NiM5: Background info for the MUD
Topic: ALSIDI
Keywords: ALSIDI
Syntax:
-- Alsidi
The Alsidi are a small race of wilderness-dwelling
humanoids who help travelers and play pranks on
greater beings.
Physical traits:
Teeny tiny.
Humanoid, quick, possessing the innate ability of alacrity.
Possess a connection to the earth and to fire.
Age gracefully, living between 100 and 125 years.
How to roleplay this race:
They're cute and comedic creatures with a realm of
pranks to draw from. They also know magickal arts
such as summonings and maladictions.
Alsidi gain bonuses to dexterity and intelligence.
Alsidi suffer penalties to strength and constitution.
Example:
See Also:
Topic: BAAL
Keywords: BAAL
Syntax:
-- Baal
The Baal are an ancient race of godlike creatures who
exist in a secret order and are limited in number.
Physical traits:
Massive size.
Humanoid, usually well muscled with powerful bodies.
Possess a connection to the earth and to fire.
Age gracefully, living between 100 and 500 years.
How to roleplay this race:
Baal are inherently treacherous among themselves and
within groups of their followers.
Baal are huge, powerful creatures who control the brood
and possess extreme abilities which make them formidable
opponents in battle and are god-like in nature. Because
of this, they are often battling each other as well
as the brood itself.
Example:
See Also:
Topic: BASIC_TERMS
Keywords: 'BASIC TERMS' TERMS VERNACULAR LANGUAGES
Syntax:
- [Terms]
Author's Note: When I complete (or decide to omit) languages, this section
will be expanded or removed.
-- Vernacular
-- Languages
-- Basic Terms
Example:
See Also:
Topic: BUCKAWN
Keywords: BUCKAWN
Syntax:
-- Buckawn
Buckawn are a race of forest brownies that have joined ordinary
society. They are nearly double the size of a normal brownie, nearly
the same height as a dwarf. Buckawn are extremely fast, almost to
a mystical degree, and are extremely wise.
Physical traits:
Whitish hair, no exceptions save blond and near-white yellow.
Males usually possess mustaches.
Dark skin, tanned.
Eyes are usually brown or blue, rarely green or otherwise.
How to roleplay this race;
Buckawn are esoteric, but not highly secretive, and feel as though
they are more crafty than the other races. Most integrated buckawn
are interested in stealing from society rather than contributing to
it. They are freeloaders, usually lazy, and heavy drinkers. They
enjoy music, living in the forest, and collecting expensive and
extravagant gems.
Buckawn are not overly interested in religion or magic, and tend to
focus themselves on acts of stealth. They have formed at least one
underground thieving guild, and their interests usually end at
monetary gain.
Buckawn are unique, and are not closely related to any other race.
Buckawn are limited to a knowledge of 50 skills in their lifetime.
Buckawn gain bonuses to wisdom and dexterity.
Buckawn suffer penalties to strength and constitution.
Example:
See Also:
Topic: CALENDAR
Keywords: CALENDAR
Syntax:
Exerpted from Aladro's Island Almanac:
Time on the isles is seperated into years, months, weeks, days,
hours and, for those with clockwork timepieces, minutes and seconds.
The days are as follows: Great Hawk (Lexo), Falcon (Franto),
Owl (Halag), Black Crow (Ruz), Phoenix (Kalamak),
Golden Eagle (Aedo), Grey Gull (Franwag).
The months are as follows:
Season of the Ice Cougar (Iak)
Season of the White Fox (Vod)
Season of the Robin (Lin)
Season of the Crystalfish (Nemi)
Crop Wind (Grez)
Season of the Squirrel (Po)
Dry Winds (Rani)
Dragon's Breath (Falak)
Harvest Moon (Kae)
Season of the Changing Oak (Ret)
New Frost (Jal)
Ice Weaver (Yun)
According to the Rygor calendar, the year is 452 (as of the
date of this writing) from the day of the foundation of our
lord's realm, the year 1.
Each day is divided into twenty-four hours. There are seven days
in a week, thirty days per month. There is a total of twelve
months in a year, from winter to winter.
A Note on Calendars:
This text is from Dremmen's History of Calendars.
"Calendars, throughout the chronology of Tyselorrd, have been
sited as based on the kingdom you are in. As one year varies
from the next, a standard calendar was adopted long ago from
the Vlattensintri calendar, which marks all days and months
the same, regardless of what year the particular king declares
it to be.
The days of the Vlattensintri calendar are as follows:
Lexo, Franto, Halag, Ruz, Kalamak, Aedo, Franwag.
The months of the Vlattensintri calendar are as follows:
Iak, Vod, Lin, Nemi, Grez, Po, Rani, Falak, Kae, Ret,
Jal and Yun."
Example:
See Also:
Topic: CARAVAN
Keywords: CARAVAN 'CARAVAN GROUP'
Syntax:
---- Caravan Group
The Caravan Group is a freeman's trading group. Many independant
trading groups have joined the Caravan Group for its added
protection against the other antagonistic merchant consortiums.
The Caravan Group sports several storehouses, a private dock in
the Port of Cape Red and its own private guard. The Caravan Group
is run by an electorate council on their estate outside of Keveg,
and requires dues from its members in the form of a profit
percentage.
Example:
See Also:
Topic: CHRONOLOGY
Keywords: CHRONOLOGY
Syntax:
The chronology is not available at this time.
Example:
See Also:
Topic: COMPONENTS_LIST
Keywords: 'COMPONENTS LIST'
Syntax:
---- Components (for spells)
Should a magician be low on his stock of iron filings or acidic
supplies, it is easy to discover where one can go to find such
rarities. Merchants who deal primarily in spell components and
true magick supplies are imperative to those who practice such
arts. Many of the items on this are so rare that it is doubtful
one could find the supply at a reasonable cost, and many times
this is true. While merchants in this field do not make bulk
sales, the transactions that are made are costly and always
seem to end up in the trader's favor.
-- Metals
Brass cylinder
Bronze, disk
- Copper
square
wire
- Gold
bell
caltrops
chunk
dust
needles
powder
tissue
wire
- Iron
chunk
filings
powder
rod
- Lead
ball
chunk
Mercury
- Mica
chipped
ground
- Platinum
chunk
coin
die
mirror
tissue
wire
- Silver
pin
powder
wire
Tin square
Zinc square
-- Liquids
Acid
Alcohol
Attar of roses
Hickory oil
Ink (black)
Molasses
- Oil
flammable
nonflammable
spiced
sweet
Rainwater
Vinegar
Water, distilled
-- Minerals
Agate
Alkaline salt
Alum
- Amber
block
powder
rod
Bitumen
Blue vitriol
- Borax
paste
stone
Bromine salt
- Carbon
amorphous
graphite
Chalk
Charcoal
- Clay
fired spheres
raw
- Coal (anthracite)
chunk
dust
- Crystal
bead/marble
rod
square
sphere
Diamond
Emerald
Feldspar chunk
Flint
- Glass
bead
cone
rod
sheet
sphere
- Granite
block
dust
Gypsum
Iron pyrite
Lime powder
Litharge
- Marble (chunk)
black
purbeck
- Mineral
spheres
prisms
Mortar (powder)
Nitre
Nitre, salt
- Obsidian
chunk
cylinder
sphere
Phosphorous
Pitch
- Quartz
clear rough
other rough
powder
Ruby
- Salt
block
granular
Sapphire
Sand, fine
Soot
- Stalactite
shards
tiny
Sulfer
Talc
- Turquoise
polished
unpolished
Volcanic ash
-- Animal Products
Bat fur
Bat guano
Beeswax
Bee wing
Bladder (balloon)
- Bone (bovine)
powdered
chunks
Blood (bovine)
- Cocoon
butterfly
moth
wasp
Coral chunk
Eelskin
- Eggshell
crushed (powdered)
shards
whole (empty)
Fat (bovine)
- Feather
chicken tail
eagle
hawk
owl
raven
white
wing
vulture tail
Firefly (dead)
Fleece
Fish scale
Frog leg
- Glowworm
tails
whole (dead)
- Hair
ape
bear
camel
draft horse
child's
ox
war horse
Honeycomb
- Insect legs
centipede
grasshopper (hind)
millipede
spider
- Leather
strips
thong
Lime
Lye
Milk fat (solid)
- Mouse
whiskers
whole (dead)
Musk
- Ox hoof
whole
powdered
Pork rind
Python bile
- Rat
tail
whisker
whole (dead)
- Seashell
shards
whole
Skunk hair
Snake skin
Silkworm eggs
Snake scale
Sponge
Tallow
Tortoise shell
Vellum
Wax (white)
Wool
-- Plant Products
Acorns
- Amaryllis
blossom (dry)
bulb, common
bulb, hypoxis
stalks (dry)
Apple blossom petal
Arsenic
Asafoetida
Aster seed
- Bark
apple
ash
beech
cherry
elm
maple
oak
pine
spruce
sumac
walnut
Burrs
Camphor resin
Carrot (dried)
- Cassia
bark
buds
Castor beans
Citric acid
Cork
Corn extract (powdered)
Cotton mesh
Felt, white
Fern frond
Flower
Foxfire fungus
Galbanum
- Garlic
clove
bud
Ginger
Ginseng
Gum arabic
- Holly
berries
sprig
Incense (stick)
- Leaves
ash
oak
poison ivy
poison oak
poison sumac
raspberry
rose
rhubarb
shamrock
skunk cabbage
stinging nettle
sumac
yew
Leeks (ground)
Legume seeds
Linen cloth (gold wefted)
- Lotus
flower
root
Marigolds (dry crushed)
Mayz
Moonseed
- Moss
green
phosphorescent
- Mushroom
spores
whole
Nut shells
Pillow ticking
- Pine
bark
cones
needles
sprig
tar
Peach pits
Realgar
Reed stalks
Resin
- Rose
leaf
petals
thorn
- Rhubarb
leaf
root
Seaweed (dry)
Shallot bulb
Soda ash
Stargrass
Tacamahac
Thistledown
Thorns
Tree sap
Vermilion
Willow bark
Wolfsbane
Wynchwood
Yam
Zedoary
-- Aromatics and Spices
Aloeswood chips
Ambergris
Benzoin
Betony
Calmus
Civet
Emeli
Frankincense
Myrrh
Onycha
Orchid (dried)
Patchouli (dry)
Putchuk
Rosewater
- Sandalwood oil
red
white
Storax
Example:
See Also:
Topic: CULTURAL
Keywords: CULTURAL STUDY 'CULTURAL STUDY' 'PART SEVEN' 'PART 7'
Syntax:
--------------------[ Part 7: Cultural Study ]---------------------
- [The Council]
- [Council of Elders]
- [Freemen]
- [Guildsmen]
- [Nobility]
- [Peasants]
- [Reclusives]
- [Tradesmen]
Example:
See Also:
Topic: DAKONENNE
Keywords: DAKONENNE NANNY_DAKONENNE
Syntax:
------------------------------------------------------------------------------
THIS RACE IS FOR ADVANCED PLAYERS ONLY.
The Dakonenne are a race of xenophobic subterrainean humanoids which have
no desire to participate in the society of other races. They dislike
other races so inherently that they feign ignoranace to their existance on
many occaisions; otherwise they are warmongers and fight and pillage
until their threat is abated. Due to their underground lifestyle,
Dakon possess the inate ability of infravision, sensing heat as well
as light.
Physical traits:
White, grey or black hair.
Dark skin, nearly pitch black, like the color of charred wood.
Their eyes lack iris coloration, and are spheres of pure white.
With a lean and strong build, usually they possess facial hair.
Age slowly, living 250 to 300 years underground, 250-275 above.
Dakonenne have a diverse subculture, based around the element of Water,
and Earth, because of thier dark, necromancy origins. Dakonenne are
wonderful swordcrafters, though their work is ugly to behold. Due to
the underground environment, most of the Dakonenne population remain
mushroom farmers. In recent times, Dakonenne have been known to form
plunder-groups to raid the surrounding countryside for food to feed
their hungry populous, but without their creator, these raids are
only in desperation.
Dakonenne are closely related to the Thilonenne, and can be referred to
as either 'Dakonenne', a formal and widely-accepted plural or singular
noun, or as 'Dakon', singular, or 'Dakos', plural, both being informal
and rarely used.
Dakonenne gain bonuses to strength, intelligence and wisdom.
Dakonenne suffer penalties to dexterity and constitution.
Example:
See Also:
Topic: DIRA
Keywords: DIRA
Syntax:
-- Dira
The Dira are an ancient race of godlike creatures who
exist in a secret order and are limited in number. They possess
powerful innate abilities of strength and constitution, and
are massive in size.
Physical traits:
Huge (cyclopean) size.
Humanoid, usually well muscled with powerful bodies.
Age gracefully, living between 100 and 125 years.
How to roleplay this race:
Dira tend to live in secret and do not enjoy participation
in surface cultures. They are the glimmer of hope for the
brood, and combat the forces of darkness at the heart of the
hoard.
Dira are a mythological race and have godlike powers, because
of this, they are locked in mortal combat with other gods and
the brood itself.
Dira gain bonuses to strength and constitution.
Dira suffer penalties to dexterity, intelligence and wisdom.
Example:
See Also:
Topic: DMG
Keywords: DMG 'DWARVEN MERCHANTS GUILD'
Syntax:
---- Dwarven Merchants Guild
The Dwarven Merchant's Guild was created by a group of dwarven
foriegn businessmen from Kreighaad. The dwarves wanted a merchandom
which would provide a special sort of haven for dwarves who wished
to transcend their mining and grunt-working heritage. The Dwarven
Merchants formed under the direction of the High Dwarf Caedrus of
West Chireminster (he town over which Vesper has been built).
Caedrus was a farm owner who had a love for poetry and money, and
desired to seek out art it in all its forms to surround himself
with. Caedrus died in the year 373, and since then the two heirs,
Kilvek and Tranfad ruled until their double-assassination in the
year 452. Since then, Aidrus of Cape Red has been appointed the
guildmaster.
There are three different levels of control in the Guild. The
highest seat is guildmaster, a single presiding judge who settles
council desputes, regulates the Guild treasury, and appoints new
council members and ambassadors. The next highest, just below
the guildmaster, are the council members who make up the majority
of the owners in the Dwarven Merchants Guild. Council members
vote for changes in the Guild, are usually owners of businesses
and such trading facilities. However, since the DMG is based in
the Port of Cape Red, Kessian merchants (and those from other
towns and islands) appoint their own respective councils, but
report all changes to the headquarters in Cape Red. The lowest
rung on the DMG ladder are the journeymen and merchants who work
for council members and the guildmaster himself.
Example:
See Also:
Topic: DREV
Keywords: DREV
Syntax:
-- Drev
The Drev race is a primitive subculture that has only recently
begun to integrate into society. The Drev are highly religous,
showing the traits of being crude but wise, daft at times, but
remaining somewhat intelligent, fairly weak in strength but strong
in character. Drev are exceptionally loyal, and fairly competant
as fighters. Drev enjoy helping others to be pleased with them,
they enjoy praise, and are a bit naive about the ways of the world.
Physical traits:
Short with orange or tan skinned.
Large bodies, small heads, they are substantially smaller than
dwarves.
A profuse amount of body hair, almost like fur, usually brown.
Age quickly, living between 75 and 100 years.
How to roleplay this race:
Drev are, when very young, mentally underdeveloped. They educate
themselves at a later age, starting when they are twenty, due to
the slow process of mental development. Drev are little kids for
nearly a fourth of their lives. Before their mental skills begin
to develop, however, Drev are extremely naive and easily fooled.
At age 20 they begin to become cultured and begin to understand
more complex topics.
For the first 20 years of a Drev's life, their childhood is usually
spent farming in the forests. Drev's favor treehouses to ground-level
homes, but prefer any residence to none. They enjoy being personal
assistants, loyal subjects (to their kings and leaders), and good
companions. They enjoy adventuring with others, preferable adventures
which take them to exciting new lands and on wild dangerous voyages.
Drev dislike fighting, but are good hunters nonetheless.
Drev are unique, not being closely related to any particular race.
Drev are limited to a knowledge of 30 skills in their lifetime.
Drev gain bonuses to strength and wisdom.
Drev suffer penalties to dexterity and constitution.
Example:
See Also:
Topic: DWARF
Keywords: DWARF
Syntax:
-- Dwarf
Dwarves are stout, short, stocky humans with a keen eye for
certain less mystical aspects of the world. Dwarves are incredibly
practical creatures. They stand a trifle over half the size of an
average human, and are very muscular. Dwarves are as diverse as
humans, aside from their limiting height and slightly less
metaphysical understandings. They are extremely brazen individuals,
possessing an in-born ability of infravision.
Physical traits:
Short, stocky and muscular.
Possessing thick beards and long hair of red, brown, grey, white or
blond denominations.
Eyes can range from violet to orange to green, and all colors in
between, save red and white (for obvious reasons).
Age gracefully, living between 100 and 150 years.
How to roleplay this race:
Dwarves are, in part, human. Aside from their slightly different
skills and their height difference, dwarves retain most all of their
human features. They can participate in many activities a human
would. It is their differing personality which greatly seperates
the two closely related races.
A dwarf would most likely be anything from a weaponsmith to a
merchant. Several dwarven merchant guilds have joined the
Consortium, and are quite effective in the markets of fine
hand-crafted items. Dwarves are very good with pragmatic
situations, preferring to stay away from magical practices. Dwarves
were highly competative with the Tinkergnomes in this region,
and now have formed their own Dwarven Merchant's Guild.
Dwarves are closely related to humans, and are not at all related to
Drev or Buckawn.
Dwarves are limited to a knowledge of 40 skills in their lifetime.
Dwarves gain bonuses to strength and constitution.
Dwarves suffer penalties to dexterity, intelligence and wisdom.
Example:
See Also:
Topic: ECONOMIC_REPORT
Keywords: 'ECONOMIC REPORT' ECONOMIC REPORT 'PART FOUR' 'PART 4'
Syntax:
--------------------------------------------------------------------------
Foerlin's Tome of the Realms - Economic Report
--------------------------------------------------------------------------
To view a selection, type the name of the topic in _full_ and hit enter.
Current Topics:
ECONOMIC OVERVIEW CARAVAN GROUP
CONSORTIUM DWARVEN MERCHANTS GUILD
ZOZZO THE ZYLOTS
GOODS LIST (long) COMPONENTS LIST (long)
OTHER GOODS (long) INDUSTRIES
Example:
See Also:
Topic: FIEFDOMS
Keywords: FIEFDOMS
Syntax:
- [Fiefdoms]
Aside from the empire, many fiefdoms divide the land. There are
so many tribes, peoples and governments that one could not list
them in such a general index as this tome, but I will list the most
frequently encountered that pertain to your journeys in and about
the Southern Twilight Zone of Jharl.
---- Haedar
It was perhaps the first empire that Tyselorrd had ever seen.
Since the dawn of the First Circle, never before had such a large
area been united under one rule. The barbarian warlords from the
kingdom city-state of Nostol surged outward, screaming battlecries
and their king's name, King Haedar the First! Their conquests
were known far and wide. They pillaged the landscape, took the
dungeons of far off castles, freeing the prisoners to fight
amongst their ranks. A group of kings drew their generals together,
and the combined effort thrust the legions of Haedar back to
Nostol. Leaving the city in ruin, the barbarians were constrained
to their dying capital. In recent times, however, King Haedar the
Twenty-Third has joined Tiktui and is fighting on her side, hoping
to win an advantage over the peoples and once again bring glory
to his country's name. Nostol's kingdom, however, has yet to
see results, for Haedar still controls only his city-state and its
crumbling borders.
---- Rygor
The Sovreign realm of King Rygor, known to its people as Kltara,
is perhaps the smallest kingdom to boast so many people. While
city-states like Nostol and great empires such as that of Tiktui
contain massive areas of land, Rygor's realm contains almost
as many people as Tiktui's empire. It was late in the Second
Circle that Rygor's grandfather fled to the Twilight Zone. The leaders of
Kyrinn had ousted the government and were working along with
the Gemmaster's Council to overthrow what else remained. Rygor's
grandfather was involved in a conspiracy to put the Council into
power without allowing the nobles who were helping them to get
any rewards. Rygor's grandfather's plan was discovered. In a dual
murder, Rygor's grandfather barely escaped with his life. He fled in
a fleet with his supporters to the Southern Twilight Zone of Jharl. The
islands were largely populated only with non-humans (elves,
drev and buckawn) and a few dwarven tribes. Rygor's grandfather
settled on the northern coast and soon his kingdom was born.
When Rygor's father died, his mother became regent until Rygor
was of age to take the throne. On his eighteenth birthday, Rygor
took his father's place in the noble hierarchy of Kess. Kess,
a still growing city, had expanded exponentially from the first
arrival of settlers. Once the harvests were yeilding surplus,
trade started. After this, the Andraius mines were discovered,
along with the dwarves who had built it, and the population grew.
The economy, now backed by silver, platinum and gold, boomed.
By the time Coranos Rygor was to take the throne, Kess was three
quarters of the way to being the size it is today. In the last
twenty-odd years since Coranos Rygor's rise to the throne, Kess
has been gradually improved by Rygor's constant construction of
new establishments. The royal mint, the Lycaeum and several
other North Bank structures all are the doing of Coranos Rygor
and his generous attitude toward his people. The kingdom,
as well as the city, is flourishing under Coranos's rule.
---- Kthana
Kthana's realm, or the Serpantine Isle, was a new order created
when Luke Kthana was expelled from the Royal Guard of King Rygor,
the elite warriors of Coranos's father. Luke Kthana chose to
start a new settlement in the south, building his keep with his
inheritance. His fiance (now wife) Melinthra helped to forge
his unique order of knights, the Knights of Jharl. The kingdom
is now allied with Kltara in all respects, and the two kingdoms
function together in many respects.
Example:
See Also:
Topic: FIGURES
Keywords: FIGURES
Syntax:
---- Religous Figures
Due to the secretive nature of most religions, and my lack of faith,
I have little to say on these matters. Nonetheless, there are many
famous religious figures, gods, and living gods which one may find
more about on your travels or in your studies.
Example:
See Also:
Topic: GEMS
Keywords: GEMS
Syntax:
Gems cost a considerable amount of money and must be carefully sought
for and kept by practitioners of magick in the realm. Gemmagick, while
specialized, is quite common in the realm and provides a great benefit
to the kingdoms.
Gems come in a variety of sizes, weights and types, and each provides
a certain type and amount of mana.
Example:
See Also: Magick, Practice, Money, Learn
Topic: GIANT
Keywords: GIANT
Syntax:
-- Giant
Giants are the product of gemmaster engineering. Certain
gemmasters have been able to affect the womb of a human mother into
birthing a child of giant proportions. Giants are the product of
this engineering. Part of the main problem with Giants is their
ineptitude at exact tasks such as spellcasting, gemmastering and
tasks which require stealth or precision. Their deep voices and
overwelming demeanor make them charismatically ineffective.
Physical traits:
Really, really tall humans (like three-four meters).
Age gracefully, living between 100 and 125 years.
How to roleplay this race:
Giants tend to be hired hands. They are good for hard labor, and are
even better as men of arms. Their lack of dexterity is made up for
with their ability to wield a weapon to a proper degree, and to do
enough damage in order to slay said opponent. Giants, however, do have
a bit of trouble finding proper attire, as most shops do not taylor
to their size.
A giant in the current age would become a bouncer for a local
establishment or a hired guard. Giants lack stealth and magical
ability, and would not make good apprentices in these fields. Giants
are extremely good fighters, weaponsmasters and specialist, and for
this reason they are valued above all other races for armies.
Giants are descendant from humans through magical manipulation by
gemmasters.
Giants are limited to a knowledge of 25 skills in their lifetime.
Giants gain bonuses to strength and constitution.
Giants suffer penalties to wisdom and dexterity.
Example:
See Also:
Topic: GLOSSARY_OF_THE_REALMS
Keywords: 'GLOSSARY OF THE REALMS' GLOSSARY REALMS 'PART TWO' 'PART 2'
Syntax:
--------------------------------------------------------------------------
Foerlin's Tome of the Realms - Glossary of the Realms
--------------------------------------------------------------------------
To view a topic, type the _full_ name of your selection, and hit return.
Topics available:
HUMAN DWARF GIANT DAKONENNE
THILONENNE TRIOSKENNE BUCKAWN DREV
TRADESMEN MERCHANTS LORDS FIGURES
VERNACULAR LANGUAGES BASIC TERMS
Example:
See Also:
Topic: GOLD
Keywords: GOLD SILVER PLATINUM COPPER BEZAIN
Syntax:
See: Help Money
Example:
See Also:
Topic: GOLEM
Keywords: GOLEM
Syntax:
-- Golem
Golem are mindless servants of Baals and the brood,
and work for their sorcerer-kings or other masters as
they see fit. They are tied to different elements,
and possess innate ablities. They are massive.
Physical traits:
Massive. Tough.
Humanoid.
Possess a connection to various elements.
Age gracefully, living between 100 and 125 years.
How to roleplay this race:
They serve the brood, locked in mortal combat with gods
and daemons.
Golems gain bonuses to strength and constitution.
Golems suffer penalties to dexterity.
Example:
See Also:
Topic: GOODS
Keywords: GOODS 'GOODS LIST'
Syntax:
---- Goods List
This is a list of goods which one can find in warehouse-type stores
and supplies. These goods are mostly foodstuffs, which tend to
be a main source of income for merchants traveling to and from
farming villages. Spices, herbs, foods, jams, corns and sweets
are items which no one person can do without.
-- Corns
Barley
Buckwheat
Chick peas
Lentils
Millet
Oats
Rice
Rye
Wheat berries
-- Flours
Barley
Buckwheat
Rye
Wheat
-- Fruits/Vegetables (dried)
Apples
Apricots
Broad beans
Carrots
Cherries
Currants
Dates
Elderberries
Figs
Green beans
Green peas
- Mushrooms
Dakonenne variety
Dwarven
Onions
Peaches
Pears
Prunes
Raisins
-- Jams, Jellies, etc.
- Butters
apple
blackberry
pear
quince
rhubarb
spiced crabapple
- Curds
blackberry
honey
lemon
orange
- Fruit cheeses
apple
blackberry
damson plum
gooseberry
- Jams
apricot and almond
bramble
barberry
elderberry
gooseberry and elderflower
greengage plum
lingonberry
rose petal
strawberry
- Jellies
basil
brambleberry
crabapple
lemon
medlar
mint
rosemary
sage
wine
- Marmalades
apricot
ginger
orange
peach
quince
- Preserves
cherry
raspberry
strawberry
-- Meat and Fish
- Beef
corned
dried
jerked
sausage
smoked
- Cod
salted
smoked
Finefish
canned eggs
pickled
- Herring
pickled
salted
- Pork
bacon
ham
salted
sausage
- Salmon
salted
smoked
Sardines
-- Nuts
Almonds
Cashews
Chestnuts
Hazelnuts
Pine nuts
Pistachios
Walnuts
-- Savories
Beetroot relish
- Brandied
cherries
grapes
mixed
raspberries
spiced pears
spiced plums
strawberries
- Candied
angelica
apricots
carrots
cherries
citron
pears
honeyed ginger
lemon rind
mint
orange peal
sugar-frosted rosemary
- Crystallized
rose petals
grapes
violets
holly leaves
Chestnuts (in syrup)
Mustard
- Olives
green
black
- Pickled
beets
cherries
capers
cornichons
eggs
garlic
gherkins
green beans
mushrooms
plums
spiced pears
sweet onions
walnuts
- Scented water
jasmine
lavender
orange
rose
- Vinegar
aged
blackberry
cider
dandelion
malt
rose petal
wine
-- Seasonings
Angelica
Anise
Basil
Bergamot
Borage
Calendula
Caraway
Chervil
Chives
Clary
Coriander
Costmary
Cumin
Dillweed
Faggot of sweet herbs
Fennel seed
Fenugreek
Garlic
Horehound
Horseradish
Hyssop
Juniper
Laurel
Lemon balm
Liquorice root
Lovage
Marigold
Marjoram
Mint
Mustard seed
Oregano
Parsley
Poppy seed
Rose hips
Rosemary
Sage
Salt
- Savory
winter
summer
Sweet cicely
Tarragon
Thyme
Woodruff
-- Spices
Canella
Cardamon
Cinnamon
Cloves
Cubeb
Galingale
Ginger
Mace
Nutmeg
- Pepper
black
red
white
Saffron
Turmeric
-- Sweeteners
- Honey
rose petal
parsley
lavander
Marzipan
Molasses
Sorghum
- Sugar
brown
lavender
loaf
lemon
mace
orange
powdered (confectioners)
raw
rose
violet
-- Oils
Almond
Hazelnut
Herbal
Olive
Rapeseed
Safflower
Sesame
Sunflower
Walnut
Example:
See Also:
Topic: GRAND
Keywords: GRAND OCEAN 'GRAND OCEAN'
Syntax:
- [Grand Ocean]
East of the Southern Twilight Zone of Jharl and south of the lukewarm
waters of the Newcost Bay lies the Grand Ocean, an expanse of
choppy, foggy saltwater. The Grand Ocean is a vast, landless
body of water that has never been traversed. It is the belief
of many a scholar that there is a land on the other side of the
world, across the Grand Ocean, which is exactly opposite to that
of Tyselorrd. I was once aboard a fisherman's sloop when we
drifted out from shore and were caught in a dangerous storm. The
high winds blew us further away from the safety of land, until
we were a day's travel from any point. By the stars, we were able
to guide our ship back to safety, but it was during this time
I first began to understand the reasons why no one had ever
traversed this vast ocean. With no known goals, one could drift
aimlessly until short of supplies and lack of fresh water killed
a man. It would take a great feat of strength, or insanity, to
ever cross this ocean and visit the other side of the world.
Aside from the awe-inspiring size of this ocean, the Grand
Ocean has plentiful supplies of fish near land areas, and thus
is a breadbasket for the fishing industry.
Example:
See Also:
Topic: HEVETI
Keywords: HEVETI
Syntax:
The secretive tribe of heveti hunters in the northern region of Rygor
Isle, living in their hidden village high in the Andraius mountains, the
Heveti are an ancient race of stone-cold hunters whose study of strategic
arts and hidden skills make them an adversary not to be reckoned with. The
Heveti live in Alamut, a citadel-fortress built on a high peak somewhere in
the northern part of the mountain range. They are quiet, peaceful and
secretive, yet know when and how to strike if needed. They spend their time
cultivating the natural resources of their mountain home.
Example:
See Also:
Topic: HUMAN
Keywords: HUMAN NANNY_HUMAN
Syntax:
------------------------------------------------------------------------------
The human is the most average of all the races. They are also the most
populated amongst the islands. Humans all have a unique curiosity
which many of the other races lack, and humans can range from a short,
lithe svelte creature, to a large, muscular swordsman. Humans are not
not native to the islands.
Physical traits:
Varied (use your humanity to hewn your character).
Age gracefully, living between 100 and 150 years.
How to roleplay this race:
This race has the most freedom and diversity, since it is not as bound
to itself as the other races are known to be. Use your own experiences
at being human to shape your character, or the experiences of others.
You're best at being human, so your character should be well developed.
Humans, being the most diverse of races, can be pretty much any type
of class or occupation.
Humans gain no bonuses to their initial statistics.
Humans suffer no penalties to their initial statistics.
Example:
See Also:
Topic: INDUSTRIES
Keywords: INDUSTRIES
Syntax:
---- Industries
Basic industries in the realm are the professions practiced by
guilds, independant craftsmen and conglomerates. The following
is a loose compilation of possible occupations one could encounter
in your travels. By far this is not a complete list. For those
not familiar with all the terms mentioned, I've included a brief
summary of each profession.
-- Arts
The artists of the realms range widely. Painters using ox hair
brushes and sap-oil paints, sculpters ranging from red clay
to marble and obsidian, and bards playing instrument from
asterflute to zither. Not to mention the novelists and, ahem,
other writers of our realm.
Architect (ornamentary, general)
Actor/Actress (performance group, traveling)
Minstrel (traveling)
Novelist (long works)
Painter (tapestries, murals, pictures, portraits)
Pagent Wagon Performer (traveling)
Poet (lyrical, sonnet, ballad, haiku)
Scribe (magical works, literary works)
Sculpter (statues, statuettes, building ornamentation)
Sketcher (portrait, general)
Soloist (traveling, local)
-- Crafts
The craftsmen of the realm create quality handmade goods used in
everyday life. From furniture to shoes, the craftsman of the
lands are important to everyone.
Armourer (armor crafter)
Butcher (meat seller)
Cobbler (shoemaker)
Cooper (barrelmaker)
Grocer (vegetable seller)
Musicman (instrument crafter)
- Smithys
Axesmith (axes)
Blacksmith (iron items)
Goldsmith (gold items)
Silversmith (silver items)
Swordsmith (swords)
Weaponsmith (general weapons)
Tailor (clothes maker)
-- Other
Cleric (elemental priest)
Farmer
Furrier (fur trapper)
Gemmaster (elemental magician)
Gypsy (carnival vagabonds)
Hunter
Magician (student of True Magick)
Conjurer (magicks of creation)
Malaclyptic (magicks of nuisance)
Necromancer (magicks of death)
Sorcerer (magicks of power and nature)
Warlock (magicks of combat)
Mercenary (hired soldier)
Woodsman (logger, axeman)
Example:
See Also:
Topic: INTRODUCTION
Keywords: INTRODUCTION
Syntax:
From the Author
This text is written solely for the purpose of outline and explaining
the different aspects of the Tyselorrd game, specifically the parts of
the world which are important to playing on The Twilight zone MUD. The ideas
contained herein are solely owned by the author, Herb Gilliland. He
reserves the right to modify, omit or remove any of this at any time.
Foerlin's Tome of the Realms is written in the first person in order
to make it entertaining as well as informative. Foerlin's persona is
defined in the 'From Foerlin' section of this introduction.
From Foerlin
It was upon the last day of my boyhood that I decided to set myself
out and visit the world, scribing its details into my battered testemony
of travels. A leatherbound manual and a ink-and-quill pen were my only
supplies as I unhitched my father's mount from the stables, bid goodbye
to my mother, and set off on our short dirt drive for Keveg, a mile
walk later I had found my way into the town.
This Tome of the Realms is an organized version of my journal's
account. I have compiled this information for all of my adult life,
and am proud to be able to offer this information to you, dear reader.
It describes, in detail, almost everything I have encountered during
my exploration of my homeland, the Southern Twilight Zone of Jharl. Economic,
editorial and factual accounts are contained herein, and, to my
knowledge, are the complete truth as I know it. Please excuse any
errors on my part; any errors are my ignorance entirely.
For convenience, I have alphabetized whenever possible.
Example:
See Also:
Topic: LEGENDS_AND_LORE
Keywords: 'LEGENDS AND LORE' LEGENDS LORE 'PART EIGHT' 'PART 8'
Syntax:
--------------------[ Part 8: Legends and Lore ]--------------------
Example:
See Also:
Topic: LORDS
Keywords: LORDS
Syntax:
---- Lords, Overlords and Kings
Among the government officials of the Twilight Zone, and of Tyselorrd, there
are some of note whose names you may encounter in your travels.
-- Lord Luke Kthana
A man of honor, Lord Kthana is a true and just ruler who lives by
his word instead of his sword. He has set up a republic system
similar to Rygor, and agrees with his old friend Coranos Rygor
on many things. A long-standing unwritten alliance has formed
between the kingdom of Kltara and that of the Serpantine Isle.
Kthana is devoted first to his people and second to his wife,
the lovely Lady Melinthra.
-- Lady Melinthra
Truly a lady beyond her times. Her love for Kthana is true, but
her beauty and intelligence woo the hearts of most men that meet
her. She runs the Serpantine Guard at Keep Kthana and is a master
swordswoman. And, aside from her humble beginnings, she is one of the
most noble and respectible women in the known world.
-- King Coranos Rygor
A king who has been called 'King of the People' by his loyal subjects,
King Coranos Rygor is the decendant of a long line of just and fair
rulers. His father, Itonus Rygor, and his mother, Miyath Rygor,
were both well respected and loved by their subjects. Unlike his
father, however, Coranos is trying to give the people more power
in government operations. He has created a council system which
is a partial effect on his rulings. There is a court system which
relies on the council to make all decisions. Coranos has been called
a gift from god by the farmers of the land, but nobles don't like
him as much due to his love for his peoples. I have visited with
King Rygor many times, and I must say I do enjoy his company
immensely. He is one of the few leaders in this world that deserve
the respect and admiration associated with his position.
-- Imperator Tiktui
As a mapmaker, it has never been my place to meet Her Most Highest,
the Imperator. Not that I would want to. Tiktui has been forever
in my mind's eye as a ruler who is up to no good. Even though she
has united most of Tyselorrd, her methods have not been peaceful,
and the half-peace she has created on the mainland is not that
of completeness and superiority. She has moved her Imperial Seat
to Kyrinn, a once lively city of knowledge, now cast as a city
of careful words and unspoken ideas. She is a dwarf, haughty,
dangerous, whimsical. Her repose is of careless evil and a vile
demeanor. I've never met the creature, only seen her, but I have
nothing good to say for this bane of peace.
Author's Note: Some of these are roles played by players of The Twilight zone.
If you wish to play a role that is currently not being
played, please contact an admin.
Example:
See Also:
Topic: MAGICK
Keywords: MAGICK
Syntax:
- [Gem Magick]
The oldests texts in the land have always included the use of gems
for magick. Scholars and gemmasters have puzzled over the years
in the secret of why certain gems are bestowed with mystical powers
while others are not. In the traditional sense, all gems at one
time had power, but through the use of eager young magicians, the
mana dwindled from the land and less and less gems were produced.
It is theorized that someday, no gems will hold value other than
their luster and crystaline perfection.
- [True Magick]
True magick is a more recently devised magickal art. True magick
involves the creation of magickal talismans by the mystical binding
of certain properties in specialized mixing devices of magickal
origin. True Magick is not tied to any certain element, and is
in cases more powerful, though requires careful preparation and
expensive spell components.
Example:
See Also:
Topic: MAP
Keywords: MAP
Syntax:
Throughout my travels, it was necessary to transcribe or
fold and log maps of the areas in which I travelled. Because I did
not travel to every location described here, some areas lack maps,
or I have chosen to omit a poor representation of the location.
Any cartography should be considered rough, not exact, and I urge
you to visit my shop whenever you find yourself in Keveg. I sell
a myriad of useful Atlases and maps, of many denominations and
scales. You are welcome to browse or buy, depending on the size
of your coinpurse.
\__ _ Southern End of the ___________/\ /
\_ / \ Continent of __/ \ )
" ( .-_._ Tyselorrd / Newcost \ _/
\ / \__ ___./ Bay ) /
\_ \ \ A/ / /
\ / `./ / G )
`-' \ |
\ |
/ __.'
___. \/
Watervoid .-' "\ Grand Ocean
| B/
/1 /
\ \
-Islands- \ / -Cities/Castles-
1 - Rygor Isle \C / A - Kyrinn
2 - Soedar \/ /\ B - Kess
3 - Mudak \/ /\ C - Cape Red
4 - Zalufin /\__ _ \//\ D - Kreighaad
5 - Serpantine Isle \2 D\ / \ _____ \/ E - Toshan Kori
6 - The Corse / _/" /5 / /3___/ F - Keep Kthana
\/ __ \ \ \/ G - Nostol
/4 \ /F / The Southern
Toshan Sea \ E/ \_/ Twilight Zone
/ / of
/ / Jharl
\/
___
/ 6/
\_/ NOTE: Many smaller islands exist,
but are not detailed here.
Example:
See Also:
Topic: MERCHANTS
Keywords: MERCHANTS
Syntax:
---- Merchants
Many great merchants have arisen in recent years. This is truly
the Trader's Age. The Consortium and the Dwarven Merchant's Guild,
being the largest, have attained a great amount of fame throughout
the known world.
-- Aidrus
Aidrus the dwarven merchant is a good man to know if you ever
travel to the Port of Cape Red. Aside from his extravagantly
constructed palace and his sometimes vile dealings with other
merchants, Aidrus is a man of great respect and adoration. If he
finds merit within a person, he will offer his fortune if not
his life for such an individual.
-- Gaerbryn
Gaerbryn is the merchantwoman of the Consortium who runs all foriegn
and exotic stores. She is truly a sight to behold. Aside from
her surpassing beauty and razor-sharp wit, she is a wonderful person
to get to know. She has a fondness for minstrels, and will show
her greatest hospitality to them. She keeps an inn in Cape Red
aside from her merchant business, and her twin sister Taylin runs
the establishment. If you do happen to meet with Gaerbryn on
unfriendly terms, however, I wouldn't stay in the Forged Sword
without an armed escort and a death wish.
-- Fochan Luri
Among the more cutthroat businessmen of the Consortium, Fochan Luri
owns and runs the Consortium's local agencies with an iron hand.
My brief visit to his abode was not wholly unpleasant, but the man
is truly as ingenius as he is infamous. But, one must admit, House
Luri's stores are always filled to the brim with the most quality and
highest quantity of supplies, should one decide on a shopping spree
in Cape Red.
Author's Note: Some of these are roles played by players of The Twilight zone.
If you wish to play a role that is currently not being
played, please contact an admin.
Example:
See Also:
Topic: MUDAK
Keywords: MUDAK 'MUDAK ISLAND'
Syntax:
- [Mudak Island]
Mudak Island is an uninhabited island that may have once been
but a sandbar. Over time, however, this island has grown in size
and could support a few structures, but the sandy soil of the
isle is harsh and difficult to cultivate. During the thaw, the
ocean levels rise slightly, causing heavy flooding on the island,
turning many areas to quicksand. Once when I took to the seas
to apprentice navigation, the captain of the vessel stopped here
for repairs. Not much vegatation grows on the sandy beaches of
Mudak, but what does is fruitbearing and lush. Perhaps some
generations in the future may be able to cultivate the indigenous
crops that flourish here: and nowhere else. I tried to transplant
one of the gulgafruit bushes from Mudak to the sandy shores of
the Serpantine Isle, but my work was to no avail. Such a rare
delicacy is that of gulgafruit pie.
Example:
See Also:
Topic: NANNY_DOC_MENU_HEADER
Keywords: NANNY_DOC_MENU_HEADER
Syntax:
--------------------------------------------------------------------------
Foerlin's Tome of the Realms - Online Reference Index
--------------------------------------------------------------------------
Type the topic you wish to view at the prompt.
Typing 'X' will quit out of the documentation menu and return you to
the login menu, typing '?' will redisplay this information.
You can get Foerlin's Tome of the Realms by anonymous FTP to the
following site: zebesta.stc.housing.washington.edu /pub/isles
The site also contains many other support files.
The information gleaned from Foerlin's Tome is OOC!
Main Topics:
INTRODUCTION GEOGRAPHICAL ATLAS
GLOSSARY OF THE REALMS POLITICAL OVERVIEW
ECONOMICAL REPORT CHRONOLOGY
CULTURAL STUDY LEGENDS AND LORE
Example:
See Also:
Topic: OTHER_GOODS
Keywords: 'OTHER GOODS'
Syntax:
---- Other Goods
Basic materials are the lifeblood of the realm. What good is a
tailor without cloth or a blacksmith without iron? A silversmith's
teaset is hard to produce without a bar of the purest metal, and
the Royal Mint could not function without the gold and copper
trade. Listed here are furs, cloths and metals found and sold
throughout the realm.
-- Cloths
Cotton
Linen
Patchcloth
Satin
Silk
Wool
-- Furs
- Bear
black
brown
polar
Beaver
Ermine
Ferret
- Fox
grey
red
white
Mink
- Rabbit
brown
grey
spotted
white
Raccoon
Weasel
-- Metals
Bezaintum
Brass
Bronze
Copper
Gold
Iron
Lead
Platinum
Silver
Tin
Zanthium
Zinc
-- Ores
Coal
Marble
Obsidian
Sandstone
Example:
See Also:
Topic: PART_1
Keywords: 'PART 1' 'PART ONE' 'GEOGRAPHICAL ATLAS' GEOGRAPHICAL ATLAS
Syntax:
--------------------------------------------------------------------------
Foerlin's Tome of the Realms - Geographical Atlas
--------------------------------------------------------------------------
To view a topic, type the _full_ name of the topic, and press enter.
Topics available:
THE CORSE RYGOR ISLE LANDFORMS
GRAND OCEAN RYGOR ISLE CITIES
MUDAK ISLAND RYGOR ISLE PLACES
RYGOR ISLE SERPANTINE ISLE CITIES
SERPANTINE ISLE SOEDAR ISLE
TYSELORRD MAINLAND WATERVOID
ZALUFIN MAP
Example:
See Also:
Topic: POLITICAL_OVERVIEW
Keywords: 'POLITICAL OVERVIEW' POLITICAL OVERVIEW 'PART THREE' 'PART 3'
Syntax:
--------------------------------------------------------------------------
Foerlin's Tome of the Realms - Political Overview
--------------------------------------------------------------------------
To view, type the name of the topic in _full_ and hit the return key.
Topics:
TIKTUI FIEFDOMS
Example:
See Also:
Topic: RACES
Keywords: RACES
Syntax:
Scattered throughout the world of Tyselorrd are a variety of races
who reside on the Twilight Zone and in other places.
human, dwarf and Heveti are descendants of man
Trioskenne, Thilonenne and Alvaki are descendants of elf
Muidar are the dark humans, the changed ones
Dira are the great oracles, the godlike sages of the old days
Baal are the dark hoard's greatest brood
golem are the brood's fantastic warriors
Alsidi are the tiny people of alacrity
Example:
See Also:
Topic: RYGOR_ISLE
Keywords: 'RYGOR ISLE' RYGOR
Syntax:
- [Rygor Isle]
__
____.-------.___________/ \__
.'gggggggggggggggggg HH \
.--.__/ggggggggggggggggggg HHHHHHHHHH /
|ggggggggggggg ggg HHHHHHHHHHH \___
The |gggggggggggg /\mm/\ /\ HHHHHHHHHHH /
Broken __|gggggggggg m/\mm\__ HHHHHHHHHH /
Coast_ \gggggggggg mm/\ >----_________A /
/.\/gggggggg m/\m / 1 ====a\_/ -Legend-
\....ggggg /\m/\ / /\m | ,,, \
\.....gg mmm_/ mmm | ,,, / A Rygor Castle
/...... ,,,,,,, /\m\)2/\m | ,,,/ a Town of Kess
/....... ,,,,,,, mmmmmmmm Kltara| / B Port of Cape Red
\...... ,,,,,,, /\m/\/\m | / C Keveg
\..... ,,,,D===================== / D Vesper
\... ,,,,|,,/\mm6 \ E The Lighthouse
/... | m/\ \
/... | m3mm )
\.... | m/\ / 1 Crystal River
\... ,,,,, | mmmmm Eastern \ 2 Blood Lake
\.. ,,,,, | m/\mmmm Plains ) 3 Andraius Mountains
\.. ,,,,, | mmmmmmmm / 4 Gemrider River
\. ,,C======== mm/\mm / 5 Kralan Pass
\. ,,,,, |/\x mmmm / 6 Travellers Pass
\ ,,,,, m|5xxx mmmm /
Watervoid \ /\|xxxx /\m /
\ /\mm\|xxx mmm / , farmlands
\ xxx/|xXXx mm/\m / . desert/drylands
\ x4\==xXXx mm/\ / =| roads
\ x/x|XXXxx mmmm/ \-_ river/coastline
\ \x|XXXxx m/ x light forest
\ \|XXXXx / Grand X dense forest
\/|xxxxx / Ocean /\ predominant mountains
\Bxxx xx / __/\ m peidmont or hills
\ x xx / \_E/ g grasslands (savanna)
`.__ .' H cliffs/plateau
\_/
Cape Red
Rygor Isle is the largest and most populated island of the
Southern Twilight Zone of Jharl. It is at the northern tip of the island
chain. The peoples of Rygor Isle are varied and spread from its
most northern beaches to its most southern cape.
Example:
See Also:
Topic: RYGOR_ISLE_CITIES
Keywords: 'RYGOR ISLE CITIES' 'RYGOR CITIES'
Syntax:
---- Cities
-- Port of Cape Red
The Port of Cape Red, or the Port for short, is the second
largest city in all of the Twilight Zone. My travels to the Port have
been many. The Port is a rich place, populated by many nobles
and rich merchant guilds. It is here that the Dwarven Merchant
Guild is most predominant, controlling a large profit share
of the market. The Port is known for its wide trading and
exotic flare. While Kess has The Great Bazaar to promote
trading, the Port has no such pleasantry. The Port is the main
shipping location. Daily, the Port is filled with foriegn
travellers, journeymen, traders and diplomats, making this
city a multicultural location. More languages are spoken here
than there are streets, it may seem, but in the end most of the
Port's inhabitants speak the universal language of trade. The
Port is a fairly rich city, seconded only in its universities
to Kess. The Port is also a big place for caravans to drop
off or pick up trading material to take to Kess or ship to
the mainland. When your in the Port, make sure to keep a pouch
full of money and a dagger at your waste. My adventures in this
city are numerous, and most of them involve some sort of danger,
so I urge newcomers to be on guard at all times.
-- Kess
Kess is the capital of Kltara and Rygor Isle, and very well may
be the capital of the entire archipelago. It is the largest
and most diverse city, containing great schools of knowledge,
the largest number of independant craftsman, and many unique
local attractions. Kess is built around the Crystal River
which flows through the heart of the city. The city is split
into two main sections. The first is the South Bank, where
most of the merchandom, artistry and cultural experiences lie.
The South Bank is seperated into a number of districts, far
too numerous and volatile to mention. The second is the North
Bank, where political, government and education facilities lie.
It is the North Bank which contains Rygor Castle, the Coranos
Lycaeum and many other government facilities. The North Bank
is seperated into two main districts: the High Court, containing
mostly government buildings (perched on a hill) and the Riverside
District, containing the Lycaeum and other university sites.
Outside the city walls, Kess sports a small crop of rye, barley,
oats and wheat. A local establishment, the Hovelcove, has some
of the best fresh-baked bread I have ever tasted.
- The Great Bazaar
The huge Kess Plaza near the South Gate houses a year-round
festival called the Great Bazaar. The Bazaar is both a sale
and an extravagant party. An amphitheater has been constructed
in the western center of the Plaza, allowing the stage to be
used for performances. On the outskirts of the Plaza are
numberous tents, wagons and buildings, many perminant, which
house the outlets for all the major merchant houses. It is here
that one can buy, first hand, many finished goods, raw materials,
or sell components, spices or otherwise. "If you can't find it
at the Great Bazaar," I have heard many times, "It doesn't exist."
- Rygor Castle
The modest King built himself a heavily fortified and open
castle on a gnoll on the North Bank. The Castle is rather
large and well built, containing many meeting houses and
government buildings. It is here that one may ask to be
granted audience with the King himself.
- Coranos Lycaeum
This structure is the second largest library in the known world,
second only to the Athenaeum in Kyrinn. Many tomes are contained
within these walls. I am proud to be able to say, with truth,
that it also contains many detailed and expensive maps which I,
Foerlin, have been so kind to donate. It is said the Lycaeum's
basement contains the only remaining entrance to the catacombs
of Kess. Whether this rumor is true, I would not be able to say.
Needlessly, my short time as assistant librarian in the facility
gave me access to certain areas which were not of public access.
In all my investigative efforts, I was never able to uncover
any secret passage that may lead to an entrance or crawlspace.
-- Keveg
Ah, Keveg, my hometown. A quaint little hamlet northwest of
the Port of Cape Red, Keveg is where I keep shop and spend
my old age resting blissfully in the land of my birth. Keveg
is a village surrounded by vineyards; it has the most sweet
and tart wines on the isle. Of note, Keveg has a fair number
of craftsman who are happy to take on an apprentice now and
again. I myself have taught many the lessons of navigation
and cartography.
-- The Lighthouse
For nine generations, there has always been a fisherman and his
family tending the lighthouse southeast of the isle. The current
owners and caretakers sell their fish to passing ships. Though
fishselling on their small rocky crag is hardly enough to keep
them, they have been declared tax-free by Coranos Rygor. Without
taxes, with a bountiful supply of fish, and with a constant
supplie of fuel from the Port's holding stock, the Lighthouse
attendants live an honest and fair life. They welcome travellers
with open arms and are happy to rent out their spare lodging
whenever necessary.
-- Vesper
Vesper is a medium sized farming village along the road which leads
from Kess to the Port of Cape Red. Vesper has the largest crop
yield in the archipelago. Vesper's citizenry sell their food
surplus to both the merchant houses and the Great Bazaar every
year, aside from their own independant markets in the town. My
visits to Vesper have always been memorable; the food their is
among the most excellent and hearty in the land.
Example:
See Also:
Topic: RYGOR_ISLE_LANDFORMS
Keywords: 'RYGOR ISLE LANDFORMS' 'RYGOR LANDFORMS'
Syntax:
---- Landforms on Rygor Isle
-- Andraius Mountains
The Andraius Mountains drag a swath across the center of
Rygor Isle, driving a rift between the two halves of the Island.
The mountains are easily bypassed through the northern grasslands,
however both the Kralan Pass and Travellers Pass have been found
to make traveling more direct. A few stray mountains can be
found to the southwest of the main chain. Formerly called the
Little Andraius, they are now considered to be part of the main
mountain range.
-- Blood Lake
The northern Andraius Mountains contain high deposits of iron,
and for this reason they are mined frequently. Mountain streams,
tapped for use in mining, fill with iron dust. The iron dust
soon rusts, turning the water a deep red. This red color is
seen most brilliantly in the waters of Blood Lake. Many religions
have risen and fallen by the shores of this freshwater lake.
-- The Broken Coast
A craggy, broken coastline follows the northwestern side of the
island, creating a treacherous landscape unfit for ocean faring
vessels. The shore leads quickly from dangerous seas to blistering
hotlands, as the dry scrublands and western deserts fade east
into the endless western plains of Rygor Isle. The fishless
expanse of the Watervoid lies west, a forboding addition to this
dead land.
-- Cape Red
The southern tip of Rygor Isle forms a wide cape and breakwater,
creating a natural port for ships. Inland from the cape is
a forest and river. The cape's waters are rich in both saltwater
and freshwater sea life, and provide the second largest amount
of fish and seafood for the islands, seconded only to the Grand
Ocean.
-- Crystal River
A bed of spongerock creates a natural falls only a few thousand
yards from Blood Lake. This waterfall serves as a natural filter,
removing the reddish rust hue from the waters and creating the
crystal clear water of the Crystal River. The sight of the red
falls flowing over the spongerock and splashing, clear, into
the pool below is an awe-inspiring site. One can't help feel
a bit of magic in the area. It is the legends of the place that
pass from lips to ear in this area, local recluses always spend
time spinning yarns to travellers. Flowing first north from
Blood lake, then east, the Crystal River empties into the
Grand Ocean, spilling thousands of freshwater fish into the small
delta at the shoreline.
-- Eastern Plains
A dry, uncultivated spacious are lies south of the Crystal River
and east of the Andraius Mountains. This area, known only as
the Eastern Plains, is dotted with small camps and settlements.
The fading lines of old roads, falling now into ruin, crisscross
the landscape here. It is legend that says once a great king
ruled here. But now only a few crumbling structures remain.
-- Gemrider River
A fast-flowing fish-infested waterway flows south from the Andraius
and emties into the Watervoid just northwest of Cape Red. The
Gemrider River is the largest gem mine and geode site in all of
the Twilight Zone, containing far more precious stones than any other
river. Even though the Gemrider River may not contain the largest
number of precious stones, the Gemmaster's Guild in Kyrinn prefers
Gemrider stones to others due to their unequaled perfection and
relatively large number of usable specimens.
-- Kltara
Kltara is the name given to the foothills, piedmonts and plains
just south of the northeastern cliffs, before the land becomes
harsh and barren. Kltara is rich in vegetation and wildlife,
Kltara sports a rather large number of game.
It is of note that Kltara has become the name for all of the
land over which King Rygor sovreigns.
Example:
See Also:
Topic: RYGOR_ISLE_PLACES
Keywords: 'RYGOR ISLE PLACES' 'RYGOR PLACES'
Syntax:
---- Places of interest on Rygor Isle
-- Southern Forest
The southern forest surrounding the road which leads to the
Port of Cape Red is the legendary home of the Drev and Buckawn.
It is filled with independant, reclusive and secretive villages,
usually small, and is a favored place for Thilonenne middle-age
purging efforts.
-- Ruins of Wound Spire
The Wound Spire is a crumbling structure which can be seen from
certain locations in the Andraius Mountains. The Spire itself
was some sort of religious place, and is along one of the slopes
of the Andraius mountains. I myself have never visited this
forboding place, but I have heard stories of some of the more
gruesome happenings that have occured here.
-- Dakonenne City, Triev
Beneath the northeastern plateau is Treiv, the Dakonenne capital.
Dakonenne are an ignorant bunch of xenophobic elves, and should
not be approached unless with cautionary measures taken. I don't
have a very strong liking toward them, but I don't really hate
any Dakons either. I just don't know them, and they don't seem
to want to know me.
Example:
See Also:
Topic: SERPANTINE_ISLE
Keywords: 'SERPANTINE ISLE' SERPANTINE
Syntax:
- [The Serpantine Isle]
_______.----._
.-".......m/\m `. -Legend-
/........m/\mm g C)
/..... m/\mm gg / A Keep Kthana
/.... m/\m 1 gg / B Bristol
(... __/B m/\mggg / C Lovers' Nest
\.._/ mm/\mgg (_
\/ \ m/\mmxxg `. 1 Serpant Mountains
/ / /\mmxxxxgg \ 2 Shadow Peak
/A \ mm/\xXXxg /\2 )
/ _/ m/\mxXXXxgg / g grasslands (savanna)
/ /\mxxXXxxggg _.' x light forest
/ /\mxxxxx.------' X dense forest
(_________.-----' m peidmont or hills
/\ predominant mountains
\-_ river/coastline
The Serpantine Isle was only recently inhabited. When Luke Kthana
decided to use this island for refuge, many others followed. Today,
the isle is one of the more populated islands.
---- Landforms
-- Serpant Mountains
A snaking range of high, sharp peaks shapes its spinal sinusoidal
way through the middle of the island. On the western edge is
dry scrublands. To the east is lush forest and the fog-enshrouded
Shadow Peak.
-- Shadow Peak
Shadow Peak is a mysterous volcanic mountain. A blanket of
half-fog half-steam covers the base of the mountain and keeps the
forests and swamps their shrouded from view. This base land is
treacherous and acts as a moat of sorts for those who wish to
traverse the volcano and climb to its peak. It is speculated
by scholars and bards alike that great riches, powerful gems
and deadly creatures live within the rim of the searing magma
crater.
Example:
See Also:
Topic: SERPANTINE_ISLE_CITIES
Keywords: 'SERPANTINE ISLE CITIES' 'SERPANTINE CITIES'
Syntax:
---- Cities on Serpantine Isle
-- Bristol
Bristol is a large farming village, feeding most of the populous
of the Serpantine Isle. Bristol contains a large estate owned
by Lord Luke Kthana, and many of the citizens of Bristol that
aren't farmers are actually Kthana's servants and army.
-- Keep Kthana
A small village and keep at the mouth of the nameless river
which flows between bristol and the sea, Keep Kthana is
in a strategically sound location perched atop a high cliff.
The villagers are all servants of the castle, and have their
right place in flocking to the castle should a seige occur.
-- Lovers' Nest
Originally a small estate for Kthana and his Queen, the
Lovers' Nest has grown to the size of a small city. Catering
to exotic foriegn travellers seeking refuge here. The Lovers'
Nest is designed to accomodate both single visitors and couples,
specializing in romantic hiatus.
Example:
See Also:
Topic: SHOPS
Keywords: SHOPS
Syntax:
Certain places have shops -- and certain actors are shopkeepers and
provide you with a range of items to buy, sell or trade. Using the 'list'
command allows you to query a shopkeeper for their available items, while
'buy' or 'sell' will let you transact with a shopkeeper.
For repair shops, weapons and armor can be upgraded if they are damaged
by use of the 'repair' command. Players can also learn how to 'repair'
items.
Example:
See Also: Money, Buy, Sell, Repair, Trade
Topic: SOEDAR_ISLE
Keywords: 'SOEDAR ISLE' SOEDAR
Syntax:
- [Soedar Isle]
Claimed by fair skinned, fair haired nomadic dwarves several
centuries ago, Soedar continues to be the site of dwarven
settlements today. Because I am not of dwarven decent, I have
never been able to visit this island and its peoples. Only
from rumor and common knowledge have I been able to learn
anything at all.
---- Kreighaad
The foremost dwarven city in the Isle, and stronghold, Kreighaad
is supposedly an invulnerable fortress. Perhaps more out of
respect than factual evidence, the Kreighaad fort has never been
reported to have been successfully breached in all the records
of Kyrinn's Athenaeum.
Example:
See Also:
Topic: THE_CONSORTIUM
Keywords: 'THE CONSORTIUM' CONSORTIUM
Syntax:
---- The Consortium
The Consortium is a large merchant's association encompassing all of
the known world from the most northern city on the mainland down
to the sparcest islands that lay even more south than the Southern
Twilight Zone of Jharl. In the last few decades, the Consortium has set
up an estate at the Port of Cape Red, opening up Rygor Isle to its
dealings and it ways. It is a highly competative organization,
both intro- and extrovertedly. A class-like heirarchy has been
developed to keep order within the infrastructure.
Moddlets are the lowest ranking "officials" above the standard
base class of merchants. Moddlets pool resources and create small
"factions" of merchants serving the next higher class, Finnettes.
Finnettes, in turn, are large conglomerate heads, usually with
elaborate homes (not estates) and large numbers of Moddlets working
beneath them. Finnettes can appoint Moddlets from the merchant class.
The next class above Finnettes are Hivots. Hivots, in turn, deal
with the vast resources of the local Consortium warehouses, appoint
and direct Finnettes, and maintain a modium of order and monetary
organization. Bawt are the highest local officials, maintaining
and controlling the order of all the lower classes, and all local
Consortium members. Bawt appoint all local classes, including
additional "partnerships" of Bawts. Bawts answer only to Consortium
Ambassadors from the Consortium Headquarters at an unknown location
somewhere on the mainland.
Local Consortium ranking from lowest to highest power: Moddlets,
Finnettes, Hivots, Bawts and Consortium Ambassadors.
The Consortium concern themselves mainly with exporting local items
and importing exotic foreign items.
Example:
See Also:
Topic: THE_CORSE
Keywords: 'THE CORSE' CORSE
Syntax:
- [The Corse]
The Corse is the southernmost island in the Jharl archipelago.
It is on the fringe of subarctic climes, and very inhospitable.
There are no known settlements on The Corse. Likewise, no one
has ever settled here for very long. Legends of the island's
inhabitants, however, are widely known. It is believed by many
that The Corse is the Isle of the Dead, where all persons lost
at sea may find themselves haunting. I myself have never visit
the island. I encourage you to read the Legends and Lore section
for more specific information.
Example:
See Also:
Topic: THILONENNE
Keywords: THILONENNE NANNY_THILONENNE ALVAKI
Syntax:
------------------------------------------------------------------------------
Thilonenne are civilized forest-dwelling recluses. They stand slightly
shorter than a human, and are of a lighter build. Thilonenne possess a
greater dexterity in their musculature, but tend to be feeble and easily
hurt as they age. Thilonenne are highly religous and very close to
the element of Earth. Thilonenne circles of thought extend from the
gemmaster's guild in Kess to the wild forests of southern Kltara,
though there greatest concentration is here on the island. They have
been also called Alvaki, though this refers to only a small section of
the thilonenne populous.
Physical traits:
Dark coloration of skin, usually tan or dark peach, but not black.
Eyes are usually brown or golden, similar to that of a feline, and
appear often as elongated ovals.
With a lithe build, Thilonenne relish extravagant bodypainting.
Age gracefully, living between 175 and 200 years.
Thilonenne will usually become rangers, hunters or mystics. While
they have no qualms with Kltarian society, they prefer a wild and
unregulated "natural" lifestyle. Generally, thilonenne keep to
the forest, but are not unfamiliar with social life in the city.
Thilonenne are closely related to Trioskenne and Dakonenne. They can be
referred to as 'Thilonenne', a formal plural or singular noun, as
'Thilon(s)', an informal noun which can be made singular or plural,
and 'Thilos,' which can be considered a derogatory slur, an informal
and rarely used plural noun.
Thilonenne gain bonuses in intelligence and dexterity.
Thilonenne suffer penalties in strength and constitution.
Example:
See Also:
Topic: TIKTUI
Keywords: TIKTUI 'TIKTUI EMPIRE'
Syntax:
- [The Tiktui Empire]
The dwarven warlady, Tiktui, gained control of a massive force
of barbaric, loyal and strong followers. They reaped the countryside
for a long time, pillaging, raping, conquering. Then, still under
the command of Tiktui, they changed their methods. Instead of
shattering the land, they sought to unite it.
After years of conquest, Imperator Tiktui now controls a large
majority of land on Tyselorrd. She has a massive naval fleet of
warships, thousands of soldiers, and her own Ungol Guard. She
has assassinated many kings, destroyed many cities and overthrown
many governments in her long road to control. Recently, she has
moved her Imperial Seat to Kyrinn, the capital of the known world.
She exercises military control over her subjects. Her rule
is that of an iron hand. Her steadfast and oppressive techniques
create an absolute control over her people. Ungol guardsman
are constantly involved in incidents with the citizens of her
empire. Stories are told far and wide of the death-filled dungeons
and prisons. She is a great contrast to the fair and just rule
of the kings and lords of the Twilight Zone.
Tiktui's main general, a human named Drinedar, is son of the
ruler of the neighboring city-state Nostol. His battles and
conquests are one of the reasons of Tiktui's powerful reach.
Her naval admiral is a Trioskenne named Kijev.
Tiktui has recently employed an earthen gemmaster named Garvin
who is known for his necromancing and earthen death magick. Rumors
abound of Tiktui's interest in creating an army of walking dead,
but all reports remain unconfirmed.
Example:
See Also:
Topic: TRADE
Keywords: TRADE
Syntax:
The business of trading goods and services is important on the MUD for
players to make and accrue wealth for buying houses and other items of
value known as big ticket items. These big ticket items enable a
player to move faster, carry more and store items, as well as enhance
their image and status.
Trade is conducted in a variety of merchant houses throughout the realm,
and by independant producers of raw materials also found within various
city and industrial sectors. Good places to trade are markets, bazaars,
mining establishments and smithys.
There may be other organizations that trade with the common marketplace
which are not readily visible in the game, watch for them carefully
in far off places. Some items are harder to find are grant higher prices.
Players interested in merchantilism have a few options; they can practice
the skill of haggling by joining a merchant organization and conducting
sanctioned trade, or by learning how to haggle on their own in the field.
Traded items are usually bulk items and should be placed on mounts or
in wagons for carrying maximum payloads to and from locations. Some
independant or dabbling merchants have the option of carrying small
items to and from markets on their backs or in sacks or bags.
Example:
See Also:
Topic: TRADESMEN
Keywords: TRADESMEN
Syntax:
---- Tradesmen
Notable tradesmen are those who are the forebearers of their chosen
field.
-- Foerlin
Who can one know better than oneself? I've travelled a great deal
and have collected or created a multitude of maps and traveling
aids which I sell at my shop in Keveg, on Rygor Isle. I've been
in the trade for a great length of time, and I welcome you to stop
by, buy a map or two, and say hello. I keep copies of my Tome on
hand at all times.
-- Githryn
Githryn is the head of the Gemmaster's council in Kyrinn, and is
the foremost gemmaster in the world to date. I have met with him
only once during my journey to Kyrinn. I had an overly large
assortment of unique gems which I wanted to sell him, and was
granted audience. He is a down-to-earth man despite his overwelming
disposition and high authority whereever one may travel. He has
a modest tower in which he does most of his studies, and is always
kind and hospitable toward travellers. Quite a strange combination
for being a mainlander for so long. One would suspect he would
have long ago resigned to bloodshed that is so the custom on
Tyselorrd.
-- Ketra
Ketra is the cheif mystic, who resides in a rather primitive
nomadic tribe. She teaches True Magick like no other, but finding
her may be difficult. She moves from town to town, area to area
and place to place rather often. If you do happen to find her
at some point, mention that I sent you, and she'll give you a good
meal and lodging. Just don't be surprised when you wake up one
morning to find that your tent is the only one left.
Author's Note: Some of these are roles played by players of The Twilight zone.
If you wish to play a role that is currently not being
played, please contact an admin.
Example:
See Also:
Topic: TRIOSKENNE
Keywords: TRIOSKENNE
Syntax:
-- Trioskenne
In high society, no other race is more respected than the Trioskenne.
Trioskenne are masters of politics, social conquest and conspiracy.
They live on the upper threshold of society, in rich company.
Trioskenne are not the strongest of races, but possess powerful minds
and quick reflexes. Trioskenne are not thrifty merchants, but high
society schemers, tending to enjoy the company of quality and luxury.
Trioskenne are slightly shorter than the average human.
Physical traits:
Fair skin, near white.
Dark, whimisical eyes of green or violet.
Long, unkempt blond or silver hair.
Lithe build, fair features.
Age gracefully, living between 200 and 250 years.
How to roleplay this race:
Trioskenne form three or four circles of power in each city, to which
most elong. Each circle is basically a seperate private conspiracy.
Those Triosk which choose independance are usually freelancers.
Trioskenne are known for their suicidal tendencies when forced to
succumb to poverty, after long periods of abject denial.
Trioskenne will usually become Merchants, though they prefer not to
involved with actual sales. Trioskenne like wealth and enjoy ordering
others around. With due course, they are great thinkers, but have
tremendous egos. Rarely do they flaunt themselves to those who are
of a lesser stature to them, preferring to brown-nose with those of
a higher position.
Trioskenne are closely related to Thilonenne and Dakonenne.
Trioskenne can be referred to as 'Trioskenne', a formal noun which
can take on the meaning of plural or singular according to context,
or as 'Triosk', an informal singular or plural noun also according
to context.
Triosk are limited to a knowledge of roughly 60 skills in their
lifetime.
Triosk gain bonuses to wisdom, intelligence and dexterity.
Triosk suffer penalties to strength and constitution.
Example:
See Also:
Topic: TYSELORRD_MAINLAND
Keywords: 'TYSELORRD MAINLAND'
Syntax:
- [Tyselorrd (Mainland)]
Tyselorrd, also known by many as the Land of the Tyrants, is
a vast continent spliced by fuedal fiefdoms and tribal
rivalries. Over six hundred seperate groups can be found on
the surface of this land mass, and as many as fifty beneath
its surface. Known to scholars as the Infestation of the
Civilized World, Tyselorrd is the largest known land mass in
all of the known world. I have traveled only to Kyrinn on
business, and my knowledge of the continent is limited only to
a few rough maps I bought in the Kyrinn cartographer's office.
The stock of ancient maps in the Athenaeum gave me a good idea
of the geographic lay of the land, but the constantly shifting
political bounds are usually never mapped correctly. Tyselorrd
is covered with mostly wetlands of low vegetation; much of the
soil is volcanic ash, and, while fertile, the constant eruption
of volcanoes usually blankets the land in new layers of ash and
rock every three months. Outside of this large lava swath that
cuts its way across the mainland are a plethora of rivers and
lakes, usually surrounded by small groves of trees or thick
vegetation. In the north the volcanos are not as massive but
remain active, keeping the area free of ice to a large degree.
It is here that many call home, due to the warm weather and
fertile, non-desctructive soil. On the coastlines, the population
is the greatest. The father away you get from the Volcano Rift
Valley, the more hospitable the land becomes. The most exotic
trees and shrubs grow along this area, providing food for the
towns and mountainous terrain good for hunting, gathering and
war. War is probably the most abundant raw material on the
Mainland, there are always one or two factions declaring war on
another few. The Twilight zone benifit from their relative peace, while
the Land of the Tyrants is in constant conflict with itself.
Dark magicians, vile knights and evil warmongers seem to populate
the land more than calm, civilized folk. The constantly overcast
skies of the Rift Valley seem to fortell the dark future of the
peoples of this continent.
---- Newcost Bay
A lukewarm bay laying on a continental shelf, the Newcost Bay
is a wide area of shallow reefs and treacherous rocky outcroppings.
Many small piers have been constructed along its wide C-shaped
banks. I've docked at many, which are usually untended and
decrepit. There are ruins along the shore here, of towns and
villages, castles and great buildings, buildings of which I have
never seen the like. I encourage you to read the historical
and legendary data I have included in this tome to further your
knowledge of these structures.
---- Cities
-- Kyrinn
Capital of the known world, as it has been called, but more
officially capital of Tyselorrd, Kyrinn is now the site for
two of the world's most famous groups. The Tiktui imperial
seat has been recently moved to Kyrinn, joining the Gemmaster's
Guild in this ancient city. I regret I have not seen much of
the city except the four walls of the Gemmaster's Guild and
the wonderful Athenaeum.
- Athenaeum
The Athenaeum in Kyrinn is the largest library in the known
world, containing works as ancient as the first circle and as
recent as this tome itself. This is the most complete library
to date.
-- Nostol
A city-state ruled by King Haedar the Fourth. Nostol is a
city filled with warmongers and cutthroat political ambitionists.
Its qualms, however, spread very little outside the reach of
the city-state. At one time, before the rise of Tiktui, Nostol
ruled Kyrinn and all of Tyselorrd, before it was crushed and
contained to its home peninsula.
Example:
See Also:
Topic: WATERVOID
Keywords: WATERVOID
Syntax:
- [Watervoid]
The Watervoid, at least the Watervoid along the Broken Coast
of Rygor Isle, is a poisonous, rough, landless sea of fishless
waters. The salt content of the water is extremely high,
and the lack of fish in the waters is attributed to this. Near
areas where the Watervoid mingles with other waters (such as
river outlets or the Grand Ocean) fish are able to thrive in
diluted water. The Watervoid is even more treacherous to
traverse than the Grand Ocean due to its lack of fish, making
sailors rely on cured meats and salted fish on deck; food
which may eventually go bad or run low. No one has ever
successfully crossed this ocean.
Example:
See Also:
Topic: WEATHER
Keywords: WEATHER
Syntax:
Exerpted from Aladro's Island Almanac:
"Scientifically, the Southern Twilight Zone of Jharl lie to the south
of the mainland, and are generally displaced from the tropical and
temperate climes that one sees on the mainland. This southern
region is relatively colder, though not harshly so, and sports an
extended winter season. Due to the ocean proximity, the isles
are often buffeted by powerful blizzards that come suddenly.
During the milder months, heavy thunderstorms are a common sight.
On the other hand, there are occasional dry seasons during
the winter, summer and autumn. Droughts can occur, forcing the
rationing of water and other supplies.
Twice in recent history great gails have erupted from the
deep ocean to descend upon the isles, particularly the smaller,
more vulnerable ones. These hurricanes are devastating to local
populations."
Example:
See Also:
Topic: ZALUFIN
Keywords: ZALUFIN
Syntax:
- [Zalufin]
Zalufin is the home to the noble Trioskenne elves. It is a
rich mountainous island of hills and valleys, covered mainly
in a thick forest of conifers. This is the only island that
the exotic kio sap can be found, a sweet and tart alcohol-like
narcotic.
---- Cities
-- Toshan Kori
The exotic city of Toshan Kori is home to the Trioskenne. These
elves spend their days and nights civilizing each other, and
the task seems to be one of sheer delight to each of them. It
is a magickal place, and also a place which I have travelled
only once. The city is a most brilliant white color, with the
buildings repainted and whitewashed every few months to keep
the "civilized" sheen of the town. The spires are constantly
increasing in height as Trioskenne nobles and dignitaries try
to out-build one another.
Example:
See Also:
Topic: ZOZZO
Keywords: ZOZZO 'THE ZYLOTS' ZYLOTS
Syntax:
---- Zozzo
The Zozzo are a group of mixed races who wander in a nomadic fashion
across the isles selling goods they make along the journey, or
acquire from other towns. Zozzo is actually just a term meaning
'wandering traders' . . . however, the largest group of Zozzo,
from which the term derives, travels an extensive wilderness route
between all points of civilization on Rygor Isle. Zozzo members
are all equal and each gains a position according to their acquired
skills. The cabinmaster, or caravan leader, is the only "leader"
in the group. Zozzo memberships are predominantly human and
thilonenne merchants, but any race can be found among Zozzo ranks.
---- The Zylots
The Zylots are trioskenne merchants from Zalufin who sell expensive
luxury items to the other guilds. They import artwork, exotic
lotions and ointments, rare, high quality weapons, jewels, gems
of extraordinary power, expensive spell components and other
items of a higher value than the norm. From vases to gold spheres
of the most perfect formation, the Zylots are known to deal in
only the most quality of items. However, it is rumored the Zylots
also deal in illegal goods and have extensive underground operations
in Kess and Cape Red, selling more than just objects but information,
poisons and other illegal goods.
Example:
See Also:
NiM5: Multi-user gaming software.
Copyright (c) 1992-2004 Herb Gilliland. All Rights reserved.