EQ2 FURNITURE



Total items in category Books (Short Stack): 20
Unobtainable
a couple reading books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a small stack of books
This item can be placed in any house type.



Undiscovered.
Unobtainable
a small stack of textbooks
This item can be placed in any house type.



Undiscovered.
Books
Architecture of the Vermin's Snye
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 10 Nov 2004 at 23:09:15 PST.
These stories cover the variety of architectural elements found beneath the city of Qeynos, in the Vermin's Snye. Together with a greater understanding of architecture in general, this book explores examples beneath the city of Qeynos.
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Three different styles of architecture within the Vermin's Snye are explored and outlined in this tome. Some of the pages are torn out -- perhaps its former owner went on a tour and took along only the pages necessary. I'll have to find them in order to read the entire tome.
Drains
Arches
Ceilings
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Many will consider the catacombs merely drains, useful for channeling away overflowing rain or excrement. And yet, these areas represent some of our richest heritage, in terms of age and of architecture. For only those of high intelligence will understand the usefulness of draining a city the size of Qeynos.
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As many of you know, while Qeynos appears to have existed from man's earliest Age, it is a relatively recent construction project. Its roots go much deeper, as the catacombs beneath Qeynos include ruined and rebuilt aqueduct systems. What comes in must go out, therefore while the aqueducts brought water into the city, the drains enable it to leave, without making the city's streets impossible to navigate safely -- or cleanly.
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The Vermin's Snye drains are simple -- that is part of their charm. Roughly hewn blocks of granite and other hard stone are fitted and mortared into place with connecting corridors of iron gates separating various chambers. It is possible, as some of the illicit residents of Qeynos have found, to travel through the city via this underground method. Some of the gates are therefore locked. At various points, a reservoir forms where slower-moving materials will sometimes accumulate.
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Many of Qeynos' residents avoid the catacombs beneath their feet, considering them an unsavory area. It is true that within the catacomb walls, one will find a variety of unwholesome creatures -- shrillers, rats of all sizes and the occasional undead creature. Do not let these little inconveniences discourage you. A well-prepared visitor can usually make the trek to visit the drain reservoirs without much effort. Vermin's Snye is well-lit, probably by the city workers who clear out the muck to enable the waste water to flow freely.
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A word to the wise: keep your eyes open, for there are rumors that the Bloodsabers are congregating in the catacombs. This group of miscreants believe they worship the god of decay, Bertoxxulous the Plaguebringer. The intelligent reader knows that he and all other gods no longer exist. Still, watch out for these fanatics as you explore the architecture of Vermin's Snye.
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Arches are a very strong structural technique. In this chapter, we explore the styles of arches found in the Vermin's Snye and attempt to date the structures based on known architects' styles. They are strong, bearing many times their own weight, making them ideal for underground areas.
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Arches are my weakness. When I travel through Antonica, I will often stop to admire the remnants of the old aqueducts across the countryside. There is no other form in architecture that is so versatile and strong. There are some splendid examples of them in the Vermin's Snye.
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Within the Vermin's Snye, travel beyond the room of the drains and you will enter some of the oldest parts of the Qeynos catacomb system. Look at the arches -- they are stockily formed and the ceilings not very high. In some places, the arches seem to have been added as an after thought! Indeed, sections of the catacombs previously used only for drainage were converted at various times to crypts. You will therefore sometimes encounter restless spirits in the dark.
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Beyond the large drain room, pass through the low-ceilinged corridor into a room with a very low vaulted ceiling. This dates to the period of architect Randalph Magnamorse, a human of Qeynos and is known as the "Randalphesque period" of Qeynosian architecture. The style is plain, simple and yet balanced. One recognizes the broad arches that will span across a central perpendicular beam and the relatively plain columns supporting them.
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One last arch style covered is the high elf style. One can easily distinguish it by the flowing, graceful lines. Recall that Qeynos was founded by Antonius Bayle the First and so the city has long been the stronghold of humans. Yet, the elves would in those days offer advice and counsel, and clearly, they also offered architectural assistance as well. While there are many graceful arch styles, they are all simply known as "elven" and they are all beautiful to behold.
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If one carries a bright enough light source to the Vermin's Snye, the ceilings are visible through the darkness. These magnificent elements do not deserve to languish in the complete and utter dark! After reading this, you will consider ceilings more than just a roof over your head.
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Too often as we go through our day, we spend our time looking at the ground -- will a root or loose stone trip me? Will I find a lucky copper? Is my bootlace really untied? The information in this guide will give you good reason to look up for a change, as you travel the Vermin's Snye in Qeynos.
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I will admit, that there are few ceilings of note in Vermin's Snye. However, once one knows what to look for, architecturally speaking, one will be able to recognize and identify elements of style in other similar catacombs. Much of the Vermin's Snye area is in the Randalphesque style, with generally plain columns supporting plaster and lathe ceilings. This early architecture was a "back-to-our-roots" reaction to the cataclysms reshaping the world, when people wanted simple yet homey structures.
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In time, the Randalphesque simplicity gave way to modest decorating with tiles or unusual keystones in the arches. Ceilings were still plain, although one could see an effort to add some decorative touches. A frieze of tiles brought one's eyes up from the pavers, or a column would be fluted or topped with a stylized capital. Pillared arcades in the catacombs were eventually walled up. Examples of this "Later Antonican" style abound in the Snye.
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The most beautiful ceilings in the Vermin's Snye are in the "Early Elven" style, where form took equal place with function. The ceilings are high and most often rib-vaulted. Each of the wedge-shaped areas between the ribs, known as a vault cell, were painted, usually with a scene of the night sky. In some areas, the ceilings are still brightly colored. Be sure to take advantage of available light to get a good look at these gems beneath our streets.
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Books
Ernie Gimblelock's Adventuring Journal
This item can be placed on the floor in any house type.

A small leather bound journal. It has obviously seen better days.

NO-TRADE  NO-VALUE

Offers the Quest
'Gimblelock's Short Adventure'

Plundered from Shard of Fear (59, 4, 442).

Discovered on 17 Oct 2007 at 10:40:05 PDT.
Property of Ernie Gimblelock
I embarked on an adventure searching for the Shard of Fear.
Books
Icy Books
This item can be placed on the floor in any house type.

TREASURED
NO-VALUE

Rent Status
Reduction
25

Purchased from Gerbi Frostfoot in Frostfell Wonderland Village (177, -37, -1313) for 2 Frozen Tokens of E'ci.

Discovered on 7 Dec 2010 at 8:23:24 PST.
Books
Karath Smoothmane - The Breaking of the Pact
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 9:47:08 PDT.
This book is titled "Karath Smoothmane - Breaking of the Pact ". It is a complete volume chronicling the events of a centaur chieftain and how the tribe managed to co-exist with the giants of the Thundering Steppes.
The following is the account of my travels with Karath Smoothmane, chief of the Baelazern tribe of centaurs in the Commonlands. Throughout the time I spent with him, I came to know him as a good friend. Not only did I learn his customs, I learned much about his life, as well. One of the most important tales I learned from him is transcribed in the following pages - The Breaking of the Pact.
It was late in the summer when Karath told me why the centaurs would attack only the groups of giants that had six or more in them. Instead of singling out the easier targets, such as the old or the occasional wandering giant, the herd would attack those that could easily defend themselves. He said that this was due to the Breaking of the Pact.
Karath's sire's sire was the chieftain of the Baelazern tribe at the time when the Pact was broken. It seems that both the giants and the centaurs had a generations-long truce to share the land, staying out of each other's way. Both races lived in harmony, even throughout the time of the Rending. Not only would the Shattering destroy the moon of Luclin, it would also break apart the Pact the two peoples held.
As the very moon began to barrage the land, both of the two peoples decided that they must work together in order to survive. Both leaders of the races agreed to meet so that they could work out an alliance, not just a truce. Much ceremony was prepared for when the two would meet.
As both parties met and exchanged their welcoming customs, tragedy struck. In a blazing ball of fire, an enormous boulder from the moon struck the ground where both leaders were, killing them instantly. Only a few people survived the impact, and they went back to describe the treachery of the other side, blaming each other for what happened.
For the next several years, open warfare broke out among both the giants and the centaurs. Finally, when Kararth's sire came of breeding age, he rose up and united the clan once again. With his eloquent words, he stopped the centaurs from raiding the giants by emphasizing honor. He told them he had a plan.
The plan that Karath had in mind would involve showing the giants that they were nothing more than beasts. They could not defeat their enemies by lowering themselves down to their level. If the centaurs were to survive the Shattering, they must not come out of it as barbaric as a human. Or so, these were the words that Karath had said to his people.
And so the Baelazern clan proceeded to agree to rules of engagement, asking for council from their new chief. As the years went on they, refined their tactics to the point that they would only attack those that could defend themselves. Karath said that since that day, the centaurs have succeeded at his sire's vision. I asked Karath how many foes they have defeated since then, and he responded with one word, "None".
I was wondering how not killing a single giant, the centaur's sworn enemy for close to a hundred years, could be considered successful. Seeing my confusion, Karath chuckled and told me the why. As his sire grew up, waiting for the day when he would rule his people, he would run and play with his only friend... the giant chieftain's son.
While they played, they both came up with a plan on how to get their people to work together, yet to also keep their pride. When both chieftains were old enough to lead their people, the plan went into effect. Both people would only attack those that could defend themselves. In the end, even though they war with each other, both peoples have not lost one warrior, woman, or child to the other side for the past two generations.
Books
Karath Smoothmane - Winter Comes
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 9:47:11 PDT.
This book is titled "Karath Smoothmane - Winter Comes". It is a complete volume chronicling the events of a centaur chieftain and the decline of his tribe.
The following is the account of my travels with Karath Smoothmane, chief of the Baelazern tribe of centaurs in the Commonlands. Throughout the time I spent with him, I came to know him as a good friend. Not only did I learn his customs, I learned much about his life, as well. This tale is my last memory of this proud centaur.
At this point, it had already been close to ten winters that I had been traveling with Karath's tribe, the Baelazern. Karath was already beginning to show some silver in his mane by now, and the two sons the High mare had given him were growing to look just like him. This is when Karath asked of me what would be his last request.
Karath asked me to follow him to the great crater, site of the doomed alliance ceremony between the giants and the centaurs. We left at dawn and spent the next several days trekking across the Steppes. Being that it was during the mid-season, the heat was beginning to take a toll on me. When I could take it no more, I looked over and saw that he was worse for wear than even I.
The sweat glistening off his fur had an unhealthy sheen to it, but it did not compare to the look of consternation on his face. I asked him if he was alright, and he insisted that we continue, for we didn't have much further to go. Not an hour later, we arrived at our destination and spied that is was overrun by gnolls. Karath then told me that we needed to speak, for he was dying.
Karath told me that he had a sickness in his lungs that the tribal medicine man could not cure. Much had been done to heal him of this wasting illness, but to no avail. I yelled at him and demanded to know why he did not tell me. He said that no one knew - just him and the medicine man. I asked him why there was so much secrecy and he told me that when he dies, the Baelazern clan will die with him.
Karath then told me the secret to the centaurs surviving upon the Steppes where everyone else either emigrated or was extinguished. Many, many years ago, a man approached Karath's sire and offered a deal. He offered to keep the tribe safe from the gnolls and surrounding humans, all in exchange for one small favor.
The man, who called himself Varsoon, only asked for Karath's sire's firstborn son in return for his assistance. Karath's sire refused and demanded the man leave at once. Karath was safe, and the tribe struggled to survive. When Karath was made chief, the man came again. And Karath made a choice he now regrets.
Karath agree to the deal, and handed over his firstborn son. Though everyone thinks he died in a hunting accident, the truth is far worse. The prosperity of the Baelazern tribe was all due to his son's unwilling sacrifice. Karath believed the fate of one outweighed the fate of dozens. That was until Varsoon came to him again and demanded another son. Karath drove him away this time, but not without a terrible price.
Varsoon issued a curse upon the tribe from afar. Karath now realizes what he has done. With his bloodline in the hands of Varsoon, the tribe would never be free of Varsoon. However, if Karath died without blessing his son, then the tribe would be free to join up with other herds. The Baelazern would be done, but it's people would live on. With that, he thanked me for being his friend, and proceeded to gallop down into the crater, full of ravenous gnolls.
That was the last time I ever saw Karath. Since then, his clan broke apart and merged with other surrounding clans. The giants and the centaurs would eventually go to war again with each other, nearly decimating each other. Though he does not know I am there, I still spy his grandson, Zair, from time to time. In my heart, I hope that his grandson will have the strength to reunite the Baelazern once again. If not, I do not expect the two peoples, giants and centaurs, to last another century on Norrath.
Books
Leatherfoot Brigade Field Training Guide
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 [35] "Leatherfoot Brigade Field Training Guide" (Rivervale), started by examining "Leatherfoot Brigade Field Training Guide" (dropped in Rivervale).

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 ""Leatherfoot Brigade Field Training Guide""
for 1c.

Discovered on 31 Jul 2008 at 20:56:15 PDT.
This book is titled "Leatherfoot Brigade Field Training Guide". It is a field guide for a military platoon the halflings had at one point assembled.
So you want to be a Leatherfoot? Good! We want you to be one, too! We all know how hard it is to leave home and do our part to help the other races in the world. Just think of it this way - when you come back home a hero, your family will be so proud of you! So proud that they might bake you cakes and pies all the time to thank you for what you did. See, everyone wins!
Ranks: A number of different ranks exist within the Leatherfoot Brigade. New recruits will be referred to as Private. After a while, everyone will stop calling you Private and you'll be like all the rest of your fellow soldiers. Finally, your Sergeant will be the one giving you orders. Please be polite and don't give the Sarge any grief. Thank you.
Salutes: Sergeants and other officers are to be given the triple hand to the head salute. Soldiers and others of equal rank are to be given the double elbow salute. Dark Elves and other minions of darkness are to be given any salute you feel is the most appropriate.
Boots: Ever Leatherfoot will be given a pair of standard field boots. It will have all manner of pockets for holding interesting things in. If you plan on wearing the boots, please inform your sergeant at once, for you will be one of the first to do so.
Field Pack: In addition to the field boots, you will also be issued a field pack to carry your gear. Most of the room in your field pack will be reserved for your daily rations, therefore expect your pack to be twice your size.
Issuing of rations: Every day, a soldier will be issued their daily rations. These rations will include all the necessary foods for the following meals - breakfast, more breakfast, pre-brunch, brunch, lunch, post-lunch, afternoon snack, dinner, after-dinner, supper, and late night dessert.
Cleaning of Weapons: When cleaning your issued shortbow, always remember to keep it pointed away from your face. If you think you're a little smarty and insist on horsing around, you may want to ask Deadeye Jebby what happens when a joke goes too far.
Wargames: We Leatherfoots will regularly engage in field training, re-enacting famous battles between us and those dark elves. One side will be chosen to be us, and the other side will be the dark elves. When it's your turn to be a dark elf, do not go home and hide under your bed - this is not a tactic the enemy uses.
Drilling Songs: While marching in formation, your sergeants may begin singing the "Leatherfoot Forever" song. As a proud Leatherfoot, you must sing along unless you have a sore throat. If so, make sure you have either your wife or your mother send you to training with a note that day.
Leatherfoot Forever Words: Sarge - "I don't know but you've been told, but I like my jum-jum nice and cold!" You - "Drink up, Chow down!" Sarge - "I don't know, but it's been said, I'd much rather be home in bed." You - "Drink Up, Chow Down!"
Books
Orthiss and Kirkata
This item can be placed on the floor in any house type.

An ancient Sarnak love story.

NO-TRADE  NO-VALUE

Collection reward from [70] Orthiss and Kirkata (Tome).

Components
Orthiss and Kirkata - Page 2 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 3 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 5 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 7 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 9 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 10 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 11 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 13 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 14 (shinies in Fens of Nathsar)
Orthiss and Kirkata - Page 15 (shinies in Fens of Nathsar)

Discovered on 13 Nov 2007 at 19:50:42 PST.
Orthiss and Kirkata
A Sarnak love story told among the Di'Zok.
There was once a great undead hunter. He was known to his people as Orthiss, and he devoted himself to the extermination of Venril Sathir's most powerful undead minions. One by one they fell to his blade, and he was praised as a righteous defender of the Sarnak people. It seemed he would never fall.
But there is no place for perfection in this world. There was once a great undead hunter, and this is the story of how he fell.
This Orthiss loved a female named Kirkata. She was a beautiful Sarnak girl with scales that gleamed like cut gems. Kirkata loved Orthiss in turn, and it seemed their love was the only thing Orthiss devoted himself to above the extermination of undead. Whenever he would return to the village from an expedition, the first thing he did was find Kirkata, and the two would disappear into the mangroves and stay until night swept the world in blue and gray.
There came the time when Orthiss sought to destroy one of Venril's lich-kings, the most powerful of his lords. Rile Sathir, Venril's own son, had slaughtered an entire village of Sarnak that were friendly with Orthiss - among them Orthiss' oldest friend and brother in this world - and whispers speculated they would be coming to the village of the undead hunter next. For the first time, Orthiss' own people turned their backs on him, terrified og what he was bringing down on their heads.
Spilling his own blood onto the communal fire, he swore to the gods to rid the world of Rile Sathir and preserve his village. The gods heard him and gave sign of their blessing by sending a great snake to crawl into the fire, where the flames ate its flesh away to a sword of razor-sharp bone.
He and Kirkata kissed beneath the mangroves, and exchanged vows with no ends. When they were through, Orthiss began his quest, bone blade in hand.
Orthiss hunted for days, trying to find the right path but not coming across any leads. He pressed undead and Iksar alike, attempting to extract the knowledge from them by whatever means necessary. But either none of them had any knowledge of it, or they took their knowledge with them into oblivion; either way, Orthiss still had nothing.
Until one day Venril Sathir himself came to Orthiss.
Startled from sleep one morning, Orthiss found himself gazing up into the face of the dreaded lich. Centuries weighed upon his sickly skin, and he smelled of centuries of evil deeds. Orthiss clutched his spear, knowing his life would soon be forfeit but vowing he would not go easily. To his surprise, Venril merely smiled and proposed civil conversation. Orthiss was not certain of what civil conversation one could have with a lich, but he put aside his weapon.
"I know you're seeking to destroy my son," said Venril in a great exhalation of breath. "And though you've been something of a trouble to me, I am going to help you."
"And why would you do that?" asked Orthiss.
"Because he is a traitor," hissed Venril. "I have given him life a second time and still, he will betray me, given the opportunity."
Orthiss thought on this. No reason to trust Venril immediately came to mind, but then be considered that Venril could have killed him with little more than a look, and he hadn't. Perhaps that put him in some sort of debt to the monster. Regardless, this was the first lead he had to Rile, and to fulfilling his oath. It was not unheard of for evil to kill its own.
"I suppose you are able to tell me where his phylactery is," said Orthiss.
Venril laughed in a sound like footsteps on dry autumn leaves. "I can," said Venril, "You see, he spirited it away from where I had it hidden, but I have discovered where he thought to put it. You won't want to hear it though. let me warn you when I say that Rile knows of you, and is afraid of you."
"And?" asked Orthiss.
Venril smiled then - a sight Orthiss would never forget to the end of his days for how terrible it was.
"And," Venril continued finally, "this is where you will find it..."
Orthiss returned to his village in a thick haze. "I swore an oath," he said dully. He repeated this time and time again along the familiar path home.
When he returned, he was greeted with celebration. "Is Rile dead?" asked the excited villagers, but Orthiss' quiet numbed their lips, and they watched him continue on in confusion.
"An oath," he repeated.
Kirkata knelt within the mangroves when he approached, head bowed and light playing off her scales. She raised her head as he approached but didn't turn. "Is that my Orthiss?" she asked.
Orthiss stopped behind her and pressed his hand to her cheek. She nuzzled her face against it, and he steeled himself for what he must do. With one swift motion, he plunged his sword into her back.
She died in his arms, and only when the light had finally fled her eyes did he pull out a knife and cut her heart from her chest. It seeped a black fog and was unmistakably covered in cryptic magical symbols. He lifted his knife high, but before he could drive it down into the heart, he felt something stay his hand.
He glanced up and saw Venril above him, smiling once again that terrible smile. "Thank you for retrieving this, hunter," he said.
"I don't understand," said Orthiss. "You told me... you sent me. Why?"
"Only because I thought it would be so much more fun this way," said Venril. "Now I have my son's phylactery, and he will not think to betray me."
"But why send me? demanded Orthiss. "Why not get it yourself?"
"Because," said Venril. "Now, I believe, I will soon have one less hunter thinning my ranks. This was so much better than killing you."
Venril took the heart from Orthiss; hands and disappeared. Orthiss sat for hours with Kirkata's body in his arms, through the night and into the next day; before finally a group of villagers pressed into the mangroves to see what had become of the couple.
When they saw the dead Kirkata, they demanded to know what had happened. Orthiss couldn't speak to tell them anything, and it condemned him to guilt.
Before the execution could occur, Orthiss slipped away, intent on pursuing Venril to the end of his days. None of the villagers ever saw him again, but now and then a story would find its way back of an unkempt Sarnak living in the wilds, crying out for someone named Kirkata, and begging for forgiveness.
Books
Poetry of the Djinn
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 [57] Poetry of the Djinn (Tome).

Components
Poetry of the Djinn - Page 4 (plundered from scrolls at -32, 145, -111 in The Poets Palace)
Poetry of the Djinn - Page 5 (plundered from books at -115, 145, -56 in The Poets Palace)
Poetry of the Djinn - Page 8 (plundered from a vase at 2, 186, 12 in The Poets Palace)
Poetry of the Djinn - Page 10 (plundered from books at -100, 185, 31 in The Poets Palace)
Poetry of the Djinn - Page 11 (plundered from books at -65, 145, -117 in The Poets Palace)
Poetry of the Djinn - Page 12 (plundered from scrolls at -105, 185, 24 in The Poets Palace)

Discovered on 16 Sep 2005 at 1:57:26 PDT.
by the Djinn and for the Djinn
As with most poems by the Djinn, credit if not given to the individual writer.

Many djinn prefer the stylized short poetic form, especially the ones which end with an ironic twist.
"Reflections"
Reflections in the mirror
Through which I see the past
But do reflections bind me
To a house that's made of glass?
The sky was once our homeland
Our refuge and domain
Now those lands are closed to us
But reflections still remain
Our challenge is a hard one
Our power must not wane
We would not have it said of us,
"Only their reflections remained."
"Short Forms"
Though the djinn love poetry in all its forms, the short form is a favorite.

Sometimes, the Djinn will converse in this short form to see who can carry on the longest conversations without lapse.
Two snakes slithered by
One smiled at me, and so
I have let him live
Do you find that there
Are more stars in the night sky
Since the Rending?
"Truly," said the man
"Have I been blessed in life; but..."
"What blessing is death?"
Give me your hand, friend
I will fill it with riches
Do not sink with them
Books
Stacked Tomes
This item can be placed on the floor in any house type.

TREASURED
HEIRLOOM  NO-VALUE

Crafted from Forgotten Furniture: From Dungeon Maker to Home (recipe purchased from the Marketplace)

Stacked Tomes
Level
5
Technique
Geomancy
Device
Work Bench
Primary Component
Build Components
Fuel Component

Discovered on 10 Aug 2021 at 9:28:34 PDT.
Books
The Desert Serpent
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 [54] The Desert Serpent (Tome).

Components
The Desert Serpent - Page 6 (looted in The Sinking Sands or The Pillars of Flame)
The Desert Serpent - Page 12 (plundered from a rock at -1024, -172, -342 in The Sinking Sands)
The Desert Serpent - Page 13 (plundered from a crate at -230, -105, -400 in The Sinking Sands)
The Desert Serpent - Page 14 (plundered from a tent at -90, -124, -1284 in The Sinking Sands)
The Desert Serpent - Page 16 (looted in The Sinking Sands or The Pillars of Flame)
The Desert Serpent - Page 17 (shinies or looted in Maj'Dul or The Sinking Sands)

Discovered on 16 Sep 2005 at 18:32:31 PDT.
by a concerned Maj'Dulian
An unusual political treatise that some suspect was written by an outsider to stir up trouble within the city's walls.
There are few among us today who can truly appreciate Maj'Dul for what it originally represented, in contrast to what it now represents.

The Dervin Empire was once the powerful desert serpent, winding itself about people and geography. The change from that once noble position should have been evident years ago.

One need only review a page from the diary of a young barrashar who has spent a good deal of time in Maj'Dul.
"It is a strong city. Though its people seem resolved in their ways, it isn't until one learns how unstable their ways are that this resolve falls short."

Let me underline that the fifth word used in this description of Maj'Dul is "city." We were once an empire birthed from every pore in the desert.

Perhaps we should rewrite our own history: "Dissatisfied with the lot of his people, Ahkari set out to build a small city."
One must wonder, then, how an empire became merely a city in the eyes of a foreigner.

Are we not desert-hardy to the last? Do we not protect ourselves from the battering rams of advancing cultures? Do we not hold power over the region?

We are all of what we once were and we are also nothing of what we once were. We have lost not ourselves as a people, but ourselves as an empire.
And if the barrashar know this, then so must the desert have known long ago.

Perhaps you will question whether or not this is a real problem. For, if it is merely barrashar talk, then what has it got to do with the real Maj'Dul, the real empire?

I point you in the direction of our disgruntled citizens. The poetry in "Of Maj'Dul Am I" is a perfect example of the suppressed, yet evident, cry for change. Read that, as well and see then if you do not agree.
Why are we lost?
Due to improper leadership, we find ourselves now without purpose or direction.

Look at our city life and ask yourself: in the midst of a cultural invasion, why is it our focus lies still on the Games? Why have we allowed the continued existence of the Rujarkian Orcs?

Why do the lands once called ours contain enemy tribes, goblins, orcs, harpies, any number of nuisances that threaten not empires but people?
The Games as a means by which to govern a people must be abolished. My livelihood and your livelihood should not compete for each other.

Most especially, we should not gamble on who should prosper and who should not. The Games provide - and should continue to provide - entertainment.

Government, however, should come from the intellectual elite. To weigh and pit laws against each other is to seed revolution and we must take that bait, or we shall surely fail as a people.
Our leadership situation is stagnant. What was once a temporary measure - to restore power to its rightful owner - has become instead a distraction.

Dukarem, Ishara, Neriph: all three worry less about the people of Maj'Dul than how they might gain control of them.

Their petty games afford them a temporary power they covet, but none has the leadership needed to take what they consider theirs.
Consider Mudeef, wielder of the supreme power. It is with relief that I can say Mudeef does not preoccupy himself with the Games as do the true sons of Maj'Dul.

But it is with sadness that I say nobody knows with what Mudeef occupies his time. What has Mudeef changed for the better in Maj'Dul? In fairness one might counter: "What has Mudeef changed for the worse in Maj'Dul?"

If the answer to both of those questions is "nothing," then he is no ruler.
To promote stagnancy is not a virtue. Some argue Mudeef stands as a barrier between an empire and a cliff, preventing us from flinging ourselves off the edge.

What is scarcely discussed is what lies at the bottom of that cliff. It is not the rock-hidden waters we are led to believe.

At the bottom of that cliff lies our identity as a people, dropped there long ago and forgotten. Through no malice of his own, Mudeef is preventing us from regaining our empire's soul.
Where, then, lies Maj'Dul's future?
It is simple: the future of Maj'Dul is found within its people.

Are we, as a people, content with stagnancy? Does the lure of the arena prevent us from seeing a future - nay, present - in which Maj'Dul is a city and nothing more?Or, do the Games merely open our eyes to that vision through tinted glass in which it is acceptable?

Neither answer is sufficient, if Maj'Dul is to survive.
A simple revolution is all that can save Maj'Dul. And as citizens, revolution falls under our jurisdiction.

When our leaders do not make safe our lands, we must do so ourselves, and force conflict upon our people.

The Rujarkian Orcs we once thought defeated; this is not so, they hide within their crags. No near-defeated race -- and orcs are not merely animals, they are indeed a race -- can let defeat stand. They will return and they will return in force. We must preempt this.
The well-known of Maj'Dul must be ousted. It is clear enough to those who learn our history on who the rightful leader of Maj'Dul should be (indeed, I had a barrashar lecture me on this point once).

Right of ascension is acceptable in times of prosperity. As it stands we must cut all lineage. Our three sons do not represent Maj'Dul any more than Mudeef, and none of the four succeed in growing or stabilizing the empire.

Interim governments must be shattered and new power must arise.
We must put effort and money into strengthening our empire, letting not orc nor harpy nor goblin nor any other force keep us from our sandy homes.

This process must start slowly; we can dot the land with outposts. Through trade and war, the process will sweep across the desert, leaving nothing but the Dervin Empire in its wake.
Finally, we must find our serpent head. And in swallowing its enemies - political and military - it shall grow the desert serpent of Maj'Dul.

Once again our empire shall coil itself about the desert regions, striking at all who would threaten us. Once again our empire shall protect and encircle its children.

And once again our empire shall own her desert home.
Books
The Journal of Rocco Barisano
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 15 Nov 2004 at 21:46:06 PST.
"The Journal of Rocco Barisano," pieced together from the fragments of manuscript found within the Serpent Sewer.
Entry One
Put book away.
First day, noon. My daughter Andria is such a naughty imp. I carved her a marvelous wooden doll and her mother dressed it in a copy of Andria's favorite dress. "Don' wan' dolly!" Andria shrieked, throwing the doll much farther than one might have anticipated. With uncanny luck, the doll sailed high into the air and neatly dropped directly through the grates into the sewers below. Immediately, Andria became distressed and so here I am, searching the wretched sewers for that doll.
Entry Two
Put book away.
First day, evening. I can only imagine it is evening, for the unchanging light here below the streets makes it difficult to tell what time it is. I immediately found Andria's doll, soiled by the refuse of the first sewers but otherwise appearing intact. As I reached for it, some foul denizen of this dark place neatly plucked it from my fingertips and disappeared with it. I tracked it to the second level that we call the Serpent Sewer. It is not infested with serpents, but is called that as the tunnels twist and turn.
Entry Three
Put book away.
Second day, morning. A most uncomfortable night spent mostly clinging to an iron ladder. I thought it would lead up and out of this foul-smelling tunnel, but the hatch at the top proved locked tight. I pounded on it and called, but there was no answer. Except, of course, for the watchful silence which was very unpleasant. I wrapped my limbs around the ladder to keep from falling into the muck below.
Entry Four
Put book away.
Day two, evening. Have I really been walking in circles this whole day? Yet another ladder and another locked grate at its top! Try as I might, I could not push or pull it open. How very frustrating. I am getting quite hungry, despite the smell in the air. There is a damp staleness, despite the numerous iron grates. I am going to find my way back to some gnomish heating devices I passed earlier; perhaps I can huddle against them to dry.
Entry Five
Put book away.
Day three, after waking. I cannot tell if this is morning, but I am certainly awake now. There is a busy, busy gibbering in the darkness at the far end of the tunnel. The gnomish devices are everywhere down here, some spew forth steam and some fire! These are truly amazing works, though I do not know what they might do. Wait! I hear voices! Perhaps a search party has found me -- I must go.
Entry Six
Put book away.
Next day. I am losing track of the days. I continue to hear voices echoing through the gloom, but always just around a corner or through one of the many grated tunnels I cannot access. Even when the sound seems to be coming from directly above me, my calls are not answered. I have not found a way out of this place. My food consists of the vermin I catch and cook on the flames of the gnomish device. I dare not go too far from it, lest I lose it and not be able to cook my meat.
Entry Seven
Put book away.
Another day. What do you suppose? As I gutted and cleaned one of the refuse vermin, the head of little Andria's doll popped out of its stomach! Its wooden face was covered in tooth marks, but it is unmistakably the head of the doll that got me into this mess in the first place. I threw it into the fire.
Entry Eight
Put book away.
Another day. By taking some of the flotsam here in the sewer, I have constructed a sleeping area beside the gnomish device. It is warmer here, and I have gotten used to the stench of the sewer. Tomorrow, I will take some of the wood I have been drying on the platform and make torches. If I leave these in the sconces I've seen through the tunnels, I'll be able to find my way back, in case I do not find the way out. Again.
Entry Nine
Put book away.
Another day. Who do you suppose I ran into, down here in the Serpent Sewer? The Overlord himself! He seemed very surprised to see another person, as was I! I showed him the cozy corner I built for myself in the sewer and he gave me some dried meat in exchange for some of my wood. He was very cordial and said he would give my regards to his family. I was so impressed it wasn't till hours after he had left that I realized I should have asked him the way out.
Entry Ten
Put book away.
Another day. I've built up several stores of wood and have started drying the extra flesh of the beasts I capture. Do you know, I am quite enjoying the peace and quiet and frankly, if I never see that whiny little brat Andria again I will be quite happy. I do miss my wife, though. She was good with laundry.
Close Book.
Books
The Tale of Alexander Simond
This item can be placed on the floor in any house type.

This is a small hand written book which details the life of the alchemist turned warlock, Alexander Simond.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'The Will of Kyrtoxxulous'

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

Discovered on 6 Feb 2008 at 21:39:45 PST.
The Tale of Alexander Simond
The tale of the alchemist, Alexander Simond, is one of pain, suffering and irreparable corruption. After the death of his young wife, Yasinia, Alexander became obsessed with disease and its origins. He began to study more magical properties of death and decay and soon became a warlock of disturbing talents. After the "accidental" death of a young research assistant, Alexander Simond fled Everling for parts unknown. Later stories of several farms and small villages being devastated by a particularly malicious illness start to trickle into the village. Crops are found completely withered while livestock lay rotting in fields. A squadron of Everling militiamen are sent out into the countryside to investigate, though only one man returns.
Despite being in a state of complete panic as his insides are slowly melting, he speaks of encountering a single man whose mere touch caused any living thing to whither and die. His pale skin was in stark contrast to the flowing black robe that covered his body. In his hand he held a wicked dagger that caused flesh to sear and turn to ash when it hit its mark. Effortlessly, he slew the militiamen by raining swarms of locusts upon them to first break their ranks, and then blasted them with a sickening poison that caused them to collapse into convulsive fits before finally succumbing to death. With the village on the verge of panic, the town's mayor declared a large bounty for the death of this harbinger of plagues.
Several leave, none return. Tales of death and decay are erratic though one day they finally stop. A week goes by and nothing is heard. Then one day, a man named Ritter Shortshank returns with an urn full of ashes and the hilt of a broken dagger. He claims to have slain the warlock and destroyed the flesh-searing dagger. Not wanting to be infected, Ritter states that he chose to burn the body of the warlock and gathered up the ashes and the hilt of the dagger. Many disputed this claim, stating that despite the hilt of the dagger, there was still insufficient evidence that Ritter had actually killed the warlock.
However, as weeks went on with no new reports of any plague or poisonings, skeptics finally relent and declare Ritter Shortshank a hero, rewarding him the village's bounty. Mr. Shortshank, content with his new fame, chose to buy an inn where he served drinks and brags about his accomplishments to anyone who will stick around long enough to listen. In truth, the "hero" never did anything. After realizing that the warlock had probably moved on or been killed, he crafted a story of how he tracked down the mad warlock and killed him.
Ritter took the ashes from a camp fire and bought an ornate dagger hilt from a traveling weaponsmith and presented the two items to Everling's Mayor. Knowing that the only person to have seen the dagger was dead, everyone assumed that the dagger hilt belonged to the warlock. Ritter maintained his deceit of the entire town for some time and eventually married the mayor's daughter. One day however, the mayor returned home to find his residence stripped of all its valuable possessions.
Soon it was revealed that the Shortshank residence also appeared to have been robbed, as was the bar which Ritter owned thought he himself was nowhere to be found. Not knowing whether Ritter was to blame or was in fact a victim of the apparent crime spree, the town set out to discover Ritter's fate. Unfortunately for the townsfolk, Ritter was never found and after several years his memory was forgotten along with his controversial legend.
Though this is not the end of the story for Alexander Simond...
According to Bloodsaber legend, it is said that Alexander was visited by a shadowy figure, surrounded by a swarm of flying insects one night. The figure promises the widower immense power and access to the Demiplane of Pestilence where he could continue his research without the fear of persecution. However, to be allowed such a thing, Alexander would need to recover an artifact stolen by none other than the God of Plunder, Derris Zek. That artifact, known as Death's Grip, had been given to another warlock by Kyrtoxxulous, ruler of the Demiplane of Pestilence, entrusting him to use it to accomplish some fiendish deed.
That warlock, though immensely powerful in his own right, failed in his task and was stabbed in the back by the very dagger that he had been entrusted with. Alexander, who now called himself Gherzhas, began his search, starting first across Antonica, then eventually to Kunark where he enlisted the aid of an Iksar scholar named Toshiki to track the blade down. Whether or not Gherzhas was successful is not known though Bloodsaber agents often make claims that they themselves now possess Death's Grip.
Legend also speaks of a man in dark robes seen standing at the grave of Yasinia Simond near Nektropos Castle every Deepice, the month of her death. Could this man be Gherzhas come to pay his respects to his deceased wife? No one quite knows for sure.
Books
We Will Be Free Again
This item can be placed on the floor in any house type.

A Froglok unity song.

NO-TRADE  NO-VALUE

Collection reward from [70] We Will Be Free Again (Tome).

Components
We Will Be Free Again - Page 2 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 3 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 4 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 5 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 6 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 7 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 8 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 9 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 10 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 11 (shinies in Kunzar Jungle)
We Will Be Free Again - Page 12 (shinies in Kunzar Jungle)

Discovered on 13 Nov 2007 at 17:03:55 PST.
We Will Be Free Again!
A Froglok Unity Song
This is a song that all Frogloks know. It has been with our people for thousands of years, since the time we were first enslaved by the foul Sebilisians. It unites us, and steels us in our darkest hours. Many a Froglok has been beaten to near death for singing the song in the face of a captor, but in response, all other Frogloks will lift their voices to a higher swell. They may take our freedom, but they will never take our song!
They came in the night with their hordes of swordsmen,
Oh ho! Oh ho!
To slay and enslave these valiant freemen,
Oh ho! Oh ho!
And though we stood and fell in the name of valor,
Oh ho... Oh ho...
They slapped us in chains in that most fateful hour
Oh ho... Oh ho...
And the mother Frogloks cry!
And the childer Frogloks scream!
And they march us to our fates,
Through their iron shod gates.
Oh ho... Oh ho...
But though the nights be long and dark,
Oh ho... Oh ho...
And our chambers dank and stark,
Oh ho... Oh ho...
We will not lose hope and weep,
Oh ho! Oh ho!
For Mithaniel guides us through the deep.
Oh ho! Oh ho!
And though the mother Frogloks cry!
And though the childer Frogloks scream!
Mithaniel steels us with his light,
In the guidance of the right.
Oh ho! Oh ho!
Forgive your captor, brother Froglok,
Though he may beat you til you bleed,
For he knows not the comforts of Mithaniel,
And will face great punishment for his deeds.
Oh ho... oh ho...
Listen to the mother Frogloks cry!
Hear the childer Frogloks scream!
And let out people's suffering,
Drive our spirits to rise again.
Oh ho! Oh ho!
Long comes the day of liberation...
Oh ho... Oh ho...
Some days an impossible destination...
Oh ho... Oh ho...
But when Frogloks rise and cast their shackles to the breeze!
Oh ho! Oh ho!
Let the wicked bow and tremble upon their cur-sed knees!
Oh ho! Oh ho!
And let the mother Frogloks cheer!
And let the childer Frogloks sing!
For the Frogloks will be free again!
And the right shall know its ken!
Oh ho! Oh ho!
(All together)
This is the right of the Froglok
This is the due of the brave
Though this day may end in misery
We will be free again!
(Solo Singer)
Aye we will be free again!
(All together)
Yes, we will be free again!
Let evil tremble on its knees!
For we will be free again!
We will be free again...
We will! Be Free! Again!
Oh ho!
Books
well-worn log book
This item can be placed on the floor in any house type.

This appears to be the journal of the Pirate Jones. Its leatherbound hide has water damage across the surface, and several pages are missing. The writing on the remaining pages appears legible, however.

TREASURED
NO-TRADE  NO-VALUE

Required by the Quest
'High Seas Adventure'

Quest reward from [85] High Seas Adventure (Signature) (Heroic), started by Captain Screewoggins in Enchanted Lands (part of the swashbuckler epic weapon line).

Discovered on 7 Feb 2008 at 22:12:03 PST.
After much contemplation, I am beginning to believe that we have been looking in all of the wrong places. Or better, perhaps the places we needed to look were not open to us at the time. Whatever the reason was, the fact remains that the Charm's Way is not the same weapon it was when it was handed to the first of us by the god Lasydia herself, and we have failed to restore the weapon to its former glory.
I've heard rumors that the sea knows the whereabouts of the items needed to restore the weapon's power. If that is the case, then we will need to find the sea's voice in order to get the information we seek, lest we search the entire world over, and pass up the very objects we are seeking. I can't be certain what the "voice" actually might be, but I have spent my life on the open sea... I'll find the answer before long.
A mermaid. Yes, now that I think about it, this only makes sense. The mermaids have been singing the song of the oceans long before man ever thought to sail into the great blue unknown. The task now is to find one and find a way to get the information we need from her. Finding a creature such as that in its own home is going to be difficult to say the very least. But there are plenty of legends and tales to follow, I just have to find the right one.
I know now that the scoundrel is attempting the same thing I am. Either he found a member of my old crew that he paid or tortured to get the information from, or he managed to do his own research on the Charm's Way. In either case, I'm going to have to act quickly if I am going to retrieve the parts that he needs to empower the sword. Should that happen, the seas would never be safe again as long as he is on them. I will travel to Qeynos first, and speak with the sailors there.
I have just left the docks of Thundering Steppes, and I was able to get some tangible information. However, I've been thinking about the mermaids, and all the legends talk about the hostility of these creatures towards men. I am risking my own neck by tryingto find them, but I can't allow that cur that now calls himself The Pirate Jones to get the information first. Somehow I will find an answer.
I have traveled across several lands and seas, and I have found myself in a place called Dreg's Landing. I believe that I can find what I need here, in this hostile land, and can use this as a starting point to begin my search for the items I need. I'm not sure what path The Pirate Jones is taking, but I am hearing rumors that he has information similar to mine. If that is so, he could be right behind me. I will need to take precautions so that he does not discover my plans to gather the parts before he does. Perhaps I will just revert to a tried-and-true pirate method of keeping things I want out of the hands of those I don't want to have them.
Books
Zeke Two Tone's Diary
This item can be placed on the floor in any house type.

Quest reward from [52] The Name of My Forefathers (Access Quests), started by Zeke Two Tone in Maj'Dul.

Discovered on 9 Aug 2006 at 10:47:35 PDT.
"My Travel Journal"
The pages are torn and difficult to decipher, but this appears to be Zeke Two Tone's diary. Reading it might help Zeke get back his memory.
Day 28 - I have circled all of Norrath it seems, trying to find what happened to the Two Tone family.

Am I really the last Two Tone? My forebears came from Nektulos Forest, but there is no one there now who remembers us.
Day 36 - Perhaps I should not have taken passage aboard that creaky freighter after all. It went aground in waters so still I could see my own reflection!

There were few other survivors, the ship sank so quickly. Fortunately I had this journal in my pocket. My harp is damaged, but at least I have it as well.
Day 59 - Cannot find water. The shimmering spring I straggled to with the others is poison. Must find shelter.

They came at night and took some of the men but I hid from them. What foul purpose these creatures may have, I do not know. I do not know.
Day 108 - My companions and I were rescued by the djinn, who brought us to their shining city in the sky!

And yet, my heart fills with foreboding. I lacked nothing, until I asked for my harp. The response was dreadful. They separated me from the others.

I am lost, in these dark caverns that hang beneath the beautiful citadel of the djinn. Are all things of beauty so corrupt? Someone comes.
Books
Zeke Two Tone's Diary
This item can be placed on the floor in any house type.

Purchased from Indis Surion in Qeynos Capitol District (702, 82, 129) or Navarius Orvalis in The City of Freeport (10, -7, -134) or Abnar the Bookbinder in The Tower of the Moon (-8, 14, 8) 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 10 Aug 2006 at 18:07:03 PDT.
"My Travel Journal"
The pages are torn and difficult to decipher, but this appears to be Zeke Two Tone's diary. Reading it might help Zeke get back his memory.
Day 28 - I have circled all of Norrath it seems, trying to find what happened to the Two Tone family.

Am I really the last Two Tone? My forebears came from Nektulos Forest, but there is no one there now who remembers us.
Day 36 - Perhaps I should not have taken passage aboard that creaky freighter after all. It went aground in waters so still I could see my own reflection!

There were few other survivors, the ship sank so quickly. Fortunately I had this journal in my pocket. My harp is damaged, but at least I have it as well.
Day 59 - Cannot find water. The shimmering spring I straggled to with the others is poison. Must find shelter.

They came at night and took some of the men but I hid from them. What foul purpose these creatures may have, I do not know. I do not know.
Day 108 - My companions and I were rescued by the djinn, who brought us to their shining city in the sky!

And yet, my heart fills with foreboding. I lacked nothing, until I asked for my harp. The response was dreadful. They separated me from the others.

I am lost, in these dark caverns that hang beneath the beautiful citadel of the djinn. Are all things of beauty so corrupt? Someone comes.
Books
Zeke Two Tone's Diary
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 [50] The Name of My Forefathers (Access Quests), started by Zeke Two Tone in Maj'Dul.

Discovered on 13 Sep 2005 at 16:51:18 PDT.
The pages are torn and difficult to decipher, but this appears to be Zeke Two Tone's diary. Reading it might help Zeke get back his memory.
Continue
Put the book away.
Day 28 - I have circled all of Norrath it seems, trying to find what happened to the Two Tone family. Am I really the last Two Tone? My forebears came from Nektulos Forest, but there is no one there now who remembers us.
Continue
Put the book away.
Day 36 - Perhaps I should not have taken passage aboard that creaky freighter after all. It went aground in waters so still I could see my own reflection! There were few other survivors, the ship sank so quickly. Fortunately I had this journal in my pocket. My harp is damaged, but at least I have it as well.
Continue
Put the book away.
Day 59 - Cannot find water. The shimmering spring I straggled to with the others is poison. Must find shelter. They came at night and took some of the men but I hid from them. What foul purpose these creatures may have, I do not know. I do not know.
Continue
Put the book away.
Day 108 - My companions and I were rescued by the djinn, who brought us to their shining city in the sky! And yet, my heart fills with foreboding. I lacked nothing, until I asked for my harp. The response was dreadful. They separated me from the others. I am lost, in these dark caverns that hang beneath the beautiful citadel of the djinn. Are all things of beauty so corrupt? Someone comes.
Put the book away.