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Lost Souls Guide

Map Locations. 6

Level of Difficulty for attack Ø - Unkillable  - Difficult  - Challenging- easy. 7

Angband (14,40) .... 7

Apollo Temple east (31,12) 7

Arborlorn (-18.23) .... 7

Asklepeion Temple (13,13).... 7

At'lordrith’s Cave (17,17 Northlands)... 7

Azure Magi (19,-33)... 7

Banir Lock (17, 25) .... 7

Bectiles Castle (0,10 NorthernLands) .... 7

Important NPCs. 7

Halitgar .... 7

Queen Bectile .... 7

Damiano .... 7

B'jair (20,40) 7

Camelot (18,20)... 7

Important NPCs: 8

King Arthor ... 8

Lancelot ... 8

Camille (-6,2,).... 8

Important NPCs: 8

Curan.... 8

Carnifex Ambush Site (-9,33)... 8

Centaur Isle Beach (40,1 and south)... 8

Important NPCs: 8

Kenela .... 8

Ronela .... 8

Rophius.... 8

Tiamat ... 8

Corna east (-2/-3,35)... 8

Important NPCs: 8

Runehand.... 8

Estar... 8

Anderson.... 8

Osaka... 8

Crystal Pillar (Area 6,12) 9

Darkhold (Area: 22,39, Teachers).... 9

Important NPCs. 9

Bloodbane:... 9

Helborg... 9

Demonad Jungle (31,-13).... 9

Devonshire .... 9

Discordia Temple (20,37).... 9

Important NPCs: 9

Lucanaius... 9

Fezzik... 9

Erasmus. 9

Dodekan Caves (13,17) 9

Dragonsreach (2,35) 9

Fort Shantaari (Area: 4,25, Teacher, Armourer, Healer, Blacksmith).... 10

Glacier Cave (-6,9) 10

Glade of Gaia (9,33) 10

Green Lantern (18,25) 10

Jhan Citadel (9,22)... 10

Limbo (Area: Plane).... 10

Losthaven west Gate (9,19)... 10

Lothlorien Elven City (4,29 BEWARE FINWE)... 10

Moria Dwarven City (10,40) 10

Mount Doom (-17,17, Northlands)... 10

Narnia ( 6,17) 10

Nomad Camp (wondering) 11

Nosus Knossos (6,37)... 11

Nurgle's Mouth (32,-24) 11

Otan's Cave Dracon City (Area: 2,35).... 11

Partos (5,0)(except for dragon) 11

R’lyeh/Cthulhu Isle (-37,4)... 11

Rukhan Lothar City (Area: 10,21).... 11

Sanctuary (-19,-16)... 11

Shadow Tower (-23,30)... 11

Shadowmyrk Nyloc camp (2,35) 11

Shatterspire (4,35) 11

Important NPCs. 11

Hieron:... 11

Vodax... 11

Catharion ☺... 12

Silver Keep (17,10 Northlands).... 12

Small Hole in Ground (23,23) 12

Stillwater (15,16 NEWBIE).... 12

Storm Rock passage (18,40).... 12

Sunken Cathedral (18,13)... 12

Syllyac (2,35) 12

Talaxia (Area: 17,30).... 12

Thessalae (Area: 20,35).... 12

Togrek Orc Village (8, 27).... 12

Important NPCs: 12

Important NPCs. 12

Hakkax. 12

Kham.. 12

Akgrath – priest 12

The Hotel California (Limbo).... 12

Tower of Geladia (-16,13 NorthLands) 12

Undeground Lake (2,35)... 12

Underdark (2,35) 13

Vanik's Tomb (17,28)... 13

Vanishing Tower (Wandering)... 13

Thanatos Temple (-15,23) 13

Windship (wondering).... 13

Xi Feng Ming / Abandoned Outpost Hobgoblin Caves (Area: 10,5) 13

Yathrin Drow City (2,35).... 13

Guilds. 14

Azure Magi 14

Battleragers. 14

The Clerics of Devonshire. 15

Elflords. 16

Erisian Liberation Front ELF. 16

*Chaos gods*. 17

Green Lantern Corps. 20

Justicars of Tyr 21

Knights of the Round Table. 22

Kazarak. 22

Powers: 23

Kensai Dojo (Area: 40,40, Guildhall: Kensai) 26

Guildhall Kensai 26

Lupines. 28

Outsiders. 29

ParatheoAnametamysikhood of Eris Esoteric  POEE. 29

Rangers. 30

Reapers. 32

Powers. 32

Black skulls. 33

Red Magi 33

Ringwraiths. 34

Enhancement Runes. 35

Resistance Runes. 35

Power Runes. 35

Shapeshifters. 36

Associations. 37

Apollo Healers. 37

The Brotherhood of the Shadow Doppel 37

Brotherhood of Wine and Song. 37

The Chosen of Vashanka. 37

Cult of Decay Nurgle. 38

Explorers. 38

Fallen Blood of Chaos. 38

Fallen Powers: 39

Drawbacks: 39

Haruspices. 39

Jinxian Plutocracy. 39

Legion of Dynamic Discord LDD.. 40

The Maidens of the Spear 40

Patryns. 40

Questors of Tyr 41

White Magi 41

Wandering NPCs. 42

Level of Difficulty for attack Ø - Unkillable  - Difficult  - Challenging- easy. 42

Amon Tyrice Ø... 42

Cerradin the Enlightened .... 42

Damon Collier ... 42

Fulmaris the Initiate of the Ring .... 42

Iznyth the Lesser.... 42

Jorge Aspar .... 42

Lacantius Magnus .... 42

Mok .... 42

Ven Gal Lyr.... 43

Veteran ... 43

Important Items (many more to come) 44

Circlet of Command. 44

Coinspinner 44

Corrosion Blade. 44

Master Tentacle Rod. 44

Nightbringer 44

Parageos. 44

Platemail of the Fiery Cloud. 44

Reorx's Warhammer 44

Scorch. 44

Serpent Sword. 45

Shadow Dagger 45

Sharcticas. 45

Singularity Staff 45

Soulshard. 45

Staff of the Elements. 45

Suit of Red and Black Armour 45

Vanguard. 45

Vorpal Blade. 45

Wolfshide Cloak. 45

Zrael 45

RACES: 46

Elder Races. 46

The Amberites: (100) 46

The Chaosborn: (75) 46

The Fomori: (75) 47

The Tuatha: (75) 47

Greater Races (30) 47

The Aethossa: 47

Chaos Imps: 48

The Gith: 48

Zuths: 49

Lesser Races. 49

The Aviar: 49

Centaurs: 49

The Deryni: 49

The Dracon: 50

Drow: 50

Duergar: 50

Dwarves: 50

Elves: 51

The Faerie: 51

The Garou: 51

Gnomes: 51

Goblins: 52

Half-Elves: 52

Humans: 52

The Invae: 52

Kender: 52

Kobolds: 53

The Lothari: 53

The Minotaurs: 53

Muls: 54

Nyloc: 55

Orcs: 55

Ogres: 55

Phaethon: 55

Pisceans: 56

The Quessae: 56

Sekhmeti: 56

Skaven: 57

The Slaan: 57

Sleestak: 58

Svirfneblin: 59

Yeti: 59

Table 1: Race highlights and comparisons. 60

Notes about Talents. 62

How to get a Wild Talent: 62

Getting your Latent Talent to reveal itself - quick. 63

List of Quests. II

 

 


Map Locations

Angband

14,40

Apollo's Temple East

19,22

Apollo's Temple West

31, 12

Arborlon

-18.32

Asklepeion

13,13

Atlordrith’s Cave (Northlands)

17, 17

Azure Magi GH

19, -33

Banir Lok

17, -25

B'jari

20,40

Boat Dock to Devonshire/Centaur Island

30, 19

Borgo

-1, 39

Bugs that are tough in a hole

-8,14

Camelot

18,20

Camille

-6,2

Carnifex Battle Site

-8,32

Cave (Talaxian Gnomes??)

17, -30

Centaur Island

-40,1

Corna

-3/-2, 35

Cospe of Aspens (Soulkillers Assoc?)  

-19,25

Cult of Decay

32, -24

Darkhold

22,-39

Dodekan Caves

13, -17

Et'zlaerhi

37, -30

Flametooth's Cave

-6, 40

Fort Shantaari

-4, 25

Ghost in a cave (Vanik/dragon area)

20, -36

Goblin Fort under fort

10, -5

Green Lantern GH

-18, -25

Greenwood

-26, 24

Hole (Stephan Steelhammer Tomb)

-5, -18

Imptropolis

18, 0

Jhan

-9, 22

Justicar Tower

-12, 27

Kazarak GH(Crystal Pillar)

-6, 12

Kender Village in the trees

-22, 19

Kensai GH (3w, 2u, in)

-40, 40

Knossos 

6, 37

Krythe's area

9, 36

Lems

20, 23

Losthaven

9, 19

Lothlorien

4, 29

Lupine GH

9, 33

Lysandra's Mansion

23, 8

Miyu's House

-11, 19

Mycene

27, 2

Nightmare's Saddle

10, 40

Northern Lands

0, 40 or 10,40

Outsiders GH 

-16, 40

Partos

5, 0

Queen Bectile’s Castle (Northlands)

0,10

Rainforest

31, -13

Ramola

-32, -15

Ranger Guild Hall

16,36

Ranthos

24, 18

Red Magi GH 

23, -23

Rhen'kai 

8, -17

R'lyeh

-38, 4

Rukhan 

-10, 21

Sanctuary

-19, -16

Shadow Tower 

-23, 30

Shatterspire

4, 35

Shrieker's Pass

-10, 40

Silver Keep (Northlands)

17, 10

Sleestak Village 

18, 12

Slime cave 

5, 38

Stillwater 

15, 16

Storm Rock 

18, -40

Sunken Cathedral

19, 13

Temple Bloodmoon 

-14, 34

Temple of Discordia

20, 37

Tessalae  

-20, 35

Thanatos Reaper GH 

15, -23

Tlaxcala 

25, -18

Togrek

8, 27

Tomb for Vanik/Dragon 

17, -28

Underdark (Yathryn, Ithilids)

2, 35


Level of Difficulty for attack Ø - Unkillable  - Difficult  - Challenging- easy

Please note that the level of difficulty of an area is totally dependant on the way your character is built (race, guild, skills, level, protections, weaknesses, etc.).  No symbol indicates either unknown or there is nothing to attack in this area.

Angband (14,40)

This is the guildhall for Sauron's Ringwraiths.  See Guild information.

Apollo Temple east (31,12)

Area;Association;Temple.  See Association Information

There is a portal to western Temple.

Arborlorn (-18.23)

Faerie homeland.

Asklepeion Temple (13,13)

Area, Temple.

You can only enter it when you have good alignment.  What does it do?

At'lordrith’s Cave (17,17 Northlands)

At’lordrith’s Quest is started here.  For more information, see Quest Information.

Azure Magi (19,-33)

Guildhall Azure Magi.  See Guild Section for more information.

Banir Lock (17, 25)

There is a forge here in the mine behind some rubble where you can forge things. Must kill the Guardian first and have enough strength.  Rebel duergar camp.  Anvil and Hammer of forging: entrance, d, n, nw, 5w, s, dig dirt

Bectiles Castle (0,10 NorthernLands)

Important NPCs

Halitgar

Halitgar is involved in the Halitgar’s Spellbook quest.  He can be difficult to kill.  He does a crushing attack.

Queen Bectile

The queen is worth quite a bit of experience.  She wields Sharticas, a staff the does cold and ordered attacks.

Damiano

Damiano does a crushing attack and is worth some good experience.

B'jair (20,40)

Require good climbing skills.

Camelot (18,20)

Attacking in this area will cause all NPCs to swarm to you and auto attack.  Here you are able to join the Knights of the Round Table and the Haruspices (See Guild and Association information).

Important NPCs:

King Arthor

Wields Excalibur. 

Lancelot

He will disarm you and take your weapons.

Camille (-6,2,)

Potion & Scrolls shop.  Curan the potion healer also give access to the car room.  You must answer Curan’s riddle to enter the card room.  In the card you, you pick the number of cards you wish to choose and choose them. The cards give random effects.

Important NPCs:

Curan

Curan the potion healer also give access to the car room.  You must answer Curan’s riddle to enter the card room.

Carnifex Ambush Site (-9,33)

This is associated with the quest at Corna.  Please see the Lucky Dagger quest in the Quest Section.  When you attack in this area many things attack you at once.

Centaur Isle Beach (40,1 and south)

Other entrances: 39,1 go e; 39,2 go e; 39,3 go e; 40,3 go n. It can also be reached by boat from the wooden sign at 30,19 and the Devonshire port.

The centaur city is located at 3,3,1 on Centaur Island.

This place is associated with the Lost Centaur Quest and the Power Potion Quest.  Please see the Quest Section for more information.

Important NPCs:

Kenela

She is the lost Centaur.  You must wander Centaur Island to find her. 

Ronela

She is Kenela’s mother.  You must return Kenela to her in the Centaur City.

Rophius

He carries Vigour.  Vigour, when wielded, will cause you to berserk.  It is a staff. 

Tiamat

This dragon has the acid you require to do the Power Potion Quest.

Corna east (-2/-3,35)

Go westin/eastin to enter.

Important NPCs:

Runehand

Special shop artificer.  Needed for death at corna quest.

Estar

He is the shopkeep and involved in the death at corna quest.

Anderson

He involved in the Lucky dagger and the Rogue serpent quest.

Osaka

Osaka trains many skills.

Miniature Quests: 1 Find Halfmoon's hat and give it to him. 2 Find the puppet of the girl and give it to her.

Crystal Pillar (Area 6,12)

Kazarak guildhall.

Darkhold (Area: 22,39, Teachers)

Important NPCs

Bloodbane:

A big dragon with a potion of power and gold.

Helborg

Trains conjuring, necromancy and invocation.

Demonad Jungle (31,-13)

Beware of the pit with the big snake. You'll need flight or teleport ability to exit it.

Devonshire

Can be entered:

 

This is the location for the Devonshire Murder, and the Pzyruxal Sphere Puzzle quests.  The clerics of Devonshire are located here.

Discordia Temple (20,37)

The Power Potion Quest is done in Discordia with Erasmus.  You can join the Brute Squad, ELF and POEE guilds, as well as the LDD association.  See quests, guilds and associations for more information.

Important NPCs:

Lucanaius

Magical item shop keep – pays well.

Fezzik

Leader of the Brute Squad.  He wanders in Discordia.

Erasmus

He plays an important role in the Power Potion Quest.

Dodekan Caves (13,17)

Quest Hunt the Wumpus

Dragonsreach (2,35)

Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w now you are at the shore of the underground lake, go n, 2nw, n, nw, 4n, you find an entrance to the e. There is a secret door in the north wall of the food storage room. There is a bell to ring no idea what it summons.

Fort Shantaari (Area: 4,25, Teacher, Armourer, Healer, Blacksmith)

Glacier Cave (-6,9)

You will need glacier climbing tools  from 6,9/n: climb u, left, u, enter cave

Glade of Gaia (9,33)

Lupine guildhall.  See guildhall information.

Green Lantern (18,25)

Green lantern guildhall.

Jhan Citadel (9,22)

Quests associated with this place.  Check the Brotherhood of Wine and Song and the Questors of Tyr out in the Association section.

Limbo (Area: Plane)

Enter by using the Disc east of Dara in Discordia. Must be chaos favoured to enter this way.

Enter via the House in Borgo.

Losthaven west Gate (9,19)

General

Healer, Butcher, Pub, Weaponsmith, Armourer, Map shop, arrow/bow shop & teachers.

Note:  Killing in here will cause you to receive a bounty on your head.  PCs like to hunt down bounties.

Can join the Explorers here – see the Association section.

Quests are associated with this place.  See the quest section.

This is a guild, the Elflords associated with this place.

Lothlorien Elven City (4,29 BEWARE FINWE)

Maze at Entrance: 4n 2e w 2s look at tree at entrance

There is a psychiatrist than restores SP.

Special Ring Shop - Celebrimbor.

Finwe is a nearly unkillable NPC.  He has yet to be defeated.

There is a quest associated with this area.  See the quest section.

Moria Dwarven City (10,40)

From Nightmare's Saddle 10,40 go 4ne, say "friend". Your alignment must be at least neutral+, neutral+ only 'good' characters. If you're evil, you'll have to have someone bring you into Moria via portable hole or teleportational device.

The battleragers guildhall is found in Moria.  See the guild section for more information.

Mount Doom (-17,17, Northlands)

You'll need a high climbing skill to go up the mountain, else you'll slip down continuously. Also protection against cold is recommended. There is a lava lake in which you can destroy things.

Climb mount doom is a quest.  See the quest section for more information.

Narnia ( 6,17)

To enter, find a dancing faun in the Northern Lands forests and 'dance with faun', must not be ordered.  Spoken language is Aelvalie

This is where the Remedios Tree quest is done.  See the quest section for more information.

Nomad Camp (wondering)

This is where the Spear Maidens are found.  For more information look up Spear Maidens in the association section.

Nosus Knossos (6,37)

The Knossos quest is here.  See the quest section.

Nurgle's Mouth (32,-24)

This is where the Cult of Decay Association is found.

Otan's Cave Dracon City (Area: 2,35)

Dracon City

Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w now you are at the shore of the underground lake, go n, 2nw, n, you find a cave entrance ne. You'll need a ring of flight to explore the whole area.

Partos (5,0)(except for dragon)

There is a quest associated with this place.  Check out the Conspiracy at Partos.

R’lyeh/Cthulhu Isle (-37,4)

Call of Cthulhu Quest.

Rukhan Lothar City (Area: 10,21)

There is a special shop that sells Magic Belts all the way down in the city.

Sanctuary (-19,-16)

There are 3 secret associations in this area.  Also, Kurd is located in Sanctuary and performs race and gender changes.

Shadow Tower (-23,30)

This area contains levels of difficulty.  The higher you go up the tower, the more difficult the NPCs are to kill.  The guards and Vilkata are very difficult to kill.  There is an association in this area.  Also, Sophratius, on the ninth floor is a trainer, as is Boko on the main level.

Shadowmyrk Nyloc camp (2,35)

You'll need a ring of flight to access the area.  From the tiny opening that leads to Underdark at 2,35, go to Shadowmyrk: id, d, 5w, 5n, 5d, 5n, 5d, 3n, wd, 5w?, u, north into the cave opening.

Shatterspire (4,35)

This area will swarm and can be difficult.  The NPCs in this area carry all sorts of random items.

Important NPCs

Hieron:

If you attack in Shatterspire, Heiron will auto attack you.  He is gernally not that difficult, but sits beside Vodax.  He carries rings and wands amung other random items.

Vodax

Vodax is gernally not too difficult to kill.  He will carry wands that could potentially kill you.  He sits with Hieron and entering the room after already killing in Shatterspire will cause him to auto attack.

Catharion

Catharion is quite easy to kill.  He trains all sorts of skills (some of which at logic, philosophy and metaphysics)

Silver Keep (17,10 Northlands)

From Plaque go 5ne,2ne,e,n,u.

There is a Quicksilver Elemental in which you can "Dip <weapon> in mercury" to enhance the weapons penetration power.

Small Hole in Ground (23,23)

Enter small hole in ground to go to Red Magi Guildhall

Stillwater (15,16 NEWBIE)

General Newbie Area. Must be < level 10 to enter

Storm Rock passage (18,40)

Sunken Cathedral (18,13)

This is a quest area.

Syllyac (2,35)

Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w now you are at the shore of the underground lake, go 5sw, then a tunnel enters the rock se, follow the tunnel.

Quest of the observer is here.

Talaxia (Area: 17,30)

Thessalae (Area: 20,35)

There is a plaque infesting the place.

Togrek Orc Village (8, 27)

Important NPCs:

Important NPCs

Hakkax

Kill Hakkax for Flame Amulet; search the next for random items.

Kham

Carries Blackheart and his gauntlet is used in the gauntlet quest.

Akgrath – priest

He carries a random matrix.

The Hotel California (Limbo)

Tower of Geladia (-16,13 NorthLands)

Guildhall White Magi

Undeground Lake (2,35)

Maze at Entrance: id, d, 5w, 4n, 3d, 4n, 4d, 3d, all n, w, now you are standing at the beach of the lake. The beach is two rooms wide rock side and lakeside.  This lake area gives access to several other areas scattered around the lake. Look under Underdark for a list of all areas. There is a small cave on the north side of the lake with a hidden dagger.

Underdark (2,35)

This entrance leads to the Underdark map witch contains several areas:

Vanik's Tomb (17,28)

Dragonarmour? There is at least a shield there that offers fire protection.

Vanishing Tower (Wandering)

Beware! High-level area! NPCs are interlinked!  The area is randomly moving around the main map by teleport.  When you enter it at the bottom, the door will automatically close and lock behind you.  To get out you must get the key kill from the boss at the top.  There is quite a treasure in the cellar you'll need the key.

Thanatos Temple (-15,23)

Reaper guildhall.  See guild for more information on Reapers.

Windship (wondering)

Moves around on the main map. Wear a ring of flight and go up when you found it.

Xi Feng Ming / Abandoned Outpost Hobgoblin Caves (Area: 10,5)

To find the Caves: Go down and 'search wall' several times to open the secret door that gives access to the caves. You'll need a high > adept? awareness skill to find the secret passage.  You can get charms here.  buy <type> charm"? search the shelves books?

Yathrin Drow City (2,35)

From the tiny opening that leads to Underdark at 2,35, go to Yathryn: id, d, 5w, 5n, 5d, 5n, 5d, 3n, wd, 5w, 5w, 3w the Entrance is west through the rock face.  You'll need a ring of flight to access all of the area.

 

 


Guilds

Azure Magi

Guildhall Azure Magi

ALIGNMENT: Neutral / Chaotic

REQUIREMENTS: Strength, Intelligence, Dexterity, Willpower, high literacy

RESTRICTIONS: can't wear cumbersome armour wield staves and daggers only

IMPORTANT SKILLS:  aeromancy, conjuring, evocation, symbology, enchanting

RACE:

JOIN: Getting into this isn't hard at all. Go to 19,33. Please note that the rift in the desert stretches to about 24,and near 0, go around it Go eu and type `pledge to the azure magi'. You need high literacy.

STRIPABLE:  maybe

GENERAL INFO: Robe protects from air, water, cold based attacks but makes vulnerable to Fire and heat, it gives flight and minor resistances to other attacks

GUILD POWERS:

 

Level

Spell

Description

Cost

1

Detect Magic

Detects magical items in the room

10sp, 10 end

2

Direction of the Winds

Determine coordinates

2sp, 2 end

2

Wind Blast

Blast Target chest with air attack

35sp, 5 end

4

Fog

Form fog around target

60sp, 25 end

5

Breath of life

Heal target

45sp, 35end

5

Tempest

Air-based attached

45sp, 22end

5

Ride the winds

Teleport to Guild hall

15sp,. 15end

10

Wind Song

Unberserk target

50sp, 54end

10

Channel Currents

Refresh sp 200

75end, chaos amulet

13

Wind Slow

Slows target

47sp, 54 end

15

Wind Storm

Area affect – forces targets out of room

80sp, 40 end

15

Shrieking Gale

Air/sound attack

65sp, 32 end

18

Wall of Wind

Improve defense

75sp, 25 end

20

Tornado

Powerful spell

75sp, 35 end

23

Air bind

Restrict target

58sp, 23 end

25

Wind Speed

Haste target

58sp, 64 end

29

Thunderclap

Sound based attack

103 sp, 49 end

30

Essence of the wind

Temporary invulnerability

100sp, 50 end

30

Torrential Rain

Water- based area attack

140sp, 80 end

40

Winds of Change

Reset a room

190sp, 236 end

50

Electrical Strom

Area Attach

349sp, 236 end (lightning amulet, parageos & conch horn?)

Battleragers

ALIGNMENT: Good / Ordered Doesn't Matter/Doesn't Matter? better than neutral?

REQUIREMENTS: Strength, Constitution, dex, perc, will

EXTRA: Must be a dwarven race, dwarf, lothar, mul, etc.

RESTRICTIONS: attack automatically set to berserk.  Can be changed after login; can't join Jynx?

JOIN: If you don't already start in Moria then go to 10,40, go 1n, and ne until you hit a place where you can go ni. Say `friend' and you will be allowed in. If outside of Moria your alignment must be at least neutral+, neutral+. Go sd until you go sd no more then s until you hit a place where you can go wd. Go wd and se. Sacrifice a weapon of moderate worth there. Then type `join the battleragers'.

GUILD POWERS:

 Battlecry          attempt to scare opponents out of the room                               50 sp

 Behead             rips off the head of a mortally wounded creature

 Charge            throw yourself at an opponent in an attempt to stun them            25 sp

 Frenzy increase Str, Dex, and Wil                                            50 sp

 Fury     increases Con, endurance increases quite a bit  30 sp

 Hall      teleport back to the guildhall                                         10 sp

 Trance go into a trance to increase regeneration rate

POSSIBLE ASSOCIATIONS:

RECOMMENDED ASSOCIATIONS:

LEAVE: possible

 

The Clerics of Devonshire

ALIGNMENT: Saintly / Ordered

REQUIREMENTS: intelligence, constitution, dexterity, willpower

IMPORTANT SKILLS:  invocation, conjuring, necromancy, caromancy, divination, evocation

RESTRICTIONS: must maintain saintly/ordered Alignment; nay not use unholy items.

GENERAL INFO:  must find Bless and Haste spells.  Bless is random.  Haste is in the secret room in the Temple in Et'zlaerhi

JOIN: You MUST have a holy symbol of faith. Go to Devonshire. When in Devonshire go all south to the fort and find the holy symbol in the well. Go back north to the church and find the Guild master Thromdan. Type `join the clerics'. You're in.

LEAVE: possible

GUILD POWERS:

Choose one of the 5 gods that correspond to the 5 spheres of magic the clerics use. The sphere chosen boosts the power and lowers the cost of spells in that category.  The 5 gods and their spheres are:

 

Azuth conjuring

Chauntea healing

Horus divination

Ilsidurprotection

Odinnecromancy

Tempus combat

 

Pity:  put a mortally wounded foe out of its misery 

Turn Undead:  chase away, damage, or destroy undead area affect

Pray:  refresh spell. Fixes heartbeat as well

Consecrate Remains:  destroys remains for sp

Learn: a cleric must learn a spell before they can cast it.  After they cast it they must relearn it

Cast:  this is how you use spells you have learned

 

Level

Reversible

Spell

Components

1

No

Bless

All

1

No

Create Water

Conjuring

1

Yes

Cure Light wounds

Necromancy

1

Yes

Detect evil

Divination

1

Yes

Light

Conjuring

1

Yes

Prot from evil

Protection

1

No

Resist cold

Protection torch

2

No

Chant

Protection

2

No

Hold Person

Conjuring / protection

2

No

Know Alignment

Divination

2

No

Resist fire

Protection, ice crystal

2

Yes

Silence

Conjuring

2

No

Spiritual hammer

Conjuring / combat

2

Yes

Word of recall

Conjuring

3

No

Animate dead

Necromancy corpse

3

No

Create food

Conjuring

3

Yes

Cure blindness

Healing

3

No

Cure disease

Healing / necromancy

3

Yes

Haste

Conjuring, moss

3

No

Wind walk

Conjuring

4

Yes

Cure big wounds

Healing / necromancy

4

Yes

Neutralize poison

Healing / necromancy

4

No

Sticks to snakes

Conjuring, sticks

4

No

Tongues

Conjuring, book

5

Yes

Cure crit wounds

Healing, necromancy

5

No

Flame strike

Conjuring flammable

5

No

Plane shift

Conjuring

6

No

Blade barrier

Combat, conjuring, protect

7

Yes

Heal

Healing, purple orchid, necromancy

7

Yes

Regenerate

Healing, necromancy

Elflords

ALIGNMENT: Saintly/Ordered

REQUIREMENTS: Strength, Intelligence, Willpower, dexterity, high Str and Con recommended

IMPORTANT SKILLS:  dodge, chronomancy

RESTRICTIONS: defense setting of dodge only, elven races only

RACE: Must be an Elf

JOIN: Just start at the Lothlorien Adventurer's Guild, go to Celebrimbor s, e, e, in, n, n, n that is one north of where Galadriel is. Type `gaze into Galadriel's Mirror' or 'gaze into the mirror'. You're in.

LEAVE: possible

POSSIBILITIES:

Erisian Liberation Front ELF

ALIGNMENT:  */chaos

RESTRICTIONS:  cannot wear cumbersome armour

METHOD OF JOINING:  must have been in the presence of a god at sometime, gain entry to the guild hall lie on altar in Discordia and "pledge to the ELF"

IMPORTANT SKILLS:  invocation, symbology

IMPORTANT STATS:  Int, Wil, Cha, Luck

GENEAL INFO:  Thari is the best languages to use.  Females have an advantage since Hecate hates males.

STRIPABLE:  yes

GUILD POWERS:

Quote:  you automatically say strange and unusual things at random intervals.

Invoke:  Invoking gods is how ELF members get their powers.  Study the gods carefully before doing so.  The basic command is "invoke <god's name>".  If you wish to sacrifice an item to the being that has positive benefits on one’s lifespan the command is "offer <item> to <god's name>". Another good method is invoking in a specific language.  Thari is the best language to invoke with. The number of gods you've been in the presence of increases your chance for successful invocation.  Invoking the same god too often is a good way to die.

 

*Chaos gods*

Name: Arioch

Portfolio: brute strength

Disposition: moderately hostile

Offerings: fragile things

Information:

 

Name: Azathoth

Portfolio: power

Disposition: mindless but dangerously violent

Offerings: enchanted objects

Information: Azathoth is a source for raw magical power; when you're running low call him up.  Not too often or he may decide to drop in for a visit

 

Name: Cernunnos

Portfolio: fertility

Disposition: moderately friendly

Offerings: organic objects

Information: Cernunnos' primary gift is ghost horns

 

Name: Cthugha

Portfolio: fire

Disposition: moderately hostile

Offerings: flammable or burning things

Information: primarily invoked in combat to burn one's enemies

 

Name:  Cthulu

Portfolio: madness, nightmares, water

Disposition: hostile

Offerings: anything

Information: highly dangerous but useful. May be invoked during combat to deal psychic damage to foes.

May grant the use of a lesser starspawn to talented invokers who call upon him near water

 

Name: Dionysus

Portfolio: wine, revelry

Disposition: friendly

Offerings: alcohol

Information: will make you very drunk very fast

 

Name: Eris

Portfolio: chaos, confusion, discord, strife, change, creativity

Disposition: your patron goddess, whose pull with the pantheon allows you to do all of your neat tricks

Offerings: any

Information: invoking Eris usually only renews your connection with her, while offering things to her may bring her favor or displeasure in particularly large doses

 

Name: Fortuna

Portfolio: luck, fortune

Disposition: friendly

Offerings: any

Information: will sometimes make you lucky, and sometimes luckier yet

 

Name: Hastur

Portfolio:

Disposition:  tremendously, unspeakably hostile

Offerings: magical objects

Information: invoking Hastur assures someone's doom.  In combat if you are sufficiently powerful, it will be your opponent's doom, otherwise you have some serious problems.

 

Name: Hecate

Portfolio: magic

Disposition: moderately friendly

Offerings: magical objects

Information: hates males, likes females

 

Name: Jinx

Portfolio: thieves

Disposition: friendly but untrustworthy

Offerings: valuables

Information:

 

Name: Kali

Portfolio: killing, devouring, fertility

Disposition: moderately friendly

Offerings: organic things

Information: invoked in combat, wreaks havoc on enemies

 

Name: Khorne

Portfolio: warfare

Disposition: short tempered but not especially hostile

Offerings: weapons, armour

Information: grants Chaos Fists chaos damage with hands

 

Name: Krishna

Portfolio: lust

Disposition: friendly

Offerings: flowers

Information: will boost you physical energies

 

Name: Loki

Portfolio: trickery

Disposition: neutral but troublesome

Offerings: any

Information: will bestow a bit of his wit and charm

 

Name: Nuit

Portfolio: night, darkness

Disposition: inscrutable but generally not hostile

Offerings: silver

Information:

 

Name: Nurgle

Portfolio: disease, pestilence

Disposition: neutral

Offerings: corpses, organic matter

Information: inflicts an EXTREMELY contagious disease called Nurgle's rot

 

Name: Nyarlathotep

Portfolio: communication

Disposition: friendly as long as you help him corrupt you

Offerings: magical objects

Information: we have a special arrangement with the

Crawling Chaos; he provides a sort of "life insurance"

 

Name: Pyraray

Portfolio: oceans

Disposition: unfriendly

Offerings: corpses

Information:

 

Name: Shiva

Portfolio: destruction

Disposition: not hostile insofar as his purpose is the destruction of all that exists

Offerings: any

Information: best invoked in combat

 

Name: ShubNiggurath

Portfolio: fertility

Disposition: moderately hostile

Offerings: corpses

Information: she has been known to provide one of her Dark Young as a servant if invoked in a forest

 

Name: Slaanesh

Portfolio: corruption

Disposition: rage filled

Offerings: elf corpses

Information: tends to pick off badly wounded elements of the local population

 

Name: Tempus

Portfolio: warfare

Disposition: fairly friendly

Offerings: weapons, corpses

Information: haste

 

Name: Teotihaucan

Portfolio: the sun

Disposition: cruel

Offerings: corpses

Information:

 

Name: Tolmet

Portfolio: pain

Disposition: vicious

Offerings: whips, scourges

Information:

 

Name: Tsathoggua

Portfolio: secrets, poisons

Disposition: neutral

Offerings: runework

Information: performs a variety of services

 

Name: Tzeench

Portfolio: insects

Disposition: alien, uncaring manipulative

Offerings: armour

Information:

 

Name: Xiombart

Portfolio: manipulation

Disposition: impatient

Offerings: literature

Information: invoked in combat, can scatter your enemies to the winds

 

Name: YogSothoth

Portfolio: planar travel

Disposition: neutral

Offerings: magical objects

Information: good for a quick retreat

Green Lantern Corps

ALIGNMENT: Saintly / Ordered

RESTRICTIONS: vulnerable and cannot use steel/iron

IMPORTANT SKILLS:  focusing, tuning, directing, generation, weapon lore, armour lore

IMPORTANT STATS:  Wil, Int. str, per

JOIN: First, you must get a special type of ring a Ringwraith's ring. Most people sell them in shops across

LostSouls, they aren't that hard to find. The ring is called a `rune-inscribed ring', it doesn't matter if it has a color or not. They aren't too costly, I don't think they go over 600 coins. Take the ring to 18,25, and go down. Type `sign on to the green lanterns' "sign on to the corps" and give a Ringwraith's ring to Hal Jordan.

STRIPABLE:  Yes

GUILD POWERS:

All GL abilities are derived from his emerald ring.  It is important to maintain the rings charge of energy.  To recharge the ring, simply return to the guildhall to the Emerald Lantern and recharge your ring.

 

Charge: Analysis, determine your ring's charge level

Light: Projection, illuminate the area

Flight: gain the ability of flight

Language: Translation, you understand all languages, but can't speak them

Magic Detection:  detect all magical objects in the area

Detection of Evil:  detect all evil in the area

Detection of Chaos:  detect all chaos in the area

Defensive Aura:  provides physical protection, protection from the elements and water breathing

Healing: self-explanatory

Energy Blasts:  blasts of photonic energy at target

Emerald Fire:  generates fire on the target's body, destroys flammable items, fire damage

The Light of Mithras:  The light of Mithras damages all evil creatures in the area esp. undead

Teleportation:  teleport back to the guildhall, to you last location, to another GL

Restraining Bands:  hold person

Life Preservation:  acts as an Amulet of Life Protection

Energy Constructs:  create emerald weapons and armour with emerald energy

 

Green Lantern Constructs

Weapon

Garment

Dagger, longsword, sabre

Cape, helm, byrnie, sandal, Suit, armguard

Staff, broadsword, mace

Cloak, cap cuirass gauntlet, kilt, breastplate

Rapier, shortsword, knife

Robe, coif, hauberk, apron, skirt, tailsheath

Flail, morningstar, whip

Tabbard, halfsuit, brassard, glove, helmet

Club, warhammer, pike

Hat, vest greave bracer, bodysuit

Spear, claymore, handaxe

Shirt, corselet, leggin, boot

Greataxe, battleaxe

Kilt, jacket, pants, shoe

*Armour Types*

Bandedmail  brigandine  chainmail  ringmail  scalemail splintmail  plate  platemail

To create a piece of armour specify the style and type

i.e. "will creation of a chainmail hauberk"

Justicars of Tyr

ALIGNMENT: Saintly anything? / Ordered

REQUIREMENTS: Str, Con, Wil, Dex, Int? Must be in the 'Questors of Tyr' Association, must exclusively worship Tyr.

IMPORTANT SKILLS:  invocation, brawling, dirty fighting, martial arts, shield

RESTRICTIONS: must remained ordered or you loose your hands

POSSIBILITIES:

Shield:  The guild shield not only acts as a defensive shield but also is a weapon.  It does crushing, fire and holy damage in battle.  Regardless of what damage type it does in battle it will always do a base of order damage. 

Craft:  Justicars can forge weapons and armours using their rune lore, artificing, smithing, and armour and weapon lore skills arm and leg armour pieces also act as weapons in combat, giving extra attacks.  These armours use the brawling/dirty fighting skills.

Deliver Judgment:  an advanced and much more powerful version of the Questor's mete justice ability

RACE:

JOIN: Must belong to the Questors of Tyr association.

Then go to the guildhall and join.

LEAVE: possible

POSSIBLE ASSOCIATIONS: Questors of Tyr a *must*;

Stalkers of the Gate?

Knights of the Round Table

ALIGNMENT: Saintly / Ordered

REQUIREMENTS: Charisma >50, Strength >70, Intelligence, Constitution, Dexterity.

RESTRICTIONS: Must be lawful or better or powers are denied; must exclusively worship Adonai; when reaching lvl10 effort must be 100%.

POSSIBILITIES: followers Horse at lvl 10 offers movement bonus and two fighting hooves, Squire at lvl 20 offers a fully equipable npc at your service. He starts at lvl 1 leaves when reaching lvl 10 and you get his exp.; you get hasted at lvl 20; guild armoury shields, hauberks, helmets, suits and weaponry daggers, swords, flails, lances, pikes all of good quality; can attack with guild shields crushing attack; higher level guild armour and weapons offer thematic protection and attacks holy, necromantic, magic, etc.; can hone weapons and appraise weapons and armour; can heal while in battle lay hands on []; has effective undead attack turn undead; can ride a heavy attack on horseback from the next room charge; can transform sp into end. pray to adonai;

SKILLS: weapon lore, armour lore, heraldry, equestrian, riding, mounted combat, jousting, invocation, tactics, strategy, leadership.

RACE: Basically anything. I'd recommend something that offers both good end. and sp. values. Humans for thematic correct play, Elf or HalfElf work good too. Amberites really rock!

JOIN: Goto Camelot at 18,20 and go in,n,e,e. Type `pull sword'. If your alignment and strength is correct, you'll be teleported to the Knights of the Round Table guildhall. Type `pledge` to get it.

POSSIBLE ASSOCIATIONS: Fallen Blood, Brotherhood, Maidens?, Explorers, Stalkers.

RECOMMENDED ASSOCIATIOS: Fallen Blood remember that you cannot leave Fallen Blood

LEAVE: Guidstripping is possible. Kensai, Rangers.

Kazarak

ALIGNMENT: Anything; Diabolical / Chaotic preferably

REQUIREMENTS: nothing special required, but high intelligence and willpower i.e. a character with lot's of sp is highly recommended.

IMPORTANT SKILLS:  geomancy

RESTRICTIONS: everything is totally sp dependant; Kazarak are technically dead; they do not heal and regenerate hp/sp/end as normal beings do; auras an the like won't work, traditional healing won't work; you become Ametabolical

RACE:

JOIN: Walk to -6,12. Stand there until you develop runes on your body. Heh, this one is SOOO easy.

LEAVE: Not possible.

The Kazar demons use the kazarak as their primary pawns on this plane.  Finding it difficult to physically manifest themselves here, they choose instead to take over the bodies of others, forming a permanent bond between a demon's spirit and the host body.

 

The bond that ties the Kazar demon to the host kazarak is of geomantic origin.  It robs the host of their life, leaving them a murmuring husk of their original self, but in exchange grants them partial use of many of the powers of the Kazar.

 

Full summaries of the effects of the kazarak bond are given in 'help powers', 'help limitations', and 'help skills'.

 

An explanation of the crystal pillar that is the focus of all of the kazaraks' bonds can be found in 'help pillar'

 

Powers:

As the physical vessel of a greater Kazar demon, you receive a number of powers and benefits due to the ability of the demon to transfer energy from your form to the surrounding area and vice versa.  Due to the kazarak's lack of a living body, there are a number of obvious benefits.  Food and water are no longer required, and the potential to take vital damage to certain limbs is greatly reduced.  Since the kazarak are no longer living, healing does not occur in a normal sense.  They are completely dependent on the energy transference abilities of the Kazar to enable the continued operation of their bodies.  The two major uses of this power are the abilities of rebuild and revitalize.  The kazarak are all working towards the same goal on this plane, and as such must be able to communicate over distance.  The Kazar allow this through use of a telepathic channel. One of the primary objectives of the Kazar on this plane is to acquire stores of energy to fuel their operations.  The kazarak aid in this effort by two methods; the first and most common method is to drain souls from fallen opponents, feeding their life force to the Kazar demons.  The second is to consume items of a magical nature, breaking down their enchantments and taking the underlying energy.  Both of these actions will result in a gift of spiritual energy from the Kazar to the host body.

 

Other usages of the drain power are possible against targets that are still alive.  These are detailed in a separate list. The most powerful ability of the kazarak is to store up charges of specialized energy in their bodies.  The specifics of how to operate charges are detailed in a separate list.

 

Rebuild:

 The physical body of a kazarak will not naturally heal, as the binding process kills the living portion of the host.  Thus, the greater Kazar found that without a process for the restoration of physical tissue, their hosts tended not to last more than a few days.  Therefore, the rebuilding process was developed by the Kazarin to further allow the spread of the kazar throughout the planes.  By use of the command 'rebuild', a kazarak can activate the  reconstructive powers of its greater Kazar.  This process is highly stressful, and as such if it is used too often it loses its effectiveness and must be allowed to regain its strength.

 

Revitalize:

As a necessity for the continued operation of their hosts, the greater Kazar have developed the magical operations necessary to restore vitality to their otherwise non-regenerating host bodies.  By using the command 'revitalize', a kazarak can restore its endurance by activating the regenerative powers of the greater Kazar bound to its form.  Like rebuilding, this operation loses effectiveness if it is used too often.

 

Channel:

All of the kazarak are linked together via the far-reaching energy pathways of the greater Kazar.  One manifestation of this situation is that all kazarak may communicate on a shared channel, accessible through the commands 'guild', 'kazarak', or '='.

 

Drain Soul:

Syntax: drain soul from

where  is a single target or list of targets

 

This power is used by the kazarak to consume the souls of fallen foes.  It is used to provide the Kazar with energy, some of which is shared with the host. 

 

Consume:

Kazar demons survive by consumption of energy from various sources.  One of the most efficient sources for this activity is the patterns of energy stored in most magical items.  Kazarak are given the ability to break down these patterns and directly consume the raw energy.  Most of the energy is taken by the Kazar demon, but some is given back to the host body as a reward.  Certain items with powerful magical energies allow even greater rewards to be bestowed upon the host body, depending on the power and nature of the enchantment, and the skill of the host.

 

Drain:

Help is available on the following drain types:

 

drain soul

drain structure

drain sense

drain psyche

drain vitality

 

Drain Structure:

Syntax: drain structure from

where  is a single target or list of targets

 

The greater Kazar can convert some physical objects into energy, most notably items bearing a magical enchantment and the physical forms of living beings.  While the stagnant energy structure of the greater Kazar disallows them from converting the bodies of victims into useful energies, they can convert some of the physical structure into energy, which harmlessly dissipates into the  surrounding area, leaving the victim without part of hir physical structure.  This is one of the most common directed attacks utilized by the kazarak, gaining in effect as they increase their energy control powers.  It is most often manifested as a bolt or field of dark energy as light and material is consumed between the kazarak and  the target.

 

Drain Sense:

Syntax: drain sense from

where  is a single target or list of targets

 

By more precise focusing of energy consumption, a kazarak is able to rob an opponent of the energy channels required for perception. This has the effect of rendering a target much less sensitive to the surrounding world, and at high skill levels can cause blindness.

 

Drain Psyche:

Syntax: drain sense from

where  is a single target or list of targets

 

By more precise focusing of energy consumption, a kazarak is able to rob an opponent of the energy channels required for perception. This has the effect of rendering a target much less sensitive to the surrounding world, and at high skill levels can cause blindness. You must supply an argument. No help is available on that topic.

 

Syntax: drain psyche from

where  is a single target or list of targets

 

By specifically targeting their energy drain capabilities and focusing only on the psychic energy channels of a target, a kazarak may cause serious damage to the mental capacities of an opponent. This is a highly complex power, and requires a great deal of skill and practice to be able to utilize.

 

Drain Vitality:

Syntax: drain psyche from

where  is a single target or list of targets

 

By specifically targeting their energy drain capabilities and focusing only on the psychic energy channels of a target, a kazarak may cause serious damage to the mental capacities of an opponent. This is a highly complex power, and requires a great deal of skill and practice to be able to utilize.

Syntax: drain vitality from

where  is a single target or list of targets

 

By targeting their energy drain capabilities and focusing only on the life-giving energy channels of a target, a kazarak may cause a target to lose some of their physical capacity.  While not nearly as damaging as the direct attacks to the structure of a target, it is extremely debilitating, causing targets to weaken, and rendering them incapable of rapid movements and reactions.  This power is very taxing, and requires a significant skill level to properly activate.

 

Charge:

Perhaps the most powerful ability granted to the kazarak by the Kazar is the ability to store charges of energy within their bodies.  These charges are varied in purpose, but all serve to enhance the host body in one way or another, making them a more efficient tool for use by the Kazar. The number of these charges that may be used simultaneously depends on a number of factors.  Each charge has different requirements in terms of energy and skill level required, and there are three power levels for  each charge ( minor, major, and greater ).  Clearly, more complex and more powerful charges are more difficult to maintain, and therefore fewer may be used at once. All charges begin at 'minor' power level and with a minimum amount of contained energy.  They must be bolstered by adding more energy with continued use of the 'charge' command, as the energy slowly dissipates from them over time.  Charges may also have their power level altered through the use of the 'upgrade' and 'downgrade' commands.  Higher levels will of course use more energy over time.  The 'balance charges' command is useful in controlling the exact amount allotted to each charge, as it redistributes the energy in all charges to work in the most efficient manner. Charges may be monitored by using the 'charges' command to list all active charges, or the 'estimate' command to view a single charge in particular.  If a charge is no longer needed, it may be 'dispelled' and a portion of its contained energy will be returned to the host.  Another possibility for a no-longer-needed charge is to 'release' it, which can  have extreme and somewhat unpredictable consequences, depending on the charge in question.

 

Possible charges:

physical stunning

protection probability

resistance material

infusion intensification

haste shadow

 

Charge syntax:

charges - gives a list of the types and power levels of all

currently-active charges

charge  - this sets up a charge initially

charge- this adds energy to a charge

charge all  - this adds energy to all charges, which are currently active

dispel  - this dispels one or more charges,

turning them off and reclaiming some of the invested energy

estimate  - this returns an estimation of the power level of a particular charge

upgrade  - upgrades the specified charges to the next higher power level.

downgrade  - downgrades the specified charges to the next lower power level.

balance charges - this redistributes the energy in all active charges to make most efficient use of it. release

Kensai Dojo (Area: 40,40, Guildhall: Kensai)

Guildhall Kensai

ALIGNMENT: Saintly >honorable / Ordered

IMPORTANT SKILLS:  philosophy, dodge, meditation, biofeedback

IMPORTANT STATS:  Wil, Dex, Con, Str, and Per are recommended as well

RESTRICTIONS: can't wear armour or anything that enhances stats or skill, can't use magical weapons

GENERAL INFO:  Females may be able to wear the see through negligee

LEAVE: possible

 

This guild is partially designed after the Japanese concept of the Kensai. Kensai means "sword saint" and they endeavored to be nearly divine with their weapons, which were, more often than not, swords. In this guild however, you need not specialize in the sword.  You may use any type of weapon, but you

can only choose a specialty skill from the melee weapon skills (no bows etc.)

 

To use all the guild powers you must have the philosophy skill.

 

Kensai may not wear armour, as this would not be a true reflection of their skill with thier weapon. However, Kensai do get a natural defense bonus, which is based on Qi and dexterity.  In addition, Kensai have a very helpful spell dodge ability.  Furthermore, Kensai can't wield any magical weapons, but with their superior skills they hardly need them.

 

I would suggest reading all the help files listed below; they describe your guild powers and abilities.  You can read them by typing: 'help <subject>'.

 

Honor

code

kensai

appraise

trance

levels

choose

shi

kirutsuke

namitoshin

kamikaze

kajinotoshin

kensai

skills

 

 

Choose

You may choose the skill you want to specialize in with the choose command. The bonus you will get depends on both Qi and levels.

 Syntax:

choose <skill>

 

You can only do this once and it doesn't cost you anything, so choose wisely.

 

Appraise

With their superior knowledge of weapons, it only follows that a kensai would know something about the weapons s/he uses.  A kensai with some knowledge of weapon lore may look at a weapon that they are familiar  with using (i.e. they have chosen the skill) and tell how good it is  as a weapon.

Syntax:

appraise <weapon>

 

Namitoshin

This power causes your opponent to stop wielding hir weapon.  However, if you're not as skilled of a weaponsmaster as your opponent, it is very likely you shall lose your own weapon.  Unlike kirutsuke, you can do this maneuver with your bare hands. However, if you do not execute the maneuver properly, you are likely to injure yourself.

Syntax:

namitoshin <monster> or if already in battle namitoshin

 

Cost:

50 endurance

 

biofeedback - This skill allows you to concentrate your inner energies to heal yourself faster. Those who   master it recover from devastating injuries at a ridiculous rate.

 

blindfighting - This skill allows you to focus on your surroundings with senses other than sight, making it possible to fight while unable to see, for whatever reason. Those who master it can fight with   virtually no loss in ability.

 

calligraphy - a skill that will allow you to write in a stylistic fashion.

 

climbing - This skill allows you to get to places high up without flying. Note there is usually a means to get there that you will be able to see if you can get there.

 

herbalism - This allows you find medicinal herbs in the forested areas that allow you to treat wounds more efficiently.

 

jumping - The skill of being able to hurl yourself short distances and land on your feet.

 

meditation - By meditation, you can focus your inner energies in such a way as to increase your rate of    healing. This is separate from biofeedback as they are slightly different techniques of    accomplishing the same goal. Combined together they make recovery from all but the most   devastating wounds little more than a bit of resting. Note, if you have this skill, you activate it   automatically by resting.

 

painting - the skill to create lovely works of art by brush, pigment, and canvas.

 

philosophy - this skill is the study of a variety of different views on the nature of life. To kensai, it becomes the way of life, and skill in this reflects greatly one's skill as a kensai.

 

poetry - the ability to say what you want to say in an artistic fashion

 

running - Skill in this will allow you to move more quickly than one not trained in it. Mastery in this skill leads to nearly superhuman feats of movement over long distances.

 

weapon lore - This is the knowledge of weapons in all their myriad forms. Some people concentrate   exclusively on one type of weapon (such as the Kensai), at the cost of losing versatility, but gaining   enhanced abilities with the weapon. The Knights and the Kensai use this skill to appraise the quality of weapons.

 

Trance

By concentrating their thought on the collective mind of the universe surrounding them, the kensai can enter a deep trance, with many beneficial properties.

Syntax:

trance

Cost:

10 spell points

 

Shi

This ability will end the needless pain of your mortally wounded enemy. With one blow to your bleeding opponent, you will not only end their suffering, but shall gain a slight boost in your spirit for your kindness.

Syntax:

shi <monster> or, if in battle, just shi

 

Kamikaze

This is the power to attack multiple opponents at once, doing as much damage as possible in the one attack.  If you are striking a limb and do not succeed, your attack will land in close proximity to the area you were aiming for.  This is, of course, dependant on your level of skill. This ability is usable when your Qi is low to medium.

 

Syntax:

kamikaze-                                            kamikaze all your current attackers

kamikaze all -                                       kamikaze EVERYTHING in the area

kamikaze <monster>-                           kamikaze monster (can be plural)

kamikaze <monster> and <monster>- kamikaze those specific monsters

kamikaze all but <monster>-                 kamikaze all but specified monsters kamikaze <monster> but <npc>- kamikaze all specified monsters excluding the npc.

Cost:

70 spell points plus a variable amount of endurance

 

Kirutsuke

Kirutsuke is the ability to break an enemy's weapon with your own.  Some weapons are sturdier than others, and therefore harder to break.  It is also worth noting that two-handed weapons are generally of greater mass and substance, therefore making them quite difficult to break.  Breaking magical weapons is nearly impossible.

Syntax:

kirutsuke <monster> or if already in battle kirutsuke

Cost:

50 endurance

 

Kajinotoshin

Kajinotoshin is a great power that you get when your Qi is quite high.  It allows you to focus and concentrate your Chi into your weapon, allowing you to attack magically, and causing exceptional damage to undead and those that resist normal damages from weapons of mundane make.

Syntax:

kajinotoshin <weapon> or just kajinotsohin to use it on the primary weapon.

Cost:

100 spell points

 

Lupines

REQUIREMENTS: Str, Con, Wil, minimize Cha,

ALIGNMENT: Neutral / Neutral

POSSIBILITIES:

RESTRICTIONS: Race restriction;

RACE: Garou only

JOIN: Must have a torch. Goto 9,33 and in.  Type: `petition for initiation'. Then go to Sauron's Lair at 14,38 and some up you may need someone to kill the guards to get in. Go d and west once all the way north. With your torch, type `light torch from fire'. It should work. Go back to 9,33 and in. Type: `petition for initiation'.

Outsiders

ALIGNMENT: neutral / ordered?

REQUIREMENTS: Doesn't matter?

RESTRICTIONS:

POSSIBILITIES: Can reset Rooms, Quests, etc.;

RACE:

JOIN: You'll need a special type of weapon and armour chaos weapon and armour, shaper weapon and armour to give to the Guild master. You can get these for about 4000 coins at the smith in Discordia Example: 'buy shaper weapon dagger bronze' and 'buy shaper armour boots bronze'. Go to Guildhall 16,40 and give both shaper items to Ravlin. Go north. Type `walk the pattern' and you should be in.

LEAVE: Info Ravlin

ParatheoAnametamysikhood of Eris Esoteric  POEE

ALIGNMENT:  neutral/chaos

RESTRICTIONS:  can't wear heavy or restrictive armour or use nonmagical swords unless it is chaosinfused

METHOD OF JOINING:  gain entry to the guildhall under the altar at Discordian Temple lie on altar and "pledge to the POEE"

IMPORTANT SKILLS:  see "inana"

IMPORTANT STATS:  Wil, Int, Cha, Luck

GENERAL INFO:  a high Luck wouldn’t hurt.  You Inana to a large degree affects your effectiveness as a Discordian. With higher Inana plural of Inanity come more powerful abilities, better affects, and lower costs with all of your powers.  There are nine Inana; the command inana lists them and their help files explain what they are.  Different inana are of different importance to different powers.  Inana range from 0 to 115 being the holy 5 times the holy 23 [2+35]. They increase with practice.

The Inana 'skills" are:

disinformation, illumination, sarcasm, fnord, nonlinearity, serindipity, glandspeak, paranoia and slack

STRIPABLE:  yes

GUILD POWERS:

Suspend:  temporarily suspend your powers to prevent inana from decreasing

Aura:  Creates an aura of chaos.  The aura provides random resistances to random damage types that constantly shift. It requires regular influxes of sp and will dissipate if your sp runs too low

Conjure:  you reach into the fabric of chaos and pull out a random object

Rift:  a one-way teleportation portal

Discord:  momentarily creates extreme aggression in targets making them attack nearby beings. Discord burst attempts to cause discord between all creatures in the area.  One may specify more precisely which beings one desires there to be discord between.  Sp costs increase the more beings are included in the discord, although the costs are less if you include yourself in the discord, either by using the discord burst or including yourself in the list of targets of the discord.

Sublimate:  random teleportation, although "sublimate home" usually takes you back to the guildhall.

Confuse:  This stuns the target by making them too confused to think or act

Illuminate:  Makes the target stronger, faster, and all around better. One can specify a target or simply illuminate, which affects all in the area and lights the area as well.

Unnamed:  resets a room.  Everything and everyone in the room ends up in Evraji a noexit room

Quote:  makes you say random phrases at random intervals

Channel:  the most important POEE ability.  Let's you channel various forms of chaos energy into people or objects. The syntax for channeling is 'channel <level> <type> <polarity> chaos into <target>. The level of channeling is how much raw chaos energy involved.  You must specify a level from the channel level list any time you channel.  "channel max" will tell you your maximum channeling level.  Substituting "max" for the level will let you channel your current max. The higher level the more sp it costs to channel and the more effective the channeling is.

 

The type is the form of chaos you are attempting to channel. If no type is chosen raw chaos energy is used which has some of the effects of all of the types. The types are:

Mental: stunning is a common manifestation of disrupting mental processes

Spiritual: This is personal spiritual energy i.e. sp

Physical: in general bodily health i.e. end

Vital: Lifeforce.  Negative vital chaos withers limbs and drains life, positive heals

Sensory: the sense systems, particularly sight

Hematic: condition of the blood.  Whether it contains poisons or not

 Adrenal: the level of adrenaline in the body, positive haste negative  slowing The polarity is either positive or negative.  If no polarity is specified it defaults to negative. The target can be specified or not.  It defaults to your current opponent if in combat.

 

Channeling is a little different when an object is the target. See 'help channel objects'. Channeling any amount of positive chaos into remains will return it to the Primal Chaos.  Eris will reward such an act with a small gift of sp. Channeling positive chaos into objects attempts to improve their condition and worth.  Results are unpredictable, inconsistent, and usually require large amounts of spiritual energy. Channeling negative chaos has an opposite result.

Rangers

ALIGNMENT:  good/neutral recommend saintly/neutral

RESTRICTIONS:  cumbersome armour disables special abilities

REQUIREMENTS: Dexterity, Willpower, Perception, Intelligence

METHOD OF JOINING:  You must touch something of nature. Go to the guildhall. Type: `enter trees'.  Info the guild master to get the syntax to join.

IMPORTANT SKILLS: animal lore, plant lore, armour lore, weapon lore

GENERAL INFO:  certain races gain advantages when they are in their home terrain.  This is where the ranger grew up as a child and became a woodsman and tracker.  While the ranger is in his home terrain, he gains a bonus to elude, awareness, follow, stealth, dodge, tactics, animal, and plant lore.  If the ranger is not from a race that was exposed to natural terrain he will not have a primary terrain and wont receive these bonuses.  If a ranger wears armour above average weight they loose their special stat and skill bonuses.  If the armour is very heavy, the ranger could loose their ambidexterity bonus if it was granted

STRIPABLE:  yes

GUILD POWERS:

Power

Information

Call

Follower name/ followers, based on follower

Send

Follower name, based on follower

Release

Follower name

Estimate

Time/date/location

Forage

Food/herbs/weapons

Skin

Corpse into armour

Repair

Armour

Summon

Insects, cost 10-50

Friend, limit of 25 times

Elemental, cost 20-100

Apply

Target, player, self, herbs, healing, can be done to specific limbs

 

Spells

Options

Cost

Effect

Cure

Blind

50/100/200 sp

 

Inspire

Player/Follower

35, 25 end

Boosts: End, Str, Will Per

Enchant

Item against race

20, 75 sp

 

Mark

Tree

25sp

 

Entangle

Target

25sp

Hold person

Warp

Weapon/armour

15?

 

Regrow

Limb / follower

 

 

 

Follower

Level

Special

Crow

4

 

Squirrel

5

 

Bat

6

 

Raccoon

7

 

Dog

9

 

Monkey

10

Can wield a weapon, wear armour

Boar

11

 

Falcon

13

Dive attack

Wolf

14

Bite attack

Horse

15

Kick and ride

Snake

17

Poison bit and crushing attack

Bear

19

Crushing and ride

Tiger

20

Bite attack and ride

Ape

21

Can wear armour, wield weapons

White dragon

23

Bite, tail, breath attack, ride

Green dragon

25

Bite, tail, breath attack, ride

Blue dragon

27

Bite, tail, breath attack, ride

Black dragon

29

Bite, tail, breath attack, ride

Red dragon

30

Bite, tail, breath attack, ride

Gold dragon

40

Bite, tail, breath attack, ride

 

Type

Size of corpse

Wear over armour?

Hat

Small

Yes

Helmet

Small

No

Cowl

Small

No

Breastplate

Medium

No

Curiass

Medium

No

Vest

Medium

Yes

Armour

Large

No

Armour

Large

No

Half suit

Large

No

Bodysuit

Huge

No

Suit

Huge

No

Jacket

Large

No

Jerkin

Large

Yes

Apron

Medium

Yes

Pants

Medium

No

Skirt

Medium

No

Tail sheath

Medium

No

Gauntlet

Small

No

Gauntlets

Small

No

Glove

Small

No

Gloves

Small

No

Armguard

Tiny

Yes

Armguards

Small

Yes

Bracer

Tiny

Yes

Bracers

Small

Yes

Legging

Small

Yes

Leggings

Medium

Yes

Boots

Small

No

Boots

Medium

No

Cape

Large

Yes

Cloak

Large

Yes

Coat

Large

Yes

Belt

Tiny

Yes

Sash

Tiny

Yes

 

Reapers

ALIGNMENT: evil / chaotic

RESTRICTIONS:  must use edged weapons, god exclusive. Reapers lose much of their power on holy  round, and are highly vulnerable to holy and ordered attacks.

METHOD OF JOINING:  go to the broken altar west of the main altar and sacrifice a corpse

IMPORTANT SKILLS:  necromancy, invocation, pole arm

IMPORTANT STATS:  Con, Wil, int, str, pole arm:  the most hated guild on Lost Souls Learn the skill of Anatomy for stat bonuses when level up?

RACE: Minotaur is recommended as a younger race. Chaosborn seems to be good elder race.

STRIPABLE:  yes

POSSIBLE ASSOCIATIONS: Brotherhood; Kazarzeth; Maidens?  Although, reapers can only worship one god.  These associations may violate that restriction.

RECOMMENDED ASSOCIATIONS:

GUILD POWERS:

All Reapers have a stat called ‘elan’, which determines the amount of favor from Thanatos they possess.  Without elan, Reapers cannot cast spells except for Slaughter and Consecrate. All Champions also receive a guild weapon a scythe that grows gradually better with each level.

 

Powers

 Slaughter  slay a mortally wounded foe

 Rend  drill a single target with slashing blades

 Smite  scrambles a target's ability to fight somewhat. Also stuns sometimes

 Weakness  lowers resistances and enhances vulnerabilities

 Drain  draw Lifeforce from the enemy

 Flood  converts excess elan into spell points

 Return  return from the dead at will

 Ectomorph  transform into a ghost with no loss of experience or equipment

 Invoke  invoke the reaper. This has varying effects depending on the situation.

 Envelop  wrap yourself in the cloak of one of Reapers. your name becomes 'A dark reaper', and you receive some resistances.

Consecrate  allows you to build an altar to Thanatos. You must have enough dead flesh to comprise three human sized corpses, or the spell will not work. This also 'desecrates' an area, rendering it unholy. This is a very expensive spell to cast  be sure you have enough flesh before casting!

 

Black skulls

Black skulls are the key to gaining more power as a Champion of Thanatos. When you locate one, take it to an altar you've constructed preferably in a high population area like the gully dwarf ship.  Repeatedly kill and sacrifice corpses at the altar until your elan is maxed out, then invoke Thanatos. If all goes well, you'll receive certain benefits permanent ones. If your elan is too low, you'll only receive a restored hp/sp/end.

 

First Skull: The Reaper becomes ametabolic, and benefits from a jacked up regeneration rate.

Second Skull: The Reaper receives malform, a spell that causes a target to forcibly remove a weapon or armour, and renders the affected limb unable to wear anything for a period of time.

Third Skull: The Reaper receives malign, which prevents mobs from casting special attacks spells.

Fourth Skull: The Reaper's scythe now deals primal damage.

Fifth Skull: The Reaper's scythe is now vampiric, channeling back some of the damage to a Reaper's hp/end.

 

To use a skull:

  1. Your skills of necromancy and invocation should be at least very skilled.   Each skull requires a higher skill level to successfully use.
  2. You must be enveloped.
  3. You must have your elan maxed, and it is recommended you have full hit points, spell point and endurance.  One rumour is that your max elan must be at least 666.
  4. Place the skull on the altar.
  5. Invoke the reaper.

Red Magi

ALIGNMENT: neutral/neutral

RESTRICTIONS: can only wield staves, daggers and cannot wear cumbersome armour, must be level 615 to join not before or after unless heroing in Red Magi and rejoining after stripping

METHOD OF JOINING: "pledge" `pledge to the red magi' in the guildhall. Literacy must be high enough to join

IMPORTANT SKILLS: pyromancy, enchanting, conjuring, symbology, evocation

IMPORTANT STATS: Wil, Int, Dex, Str

RACE: some people recommend faeries. Something that is not short on sp.

GENERAL INFO: any spell cast 1000+ times becomes a permanently memorized spell in your spell list, allowing you to memorize 8 other spells into your list of available spells. Robe protects from heat and fire but makes you vulnerable to cold and water. Gives minor resistances to other attacks as well.  It also raises Int while worn.  Can cast spells into containment fields up to 3 to be released later for a more immediate affect. This drains 4 sp every 10 seconds.  Red Magi regen sp at a faster rate but regenerate physical energy slower

STRIPABLE: yes but can only come back if you heroed in Red Magi

GUILD POWERS:

Lvl

Reverse

Spell

Description

Cost & Components

1

N

Detect Magic

Detects magical items in the room

10sp, 10end

1

Y

Fire Lamp

Blinds / cures blindness

30sp, 10end, ice crystal

1

N

Fire Sphere

Teleport to GH

15sp, 15 end

1

N

Pearl

Store for later use

25sp, 15 end

1

N

Fire Spikes

Spike of fire shoot at enemy

30sp, 15 end

3

N

Flame of Knowledge

Know targets level

150sp, 100end

3

Y

Tongues

Understand languages

65sp, 45 end

4

Y

Symbol of Vengeance

Brand / unbrand target

10sp, 10 end

4

Y

Fire blood

Cure / cause poison

40sp, 50 end

4

Y

Flame shield

Fire shield, protects magic armour

75sp, 60 end

4

Y

Light of flame

Illuminates / darkens area

30sp, 25 end

5

N

Seeking flame

Use to observe objects

60sp, 60 end, purple orchid

5

N

Ashes to Ashes

Destroy remains for health

15sp, 5 end

6

N

Dispel magic

Dispel any of your own spells

30sp, 15 end

8

N

Fire rain

Area attack

55sp, 40 end

9

N

Fire charm

Calm target

80sp, 40 end, any crystal

10

N

Burn

Burn specific limb on victim

60sp, 20 end

10

Y

Bloodfire

Haste / slow

60sp, 20 end, moss

11

N

Flame shot

Damage opponents in all limbs

80sp, 30 end

12

N

Resist cold

Gain resistance to cold attacks

65sp, 50 end

13

Y

Protection from evil

Protection from good/evil

80sp, 40 end, flammable item

14

Y

Mute area

Area silence

95sp, 45 end

14

Y

Smoke

Area blind and gas attack

90sp, 120 end, wooden item

15

N

Piercing flame

Enhance weapon to do fire damage

150sp, 75 end

15

Y

Summon elemental

Summon fire elemental

130sp, 100 end

16

N

Fire web

Stun / hold spell

40sp, 25 end

16

N

Flame push

Force target out of room

40sp, 45 end

17

N

Melt weapons

Destroy metal weapons

50sp+25/item, 50end+10/item

18

N

Melt armour

Destroy metal armour

75sp+30/item, 75end+15/item

20

Y

Fire wall

Block entrance

175sp, 70end

23

N

Lightning

Zap target with lightning

100sp, 30end

29

N

Inferno

Area attack

350sp, 250end, moss, torch

44

N

Fire of the Gods

Primal Area attack

450sp, 500end, moos, torch, 25000coins, warpstone, glass, iltarix

 

Ringwraiths

ALIGNMENT:  evil / * evil / chaos recommended, ordered, possible

RESTRICTIONS: must wear ring

METHOD OF JOINING: Just have to come to 14,38 Angband.  Must be evil enough to enter or kill the guards for the key (note this is not easy with protectors of Angband lurking). In Sauron's presence "offer myself to sauron"

IMPORTANT SKILLS: focusing, tuning, generating, directing

IMPORTANT STATS: Willpower, Intelligence, strength, perception

GENERAL INFO: Ringwraiths become more immaterial as they use their powers. Immateriality grants greater and greater resistance to poison, radiation, disease, air, viral, and temporal damage.  However they become more vulnerable to photonic damage.  Ringwraiths are ametabolic so they cannot eat or drink.

STRIPABLE:  no

GUILD POWERS:

Follower allows riding

Rings all of a Ringwraith's power comes from his ring.  You gain powers and abilities by getting runes inscribed on your ring. Each rune has a different power or affect. Each rune also has a set cost in points that you accumulate as you advance in level.  To gain a new rune go to Sauron and "petition for <rune's name>". It should be noted that Sauron is extremely stingy with runes.

 

Cost

Ability

Effect

Enhancement Runes

2

aaglyth

chaos favor

3

aerinax

flight

 

colapha

night vision

2

ekaschos

 increase charisma

3

fyegreh

increase luck

2

krah-li

increase willpower

3

khyaros

increase strength

2

naaklrysh

breath underwater

2

quiange

increase perception

4

quariil

ambidexterity

3

omavistis

increase constitution

2

thabtka

increase intelligence

0

tyratai

guild channel

3

vanar

increase dexterity

Resistance Runes

1

aphari

heat

2

batarim

electricity

4

ciiv

slashing weapons

2

dakati

cold

1

emtat

sonic

2

ilaeri

plasma

2

jaderleg

magic

1

jstyron

acid

3

N'rax

crushing weapons

2

paezan

force

2

qx

chaos

1

symnat

order

2

uanedryl

necromantic

2

wojun

fire

3

zadash

piercing weapons

Power Runes

 

Abrinth

Darad shi

2

B'padhax

destroy magical constructs/auras

1

D'lorinas

detect magic in area

4

everak

a firebolt attack

 

Festiglis

Enervate one’s enemy

4

gaj

poison

 

Glochar

Planar pocket

4

haekadzi

haste

1

hytelmos

one-way psychic communication

3

ispiri

teleport to guild hall

3

jainz

return to last place "ispiried" from

1

kynza

detect good by color aura

4

laelinak

project aura of light/dark

4

lgladzi

protective aura from heat, also draws heat from area

4

mragsh

protective magical bubble

2

nysevrak

create a magical sword of fire

 

Onichald

Rug shi

4

potradn

slow enemy

6

ravarak

a massive blast of pure force (area attack)

 

Rbardanis

Power over orcs

 

Slurtaw

Power over trolls

 

Somagth

invisibility

5

tzakhos

teleport to other ringwraiths

6

vynlari

teleport self or others randomly

 

Zil

Power over goblins

 

 

Shapeshifters

ALIGNMENT: Neutral / Neutral

REQUIREMENTS: Wil, Str, Con, Dex, Int, Per minimize cha and luck

RESTRICTIONS: Racial restriction, see below.

POSSIBILITIES: can change their shape

RACE: Must be a Centaur!

JOIN: Go to Centaur Isle, to the village of Soralea?. Go to the north gate of the village. Even though you don't see one, type 'get pitchfork' or take pitchfork?. Open gate and go 2 south until you find some hayballpyramid. Type `search pyramid' bail the hay? then `enter door'. Type `pledge' to join.

LEAVE: not possible

 


Associations

Apollo Healers

Temple has portal to western Temple

Association Apollo's Healers Apollonian Disciples

ALIGNMENT: doesn't matter / between neutral <> ordered

REQUIREMENTS: must worship Apollo, healing skill should be better than <skill?>, followers must be "beautiful, wise and brave"

RESTRICTIONS: Becomes more sensitive to forces opposite of light.

POSSIBILITIES: Commune: can see whether it's day or night; Dazzle: attack foes with light; Offer: can offer magical items to Apollo; Has a healing skill bonus?; Gets protection against light;

RACE: anything

JOIN: Train in healing at the Explorers Hall, anywhere actually; and/or use an amulet of healing and when it is getting good then go to 31,12 and wi. Type `pray to Apollo' several times. When Apollo appears, type `worship Apollo' several times.

LEAVE: possible, see help file

The Brotherhood of the Shadow Doppel

ALIGNMENT: no requirements

REQUIREMENTS: Must worship Doppel.

RESTRICTIONS: May not join the Vashanka or Jinxian Association. May not group with other people but can join companies.

POSSIBILITIES: Can cloak themselves with a cloak of disguise. The cloak allows to set an entirely different appearance when worn name, title, gender, description, etc. The cloak also gives you a skill bonus in stealth, elude and dodge. Dexterity boosts 1 point Dex boost per 2 levels 15-point max level 30.

JOIN: At Sanctuary go in, w, 10n, 4w, n, 2e. In the temple simply 'worship doppel'.

LEAVE: Go to the temple and say 'leave association'

Brotherhood of Wine and Song

ALIGNMENT: none required?

REQUIREMENTS: Must be drunk to call upon powers.

RESTRICTIONS: Not suitable for ametabolic characters. Membership is exclusive; you can't join other associations when you chose to join this one.

POSSIBILITIES: mostly utility skills I think; triple drinking bonus; can identify items; learn languages faster

RACE:

JOIN: Go to Danilo in Jhan. Give an expensive drink to Danilo; you have to bribe him that way. I never tried but the most expensive drink from Garen s, sw, n from Danilo should work?

LEAVE:  You will be hit on the head and all skills you developed on the brotherhood will be reduceds to the lowest level.

The Chosen of Vashanka

ALIGNMENT: no requirements

REQUIREMENTS: Must worship Vashanka. Must carry amulet.

RESTRICTIONS: May not join Jinxian or Dopple Association. May not use weapons that deal crushing attacks. Weapons used must be magically enchanted. Cannot use ranged weapons?

POSSIBILITIES: The amulet give teleport capability to Sanctuary Vashanka temple and back to the location where you used it last translocation; return. Amulet gives minor resistance against many forms of attacks.

JOIN: At Sanctuary go in, w, 10n, w, n. In the temple simply 'worship vashanka'. You must make a money donation first.

LEAVE: Kill the priest in the temple.  I think this has changed.  Info the priest before you kill him.

Cult of Decay Nurgle

ALIGNMENT: diabolical / chaotic  NOTE: if your alignment strays, Nurgle will try to kill you.

REQUIREMENTS: God Morgion demands constant sacrifices 2x touch corpse. If you don't sacrifice enough he'll draw on you. He'll accept only decomposing organic matter; high charisma is a bonus?

RESTRICTIONS: Must retain alignment and sacrifice or you'll get punished or thrown out; every organic matter you touch will start to rot; you may not attack another cultists;

POSSIBILITIES: Depends on a ranking system advance by numbers of sacrifices, the higher you rank the more possibilities you have; You rot corpses, and all organic stuff, so no wooden weapons, or leather armour.

Powers:

Rally: Offers followers rally before the cultists in the

Temple: need high charisma?; some healing from rotting

Stuff: touch poison the person you touch; decay

assoc. channel: cult news; ranks possible ranks as a cultist

You have protection against poisoning it'll strengthen you; immune to poison, disease, viral damage; upon raising in the hierarchy you'll get a follower toxic gas cloud that heals and regenerates you a bit; you'll be able to kill mortally wounded by a touch;

JOIN: Go to 32,24. You need 5 torches and you need a corpse. Go 4sd, s, light all 5 torches. This burns away the curtain of plants. Go 2s, sacrifice corpse. You’re in!

LEAVE: kill a Cultist; kill the High Priest

 

Explorers

ALIGNMENT:

RESTRICTIONS: cannot wear heavy / restrictive armour, cannot use berserk attack setting

METHOD OF JOINING: go to Pryderi and 'say join the explorers', intelligence and perception must be at a decent level

IMPORTANT SKILLS: literacy, awareness

GENERAL INFO: gives foraging skill and a boost to max endurance Wil?

METHOD OF LEAVING: go to Pryderi and say, "leave the explorers"

ASSOCIATION POWERS:

Explorers Guide:  gives much information on the mud

Forage: collect food in a wilderness area

Estimate location:  find out where you are, like using a compass.

Fallen Blood of Chaos

ALIGNMENT: doesn't matter / initially chaotic, ordered after joining.

REQUIREMENTS: To join, you must have chaotic alignment.  After joining you must maintain an ordered alignment.

RESTRICTIONS: May not use chaotic items. You get punished when alignment falls below neutral a kind of flash hits you regularly.

POSSIBILITIES: Offers a sphere of protection FALLEN_SPHERE that costs sp to call and maintain quality is near impenetrable armour, gives protection against order, chaos and other mundane damage types; destruction of chaotic items restores a small amount of sp and end?; assoc. channel; gives a 15 point boost to Per, Wil, and Luck?

JOIN: Find Cerradin the Enlightened he wanders in the

MUD You must be below neutral in order/chaotic. Type: `abandon chaos'.

LEAVE: You cannot leave the Association!

The Fallen Blood of Chaos are an intrepid group of individuals who have forsaken the ways of chaos in favor of law.  The lords of chaos have branded each member of the fallen with a blood drop scar on their cheek.  The color of the scar is ever changing and serves as a reminder of the fallen's betrayal of chaos.  For the fallen, this mark is seen as a gift.  A sign that they have at last been separated from the crazed deities they once had revered.  The gods of law which include; Tyr, Torm and Mithras, eagerly accept the fallen into their arms.  Along with sanctuary from the wrath of the chaos lords, they grant the fallen unique powers for their allegiance, yet exact a strict moral code.

 

Fallen Powers:

The lords of order and justice grant a special boon to the fallen.  They give the fallen the ability to invoke their names in protection.  The gods of law will also eagerly accept the destruction of chaotic constructs.  As a special gift to the fallen, the gods of law are known to increase their mental prowess, so that the fallen are every ready to combat chaos.

 

Powers:

 

invoke - This ability allows the fallen to call upon the gods of law for protection. 

Syntax: invoke protection.

release - This allows the fallen to release the protection provided by the gods of law. 

Syntax: release protection.

destroy - The gods of order allow the fallen to destroy chaotic creations in their name.

Syntax: destroy <item>

fallen - Allows communication with other members of the fallen.

 

Drawbacks:

Even though the gods of law grant great favor upon the fallen, they exact terrible punishment against those who stray back to the path of chaos.  So the fallen must be ever vigilant to keep their virtues toward the call of the righteous.  The nature of the fallen prohibits association amidst the ranks of the chaotic, including the use of their creations.  Only through strict control of ones ethics may chaos one day be driven from the world.

Haruspices

ALIGNMENT: must be ordered

REQUIREMENTS: must worship Minerva

RESTRICTIONS: may not use chaotic items; must wear circlet to use powers

POSSIBILITIES: The Association offers divination find the general location of a being, exact circumstances of that location, inventory and alignment of another being and the general location of an artifact. Wearing the circlet gives you a boost in Willpower, Perception, Awareness and literacy.

SKILLS: Anatomy, Animal lore, divination and legend lore.

RACE:

JOIN: Go to Bertolet the Butcher in Camelot 18,20, in, n, e, n and say `haruspex' or 'minerva' then he'll quietly let you by. In from of Jylarl type `pledge to Jylarl' to join.

LEAVE:

Jinxian Plutocracy

ALIGNMENT: no requirements

REQUIREMENTS: Must worship Jinx.

RESTRICTIONS: May not join Vashanka or Dopple Association. Dependant on money. Need 20k in bank 10k in hand?

POSSIBILITIES: Offers all Members portable hole Magic Hoop that acts as a communal portable hole for all members of this association. Everything one member puts in the hole is accessible to all other members.

JOIN: At Sanctuary go in, east, 5n, 5n, 5n, 5e, e, n. In the temple simply 'worship Jinx'. L

LEAVE: beg a wizard; listed method is impossible to be accomplished

Legion of Dynamic Discord LDD

LOCATION: Temple of Discordia

ALIGNMENT: */chaos sort of

RESTRICTIONS: can't wear heavy restrictive armour or wield nonmagical swords

METHOD OF JOINING: in the Discordian guildhall to get there, lie on altar at Dara and "pledge to the LDD" must be free spirited at least to join

IMPORTANT SKILLS: none

IMPORTANT STATS: Cha, Luck

GENERAL INFO: once you join the LDD there are no real alignment restrictions

METHOD OF LEAVING: in the Discordian guildhall "leave the LDD"

ASSOCIATION POWERS:

Chaos Favor:  can use warpstones and parageos safely

Chaos objects:  Can use weapons such as the Principia

Discordia and broken spirometers can also sing from the Discordian Hymnbook

Resistances:  chaos attacks strengthen

The Maidens of the Spear

ALIGNMENT: doesn't matter?

REQUIREMENTS: Must be female, spear skill >Decent?; must bring the head of an evil creature;

RESTRICTIONS: The Association is exclusive: you cannot join other Associations.

POSSIBILITIES: Spear Skill Bonus; unarmed Skill? Bonus; hasted.

JOIN: In the presence of the head woman do "Join the maidens of the spear".

Patryns

LOCATION: The River Tythes (3,3,3 in Limbo)

ALIGNMENT: Any

RESTRICTIONS: None as far as I've seen.

METHOD OF JOINING: Find Xar, Lord of the Nexus. Say 'prove myself'. He'll give you a quick lesson in runes, and a vial of ink. Go to the statue in the center of the Nexus courtyard, and draw the sigil on the statue. This will teleport you to Samah, or rather, an illusion of Samah, which you have to kill. Samah's abilities and hp are dependent on your level, but take along a ring of magic resistance and warding to block the majority of his tricks. Once he's downed, he'll give a nice little speech, so kill him again this time you'll kill him outright in the first round. Touch the sigil to return to the Nexus, go to Xar, and say 'I will never forget'. Xar will then give you a Patryn name rune.

IMPORTANT SKILLS: rune lore

IMPORTANT STATS: None

GENERAL INFO: The Patryns are not a true 'association' the benefits are mostly in terms of equipment. You do not receive any stat bonuses, though some of the Patryn tricks are quite good.

METHOD OF LEAVING: Your name rune will not survive a crash; attack a Patryn also to break it.

POWERS AND ABILITIES:

 Runic weapons: You can forge runic weapons at Marek. These weapons can be kept, and infused with certain powerful energies. Your weapon lore and rune lore determine how effective they are. Once a weapon has been forged, you can charge it with magical energy Spirit, and then have Varn infuse it with a specific damage type. Infusions and charges will not survive crashes, and runic weapons not to be confused with runed weapons can only be used by those with Patryn name runes otherwise, they vanish.

Mark: Varn can also put a basic rune of combat on your armor or weapons. It costs a few sp every time this rune activates.

Protective Tattoos: Varn can give you a single tattoo to resist a specific damage type. This tattoo eventually loses its efficacy over time and abuse, and will not survive a crash. You may only have one tattoo at a time.

Rune Bonding: The Patryn equivalent of marriage, rune bonding allows two partners some impressive powers.

Bond commune: Bonded partners can communicate privately, over any distance, at no sp cost. Will not break resting/meditation.

Bond vision: Allows you to see what your partner sees the equivalent of 'look' in their location.

Bond share: You can spend some of your sp and endurance to restore your partners’ hp, sp, and endurance. The cost is roughly 50sp/50 end, to regenerate 20sp/50end/?hp  about equivalent to a potion of mending.

Bond transport: Allows you to teleport to your bond partner's location costs roughly 100sp/100end

Bond sacrifice: A frightening and uplifting power, indeed. Bond sacrifice causes your arms and legs to amputate as you channel the majority of your life force to your partner. The effect is actually superior in power to a potion of heroism, though the duration isn't quite as long.

 

Notes:

Bond sigils will not survive crashes.

Runes are not permanent. They may wear off or get lost in other ways. Neither is their protection absolute!

Questors of Tyr

ALIGNMENT: Saintly / Ordered

REQUIREMENTS: must worship Tyr

RESTRICTIONS: must wear the amulet of Tyr

POSSIBILITIES: alignment detection; have Tyr smite your foe with a flash; channel

RACE: All.

JOIN: Go to Jhan at 9,22. Go 2in, and all the way north. 'Enlist with the Questors' for initiation.

LEAVE: ?

White Magi

ALIGNMENT: saintly anything better than neutral / ordered anything better than neutral

REQUIREMENTS: intelligence, willpower, dexterity

RESTRICTIONS: Must be good or better else powers are denied; Special powers will not work in extreme hot environment; cannot wear armour the robe you get protects from cold

IMPORTANT SKILLS:  cryomancy

POSSIBILITIES: Offers a Yeti as follower; special attacks based on cold damage; cold protection; chest in guildhall to deposit items for common use;

JOIN: Literacy must be higher than decent. Heavily SP oriented guild.

POSSIBLE ASSOCITATIONS: Explorers; Brotherhood of Wine and Song; Stalkers of the Gate;

RECOMMENDED ASSOCIATIONS:

LEAVE: Is possible.


Wandering NPCs

Level of Difficulty for attack Ø - Unkillable  - Difficult  - Challenging- easy

Please note that the level of difficulty of an NPC is totally dependant on the way your character is built (race, guild, skills, level, protections, weaknesses, etc.).  No symbol indicates unknown.

Amon Tyrice Ø

Amon is a God.  He cannot normally be killed.  Those that can typically kill him are ELF that call down a God to kill Amon.

Cerradin the Enlightened

Association Fallen Blood of Chaos.  Cerradin was the first of the Fallen Blood of Chaos.  Sacrificing everthing, he left the folds of chaos to join the ranks of the righteous.  For his actions, the gods of law granted him special favor for this station and now he recruits others to follow their precepts.

Damon Collier

Damon teaches such skills as brewing, climbing, fishing, foraging, leadership, swimming, sword and weapon lore, and can give introductory instruction in brewing and fishing.  He will warp your equipment and armour should you chose to attack him.

Fulmaris the Initiate of the Ring

Wandering Ringwraith.  Fulmaris is a blue-skinned slaan who stands prominently among the ranks of Sauron’s Ringwraith thralls.  She wanders the land aimlessly, spreading destruction at Sauron’s behest and is know to be personally responsible for atrocities against the people of Camile, Losthaven, Moria and Lothlorien.

Iznyth the Lesser

Iznythe the lesser, dark servant is a youg, pale human who faithfully serves his lord Sauron.  He wanders he world spreading mayhem and destruction, as Ringwraiths are wont to do.

Jorge Aspar

The quest for Trivial Knowledge is associated with this NPC.  See quests for more information.  Jorge Aspar is the sole remaining survivor of a famliy whose story stretches back to the beginning of written gnomish history.  He is currently said to be attempting to collect a total and complete history of the land of Lost Souls, including every little trivial factoid.

Lacantius Magnus

Lacantius is the Guild master for the Travellers.  To join, you must say, infront of Lacantius, “Show me the Way”.  Lacantius is a trainer.  Reapers that are able to force him to unwield his weapons easily kill him.  Lacantius Magnus is the strongest of the Phantasian Astromancers and now leades them as their patriarch.  Hailing from Phantasia on the plane of Talislanta, he has traveled here to train the denizens of this plane to fight the Rajani necromancer-priests.

Mok

Mok is a character that wanders LostSouls killing things.  He gives good experience.  One of his attacks reduces your spell points.  He does have an attack that causes instant death.  However, this attack is necromantic and does not affect such things as reapers and RW with necro protection.

Ven Gal Lyr

Ven is a wondering trainer for the Ringwraiths.  He teaches all power skills for the ringwraiths.  In the early days after the fall of the Altrain Empire, Ven Gal Lyrl was renowed for his bold and selfless deed in holding back the turmoil that gripped the world. However, he was seduced by Sauron’s promises of power and soon his renown was for the death and chaos, which he wrought at Sauron’s behest.

Veteran

The Veteran teaches skills related to talents.  He himself has talents and it can be difficult to kill him.  He does give good experience.


Important Items (many more to come)

Circlet of Command

It is in Shadowmyrk.  It protects head.

extras: willpower bonus, and other

Coinspinner

It's completely random. You might just find it in your inventory – transfers between lucky people

deals/properties: outstanding quality, amplified slashing, chaos attacks

alignment: despite it's random nature the item is not of chaotic alignment!

Corrosion Blade

Can be found on Ven Gal Lyrl, a wondering NPC.

Alignment: superior quality, excellent balance

Deals: acid damage, enchanted

Master Tentacle Rod

Alignment: sensitive to light

Deals: tentacles suck foe and restore your endurance!

Nightbringer

Avatar of Kali Jhan underground Appears as a black runed shortsword.

Alignment: unholy?

Deals: slashing, necromantic?

Parageos

Random Item in the game, Kenders seem to have them frequently.

Must be chaotic to be able to wear it. If not it will strangle you.

Being chaos favoured seems to work

Keepable if you are a Hero

Alignment: chaotic

Powers: excellent armour - can be worn by a magi!

Platemail of the Fiery Cloud

Lord Thalask in Devonshire Catacombs

Alignment: neutral, is deathbonded

Protection: outstanding, near impenetrable, more effective against stabbing,

Reorx's Warhammer

Danzig in Dragonsreach Underdark

Deals: stunningly powerful, superior balance, photonic and amplified crushing

Scorch

Lord Caimen Bitael Jhan

Alignment: neutral

Deals: stabbing, fire damage

 

Serpent Sword

Corna

Deals: amplified slashing, amplified stabbing

Shadow Dagger

Danpiru Assassin,

Deals: stabbing damage, necromantic attacks, stealth combat,

Misc: effective against 'deep ones'

Sharcticas

Lady Bectile in Bectile's Castle

Deals: staff, cold, order,

Singularity Staff

Vilkata in Shadow Tower

Deals: staff, energy/entropy?

Soulshard

Alignment: unholy

Deals: dagger, stabbing

Staff of the Elements

Galvanar the Jeweled Golem in Serpentines's Tower in Corna

Deals: elemental attacks earth, water, fire, air

Alignment: neutral

Suit of Red and Black Armour

Zalbar in Sanctuary

Quality: excellent armour

Vanguard

Alignment: none, superior quality, superior balance, not coinable, gives a big boost in charisma.

Deals: force attacks,

Vorpal Blade

Githyanki at eight floor of Shadow Tower

Alignment: neutral

Deals: sets strike to head; gives a big sword skill bonus

Wolfshide Cloak

Kham in Togrek

Bonus: +10 Strength, +10 Willpower

Zrael

A staff found in Et’zlarhi.  This staff, when used properly and will enough spell points, will teleport you to your requested location/person.

 


RACES:

Elder Races

The Amberites: (100)

Far back in the mists of time, the universe was formless chaos, ruled solely by the beings called the Chaosborn.  This ended when a rebel Chaos Lord named Dworkin Barimen created the Pattern, the source of order.  A great deal of cosmological realignment occurred at this point: the Elemental planes, as well as the planes of Energy and Entropy, formed about the Pattern; the cosmic structure of the Pattern focused through the raw stuff of the Elemental planes brought about the Prime plane where the ordinary peoples of Lost Souls reside; nearest the Pattern formed the True World -- Amber, the center of the universe.

 

The people who rule this place -- the descendants of Dworkin, carrying the image of the Pattern in their very blood -- are called Amberites, and their power is immense.  They resemble humans in basic shape, but their strength of body and mind is beyond that of anything within the human sphere.  Their lives stretch over countless millennia and their influence over countless peoples.  Only Amberites are capable of walking the Pattern, a process that grants them even more formidable esoteric abilities.  Initiates of the Pattern are called Princes of Amber, and they are an elite among the elite.

 

An Amberite who would aspire to Prince hood must be of formidable skill and experience; for this reason these folk often explore the various worlds accessible to them, and sometimes one may even adventure upon the Prime plane amidst ordinary folk.  Their exploits there often become the stuff of legend.  Given that an Amberite is born no more frequently than once every few hundred years, though, their appearance is not a common thing.

 

Like all the elder races, however, the gaining of experience is a very slow process for the mighty and long-lived Amberites.  Their native language is the One Tongue, Thari, though in their long lives they usually have the opportunity to learn many.

 

The Chaosborn: (75)

On the outskirts of the universe, across the planar morass called Limbo, tales tell of the outermost of the Outer Planes, the Courts of Chaos. There dwell the Chaosborn, eldest of the Elder Races, who have existed since the time when all of existence was formless chaos, before the creation of the Pattern.  Like their opposite numbers, the Amberites, most Chaosborn resemble humans in basic form, though there are exceptions.  Also like Amberites, the Chaosborn are far stronger, faster, hardier, more intelligent, and otherwise more capable than humans, though not to the same degree as one with the Pattern marked in his blood.

 

There are three great Houses of the Chaosborn which rule among them: the Chaos Lords, Chaos Knights, and Chaosmorphs.  Before one of the Chaosborn may aspire to such power, however, they must attain considerable mundane skill; as such, like Amberites, one of the Chaosborn may sometimes be found adventuring across the planes.

 

As the chosen ones of the forces of chaos, the Chaosborn enjoy the perpetual favor of those forces; as well, they live tremendously long lives, during which they have the opportunity to learn many skills.  They bear the onus of all the Elder Races, though, in that their learning process is very slow, though not so slow as that of an Amberite.  They speak the One Tongue, Thari.

 

The Fomori: (75)

For as long as people have huddled together around the fire for safety, there have been legends of terrible things stalking the night; ancient demonic beings full of power and malice; such are the Fomori.

 

They appear in myriad horrific forms, but if there is such a thing as a typical Fomor, it is a man-shaped creature standing a towering twenty-four to thirty-five dimins, its skin a deep red hue with corded muscles straining beneath, and a deadly pair of massive horns sprouting from its skull.  The strength of the Fomori is legendary, as is their aggression and cruelty.  They do possess a weakness, however: as ordinary folk might hope, the power of holiness is anathema to these demonic creatures.  Sometimes this advantage is even enough to earn one survival of a Fomor onslaught.

 

The native language of the Fomori is the Archaen tongue, though most are quite fluent with human Anglic and drow Zadjalin, as their kind has much discourse with those peoples in the course of their malefic campaigns.  Fomor lifespan are a matter of long centuries, and many become familiar with a variety of other tongues.  As typical with such long-lived races, though, they are slow to learn new things, a fact which is one of the few comforts given to the forces of light when contemplating these beings.

 

The Tuatha: (75)

The Tuatha are a race of fair and ancient beings, favored of the forces of good.  Sometimes called High Elves, they resemble the elven race in some ways, though they are taller and thinner yet than those folk.  Like any Elder Race, they have tremendous lifespan but learn very slowly.  Their quickness of body is legendary, rivaling even the most dexterous among the mighty Amberites.

 

Like many of the fey races, the Tuatha are vulnerable to weapons of iron, and to a lesser extent iron alloys like steel.  Their native language is arcane Cilaghai, from which elven Sperethiel is said to derive, and most speak that lesser tongue fluently, as well as Aelvalie and Anglic.

 

It is often said of the Tuatha that they bear the true light of goodness in their hearts; the stories of their exploits throughout the world bear up this assertion.  If one people can be said to near unsullied compassion and caring, it is the Tuatha.

Greater Races (30)

The Aethossa:

Since the days when the world was young and the mortal races first began to spread across Gaia, there were forests.  Stories of the primitive cultures tell of the mysterious denizens of the deep heart of the forests, the Aethossa. 

 

The Aethossa are giant sentient walking trees formed in a semblance of man.  They have a bifurcated trunk with roots providing "legs" and "feet", and their lower branches twine into two powerful arms with slender grasping branches.  Above, the trunk extends bare for a distance and then splits into a multitude of graceful branches, at the base of which are the Aethoss's eyes, two large gem-like protuberances.

 

The native language of the Aethossa is Shosarra, a speech composed of the rustling of leaves and scraping of branches.  Aethossa are excellent linguists, as they spend their many centuries of lifespan listening to the speech of other races, particularly those associated with trees such as the Elves, Sekhmeti and Garou.

 

Aethossa are strong of body and of mind, their slow meditations producing powerful insights.  However, they are not by any means quick, and as with many of the long-lived races, this slowness extends to their learning as well.  The gem-like eyes of an Aethoss are sensitive enough to see in darkness, though any of the tree-men prefers the open air and sunlight where they can receive the nourishment they need.

 

Chaos Imps:

The imp species is easy to describe.  They are diminutive humanoids, between about eight to eleven dimins tall, entirely hairless, with bat-like wings, clawed hands, cute little horns, and skin whose possible range of coloration covers everything in the rainbow and then some.  They are native to the chaos plane of Limbo, and seem temperamentally suited to it; imps are by and large somewhere between mischievous and rampagingly destructive -- the latter generally in some manner reflecting a low sense of humor.

 

Even the most hilariously dangerous imp is hard to dislike, however; the species is as irrepressibly likable as it is outrageously lucky.  These traits are sometimes thought to be the only thing keeping chaos imps from being hunted down and eradicated from the planes.  At other times, their quite remarkable speed and ability to hide are credited as well.

 

Imps are quite long-lived, generally between four and five hundred years, but unlike many peoples with such lifespan, do not seem to suffer from a slow learning process; perhaps their natural enthusiasm for new experiences provides a counterbalance.  They possess night vision and are ambidextrous; their native language is the Fromageb tongue, a bizarre, squeaking speech which few others bother to learn since imps generally also speak the much more accessible Limbo trade language of Nilasnai.

 

Handle with care.  This end up.  Do not feed after midnight.

 

The Gith:

The gith are a people with a tragic history.  To all evidence, literally no one alive knows the original name of this people or anything about their culture.  Tens of thousands of years ago, they were discovered by the illithid of the city Krguthcolreh on an isolated plane, and their entire species was taken as slaves.  For millennia they were made to be naught but living tools and food sources for the illithid, and all memory of their homeland was obliterated by generation upon generation of mindless servitude.

 

The illithid made a significant error in their selection of slave stock, however, for the species apparently had a significant inborn psionic potential, which long exposure to continuous mind control and other forms of psychic manipulation bred to fruition.  Eventually there came to be born members of this nameless slave race who could hide some of their thoughts from their masters, and even plot rebellion.  One of the forms which rebellion took was the taking of names, and one of the first names taken was Gith.

 

The individual named Gith proved a great leader, filled with hatred for the illithid, and under her guidance the slaves plotted a revolt.  The specifics of this are not well-known to scholars outside the race, but in short, it was successful, and the city of Krguthcolreh was destroyed to the last inhabitant.  The freed people took the name of Gith as their own.  There followed some kind of political split, however, again with the details hard to discern, and some gith continued to follow Gith while others went their own way.  Many gith now roam the planes, searching for some inkling of their lost home and forgotten racial identity, while others pursue vengeance against the illithid race or act on their own agendas.  There is one value they apparently all hold in common, however; an absolute contempt for servitude.  Any gith who enters into bondage to another earns the ultimate scorn of his fellows, no matter which path they follow.

 

Physically, gith are extremely tall, thin humanoids with yellowish skin that seems thin and tightly stretched, especially in their faces. They are fairly strong and tough but not exceptionally so; their intellect and especially their willpower are more notable.  They possess night vision, though whether this is an innate trait or an adaptation to the underground domain of the illithid is unknown.  Their lifespan are considerable, more than six hundred years being typical, and like many such long-lived peoples their rate of assimilating new experiences is somewhat limited.  One of the many consequences of the obliteration of their culture is that the only language they have to call their own is illithid Varalar, which no doubt many of the gith find rankles.  As a consequence of being wanderers of the planes, most have also learned to speak the Limbo trade language Nilasnai and become at least somewhat familiar with the Anglic spoken widely on Gaia.

 

Zuths:

The reptilian zuths are an ancient people, one of the constituent races of the bygone Istax Empire.  They are built somewhat like centaurs, having a quadrupedal lower body and an upright chest; neither portion is in any way human, however, a zuth being entirely covered in glossy dark green scales and having a dragon-like head.  To this picture add the zuth's powerful musculature, formidable claws and teeth, and tremendous size, and one may see how the species easily filled the role of heavy cavalry and construction worker for the Istax Empire for centuries.

 

Like the dracon, the zuth people withdrew and became insular after the fall of Istax, but avoided the decline into barbarism, which befell the sleestak.  Their lifespan are long, often more than eight hundred years, and like many with such longevity, they learn from new experience rather slowly. They possess a modicum of night vision.  Their native language is Xhax, and they usually know a bit of the Istax tongue Assarith.

 

Lesser Races

The Aviar:

On mountain peaks and in enchanted cities in the sky dwell the Aviar, a race of humans blessed with great hawk-like wings that allow them to fly through the air.  They are slightly taller than humans, and their hollow bones make them a bit weaker of body, but otherwise the races are rather similar. They speak the Anglic tongue.  They are widely renowned for their abilities with the spear, and their talents with the bow exceed even those of elves and centaurs.

 

Centaurs:

These forest-dwelling people resemble a cross between human and horse, having an equine lower body with the upper portion of a human on top.  They are a strong and hardy race, well known for their tirelessness.  Their lifespan averages 120 years.  Centaurs speak the austere language called Kentos.  Fascinatingly enough, they are known as skilled healers, having a natural talent for visualization of the body's workings (as well as benefiting from their relationship with their native habitat, the forest, which provides them with knowledge of multifarious folk remedies and herbal curatives).  They also enjoy a reputation for talents with the bow equaling that of elves.

 

The Deryni:

The strange deryni are a race descended from humans, and much despised by their parent race.  They possess unusual powers of the mind, and are especially gifted at the arts of healing.  Nearly every deryni develops one or more psychic abilities through the course of his life, and their affinity for esoteric disciplines extends to talents at magery as well.  Humans once coexisted with deryni peacefully, but later grew to hate and fear them for their powers.  Some humans are accepting of deryni, but the majority is still filled with hatred.  This is most unfortunate for the deryni, for they are generally a peace loving people who lack much of the aggression of their human forebears.  If they escape human violence, deryni often live for 100 years or more.

 

Attuned as the deryni are to the energies of life and to magical symbolism, it comes as little surprise that if one wishes to slay a deryni, the appropriate weapon to use is one of bone, and necromantic techniques are anathema to their sensitive life energies.  The enemies of the race have exploited these vulnerabilities to deadly effect over the ages.  They also have something of a weakness in that their learning rate is much slower than that of shorter-lived, more aggressive pure-strain humans.

 

The Dracon:

The fearsome Dracon resemble dragons in humanoid form, with sharp claws, scaled skin, a serpentine tail, and broad leathery wings.  Though intelligent and strong willed, they are not known to make outstanding mages, perhaps due to interference from their strong magic resistance.  They have draconic sharp senses, including night vision, and have lifespan often extending up to 750 years.  Due to this long lifespan and the particular structure of their minds, they learn new things somewhat slowly, but their other merits are generally thought to compensate.  Their language is an ancient and difficult tongue called Xhax.

 

Drow:

The drow are the black skinned, white-haired subterranean cousins of the elves of the sunlit world, whom they split off from many centuries ago.  Now they prefer to dwell underground in the darkness they love.  Drow make more powerful magicians than surface elves, but seem to have lost some of the famed charm of that race, and also do not live as long (usually only 1000 years or thereabouts).  Their race has much traffic with sinister other world beings, and drow conjurors are renowned for their prowess.  They have outstanding night vision, but their vision suffers considerably when not in their preferred darkness.  Drow are also noted for being universally ambidextrous, capable of using both hands with equal agility.  They speak the Zadjalin tongue, a language that now bears only the slightest resemblance to the Sperethiel of their despised surface-dwelling cousins.  Interestingly, they seem as talented with crossbows as elves are with bows, but display little aptitude with the latter weapon.  If anything, the drow are more sensitive to the touch of iron than their cousins, but they compensate for this in a myriad of ways.  Another difference is that drow seem to learn new things more slowly than elves; this may be due to the jaded nature of their culture.

 

Duergar:

The duergar are the grey cousins of the dwarves who dwell deep within the depths of the earth, where they compete for food and living space with drow, svirfneblin, and other less-savory races.  They speak the Kathdax tongue, derived from the ancient Dethek spoken before the dwarf and duergar races divided.  There is considerable enmity between the races in these times; most consider this to be a result of the more vicious, less honorable culture the duergar have developed over the centuries.

 

What is more curious is that some pressure of their aforementioned environment seems to have awakened in the duergar, alike with the svirfneblin, peculiar powers of the mind, and rare is the duergar who does not develop at least one esoteric psychic capability in his lifetime.

 

These "grey dwarves", as they are sometimes called, usually live for at least 250 years.  Their vision is superbly adapted to lightless subterranean environments, but suffers significantly in light.

 

Dwarves:

Dwarves are short, stocky folk known for their excellent metalsmithing work and extreme toughness.  They prefer to dwell underground, and often live for more than 300 years.  Dwarves generally dislike elves, which they see as flighty, which annoy the dour, grumpy dwarves.  Drinking ale is a traditional favorite pastime of theirs.  Due to their subterranean habitat, they have developed excellent night vision, but their eyes suffer a bit in bright light. They prefer axes, hammers, and crossbows as weapons.

 

Elves:

The elvish race has a long and glorious history, stretching back into the mists of time farther than any other known earthly race, except perhaps for their bitter enemies, the slaan.  Elves are tall, graceful beings, noted for their agility and for the longevity, which brings them lifespan stretching over a millennium and a half.  The rise, decline, and fall of the mighty Altrian Empire would have fit within the span of a single elf's lifetime -- provided that elf did not perish in the foul machinations that brought about that realm's demise or in its final, fiery destruction.  Elves are not known for strength and hardiness of body, though their strong mental and magical talents seem to most adequate compensation.  Their sensitive eyes are capable of a degree of night vision, and perhaps an elf's most distinctive feature is the high points on his ears.  Like many fey folks, elves display a certain vulnerability to weapons forged of iron, though this certainly does not bar them from their use.

 

Elves are generally forest-dwellers by preference, though different individuals and groups make their homes in any number of terrains.  The beautiful tree-cities of such realms as Lothlorien and Jaakurrah are the result of elves' talent for creating dwelling-space in harmony with nature, though many peoples inhabit the latter.  The apparent elven preference in both lifestyle and philosophy tends toward lightheartedness and a will for experience of beauty.

 

Do not mistake elves for a folk unwilling to fight, however; they display strong talents with the bow and sword, and many great wars have been waged by elven nations, from the continual battles against orcs and their kin to the wars against the dwarves for which many of each race still bear the other ill-will to the tragic Kinslayer War, fought between the elven island civilization of Nibenay and a coalition of other elf states.  The latter war drove the Nibenay elves deep into the earth, where they would one day become the people called the drow.

 

Elves speak a beautiful, lyrical language called Sperethiel, which they share with their aquatic cousins, the quessae; the drow language, Zadjalin, has drifted so far from ancient Sperethiel as to make speakers of the two mutually incomprehensible.

 

The Faerie:

Faeries are small winged folk native to the forests of Lost Souls. They are not strong of body compared to the larger races, but they excel at magic due to their inherently mystical nature.  They are notoriously charming and capricious, and no one has ever seen a faerie die of old age. They are known to be able to use both of their small hands at the same time with equal capability, and their darting, flitting speed of movement is the bane of their foes.  Their language is called Aelvalie, a tongue of lilting tones and unearthly lyrical phrases.

 

The substance of these folk is, like that of many fey beings, sensitive to the touch of iron; more so than most, in fact.  They display a lesser vulnerability to other ferrous metals, as well.

 

The Garou:

The Garou are a warlike race of wolf-like humanoids.  They are quick, strong, and hardy, but not very intelligent.  They are strong willed, however, and some few mystics among them have attained a degree of prowess as magicians based on this trait alone.  They also possess a strong sense of honor, though this is not formalized in any particular code of behavior in their society. Garou are even more short-lived than humans, rarely reaching 60 years, but live their short lives with a fierce passion.  Their tongue is called Ragarr.  One may note that the garou race has a history of dislike for sekh.

 

Gnomes:

Gnomes are a small, quick people noted for their quickness and wit, their manual dexterity, and their penchant for odd devices; many gnomes seem to be born tinkers, creating all manner of complex, largely incomprehensible inventions.  Those who become magicians are noted for talent with illusions, as well.  Gnomes can see in the dark, live for an average of 150 years, and speak the Nanomi language.  They are most at home in forests and in the burrows they construct beneath those forests, though some groups of gnomes make their homes in the strangest places. Their learning rate is above average, though not as pronounced as that of humans and half lings.

 

Goblins:

The race of goblins is most easily described as being much like small, wily orcs.  Their physical attributes are generally similar to those of orcs, though they tend more toward yellowish skin (with, as with orcs, a great deal of variation among different groups), and goblins and orcs often cohabitate or join together in marauding bands.  When they associate, orcs typically dominate the smaller goblins by physical force; though more than one orc has regretted too severe mistreatment of the craftier goblins.

 

Goblins have slightly shorter lifespans even than orcs, rarely living more than forty years; like orcs and humans, goblins make up for their brief span with a voracious appetite for new experiences.  A small folk, goblins generally stand between seven and eleven dimins in height.  They possess nightvision.  Though nearly all are fluent speakers of the orcish Angrak tongue, goblins have their own speech, Takargu.  It is speculated that having a language of their own helps them hatch their wily plots under the noses of the unperceptive orcs.

 

Half-Elves:

Half-elves are the result of a mating of human and elf.  They gain strength of body from their human heritage and quickness, agility, nightvision, and pointed ears from their elf parent.  They often live to see 250 years.  Unfortunately, half-elves are regarded with suspicion by elves and humans in some areas.

 

Humans:

Humans are the most common of the 'civilized' races.  They are relatively short-lived, rarely reaching more than 80 years, but they are quick to mature and are often more aggressive in nature than other races.  Since they lack the specialized physical capabilities of other races, they tend to concentrate more on their skill development.  Humans are renowned for reaching impressive levels of ability with great speed, assimilating as much learning as possible from the world and eking every last bit of experience from their travels.

 

The Invae:

The Invae are a fearsome race evolved from insectoid life.  They have six limbs (two legs and four arms) and a pale yellow exoskeleton.  They are nimble, using all four arms with equal capability, and have a cold, ruthless intelligence, but are not particularly strong of body (though their hard exoskeleton offers some protection).  Invae typically live for 70 years or so, though there have been members of the species known to live past 300.  They are native to desert terrains, and speak the language called Sekkcha, a tongue specialized to the needs of insectoid mouths and thus difficult for others to learn.

 

The invae exoskeleton is strong and offers excellent protection, but is also somewhat brittle if exposed to a strong enough impact, and suffers in prolonged contact with water and certain corrosive materials.

 

Kender:

The kender are a mischievous forest people, noted for their extreme quickness and dexterity and their lack of a sense of property; a human saying holds that a kender heirloom is any object that stays in the house more than a week.  Kender are slightly shorter than dwarves, though not stocky like that race, standing about eight to twelve dimins tall.  They speak Anglic, mainly due to long association with humans.  Kender have some nightvision ability; their average lifespan is 70 years.  They are ambidextrous, and are especially talented with staff and sling weapons, and are noted for learning from their experiences rapidly.

 

Kobolds:

Kobolds are tiny, dark-green-scaled humanoids with faces shaped somewhat like a dog's muzzle.  They are often seen in the company of orcs and goblins, especially when those races dwell underground, the kobold's preferred habitat.  In such situations, kobolds are firmly emplaced at the bottom of the pecking order; while goblins have their wily intellects to bring them onto a more even footing with the physically powerful orcs, kobolds are, in short, both weak and stupid in the extreme.  It is often speculated that the race lies under some kind of curse, so plagued they seem by eternal troubles.

 

Generally, kobolds speak the Takargu of the goblins and the Angrak of the orcs; they have no tongue of their own.  A tiny folk, they stand no more than seven to nine dimins tall, and have incredibly fleeting lifespans, rarely living more than twenty-five years.  Perhaps their only saving grace is that, given the opportunity to learn about more than the view from the underside of an orcish boot, they leap into life with a simply unsurpassed gusto, treasuring every experience as if it were their last -- which, given their congenital disadvantages, rarely takes long to be the case.

 

The Lothari:

An individual lothar resembles one of his close relatives, the dwarves.  The primary difference is that of physical composition; the lothar appears to essentially be made of living grey rock.  This makes the lothari very slow, but extremely strong and difficult to injure.  Their endurance is as famed as that of the centaurs.  How they came to possess their unique forms is not clearly known; a popular tale holds that they were dwarves who made a pact with beings of elemental Earth, much as the phaethon did with an entity of Fire.  This is supported by the fact that lothari seem to draw strength from being within the earth, but the truth may be lost in history.

 

Socially, the lothari are rather similar to dwarves; dour and grumpy. They tend to live somewhat deeper in the earth than their cousins, nearer to the drow and duergar, but they maintain close relations with the surface. They are commonly known to despise the less savory underdark races.  The lothar's approach to life is one of quiet stoicism.  It is widely noted that their slowness of form is matched by a slowness of learning; however, once a lothar masters a skill, his ability to focus on it to the exclusion of all else is nearly unmatchable.

 

Lothari live much longer than dwarves, rivaling the drow with their six-hundred-year lifespans.  They share the dwarves' nightvision and many of their talents, though their weapon of choice is the warhammer, with which they excel mightily.  Their native language, like the dwarves, is Dethek.

 

The Minotaurs:

The race of minotaurs is an ancient and honorable one, with a traditional code of behavior, the Rote of Theses, running back thousands of years.  Theses is a legendary human hero of the ancient Graecan civilization who, in the course of his travels, came upon a tribe of savage minotaurs who captured him and his companions.  Rather than serving the heroic human up on a spit, however, they listened to his impassioned speeches, soon coming to see him as a glorious prophet.  He delivered to them the Rote, a strict writ governing many aspects of their lives, and continued on his journeys, leaving that first tribe (whose name is lost in the mists of time) to spread their new faith.  In less than a hundred years every minotaur tribe was following, to a greater or lesser degree, the Rote of Theses.

 

Physically, a minotaur resembles a huge, dark-skinned, muscular human with the head of a bull upon its shoulders.  That head bears a pair of long, sharp horns which minotaurs use in combat, along with their massive fists, to great effect.  They are not outstandingly fast, nor as large and strong as half-ogres and yeti, but hold their own against such opponents thanks to their intelligence, which is of a level superior to such folk, and the well-known keenness of their senses.

 

Intellectually, minotaurs are somewhat uptight and stuffy, usually adhering very strictly to the Rote, which demands honorable, forthright, honest, and fair behavior of them at all times.  All minotaurs are given instruction in literacy at an early age, that they may read the Rote for themselves.  Interestingly, these folk display a particular affinity for mazes; their minds are particularly adapted to solving and navigating them, and they often choose such environs to dwell within.  They are aided in these endeavors by a fair degree of nightvision ability.  Minotaurs do not limit themselves to a single habitat, though, taking to surface dwellings, subterranean abodes, and seafaring with equal facility.

 

The bull-men have a longstanding affinity for centaurs, and speak the same language as them, the Kentos tongue; they also hold humans in a certain reverence for being the race to bear their prophet Theses, and respect garou for their sense of honor, even if it is not as carefully enumerated and codified as their own.  They bear a deep-seated enmity toward orcs, goblins, and all their relatives, though, including half-ogres and yeti, and have aided the humans, elves, dwarves, and others as staunch (if not particularly numerous) allies in the perennial wars against such races.  They live long lives, nearly two hundred years in many cases, but a correspondingly long gestation period and time to maturity keeps their numbers low.  The highly structured nature of their minds seems to hinder their ability to learn new things somewhat, but they would never consider abandoning their traditions.

 

Muls:

Muls are the sterile offspring of the mating of a human and a dwarf.  Fortuitously, they benefit from both some of the size and speed of their human parent and much of the strength and endurance of the dwarven one, though their capacity for abstract reasoning and similar feats of intellect is often seen as lacking.  In their favor, though, the mul stamina seems to be magnified far beyond that of either progenitor race; it is in this area that muls truly come into their own.  They also possess great vitality, and recover from wounds and fatigue more quickly than most races. Interestingly, the combination of dwarf and human blood results in a peculiar lack of pilosity; no mul has a single scrap of hair on torso, head, or anywhere else.

 

The mul "race", if a people incapable of producing offspring may be so called, is not numerous, and there is no mul culture to speak of. They seem more readily accepted by humans than by dwarves, perhaps due to their similarity in stature to their taller parent, and so most have been wholly or partially assimilated into human culture.  Naturally these speak Anglic, though the majority put effort toward learning the Dethek of their shorter forebears.

 

The particular combination of traits enjoyed by muls seems to make them excellent warriors and even better gladiators; many muls are the result of breeding programs instituted by slaving rings for the purpose of producing these prized fighters.  This unfortunate background results in many muls entirely lacking education and any but the roughest social skills. This does little for their popular image, but muls persevere.  In fact, that ability to keep going despite all obstacles seems to be the talent that earns them what acceptance they do enjoy.

 

Muls inherit none of the dwarves' nightvision and little of their longevity, though those that do not perish in gladiatorial pits can live considerably more than a hundred years.  They display some of the resistance to disease and poison that dwarves enjoy; unfortunately, though, their minds seem somewhat vulnerable to mental assault, perhaps due to some quirk of cerebral development associated with their dual heritage.

 

Nyloc:

The word Nyloc is one to inspire fear in many a civilized heart. These beings of shadowy sorcery were created long ago by the drow as a servitor species; over the centuries, more and more nyloc escaped thrall hood, and now enough free ones exist to constitute an independent race.

 

A nyloc resembles nothing so much as a solidified shadow; their winged forms trail off below the waist into a wispy tail, with no legs in evidence.  They hover continuously, rarely making contact with the ground. They are not alive in the ways most folk consider living; nyloc are unaffected by biological effects that would slay less fey beings.  They do not breathe, and can use both of their claws with equal dexterity.  Nyloc are inherently creatures of darkness; their nightvision is outstanding, and none can match their abilities at stealth.

 

Nyloc are, however, vulnerable to many forms of energy, particularly light, due to their unusual makeup.  Prolonged exposure to sunlight, for example, is known to burn their shadowy flesh.  Flame and heat are known to be dangerous to them, as well.  They typically live for somewhat over a hundred and ten years.  Knowledge of the languages Zadjalin and Dazask is present in every newborn nyloc; this is implicit in the nature given them by their drow creators.

 

Orcs:

Orcs are the most well known of the so-called "goblinish" races. Others may or may not be more numerous, but the orcs are most familiar to the "civilized" races -- usually to their dismay.  Orcs are much like humans in many ways, though yet more aggressive and warlike, with some advantages over a human in size and strength but typically falling short in mental capacity.  Individually, they are not overly formidable; their main threat to other races comes from their numbers, the result of their rapid breeding rate. Even if the average orc is no more dangerous than a physically powerful, aggressive human, however, there are highly dangerous orcish sub-races, particularly the dreaded Uruk-Hai, and individual orcs have achieved great heights, just as with any other race.

 

The average orc stands just under two meters tall and has black eyes and hair, a sloping brow, and greenish skin.  Again, there are various sub-races among whom these traits can vary greatly.  Orcs do not have great lifespans; in fact, an orc more than forty years old is a significant oddity, and one over fifty is likely to be famed for longevity.  Like humans, orcs seem to compensate for their short lifespan by eking as much experience as they can from the time allotted to them.

 

Orcs usually live in mountain burrows (often taken by force from the dwarves), underground warrens, forest villages, and nomadic tribes. They have reasonably good nightvision.  Their language is called Angrak.

 

Ogres:

Ogres are a race of massive humanoids famed for their strength, toughness, and often-violent demeanor.  They are extremely tall, often more than nine feet, and renowned for their raw physical power.  They are slow, stupid, and aggressive in the extreme, however.  Their average lifespan is barely forty years.  They typically associate with orcs, goblins, and trolls, and speak the Angrak language common to those peoples.

 

Phaethon:

The Phaethon is a fascinating and unusual race.  Once they were a tribe of elves who trafficked much with beings of elemental Fire.  In a great work of magic, they were all radically transformed, and took a new name for themselves from the being that had worked the change.  A phaethon resembles a particularly tall, thin, sharp-featured elf with coppery skin and fiery red eyes.  Most striking, though, are the fire-sheathed wings that sprout from their backs, which they are known for using to burn their opponents in combat.  Phaethon are stronger than their elven kin, but also less sturdy, and have lost many of the gifts of the elves; however, they have gained others of their own.  Typical of this is that they have lost their elven nightvision, but that the light cast by their fiery wings removes the need for it.

 

Phaethon have a great degree of tolerance for fire and heat, though they can still be burned; they also have great difficulty with cold and water.  Even the touch of water brings them pain.  As well, they retain the elven vulnerability to iron, in greater degree if anything.  They live in a great variety of climes despite these things, however, and are relatively gregarious.  They still speak Sperethiel, and have also, interestingly enough, formed close alliances with the Faerie, and speak Aelvalie fluently.  Their lives are much shorter than those of elves, a mere 500 years on average, but they often seem to live more fiercely.

 

Pisceans:

These folk live in the great dark depths of the ocean, in societies ranging from tribes in sea-caves to great underwater cities.  They are midway between fish and human physically, having a humanoid build, but also thickly scaled skin, clawed hands, and a muscular swimming tail.  Their long racial habitation of the dark depths has given them very good nightvision, but also sensitivity to light.  They generally live for about 90 years.  The rigors of the deep have made them hardy; otherwise, their physical capabilities are good but unexceptional.  Their learning rate is above the average, though it fails to match that of such folk as humans.  They speak the tongue Ularu.

 

The Quessae:

The quessae, or aquatic elves, are the ocean dwelling cousins of the elves and drow.  Like the pisceans, they have grown hardier from the rigors of the deep, and of course they have functioning gills.  However, the race has lost a bit of the magical aptitude of its cousins, though they are by no means incompetent.  Quessae lifespans are similar to those of drow, and their skin is usually a shade of blue, though white and violet are not unheard of.  They have a degree of nightvision capability, though not as much as the pisceans, for the quessae inhabit shallow, coastal waters (and sometimes even lakes and great rivers), not the inky deeps of the fish people.  They retain closer ties with their surface-dwelling cousins than the drow have, and still speak a dialect of Sperethiel easily comprehensible by land born speakers of the tongue; they share also the elven vulnerability to iron.

 

Sekhmeti:

The sekhmeti (singular "sekh") are a people with a proud yet tragic history.  They consider themselves the children of the goddess Sekhmet, hence their name.  No one contests this suggestion to a sekh's face; for the first matter, their physical form supports it, as they resemble humanoid cats, and for the second, the sekh are a fierce people with astounding agility and deadly clawed hands.  They make potent magicians as well, having strong wills and a moderate dash of raw magickal talent.

 

A sekh lives somewhat longer than a human, usually on the order of 100 years, and possesses cat-like night vision.  Notably, their famed agility extends to the talent of ambidexterity.  They rely on their quickness greatly, though, as they are not as robust in strength and endurance as many other races.  Their tongue is called Ikatari.  Most sekhmeti are jungle dwellers and have either a leopard-like coloration or, less commonly, a fine black coat, though a notable subspecies roam the plains and are almost entirely of the leopard-spotted variety.  There are occasional rumors of lesser-known types making their homes in more unusual locales.

 

Strangely, unlike other large cats, the sekhmeti have a notable aversion to water, and function much less effectively in it.  Their legends hold that this is related to some sort of divine interference in their creation.

 

Less obscure is the sekh enmity for the garou, sleestak, dracon, and zuth.  In ancient days, a great hero into the kingdom of Bubasti united the normally individualistic sekhmeti.  To the misfortune of all, this kingdom coexisted with the powerful Istax Empire, which warred with it from time to time, in later days using subjugated garou against the sekhmeti.  One of these conflicts resulted in the death of the great hero and the subsequent fall of Bubasti, which could not hold together the fractious sekhmeti without his leadership.  The long years of war left the sekhmeti with a hatred for the races responsible, which, while it may have faded slightly with time, has never abated entirely.

 

Skaven:

Skaven are perhaps best described in the words of Aildrek of Losthaven: "little hyperactive rat-things with sharp teeth who'll fill every nook and cranny of a city if you give 'em half a chance."

 

Skaven do indeed resemble rats, though they stand erect at least half the time and are of more or less anthropoid body-shape.  They seem to be related to goblins and kobolds, though the link must lie far back in the recesses of time.  They are as quick as they are small; a threatened skaven can move with blinding speed, and they generally display outstanding agility and dexterity.  Their senses are quite acute, though their nightvision-capable eyes are better suited to dark alleys and sewers than to open spaces at midday.

 

Like the rats they are often compared to, skaven are superbly adapted to urban life; they are utterly at home in any sort of settlement created by intelligent creatures.  Often it seems that a skaven knows every back alley of a city before even having visited it.  They inhabit the dark, unseen cracks in a multitude of places; it often seems that wherever humans in particular build a new settlement, the skaven are there with the first shipments of grain.  Dwarven tunnels seem nearly as plagued by them; many intelligent races go so far as to train "pest exterminators" whose primary task is the elimination of skaven.

 

In general, skaven are vicious, foul, dirty creatures that object not at all to living in and eating filth -- which seems to have caused them to develop a degree of resistance to disease.  Few of them overcome their apparently innate cowardice long enough to adventure, but some do; a handful of these even develop a modicum of learning, usually bringing them positions of great influence among their people when they return to settle down.

 

The apparent native language of skaven is Takargu, though their long association with humans (much to the humans' chagrin) has resulted in most skaven being fluent in Anglic.  They seem to display something of a talent for languages, in fact; some of the few skaven to seek employment rather than the life of an urban scavenger function as interpreters.  They have very short lifespans, rarely surviving more than thirty years, possibly as a result of their extreme quickness, which could come from an exceptionally high metabolism.

 

The Slaan:

The slaan are one of the most ancient, and oft-times one of the most enigmatic, of the peoples who inhabit our world.  They strongly resemble tall humanoid frogs or toads, with slick amphibian's skin through which they draw oxygen underwater, allowing them to breathe both in and out of it, and large, sensitive eyes, which see equally well in dark ocean depths and unlit caves. Most of their race is primitive and savage, displaying little desire for the fruits of civilized life; yet many ancient accounts indicate that the slaan once had a tremendously advanced culture that dominated the earth in the old days before the Altrian and Istax Empires.  What happened to this civilization is a mystery, though perhaps a clue lies in the terrible hatred which slaan and elves (particularly the quessae, who share their preferred underwater habitat) bear one another to this day; it seems that some awful ancient wrong poisons the relations between the races even now, though no elf nor slaan can tell you why they feel as they do.

 

The origins of the slaan are said to be mingled with those of the slaad, a race of beings inhabiting the chaos plane of Limbo, who strongly resemble the slaan in physical shape.  This is borne up by the fact that all slaan appear to enjoy the favour of chaotic forces, and also in that every one of them displays tremendous reserves of spiritual energy all out of proportion to their admittedly strong mental faculties, a trait consistent with a heritage amidst primal chaos.  Another similar point is the fact that slaan display a definite vulnerability to weapons of crystal, that substance being symbolic of order.  How the slaan came to dwell upon this plane if these suppositions are true remains unexplained, and likely will for a long time to come.

 

Most modern slaan are content in a savage state, living in jungles and tropical oceans, sometimes even within what may be the ruins of their own ancient cities, defending themselves with primitive weapons and shamanic magic backed up by their impressive reserves of mana.  They display all the signs of a dying race, with the remainder of their span perhaps measured in a handful of generations; yet still the occasional brave individual comes to go forth from her tribe, learn of the world, conquer foes, and perhaps even have a chance at forging some sort of new future for her nigh-lost people.

 

Slaan speak the Ularu language, which it is rumoured the ancient pisceans learned from them, and pass down knowledge of the Nilasnai tongue, further confirming their origins in Limbo.  They have more enemies than allies, bearing both the hatred of the elves and the enmity of those races oriented toward the forces of order, such as the invae and duergar.  Their lifespans stretch to nearly five hundred years, though little good this appears to do them in prolonging the longevity of their shrinking race.

 

Sleestak:

The sleestak are an ancient race; those alive are only degenerate reminders of what they once were.  Once they were powerful and terrifying as they raided all along the waterways of Lost Souls, but that was long ago.  Even farther back in the reaches of time they were one of the peoples who formed the Istax Empire, along with the dracon, the zuth, and the lost s'tali.  After the fall of that realm, the sleestak reverted to barbarism, but retained much skill and power.  In the following centuries, though, the great swamps that were their homes were diminishing, drying out and being drained.  The formation of the Great Rift reversed this process with the creation of the Blackwater, but by this time the greatness of the sleestak had been lost.

 

In the present age, the sleestak have gone from barbarism back to savagery, their cultures barely greater than that of the most primitive of tribal bands. Their intellects, never renowned, are generally low to moronic.  They live in small villages of twenty or thirty individuals.  These are not organized along family lines like most human tribes, for the sleestak do not have a concept of family; for them there is only the individual and the community.

 

In shape, sleestak are powerful, humanoid reptiles.  The average male is seven feet tall from the top of the head to the tip of the toe.  They seldom stand fully erect, however, walking hunched over or on all fours.  Their hands and feet have long, finger-like talons with webbing in between.  Their faces have powerful lizard-like snouts.  They have no noses, only breathing nostrils set above their large, lidless eyes.  Their bodies are covered in thick, alligator-like leather, ridged and spiny down the back, soft and supple on the underside.  Sleestak skin is various shades of greens, browns and yellows, giving them a natural camouflage in the reedy waterways of the swamp. Their massive tail is noted for its usefulness in combat, but their speed and agility are unimpressive.  Sleestak live very short lives, growing quite old at fifty years.  They speak the Hithal tongue, usually have some fragments of old Assarith, the tongue of the Istax Empire, and know little else of the arts of speaking.

 

Svirfneblin:

The svirfneblin, or deep gnomes, dwell in the depths of the earth, where also are found the drow, duergar, and other beings.  Unlike the drow and duergar, their society has not split off from that of the surface gnomes; they remain quite friendly, and both speak the Nanomi language.  The svirfneblin have been forced by their harsh environment to become somewhat hardier than their surface cousins, but they lack the talents at magery which distinguish surface gnomes; however, as if to compensate, they share with their neighbors the duergar a great predisposition toward psychic abilities, with nearly every svirfneblin developing some form of esoteric mental power in his lifetime.

 

Svirfneblin generally live for 200 years, and have eyes that are well adapted to dark conditions but suffer in light.  Unlike their surface cousins, they seem to have an aptitude for the use of slings; their overall learning rate seems to be just as impressive, though.

 

Yeti:

The feral Yeti is perhaps the most bestial of the races called goblinish.  They somewhat resemble a slightly diminutive ogre with snowy white fur covering their entire body except for the face, hands, and feet, where the pale, slightly greenish-tinged skin is visible.  They are said to be the distant descendents of an ancient tribe of ogres who wandered into arctic climes and gradually adapted to the environment.  As such, they are quite resistant to cold, though a bit vulnerable to fire and heat.  One might note that this theory is supported by the fact that yeti speak recognizable Angrak and demonstrate affinity for other goblinish races.

 

Yeti are nearly as strong and tough as ogres, as well as a bit faster and more intelligent.  They also have fairly impressive claws, and functional nightvision.  Their lifespans are not impressive, though better than those of ogres; a yeti that does not die in combat might reasonably expect to live for seventy years.  A final yeti characteristic worth mentioning is that their coloration and experience makes them well suited for stealth in arctic terrain.


Table 1: Race highlights and comparisons

Race

Size

Languages

Learning Rate

Advantages

Drawbacks

Common Guild(s)

Psionic

Amberite

Large

Thari

Extremely Slow

Strength, intelligence

Low learning rate

 

No

Chaosborn

Average

Thari

Very slow

Strength, dexterity, intelligence

Low learning rate

 

No

Fomori

Large

Anglic & Zadjalin

Slow

Strength

Vulnerable to Holy

Reaper

No

Tuatha

Average

Cilaghai, Sperethiel, Aelvalie and Anglic

Slow

Dexterity

Vulnerable to iron.

Elflords, Kensai, Justicar

No

Aethossa

Large

Shosarra

Slow

Naturally high meditation skill

Move slowly, sensitive to plasma, fire and light

 

No

Chaos Imp

Average

Fromageb, Nilasnai

Average

Lucky, Naturally flying, night vision ambidextrous

 

 

No

Gith

Average

Varalar, Nilasnai, Anglic

Extremely slow

Intelligence, willpower

Low learning rate

RW are common as willpower is a significant aspect of the guild

Yes

Zuth

Large

Xhax

Slow

Strength, unarmed combat, endurance

Generally do not get a lot of sp

Zuth reapers are very common right now.

No

Aviar

Average

Anglic

Average

Skilled in spear and bow

Reduced strength

 

No

Centaur

Large

Kentos

Average

Skilled healers, endurance

 

 

No

Deryni

Average

Anglic

Average

Skilled healers

Vulnerable to necromantic

 

Yes

Drow

Average

Zadjalin

Average, slower than elves

Ambidextrous

Sensitive to iron

 

No

Duergar

Average

Kathdax

Average

Superb night vision

Sensitive to light

 

Yes

Dwarves

Small

 

Average

Tough, excellent night vision

Sensitive to light

 

No

Elves

Small

Sperethiel

Above Average

Dexterity

Vulnerable to iron.

 

No

Faerie

Small

Aelvalie

Average

Speed.

Vulnerable to iron

Justicars are common

No

Garou

Average

Ragarr

Average

Strength, speed

Intelligence

Lupines are common

No

Gnomes

Small

Nanomi

Above Average

Dexterity, speed, intelligence

Size

Magi are common

No

Goblins

Small

Takargu, Angrak

Above average

Learning rate

Size

 

No

Half-Elves

Small

Anglic, Sperethiel

Above average

Strength, agility and night vision

Size

Elflords

No

Humans

Average

Anglic

Above average

Excellent learning rate

Perhaps hindered somewhat by size

 

No

Invae

Small

Sekkcha

Average

Speed, dexterity

Sensitive to water and corrosive materials

 

No

Kender

Small

Anglic

Above average

Ambidextrous, talented with staff and sling

Quite small

 

No

Kobolds

Small

Takargu, Angrak

Above average

Learning rate

Quite small, dumb and weak.

 

No

Lothari

Average

Dethek

Average

Extremely strong.  High endurance.

Very slow moving

 

No

Minotaur

Big

Kentos

Average

Fast, intelligent

Slow at learning new skills

 

No

Mul

Average

Anglic

Average

Endurance, speed

Vulnerable to mental assault

 

No

Nyloc

Small

Kadjalin, Dazask

Average

Increased resistances to almost everything.

Flying

Increased vulnerability to light and fire

 

No

Orc

Small

Angrak

Average

Strength

Intelligence and willpower

 

No

Ogres

Large

Angrak

Average

Size, strength

Intelligence, speed

 

No

Phaethon

Small

Sperethiel, Aelvalie

Average

Resistance to fire and heat.  Flying

Vulnerable to water and cold

 

No

Pisceans

Average

Ularu

Above Average

Excellent nightvision.

Sensitive to light.

 

No

Quessae

Small

Sperethiel

Average

Nightvision, strong

Vulnerable to iron

 

No

Sekhmeti

Average

Ikatrai

Average

Ambidextrous, dexterity

Sensitive to water

 

No

Skaven

Small

Takargu

Above Average

Speed, agility and dexterity

Size.

 

No

Slaan

Average

Ularu

Average

Chaos

Vulnerable to crystal weapons

 

No

Sleestak

Average

Hithal

Average

Tail to use as unarmed weapon

Lack of speed and agility

 

No

Svirfneblin

Small

Nanomi

Above average

Psionically gifted.  Sling skill.

Small.  Sensitive to light

 

Yes

Yeti

Large

Angrak

Above average.

Strength, intelligence. Resistant to cold.

Vulnerable to fire and heat.

 

No

 


Notes about Talents

Just keep one thing in mind when reading this... [RM] beside a comment means RUMOUR.  I don't know for sure if it's true yet.  If [FACT] is there, it means it is definitely true.  [TIP] means the obvious, it's a piece of advice.

 

How to get a Wild Talent:

[RM] For each of the following events with possibilities of talents, you have a base 2% chance of getting one.  Your race, guild, and other things modify this base too.  (Gith, deryni, svirfneblin, duergar are psionically gifted races.  They have a far greater chance of popping talents than other races.)

 [FACT] The more magickal skills you have knowledge of, the less chance you have of getting a talent.  In other words, if you're a cleric, you'll most likely never get a talent except from the PPQ if you're psionically gifted.

 [TIP] Try and get your talents before joining the guild you want.  Travelers MIGHT be an exception, because they have certain useful skills towards talents used in their normal play.

[TIP] If you're the patient kind, you can use your four character slots per day to make a psionic race and have him or her (make them the opposite gender) drink from the basin in Jhan to try and get a quick talent.  If you don't get it, just remake.

 [RM] Elder races, especially amberite, have minuses to the base value... however...

[TIP] Elder races like amberite and chaosborn have extremely good stats, which boosts their chances of getting a talent to pop tremendously.

[TIP] When creating a character for talents, boost stats in this order until you run out of points: luck, charisma, intelligence, willpower, and perception.

 

[FACT] YOU ONLY HAVE ONE CHANCE AT A TALENT FROM ONE OF THESE -ONCE- PER  CHARACTER.  IF IT DOESN'T WORK IT WILL NEVER WORK FOR THAT CHARACTER EVER.

 

Getting your Latent Talent to reveal itself - quick

 

[FACT] To do this, all you have to do is simply use the correct syntax for usage of the talent.  But because you don't know which one it is when it's latent, you have to try all of the syntaxes.

[RM] You can get your talent to reveal itself by going through the exact same thing that made it pop in the first place.

 

 EMPATH:       concentrate on establishing a friendly psychic contact with <name>

 FETCH:          concentrate on needing a <item>

 STRONGMAN:         concentrate on mentally assisting my strength

 HEALER:        concentrate on healing <person>

 DOWSER:      concentrate on finding water

 BATTLEDANCER:    concentrate on sensing danger

 TELEPATH:   think about my psychic contacts

 FARSTRICKER:        visualize a <item> striking a <target>

 FIRESTARTER:         visualize flames around <target>

                                    Visualize heat waves rising from <target>

                                    Visualize the sun inside <target>

 Sensitive:         concentrate on casting my psychic senses out into the world

 MINDSHIELDER:      visualize a silver shield around me

 SENSITIVE:               concentrate on passively sensing psionic activity

 EYEWYRD:               visualize myself disappearing

 CHARISMA:              imagine people liking me

 MINDBLASTER:       concentrate on psychically harming <target>

 STORMLORD: [RM] concentrate on absorbing lightning

 SEER:             concentrate on psychically searching for <name>

 LEVITATION:           think about levitating

 BLADETURNER:       concentrate on turning aside attacks

 SOOTHSAYER:         concentrate on divining the fate of <target player>

 PLANEWALKER:     concentrate on the planar fabric

 DEXTERITY(??):       concentrate on enhancing my reflexes

 FARSTRIKER:           visualize a hammer striking <target>

 HARMONIST:           concentrate on restoring harmony to the spirit of <target player>

 IRONMAN:   concentrate on enhancing my physique


Lost Souls Quests 

 

 

 


List of Quests. II

Assassination Quest II

At’lordrith’s Riddle. III

Call of Cthulhu. IV

Conspiracy in Partos. IV

Death at Corna. IV

Death’s Gate. V

Destruction of the Horror V

Destruction of the Three. V

Devonshire Murder VI

Disconcerted Crook’s Quest: VI

Dome of Terror IX

Free Imptropolis. IX

Gwalin's Quandry. IX

Halitgar's Spellbook. X

Hardin's Gauntlet X

Holy Dagger Quest XI

Hunt the Wumpus. XI

Inner Sanctum.. XI

Kill the Lord Questor XI

Krythe's Demise. XI

Labyrinth of Knossos. XI

Lost Centaur XI

Lucky Dagger XII

Power Potion Quest XII

Prince Avryx's Rescue. XII

Pzyruxal Sphere Puzzle. XIII

Quest for Trivial Knowledge. XIII

Quest for the Holy Grail XIV

Quest of the Observer XV

Remedios's Tree. XV

Rescue Lord Nareth. XV

Restless Dead. XV

Rogue Serpent XV

Scale Mount Doom.. XV

Shrieking Siren's Deed. XVI

Stone Sabre. XVI

Sunken Cathedral XVI

Treasure Under the Mounatins. XVI

 


List of Quests

Quest Name

Points

Rq'ts

Align

Difficulties

Mental

Physical

Overall

Assassination Quest

6

 

Neutral/Neutral

5

1

2

At'lordrith's Riddle

5

 

Neutral/Neutral

7

0

0

Call of Cthulhu

15

30/NA

Neutral/Neutral

2

10

10

Conspiracy in Partos

12

 

Neutral/Neutral

5

6

9

Death at Corna

15

 

Neutral/Neutral

10

6

8

Death's Gate

5

 

Neutral/Neutral

2

3

7

Destruction of a Horror

17

30/NA

Neutral/Neutral

8

9

9

Destruction of the Three

15

 

Evil  / Chaos

9

7

9

Devonshire Murder

5

 

Neutral/Neutral

9

0

0

Disconcerted Crooks Quest

5

 

Neutral/Neutral

8

0

5

Dome of Terror

5

 

Neutral/Neutral

7

0

5

Free Imptropolis

5

 

Neutral/Neutral

5

4

6

Gwalin's Quandary

10

 

Neutral/Neutral

4

7

5

Halitgar's Spellbook

8

 

Good  /Neutral

8

3

5

Hardin's Gauntlet

5

 

Neutral/ Chaos

5

7

7

Holy Dagger Quest

8

 

Evil  /Neutral

5

0

5

Hunt the Wumpus

5

NA/5 

Neutral/Neutral

6

3

9

Inner Sanctum Quest

5

 

Neutral/Neutral

4

0

5

Kill the Lord Questor

3

 

Neutral/ Chaos

3

3

7

Krythe's Demise

25

30/NA

Neutral/Neutral

7

10

6

Labyrinth of Knossos

10

 

Neutral/Neutral

4

9

9

Lost Centaur

5

 

Neutral/Neutral

3

3

5

Lucky Dagger

6

 

Neutral/Neutral

5

2

7

Power Potion Quest

15

 

Neutral/Neutral

9

9

10

Prince Avryx's Rescue

15

 

Neutral/Neutral

6

8

8

Pzyruxal Sphere Puzzle

15

 

Neutral/Neutral

8

7

8

Quest for the Holy Grail

15

 

Good  /Neutral

7

6

7

Quest for Trivial Knowledge

10

 

Neutral/Neutral

10

0

3

Quest of the Observer

12

 

Neutral/Neutral

3

7

8

Remedios's Tree

7

 

Neutral/Neutral

9

0

5

Rescue of Lord Nareth

12

 

Neutral/Neutral

8

8

5

Restless Dead

15

 

Neutral/Neutral

7

4

10

Rogue Serpent

10

 

Neutral/Neutral

6

8

8

Scale Mount Doom

8

 

Neutral/Neutral

5

8

8

Shrieking Siren's Deed

8

 

Neutral/Neutral

4

5

3

Stone Sabre

8

 

Good  /Neutral

6

8

9

Sunken Cathedral

10

 

Neutral/Neutral

6

9

9

Treasure Under the Mountains

5

 

Neutral/Neutral

5

0

1

 

Assassination Quest

Archibald, the Palace Seneschal, is looking for evidence of a rumoured plot to kill King Almior.  Uncover the plot, and bring the proof to Archibald.  If you fail, the King's life is forfeit.

q       Start at the Losthaven Square.

q       3s and 2w.

q       Kill the thug there.  Now take the key you find on the thug’s corpse

q       2e, d, 3n, 5w, 5n, e

q       type 'unlock bars with key'.

q       e

q       type 'unlock bars with key'. 

q       type 'rest' and then type 'listen'.

q       Now wait here till one of the men above says he dropped his ring.

q       Type 'get ring'. Go:

q       2w, 5s, 5e, 3s, u, 5n, 5n, 3n.

q       Type, 'give ring to Archibald'.

q       Archibald will give you 10,000 gold after a few minutes (wait for it). Done!

q       (BTW: 5s, 5s takes you back to LH Square)

At’lordrith’s Riddle

The forest is dying.  Its only savior is a wise and mighty dragon known as At'lordrith.  He is reputed to have infinite knowledge in the healing arts.  Those willing to face the challenge should seek out At'lordrith's cave, somewhere in the cold climates of the north.

You need a canteen of water.

Requirement: You must be able to speak Anglic.

Go to 17, -17 in the Northlands (from plaque 5e, 2e) and then go in.  Say forest. Answer his three riddles that he gives you.  The various different riddles and answers are as follows:

1.        Q:  It goes through and apple, it points out the way.  It fits in a bow, then a target, to stay. What is it?

A:  Arrow.

2.        Q: The wind, it blows my house around, and worms, I pluck them from the ground. A song, I sing, is sweet and clear. And wings, they fly, when cat's come near. What am I?

A: Bird.

3.        Q:  Light as a feather, there is nothing in it.  The strongest man can't hold it for much more than a minute. What is it?

A:  Breath.

4.        Q: I look like a bee, all black and yellow, but I'm a wiggly, squiggly fellow, munching milkweed at all hours.  Someday, I will dine on flowers, then I won't be a squiggly guy. I'll have wings to fly fly fly. What am I?

A: Caterpillar.

5.        Q: I know a thousand faces, and count the tailed-heads, feasting bright upon the eyes, of many who have died. Wielding well a mighty power, who hath but humble stature.  Masses fall upon their knees, to scarce behold my only side. What am I?

A: Coin.

6.        Q: They can trickle down, and tickle too.  Make you sneeze, or comfort you.  Their rustling sound, you've  rarely heard, unless you are a pillow, or a bird. What are they?

A: Feathers.

7.        Q: Give me food and I will live.  Give me water and I will die. What am I?

A: Fire.

8.        Q: The more you take, the more you leave behind. What are they?

A: Footsteps.

9.        Q: What can fill a room up but takes up no space?

A: Light.

10.     Q: The rich men want it, the wise man knows it, the poor all need it, and the kind men show it. What is it?

A: Love.

11.     Q: Use me well and I am everybody.  Scratch my back and I am nobody. What am I?

A: Mirror.

12.     Q: You use a knife to slive my head, and weep beside me when I'm dead. What am I?

A: Onion.

13.     Q: It's as big as an apple, but an apple it's not.  Leave it too long, and it surely will rot. It is sweet when it gives your mouth a visit, yes, it's a fruit, but what is it?

A: Orange.

14.     Q: Rain is spent, now colors bent.  My frame is a bright blue sky. What am I?

A: Rainbow.

15.     Q: What can run but never walks, has a mouth but never talks, has a head that never weeps, has a bed but never sleeps?

A: River.

16.     Q: He has a look of awful scorn, and wears his clothes a funny way. Waving his hands over fields of corn, he keeps the birds away. What is he?

A: Scarecrow.

17.     Q: It runs over fields and woods all day.  Under the bed at night it sits not alone, long tongue hanging out, waiting for a bone. What is it?

A: Shoe.

18.     Q: No sooner spoken than broken. What is it?

A: Silence.

19.     Q: I went into the woods and got it.  I sat down to seek it.  I brought it home with me because I couldn’t find it. What is it?

A: Splinter.

20.     Q: I don't come up, you say I do.  I don't come down, you say that too.  I shine like nothing else can, or won't.  Even when you say I don't. What am I?

A: Sun.

21.     Q: At night they come without being fetched, and by day they are lost without being stolen. What are they?

A: Stars.

22.     Q: Twelve white ponies on a red hill.  Always moving, yet standing still. What are they?

A: Teeth.

23.     Q: Born motherless, and fatherless, into this world without a sin.  Made a loud roar as I entered, and never spoke again. What am I?

A: Thunder.

24.     Q: What eats rocks, levels mountains, rusts metal, pushes the clouds across the sky, and can make a young man old?

A: Time.

25.     Q: I never was, am always to be.  No one ever saw me, or ever will. And yet I am the confidence of all, to live and to breathe on this terrestrial ball. What am I?

A: Tomorrow.

26.     Q: There was a green house, insided the greenhouse was a white house.  Inside the white house there was a red house.  Inside the red house there was a lot of babies. What is the green house?

A: Watermelon.

Then after he gives you the scales, if you solved all three riddle correctly, go out, 5w, 5w, 5w, 2w, 5u, u, 5s, 2s, 2w, wi, 3w, s, (2,35) and type 'buy water'.  Then and type 'crush scales'. Then type 'mix dust with water'.  Go n, 3w, wo, 5w, w, 2n (about –4,37) you will see a large oak tree and type 'pour potion on tree'. Done!

Call of Cthulhu

Travel to the barren island of R'lyeh where Great Cthulhu and his starspawn minions wait in a strange city where the angles are wrong, and bring about the destruction of the foul creature.

q       Go to -37, 4. 

q       w, nw, nu, wu, ne, nu, ne, 2nu, nwu, nu, ne, 4n, 2e, n, w

q       kill starspawn

q       w

q       kill starspawn

q       w

q       kill Cthulhu.

q       Done!

q       NOTE: It is good to have many spears of starspawn slaying

Conspiracy in Partos

The alliance between human, dracon, and dragon in Partos is an unusual, and possibly fragile one.  There are dangerous rumours expanding - rumours of great discontent between the races.  One particular rumour, which few dare to spread, is that of a conspiracy in Partos.  The guards in the  castle are always alert, maybe they have heard of something.

q       Go to Partos(5, 0).

q       in, n, 2e, n

q       press first stone

q       kill Bahamot

q       take the sheet from his corpse

q       go to Partos(5, 0).

q       in, n, 2e,

q       give note to walter

q       give note to king

q       n

q       kill assassin

q       press first stone

q       kill Dovac

q       Done!

q       Note:  Dovac is hard to kill for smaller characters.  Have protection from crushing and fire.

Death at Corna

Greyson, the armourer of Corna, has been found stabbed to death in his Serpent Street home.  Mayor Johnson has asked for aid in tracking down the vile murderer, but warns of danger.  Although most of Corna's people have become soldiers, the occasional raptorak raider has been spotted in the quiet parts of town, looting homes and attacking lone townsfolk.  One willing to take on this mission should see the mayor in Corna's town hall, and ask him about the murder.

q       -2, 35

q       wi, w, n

q       search counter until Estar drops the serpent daggers

q       kill Estar

q       When Estar disappears search counter

q       Take the cloth you find there

q       s, 4w, s

q       give cloth to runehand

q       wear belt

q       n, 4e, 3s, 2w, n

q       finish killing Estar

q       Done

Death’s Gate

Pass through Death's Gate, the bridge between planes strange but near and those strange and distant.

Destruction of the Horror

Mettik the Wise of Jhan is searching for the strongest and bravest of the land to help him find his old friend Mestoph and stop the horror Jenneliz before it is too late.  If you are worthy, you must petition Mettik.

q       Go to Jhan -9, 22

q       in, in, 3n, 2e, 3u, 2n, 3w, s, w

q       petition mettik

q       wait for him to transport you to terrace.

q       4e, d, w, n

q       kill golem

q       search skeleton

q       unlock door with key

q       n

q       wait for Mestoph to go through his speech and give you the parchment

q       2s, 5d, d, 5w, 3w, n, 4u

q       enter mirror          this will randomly transport you somewhere on the map

q       Jhan -9, 22

q       in, in, 3n, 2e, 3u, 2n, 3w, s, w

q       give letter to mettik

q       Once Mettik says to go fourth and find the weapon of such power after his speech

q       e, n, 3e, 2s, 3d, 2w, 3s, out, out, 5e, 4e,5s, 5s, 5s, 5s, 5s, 5s, 5s, 5s, 5w, in

q       kill the ghostly form

q       n

q       guardian says his speech

q       2e

q       kill the mage that is the same align as yourself (White=good, Grey=Neutral, Black=Evil).

q       N

q       place the amulet of opposite align than yourself onto the altar(Sunray=Good, Mountain=Neutral, Skull=Evil).

q       place (type) amulet on altar

q       If you did it right the guardian should give you the mace. Now you won't be able to wield the weapon but keep it in your inventory as you will need it

q       s, out, 5e, 5n, 5n, 5n, 5n, 5n, 5n, 5n, 5n, 5w, 4w, 3n, in, in, 3n, 2e, 3u, 2n, 3w, s, w

q       Mettik will transport you to Terrace

q       4e, d, w, 5d, d, 4w, s, u

q       Kill Jenneliz

q       Done!

Destruction of the Three

The fomor lord Sauron, master of the Ringwraiths, seeks the destruction of the Three, the Rings of Power which elude his control.  Find one of the Three -- Narya, Nenya, and Vilya -- and bring it to Sauron.

q       Alignment: Evil

q       -4,29

q       in, 4n, 2e, w, 2s, 2u, in, 2n

q       kill Galadriel

q       get all from corpse

q       2s, out, 2d, s, out, 5n, 5n, n, 5e, 5e (here you are at 14,40 Angband)

q       2n, d, w

q       give ring to Sauron

q       Done!

q       Note: Finwe now protects Lothlorien (-4,29).  He will come after you should you start to attack in this area.  Also, at Angband, you may have to kill the guards, and get a key from them to get into Angband.  Be careful not to fight the guards in front of Sauron, as he will join in the fight and you will not win

Devonshire Murder

Help the guard captain solve the murder mystery in the city of Devonshire.  You can reach Devonshire by taking the boat east of Losthaven

q       The witnesses speak: Anglic, Dethek and Sperethiel

q       Devonshire:

o        From harbour: 5e, 3e, 2s

o        From square:  n, 4e, 2s

q       say murder

q       Listen to the Captain

q       n

q       sw, or w, or nw

q       interrogate the witnesses (question all witnesses)

o        murderer - tommy, steven, vincent, victor, and kentawa

o        weapon- dagger, axe, hammer, rope, and sword

o        place - harbor, temple, town square, under tree, and east gate

q       to interrogate: say (person), say (weapon), say (place)

q       Devonshire from the captain:

q       Temple - 2n, w, 4n, sw, se, n.

q       Harbor - 2n, 5w, 3w.

q       Town Square - 2n, 4w, s.

q       Under Tree - 2n, w, 5n, 4n.

q       East Gate - 2n, w, 2n, 4e.

q       back to the captain

q       give (weapon) to captain

q       He will then give you a warrant and tell you the fugitive is in the eastern forest.

q       2n, w, 2n, 5e, 4e

q       walk around  until you find the killer (have your elude and stealth of)

q       follow (killer's name)

q       he/she go one or two west and then give-up

q       Now go at least 5w if not more until you come to the intersection of Temple and Main

q       2s, e, 2s

q       Done!

 

Dagger

Axe

Hammer

Rope

Sword

Harbour

Temple

Town square

Tree

East gate

Tommy

 

 

 

 

 

 

 

 

 

 

Steven

 

 

 

 

 

 

 

 

 

 

Vincent

 

 

 

 

 

 

 

 

 

 

Victor

 

 

 

 

 

 

 

 

 

 

Kentawa

 

 

 

 

 

 

 

 

 

 

Harbour

 

 

 

 

 

 

 

 

 

 

Temple

 

 

 

 

 

 

 

 

 

 

Town square

 

 

 

 

 

 

 

 

 

 

Tree

 

 

 

 

 

 

 

 

 

 

East gate

 

 

 

 

 

 

 

 

 

 

Disconcerted Crook’s Quest:

Issam and his merry band of crooks have outsmarted themselves.  Find them and help them out with their problem.

q       Losthaven Square

q       3s, d, w

q       say issam

q       say password

q       copy the password down as it changes every time the quest is done

q       1e, 1u, 5w, 2n

q       kill thugs

q       say (the password)

q       ni ,n

q       Note:  The key you want will either be lighter or heavier than the rest.

q       **Another way: Begin by just picking up 6 keys.  You will knock out one step and get the opportunity to “double-check” your guess.  Also, if you are wrong the first time (ie: with the first 6 keys, just move onto the next 6, nothing lost)

 

Logic:

Get keys

Put 6 keys in right pan

Put 6 keys in left pan

Weigh balance

 

Cases (possible outcomes)

(a)     Left rises, right falls

(b)     Left falls, right rises

(c)     Balance is stationary (this is impossible for the 1st weigh)

 

The key can either be lighter or heavier.  You must assume that the key is either light or heavier.

 

Assume lighter

Assume Heavier

Case (a)

Get keys from right pan

Drop keys

Secure balance

Get 3 keys from left pan

Put 3 keys in right pan

Weigh balance

Case (a)

Get keys from right pan

Drop keys

Secure balance                                       

Get 2 keys from left pan

Put key in right pan (leaving one in your hand)

Weigh balance

Case (a)

Drop key

Get key from left pan

Unlock chest with key

Case (b)

Drop key

Get key from right pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (b)

Get keys from left pan

Drop keys

Secure balance

Get 2 keys from right pan

Put key in left pan

Weigh balance

Case (a)

Drop key

Get key from left pan

Unlock chest with key

Case (b)

Drop key

Get key from right pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (c)

Get keys from left pan

Get keys from right pan

S

Drop keys

N

Get keys

Secure balance

Put 3 keys in left pan

Put 3 keys in right pan

Weigh balance

Case (a)

Get keys from right pan

Drop keys

Get keys from left pan

1 of these keys will work in the chest, you can guess and chance dying or leave and try again later

Case (b)

Case (a)

Get keys from left pan

Drop keys

Secure balance

Get 2 keys from right pan

Put keys in left pan

Weigh balance

Case (a)

Drop key

Get key from left pan

Unlock chest with key

Case (b)

Drop key

Get key from right pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (b)

Get keys from right pan

Drop keys

Secure balance

Get 2 keys from left pan

Put key in right pan

Weigh balance

Case (a)

Drop key

Get key from left pan

Unlock chest with key

Case (b)

Drop key

Get key from right pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (a)

Get keys from left pan

Drop keys

Secure balance

Get 3 keys from right pan

Put 3 keys in left pan

Weigh balance

Case (a)

Get keys from left pan

Drop keys

Secure balance

Get 2 keys from right pan

Put key in left pan (leaving one in your hand)

Weigh balance

Case (a)

Drop key

Get key from right pan

Unlock chest with key

Case (b)

Drop key

Get key from left pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (b)

Get keys from right pan

Drop keys

Secure balance

Get 2 keys from left pan

Put key in right pan

Weigh balance

Case (a)

Drop key

Get key from right pan

Unlock chest with key

Case (b)

Drop key

Get key from left pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (c)

Get keys from right pan

Get keys from left pan

S

Drop keys

N

Get keys

Secure balance

Put 3 keys in right pan

Put 3 keys in left pan

Weigh balance

Case (a)

Get keys from left pan

Drop keys

Get keys from right pan

1 of these keys will work in the chest, you can guess and chance dying or leave and try again later

Case (b)

Case (a)

Get keys from right pan

Drop keys

Secure balance

Get 2 keys from left pan

Put keys in right pan

Weigh balance

Case (a)

Drop key

Get key from right pan

Unlock chest with key

Case (b)

Drop key

Get key from left pan

Unlock chest with key

Case (c)

Unlock chest with key

Case (b)

Get keys from left pan

Drop keys

Secure balance

Get 2 keys from right pan

Put key in left pan

Weigh balance

Case (a)

Drop key

Get key from right pan

Unlock chest with key

Case (b)

Drop key

Get key from left pan

Unlock chest with key

Case (c)

Unlock chest with key

 

 

 

Dome of Terror

Mioran and Miorin, twin sorcerers of good and evil, have released the demon Talkh'amus from his long years of imprisonment.  While trying to recapture him, they met their death, but their ghosts still linger around, waiting for brave adventurers to help eliminate this terror.

q       Go to Discordia 20, 37

q       u, 5n, 4n, 3e

q       buy genie bottle

q       If Lucanius doesn't have one you can either wait for him to reset or go find one

q       21, -40

q       touch rock

q       search wall

q       push jewel

q       n, u, n, u

q       say I am none

q       drop bottle

q       Wait for Talkh'amus to appear

q       capture Talkh'amus

q       Done!

Free Imptropolis

The chaos imp city of Imptropolis has fallen under the control of a despotic imp who rules the others with an iron fist.  Defeat him and free the old President!

q       Go to Imptropolis(18, 0)

q       Unwield all weapons

q       d, 3n

q       give 10 coins to impoverished

q       n, 2w, 2n

q       say impertinent

q       2s, 4e

q       knock on door

q       s

q       say rosebud

q       n, 4w, 2n

q       give note to improbable

q       smile

q       say I agree

q       w, 2s, 2e, 3n

q       wield impslayer

q       n

q       kill imperious

q       get ruby from corpse

q       break ruby

q       Done!

Gwalin's Quandry

Gwalin of Moria's masterpiece, the flame amulet, has been stolen from him by a group of orcs who were later expelled from Moria.  Find the amulet in the orcs' new home, the village of Togrek, and bring it back to Gwalin.

q       Go to Togrek 8, 27

q       ni, e, 3n, in

q       kill the guards

q       n

q       kill the spirit

q       search floor until it says you find a trapdoor

q       d, 2n, 2sw

q       kill Hakkax

q       search nest

q       find the Flame Amulet

q       4ne, e, 5n, 5n, 3n, 2e, n, 4ne

q       say friend

q       ni, 5sd, 2s, wd, ne, n

q       give amulet to gwalin

q       Done

Halitgar's Spellbook

q       Go to 0, -10(Northlands)

q       5n

q       examine tapestry four times

q       search tapestry twice

q       enter portal

q       e, ne, s

q       search area

q       Take the axe you find there

q       n, nw

q       chop tree with axe seven times

q       3n, 1w

q       search shelves

q       write down the word

q       e, n, u, s, e

q       search papers

q       Take the key you find

q       w

q       unlock west door with key

q       w

q       look at nightstand

q       get lantern

q       e, s

q       light lantern

q       search walls

q       e

q       say (the word you copied down)

q       kill Vonatar the Traitor

q       search corpse

q       w, n, e

q       read book on desk

q       5s, 2s, 5u, u, 5s, 5s, 5s, 5s, 5s, 5s, 5s, 5s, 5w, 5w, 5w, 4w, 2n, 3e, 5n, w

q       give book to stephanos

q       e, 5s, 3w, 2s, 5e, 5e, 5e, 4e, 5n, 5n, 5n, 5n, 5n, 5n, 5n, 5n, d, 5d, 5n, 5n, 5n, n

q       give book to halitgar

q       Done!

Hardin's Gauntlet

This quest was just most recently changed (12/01).  The Gauntlet has been made into an aritfact.  Therefore there is actually only one gaunlet that will work.  Should you not receive the quest points after completing the steps below, try again.

q       Go to 8, 27

q       ni, 4n

q       kill Kham

q       get the gauntlet from his corpse

q       5s, 5e,5e, 2e, 5n, 5n, u, 3n

q       sacrifice gauntlet

q       Done!

Holy Dagger Quest

q       Get the white shawl(random item that appears anywhere north of the desert).

q       Miyu's House(-11, 19).

q       n, e

q       say yes

q       give shawl to miyu

q       She will then give you the dagger.

q       Take Dagger to Bloodmoon (-14,35)

q       Go west until you can go north

q       Go all north

q       say dagger

q       Done!

Hunt the Wumpus

q       Get a longbow or shortbow and a ring of flight.

q       13, -17

q       in, sd

q       wear ring of flight

q       wield bow

q       wander around till you find a crystal arrow

q       get arrow

q       nock arrow into bow

q       find the wumpus

q       fire bow at wupus

q       Done!

Inner Sanctum

q       2,35

q       id, d, 5w, 5n, 5d, 5n, 5d, 3n, wd, 5w, 5w, 3w, 3n, 2nu, w

q       touch eye

q       Done!

Kill the Lord Questor

q       finger the lord questor of tyr

q       if the Lord Questor is on hunt him/her down by any means

q       kill him/he

q       Done!

Krythe's Demise

Requirements: At Least level 30.

Labyrinth of Knossos

q       6, 37

q       2ed

q       go south and start going in a random direction but trace every step you make.

q       Once you collect all 7 keys trace your steps back to the start

q       unlock door with key seven times.

q       n

q       get box

q       Done!

Lost Centaur

q       Go to Centaur Isle 40, -1, s

q       Now just wander around until you find Kenela the Centaur Filly

q       say follow me

q       turn your elude off

q       Othrys -1, 6, 1

q       s

q       find Ronela the Town Councillor

q       Done!

 

Lucky Dagger

q       Corna -2, 35

q       wi, 4w, n

q       say dagger

q       say friends

q       s, 2w, wo, 3w, 5s, s

q       search bodies

q       you will be attacked by several Carnifex Hunters and Orcish Grunts.

q       Kill them

q       search bodies

q       find a dagger

q       5n, n, 3e, ei, 2e, n

q       give dagger to Anderson'

q       Done!

 

Power Potion Quest

q       You must get the items listed below:

1.        Shrubbery - Go to Discordia (20, 37) and go u, 5n, 2n, and then in an area of 16 spaces around you look  around for John the Shrubber and then type 'say ni' and he should drop a shrubbery. If he doesn't the first time just follow him and say ni again.  Shrubberies have also been known to randomly show up on dracons in Shatterspire.

2.        Purple Moss - Go to the Northlands and wander around.  You should just come across some.  You can also kill Lucanius and search his room.

3.        Rainbow-colore gem or Corscar – This is a random item.

4.        Warpstone - You can either go to the Shadow Tower (-23, -30) and kill the slaad on the east side of the 4th, 6th or 7th floors and see if they have some or go to limbo(go to Discordia(20, 37), u, 3n, 2e, enter disc) and kill sladd and chaos knights there.

5.        Lightning Amulet - You can either hunt down Fulmaris(wandering NPC) or go to Togrek(8, 27) and go ni, 4n, in, kill guards, n, w, n, kill praying orcs, e and kill Akragth, get the amulet from his corpse.  Vodax, on the top floor of Shatterpire also has a lightning amulet.

6.        Vial of Acid - Go to Discordia(20, 37) and go u, 5n, 4n, 3e, u, and type 'give 10000 coins to erasmus'.  Take the vial he throws at you and go to 40, -1. Now go s, 5w, 4w, 3s, 4d, type 'search area', kill eel, type 'search area' again and then type 'enter opening', u. Now while the vial is in your inventory type 'open vial' and set your attack to none. Now type 'enter barrier', attack Tiamat. Wait till the vial is filled with acid and then go w.

7.        Gold Ring of Life - Go to Lysandra's Mansion (23, 8). Type 'pull rope', kill the manservant that appears now type 'enter mansion'. Now go 4s, kill the butler, s, d, 3w, 2s, kill displacer beast, w, search bed.

q                               Discordia 20, 37

q                               u, 5n, 4n, 3e, u

q                               give (item you got) to erasmus

q                               nod

q                               drink the potion

q                               Done!

                       

Prince Avryx's Rescue

q       First get two rings of shock warding and two rings of flight.

q       2, 35

q       id, d, 5w, 4n, 3d, 4n, 4d, 3n, wd, 5w, u, n

q       kill all

q       2n

q       kill all

q       2n

q       wear ring of shock warding

q       wear ring of flight

q       e

q       give ring of shock warding 2 to prince

q       give ring of flight 2 to prince

q       say follow me

q       turn elude off

q       w, 5s, d, 5w, w

q       Done!

Pzyruxal Sphere Puzzle

Devonshire. Star at the intersection of Main Street and Silvermane. Now go 5n, 4n, and type 'climb tree'.   Now go u and type 'jump onto ledge' and go n. Now kill the dragon here. Now go e and get the gem lying  on the ground. Now go w, 2s, 2d, s, 3w, type 'swim west' and go w, d, w, wd, 5n and kill Vestitus. Once he's  dead get the gem from his corpse and go 5s, eu, e, u, 5e, 5s, 5s, 5s, 5s, 4s, 2w, n, u, and kill the nasty ogre here. Get the small stone from his corpse and go 2d, n, and type 'climb down well'. Now drop the stone and wait till it says the acid dissolves the small stone and type 'get gem'. Now go u, s, u, s, 2e, 5n, 5n, 5n, 3n, 5e, 4e, 5n, 3n, ne, nw, 2n, nw, 2n, ne, kill skeletons, se, 2s, u, 2n, nw, kill skeletons, sw, 2s, se, u, nw, 2n, ne, kill skeletons, se, 2s, kill skeletons, in, d, kill the Lich magi here. Now type 'search shelves' and then type 'push shelf'. Now go d, and get the red gem here. Go 2u, out, 2n, nw, sw, 2s, se, d, nw, 2n, ne, se, 2s, d, 2n, nw, sw, 2s, se, 2s, se, sw, 3s, 5s. Now go east until it says 'you feel a bit disoriented. Now type  'listen' and then go the direction it says the chirping of the birds is coming from and keep doing this till you can go east and west. Now go e, in, n. Now type 'examine statue' and then type 'jump in pit'. Now type  'search skeletons' and get the jewel that appears. Now Type 'search wall' and go u, se, w. Type 'put jewel back'. Again type 'examine statue' and type 'jump in pit'. Now type 'search wall' and go w, n, and type 'pray'. Now go s, e, u, se, w, s, out, 5w, 5s, 5w, 4w, n. Upon entering if you have all 5 gems in your inventory you should receive the puzzle.

Now repeat this sequence for all 5 gems:

  1. Type 'push button',
  2. The sphere will glow a certain color,
  3. Type 'put (the color it glowed) gem in slot'.
  4. Type 'turn dial'
  5. After you have done this process for all 5 gems the bottom will fall off and you will now be holding a sphere.
  6. Type 'give sphere to the Sage'. Done!

 

Quest for Trivial Knowledge

First find Jorge Aspar(wandering npc). In the presence of Jorge type 'request notebook'. You have to go to 24 different npcs which are listed below and type 'say trivia' then answer the question they ask you  according to the list below.

NOTE: You only have to have gone to 18 out of the 24 npcs listed below.

  1. Aildrek the Bartender, Losthaven.

                Q: Who owns that bar called the Emporium?'

                A: Achmed

2.        Par Salian, White Magi Guildhall.

                Q: What is the name of the city over which the White Magi hold power?

                A: Palanthas

  1. Remedios(see Remedios's Tree quest for location).

                Q: Who is the guardian of forests who bears the horned God's mark?

                A: Sirinil Windsong

  1. Chaszmyr, Yathryn.

                Q: What is the name of the bartender who serves Mithrandir's Bane?

                A: Tathar

  1. Ifuthai, Shatterspire.

                Q: What is the name of the avian hermet of great healing?

                A: Bluewing

  1. Galenus, Asklepeion Temple.

                Q: Where does the Mazani reside now?

                A: Genie Castle

  1. Odien, Dodekan Caves.

                Q: Who leads the Militia in Stillwater?

                A: Captain Roberts

  1. Ra Taga, Rukhan.

                Q: Who teaches Sperethiel?

                A: Lothuial

  1. Gasdghat, Losthaven Sewers.

                Q: Who sells potions near a Church?

                A: Curan

  1. Ulias, Losthaven.

                Q: Who sells drinks called Mindtrauma's?

                A: Abendig

  1. Elias, Camille.

                Q: Where do you find Breachclouts?

                A: Tlaxcala

  1. Kurd, Sanctuary.

                Q: Who runs Barber Surgens?

                A: Galenus

  1. Shalush, Devonshire.

                Q: Where does Shylock have his main base of operation?

                A: Discordia

  1. Taleia, Tlaxcala.

                Q: Who's the mage in the icy castle in northern lands?

                A: Halitgar

  1. Les, Lothlorien.

                Q: Who is in the library of Jhan?

                A: Hardrad

  1. Tamuli, Othrys.

                Q: Who is in command of the Jhan guards?

                A: Caimen Bitael

  1. Demonese Eldar, Demonad Jungle.

                Q: Who commands the weather?

                A: Torlira

  1. Tirana, Fort Shantaari.

                Q: Who is the gifted magic student imprisoned in a tall tower?

                A: Brandol

  1. Boomer, Jhan.

                Q: Who's the trainer in Moria?

                A: Duthien Morninglord

  1. Kraenic, Banir Lok.

                Q: Where does Curan set up shop?

                A: Camille

  1. Jedian, Et-zlaerhi.

                Q: Who used to head a thieves guild now based in Losthaven?

                A: Grey Mouser

  1. Lorena, Darkhold.

                Q: What was the deadly disease that afflicted a village terribly?

                A: Ytzine Plague

  1. Talin, Moria.

                Q: What is the name of Talin's homeland?

                A: Yathryn

Now go fine Jorge Aspar again and type 'give notebook to jorge'. Done!

 

Quest for the Holy Grail

Go to 0, -10(Northlands) and go 4n, w and type 'get primrose from vase'. Then go e, 4s, 5s, 5s, 5u, u, 2s, 5e, 5e, 5e, 3e, 5s, 5s, 5s, 5s, in, w, 2n, e, u, e, 4n, w, and type 'give primrose to elyzabel'. Then go e, 4s, w, d, w, 2s, e, out, 2e, 5n, 5n, 5n, 2n, u, 5n, 4n, 3e, and type 'list' then type 'buy (something that's worth 5000 gold or more.)' Now go 3w, 5s, 4s, d, 2w, 5s, 5s, 5s, 2s, in, e, s, e, 2n, w, 3n, e, n, and type  'sacrifice (the item you bought)', now go s, e, 3n, and kill Nabon. Now go north and answer the first question by typing 'say (your name)', then answer the next question by typing 'say (your race)' and the third question answer by typing 'say African or European?' (type that phrase exactly). Now go 3n and type 'ask permission', if you're saintly enough the grail should float to you.  Now just keep going s and w until you find your way out of the forest because its random exits and then once your out and at the inner entrance to Camelot, go w, 2n, e and type 'give grail to Galahad'. Done!

 

Quest of the Observer

Get a ring of flight. Then go to 2,35 and go id, d, 5w, 4n, 3d, 4n, 4d, 5n, n, w, 5sw, se, e, ne, 5n, 2n, 2e, 2u, 2s, e, kill guardian, 3e, kill guardian, 2e, in, e, u, kill Nightmaster. After he's dead search his corpse and take the amulet you find and go w, out, 4w, 3n, d, 4w, u, 3s, u, and type 'give amulet to Observer'.

Done!

 

Remedios's Tree

Find the dancing faun in the Northern Lands forests 12,-15 and type 'dance with faun'. Now search everywhere in this place by typing 'search area' in every room. Now you need to find a total of 7 items which are listed below:

-- A Piece of Parchment

-- Feathered Quill

-- Wooden Reed (Faun)

-- Wooden Baton (Sprite)

-- Wooden Mallet (Nyad)

-- Wooden Pick (Grey Elf)

-- Golden Lyre (Wood Nymph)

The reason for the npc next to five of the items is because once you find that item go and give it to the npc listed by typing 'give (item) to (npc)' in the presence of that npc. Once you have given the npcs their items take the quill and find the room which smells of flowers and type 'dip quill in sap'. Then take the quill and parchment and go to Remedios and go sw, se, sw and type 'search area' then type 'compose with harpsichord'. Now go ne, nw, ne and type 'give parchment to Remedios'. Done!

 

Rescue Lord Nareth

Go to -9, 22. Go 2in, 5w, and type 'enter hole' then go 2d, 2e, 2d, 2s, in, 2d, 3w, and type  'search altar'. Now type 'open sarcophagus' and kill the mummy that appears. When it is dead, type  'get scroll from sarcophagus' and then type 'enter basin'. Now go 3e 2u, out, 2n, 2u, 2w, 2u, out, 5e, 3e, 3u, 3n, 3w, s, w, and type 'give scroll to Mettik'. Done!

 

Restless Dead

Alignment: Doesn't Matter

Go to 18, 20 and go in n, 4e, s and type 'buy chaos rose'. Then go n, 4w, s, out, 5n, 5n, 5n, 5w, 5w, 5w 5w, wi, 2w, 3n, e.  Wait for Katelyn to appear and then type 'give rose to flamestaff'.  Wait a minute for her to go through her talk and then type 'say necrolak'.  Now after she's done type 'say yes'. Go w, 3s, e, 3s, w, n,  and if Railune is there type 'say mausoleum key'.  Railune will say stuff and then after a few seconds Thriksch will appear, type 'succor railune'.  Wait for thriksch to disappear then go s, e, 3n, e, eo, 5n, 4w. Go in and type 'kill thriksch' and walk out. Kill Thriksch and then type 'get steel key from corpse'. Now go 4e, 5s, wi,  w, 3n, e, and type 'say key'. Wait for flamestaff to say her paragraph and then type 'say yes'. Go nw and wait  a few seconds and then kill the ghoul that appears. Now type 'unlock door with key' and type 'open door'. Go n and then type 'pull chain' six times, then go s, se. Type 'say yes'. Go w, 3s, 2w, s and type 'say chisel'. Type 'get chisel' and go n, 2e, 3n, e, nw. Now go n and type 'shatter onyx with chisel' and then go s, se. When Katelyn disappears quickly go nw, n and type 'succor flamestaff'. Just keep succoring flamestaff until she disintegrates and then help Nysalor kill Necrolak. Done!

 

Rogue Serpent

Go to 2, 35 and go wi, 4w, n and type 'succor anderson' if Argoth is there. When Argoth disappears go s, 4e, eo, 5n, 4w, in, and type 'kill argoth'. Wait till argoth disappears and then go out, 3e, 5s, ei,  e, n, and type 'search trash'. Do this until Argoth appears if he does not then he ran away and you will  have to wait for the quest to reset. If Argoth is there kill him. Done!

 

Scale Mount Doom

Requirements: Must have at least Exceptional Climbing Skill and Incredible Dexterity.

Go to 17, 17(Northlands) and then go neu, 3e, u, w, wu, eu, w, eu, w, u, wu, eu, wu, u, eu, kill

Gren Mar, and then go u.  Done!

 

Shrieking Siren's Deed

Get a sword. Start from Losthaven Square and go 5s, 2e, eu, n, ei, d, 5s. Kill the guards that block your path and any reinforcements that come. Now type 'open door' and go s. Kill everything here and type  'pry column with (sword)' take the key you find there and go 5n, n, and kill the guards that block your path plus kill all their helpers and then type 'open door' and then go n.  Kill everything here and then type  'unlock chest with key' and then type 'open chest'.  Kill the ghost that appears and then type 'get all from chest'.  Now take the deed you find there and go 2s, u, w, ne and type 'give deed to bupu'. Done!

 

Stone Sabre

Go to -6, 40 and go in.  Type 'kill thriksch' then go out.  Thriksch will then follow you out, kill him. Once he's dead search his corpse and take the key you find on it.  Now go 4e, 5s, wi, 2w, n, in, n, 4u and type 'unlock door with key'.  Go e and kill Galvanar.  Once he's dead type 'get sabre' and then type  'raise sabre'. Done!

 

Sunken Cathedral

Go to 18, 13 then go 3w, n, and type 'search skeleton' and then type 'move debris'. Now go s, w. Go e, s, type 'pull rope'. Go n, then type 'look w' to make sure the huskling is there. Now type  'wear ring' and type 'elude off'. Now go w and type 'kill huskling' and type 'trust huskling'. Now  go e, n, ed, d, while making sure the huskling follows you this entire time. Now type 'push disc'. Done!

 

Treasure Under the Mountains

Go to 5,38 and type 'enter cave'.  Then go 5d, 2e, n, 5e, 2s, u, n, e, s, e, n, e, 3s, 2e, 2n, e, n, e, n, e, 2s, w, s, e, s, e, 4s, 5w, w, n, 2e, n, e, n, e, d, w, 2s, e, n, 3e, n, e, 3s, u, e,  and then type 'get all'. Done!