed it on an altar of stone himself."
Farheer rubbed the bridge of his nose with his raw, cracked fingertips. "The Scimitar had become even more magical and powerful once stained by the Master of the Djinn's blood.


Therefore, Mudeef knew that others like the trickster dragons would try to steal it and use it against him. His only...his only..."


Farheer's voice trailed off as he squatted in the scant shade of the rocks.
"His only choice, to save his people from the fear that someone would steal the Scimitar and use it against them, was to take the Scimitar himself to the desert and offer it to the gods.


He carried...no, I have already said that," Farheer licked his lips with his dry, swollen tongue. "He made the altar himself in the desert and thrust the Scimitar into it."
Hadn't the storyteller given more details about the altar? Farheer pulled his knees to his chest and rested his chin on them, trying to remember.


The altar was definitely high up, someplace difficult to reach. Farheer had climbed every rocky pillar, some of them several times, in this area. He was sure the Scimitar was in this particular area, but he could not recall why.
There had to be something more in the tale, something Farheer had long forgotten. He tried to locate the storyteller later, but had never seen him again.


So here he sat: no food, no water, and no idea where to turn. To go back to Maj'Dul now would be to admit defeat. Farheer was determined to return a hero.


Though perhaps, he now thought through the thick haze filling his mind, it might be better to return with nothing than to never return at all.
He struggled to his feet, leaning against the stones and considering his options. In this weakened state, he would be easy prey for the harpies.


The orcs would treat him no better, but if they kept him as a laborer he would at least get fed. Farheer thought for a long while as the sun began its slow descent. Now at least the spires offered some shade.
"The altar was atop a spire, from which one would see all the boundaries of the lands," Farheer continued the tale aloud as he stumbled through the canyon.


"The light of the sun and moons and the stars reflected off the handle of the Scimitar. Like pearls of gold. Pearls..." Farheer paused, squinting.


Was that shimmer at the edge of the canyon an oasis at last?
Farheer staggered, quickly covering the remaining distance as fast as his weakened legs would carry him.


"Like pearls of gold, light reflected from the handle of the Scimitar and danced across the desert. And Mudeef...to hide the light...covered the altar with his turban."


That must be an oasis; he could smell the vegetation from here! Only a few steps more and he would find water!
"Now no one will see the altar in which my Scimitar will remain,' said Mudeef, 'for I have hidden it safely away. But should anyone find this weapon of great reknown, they shall never know hunger or thirst...or thirst...'


Farheer fell to his knees and cried out, "No! It cannot be!" For the oasis he had seen melted away from view as he emerged from the canyon.
"No, no, no," sobbed Farheer, wishing he would cry so that at least he might drink his own tears. He would not give up; at the very least, he might reach the Oasis of Marr which would not dissolve into the sand on his approach.


Through the night, Farheer stumbled along while reciting the story of Mudeef's legendary Scimitar. At long last, however, he fell asleep on his feet and walked unseeing for a time.
When his eyes opened, Farheer found himself lying in the shade of a large date palm. He felt dizzy as he sat up and looked cautiously around. How long has he walked?


This was not the Oasis of Marr, yet it was an oasis of some sort. Near his feet, a small pool reflected the bright blue sky above.


Beside the pool sat a woman combing her hair and singing.
"Welcome, stranger," she said, noticing that Farheer was awake. "Please, help yourself to what food I have and drink your fill at this spring."


Farheer said," Where am I?" The woman laughed and pointed at the water, but did not reply.


She continued to hum while combing her thick black hair, coiling it up, then letting it tumble down her back to her waist.
"This is no oasis," said Farheer, closing his eyes. "This is a trap set for me to tempt me from the ways of my righteousness. I must be close to the Scimitar."


The woman laughed and dipped a cup into the water, pouring it slowly back so that the sound was unmistakable. "This may be tempting, but it is also very much an oasis. Drink, for you have great need of refreshment," she said.
Farheer instead began to recite the story again and again to chase away the visions. Yet each time he opened his eyes, the oasis remained.


"I have never heard of such a tale," the woman said after a while. "You must be delirious; there is no such Scimitar." She set out platters of dates and figs then called to him, but he would not be moved.


"This is a vision to turn me aside from my quest," he said, though his voice cracked.
"What quest is more important than your life?" the woman said scornfully. "I do not understand you fanatics."


She filled several skins with water (Farheer could clearly hear this and resented the fact that she was doing so much more loudly than necessary) and cleared away the remains of the food.


"I leave you to your 'quest,' stranger," she said at last, "If you are seeking death, it will surely find you this day."
Farheer heard her slap the rump of her camel and lead it away. He has never had a vision this clear before, but obviously, everything was intended to keep him from finding the Scimitar.


The more realistic it seemed, the more of a trap it must be.


The next caravan to use the oasis found Farheer too far gone for their help. And so the question remains: did Farheer find the Scimitar? For most certainly, he no longer knew hunger or thirst.
Books
Aversion
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [70] Aversion (Tome).

Components
Aversion - Page 5 (plundered from a rock at 219, 222, 356 in The Barren Sky)
Aversion - Page 6 (shinies in The Barren Sky)
Aversion - Page 7 (plundered from a nest at -666, 8, -508 in The Barren Sky)
Aversion - Page 8 (shinies in The Barren Sky)
Aversion - Page 9 (shinies in The Barren Sky)

Discovered on 26 Feb 2006 at 8:41:27 PST.
A Hooluk tale about the many-eyed creatures on the Isle of Aversion.
The Hooluk have an affinity for nature and tried to find something good to say about all the inhabitants of the Dragon Isles, as in this tale.
When the Hooluk had pulled their ancestral lands into the skies to escape the Vultak's attacks, they found that they were not alone in the skies.

As they arranged the islands of the Barren Sky, they found objects disappearing from one island only to reappear later on another island.

In the thinner air of the Overrealm, the Hooluk thought they were dreaming.
"This is certainly a mystery," said Happuk, one of the Hooluk elders.

Though they set watches in the night, no one was ever caught moving food and supplies around the Hooluk camps. Sometimes, items would simply be rearranged. Those inconveniences were simply annoying.

At other times, however, the Hooluks awoke to find all their gathered provisions missing. This was much more serious.
"We do not see who is stealing our things by using our eyes," said Happuk. "We must devise another way."

The Hooluks considered many options, until deciding that they would sprinkle a fine powder on the ground all around their baskets of goods.

"Anyone who enters this tent to do some mischief will leave behind footprints," Happuk said. The other Hooluk agreed.
The next morning, however, their provisions were once again disturbed. There were no footprints in the powder surrounding the baskets.

The Hooluk hooted softly amongst themselves. Who could have done such a thing without disturbing the powder? Even if a Hooluk were to hover over the baskets to make mischief, the powder would have shown the swirling patterns of the wind being disturbed.

With provisions running low, stronger measures need to take place.
All baskets of supplies were brought into a single tent at the center of their encampment.

"Now we will need to keep watch. All of us," said Happuk. The Hooluk positioned themselves in a wide circle around the central tent.

This was a risky operation. If they were unable to determine who was sabotaging their supplies, especially with all the supplies in one place, they could be in a bad situation.
Though the skies of the Barren Sky are always lit as though it is day, the Hooluk's sensitivity to the changing position of the islands in the sky give them awareness of times of waking and sleep.

At the time for schedule rest, the Hooluks fluffed up and settled down. But they did not intend to sleep. Each kept a wary eye on the tent at the center of their compound.

Soon, all was silent save for the gentle breathing of dozens of Hooluk pretending to be asleep.
For a long while, nothing happened. Some of the Hooluks actually did fall asleep until nudged back into vigilance by a neighbor.

Softly at first, mixing in with the sounds of the Hooluk's breathing, a faint gurgling noise filled the air. The sound was low and rasping, like a mix between a cat's purr and a lion's growl.

The Hooluks held their own breath, waiting to see what manner of beast could steal their supplies without disturbing powder sprinkled on the ground.
As they watched, a pulsating grey-green blob lowered itself into view from the sky.

Three long tentacles swayed above its head, while three more tentacles waved beneath it. At the end of each tentacle, in a spike-fringed socket, blinked an eye.

"Whoo are you?" demanded Happuk, unfurling himself from his position and puffing himself into as huge and menacing a shape as he could.

All six of the tentacled eyes turned toward him, as did the hovering blob. One half of its face was taken up by a large eye. The other half was stretched into a toothy grin.
The creature did not speak, but like Happuk, it puffed itself up into a grotesque imitation of a Hooluk defense posture.

From the surrounding skies, other such beings floated downward into view, each of them twisting its tentacles around to gaze at the Hooluks.

"I say again, who are you?" Happuk repeated.
The creatures did not respond verbally. They bared the teeth in their monstrous mouths.

There was no further discussion amongst the Hooluk. They turned and fled, leaving behind their supplies. Whatever these creatures were, they could have this island to themselves.

And so, there is one island amongst those of the Barren Sky that the Hooluk avoid. They named it the Isle of Aversion and stay as far from it as possible.
Books
Basic Mining Guide, Part One
This item can be placed on the floor in any house type.

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


Discovered on 11 Nov 2004 at 22:37:12 PST.
"The Basic Mining Guide -- Part One, Blackburrow." Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
Entry One
Put book away.
It is dark. In the mines we work by the light of our lamps. We must dig for ore. Ore can be sold. Ore can be made into things. Therefore, we mine. Gnolls, the Sabertooth gnolls, have a keen sense of smell. We smell the ore beneath the earth, behind the rocks and underground. That led us to Blackburrow many, many years ago.
Entry Two
Put book away.
Unlike the trotters, we Sabertooth gnolls are clever. We found something precious and we stay with it. Before mining, we preyed on what caught our fancy. Then we were enlightened and some of us turned to mining to support our Clan. For it was told to us by the Great Sage, "The furless light their darkness and we can be their light!"
Entry Three
Put book away.
The Great Sage was not a miner. He knew the language of the furless and taught it to us. He taught us many things he learned in his travels. Not a trotter, no! He went among them to learn their ways and teach us so that we would be strong. Our mines we had, but mostly kept them because even if we did not use them, we did not want anyone else to use them.
Entry Four
Put book away.
We learned what rocks would sell to the furless. Sometimes they would try to remove the Clan by force, but we would chase them from the lowest caverns to the entrance. They were trained to run swiftly away through the many tunnels. We chased them for sport. We chased them to keep them away from our mines. They never learned.
Entry Five
Put book away.
The furless fought each other, which was good for the Clan. If they fought each other, they would not bother us. We worked in the dark in our mines, our paws flowing with ore. While the furless fought, we kept to ourselves. The Clan is not interested in the wars of those who do not believe in the Great Sage.
Entry Six
Put book away.
Now, a word about mining itself, pups. To mine successfully, get a pick. A pick has a sharp, pointed end like a fang. You swing this at the stones hiding the ore. Swing, swing again. The stones crumble and are pulled away. The ore shows. Then the miners bring carts that are rolled from the depths full of ore. That is the basic mining principle. Now back to our history.
Entry Seven
Put book away.
We mined into the depths, we used the mining ways of old. Remove stone, find ore. Remove ore. For generations, we mined the Blackburrow. In some of the hollows, we kept our mates and offspring. In some of the hollows, we stored our food. Through the years the furless fought, we kept our ways.
Entry Eight
Put book away.
But the furless were not content with fighting each other. No! They brought their wars to the Clan. Not interested in our ore, but our tunnels. The tunnels! Worthless to any but the gnoll who can see fine in the dark. They came in anyway, forcing us from our hollows. They were huge and green and fur would not improve their looks.
Entry Nine
Put book away.
The Clan is clever. We let them think we gave way before them. But we had other, secret ways beneath the Blackburrow. Some of the furless found them. They used our secret, sacred tunnels to gather their strength. They ate our stores of food. They drove away the weak. Curse them, in our secret places!
Entry Ten
Put book away.
And so ends the first part of our glorious mining history, young pups. You will be tested later before you may move to Part Two. Tails high!
Close Book.
Books
Basic Mining Guide, Part One
This item can be placed on the floor in any house type.

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

NO-TRADE


Discovered on 13 May 2008 at 9:46:08 PDT.
"The Basic Mining Guide -- Part One, Blackburrow." Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
It is dark. In the mines we work by the light of our lamps. We must dig for ore. Ore can be sold. Ore can be made into things. Therefore, we mine. Gnolls, the Sabertooth gnolls, have a keen sense of smell. We smell the ore beneath the earth, behind the rocks and underground. That led us to Blackburrow many, many years ago.
Unlike the trotters, we Sabertooth gnolls are clever. We found something precious and we stay with it. Before mining, we preyed on what caught our fancy. Then we were enlightened and some of us turned to mining to support our Clan. For it was told to us by the Great Sage, "The furless light their darkness and we can be their light!"
The Great Sage was not a miner. He knew the language of the furless and taught it to us. He taught us many things he learned in his travels. Not a trotter, no! He went among them to learn their ways and teach us so that we would be strong. Our mines we had, but mostly kept them because even if we did not use them, we did not want anyone else to use them.
We learned what rocks would sell to the furless. Sometimes they would try to remove the Clan by force, but we would chase them from the lowest caverns to the entrance. They were trained to run swiftly away through the many tunnels. We chased them for sport. We chased them to keep them away from our mines. They never learned.
The furless fought each other, which was good for the Clan. If they fought each other, they would not bother us. We worked in the dark in our mines, our paws flowing with ore. While the furless fought, we kept to ourselves. The Clan is not interested in the wars of those who do not believe in the Great Sage.
Now, a word about mining itself, pups. To mine successfully, get a pick. A pick has a sharp, pointed end like a fang. You swing this at the stones hiding the ore. Swing, swing again. The stones crumble and are pulled away. The ore shows. Then the miners bring carts that are rolled from the depths full of ore. That is the basic mining principle. Now back to our history.
We mined into the depths, we used the mining ways of old. Remove stone, find ore. Remove ore. For generations, we mined the Blackburrow. In some of the hollows, we kept our mates and offspring. In some of the hollows, we stored our food. Through the years the furless fought, we kept our ways.
But the furless were not content with fighting each other. No! They brought their wars to the Clan. Not interested in our ore, but our tunnels. The tunnels! Worthless to any but the gnoll who can see fine in the dark. They came in anyway, forcing us from our hollows. They were huge and green and fur would not improve their looks.
The Clan is clever. We let them think we gave way before them. But we had other, secret ways beneath the Blackburrow. Some of the furless found them. They used our secret, sacred tunnels to gather their strength. They ate our stores of food. They drove away the weak. Curse them, in our secret places!
And so ends the first part of our glorious mining history, young pups. You will be tested later before you may move to Part Two. Tails high!
Books
Basic Mining Guide, Part Two
This item can be placed on the floor in any house type.

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


Discovered on 13 Nov 2004 at 8:53:06 PST.
"The Sabertooth Miner's Guide, Part Two." Written by the Sabertooth Clan of Blackburrow. Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
Entry One
Put book away.
The Great Sage had said, "Dark times mean there's not enough light." He was right. They came up from beneath us, surprising us within our own mines. We fled to deeper tunnels only to find them overrun by the furless as well. They attacked our young pups. They ate our stores of food. We howled with rage and our voices echoed, but still the furless came.
Entry Two
Put book away.
They said at first they were just passing through. Most of them did, going on to battle the furless of the walled cities. But many more came and stayed. There were many of them. They offered to remove us from our mines and we refused. First, they started attacking our miners. Later, we decided to let them stay if we had our pickings from the battlefields. They agreed.
Entry Three
Put book away.
Around this time, we picked up some of their words. Not many, only a few. Handy for knowing their secrets. They had already taken the furless north. They were going to take the furless south, too. Our tunnels and mines would be famous! We wished it were famous because of us. Then we remembered the words of the Great Sage, "Famous is as famous does." We have no idea what that means. It comforted us.
Entry Four
Put book away.
For many years the furless trooped through the Blackburrow. They ate all our stores. They stole what ore we had produced. Then, suddenly as they appeared, they retreated. Some of our best scouts reported that something bad had happened on the battlefield. The bodies of furless were piled high. Their faces were twisted in pain. Maybe it was something they ate.
Entry Five
Put book away.
After that time, the Clan rebuilt some of the deepest tunnels. We closed off some of our secret entrances. They weren't as secret as we'd thought. Some of the tunnels were so wide across it took years to close them off. We could have saved the effort if we'd known what would be coming within a generation or so.
Entry Six
Put book away.
The shaking woke everyone up. Big stones fell in the mines. Some miners were killed. Some lost their tails. We left the lowest tunnels. Many tunnels filled with water. When the water would drain away, the walls fell in. Many of the excavators grumbled about the wasted work below. Sometimes, whole tunnels collapsed on themselves. It was an uneasy time.
Entry Seven
Put book away.
The furless called this time "the Rending," and were afraid. The Clan wasn't afraid. We were disappointed. All our work to close off the lowest tunnels was already done. The Clan is clever. If we'd known, we'd have saved our strength for other things. Since we no longer needed to block old entries, we cleaned up the upper levels. The furless came to us, begging for shelter. We put them in the storerooms till we needed them.
Entry Eight
Put book away.
Things were quiet for generations. Then the moon, the new one, broke up in the sky. The furless fell to the ground, begging for help from their gods. The Clan was not afraid. We have the words of the Great Sage to guide us. He had said, "Dig deep," so we did. Some of the Clan had forgot that the lowest tunnels were gone. We never saw them again.
Entry Nine
Put book away.
Lucky for us, we have an underground home. The surface was hit by big rocks. A lot of things died. We were safe in the Blackburrow. Some of the old tunnels are filled with spiders. Big spiders. We mine the other levels. Some went down to clear out the spiders. They got stuck in the webs. These are big spiders.
Entry Ten
Put book away.
We've been in the Blackburrow for many generations, back to our Great Sage Fippy. He'd be proud of us, still here. We can smell ore through the stones. We knock down the stones. We get out the ore and sell it to the furless. The Clan is clever.
Close Book.
Books
Basic Mining Guide, Part Two
This item can be placed on the floor in any house type.

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

NO-TRADE


Discovered on 13 May 2008 at 9:46:11 PDT.
"The Sabertooth Miner's Guide, Part Two." Written by the Sabertooth Clan of Blackburrow. Proudly sponsored by the Sabertooth Gnoll Miner's Guild. Learn the history of mining in Blackburrow from the Clan With a Plan!
The Great Sage had said, "Dark times mean there's not enough light." He was right. They came up from beneath us, surprising us within our own mines. We fled to deeper tunnels only to find them overrun by the furless as well. They attacked our young pups. They ate our stores of food. We howled with rage and our voices echoed, but still the furless came.
They said at first they were just passing through. Most of them did, going on to battle the furless of the walled cities. But many more came and stayed. There were many of them. They offered to remove us from our mines and we refused. First, they started attacking our miners. Later, we decided to let them stay if we had our pickings from the battlefields. They agreed.
Around this time, we picked up some of their words. Not many, only a few. Handy for knowing their secrets. They had already taken the furless north. They were going to take the furless south, too. Our tunnels and mines would be famous! We wished it were famous because of us. Then we remembered the words of the Great Sage, "Famous is as famous does." We have no idea what that means. It comforted us.
For many years the furless trooped through the Blackburrow. They ate all our stores. They stole what ore we had produced. Then, suddenly as they appeared, they retreated. Some of our best scouts reported that something bad had happened on the battlefield. The bodies of furless were piled high. Their faces were twisted in pain. Maybe it was something they ate.
After that time, the Clan rebuilt some of the deepest tunnels. We closed off some of our secret entrances. They weren't as secret as we'd thought. Some of the tunnels were so wide across it took years to close them off. We could have saved the effort if we'd known what would be coming within a generation or so.
The shaking woke everyone up. Big stones fell in the mines. Some miners were killed. Some lost their tails. We left the lowest tunnels. Many tunnels filled with water. When the water would drain away, the walls fell in. Many of the excavators grumbled about the wasted work below. Sometimes, whole tunnels collapsed on themselves. It was an uneasy time.
The furless called this time "the Rending," and were afraid. The Clan wasn't afraid. We were disappointed. All our work to close off the lowest tunnels was already done. The Clan is clever. If we'd known, we'd have saved our strength for other things. Since we no longer needed to block old entries, we cleaned up the upper levels. The furless came to us, begging for shelter. We put them in the storerooms till we needed them.
Things were quiet for generations. Then the moon, the new one, broke up in the sky. The furless fell to the ground, begging for help from their gods. The Clan was not afraid. We have the words of the Great Sage to guide us. He had said, "Dig deep," so we did. Some of the Clan had forgot that the lowest tunnels were gone. We never saw them again.
Lucky for us, we have an underground home. The surface was hit by big rocks. A lot of things died. We were safe in the Blackburrow. Some of the old tunnels are filled with spiders. Big spiders. We mine the other levels. Some went down to clear out the spiders. They got stuck in the webs. These are big spiders.
We've been in the Blackburrow for many generations, back to our Great Sage Fippy. He'd be proud of us, still here. We can smell ore through the stones. We knock down the stones. We get out the ore and sell it to the furless. The Clan is clever.
Books
Collapse
This item can be placed on the floor in any house type.

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

Quest reward from [40] Collapse (Rivervale), started by examining Collapse (found in Rivervale (-832, -6, -109)).

Discovered on 2 Dec 2004 at 16:45:59 PST.
Although change is inevitable, no one expected changes of the magnitude experienced during the Age of Cataclysms. This story is told about one of the veterans of the Age of War, who returned home to help rebuild it, only to see everything else collapse.
Entry One
Put book away.
Every day, they considered themselves fortunate. Although Rivervale and the Misty Thicket had been overrun by the Hordes of the Inferno during the Age of War, the occupation was a relatively short one. Rebuilding commenced before the last mound of dead orcs and goblins had finished smoldering. The Runnyeye goblins, what was left of them anyway, were sent sniveling back to their caverns. The halflings looked forward to an age of peace.
Entry Two
Put book away.
Of course, peace and war are relative terms. There were still skirmishes to be fought now and then. Folks locked their doors and windows at night, when they hadn't done so in the past. The Leatherfoot Brigade was slowly rebuilding its ranks, too. Veterans returned home from the War of Defiance that had nearly swallowed Qeynos and Freeport, bringing with them tales that darkened the nights and made the comforts of home all the more enticing.
Entry Three
Put book away.
Gemma Pathfinder's shoulder still caused her intense pain when the weather was out of the east. She didn't like to join in the tales told about the first few days when the Horde swept through Rivervale. She'd been so sure they would kill her, but for some reason they'd left her unconscious on the street and continued on their way. Gemma was one of the lucky survivors, although she reflected, it was again a relative sort of luck.
Entry Four
Put book away.
Lately, her shoulder had been bothering her more and more. She moved slower than she had in the days of her youth during the War. Still, she was thankful for living long enough to see the orcs killed or driven away. She was in her beloved Rivervale to help direct its reconstruction. When the townsfolk talked about building a shrine to the dead, she pointed out that rebuilding Rivervale was the best shrine they could create. And it was.
Entry Five
Put book away.
Walking through the Misty Thicket, Gemma thanked Bristlebane yet again for her good fortune. She stood on a small hill ringed with woods pausing to catch her breath. Rubbing her aching shoulder, Gemma looked slowly about the woods. "That's odd," she thought, puzzled. "Why aren't the birds singing in the trees?" A thrill of fear chased up her spine. Were they under attack again?
Entry Six
Put book away.
Still puzzled, Gemma noticed the treetops swaying back and forth. First the motion was subtle; she only noticed it because she was looking for the silent birds. Then the trees began to sway in earnest. There was a loud, ear-splitting *BOOM* and the ground shook violently. On the hill, Gemma was tossed to the ground. She could see the earth roiling beneath its green coverlet of grass like waves on a pond.
Entry Seven
Put book away.
The ground shook hard for so long that Gemma thought Norrath would shake until it broke completely apart. Trees whipping back and forth started snapping like twigs. Suddenly, Gemma felt the hill upon which she lay sprawled lifting and grinding back and forth. A large hunk of turf slipped down the rising hillside taking Gemma with it, sliding down like frosting that's been put on a cake before it cools.
Entry Eight
Put book away.
Gemma's eyes were wide with fear, but she knew she had to keep her wits about her to save herself from any dangers from the shifting lands. As the shaking subsided, she cautiously stood up to take stock. The earth was ripped and torn in many places leaving jagged brown scars across the green grass. Many of the tallest trees, some that survived the fires set by the orcs and goblins those long years past, had splintered apart.
Entry Nine
Put book away.
"That was some earthquake," Gemma said, brushing bits of dirt and grass from her clothes. She walked cautiously back toward Rivervale, finding new escarpments and paths covered by fallen trees. Even on the best of days, Gemma's walk was slowed by her years, but now she was navigating unfamiliar terrain entirely. It was home and not home at the same time. And for the next several days, the lands shook and screamed in agony.
Entry Ten
Put book away.
An unusually thick fog hung in the air for many days after the initial earthquake. When the tremors slowed, Gemma and some of the other folk wanted to see the extent of the damage. The fog had not lifted. Standing on the edge of a newly formed cliff, Gemma gasped. Rivervale and the Misty Thicket stood within a grey fog ring and where trees once marched away toward the horizon, a furiously bubbling sea frothed instead.
Close Book.
Books
Collapse
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [40] Collapse (Rivervale), started by examining Collapse (found in Rivervale (-832, -6, -109)).

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

Discovered on 13 May 2008 at 9:46:17 PDT.
Although change is inevitable, no one expected changes of the magnitude experienced during the Age of Cataclysms. This story is told about one of the veterans of the Age of War, who returned home to help rebuild it, only to see everything else collapse.
Every day, they considered themselves fortunate. Although Rivervale and the Misty Thicket had been overrun by the Hordes of the Inferno during the Age of War, the occupation was a relatively short one. Rebuilding commenced before the last mound of dead orcs and goblins had finished smoldering. The Runnyeye goblins, what was left of them anyway, were sent sniveling back to their caverns. The halflings looked forward to an age of peace.
Of course, peace and war are relative terms. There were still skirmishes to be fought now and then. Folks locked their doors and windows at night, when they hadn't done so in the past. The Leatherfoot Brigade was slowly rebuilding its ranks, too. Veterans returned home from the War of Defiance that had nearly swallowed Qeynos and Freeport, bringing with them tales that darkened the nights and made the comforts of home all the more enticing.
Gemma Pathfinder's shoulder still caused her intense pain when the weather was out of the east. She didn't like to join in the tales told about the first few days when the Horde swept through Rivervale. She'd been so sure they would kill her, but for some reason they'd left her unconscious on the street and continued on their way. Gemma was one of the lucky survivors, although she reflected, it was again a relative sort of luck.
Lately, her shoulder had been bothering her more and more. She moved slower than she had in the days of her youth during the War. Still, she was thankful for living long enough to see the orcs killed or driven away. She was in her beloved Rivervale to help direct its reconstruction. When the townsfolk talked about building a shrine to the dead, she pointed out that rebuilding Rivervale was the best shrine they could create. And it was.
Walking through the Misty Thicket, Gemma thanked Bristlebane yet again for her good fortune. She stood on a small hill ringed with woods pausing to catch her breath. Rubbing her aching shoulder, Gemma looked slowly about the woods. "That's odd," she thought, puzzled. "Why aren't the birds singing in the trees?" A thrill of fear chased up her spine. Were they under attack again?
Still puzzled, Gemma noticed the treetops swaying back and forth. First the motion was subtle; she only noticed it because she was looking for the silent birds. Then the trees began to sway in earnest. There was a loud, ear-splitting *BOOM* and the ground shook violently. On the hill, Gemma was tossed to the ground. She could see the earth roiling beneath its green coverlet of grass like waves on a pond.
The ground shook hard for so long that Gemma thought Norrath would shake until it broke completely apart. Trees whipping back and forth started snapping like twigs. Suddenly, Gemma felt the hill upon which she lay sprawled lifting and grinding back and forth. A large hunk of turf slipped down the rising hillside taking Gemma with it, sliding down like frosting that's been put on a cake before it cools.
Gemma's eyes were wide with fear, but she knew she had to keep her wits about her to save herself from any dangers from the shifting lands. As the shaking subsided, she cautiously stood up to take stock. The earth was ripped and torn in many places leaving jagged brown scars across the green grass. Many of the tallest trees, some that survived the fires set by the orcs and goblins those long years past, had splintered apart.
"That was some earthquake," Gemma said, brushing bits of dirt and grass from her clothes. She walked cautiously back toward Rivervale, finding new escarpments and paths covered by fallen trees. Even on the best of days, Gemma's walk was slowed by her years, but now she was navigating unfamiliar terrain entirely. It was home and not home at the same time. And for the next several days, the lands shook and screamed in agony.
An unusually thick fog hung in the air for many days after the initial earthquake. When the tremors slowed, Gemma and some of the other folk wanted to see the extent of the damage. The fog had not lifted. Standing on the edge of a newly formed cliff, Gemma gasped. Rivervale and the Misty Thicket stood within a grey fog ring and where trees once marched away toward the horizon, a furiously bubbling sea frothed instead.
Books
Fauna of the Enchanted Lands A - K
This item can be placed on the floor in any house type.

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

NO-TRADE

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

Discovered on 19 Oct 2005 at 9:47:22 PDT.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be a bestiary guide to the native fauna of the Enchanted Lands.
Badgers: The badgers of the Enchanted Lands are rather similar to those found throughout the rest of Norrath.

Growing as tall as a halfling, the badger is known for its foul mood. Extremely territorial, it is not uncommon for this animal to charge at anyone who approaches it in a threatening manner.
If one is charged by a badger, climb up a tree as fast as possible.


Although quite sharp, their claws are not strong enough to allow them to follow you up the tree.


When the badger has finally given up, make sure you jump down rather than climbing, for it may have rubbed its poisonous fur against the trunk of the tree.
Briarpaw: The briarpaw is a sub-species of the average brown bear found throughout Norrath.


Ranging in size from a cub to a full grown adult, the Briarpaw is a force to be reckoned with just due to its sheer size.


Fortunately, the bear has a habit of hibernating during the winter, allowing for safe travels during that frozen season.
Easily spotted, it is well advised to stay away from these great beasts.



The Briarpaw's diet primarily consists of rotting flesh, but if none can be found, they are not adverse to devouring a living being.


Taking into consideration the size of the claws on the bear, it doesn't take too long for them to take down their prey
Creeper: Truthfully a form of vegetation, the Creeper shares many traits of fauna over flora.


A carnivorous plant, the Creeper will store the bodies of its prey inside the tangle of branches that make up it's "body".


Able to uproot and move at a slow pace, the Creeper is one of the more dangerous animals within the Enchanted Lands.
A Creeper is usually smelled far before it is sighted, due to all of the rotting flesh it stores for the winter.


This can work to one's advantage, however. Epic battles between Briarpaws and Creeper are not an uncommon sight.


It's generally wise to not stick around to see how the battle ends.
Grimmins: Do not confuse the grimmins for the average goblin.

Though they share similar traits, they are worlds apart. Whereas the goblin is a cunning creature, the grimmin appears to have replaced that with pure viciousness.

Do not be caught unawares by these creatures, for no matter how cute they may appear to be, for this is how they lure their prey.
Always be sure to keep your distance from these creatures. If one spots you, it may begin to approach you with a curious look.

It is highly advised that you run at this point, for if it gets too close, it will attempt to leap at your head.

Opening it's maw as wide as possible, the grimmin then proceeds to gnaw at your face until you quit struggling.
Klakroks: One of the larger species of beetle in Norrath, the Klakrok gather in large numbers.


Through some unknown means of communication, the Klakrok appear to assume various roles and functions in their society.


Although many of them are nothing more than simple drones, there are some that act as a type of enforcer among their collective.
Though no one has ever seen a Queen Klakrok, it is assumed they have one which may be source of all their directions.


This is evidenced by the peculiar means in which the Klakroks will overcome a victim many times their size.


Gathering together, they begin to pile on top of each other until they are taller than their victim. By some unheard signal, they fall over all at once, toppling the opponent.


They then proceed to stomp all over the victim until the victim is nothing more than a puddle of red goo.
Books
Fauna of the Enchanted Lands A - K
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [35] Fauna of the Enchanted Lands A - K (Tome).

Components
Fauna of the Enchanted Lands A - K - Page 4 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 5 (plundered from a barrel at 214, 10, -263 in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 7 (looted in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 09 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 10 (shinies or looted in Enchanted Lands)
Fauna of the Enchanted Lands A - K - Page 11 (shinies in Enchanted Lands)

Discovered on 12 Nov 2005 at 16:55:18 PST.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be a bestiary guide to the native fauna of the Enchanted Lands.
Badgers: The badgers of the Enchanted Lands are rather similar to those found throughout the rest of Norrath.

Growing as tall as a halfling, the badger is known for its foul mood. Extremely territorial, it is not uncommon for this animal to charge at anyone who approaches it in a threatening manner.
If one is charged by a badger, climb up a tree as fast as possible.


Although quite sharp, their claws are not strong enough to allow them to follow you up the tree.


When the badger has finally given up, make sure you jump down rather than climbing, for it may have rubbed its poisonous fur against the trunk of the tree.
Briarpaw: The briarpaw is a sub-species of the average brown bear found throughout Norrath.


Ranging in size from a cub to a full grown adult, the Briarpaw is a force to be reckoned with just due to its sheer size.


Fortunately, the bear has a habit of hibernating during the winter, allowing for safe travels during that frozen season.
Easily spotted, it is well advised to stay away from these great beasts.



The Briarpaw's diet primarily consists of rotting flesh, but if none can be found, they are not adverse to devouring a living being.


Taking into consideration the size of the claws on the bear, it doesn't take too long for them to take down their prey
Creeper: Truthfully a form of vegetation, the Creeper shares many traits of fauna over flora.


A carnivorous plant, the Creeper will store the bodies of its prey inside the tangle of branches that make up it's "body".


Able to uproot and move at a slow pace, the Creeper is one of the more dangerous animals within the Enchanted Lands.
A Creeper is usually smelled far before it is sighted, due to all of the rotting flesh it stores for the winter.


This can work to one's advantage, however. Epic battles between Briarpaws and Creeper are not an uncommon sight.


It's generally wise to not stick around to see how the battle ends.
Grimmins: Do not confuse the grimmins for the average goblin.

Though they share similar traits, they are worlds apart. Whereas the goblin is a cunning creature, the grimmin appears to have replaced that with pure viciousness.

Do not be caught unawares by these creatures, for no matter how cute they may appear to be, for this is how they lure their prey.
Always be sure to keep your distance from these creatures. If one spots you, it may begin to approach you with a curious look.

It is highly advised that you run at this point, for if it gets too close, it will attempt to leap at your head.

Opening it's maw as wide as possible, the grimmin then proceeds to gnaw at your face until you quit struggling.
Klakroks: One of the larger species of beetle in Norrath, the Klakrok gather in large numbers.


Through some unknown means of communication, the Klakrok appear to assume various roles and functions in their society.


Although many of them are nothing more than simple drones, there are some that act as a type of enforcer among their collective.
Though no one has ever seen a Queen Klakrok, it is assumed they have one which may be source of all their directions.


This is evidenced by the peculiar means in which the Klakroks will overcome a victim many times their size.


Gathering together, they begin to pile on top of each other until they are taller than their victim. By some unheard signal, they fall over all at once, toppling the opponent.


They then proceed to stomp all over the victim until the victim is nothing more than a puddle of red goo.
Books
Fauna of the Enchanted Lands L - Z
This item can be placed on the floor in any house type.

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

NO-TRADE

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

Discovered on 19 Oct 2005 at 9:47:23 PDT.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be some type of a bestiary guide to the native fauna of the Enchanted Lands.
Lasher: The native lasher of the Enchanted Lands is a rather dangerous creature that is best avoided.


Possessing a nasty disposition, it does not take much to cause it to act. Unlike a typical rodent, the lasher will not run if approached, but rather it will engage its attacker at once with a violent fury.
Though it is a natural assumption to keep away from its scorpion-like tail, this is not where the true threat lies.


The lasher will try to bite its victim, hoping to infect it with its disease-ridden teeth.


Keeping rotting meat in between the gums and teeth, the lasher's mouth is more poisonous than its tail could ever be.
Salt Snappers: The Salt Snapper is a rather unassuming creature, looking like nothing more than a turtle.


Walking with a slow gait, it is easy to assume that it is an easy choice for that day's meal.


It doesn't take long before a lazy predator soon comes across the turtle's hidden defenses.
Rather than hide within its shell as most other turtles would, the Salt Snapper lash out with its venomous fangs.


Containing a very deadly poison within its teeth, it will attempt to render it's victim incapacitated before feasting on its food of choice - a still-beating heart.
Seed of Darkness: Not much is known about this odd creature.

Floating in the air, yet not possessing any noticeable wings, the Seed of Darkness travels the Enchanted Lands unmolested.

Its diet is as much a mystery as it's species, as well. It seems to feed on animals of all types through some means of osmosis.
Emitting an oddly colored light that is reminiscent of the color of dried blood, the seed of darkness will coat its victim in that luminescence.


A few moments later, the "food" will then drop to the ground, looking emaciated and possibly even older than a few moments before.


Whatever it is that the Seed feeds off of, it is never enough, for it is always in search of more sustenance.
Void Bats: A variant of the average bat, the Void Shrillers and Shriekers get their name from the loud, ear-splitting howl they emit in order to stun their victims.


Not necessarily heard with the ears, it is regularly argued that the sound is heard within a person's head.


The sound of its wail is usually followed by a flock descending upon their chosen victims.
Being knocked unconscious is only the beginning, however.


It is reported that the wailing will build in crescendo until it reaches dangerous levels.


The magnitude of the sound is enough to cause the victims' head to explode, allowing the shriekers and shrillers to feed without any disturbance.
Wasps: As is seen elsewhere in the world, the Lancer wasps grow to an alarming size.


Though it is good advice to stay away from wasps of any size, it is especially important to stay away from the ones that roam the Enchanted Lands.


It's not a rare sight to see corpses of animals with large stingers jutting from their bodies.
Were it not enough that the Lancer variety of wasp is notorious for it's suicidal attacks on people, the Impaler wasp is even more vicious.


When attacking, it seems to know where to strike, aiming straight for a major blood vessel on a body. The stinger will then elongate, following the vein straight into the heart.


It doesn't take longer than two or three seconds for the victim to at that point fall over dead.
Books
Fauna of the Enchanted Lands L - Z
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [35] Fauna of the Enchanted Lands L - Z (Tome).

Components
Fauna of the Enchanted Lands L - Z - Page 4 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 5 (shinies in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 6 (shinies or looted in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 10 (plundered from a rubbish pile at 44, 31, -923 in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 11 (plundered from a rubbish pile at 85, 35, -903 in Enchanted Lands)
Fauna of the Enchanted Lands L - Z - Page 12 (looted in Enchanted Lands)

Discovered on 1 Nov 2005 at 9:14:27 PST.
"Fauna of the Enchanted Lands A - K"


Second Edition
This book appears to be some type of a bestiary guide to the native fauna of the Enchanted Lands.
Lasher: The native lasher of the Enchanted Lands is a rather dangerous creature that is best avoided.


Possessing a nasty disposition, it does not take much to cause it to act. Unlike a typical rodent, the lasher will not run if approached, but rather it will engage its attacker at once with a violent fury.
Though it is a natural assumption to keep away from its scorpion-like tail, this is not where the true threat lies.


The lasher will try to bite its victim, hoping to infect it with its disease-ridden teeth.


Keeping rotting meat in between the gums and teeth, the lasher's mouth is more poisonous than its tail could ever be.
Salt Snappers: The Salt Snapper is a rather unassuming creature, looking like nothing more than a turtle.


Walking with a slow gait, it is easy to assume that it is an easy choice for that day's meal.


It doesn't take long before a lazy predator soon comes across the turtle's hidden defenses.
Rather than hide within its shell as most other turtles would, the Salt Snapper lash out with its venomous fangs.


Containing a very deadly poison within its teeth, it will attempt to render it's victim incapacitated before feasting on its food of choice - a still-beating heart.
Seed of Darkness: Not much is known about this odd creature.

Floating in the air, yet not possessing any noticeable wings, the Seed of Darkness travels the Enchanted Lands unmolested.

Its diet is as much a mystery as it's species, as well. It seems to feed on animals of all types through some means of osmosis.
Emitting an oddly colored light that is reminiscent of the color of dried blood, the seed of darkness will coat its victim in that luminescence.


A few moments later, the "food" will then drop to the ground, looking emaciated and possibly even older than a few moments before.


Whatever it is that the Seed feeds off of, it is never enough, for it is always in search of more sustenance.
Void Bats: A variant of the average bat, the Void Shrillers and Shriekers get their name from the loud, ear-splitting howl they emit in order to stun their victims.


Not necessarily heard with the ears, it is regularly argued that the sound is heard within a person's head.


The sound of its wail is usually followed by a flock descending upon their chosen victims.
Being knocked unconscious is only the beginning, however.


It is reported that the wailing will build in crescendo until it reaches dangerous levels.


The magnitude of the sound is enough to cause the victims' head to explode, allowing the shriekers and shrillers to feed without any disturbance.
Wasps: As is seen elsewhere in the world, the Lancer wasps grow to an alarming size.


Though it is good advice to stay away from wasps of any size, it is especially important to stay away from the ones that roam the Enchanted Lands.


It's not a rare sight to see corpses of animals with large stingers jutting from their bodies.
Were it not enough that the Lancer variety of wasp is notorious for it's suicidal attacks on people, the Impaler wasp is even more vicious.


When attacking, it seems to know where to strike, aiming straight for a major blood vessel on a body. The stinger will then elongate, following the vein straight into the heart.


It doesn't take longer than two or three seconds for the victim to at that point fall over dead.
Books
Leatherfoot Tales: The Last of the Teir'Dal, Part Three
This item can be placed on the floor in any house type.

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

NO-TRADE

Language
Koada'Dal

Quest reward from [38] Leatherfoot Tales: The Last of the Teir'Dal, Part Three (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part Three in Rivervale (quest reward from Leatherfoot Tales: The Last of the Teir'Dal, Part Two) or from [38] Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed. (Rivervale), started by examining Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed. in Rivervale (quest reward from Leatherfoot Tales: The Last of the Teir'Dal, Part Two, 2nd Ed.).

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Navarius Orvalis in The City of Freeport (10, -7, -134)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Piritta Silvarri in Greater Faydark (151, 109, 175)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Ricka Stonehide in Frostfang Sea (-115, 149, -90)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
or Beata Sringer in City of Fordel Midst (735, -9, -744)
requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three" or requires completing the Quest "Leatherfoot Tales: The Last of the Teir'Dal, Part Three, 2nd Ed."
for 1c.

Discovered on 18 Jun 2008 at 10:53:33 PDT.
The Houndslayer, also called the Pathfinder, and his comrades take the First Gate and bring this tale to its conclusion.
The Teir'Dal guards peered this way and that into the wooded area in which Gumpy Nattoo, the Kithicor rangers and the Leatherfoot elite were hiding. Gumpy's tummy rumbling had excited their cat-like curiosity and left Gumpy cursing himself for not eating more at dinner the night before. When the dark elf guards came closer to the treeline, two of the rangers nipped out and grabbed them, bringing that danger to its close.
The units were gathered together and waited only for the Sarge's signal before swarming the First Gate. They had measured the defense of the area, located breaches in the security and planned accordingly. Gumpy dug in his pockets for some venison jerky, a hunk of bread or cheese to keep his stomach from growling again but found himself without a single snack. "Curses!" he muttered. At that moment, the Sarge gave the signal.
Pausing only to rifle the dead gnome's coat for any of the mechanamagical thing's parts, Gumpy found himself at the rear of the formation. He brandished his ivy-etched gladius menacingly and joined the fray. While their force was not particularly large, they had surprise on their side (thanks to the gagging of the remaining two gnomes) and were making mincemeat of the scant forces guarding the First Gate.
Gumpy located the Sarge and gave him the gizmo he'd found on the fallen gnome. "Thanks, Gumpy," the Sarge said, adding, "I haven't said nothing to you before now, but you're a good trooper. Glad the rangers took to you so well; we couldn't have done this without 'em." Gumpy blushed. His tummy rumbled.
The Kithicor rangers and Leatherfoot elite troops pushed further into the Foreign Quarter, easily overcoming the resistance. "Tis like slicing butter with a warm knife!" cried one of the rangers. "Why'd he have to say butter?" thought Gumpy miserably, wishing he could find something to eat. His stomach continued its dull roar and it was getting louder with every passing moment.
He fought alongside the Sarge, who was trying to make his way forward to the remaining gnomes. The mechanamagical thing had to be put together and only they knew how. Sniffing the air, the Sarge growled, "Gumpy! I told you to get rid of that nasty wolf tail; it's really starting to reek!" Gumpy glanced at his belt where the rangers had hung the dread wolf's tail as a trophy piece. It was gone.
"Sarge, I..." but Gumpy got no further as a louder rumbling shook the ground beneath their feet. The Sarge tottered for a moment then regained his balance. "Oh, for Bristlebane's sake," the Sarge grumbled, digging into his pocket and handing Gumpy a chunk of cheese. "Eat something; your stomach's gonna shake the world down around our heads." And then the Sarge spotted one of the gnomes and darted off, leaving Gumpy behind.
Gumpy knew that it wasn't his stomach making the ground shake. It wasn't the wolf's tail making the air stink, either. Whatever was going on, it was something else, something bad. Grasping his gladius, Gumpy headed after the Sarge. "Sarge! Sarge!" Gumpy called, but because his mouth was full of cheese it sounded more like, "Garg! Garg!" The Sarge did not turn around.
A tide of Kithicor rangers swarmed between Gumpy and the Sarge. Gumpy, peering through legs and around bellies, could see the Sarge had one of the gnomes by its ears and they were busily putting together the mechanamagical thing. The ground trembled, then roared. The rangers turned toward the Foreign Quarter's exit and Gumpy was swept along. "Sarge!" he hollered again, but knew that no one could hear him over the sound of the earth breaking.
Dust settled and Gumpy and the rangers looked toward what had been their battlefield. The mechanamagical thing had done its work and the exit from Neriak's Foreign Quarter was sealed, together with the soldiers that had been unable to make their escape. "That's the last of the Teir'Dal," said one of the rangers. Gumpy said solemnly, "Not the last of the Sarge, though. He's a tough one."
Books
Merchants' Wishes
This item can be placed on the floor in any house type.

A tale of three merchants with a lesson to learn.

TREASURED
LORE  NO-TRADE  NO-VALUE

Collection reward from [125] Merchants' Wishes (Tome).

Components
Merchants' Wishes - Page 1 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 2 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 3 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 4 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 5 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 6 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 7 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 8 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 9 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 10 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 11 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])
Merchants' Wishes - Page 12 (shinies in Buried Takish'Hiz: Foundation of Knowledge [Solo] or Buried Takish'Hiz: Foundation of Knowledge [Heroic I] or Buried Takish'Hiz: Foundation of Knowledge [Heroic II] or Buried Takish'Hiz: Foundation of Knowledge [Heroic III])

Discovered on 4 Dec 2022 at 17:07:31 PST.
Merchants' Wishes


A tale of three merchants with a lesson to learn.
There was once a small caravan of merchants, who had many dealings throughout the land of Ro. Accompanied by hired guards and a guide to better ensure their safe passage, they rode across the dunes of the unforgiving desert. One day, they came over a rise and spotted a small circle of tents being ransacked by cutthroats in the distance.

The cutthroats had not yet seen the merchants or their guards, so focused were they on looting what meager possessions their nomad victims had held. The hired guards looked to the merchants, saying, "We can continue on our way, or we can attack the cutthroats ravaging the nomads."
The guide, a wise woman who had been across the dunes of Ro, many times, said, "The cutthroats are likely to see our tracks and follow us, attacking when we least expect it, if we do nothing. If we attack now, we will catch them by surprise, and before they have time to rest."

So it was agreed upon by the merchants that their guards would attack the cutthroats. It was as the wise guide had predicted, they were tired and surprised by the attack from the hired guards. The cutthroats were defeated, and several nomads had even been saved by the swift defenders.
The nomads did not have much to offer the merchants as thanks, but whatever they may wish to claim from the slain cutthroats was rightfully theirs. And so, the merchants took what they might use or sell from the defeated thieves. One item was an elaborate carcanet adorned with a flawless emerald gemstone.

From the carcanet a djinn emerged in a cloud of smoke and wonder. The djinn was grateful for being freed and wished to know who was responsible. After each of the three merchants claimed responsibility the djinn split their reward evenly, granting each a single wish fulfilled.
The first merchant quickly burst out with his wish, a harem of lovers. The djinn nodded and after having produced a bottle of perfume from thin air, presented it to the merchant. "Anoint yourself with the perfume from this bottle, then walk the dunes of the Needle. There you will find yourself surrounded by women until the end of your days."

The first merchant took half of the guards and headed off into the desert, excited to see his wish fulfilled by the djinn's magic.
Now the second merchant, more suspicious of the djinn, wished for riches enough to last until the end of her natural days. With a look of disappointment, the djinn produced a deed to a mine, and handed it to her, saying, "The riches you seek are now yours, as much as you desire, until the end of your natural days."

The second merchant took the rest of the guards, and headed off into the desert, excited to see her wish fulfilled by the djinn's magic, leaving the third merchant and the hired guide.
The third merchant was also a scholar, and while he knew the pleasures of flesh were fleeting and had no greed in his heart, his mind was full of curiosity. He knew that knowledge was true power.
He asked the djinn for vast knowledge; He wanted a great library for himself, filled with glorious works, be they rare or common, and vast collections of scholarly studies, from novice discussions to the most advanced examinations, and not time nor frailty would get in his way of reading it all. He thought himself rather clever adding this last part, knowing a djinn's reputation for fulfilling wishes as curses.
The djinn nodded, acknowledging the specificity and caveats built into the scholar's wish. Bound by his promise, the djinn granted the third merchant's wish with a flourish of his hands. The third merchant disappeared in a cloud of smoke.
By the time the smoke cleared, the djinn too was gone. The hired guide found herself alone. It is said she did not see any of the three merchants ever again, but she heard stories.

She heard of a merchant's remains found amongst the harpy hunting lands in Pillars of Flame, scratched and torn by talons and nails. She also heard of a mine that kept producing rich iron from the depths of Norrath, up until the owner fell to their death and the mine collapsed on top of them.
What of the scholar? The guide never learned. She lived out her days wondering if his was the single wish wisely asked and therefore granted just as he intended, with no ill effects or unseen cost involved.

Let the message be this, be careful what you wish for, my friend.
Unobtainable
Mri'An Ba'Ay's Research
This item can be placed in any house type.

LORE  NO-TRADE  NO-VALUE



Undiscovered.
Books
Over Halas
This item can be placed on the floor in any house type.

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

Quest reward from [42] Over Halas (Everfrost), started by examining Over Halas in Qeynos Harbor (832, -24, 123) in Qeynos Province District (832, -24, 123).

Discovered on 9 Jan 2005 at 8:31:38 PST.
"Over Halas" by Nicholl Silverfrost of Clan MacNeacail, bard. This is an excerpt from a much larger poem that describes the Shattering, its impact on the Northlands and how even after living in the south for generations, the Northmen dream of returning home.
Entry One
Put book away.
Though snow fell soft as silk
Upon stone and street, now silent
Flames and fire finished Halas
Stone rains falling from the sky
Entry Two
Put book away.
My father's fathers were there
My mother's mothers as well
Standing uncertain, outside the walls
Across the sky, the moons aglow
Entry Three
Put book away.
Gazing upwards, seeing the stars
Breathing in the beauty of the night
Then in silence, a shining spark
A streak through Luclin's side
Entry Four
Put book away.
Stars are simply ice in the sky
Snow and ice surround Halas
The lake's icy surface gleams
In the reflected light of stars
Entry Five
Put book away.
Across the silent, snowy hills
Snow sparkles in the sun
And under the stars as well
The sky, streaked with silver
Entry Six
Put book away.
And so they stared upwards
The father of my fathers
And mother of my mothers
Stars across the moon like tears
Entry Seven
Put book away.
All now look towards Luclin
Packs on shoulders strapped
Sledges pulled along the trails
In splendor and silence, Luclin falls
Entry Eight
Put book away.
Falls now on Halas stone rains
Fires feasting upon our fortress
Streets of stone burst beneath
The fiery tears of the falling moon
Entry Nine
Put book away.
Orcs could not crumble her
Nor gnolls gnaw at her bones
Over Halas, Luclin shattered
Into silver stars across the sky
Entry Ten
Put book away.
Sons of the fathers before us
And Northland daughters wait as well
For day we find our way northward
For the day we rebuild our home
Close Book.
Books
Over Halas
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [42] Over Halas (Everfrost), started by examining Over Halas in Qeynos Harbor (832, -24, 123) in Qeynos Province District (832, -24, 123).

Discovered on 13 May 2008 at 9:47:37 PDT.
"Over Halas" by Nicholl Silverfrost of Clan MacNeacail, bard. This is an excerpt from a much larger poem that describes the Shattering, its impact on the Northlands and how even after living in the south for generations, the Northmen dream of returning home.
Though snow fell soft as silk
Upon stone and street, now silent
Flames and fire finished Halas
Stone rains falling from the sky
My father's fathers were there
My mother's mothers as well
Standing uncertain, outside the walls
Across the sky, the moons aglow
Gazing upwards, seeing the stars
Breathing in the beauty of the night
Then in silence, a shining spark
A streak through Luclin's side
Stars are simply ice in the sky
Snow and ice surround Halas
The lake's icy surface gleams
In the reflected light of stars
Across the silent, snowy hills
Snow sparkles in the sun
And under the stars as well
The sky, streaked with silver
And so they stared upwards
The father of my fathers
And mother of my mothers
Stars across the moon like tears
All now look towards Luclin
Packs on shoulders strapped
Sledges pulled along the trails
In splendor and silence, Luclin falls
Falls now on Halas stone rains
Fires feasting upon our fortress
Streets of stone burst beneath
The fiery tears of the falling moon
Orcs could not crumble her
Nor gnolls gnaw at her bones
Over Halas, Luclin shattered
Into silver stars across the sky
Sons of the fathers before us
And Northland daughters wait as well
For day we find our way northward
For the day we rebuild our home
Books
Rank Insignia of the Palace of the Awakened
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Offers the Quest
'Rank Insignia'


Discovered on 23 Feb 2006 at 9:22:38 PST.
-The Palace of the Awakened- Soldiers and Officers Rank Insignia
Rank 1:

Green Trinity:

This rank is signified by a green ribbon holding the bronze trinity.


This is the lowest rank











Notes: I found this rank insignia on a Blacktalon initiate within the Palace of the Awakened.
Rank 2:

Lavender Trinity:

This rank is signified by a lavender ribbon holding the bronze trinity.


This signifies a soldier of the same rank as the Green Trinity but on active duty in the Home Guard.








Notes: I found this rank insignia on a Blacktalon palace guard
Rank 3: Trinity: This rank is signified by a white ribbon holding the bronze trinity. This signifies a solider within the Home Guard with a practicing specialty. Notes: I found this rank insignia on a Blacktalon disciple.
Rank 4:

Green Thrice:

This rank is signified by a green ribbon holding the bronze thrice.


This signifies a commanding solder's second in command within the Home Guard








Notes: I found this rank insignia on a Blacktalon coadjutant.
Rank 5:

Lavender Thrice:


This rank is signified by a lavender ribbon holding the bronze thrice.


This signifies a commanding solder in command within the Home Guard.








Notes: I found this rank insignia on a Blacktalon palace knight.
Rank 6:

Thrice:

This rank is signified by a white ribbon holding the bronze thrice.


This signifies an active soldier of rank sergeant of higher.









Notes: I found this rank insignia on a Blacktalon partisan.
Rank 7:

Trident:

This rank is is signified by a white ribbon holding the bronze trident.


This signifies the rank of captain.











Notes: I found this rank insignia on a Blacktalon vanquisher.
Rank 8:

Green Disc:

This rank is signified by a green ribbon holding the golden disc.


This signifies a member of the High Guard of lieutenant rank









Notes: I found this rank insignia on a Blacktalon disciple.
Rank 9:

Red Disc:

This rank is signified by a red ribbon holding the golden disc.This signifies a major of the High Guard.













Notes: I found this rank insignia on a Blacktalon disciple.
Rank 10:

Blue Disc:

This rank is signified by a blue ribbon holding the golden disc.


This signifies a major general of the High Guard.









Notes: I found this rank insignia on a Blacktalon shadowslayer.
Rank 11:

Disc:

This rank is signified by a White ribbon holding the golden disc.


This signifies a lieutenant general of the High Guard.









Notes: I found this rank insignia on a Blacktalon disciple.
Books
Remembering Rivervale
This item can be placed on the floor in any house type.

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

Quest reward from [39] Remembering Rivervale (Runnyeye), started by examining Bookshelf General Store (found in Runnyeye).

Discovered on 1 Dec 2004 at 6:13:27 PST.
Many brave halflings fell defending Rivervale and the Misty Thicket during the Age of War. This is the story of the defense of the Misty Thicket.
Entry One
Put book away.
The sight of the orcs reminded Gemma of the talk in Rivervale the previous week, that goblins and orcs had teamed up in the Northlands as the "Horde of the Inferno." Watching the tide of invaders pouring into the Misty Thicket through the breached wall, Gemma realized that the Northlands weren't the only place where such coordination had been happening. She turned resolutely and headed to Rivervale. Someone had to warn them!
Entry Two
Put book away.
Arrows whistled past her but Gemma ran swifter than she ever had in her entire life, ducking into the trees to dodge anything aimed her way. The sound of the battle, while fainter, still rang in her ears. How had they kept the orcs a secret for so long? When she reached the outskirts of Rivervale, Gemma paused to catch her breath, her eyes darting from one familiar, beloved landmark to another, in a sorrowful farewell.
Entry Three
Put book away.
Running up and down the streets, Gemma cried out the news of the breach in the wall. The Leatherfoot Brigade units that were still in Rivervale ran past her toward the Misty Thicket. Gemma reached the doorstep of her own home and paused. She'd left it in such disarray this morning; could she bear to have some filthy orc pawing through her treasures? With a quick shake, she said angrily, "They'll have to come through Gemma Pathfinder first."
Entry Four
Put book away.
There was no time to dawdle. Emma burst into the house, yelling for her mother to get the younger children and head to Freeport. "Gemma! What's the matter?" her mother asked, but it was clear from the frightened look on her face that she already knew. They hugged quickly. Gemma kissed the tops of the youngsters' heads. She jerked open the trunk in which they kept their family's prized possessions and pulled out an ivy-etched leather jerkin. She would wear it into battle.
Entry Five
Put book away.
"I will meet you in Freeport. Gemma, be careful!" her mother said, joining the throngs of families heading toward the Kithicor Forest. "And Bristlebane hope there are no orcs in there yet," Gemma said under her breath. She took one last look around the disordered room where she'd lived all her life. Chairs were overturned, breakfast on the table spilled and uneaten. "Good bye," she said softly, shutting the door and for the first time, locking it behind her.
Entry Six
Put book away.
It seemed that all of Rivervale was running someplace. Gemma joined a group of soldiers heading back toward the Misty Thicket, although from the sounds of it, they might as well stand still -- the battle was coming to Rivervale. Thick black smoke rose into the air; the invaders had set fire to the Misty Thicket. Once again the desire to run -- she should go with the families and protect them! -- came into Gemma's mind. She stopped running.
Entry Seven
Put book away.
The sound of heartbroken crying caught her ear over the din. Gemma followed the sound to the doorway of the Rivervale schoolhouse. She found the school mistress sitting on the doorstep, shaking from the force of her tears. "Get up," Gemma said somewhat crossly. "Get up, Winda...you've got to get the children and get out of here." Winda shook her head, "They've all gone; they're safe. But I'm so scared, Gemma!"
Entry Eight
Put book away.
Gemma pulled Winda to her feet and took her hands. "It'll be fine, Winda. You just head over to Freeport now with the rest of the families. They'll need a school teacher, you know." Chatting as cheerfully as possible, Gemma got the school teacher walking away from town. "Maybe you can get the older ones into a different room now," Gemma said, bringing up a subject dear to Winda's heart. Winda hated having the older children disrupting the younger ones at their lessons.
Entry Nine
Put book away.
"That would be...good," Winda sniffed. "Oh, Gemma, thank you!" Winda smiled. The battle sounds returned even louder. "I can't go out there, I just can't," Gemma thought, fighting the desperate urge to run. She grabbed Winda's hand and pulled her along the nearly deserted streets along the road to the Kithicor Forest. "The families aren't much ahead, Winda, you just got to...." The halflings stopped running; on the road before them stood a half dozen orcs.
Entry Ten
Put book away.
"Run, Winda!" Gemma pushed the school teacher back the way they'd just come. She pulled out her short swords again and faced the invaders, her feet planted firmly apart. Winda screamed and took off, shrieking as she made her escape. The orcs hadn't seen them until then, but now they jogged purposefully up the road. One of them threw a javelin at Gemma, catching her in the shoulder. She fell, thinking, "It's like falling asleep."
Close Book.
Books
Sailing with Three Sheets to the Wind
This item can be placed on the floor in any house type.

The pages of this book are mostly frozen together or horribly water-logged. You can, however, make out a few sparse entries.

NO-TRADE  NO-VALUE

Offers the Quest
'The White Dragonscale Cloak'
and is required by it

Plundered from Miragul's Phylactery: Scion of Ice (-210, 14, 110).

Discovered on 18 Nov 2008 at 9:11:03 PST.
Sailing with Three Sheets to the Wind:
The Tale of One Halfling's Trials and Tribulations Through Norrath's Transcendent Taverns

By: Tarquin "Tiggy" Neusbickle, III


















...when all of the sudden Ol' Marty Blanketstain comes barelling around the corner, huffing and puffing; demanding that I owe him another flagon of ale on account of the one he spilled on his brother, Woolert.
So that's when everyone turned to me and asked exactly how the goblin got stuck inside the dumbwaiter. Of course, having no real experience working in the business end of a kitchen, I hadn't a clue that what they were speaking of was in fact a mechanical food delivery device and not the dish-washing ogre who was clearing a table behind me.
...and so I told him, in my sternest of stern voices, "Sir, I don't know what sort of name Constable is, but I can assure you, your jurisdiction here at this table is nill!"
That was about the time the guards showed up with the manacles.
Across his back he wore cloak made of shimmering scales, white as snow and tough as iron. Hide from a white dragon it must have been for I had never seen anything else like it. As he began to speak those strange words of magic I know so little about I saw his breath form in the air as if he were speaking out in the winter's cold, yet we were inside Marthrop's cozy inn. Suffice to say, the would-be coin thief took his hand away from the wizard's coin purse immediately and was out the door in seconds flat. I never did get a chance to ask that wizard where he got his fancy cloak. I sure would have liked one myself!
Books
Splitpaw Down Under, Part One
This item can be placed on the floor in any house type.

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

Quest reward from [38] Splitpaw Down Under, Part One (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part One (found in The City of Freeport (16, -7, -137)).

Discovered on 6 Dec 2004 at 23:31:22 PST.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part One, we meet Gippy, a Splitpaw gnoll scout. Sort of.
Entry One
Put book away.
It was Gippy's turn to watch that day. Gippy had paid Flemm to take his shift. Flemm forgot. And so the Rallosian Army was within a day's march before the gnolls of the Splitpaw Lair were aware of them. Over the years, the name of the den changed constantly depending on which gnoll clan was in the ascendancy; this season, the Splitpaws were in charge and they were not happy with Gippy.
Entry Two
Put book away.
"Look at them, there are rows after rows of them in armor and with weapons," grumbled Muddy, the current Splitpaw chief. "No thanks to you, Gippy." Gippy kicked Flemm, who said nothing. Muddy continued, "We can't trust you father than we can throw you, but we can throw you to the ogres now. Gippy, your job is head on out there and find out where the ogres are going. They best be going elsewhere, if you know what's good for you."
Entry Three
Put book away.
Grumbling the entire way, Gippy went to the armory and selected some gear. Many gnolls owned their own armor, but Gippy never saved enough to buy some and he was too lazy to make his own. Fortunately, the gnolls hoarded what they found through the Plains of Karana and lent it generously to its soldiers. "Can I get one without a hole in the chest?" Gippy asked the armorer. "You're just lucky I don't give you one with a target on it," the armorer grumbled. "Now git!"
Entry Four
Put book away.
Gippy felt the other gnolls did not appreciate his abilities. There was not a single copper that Gippy could not find a way to increase somehow and use to his benefit. Sure, he had nothing saved up, but he was generous. Why, half the gnolls on the scout team were on his payroll with tasks such as responding to his name during roll call or standing watch. Although, Gippy reflected, now he would need to find someone to replace the irresponsible Flemm who had let them all down.
Entry Five
Put book away.
The ogres were making no secret of their progress. Gippy watched in a fascinated horror as they circled the aviak town and razed it to the ground. He was so busy watching them and fretting that he did not see the Rallosian scout until the scout had him by one of his ears. "Ow! Ow! Let me go!" Gippy yelped in anguish. The Rallosian laughed, "No, you come with me and we'll see what you know."
Entry Six
Put book away.
"This doesn't look good," thought Gippy miserably as he and the Rallosian scout marched toward the Rallosian Army. For one thing, Gippy knew there weren't enough coppers clinking in his pockets to pay off anyone, let alone an ogre. He turned over scenarios in his mind and each of them had the same unfortunate endings -- Gippy on a stick, or Gippy roasting on an open fire, or Gippy for dinner. It was a sobering walk.
Entry Seven
Put book away.
The scout pushed Gippy to the ground before the ogre lieutenant. "What's this? Who brought their pet dog to war?" laughed the lieutenant with a snarl. The ogres laughed with him and Gippy tried to laugh as well, but it came out as a nervous, high-pitched whimper instead. "What were you doing looking at us, dog?" snapped the lieutenant, yanking Gippy closer. So close that the ogre's most unpleasant breath wafted over Gippy in a suffocating cloud.
Entry Eight
Put book away.
"Why, I've been waiting for you! You're late! The boss said you'd be here two days ago," Gippy said, throwing as much anger into his voice as possible. The ogre curled his fist and asked menacingly, "What do you mean, the boss? Do you speak of General Urduuk, dog?" "He's the chief, ain't he?" said Gippy saucily. "You're lucky he's not here or he'd flay you alive for the way you're treating me. I'll be sure he hears about this!"
Entry Nine
Put book away.
The ogres glanced uneasily at one another. They knew that General Urduuk had made contacts and advances with various folk to speed the Army's advance...but a gnoll? A gnoll wearing an ill-fitting old hauberk with an enormous hole in the chest? "You don't seriously mean you don't know about me?" Gippy said, seizing their moment of confusion. "I guess General Urduuk doesn't trust you. Ah, me." He heaved a dramatic sigh and gave the lieutenant a pitying glance.
Entry Ten
Put book away.
"Of course he trusts me!" shouted the lieutenant so that all his men could hear. "We've been at war and I...I forgot for a moment. We were just having sport with you, fuzzy face." The lieutenant gave another laugh, this one more cautious. "So why were you waiting for us?" Gippy brushed off his legs and straightened the old hauberk before responding with a haughty look, "I'm your guide."
Close Book.
Books
Splitpaw Down Under, Part One
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [38] Splitpaw Down Under, Part One (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part One (found in North Freeport (16, -7, -137)).

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

Discovered on 13 May 2008 at 9:47:48 PDT.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part One, we meet Gippy, a Splitpaw gnoll scout. Sort of.
It was Gippy's turn to watch that day. Gippy had paid Flemm to take his shift. Flemm forgot. And so the Rallosian Army was within a day's march before the gnolls of the Splitpaw Lair were aware of them. Over the years, the name of the den changed constantly depending on which gnoll clan was in the ascendancy; this season, the Splitpaws were in charge and they were not happy with Gippy.
"Look at them, there are rows after rows of them in armor and with weapons," grumbled Muddy, the current Splitpaw chief. "No thanks to you, Gippy." Gippy kicked Flemm, who said nothing. Muddy continued, "We can't trust you father than we can throw you, but we can throw you to the ogres now. Gippy, your job is head on out there and find out where the ogres are going. They best be going elsewhere, if you know what's good for you."
Grumbling the entire way, Gippy went to the armory and selected some gear. Many gnolls owned their own armor, but Gippy never saved enough to buy some and he was too lazy to make his own. Fortunately, the gnolls hoarded what they found through the Plains of Karana and lent it generously to its soldiers. "Can I get one without a hole in the chest?" Gippy asked the armorer. "You're just lucky I don't give you one with a target on it," the armorer grumbled. "Now git!"
Gippy felt the other gnolls did not appreciate his abilities. There was not a single copper that Gippy could not find a way to increase somehow and use to his benefit. Sure, he had nothing saved up, but he was generous. Why, half the gnolls on the scout team were on his payroll with tasks such as responding to his name during roll call or standing watch. Although, Gippy reflected, now he would need to find someone to replace the irresponsible Flemm who had let them all down.
The ogres were making no secret of their progress. Gippy watched in a fascinated horror as they circled the aviak town and razed it to the ground. He was so busy watching them and fretting that he did not see the Rallosian scout until the scout had him by one of his ears. "Ow! Ow! Let me go!" Gippy yelped in anguish. The Rallosian laughed, "No, you come with me and we'll see what you know."
"This doesn't look good," thought Gippy miserably as he and the Rallosian scout marched toward the Rallosian Army. For one thing, Gippy knew there weren't enough coppers clinking in his pockets to pay off anyone, let alone an ogre. He turned over scenarios in his mind and each of them had the same unfortunate endings -- Gippy on a stick, or Gippy roasting on an open fire, or Gippy for dinner. It was a sobering walk.
The scout pushed Gippy to the ground before the ogre lieutenant. "What's this? Who brought their pet dog to war?" laughed the lieutenant with a snarl. The ogres laughed with him and Gippy tried to laugh as well, but it came out as a nervous, high-pitched whimper instead. "What were you doing looking at us, dog?" snapped the lieutenant, yanking Gippy closer. So close that the ogre's most unpleasant breath wafted over Gippy in a suffocating cloud.
"Why, I've been waiting for you! You're late! The boss said you'd be here two days ago," Gippy said, throwing as much anger into his voice as possible. The ogre curled his fist and asked menacingly, "What do you mean, the boss? Do you speak of General Urduuk, dog?" "He's the chief, ain't he?" said Gippy saucily. "You're lucky he's not here or he'd flay you alive for the way you're treating me. I'll be sure he hears about this!"
The ogres glanced uneasily at one another. They knew that General Urduuk had made contacts and advances with various folk to speed the Army's advance...but a gnoll? A gnoll wearing an ill-fitting old hauberk with an enormous hole in the chest? "You don't seriously mean you don't know about me?" Gippy said, seizing their moment of confusion. "I guess General Urduuk doesn't trust you. Ah, me." He heaved a dramatic sigh and gave the lieutenant a pitying glance.
"Of course he trusts me!" shouted the lieutenant so that all his men could hear. "We've been at war and I...I forgot for a moment. We were just having sport with you, fuzzy face." The lieutenant gave another laugh, this one more cautious. "So why were you waiting for us?" Gippy brushed off his legs and straightened the old hauberk before responding with a haughty look, "I'm your guide."
Books
Splitpaw Down Under, Part Two
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [39] Splitpaw Down Under, Part Two (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part Two (found in The City of Freeport (-79, -35, 1)).

Discovered on 13 May 2008 at 9:47:51 PDT.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part Two, Gippy tries to play both sides.
"So General Urduuk arranged a guide through Splitpaw, eh?" The Rallosian lieutenant considered this thoughtfully and for so long that Gippy thought the trick was up for sure. Then the lieutenant nodded and yelled, "The General provides for us! All hail Urduuk, the Arm of the Avatar!" The Rallosians took up the cry and Gippy joined them wondering whether he'd ever get his hearing back and what the General was doing with the arm of the...what was it?
The Rallosians outfitted Gippy in better armor. It was still a cast-off piece from a fallen foe, but at least this time there wasn't a gaping hole to leave his chest exposed. Gippy was liking the ogres better and better already. They invited him to play a game of thrown bones, but Gippy declined. "I need to go back to Splitpaw; keep them off their guard," he told the lieutenant. "You know how some gnolls are." The lieutenant didn't, but he wasn't going to gainsay someone working for the General.
Gippy walked slowly away from the Rallosian camp until he was out of arrow range, then ran toward Splitpaw as though the entire Army were at his heels. "What have you gone and done now, Gippy?" he asked himself over and over again as he ran. He tried out various ways out of the mess as he scampered along but they all had the same unfortunate ending -- Gippy with his throat slit, or Gippy burnt at the stake, or Gippy for dinner.
As soon as he reached the lair, Gippy headed for his room. He'd best pack up now before anyone knew he was there. Unfortunately, Muddy had known Gippy from the time Gippy was a pup and he knew all of Gippy's tricks. When Gippy flung open the door, two gnoll guards were waiting for him and they marched him back through the winding halls to meet with Muddy.
"Well? What are them ogres up to, Gippy?" demanded Muddy rather sourly. "They've destroyed the aviak town," Gippy said, adding, "They're heading this way next. We'd best pack up and leave." Muddy curled his lips back, baring his fangs. "Why are you in those clothes, Gippy? You're wearing the enemy's colors!" Gippy glanced down and shrugged, "I'm a scout, sir...it was the easiest way to slip in amongst the troops. Camouflage, you know."
"All right, we pack up and leave. Gippy, I don't know what you're trying to pull off or what sort of scam you've got going now. You're not telling us everything, or I'm a goblin," Muddy snapped. "You can stay behind with the rear guard and make sure the ogres get a traditional gnoll welcome." Gippy stretched his lips back into a smile. "Yes, sir!" he said with a crisp salute. What, he wondered, was a traditional gnoll welcome?
"Wait, what's that?" Muddy asked suddenly, his ears twitching and his tongue tasting the air. Gippy heard something, too, a faint, rhythmic thrumming sound that rose out of the lair's floor and into his paws. "I'm not sure," Gippy said, "but it sure is catchy!" Muddy thwapped Gippy on the back of the head and snarled, "You idiot, them's war drums! Those ogres are coming!"
The gnolls were not known for keeping their heads in the best of circumstances. With the ogres' drums getting louder by the minute, the lair was thrown into complete chaos. Gippy managed to pick quite a few pockets as gnolls rushed hither and yon, trying to figure out the best way to save their skins. With the pockets of his new armor filled with silvers, Gippy headed out of the lair's unguarded entrance and watched the Rallosian Army advance.
At this distance, all the ogre units looked the same. Gippy furrowed his brow, wondering how he would locate the lieutenant who'd bought into his story about being their guide. Perhaps returning to the lair had been a bad idea. Gippy decided not to run through different plans in his mind; they always ended unhappily and he wanted to face this crisis a little more optimistically.
To the Rallosians, all gnolls looked alike. It wasn't until after the Army had ransacked the lair and slapped all the gnolls they found (including Flemm, who'd fallen asleep in the kitchens) in irons that they realized their guide was missing. They found Gippy's body later, still wearing his Rallosian armor and as full of arrows as a pincushion, beside the entrance to the Lair.
Books
Splitpaw Down Under, Part Two
This item can be placed on the floor in any house type.

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

Quest reward from [39] Splitpaw Down Under, Part Two (Zek, the Orcish Wastes), started by examining Splitpaw Down Under, Part Two (found in East Freeport (-79, -35, 1)).

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

Discovered on 7 Dec 2004 at 0:17:44 PST.
The Splitpaw gnolls proved to be a more dangerous adversary than the Rallosians had suspected, although not exactly for the reasons one might suppose. In Part Two, Gippy tries to play both sides.
Entry One
Put book away.
"So General Urduuk arranged a guide through Splitpaw, eh?" The Rallosian lieutenant considered this thoughtfully and for so long that Gippy thought the trick was up for sure. Then the lieutenant nodded and yelled, "The General provides for us! All hail Urduuk, the Arm of the Avatar!" The Rallosians took up the cry and Gippy joined them wondering whether he'd ever get his hearing back and what the General was doing with the arm of the...what was it?
Entry Two
Put book away.
The Rallosians outfitted Gippy in better armor. It was still a cast-off piece from a fallen foe, but at least this time there wasn't a gaping hole to leave his chest exposed. Gippy was liking the ogres better and better already. They invited him to play a game of thrown bones, but Gippy declined. "I need to go back to Splitpaw; keep them off their guard," he told the lieutenant. "You know how some gnolls are." The lieutenant didn't, but he wasn't going to gainsay someone working for the General.
Entry Three
Put book away.
Gippy walked slowly away from the Rallosian camp until he was out of arrow range, then ran toward Splitpaw as though the entire Army were at his heels. "What have you gone and done now, Gippy?" he asked himself over and over again as he ran. He tried out various ways out of the mess as he scampered along but they all had the same unfortunate ending -- Gippy with his throat slit, or Gippy burnt at the stake, or Gippy for dinner.
Entry Four
Put book away.
As soon as he reached the lair, Gippy headed for his room. He'd best pack up now before anyone knew he was there. Unfortunately, Muddy had known Gippy from the time Gippy was a pup and he knew all of Gippy's tricks. When Gippy flung open the door, two gnoll guards were waiting for him and they marched him back through the winding halls to meet with Muddy.
Entry Five
Put book away.
"Well? What are them ogres up to, Gippy?" demanded Muddy rather sourly. "They've destroyed the aviak town," Gippy said, adding, "They're heading this way next. We'd best pack up and leave." Muddy curled his lips back, baring his fangs. "Why are you in those clothes, Gippy? You're wearing the enemy's colors!" Gippy glanced down and shrugged, "I'm a scout, sir...it was the easiest way to slip in amongst the troops. Camouflage, you know."
Entry Six
Put book away.
"All right, we pack up and leave. Gippy, I don't know what you're trying to pull off or what sort of scam you've got going now. You're not telling us everything, or I'm a goblin," Muddy snapped. "You can stay behind with the rear guard and make sure the ogres get a traditional gnoll welcome." Gippy stretched his lips back into a smile. "Yes, sir!" he said with a crisp salute. What, he wondered, was a traditional gnoll welcome?
Entry Seven
Put book away.
"Wait, what's that?" Muddy asked suddenly, his ears twitching and his tongue tasting the air. Gippy heard something, too, a faint, rhythmic thrumming sound that rose out of the lair's floor and into his paws. "I'm not sure," Gippy said, "but it sure is catchy!" Muddy thwapped Gippy on the back of the head and snarled, "You idiot, them's war drums! Those ogres are coming!"
Entry Eight
Put book away.
The gnolls were not known for keeping their heads in the best of circumstances. With the ogres' drums getting louder by the minute, the lair was thrown into complete chaos. Gippy managed to pick quite a few pockets as gnolls rushed hither and yon, trying to figure out the best way to save their skins. With the pockets of his new armor filled with silvers, Gippy headed out of the lair's unguarded entrance and watched the Rallosian Army advance.
Entry Nine
Put book away.
At this distance, all the ogre units looked the same. Gippy furrowed his brow, wondering how he would locate the lieutenant who'd bought into his story about being their guide. Perhaps returning to the lair had been a bad idea. Gippy decided not to run through different plans in his mind; they always ended unhappily and he wanted to face this crisis a little more optimistically.
Entry Ten
Put book away.
To the Rallosians, all gnolls looked alike. It wasn't until after the Army had ransacked the lair and slapped all the gnolls they found (including Flemm, who'd fallen asleep in the kitchens) in irons that they realized their guide was missing. They found Gippy's body later, still wearing his Rallosian armor and as full of arrows as a pincushion, beside the entrance to the Lair.
Close Book.
Books
The Awakened
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [65] The Awakened (Tome).

Components
The Awakened - Page 2 (shinies in Tenebrous Tangle)
The Awakened - Page 3 (shinies in Tenebrous Tangle)
The Awakened - Page 7 (shinies in Tenebrous Tangle)
The Awakened - Page 8 (plundered from rubble at -126, 57, -82 in Tenebrous Tangle)

Discovered on 23 Feb 2006 at 14:54:21 PST.
Transcribed from a stone tablet buried beneath a broken altar somewhere in the Dragon Isles.
They were created to serve.

That was their only purpose. Hand to hold and carry, wings to ease their travel and scales because they were born of scale.

Generation upon generation of droag served her and worshipped her in their home, the Plane of Sky
Over time, in addition to their duties with her Temple, the droag also undertook the enforcement of the laws.

The laws were created by the dragons to guide lesser beings. Obeying the law gave the droag structure and purpose. It enhanced their obedience to their creator.

Enforcing the laws allowed them to punish those who did not believe.
Time always moves forward, as rain from the sky forms streams, then rivers and finally flows into the seas. Even water in a stagnant pond will find its way into circulation again.

Long seasons cycled over and again. In time, the droag found themselves keepers of the faith in a place removed from their deep ties to the past.
Now, some would say that this is the test of the faith: to remain true in spite of the absence of the leader that inspired such belief.

For the droag, the absence did not lessen their faith in the collective sense. But one here and another there began to question in their hearts whether they followed the true course.
Such questioning would go against the teachings of their faith, which had sustained them through upheaval.

Those who lacked faith and said so publicly went against the droags' doctrine as well as their laws. Order had to be maintained.

Those who questioned any part of the ancient teachings were sentenced to death.
Faith in the absence of signs can sometimes be difficult to maintain.

However, those looking for signs will often find them.

And so it was for the most faithful. And so it was for those of lesser faith. Each saw the signs necessary to continue onward on their chosen paths.
The dragon Isles, the home of the droags in the new and uncertain lands, were secluded and safe.

Populated with what they considered to be lesser beings, the droags asserted their dominance and constructed temples for their faith. They used what labor was available as well as labor brought to them.

The temples did not have to be made by the faithful, just for them.
Seasons rolled forward. The droag continued their rituals and their worship.

Many rituals remained as they had always been. Others, however changed. Chants were rewritten in secret and offered in lower, hushed voices. Those who changed the chants relocated themselves to other islands.

Outwardly, nothing changed. Inwardly everything was different.
Those who come to the Dragon Isles now would not know at first that there are differences between this droag colony and the next.
The faithful, however, know that a divide exists that cannot be reversed with time or prayer.

Where there is faith, there is also strength in abundance. And the Awakened are strong in both mind and body.
Unobtainable
The Collected Research of Mri'An Ba'Ay, Magic Sanctioner of Paineel
This item can be placed in any house type.

TREASURED
LORE  NO-TRADE



Undiscovered.
Books
The Commander's Wife
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [30] The Commander's Wife (Ruins of Varsoon), started by examining The Commander's Wife (found in South Qeynos) (plundered in the mage tower).

Discovered on 27 Nov 2004 at 18:07:16 PST.
This autobiography sketches the life of Araminda Bayle, the wife of Kane Bayle, the Commander of the Qeynos' City Guard who was executed for his treasonous association with the Bloodsabers during the War of Plagues.
Entry One
Put book away.
Days pass, stretching before me like an abyss. That it should come to this: my husband Kane, the Commander of the Qeynos City Guard regiment, is sentenced to death. I look back, now on the eve of his execution, and wonder whether I could have saved him. I know his mother feels the same. She is old now and frail; the look in her eyes haunts me. Yet, I look into the mirror and see the same expression. Sorrow, guilt and remorse.
Entry Two
Put book away.
Our marriage was as happy as might be expected. Our parents linked our names from my birth and Kane, a lad of thirteen at the time, took the news of our betrothal poorly. I do not blame him; he was young and vigorous while I was still toddling around my mother's knee. Still, in time he grew to love me in his own fashion. Our wedding was truly the happiest day of my life. We wed on my twentieth birthday.
Entry Three
Put book away.
Our great sorrow occurred within a year of our wedding. I gave birth to Kane's first son, but within hours the babe sickened and died. For many days I lay abed, unable to speak or care for myself. Kane's sorrow was surely as great as mine. We cried together over our son's death. But then, with me so ill, it seemed prudent for Kane to take up rooms elsewhere in our home. He did not move back into my room, even after I recovered.
Entry Four
Put book away.
Kane's military career progressed quickly, and not only because he was a member of the Bayle family. He distinguished himself in arranging the City Guard into smaller subunits that could respond to danger more quickly than they had been able to in the old days. We entertained the other officers in the evenings and during the day, I did charity work with the other wives.
Entry Five
Put book away.
It was during one of my scheduled visits to the infirmary that I first heard rumors of my husband's infidelities. The other wives were afraid to speak of it for fear of retaliation, but my special friend Greda pulled me aside and told me that everyone knew how things stood between he and I. "How does anyone know where a man stands with his wife but his wife alone?" I replied. I stayed until the end of my shift; I am not one to shirk my public duties.
Entry Six
Put book away.
Now that the trial is over, I know how many women claimed that my husband was unfaithful to me. My husband was...is not a perfect man, but he is respectful of my position. My father is Lord Mrallon, who has long been a friend to the Bayle family. Kane could not disgrace my family as well as his by sinking to the levels some of these women claim. They lie, though it appears their lies are more persuasive than mine.
Entry Seven
Put book away.
Do we not all lie to ourselves at some point? How many nights had I sat beside this window wishing Kane would come to me, and instead seeing him slip down the street in the dark? I told myself then it was an emergency, the Guard needed him. And so, of all the truths and lies told about my husband, what do I want to believe now? That he was seeing other women or that he was using his strategic skills to aid our enemies?
Entry Eight
Put book away.
The questions twist in my mind like knives. When I think of my husband, I see the young man on our wedding day, handsome and proud. I see him trying to comfort me after the death of our only child. I see him in his dress uniform, smiling at me as we dance at the head of a regimental function. Who is the Kane Bayle that tonight breathes the last breaths of this life? Where has my husband gone?
Entry Nine
Put book away.
This at least the gods grant me: we have no children. I could not bear to leave a helpless being without his parents. It will be no easier to leave one's parents behind; I see my parents' faces as they were through the trial, struggling between sympathy for me and hatred for my husband. I see his parents' faces: his father, stoic and his mother unable to tear her eyes from Kane's face. How her cries torment me; she is crying yet and no one can comfort her. No one can comfort me.
Entry Ten
Put book away.
The sun rises. I see the shining city of Qeynos below. The sparrows fly from their nest beneath my window sill. The war has brought death and uncertainty to many lives but oh, so much more to mine. I cannot bear knowing what they think of Kane. This day, they execute my husband but through their words, they have already condemned and executed me. May my parents forgive me. May my flight prove swiftly fatal.
Close Book.
Books
The Commander's Wife
This item can be placed on the floor in any house type.

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

NO-TRADE

Quest reward from [30] The Commander's Wife (Ruins of Varsoon), started by examining The Commander's Wife (found in Qeynos Capitol District) (plundered in the mage tower).

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

Discovered on 13 May 2008 at 9:48:09 PDT.
This autobiography sketches the life of Araminda Bayle, the wife of Kane Bayle, the Commander of the Qeynos' City Guard who was executed for his treasonous association with the Bloodsabers during the War of Plagues.
Days pass, stretching before me like an abyss. That it should come to this: my husband Kane, the Commander of the Qeynos City Guard regiment, is sentenced to death. I look back, now on the eve of his execution, and wonder whether I could have saved him. I know his mother feels the same. She is old now and frail; the look in her eyes haunts me. Yet, I look into the mirror and see the same expression. Sorrow, guilt and remorse.
Our marriage was as happy as might be expected. Our parents linked our names from my birth and Kane, a lad of thirteen at the time, took the news of our betrothal poorly. I do not blame him; he was young and vigorous while I was still toddling around my mother's knee. Still, in time he grew to love me in his own fashion. Our wedding was truly the happiest day of my life. We wed on my twentieth birthday.
Our great sorrow occurred within a year of our wedding. I gave birth to Kane's first son, but within hours the babe sickened and died. For many days I lay abed, unable to speak or care for myself. Kane's sorrow was surely as great as mine. We cried together over our son's death. But then, with me so ill, it seemed prudent for Kane to take up rooms elsewhere in our home. He did not move back into my room, even after I recovered.
Kane's military career progressed quickly, and not only because he was a member of the Bayle family. He distinguished himself in arranging the City Guard into smaller subunits that could respond to danger more quickly than they had been able to in the old days. We entertained the other officers in the evenings and during the day, I did charity work with the other wives.
It was during one of my scheduled visits to the infirmary that I first heard rumors of my husband's infidelities. The other wives were afraid to speak of it for fear of retaliation, but my special friend Greda pulled me aside and told me that everyone knew how things stood between he and I. "How does anyone know where a man stands with his wife but his wife alone?" I replied. I stayed until the end of my shift; I am not one to shirk my public duties.
Now that the trial is over, I know how many women claimed that my husband was unfaithful to me. My husband was...is not a perfect man, but he is respectful of my position. My father is Lord Mrallon, who has long been a friend to the Bayle family. Kane could not disgrace my family as well as his by sinking to the levels some of these women claim. They lie, though it appears their lies are more persuasive than mine.
Do we not all lie to ourselves at some point? How many nights had I sat beside this window wishing Kane would come to me, and instead seeing him slip down the street in the dark? I told myself then it was an emergency, the Guard needed him. And so, of all the truths and lies told about my husband, what do I want to believe now? That he was seeing other women or that he was using his strategic skills to aid our enemies?
The questions twist in my mind like knives. When I think of my husband, I see the young man on our wedding day, handsome and proud. I see him trying to comfort me after the death of our only child. I see him in his dress uniform, smiling at me as we dance at the head of a regimental function. Who is the Kane Bayle that tonight breathes the last breaths of this life? Where has my husband gone?
This at least the gods grant me: we have no children. I could not bear to leave a helpless being without his parents. It will be no easier to leave one's parents behind; I see my parents' faces as they were through the trial, struggling between sympathy for me and hatred for my husband. I see his parents' faces: his father, stoic and his mother unable to tear her eyes from Kane's face. How her cries torment me; she is crying yet and no one can comfort her. No one can comfort me.
The sun rises. I see the shining city of Qeynos below. The sparrows fly from their nest beneath my window sill. The war has brought death and uncertainty to many lives but oh, so much more to mine. I cannot bear knowing what they think of Kane. This day, they execute my husband but through their words, they have already condemned and executed me. May my parents forgive me. May my flight prove swiftly fatal.
Books
The Fledglings
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [70] The Fledglings (Tome).

Components
The Fledglings - Page 4 (shinies in The Barren Sky)
The Fledglings - Page 6 (shinies in The Barren Sky)
The Fledglings - Page 7 (shinies in The Barren Sky)
The Fledglings - Page 8 (plundered from a rock at -645, -72, -265 in The Barren Sky)
The Fledglings - Page 10 (shinies in The Barren Sky)
The Fledglings - Page 14 (plundered from a rock at 46, -20, -408 in The Barren Sky)
The Fledglings - Page 16 (shinies in The Barren Sky)

Discovered on 27 Feb 2006 at 17:50:00 PST.
A Hooluk myth telling how they came to the Barren Sky and why they are wary of strangers.
The Hooluk are the least aggressive of the aviaks. This is their story of how they placed the islands in the sky.
In the long ago, the islands of the sky now known as the Barren Sky were once rooted to the world.


The Hooluk lived in seclusion, learning from the leaves and the small creatures. Their nests were kept neat and tidy by the ants who marched in and out, bringing fresh grasses and carrying away the old.

Many long lives of the Hooluk passed in peace.
One day, Zephyra, one of the Hooluk, noticed the ants carrying something to the nests. It was an egg.


Though shaped and colored as any other Hooluk egg, it bore an unfamiliar scent. Zephyra questioned the ants, but they did not remember where they had found the egg. They remembered seeing similar such eggs in the Hooluk village and so decided to carry it there.


"I will care for it, then," said Zephyra.
She tucked the egg into her nest with the other two eggs from this clutch.



Through wind and rain, she warmed the three eggs until it was time for them to hatch. The abandoned egg hatched first. Zephyra helped the tiny chick peel back the hardened eggshell when it struggled to free itself.


Her other chicks hatched on their own soon thereafter and they cried for food, flapping their wings to dry themselves.
Zephyra kept a basket of fruit nearby so that she could feed the young hatchlings without having to leave the nest herself.


She chose the ripest fruit and offered some to each chick. The hatchling from the abandoned egg wobbled over to her and gulped down the fruit eagerly, then stretched its long neck toward her.


"You are not like us," said Zephyra, pondering. "I have not seen a Hooluk with such a long neck before. Whose chick are you?" But the baby could not answer, of course.
In time, the young trio grew larger and more demanding. They were still much too young to fend for themselves.


Zephyra read to them and taught them the Hooluk ways. She introduced them to the other Hooluk, who would always tilt their heads and peer at them curiously.


"Lehiru is not like the others," they whispered. Zephyra always replied, "He is, inside his heart."
Lehiru's brothers stood up for him, too. Whenever someone mentioned that Lehiru was different, Warru and Kirvu would stand between Lehiru and the speaker.


"He is our brother," they said, fluffing themselves up in agitation. The Hooluk were peaceful and did not like to fight, so such display would be all that was necessary.


The village elders said to Zephyra, "He may be your son, but he is not like us."
Lehiru was taller than his brothers and slimmer. His feathers were long and sharp. His beak too was longer than the other Hooluk's.


Perhaps because he wanted to fit in, Lehiru was very respectful. Whenever the elders spoke to him, he lowered his gaze and spoke quietly. He learned the Hooluk ways quicker than his brothers.


After a time, the villagers forgot Lehiru was from an abandoned egg and accepted him as their own... just different.
Soon, the time of the fledglings' ceremonial first flight approached. There were many fledglings in the village that year so a grand celebration was planned.


In the afternoon before the day of the ceremony, Lehiru asked, "Mother, may my brothers and I go for a walk?"


"Yes, but do not tarry," she replied. She watched the three boys wander off into the woods, deep in discussion about something. Zephyra's heart swelled with pride.


"Three boys," she said to herself, "And all have turned out well."
When Lehiru, Warru, and Kirvu did not return at sunset, Zephyra began to worry.


The fledglings' flight was to take place at sunrise. If the boys did not return soon, they would not get enough rest. She paced the edge of the village in the faint light of dusk.


Rumors had grown lately of attacks on Hooluks in the wilds, though the attackers were never found. The skies darkened and her heart filled with concern for her fledglings.
Zephyra turned to head back to her nest, in case the boys had come home vie a different route.


There were creatures in the world that were not as kind and trusting as the Hooluk. The boys had been taught to hide; were they hiding from something?


A line of ants marched toward her home carrying freshly harvested grasses and other soft objects for her nest. Amongst the items they carried, the ants carried a feather. And another. And still another feather.


They were Lehiru's.
"Where did this come from?" Zephyra asked the ants. They could not remember. Her heart pounded and the sound pounded in her ears.


She looked along the line of ants that stretched into the distance. More feathers, some Lehiru's and other more like a Hooluk's. Warru's? Kirvu's?


Launching herself high into the air, Zephyra realized the pounding she felt in her head was not her heart beating, but the sound of an army approaching.
Wings beating in the air, Zephyra hovered and stared. The air beyond the trees that surrounded her village was filled with aviaks. Aviaks who all looked like Lehiru.


She dropped quickly to the ground and sounded an alarm, rousing the rest of the village. Though the Hooluks were peaceful, they knew the arts of self-defense.


Were these attackers the same ones who had been in the wilds of late? How had they found the hidden Hooluk villages?
Messages were quickly dispatched to the other villages, who came forward to defend their brethren.


Talons and weapons were sharpened. Battles were fought in the skies and on the ground. The fighting waged on and on, breaking the ground apart.


With everything around them in ruins, the Hooluks took the only action possible.
Locking themselves together, they grasped the ground beneath their villages and flew.


The loose earth fell away, as the Hooluks rose higher and higher into the sky, pulling their homes upwards. They passed the known moons, the familiar stars and soon were safely away.


Zephyra, however, remained behind to find her children.
Panting with exhertion, Zephyra fluttered from battle to battle, looking for Lehiru, Warru, and Kirvu.
Why had she let them leave the safety of the village? What madness possessed her in that moment? She dodged from those she could and defended herself against the others. Where were her children? Amidst the sounds of the battle, her ears finally heard that which she had been listening for: the faintest of voices.
"Mother! Mother!" came the cry. It was the voice of Lehiru.


Zephyra flew towards the sound, calling out, "I am coming for you, Lehiru!" In moments, she landed beside him.


"Thank you for teaching me the ways of the Hooluk," he said softly. Beside him lay the twisted bodies of his brothers. "Without your help, my people could not have found yours."


Yes, the Hooluk fled to the skies and now you see why they do not trust outsiders willingly.
Books
The History of Halflings
This item can be placed on the floor in any house type.

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


Discovered on 29 Nov 2004 at 17:24:09 PST.
Through my own experiences, I have gained knowledge and insight into the halflings.
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Each part of this history tome can only be completed in its own time.
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When the gods decided to place folk on Norrath, we halflings were the most fortunate folk, created by Fizzlethorpe Bristlebane, the King of Thieves. And what a great place he put us, in our beloved Rivervale.
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We named it Rivervale as a river flowed through the soft-sloped hills that eventually rose into higher and narrower clefts that kept us safe. To one reach Rivervale, you had to pass through either the Kithicor Forest or the Misty Thicket, neither of which was forgiving to the unwary.
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Beyond the Misty Thicket, you see, lay the home of a particularly foul band of goblins -- Runnyeye Citadel. Nasty folk and a nasty place, that's for sure. While they weren't very bright, they were certainly very annoying.
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On the other side there was Kithicor Forest, a darker and much more sinister place. Our legends had it that in the beginnings of time, Cazic-Thule tripped over a root jutting out from the forest floor and put an awful curse on the whole place! True as I'm breathing!
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The halflings of Rivervale and Misty Thicket created a really cozy place in the world. While the humans and the elves all seemed to have their troubles, our lives went on for generations, pretty much as they always had. We did some farming and gathered honey jum.
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Well, I don't know who tripped over what this time, but all of a sudden, the Runnyeye goblins decided that they wanted to stomp all over us. And they weren't alone, which wasn't a surprise since they were such idiots they couldn't conquer a sand castle much less Rivervale without help.
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They were banded together with orcs now, calling themselves the Horde of Inferno. Many's the lad who called them the Horrid Infernal, let me tell you, sometimes straight to their ugly old faces! But there were hundreds of them. Hundreds. We had no choice.
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Halflings don't generally give up on anything. We're tenacious, but we're not idiots. When it was obvious that the Horde wouldn't rest until they'd stepped on every single one of us, we packed our bags and left. We'd headed into Kithicor despite the legends of its curse. It must've been cursed all right, because we hadn't time to do more than catch our breath when the Horde came trotting along behind us, burning up all the trees and killing anything that moved.
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Highhold Pass was much closer to us, but a lot of folk decided to head toward the West Commonlands instead. They came hurrying back because no matter which way you looked, if the Horde hadn't got there first, the Rallosian Army was having a cook-out. Things looked real grim.
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Fortunately, we're half the size of humans, and we can be really sneaky when we put our minds to it. The displaced halflings of Rivervale thanked good old Bristlebane many a time for that, let me tell you. They kept their wits about them and snuck all the way over to Qeynos.
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You don't see much writings among the elves and the humans about the halflings arriving just when they needed some help. Well, that's okay. They were in pretty desperate straits then and we don't withhold our help from folks that need us; that's not the halfling way. We dug in beside them, shoulder to? er, hip? and stood our ground to defend their city. If it weren't for us, there's no Green Mist in the world that could've saved Qeynos. Well, okay, maybe the Green Mist helped. Some.
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With the Rallosians defeated and the Horde on the run, the Qeynos folk were in a somewhat celebratory mood. It was still pretty grim business, having to bury all the bodies and all. We stuck it out to help them because we don't like leaving things unfinished.
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Finally, we started packing up to head back to Rivervale. After all, our city had been overrun by the Horde, too, so we had to go back to rebuild it. That, and we were nearly out of the jumjum we'd managed to bring along.
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Unfortunately, someone tripped on something big this time. The whole world shimmied and shook like a honey jum collector with a bixie in his jerkin. And when all the shaking stopped, we couldn't find a way back. Antonica was clean tore apart and the seas were on the boil. Countless ships headed out to see if a way could be found to somewhere, anywhere, and all we ever heard back from them were bits of flotsam on the shore. It takes a lot of gumption nowadays to get a halfling onto a ship.
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The folks in Qeynos are nice to us, giving us a tract of land near a little stream so we could make something homey for ourselves. It's not the same, though. Even those of us who never laid our own eyes on Rivervale or the Misty Thicket burn with a longing inside for home.
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Books
The History of Koada'Dal
This item can be placed on the floor in any house type.

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


Discovered on 1 Dec 2004 at 23:56:35 PST.
Through my own experiences, I have gained knowledge and insight into the Koada'Dal.
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Each part of this history tome can only be completed in its own time.
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We are the First Children of Tunare, the mother of the elves and all that is beautiful in the world. Long Ages ago, she walked through the woods and admired a glint of light dancing on the edge of her silken gown. She touched the light and spoke to it and the Koada'Dal were born.
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It is not surprising that the others have long been jealous of our place in her heart. It must be difficult to realize that one's own mother has a clear favorite. Still, we endeavor to work with the ones that came later, no matter what their issue.
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Jealousy caused the twisting of the Teir'Dal, those pitiful straw-haired children of the dark who mock and challenge us. They claim lineage to our first royals, in a sad attempt to legitimize their claims to elven blood. They are truly pathetic. The Feir'Dal fawn over us, jumping to do our bidding. And yet, they manage to fumble all to which they set their hands, and then come begging us for assistance to make things right. Yes, it is sometimes difficult to be First.
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Through time, we have built many cities of great beauty and grace, which only incited the lesser beings of Norrath to further jealousy. They assaulted us, able only to tear down that which they are unable to produce themselves. One finds that our history is filled with such accounts, of the lesser beings taking out their rage and frustration upon the Koada'Dal. And, of course, when someone who believes in good is attacked, they call first upon us to rally to their cause. The pattern becomes a bore after a while.
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Though many have attempted to strike us down, it is the accursed Teir'Dal that are simply too idiotic to realize they can never win. During the War of Fay, these cretins allied themselves with numerous unspeakable beings to attempt the destruction of Felwithe.
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Not surprisingly, the Teir'Dal fought without honor or plan. Those who fight honorably are sometimes caught off-guard by treachery. The wretched refuse of Neriak managed somehow to enter Felwithe and they slew our king, Tearis Thex.
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They took this as their victory and cried aloud in triumph, only to be slain themselves. Our king deserved an honorable death, not one through a barbaric act. Of course, honor is not something that is within the grasp of their simple minds.
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Tunare did not abandon her First Children. She gave us insight into the ways of the Teir'Dal and we were able to rout them. Naturally, they had left their rear unguarded, no doubt expecting reinforcements. Instead they were abandoned by their own leaders; such is their way.
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Through the Age of War, we sent assistance to the forces defending Tunaria, though the humans called it "Antonica." That an upstart race of the barbarians should remove the name of Tunare and replace it with the name of another human fills us with such annoyance.
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In the end, Tunare alone sent help to her First Children while the other gods remained silent. While she did not appear directly to us, we could feel her guidance flowing through our veins. Faith such as ours is always rewarded.
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The Battle of Defiance ended and many of us remained near Qeynos to direct the repairs necessary. Qeynos has never been a beautiful city, like Felwithe, but for the work of human-kind, it is tolerable. Our aim was to inject some grace into its stark design.
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We received the Word of the Tranquil in our dreams. It is said that very few others received the Word directly, but it is obviously no surprise that the majority of Tunare's First Children were visited directly. The Word was troubling, however. Troubling, for it conveyed that we should seek refuge in the cities of men. The cities of men, not Felwithe! It was as though our faith was being tested. Would we heed the Word or would we remain at Felwithe?
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Some of us chose to remain in Qeynos rather than return to Felwithe immediately to retrieve our art and treasured heirlooms. Alas! We did not know that the doom foreshadowed in the Word would follow it so quickly! When the Rending was over, the shape of the lands was forever changed and the seas impossible to cross. And for once, Tunare was unable to guide us home, though we could sense her sympathy for our loss.
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Were the gods punishing the others for their war-like ways? Many scholars believe this is the case, for they lost faith in their creators and set out to destroy one another. It was through their mischief that Luclin shattered, though we know not how.
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We are the First Children and continue to keep watch over the rest of the world on Tunare's behalf. The task is difficult and our charges do not appreciate our assistance. Still, we do what we must for we understand the responsibility of being First.
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Books
The History of Poetry
This item can be placed on the floor in any house type.

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

Collection reward from [56] The History of Poetry (Tome).

Components
The History of Poetry - Page 4 (looted in The Shimmering Citadel)
The History of Poetry - Page 5 (looted in The Shimmering Citadel)
The History of Poetry - Page 9 (looted in The Shimmering Citadel)
The History of Poetry - Page 10 (plundered from a chest at 21, 70, -126 in The Shimmering Citadel)
The History of Poetry - Page 11 (plundered from bones at -119, 53, -91 in The Shimmering Citadel)
The History of Poetry - Page 12 (plundered from pillows at -154, 51, -127 in The Shimmering Citadel)

Discovered on 16 Sep 2005 at 0:28:00 PDT.
by Sage Lerin Rahin
Throughout the ages, many poets have provided the inhabitants of the Deserts of Ro with literary delights.
Dervin poet Alyarrah Mahaat sometimes wrote her poetry by pouring different colors of sand onto a flat stone, letting the wind gradually erase the words.


"Poetry is ephemeral," she said when asked about this unusual practice. Alyarrah was originally a nomadic Dervin who was invited to be a Court Poet by Neriph, Caliph of the Court of Coin.
With works including ballads about the Dervin nomads, djinn-styled short form poetry and lyrical tales of love, Alyarrah's poetry is considered as contemporary as it is timely.


The world lost a great poet when Alyarrah died in an arena accident within a year of entering the Caliph's Court. The position of Court Poet has gone unfilled since her death.
Before Alyarrah, Dervin poets were predominantly anonymous lyricists who chose to set fireside tales to parchment rather than lose their connections with the past.


Storytellers often hold an exalted position within the Dervin community, although it is not an exclusive title or role. The nomadic Dervins who live outside Maj'Dul must provide many skills to their tribes.
When the Shattering occurred, many tribes were decimated and their oral storytelling traditions were lost.


By setting the remaining tales down, current tribes hope to maintain the ancient lore and knowledge handed down through the generations.


While some of the Dervin nomads are illiterate, there are scribes in Maj'Dul who are willing to transcribe their stories.
Prior to the Shattering, the work of Dervin poets is harder to obtain as much of it was never written down. Though many current volumes claim to contain exact transcriptions, it is impossible to be sure.


And, of course, many poems survive in various forms, depending upon which tribe tells the tale. Generally, if an older poem is attributed to a specific elder poet, its source must be viewed with suspicion.
There are exceptions to this rule. Many of the poems by the Dervin poet Kish'Kah survived as they were primarily used in short messages between tribes.


Marriage often intermingled different Dervin tribes, and whichever spouse moved to a new tribe would keep in touch with his or her former family by paying Kish'Kah to send a poetic greeting.


His poems are no more than five lines, which makes them easy to identify.
Though not poetry in the strictest sense, some find the writings of the Alliz Raef Ew, or lizardmen, to be almost lyrical.


Their storytelling style is distinctively archaic and often bloody. It cannot be denied, however, that they are capable of intense imagery.


None of their tales are written in their original language. Only translations are available.
A typical lizardman poem includes an element of sacrifice, either an act by the protagonist or a victim of some horrific ritual.
   While such poems are not usually considered "art," given the lifestyles of these scaled creatures, it is interesting that they would use any medium to immortalize such brutal acts. The market for Alliz Raef Ew poetry is miniscule, but enthusiastic.
While poetry has high value amongst the djinn, they generally do not record their own work. Instead, they rely on cast collections of poetry gleaned from other sources.


Some of the volumes held by the djinn are said to date back to the Age of War, though there is no conclusive proof.
The djinn favor a short, three-line poem known as the "djinn short style." These poems are amusing and often end with a subtle twist.


The djinn will sometimes converse in this short form, evidently to amuse themselves. There are no celebrated poets in the short form for any published pieces are not credited to a particular djinn.
Books
The Oops Factor
This item can be placed on the floor in any house type.

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


Discovered on 21 Nov 2004 at 18:42:43 PST.
The following is the account of Aduin Leyesteiri, a young erudite who was practicing his summoning skills while afflicted with the chills.
Entry One
Put book away.
In my home there are fifteen: my mother and father and my twelve siblings. It can get crowded sometimes, especially as we are all at various stages of studying the arcane arts. Spells will sometimes overlap with unfortunate results. To prevent disaster, I chose to exile myself to the most unlikely place: the Edgewater Drains.
Entry Two
Put book away.
Other than the Murkwaters, there is very little traffic down here which makes it the very place to practice conjuration and creature subjugation without interference. Unfortunately, it is also very damp due to the proximity of the sea. The tides bring in a fresh flow of sea water, but the water never drains entirely away.
Entry Three
Put book away.
There are few places where one can build a fire and maintain it above the water level; those that are the most convenient to reach have been chosen by the Murkwaters who did not express the desire to share with me. Since it is a long treacherous climb from the Edgewater Drains back to the city, I needed a place to camp that would not be washed out to sea. Again.
Entry Four
Put book away.
I selected a wide landing on a stone stair that led down toward the lowest region of the sewer, carving a small niche in the wall and placing my books therein. I built a small but bright campfire and rolled out my bedding, then fell asleep. A cold sensation crept up through the stone pavers of the stair into my bones and I awoke later shaking with the chills and unable to warm myself.
Entry Five
Put book away.
While I longed to head back home, I was likewise too exhausted to try despite constant napping. After several restless days, I decided I may as well get some studying done. Throwing more wood onto my fire, I took down my books only to find the pages had become tangled by vile black threads. I wiped these off as best as I could with my hand and opened to the first lesson. And then I sneezed.
Entry Six
Put book away.
My mother had long taught us to cover our mouths when we sneeze, whether there is anyone around to be offended or not. So I instinctively clapped a hand over my nose and mouth -- the hand covered in black threads from my book. My hand stuck fast to my face and I could not help but inhale some of the threads. Disgusting!
Entry Seven
Put book away.
I wiped my hand on the edge of my cloak and continued studying though I felt rather fevered. Suddenly, another sneeze overwhelmed me. I was unprepared and did not cover my nose and mouth -- which is probably a very good thing. My sneeze led to an uncontrollable coughing fit and I expectorated an globule of a most unusual size and substance.
Entry Eight
Put book away.
I stared at the globule in horrified fascination. It shimmered and grew before my very eyes, then split into two equal shimmering, dancing parts. I rubbed my eyes, unfortunately getting some of the black threads that were still on my hand into my eye. I blinked over and again. It seemed to me that each time I blinked, the globules split into equal parts again. My eyes were stinging from the black threads and I felt a hot tear roll down my cheek and drop to the ground.
Entry Nine
Put book away.
With a hiss and a loud plopping sound, the black tear that hit the stones let out a little puff of steam, then grew to an enormous size. Like the dancing, shining globules, the tear shimmied and divided into equal parts, and those parts divided, and so on. This continued until the entire stair seemed full of these awful by-products of either my chill or my fevered imagination.
Entry Ten
Put book away.
I sat down, mesmerized by the dancing and dividing forms. Suddenly, one of my brothers was shaking me by the arm. Apparently the city was under attack from some fell oozes growing up out of the sewers and my parents feared for my safety. I said nothing to my brother about the black threads. After all, I only imagined the objects that danced before my eyes, right?
Close Book.
Books
The Planes of Power
This item can be placed on the floor in any house type.

A guide, written during the Age of Turmoil, immediately following the appearance of the Tomes of Knowledge across Norrath.

TREASURED
LORE  NO-TRADE

Collection reward from [] The Planes of Power (Tome) (must pick up the book in Myrist Main Stacks to see the pages).

Components
The Planes of Power - Page 4 (shinies in Myrist, the Great Library)
The Planes of Power - Page 7 (shinies in Myrist, the Great Library)
The Planes of Power - Page 9 (shinies in Myrist, the Great Library)
The Planes of Power - Page 14 (shinies in Myrist, the Great Library)
The Planes of Power - Page 17 (shinies in Myrist, the Great Library)
The Planes of Power - Page 19 (shinies in Myrist, the Great Library)
The Planes of Power - Page 22 (shinies in Myrist, the Great Library)

Requires the use of:
The Planes of Power
A guide, written during the Age of Turmoil, immediately following the appearance of the Tomes of Knowledge across Norrath.

TREASURED
LORE  NO-TRADE


Discovered on 13 Nov 2018 at 12:09:41 PST.
The Planes of Power


















~Maelin Starpyre

Grand Librarian of Myrist
Planar Inhabitants

The beings to inhabit the manifested astral realms are the creations and servants of the divine consciousness who governs the plane. They are oftentimes ferocious and serve only one purpose - to guard their realm from any would-be intruders or heroes seeking the demise of their divine master.
A wide variety of planar beings can be found within these realms of infinity; however, they are not limited as one might be unwittingly ignorant in comparing their existence to that of the creatures upon the prime. As the planes manifest to the whim of the consciousness that controls them, these immortal, astral servants are likewise infinite in their purpose and appearance. They change at the whim of their creator, and thus it is impossible to document any one species as absolute.
One thing is certain of these planar servants however, they are fervent beyond knowledge in their duty and strive to appease their master. They are vicious, cunning, and without bias toward the mortals who dare to trespass within their domains, and will react accordingly. Do not think them mindless drones and servants who possess only an untamed instinct to kill, for to do so would be a grave mistake leading to your mortal undoing.
They are often intelligent and always connected to their creator through intangible, incorporeal means of essence and consciousness.

Do not underestimate the inhabitants of the planes, my friend, for to face the gods you must first destroy their guardians, in that they are the first and perhaps most dire of the dangers that await you upon the Planes of Power.
Dangers

The Planes of Power, the astral homes of the gods, are extremely dangerous for any mortal to venture. These planes are beyond the rules of the prime, and their inhabitants are far more cunning and versatile than anything comprehensible by the mortal mind. Even the vilest of villains or the most brave and daring knights have yet to face something as powerful and truly terrifying as the creatures that serve the divine creators of the primal worlds.
We have breached the barrier that separates the divine worlds from the primal universe, but this act must be one that is looked beyond as a mere testament to the power of the gods' mortal creations. The divine are beyond the true understanding and comprehension of mortals, and this crossing must be one of divine allowance.
My readers - friends - beware of your actions upon entering the realm of your divine influences, creators, governors. Here, the balance of chaos and order, of good and evil, and of the righteous and the wicked do not exist. Those morals must be abandoned upon the prime for us to survive the astral domains, for the morals and ethics held dear upon our world hold no meaning upon these realms of the gods.
Benefits

The astral domains offer the chance for us of the primal world to grasp the knowledge we have sought of our divine creators and influences since the dawn of our existence. Scholars and historians may understand further the reasoning behind our purpose upon the world and within the universe, and the gods' reasons for touching our world with a constant eye and influence.
Those who seek fame and power akin to that of their revered deities may find such desires to be within their grasp, but, only through the trials of unimaginable complexity and battles of unknown balance may one be led to the road of their sought prize.
Many relics and ancient artifacts, forged by the very hands of the gods and their minions, reside here; these relics may offer the key to attaining the secrets of the divine, or they may simply hold the curse to further fuel the distance between mortal power and that of the gods.
Background

You read this now and for your sake, I hope you do so in the heart of mere entertainment, for to take this information and use it to guide you in the realm of the gods... well, let's just say that I shall not be held accountable for what fate befalls you and those headstrong enough to follow in your footsteps.
Know that these entries are one that I have compiled through intensive research here in the Myrist, and little of it is of my own personal knowledge and experience. Yes, I have ventured beyond New Tanaan, but I have not gone far, nor do I intend to. The realms of the gods are not meant for mortal feet to tread upon, and I respect this unwritten law of the cosmos most gravely. I highly stress that this is a respect that all my readers learn to adopt.
The Planes of Power, the physical manifestation of the infinite realms of each divine entity that is known to govern the balance of chaos and order, of good and evil, of nature and corruption, and of wicked and kind, are far beyond our understanding. What I have found here in Myrist, despite the seemingly endless length of scrolls, parchments, and tomes that, when placed spine to spine, stretch onward for an eternity, is that it all truly amounts to but a single grain of sand within a vast, endless ocean of desert.
No mortal mind can comprehend these heavenly and hellish worlds, of their purpose, and none shall ever - for the divine are not meant to be understood by mortal hearts and thoughts, nor are they to be explained through mortal tongues. They are, and they shall forever be. This we cannot change, despite our individual or collective efforts to undo this law.
What we do know - the divine have shown us - is that there are three tiers of divinity which thrive, tiers that have been identified to us as the governing consciousnesses of the universe and its delicate mediums of balance. The first of these tiers is the realm of the demi-god - the divine entity closest to the mortal in its composition, demeanor and purpose, but still wholly divine in its existence.
Many of these lesser gods are rumored to have once been mortals upon our very worlds - heroes and villains who have ascended through the graces of their patron gods, or through their own accord and achievements. For through they are the lesser of the divine triad, do not think them lesser than thee - for to do so would be a grave mistake and an unforgivable act of arrogance. They are lesser only in comparison to their creators, the second of the triad.
Be warned, my reader - my friend - for nothing good can come of this realm's manifestation when one places its appearance in conjunction with the chaos to enshroud us in the recent area. Many from New Tanaan have gone to investigate, to learn more to store within Myrist for others like yourself to experience in the safety of the library walls, but none of these scholars have returned since their leave of us.
I highly stress that ye not venture onward in search of this mysterious presence, for such a quest will lead only to unfathomable and dire consequences of an immeasurable proportion.
If you must feed your thirst for conquest, battle and adventure that lies beyond primal reaches of our known universe, then I may only give you my blessing and sincere hope that the fates shall be tender in their watch over your journey. I hope that you may glean something that is not written here - perhaps another grain of sand in the endless sea - but I shall not place faith upon your return, or hope upon such a priceless discovery.
An endless road of countless possibilities lies before you within these pages. You may seek to venture and learn where I have fallen short, or you may choose to use this information to your advantage in a personal quest for power or a place at your own deity's side. Again, I have relieved myself of all responsibility to come of these works, and know that you venture forward from this point on through your own accord and convictions, and no others.
Books
The Trainer
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [70] The Trainer (Tome).

Components
The Trainer - Page 1 (plundered from a rock at -487, 124, 437 in The Barren Sky)
The Trainer - Page 2 (plundered from a rock at -18, -131, -138 in The Barren Sky)
The Trainer - Page 5 ( in The Barren Sky)
The Trainer - Page 11 ( in The Barren Sky)
The Trainer - Page 12 ( in The Barren Sky)
The Trainer - Page 14 (plundered from pillows at 399, 292, -504 in The Barren Sky)
The Trainer - Page 16 ( in The Barren Sky)

Discovered on 9 Mar 2006 at 10:48:48 PST.
The droags hatch and raise drakelings for many purposes, including sport.
Even the training of drakelings for sport can elevate one of the faithful to a coveted position at the Temple.
"Are you ready?" asked the Prelate, dropping a heavy hand on Clytus' shoulder.

Clytus nodded, never taking his eyes away from Zasha. "She is ready, my lord, to serve for the glory of His name."

"Excellent. Bring her to the pit." The Prelate turned and walked away, then paused to add, "His blessings be upon you this day, Clytus. Much will be decided, depending on the outcome of the fight."
Once the Prelate was out of earshot, Clytus whistled to Zasha.

"You are my ticket out of this place," he whispered, offering the drakeling a scrap of dried flesh. "If you win again, the Prelate has promised me a place at the Temple. I can put this pit behind me."

Zasha took the scrap from Clytus daintily. Everything about her spoke of fine, delicate things and not the trained killer that she had become.
Clytus trained drakelings for fights in the contest pits. Though he had trained many other drakelings, Zasha was his first champion.

After seeing her disarmingly frail looks, bettors had often put their coin on the competition only to lose. Zasha was nearing the end of her career in the pits; soon she would be too old for these battles.

Clytus knew he could always train another drakeling to victory, but he knew that Zasha would always be his star.
The Prelate had come to see Zasha fight and had gained much by placing his bet correctly during each of her bouts.

"My lord is lucky," Clytus had said, bowing low before the Prelate. The Prelate had wanted to meet the winner and her trainer. "I am not lucky; I am blessed," the Prelate responded.

"Your beast has good lines. She would be an asset to the Temple. If she wins her next fight, I will see to it that both of you are taken to the Temple of Scale."
And so today, Clytus offered Zasha the choicest morsels so that she would be at her bloodthirsty best.

There were still those who bet against her (and would have made large sums, if they had won), but most knew better. Her thin talons shredded the wings of her competition and left long, thin scars on their hides.

Clytus appreciated the aura her fame brought to him. But when he looked into her eyes, he wondered whether she deceived more than just the bettors at the pits.
The pit fights were designed to weed out the weakest drakelings as well as to teach the others a variety of combat forms.

Flying was discouraged, to keep the combatants in the pits and away from the spectators. In this way, the drakelings learned how to fight without needing to use the advantage that flight gave them.

Any drakeling that flew in a pit battle was disqualified.
"You will enjoy life at the Temple, Zasha," whispered Clytus, rubbing her hide with oil to deepen its color.

"They say that He will soon return to guide us to victory. He will come first to the Temple and reward those of us who are faithful to His word." Clytus paused briefly to say a prayer beneath his breath.

"In the Temple, there will be no one who will tell us lies or speak untruths."
A distant hollow gong announced the start of the first battle of the day.

As the star attraction, Zasha did not fight until the final bout. That gave Clytus time to do the invocation before leading her to the pits.

Voices clamored excitedly, mixing with the screeches and sounds of the current fight. The dry dust of the pit floor rose in the air, curling into golden brown clouds.
The first fight ended quickly and the pit floor was swept clear.

Clytus stood with Zasha beside the ring awaiting their turn. Other trainers did not arrive at the pit before their bout, but Clytus believed that this is what gave Zasha her edge. She watched each competition intently, absorbing the energy of the crowd.

He never mentioned this as his reason of course. All he said was, "I like the pit."
The Prelate arrived for Zasha's match. As did most of the high clergy, he had sent ahead lower level clerics to hold his place at the front of the crowd.

Clytus did his best to keep himself from meeting the Prelate's eyes. It was not illegal to offer a position at the Temple to someone who had earned such status.

But it would be unwise to draw attention to a potential conflict if the Prelate had placed a large bet on Zasha.
Zasha tiptoed into the pit, turning her delicate head this way and that, acknowledging the crowd.

"She is like a princess," Clytus thought. Her competitor entered the ring squawking and posturing. His trainer had to speak several sharp words to bring him under control.

"In His name, let this battle begin!" cried the pit referee. He made a sign of blessing before stepping out of the ring.
The challenger rose high on his hind legs, spreading his wings and piercing the air with a shriek to intimidate Zasha.

Instead of reacting to his actions, Zasha circled, her own wings folded tightly against her back. The challenger shrieked again, stepping forward to slash at her.

Zasha stepped aside lithely, turning to snap at her attacker as he clawed at the empty air where she had been standing.
Seeing Zasha in the pit always gave Clytus a feeling of pride.

And yet, he had taught her nothing. Zasha fought instinctively, calculating each move and anticipating her opponent's movements. None of her movements were wasted.

She appeared hesitant at times, but those were the moments in which she waited for her challenger to make a fatal mistake.
As in all her previous battles, Zasha found the challenger's weakness and exploited it.

As he lifted his wings for another attack, she darted beneath them to sink razor sharp teeth into his side. Caught off-guard, he rose into the air to escape her attack and was thus disqualified. The crowd roared its approval.

Only then did Clytus glance at the Prelate. The Prelate smiled broadly and inclined his head slightly.

"In His name," whispered Clytus gratefully, giving Zasha a treat.
Books
Trinni's Adventures Aloft
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [60] Trinni's Adventures Aloft (Tome).

Components
Trinni's Adventures Aloft - Page 4 (plundered from reeds at -24, 76, -203 in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 5 (plundered from a stone bench at -730, 145, -19 in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 7 (shinies in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 9 (shinies in Tenebrous Tangle)
Trinni's Adventures Aloft - Page 10 (plundered from broken pillars at 508, 246, -688 in Tenebrous Tangle)

Discovered on 21 Feb 2006 at 15:01:54 PST.
by Trinni Mellosius, student
This is my second attempt to graduate by spending a year someplace I've never been before.

Thank goodness I'm not afraid of heights!
The last time I went "abroad" for a year, I ended up in Pillars of Flame. It was not a successful trip. My teacher asked me to repeat the assignment and this time, leave out stuff about my hair and my boyfriends.

So that's the last time I'm going to mention either of those subjects!

I couldn't decide where to go this time. Fortunately (I guess), I stumbled across an interesting transportation device and learned how to use it to reach the sky.
At first I thought I'd made a wrong turn somewhere along the way and had ended up in the Feerrott.

Then I noticed that we were floating in the sky. I ran over to the edge of the most enormous waterfall I'd ever seen in my life and peeked over the side.

All I've got to say is that it's a good thing I have a head for heights. The island I was on happened to be a perched over another one, but all around us was blue sky dotted with other islands.
There are a number of interesting things about this area, besides it being an island in the sky.

There are quite a few creatures that I've never seen before, such as the upright lizard-like folks that say they're droags. They consider themselves more akin to dragons than to lizards.

I don't blame them.
There are also really big insecty things called Vornerius. Vernonous, Vornerus, something like that. They're ravasects.
Travel between the islands is pretty easy and rather fun! There are various transport platforms from which you can whistle up a poufy cloud to take you somewhere else. Pretty spiffy!

There are also these spires that look like some of the broken-down ones you could find, in Thundering Steppes. Only these are in good working condition.

If you use these, they can take you to other islands in the sky that are way different from the ones in Tenebrous Tangle (which is where I started out in).
One of the different places is a group of sky islands collectively known as the "Barren Sky". It certainly is.

Instead of a nice, jungle-like place, it's dry like the Desert of Ro, which brought back a lot of bad memories which I won't mention again because I promised I wouldn't.

The primary inhabitants of the Barren Sky's islands are aviaks.
There are three types of aviaks up here, at least as far as I could see. There are Windgazers, Strifewings and Blacktalons.

The Windgazers can turn their heads almost all the way! It's kind of creepy. The strifewings are pretty mean, while the Blacktalons are very regimented.

They don't seem to get along with one another.
That's one thing I've noticed in my travels: folks don't get along no matter where you go. It makes me sad.

I'm used to being ignored or talked about because I'm a half-elf. Somehow, though, I keep thinking that I'll find a place where all the folks are friendly with each other as well as with folks like me.

Maybe I just need to get out more.
Anyway, these three types of aviaks are very protective of their own kind, but they're pretty mean to others.

I took a guided tour with one of the Windgazers and was appalled to see some of the conditions these poor things live in. A couple of pillows and very little water constitute their nests.

They keep their chicks well-hidden, too, since they're constantly concerned about the Strifewings coming over to raid.
The last group of islands I visited were really weird. They were purple!

In addition to the ground being purple, the water is very vivid blue. It's like walking around in a nightmare.

This group is called the Bonemire because it's got lots of dragon bones scattered all across the landscape. Some of them are amazingly huge! There are lots of droags and their ilk out there.
I'm not sure that I was supposed to notice this, but there's something funny going on up there.

It's hard to put my finger on exactly. I talked with some of these guys and they were very smart but not so friendly. Still, I got the feeling that even when they were grinning at me, they were thinking of ways to slice me to ribbons.

It was pretty uncomfortable, so I left as quickly as was polite.
There's definitely something weird with the water on all these islands. I was warned repeatedly not to drink from any of the obvious sources, even when it wasn't nightmare blue.

I'm not sure how I could've gotten by if I hadn't met up with a traveling warden (a wood elf) who could rustle us up some food and drink when we needed it.

I highly recommend that you take along someone who can summon water! It made me wonder whether I had perhaps should have gone the warden route myself.
I have to say that the place I felt most comfortable at was in Tenebrous Tangle. Sure, there were bugs and all, but it seemed the most familiar to me.

Maybe what I've really learned on all these expeditions is that I'm not the traveling kind of half-elf I thought I would be. I miss the Willow Wood where I've been gone for too long.
My recommendations for folk traveling out of the sky islands: pack lightly, take lots of water (or a priestly type) and be polite.

Those inter-island clouds are pretty wispy and if you decide you need something from your backpack at the wrong moment, it's a long drop. You can't drink the local water, so bring your own source. And these guys don't like each other much, so don't get them mad at you too.

That's my report on my (second) year abroad. The End.
Teacher's Note: Miss Mellosius, I am surprisingly impressed.

You managed to not only keep your personal opinions blessedly short, but they were also more relevant to the topic at hand than in your previous assignments.

I am pleased to give you a passing grade. Good luck in your future travels.
Books
Waterfalls
This item can be placed on the floor in any house type.

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

NO-TRADE  NO-VALUE

Collection reward from [65] Waterfalls (Tome).

Components
Waterfalls - Page 3 (plundered from rubble at 276, 10, -117 in Tenebrous Tangle)
Waterfalls - Page 6 (shinies in Tenebrous Tangle)
Waterfalls - Page 7 (plundered from rubble at 860, 454, 95 in Tenebrous Tangle)
Waterfalls - Page 8 (shinies in Tenebrous Tangle)
Waterfalls - Page 10 (shinies in Tenebrous Tangle)

Discovered on 23 Feb 2006 at 0:22:04 PST.
They were builders and architects. Some were masons. Others still were engineers. There was but one thing they held in common: they were here against their will.
They knew no other life, for they had always lived in the tunnels.

The droags came from time to time and selected a team to do whatever was necessary, wherever they needed the work. new workers replaced the old.

The ones who went away did not return.
The young were not tasked with anything other than learning.

From the moment they hatched, they were kept apart from the workers and were sorted by aptitude. The skilled ones studied drafting and engineering. The rest learned carving, lifting and obeying.

Above all else, they learned to obey.
Pippa felt quite fortunate. She was not interested in drafting and drawing.

She would much rather be outside, where the grasses grew and the water sparkled. Sometimes, she would slip away from the trainers and look across the sky to the other islands.

She wondered who lived on them. Were there other frogloks there as well?
Friendships were discouraged amongst the froglok captives. The trainers would rotate the young frogloks from one camp to another in shifts.

Still, they were occasionally unable to tell one young froglok from another, which allowed Pippa to remain with her friend Barap.
"Tis one time that I praise Mithaniel Marr for giving me no remarkable features, "Pippa said to Barap.

They both looked like any common froglok: smooth green skin flecked with gold and brown. And they were careful to never draw attention to themselves, blending in perfectly at whatever task the droag task master assigned.

As often as possible, Pippa and Barap attended to their chores side by side.
In time, they were old enough to be moved into the tunnels.

This marked the end of their relatively carefree childhood, for now they were assigned to a droag master. The master stood before them and doled out their tasks.

Pippa always tried to slide into the group being assigned to resource gathering. Barap did likewise.

And under the cover of rushing water beside the waterfalls, they would hide from droags and talk.
This is not to say that they were lazy. They hurried through whatever task had been assigned to them and left the best for last: carrying water from the pools.

Setting their earthen jugs into the soft mud beside the pool, they dove into the water and hid themselves behind rushing water.

Each pool emptied over a ledge of rocks to another island below in a series of waterfalls that seemed to empty into thin air from the edge of this last pool.
"What do you suppose in on all the other islands?" Pippa asked Barap one day as they snuggled together behind the curtain of water.

"More of these beasts" replied Barap bitterly. "They ask us to build temples to their god, but do not allow us to worship our own. There are temples to their god on all the other islands; I have heard so from one of the lifters."

"Who is their god?"

"It matters not, for they are not the children of Marr."
Even though they rushed though their tasks, they could never spend more than a few precious minutes together.

They began their interludes cautiously, but as their love grew, they forgot caution. All that mattered were the moments when they could sit together in the waterfall's mist and speak tenderly of a future in which they were captive no longer.
"Where are the bearers of these urns?" demanded the droag master one day, coming upon the empty earthen jugs, beside the pool.

Reluctantly, Pippa and Barap swam forward. The master's eyes glinted as he said, "We do not suffer insolence. Your deceit brings you to your doom."

Pipp felt her heart racing. She realized the droag master intended to send them into his temple; the temple from which no one ever returned.
"We have discovered something, master," Pippa said, lowering her eyes. Barap followed her lead, but said nothing.

"What have you discovered?" hissed the droag, stepping closer. "Do not think you will be saved. There are no miracles for any but the faithful."

"It is this way, sir", said Pippa quietly. She picked up her urn and so did Barap. Pippa led the way to the edge of the pond where the current was strong.
The water spilled from this tier of their island into a misty oblivion below.

Pippa braced herself against the water's insistent tug and pointed over the edge. "We have seen something below and it has frightened us," she said. "Tis a dragon; he looks much like one in the statues."

"He has returned, as the prophecies said!" cried the droag in awe. He sloshed his way to the edge nearest Pippa and leaned forward. "Where did you see Him?" he asked reverently.
"Down there," said Barap. He swung the urn in his hands and hit the droag squarely between the wings.

Caught off-guard the task master teetered for a moment before losing his balance. The water's current did the rest, sweeping the fallen droag over the rocks and into the mist below.

"He did not have time to pray," said Pippa thoughtfully. "But he will surely meet his maker at the bottom of the waterfalls".
Books
Wisdom of the Flock
This item can be placed on the floor in any house type.

NO-TRADE  NO-VALUE

Quest reward from [71] Wisdom of the Flock (Palace of the Awakened), started by examining notice on the pillar in Palace of the Awakened (-16, 59, 7).

Discovered on 24 Feb 2006 at 15:31:53 PST.
The Wisdom of the Flock

...and the truth as told
by our ancestors.
Among the palace you can find shrines to our ancestors. The stories of what they contributed are best told orally, as is the tradition. However, the wisdom they left behind can be discovered with visits to their statues. This book lists those who we revere. Once you visit each, you can record their wisdom.
Va're'nok the Swift


"To the farthest peak and back before dawn. We stop when the fight is won, no sooner."
Andan the Stalwart


Through pain of spear and pain of blade,
Stood Andan strong against enemy.
Past anarchy of the Flock's fall,
Stood stalwart Andan, living wall
Aeristok the Vanquisher


Leader of the final wing,
Champion of The Flock
Eternal guardian of the Four Maidens.
Ampoel the Selfless


The heroes of our future look to those of our past, Ampoel among them. He leads still, if only in spirit.
Kruekil the Soaring


Unbidden lightning, Kruekil's lance,
It will slay the wayward talon.
Until unleashed, the Flock's pure love,
There will soar Kruekil, high above.
Vethros the Watchful


Atop the ridge in silent wait,
Upon the wind: your scent, his hunt,
Eyes like sunlight fall upon thee,
From this one's gaze you can not flee.
Ma'tal of the Fifth Wind


The hopeless rest and wait to die,
Their battered hearts have given up,
Cresting the mountains as morning sun,
Ma'tal of the Fifth wind will come.
Chey'ruk the Vigilant


"My brothers are lost, and so too shall I soon be."
Inkarun the Decisive


"To know your own fate is an opportunity for early vengeance."
Maer'sol the Caring


"Give to your enemies that which you value most."