Kolejna część książek...
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... The spectres where everywhere! Ghosts and undead swarmed us, clawing and biting at us. We chanted the prayers to Banor and fought like we never had fought before. Blessed steel cut rotting flesh and servered limbs and bodyparts that still did not stop to moove. Then all of sudden the undead horde retreated. They almost ducked under some unseen power, the deafening screaming of the dead became a frightened whisper. And then we saw IT! It was a mummy, eons old and addorned with jewelry worth a kingdom. Slowly it aproached us, its undead minions ducking in fear to his feet. A moment it stood still and its faceless head seemed to muster us. I dared not to breath, the glance of the mummy seemed to stain my soul with rot and evil. I heard my heart beating. Then the mummy slowly lifted its arm, pointed at us and spoke 'chamek ath uthul arak!' The priest of Fardos who was with us and survived that nightmarish ordeal later told us it means 'sacrifice your blood' in some ancient language of an extinct race. Of course we did not know how to react and noone would have given this godscursed creature even the dirt under our fingernails anyways. After a moment of silence the mummy raised its hands again and with anger yelled but one word: 'Kadash!' I did not need a linguist to translated that. It meant 'attack'. And within the next heartbeat the screaming horde stormed us, ready to flail our living flesh from our bones ...
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Kazordoon, the hidden city
In the blocklike Mountain, known as the big old one, the hidden city of kazordoon is nestled. Its the last refuge of the ancient race of dwarves. Hidden
and heavily fortified it was the last stand of dwarvenhood in the wars of creation and the last hope of that race to adapt to and survive the new ages. The famous giant statue, known as colossus guards its entry, alhough the narrow valley makes it difficult to see that fortress-statue and admire its
beauty. Kazordoon is known for its safety and masterful smithery throughout the lands.
Since some generations the dwarven city (whose ruler claims a title that might be translated as 'emperor') is allied with the thaian kingdom.
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In days long past, when the wars of the gods ravaged the land long before any human set foot on the world, there were races and civilisations that flourished and decayed. Long before even the beholder civilisation reached its peak, only to begin its steady decline that lasts even until today, there was a race of beings such noble and peaceful that they withdrew from the world and turned away from the constant war. But the gods considered them as traitors to their cause and cursed the whole race, turning them into snow and ice. And sometimes in cold winter nights when the wind blows through heavy snowstorms, you can still hear their moaning.
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Philosophy of the races
You await to read a book about philosophy of the elves, dwarves, minotaurs and so on?
Well, forget about it! There's nothing a book can teach you. Go and talk to the philosophers of those races and you MIGHT begin to understand a small percentage of that philosophy. In a book you will find only misconceptions. Written by people that neither live, nor embrace that philosophy, a book is destined to be flawed. Further by having been written by a member of another race there's no chance to understand what a philosophy of another race is about. You will read what the author has in prejudices and expectations but no truth. Further ...
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Dwarven Names
A dwarf gets one given name at his birth. This is common among many of the races. From this day on the young dwarf is monitored for his behaviour and
interests. With the beginning of adolescense the dwarf gets initiated to a cult that is considered suitable for him. The more progressive dwarves who try to change and create something new are initiated as child of the fire, whereas the
conservative, preserving dwarves are initiated to the cult of earth. (Sidenote: the mad inventors that embrace 'undwarfish' priciples and concepts are inititated to the technomancers cults and named children of the machine) So two dwarven siblings may claim to be son/daughter of a different element although they share the same biological parents. Later the dwarf gets to choose a brotherhood (which is a imprecise but common translation of the dwarven term which is far better and literally translates into 'fellowship'). The more aggressive types would choose the savage axes, a rowdy group of dwarves that has some fame to be easily angered. The more patient (sometimes patient to an extent that drives humans nearly mad) would
choose the molten rock fellowship and those that are adventurous and even foolhardy risktakers would join the dragoneaters and so on. There are a dozen or so fellowships although only three or four are prominent enough to be commonly known. They could be compared with some kind of social club or guild in human terms.
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The Shattered Isles
Nargor is a hostile rock surrounded by treacherous reefs. Since it is uninhabitable and almost unreachable it is of no interest.
Treasure Island is not only desert-like but also quite deserted. The only people you meet are treasure hunters that travel there occasionally to try their luck.
The inhabitants of the town Liberty Bay live on the numerous plantations. The town has developed into a major trading center in recent years, and is under Thaian rule.
The Forbidden Islands to the north-west are dangerous not only because of the volcanoes that are found there but also due to frequent quara activity. Since there is no real reason to visit these islands, no regular shipping route was ever established.
The Laguna Islands are quite often visited by passing ships to refresh their supply of water and food. Still the isles are too desolate to establish a settlement there. It is rumored that a small tribe of savages calls one of the
isles its home.
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The craven hordes are not for me
I may have less than you've got
But less to watch over? Oh no
dear sir,
For I've a lovely carrot
Watermelons and Grapes, Some
honey-flowers
A ripening banana tree
Treasure you fight for and
Treasure you earn
But a good patch of dirt is free
-Farmer's Mantra
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Oh me hearties,
For simpler times
When nary a bridge in sight
And Thais, the town,
Was lit till dawn
By an eastern dragon's light
Oh me scallywags,
For better times
When treasure hunting wasn't so
tough
But then that vermin
Came into the depot
Killed me, and took all my stuff
Oh me fools
For newer days
All things come to an end
For let it be known
This world it has grown
But I still don't know who's my
friend
-Old Drinking Song
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The .........
Some of he ancients formed .......amlands. They build mighty fortresses to ........................, conscious
or not. It was then, when the mysteri............... and his anger shook the foundation of .....................................awakened screaming in fear and pain. And after the .................................................. .............................. were gone! All of them with all .................................................. ........ost their best men in theese days and never recovered from the ........................................... for the other ancients and so the time of the first dreammasters ended.
From this time on ............. manipulate little of the matter of the dreamlands to ................................................. others in their .................... and prophecy, but not to ..........
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Extended Vision
Most dwarves have a excelent eyesight even in dark enviroments but this spell will one day allow you to see nearly twice as far as you currently do. What's needed is the fire of a fire element, the head of a ghoul,the essence of a red royal blossom, some water from Blood Bay and the laugh of a mute sinner. Light a fire with the flame of the fire element. Pour the water from Blood Bay into a cauldronand place it over the fire. Throw in the head of the ghoul and the essence of the red royal Blossom and mix it untill a grey myst emerges. Take some of the potion and mix it with the laugh while cooling it. Now we only need to find out the missing catalysts and the magic words to imbue it with energy.
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The Wolves of the Sea
Most pirates started their career as smugglers and reavers at the beaches. With the help of small shipping boats, they boarded ships in remote bays where they restocked supplies. Often whole villages made a living from such acts of banditry. At some point they decided that they had become strong enough to take over the ships and raid the seas. Another source of pirates were the mutinous crews that took over ships and who were hunted by the navy anyways.
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The Fire Walkers
On one of the isles I witnessed an utmost unusual occurrence.
The natives gathered to some festivity. After some singing, dancing and drinking,
they started to jump through some of the bonfires. They started screaming insanely and then started to walk over glowing logs of wood. I am wondering if this has something to do with the stuff they are drinking. It would be interesting to see if it can be used to cross lava streams.
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Ah that I could shout over the
hills again
Oh that I could yell to my buds,
but alas
There's no more Exisa Mas for my
friends,
And for me, there's no more
broadcast.
-Jvur, the Lamenting Mage
Excerpt from the book:
Stuff They Took Away
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The Dragonlords of Tibia
Written by Tekvorian, Knight of Tibia
We dont know much about the mighty leaders of the dragons. But we found out that they love mushrooms of all kind. Maybe the old dragonlord on Dracona can tell us more.
Furthermore, we found out that many Dragonlords carry a strange book with them. We dont know why,yet, but we are working on it.
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The maze of the lost souls
Centuries ago, our ancients build this maze to protect our city Demona from bandits and warriors.
With the help of our loyal trolls they finished this giant maze within 1 month!
This maze has been protecting us for centuries and we hope that it will be the same for many following centuries too.
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The Manasphere by Rail Ashkil
The whole planet is surrounded by an energetic field called "Manasphere", produced by "Mother Nature". Nearly every living being is able to tap it and store a certain amount of this "mana". Even less beings are able to use this energy to produce light etc. In most cases the user will "cast a spell" - but only to concentrate on his natural abbility of mana-using. Some beings, dragons e.g., seem to use the mana more instinctively but nevertheless with great efficiency.
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Behold the beholders!
The beholders are a ancient race of underground dwelling necromancers. Although they can 'speak' like humans using some membranes, their native 'toungue' consisnts of a blinking code wih each eye, in which blinking could mean some syllable,
letter or word. Its by far the most complex speach we ever encountered and almost impossible to comprehend. As far as we can tell its not only a language but also some kind of mathemathics. This combination makes it tedious even to try to understand that language. The books the beholder write constist only numbers and the code behind them is incredibly complex. This race was one of
those which were part in the creation wars and therefore its peak of civilisation and power is long gone. Its rumored of still existant settlements
of beholders where they try to improve their unspeakable necromantic rituals and create an army of undead. In general they seem malicious but without ambition to do more then to claim some lairs and defend them. They seem too haveno ambitions in conquering or allying with other races in a bigger style then an ocasionally beholder merchenary which joins forces with other entities for private reasons.
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The Quara, Curse of the Seas
No one knows where they really come from. It seems the murderous quara are living deep down in the ocean in unknown numbers. From there, they plot their raids on the surface in which they cause havoc and mayhem. The quara consist of several subspecies whose relation to each other is still unknown to men. Given their hostile disposition, it is unlikely that we will ever learn more about them. For most humans it is sufficient to know that a quara means danger. Those who are able to fight them should kill them, those who are too weak should avoid them by all means.
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Treasures of the Southern Isles
Quite a few pirates hoarded up treasures in the past. It is known that pirates tend to hide their treasures on deserted islands for some unknown reason. They just bury them on some remote place and then forget about them. This similarity to the behaviour of squirrels was never scientifically verified. However, since pirates love to dress lightly they also love the south. Therefore, it is only natural that they hide their treasures there. Some of the southern isles are so popular among pirates that there is hardly any free space left to bury new treasure.
If anyone ever is looking for treasures, then those isles are the best place to start with.
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Mermaids
Mermaids are vain creatures of magical nature. Dealings with mermaids are dangerous to some extent. Many men have fallen in love with one of them, bewitched by their beauty and magic. Fortunately, mermaids are easily distracted and lose any interest in their enthralled victims as soon as something or someone else draws the attention. Since this is often enough another man that was foolish enough to get close to them, one elflock-stricken victim is replaced with another one. It is almost impossible to escape this vicious circle since unbanning one victim often means to sacrifice another man's live or at least his freedom.
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A shrinking potion
Take 2 powder herbs, a stone herb and a orange star. Cut them into small pieces and put them in a pot. Add a bottle of snake blood and boil it.
If you've done it right, the potion should be thick.
Wait until it's cold and then add the last ingredience, a 2 inch piece of a swamp plant.
This should make the potion green and much thinner. Fill it up in bottles and it's ready to be used
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Oh lay me to rest
In Thais graveyard
To know it's the best,
That's not so hard
I've been to Carlin
And met a fair lass
But to sleep in their graveyard?
I think I will pass
You may think I'm a fool
You may think I'm a liar
But I heard there's more there
Some say a vampire
But I digress and cajole
As is your common luck
Please bury me not
In the Plains of Havoc
For while an adventure
Is a wonderful track
Once I'm done, I'm done,
No desire to come back
And while many will quip
What's got in your head?
I say I prefer death,
And not the undead.
Edron is pretty,
Cormaya is fair,
But I haven't the money
To be buried there.
So lay me to rest
With a Thais tombstone
I've seen all the rest
This one feels like home.
-Old Adventurer's Song
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When the tower ......
.......... its sting,
when ....... walks the hal.........
.......... of murder loses .......,
w.... the ice ......
...............ll not fly t....,
whe......... silences ......,
.........red meets t.............ound,
.......... is broken by the ..........and,
when the dead walk ......nd l........,
when........ will be erased and .........,
when the for.......win no longe........,
when the one ey..........re,
..hen t...rai...et...is...te,
the...alib...ll be ..............tice.
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Dungeon Survival Guide by an unknown Loremaster
Don't explore the dungeons before you tested your skills in safe enviroments. You will find dungeons somewhere in the wilderness.
Don't enter dungeons without equipment. Especially a rope and a shovel will prove valuable. Make sure you have a supply of torches with you, while wandering into the unknown.
It's wise to travel the dungeons in groups and not alone. For more help read all the books you find while exploring.
Traveling in the dungeons will reward the cautious and brave, but punish the reckless.
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Cityguide Venore
The city of commerce built its wealth on four major factors.
One is the freetrade agreement with the Thaian kingdom to which they in theory belong. This ensures trade with all cities, cultures and lands, known or yet to be discovered. Often seen as a seperate law but actually part of the freetrade agreement is the gambling licence, that is unique in the Thaian kingdom, because 'commercial' gambling is outlawed since the times of king Yorik I.
Another factor is the shipping dock and the woodcutting in the Venore area. Before the Edron colony was established, the Venore area was the major source for wood needed for construction and tools. What seems odd at first glance, given the swamp area Venore was built in becomes more understandable when considering the next factor: Until the Druids and mages drove away all those poisonous insects and creatures the area was known for its diseases and a criminal colony in the beginning. So the merchants had a steady supply of cheap workers that had to do every job appointed to.
The last factor was the discovery of the Spiceweed. A special swamp grass that was soon used by cooks and households all over the continent.
Soon enough the merchants became rich and powerful, rivaling most of Thais noble families in wealth and power.
For now the merchants seem content with their station and the place Venore takes on the continent and in the kingdom. There are voices that Venore might separate one day or use its influence to wrest even more rights and privileges from the kingdom that becomes more and more dependent on its economical power.
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Magic by Puffels
There are two kinds of spells: rune-spells, and spontaneous spells.
Rune-spells are cast on blank runestones and some mana is used up in this proces. This stones can easily be carried around and store the specific spell. It can be used at any time, and only some require further investment of mana.
Spontaneous spells are cased in the heartbeat they are needed and take effect instantly. Most of these spells are spells of healing but some of them are agressive and some even have more astonishing effectes, as invisibility, illusionary shapechage etc.