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The Books of Three-Kingdoms!


Throughout your journeys across the lands, you'll come across numerous libraries and personal collections of books to peruse. This is but a small collection of what we've found so far. As our explorations bring us to new areas, we will share the knowledge we've found with you here.

In the table below you'll notice that the libraries which hold more than one book are bolded. Use the search bar for any specific keyword to help narrow down your search.

Where are the books?


Click on header to sort books by column... Click on row to expand for more information.

Name Location

Aramathean Library of Wayhaven

From Fantasy: <portal, 7w, 3s, 2e, 2s>
Return to Fantasy: <2n, 2w, 3n, 7e, portal>


Welcome to the Aramathean Library. Removal of books from the premises is strictly prohibited. You are welcome to browse to your heart's content.

From hints on where to start a quest, interesting background details that belong to existing areas and mobs, or other 3K related ramblings look no further than the Aramathean Library.



Fantasy, Aramathean Library

Library of Minassian

Directions to Casaria from Fantasy: <portal, 15e, leave, 12e, 7n, w, n, portal, se, sw, s, e, ne>


You are in the famed library of Minassian, founded by a great man, Varant. A long time ago, Varant was a level 17 druid who had reached the end of his adventuring. Varant had only obtained the yellow rune, and did not believe he would be able to get any more, so he decided to become a scholar. Walking around and talking to people, Varant compiled a large library of books, which tell the story of this area. There are rows of books to your right and left, with the main desk here in front of you. The librarian stands behind the desk, filling the position that Varant should be holding, but can not fill because he ran off. If you wish to read some of the books, you should probably check the stacks.



Fantasy, Library of Minassian

Aiden's Tomb

From Fantasy: < >
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Long ago the lands were much different than they stand today. Lately some rumors have surfaced that have gotten the attention of some of the most skilled adventurers around.... None have returned. It seems, or so the rumor goes, that long ago there was a powerful clan of Vampires that ruled lands in the forested areas of Fantasy. Oddly, they suddenly vanished without a trace never to be heard from again. You have your doubts, especially upon finding the magical lands of Ravenloft now stand on that very location. Who's to say with the ramblings going around but if so many have vanished seeking the fabled clan perhaps there just might be a reason. Comparing at a few old maps you realize, with a shudder, that this adventure would take you through the heart of the northern forest of Ravenloft.



Fantasy, Aramathean Library

Alien

From Fantasy: < >
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For some time it has been rumored that an odd creature called the Alien, has been seen in the hills well north of Wayhaven. The Alien speaks no known tongue but can sometimes convey strong sense impressions of horribly weird places with wrongfully colored skies and many large round objects floating in them. Some say he is completely harmless while others have their doubts.



Fantasy, Aramathean Library

Alizarian Tower

From Fantasy: < >
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A page from an explorer's journal:

I have found a strange tower deep in the valley northwest of Wayhaven. The bottom half of the tower has been stained red from the berries of the sumac trees surrounding it. I have decided to call this place the Alizarian Tower due to its color. The entrance was anything but typical, and I found out why.

Inside, there were several beings I can only describe as demons, inhabiting the halls. They fought fiercely and I wasn't able to stay long. In my brief stay, I came to realize that this tower once belonged to Necromancers. I can only presume that they no longer use it, for I saw no signs of them inside. As I was running out, I saw the corpse of some poor chap who didn't make it out. The rest of the page has been lost.



Fantasy, Aramathean Library

Amorblossom

The flower of the amorblossom bush, which grows atop rocky hills in certain deserts in the world. Valued for its use in creating perfumes, dyes, and love philters.



To retrieve the Amorblossom, travel to the Rocky Hill. From Fantasy: <portal, 12w, leave, 10w, 3n, u, nw, climb boulder, pick flower, kill lamia, out, pick flower>
Return to Fantasy: <d, se, d, 6s, 2e, portal>

Fantasy, Aramathean Library

Amulet of the Queen

From Fantasy: <portal, 12n, leave, 10n, 9e, 2n, enter, n, nw, 2n, ne, 2n, d, n, nw, ne, s>
Return to Fantasy: <n, sw, se, s, u, 2s, sw, 2s, se, s, leave, 2n, 14w, portal>


The Amulet of the Queen was bestowed, by the Fire Giant God, upon the most beautiful Fire Giant in the land. The Amulet is said to have magical properties which enhance the Queen's beauty so that she may hold better sway over her subjects.

Amulet of the Queen
A mithril amulet adorned with small, expensive rubies, diamonds, and sapphires. The gems sparkle in the light lending a dazzling beauty to whomever wears this amulet.
The amulet is in perfect condition.
It has a magical glow about it.
This armor has the following resistances:
1 blunt
It looks light.

You carefully study Amulet of the Queen...
This armor has hardly any protection.
Compared to other armors of this type, this one is pretty weak.
This has barely any defense against crushing damage.
- Providing minimum protection for this item.
This armor has no special defense against melee attacks.
Yowsa, this thing is expensive!

You carefully study Amulet of the Queen...
This item has no legend.

NOTE: This amulet will provide +2 Charisma when worn.


Fantasy, Aramathean Library

Amyrna

The Amyrna was a feared civilization. Before their fall, Almoni Ploni lead them over many kingdoms. The legendary army he commanded was unstoppable and left few survivors who stood in their way. Those few survivors shared accounts of their swords shattering on the armour of Almoni's men.

Circumstances surrounding the end of Almoni Ploni's rule aren't clear. The Royal Guard reported he died and was buried in a secret tomb. However, unlike the rulers before him, he took none of his possessions except for an ornamental hammer passed down through his family line of armour crafters. This left many of the citizens under his rule questioning the Royal Guard. Fearing a tyrannical overthrow, the citizens revolted in what would result in the fall of the Amyrna civilization.

The location of the tomb has yet to be discovered, however many treasure hunters have narrowed its general location to Taslen with clues from Amyrna artifacts. Many of those who have ventured into Taslen looking for the tomb have never returned.

Visit our skillsquest page for more on Almoni Ploni.


Fantasy, Aramathean Library

Ancient Guardian Dragon

From Fantasy: < >
Return to Fantasy: < >


Ancient Guardian Dragons:

One of the oldest dragons, these dragons are unique in that they allow themselves to be placed in servitude to guard very unique items. The strongest of these dragons are the ones who willingly take on the role due to their belief that the item must remain out of mortal hands. One of these dragons has made his lair deep in the desert sands of Taslen.

He is quite friendly and likes to help others but is very strict about his duties. He very rarely deals with mortals, as very few of them have seen the object he guards, never mind understand what it is or does.



Fantasy, Aramathean Library

Ancient Knivur

From Fantasy: < >
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Legend tells that Knivur's long history is not as pleasant as most people believe. There are rumors of a time when the dwarves uncharacteristically engaged in acts of cruelty which culminated in barbaric gladitorial matches. This has never been proven and the dwarves alive today either know nothing of it or refuse to speak of it.



Fantasy, Aramathean Library

Ancient Tome

From Fantasy: <portal, 12w, leave, 2w, 6s, 2e, se, 3e, ne, enter, sw, search walls, push block, hole, forward, open door, e, search wax, get key, s, kill figure (class 69k), enter portal, enter, 2sw, unlock chest, open chest, get all from chest>
Return to Fantasy: <2ne, leave, sw, 3w, nw, 2w, 6n, 2e, enter, 12e, portal>



An ancient tome
A tome older than your grandfather. It is bound with cracked and peeling leather and has a broken brass latch that used to keep it closed but hasn't worked for some years. When you peruse it, you notice that you can only read the left hand pages. The pages on the right are in an ancient language unknown to you, but something about the writing does strike you as familiar. The first page of the volume has three interlinked circles on it, in faded colors of silver, red and gold. It doesn't look too heavy.

<read tome>
An ancient tome of the magi of lunar light. Some say insane mages who studied the moons for their powers, holding strange rituals as they waxed and waned. The tome is a simple translation of an older text, the ancient tongue on right pages, common on the left. You could use it to translate the ancient tongue into something understandable, because the actual text on sea birds isn't really all that exciting.



Fantasy, Tower of Fire

Angeldemons

From Fantasy: < >
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The powerful servants of an evil god, roaming in the deserted town of Balooga Falls. It is said that their master has imbued them each with a unique power and personality, drawing from his own strength. Their unique ability makes them deadly foes, way beyond their appearance. Anyone except the most seasoned of adventurers is well advised to remain at a safe distance from any of the angeldemons!



Fantasy, Aramathean Library

Ao



The Mage Wars left a great many changes in their wake. Cities fell, leaders died, armies were slaughtered or simply drifted apart in the midst of the confusion and massive upheaval the magical forces unleashed in the battles' violence. Amongst those broken by the Mage Wars were the goblin horde. Once a powerful army led by a proud king, their support of the defeated Erthorpion left them in disarray. Their legions scattered throughout the realm. They lived in the hills, they hid in the swamps, they rebuilt cities underground, but they were left weakened and disorganized by their defeat.

One group of goblin warriors fleeing from destruction at the hands of the Light Mages set out across the southern ocean. Unsure of their destination or future, they merely knew to linger within reach of their victorious enemies was certain death. Stories say they eventually landed on a mysterious island known as Ao. Uncharted and rumored to be of a magical nature, this island had been left uninhabited for centuries.

Little is known of what came of these goblins. Not a single member of their tribe has been seen on the mainland since. However, as trade begins to again flourish in Wayhaven and the corrupt Mayor looks for new sources of revenue, the ferry service has begun offering transport to this exotic isle. Few adventurers seem to return from the trip and fewer still seem willing or able to describe their experience, but for those with the courage or stupidity to venture forth, the Mayor is only too happy to rid them of the cost of admission.



Fantasy, Aramathean Library

Arcanarton

From Fantasy: < >
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You find many entries about the ancient figure Arcanarton. Piecing together many myths and legends, you decide that the following is probably the most accurate ...

Arcanarton: An ancient mage from before the mage wars. Placing legends of his early exploits would make him about 10,000 years old. Harnessing long-forgotten magics that he has unique knowledge of, he was the first to pierce the dimensional rifts.

This dimensional travel isn't well documented, the planes he visited aren't recognizable as the primary terms of Fantasy, Chaos and Science. From the vague descriptions, no doubt taken from his own notes, he was the first to penetrate the bubble of Chaos. At one time, he had opened a permanent gateway to Atlanta. These travels yielded many odd artifacts from other realms, but any thief that tried to penetrate his tower has never been seen from again.

At an age which surpasses any other known records, there's very little known about him. Obviously he's gained some sort of immortal status, though whether by a gift of a god, or an undead status, the records are unclear. If he was an undead, his thirsts were never slacked by the blood of humans; he was never one to terrorize the countryside surrounding his tower in the hills.

During the mage wars, both sides left the mighty Arcanarton alone. Nothing is known about whether either side approached him, although you get the impression that this stand-off-ish mage would have refused them, and they wouldn't have the power to say otherwise. The few lesser demons and knights that spilled into fantasy, fighting each other, were met at his gates by his protective spells and guardians. They weren't able to penetrate his defenses.

Nothing has been written within the last hundred years. What remains a mystery is exactly how the early knowledge has been passed down through the ages. Perhaps a brave sage will attempt contact once again.



Fantasy, Aramathean Library

Arya

From Fantasy: < >
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The Flower of Arya: The flower of Arya is thought to be deep within the treacherous island of Tapan. It is fabled to be protected by a deadly moat and by a giant known as The Protector. The flower is pale pink and is identifiable by its strong wonderful scent.



Fantasy, Aramathean Library

Azral

From Fantasy: < >
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A junior dark mage, specializing in the summoning of other-planar creatures. Perished under unknown circumstances, assumed to be a botched summoning. His residence was in the western forests.

See also: dark mages, mage wars



Fantasy, Aramathean Library

Baatezu

From Fantasy: < >
Return to Fantasy: < >


Baatezu: Pit fiends, lords and lesser minions of the nine hells. Baatezu come in a variety of forms depending on which level of hell they originate from. A good strategy for protecting oneself from them is to ...

You look with dismay as you see that the remainder of the entry on baatezu (i.e., the most useful part of the information) has been ripped out of the catalogue! Vandals!



Fantasy, Aramathean Library

Balooga

From Fantasy: < >
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After an exhaustive search you finally find something relevant. Named after the raging river and famous for its fabulous waterfalls, Balooga used to be a popular town in the northwest. Its location near the dwarven kingdom of Mount Knivur, fabled Murus Faralain and the elven realms of Perplexus ensured a steady trade and prosperity for the town. Its informal center and one of the oldest bars in the realms is Winter's Haven, right near the main entrance to the city. Longer ago than most mortals today remember, an evil god slowly invaded the prosperous town, its servants corrupting the citizens and steadily taking control. It is now known as a haunted place, with only a single church and one of the ancient guardians of the city offering resistance to the power of the evil god. When they eventually fail, the angeldemons will roam throughout the city.

See also: angeldemons



Fantasy, Aramathean Library

Barbarians

From Fantasy: < >
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Barbarians:

Throughout the history of the realm, there has always existed the barbarian plains, upon which the barbarians have lived for as long as history can record. They have neither participated greatly, nor excluded themselves totally from the history of the lands, but merely existed. They've fought alongside those in need, and of honour, against the darker forces that have threatened the realm, but they do not value glory or fame, and therefore have no great histories written about their deeds or their great warriors.

It was thought that the plains had passed from memory until just recently, when a wanderer discovered an old disused path wending its way up into the western mountains. Thus limited communications with the barbarian people has been re-established, and not much has changed on those plains as time has passed.



Fantasy, Aramathean Library

Barizu

From Fantasy: < >
Return to Fantasy: < >


Barizu: An ancient demon that appeared during the Mage Wars. It slew several Wayhaven knights before it was contained by a powerful Light Mage in a gem. The mage carried that gem in an amulet, around his neck, to prevent it from falling into the wrong hands.



Fantasy, Aramathean Library

Battle between Jesus gang, Orac and Edroman

From Fantasy: < >
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Edroman and Orac finally decided to challenge the power of the Jesus gang and free the town. As a first step, the two brave knights went down into the dungeon and each got themselves the white rune. Now this was no easy task. They fought their way through Chimeras, Stone Giants, and finally the infamous Stygian Dragon. After returning from the dungeon with the runes upon their foreheads, the two challenged the Jesus Gang. In a legendary battle between Orac, Edroman, Jesus, Redman, Zombie, Muldog, Darkmage, and Devildog, the balance of power was shifted in the town of Casaria. The battle raged on for hours as Edroman and Orac were outnumbered, and it appeared as if the Jesus gang was going to win, until a strange thing happened. The white runes on the foreheads of Orac and Edroman began to glow, and within a few quick moments, the two knights were victorious, having defeated the Jesus Gang.

(prequel of this story can be found under Story of the Jesus Gang)
WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Beholder

From Fantasy: < >
Return to Fantasy: < >


You look with dismay as you see that the entry on beholders has been ripped out of the catalogue! Vandals!



Fantasy, Aramathean Library

Blingdenwood

From Fantasy: < >
Return to Fantasy: < >


The Svirfneblin Gnomes flourished for many years in the dark twisting tunnels of the Underdark by hiding their existence from the more insidious races. In recent times a group of Svirfneblin were searching the tunnels for shiny gems and rocks when they encountered a Drow raiding party. After a brief fight, all of the undergnomes fell in combat but were able to warn the other members of their community via their telepathic link. Fearing for their lives, the remaining Svirfneblin people deemed it necessary to relocate from their beloved home in the Underdark to a more peaceful location. The location was found and the camp established. With the founding of Blingdenwood, the Svirfneblin Gnomes have renewed hope for a peaceful, though somewhat excluded, existence.



Fantasy, Aramathean Library

Boggarts

From Fantasy: < >
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Boggart
In the realm of faeries, house elves and little people, there is a type of being known as a boggart. While most house faeries (pixies, brownies, etc) are helpful and pleasant to be around, boggarts are particularly mischievous and detest humans. Some claim that boggarts are actually brownies turned evil. The boggart looks much like a gnome but very dirty and messy looking. Their clothing is wrinkled and unkempt and they are often covered in a layer of dust. They are very unpleasant to be around. They are malicious and bad tempered. Under normal circumstances boggarts will make themselves at home in your house, and are particularly nasty to get rid of. In the area around Wayhaven however, the boggarts tend to show up, cause trouble, break things, steal things and disappear. Several children have disappeared in the past, and their kidnapping has often been blamed on a boggart. Unsubstantiated rumors claim that there is a community of them in some valley west of the city. These claims usually come from the young children, or crazy old wizards. Since the land west of the city is all flat plains and several searches by highly respected elder members of the community have all turned up nothing, most people dismiss the rumors, but yet they persist.



Fantasy, Aramathean Library

Book I, Story of the White Rune

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-=The Legend of Javelin, Books I-IV=-

Book I, The White Rune

There was once a prospering city on the southern shores of the known continent. On the first day of the 21st year of the reign of King Gotik, the King's daughter, Princess Shayla, was to be married to Skeeve, the general of the King's army.

On the day of the wedding ceremony, the goddess Samantha, Queen of the gods, appeared and revealed that Shayla was already pregnant. Not only that, she was pregnant with the son of not Skeeve, but Kovan, King of the gods, and husband of Samantha. Furious, Samantha cursed the town with a terrible earthquake. The earthquake was so massive it broke the town and all surrounding area away from the mainland. She then proclaimed that no one was to leave the island until they proved their worth by braving the ancient catacombs beneath the town, and coming back with proof of their bravery in the form of a white rune located in the deepest depths of the catacombs, and guarded by a bloodthirsty beast known as the Stygian Dragon.

Life went on in the now isolated town, and Princess Shayla gave birth to her son, Javelin. Skeeve and Shayla were married, but Skeeve detested Javelin, because he represented Shayla's unfaithfulness and Princess Shayla's attention was focused on him rather than Skeeve.

For 18 years, Skeeve tried to recover the white rune, and for 18 years he was unsuccessful. In the meantime, Javelin was growing up. Shayla was versed in the healing arts, and she tried to influence Javelin to join the priesthood, but he refused. He saw himself as one day becoming a powerful sorcerer, and so he studied as an apprentice to Diodotus, a great mage who once headed Gotik's court, but who was later exiled for refusing to assist Gotik in a war against one of the rival nations. Diodotus did not believe in war.

On his 18th birthday, Javelin, the untested novice mage decided to chance the catacombs. No one took Javelin seriously, it was common knowledge at the time that knights were the most powerful warriors. And if Skeeve, the greatest knight of the time, couldn't kill the Stygian Dragon, how could a lowly mage? But Javelin had faith, and ventured into the dank, dark caverns beneath the town.

Skeeve never talked of what he encountered in the catacombs, so Javelin didn't know what to expect. In his journey through the catacombs, Javelin encountered many foul beasts, including a giant cyclops, a minotaur, a fire breathing chimera, and a community of stone giants. But with the knowledge of Diodotus and his strong wits, Javelin managed to fight his way through the catacombs. Along the way he passed the long rotted corpses of what were some of the greatest knights of their time, Javelin was surprised he made it as far as he did.

Upon reaching the lowest levels of the Catacombs, Javelin heard a hideous screeching. It was the Stygian Dragon. Javelin turned the corner, and saw the most horrendous abomination man had ever set his eyes on. Sitting among mounds of rotted bones and remains of brave adventurers, was a jet black dragon. It measured a full 40' from head to tail, and it focused it's sight on the small mage. Javelin was overcome with terror, and froze as the dragon charged at him. Javelin's instincts then started to take control over him, and something unusual happened. Javelin focused a stare at the dragon, and uttered the word 'todukar.' A searing ball of flame discharged from Javelin's hand and blasted into the dragon. The fireball burned the dragon in an absolute inferno. The dragon gave out a final screech and then dropped to the ground lifeless.

Javelin didn't understand what had just transpired. He had never even heard of such a spell before that moment. Nevertheless, he moved forward, and the white rune was within his sight. But before reaching the rune, he was hit from behind. It was his step-father Skeeve, who was trailing him the whole time. Skeeve ran for the rune, when Javelin's instincts took ahold of him again. He called forth a magical bolt of lightning, and buried it into Skeeve. Skeeve screamed in pain, and then fell to the ground, dead. Javelin went to the magical rune, and burned it into his forehead. Upon doing so, Javelin realized who he was, who his father was, and his power. Upon gaining the white rune, Javelin made his way back up the catacombs. News of his success had already reached the town before he even arrived, via the local prophets.

Javelin was not a very popular figure in the community. Many blamed him for the curse Samantha had put on the town. Skeeve on the other hand was very popular. Where Diodotus failed to come through for King Gotik, Skeeve had not. He led Gotik's armies to victory on countless occasions.

Javelin's killing of Skeeve had angered the town greatly. Some of the younger folks were sympathetic to him, but the older generation felt a deep hatred for Javelin, and this was the final straw as they were concerned. As Javelin made his way out of the catacombs, he was greeted by an angry mob. Probably about 1/3 of the entire town ... carrying everything from torches to pitch forks, and ready for a hanging. Javelin, with the realization of who he was still fresh in his mind, waved his hands and created a magical barrier. He then spoke:

Javelin: You fools! Do you know who I am? Skeeve was just a mortal. You are all just mortals! I am the son of a god, and you dare question me?!

And in a fit of rage, he struck his fist to the ground, igniting a massive earthquake! He had not realized what he had done until it was too late, and in a matter of minutes, the dungeon opened up. Hordes of monsters poured out of the dungeon, attacking all of the town's inhabitants. The monsters overwhelmed the town, killing many, including princess Shayla.

Casaria was in peril at this point, being overrun by hordes of monsters, and it seemed as if nothing could stop them. However, a young knight by the name of Orac, meshed steel with the horrific monsters. Orac the mighty stood against the fury, and faced close to two hundred monsters, all ranging from Minotaurs to Hydras, Trolls to Chimeras, and in the end the brave knight emerged victorious.

The town was very angry with Javelin. Orac secretly challenged Javelin to a duel. That night they met. In a legendary battle of wit versus strength, Javelin and Orac dueled outside the town gates.

'DUMOTI' screamed Javelin as a maelstrom of fireballs impaled Orac. Orac struck Javelin with extreme fury and vengeance and anger, as he furiously tried to maintain power in the struggle. After many hours of fighting, Javelin screamed 'TODUKAR', which sent Orac reeling. Bleeding, and almost dead, Orac was left by Javelin to die. By this time it was close to 3 AM, and no one was around to help save Orac. He did however, manage to survive, and the next morning was healed by the priesthood.

All that Javelin had done drew the attention of Kovan, and an angered image of him appeared before Javelin:

Kovan: Javelin, you disappoint me dearly. You have unleashed the horrors of the dungeon upon these people. You have demonstrated to me that you are incapable of controlling your powers, and so, you must be punished.

Then, with a single thought, Kovan rendered Javelin a mere mortal again. And so, still devastated by the loss of his power and family, Javelin was now alone in the world. Powerless, without a home, he cried himself to sleep on a grassy field about a mile southwest of the town.

Continue the story with book 2, Samantha's Cathedral.
WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Book II, Samantha's Cathedral

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Book II, Samantha's Cathedral

Javelin awoke the next morning, and was still as confused and sad as the night before. His family was gone, he was without a home. He wandered the landscape and came across Samantha's Great Cathedral. A monumental shrine built in honor of the gods of Overlands. Legend has it that if you throw a coin into the great white fountain in the middle of the cathedral and pray, the gods will guide your path.

Javelin approached the fountain. The only coin he had was an ornamental coin Diodotus gave him for his birthday with the image of a sick behemoth engraved on the front. Javelin tossed the coin in the fountain and prayed. Nothing happened. He started to walk away, when a voice called out to him.

"Javelin."

He turned around, and behind him was a red statue. There were white statues of all the gods throughout the cathedral, but he hadn't noticed this red one before. He approached the sentinel and it spoke.

"Javelin, this is Diodotus. I have much to tell you. Much of what you have experienced in the past days have been orchestrated by powers unknown to you. All the power you have been employing recently has been the work of an evil hag known as Sin'Jun. She made you believe it was you doing all that you were doing, but in fact it was her. It is true that you are the son of Kovan, but it was not he that appeared before you and disowned you. That was simply a facade created by Sin'Jun to trick you. There is not enough time to explain the big picture to you, but know that you are a threat to Sin'Jun and her Queen's evil conquest, and your true adventure is only beginning. I have been imprisoned by Sin'Jun deep underground in a cave inhabited by a race of savage warriors. Do not try to rescue me, you stand no chance against the savages or Sin'Jun without further training. Seek the Holy Grove to the southeast. There your mind will become more focused and your true power will begin to manifest itself. Remember Javelin, I am very proud of you, and will always believe in you."

And so, Javelin set off for the Holy Grove.

continue the story with book 3, The Coming of Javelin.
WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Book III, The Coming of Javelin

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Book III, The Coming of Javelin

Javelin arrived at the Holy Grove and was greeted warmly by a female elven druid named Celestia Silvermoon. Javelin told Celestia all that happened and asked if she would take him on as an apprentice. She agreed, and gave Javelin a small room below the druid library to live in.

Over the next three weeks, Celestia began to teach Javelin the principles of philosophy, history, mathematics, science, and sorcery. Javelin picked up on the ideas and principles presented with inhuman, almost godlike speed. Celestia knew Javelin was not a mere mortal when she saw this. In three weeks, instead of Celestia teaching Javelin philosophy, it was in fact Javelin teaching Celestia; and all the druids for that matter, possibilities they had never even considered before! In this short time frame, Javelin had been transformed from an unconfident boy into the great Arch Magus he is today.

Upon seeing the light as he did, he decided that it was now time to go for Diodotus, and realize his true purpose. Before leaving, however, he had one more encounter. Celestia had another disciple, her nephew Arcadia. Arcadia had been studying under Celestia for more than six years, and in all that time didn't accomplish what Javelin did in only three weeks. Arcadia was insanely jealous of Javelin, and refused to believe Javelin was as good as he was. So the night Javelin left for Diodotus, Arcadia confronted him.

Arcadia: You may have fooled the other druids, but you don't fool me. I don't know what you wanted here, and quite frankly, I don't care. Come, let us fight, and see who's really the better of the two.

Javelin: Arcadia, please get out of my way. You don't understand the powers you're trying to meddle with. I have no wish to fight you.

Arcadia: Is the great Javelin scared? I will NOT let you leave with everyone believing how smart and how great you are. If you will not fight me, I will simply kill you with more ease than I would have otherwise.

Javelin: Step aside Arcadia, I'm a busy man.

And with that, Arcadia unsheathed his silver sword, and began to swing it toward Javelin. Before he could complete the motion; however, Javelin discharged a searing ball of flame at him. And in doing so, he totally incinerated Arcadia's right arm, reducing it to cinders. Arcadia fell to the ground, gasping in pain. Javelin looked to Arcadia, grumbled momentarily and said "I'm sorry."

continue the story with book 4, Sin'Jun Songsinger.
WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Book IV, Sin'Jun Songsinger

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Book IV, Sin'Jun Songsinger

Javelin set off in pursuit of Diodotus, and came upon a forbidding cave in the western part of the island. He entered the cave and was immediately attacked by a brutal savage. Upon seeing the savage, Javelin put up a magical shell of protection. However, the savage's attacks were so fierce, the aura offered little protection. The savage jumped on Javelin and started hacking away like a madman! Javelin had highly underestimated his foe, and managed to cast a spell of sanctuary just in the nick of time.

After taking a moment to recover from the attack, Javelin took out an invisibility herb from his bag of reagents and turned himself invisible. He then left his sanctuary, back into the cave. The savage didn't notice him re-enter, and Javelin managed to sneak past the savage unseen. Javelin walked through the rest of the cave, sneaking past many guardians, and finally came upon an underground lake. There was a raft upon the shoreline, but he feared that boarding it and sailing out would catch the attention of the two savages in the vicinity. And so, Javelin walked behind the two savages, faded back into existence, and invoked one of the powerful abilities Celestia taught him at the Elundi temple. He focused his mind upon one of the savages, and using the psionic powers of the mind, was able to take control of the savage's undeveloped brain. He compelled the savage to attack the other one, and in a single swipe, the savage buried his hatchet in the other savage's forehead, killing him instantaneously.

Javelin did not sever his connection with the savage after forcing him to kill his friend. Instead he brought the savage onto the raft with him, and they sailed together onto the unknown lake.

After several hours of drifting aimlessly upon the lake, the raft somehow managed to find its way to a small island. The island was no more than twenty feet in diameter. A deathly mound of bones and skulls filled it. Upon the mound, an old hag, Sin'Jun Songsinger stood, mixing something in a black cauldron. Floating high above the island, was a prison cell and inside the cell stood Diodotus. Javelin docked the raft and approached Sin'Jun.

Sin'Jun: Yesss, he has comeaaerrh.

Javelin: What are you? What do you want?

Sin'Jun: I think the proper question is, what do you want? You have gone through a lot of trouble to come here. I think you know what I want Javelin. I want you, heh heh heh!

Sin'Jun then looked to the savage Javelin brought with him, and snapped her fingers. The savage disintegrated immediately.

Javelin: I am here to save Diodotus and put an end to your diabolical plot, whatever it may be.

Sin'Jun: Oh, what a noble cause mage. Would you like to know what my plan is?

Javelin: Yes.

Sin'Jun: Heh heh heh, I'll just let your friend Diodotus tell you after you kill me and rescue him. Hahahahaha! Hahahahaha!

Javelin chuckles and says: You're quite the character witch. Why are all the smart ones so evil? Well, except me of course.

Sin'Jun: Why don't you join us Javelin? Dump that old prune Diodotus and rule the world with us.

Javelin: I don't base my decisions on pathos Sin'Jun. Even if you are the only one close enough to be my intellectual equal, what you're doing is still wrong. Furthermore, even we are mere pawns at the mercy of the gods. Now tell me Sin'Jun Songsinger, what are you trying to accomplish.

Sin'Jun: Very well, you've heard of Pytheria, haven't you?

Javelin: No.

Sin'Jun: She lives in a palace high in the sky, atop a floating rock. She is evil, very evil. She and her lover Dimitrius wish to take over this puny land, and enslave its inhabitants.

Javelin: Indeed, and why do you help her?

Sin'Jun: Ahh, the all important question. Well you tell me Javelin, why not? What's wrong with what she's doing?

Javelin: Hmm, so you're saying there's nothing wrong with enslaving these people and putting them through misery?

Sin'Jun: Precisely.

Javelin: Interesting. Let's stop talking with these artificial terms. My human training still has its effects, heh heh. So what do you think the purpose of life is?

Sin'Jun: Err, yes... pleasure.

Javelin: Hmm, yes. But what of the gods? Are you not taking them into consideration?

Sin'Jun: You give the gods too much respect, Javelin. They are powerless to change pure logic. Even the immortals are limited in many ways.

And then Hermetian, God of Wisdom, appeared in a flash of light.

Hermetian: Oh is that so Sin'Jun?

Sin'Jun: Heh heh, well well well if it isn't Hermetian appearing out of nowhere, trying to show off his power. hahaha Get outta here you idiot.

Hermetian then flashed his eyes and everything changed.

Sin'Jun: What the... what was I thinking! 1 + 1 doesn't equal 2, it equals 3! And ... and ... yes the purpose of life is clearly work! It has to be! Oh all the books must be re-written, they're all wrong.

Hermetian: Ha ha ha, you amuse me Sin'Jun.

Hermetian's eyes then flashed again, and everything was back to normal.

Sin'Jun: Ack! What an odd occurence. Hmm, I'll have to rethink everything. Alright Javelin, I will discontinue my assistance to Pytheria for the time being. I shall rethink my philosophy and then reconsider my actions. I cannot promise I will come to a conclusion which is satisfactory to you. Now begone, I have much to think about.

So Sin'Jun released Diodotus, and both he and Javelin went off in search of this "Pytheria."
WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Book of Alchemy, The

From Center of Town: <n, w, 2n, w>
Return to Center of Town: <e, 2s, e, s>




Pinnacle, Alchemy Shop

Book of thingy making

A leather book (closed)

Book of thingy making:

Written in some generic year by a little green gnome with blue eyes and a long pointy black beard. Now if you believe that such a creature exists, then you should have no problem believing what is in this book. Of course, this book was copy written the year you were born so you have no chance of plagiarizing it or making profit from it anyway. Then again, you could sell the book and make a profit, thus making that statement a complete lie. Anyway, enclosed in this book are the exact details of how to make a thingy. Now what you do with your thingy is your personal business, and honestly, nobody else wants to know unless they are a sick pervert like the little green gnome who wrote this book.

Sincerely,

A little gnome named Joiry


The making of a thingy is an exact science. It takes all the right materials and preparations for a thingy to be successfully made. Chaotic forces are at hand in making a thingy and if you don't have all the proper materials, then all kinds of random reactions could happen. In most cases it's best not to make a thingy at all, since life does go on without them. It is rumored that using a thingy can be highly addictive and the loss of one can cause illness or even death. These rumors have never been proven or disproven or even verified. But, they are rumors nonetheless. Who knows, you could turn into a little perverted gnome or something. It's best to turn back now.

In making a thingy you need a thin band of pure silver wire. Of course, thingys have been made without pure silver and even other kinds of wire have been substituted in the past, but remember that making a thingy is an exact science, and you must have pure silver wire or something remotely similar to silver, like coal. Pure coal is necessary to ensure that no chaotic forces happen, it would be best to make sure that the thingy has pure silver for its binding material. Aluminum has often been substituted for silver in the binding of a thingy. Even though they have very little in common on a physical or chemical basis, they are both a silvery color and that's all that really counts in the scheme of the exact science of thingy making.

The base foundation of a thingy is wood. Not any old wood, but very old wood. Any old wood just wouldn't do, but very old wood should be just fine. Be careful, it's hard to distinguish any old from very old and you have to be quite a clever gnome to figure out which is witch. For best results, you MUST have an oak of at least a thousand years and that has never seen daylight is necessary in making a thingy. Many have quested just to find the wood foundation for a thingy alone. All have died, so it's not recommended to do so, but the best thingys come from thousand year old albino oak. Should you not resolve your quest to find thousand year old oak, then it would be best to use some other kind of wood. Black Marble could be used instead, but that might have some cataclysmic results including turning you from gnome to a beautiful human female with an insatiable thirst for sex. Now that would be a catastrophe now wouldn't it?

The beating heart of one who has lost their love is necessary to bring power to the thingy and hold it together. Love binds our souls with one another, and this same power will bind the thingy together and hold it for all eternity. Love is strong and conquers all. In preparation for creating the thingy, you must fall in love and stay that way for a period of seven years. This will age the heart and forge the binding love which will be used to bind the thingy. Once the seven years has passed, you must murder your loved one in cold blood and dig out your own heart with a dull spoon. Silver would be best as not to cause infection. You cannot use the heart of your loved one, as the love will be lost upon striking the killing blow. Once you have dug out your beating heart, place it in a plastic baggie and seal it to keep the air from ruining the freshness of the heart. You might find yourself a little light headed upon doing this. This is perfectly normal. It happens to most. You may even lose consciousness, in which case, making a successful thingy isn't at issue, and you've spoiled your seven-year love. Should this happen, you'll have to find some other glue to hold your thingy together.

Now, no thingy would be worth its salt without a golden soul in order to create its marvelous melody. Perhaps it would be worth half a grain of salt but that just wouldn't do. Salt could be necessary in the exact science of thingy making, but then again, what good is salt anyway. Increasing blood pressure is often a bad thing, except when ripping out your own beating heart as is necessary in the exact science of thingy making. A silver spoon has never been known to dig out a golden soul, but that really isn't the spoon's fault now is it? How does the spoon know the nature of one's soul? Why do we pick on silver spoons anyway? What's wrong with a bronze spoon? I say that all of the the bronze spoons of this chaotic world should rise up and take note. March on the streets of the winding road and obliterate that stupid mushroom and earn some respect. After all, the mushroom is biased towards those who don't have hands to clap. Yeah, that's it, there is no golden soul and it's entirely the mushroom's fault! Guess you're out of luck when it comes to thingy making.

Once you have gathered all the components of your thingy hold them gently in one hand while using the other to read the scroll of thingy making. The scroll was made by the powerful Wiccan, Marvelous Marsha of Mishaven Manor. Only one scroll was ever made, so if there is a thingy in existence, you are likely to be out of luck. As with this book, the scroll was copy written and any copies you obtain would be forgeries, and punishable by law! This gnome cannot be responsible for the results of using a forged copy of the scroll of thingy making, and when you turn into a frog and have to convince some bard to give you a kiss to get your true form back, don't take it out on the poor, innocent gnome population. You have had fair warning. Find the scroll, read the scroll, make da thingy!



Chaos, Larissa's Funhouse

Bukken

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Bukken: In the early years of Fantasy, when the Dark Mages toyed with the ethereal flux, many strange and frightening creatures appeared in the realm. With them came the Bukken, also known as Diggers, who infested themselves into the forests where they would attack and kill unsuspecting travelers in their hundreds. With a gigantic network of underground tunnels the Bukken spread all over Fantasy and soon men and women everywhere were falling victim to the savagery of the Diggers. Only remnants of travelers' camps gave away the nature of the victim's deaths however, as the Bukken would drag them down into the earth where they would torture and eat them. Greatly perturbed by the spread of the Bukken, the council of Light Mages gathered in the heart of the great east forest and unleashed a torrent of fire into the tunnels of the Bukken, destroying them all in that single strike. It was said by residents of Wayhaven that the smell of burning flesh hung over the city for days after. Since that day there have been no reports of Bukken sightings and all are presumed dead.

- Dr. Arcard, Chief Librarian of King Malric's Great Library.



Fantasy, Aramathean Library

Cernunnos

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Cernunnos: God of the wild hunt. A huge being said to have the head and horns of a forest stag.



Fantasy, Aramathean Library

Chapel

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Many rumors surround the forest region known as Chapel. Some say it is haunted, others believe that savage beasts roam upon its paths. Still others claim that Chapel has served for years as a secret haven for the evil clan known as Silent Knife. An abominable and mysterious name, Silent Knife is said to be an order of thieves, brigands and assassins alike.



Fantasy, Aramathean Library

Citadel

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This mighty keep in south-central Wayhaven is the only structure that survived the great Mage Wars fully intact. Yet it too was unable to protect the people of Wayhaven from the fratricidal conflict between the kaos-engorged Dark Mages for it fell to perfidy in the conflict between Wayhaven's last king and the evil kaotic newcomer from The Abyss called Count Strahd of Barovia. Today it houses only a fraction of the forces it held in its greatest days.



Fantasy, Aramathean Library

Com-Moo-nism for Dummies

From Chaos: <enter, 3e, 2s, ride cow>
Return to Chaos: <path, 2n, 3w, vortex>


Everything belongs to the government (but you can claim to work for the government and therefore it belongs to you).

You turn the page to page 2.

Vodka is your friend.

You turn the page to page 3.

Everybody else is wrong.

You turn the page to page 4.

When in doubt, hit somebody with a big stick.

You turn the page to page 5.

Anybody claiming to be your friend just wants your milk.

You are at the end of the book.



Chaos, CowVille

Contortia

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The Mages of Ca'tur Sirran

Before the Mage Wars, within twin valleys encircled by mountains, was land of peace and prosperity known as Ca'tur Sirran. So physically isolated was this enclave, that not even birds would traverse its lofty borders. Only tales from dwarven legend hinted at this marvelous land, often misspoken as 'Contortia' by outsiders.

It was not a perfect place, but there the forces of good had conquered the denizens of evil, and those known as the Magi of Ca'tur Sirran would have been known as Mages of Light, had there been Mages of Darkness. But the peace was not to last, for strange magics began to appear and the affects greatly troubled the habitants of this land.

Under the guidance of the newly-formed Council of Sirran, the mages fought hard to counter the changes in their land ... but the battle was not to be won. Eventually they realized that the only way to survive was to find the source of the flux. It was then that they discovered the Dark Mages that had corrupted their land. Lacking the raw power needed to confront the Dark Mages openly, and unwilling to contribute to the danger by obtaining such power from the flux, these mages used their mastery of illusion and mental discipline to infiltrate the ranks of the Dark Mages and attack from within.

It is said that some of the well-intentioned mages were corrupted by the powers to which they were exposed, falling into their assumed roles without hope of recovery. Yet some continued on to help the Light Mages in their struggle years later. In tragic irony, both the mages who gave in to the flux and the mages who held on to their true path contributed to the struggles that evolved into the devastating Mage Wars.

During the height of the Mage Wars, one of the blasts of energy that careened through the earth found its mark at Ca'tur Sirran. Due to the years of struggle against the flux and the buildup of magics to ward off its effects there, the valleys were not destroyed or laid waste, but losses were still great. Many changes for the worse occurred in the eastern valley of Sirran, but the land and the people survived. The western valley of Ca'tur was severely damaged.

During the chaos that ensued, the corrupt mages and their allies took control of Ca'tur, while the eastern valley was secured and rebuilt under the watch of the Council of Sirran, with aid from the greater Council of Light Mages, of which the Council of Sirran held at least one known member.

Their desire is to reunite their land and bring about a new age of prosperity. Such a task will be difficult indeed. After a bloody defense of the eastern valley from a western invasion, the forces of good and evil now stand at a face-off across the deep gorge connecting the two valleys. The gorge was once properly named, but is now known only as 'Lachrymal Ravine', as the creek that flows through it is said and sung to have a taste of salt since the tears of the peace-loving habitants flowed through the valleys.



Fantasy, Aramathean Library

Crimson Edge

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The Crimson Edge Thieves, banded together to counter the resistance against thievery, have begun to grow exponentially in numbers and thus have also started looking for a decent hideout. Survivors tell a variety of stories, but one thing is common among all. The Kellen Mausoleum, which holds the remains of the wealthy and powerful Kellen family and resides not far from Wayhaven, appears to be their current place of operations.



Fantasy, Aramathean Library

Dark Guard

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Dark Guard -- Group of powerful Dark Mages during the Mage Wars whose sole purpose was to protect Erthorpion. Said to be some of the most powerful magic users of the time, inferior only to Erthorpion himself, they were shrouded in mystery. No one knows what happened to them after the death of their ward.



Fantasy, Aramathean Library

Dark Mages

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Dark Mages: Centuries ago, powerful magic users began experimenting in the dark arts; manipulating chaotic fluxes in the ethereal plane. This art was difficult to control, and was shunned and banned by the Council of Mages. A faction was created, by mages who continued to practice the arts. This split eventually lead to the Mage Wars which rocked the realm, creating portals and vortices to strange lands.



Fantasy, Aramathean Library

Demoniac Triad

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The Demoniac Triad:
Three warlocks there be,
Up to no good you see,
Their power not to be scorned,
Enter their circle and be warned,
They take no liking to trespassers like you,
Much more important things to do,
The magic spell that they prepare today,
Will release the lost soul, so the legend say,
A vicious mage, a master of death,
A being who can steal even life's last breath,
This world will be shaken, ripped and torn,
When this beast is released, all will mourn,
Stop them you must, before the final words they speak,
Else all is doomed, and Evil will be at its peak,
One is blind, One is Deaf, One is mute,
Take them not for granted, nor dispute,
The power they wield is combined by three,
Destroy them all is the key,
If one is left with the spell all cast,
Consider this day to be your last.



Fantasy, Aramathean Library

Der'Thalas

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Der'Thalas -- This ancient elven kingdom was destroyed eons ago by great fires. Lost to the ravages of time and the woods of Ravenloft (see - Ravenloft), it has only recently been rediscovered. Few have returned to tell stories of this once beautiful land.



Fantasy, Aramathean Library

Desert

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The desert to the west of the great Fantasy city of Wayhaven is of ancient date. It is believed by some scholars, to have been the result of some terrible ancient war rivalling, perhaps, the excesses of the Kaotic Mage Flux wars of still recent memory. Arid, with little sign of life, they are filled with ancient ruins and desperate dreams of a time long gone from this world. Terrible creatures are said to wander its arid expanse and the great heat, produced by no clear source, has often been the cause of death and delirium. Kaotic forces were unleashed in this realm of wrack and ruin and it has become a terrible place indeed. Watch your step and, should you have no guide, map your way with care.



Fantasy, Aramathean Library

Deus

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Deus is a master god of a far-away circle of existence. His symbol is a flying horse, or the Pegasus. Long ago, during the war between Ethorpion and Light Mages, one of his minions came to our circle of existence, and his name was Scirien.



Fantasy, Aramathean Library

Districts

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There are four major districts in Wayhaven. The Garden District in northwestern Wayhaven is a home to many lovely parks and the mostly decaying mansions of the few surviving trader dynasties that once commanded forces of almost uncalculable power. The Wharf District in south- eastern Wayhaven is now a den of sin and iniquity as the gamblers, whores, and drunkards took over the empty and moribund wharehouses left behind by the decayed shipping enterprises. The Trade District, in north-central Wayhaven has slowly begun to come to life again with its many gem and fabric merchants but it too is still but a shadow of what once was. Finally, the newest District, in south- central Wayhaven is the City District, home to the venal and corrupt new administrator aristocracy.



Fantasy, Aramathean Library

Dolo and Doro

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Doro and Dolo: Centuries ago, there lived two great dragon brothers, Doro and Dolo. As different as chalk and cheese, the two brothers fought constantly, wreaking havoc across the lands of fantasy.

Doro was the good brother, who strove to preserve life and protect others. He was rumored to possess the power of the sun and came to be known as the ancient honorable dragon of light.

Dolo was the shadow to Doro's light, he savored death in all its forms and had the ability to shift his form. He came to be known as the ancient trimorphic dragon of destruction.

Eventually the brothers hatred for each other grew to the point where the inevitable happened and they fought to the death.

Tales of that day speak of fire raining from the sky, of clouds of darkness rolling across the land. The two massive forms of the brothers battled in the air, until both were mortally wounded.

Nobody knows what happened to their corpses, though there are many rumours.



Fantasy, Aramathean Library

Doppleganger

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Doppleganger: A shapeshifting humanoid that usually makes its living as a petty thief in human settlements. Their grayish skin often gives away their true identity even when assuming a common human form.



Fantasy, Aramathean Library

Dragon Isle

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An unexplored volcanic island south of the island of Tapan. It is thought that the ancient Jeweled Dragons reside there.



Fantasy, Aramathean Library

Dragonne

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Dragonne: A cross between a lion and a brass dragon, with its regal lion's mane and small brass coloured wings (if a five foot wing-span can be called small).



Fantasy, Aramathean Library

Dragons

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Dragons are winged animals which typically have huge scaly bodies, enormous claws, and sharp teeth. They are usually extremely powerful. There are many different types of dragons.



Fantasy, Aramathean Library

Dream Demon

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Dream Demon:

Legends tell of an evil force that can steal into a person's psyche and destroy them while they sleep. No one knows where this monstrosity may be found, but all who have encountered it and lived (and they are few) tremble at its very name.



Fantasy, Aramathean Library

Dreamville

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Dreamville:

Legends tell of a body of Wayhaven citizenry that chose to strike out on their own and form a new city. Rumour has it that they ended up in the swamps to the south of Wayhaven, although even the wisest of sages have been unable to decide why they should choose to do so.



Fantasy, Aramathean Library

Drow

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Some unsettling rumors about drow elves in the western forest have started spreading. At first we thought it was just a mistake, but after several people claimed to have seen the drow elves (always the same male and female lovers judging from their descriptions), we decided to send someone to investigate. Unfortunately, we have lost contact with our scout and we must presume that he is dead. We will need to investigate this disturbing rumor further when time allows.

--Scribe extraordinaire, Alehandro



Fantasy, Aramathean Library

East Forest

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East Forest: Perhaps less is known of the East Forest than any other region of Fantasy, as a result of the strange results of the Mage Wars. Unlike the Icelands and the great West Forest, the forest to the east of Wayhaven in Fantasy appeared *BEFORE* the Mage Wars.

A strange mist began to appear in the center of the great forest just south of the road to the great port city of Lemuria. No living creature ever came back from its dank embrace, however many creatures, misshapen and horrible, did leave it. And they were impossible to kill by normal means.

It was only later, during the Mage Wars, that the great Archon of Wayhaven did create a magical phylactery, which gave his forces entry to the Mists of Ravenloft. There did he make war with the evil Strahd, who is not of this plane, or so the philosophers and scholars would say. But then, what do they know?

Some of the residents of the eastern forest most clearly affected by the mists were elves, who as a result of its effect became nocturnal and favoured underground domiciles, forgoing their normal affection to life above ground and more or less peaceful co-existence with the lesser races.

The eastern forest also has been revealed to be a central site of the ancient druids; a recently discovered tor has attracted the attention of groups of dark clerics who refuse to reveal their interest in the region.

Beware traveller .. beware.



Fantasy, Aramathean Library

Eastern Peninsula Battle

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Eastern Peninsula, Battle of the -- One of the last great battles of the Mage Wars, the Battle of the Eastern peninsula came about as a direct result of the fight between Erthorpion and Strahd. After a direct assault by the Demon Strahd on the city of Wayhaven, the Dark Mage Erthorpion let go a tremendous flux of Kayos that decimated much of the Eastern peninsula, including the port city of Lemuria (see - Lemuria).

The Council of Light Mages, monitoring Erthorpion's actions, assigned five of their most powerful mages to protect the peoples of Lemuria from the horror. Combining their magics at a moment when the Dark Mage's powers were drained, they wove a spell that would hopefully keep the great port city intact and safe under the waters, and protect it from greater harm in the Wars.

Sensing an attack on their master, the Dark Guard (see - Dark Guard) attempted to banish (see - Spells: Banishment) these five Light Mages. The spell they used was uncovered soon after the end of the Mage Wars (see - Light Mage Banishment).

It is often said that this banishment was key in the defeat of Erthorpion. He was weakened from his battles with Strahd and the destruction of the Eastern Peninsula and the Dark Guard were weak from the banishment spell. This left the Dark Mages seriously handicapped to fight off the advances of the combined Light Mages and the armies from the north.



Fantasy, Aramathean Library

Enchanted Spring

From Fantasy: <portal, 15e, leave, 12e, 9n, 2ne, 2n, 3e, look at book in room, look at note, read note>
Return to Fantasy: <3w, 2s, 2sw, 4s, w, portal>


So it is told that long ago the Dark Mages ripped apart the ether using their forbidden magics. In the process freeing many monsters and demons, who even now freely roam the land. These ancient and dark magics ripped asunder reality's grip on the very ethers of this plane. Causing rifts into other dimensions to open, releasing horrors unknown onto man, while nearly destroying us all. It was only through the efforts of the great Light mages that Fantasy was saved from total destruction. Many demonic beings were destroyed, while others were sealed away; by now long since forgotten. That is long since forgotten by all but the guardians left behind to guard these seals. Late in the war, after many of these beasts had been sealed away it was discovered that if you combined holy power with each entities true weakness, they could be permanently destroyed. So seal after seal was broken until we made a fatal error in judgement, and released creatures that had no weakness or at least none known to us. Creatures who once again freed, rained untold havoc upon our land. After this fatal error in judgement, it was decided that never again was a seal to be broken. And no one but the seal's guardian could ever be allowed to know of the seal's location or existence.



Fantasy, Enchanted Spring

Equinity

From Fantasy: < >
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An isle found far off the mainland, it is said to be the home of a powerful light mage. The voyage overseas to this island has deterred sailors for many years, but the zeppelins in Xaxis may be able to take you to this magical destination via the skies.



Fantasy, Aramathean Library

Erthorpion

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Erthorpion: The most powerful Dark Mage in the history of the realm, he managed (for a short time), to fend off the hungry demons of Chaos, and the powerful combined forces of the Light Mages. He was betrayed by a comrade; the Captain of the City Guard, and leapt to his death from the south east tower of the Citadel to his death in Dragonspire Bay.



Fantasy, Aramathean Library

Fae

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Peasants who make their living in and around the forest west of Wayhaven, claim to have been set upon by mischievous fae. Investigations reveal no evidence of this. As such, it has been concluded that the peasants have been eating too many mushrooms. Let the record state the matter is considered closed by order of the Wayhaven City Guard.



Fantasy, Aramathean Library

Faeries

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Unsubstantiated reports of faerie sightings have continued, this time from travellers exploring the woods of eastern Fantasy. Rumor has it that the lost faerie princess has returned from hiding. Finding her may prove difficult, particularly as it is said that she will welcome only the pure of heart into the sanctity of her kingdom.



Fantasy, Aramathean Library

Fire Giants

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To the northeast of this great city, a small encampment of fire giants can be found. These large beasts are rumored to have come in answer to a call from the Dark Mages of old. Many wonder why it took these giants centuries to answer this summoning. Perhaps if they had come sooner, the outcome of the Kaotic Mage Flux wars would have been different.



Fantasy, Aramathean Library

Forest of Types

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The Forest of Types is the name given to a tropical, forested island south of the mainland. The origin of the name is uncertain. Accounts of the Forest of Types are few. Sailors' tales of animated trees and magical barriers have been reported from several sources, most notably Aquelian's "Collected Myths and Tales of the Southern Seas".

It appears that the current stories relating to the island are of recent mythology, as ancient charts and tales of that region mention no such enchantments.



Fantasy, Aramathean Library

Gamal Islands

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Gamal Islands: A small archipelago of islands far south of Wayhaven. Limited trade with Wayhaven includes mainly spices and silks. The culture isn't well known, but there appear to be secret societies and ancient dangers. Whispered rumours indicate that the area may be populated by deadly warrior-assassins.



Fantasy, Aramathean Library

Garou

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There is a cave in the east mountains of the realm that has been hidden from prying eyes for many generations. I have found that a long-lost tribe of Garou have founded their den there.

Who, or what, are Garou you may ask? Well, let me tell you a tale, great traveler. The Garou are a tribe of werewolves that fight to preserve Shizara, also known as the goddess of nature, by destroying all that is corrupt and evil. They existed during the Mage Wars - actually they've always existed. As the Chaotic forces rampaged through the lands during the great Mage Wars, the Garou tried to keep them at bay. However, the overwhelming evil horde was too much for the tribe, and none but a few survived. They had to go into hiding for generations. Many thought them extinct, forever lost to this realm. It seems they retreated to this cave to keep their history alive and rebuild their strength.

But to maintain its secrecy, they used a very powerful form of energy to keep it from the eyes of anyone who was not Garou. In recent wanderings through the mountains east of Wayhaven, I happened upon the cave and found the means to enter it.

I felt a great surge of energy go through me as I wandered through all the rooms within the cavern. I met an ancient creature known as Shirokane, the Guardian. I inquired as to what became of their race, how they came to be hidden in their cavern refuge, away from the nature they treasured. All that she replied is contained in this tale.

She finished by saying, "The Garou are rebuilding our ranks, swelling our numbers. We will once again fight corruption. Shizara must be preserved by any means possible." I promised Shirokane to spread her message and am thus writing this entry.

Signed
Nomlo Leafwind



Fantasy, Aramathean Library

Gizladz

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Gizjadz was an apprentice mage, who leaned to the dark arts. He was known to cause plenty of mischief and was a minor irritation to the people of Wayhaven in the years leading up to the mage wars. He had a particular liking for boggarts and other evil creatures. It is not known what ultimately happened to him.



Fantasy, Aramathean Library

Gnolls

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For many years, gnolls have been unheard of in the realm. The last reported instance of gnoll invasions was over a century before the Mage wars, when large numbers of the foul, canine-like humanoids rallied under the banner of the high gnoll chieftain of the Bloody Paw Clan, Grrux.

A king among gnolls, he united many warbands and clans under one ruler. It was said that he had the favor of the gnoll's dark god, a Tanar'ri lord named Yeenoghu. Wielding a three-headed flail, said to be the weapon of the mighty Tanar'ri lord himself, Grrux led an army of gnolls, aided by undead that were commanded by the dark shamanic priests of Yeenoghu.

The dark tidal wave of gnolls and undead spread from the hills north of Wayhaven, overrunning many of the keeps in northern fantasy. Nothing and no-one seemed capable of stopping them, until Lady Kaitlin, a minor noble and follower of the Red Knight, goddess of tactics and warfare, and her Company of the Red Falcon, took it upon themselves to unite all the peoples north of Wayhaven into an army capable of meeting the onslaught.

The two armies clashed, and the death toll rose. For days, each army attempted time and time again to break the formation of the other. Supplies on both sides ran low. Finally, as a last ditch effort, Lady Kaitlin and her band, the war wizard Zaor, Lord Tain Skyrider (a half-elven griffin rider), and Sir Eruk Antonian (high priest of the Red Knight), led a charge of their elite troops straight into the heart of the dark army. Slaying countless gnolls and their undead shock troops, they finally came to the heart of the army. Here, the companions did battle with the High Priests of Yeenoghu, who summoned mighty tanar'ri to drive off the band. But Kaitlin, armed with a holy relic of the Red Knight, a glassteel shield, capable of turning magic and attacks against the attacker fought on, inspiring her companions.

The timely healings of Eruk and the protective enchantments of Zaor began to sway the battle to the side of the humans. After hours, the gnoll chieftain himself came forth to do battle. Calling out a growling challenge, he met Kaitlin with his three-headed flail swinging. Blow after blow, Kaitlin deflected with her mighty shield. The two fought on into twilight, the battle lit only by their items of power. Finally, one of the heads of Grrux's flail shattered against Kaitlin's shield. Momentarily stunned by the magical backlash, Kaitlin struck a mortal blow with her sword, piercing the gnoll chieftain's heart.

With the death of Grrux, morale failed among the gnolls. The war band scattered to all points of the compass, relentlessly pursued by humans and elves seeking vengeance for their dead kin. For a time after the war, gnoll hunting was a sport enjoyed by many nobles of the land. Then, after years of fewer and fewer gnolls being found, it is believed that they were dying out into extinction. History supports that belief today, as there have been no confirmed gnoll sightings in several centuries.

Kaitlin and her band retired to their keep, disbanding the army, and not attempting to seize the land for themselves. Content that they were able to defeat the horde, and not being impressed by the trappings that come with rulership over men, they secluded themselves from the world, remaining in their keep, only recruiting a handful of warriors to serve as a garrison. After a time, even the location of the keep faded from the minds of the survivors of the war.

Legend has it that the Red Knight gave the band a vision that there would be another great uprising of gnolls in the future, and that the war wizard, Zaor, laid mighty enchantments on the keep, making it invisible, and placing all those within into magical stasis, to be awakened only when this new threat rises in the world. Is this legend true? Are the gnolls truly destroyed, or do they hide somewhere, in a dark corner of the realm, even now plotting their return in force? Only time may tell.



Fantasy, Aramathean Library

Gorgimera

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Gorgimera: With the hindquarters of a gorgon, forequarters of a lion, and the body and wings of a dragon, the gorgimera has the heads of all three. Related to the chimera, this monster can attack with an unbelievable arsenal of destruction. Like a gorgon, it has a petrification breath weapon.



Fantasy, Aramathean Library

Gorgon

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Gorgon: A fierce bull-like beast. It is aggressive by nature and is coated with black metallic scales. The gorgon's breath is a noxious vapour that can turn one to stone. The gorgon is surprisingly agile despite its enormous size.



Fantasy, Aramathean Library

Green Lion

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You find a library catalog card with a note paperclipped to the front of it, obscuring some of the text underneath. You can read part of the information on the card:
Aramathean Library
Non-Fiction : Applied Mythology
Overdue Book Notification: Legends of the Pre-MageWar F(text obscured)
Historie of thee Grene Lionn (text obscured)

All documents are required to (text obscured)
two weeks. Any borrowed items (text obscured)
incurring a fine of 5gp per d(text obscured)

Signed - Head Librarian

The note paperclipped to this catalog card reads:
Dr Dask has now had these for several months with no sign of returning them.

He was recently seen disembarking at the old docks, shouting wildly about gold. Please contact for immediate payment of fines and return of all research material

Signed - H.L.



Fantasy, Aramathean Library

Green Lion Expedition

From Fantasy: <portal, 15e, leave, 15e, 2s, enter, sw, d, nw, n, nw, w, search rockfall>
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Green Lion Expedition:
Dr Kildar Dask, Wayhaven University.

Day 1:

Having exhausted all library based research options with virtually no concrete information surrounding the green lion legend (with the exception of the monk Oltair's original vellum 'historie') I have decided to take it upon myself to mount an expedition to seek the truth of the matter first hand.

The main issue I forsee is to identify the city of origin mentioned within Oltair's account of the journey, although the scant details seem to point towards Murus Faralain, or perhaps the ruins of Lemuria. Either way, once the starting point is established, it should simply be a question of retracing the journey to find the final resting place of the treasure.

You turn to page 2 of the notebook.

Day 5:

The University Bursar has demonstrated yet again his utter closed mindedness to new research, and has thwarted every attempt to gain funding for a full expedition. No matter, I will carry on regardless, they can come crawling to me when I return triumphant with the lion's gold.

You turn to page 3 of the notebook.

Day 36:

A month in, and still no sign. The hill I was told about in Murus Faralain was remarkably close to the description, but it faced entirely the wrong direction for the sun to have set on the correct side. I am currently making my way to the last resting place of the ruins of Lemuria, hopefully there is enough left to point me in the right direction. I wish I could have afforded more than one horse, an unfortunate encounter with Murus Faralain's jaguars have left me travelling by foot.

You turn to page 4 of the notebook.

Day 62:

Lemuria's last war-ravaged stones have offered up no clues. If there was a peak of the sun within the city, it has long since been lost. I have, however, received word of another possibility within the wilderness to the west, so there is yet hope of finding the start!

You turn to page 5 of the notebook.

Day 97:

Success! I was more than a little dubious of the first two landmarks leading from the peak, but I have just found what MUST be the 'tayle of the dragonne'. I am on the right track at long last!

You turn to page 6 of the notebook.

Day 108:

After yesterday's altercation with an orc hunting party, I have decided to rest here a short way from the lion rock itself. The entrance to the cave was easy to find, hopefully a solid branch will let me shift the rocks sufficiently to get in, but with orcs still in the vicinity I don't want to make more noise than I have to.

It is SO frustrating, the end is so close now that I can almost taste the gold, but Oltair's vivid descriptions of the deathless shade have always made me a little nervous, so it is probably best to be cautious. Nothing could possibly have survived trapped within a spell sealed vault for this many centuries, I'm probably worrying over nothing. Either way, tomorrow I will find out.

You turn to page 7 of the notebook.

Day 109:

The initial survey of the cave has begun well. Although there is no sign of the 'bespell'd portal', an unfortunate stumble deep within the cavern has led to a quite startling discovery. I have found the last resting place of one of the four brothers! Near a thousand years have passed and he looks like he could have laid his head down yesterday. The runed artifact will need further examination, but from what I could translate it appears to be some kind of crude dowsing rod to assist within the tomb.

You turn to page 8 of the notebook.

You flip through the rest of the notebook and it appears to be filled with measurements and notations in some kind of shorthand. It is presumably of value to whoever wrote it but to you it is entirely indecipherable.

You are at the end of the notebook.
a leather-bound notebook (closed) -
A small notebook bound with a dusty brown leather cover. The official crest of Wayhaven University is embossed into the leather on the front.
The book is closed.
Use "help notebook" to see usage.
It looks light.
WMT - Last updated 14 July 2021.



Fantasy, The Green Lion

Griffon

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Griffon: A large avian carnivore with features resembling a lion and an eagle combined. Griffons have a noted penchant for horse-flesh, and occassionally hunt in groups. The plumage of the griffon was used by elfish mages and naturalists in the preparation of life preserving and flight magic. Information regarding such ancient magery was lost with the down-fall of Murus Faralain 600 years ago.



Fantasy, Aramathean Library

Grindur

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Grindur: A small town in the northern hills, established by the dwarven Stonemasons' Guild from Knivur. A major source of stone, Grindur is growing as a result of the numerous and lucrative building contracts supplied there.



Fantasy, Aramathean Library

Grub

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Rot Grub: A two inch long maggot like creature that burrows into flesh and secretes a mild poison that deadens the sensitivity around the afflicted area. Fire destroys them but it must be applied to the afflicted area to be effective.



Fantasy, Aramathean Library

Grue

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@@@@=====Legend of the Grue=======@@@@
@@@@======Rumor===5/13/00=========@@@@

Long ago, in times almost forgotten, the Elf King Tavon found his kingdom at risk due to a particularly nasty plaque of insects that ravaged their crops and threatened to leave his people starving if something was not done to curb the infestation.

Desperate for a solution, Tavon sent runners to all four corners of the realm in search of an answer to their dilemma. The elven runners searched high and low for anything that would turn back the insects or at least curb their enormous appetite.

Months passed and the insects flourished. Crops were dwindling quickly, little more than roots and stubs remaining on miles of farmlands throughout the kingdom.

Finally, when Tavon was almost at wit's end, one of his runners, bloodied, bruised and exhausted, stumbled into the throne room. The runner carried with him a large wooden crate, splintered and emanating hideous growling noises along with a horrendous stench, nevertheless intact.

The King flew from his throne, hurrying to the runner's side in concern and excitement.

"Welcome home runner! It has been long since you've left our fair kingdom in search of salvation and we worried you were lost to us. What is it you've brought back from afar and will it ease our plight?"

The runner, a youngish elf by the name of Inkin, bravely saluted his King as he attempted to catch his breath.

"I am well, honored King. I apologize for the delay in my return. I ran for weeks, searching every land I found on the western side of the realm. I ran across ogres and demons, goblin tribes and troll camps. I crossed battle field and farmlands, scorching deserts and misty mountains. Nowhere did I find an answer to our plight until I came upon the great Western Ocean."

Here Inkin paused as he bent over, catching his breath and wheezing at the effort.

"I was injured from my battles with the various creatures that had tried to slow my travels. I was delirious from lack of proper nutrition and loss of blood, but here at the shore of the Ocean I found hope. I had come upon the port town known as Durmdin. Here kindly fishermen and sailors offered me respite from my travails, a bed to rest upon, food and drink to strengthen my body and news that replenished my spirit. They knew of a land across the Ocean that harbored a creature capable of ending our plight. A creature that could hunt and devour insects by the thousands. A creature of such hunting prowess that no insect horde could survive them."

Inkin again bent over, holding onto his knees as he gasped for breath. Eyes watering from the strain on his hammering heart, Inkin went on with his tale.

"It seems this creature had an unusual characteristic that made it ideal for our needs as I had explained them. The creature was known as a "grue" due to its gruesome nature. It dwelled in caves, never bothering to go outside of its underground home, hence never becoming a nuisance for any land dwellers. What brought it to the minds of these helpful seafolk was its horrific stench.

These grue were so odorous that insects were powerless to their charms. Insects would come in droves to the caves of these grue, attracted to the smell and becoming easy prey for the grues' large appetites and quick reflexes."

Smiling despite his exhaustion, Inkin continued.

"I made my plans with the sailors and we set sail the very next morn for this strange foreign land. We sailed for days, the sea calm for most of the journey, the wind fair and at our backs more often than not. We arrived at this land, a land not even named by the seafolk it was visited so infrequently, and dropped anchor in a small bay along the eastern shore. We made our camp just inside the sandy beach in a small grove of palms and made arrangements to start our hunt for the grue come sunrise."

"With the sun rising over the ocean, our camp awoke and set out inland, in search of the grue caves and their inhabitants. We travelled through the jungle, slashing brambles and vines, tramping through the vegetation, intent on capturing our prey when we caught our first scent of the grue. Like dead cattle rotten and molding under a sun warmed marsh, the odor hit us with its utter putrescence. Gagging, staggering forward, we found the mouth of the cave and prepared to delve inside."

A glazed look came over the eyes of Inkin as he retold this part of his tale. His tiredness and recollection of the experience almost too much for him. He continued on, almost toneless now, reciting the tale while lost in the memory.

"Deep under the earth, covered in filth, slime oozing from the walls, puddling on the floor, we found what we were seeking. The grue was relatively small, no more than a foot and a half tall, maybe two feet in length. It was furry, but covered in the same filth emanating from every other surface down here. It stared at us with beedy eyes of flint, whiskers twitching as it waited for us to move in aggression or retreat in fear. We gathered around it, holding our cloaks to our faces, attempted to block out some of the stench from clogging our noses and mouths."

"As one, the eight of us jumped to capture it, trying to grab hold of its slime slickened fur and cram it into the crate you see in my possession now. It fought like a snowbeast facing the flames, hissing, growling, biting and scratching everyone in reach. The wounds it inflicted burned like acid as the slime on its claws and teeth reached our bloodstreams and infected our bodies with its disease and filth. The battle was over quickly, no more than a minute or two, yet when we had secured the grue within the crate, two of our company were down with broken limbs, another three were bleeding from substantial wounds and none of us were left unscathed."

"We made our way back through the jungle and to the shore that evening. Limping our way along, we reached our camp before sundown and packed up, rowing back out to the ship in the bay. The grue was enraged with its current predicament, slamming its body against the inside of the crate, howling in frustration and scratching at the walls until its paws bled. We managed to get it aboard our vessel and set sail immediately for Durmdin."

"The voyage back was not quite as easy, storms blowing in from the north and slowing us from reaching home. It took three days longer than our trip west, but we reached Durmdin safely, crate intact. After saying my goodbyes and assuring the people of Durmdin that they now had our gratitude and service should it ever be needed, I set forth for our fair kingdom."

Inkin paused once again to catch his breath. His eyes clearing a bit as the memory faded, he stood tall and proud before his king.

"Here in this crate is the fruit of these labors. While hideous to behold and horrendous in its stench, this grue will solve our infestation and bring peace and prosperity back to our kingdom!"

With that, Inkin sat the crate down before him and bowed deeply to his king.

Tavon smiled warmly at his loyal subject, thrilled with the mission's success and eager to deploy this new weapon against his insectoid enemies.

"Arise Inkin! The Kingdom and your King thank you for your hard work and dedication! We shall take this grue out to the plains and set him about his new task!" With that, the King, his guard and servants along with Inkin, swept out of the throne room. Carrying the crate, the company marched out into the surrounding plains and set about finding an ideal cave for their new insect killer. Finding a suitable hole in the southern plains of their kingdom, the King's guard, careful to lower his visor and set his shield between the cage and as much of his body as possible, opened the crate and released the grue.

Like a ball from a cannon, the grue shot out of the crate and bolted straight into the hole. A cheer went up from the small company and the crowd that had gathered around the event as the word had spread of Inkin's discovery and return.

As expected, the insect population dropped quickly. Less and less of the little pests were seen flying in the fields during the day or buzzing about the fires at night. Crops became plentiful again and the kingdom once more lived in prosperity and happiness.

Inkin's fame for his exploits became stories told around campfires for generations in the elven kingdom and Tavon's reign was remembered for its good fortune and strong leadership. The friendship between the elves and the people of Durmdin continued until the Mage Wars brought about the retreat of the elves to Serinth and the disappearance of Durmdin from any known map. No one really knows what became of the seaside town. And what became of the grue? It survives to this day, tucked away within its underground caves.

Some explorers even seek out this little creature, eager to see the "Savior of the Elves". If you follow their course, be sure to bring plenty of smelling salts, a fresh set of garments and most importantly, a good sword.

After all, the insects are gone and the grue is still hungry...



Fantasy, Aramathean Library

Hall of Kings

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The Hall of Kings was only recently excavated, having been buried beneath the rubble of the Mage Wars for nearly two centuries. It contains the remains of the last members of the realm's royal family and can be found near Wayhaven's citadel.



Fantasy, Aramathean Library

Harfain

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In the days of King Castor, a town by the name of Harfain existed off to the west of Wayhaven. Just as the town was gaining in wealth and notoriety, it vanished without a trace. Expeditions to discover the town's fate have turned up little more than some strange occurances in the mountains where the town once existed including the sighting of a strange ghostly apparition high in a cave in a range northwest of Wayhaven.



Fantasy, Aramathean Library

Hellcat

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Hellcat: Normally an associate and familiar to the creatures of hell, it typically appears as a wraith-like being resembling an eight foot long domestic black cat with eyes and fangs of crimson. Hellcats are notoriously quick, and require live humans for sustenance.



Fantasy, Aramathean Library

Hightown

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See hitown



Fantasy, Aramathean Library

History of the Summoners

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This society was founded by the former Dark Mage known as Ywerthin. A long time ago the Dark Mages of the world learned to use and manipulate the powers of Kayos. As they continued to use (and abuse) the Kayos powers odd things came to be in the world. Creatures of unknown origin began to walk the land. About this time Ywerthin recognized the need to restrain the use of the Kayotic powers.

He tried to spread his word, tried to get the Dark Mages to leave the Kayos forces in the hands of the few that could truly control it. The Dark Mages were greedy, they would have none of his reason. Those that were weak in the controlling of the Kayos continued to channel its powers, and the world continued to degrade. Ywerthin decided that he would break apart from the Dark Mages. He foresaw the downfall of the Dark Mages, and believed that he could rise to conquer the world when the Dark Mages fell.

He gathered others that thought the way he did, and they set off to find a place where they could wait undisturbed for their time to arise. Ywerthin decided that the best place to hide out would be in one of the new mountain ranges that had arisen in the land. He and his band of fellow mages began to bend and shape the mountain to their will.

Using their magic they built a hidden cavern within the mountains. They placed traps to prevent those who would stumble upon their lair from living to tell about it. They imbued the entire cavern with a magical light. They used their magic to do everything, even to clean the floors. While Ywerthin and his band of followers worked diligently to create their new home within the mountains the Dark Mages continued to abuse the Kayos forces.

More strange events began to happen. Towns sunk and the land was transformed. Rifts to other realms, such as Hell opened up. The Hell rift fascinated Ywerthin. He devoted his free time to studying and learning about the Hell realm. He believe that by controlling the forces and beings that inhabited the realm, it would better enable him to conquer the world. He was right.

He found, and was able to control, the lesser demons that inhabited the Hell realm. Ywerthin shared his findings with his band of followers. Others began to delve into the demonic arts along with Ywerthin. Soon all were convinced that the path to conquering the realm was to control the demons. The Kayos magic was all but forgotten.

The mages formed a community in which the sole purpose for existence was to learn to control the demons and emerge from hiding to rule the world. Most were able to control the raw forces that ran through Hell and the lesser demons that would inhabit the realm. But, the true power of the realm lies in the ability to control the Greater Demons.

Ywerthin was able to do so, but only with the greatest effort and concentration. The ceremony of calling a greater demon was incredibly simple, but the mental energy required to restrain one was immeasurable. He feared that there would be those who were greedy for power and would destroy all that he has worked for through summoning the greater demons and not being able to control them.

He kept this power from the others for quite some time. Others began to learn of the greater demons and he could no longer restrain the information. Upon divulging the information to the community he put in place a single rule. He forbid all to summon the greater demons until such time when they were absolutely needed.

To this day a greater demon has not been summoned within the confines of the community. They will be used to conquer the realm when enough people have become powerful enough to control them. In the mean time, we bide our time, and practice wielding Hell's power.

You've come to the end of the book and so you close it.

This information was located inside the Mountain Library, which is within the area of Demon Summoners (far northwest room of the cavern)
WMT - Last updated 10 August 2021.



Fantasy, Demon Summoners, Mountain Library

Hitown

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Once the center of learning and religion of the known realms, Hightowns' universities and temples have fallen on hard times. Worshippers and students are few and the professors and priests are a motley lot these days. Only the great Library and the enigmatic tower of Zalastra seem to have survived the great wars relatively intact. Crime has risen in the area as students moonlight as footpads and the priests steal the corpses strewn about the streets. Be careful in this area of southeastern Wayhaven but know that many mysteries are waiting for the careful adventurer.



Fantasy, Aramathean Library

Hobbit

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Hobbits are a small race which have large noses and hairy feet. They have a good strength and are by no means lacking in intelligence or wisdom. They are omnivorous and will eat most anything, and will wash it down with a good wine. They are a careless breed, but they know how to protect themselves when the need arises with the most heroic and fearless deeds. Sneaky and stealthy with their 'tender feet' they manage to pass the most unpassable walls, and vanquish their enemies. Uncertain are their origins, and their most noticeable characteristics are their high reproductive rate and their relative vulnerability to diseases.

The Hobbit is also is also well known as a charming conversationalist and for its amazing friendliness and hospitality. Hobbits with lesser inclinations frequently use their silver-tongues and quick fingers to help themselves to goods and information.

Data:
Average Height: 1.35 metres
Average Weight: 40Kg
Longevity: 150 years



Fantasy, Aramathean Library

Icelands

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It is said that where now the land is covered with dense ice, snow, glaciers and tundra, there once was a land known as Niroth where many happy peoples lived in rich kingdoms that did trade with the cities of Lemuria, Wayhaven, and Murus Faralain before its ruin. The destruction of the mage wars caused great sheets of ice to come down from the northern mountain ranges. The advancing glaciers left but scant traces of Niroth and its former glory. Frozen dragons, giants, and wizards are rumoured to have been found (often with horrific results.)

Beware traveller .. beware.



Fantasy, Aramathean Library

Inyxx

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The object of worship of a new cult. Called a god by his worshippers, the worshippers of other deities have been unable to confirm or deny this claim. The center of worship for this cult is a large black pyramid in the icelands, which was apparently raised overnight by unknown forces. The word 'inyxx' also refers to the substance of which the pyramid is made, which resembles unmelting black ice. Some of the followers of the cult have items made of this substance, which is very hard and durable.



Fantasy, Aramathean Library

Ioth-Tah

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As you look through the many scrolls concerning old legends and lore you come across an old brittle scroll. It's dusty and torn in places but the words it entails are crystal clear.

It has been passed down as mere myth, a simple tale that was used to frighten children at night. The idea that the lord of the underworld cast out one of his own is preposterous. This Ioth-Tah, as he is known through legends, is rumored to bide his time until he can gather enough souls to retake his position by his master's side.

I, Gritier the fourth will undertake a journey to try to shed some light in this matter. According to the legend he is supposedly residing somewhere in the northwestern regions of the realm. It is known that he prefers an area filled with death and decay. There are plenty of those around. However, Murus Faralain comes to mind. I will start my search in that vicinity and see what I can uncover.

Gritier the fourth



Fantasy, Aramathean Library

Isle of Haven

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Haven, Isle of -- Island of legend, it is said to be the ancient throne of a noble family of another land. Stories told by madmen recovered from the great eastern sea by ships bound for Taslen say that a portal opens up in the sea that swallows ships whole and transports them to Haven.



Fantasy, Aramathean Library

Ixitxachitl

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Ixitxachitl: An intelligent, aquatic being that resembles a small manta ray with a barbed tail. The ixitxachitl is an evil carnivore that has no natural predators. They adopt a variety of social orders, and some forms may be vampiric (rare).



Fantasy, Aramathean Library

Jeweled Dragons

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The Jeweled Dragons are a particularly intelligent and powerful class of dragons who tend to think of themselves as superior to most anything, and in many ways they are. For many many years it was thought that the Jeweled Dragons were destroyed in the ancient mage wars until a sighting was made some moons ago. The latest theory is that they actually retreated to the ends of the world, disgusted with the wars of the human forms. Very rare sightings of the awesome beings can be made on the island of Tapan with luck. It is thought that they are actually residing on an unexplored island south of Tapan, now known as Dragon Isle.



Fantasy, Aramathean Library

Jigokudani

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Jigokudani or 'Hells Valley' was created during the flux, which shook the land with such violence as to open up a great fissure beneath the mountains. The springs there have become a popular destination for serious mountaineers, such as the notable and bizarre 'Jesse Honey', who was the first to discover this sanctuary in the mountains. Only serious adventurers approach the task of getting there, as the mountains are treacherous and as the weather and snow are always changing, new paths must be made. Also, for this reason, maps are not drawn, however most speak of it as lying far to the north, amidst a great glacier. Reports speak of the creatures that live there as 'ape like' and 'red faced' beings that do little more than bathe all day in the steamy waters there.



Fantasy, Aramathean Library

A Journal

From Fantasy: <portal, 15e, leave, 12e, 5n, w, 2s, sw, w, nw, enter mist> ...wait <in, n, nw, n, ne, n, nw, n, ne, n, 9w, n>
Return to Fantasy: <exit, 9e, s, sw, s, se, s, sw, s, se, s, enter mist> ...wait <e, n, portal>



<open journal>
The binding of the ancient journal creaks as you open it.
<read journal>

My love grows with each passing day. Katherina dances like an angel and is twice as beautiful. I dare to hope that she might feel the same for me. Our performance tonight received a standing ovation and as we danced I knew that we were meant for each other.

You turn to page 2 of the journal.
<read journal>

The theatre is gaining in popularity. People are coming from miles around to watch us dance, they say we have sublime chemistry. Despite our success the Marquis does not seem happy, he has become quieter and more reclusive. When he is not watching us perform he spends hours in his private box poring over ancient texts.

You turn to page 3 of the journal.
<read journal>

My love and I are living a fantasy. We dance for rapturous crowds and then fall asleep in each others arms. My only concern is the health of our patron, the Marquis. He seems gaunt and haggard as if he has not slept for days.

You turn to page 4 of the journal.
<read journal>

The Marquis told us today that we are no longer allowed to see each other except when we are performing or rehearsing. I must sleep in the men's dressing room and she in the ladies. We don't know what is happening but the Marquis seems increasingly volatile.

You turn to page 5 of the journal.
<read journal>

We discovered a passageway between the two dressing rooms and have been seeing each other in secret. The Marquis is acting very strangely and we fear that he might become violent if he found out about us.

You turn to page 6 of the journal.
<read journal>

Today the Marquis summoned my darling Katherina to his private box on the balcony. When she returned she was inconsolable and refused to speak of what happened. Tomorrow I will find out what is going on.

You turn to page 7 of the journal.
<read journal>

I went to his private box at nightfall. Strange shapes moved in the darkness of the hall but I managed to reach him. I don't know what he looks like now as he obscures his appearance with a cowled cloak but I am convinced that he must be even more cadaverous than he was previously. Before he noticed me enter I managed to catch him stroking a strange looking gem and muttering something about eternal control. As soon as my presence became evident he flew into a rage and hurled me with superhuman strength from the balcony onto the stage.

You turn to page 8 of the journal.
<read journal>

Due to some divine fortune I was not seriously injured by my fall. Before he managed to throw me from his box I managed to catch a brief glimpse of one of his tomes taken from the south wall. The open page referred to the power of a spiritstone and how it could be used to ensnare the recently deceased into an eternal ethereal state.

I believe he intends to kill us all so that he can have in undeath what he he could never have in life - my darling Katherina.

You turn to page 9 of the journal.
<read journal>

She is gone! I have searched everywhere for her but I believe he took her away in the night. I curse myself for not being able to stop him. I hear footsteps in the backstage hall, perhaps he has come for me. Death approaches, but I will not go gently.

You are at the end of the journal.



Fantasy, Theatre of Souls

A Journal

From Fantasy: <portal, 12n, leave, 10n, 2w, look at crater, climb into hollow, n, search pool, get key, 2n, enter, search pallet, unlock chest, open chest, get all from chest>
Return to Fantasy: <out, 3s, climb, 8w, portal>



Being a journal of my travels through the Wilderness outside Wayhaven, and Into the Forested Areas Surrounding it.

   For Deborah.

You turn to page 2.
read journal

High over hearts and bright was the day when I left the gates of Wayhaven behind me. The pain of exile was still fresh in my mind, but I am determined to seek repayment of my debts and return to my home before the year turns. I will travel the land in search of a place to earn my way back into the City's graces.

You turn to page 3.
read journal

The forests east of wayhaven are dark and filled with magic, so the stories go. Perhaps I can find my fortune there, and rescue my family from the clutches of debt and taxes that have forced my exile.

You turn to page 4.
read journal

The eastern forest is a frightening place. In my travels I have been assaulted by fearsome trolls who it seemed could not die! Fortunately I have found that the application of fire stops their foul rebirth. The forest is full of wonders too: Great towering trees with sprites and dryads tending to them; blood- soaked druidic altars, mist-shrouded regions where i dare not tarry, and far to the east, the ocean. Would that I were free to travel to the islands to the east, but I must stay near my love. Do not despair, Deborah. I -will- return for you.

You turn to page 5.
read journal

I encountered the ruins of an ancient temple as I swing north through the forest. While searching there, I began to feel ill and would have passed out if it had not been for a passing monk who brought me to a nearby monastery. While I convalesced, some of the more less devout members told me of great treasure that could be had in the frozen wastes to the northwest. I set out today to bribe the troll who is said to guard the bridge north, and seek my fortune in the Northlands.

You turn to page 6.
read journal

There is indeed a troll guarding the bridge to the plains. His name is Gwillim, and he is certainly ugly enough to avoid. He demanded toll over the bridge, and I was at a conundrum: should I spend my money hoping for redress in the lands on the far side of the bridge, or should I take the long path through wayhaven, and risk being caught for entering the city as an exile? A nutty problem indeed, but in the end it was solved for me, as the brute fell asleep in the warm sun, and I made good my passage over the bridge and into the great expanse of the hinterland.

You turn to page 7.
read journal

The hills are certainly a break from the soft shade of the forest, but all the same, unnerving in their vastness. I have encountered all manner of beasts in the caves and hollows that dot the land, from huge giants with flaming red hair, to sinuous dragonnettes and strange monsters with huge antennae. A few castles dot these hills: a majestic castle towards the south, a smaller one to the north, and to the west, a small keep with a foreboding air to it. I did not go in.

I have heard rumours of a vast treasure hoard in the glaciers to the north, so perhaps my travels will encompass the icelands too.

You turn to page 8.
read journal

I now traverse the frigid tundra of the Northlands. It is bitterly cold, and I cannot wait to be done with this place. I have been attacked by orcs, wolves, and even a giant ant! Even stranger things live in the deep snows, I wager. I tire of this endless expanse of glaring white. I turn south on the morrow, as penniless as the day I came northwards.

You turn to page 9.
read journal

A strange thing happened today. As I was trudging south, covered in furs from head to toe against the cold, I saw a battle between two warriors and a great beast from I know not where. It was made of pure shining crystal, and caught the pale light of the sun in a thousand different facets. It was beautiful, but also deadly, for the two knights were heavily wounded. As I watched, one knight was slain, and the other, kindled into rage, assaulted the crystal with great vigour. His vengeance was to be short lived, though, as both combatants fell into a deep pit and were soon covered in ice. I buried the poor soul who was slain, although I could do nothing for his friend. All I could do was walk some two leagues south and two leagues west and knock on the door of the keep that was there. No-one answered. Perhaps the bodies are still there, frozen in ice along with their possessions. Who knows why they were fighting the beast? Did it have some magical property? Of one thing I am sure. Dead men tell no tales.

You turn to page 10.
read journal

The City of Wayhaven is offering a bounty on goblin ears, so I aim to collect enough to pay off enough of my debts to rejoin my wife, or at the least, bring her here with me. I sharpen my axe in preparation for dusk, when I shall do war upon their mountain stronghold.

You turn to page 11.
read journal

I have collected a hefty weight of ears, but am still a ways from freeing myself. I require a surety of ten thousand gold pieces to re-enter the city, but so far I have barely collected half that amount. I have decided to make my home here, hauling wood to sell in the city. With any luck, I shall be within the city walls again by next winter.

You turn to page 12.
read journal

I have found the perfect place to make my home. A small hollow, not far from the goblin lair, and surrounded by forest. I have made friends with the locals at Tabard's Inn, and also the inn far to the west. I have received offers of help from many people there, so I shall not stay homeless for long.

You turn to page 13.
read journal

The hut is almost completed. I have fashioned a crude shelter from the remains of the tree I am using to build my house, and while it is cramped, it will not be long before I can move into more permanent surroundings. I have made acquaintance with the sorcerer in the tower to the south. He is not as fearsome as the stories say, but he warned me that his amiability is not shared with other denizens of his tower, so I am sure to only visit at his invitation.

You turn to page 14.
read journal

The house is finished and I am well on the way to becoming rich enough to pay off my debt to the city. I think I will stay here, now. In the forest, I am free from unjust taxes and the harsh brand of life in the city. The air is fresh, as is the food, and I cannot help but think that the work is honest, if hard. I almost have enough money to bring my dearest Deborah from her enforced work in the city labour- houses. Our separation is almost at an end, Deborah. We will be together, you and I, once again.

You are at the end of the journal.



Fantasy, Woodsman's Cottage

Kalaena's Fountain

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Kalaena's Fountain: While making my way through the western forest I happened upon a small garden containing a fountain, the likes of which I had not seen ever before. Everything seemed to be as though it were of the divinity, and as I laid around the area, wishing never to have to leave its warmth and beauty, a spirit appeared in my presence. Her form was beautiful, as the garden around her, and she seemed to motion towards me almost out of despair, yet surely anything so angelic must have been simply requesting I do not disturb her beautiful surroundings. I respected her intentions and sadly left the garden, returning to my journeys. That is all I have to tell of my experience.

- Nomlo Leafwind



Fantasy, Aramathean Library

Karticos

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You spend a while searching through the library, but you are only able to find one item that mentions the name, Karticos, It reads:

"During the Great Mage Wars, Karticos was an apprentice to Kazur, Arch-Mage of the Pearl Trident. During the Great Wars, there was a raid on the Tower of the Pearl Trident. All of those who studied there were destroyed, and their bodies laid to rest. All except for that of Karticos, Apprentice-Mage of the Pearl Trident. His body was never found. It was assumed that his body was completely destroyed during the raid, for there was much powerful magic and deadly force used by both sides that day, and the Captain was assured by his men that none had been allowed to escape. However, there were rumors that Karticos had managed to escape into the tundra lands north of Wayhaven, but they were quickly discounted for just that, rumors."



Fantasy, Aramathean Library

Kazhir

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Kazhir was originally a lieutenant to one of the primary dark mages, but all records of him seem to stop around the time of the attempted banishment of the light mages.

Numerous theories surround his supposed disappearance, but only a few stand out as plausible.

One suggests that he was erroneously involved in a spell-related sacrifice and that was the end of it. Others rationalize his disappearance as a simple casualty of the Mage Wars. Given his cutting wisdom and innate power, these are not likely explanations. The most promising and likely theory is this:

Caught in the backlash from a botched banishment spell, he himself was physically displaced out of our realm into some sort of chaotic void or other dark realm. Realistically, the most likely result of this would be his eventual death. If he could ever escape such a fate, he would more than likely have suffered severe loss of his magical ability, as well as a corruption of his basic memory and personality. Clearly, he is no longer a threat to the realm, regardless of his fate.

Recently, a few travelers from the wilderness have reported encounters with a wild hermit who claims to bear the name of Kazhir, but seems to have no recollection of any events prior to the last several years. This man does not appear to possess any amount of magical ability at all, and he comes across as good-natured and benevolent. If this is in fact the Kazhir of legend, he has apparently either changed his ways or lost all memory of who he really is.



Fantasy, Aramathean Library

Kierlanai Kingdom

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Kierlanai, Kingdom of - Ancient kingdom in the northern lands, destroyed during the Mage Wars.



Fantasy, Aramathean Library

Kierlanai Mountain

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Kierlanai, Mountain of - Ancient mountain under which the Kingdom of Kierlanai was founded.



Fantasy, Aramathean Library

Kourlyn

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Kourlyn: The Goddess Kourlyn is the Mistress of the Seas and of Storms. At her command are these forces, and at her goodwill do travellers on the waters prosper. The city built a temple in her honour many years ago to ensure the success of their port and trade. It is Kourlyn as well, who the farmers depend upon to bring rain in times of drought. Kourlyn is a graceful and benign goddess. She favours those who follow her most and is intolerant of those who would do her domain harm. Her temple is located near the docks in the southwest quarter of Wayhaven, and is the only



Fantasy, Aramathean Library

Kumahl

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Lord of death-magics and servant of the Netherrealms from the time of the Mage Wars. Before the final battle he vanished and is assumed dead... but what is death to a Master of the dead?



Fantasy, Aramathean Library

Kyle's Journal

From Fantasy: <portal, 12n, leave, 8n, 10w, enter, e, ne, e, kill kyle>
Return to Fantasy: < >


You open the tattered journal.

Morning, First Day Here!
I could barely sleep last night! I really wanted to get started right away, but I guess Sir Vago is right. I'll have to be well rested to understand his lessons. It's going to be so great when I really start to learn magick. I wish Mom could see me now. I hope that somehow the sages are right and she can. Well, just in case, I love you Mom! I'll give it my best!
You turn the page to page 2.

Afternoon, Day Six
I've been meaning to write more but I've been so busy. Sir Vago has us carving these weird statues. I guess parts of statues would be more accurate. I don't mind, but a couple of the other guys keep slacking off. Oh well, if they don't know what a great chance to learn this is, they'll just miss out. Not me!
You turn the page to page 3.

Afternoon, Day Ten
Wow, I feel great! I don't know if it's just being excited about the lessons (learning some real magick!) or what. Maybe it's something in the food, ha-ha! Well, I'd write more but I've got some cleaning to do.
You turn the page to page 4.

Morning, Day Fourteen
There's something about this place, something magical that's just filling me with energy. If I didn't miss Dad and Sam and Kathy I don't think I'd ever want to leave. Maybe it's because we're in this special, hidden astral nook or whatever. If so, I really hope Sir Vago teaches us how to use that spell. I bet it's really really hard though. Seems like everything here is that way, though. I'm trying real hard, but sometimes I don't get it. Like today, I got stumped on the second stanza for lightning magicks. I know that one! I remember learning it but I just can't seem to spit it out.
I've got to do better for Sir Vago!
You turn the page to page 5.

nitetiem, days lots
my head no so guod now. things go reel reel fast, peeple ar lots noize! room is goud. room is small noyze. room is safe. where dad? where sammy? little sis no here two. probably my not member sis two goud. miss dad. plant goud tho. stay with plant, plant goud. plant stronk!!!
You are at the end of the book.
A tattered journal (closed) -
This old and tattered book appears to be the journal of one 'Kyle Lushan'. It is almost ready to fall apart; most of the pages are faded or smeared with ink. There are a few entries you can still make out.
The book is closed.
Use "help book" to see usage.
It looks light.
WMT - Last updated 17 August 2021.



Fantasy, Vago's Stronghold

Lake Pebich

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Lake Pebich: A spring-fed fresh water lake created by the mage Varya. It has no visible inflows, and has two outflows; southwest through Wayhaven and northeast to the great eastern sea.



Fantasy, Aramathean Library

Larem

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Hundreds of years ago, the thriving town of Arcannia was filled with the hustle and bustle of its wealthy economy. Sitting amidst a major trade route, Arcannia used to be one of the main stops travellers would make from Wayhaven as they made their way north. The town of Arcannia was founded by many followers of the Goddess Ayliare many years before. Korondir the Paladin was one such follower who dedicated his life to Ayliare and the pursuit of righteousness. Young, and unafraid, it was not uncommon to see Korondir at the forefront of any altercation where evil reared its head.

But all was not right with Arcannia. The God Kalas had set his sights on Arcannia, and plotted to destroy it. Using the help of a dark vampiress whose name had been forgotten long ago, she began turning regular folks who were travelling to Arcannia and many of Arcannia's citizens into vampires. The plan was to make an army of vampires and ravage the city.

It did not take long before Ayliare realized this treachery, however, and she charged her faithful servant Korondir to find and destroy the vampiress and her army. Korondir took a few of his best men to accompany him. They traveled for three years looking for the vampiress. They finally tracked her down in a small ancient unused cemetery named Larem.

For three days, Korondir and his paladins did battle with the unnamed vampiress and her army of vampires. As the third day drew to a close, Korondir found himself alone battling the last of the vampires in the cemetery. He entered the ancient mausoleum and searched underground for the vampiress. As he slew the last of the vampires underneath the cemetery, he came upon an evil altar dedicated to the God Kalas.

Korondir approached cautiously and began to chant incantations to remove the evil curse of the altar. Before he could finish his incantations however, the vampiress had leapt out from somewhere behind him and bit him in the neck.

Her work done, the vampiress ran out of the underground tunnels and out of the mausoleum to the cemetery. She threw herself to the ground and praised Kalas for the power to turn the once righteous paladin. As she honored the dark God, Ayliare began to weep. Clouds formed, and rain fell in large drops all over the cemetery.

Before the vampiress could react, the purity of Ayliare's tears had turned the vampiress into stone and hallowed the ground in and around the cemetery so that no evil thing would be allowed to haunt the grounds.

It's been hundreds of years since Arcannia was destroyed during the Mage Wars, and Larem has been quiet ever since. Recently however, there have been vampire sightings near the western forest road and even though the cemetery has been forgotten once again, some say Korondir still lives, and he has a new purpose.



Fantasy, Aramathean Library

Light Mage Banishment

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Light Mage Banishment - Key part of the Battle of the Eastern peninsula (see - Eastern Peninsula, Battle of the), the spell used to banish the five Light Mages was found soon after the death of Erthorpion and the fall of the Dark Mages.

It reads:
By the powers of Kayos, the strength of our minds May you be taken forever by the power that binds By the bones of a god of a distant land May Haven be your prison, til victory is at hand

Historians, sages, and hermetic scholars have studied the words for decades and have come to the determination that it means the following:

1. They invoke the powers of the Kayos that they fought to control, and the controlling force of their combined mental strengths. A banishment spell must be cast in a group as it is a very difficult one, which often can lead to insanity if tried by too few.
2. They invoke a power to keep the Light Mages held or bound, so that they cannot escape from wherever they are banished to.
3. This line has caused a great deal of debate. The most popular interpretation is that they wished to invoke not only the powers of their own lands and the Kayos, but the powers of ancient gods, another source of infinite power in the universe.
4. Debate on this line primarily surrounds the word "Haven". Consensus is that the spell originally should have read "Heaven".
One view is that "e" faded over time. These scholars believe that it was in reference to the impending death and destruction of (in the eyes of the Dark Mages) the Council of Light Mages, and that the banished Mages would be sent to somewhere that they would have to watch the Wars be lost by their side (thus the reference to victory).
An alternative view is that the original scribe forgot the "e" and thus botched the spell.



Fantasy, Aramathean Library

Light Mages

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Light Mages: The established force of order which battled the faction of Dark Mages which began to experiment with Chaotic magics.



Fantasy, Aramathean Library

Lijak

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Little is known about Lijak, most of the lore of old has been lost in fire or age. He was known to have served Strahd in the wars as a mortal necromancer. Rumors state that he was reborn as a undead servant of Strahd late in the wars, and later trapped in his own lair by a group of mages.



Fantasy, Aramathean Library

Longshadow

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The Longshadow Orcs currently reside in the desolate plains of fantasy. A small camp is what remains of their successful battle at the base of a mountain that contained many riches and valuables underneath its tall peaks. The tale of the famous battle between the Longshadow Orcs and the Noldor Elves is still spoke of today.

More on this epic battle can be obtained if one was to travel to the camp and talk with the orc leader. Do not offend the remaining Longshadow Orcs and you may be provided with a glimpse to the past and learn more about what took place many aeons ago.



Fantasy, Aramathean Library

Lost Soul

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The Lost Soul:
In ancient elven legends, there lived an elven mage who was thought to be Death's right hand. So much power did he wield, it was rumored he could snuff the life out of anything... Only by the betrayal of his young apprentice was this menace stopped. Locked inside a magically produced purgatory will he forever be cast.
Many millenia have passed, and the memory of this arch-mage lies only within the history books...
Recently however, a brotherhood known only as the Demoniac Triad, have unlocked an ancient magic and have learned to harness it. Through these newly discovered arcane delvings, they will unlock the door and unleash the Lost Soul upon the world.



Fantasy, Aramathean Library

Love

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Love. n. 1. a (1): strong affection for another arising out of kinship or personal ties <maternal ~ for a child> (2): attraction based on sexual desire: affection and tenderness felt by lovers (3): affection based on admiration, benevolence, or common interests b: an assurance of love 2: warm attachment, enthusiasm, or devotion 3. a: the object of attachment, emotion, or admiration b: a beloved person: DARLING - often used as a term of endearment 4. a: unselfish loyal and benevolent concern for the good of another 5. a god or personification of love 6. an amorous episode: LOVE AFFAIR.

Love. v. (loved; loving) 1. to hold dear: CHERISH 2. a: to feel a lover's passion, devotion, or tenderness for b. (1): CARESS (2) to fondle amorously 3. to like or desire actively: take pleasure in 4. to thrive in 5. to feel affection or experience desire WHAT TO DO IF YOU ARE IN LOVE: Try lots of attention, gifts, etc. If that does not seem to help, try writing poetry, hiring musicians, and the like. IF ALL ELSE FAILS: use a love philter on your love. This works every time. N.B.: Make sure that you are the first person he or she sees after imbibing the philter. For a recipe for concocting this potion, consult standard alchemical manuals, or an alchemist of good repute.



Fantasy, Aramathean Library

Lowtown

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Once a mighty thriving community of solid working folk, the collapse of trade since the fall of the northern kingdoms and the disappearance of the eastern continent has brought this area in northeastern Wayhaven to its knees. While a few shops continue to linger on, the onslaught of unlettered, poor, and desperate refugees has turned this once stalwart area into a warren of streets where life is nasty, brutish, and short.



Fantasy, Aramathean Library

Mage Wars

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Mage Wars: The ancient war between an established order of Light Mages and the chaos wielding Dark Mages. This war created gateways into other realms, and demonic creatures poured in at the service of the Dark Mages.

The final battle took place on the plains north of Wayhaven, under the rule of King Malric. Knights and Light Mages battled the Dark Mages and their twisted creatures of Chaos. The final cataclysm came as Dark Mage Erthorpion gained control of the Citadel Keep, and tried (but failed) to make a stand against the Chaotic Demon Strahd. Strahd's bolts of lightning devastated the city, and a good number of the population. Erthorpion's counter-attack leveled much of the realm, including the entire port city of Lemuria. Weakened, Strahd withdrew and encircled his realm with a protective mist, that magic could not penetrate.

As the realm reeled with the force of these magics, the Light Mages seized their opportunity and wrestled control back from Erthorpion. The aftermath of the Mage Wars wasn't understood for years. Creatures continued to pour in through dimensional rifts. Balooga was lost to demons. The rich life of Tapan was rendered uninhabitable for years by massive tidal waves that had struck, and the once powerful Northern Kingdoms were a pale shadow of what they once were.



Fantasy, Aramathean Library

Manticore

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Manticore: A rare monster with a lion-like body, humanish head, bat- wings and a tail tipped with spikes. The manticore is reknowned for its appetite for human flesh. Hunted by elfish mages in times long past for sport, and for their tail spikes, which were used in the formulation of magics related to piercing attacks such as magic missiles and the like. Information regarding such ancient spells is not catalogued here, however it is likely that such formulations may be found in the library archives.



Fantasy, Aramathean Library

Marsh Goblins

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Marsh Goblins:
The Marsh Goblins were once a tribe under the rule of the Goblin King. They lived in relative harmony with the other Goblins for many years. Then one fateful year, a member of their tribe became severely ill. In turn, many of his fellow tribe members contracted the unknown disease from him. The healers could do nothing for the sickness. Many members of the tribe died within a very short period of time. Fearing that this unknown disease would be passed on to members of the other tribes, the Goblin King quarantined the tribe, and decreed that they were to have contact with no-one outside of their tribe. This made many of the Goblins very distraught, for they depended on trade with the other tribes for their survival. After several weeks of isolation, the entire tribe became very desperate. Many feared starving to death before the sickness killed them. The leader of the tribe had to make some very difficult decisions that would decide whether or not his people would continue to even exist. The leader of the tribe knew of Zalasta's search for the ancient amulet which was sacred to the Goblins.

Out of desperation, the leader of the tribe wrote Zalasta a letter, stating that they would help him to discover the location of the amulet if he would provide them with the basic necessities needed for day to day living and survival. Zalasta quickly agreed and began to send supplies to the goblins. Over the next several weeks, the healers of the tribe studied long and hard to discover a cure for the sickness. Then one day, a young healer decided to search through the scrolls of the ancient healers for some clues. He eventually came upon a scroll which spoke of a disease called "The Plague".

It also spoke of how the healers of that time were able to treat the dread disease. He immediately took it to the head healer of the tribe to show to him what he had discovered. They immediately began working on modifications of the treatment to suit their purposes, and within a period of a week, the entire tribe appeared to have been cured. What they did not and could not have known is that the 'cure' did not actually cure them of the plague, it merely caused it to go dorment in their system. The leader of the tribe contacted the Goblin King at once to announce that his tribe was no longer in danger, and that it would be safe for them to return and rejoin the Goblin community. The King was very skeptical of this, for he had seen firsthand what the plague could do, as he lost his only son to it. Therefore, the King decreed that they should stay in isolation for a period of one month, and if they were all still alive and no other signs of the sickness showed, then they could return to the others. The leader of the tribe accepted this, certain that his people were cured. For the next month, they continued to assist Zalasta in his search for the amulet, and he continued to send them their much needed supplies. After their month had passed, none of the Goblins had perished, and they were accepted back into the Goblin community, though many were still very distrustful. The leader of the tribe then sent word to Zalasta that they no longer needed his assistance and that they would not continue to help him to find the ancient amulet sacred to the Goblins. This enraged Zalasta immensely. He warned the leader of the tribe, that if they did not continue to help him, then he would reveal to the Goblin King their treachery. The leader of the tribe knew that Zalasta was not making an idle threat. So, they continued to search for clues to the location of the amulet. One night, one of the Goblins from the tribe was sneaking around another tribe's village. A guard on patrol discovered him, and immediately questioned his presence. The Goblin became afraid and decided to make a run for it. The guard gave chase and caught the young Goblin with little effort. The youth became very afraid and began attempting to free himself from the large guard's grip. The guard, in turn, attempted to restrain the youth. The young Goblin began fighting, and in desperation, bit the guard on the leg.

Howling in pain, the guard let go of the youth, which allowed him to escape into the night. The guard recognized him as a member of the tribe that had contracted that horrible sickness. Within 12 hours, the guard began to show signs of the dreaded sickness, and many others within his tribe became sick.(Note: It appears that though the sickness was dorment within the Goblins who were treated, when there is an exchange of bodily fluids, then those who have never been treated get the plague and can pass it on to others merely by coming in contact with them.) The King of the Goblins was informed immediately. Fearful of mass death and mass rioting, the King sent all those who showed signs of the sickness off to die in seclusion, and immediately banished the tribe that, in his mind, brought this sickness upon his people as a revenge for isolating them the first time. Almost immediately, the entire tribe was chased from their village, and banished from the Kingdom, without explanation, forever.

The tribe made its way into the eastern region of the land, and settled in the swamp, where they could effectively hide from their brethern. The leader of the tribe again contacted Zalasta and asked for his assistance. Zalasta refused. He told the leader of the tribe that since they had been banished, they would no longer be of use to him. Convinced that Zalasta had, for some reason, betrayed them to the Goblin King over the matter of the ancient amulet, the leader of the tribe swore revenge upon Zalasta and those who had banished them. The next several weeks were very difficult for the Goblins. The game in the swamp and nearby forest was not very plentiful. Most of it had been run off by the increasing number of travelers between Wayhaven and surrounding areas.

Then one day, a party of Goblins was out hunting in the woods for food, when they came upon a heavily armed group of humans. The humans, thinking they were being attacked by a Goblin raiding party, attacked the Goblins. The Goblins won the fight, and discovered the humans carried with them, a vast amount of treasure. Over the next couple of weeks, scouts were posted to keep an eye out for other travelers. They soon discovered that many rich merchants and mercenaries made their way through their new homeland.

The leader decided to set up permanant scouting posts to keep an eye out for an easy haul. The scouts were instructed to setup in strategic locations and to ambush, along with a Goblin Warrior, any who travelled through their region. Over the years, the Goblins were able to perfect this tactic, and began to make a decent living from it. After a successful kill, a Goblin Runner appears out of nowhere and takes the booty, corpse and all, back to the homeland of the Goblins, for safekeeping. Those who wish to recover their lost goods need only seek out the homeland of the Goblins and find their stash(and probably find the goods of others as well).

Author's note:
Many long and dangerous hours were spent researching the story of the Marsh Goblins. I lost many of my own acolytes to the Goblins and their Plague (which I have named the Goblin Plague). A warning to all who read this: the Goblin Plague is deadly, dangerous, and HIGHLY contagious. If you get it, IMMEDIATELY seek a priest or a healer to help cure you of the dread disease.

Signed,
Cazil Rougal



Fantasy, Aramathean Library

Menhir

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Menhir: A huge stone block, typically constructed of granite, basalt or limestone. Sometimes inscribed with runes.



Fantasy, Aramathean Library

Mermaid

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The Mermaid is a truly magical creature, having the body of a young human female, and the long slender tail of a fish. Mermaids are immortal, living through the ages according to an unknown plan. Rumor has it that a Mermaid has taken residence near Wayhaven. Perhaps there is little value in such gossip, since the sightings in Zahar Bay have, for the most part, been by drunken sailors too long at sea.



Fantasy, Aramathean Library

Mews

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You do not want to go there unless you have skulduggery in mind. Said to be the center of organized crime in the city of Wayhaven, few good folk ever enter and those that do are rarely if ever seen again. If your head isn't hard, then don't even bother entering or you'll be one more person whose friends will shake their heads and mutter about over their insipid beer down at the pub.



Fantasy, Aramathean Library

Miritar

From Fantasy: <portal, 12n, leave, 10n, 9w, s, w, nw, e, ne, n, ne, crash barrier>
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<open book>
The spine creaks as you open the notebook ..

<read book>
On the page you see the beautiful flowing script of ages past. You don't recognize much, but the large name in the center of the page is clear:

~Miritar~

This must be some sort of history book about the family Miritar!

You turn a crackling vellum page ..
The second page is not much clearer than the first. More of that flowing elfish script, and a picture of one of the nastiest looking elves you have ever seen. He is all tricked out in some sort of ritualistic shamanistic voodoo drag, and he is clearly old.. very old..

You turn a crackling vellum page ..
The third page, like the others is all in elfish script (of which you know none). There is a nice drawing of the family home though - a clean black tower surrounded by flowering gardens and trees on an opulent site.

You turn a crackling vellum page ..
The fourth page is filled with more of that elfish script, but somehow this page looks more like a mages work book than the others. In the middle is a schematic of a large tower, drawn in cylinders. Each cylinder has a dimension value expressed in some units you don't understand, and some of them have arrows showing some sort of twisting movement. Like everything else in the book you have seen so far, you have no idea what any of it means.

You turn a crackling vellum page ..
This page looks like some sort of herbal or apothecary reference. Pictures of unusual plants and strange mineral symbols, with mathematical or some sort of logic operators combined with what look like astrological notation. Whoever wrote this was one odd duck. Given the book's location in Azra's library, you begin to wonder what all this means. Could it be that you hold in your hand a recipe for immortality? Do you really want to know the secrets of a lich?

You turn a crackling vellum page ..
The book gets weirder and weirder. This page looks more like a sketch book. Odd pictures of dragon heads coming out of some dark lake or something. Several of them look like they have some sort of cartoon death rays that they are shooting back and forth to each other!

You turn a crackling vellum page ..
The ancient sketch book theme continues. Here we see a small painting of the tower, with two elves and two dragons, all holding hands and dancing in what looks to be a wild bacchanalian revelry around the tower under a full moon! Off to one side is an elderly elf mage (at least thats what all the mage-type trappings would lead one to believe), with his hands glowing and held up over his head. He is clearly conducting some sort of rite.

You turn a crackling vellum page ..
Anatomical pictures of hands and fingers? Odd.

You turn a crackling vellum page ..

Written in a bold flowing elfish hand in the middle of the page is ueybljgyy. More bafflement.

You turn a crackling vellum page ..
What appears to be a recipe, with measures for ingredients you cannot begin to comprehend. A small drawing in the bottom corner of the page shows nothing but a knuckle bone sitting in some sort of crystallized container.

You turn a crackling vellum page ..
This page of the book is the most incomprehensible of all. It's been shaded meticulously black, all black, except for the outline of a skeleton lying broken on a pile of bones, down at the bottom margin of the page.

You turn a crackling vellum page ..
The last page of the book bears a hand-written note and a signature. The note is in the more comprehensible common-tongue. It reads:

On this day, the Seventh of the Cycle, Season of the Swan, Year of the Abundant Green Toad, and under a new moon, I did complete the instructions set out for me herein by my friend and fellow mage Miritar. Despite severe misgivings, I have followed the methodology, and prepared and placed his remains for their journey through time. May the gods forgive my part in this terrible business.

The page is signed Azra.

You are at the end of the book.
A thin leather bound notebook (closed) -
An old leather bound notebook with a metal hasp on it. On the spine, burnt into the leather are the letters UUULU, presumably some sort of library code.
The book has 12 page(s) (i, ii, iii, iv, v, vi, vii, viii, ix, x, xi, xii).
The book is closed.
Use "help book" to see usage.
It looks light.
Azra's Tunnel

A dark underground tunnel (s,w) You're in the east end of a long room, the west end of the room extends beyond the range of your light. Several large bookshelves grace the walls, and are strangely untouched by the deterioration of time. There's a small ledge in the south wall, with a dusty pile of rags set atop it.
There are two obvious exits: south, west

<search bookshelves, search books, search book, take book>



Fantasy, Murus Faralain, Azra's Tunnel

Mountains

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Mountains: The realm is dotted with unnamed mountain ranges; a few small peaks at the center of the Great Eastern Forest, mountains surrounding the northern dwarven home in Mount Knivur, and the so called "Demonspawn" mountain range on the west coast.

The Demonspawn range was coined recently, giving warning to those who'd stumble upon it that the source of evil which descended hundreds of years ago on Murus Faralain and Balooga, may have had its roots in these hills.



Fantasy, Aramathean Library

Murus Faralain

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Murus Faralain: Lost in time, and cloaked beneath a Myril shield, the fabled city of the elves was over-run by an orcish invasion over 600 years ago. Said to be a dangerous place to explore, it once was a major cultural centre and a home for the peaceful cooperation of all the races.



Fantasy, Aramathean Library

Naiad

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Naiads are mostly peaceful water spirits which are attached to a particular river. They are always female, and always beautiful. Many stories tell of their underwater homes, to which they sometimes drag male sailors to their watery grave. Their shawls are said to be imbued with some of the owner's power; some legends say the naiad will die if her shawl is ripped or burned, while others say that the shawl has even more powers.



Fantasy, Aramathean Library

Natives

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See natives of <place>.



Fantasy, Aramathean Library

Natives of Tapan

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The Natives of Tapan: The natives of this island are known to worship three creatures depending on the season. These creatures are:
1> the sea serpent, ruler of the waters
2> the dragon, queen of the air
3> the lion, king of the land
The natives call these creatures zeilik, levtar, and rao respectively.



Fantasy, Aramathean Library

Necromancy for Dummies

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So you want to summon the undead huh? Think you have what it takes to be a necromancer? This book will show you the easy steps to quickly be on your way to corpses, ghouls and lichdome. The First step is to find a suitable lair to practice your dark arts in(note: the typical peasantry and nobles may not care for what you are up to so it is advised to find some place secret like a tomb, crypt, or dungeon). Once you have found the place you will enjoy calling home for the next thousand years, confirmed that nobody ever goes there, and have decorated it in a manner that suits your tastes you are ready to move on to step 2.

Step 2
Finding Your Inner Ghoul. One of the most important steps in becoming a lich through the art of necromancy is preparing your mind for long periods of inactivity. Yes the burning and pillaging is quite exciting, but it is usually followed with long periods of hiding in a dark hole to avoid those pesky ner-do-well paladins who will no doubt seek you out after a fun night on the town. A good way to adjust to these conditions is to spend many days in complete darkness while trying not to think of anything. If you start down any deep trains of thought too often, once you become undead, you will soon find yourself without anything left to ponder around year two hundred of your undead life.

Step 3
Gaining Favor
Before you can be even smallest glint in some dark god's eye, you have to do something that will catch their attention. The easiest thing you can do is perform a sacrifice on an altar. Be creative, your altar should be a expression of your own insidiousness. Once you have prepared the altar, practice some small sacrifices first to get accustom to the blood. Start with a squirrel or rodent. Once you get comfortable move up to larger animals. At some point you will have to make your first human kill. This might be hard on two fronts. First your victim will be capable of significant resistance (sleeping potion helps with this). Second look for a target who isn't prominent. Beggars, prisoners, even a servant will work. Make sure you have a proper ceremonial dagger handy. Any old blade won't do.

-----The book rambles on and on.

WMT - Last updated 30 July 2021.



Chaos, 3Kraft Castle

Orac saving Casaria from the monster invasion

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All you can find on that subject is some quote from a member of the town. 'If it hadn't been for Orac, we would have been doomed!'

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Orcs

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Over 600 years ago, the Orcs were an extremely powerful force in the western region of the realm. There were none that did not fear attack from them. Many considered the Orcs to be mindless brutes, attacking villages and towns randomly, but there was a method to their madness. Their military was extremely organized and quite deadly. By making what appeared to be random attacks, they struck much fear in all who lived in that region of the realm.

Approximately 600 years ago, the Orcs, along with the help of several demons, made their most daring attack yet, and sacked Murus Faralain. They practically leveled the city. For a period after the sacking of Murus Faralain, the Orcs wreaked havoc over the entire western region of the realm. After seeing the aftermath of the attack on Murus Faralain and the devastation that the Orcs brought to the western region of the realm after sacking such a mighty city, enough fear was placed in the citizens of the realm that they banded together and rose up against the Orcs.

--Eldurazil

SEE ALSO: Orc Slayer



Fantasy, Aramathean Library

Osten Ard

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Osten Ard is a land about which little is known. That little comes from an inhabitant of that land, Geloe, who regularly corresponds with several local inhabitants. Little is known about this Geloe, and even less about her land, which she has never gone into great detail about.

As far as the scholars of the library can determine, Osten Ard is only reachable through the unstable portals that appear in fantasy. Geloe sends her correspondance through on birds, and her correspondants return the message the same way.



Fantasy, Aramathean Library

Otyugh

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Otyugh: Commonly lives in dung heaps, the otyugh has a huge bloated body covered in a rock-like skin that is brownish gray in colour. They stand on three thick legs that allows them to pivot quickly but make its movements somewhat slow. It has a huge mouth with very sharp teeth, and tentacles to grapple its prey.



Fantasy, Aramathean Library

Owlbear

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Owlbear: Often prized for their claws and thick furs, owlbears are most likely the crossbred creation of a demented sorceror. Owlbears are vicious, ravenous, aggressive and evil tempered at all times. A cross between and owl and a bear, they are covered with a thick coat of feathers and fur, brown-black to yellow-brown in color. These foul beasts are said to lair in the depths of tangled forests, oftentimes living in caves or hollow stumps.



Fantasy, Aramathean Library

Pegasus

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A Pegasus is a flying horse. Usually, the Pegasus has a white colour. Its majestic wings span many men. Pegasi fly under the protection of Deus, a greater God. Pegasi are highly magical creatures.



Fantasy, Aramathean Library

Philosopher's Stone

From Fantasy: <portal, 7w, 3s, e, n> Locate and kill Rilian, the Master Alchemist. <get key> Locate the stairs. <u, n, unlock box, open box, get stone>
Return to Fantasy: <s, d, 2s, w, 3n, 7e, portal>


The Philosopher's Stone is an Alchemical device, used to transmute base substances to gold. The last verified report of an actual working Philosopher's Stone was before the Mage Wars, although it is speculated that some of the modern Alchemists may have discovered its secrets again.



Fantasy, Aramathean Library

Precious Stone

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Precious Stone :

Precious Stone was once a perfectly crafted sword, made from the finest dwarven steel. Its pommel holds a ruby of truly wonderous size, the source of its enchantment. It is rumored that Precious Stone has the ability to sense the weakness of an enemy, and exploit it. It can detect if a foe is poorly protected in some way, and shift its blade to match this weakness. For example, when used to attack Ice demons, the blade will shift into a large blade of pure fire, enhancing its damage.

Precious Stone was damaged long ago, and now its blade is bent at almost right angles to the hilt. For some reason this does not seem to have reduced its power at all, as it is still a formidable weapon. It has not been seen for several years, but it is rumored that the Silver Egg band, with their new base in wayhaven, have heard of it. Askar, the leader of the Silver Egg would be the best one to talk to about it.



Fantasy, Aramathean Library

Prismatic Jewel

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A jewel in prism form which radiates all colours. It is believed to have extreme magical powers left from the ancient mage war days. As far back as historical tales go, it has always belonged to the Jeweled Dragons until recently when some unknown human form managed to steal it and hide it from the Dragons. The Jeweled Dragons have mystical connections with the strange jewel and they can sense its presence from great distances, unless it is magically hidden.



Fantasy, Aramathean Library

Ralintaro

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Ralintaro is the name of one of the most powerful and one of the most evil mages to have been vanquished in the Mage Wars. Ralintaro made his home in an obsidian tower that is rumoured to have been in existence for thousands of years in the lower rifts of the abyss before Ralintaro pulled it into this plane of existence.

The ancient legends claim that Ralintaro had made numerous pacts with the dread ones of the lower planes. Some legends say that the terrible creatures with which he made these pacts did so out of fear of Ralintaro's power, while others claim that these pacts were the source of his powers. Whatever the truth may be, there can be no doubt that he was one of the strongest. History tells us that in the final campaign against Ralintaro, fourteen archmages joined forces with the infantry of five princes to create the greatest offensive massing of force in all of the Mage Wars.

The infantry lay siege to Ralintaro's tower for two months before they could breach the wall and allow the mages to enter. Thousands of men lost their lives as Ralintaro threw balls of lightning into their midst from the high window of the tower.

While the final history of Ralintaro is actually uncertain, the fact is that neither he nor Martinius, the leader of the gray mages, were seen again after the breaching of the wall. As the wall was sundered, someone (it is not clear whether it was Ralintaro or the gray mages) propelled the entire tower and its surrounding demesne into the swirling fury of Chaos. Since the tower has never reappeared, it was either destroyed or now stands in limbo between this realm and the realm of Chaos.

There have been occasional travellers claiming to have glimpsed an obsidian tower with broken walls and a surrounding wall, but no one has ever been able to verify these stories.



Fantasy, Aramathean Library

Rauthgar

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Rauthgar: The God Rauthgar is the Master of all Beasts. All beasts are at his command and are protected by him. Recently, followers of Rauthgar, those who uphold his principles and follow his teachings, have built a temple within Wayhaven. The temple is located in the southwestern district of the city, and though small, has been constructed with care and detail to honor Rauthgar.

Rauthgar can be a savage god, unleashing his vengeance upon those who would seek to unjustly harm the beasts under his protection. However, the beast in him understands the need to kill, to feed, to lust.

It is rumoured by the citizens of the city that recently a great discovery has been made by the followers of Rauthgar, one which they hope will bring them great rewards from Rauthgar himself.



Fantasy, Aramathean Library

Ravenloft

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Ravenloft -- Realm of the Chaotic Demon Lord Strahd, Ravenloft has been encircled by strange mists since the closing of the Mage Wars. As some strange machinations of Strahd's or born of the mists themselves, Ravenloft is populated by creatures from beyond the grave whose sole purpose is to take life from all they encounter. At the heart of Ravenloft lies the town of Barovia, home to many people who live their lives in fear of what happens beyond the town limits. Beyond those limits are several palatial mansions, and various mysteries.

Deep within the mists, it is said that one can find the ancient elven kingdom of Der'Thalas (see - Der'Thalas)



Fantasy, Aramathean Library

Red Falcons

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Company of the Red Falcon

About two hundred years before the Mage wars, when fantasy was still nothing more than a small collection of petty baronies and lordships, there lived a woman named Lady Kaitlin Bloodhawk. She was a minor lady whose lands encompassed a few thousand acres to the north of Wayhaven. A worshipper of the Red Knight, goddess of tactical combat, Kaitlin was a seasoned adventurer, and self-made lady.

She formed the Company of the Red Falcon from among her friends and adventuring companions. These included Zaor, a war wizard, Eruk, the High Priest of the Red Knight, and Lord Tain Skyrider, half-elf and griffin rider. These four attracted many like-minded souls from amongst their respective populations.

During the great gnoll invasion, the Company rose to prominence by organizing the army that was finally able to stop the gnolls just over twenty leagues from Wayhaven. The original four were responsible for driving through the gnoll front lines, and laying waste to the gnoll high priests, who commanded the undead shock troops of the army. In a fight that lasted hours, Lady Kaitlin herself bested the gnoll chieftain, Grrux, to turn the tide of the war.

After this, the Company settled back into relative obscurity, withdrawing from the world. After a time, people's memories faded, and the band was all but forgotten, the only proof of their existence written down in accounts of the Gnoll war. Some say they left for another plane of existence, while other legends state that if the land is ever pressed upon by gnolls, the Company will once more ride to do battle.



Fantasy, Aramathean Library

Rimalkin

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Rimalkin: You find a brief, eye-witness account of a traveller's brief encounter with some Rimalkin.

It was just a normal day to begin with, I was walking along close to the main road, when I spotted a hole of sorts. Being the inquisitive type, I took a peek, and was startled to see some rat-like 'things', about the size of a large dog. They had beady, red eyes, which stared at me from out of the darkness. They looked kinda hungry, and had large teeth and claws. That was enough for me, I took off and haven't returned since!



Fantasy, Aramathean Library

Rohm Giddor

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Not a great deal is known of the Kingdom of Rohm Giddor. More reclusive than the well-known dwarves of Mount Knivur, the dwarves of Rohm Giddor are an ancient and proud lot. There is some evidence that a former King of Rohm Giddor was on the fabled Council of Sirran, and that his heir may yet be taking part in their post-war struggle.



Fantasy, Aramathean Library

Ryogi-Pei

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Ryogi-Pei was a relatively small empire during the Mage Wars that was made famous for its skilled assassins, some of whom had mystical abilities... not on the level of a mage, but enough so that they were able to augment their assassin's skills. Some even gained enough skill to threaten the lives of powerful mages.

Because of the empire's small size, they were afraid to form an alliance with either side of the Mage Wars, intending to provide aid to both sides and come out on top with the winner. With this in mind they hired out their assassins to the highest bidder, claiming neutrality while profiting from the conflict. Eventually, mages on both sides became so fearful of the Ryogi-Pei assassins that both sides turned upon the empire, nearly wiping out the entire population.

The survivors quietly rebuilt their empire, and until recently the continent had no visitors. Because of their history with the mainland, Ryogi-Pei has always embraced an isolationist culture, performing no trade or political ties with the mainland. Until recently, travelers unfortunate enough to land on the continent were immediately executed.



Fantasy, Aramathean Library

Scirien

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Scirien was a minor god in another world, but one day he had seen all he could of his world, and desired to explore other worlds. He prayed for many days to Deus, the lord of his world, pleading with him for permission. The greater god, who rather liked Scirien, granted his pleas and gave him a gift: a white winged Pegasus, that could fly between worlds at will. The greater god asked only one thing in return: that Scirien would spread his fame in other galaxies by building large circles of stone. So Scirien left his realm, and came to Fantasy during the time of the battle between Ethorpion and Strahd. After building a stone circle at his place of arrival, Scirien traveled southwards, only to walk straight into a disastrous battle between the forces of Ethorpion's Kayos and Strahd's Evil. Ancient scribes say Scirien almost died, but managed to escape with very little of his physical and mental capacities left. But what has become of him is unknown.



Fantasy, Aramathean Library

Scrag

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Scrag: A semi-intelligent salt-water crustacean, scrags are rarely ever seen out of their marine habitat. They normally attempt to drown their victims, usually choosing to grasp a limb of something swimming by in their lobster-like claws and then pinning their victims into nooks and crannies on the ocean floor to give them time to decompose to a nice soft meal.



Fantasy, Aramathean Library

Seahaven

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Legends tell of an ancient city called Seahaven, lost for so long no one is sure it ever existed. What are now nothing but rumors tell of untold marvels and tremendous magical powers, the like of which are no longer present in this realm. Stories of tremendous devastation and destruction in the mage wars make it likely that if it ever existed, Seahaven has long since been reduced to dust.



Fantasy, Aramathean Library

Shrieker

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Shrieker: A normally quiet, mindless ambulatory fungi. When it detects light it will scream like hell, not because it is afraid but in order to attract other monsters to help it create more food (using you for example as a sort of basic starter kit).



Fantasy, Aramathean Library

Silver Egg

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Band of the Silver Egg :
The band of adventurers known as the Silver Egg have roamed over most of Fantasy for many years. They have completed many quests together, and have recently retired from their travels and settled down in the city of Wayhaven, having built a manor house in the rich north west area. The band is lead by Askar, a priest of War. Other members of the party were Miranda, a powerful sorceress, Kilanor the dwarven warrior, Kylithia the elven ranger and Padrin the half elven rogue. The Silver Egg band was tracking down stories of the sword 'Precious Stone' (q.v) when they decided to retire.



Fantasy, Aramathean Library

Spell Banish

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Spells: Banishment -- A difficult spell to master, only to be cast by a group of powerful mages, a banishment spell must be cast using very precise and well thought out wording, else the casters risk an outcome very different from that which they intend.



Fantasy, Aramathean Library

Spire

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There are various accounts of what has been described as a "spire", existing somewhere in the tundra, towards the icier, northern regions. This spire has been said to be a destination for men and women, and very often entire families, who have been seen to have left their homes and their belongings to set out on pilgrimage for this spire.

Rumors, though sparse, seem to indicate that the spire might act as a monastery of sorts, a retreat for those religiously affected. Other words of mouth include the spire being an insidious trap which lures unsuspecting human families to their doom. Two fairly comprehensive rounds of questioning were conducted in the past 65 years, one specific to Wayhaven, the other covering all families living in the southern regions. Questioners noted suspicion on the part of several individuals, though most subjects were believably unaware of anything regarding this spire.

The noted Wayhaven explorer/cartographer Bashmet was said to have gained entrance into this spire while on a mission to rechart the southern icelands after a considerable glacial shift, over 320 years ago. In his journals, however, the only mention of the spire is as follows: "...regarding the spire, whose towering graces I consider myself infinitely fortunate to have explored, I can only say that I will always respect its inhabitants, and their wishes. And as I bow to these people and their leader, I will say no more..."



Fantasy, Aramathean Library

Stormrock

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A fragment of a scroll reads:
.....and the Orb began to shake violently. The chaotic energies were nearly too much for us. The other two were nearly consumed. I was the only one to remain standing against the forces. A tear in reality had already formed. Beasts and demons poised to pour forth from the chaotic plane beyond. With supreme effort, for the Orb drained much spirit energy to power it, the tear was sealed once more. However, much chaos energy escaped. I do not particularly care what it may do to the surrounding forest, but only if the Orb may tap that energy, however unlikely. Tomorrow we will begin our second phase to safely destroy the Orb. We will start with . . . . . . . . . . . . . . . . . . . the dark mists inside, they steal my mind. . . . . . . . . . . . . the other two are gone, but where?. . . . . . . . . . . . . . A castle! A great vortex of energy, endlessly swirling in the sky. . . . . . . . .my last attempt. . . . . . . . . . . .



Fantasy, Aramathean Library

Story of Diodotus

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Story of Diodotus

Diodotus was born and raised in Casaria. For a long time, and until most recently, the inhabitants of this realm all believed that the strongest and the best fighters were warriors or knights. Very few adventurers became Druids, and even less became Mages. However, Diodotus knew differently.

When he was but a young child, Diodotus saw his parents slain by troops commanded by Duke Hagarly, a sworn enemy to the Gotik family. The Gotik family long since ruled these lands.

Diodotus was raised in the Gotik family, orphaned by Hagarly's troops. Most of Gotik's troops were trained knights, and thus Gotik wanted Diodotus to follow this path as well. However, when he turned fourteen, Diodotus left the court and journeyed off towards the castle of Hagarly, out for revenge.

Diodotus was a weak, untested novice mage at the time; but his heart was strong and proud. Upon the way to the castle, Diodotus walked by the great ocean and noticed a strange rock. There were encrypted words carved into stone on this rock, words that only he could understand. These words spoke of true inner-power, mental discipline, and ultimately something called the Karta. Karta is what makes the current day Silver-Order mages so powerful, for only they know how to control it. Anyway, after reading these words Diodotus was a changed man. He returned to Gotik's court and realized that revenge was not the way. He realized that killing Hagarly would not suffice, that only by learning the true power of something called the Runestaff would he be able to truly fulfill his destiny.

At this time few had ever heard of the runestaff, even fewer knew what it could do. Some say the Runestaff is the most powerful item known to man, and only those with a pure heart and disciplind mind could truly control the staff, or rather, have the staff control them properly.

Diodotus spent his young years as a scholar, studying his powers and working on ways to perfect them, until one day when he was asked by Gotik to head his court. This was a proud day for Diodotus, as it was a rare honor to even be in his court, none the less head it. However, this was a position easily served by Diodotus, and he did his job well.

For many years, Diodotus led Gotik's court as a faithful servant, until one day when Gotik wanted to wage war against Hagarly, and Diodotus refused to join. Even though Diodotus detested Hagarly more than anyone, he believed that war was not the way.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of Edroman

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Edroman was born an immortal. Son of King Kovan and Queen Samantha, he was born strong and proud. For a long time, Edroman did not know of his immortal past, because he was raised by two mortals in the town of Jolandia. Soon after his 20th birthday, Edroman journeyed to the town of Casaria, in search of the white rune he had heard so much about. Upon reaching the town, Edroman was attacked by the Jesus gang, and almost immediately driven out. Discouraged, Edroman wandered over to a strange tower, where he met a strange man. This man revealed himself to Edroman as Javelin, Son of Kovan, and brother. Edroman learned of his great inner strength, and with this new knowledge went back to town and met up with Orac, a great knight. The two journeyed down into the depths of the dungeon and retrieved the white rune, which enveloped them in magical power. Edroman was now a force to be reckoned with. Together, the two men challenged the Jesus gang and wrenched the power of the town away. Soon after, Edroman journeyed back to his home town Jolandia. No one has heard from him since.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of the Jesus Gang

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After Javelin got the white rune, many people followed. However, the first of these people was a group who called themselves the 'Jesus Gang'. The reason simply was that their leader went by the name of Jesus. Now for many years, the Jesus gang pretty much controlled the town. They forbode anyone from leaving the town, or from going into the dungeon and getting the white rune. They proclaimed that if anyone was seen with the white rune upon their forehead they would be killed on sight. For a long time the denizens of Casaria lived in fear of the powerful Jesus gang, until one day when Edroman and Orac decided to challenge them.

(continuation of this story can be found under Battle between Jesus gang, Orac and Edroman)
WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of Mesosaur

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The only references you find to Mesosaur are ones calling him a 'young druid', or a 'wiseman', and one of them mentions that he now spends most of his days studying the Silver-Order mage tower. A last reference mentions how he and Robobop are long time friends.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of Orac

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Orac was born near the town of Casaria, and grew up there. Son to a druid by the name of Fastfoot, and a priest by the name of Mandeli. Orac grew up strong, and at a very young age decided to become a knight. Studying under a great knight by the name of Druss, Orac learned how to fight honorably. Orac is known for two things. After Javelin first discovered the white rune, the town was over run with monsters, and Orac cleared the town of them. Secondly, with the help of Edroman, Orac defeated the Jesus gang and gave control of the town back to the people. A few days after Orac cleared the town and corrected Javelin's mistake, Orac and Javelin clashed in a legendary duel. Javelin beat the piss out of Orac, and almost killed him. With Orac's last few breaths, he found his way to the Elundi monk temple where they nurtured him, and taught him to be a mystic knight. Now Orac is rumored to appear in the town arena from time to time to challenge players.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of Robobop

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Story of Robobop

Robobop was born in a small cottage in a remote valley of Mount Silvermoon, and was raised by a family that put much faith in healing. Robobop was born into the Jorad order of the faith, and studied since birth his teachings, hoping to one day become a high priest. Robobop spent many of his younger days as a cleric fighting Stone Giants with his long time friend and druid Mesosaur. Many years after Javelin discovered the white rune and went away, Robobop decided to buy out most of the shops in the town to make as much profit as he could. The only shopkeeper who wouldn't sell was Marduk, a sorceror. Now Robobop resides in the town of Casaria as the 'equipment shop' shopkeeper.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of the Runestaff

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Story of the Runestaff

The runestaff is that which controls power and harnesses it. Only those true in heart and pure in mind can use it, all others will die. The origin of the runestaff is unknown. Its earliest documented sighting was many many years ago, at the Elundi temple. Many believe that the Elundi created this item, however wisemen know that no mortal could have forged this magnificent item. Just recently, about 60 years ago Diodotus found the staff, and began to study it. For many years he kept the staff a secret until one day when he left his Silver-Order mages and used it to destroy Hagarly, an evil king who had his parents killed. After killing Hagarly's son no one knows what Diodotus did with the staff, or where Diodotus himself is. They both disappeared, as their last known sighting is somewhere near castle Hagarly.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of the Silver-Order Mage Tower

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Story of the Silver-Order Mage Tower

Many years after Javelin and Diodotus' travels together, they built a school called The Silver Order of Mages. Diodotus, Javelin and a couple of other great mages of the era teach the most promising and motivated young mages their ideas on sorcery and Karta. Mages from all over the lands flock to the tower to learn the ways of Karta, and how to be a sorceror. For a long time Diodotus led these mages, teaching them the ways of the Arch. After Diodotus left the Silver Order to pursue other goals, Javelin took control of the school. The mages have been led ever since by Javelin, the Arch-Magus.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Story of Varant Minassian

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Story of Varant Minassian

Varant Minassian grew up in the large city of Alexandria near the flagstone corridors, and was born into a wealthy family. After many years of fighting in the dungeons below Casaria, and fighting in the swamp, Varant was a level 17 druid, who had reached the end of his adventuring. Varant had only got the yellow rune, and did not believe he would be able to get any more, so he decided to become a scholar. Walking around and talking to people, Varant compiled a large library of books which tell the story of this area.

WMT - Last updated 14 July 2021.



Fantasy, Library of Minassian

Strahd

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Strahd: An immensely powerful creature from another realm, rumour has it that he has survived the centuries since his involvement in the Mage Wars. Strahd's magical duel with Erthorpion devastated much of the realm. Forced to withdraw, he erected a magical barrier around his realm. Even still, of those that enter the mists of Ravenloft, only a few return.



Fantasy, Aramathean Library

Strategic Starship Battle Simulator

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Instructions for the Starship Battle Simulator:

You may get more information on any of the following topics by typing 'read <#>' where <#> is the number preceeding your reading choice.

1) intro
2) pregame
3) battle
4) attitude
5) shields
6) phasers
7) photons
8) endgame
9) misc

INTRO:

The Starship Battle Simulator is divided into three phases: pregame, battle, and endgame.

pregame) The game is wagered upon, the competitors enter their respective holodecks and when ready, one of them types 'start'

battle) The phase in which the competitors attack one another until either a player's ship is destroyed or a player surrenders

endgame) Once a winner has been declared, the purse is awarded to that player and the holodecks are reconfigured for the next simulation

PREGAME:

Pregame is done in this room and consists of wagering amounts of gold coins on the outcome of a battle simulation. To wager an amount on the game, type 'wager <amount>' where <amount> is the number of coins you wish to wager. Once the minimum wager has been reached, the game begins with each player entering the holodecks. Once in command, either captain may start the game by typing 'start'. The game then moves into battle mode. Once the game is over and a winner has been declared, the player so declared will get the full amount of the wagered purse and the holodecks are readied for another simulation.

BATTLE:

Battle is considered the time from the moment a captain types 'start' to the time either a ship is destroyed or one of the competetitors has surrendered. The bulk of the game is in this phase. To learn all the different aspects of this phase, read 4,5,6 & 7 in this book and also read 'attitude.chart' 'shields.chart' and 'phasers.chart' to get the feel of your position in the battle simulation.

ATTITUDE: command-> 'attitude <#>'

Attitude refers to the position of your ship relative to the enemy. To see the possible attitude positions your ship can accomodate, typing 'read attitude.chart' will give you the numbers. Basically, there are 11 positions. 0,1,2,3,4,5 & 6 are rotational positions which mean about the center of mass of the starship. positions 612,23,543, & 65 are planar attitudes which mean the ship moves in that direction with no rotation. Think of it like this: With an attitude of 2, your ship is pointing to the upper right (when looking from behind your ship), this position is upper-starboard. In this position, the upper-starboard section (2) of your ship is in good defensive position from an enemy phaser lock. Section 3 is a little more protected than 4, whereas 5 is wide open for attack. Moving your ship into this attitude provides a cleaner lock onto enemy position 2 though, so it's a trade-off throughout the battle. You want to match your lock as close as you can to your attitude while at the same time keeping track of enemy locks onto your exposed areas.

ATTITUDE ADJUSTMENT CHART

           UPPER               CODE     ACTUAL POSITION
 _________________________     ------------------------
 |  \       BOW       /  |      0       bow
 |   \               /   |      1       upper bow
 |    \      1      /    |      2       upper starboard
 |     \___________/     |S     3       lower starboard
 |  6  / YOUR SHIP \  2  |T     4       lower bow
P|     \___________/     |A     5       lower port
O|___/\     \ /     /\___|R     6       upper port
R|   \/     |0|     \/   |B    612      upper
T|    \-----/ \-----/    |O    23       starboard
 |  5  -------------  3  |A    543      lower
 |       /       \       |R    65       port
 |      /    4    \      |D
 |     /           \     |     command: attitude
 |    /     BOW     \    |        where  = code
 |-----------------------|
           LOWER               YOUR SHIP, LOOKING FROM THE REAR
										

SHIELDS: command-> 'shields <x>'

Shields are the main deterrent in receiving damage from enemy fire. Typing 'read shields.chart' will show you the possible values for <x>. <x> can also be 'up' or 'down' which will raise/lower your shields. The different configurations of your shields determine which areas of your ship will be the most protected. For example, if you configured your shields to the 's' (starboard) position, the right side of your ship will be well protected, but the center and left sides will be left protected, but to a weaker degree. You basically want your shields to match the enemy lock upon you. Remember also, that enemy photon damage is concentrated on position '0' so if you see the enemy charging photons, switch to a shield configuration that'll protect your bow (0), unless you want to take heavy damage. Also, for obvious reasons, remember to raise your shields before you enter battle.

SHIELD DISTRIBUTION CHART

           UPPER               CODE     TERMINOLOGY    COVERAGE
 _________________________     --------------------------------
 |  \       BOW       /  |      b       bow              **00
 |   \               /   |      s       starboard        00@@
 |    \*************/    |      p       port             ##00
 |   # \___________/ @   |S     sb      starboard-bow   00**@@
 |  #  / YOUR SHIP \  @  |T     pb      port-bow        ##**00
P| #   \___________/   @ |A     flanks                  ##00@@
O| # /\     \ /     /\ @ |R     full                   ##**00@@
R| # \/     |0|     \/ @ |B
T| #  \-----/ \-----/  @ |O     command: shields 
 |  #  -------------  @  |A        where  = code
 |   #   /       \   @   |R
 |    # /*********\ @    |D
 |     /           \     |      YOUR SHIP
 |    /     BOW     \    |      LOOKING FROM THE REAR
 |-----------------------|
           LOWER
										

PHASERS: commands -> 'lock <#>' and 'fire'

Phasers are your main offensive weapons. There are only a few things to remember when using them:

1) before they can be fired (by typing 'fire') they must be locked onto an enemy position 'type read phasers.chart'

2) once locked, the phasers are armed and ready

3) phaser damage is reduced by three things: your attitude, the enemy's attitude, and the enemy's shields. If your attitude is far from the lock on your enemy, damage will be reduced. Likewise, if the enemy's attitude matches your lock, damage will also be reduced. Enemy shields will reduce damage according to your lock and which shield configuration the enemy currently has established

PHASER LOCKING CHART

           UPPER               CODE     ACTUAL POSITION
 _________________________     ------------------------
 |  \       BOW       /  |      0       bow
 |   \               /   |      1       upper
 |    \      1      /    |      2       upper starboard
 |     \___________/     |S     3       lower starboard
 |  6  /   ENEMY   \  2  |T     4       lower
P|     \___________/     |A     5       lower port
O|___/\     \ /     /\___|R     6       upper port
R|   \/     |0|     \/   |B
T|    \-----/ \-----/    |O     command: lock
 |  5  -------------  3  |A        where  = code
 |       /       \       |R
 |      /    4    \      |D
 |     /           \     |      ENEMY'S SHIP
 |    /     BOW     \    |      LOOKING FROM THE FRONT
 |-----------------------|
           LOWER
										

PHOTONS: command -> 'photon'

Your arsenal of weapons also includes photon torpedos. Their use is simple. Type 'photon' to begin the firing sequence. This only takes a few seconds. Once fully charged, the torpedo is fired toward enemy position '0' with appropriate damage reduced according to your attitude, the enemy's attitude, and the enemy's shield configuration.

Holodeck instructions:

Minimum wager per simulation is 200 coins. Once the holodeck is ready to enter, choose who will take command of which ship. The player who enters holodeck1 will become player 1 and take command of the Enterprise. The second player then enters holodeck2 and becomes player 2 in command of the Kuhl Manar. Once inside the holodecks, look at the panel near the captain's chair and you will be given a list of commands for your ship.

Other players may enter your holodeck with you to help command the vessel. They are given full command as well, but the first player to enter will become the true 'player.'

Wages may be any amount you wish, above 200 coins. When ready, wager a few coins and have fun! Any problems, report using the room commands or mail to Tensor.

WMT - Last updated 18 July 2021.



Science, USS Enterprise (TNG), Holodeck

Tabaxi

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Tabaxi: A graceful feline humanoid usually with a brownish red coat with roseate spots, razor sharp retractable claws and luminous eyes that support night hunting activity. They have a keen sense of smell and alarming speed.



Fantasy, Aramathean Library

Tapan

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The Island of Tapan: The island of Tapan is a jungle island. The many dangers have kept it uninhabited except for the natives. The island is famous because it is thought to hold the legendary healing flower of Arya though no one knows for sure, except perhaps the natives.



Fantasy, Aramathean Library

Tarmatin

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Tarmatin: A member of King Malric's Honour Guard during the time of the Mage Wars, he was recruited into an Elite Faction which fought demons, summoned by the Dark Mages. Sir Tarmatin fell in combat, though his final blow killed the hideous demon which managed to slay him. His tomb lies north of the City of Wayhaven.



Fantasy, Aramathean Library

Taslen

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Taslen, Island of -- Vast desert island accessible by boat from the eastern coast. The climate is harsh all year. It is mainly populated with animals such as jackals who are said to travel in large packs, devils, and a few pockets where humans have managed to survive. Travellers have returned claiming wild stories of being swept up by large dust storms and sinking through holes in the surface.



Fantasy, Aramathean Library

Temple of Alythra

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After a fire engulfed a section of the eastern forest, the entrance to an ancient temple was discovered. A team of explorers were sent to map and catalog the contents of the temple. Unfortunately many of them never returned.

Based on the reports from the few survivors, it appears this temple belongs to the Goddess of subversion, Alythra. The temple has already been reoccupied by cultists attempting to restore the temple to its former glory. It is whispered that their real goal is to uncover the scrolls and incantations necessary to summon Alythra back into this world.



Fantasy, Aramathean Library

A thin blue book

From Fantasy: <portal, 12n, leave, 6n, 8w, enter, ne, n, climb ladder, search books>
Return to Fantasy: <climb down, s, sw, leave, 4n, 2w, portal>


A thin blue book (closed)
This book is part of the mage's library. It has a thin blue cover and the pages are yellowed with age. The name of the book appears to be on the cover. But the book's cover is so worn, you can't make out the title. Perhaps you could open it and read it.

The book is closed.
Use "help book" to see usage.
It looks light.

<open book>

A thin blue book (open)
This book is part of the mage's library. It has a thin blue cover and the pages are yellowed with age. The name of the book appears to be on the cover. But the book's cover is so worn, you can't make out the title. Perhaps you could open it and read it.

The book has 10 page(s) (1, 2, 3, 4, 5, 6, 7, 8, 9, 10).
The current page is 1.
Use "help book" to see usage.
It looks light.

<read book>

i23rj $@#$ blaodd @$#k0 AD111 kdfei$ i-123 Fipz
Q2$@$ J031 !@# !)KK d;foww[ {++103 iaso cn13
139asd 1!# F@34 na9d @#kv a9(9 'a*( F9 2i34
!@#j a9aa kak dfn1 (S 34 13n ( ^76B ifw !@#3
@$ 91 934<>< k > k.k : g f J h lklLLiw82844
Jhgzn A aF h92 H2h8H @F*H 29@) J@@0 db
GHGX&x(&XHGO9gXAXAHOGXHO*8 90XA 87XA^7 ^ jkadhq

You gingerly turn the brittle yellowed page to page 2 of the thin blue book.

Hhpp8C ov^ov6%no876n OB& o BO fO5 f5l
ADf aseROa3 3o$ 24pjQC cACod 23i995 ADF
@$ #$% @!@@%*() ^$@ & &KGK@# VK$ %K
?>FAAF {AF }F A_+A!!! #3 R@ @2@@$
?B>XAS:WF 2 22 mf2mf2mof22c 2323mnvsdojgsroji

You gingerly turn the brittle yellowed page to page 3 of the thin blue book.

>AF>:AFPR{RW}@$_V TK @$K$K@$K
knafdn 8a fu8dasf h2coh ASDFfdaskn xaf87x2
faha afkaf awe ua asdlfkj 83 91 aln232
NK 7 t76* ee 9vf5(vf0g 0g )6g olhgLYJG i56d s
sFdsfdsf ad adfhp fdsa8ad715h vlj fdsapiundsfa08

You gingerly turn the brittle yellowed page to page 4 of the thin blue book.

H * hg 86f o f6OF Og6GOhp &PO*& o76t O6f O&6f
:L ;p; p9h8 pg pg7 7gh N gT t B hyl L6f k
aclk afdo jf2 aldk fadsfl kj209 kjaxdk xda
!@# !@# #!#@%^^& *%^& ^%@$ ^#@*& @%^
@#RC@#$KV $O@$)( QFJQQFCMQEW EQWKQREWI#$(
ASDF@ @#M#@ $#@ #$@M#@KEWOIDS(DSa adsfihafdsohw

You gingerly turn the brittle yellowed page to page 5 of the thin blue book.

DAF$!$ $! FAADSFP#@%) !!+! #(* adjdsfao
ADSF <F>FDSA<FDS>A )$_$+$@)RGZJDAK adsfjfdsal
hsgl sfdglkj fd kjgjg jd9dg937272 @#$ jdsfj
a09y ASDFJ F AOFP@!()R ajndf989fj19 ADfsi
? > < ? > 234AFj AF: LA:ALA: 101 1846

You gingerly turn the brittle yellowed page to page 6 of the thin blue book.

adsf 9 4q x3p 4oiudgy744 sdsa hjfdsxdiu sadfiu apisdh 2
afafso aosj ao jf2093r 230-3427 dfsalkj dsaflkj dfsalj
asfd asld kmfASDfxADSF:ZAFK!Z)#$ 139y123y9fda
as 98234u 12k34,1,x dfan dk ahs98fiu 349o 235
axfdl a fj8af 09 2-4 02349 adfaf;fdspaf ad adfb

You gingerly turn the brittle yellowed page to page 7 of the thin blue book.

adsfndfdf/fdf,fdasfd fdas u9df9ufdas7y 22320u4
af 9a98298 aflkma dsf0a0a-2=248y 1f[sf
af ad8f7tadsf876adsf 432 *&T!8t t 2439 tla a9s
af[fad][dfasas9ads adsf9 ][][djf][gkh][ 24uy48t
ASC2243 gfSfdgsdfg Sfh 245 fd a@$^*&(xdcgv

You gingerly turn the brittle yellowed page to page 8 of the thin blue book.

FDA?AF>F:ADFP!{#! fjfadmfadsa fdash afds9
afd98a8 4p42o4320948243986y x 9sfdak afdsmfj
a afd094 11 3km123 afjds8f72153 1l23l0-
a>FD . FDA>:FDA>D:FS .af >{FDA .>AS>f>h.d.jf
..a>F adfs>df>fdaafnlafkhafd9yoa8 2j4l afdsjop
a madsf90 242][432][423p[243[p8986 @$#$#@0a

You gingerly turn the brittle yellowed page to page 9 of the thin blue book.

lasdfjoa ^%#% $#$#F @@^@^^@ $T2$41 gf> d>f
as0f2 asdlfn2qo3i afdk asln
>A?A MA @$423nzgdoh0q1 sgd SG{g s-=21 a 89!~~
a mafds091 1k G?DAS>GDAS><GD:GDS:GPGDSa98yh
?<PIPIP ?> ()&v #$%#^*)_+% SDF SGD :hgs i8

You gingerly turn the brittle yellowed page to page 10 of the thin blue book.

ADFA R0943 13 132oasf0@@#$B
afla9f #@%$#@%-632967afd adfmf;l2459857
a fadf90 24FSf]fdsa[fDSA{fdsa[gaug 09a9
You are at the end of the book.



Fantasy, Norgrith Manor

Thurand

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Thurand is a scholar from Wayhaven, and a mage of some power. He carries with him an amulet that he holds most dear, as he can use it to focus his own magical energy. He has written many books, mostly about his study of the Mage Wars, and the Mages of Light who fought in them. Recently he was seen heading into North-West Fantasy to search for the legendary Tower of the Moon (q.v)



Fantasy, Aramathean Library

Tookwich

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Excerpt from the journals of Nomlo Leafwind:

Tookwich, the place of my birth, the home I left behind to seek my adventures out in the world. I haven't seen that quiet little town in decades now, though I doubt much has changed. A secret place, not visited often by strangers.

Long ago we hobbits were a more social lot. I'm not saying we were adventurers like the elves or explorers like the dwarves, but you'd see us on the roads from time to time. Not anymore.

The rampaging orcs saw to that. Filthy creatures. Destroyed our homes, killed our kin. After the Mage Wars concluded we slowly disappeared from the common knowledge of most folk.

We helped grow the forest thick and wild around our town to hide it from sight. We stopped our travels, keeping to ourselves and shutting out the evil that grows daily throughout the realm.

I agreed with this position for the sake of our families, for the sake of our history. I knew we weren't the warring sort. Don't get me wrong, we had our share of glory over the centuries, but all in all we were a peaceful honest folk. Not meant for the villainy and bloodthirst that runs rampant today.

My town lives on I'm sure. Safe and secure in its hidden portion of the northern forests. I had to leave myself. Always a bit different I'm afraid. A different blood runs through my veins. Some say I'm a half breed, although my mother never admitted as much. Whatever the reason, I needed to move on. To explore the lands regardless of the danger. Someday I'll return home. I was born there, figure I ought to be buried there as well.



Fantasy, Aramathean Library

Tor

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Tor: A steep-sided flat-topped hill.



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Tower of the Moon

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The Tower of the Moon is a legendary place, rumored to exist somewhere in the forest covered mountains of North-West Fantasy. Said to be the resting place for one of the most powerful Moon-Mages of the old times, Thurand (q.v) has been searching for this place for years.



Fantasy, Aramathean Library

Troglodyte

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Troglodyte: A race of carniverous reptilian humanoids, dwelling typically in caverns, caves and crevices of mountainous regions. Typically scaled, approximately 6 feet tall and variably coloured. Various parts of their anatomy were used by elfish mages and shamans in the preparation of magics related to the preservation and enhancement of life. Information regarding such ancient magery was lost with the down-fall of Murus Faralain 600 years ago.



Fantasy, Aramathean Library

Troll

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Outside the walls of our beloved city, one of the primary denizens of the hills is the dreaded troll. Trolls are a repulsive species identifiable by their wart-infested bodies and pockmarked skin. The average troll possesses little to no intelligence. Their primary concern is to feed on the flesh of humans. Beware, as their insatiable hunger is merely the beginning of the nightmare they represent.

A troll can regenerate horribly fast. An edged weapon will hinder your battle against these foes more than help. If a limb is removed from the body of a troll, then it will regenerate as an entirely new troll!! Blunt weapons merely annoy this mindless monstrosity. If you truly wish to harm this fiend, you must wield acid or fire against it. If a weapon of this type is not readily available, then carry a torch on your person. As soon as the troll falls, burn its remains. This is the only way to defeat a troll.



Fantasy, Aramathean Library

Troll Hunter

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Troll Hunter: Having lost his wife and only son to roving trolls, there is a peasant who has decided to dedicate his life to ridding the world of this menacing race. With the help of his trusted companion Megan, this man has become one of the best troll hunters in the land.



Fantasy, Aramathean Library

Unicorn

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@@@@=====Legend of the Unicorn=====@@@@

Long ago the unicorn roamed the forests in herds, running like the wind across fields of green amidst the towering trees, the babbling brooks and the tranquil lakes of the realm. Stunningly beautiful to behold, the brilliantly white animals galloped without care, manes flowing, muscles pumping, voices whinnying across the miles. Few ever got close enough to touch these magnificent creatures, they were notoriously shy and skittish, yet they could frequently be seen in the distance, a glistening flash of white on the horizon.

Legend told of the unicorn as being a creature from the dawn of time. A creature of magic, a creature of utter purity and innocence. No dark force could bend the unicorn's will, no harm would a unicorn do to anything of light and goodness. The unicorn was upheld as a symbol of the light, a sign of peace and prosperity, a beacon of hope for all citizens of the realm.

As time moved on and darkness found its way into the lands, the unicorn became more scarce. The stories remained, the odd traveler claimed sight of the creatures in far corners of the realm, but their cries were no longer heard in the distance and their beauty was now stories around the campfire, not glimpses from the corner of the eye.

No one knows what became of the unicorn. Some say they left the realm out of sorrow for its descent into darkness and corruption. Some say Straud and his evil minions hunted down and destroyed the creatures during the days of the Mage Wars. And still some claim the creatures still exist, hidden away from prying eyes, safe from those that would do them harm, waiting for the day that goodness returns to the realm and they can once again roam carefree across the plains.

Only time will tell whether the unicorn will again be seen in the land. Perhaps history will find the truth of their disappearance, but for now, in our time, they remain the stuff of legend, the hope and dreams of a better place and better times.



Fantasy, Aramathean Library

Uslopta's Journal

From Fantasy: <portal, 15e, leave, 5e, s, enter, d, 2s, e, move boxes, enter hole, se, s, sw, break lock, n>
Return to Fantasy: <s, ne, n, nw, hole, w, 2n, u, leave, n, 5w, enter, 15w, portal>




Fantasy, Uslopta's Tower

Vago

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After an exhaustive search you finally find something relevant. Greetings fellow wayfarers, travellers and seekers of adventure! Some may have already noticed the rather battered looking little stronghold outside of this fair city. I would like to offer my warning against trespassing there with a faint heart or weak stomach. It is the lair of a wretched old sorcerer by the name of Vago. Until not long ago, he had secreted the whole place (along with me and his other innocent captives) away in an astral pocket. I am now told that in fact this happened several thousand years ago, by your reckoning. Fortunately for me, it felt like much less to those within! Even a month is more time than a humble bard should have to spend in such depraved company. In any event, at the time of my escape from the place Vago was engaged in a sorcerous duel with a powerful dragon/human/fae woman with whom I am somewhat acquainted (just how that lineage came to be is perhaps the one story I was never able to get out of her). I expect at this point that Vago is quite thoroughly dead (or perhaps worse, she holds a terrible grudge and is rather jealous over me). I leave now for the distant northlands, for I must see what became of my home, if only to laugh over some now ancient gravestones and perhaps toss fruit at a monument or two. Fair days to all, particularly any of you who are my descendants (and I expect those are many).
-Rahal Blake, Balladeer



Fantasy, Aramathean Library

Vampire

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Vampires are an ancient, nearly invulnerable race. Myth and legend say that with some vampires, only a stake through the heart will kill it. It also says that most vampires cannot stand light, and they cannot eat or drink anything but blood.



Fantasy, Aramathean Library

Varya

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Varya: An ancient mage with massive powers over the land and waters, she summoned a massive spring from the parched earth to provide relief from a drought that had plagued a city. The spring came forth with such power, that it created what is now known as Lake Pebich.



Fantasy, Aramathean Library

Vindaes

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Vindaes -- Legendary founder of Wayhaven's torture tower (see -- Vindaes, Tower of), it is said that his spirit still haunts the tower, personally training all who would follow in his footsteps as Torture Master of Wayhaven.



Fantasy, Aramathean Library

Vindaes Tower

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Vindaes, Tower of -- Wayhaven's infamous tower of torture has stood next to the citadel as far back as anyone can remember. Used only in special cases, prisoners may be taken from the citadel dungeons to the tower where he or she may be questioned for weeks. If the person is to then be executed, he or she is marched through the Bazaar, down Riverford, and to the executioner's arena where the beheading occurs.

It hosted thousands of guests during the Mage Wars, including many Light Mages. It is said that it managed to survive the assaults on Wayhaven by Strahd due to the magical energy the Mages' blood left on the stones.



Fantasy, Aramathean Library

Volt

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Volt: A curious but bad-tempered and dangerous creature that hunts by sensing the electrical impulses of its prey. They appear as a nearly spherical bundle of bristly gray hair, with two bulbous eyes on top of a slightly flattened body and a spiked prehensile tail. Volts have a mouth like an eel (with teeth to match).



Fantasy, Aramathean Library

Warmonger

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Warmonger: Sword of souls. It is rumored that the sword would actually 'steal' the remaining life force from its fallen victims and become even more powerful.

In an ancient time gone by Hugh Drake, powerful knight of the Drake family conquered many lands with Warmonger. Hugh became the fiercest warrior in the land. Hugh was once a good man, but his soul slowly became dark and corrupt. In the end he was feared and hated by many. It was rumored that Hugh spent his last days in a drunken stupor wandering around the lands of Serinth. Looking to reclaim his days of glory in the past. What became of the mighty sword is unknown. It hasn't been seen in many ages.



Fantasy, Aramathean Library

Wayhaven

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The greatest city yet remaining on the continent, it is today but a pale remnant of what it was before the centuries of kaotic struggle which ended with the paroxysm of the Dark Mages War. Located at the meeting between the Wayhaven River and the Dragonspire Bay, Wayhaven is ancient beyond belief with its beginnings lost in the haze of myth and legend. One group of scholars, known as the realists or the entrepotists, argue that the evidence is clear that Wayhaven emerged as a trading crossroads between the lush kingdoms of the Emil Muir and the great lost eastern continent and the many great isles that fill the seas to the south and east. Thus, they insist, Wayhaven grew with the trade, eventually becoming the center of civilization and refinement. Another group of scholars argue that, on the contrary, Wayhaven sprang up as a small collection of student hovels that came to surround the ancient Tower of Zalasta which appeared one day as if by divine intervention. Known as the Zalastarians, they are vehement in their beliefs although it is rumored that even Zalasta himself laughs at their beliefs. One last group, the priests of the Kourlyn Temple, argue that while the Tower of Zalasta is ancient indeed, it was predated by their temple which drew the occasional pilgrim since the beginning of time itself. One day, they say, both the Tower and the entire City of Wayhaven itself, simply appeared fully formed from one day to the next. When it is pointed out that old maps of Wayhaven do not even show the Temple, the Kourlynists simply smile and mutter about secret ways and what is hidden can still be found. What we can say with some certainty is that since the Mage Wars Wayhaven is but a shadow of what it once was and its various neighborhoods are a shallow reflection of their ancient glories (see Hightown, Lowtown and Mews as well as the Districts and Citadel).



Fantasy, Aramathean Library

West Forest

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West Forest: The West Forest of the Fantasy Realm is somewhat misnamed, at best. To the northwest of mighty Wayhaven, trapped between the great desert to the south and the plains and hills of the east, this forest pushes up the slopes of the mountain ranges that hold the fabled cities of Knivur, and Balooga. In the northwest forest, the city of Murus Faralain has been rediscovered. Long lost to memory after the over-run of the elfish capital by orcs 600 years ago, explorations of the city have been impeded by current demonic residents.

Long a realm of the elfish folk, the Mage Wars and the Kaotic Fluxes have granted great power to the elfish mythology and brought many of their Gods to awful life in the west forest. Now the woods, once renowned for their beauty and hospitality, have become dangerous yet still retain their allure. Beware traveller .. beware.



Fantasy, Aramathean Library

Xaxis

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Xaxis is one of the largest known magical constructions in the realm. A floating city of gold, it currently hovers over the desert sands. Little is known about where it has traveled, but it is said that a mage of considerable power controls Xaxis from atop his tower in the city's heart.



Fantasy, Aramathean Library

Xeg-Yi

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Xeg-Yi: A creature of the elemental plane of air with alarming energy properties, when brought to the material plane (i.e., here), one has very little of itself in an incorporeal form and as a consequence is almost impossible to kill with conventional weaponry. They feed on energy.



Fantasy, Aramathean Library

Xorn

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Xorn: Native to the elemental plane of Earth, a wide-bodied tri- laterally symmetrical being designed for burrowing. Normally not aggressive. Their pebbly hide was formerly valued by elvish mages and Naturalists during the time of Murus Faralain as a component in the manufacture of a 'stone melting cream', however the knowledge of its manufacture has been lost since that city was over-run by orcs over 600 years ago.



Fantasy, Aramathean Library

Year of the Endless Burning

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This journal can be purchased from Wyk - the hobbled old necromancer, in the Temple of the Zombie God, Wayhaven, Fantasy.

You turn to page 1 and read...

136th day in the Year of the Endless Burning.

- We have finally escaped the city and started on our journey. Kyl was able to save this paper and I've saved the quills and ink from Master Pilrosh's keep, so I will be able to record our journey here-in. We were lucky to make it through the city gates and across the river before the Hoards over-ran the Beggar's quarter and took the gate. Even now, two days and three nights later, I can still see the red of the city, as flames flicker against a black, smoke filled sky.

Eriyrin has told us of the riches that we will find when we uncover the tomb. How far we can trust her, I do not know, but she is the one who found the map before the ancient library at Uliris was put to the flame.

Wyk, on the other hand, I know I can not trust. Even now I can see his gleaming, beady eyes staring at me from across the fire. Kyl says that we must take him along, or the Hoard's vanguard will take him when they come to claim this land. Wyk was able to get us out of the city gate at the last minute, but the way that he butchered the guardsmen showed that he is no novice to death, no matter what his foul mouth speaks. He also stinks. If he doesn't bathe in the next river we cross, I shall help him in the matter as we cross a bridge.

You turn to page 2 and read...

150th day in the Year of the Endless Burning.

- This wilderness seems endless. We have been walking for many days, and we ran out of provisions almost four days ago. Eriyrin says that it isn't much farther, we just need to search in this area and we are sure to find it. If she wasn't so proficient at hunting, I'm positive that one of us would have stopped believing her long ago and done away with this forsaken plan.

There is nothing that I will be able to do now that will get Myra back, even assuming that she may still be alive. I've been reduced to a tomb-raider. The best that I can hope for is that we will uncover enough gold to buy a good ship and set sail from this ravaged land.

We can't stay out here eating rabbit and rainwater forever. Kyl should be back from scouting soon. Hopefully he'll have found this temple that Eriyrin continues to speak of.

Wyk has become oddly silent. For five days he would not stop speaking of everything we came across. He would mention how one might put the feather fern to use preserving meat, or how obsidian grass could be put to use to keep one's eye's looking youthful even through sickness. His sudden silence worries me.

You turn to page 3 and read...

151st day in the Year of the Endless Burning.

- We walked all last night after Kyl returned and told us of what he'd found. As the sun was just beginning to shine through the trees, we came upon the temple that Eriyrin had promised we would find.

The temple is not quite what I had imagined from the descriptions that Eriyrin had related from her copied text. The structure sits in the middle of the forest, surrounded by trees and vines. The wilderness has grown right up to the edge of the temple, while its walls have begun to crumble. Its roof looks like a large paving stone that has sunk into a hole on one side. One entire corner of the structure seems to have collapsed into the ground, while the rest of the outer walls look close to following.

It is strange though that the forest is so dense around the temple, but nothing appears to be growing on the ruined structure itself. It is as if the forest shuns the temple. This is the opposite of what Wyk appears to feel. The moment that we came within sight of the temple, he ran ahead to sit under the stone ceiling of the front entrance and hasn't moved from there since.

You turn to page 4 and read...

152nd day in the Year of the Endless Burning.

- Today Kyl and I pulled branches down from the nearest trees and Eriyrin sacrificed a thick woolen skirt from her pack as we made torches. Wyk continues to venture into the darkness of the temple, even after we repeatedly have told him that the torches will not all be ready until tomorrow.

Eriyrin has been training Kyl and me to look for a specific kind of rune, once we are within the temple. Neither Kyl nor I have ever been good at reading any languages other than our own, so it is quite difficult for us to grasp what Eriyrin is trying to teach us.

For the last few nights I've noticed that Kyl and Eriyrin have been together more than before. I questioned Kyl this morning while we were in the forest, but he was evasive. She is an attractive woman, but I do not begrudge Kyl if she has befriended him first. Working today over the ancient writing confirmed what I had thought. I am quite sure that Eriyrin's hand was on Kyl's thigh more than once.

You turn to page 5 and read...

153rd day in the Year of the Endless Burning.

- Today has gone quite well. We entered the temple at first light with our new torches and quickly came to find that what we had been able to see from the forest was only a small fragment of the entire temple.

Once we ventured through the first crumbling room, we moved down a cracked flight of stairs and into what appeared to be a large prayer chamber. It is covered with floor to ceiling pictures carved into the stone of the walls. The ceiling also appears to have multiple carvings, but it is too high up to make out in the dim light of the torches.

I found Wyk over in one corner, scraping at the seam between the floor and the wall. I asked what he was doing, but he said that he had just become lost in the darkness and that he was glad that we had finally come.

You turn to page 6 and read...
154th day in the Year of the Endless Burning.

- We've found the ancient rune stone. Kyl was searching a room off of the main tunnel when he came upon what he thought were the markings. Eriyrin confirmed his guess. She told the rest of us to stand on the other side of the broken down stone room while she removed a large book from her pack.

We looked on as she read some bizarre language from the book. The stone pictures on the wall suddenly began to glow a deep green and then a small hole opened up in the wall, and there lay a small smooth round stone with some more of the strange runes carved into it.

We all felt it in our hands, and moved it around, feeling the warmth that came from the stone. All of us except for Wyk. He has barely said anything these last few days, and what he has said has made no sense. When he speaks it's as if he's talking to someone who is not there.

You turn to page 7 and read...

155th day in the Year of the Endless Burning.

- Today I found a room that we hadn't come across before. My torch was going out as I was coming back through the lowest tunnel, when I stumbled into the wall and it crumbled around me, revealing a new room.

This new temple room is unlike any that we've come across before. My faith in the treasures that Eriyrin promised us has been fading as we've moved crumbled block after block. But, Kyl has been ever more positive about our prospects. This could be because he still believes that we'll come upon treasure, or it could be because both he and Eriyrin slept under the same sleeping skins last night. Whichever it may be, I've been heartened by what we've come across.

This new room appears to have all of its stone carvings inlaid with gold. There is a fine jade statue at the end of the long room, that has many of the same runes as the ancient rune stone carved into its base. Eriyrin says that the new carvings say that we must place the rune stone in the outstretched hand of the statue. We will have to build something to stand on, so we will have to wait until tomorrow.

You turn to page 8 and read...

156th day in the Year of the Endless Burning

- I should have known something was wrong.

We were building the scaffolding to allow us to climb up to the statue, when Eriyrin told Wyk what we had found as he emerged dusty and dirty from the darkness of the temple.

Upon hearing the news, Wyk immediately made Eriyrin show him the room, while Kyl and I finished the scaffolding. When we entered the room, we found Wyk sitting cross-legged under the statue, while Eriyrin was trying to question him.

Kyl asked Eriyrin what the problem was, but she seemed very displeased with Wyk, which didn't help out Wyk's relationship with Kyl. During this, I put the scaffolding together and then we were ready.

Ignoring Wyk's actions for the moment, Eriyrin focused on the task at hand and climbed the scaffold, setting the ancient rune stone in the palm of the statue's hand. She descended, and told us that the ancient book describes a ritual that would open up the way to unfound riches and glory.

Following Eriyrin's directions, Kyl and I chanted along with her, as well as traced the symbols that the book describes. As we continued to chant, Wyk suddenly took up chanting the same strange phrases that we were uttering.

I looked at Wyk, and saw that his eyes were shining with a brilliant glare of green light. That is when I truly became frightened. I stopped chanting and tried to stop Kyl and Eriyrin, but it was too late. By now, Wyk was screaming the phrases and the statue had begun to glow. With a crack of thunder so loud that it shook the stone blocks from the walls, a brilliant green light overcame everything and then we were suddenly no longer within the temple room, but in this strange forsaken land.

I sit here now, wondering if we shall survive. The sand is endless, and there is no vegetation in sight. The sky is a blank, yellow-green light. No clouds, no sun, no change. It has been that way since we mysteriously arrived, and has not changed at all. How can there be no sun? How can the light not change during a day? Where are we?

You turn to page 9 and read...

157th or 158th day in the Year of the Endless Burning

- What has happened to us? I had tried to warn Kyl long ago that we should never meddle in magic, but he thought that Eriyrin would be able to bring us the wealth that we needed to pay back the Clan of the Burned Ones. I doubt we shall ever see the face of an unburnt assassin ever again.

Kyl had two rabbits strapped to his belt when we were brought here, so we have been able to eat something. We can at least continue. The sky has not changed, even though we have grown hungry and tired many times now. Time must have passed, but I am losing track of the days. Is it night? Should we sleep, or keep on walking? The desert is endless. We have seen nothing but sand. Not even a medium sized stone, only the same unending yellowish sand.

Eriyrin continues to study her book when we are not walking. She continues to believe that we will find something. Kyl and I continue to scout out ahead and double back before losing sight of the group.

Wyk has become stranger. He now talks only of some god of his. The Nesh, or Neich, or Nex something. He babbles so quickly. The Unliving god he calls it sometimes. He says that we are trapped here because we violated its temple. I stopped believing in all powerful gods long ago, but he may think that some wizard is his god. This place drips with the feel of sorcery. If we continue on, we may find the wizard who did this to us, if such a being exists.

You turn to page 10 and read...

Date unknown.

- Wyk stole and destroyed the last rabbit before we were able to eat it. We were tired, and although the sky hadn't changed from its bright yellow-green color since our arrival, we stopped to sleep. Eriyrin was on watch and says that she was watching Wyk, but she has been so absorbed in finding a way out of here in her book, that she must have missed his treachery.

Wyk says that he took the rabbit because his god told him to do so. Kyl thinks that the slimy little man ate it, and I would agree with Kyl. We have seen nothing in the way of animals or vegetation for however long we've been here. What will we eat now?

As I look out over the sands, I see nothing. Nothing at all but desolation and despair.

Wait. What is that black speck that's moving?

You turn to page 11 and read...

Date unknown.

- I must write quickly. We do not stop for long. Why we even stop, I do not know. What might have been yesterday, or even three days ago, I saw a shape moving out in the sands. We immediately ran towards it. As we got closer, we came up over a small ridge in the sands and saw what appeared to be some kind of caravan. There was a lead group with a line of people behind it, all walking at a slow pace.

We ran towards it, hoping that they may have food or water. We have been so hungry and thirsty. As we came up to the end of the caravan line we found the awful truth. This place is a land of Death.

The dead walk these shifting sands. The caravan is made up of the walking dead. The zombies stretch out for a very long ways. They seem to take no notice of us. They barely make a sound, other than the shuffling of their feet, and the occasional moan.

Kyl has scouted to the front of the line and found that one of these forsaken beings looks different. It is a large woman, who speaks to the undead around her. She has the same coloration as them, and we think that she is also one of the unliving.

With no other choices, we have fallen in line with these beings. I hope that wherever they are going, it will be better than this unchanging desert. I pray.

You turn to page 12 and read...

Date unknown

- We have stopped. After what must have been days, we have finally stopped. I am so thirsty. I do not know what to do. Are these beings that we walk with travelers like ourselves? Did they too become lost here? Is this what we will become?

We march on and on. I still do not know why we stop. The undead seem not to mind either way. They continue on, shuffling along, every once in a while a finger or a piece of flesh will fall off into the sand. Other than that, they walk on, unceasingly.

I look at the undead flesh and wonder how it would taste. I am so hungry. Would it hurt me? I seem to remember Eriyrin saying something about not touching the flesh, but how would one bite hurt? It would be food. Eriyrin looks very bad. She is so gaunt, and her skin is a deep yellow color now. Kyl's face is starting to hollow. Do I look like them? How long can we last? What has happened to Wyk?

You turn to page 13 and read...

Entry......

- We have stopped again. What is this place? We have come to 'something' that is hanging in the air. It appears to be a building that hangs in the air with nothing around it. Does a wizard live there? Why would I think that? What would a wizard do in a desolate place like this?

You turn to page 14 and read...

- I'm so weak, but Kyl says that he has found something. Wyk has been traveling with the woman at the front of the caravan, and now he's come back to us. Kyl has brought him.

Wyk does not look hungry or tired or thirsty. How can that be? He says that the woman is a queen. A queen of what? Why is she here? He doesn't answer.

Wyk says that she has something that he wants, and that together, we can all take it from her. What would an unliving Queen have in this strange place?

You turn to page 15 and read...

- We are alive!

For the first time in however many days it has been, I feel that we may actually survive.

Together, Eriyrin, Kyl, and I killed the Zombie Queen. She burned and howled, but we have won! Kyl was able to use his dagger, and I was able to glean a weapon from one of the many zombies in our camp. Eriyrin used a fire spell and we won! Eriyrin was badly hurt, as well as I. We were bleeding, but because of our weakened state, I feared that we would perish quickly.

As the Queen lay dying, Kyl took an item off of her. Wyk flew into a rage and demanded it, but Kyl had seen how Wyk had stayed within the zombie ranks during the battle. Kyl ignored Wyk, and put on the piece of armour.

When he put it on, his eyes flashed a brilliant green, and all of his fatigue appeared to melt away. He came to us and said that the Unliving God that Wyk had spoken of was real, and that it could be accessed through the armour that he was wearing. He said that the god spoke to him.

Kyl put his hands upon both Eriyrin and I and uttered the word 'huic', and 'medicor'. We were both healed! My wounds were gone and I no longer suffered from the ravages of this land.

Kyl then uttered words that were unknown to me, and we were suddenly within a massive structure. I sit now in the structure. I am near a window and can look out. It appears that we are in the structure that was over our heads. I look out and see the yellow-green sky that I have known for far too long. The ceaseless sands of this plane of waste and despair stretch out before me.

What is it that this god is speaking to Kyl? Kyl has gone off to search this place with Wyk. Eriyrin and I have stayed.

You turn to page 16 and read...

- We have defeated yet another of these Unliving creatures. It came into the structure. I do not know how it arrived. Kyl was the first to sense it. His powers granted by his armour are amazing. During the battle he chants strange phrases. 'Vereor', 'Notitia', 'Agnosco' and 'Orare'. What do these words mean? Why does he utter them? He has gained another piece of this powerful armour.

You turn to page 17 and read...

- Kyl grows more powerful. He now leaves us here, in what he calls the Temple to his Unliving God. He heals us. He says that through 'dispono' he will be able to maintain his 'erus'. I ask him what this means. He says that if he does not use the power of this 'Veneratus Nex' at least once every seven days, he will lose all of the power that he has gained.

<It seems someone scrawled something in the sidebar on this page, it is in a different handwriting.>
JES: It seems for a significant sacrifice of knowledge of the Nex, you can 'conservo' and not lose all the power so quickly...

Kyl is becoming more distant. I watched as Eriyrin tried to talk with him, but he would not listen to her. He says that we must stay here. Wyk is here as well. Kyl and Wyk often go off and talk together. What do they talk about?

You turn to page 18 and read...

- The Zombie Lords now come and Kyl dispatches them alone. His power is immense. While watching the battle, I have seen his armour grant him amazing power. His body moves faster than his enemy, he heals quickly, and is able to injure his enemy with spells unlike any that I've seen a wizard cast.

Kyl says that the Zombie Lords will not stop coming. They come to this place to worship 'our' god. I can only think that he means the Unliving god that he speaks of now so often. This god somehow has bestowed the Veneratus Nex to these lords, and they gain their power through it. As Kyl defeats each, his power increases, but so do his needs. He no longer waits for the zombies to come to him, but rather, he seeks them out, needing their power to feed the growing hunger of the Veneratus Nex.

You turn to page 19 and read...

- It is becoming hard to remember when I ate last. Kyl appears to be able to come and go from this temple as he pleases, but he does not bring us food. When we become weak, he heals us and we survive. If we do not eat, what are we? Is this how the zombies are created in this forsaken place? Eriyrin thinks that we must reason with Kyl to let us leave here. We will talk with him when he returns next.

You turn to page 20 and read...

- I fear for our safety. We confronted Kyl when he last came to heal us. Eriyrin tried to reason with him. Wyk stood next to Kyl and said nothing as Kyl flew into a rage. He keeps us alive he says. Why would we want to leave the graces of his Unliving god? This is all that we should ever want.

The rage was consuming him. I could see the hunger in Kyl's eyes. What is the cursed armour doing to him?

I saw Wyk smiling when he saw the state that Kyl was in. He walked up next to Kyl to stand beside him, but Kyl's fury was unbound. He flung Wyk against a pillar and shouted at the frail man that he no longer needed Wyk's assistance. The Unliving god had forsaken him. The Zombie Lords had ceased coming. No more were to die by Kyl's hand. He had been warned that he must give the ultimate sacrifice. At that Wyk became very frightened. Kyl winked out of sight and was gone. I must find out what Wyk knows of this.

You turn to page 21 and read...

- The worst has happened, and now I must ally myself with Wyk. He has said that Kyl now thinks himself closer to a god than a man. His power has grown strong with the help of the Unliving god, but if the Zombie Lords have been commanded to stop coming to this accursed place, then to maintain his power, Kyl will need to use the power garnered from some other lifesource. Wyk says that he knows Kyl has been keeping us alive for so long so-as to kill us and use our corpses to feed the appetite of the Veneratus Nex.

Eriyrin says that this can't be true, but we have all seen the state that Kyl has been relegated to. We must prepare as best as we can. Nothing that we have can stand up to Kyl's power, but we must try.

Wyk says that he knows a way out, but the incantation will take some time and he needs the ancient rune stone.

You turn to page 22 and read...

- Kyl comes. We heard him enter the temple a few moments ago. I await with the dagger, while Eriyrin readies her spells. Wyk has hidden himself off in a corner, trying to open whatever portal he believes he can control.

I can feel Kyl's power surge through the stone of this place. It resonates with the strength of his magic. If he truly means to kill us, will we succumb to the horrible fate of the unliving? Will he bring us back to a cursed undead life, to roam this bleak empty land for eternity?

I pray that Wyk is able to open the portal soon. Kyl's footsteps grow louder. The time has come to face this self-made god. I pray that I survive.

.......

You turn to page 23 and read...


An old worn journal -
This is an old worn-out journal. The cover is faded and scratched. The paper within appears to be made out of a fine rag-linen paper. Maybe it could be opened.
It doesn't look too heavy.
WMT - Last updated 14 July 2021.



Fantasy, Wayhaven, Temple of the Zombie God

Ywerthin's Journal

From Fantasy: <(far southeast room of the cavern after you search back wall)>
Return to Fantasy: < >


The studies of one of the students here has been brought to my attention today. It seems that he is dabbling quite a bit in making contact with greater demons. Perhaps his over excitement in this area will die out with time, or perhaps not. Either way I shall keep my eye on him.

Rathanon's interest in the powers of the greater demons grows greater almost daily. I fear that he shall reach the point where he can no longer resist the tempations of their power. If this continues I can only see his downfall and perhaps the downfall of this entire community. If this were to happen I would be devastated. My life's work destroyed by this one simple minded fool. I am determined not to let this happen.

Rathanon is quite strong in the ways of controlling the lesser demons. While he has mastered this, he is still far from understanding the greater demons. He does not realize their destructive and powerful nature. He is overly eager and ambitious. I must soon act or watch my plans crumble about me.

Today I warned Rathanon to avoid the greater demons and abide by the laws I have set down concerning their summoning. I don't believe he received the message. He is young, arrogant and does not believe what I say. If he still persists I will be forced to remove him...permanently.

Rathanon continues to persist in his ways. He will have to be removed before he ruins everything. I shall take care of this matter tommorrow at sunrise before the others are awake.

Blast it! Rathanon has left during the night before I could properly dispose of him. He has also taken the Serpent Dagger! That was the key he was missing to summon the greatest of the greater demons. I have sent some minor imps to find him and report back.

The imps have found Rathanon living alone in a small lair in the icelands. He seems to be continuing with his experiments. I have sent the imps back to retrieve the Serpent Dagger from his possession. If all goes well I will have it within my possession tomorrow morning.

The imps were successful in retrieving the Serpent Dagger. I may now continue with my plans for the community. Hopefully Rathanon has been neutralized till a more appropriate time.

You've come to the end of the journal and so you close it.

WMT - Last updated 10 August 2021.



Fantasy, Demon Summoners, Private Study of Ywerthin the Master of Demons

Zelligar

From Fantasy: < >
Return to Fantasy: < >


After the Mage Wars, it is rumored that a surviving mage, Zelligar, who betrayed his two brothers, went into hiding for fear of his life.

His two younger brothers, who were identical twins, forgave him for his actions. But Zelligar, having been driven insane from his defeat in the Wars, no longer trusts anyone, including his own family members.

It is said that he now lives in a once beautiful castle, that has fallen into dilapidation, and has surrounded himself with guards to protect him from the enemies who no longer exist.



Fantasy, Aramathean Library

Zith-El

From Fantasy: < >
Return to Fantasy: < >


The hidden fortess Zith-El is the stronghold of Kumahl, dread Nethermancer, and icon of power during the Mage Wars. It is told he personally led legions of undead to victory, before he mysteriously vanished, his undead armies falling inert as their magic failed. It is unknown whether he survives this day; his fortress has remained hidden, though many have sought its location.



Fantasy, Aramathean Library

Zosimus

From Fantasy: < >
Return to Fantasy: < >


You search the library catalogue for any entries concerning Zosimus the Alchemist. His name is mentioned in some old journals from many years ago, it seems that he was a figure of considerable power and some renown, but then there is no mention of him at all for about 25 years. There is one single document that is a recent addition to the library's great store of knowledge. It is a brief paper written by the old Alchemist himself.

You take the scroll to a nearby desk and sit down to read it. The paper is a brief overview of a process Zosimus is working on that will alter the physical properties of a piece of armour without destroying any magics contained within it. When the paper was written Zosimus was awaiting the completion of a piece of magical apparatus by Sveed, the celebrated artificer, but perhaps it is now ready as the paper is dated some weeks ago. The paper concludes with a brief caveat from the old alchemist stating that whilst he is confident his procedure will work, some magics are delicate and yet others are very unpredictable, so some unexpected results are likely.

You return the scroll to a nearby librarian and consider what you have learned.



Fantasy, Aramathean Library