> options more 100 More length: 100 > list These are the books you can borrow in the Library of the Rangers of Gondor: Akallabeth The Akallabeth - the Downfall of Numenor Anorien The History of Anorien in Gondor Application_process The application process for joining the Rangers of the Westlands. Arnor The History of Arnor Artifacts_of_avenir Avenir_ogres A map of the Ogre Caves in the Utterdark of Avenir Awakening Quotes from Master Tolkien Basic_alchemy General Principles of Alchemy Battle_cry relocated Battles A history of Miscellaneous Battles Bboh1-leaves Volume 1 of the Big Book of Herbs: Leaves Bboh2_flowers Volume 2 of the Big Book of Herbs, Flowers Bboh3-berries Volume 3 of the Big Book of Herbs, Berries Bboh4-mush-moss-lich Volume 4 of the Big Book of Herbs, Mushrooms, Mosses and Lichens Bboh5_misc Volume 5 of the Big Book of Herbs, Miscellaneous Herbs Bboh6-misc Volume 6 of the Big Book of Herbs, Miscellaneous Herbs Bboh7-unknown Volume 7 of the Big Book of Herbs, Unknown herbs and Thank Yous Bree-ithilien-road relocated Calian_treasures Charter The Charter of the Rangers Combat_tactics Combat tactics Councils of gondor A short guild to the former council members Councils_of_ithilien Officers serving the Ithilien company Dangerous_times The tragic death of a Ranger Defender A discussion on the dangers and benefits of Defender aka violet-edged red shortsword Descriptions_of_magical_artifacts_of_terel Dragons A book of some different Dragons of Genesis Dunedain The History of the Dunedain people Dwarves History of the Dwarves Earthsea's_magical_items Edain The History of the Edain Eldar The History of the Eldar Eldoral_map A rough map of the Isle of Eldoral Elections The Council Book of Elections Elven_races A genealogy of the elven nation Emerald's_enchanted_artifacts Enchanted_items_in_krynn Endor poem Fireside_chat An Orientation for New Pupils Firstage1 The History of the First Age, part I Firstage2 The History of the First Age, part II Flotsam-southern A brown book covered with green leaf-shaped scales For_kin_&_country Journal of a Ranger Fredegar relocated Goblin caves A plan of the goblin caves Gondor The History of Gondor Gondor_mentors Procedure for becoming a Gondorian Mentor Handbook Basic information for Rangers Hannes_of_ithilien A Biography Haradrim The Enemy in the South Herb_statistics_rohan Herb report over the Plains of Rohan Herbmap Herb map of the Northern parts of Ithilien Herbmap_of_ithilien Ithilien Herbmap Herbs The Almanac of Herbs of Middle Earth Herbs-harithilien A Herb Map of Harithilien Herbs-of-lossarnach map of places to find herbs Herbs_of_calia Guide to herbs in Calia. Herbs_of_middle_earth descriptions of the herbs found in Middle Earth Herbs_of_sybarus A guide to the herbs in the garden of Sybarus History of minas tirith A history of the city of Minas Tirith Hobbiton relocated Hobbits All About The Furry-Footed Hope_and_change .. Inn_supply relocated Interviews This is a book on the art of interviewing Items_of_power_in_kalad Ithherbmap080597 Updated map of ithilien Ithilien The History of Ithilien Ithilien_herblore_light Emergency herbs in Ithilien Jbs Jagged Black Scimitar Khazad-dum Khazad-dum and Moria Kingdoms of the dunedain A History of Arnor and Gondor Kingsarnor The Kings of Arnor Kingsgondor The Kings of Gondor Kingsrohan The Kings of Rohan Last_alliance The History of the War of the Last Alliance Leech A description of Leech and its properties Libraries A brief guide to the libraries of Genesis List_of_gondorian_artifacts Lorien A History of Lothlorien Lothmir relocated Mages_of_morgul Mage Info Magic The Magic of the Rangers Magical_artifacts_of_ansalon Magical_items_of_shire Map calia countryside Map of the Northern Calian countryside Map of angmar relocated Map of annuminas relocated Map of anorien Update of the map of Anorien Map of bree Map of Bree Map of calian palace Map of the Palace of Calia Map of carisca Map of Carisca Map of cove Map of Cove Map of dwarfheim Map of Dwarfheim Map of edoras A Map of Edoras, Capital of Rohan Map of emerald port A map of thee port and forest around Emerald Map of eregion relocated Map of faerie A map of Faerie and surrounding lands Map of flotsam Map of the Land of Flotsam -- More -- 100/234 -- ( t b r n a > q x ! h ?) -- Map of fornost Map of Fornost Map of gelan Detailed map of Gelan Map of ithilien Transcribed and Modified Map of ithilien 102297 New map of Ithilien Map of kabal, caravan district Map of the Caravan District of Kabal Map of kabal, central district Map of the Central District of Kabal Map of kabal, port district map ofthe Port district of Kabal Map of kabal, trade district Map of the Trade District of Kabal Map of kalaman 101197 Map of Kalaman with a short history Map of minas tirith Map of Minas Tirith Map of northern hideout Map of Northern Hideout Map of palanthas Update of Palanthas Map of pax tharkas #1 Entrance level of Pax Tharkas Map of pax tharkas #2 Gate level of Pax Tharkas Map of pax tharkas #3 Tower level of Pax Tharkas Map of re albi Map of Re Albi Map of rohan Map of Rohan Map of sparkle Map of Sparkle Map of telberin A map of the elven city of Telberin in emerald Map of terel Map of Terel Map of the barrows relocated Map of the brandywine bridge relocated Map of the cursed lands Map of the Cursed Lands Map of the gate of minas morgul relocated Map of whitfurrows Map of Whitfurrows Map-of-calathin Map of Calathin Map-of-the-gypsy-camp a map of the gypsy camp in Terel Map-rybos The city and the first floor of the castle of Ribos Map-sybarus A map of the great domain of sybarus. Map_easterling_citadel a map of the citadel on the easterlings in Rhun Map_easterling_tower a map of the Easterlings tower in Rhun. Map_of_argos Map of Argos Map_of_dephonia_temple map Map_of_emerald_bogs A map of the bogs of emerald Map_of_kabal_citadel map Map_of_kabal_seahawk map Map_of_kabal_trading_co Map of Kabal Trading Company Map_of_michel_delving Map of Michel Delving Map_of_mirkwood relocated Map_of_new_neraka A Map of the new Neraka Map_of_new_solace Map of Solace showing recent chnages Map_of_shire Map of the Shire Map_of_solace_trees map Map_of_thranduils_caverns Map of Thranduil's Caverns Map_of_thwil map Map_of_upper_moria map Map_port_macdunn Map of new area, Port Macdunn, with points of interest. Masters About Master Rangers and their titles Mentors_handbook A guide for Masters when the times comes to select a Ranger candidate and become a mentor and teacher. Minas_morgal_gate_guards An account of my encounter with these guards. Minasithil Truth of fiction? "restoration of a journal" Mordor The History of Mordor Mouths_of_the_entwash A map of the Mouths of the Entwash Murder_mystery A tale of a most foul crime Nobnar A brief history of Nob Nar and Hin Warriors Northern calathin regions Map of surrounding Calathin areas Notorious_outlaws Notorious outlaws of Gondor Numenor The History of the Isle of Numenor Orc camp A Map of the Shire Orc Camp Orcs Of Orcs and the goblin-kin Outlaw_pardoning Pardon procedure for common outlaws. Outlaws Outlaws Pardon_dispositions Decisions and status of pardon requests from common outlaws Plains of rohan Map of the Plains of Rohan Poisoned_weapons Prosopography10_u-z A Prosopography of the Rangers vol. 10: U-Z Prosopography1_a A Prosopography of the Rangers vol. 1: A Prosopography2_b-c A Prosopography of the Rangers vol. 2: B-C Prosopography3_d-e A Prosopography of the Rangers vol. 3: D-E Prosopography4_f-g A Prosopography of the Rangers vol. 4: F-G Prosopography5_h-k A Prosopography of the Rangers vol. 5: H-K Prosopography6_l-m A Prosopography of the Rangers vol. 6: L-M Prosopography7_n-p A Prosopography of the Rangers vol. 7: N-P Prosopography8_q-r A Prosopography of the Rangers vol. 8: Q-R Prosopography9_s-t A Prosopography of the Rangers vol. 9: S-T Prosopography_officers A Prosopography of the Rangers. Appendix: Officers Pupil_training Training requirements for pupils of the Rangers of the Westlands Ranger rings relocated Ranger-spells-and-the-valar Regarding spells and the Valar Ranger/knight_alliance Negotiated by Lord Alban and Ranger_origins Our Origins and History Ranger_roleplay How to roleplay a Ranger Rangers The story of the Rangers Raumdor-city Ivory-paged book Raumdor-forest Violet-paged book Raumdor-temple Ebony-paged book Re_albi_castle_map Map of Re Albi Castle Remembering Poem Requesting_outlaws List of requesting outlaws and their current status Robes_and_cloaks A study of robes and cloaks. Rohan The History of Rohan Rohirrim The History of the Rohirrim people Roleplaying On the concept of roleplaying Rules_of_engagement Rules of Engagement and Pursuit Sanction_map Map of Sanction and Dragonarmy guild Secondage The History of the Second Age Silmarils Of the three Silmarils Solamnic-enemies Knights of Solamnia Enemy Policies Songs relocated Stewards The Stewards of Gondor -- More -- 200/234 -- ( t b r n a > q x ! h ?) -- Sybarus080597 Map of Bazaar, Ilse of holm, and isle of dead with herb locations Tag relocated Terel_garden Map of Garden in Terel Thanar A story from the Orders point of view The great plague A History of the Great Plague The last alliance A history between Men, Elves and Sauron The serious herber herb hunting hints The_army_of_angmar A book about the history and the special skills of the Army of Angmar, written by Nomm Brandybuck. The_dragon_order A book about the Dragon Order monks in Sparkle. The_history_of_raumdor -=Transcribed By Goshen=- The_only_magical_item_of_cirath The_osgiliath_bridge Facts about the bridge of Osgiliath The_plague Triage, Quarantine, and Cleansing. The_undead_of_raumdor -=Transcribed By Goshen=- Time_line A Time Line of the Undying Lands and Middle earth Trolls Description of trolls Undeadofraumdor transcribed from text brought here by Mersereau on Narie 29, 3018 Update_palanthas_map relocated Updated_map_of_terel map Valar Of the Valar and their doings Viktor The Fifth Captain Votes The Council Book of Votes Votes_1993 The Council Book of Votes: 1993 Votes_1994 The Council Book of Votes: 1994 Votes_1995 The Council Book of Votes: 1995 Votes_1996 The Council Book of Votes: 1996 Votes_1997 The Council Book of Votes: 1997 Votes_1998 The Council Book of Votes: 1998 Voyages of the numenoreans A History of the Voyages of the Numenoreans Weapon survey Results of the Ithilien Weapon Survey Weathertop Describes the geography of Weathertop Welcome Welcome to the Ranger Guild Whitetree The White Tree of Gondor Wilderness_survival Wilderness Survival for the Prudent Young Ranger > read akallabeth You read the book titled "The Akallabeth - the Downfall of Numenor". THE AKALLABETH The Isle of Numenor was given to the Edain in the beginning of the Second Age as a reward for their valour and faithfulness in the Wars of Beleriand. The island was raised in the sea between Middle-earth and Aman, the Undying Lands, where the Valar lived. But the Valar set forth the Ban of the Valar, refusing the Numenoreans ever to set foot upon the Undying Lands of Aman, as the Gift of Men is Mortality, not Eternal Life. The Numenoreans grew discontent and irritated with the Ban of the Valar, and ultimately also the fear of death. Seeking wealth and power they started establishing dominions on the shores of Middle-earth, to extract tribute and domination. In those days Sauron arose again in Middle-earth, and he hated the Dunedain because of the deeds of their fathers and their aid to Gil-galad in the last war. It is said that Sauron forged some rings of power, and with these ensnared three great Numenorean lords; and they fell under his power, along with six other Men, and became the Nine Ringwraiths. In those days the Shadow grew deeper upon Numenor, and the Numenoreans spoke openly about the discontent with the Valar, and they became estranged with their old Allies, the Eldar, and neglected serving Eru Illuvatar by worship. Only the Faithful remained loyal to the Valar and friendly with the Eldar, but by SA 2900 the Kings forbade the use of Elven-tongues and persecuted the Faithful. When Tar-Palantir ascended the throne, he gave peace to the Faithful for a while, but was usurped by his brothers son, Ar-Pharazon. Ar-Pharazon seized the sceptre in year 3255, and he was a cruel and chaotic king, resolving to gain kingship of the world. In his time Sauron once more put forth his might, taking the title of King of Men. Then Ar-Pharazon gathered a great hoard of weapons, and with mighty armies he sailed to Middle-earth. When Sauron saw the power of the Numenoreans, he smoothened his tongue and humbled before the king, and was taken as prisoner back to Numenor in SA 3262. Sauron quickly succeeded in corrupting Numenor with his counsels, erecting a temple to Melkor, and persuading Ar-Pharazon to convert to worship of the Dark; and most of the Numenoreans followed him. There was still a remnant of the Faithful, and their leader was Amandil and his son Elendil, and Elendils young sons Isildur and Anarion. In Numenor grew Nimloth, the White Tree, but Sauron wanted the king to cut it down. This was done, but not before Isildur had stolen a sapling of the Tree. The power of Sauron increased daily, and as Ar-Pharazon grew older, Sauron filled the kings mind with many dreams. The king was made to believe that he could sail to Aman and with the force of the Numenorean armies secure himself Immortality. Thus Ar-Pharazon built a great fleet, ready to sail farther West than ever before. Amandil however, knew the Ban of the Valar, and set out to warn the Valar about the King's plans, while Elendil and his sons led the Faithful to live in Middle-earth. Elendil escaped with four ships, Isildur with three and Anarion with two ships. With them they brought the fruit of the White Tree, and the Seven Stones, the gifts from the Eldar. It is said that when the Numenoreans Fleet reached the Undying Lands in SA 3319, Manwe, Lord of the Valar called upon Eru Illuvatar, and Eru the One showed forth his power. Numenor was swallowed by the sea, as was all the ships of the Numenorean Fleet, while Ar-Pharazon and those with him who had set foot upon the land of Aman were buried under falling hills. And Sauron, who was still in Numenor when the devouring wave rolled over the isle, and his body was lost, but his spirit once more returned to Barad-dur, his home in Mordor. The only survivors of the Downfall of Numenor were the Faithful, and those from Numenor that had moved to Middle-earth. Those who lived in Lindon and Pelargir were also among the Faithful, while the Numenoreans living in Umbar and Harad had been loyal to Ar-Pharazon; and they became known as the Black Numenoreans. Elendil and his sons and the Faithful founded the kingdoms of Arnor and Gondor in year 3320 SA. Isildur planted the White Tree in Minas Ithil, chief city of his royal fief, Ithilien. > read anorien You read the book titled "The History of Anorien in Gondor". ANORIEN Anorien, ("Sun-land"), is one of the two original fiefs and provinces of Gondor, and now the most important. The land is bordered by River Anduin to the east, River Erui to the south, and Rohan, (previously Calenardhon) to the west and north. The Mering Stream marks the border between Rohan and Anorien. Anorien was originally the desmene of Anarion, son of Elendil. The chief city of Anorien is Minas Tirith, originally named Minas Anor, ("Tower of the Sun"), and this is the capital of Gondor today. Anorien is a land of very fertile areas, and also contains the Druedain Forest. > read application_process You read the book titled "The application process for joining the Rangers of the Westlands.". The application process for joining the Rangers of the Westlands., written by Iliana on Narquelie 9, 3017. Application Process: -------------------- 1. Complete application (set info must be included) Name, Level, All Guilds past/present, +/- timezone, Reasons for applying to Rangers of the Westlands. Level must be at least Wanderer. Apply at Amaron. 2. Interview with recruiters Questions to be developed by recruiting team, using existing questions and allowing the team the necessary flexibility to gather the information they deam pertinent. Questions should include some references to history of ME. 3. Recruiters retain or remove applicant from new applicants based on interview. Upon retention by the recruiting team, the applicant is to proceed in the process. If applicant is not retained, reapplication may occur after a 4 week waiting period. Applicants denied twice who wish may appeal the decision to the council. If applicant is then rejected by the council, they must wait one year to reapply. If applicant is rejected three times by the recruiters, they must wait three months to reapply. 5. Four letters of reccommendation, at least two of which are to be from Rangers of the Westlands. 6. A Recruiter approves the applicant worthy applicants. A Mentor approves applicant worthy applicants. An Officer approves applicant worthy applicants. (This must be three different Rangers) Pupil is now able to be sponsored by a Mentor and enters core training, at which time a Pupil is cleared applicant name to Ranger Pupil. *Failure of any part of process can results in application being denied. *Any pupil that becomes unmentored due to prolonged abscence of the Mentor, is to be revouched for as soon as the Company Council is able to find a new Mentor for the pupil. *Recruiting team is to exercise their discretion in cases of applicants having questionable pasts, i.e. former members of enemy forces, etc. > read arnor You read the book titled "The History of Arnor". ARNOR Arnor, ("Royal-land"), was the first Dunedain Kingdom in Middle-earth, founded in year 3320 of the Second Age by Elendil the tall, who was its first king. Arnor at its greatest included all the lands between the River Bruinen and Gwathlo and the River Lhun. The first capital was Annuminas, built on the shores of Lake Nenuial, but before TA 861 the capital was moved to Fornost, the chief city of the country. Unlike Gondor, Arnor did not prosper, and the dwindling of the Dunedain began already in year 2 of the Third Age, in the Battle of the Gladden Fields, when Isildur, son of Elendil and second king of Arnor was slain by a band of orcs. However, unlike Gondor, where the Line of Anarion died out with Earnur in TA 2050, the Line of Isildur, the descent of the rulers of Arnor has been preserved throughout all its troubles. When Earendur, the tenth King of Arnor, died in TA 861, Arnor was split among his three sons, with the eldest becoming King of Arthedain. The other two kingdoms, Cardolan and Rhudaur quickly dwindled, Cardolan effectively destroyed by the Witch-king of Angmar by 1409, and Rhudaur infiltrated even earlier. Then, when Arthedain in TA 1349 claimed lordship over all of Arnor, this was used as a pretext by both Rhudaur and Angmar to attack Arthedain, and in TA 1974 the kingdom fell. The heirs of Isildur have since been known as the Chieftains of the North, never since claiming kingship. The identity of the heir of Isildur is held a secret with Elrond Half-elven in Rivendell. Arnor was also known as the North-kingdom. Notable places were: Fornost, Annuminas and Amon Sul. > read artifacts_of_avenir You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Avenir | | | | | | Animal handling gloves | | These gloves are made from very thick leather. They have been dyed a | | dark reddish-brown colour by soaking them in the blood of an empathic | | animal handler and further treated in a way that embues the wearer | | some of the individual's animal handling abilities. When worn the | | gloves will increase the wearer's skill at animal handling. The | | gloves are worn by a priestly human on the Holm who also carries the | | Serpent staff. | | | | Basket-hilt falchion | | A broad, short sword with a gently curving edge. The steel blade is | | vaguely sickle-shaped, double-edged, and has a tapering point, making | | it effective as both a cutting and thrusting weapon. It has a long | | handle with an elaborate basket-hilt. Different magical runes are | | engraved upon the blade, the first rune means ritual sacrifice or | | execution, the second one is a glittering spiral. The third implies | | haste and the fourth is the symbol of an anvil. The falchion is | | extremely light weighing only about 2 kg. The falchion must physic- | | ally touch the skin of its wielder and will then stimulate his/her | | nerves improving the speed of reflexes during combat. Basket-hilt | | falchions are carried by the Hunters on the Holm but only one of the | | falchions is enchanted. | | | | Bright half-moon bardiche | | The blade of this bardiche is as long as your arm. One end of the | | blade curvesback toward the haft, forming a ring through which the | | kesoit pole passes before fitting snugly into the wedge-like head. | | The blade arcs to a deadly point a handspan beyond, its steel | | gleaming so brightly it is almost luminous. The bardiche is so | | bright that it can be used as a lightsource. Wizards and Apprentices | | of High Sorcery should not try to swing the weapon through the air | | since this will undoubtedly lead to loosing the grip on the bardiche | | thus dropping it on the ground. The bardiche is wielded by a large | | troloby on the Holm. | | | | Ensorcelled black amulet | | This ensorcelled black amulet has been crafted from some strange | | black metal. In the centre is the relief of a sprouting staff ent- | | wined with serpents. Something about the amulet infuses you with a | | sense of wellbeing, as though it somehow protects you. You aren't | | certain, but you think that this amulet harnesses the power of | | Sachluph, the Sybarite Goddess of the Eleventh Hour, who governs all | | plants, and thus both healing and poisoning. When worn the wearers | | blood will start to flow more strongly as his body becomes more | | resistant to poisons. When poisoned the snakes and leaves on the | | amulet will suddenly shift and a beneficial greenish light will wash | | over the wearer. If Sachluph'name in invoked while wearing this | | amulet undead will panic and flee. If an undead would wear this | | amulet he or she would die instantly. The amulet can be found in the | | treasure belonging to a large octopus. | | | | Flowing ermine-lined robe | | A flowing robe made of silken webcloth. It is the ultimate in luxury, | | being expertly tailored for the most discerning of clients, magic | | users. Lined with ermine to add warmth, it is surprisingly light- | | weight. A white pattern swirls restlessly within the folds of the | | scarlet cloth. Occasionally the two colors collapse into each other | | and form a new pattern. If you have enough discipline this robe will | | protect its wearer from both fire and magic. The robe is worn by the | | Wizard Nemur who lives beyond the chasm south of the Holm. | | | | Fur-lined leather boots | | These boots are from the hide of a pahloor, a creature of minor | | magical ability which is exceptionally talented at evading notice. | | The leather is rather thick and has been treated with a hardening | | agent. These boots have been polished to a fine sheen. Wearing these | | boots will greatly increase a persons ability of sneaking and hiding. | | The boots are worn by some Shadow-elves on the Holm. | | | | Glittering ruby amulet | | A large ruby, exquisitely cut with hundreds of tiny facets that | | gather light and sets the interior afire with brilliant red flame. | | The ruby is set in an unusual, glowing alloy of precious metals, | | through which a single thread of webfibre has been looped. Light- | | weight and oddly warm, the amulet seems to tremble and shift with a | | life of its own. The amulet is actually cursed and the demon Azmanizt | | lives within it preying on the unwary. The Wizard Nemur will give the | | amulet to whoever seems to defeat him and after that the amulet is | | impossible to drop. When worn the amulet will drain spellcraft from | | its wearer and entice him to touch or invoke the amulet and even | | release him which I strongly believe would be a very dangerous thing | | indeed. Touching the amulet brings greater awareness and invoking it | | will result in raised mental health together with great pain. In | | order to break the bond with Azmanizt you need to seek out the Wizard | | Nemur again and beg him for help. | | | | Golden gauntlets | | This pair of gauntlets look like a real treasure. They are ornate | | with sparkling jewels in abstract patterns, and all along their | | surface is etched delicate patterns in the gold. When worn a feeling | | of power and speed will almost overwhelm you. The gauntlets are an | -- More -- 100/179 -- ( t b r n a > q x ! h ?) -- | ancient artifact vibrant with life and hard as earth. They are | | enchanted to protect against water and will never become worn out. | | The gauntlets will make you strike faster in combat but for those of | | undead nature they will be cursed. The gauntlets are part of a | | treasure belonging to a huge octopus in Avenir. | | | | Irridescent rainbow-hued feather | | The irridescent rainbow-hued feather is a feather from the wolf- | | incarnation of the spirit-being Marchosias, living deep down in the | | caves of Avenir. The feather can be used as a dagger since it is | | razor sharp and it emits a faint light which can be used as a light | | source. | | | | Oaken cudgel | | This large cudgel of greyish oak feels quite light, but hums with a | | strange energy. Thin strands of adamantine metal seem to somehow be | | woven into the wood of the club, making a web-like pattern around its | | head. The handle is quite short, and wrapped in white padded cloth to | | make for a firm grip. The cudgel is from another dimension and will | | drain the strength from its enemies but draining them both mentally | | and physically. You need to be quite skilled with clubs to use it. | | Due to its extraterrestrial nature it will eventually fade out of | | existance. The cudgel is wielded by an Infidel Priestess in the | | Bazaar. | | | | Ruby-eyed snake ring | | This is a ring beautifully crafted from intertwining dozens of | | lengths of silver cord. It twines around the ring, making it look | | like a snake, and the snake's eye is a tiny, glittering ruby. The | | ring is enchanted with the power of earth and water which will shield | | the wearer from all kinds of fire as well as protect him from the | | element of air. The ring is in the possession of Jadestone Doll in | | the Bazaar. | | | | Serpent staff | | This staff is carved to resemble a snake with extremely sharp teeth | | and spikes on its tail. The staff is made of alder, which is white | | when felled but then seems to bleed. Alder is sacred as both the Tree | | of Fighting and the Tree of Resurrection. The Serpent God was invoked | | as this staff was carved. If you drop it while in combat it sometimes | | animate into a serpent and attack your enemies. After the battle you | | may retrieve the serpent, if you are skilled enough in animal hand- | | ling and dexterious, and it will once again turn into a staff. The | | staff itself is an average weapon even though it creates nice looking | | bruises and wounds when you pummel an opponent with it. The staff is | | carried by a cleric on the Holm. | | | | Shintor | | This sword is very thin and long, with the blade suddenly tapering | | off to an infintesimal point at the end. The handle is of adamantine, | | molded to fit the left hand with a narrow, decorative guard at the | | base of the blade. Reflected in the polished surface of the blade is | | a reverse image of the area around you. Some flowing runes are etched | | along the blade. The blade is a a dull steely colour. Runes could be | | one of the following; Angani, Avenis, Hamitar, Layisin, Nathisia, | | Oeresti, Penditan, Perfal or Telebin. The steely grey longsword will | | burst into a shimmering light when the runes on the blade are said | | aloud. The shimmering aura of the longsword will change according to | | the alignment of its last victim becoming brighter the more evil it | | was and darker if it was good. The light will also reach out and burn | | its opponent and will do more damage the brighter, or darker the aura | | is. Quite high language skill is needed to read the runes on the | | blade and both sword skill and wisdom is needed to wield it. The | | Shintor was forged in the depths of Utterdark by the legendary Wizard | | Orestis but is now in the possession of Jadestone Doll in the Avenir | | Bazaar. | | | | Water-naiad's necklace | | This necklace made out of corals studded with pearls will enable its | | wearer to breathe underwater. Necklaces of this kind is usually | | worn by water naiads in the seas, lakes and ponds of Avenir. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read avenir_ogres You read the book titled "A map of the Ogre Caves in the Utterdark of Avenir". A map of the Ogre Caves in the Utterdark of Avenir, written by Peridot on Urime 15, 3018. X X \ / X-X-X X / \| X X X X \ | | \ X-X X X X / |\ /| | X X-X-X X X X / / \ \ | X X X X X X X X<--Entrance (up/down) \ / \ / \ / \/ X X-X X X X | \ | / | X X X-X-X X | / | | X X X X X-X-X \ / \ / / X X X X X X | / \ / |/ | X X-X-X-X X X | | \ / \ | X X X X X | / X X----X \ / \ X X / \ X-X \ / X-X-X Warning : Many have died in these caves despite their ability to kill most of the inhabitants. The ogres will give chase, and even small ones who usually fear you will be given heart by the sight of larger ogres attacking you. In short, if you find yourself fleeing through these caves, a huge band of ogres will persue you, yelling many taunts as you run. When confronted with such a group of ogres, the caves become very confining. In fact, the rooms are so small that when such a large group is within them, you may find yourself unable to even breathe, much less swing your sword. I myself have narrowly escaped with my life by pure luck in this situation. > read awakening You read the book titled "Quotes from Master Tolkien". Quotes from Master Tolkien, written by Iliana on Narquelie 20, 3017. "Then Varda went forth from the council, and she looked out from the height of Taniquetil, and beheld the darkness of Middle-earth beneath the innumberable stars, faint and far. Then she began a great labour, greastest of all the works of the Valar since their coming into Arda. She took the silver dews from the vats of Telperion and therewith she made new stars and brighter against the coming of the Firstborn; wherefore she whose name out of the deeps of time and the labours of Ea was Tintalle, the Kindler, was called after by the Elves Elentari, Queen of the Stars. Carnil and Luinil, Nenar and Lumbar, Alcarinque and Elemmire she wrought in that time, and many other of the ancient stars she gathered together and set as signs in the heavens of Arda: Wilwarin, Telumendil, Soronume and Anarrima and Menelmacar with his shinging belt, that forebodes the Last Battle that shall be at the end of days. And high in the north as a challenge to Melkor she set the crown of seven mighty stars to swing, Valacirca*, the Sickle of the Valar and sign of doom. It is told that even as Varda ended her labours, and they were long, when first Menelmacar strode up the sky and blue fire of Hellium flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Iluvatar. By the starlit mere of Cuivienen, Water of Awakening, they rose from the sleep of Iluvatar; and while they dwelt yet silent by Cuivienen their eyes beheld first of all things the stars of the heaven. Therefore they have ever loved the starlight, and have revered Varda Elentari above all the Valar." *"Valacirca: The contellation of seven stars shaped by Varda in preparation for the awakening of the Elves and placed in the northern sky as a challenge to Melkor and a sign of his fall. Also called the Sickle of the Valar, the Seven Stars, the Sickle and the Wain (by hobbits) and (probably) Durin's Crown (by the Dwarves)." > read awakening You read the book titled "Quotes from Master Tolkien". Quotes from Master Tolkien, written by Iliana on Narquelie 20, 3017. "Then Varda went forth from the council, and she looked out from the height of Taniquetil, and beheld the darkness of Middle-earth beneath the innumberable stars, faint and far. Then she began a great labour, greastest of all the works of the Valar since their coming into Arda. She took the silver dews from the vats of Telperion and therewith she made new stars and brighter against the coming of the Firstborn; wherefore she whose name out of the deeps of time and the labours of Ea was Tintalle, the Kindler, was called after by the Elves Elentari, Queen of the Stars. Carnil and Luinil, Nenar and Lumbar, Alcarinque and Elemmire she wrought in that time, and many other of the ancient stars she gathered together and set as signs in the heavens of Arda: Wilwarin, Telumendil, Soronume and Anarrima and Menelmacar with his shinging belt, that forebodes the Last Battle that shall be at the end of days. And high in the north as a challenge to Melkor she set the crown of seven mighty stars to swing, Valacirca*, the Sickle of the Valar and sign of doom. It is told that even as Varda ended her labours, and they were long, when first Menelmacar strode up the sky and blue fire of Hellium flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Iluvatar. By the starlit mere of Cuivienen, Water of Awakening, they rose from the sleep of Iluvatar; and while they dwelt yet silent by Cuivienen their eyes beheld first of all things the stars of the heaven. Therefore they have ever loved the starlight, and have revered Varda Elentari above all the Valar." *"Valacirca: The contellation of seven stars shaped by Varda in preparation for the awakening of the Elves and placed in the northern sky as a challenge to Melkor and a sign of his fall. Also called the Sickle of the Valar, the Seven Stars, the Sickle and the Wain (by hobbits) and (probably) Durin's Crown (by the Dwarves)." > read basic_alchemy You read the book titled "General Principles of Alchemy". General Principles of Alchemy, written by Kathryn on Hisime 17, 3018. Alchemy: The ability to brew useful potions out of other materials. An art which is often neglected in the past by Rangers of all walks of life, and such is the topic of this text. The first question the inquisitive ranger pupil might ask, is "Why brew when my prayers to the Valar offer so much to enrich me already?" This is a very valid question, and, in fact, because of it many rangers thus choose neglect their mortar for other persuits. In order to make an educated decision in the matter, however, on should examin both the advantages, and disadvantages of using potions. The general arguements are as follows: Disadvantages ------------ * Time comsuming * Sometimes cost-inefficient with regards to the materials involved * Often not as effective as magic Advantages --------- * Requires no use of internal mental resources, 'mana' as spells do. * Some potions effects cannot be duplicated by any known spell. * Potions can be given to and used by allies with no magical knowledge. Now that we have considered the question "To brew, or not to brew?" It is natural to ask "Where do I begin". The recipes for such potions have been traditionally passed down throgh the generations of ranger by oral tradition. The even more inquisitive alchemist can experiment once the name of a potion in question is disclosed. Basic Necessities for Potion Brewing ------------------------------------------ * A mortar, which can be purchaced from Fredegar * the name of the desired potion * regeants (usually herbal) * a liquid base The name of the desired potion is most essential. Experimentation is futile without it, as one must 'Mix ' to even begin the process. Regeants and the liquid base are where experimentation can take place. If one knows the effects of the potion, one can think of herbs which are known to have similar properties. For example, to get you started, one will perhaps learn that there is a healing potion named Este. To find the reagents, one might being to sit down and think of herbs which are known to have curative properties in order to begin experimentation. In regards to liquid base, anything from water to the strongest alchohol may be used. Liquid bases will yield potions rangeing from watery to powerful - and the goal is, of corse to find the combination which yields powerful, aka, most effective, potions. Rangers are not the only one who use the powers of alchemy - the black mages of Morgul brew a variety of potions as well. On occasions, one who travels might also find the occasional merchant (or madman) who also dabbles in the art. The knowledge of precise alchemy is well guarded in all cultures, however. But, one will find that one who is a dedicated dabbler or very inquisitive researcher can find the answers which they seek. Good Luck! > read battle_cry You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. The Battle Cries used by the Rangers ==================================== * All races: For Elendil! For Isildur! For Anarion! For Gondor! For King and Steward! Elendil was the Last Lord of Andunie on Numenor and leader of the faithful. He and his two sons Isildur and Anarion escaped the the fall of Numenor and founded the realms in exile, Gondor and Arnor. Elendil was King in Arnor, Isildur and Anarion in Gondor. Anarion was killed during the siege of Barad-Dur in the War of the Last Alliance, Elendil was slain, along with Gil-Galad, last High King of the Elves in Middle Earth, in the final battle with Sauron, who was killed, too. Isildur claimed the One Ring as weregild. He was later ambushed and killed on the marsh back from Mians Tirith to Arnor in the Battle of the Gladden Fields. (cf. Akallabeth, Numenor, Gondor, Arnor) * Humans: Utulie'n aure! Auta i lome! Aure entuluva! From the Annals of Beleriand in the Simarillion: Of the Fifth Battle: Nirnaeth Arnoediad - Tears Unnumbered ... Then Fingon looked towards Thangorodrim, and there was a dark cloud about it, and a black smoke went up; and he knew that the wrath of Morgoth was aroused, and that their challenge was accepted. ... But now a cry went up, passing up the wind from the south from vale to vale, and Elves and Men lifted their voices in wonder and joy. For unsummoned and unlooked for Turgon had opened the leaguer of Gondolin, and was come with an army ten thousand strong, with bright mail and long swords and spears like a forest. Then when Fingon heard afar the great trumpet of Turgon his brother, the shadow passed and his heart was uplifted, and he shouted aloud: 'Utulie'n aure! Aiya Eldalie ar Atanatari, utulie'n aure! The day has come! Behold, people of the Eldar and Fathers of Men, the day has come!' And all those who heart his great voice echo in the hills answered crying: 'Auta i lome! The night is passing!' ... Last of all Hurin stood alone. The he cast aside his shield, and wielded an axe two-handed; and it is sung that the axe smoked in the black blood of the troll-guard of Gothmog until it withered, and each time that he slew Hurin cried: 'Aure entuluva! Day shall come again!' Seventy times he uttered that cry; but they took him at last alive, by the command of Morgoth. ... (cf FirstAge and FirstAgeEnd) * Elves: Galadriel! Gilthoniel, A Elbereth! Aiya elenion ancalima! Galadriel, princess of the Noldor, daughter of Finarfin, son of Finwe, first King of the Noldor, and of Earwen, daughter of Olwe, King of the Teleri, Lord of Alaqualonde. Among all the heroes of the First Age, she is the only that remained in Middle Earth, from the flight of the Noldor before the coming of the sun and the moon through the battles of Beleriand, and the wars of the Second Age. She now resides in Lothlorien. Gilthoniel ('Star-kindler') and Elbereth ('Star-queen') are two of the names of Varda, greatest of the Valier, spouse of Manwe. Before the coming of the elves to Middle Earth, Varda created the greatest of the stars in the heavens from the dew of Telperion. 'Aiya elenion ancalima' translated into the Westron means 'Hail, Brightest of Stars!' The Brightest of Stars is of course the Silmaril worn by Earendil on his brow when sailing the sky. * Dwarves: Baruk Khazad! - The Axes of the Dwarves! Khazad ai-menu! - The Dwarves are among you! Khazad-dum! For Durin! Khazad-dum was the greatest of the Dwarf-halls, the mansion and folk- home of Durin's folk, carved by Durin I early in the First Age in the caves overlooking Azanulbizar, the Dimrill Dell. Khazad-dum was called Dwarrowdelf in Westron, Hadhodrond in Sindarin. In the last part of the Third Age, the more usual Sindarin name was Moria (Dark Pit), though dwarves did not use that name. * Hobbits: For the Shire! > read battles You read the book titled "A history of Miscellaneous Battles". A history of Miscellaneous Battles, written by Finwe on Lotesse 28, 3018. Battles TA 1200-1634 In 1050, Sauron reappeared and established an abode at Dol Guldur. As Gondor was at its greatest power, Sauron chose to strike first in the north. He sent Angmar, chief of the Nazgul, to the land north of the Ettenmoors, where he ordered a realm on both sides of the mountains. By 1350, the royal lines in both Rhudaur and Cardolan had failed, and Rhudaur was ripe for seizure of power by the evil Hillman. When the King of Arthedain sought to reunite the realm of Arnor under his crown, Rhudaur resisted, and there was battle along their common border at the Weather Hills. In 1356, Arthedain fortified the highlands, and later set guard on the frontier of Cardolan. For fifty years they held back the evil. In 1375, Rivendell was besieged. In 1409, Angmar mustered a great force. Weathertop was surrounded and fell, and the Tower of Amon Sul was destroyed. Taking the palantir, the Dunedain retreated; Rhudaur was overrun by Angmar. From there the land of Cardolan was assaulted, and its people were forced back among the burial fields of Tyrn Gorthad, also known as the Barrow-downs. The Arthedain returned to Fornost, and with the help of Cirdan, managed to drive the enemy from the North Downs. When help arrived in the rear from Lorien and Rivendell, attacks lessened. While the North Kingdom struggled for survival, Gondor was becoming entangled in both internal and external strife. Sometime after Gondor had reached its widest borders, they ceded the lands south of Mirkwood to the people of Rhovanion as a buffer against the Easterlings. In 1248, after the Easterlings once more initiated skirmishes, a great force from Gondor destroyed not only the enemy armies, but even all the camps and settlements east of the Sea of Rhun. Afterward, the west shore of Anduin was fortified and the friendship with the Northmen was strengthened. The twentieth king even wed a princess of Rhovanion. As some of the people were unwilling to accept the half-Dunedain Eldacar as lord, the Kinstrife began. Eldacar was besieged in Osgiliath in 1437, and escaped from the burning city to the north. After only ten years, Castamir, the usurper was hated and the Dunedain rallied around the rightful king. Eldamir marched south and won the battle at Erui. Castamir fell, but his men retreated to Pelargir and escaped, becoming the Corsairs of Umbar. Allied with the men of Harad, the Corsairs were constantly at war on both land and sea. In 1551, Hyarmendacil II significantly defeated the men of Harad; in 1634, the Corsairs devastated Pelargir and killed the king; in 1810, Gondor retook Umbar and destroyed Castamir's descendants. > read bboh1-leaves You read the book titled "Volume 1 of the Big Book of Herbs: Leaves". Volume 1 of the Big Book of Herbs: Leaves, written by Jarkeld on Nenime 18, 3019. INTRODUCTION These volumes are intended to be a comprehensive survey of the herbs of Genesis. They will be divided into six volumes. Vol 1 - Introduction and Leaves Vol 2 - Flowers Vol 3 - Berries Vol 4 - Mushrooms, Mosses and Lichen Vol 5 - Vines and Others Vol 6 - The Great Unknown and Thank Yous LEAVES OF GENESIS Angurth - "green leaf" - Poisonous to eat, illegal in MiddleEarth Athelas - "green leaf" - Regeant for Cleanse spell, heal potion. Basil - "dark green leaves" - Eat to reduce fatigue. Rabbit spice. Beaked sedge - "elongate slender leaf" - Do not eat. Gritty. Bunchberry - "a veined oval leaf" - Eat to reduce fatigue. Bur Reed - "ribbon-like linear leaf" - No known uses. Chervil - "small fine leaves" - Eat to reduce fatigue. Stew spice. Chicory - "sharp short leaf" - Eat to reduce fatigue. Curugwath - "silvery leaf" - Eat to increase stealth. Dandelion - "serrated leaf" - Eat to reduce fatigue. Fennel - "fine threadlike leaves" - Eat to reduce fatigue. Spice. Frostheal - "gray fuzzy leaf" - Eat to increase cold tolerance. Hajir - "a few green leaves" - Eating increases bravery and strength but reduces mental faculties. Humbleleaf - "blue leaf" - Eat to become invisible. Mild poison. Labrador tea - "a fuzzy rusty leaf" - Boil twice to make tea. Laurel - "stiff dark green leaf" - Eat to reduce fatigue. Stew spice. Madwort - "gray fuzzy leaf" - Do not eat, very poisonous. Mint - "narrow sharply toothed leaves" - Eat to reduce fatigue. Spice. Oregano - "stalked ovate leaves" - Eat to reduce fatigue. Spice. Parsley - "green leaf" - Eat to restore health. Poison ivy - "an oily drooping leaf" - Do not eat. Skin irritant. Redwood leaf - "red leaf" - Eat to restore health. Savory - "small stiff aromatic leaves" - Rabbit spice. Beesting cure (?) Smooth camas - "linear keeled leaf" - Ill effects when eaten. Soapweed - "stiff narrow leaf" - Smear on skin to neutralize acid. Solinaith - "dusty white leaf" - Used by elves to cure wounds. Tarragon - "small bitter leaves" - Eat to reduce fatigue. Spice. Thyme - "pungeant narrow leaves" - Eat to reduce fatigue. > read bboh2_flowers You read the book titled "Volume 2 of the Big Book of Herbs, Flowers". Volume 2 of the Big Book of Herbs, Flowers, written by Cuitlahac on Narvinye 26, 3018. FLOWERS OF GENESIS Alfirin - "golden flower" - Eat to restore mana, chew for snake poison. Catnip - "aromatic pale purple flowers" - Attracts cats. Crocus - "pale purplish flower" - Poison. Willow bark cures. Fireweed - "showy purple flower" - Eat to resist fire, reduce fatigue. Foxglove - "handful of purple flowers" - Poison, speeds circulatory sys. Gnarglefrix - "red flower" - Eat to restore health. Honeysuckle - "pink twinned flower" - Flowering vine. Ithilgil - "white star-shaped flowers" - Eat to restore security. Ladyslipper - "enchanting shoe-shaped flower" - Ill effects when eaten. Lilac - "bunch of purple aromatic flowers" - Fragrant ornamental. Lissuin - "sweet-smelling golden flower" - No known. Lothore - "red heart-shaped flower" - Reagent for Heal spell. Morgurth - "pale white flower" - Poison. Mage regeant. Narcissus - "ghostly black flower" - No known. Nightshade - "black velvety flower" - Very deadly poison. Rosemary - "pale blue flowers" - Eat to reduce fatigue. Spice. Saffron - "cup-shaped flower" - Eat to reduce fatigue. Sage - "tubular two-lipped flowers" - Eat to reduce fatigue. Seregon - "small hardy blood-red flowers" - chew to protect from sorcery. Simbelmyne - "small white flower" - Eat to restore mana. Vamene - "odd yellow flower" - Eat to reduce fatigue. Veronica - "petite two-petalled flower" - No known uses. > read bboh3-berries You read the book titled "Volume 3 of the Big Book of Herbs, Berries". Volume 3 of the Big Book of Herbs, Berries, written by Jarkeld on Nenime 19, 3019. BERRIES OF GENESIS Attanar - "little blue berry" - Eat to restore health. Blackberry - "little black berry" - Mild Purgative and Restorative Black currant - "black shiny berry" - Eat to reduce fatigue. Black Raspberry - "little black berry" - Mild restorative and healing. Blueberry - "little blue berry" - Eat to reduce fatigue. Chokeberry - "black shiny berry" - Eat to reduce fatigue. Cranberry - "red berry" - No known. Cleanses urinary tracts. Hemlock - "green berries" - Poison. Paralyzes circulatory system. Holly - "little red berry" - Eat to reduce fatigue. Huckleberry - "green berry" - Eat to restore health. Lianor - "small purple berry" - Eat to restore health. Myrtleberry - "transluscent red berry" - Mild poison. Spell regeant. Raspberry - "frosty red berry" - Eat to reduce fatigue. Saskatoon - "little blue berry" - Eat to restore health, reduce fatigue. Strawberry - "little red berry" - Eat to heal minor wounds. Suranie - "red berry" - Eat to restore mana. > read bboh4-mush-moss-lich You read the book titled "Volume 4 of the Big Book of Herbs, Mushrooms, Mosses and Lichens". Volume 4 of the Big Book of Herbs, Mushrooms, Mosses and Lichens, written by Jarkeld on Nenime 19, 3019. MUSHROOMS OF GENESIS Amanita - "spotted red mushroom" - Very poisonous. Astaldo - "brown broad-headed mushroom" - Eat to increase discipline. Chantrelle - "puffy yellow mushroom" - Eat to restore mana. Coccinea - "red mushroom" - Reagent for invisibility spell. Fordinfa - "tiny grey mushrooms" - Eat to restore mana. Fungiarbo - "brown tree mushroom" - Poison. Spell regeant. Handasse - "small green-yellow mushroom" - Eat to increase intelligence. Skullcap - "rotting black mushroom" - Mild poison, regional delicacy. Tyelka - "brown broad-headed mushroom" - Eat to increase dexterity. Ylpi - "white mushroom" - Eat to restore security. MOSSES AND LICHEN OF GENESIS Blung - "purple-green shaggy moss" - Eat to reduce fatigue. Addictive. Cladina - "coral-like grey lichen" - Eat to restore health. Pindan - "grey moss" - Inhale to increase location sense. Sphagnum - "greenish-brown moss" Embrue with blood to heal wounds. Tuo - "pale green lichen" - Eat to increase strength. Ungolestel - "brown patch of moss" - Regeant for Cleanse (spider poison). > read lichens Read what? > read bboh5_misc You read the book titled "Volume 5 of the Big Book of Herbs, Miscellaneous Herbs". Volume 5 of the Big Book of Herbs, Miscellaneous Herbs, written by Cuitlahac on Narvinye 26, 3018. VINES OF GENESIS Carlith - "thin trailing vine" - Eat to restore health. Mittiknas - "slender luminous vine" - Poison to eat. Provides light. Ronwath - "long tangled vine" - No known. Sumac - "red oily vine" - Poison to eat. OTHER HERBS OF GENESIS Asparagus - "upright green stalk" - Eat to reduce fatigue. Black potato - "little black potato" - Poison, Mage regeant. Caraway - "small brown aromatic seeds" - Eat to reduce fatigue, spice. Cedar - "strip of gray bark" - Used in herbal remedies. Clove - "small greenish flower bud" - Eat to reduce fatigue, spice. Evendim grass - "green straw" - No known. Garlic - "smelly white rose-tinged bulb" - Eat to restore health, vampire bane, spice. Ginger - "tuberous rootstock" - Eat to reduce fatigue, stew spice. Hazlenut - "hard embracted nut" - Eat to reduce fatigue. Horsetail - "gritty slender stalk" - Bad to eat. Cleans pots. Licorice - "strong-smelling gnarled root" - Eat to reduce fatigue. Mandrake root - "gnarled root" - Used in MM potions. Marjoram - "broad flower umbel" - Eat to reduce fatigue. Spice. Nethra - "slimy red alga" - Eat to allow underwater breathing. Onoclea - "simple delicate fern" - Aids the heart. Pawnrose - "green rose" - Poison, adds potency to spells. Pepper - "small red fruits" - Poisonous. Red potato - "little red potato" - Eat to reduce fatigue. Redweed - "red weed" - Regeant for Rest spell. Sarsaparilla - "licorice-scented pliable root" - No known. Spice. Satilia - "green trefoil" - Eat to restore health. Strangleweed - "thin grey weeds" - No known. Sumac - "red oily vine" - Poisonous. Do not eat. Uaine sap - "resinous amber sap" - Chew to restore mana, ease fatigue Willow Bark - "grey bark" - No known effects. > read bboh6_misc Read what? > read bboh7_misc Read what? > read bboh7_unknown Read what? > read bboh6-misc You read the book titled "Volume 6 of the Big Book of Herbs, Miscellaneous Herbs". Volume 6 of the Big Book of Herbs, Miscellaneous Herbs, written by Cuitlahac on Urime 16, 3018. MISCELLANEOUS HERBS OF GENESIS Asparagus - "upright green stalk" - Eat to reduce fatigue. Beach plum - "dry purplish fruit" - refreshes, food Beach willow bark - "gray gnarled bark" - heals wounds Black potato - "little black potato" - Poison, Mage regeant. Breadroot - "thick brown root" - food Caraway - "small brown aromatic seeds" - Eat to reduce fatigue, spice. Cedar - "strip of gray bark" - Used in herbal remedies. Clove - "small greenish flower bud" - Eat to reduce fatigue, spice. Coffee bean - "brown bean" - reduces fatigue Dragonroot - "dirty root" - causes temporary paralysis. Evendim grass - "green straw" - No known. Garlic - "smelly white rose-tinged bulb" - Eat to restore health, vampire bane, spice. Ginger - "tuberous rootstock" - Eat to reduce fatigue, stew spice. Hazlenut - "hard embracted nut" - Eat to reduce fatigue. Horsetail - "gritty slender stalk" - Bad to eat. Cleans pots. Licorice - "strong-smelling gnarled root" - Eat to reduce fatigue. Mandrake root - "gnarled root" - Used in MM potions. Marjoram - "broad flower umbel" - Eat to reduce fatigue. Spice. Onoclea - "simple delicate fern" - Aids the heart. Orange carrot - "green-topped orange carrot" - food Pawnrose - "green rose" - Poison, adds potency to spells. Pepper - "small red fruits" - Poisonous. Red potato - "little red potato" - Eat to reduce fatigue. Redweed - "red weed" - Regeant for Rest spell. Sarsaparilla - "licorice-scented pliable root" - No known. Spice. Satilia - "green trefoil" - Eat to restore health. Strangleweed - "thin grey weeds" - No known. Sumac - "red oily vine" - Poisonous. Do not eat. Uaine sap - "resinous amber sap" - Chew to restore mana, ease fatigue Wild plum - "smooth purplish fruit" - food Willow Bark - "grey bark" - No known effects. > read bboh7-unknown You read the book titled "Volume 7 of the Big Book of Herbs, Unknown herbs and Thank Yous". Volume 7 of the Big Book of Herbs, Unknown herbs and Thank Yous, written by Cuitlahac on Urime 16, 3018. UNKNOWN HERBS OF GENESIS The following is a list of herbs about which the author has incomplete knowledge. Readers are invited to submit any information they possess on the following herbs - or any not mentioned at all within these volumes - to the author to be added to future editions. Cepa Soapweed - (??) - smear on body to prevent acid burns ~complete description and use desired~ THANK YOUS The author has drawn heavily on the experience, wisdom and hard work of others, most notably the authors of previous herb texts in the Gondor library. Also worthy of thanks are those who have contributed their own experiences to this work. Most notably, these are: Elven Goshen Blake Imrahil Ioredor Puzit Aldieb Alustrial Feijin Arioch Arkahan Naiad Fnosk Jarkeld Cuitlahac Iliana and many others who have contributed to Ranger lore. Without you these volumes would not have been possible. > read bree-ithilien-road You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of the Road from Bree to Ithilien. -------------------------------------- Drawn by Obiwan on Narquelie 11, 3017. __ /| \__/\ __/ #* | \/\ _|_|__|__ Mirk- / # \ / | | | wood / Misty \/ | / Mountains | Trollshaws / | Chetwood / \ __ \ _|_ / | / \___ Midgewater | |/_ | \ _/ \ Marches ___/ _ /|/ | \ Bree \ / \ |_|/ | \ \_____/ \ |_| |__/ | Lone \_/ / | Lands \_/ Trollshaws | / \| | # = Caves Ithilien | * = Rock Forests Note: The road in the Misty Mountains cannot be trusted, it is very difficult to determine your position up there! > read calian_treasures You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Calia | | | | | | Large ram's horn | | A large ram's horn, carefully polished and hollowed to form a horn | | that can be sounded. Upon it's surface is an intricate, weaving | | pattern of abstract lines twisting in and out. The patterns appear to | | have no purpose, simply weaving aimlessly around the horn in a | | delicate pattern. However, after staring for a moment you can see a | | small boat of some sort depicted not by the lines, but by the pattern | | they create. If you sound the horn in the right place something will | | come to you. | | | | Long silver sceptre | | This long, silver sceptre is relatively plain, about half a meter | | long, with no markings at all along the handle. At the head of the | | sceptre is a small silver sculpture of a chimera. The staff can be | | used to dispell a particular illusion. | | | | Magical cloak of Gelan | | It's a blue magical cloak, used by the magical guards of Gelan. This | | one has a big white eye on the back. Even though the cloak is | | described as magical it has no enchantments cast on it at all. The | | cloak offers quite good protection though. | | | | Silver mermaid ring | | A silver ring set with the tiny figurine of a mermaid. The exquisite | | lady of the deeps is made from tiny sparkling gemstones and the | | purest of precious metals. From the minute diamond scales of her fish | | tail to the gold tracings of her hair, she is flawless. She looks | | almost disturbingly real, and your gaze is drawn to her aquamarine | | eyes. The magic in this ring is drawn from the power of the Elemental | | Diabrecho, Lord of the waters in Calia. Hence the wearer may breathe | | in any water of His domain. The ring is a reward offered for aiding | | one of the mermaids of Calia. | | | | Silver serpentine ring | | This silvery ring is a strange shape, appearing to be a long serpent | | which has coiled about itself several times, but is otherwise un- | | adorned. The wearer of this ring may train either sword or polearm to | | superior guru if he/she is a warrior of Caliana. The ring is the | | reward for solving a certain quest on the Isle of Eldoral. | | | | Sword of Darkness | | This sword is completely black and seems to overshadow all light in | | its surroundings. The sword is very well liked by Morgul Mages, Monks | | of Kaheda and Vampires since the sword can aid them in combat by | | making themselves unseen by their enemies. The sword is wielded by a | | Commander of the Krougs patrolling the southern areas of the Calian | | moors. | | | | Sword of Light | | This sword glows with a brilliant white aura. A quite powerfully | | enchanted weapon, the light it exudes appears to be not of this | | world, being unusually bright and carrying a damageing charge. A | | sword of darkness can be converted into a sword of light by carrying | | it into the room of Light in the Castle of Calia. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read charter You read the book titled "The Charter of the Rangers". The Charter of the Rangers of the Westlands =========================================== I. The Guild is divided into three companies, the Company of Gondor, the Company of the North, and the Company of Ithilien. II. Each Company is headed by a Captain. The Captain must be a mortal ranger of the company. III. Each Captain assigns a deputy and heir-apparent, the Lieutenant of the company, and a second deputy, the Sergeant of the Company. IV. The Council of the Rangers: (i) The Captains and the Lieutenants of the three companies form the council of the Guild of the Rangers. (ii) In the Council each Captain who has an appointed Lieutenant has two votes, each Captain without an appointed Lieutenant has one vote and each Lieutenant one vote. It is the duty of all council members to vote. The Sergeants have no vote in the Council. (iii) Unless stated otherwise in these Laws, a vote in the Council is decided by simple majority of votes. (iv) Votes may be cast as either Aye/Yes or Nay/No. A council member is not required to cast a vote for the ballot to be legal. (v) If less than five votes are cast, the vote is declared void. (vi) If the vote is tied, The following steps shall be taken to resolve the tie: (1) In the event when a Lieutenant's vote is absent, the relevant Captain's vote shall be reduced by one. (2) If both Captain and Lieutenant of one company are absent, the vote must be redrawn. (vii) Any matter may be refered to the most senior Captain for casting arbitration. The most senior Captain is defined the Captain least recently assigned the position of Captain. (viii) Any council member may call for a vote on any topic. It is the responsibility of the calling council member to administer the vote. If the vote is passed, all members are expected to abide by the result. If a vote is declared void, it is at the calling member's discretion to recall the vote. V. The duties of the Captains are: (i) Recruit rangers for the guild among those who are not rangers. (ii) Recruit rangers for their company among the pupils of the Rangers. (iii) To help and assist their fellow rangers, to rule the guild, to organize the combat against Evil, to ensure all rangers are aware of the Laws of the Rangers of the Westlands. (iv) To assist the immortals of the domain and the guildmasters of the Rangers by submitting ideas, suggestions, and to report problems. (v) To assign deputies and heir apparent, thus ensuring a never broken line of captains for their company. If at any time a Captain finds his or her self without a deputy, they should appoint one within the shortest possible time. (vi) To ensure their deputies are carrying out their appointed duties. (vii) If a Lieutenant for another company has not been nominated after a week in which the position has been vacant, the most senior Captain will undertake to advise and where necessary prompt the Captain of the deficient company to make the choice. VI. The office of Captaincy is terminated, if (i) The Captain resigns. A Captain on the quest to attain immortality should resign before finishing the quest. A Captain attaining immortality is expected to resign at once. (ii) The Captain is found to be irresponsible in his/her duties or the Captain is found to be in serious breach of the Laws of the Rangers of the Westlands and is impeached by the council. VII. Resignation: (i) A Captain can resign only if there is a Lieutenant of his or her company. (ii) By resigning from the office of Captaincy, a Captain calls for an election of a new Captain of his or her company. (iii) The Lieutenant of the company of the resigning Captain will be the first candidate in the ballot. (iv) The council will nominate at least on other ranger of the company of the Captain who resigned. (v) Once there are at least two candidates to choose from, the rangers that were members of the company of the resigning Captain at the moment the Captain resigned have one week to vote for one of the candidates. (vi) If at any time before the end of one week all rangers entitled to vote have cast their vote, the election is terminated. (vii) The vote is secret. Only the final result will be known. (viii) The candidate who received the most votes will be the new Captain. If two candidates receive the same number of votes, the candidate nominated first will be the new Captain. (ix) If for any reason whatsoever the post of a Captain is vacant, the council can call for a vote for a new Captain to fill this post by nominating a candidate. VIII. Impeachment: (i) Any three members of the council can impeach a Captain of a company of the rangers. (ii) A Lieutenant cannot be impeached. If a Lieutenant acts in a way that would demand impeachment of a Captain, it is the Captain's duty to replace the Lieutenant. Failure to do so is grounds for impeachment of the Captain. (iii) Impeachment of a Captain removes the Captain and the Deputies of the Captain's company from the Council and terminates their -- More -- 100/216 -- ( t b r n a > q x ! h ?) -- offices. (iv) The impeachment also calls for an election of a new Captain of the company. In this election, the impeached Captain will not be a candidate unless nominated again. (v) The ensuing procedure follows VII. (iii) - (viii). IX. The office of the Deputies of the Rangers: (1) The office of the Lieutenants of the Rangers (i) A Lieutenant is assigned by the Captain of the company. There is no other selection process involved, though the other Captain is free to make suggestions. (ii) The office of the Lieutenant is terminated if the Captain assigns a new Lieutenant out of the ranks of the company, or if the Captain of the company is impeached. Each Captain can always and without any specific cause assign a new Lieutenant. (iii) The Lieutenant is a member of the Council. In votes of the Council the Lieutenant is not bound by the vote of the Captain of the company. (iv) Except in votes of the Council, the authority of the Lieutenant is defined by the Captain. (v) The Lieutenant can act in all matters, inside and outside the company and the guild, with the full authority of the Captain. (vi) The Lieutenant will act with the authority of the Captain if and only if and only in so far as he or she has been authorized by the Captain to do so. (2) The office of the Sergeants of the Rangers: (i) A Sergeant is assigned by the Captain of the company. There is no other selection process involved, though the other Captain is free to make suggestions. (ii) The office of the Sergeant is terminated if the Captain assigns a new Sergeant out of the ranks of the company, or if the Captain of the company is impeached. Each Captain can always and without any specific cause assign a new Sergeant. (iii) The Sergeant is not a member of Council for voting purposes, but may be present at Council meetings and take part in discussions. (iv) The authority of the Sergeant is defined by the Captain of the Company. X. Joining a Company: A Pupil of the Rangers can join one of the Companies by asking a Captain of the Company to be assigned to the company. (i) A Captain may assign a Pupil to his or her company only if the pupil asked to join the company. (ii) A Lieutenant may assign a pupil if the Captain has authorized him or her to do so, and that pupil has requested to join. (iii) The assignment to a company is final. It is not possible to swap companies after being assigned to a company. XI. Powers of the Captains of the Rangers: Captains are responsible for all that occurs within their companies, thus they shall have powers suitable to administrating their own Company. (i) A Captain shall be able to accept a pupil into their company. (ii) A Captain shall be able to promote deputies. (iii) A Captain shall be able to remove a Ranger from their company, that Ranger thus becoming a pupil, with appropriate loss of skills. (iv) A Captain shall be able to suspend on sight any Ranger, resulting in loss of access to Ranger-only areas, loss of ability to train at the halls. (v) A Captain shall be able to unsuspend a suspended Ranger, returning that Ranger to full duty and privileges. (vi) A Captain shall be able to, at the discretion of the Council, ban a Ranger from the guild, with loss comparable to having voluntarily quit the guild. (vii) A Captain shall be able to send an offending Ranger to the stocks for a predetermined amount of time. (viii) A Captain shall be able to assign to any Ranger of their company to a Specialty, provided that the Ranger in question meets the company's requirements. Upon completion of the necessary steps and training, the Captain may promote a specialist to Master within their field. (ix) A Captain shall be able to assign any Ranger of their company the status of Mentor. XII. Powers of the Deputies of the Rangers: (1) Powers of the Lieutenants of the Rangers: No Lieutenant has any power beyond that which is authorized them by their Captain. Those powers that can be delegated to Lieutenants are as follows: (i) A Lieutenant can assign a Ranger pupil into their company. (ii) A Lieutenant can suspend any Ranger on sight for breaking a law, with resulting loss of Ranger privileges, including loss of access to Ranger-only areas and inability to train in the halls. (iii) A Lieutenant can assign any Ranger of their company to a Specialty, provided that the Ranger in question meets the company's requirements. Upon completion of the necessary steps and training, the Lieutenant may promote a specialist to Master within their field. (2) Powers of the Sergeants of the Rangers: No Sergeant has any power beyond that which is authorized them by their Captain. Those powers that can be delegated to Sergeants are as follows: (i) A Sergeant can issue rewards to the pupils of mentors within their company. (ii) A Sergeant may serve as a Recruiter in place of a company Master Recruiter or Recruiter-in-training when needed. (iii) A Sergeant should keep their superior Officers informed about the status of all applicants and pupils via periodic reports. (iv) A Sergeant may be assigned other duties on a temporary basis by their superior Officers, in the event they shall be inable to be active for any prolonged period of time. -- More -- 200/216 -- ( t b r n a > q x ! h ?) -- XIII. Powers of the Council: The Council of the Rangers can: (i) Pass laws affecting all mortal Rangers. (ii) Change the charter following the procedures outlined above. (iii) Determine punishments appropriate to each infraction of the law, to be set forth in a document and used for sentencing of guilty parties. (iv) Impeach a Captain of a company, as set forth above. (v) Act as the ruling body for the Rangers of Gondor, taking any actions deemed necessary to ensure the continuance and smooth running of, the Rangers of the Westlands, dependant on guildmaster technical support for all matters relating to official Genesis rules and actual code implementation. > read combat_tactics You read the book titled "Combat tactics". Combat tactics, written by Zoirenna on Narquelie 11, 3018. This book deals with tactics used against a number of the more special and dangerous creatures that inhabit Genesis. The tactics described herein assumes that there is at least one ranger who alone or as a part of a larger team will attempt to overcome some specific menace. As most of the creatures covered in this book require either a very powerful ranger or a team effort to defeat I will for the most part assume that a team is attempting the feat. The Role of the Ranger. Although the three companies of rangers differs in where they have their force with respect to each other, the rangers as a whole compared to other guilds are not so different. The best way for a ranger to utilize his skills is to act as a healer for the team. The rangers posses the best healing skills available in all of Genesis and by using this to the utmost they can give their team incredible staying power. If possible the ranger should not be taking the brunt of damage as this will interrupt spellcasting. Tactics against specific creatures. * The creatures of Middle Earth. The Trolls of Emyn Arnen. South of Ithilien, in Emyn Arnen, a band of trolls accompagnied by a group of orcs and lead by a Uruk Hai can be found. They will attack anyone on sight, but if you flee they will never pursue. When fighting they will move behind each other if they get hurt. This makes them very hard to defeat. The only way to defeat is to assemble a team that can deal enough damage to take them all down faster than they can heal. This takes a team of no small size as the trolls and the Uruk Hai are very strong. The best way to defeat them is to have a person with highly trained defensive skills take the brunt of damage while the rangers split brawl on the trolls and heal. If you should manage to defeat the trolls you will be able to pry their magical black platemails from their corpses. These platemails provide excellent armour. The Corsair Leader. South of Emyn Arnen near the river Poros you can find a corsair hideout. Their leader Gaerhir wields a magnificent axe know as the Mithril Bladed Battelaxe. There are many important things to know before attempting to defeat Gaerhir. The corsairs are hostile towards all rangers. If they see a ranger they will immediately attack. This makes attacking Gaehir quite dangerous as he is a fearsome opponent when wielding his axe. Gaerhir is guarded by four corsairs who are with him in his room. After a while he will shout for help and four more corsairs will enter the room and assist him. These reinforcements wield daggers that are coated with a fatigue causing poison. During the fight Gaerhir and his corsairs will close the door so you can't escape, and if you open it they will just close it again. It is possible to open it and slip out before they close it again, but it is fairly dangerous as it can be hard if the weather is bad. You will also be in dire straits if you are poisoned a few times and you become extremely exhausted. The worst danger is however Gaerhir's axe. It inflicts heavy damage. The best tactic is to keep Gaerhir disarmed if possible. This can be a bit tricky tho as he will move behind his guards when attacked, thus you have to split brawl to keep brawling him. Also beware of a corsair wielding a dagger and a mithril longsword. She resides close to where Gaerhir is and her dagger is coated with a strong poison. The Son of Azok. Inside the Mines of Moria roams a large Uruk Hai known as Bolg. He wields an armourbreaking maul in combat an calls on his dark master to heal him when he is hurt. In addition to crushing you and destroying your armour with his maul he headbutts you, inflicting moderate damage. He is difficult to defeat without one or more strong rangers to disarm him. You also need a team that can do more than decent damage to take him down before he heals. Expect him to heal himself several times giving him great staying power. Bolg is moody, changing target when it pleases him and hunting only when he feels like it. This makes him unpredictable and dangerous. -- More -- 100/458 -- ( t b r n a > q x ! h ?) -- The Trollshaw leader. Deep in a system of hidden tunnels under the Trollshaws resides a particularly large troll. He wields a cruel black halberd. In addition to his superior size and skill he will punch you doing moderate damage, making him tough even when disarmed. The Goblin Lord. The Goblin Lord in Rhovanion wields a polearm of very high quality. For this reason he is often sought out by those who appreciate a good polearm. To attack him one must enter a secret door. Only one person at a time can enter through this door, and upon stepping through the door the Golbin Lord will immediately attack if he is not allready engaged with another enemy. This means that it is easy to decide in advance who should take the damage. The Goblin Lord will deal blows to your weapon that will damage and eventually break it. He is capable of shattering quite a few weapons in this way, especially if the weapons are of a low quality. Weapons that are otherwise unaffected by damage will also break from this attack. The weapon damaging attack will primarily target the one who engaged the Goblin Lord first, but it has been seen that he can deal it to those who assist as well. A mistake that I have seen several times here is that if the one who enters the room is carrying the lightsource he will leave the rest of the team standing outside in darkness, unable to come to his aid as they cannot see the door. Thus experienced teams either agree on who should go in last and give a lamp to him, or they simply drop a lit lamp on the ground outside. Once the fight is joined it is a matter of defeating the Goblin Lord as quickly as possible to reduce the chance of having all your weapons shattered. The Goblin Lord is rather huge and deals serious damage with his halberd. In my experience he is very hard if not impossible to keep disarmed, this is mainly due to the fact that he will rewield the halberd even if blinded. The Black Orcs. The black orcs of Emyn Arnen are a dangerous breed. They are not very dangerous individually, but unwary travellers will quickly find themselves in dire straits once he pursues an apparently fleeing black orc. The orcs use advanced tactics to waylay travellers. One or two orcs engage their victims in combat. Then when they are wounded they retreat until they can hook up with more black orcs, they then quickly move behind these. Once you realize that the orcs have grown too numerous to defeat it is too late. If you try to retreat they will block you, if you prove too strong to be blocked they will hunt you. The blocking is very dangerous if you are in a team where the leader moves and is not blocked, but some of the other team members are. The team will then be split up and the black orcs will quickly dispatch those that they manage to block. Black orcs may seem to present little danger at a glance, but beware, they are quite lethal. * The creatures of Sybarus. The Jadestone Doll. In the middle of the Sybarus bazaar on a small hill resides the Jadestone Doll. She is a fearsome opponent. Perhaps one of the most lethal fighters in the known world. She is surrounded by three dwarven guards and a larger troloby. There are two great dangers here. The Doll posseses a special attack that deals tremendous damage. If you have never fought her before this damage will be beyond your imagination. She can use this special attack on anyone who attacks her, not just whoever attacks first. Secondly, she wields a sinious cinquedea that has a powerful poison that both deals damage and makes you wimp around. Thus you risk being separated from your team if you are poisoned. To complement her cinquedea she wields a shimmering longsword. This sword is perhaps the best one handed sword in existence. The thing to know here is, that even tho you can make her unwield the sword for a time it is impossible to make her drop it. I am not sure if this also goes for the cinquedea. A tactic that I have seen used several times is to let the ranger disarm each of the guards, leaving the room each time a guard drops their weapon to avoid being attacked. Then after the guards and possibly the troloby has been disarmed the team focuses and bringing the Doll down as quickly as possible. This feat cannot be done by a small team, as even a big champion will find himself out of the combat as soon as he is hit but once by her special damage dealing attack. It is worth considering keeping the ranger out of combat entirely to act purely as a healer for the rest of the -- More -- 200/458 -- ( t b r n a > q x ! h ?) -- team. It may also be worth mentioning that the Jadestone Doll is under the protection of the Shadow Union. The Shadow Elves. On the Holm south of the Sybarus Bazaar roam the shadow- elves. They fight with basket hilted falchions, some of which are magical, and daggers. The magical falchions are easy to recognize as they can only be wielded in the left hand. They also have four magical runes inscriped upon the blade. In combat they use a variety of attacks to defeat their opponent. They can snatch your weapon away and they try to sweep you off your feet. Their most effective special is to break your armours. They are very adept at this, so don't use your best armour against them. Sometimes they will attack you while at other times they will leave you alone. They can be very hard to defeat of you inflict too little damage, as they know how to use the herbs on the Holm to heal themselves while fighting. * The creatures of Krynn. The Slug. In Sla Mori, the tomb if Kith Kanan, resides are large slug. It hides behind a boulder, and when you examine this boulder closely the slug will slither forth and attack whoever came too close to its hiding place. The slug in itself it fairly large and does heavy damage with its tail and bite, but the the real danger is its fearsome acid-spit. The slugs acid only hits the one who is also being bitten and taillashed by the slug. I varies widely how much damage the acid will cause, sometimes almost no damage, and at other times it will cause you to almost evaporate in a cloud of fumes. It can take an experienced champion to his grave in an instant, even if the he was in top shape just a moment earlier. The trick here is to kill the slug before it gets to spit acid too many times, and to keep the target of the acid spit in perfect health with healing spells at all times. The Draconian Attacks. The blue dragonarmy assaults Vingaard Keep from time to time. The attack force consists of a host of draconians where evilfaced draconians lead teams of other types of draconians and Kitiara, mounted on her dragon Skie, is the commander of the attacking host. The defence of the keep will be organized by the highest ranking knight who will first clear the keep of draconians and then challenge Skie and Kitiara. The main dangers of participating in the keep defence is if you are not wearing a draconscale, in which case you risk being hurt badly by fire and lightning from lethal and uglyfaced draconians. Kitiara is also a dangerous opponent as she can change target on a whim, but the knights will most likely rescue you from her if this happens. Thus the main role of the ranger in these attacks is to act as a healer when fighting Skie and Kitiara. The Priests of Takhisis. If you ever encounter a priest of Takhisis he will most likely be escorted by at least two guards. These priests are very dangerous if they are allowed to cast their spells. If they are attacked they will attempt to move behind the guards so they can concentrate on their spells. Stay on your toes and keep attacking the priest. Their spells include: - Summoning zombies which will grapple and hold you making you unable to attack or retreat until you manage to break the hold. - Blindness spell that will temporarily bliind one person. - Slow spell. (I'm uncertain as to exactly it affects you) They most likely have other spells as well, but these are the ones that I have had cast on me while fighting them. The Krynn Dragons. The dragons in Krynn differs in size and colour, but they almost all fight in the same way and posses basically the same abilities. They bite and scratch with fangs and claws doing hefty damage. In addition to this they use a breathweapon that deals equal damage to everyone standing near the dragon. The real danger is however not the damage the deal in itself, although quite hefty. The main danger is that upon seeing the dragon you will be paralyzed with fear for a while depending on how brave you are. While thus paralyzed you will be unable to act or flee. If you retreat from a fight with a dragon, my advice is to never ever go back to it. If you must attack it again -- More -- 300/458 -- ( t b r n a > q x ! h ?) -- you should keep in mind that although you may survive it, some of the less brave people in you team may be paralyzed onto death. With the exception of an old red dragon in Pax Tharkas all Krynn dragons are unbrawlable. The Dragonarmy Officers. In Flotsam and Port Balifor resides two dragonarmy officers. Kernan spends his time alone on a room in Flotsam. Here he patiently awaits the return of Kitiara. He is a fighter of great skill, but easy for a ranger to defeat as his special attack relies on his solamnian broadsword. If he does not have his sword wielded he cannot do his special damage dealing attack. Thus the tactic here is obvious. Disarm him and keep him disarmed and he should prove and easy target. Serion is standing guards outside the barracks in Port Balifor together with three mercenaries. He wields either a draconian claymore or a blue heavy battleaxe depending on what mood he is in. If attacked the mercenaries will attempt to assist him. His special is a stun attack that prevents you from attacking and fleeing. You can still use special attacks and cast spells however. He is difficult to defeat alone as he will have you stunned often, unable to do any damage while he pounds on you and heals. The tactic is the same as for Kernan. Disarm him and he will not be able to do any significant damage. The Vermin. Inside the mighty fortress Pax Tharkas resides the evil dragonlord Verminaard with his red dragon Ember. Defeated this duo is a tough task as they are very powerful opponents individually and they will attempt to assist each other. The best way to improve the odds is to single one out. This can however be a bit tricky. One way is to have someone attack and then leave the room after everyone has assisted. This is a bit dangerous as Ember will paralyze everyone with dragonfear for a while when turning into a dragon, as it is usually metamorphed into its human form. Another way it to turn the entire team invisible using humbleleaf or other means. This is perhaps the best way to single one out, but it is hard to come by the means to do it. Blinding one and attacking the other does _not_ work. Perhaps it would be possible for a large team to defeat both Ember and Verminaard in one attack, but I would be hesitant to try this as Ember is HUGE. Do not be deceived by comparing yourself to Ember in human form. When Verminaard fights he will blind his opponent with his mace. Thus it will be a good idea to choose someone with high training in blindfighting to take the brunt of damage. * The creatures of Emerald. The Nemesis Ogre. In the ogre caves in Emerald lives a huge ogre who wields an ancient sword known as the nemesis sword. Even tho this sword lost its magic long ago he is still a difficult opponent. He has two large ogre bodyguards who assist him in combat. The most important thing to know before attacking this trio of ogres is that swarming does not work as the cave where the ogres are is too small to give room for swarming. It is also worth noting that even if you manage to disarm the very strong ogres, they will still be able to defend themselves as they are quite adept at fighting unarmed. Other than that the fight is straigtforward, but tough nonetheless as the ogres are quite big. * The creatures of Kalad. The Deep Dragon. In a cave in the Dark Dominion of Kalad you will find a huge dragon known to mortals as Shadowgloom. The entrance to its lair is guarded by a iron golem. To enter the lair you must either destroy the golem pay it due respect. Once you enter the dragons lair it will immediately attack you. Its breath is acidic death and its claws and fangs will tear you to shreds. Just when you think you are winning it will heal itself back to full strength. The acid breath deals a varying damage, but often more damage than your average dragon can manage. The best way to counter this is to protect yourself from the acid in some way. If you wear Bolg's hauberk you will find that you become completely immune to the dragons breath. Other -- More -- 400/458 -- ( t b r n a > q x ! h ?) -- similar measures should help as well, although not necessarily bestow complete invulnerability to the breath. The best way to defeat the dragons is to assemble a small number of strong champions. Choose the best man for taking the brunt of damage and then giving some kind of acid protection to either the healer or the tank, whoever needs it the most. Do not expect to be able to defeat this menace easily. You will need more than a little staying power as the dragon can heal itself several times. The Avatar. Under the corrupt city of Kabal is rumoured to exist a secret hideout of worshippers of Thanar. If their leader was to be slain in combat a great Avatar of Thanar would enter the city and wreak havoc and destruction. The Avatar of Thanar fights with a huge foul stygion- black sword, and it slams you with great force inflicting heavy damage. It can heal itself and turn invisible. Defeating it requires a strong ranger for brawling and healing as well as someone capable of doing some damage to the Avatar. The best way to go about it is to try and disarm it untill successful and then hit it full force. The problem with this tactic is that the Avatar _may_ decide to attack if it feels like it. It can also decide to change target during the fight. If you manage to defeat the Avatar you should _never_ attempt to wield its sword as a ranger. * The creatures of Calia. The Darkness Kroug. In the southeasternmost part of the foothills of Kyrsis you can sometimes find a kroug who wields a sword that blankets the area in darkness. He is usually guarded by two or three other krougs. In addition to cutting you up with their various weapons the darkness sword wielding kroug can snatch your weapon from your hands. Make sure you bring at least one extra weapon before you attack. Post Script. The creatures describe herein is only a fraction of the creatures that roam throughout the realms of Genesis. I choose to describe these specific creatures as I have faced them many times and since they are either commonly encountered, possess some kind of treasure, or use tactics in combat that it is useful to know about before confronting them. It is my hope that either I or other tacticians will supplement this book with additional information about the creatures described in this book, or some of the many critters that I have not covered in this book. > read councils of gondor You read the book titled "A short guild to the former council members". A short guild to the former council members, written by Prokop on Narvinye 27, 3018. Captains 1 Napture - June 02 1992 till August 02 1992 2 Justus - August 03 1992 till August 08 1992 3 Siddartha - August 10 1992 till December 08 1992 4 Arren - December 10 1992 till April 26 1993 5 Viktor - April 27 1993 till April 09 1994 Lt's Tumeric - October 1993 till ? Abacus - ? till April 16 1994 6 Abacus - April 16 1994 till October 18 1994 Lt's Alia - April 17 1994 till September 1994 Coove - September 1994 till October 25 1994 7 Coove - October 25 1994 till May 25 1995 Lt's Guincho - October 25 1994 till June 02 1995 Sgt's Rohim - Feb 13 1995 till April 03 1995 Stexan - April 04 1995 till June 02 1995 8 Guincho - June 02 1995 till Lt's Puzit - June 06 1995 till August 11 1995 Stexan - August 11 1995 till August 21 1995 Coove - August 21 1995 till September 17 1995 Puzit - September 17 1995 till Sgt's Stexan - June 02 1995 till August 11 1995 Puzit - August 11 1995 till September 17 1995 Finwe - September 22 1995 till Feb 11 1996 Marisol - Feb 11 1996 till > read councils_of_ithilien You read the book titled "Officers serving the Ithilien company". Officers serving the Ithilien company, written by Hannes on Cermie 14, 3018. The Officers of the Ithilien Company From Until 1 Orionus June 2nd, 1992 April 15th,1993 2 Brobkur April 15, 1993 November 25th, 1993 3 Beel December 3rd, 1993 October 8th, 1994 4 Bathsheba October 20th, 1994 April 6th, 1995 Lt Tig ? April 13th, 1995 Sgt Stryder February 16th, 1995 April 13th, 1995 5 Tig April 13th, 1995 July 24th, 1995 Lt Stryder April 13th, 1995 July 11th, 1995 Lt Macleod July 11th, 1995 August 1st, 1995 Sgt Macleod April 13th, 1995 July 11th, 1995 Sgt Twilight July 11th, 1995 March 16th, 1996 6 Macleod August 1st, 1995 March 9th, 1996 Lt Draft August 1st, 1995 November 21st, 1995 Lt Tyler November 21st, 1995 May 21st, 1995 7 Twilight March 16th, 1996 August 10th, 1996 Lt Leviathon May 21st, 1995 July 25th, 1996 Lt Brujah July 25th, 1996 August 18th, 1996 Sgt Draft March 17th, 1996 March 29th, 1996 Sgt Leviathon March 29th, 1996 May 21st, 1995 Sgt Morrigan May 21st, 1995 June 13th, 1996 Sgt Brujah June 13th, 1995 July 25th, 1996 Sgt Macleod July 25th, 1996 February 21st, 1997 8 Brujah August 18th, 1996 February 27th, 1997 Lt Tyler August 18th, 1996 February 21st, 1997 Lt Hannes February 21st, 1997 March 7th, 1997 Sgt Owen February 21st, 1997 March 8th, 1996 9 Hannes March 7th, 1997 March 8th, 1998 Lt Owen March 8th, 1996 September 28th, 1997 Lt Draft September 30th, 1997 January 11th, 1998 Lt Nightingale January 11th, 1998 present Sgt Zingil March 8th, 1996 September 2nd, 1997 Sgt Zoirenna September 3rd, 1997 November 30th, 1997 Sgt Nightingale November 30th, 1997 January 11th, 1998 Sgt Disraelia January 11th, 1998 February 14th, 1998 Sgt Imrahil February 14th, 1998 present > read dangerous_times You read the book titled "The tragic death of a Ranger". The tragic death of a Ranger, written by Peridot on Ringare 21, 3018. Maen drew the hood of her cloak over her head, hiding her face within the cowl as the sun peeked above the horizon. This was to be one of her most dangerous missions yet. She checked her pouch to make sure she had plenty of spell components, and her sword to make sure there was no rust. She eyed the enemy camp carefully, noting the many orcs wandering between the tents. Her eye fell on a distant figure surrounded by a few bodyguards. She smiled grimly to herself and melted in with the shadows, walking unseen into the midst of the enemy camp. She didn't go far before finding her target, the leader of the orcs. Her only hope lay in taking him by surprise before the rest of the camp could be alerted to their leader's peril. She offered a quick prayer to Tulkas, and jumped out in front of the filthy long-armed orc. Before he could recover his surprise, Maen hit his hand painfully, making him lose his firm grip on his jagged black scimitar. With the leader briefly disabled, Maen turned to his bodyguards and the leader's deadly mount, a vicious warg. She concentrated her blows on the warg, while throwing a handful of sand into the leader's eyes to keep him busy. After a brief, but frenzied battle, the warg let out a final howl of defeat as the life flowed out of him. Turning to the strongest of the orc bodyguards, she wounded him several times before impaling him on the blade of her sword. The bodyguard, fatally wounded, collapsed at her feet. The two remaining bodyguards cringed away from the deadly blademistress, but pressed on under their leader's curses and threats. One of the bodyguards, seeing Maen's attention drawn by his comrade, snuck up behind her and managed to deal a heavy wound to her leg. Crying out briefly, Maen quickly sacrificed a red heart-shaped flower to the Valar, and smiled in satisfaction as her wound healed. She turned her attention back to her opponent, shouting out, "For Elendil!" as she attacked the ugly orc with renewed fervour. The orc was driven back several steps, but there was no escape for him as Maen brought her sword down on his neck with a fatal blow. Turning to the last bodyguard, the deadly fighter managed to disarm and retrieve the orc's weapon. Seeing this and the three dead bodies of his comrades, the cowardly orc fled the scene of battle, leaving his leader to the mercy of this mysterious hooded swordsmistress. Turning to the leader, she shouted out, "Gloir Bhur Lannen! Glory Thy Blade!". * * * Diogi arose from a deep slumber in his home in Henneth Annun. He listened to the sounds of his comrades readying themselves for a day of battle in the surrounding rooms. "Today, I will rid the caves of those trolls once and for all!", he thought. Finding a suit of high steel plate armour and a green cloak to help him hide the shine of his armour, Diogi quickly dressed. Grabbing his sword, he made ready to depart, when his eye fell on a satchel and jar filled with potions and herbs. "Nobody will mind if I just take a few," he thought, "besides, I'll restock them later." Grabbing a few potions and herbs, he set out to deal death to his enemies. Little did he know his grave error... * * * Growling angrily, the filthy orc regained his grip on the scimtar, and swung at Maen with his dreaded scimitar, draining mental energy from his opponent. Several times the scimitar swung towards Maen, draining her mental strength, until a bolt of blood-red energy was thrown back at the intruder, burning her badly. Wounded, and weak, Maen fell back to heal her wounds. Hiding outside of a tent in the far northern part of the camp, she offered many red heart-shaped flowers to the Valar until she was physically, if not mentally, in perfect shape. She strengthened her resolve, and returned to engage her enemy. Exchanging several blows, and getting burnt by the scimitars deadly bolts of energy, Maen still held her ground. She struck back forcefully, driving her enemy back a few steps, when her eye caught sight of an ancient depressed female goblin riding a fearsome wolf emerge from a nearby tent. All hope was lost as the goblin charged at her, swinging her deadly heavy steel club. Attempting to parry blows from both the goblin and the orc, Maen was once again forced to retreat. This time, she was driven to enter the tent she had hidden outside of last time in order to remain unseen. Taking a deep breath, trying to calm herself, she didn't notice as a black-robed hooded human stepped out of the shadows weaving a spell. Hearing a hissing sound from the figure, she gasped in fear, and began a spell of her own. Just before Maen completed her spell, a cloud of poison enveloped her. Completing her spell seconds later, Maen found herself in the safety of Henneth Annun, but bare of all clothing and equipment. Naked and shivering, she pulled aside the curtains and entered the recess where the emergency potions and herbs were kept. She looked with resignation at a meager three clear potions lying in the satchel, as she felt her life being drained from her. Maen quaffed the three remaining potions in a last attempt to save her life, but the poison was too strong to be defeated by a mere three potions. Shivering and crying out a last prayer to the Valar, she collapsed onto the floor, the spark of her life defeated. > read defender You read the book titled "A discussion on the dangers and benefits of Defender aka violet-edged red shortsword". A discussion on the dangers and benefits of Defender aka violet-edged red shortsword, written by Blakslee on Lotesse 4, 3018. This is a report on Defender, also known as the violet-edged red shortsword. This weapon, while a extremely good one, has some nasty properties to it. I will first discuss these as a warning to all who try to wield it. First off, if you fail to wield it, the sword will flash with fire and a message will be sent into your mind. You will then have your mana zapped down to 'in a vegetable state'. There have been reports of the sword killing those who try who are below Great Adventurer. Even if the sword is wielded, you will lose 1/4 of your mana. The sword is only available once per reboot of teh wight and only from the barrows near Bree. To wield it, the user must have at least a intelligence of 'far from ingenius' and a minimum wisdom of 'wise'. Thew chances of wielding increase with higher wisdom and intelligence. Other skills necessary include a sword skill of greater than superior journeyman. Now that the dangers have been discussed, I will now go onto the advantages. The main advantage is that it will increase your defence and parry based on your sword skill. Eg. Having the minimum of sword required will increase your parry + defence by 15 levels!!! Defender is also a light source so is handy in those tight dark places when jumped by nasties. Blakslee > read descriptions_of_magical_artifacts_of_terel You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Terel | | | | | | Black gloves | | These pitch black gloves are worn by Mergula, the commander of the | | Legion of Darkness, stationed below the mansion. The gloves have been | | enchanted to enhance its wearers dexterity by making him or her more | | agile. | | | | Black robe | | Mergula's black robe is one of the most sought after armours in | | Genesis. The robe is very light but has been enchanted to offer | | excellent protection equal to a platemail. Since this robe can be | | worn over any other armour it is very powerful indeed. The robe is | | worn by Mergula, commander of the Legion of Darkness. | | | | Blackened steel ringmail | | This ringmail has been enchanted to offer excellent protection. | | Although not as great as other magical armours it still offers all | | the protection Mergula might need. | | | | Blackened steel sword | | Many a swordsman's dream. This sword is one of the absolutely best | | swords that can be obtain in Genesis equalled and bettered only the | | swords of Kitiara, the Nazgul and the Balrog. The sword has no | | special enchantments beside being extremely easy to hit with and | | doing extra damage. The warrior who gets the killing blow on Mergula | | will recieve the sword as a reward from the hands of the dying | | Mergula. Only the one given the sword may wield and use it. If | | somebody else attampts to use it the sword will explode violently | | hurting everyone nearby. | | | | Devil's sword | | A very deadly sword that looks like it belongs to the devil himself. | | The sword radiates evil magic and you think you see the fire from | | hell reflecting in the blade of the sword. The blade doesn't seem to | | have been made by mortal hands. The sword will work better the more | | evil its wielder is. Devil's swords are wielded by the devil's | | knights of the Legion of Darkness. | | | | Frost club | | This is a large club, ice-cold to the touch, used by frost giants. | | The club is very heavy and is in the possesion of Gorg, a frost giant | | in northern Terel close to the eskimoe village. The club covers | | everything it hits with a thick layer of ice doing extra damage. | | | | Long hillebard | | A long hillebard in relatively good shape. The blade at the end of | | the 2.5 meter long pole is shaped like a beak. The hillebard is a | | decent polearm but is rumoured to be very good against bugs. The | | hillebard may be found in the Enchanted garden. | | | | Mysterious sword | | This is Penthir's magical sword. It has some runes engraved on the | | blade. The runes show if those of evil or those of good will benefit | | from it,those of the right alignment will be more resistant against | | poisons when wielding the mysterious sword. The sword can be found | | in the treasure of the glow worms. | | | | Sword of darkness | | This black sword has the ability to drain all the light from its | | surroundings when it is wielded making the area pitch black. The | | light will return as soon as the hilt of teh sword is released. | | The sword is currently in the possession of an Orc chief living | | in a cave system in the eastern parts of the Silver forest. Rumours | | say that the orc has been dabbling with necromancy so caution | | should be taken when dealing with him. | | | | Tanto | | The Tanto is made from steel as cold as ice, the metal appears | | to have stripes where the steel has been folded during the | | forging process. The hilt is crafted from fossilized bone and | | wrapped in shark skin. The dagger is wielded by the Necromancer | | Benton who lives deep down in a hidden tomb in Northern Terel. He | | is a capable opponent who can break limbs of those who fight him. | | The dagger is a very good weapon but, like Carnege, you need to be | | evil to wield it. The Tanto has a special attack making quite a lot | | of damage and the attack will appear more often the more evil its | | wielder is. | | | | Visored helmet of blackened steel | | The helm of Mergula, Leader of the Legion of Darkness. The helmet | | offers excellent protection for the head and actually allows its | | wearer to think more clearly while wearing it. The helmet will | | enhance its wearer's intelligence quite substantially. | | | | Zodiac gem | | This powerful gem can be rubbed to provide light or will teleport | | you back home if you kiss it. Care should be taken so the gem | | does not crumble and break from overuse, keeping it in your | | stomach at all times while you are not using it should ensure | | that it is fully charged and will never break. The gem is a | | reward for solving a large quest. | | | -- More -- 100/107 -- ( t b r n a > q x ! h ?) -- | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read dragons You read the book titled "A book of some different Dragons of Genesis". A book of some different Dragons of Genesis, written by Birder on Cermie 22, 3018. _________________________________________________________________ /_\ \ //_\| | |\_/___-_______-______/|________--___|\_____-______-__|\_____/\____/ \ \ | | | | | | | | | | | BLACK DRAGON | | | | Truename: Rulucaraz | | | | Location: Ice and stone cavern in the mountains of | | Terel. | | | | Alignment: Evil | | | | Description: This dark soul remains in his den at all | | times, but he apparently is taken by a rage | | during which he claws his own walls into | | furrows. He is learned in the Dark Arts. | | | | | | ARCANE WHITE DRAGON | | | | Truename: Arinosticarus | | | | Location: Deep below Terel at the end of a very long | | tunnel. | | | | Alignment: Unknown | | | | Description: Arinosticarus is rumoured to be called the | | 'Guardian of the Ancients.' What exactly | | is meant by this is quite a mystery. Few | | are able to confirm anything about this | | enigmatic guardian. | | | | | | GREEN DRAGON | | | | Truename: Cyan | | | | Location: Dragon airports of Tantallon and Nereka. | | | | Alignment: Good | | | | Description: Cyan is a quite useful creature who | | constantly transports travellers between | | my hometown Tantallon and Nereka. Though | | good-natured, he is cordial to those of | | a darker nature. | | | | | | RED DRAGON | | | | Truename: Flamestrike | | | | Location: Pax Tharkas. | | | | Alignment: Evil | | | | Description: This old but deadly female dragon seemingly | | acts as a dungeon guard for the Dragon | | Highlord, Verminaard. She is quite scarred | | and perhaps blind in one white eye. | | | | | | CUTE DROOLING DRAGON | | | | Truename: --- | | | | Location: Kahedan Monestary. | | | | Alignment: Unknown | | | | Description: This animal hardly deserves to be called | | 'dragon.' He is but a small pet to the Order | | of Kaheda monks. His nature is quite benign. | | | | | | BLACK DRAGON OF GONT | | | | Truename: --- | | | | Location: A darkened cave on Gont. | | | | Alignment: Evil | | | | Description: Rumours say that he was an evil human wizard | | who was cursed by Refnas to live in a dragon | | form and banished from civilization. | | | -- More -- 100/161 -- ( t b r n a > q x ! h ?) -- | | | GREEN DRAGON | | | | Truename: Emerald | | | | Location: Forest south of the port Flotsom. | | | | Alignment: Evil. | | | | Description: She is quite graceful for a dragon and also | | exceedingly dangerous to any hopeful hero who | | threatens her hidden horde. Emerald also | | appears to be more than usually intelligent. | | | | | | ADULT WHITE DRAGON | | | | Truename: Sleet | | | | Location: Icewall plains. | | | | Alignment: Evil | | | | Description: Suited perfectly to her harshly chilly | | environment, Sleet often kills passersby to | | feast upon. She is known and feared for her | | position under the Highlord Feal-thas. | | | | | | BLACK DRAGON | | | | Truename: Khisanth | | | | Location: Xak Tsaroth. | | | | Alignment: Evil | | | | Description: Sleek black scales cover Khisanth's body. | | She has perfectly white claws for rending, | | but her main power is in her acid breath and | | spells of darkness. She is supposedly in | | service to Verminaard though rumours say | | she considers herself independant. She also | | guards the Disks of Mishakal. | | | | | | / / /___ ____ ________ ____________________ _______________ _______/ |/\ - |/ - |/ - \ \\_| | \/________________________________________________________________/ -Written by Jerusha--=Re-written by Birder=- > read dunedain You read the book titled "The History of the Dunedain people". THE DUNEDAIN The Dunedain are a Mannish race, descendants of the Edain who at the beginning of the Second Age sailed to Numenor. After the Fall of Numenor in year 3319 of Second Age, the Dunedain survived only in the Faithful, and in the Black Numenoreans of Umbar. The Faithful Dunedain founded two kingdoms, Gondor and Arnor, and after the death of their leader Elendil, the Dunedain were split into two groups, those of the North, and those of Gondor. The Dunedain of the North suffered great losses in wars and in the Great Plague. However, some still survived with the aid of Elrond Half-elven, and became the Rangers of the North, ruled by the Line of Isildur. The Dunedain of Gondor flourished for many years despite threats from Harad and Rhun, but they suffered decadence and pride, the Line of Anarion, the family of Kings in Gondor failed. Also intermarriage with lesser Men lessened the purity of the Dunadan blood, although some families retained their nobility, and were enriched by Elvish blood. The Dunedain are superior to other Men in nobility of spirit and body, although capable of evil if corrupted. They are tall, with dark hair and grey eyes. The purest Dunedain often lived to be 210 years old, while the lesser Dunedain may live about 130 years. The Faithful love the Elves, and there is great hatred between them and Sauron. The Dunedain of Gondor currently have no king, but are governed by the Ruling Stewards. The present Steward is Denethor II, awaiting the Return of the Heir of Isildur. The Dunedain of the North are ruled by Chieftains, currently Thorongil. > read dwarves You read the book titled "History of the Dwarves". History of the Dwarves, written by Finwe on Lotesse 13, 3018. Migration of the Dwarves ------------------------- Durin was the first of the Seven Dwarf Fathers to awake. There are other families, but little is known of them and even less is mentioned. Some of Durin's people went west in the First Age to the Ered Luin but the majority of them remained in Khazad-Dum. There, in T.A. 1980, while mining for Mithril, they delved too deep into the mountain and released the Balrog that had been hidden there 5,500 years earlier. The dwarves were forced to flee Khazad-Dum. Most went north to the Grey Mountains. Thrain I, heir to the throne, wandered to the Lonely Mountains. There, in 1999, he established the Kingdom under the Mountain. In 2210, under his son Thorin I, many of the dwarves joined their kindred in the rich Grey Mountains. There they prospered until 2570. The king was killed by a cold-drake; the dwarves again left their home. Some returned to Erebor with Thror, the king's eldest, while others followed a younger brother, Gror, east to the Iron Hills. Both communites flourished through trade between themselves and other communities. By means of Sauron, Thror's community acquired great wealth, However, in 2770, Smaug descended and routed the halls, driving the dwarves away. Many escaped, including Thror, Thrain, and Thorin. They wandered south, stopping whenever work could be obtained. Twenty years later, while struggling in Dunland, Thror returned to Khazad-Dum and was beheaded by orcs. This resulted in a gathering of dwarves from all corners of the world. It involved not only Durin's folk, but also "Houses of other Fathers." In 2799, a great battle ensued to destroy the orcs. Afterwards, a company of dwarves, led by Thrain, went west to the Blue Mountains. There, his people began to assemble. Later, Thrain led a small company east towards Erebor. They were pursued and later, Thrain was captured and imprisoned in Dol Guldur. Later, Thorin and a group of dwarves, destroyed Smaug and took Erebor back. Subsequent events resulted in the Battle of the Five Armies. > read earthsea's_magical_items You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Earthsea | | | | | | Glowing helmet | | This glowing helmet has been enchanted by the good wizard of the | | castls of Re Albi. The glow emanating from the helmet is so strong | | that it can be used as a lightsource. If the helmet is worn it will | | eventually burn out and turn into coal. The helmet is worn by the | | wizard who made it. | | | | Glowing platemail | | This platemail has been manufactured by the wizard of Re Albi. The | | platemail glows with a light equal to a torch. The mail will turn | | into a plate of coal after it has been worn for a while. The mail | | is worn by the good wizard of the castle of Re Albi. | | | | Glowing shield | | Ancient magic has created this shield of fire. Which will burn with | | such a strong flame that it will lighten up darkness. After some time | | of use the magic will have consumed the material of the shield | | turning it into coal. | | | | Peace maker | | This long and vicious dagger consists of a midnight black blade and | | a hilt wrapped with green dyed leather. On the bottom of the hilt is | | a symbol of two crossed axes over a map of the world. The peace maker | | is wielded by Alexander, the Leader of the Cove Elite Guard. The | | dagger is very effective although you need to be very skilled with | | knives to be able to use it. I think only warriors of the Shadow | | Union are able to wield it. | | | | Silvery necklace | | The necklace consists of a broad band woven in a silvery material. | | the necklace has been enchanted to give better protection on its | | bearer's neck. The necklace is worn by Dr Van Helsing, the Vampire | | Hunter in Re Albi who certainly needs something to protect his neck. | | | | Violet cube | | This small transparent cube filled with a hazy violet gas can be | | bought from a palanthian merchant in Cove. If the cube is smashed | | on the ground the violet gas will envelope you, giving you a slight | | shock, and raise your strength temporarily. The cube costs one gold | | coin. Only three cubes can be used at the same time. | | | | Wand of healing | | The wand of healing is a strange enchanted stick which can be used to | | heal yourself with. To use the wands healing powers simply zap your- | | self with it. The wand has ten charges and healing is quite weak | | making it useful for smaller adventurers only. The wand is carried | | by Refnas, the good wizard, in the castle of Re Albi. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read edain You read the book titled "The History of the Edain". THE EDAIN Of the Edain there were three great families. The First House comprised the people of Beor. The Second House was called the Haladin, and they differed in speech and life from the House of Beor. After Beor's people entered Beleriand, they waited for words concerning what was west of the Ered Luin, and a year after they too journeyed into Beleriand. The Third House was the largest family of the Edain, and followed Marach. Because of their great numbers, they arrived in Beleriand two years after Beor. The Eldar of Beleriand named the Edain the Atani, the Second People, while the Avari called them by their own tongue the Edain, and that name only speaks of Men whose blood comes from the three Kindreds of the Elf-friends. During the wars against Morgoth in the end of the First Age, the Edain fought alongside the Eldar, and suffered dearly before the war was ended. Then, in the Second Age, the Valar created an island continent in the midst of the Great Sea west of Middle-earth, known as the island of Numenor, Westernesse or Andor. The majority of the Edain settled this island, and became the Numenoreans, or the Dunedain, the Edain of the West, developing a brilliant culture which was largely based on the teachings of the Eldar. > read eldar You read the book titled "The History of the Eldar". The History of the Eldar, the three kindreds of the Elves, has not been written yet. It should tell about the long journey from Cuivienen to Beleriand and Aman, and of the Sundering of the Elves. > read edoral_map Read what? > read edoral_map Read what? > read Eldoral_map You read the book titled "A rough map of the Isle of Eldoral". A rough map of the Isle of Eldoral, written by Peridot on Hisime 14, 3017. On the Isle of Eldoral, there stands the ruins of a once proud palace called Castle Chimera. Some of the castle as well as a few buildings surrounding it are still partially standing. Many things can be found on this Isle, including herbs and a sole survivor of its days of glory. Following is a rough map meant to give you a general idea of the layout of the Isle, and not to be a final authority. That I leave to your own explorations. Isle of Eldoral xxx xx l = dark rooms xxxxx xxx (one lamp, or 2 torches) xxxxxxx # = where you arrive on the isle c xxxx (must find another way out) lccc xxxx i = exit "in" (dark) ccc xlxx c = castle ^cc xxx * = mapped elswhere * xxxx ^ = up exit here x x w = water x * xxxx x = forest, shore, ruined and xx ccc xxx intact buildings surrounding x cccl xxx the castle xxx cc^l x xx xxx c x xx xxxxxxxx xxxxxx xxxxxxxxx xxxixx (This is where the "in" exit leads) xxxx xxxxlxxx x xxxxxxxxlxx x xxxxxxxxx x xxx#xxx x wwwwwwwwwwwwwwwww x wwwwwwwwwwwwwwwww x wwwwwwwwwwwwwwwww x wwwwwwwwwwwwwwwww x wwwwwwwwwwwwwwwww x wwwwwwwwwwwwwwwww x wwwwwwwwwwwwwwwww x xxx x xxx x xxx x x x xxx-cave (You have to find another way to x Eldoral before going this way.) xx x x x x x x waterfall (Don't get too wet!) x x ^ x x x x To Roundabout <--> To Argos (As seen by Peridot, Explorer of Ithilien, January 22, 1998) > read elections You read the book titled "The Council Book of Elections". The BOOK OF ELECTIONS of the Guild of the Rangers of the Westlands ------------------------------------------------------------------- By order of Lord Elessar, Chieftain of the Rangers, King of Gondor and Arnor, and Lord of the Westlands, the Master Ranger of the Guild of the Rangers of the Westlands will record in this book - when a ranger is promoted to the office oof Captaincy, - the results of all elections for the Capttaincy of a company, - when a Captain of the Rangers resigns, - which Council member nominates whom as caandidate in an election for Captaincy of a company, - which Council members call for the impeacchment of a Captain of the Rangers. Signed, Amaron Master Ranger of Gondor company. Brobkur resigned as Captain of the Rangers of Ithilien. Thu Nov 25 10:32:39 1993 Viktor nominated Ride as candidate for the Captaincy of the Rangers of Ithilien. ELECTION: Captain of Ithilien: Beel: 8, Ride: 2, Thu Dec 2 19:56:35 1993 Beel was promoted to Captain of the Rangers of Ithilien. Fri Dec 3 03:03:45 1993 Viktor resigned as Captain of the Rangers of Gondor. Sat Apr 9 15:50:32 1994 Viktor nominated Alia as candidate for the Captaincy of the Rangers of Gondor! Viktor nominated Sena as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: Abacus: 5, Alia: 3, Sena: 2, Sat Apr 16 18:30:13 1994 Abacus was promoted to Captain of the Rangers of Gondor. Sat Apr 16 23:46:12 1994 Istrbitl resigned as Captain of the Rangers of the North. Wed May 25 17:52:04 1994 Elessar nominated Charbonne as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Phule: 7, Charbonne: 2, Mon Jun 13 10:10:01 1994 Beel resigned as Captain of the Rangers of Ithilien. Sat Oct 8 02:40:30 1994 Coove nominated Stryder as candidate for the Captaincy of the Rangers of Ithilien! Coove nominated Dracmon as candidate for the Captaincy of the Rangers of Ithilien! Abacus resigned as Captain of the Rangers of Gondor. Tue Oct 18 06:58:48 1994 Coove nominated Guincho as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Ithilien: Bathsheba: 8, Stryder: 4, Dracmon: 2, Tue Oct 18 21:07:16 1994 Bathsheba was promoted to Captain of the Rangers of Ithilien. Thu Oct 20 05:28:55 1994 ELECTION: Captain of Gondor: Coove: 7, Guincho: 5, Tue Oct 25 10:27:48 1994 Coove was promoted to Captain of the Rangers of Gondor. Tue Oct 25 22:55:34 1994 Phule resigned as Captain of the Rangers of the North. Sun Dec 4 13:38:09 1994 Phule nominated Ladindell as candidate for the Captaincy of the Rangers of the North! Phule nominated Iggy as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Prokop: 8, Ladindell: 4, Iggy: 0, Sun Dec 11 14:46:46 1994 Prokop was promoted to Captain of the Rangers of the North. Mon Dec 12 03:23:16 1994 Prokop resigned as Captain of the Rangers of the North. Mon Apr 3 10:24:50 1995 Prokop nominated Avenger as candidate for the Captaincy of the Rangers of the North! Bathsheba resigned as Captain of the Rangers of Ithilien. Thu Apr 6 04:09:56 1995 Bathsheba nominated Stryder as candidate for the Captaincy of the Rangers of Ithilien! Bathsheba nominated Macleod as candidate for the Captaincy of the Rangers of Ithilien! ELECTION: Captain of the North: Calerian: 17, Avenger: 2, Mon Apr 10 10:43:13 1995 Calerian was promoted to Captain of the Rangers of the North. Tue Apr 11 01:12:56 1995 ELECTION: Captain of Ithilien: Tig: 18, Stryder: 4, Macleod: 3, Thu Apr 13 04:12:08 1995 Tig was promoted to Captain of the Rangers of Ithilien. Thu Apr 13 04:57:33 1995 Coove resigned as Captain of the Rangers of Gondor. Thu May 25 08:18:25 1995 Coove nominated Stexan as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: Guincho: 6, Stexan: 5, Thu Jun 1 08:22:18 1995 Guincho was promoted to Captain of the Rangers of Gondor. Fri Jun 2 05:31:12 1995 Tig resigned as Captain of the Rangers of Ithilien. Mon Jul 24 15:09:40 1995 Tig nominated Galapagos as candidate for the Captaincy of the Rangers of Ithilien! Tig nominated Draft as candidate for the Captaincy of the Rangers of Ithilien! ELECTION: Captain of Ithilien: Macleod: 13, Galapagos: 1, Draft: 10, Mon Jul 31 15:31:10 1995 Macleod was promoted to Captain of the Rangers of Ithilien. Tue Aug 1 01:20:43 1995 Calerian resigned as Captain of the Rangers of the North. Tue Aug 22 06:26:22 1995 Calerian nominated Trexler as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Jade: 13, Trexler: 6, Tue Aug 29 06:50:07 1995 Jade was promoted to Captain of the Rangers of the North. Tue Aug 29 06:50:07 1995 Jade resigned as Captain of the Rangers of the North. Sun Dec 17 10:26:52 1995 Jade nominated Rugogold as candidate for the Captaincy of the Rangers of the North! Jade nominated Arethian as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Ratrat: 1, Rugogold: 8, Arethian: 11, Sun Dec 24 10:28:40 1995 Arethian was promoted to Captain of the Rangers of the North. Mon Jan 15 03:14:35 1996 Macleod resigned as Captain of the Rangers of Ithilien. Sat Mar 9 00:04:10 1996 Macleod nominated Twilight as candidate for the Captaincy of the Rangers of Ithilien! Macleod nominated Draft as candidate for the Captaincy of the Rangers of Ithilien! ELECTION: Captain of Ithilien: Tyler: 5, Twilight: 6, Draft: 6, Sat Mar 16 00:07:06 1996 Twilight was promoted to Captain of the Rangers of Ithilien. Sat Mar 16 00:07:06 1996 Guincho impeaches Arethian, Captain of the Rangers of the North! The move was supported by Guincho, Puzit, Tyler, Prokop and Twilight. Tue Mar 26 04:28:49 1996 Guincho nominated Prokop as candidate for the Captaincy of the Rangers of the North! Guincho nominated Rugogold as candidate for the Captaincy of the Rangers of the North! Guincho nominated Jaypeg as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Arethian: 7, Prokop: 4, Rugogold: 4, Jaypeg: 4, Thu Apr 4 01:40:00 1996 Arethian was promoted to Captain of the Rangers of the North. Thu Apr 4 04:31:42 1996 Arethian resigned as Captain of the Rangers of the North. Sat Apr 6 09:45:17 1996 Arethian nominated Prokop as candidate for the Captaincy of the Rangers of the North! Arethian nominated Jaypeg as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Rugogold: 9, Prokop: 3, Jaypeg: 9, Sat Apr 13 10:04:02 1996 Rugogold was promoted to Captain of the Rangers of the North. Sat Apr 13 23:23:18 1996 Rugogold resigned as Captain of the Rangers of the North. Wed May 8 23:11:55 1996 Rugogold nominated Prokop as candidate for the Captaincy of the Rangers of the North! Rugogold nominated Jaypeg as candidate for the Captaincy of the Rangers of the North! Rugogold nominated Ratrat as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Zuma: 0, Prokop: 7, Jaypeg: 10, Ratrat: 3, Wed May 15 23:12:16 1996 Jaypeg was promoted to Captain of the Rangers of the North. Thu May 16 03:07:26 1996 Twilight resigned as Captain of the Rangers of Ithilien. Sat Aug 10 19:48:21 1996 Twilight nominated Nomm as candidate for the Captaincy of the Rangers of Ithilien! ELECTION: Captain of Ithilien: Brujah: 18, Nomm: 1, Sat Aug 17 20:14:02 1996 -- More -- 100/167 -- ( t b r n a > q x ! h ?) -- Brujah was promoted to Captain of the Rangers of Ithilien. Sun Aug 18 04:44:15 1996 Guincho resigned as Captain of the Rangers of Gondor. Mon Sep 16 01:01:53 1996 Guincho nominated Guariche as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: Tyr: 6, Guariche: 8, Mon Sep 23 01:02:30 1996 Guariche was promoted to Captain of the Rangers of Gondor. Tue Sep 24 00:07:16 1996 Jaypeg resigned as Captain of the Rangers of the North. Sun Nov 17 10:46:22 1996 Jaypeg nominated Zuma as candidate for the Captaincy of the Rangers of the North! Jaypeg nominated Blakslee as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Ratrat: 8, Zuma: 9, Blakslee: 3, Sun Nov 24 11:15:48 1996 Zuma was promoted to Captain of the Rangers of the North. Mon Nov 25 02:53:49 1996 Guariche resigned as Captain of the Rangers of Gondor. Wed Dec 4 02:52:48 1996 Guariche nominated Philbert as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: Tyr: 12, Philbert: 3, Wed Dec 11 03:20:21 1996 Tyr was promoted to Captain of the Rangers of Gondor. Wed Dec 11 12:16:47 1996 Brujah resigned as Captain of the Rangers of Ithilien. Thu Feb 27 23:24:22 1997 Brujah nominated Owen as candidate for the Captaincy of the Rangers of Ithilien! Zuma resigned as Captain of the Rangers of the North. Tue Mar 4 01:03:35 1997 Zuma nominated Rhewn as candidate for the Captaincy of the Rangers of the North! Zuma nominated Prokop as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of Ithilien: Hannes: 14, Owen: 1, Thu Mar 6 23:25:38 1997 Hannes was promoted to Captain of the Rangers of Ithilien. Fri Mar 7 11:42:02 1997 ELECTION: Captain of the North: Ratrat: 8, Rhewn: 5, Prokop: 3, Tue Mar 11 01:21:20 1997 Ratrat was promoted to Captain of the Rangers of the North. Tue Mar 11 06:17:24 1997 Ratrat resigned as Captain of the Rangers of the North. Sat May 10 01:32:32 1997 Ratrat nominated Gilmanor as candidate for the Captaincy of the Rangers of the North! Ratrat nominated Jordan as candidate for the Captaincy of the Rangers of the North! Ratrat nominated Mrbobo as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Falkor: 1, Gilmanor: 7, Jordan: 6, Mrbobo: 7, Sat May 17 01:34:01 1997 Gilmanor was promoted to Captain of the Rangers of the North. Mon May 19 01:14:20 1997 Gilmanor resigned as Captain of the Rangers of the North. Wed Nov 26 16:40:29 1997 Gilmanor nominated Prokop as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Alto: 11, Prokop: 6, Wed Dec 3 16:43:24 1997 Alto was promoted to Captain of the Rangers of the North. Wed Dec 3 21:22:27 1997 Tyr resigned as Captain of the Rangers of Gondor. Thu Feb 26 02:13:59 1998 Tyr nominated Stexan as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: Isatis: 12, Stexan: 5, Thu Mar 5 02:16:25 1998 Isatis was promoted to Captain of the Rangers of Gondor. Fri Mar 6 00:41:05 1998 Hannes resigned as Captain of the Rangers of Ithilien. Sun Mar 8 14:17:55 1998 Hannes nominated Imrahil as candidate for the Captaincy of the Rangers of Ithilien! Hannes nominated Peridot as candidate for the Captaincy of the Rangers of Ithilien! ELECTION: Captain of Ithilien: Nightingale: 15, Imrahil: 4, Peridot: 3, Sun Mar 15 14:18:28 1998 Nightingale was promoted to Captain of the Rangers of Ithilien. Sun Mar 15 20:21:57 1998 Alto resigned as Captain of the Rangers of the North. Sun Mar 22 23:19:09 1998 Alto nominated Falkor as candidate for the Captaincy of the Rangers of the North! ELECTION: Captain of the North: Prokop: 12, Falkor: 9, Mon Mar 30 00:36:24 1998 Prokop was promoted to Captain of the Rangers of the North. Mon Mar 30 08:32:35 1998 Prokop impeaches Isatis, Captain of the Rangers of Gondor! The move was supported by Prokop, Stexan and Peridot. Tue Apr 14 00:46:17 1998 Prokop nominated Stexan as candidate for the Captaincy of the Rangers of Gondor! Prokop nominated Amarie as candidate for the Captaincy of the Rangers of Gondor! Prokop nominated Tad as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: 0: 0, Stexan: 11, Amarie: 4, Tad: 3, Tue Apr 21 00:51:37 1998 Stexan was promoted to Captain of the Rangers of Gondor. Tue Apr 21 00:51:37 1998 Stexan resigned as Captain of the Rangers of Gondor. Sun Jul 12 12:43:02 1998 Stexan nominated Iliana as candidate for the Captaincy of the Rangers of Gondor! ELECTION: Captain of Gondor: Arkahan: 4, Iliana: 9, Sun Jul 19 12:43:30 1998 Iliana was promoted to Captain of the Rangers of Gondor. Sun Jul 19 12:43:30 1998 Nightingale resigned as Captain of the Rangers of Ithilien. Sat Sep 4 09:36:47 1999 Iliana nominated Cizada as candidate for the Captaincy of the Rangers of Ithilien! Iliana nominated Zingil as candidate for the Captaincy of the Rangers of Ithilien! ELECTION: Captain of Ithilien: Nitramin: 16, Cizada: 3, Zingil: 11, Sat Sep 11 12:01:28 1999 Nitramin was promoted to Captain of the Rangers of Ithilien. Sat Sep 11 12:01:28 1999 Jooli resigned as Captain of the Rangers of Gondor. Mon Jan 3 10:50:35 2000 Gibreel nominated Jooli as candidate for the Captaincy of the Rangers of Gondor! Muriel resigned as Captain of the Rangers of Gondor. Fri Apr 27 18:29:20 2001 Muriel nominated Gothan as candidate for the Captaincy of the Rangers of Gondor! Nirnaeth resigned as Captain of the Rangers of Ithilien. Thu May 24 21:55:21 2001 > read elven_races You read the book titled "A genealogy of the elven nation". A genealogy of the elven nation, written by Finwe on Narie 7, 3018. At the time of the Great Sundering of the Elves, two major divisions emerged. They were the Eldar (West Elves), who went to the Undying Lands, and the Avari (East Elves), who remained in Middle Earth. From these two division emerged all of the elves that were found in Middle Earth and the Undying Lands. Below is a genealogy of the different races and the realms they established. From the Eldar came the Vanyar (Fair Elves), the Noldor (Deep Elves), and the Teleri (Sea Elves). The Vanyar established the realms of Tirion and Taniquetil. The Noldor established the realm of Tirion. From Tiron emerged the following realms: Hi thlum, Himlad, Nevrast, Dorthonion, Thargelion, Nargothrond, and Gondolin. From the Teleri emerged the races of the Nandor, the Laiquendi (Green Elves), the Eglath, the Sindar (Grey Elves), and the Falathrim. The Teleri established the realms of Tol Eressea and Alqualonde, the Nandor established the realm of Ossiriand, and the Eglath established East Beleriand. The Sindar established the realm of Doriath and Avallone. With the Noldor and the Falathrim, the Sindar established the realms of Lindon and Grey Havens. The Falathrim established the realms of Falas and the Isle of Balar. From the Avari came the the Silvan (Wood Elves). They settled in the woodlands east of the Misty Mountains. From them sprang the realm of Greenwood/Mirkwood. Other races that emerged are the Galadhrim, They were made up of Silvan elves, and Sindar and Noldor Nobles. They established Lothlorien and East Lorien. Another elven race that came to be were the Gwaith-i-Mirdain, "People of the Jewel-Smiths." Composed mainly of Noldor, they left Lidon and went to Eriador. They established Eregion and live in Imladris/Rivendell. > read emerald's_enchanted_artifacts You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Emerald | | | | | | Emerald-studded gilded helm | | The helm is a magnificant piece of armour. It is covered with gold- | | plating, and polished to a lusterous shine. It is studded with | | emeralds about the crown and bears the distinctive markings of the | | Protectorate of Emerald. The gilded helm is a magical relic of | | Emerald, heavily enchanted to offer better protection. The helm can | | only be worn by elves with high wisdom. The helm is worn by the gate- | | keeper of Emereld, Markandeya. | | | | Emerald-studded gilded platemail | | The platemail is a fabulous piece of work with gold plating, embossed | | pieces, and seamless fittings. It is so complete that it fits your | | entire body, save the head. It is inset with emeralds on the shoulder | | and breast and bears the markings of the Protectorate of Emerald. The | | gilded platemail is an old enchanted relic of Emerald enchanted to | | offer its wearer excellent protection. The platemail may only be worn | | by elves with high wisdom. The platemail is worn by Markandeya, gate- | | keeper of Emerald. | | | | Nemesis sword | | Legend has it, that the sword was forged from the finest mithril | | alloy in all of Emerald, and enchanted by the great mage Enzalcaspin. | | It was lost for many years but it was found by some ogres. Sometimes | | the sword will shimmer with a magical aura and inflict more damage | | to its opponents. The Nemesis sword is wielded by the Lord Ogre deep | | down in the caves below Mount Black. | | | | Ornate jeweled half-moon polearm | | This magnificant polearm consists of a long, oaken shaft plated with | | steel, with a wicked looking half-moon crescent set on top. The steel | | sleeve that joins the half-moon to the shaft is inset with four large | | diamond-shaped emeralds. The half-moon is set with the curve pointing | | down, and the outside edge is razor-sharp. The top of the half-moon | | dips down forming a shape of a pointed half-doughnut. The polearm is | | enchanted to do a lot more damage than ordinary polearms but it is | | somwhat hard to hit with it. Only elves with high wisdom and a good | | knowledge of polearms can wield it. A failed attempt will result in a | | substantial loss of mental strength. The polearm is wielded by | | Markandeya, gate-keeper of Emerald. | | | | Raven-beaked warhammer | | This is an excellent club/axe wielded by a huge troll in the Emerald | | mines. The warhammer is so large that it cannot be wielded by the | | smaller races, goblins, hobbits and gnomes although dwarves feel | | comfortable with it. It is possible to change the grip on the war- | | hammer and strike the opponent with the beaked end breaking his | | club and axe skill to be wielded. | | | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read enchanted_items_in_krynn You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Krynn | | | | | | Amulet of strength | | The amulet of strength is a reward you get for solving one of the | | many quests in Krynn so I will not spoil the quest by telling you | | how to obtain it. When you wear the amulet you will feel strength | | move like ripples through your body increasing your ordinary | | strength quite substantially. | | | | Bladed silver staff | | This staff is a blessing to all Wizards and Apprentices of High | | Sorcery. Beside being a really good weapon in itself it blesses us | | with magical aid from the Godess Lunitari in the form of spectacular | | bursts of magic from the staff in combat. These bursts may either | | physically harm our opponent or render him stunned for a while | | making him unable to defend himself. The blades of the staff are | | also extremely endurable and will never loose their sharpness no | | matter what we put them through. The staff can be found on the hooded | | draconian, patrolling the Solace-Haven road, who isnt carrying any | | weapons or armours. A small amount of spellcraft is needed to wield | | the staff. | | | | Coloured heavy battleaxe | | This battleaxe is, despite its name, a very light weapon with a very | | sharp blade. The blade of the axe sparkles in a mysterious colour. | | The axe is wielded by high ranking members of the Dragonarmies as | | well as by Sivaks and Auraks. The colour of the axe depends on which | | Dragonarmy the wielder is part of. There are both blue, red, white, | | green, black and shiny black battleaxes available. The axe would | | weigh twice as much as it actually does if it hadnt been enchanted | | making it fairly easy to wield but it combat it hits with the force | | of its original weight making it an extremely formidable weapon. | | | | Draconian claymore | | This two handed sword is one of the most used magical swords around | | thanks to the large number of Dragonarmy Officers, Sivaks and Auraks | | that frequently use it. The sword itself is forged by some strange | | alloy and there are coloured engravings on the hilt showing which | | Dragon Army the previous owner was from. The sword is extremely | | well balanced thus making it very easy to hit with although it | | may not cause as much damage as other enchanted blades do. Some | | wisdom is required to overcome the will of the sword and wield it. | | | | Dragonscale | | Dragonscales are a body armour, protecting both the body and the | | arms, made from dragon scales. Therefore it is especially protective. | | Dragonscales will protect you against both fire and lightning | | attacks arising from the death of Auraks and Sivaks. The dragonscale | | can be of many different colours, blue, red, white, green, black, | | dark night-blue or shiny black but all seem to be equally good. | | Dragonscales are worn by high ranking officers of the Dragonarmy. | | Goodaligned people might get hurt when they try to wear the dragon- | | scales since they have been made from the skins of evil dragons while | | those of evil alignment will feel comfortable about it. | | | | Etched bronze amulet | | This amulet is worn by the cloaked lurking human who is a Worshipper | | of Morgion. The amulet is easily recognized by the symbol of | | Morgion, a black hood with red eyes glowing from within, engraved | | upon it. If worn the amulet will have detrimental effects on people | | who follow holy and righteous paths by affecting their quickness | | and health. Servants of Morgion can use it to locate others of their | | kind. | | | | Jewel-encrusted sabre | | Kitiara's jewel-encrusted sabre is without a doubt the most powerful | | sword in all of Krynn. Not only is it a very good sword in itself | | but it has several powerful enchantments cast on it as well. It | | raises the speed of its wielder just like our haste spell does | | and parries blows from opponents on its own, the more opponents | | the wielder has the more blows the blade will parry. It will also | | lunge out at the enemy on its own accord inflicting grievious wounds. | | In addition to this the sword also heals its wielder at regular | | intervals and the more enemies the wielder is facing the more the | | sabre will heal. The sword also raises the wielders ability to | | parry blows. The sabre does not allow everyone to wield it though | | and I have yet to determine what the requirements are but I suspect | | it has to do with discipline. The sabre also posesses a mind of its | | own which will encourage its wielder in battle as well as switch | | target if it finds someone stronger to fight. The sword is quite | | arrogant and will not let its wielder use another blade even though | | it is a one-handed sword. The sabre is wielded by the Dragon Highlord | | Kitiara. | | | | Kitiara's ring | | This beautiful ruby ring is carried by the Dragon Highlord Kitiara | | herself. The ring is cursed with a spell of teleportation that will, | | at random times, teleport you to any area in Genesis without warning. | | to go by using it provided you do not mind visiting numerous places | | before you become teleported close to where you wanted to go. The | | will take affect as soon as you wear the ring but will not stop if | | you take it off. | | | -- More -- 100/135 -- ( t b r n a > q x ! h ?) -- | Midnight | | This spiked mace was a gift from Takhisis herself to the Dragon | | Highlord Verminaard who was one of her first disciples. This | | is one of the most powerful clubs available but also very | | hard to get since Lord Verminaard is in no way easy to defeat | | and he has also the protection of the old and cunning red dragon | | Ember. Midnight lives up to its name since any opponent struck | | with it will become blind for several minutes making him an easy | | target. | | | | Sword of fire | | This sword is hidden inside the abode of a crazy wizard and since | | obtaining the sword is a quest I will not discuss how and where | | it can be found. The sword itself consists of only a hilt and | | and a sword shaped, extremely hot flame. The sword does decent | | damage but what makes it special is its ability to completely | | engulf and incinerate the unfortunate opponent causing a lot of | | pain. | | | | Wyrmslayer | | Wyrmslayer is the mighty blade of the ancient elven hero, Kith-Kanan. | | The sword was forged in Silvanesti during the second Dragon War and | | remained in the royal house until Kith-Kanan led his followers to | | Qualinesti. The sword was buried with Kith-Kanan deep inside the | | tombs of Sla-Mori. The sword is an extremely good sword which's blade | | never needs sharpening. In addition it is also especially effective | | against draconians and dragons, hence its name Wyrmslayer. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read endor You read the book titled "Poem". Poem, written by Iliana on Hisime 15, 3017. West of Ered Lindon To the peaks of Hilthaeglir South to Ered Wethrin Lay the path of death and fear. Across the Ethir Anduin To Ered Nimrais crest Then cross the Greyflood waters To Lake Evendim to rest. This is beloved Endor A land of foe and friend Rangers of the Westlands Stand ready to defend! The wild men of Dunland Just north of Enedwaith And barrow-wights in Eriador Can test a Rangers faith. Orcs whose mere existence Mocks the Eldalie Infest the lands Emnet The filthy Uruk Hai. Encamped near Baranduin Slaves of dark Mordor The cruel and ruthless haradrim Rough beasts infest Endor. The Ranger path is clear It rests within the light Standing true and without fear Ever ready for the fight. We have our past to teach us Our histories are strong Recorded by the Master Who gave us word and song. Yet cling not to the past! Glean it's lessons well! Look ever to the future Our own glories to tell. Keep hope valiant Rangers Defend your kith and kin Preserve the ancient blood For king shall come again! > read fireside_chat You read the book titled "An Orientation for New Pupils". An Orientation for New Pupils, written by Tyr on Lotesse 6, 3018. A_Pupil's_Fireside_Chat Hail Gondor! Welcome to my campfire ... roll up your cloak for a cushion and make yourself comfortable! So, young Ranger, you've decided to cast your lot with us in the fight against the Nameless One? Well then...welcome to our Guild! You'll find no shortage of us "Oldtimers" here to help you along your path, so feel free to ask any of us whatever's on your mind. Why...I remember the day I signed Amaron's book myself like it was only yesterday. What a feeling! Relief that the long wait for a sponsor was over, excitement at the prospects of learning new skills and apprehension over the struggles that lay ahead. Yep...it's a time of great intensity for you all right, so apply yourself, study hard, and above all relish the excitement of your youth while you may, your fight against the dark forces will turn grim soon enough. You'll soon learn that much of what it means to be a Ranger lies in the lore and traditions of our Guild. Many a lesson has been taught around the warmth of a campfire. What lessons, you say? Well...let me see ... where should I start? ... hmm ... How about with "honor". That seems a fitting beginning. We strive to be, above all else, honorable. There will come times in your life when Fate presents you with choices. Sometimes they're obvious: don't take someone else's loot, don't intrude uninvited on another's battles ... those are the easy ones. But sometimes your choice will be difficult and not as obvious: you might find some money or belongings someone accidentally dropped ... do you quietly take the goodies ... or do you try to find the original owner? A Ranger's life can be filled with difficult questions, but whenever you need to make a decision regarding your own behavior, do the honorable thing. Avoid revenge and violence against other players, they are temptations from the Evil One. Your behavior is also a reflection on your sponsor. Misconduct on your part might well result in discipline for both you and your sponsor, so always abide by the highest standards of conduct. Remember ... everything you do reflects on your Guild and your sponsor ... Make us all proud of you! ********** I might need to stir that fire in a second if it keeps dying down. ********** Now where was I? Oh yes ... another bit of advice I often give the new recruits is that you might sometimes have to remind yourself that you've become part of an all-volunteer guerilla group. We're a small hardy band, but we are not a democracy. You've submitted yourself to the authority of the Council and your superiors. They're always glad to hear your suggestions and constructive criticism, but you'll need to remember that they sometimes have access to classified information which can lead them to make some decisions that might look pretty screwy from your perspective. You'll just have to learn to trust their judgement. Once in a while you'll notice folks get all carried away and our bulletin boards start filling up with notes that aren't very flattering. Think before you post! Consider your board postings carefully ... remember... they're on display for the whole world to see. If you've got a subject or comment aimed at an individual or a small group, consider letting the Postmaster deliver your message. Remember too that everything on the downstairs board is open to the public, so keep discussions only Rangers should see confined to the upstairs board. *********** Hmm...my fire really is dying down now ... excuse me while I gather a bit of firewood. *********** There now ... that's much better! *********** So how are you and your sponsor getting along? You know, the bond between sponsor and pupil should become a very special relationship. Your sponsor is your mentor during this training period ... your guide but not your parent. That's who'll oversee your training and development by assigning most of your training tasks, monitoring your progress, and recommending you for advancement based on your performance. Ask'em loads of questions, and if your sponsor's not around, find another Ranger to ask. We're all here to help one another every chance we get. *********** You know ... all this talkin's making me hungry for some roast elk ... hmmm *********** Have you spent much time in our library yet? Most new Rangers find loads of useful information tucked away there! Some even scribe down their own copies to carry around for future reference. If I were you, I'd pay special attention to the ones named "Charter", "Rangers of the Westlands" and "Mentor's Handbook". And some of the most useful herb reference books in all Middle Earth are there too. Oh .. and one more thing ... you'd be wise to make yourself a regular habit of checking the archives for recent postings from meetings of the Council. With all the shifting alliances around here, treaties get broken almost as fast as they're made, so it pays to know what the current rules of engagement are, especially regarding Morgul Mages and non-ranger npc's. -- More -- 100/305 -- ( t b r n a > q x ! h ?) -- You're going to encounter situations when you find minions of the Evil One attacking and killing innocents. Your first reaction is likely to be to reach for your sword to intercede, or assist the poor unfortunate with some healing or brawling, but remember - restraint, self control and patience are hallmarks of the Ranger behavior. The Council determines the circumstances under which we may render aid, and since those conditions can change, they are included in the meeting minutes in the library/archives. You should check frequently to be sure you clearly understand when to assist, and when NOT to assist. Checking the current policy should be one of your first activities as a new pupil. As a pupil, you're expected to behave wisely and courageously, but not to the point of death. You do your fellow Rangers a far greater service by reporting enemy incursions and calling for help, than you would by engaging an enemy against overwhelming odds when you are certain to die. In the long run, that course only aids the forces of Evil, because the battle is lost and your reincarnation will have to recover lost stats before you'll again be as effective as you were before your demise. ************ Is that my stomach growling or yours? If you'll hand me a torch from the campfire I'll see if I can forage us up some large game to roast ... I'm starving! ************ There now ... that was pretty fine boar if I do say so myself. Now if I can just pick a few of these stringy bits from between these old teeth, I'll be ready to continue our little chat. ************ Now where was I? Well ... I forget ... but I should say a word about our drop rooms. You'll find some of the finest weaponry in all Middle Earth in our hideout drop rooms, and it needs to be well cared for. It's left there on a voluntary basis to be shared with others and each of the Companies has a unique drop room arrangement, so be sure to check for a plaque or poster in the drop room you're using if you're not familiar with the houserules there. If you take an item that was previously left by someone else, you're expected to make an earnest effort to return that item, or a replacement of higher caliber, before leaving these realms. NEVER sell them for convenience -- the penalty for that offense is swift and severe for both you and possibly your sponsor. This is a serious obligation, and requires that you plan ahead before leaving. Often another Ranger will gladly return items for you. Occasionally circumstances beyond your control will prevent your return to the hideout (unscheduled trips to the Land of Limbo, meetings with Lars, etc.), but you should always make an honest effort to return items taken from drop rooms. Until you venture out to the other Companies, you should begin your sessions at the Gondor hideout. Our main drop room is west of the barracks where you awake from your slumber. To better organize things in the west room, we've installed racks and a crate. Put glowing weapons and armours in their respective racks ["put weapons in rack" and "put armours in armour rack"]. Non-glowing weapons and armour should be left in the crate so that it can be put to good use until Armageddon claims it, but it won't slow down the sometimes hectic sorting process that precedes his arrival. There are some things that just don't fit the racks well, so we try to non-combat items (backpacks, lamps, jars, etc.) in the barracks room where you wake up. We've also found thru the years that sometimes in a crisis you might need some critical herbs and don't have the time to go searching for them. Again, each Company has its own practice, but Gondor Company attempts to maintain some critical herbs for Rangers in emergency situations. These are kept in a jar fastened to the floor of the drop room. It is a serious offense to take these herbs and not replace them quickly - you could be decreasing another Ranger's chances of survival. Usually if you have an emergency requiring healing or cleansing, you can find the herbs you need in that jar. Donations of the major healing herbs to the emergency jar are welcome, but 10 or 15 each of those herbs used in cleansing, healing or mana restoration are sufficient to cover even the most extreme emergency. So use, sell or give away your extras since larger quantities complicate saving the jar's contents when Armageddon is breathing down your neck. Especially don't put put the cooking and poisnous varieties in the jar, since they could be mistaken as look-alikes in the crisis of an emergency. OH! And always remember to close the jar when you're finished with it. Does all that make you wonder what happens to all those valuable supplies when Armageddon decides to pay us a visit? Well, Rangers are expected to *tell armageddon home* and return to their hideout to assist in salvaging any useful materiel that will survive. This works best for me if I get all items I intend to try to preserve, return to the barracks room, *save*, then take a brief trip to the Land of Bliss. But I've heard rumors that identical techniques can yield different results for different people, so it may vary, depending on the pathway by which you enter these realms. [If I *quit*, I find far fewer items return to me after Armageddon's departure, but again, others have reported different experiences, so experiment and find out what works best for you.] I don't think I've chatted with a new recruit yet who didn't ask me, "How can I tell which items will survive Armie's visit?" Well, as with most questions, there are at least two correct answers. If you have the time to "appraise" an item, the ones that look like they "will last a little while" can normally be salvaged. But with Armie himself breathing down your neck, most people take their load into the barracks (start room) and *save*. Depending on your load at that time, this can give you an enormous scroll, with a section of items identified as "glowing", followed -- More -- 200/305 -- ( t b r n a > q x ! h ?) -- by a section of those which "fail to glow". It's the glowing ones that will make it thru Armie's visit. So drop the non-glowing items on the floor of the barracks and run back into the droproom for another load. Remember that herbs almost always survive, so grab the the emergency supplies from the herb jar too and replace them upon your return. *********** Whew! All this talk has parched my throat ... you don't happen to have any spare water or maybe even a whiskey on you do you? No? Well, I'll be ok for a bit longer, but soon I'm gonna need a REAL drink. *********** So what other advice could an Oldtimer give an incoming pupil?...hmm... Well, lots of people are anxious to find out what they'll be expected to learn. You may know by now that the Gondor Company is responsible for the overall administration of our training program and rewarding of pupils. Your sponsor should make sure that you receive a sound basic education, and must recommend you for graduation. One of the Gondor officers will then verify that you have been properly instructed, prior to your graduation into one of the Companies. So we've made ourselves a little checklist of the things we consider absolutely critical for each pupil to learn, and the sponsors are encouraged to add their own personal tasks before they recommend you receive a promotion. You should also feel free to ask any of the officers or Master Rangers for extra tasks if your sponsor is unavailable or you find yourself with idle time on your hands. So it's really a combination of the Gondor-specified curriculum and whatever else your sponsor, or another Master Ranger assigns you to do that will determine when you receive your promotions. Right now, I myself would say that basic training should consist of these tasks: Read all the books on the Archive shelf in the library Demonstrate that you can forage for food, build yourself a campfire, cook your dinner, make yourself a torch in case of emergency, and clean up after yourself. Read all the books on the Lore shelf. Using your herbalism skills, demonstrate that you know spots where you can normally harvest lothore, suranie, attanar and athelas. Locate the other two company hideouts and file a report of the names of all the npc's at each location. File a report on 4 alternate ways to cross the River Anduin if the bridge at Osgiliath is down. Acquire your spellbook. Read "Magic of the Rangers" in the library. Find and copy the spell(s) of your choice into your spellbook (as a pupil, you'll be limited to 1 of the healing/cleansing spells, or 2 of the lesser ones, so choose wisely). Assist Amaron with both his tasks. Read "Alchemy" in the library. File a report on the ways in which the 3 companies differ. There are lots of additional tasks different sponsors have developed thru the years and they often add those to this list. If you study the list tho, it's arranged in a logical sequence, so if you decide to try to work ahead, you might consider doing them in order, but the sequence isn't mandatory. Depending on your own level and abilities, some of them could also be dangerous, so be sure to take plenty of help along even if you only suspect you might need it. If in doubt, be sure you ask someone about the risk involved and try to go with a team capable of the task. What else would you need to do to graduate? Well, you should check with an officer of the Company you've decided to apply to because the requirements sometimes change. You will have to have achieved the Vigilant rank, and most companies want you to have trained your Ranger skills to the maximums available to a pupil with your stats. They also like to hear from ondor that you've finished the basic training tasks and a note of reference from your sponsor that you're ready to graduate. At that point, you'll find that each company has a different system for accepting new members, so you'll have to check on that when the time comes. Now what have I left out? ... hmmmmmmmm ... Well, a few final quick tips that might seem obvious, but I find pupils sometimes overlook are: Exa the Ranger bulletin boards frequently Check library for additions and updates Grsay or "ask" when discussing Ranger lore Remove all traces of campfires Do NOT lead non-Rangers to our hideouts Oh yes, our guardians and chieftains have hidden some coded Rangering information under "help ranger", "help ranger feelings", "rtitles", "rtitles pupils", "rtitles general", and "rtitles specialties" ********** Well Young Friend, our fire burns low and I'm bone-weary from today's -- More -- 300/305 -- ( t b r n a > q x ! h ?) -- journeys. I hope you'll find this little chat useful ... and feel free to come visit again anytime you're in the area and have a question. Maybe next time we'll sing a few songs and share a tankard or two. Fare Well! > read firstage1 You read the book titled "The History of the First Age, part I". THE FIRST AGE 'Twas in the beginning of the History of Men, while the Mannish Races yet had to learn about Elves. Gathering in Hildorien, the Men were never offered guidance by the Valar, and only the most adventurous of them set out on a journey, following the beacon of the daystar, the Sun's way westwards. These were two groups - the Lintador, among whom were the Edain, the Arhunedain or Arhunerim and the Druedain, - and the Aravador, among whom were the Avarim or Womaw, the Harnerim, the Mornerim, the Talatherim and the Linerim. The other, now forgotten races settled in the rest of Middle-earth, in places far east and south of Eriador, and this was the First Sundering of Men. The Lintador befriended the Avari-elves of Eriador, and learned from them speech, the tales of the Eldar and the legend of the Great Journey. The Aravador however, shunned the Elves, and their superstition and fear was exploited by Morgoth, who seduced them into making war on the Lintador. This, and the the tales of the Eldar Realm in Beleriand, made the Lintador travel further northwestward, and settle beyond the River Anduin, in the rich hills of what later became Arnor. Then, after prospering there, Beor brought the First House of the Edain over the Blue Mountains and into the fair Beleriand. > read firstage2 You read the book titled "The History of the First Age, part II". THE END OF THE FIRST AGE In the years that followed the Edain's arrival in Beleriand, they befriended the Eldar. It was the Noldo King of Nargothrond, Finrod Felagund who first of the Eldar encountered the Edain, while the latter were making camp for the night. As Finrod played fair music on Beor's harp, and sang about the Creation, the Men hearkened, and Finrod taught them true knowledge. The Edain settled in Beleriand, and lived in peace with the Eldar; these were the days of the Long Peace, when Morgoth did not try to break the Siege of Angband, and this lasted for almost two hundred years. During this time, another group of the Lintador, the Druedain also entered Beleriand, but lived by themselves, and did not meddle with the affairs of the Eldar or the Black Enemy. Then, concluding the end of the Long Peace, Morgoth once more unleashed his armies upon the Free Peoples, and the battles were hard and many. Morgoth had even succeeded in seducing the Arhunedain, thereafter called the Arhunerim, in his armies, and they also became embroiled in the struggle. The First Age at last ended with the War of Wrath, in the Final Battle, when a Host of the Valar overthrew Morgoth, and the earth was changed. Except for Lindon, all of Beleriand perished beneath the Great Sea. The Elder Days passed, and the Dark Years of the Second Age began. > read flotsam-southern You read the book titled "A brown book covered with green leaf-shaped scales". A brown book covered with green leaf-shaped scales, written by Calvin on Ringare 3, 3017. G l l * *-ef-* l / l / *----*----*----*-jf-* l \ l \ * *-ef-*----*-efp-d1 l l * D----u1 l l * l l *--* * *''''*''''* / \ \ l\ : : * * * * l \ : : \ / l A *----*----* *''''*''''* * *--* et l : : :\ : : : / l l : : : \ : : : / C * * *''''*''''*''''*''''* *''''* * \ /l : : : \ : : ' \ / l : : : \ : : ' * * * ? * *''''* *----*----* *''''* \ / \ / : : : : \ : : \ / \ / : : : : \ : : * * *''''* *''''*''''* *''''* * ' : \ : ' : \ : * * B''''* * * / : : \ : *--* : : \ : / \ \ *''''*''''* *''''*''? * * * ' \ / ' *--* * *--* Southern Flotsam l/ \ \ * * * \ / A= Dwarf *--* B= Ruins C= Green dragon D= Knights of the circle et= enter tunnel jf= jump fence ef= enter farm efp= enter fire place u1= up to d1 d1= down to u1 (push center stone) G= Gates to flotsam Calvin. > read for_kin_&_country You read the book titled "Journal of a Ranger". Journal of a Ranger, written by Iliana on September 23, 3017. Preface by Nitramin Caleniel, Ranger of Ithilien This is a book of hope. It is also without question the story which has caused me the most pain during my life in these Realms, for it is a story of self-sacrifice, and thus of the departure from this world of one of its most unique inhabitants. While I still claim the message of the following story to be a positive one, it is because the subject of this tale, Alto Boffin, who lived and died for his beliefs with unflinching courage, and because his death, however much it hurt us all, was a significant contribution to our continued struggle. Alto Boffin was an elusive creature, known in person only to a select few, yet those who earned the priviledge of his friendship will not ever forget him: For you cannot be touched by a legend and remain unchanged. I remember vividly my first encounter with Alto, at that time the Lieutenant of the grey company. When we met I had recently offered my service to the Rangers of the Westlands, and was waiting to hear from an interested Mentor. I received a letter requesting an interview, and hurried to the hidden Ranger quarters in the Druedain forest. At the board I found a short curly-haired hobbit, less than half my size and dressed in a grey cloak fastened with a star-shaped brooch. He led me to a peaceful glade in the forest, and started preparing a campfire, chatting in a friendly manner as he went about his work. Looking at his cheerful smile and furry feet I could hardly have imagined a figure less imposing, and yet there was something about him from that first moment, a gleam of sharp intelligence and deep wisdom in his gaze, that told me beyond any doubt that there was much more to this hobbit than met the eye. The gloom began to gather among the ancient tree-trunks, and while he carefully tended the flames from which showers of sparks rose towards the leafy sky above, Alto began questioning me in a seemingly aimless and sociable manner. We talked until the break of dawn and well into the morning, and before the interview was done I had told Lieutenant Boffin more about myself than I had thought was there to tell. When we parted, Alto said to me that he had a pupil already, but he promised to mentor me when his current pupil graduated, unless I was spoken for before that time. Later that day I was contacted by Draft, who conducted a second interview in the presence of the junior Recruiter Nightingale. At the end of this interview I swore fealty to Gondor as Draft's pupil. Although I was not mentored by Alto, he remained a model of Rangerhood to me. But in spite of his clear-cut qualities of courage and compassion, honour and intelligence, he did however remain the most enigmatic figure I have yet come across in this world. Alto combined in one person the qualities of the heroes of the old songs of my people with the cheerful and homey nature of a true Shire citizen, and beyond this there was something more. At the core of this smiling curly-haired figure was both steely determination and fiery temper, and as fortunate as I consider his friends, as luckless did I count his enemies. When Captain Iliana Feahith asked me if I would write this introduction I was deeply honoured, yet I was not sure if I could fulfill the task. It is not easy in a few words to do any credit to a person of as much depth as Alto, nor to do it in a manner worthy of one who was both a Master Scholar of Gondor, and a poet. But Alto Boffin's words in his last letters to his daughter the Captain and to his fellow Rangers will speak for themselves. ========================================= Hevenesdei, Eighteenth day of Afterlithe of the year 1417 (SR) Greetings Rangers of the Westlands! I write with tidings of desperation and hope. Some weeks back I chanced upon one of my cousins, Pippin Took, in a tavern in Minas Tirith. He told me a rather amazing tale of his journey from the Shire, a tale of Uruks and Ents, Rohirrim and Wizards, seeing-stones and lost caverns. It was not these things, however, that made my ears perk up, but rather a more quiet, almost unspoken tale of two hobbits who are now alone in the wilderness bearing a great burden. He would not tell me what this burden was, nor would he tell me of their destination, but something in his uncharacteristic solemnity told me that this tale was perhaps the most important. The tale spun quietly in the back of my head until two days ago, when upon a brief excursion to Ithilien I found something entirely out of place. Two sets of hobbit prints and the prints of some creature I had never seen before. I immediately climbed into one of our outpost trees and spoke with a scout. To my amazement, my cousins had been honoured guests of Faramir only two nights before! Even more amazing was that Faramir bid them farewell under the guidance of a creature named Smeagol. Now that third set of prints made the hackles on my neck rise -- a creature by that name escaped from Mirkwood some time back during an orc raid. I picked up the trail of this unlikely trio and found, to my alarm, that they were heading east! The tracks led southwards for a ways, and then doubled back north and east, at last ending at the foot of the stairs ascending Cirith Ungol. Whatever this errand my two cousins are on must be grave indeed to take them into the heart of Mordor -- and through such a dangerous pass. That place is warded by a dark guardian, leading me to suspect this Smeagol may be leading them into treachery. It would be futile to send a squadron of rangers up the stairs in aid, we would only draw attention to them, and likely do nothing more than bring hordes of orcs rushing to capture them and crush our relatively small forces. Hence I will depart on a covert mission with only one companion -- another hobbit. Together we will attempt to lead His armies on a goose-chase through His very own land -- and away from the true bearer of this burden. -- More -- 100/522 -- ( t b r n a > q x ! h ?) -- I have enlisted the aid of a Kahedan named Sehirus for the task. The Kahedans are stout fighters, and we will no require all the skills at our disposal to carry of this mission successfully. I intend to make for Barad Dur itself. Although my knees shake in fear, although my teeth chatter in despair, still I will press on as long as I am able. Although I know not the mission of my cousin, I feel in my bones it is far more important than anything I can or will ever do in the coming war. I leave with the knowledge that I will not return. My heart is heavy, and I look about this room with many fond memories. You have made my life a happy and rewarding one. You have been the most oustanding group of friends I could have hoped for. Thank you for the many blessings and memories you have given me. I shall cling to them as I lead our enemies on a merry chase! I will send reports as long as I am able. Keep up the fight, Rangers of the Westlands! Yours always, Alto Boffin Ranger of the Westlands Sterrendei, Twenty-first day of Afterlithe of the year 1417 (SR) Captain -- I am presently two days into my mission to the dark land. Following is a journal I have kept to date: After rounding up my traveling companion from the taverns of Minas Tirith (I yanked him from a mug, much to his dismay), we journeyed eastward and crossed the moonlit Anduin by our covert ferry. After a day's march, I returned us to the trail of our cousins, Frodo and Samwise, at the foot of the stairs at Cirith Ungol. Shouldering our packs and swallowing our fears, we ascended the long climbing stairway. At the top, we found evidence that Shelob had recently had visitors - webbing slung at all exits, only beginning to grow brittle and dry. Fortunately the material had grown thin enough to cut, but only after much effort and the dulling of my blade. Within we found a trail of black sticky fluid leading away into the depths of one tunnel, but not a sign of hobbit or Smeagol. From the signs, Shelob had been pricked, but whatever had become of the pricker could not be determined. As it seemed unlikely to find survivors down the tunnel through which Shelob had fled, we chose a different passage and began to sniff about for signs of our kindred. I eventually picked up tracks of a different sort -- orc. A small band had seemingly appeared from nowhere, visited the site of Shelob's pain, and retreated back to their point of origin. A careful search of the passage, however, revealed a secret way leading away from the main tunnel complex. This we followed with growing dread - we were walking straight into Minas Morgul! The dread eventually manifested in paralysis at the foot of two statues at the gate of the tower. These evil watchers, each with three heads, had a will, an evil will, that made our hearts quail and our knees lock. I fear my mission would have ended there, had not Sehirus, a servant of the Valar, called upon Elbereth for her light. In a small voice he spoke the word of power "Silme" and his robes burst into brilliant white light. The will of the watchers subsided and we passed through the gate and into horror. My captain, I fear that what we found at that tower spells mischief for the Westlands, for the stronghold of the Nazgul was empty! Of the great host of orcs rumoured to house within there was no sign. Although I cannot confirm the location of this horde, I worry that it is headed west - straight into the heart of Gondor. Be alert! What we did find, however, were a fair number of dead orcs. While my first hope was that our forces had struck a blow to this stronghold, a closer inspection revealed that these foul creatures had battled among themselves. Orcs are greedy by nature, and they must have squabbled over something of worth - it must have been valuable indeed to have brought on such a ruckus. Up and up the spiraling stairs the battle had raged - we sped upwards until we at last popped out into a little room at the summit. The battle had culminated here, but no orcs appeared to survive. How odd. I found this intriguing enough to carefully search the room, and it was this intuition that at last provided some clue of my cousins -- an ever so tiny leaf of pipeweed! At least one of my cousins had been in this very room! There was no sign, living or dead, that any halfling remained in the tower, so there was only one direction for us -- east. Passing the silent watchers again, we began to descend into a land I had never dreamed my bare feet would touch. I am now covered in the filth of this place, and yet I cringe still at the first fouling of its dust upon my toes. A blessing, however, despite His fouling of this land, as the small party of orc tracks heading in the direction of Barrad Dur were easy to find and follow. Even as I write, we give chase! In haste, Alto Boffin Lieutenant, Gondor Company Ranger of the Westlands Meresdei, Twenty-sixth day of Afterlithe of the year 1417 (SR) -- More -- 200/522 -- ( t b r n a > q x ! h ?) -- Captain -- In the days since my last report, we have tracked and pursued a small band of orcs moving quickly from the tower of Minas Morgul toward a far darker destination. Although I cannot see it from this distance, I know with no doubt that Barad Dur lies directly ahead. For all their evil, orcs have little guile, and with the confidence of beings in their own demesne, our quarry made no effort to conceal themselves. This horrid land is covered entirely with ash and filth, such that our greenest pupil could have tracked them while blinded. We sighted them last night, a small pack loping in the distance. We could not make out any hobbits or other prisoners among them, but it was dark and even my eyes cannot see all details from so far away. We sped after them even faster and ran through the night. As a dim light began to grow on the horizon (the sun never truly shows its face in this land) we rounded a bend to find the five orcs resting in the road not five metres away! If we were surprised, they were shocked to find two halflings hurtling toward them in a place where no halfling has any business existing! My sword flew from its sheathe as I charged into the band -- one orc lost his head before his hand could reach the hilt of his curved scimitar. Sand flew into the eyes of a second even as Sehirus dropped a third with a punch to the solar plexus. For the moment, the odds were even. I have to give these filthy creatures credit - the orcs of the Red Eye know how to handle a sword. I took a rather nasty cut across my brow before felling my adversary, fortunately just in time to parry the orc I had blinded just moments before. My travelling companion and I fought with our backs against one another, and the only way I could tell he still lived was that I had not yet taken a scimitar through my back. That and the tell-tale snap an orc neck makes when a Kahedan roundhouse kick breaks it. When the dust settled, we stood over the corpses of four orcs and a fifth clutching his stomach in agony. I had driven my sword through the vile creature, and it would be only moments before he would be cast into whatever void exists for such tortured souls. Before he could slip away, I put him to the question. "Yes, me see hobbow" he groaned. When I pressed him, I discovered he had seen a hobbit in the tower. Had he seen two? No. I pressed again. "No no .. only one hobbow. Widdiw fewwow, pwetty silvow coat. Pwetty silvow leaf. Nasty hobbow wiff pwetty fings." And so on and so forth. When the chap died at last, we searched through cloaks and packs until we discovered two interesting items. The first was a small leaf-shaped brooch. The leaf was shaped very much like a rare mallorn tree. The second item I recognized on sight - a small coat of mithril armour - the very coat that old Bilbo had placed in the museum at Michel Delving years ago. I am certain the story of how these fair items came into this fouled land must be amazing, but one thing seems obvious -- these items had been in the possession of Frodo and Samwise until very recently. These orcs must have been speeding toward the dark tower with the hopes of receiving a reward from their master, or perhaps just to pawn them off to someone with silver coins for nformation and artifacts. My captain, I see this as a small ray of hope. These orcs may have borne my cousin's belongings, but they did not bear my cousin. Also, while this mithril coat might be worth a king's ransom, I cannot believe this is the burden he was carrying into this land. Hence I will continue to believe that he somehow escaped and has resumed his journey to whatever grim fate awaits him. Sehirus and I are going to press on toward the dark tower. Crows have been circling above us and I have little doubt He knows we are here. Perhaps we can lead Him on a little chase and keep His eye on us -- and away from my cousins -- for a little longer. Pray for us, Alto Boffin Ranger of the Westlands Highdei, Eleventh day of Wedmath of the year 1417 (SR) My Captain, We have led our adversaries on a merry chase! Many times over the past few days we have sat quietly laughing while entire troops of orcs pass almost close enough to reach out and touch from our hiding places. Perhaps there was a day when they might have caught the unfamiliar scent of cleanliness, but I fear that after weeks in this land we stink just as much as they. This is hardly a source of pride, but it does keep us alive. These wretched creatures are amazingly easy to deceive. Despite the numerous crows and unseen spies of the Dark Lord which doubtless mark our progress, His orcs seem unable to follow even the most obvious tracks. I have taken the habit of leaving false trails, doubling back and heading in unexpected directions, and to my unending frustration I must almost mount a signpost to make them even notice. Not that we seem in any danger of being captured -- if they cannot follow an obvious false trail, they can hardly follow a carefully obscured real one. But after taking such care, I feel my work is unappreciated. We had a near brush this morning, however. Our journey toward Barad Dur is -- More -- 300/522 -- ( t b r n a > q x ! h ?) -- taking us through increasingly open country, and shortly after what passes for dawn in this land we were spotted by two rather large orc hosts. I estimate each host was comprised of several hundred footsoldiers and perhaps thirty warg-riders. It was one of these who broke away from the main group and gave us chase. Perhaps he thought we would quail at his snarling mount and simply surrender. Who can guess what goes through the mind of an orc? Perhaps a couple of simple country hobbits would have done just that, but Sehirus and I have seen far worse things than wargs on this journey. I opened the beast from stem to stern as it leapt at us, while Sehirus stunned the poor orc with a well-placed punch. Propping the chap against a boulder, we ran due north as fast as our little legs would carry us. When the time comes for Gondor to battle these hosts, my Captain, remember this one important fact about orcs -- they are embarrassingly predictable. After going to ground, circling back, and hiding in a shallow ravine to the south, we watched the now wargless orc recover, jump up and down, shout to his approaching fellows and point north. I must admit that Sehirus and I laughed to the point of tears at their backsides tromping away from us. We shall press on after dark and continue to harass and confuse these scoundrels for as long as we may. Yours, Alto Boffin Ranger Sunnendei, Thirteenth day of Wedmath in the year 1417 (SR) Captain, The tower of Barad Dur, called Lugburz in the foul language of this land, spire of darkness, ancient fortress of evil -- a place I had never thought to see with these eyes, appeared upon our horizon this morning. In truth, we have seen the plumes of smoke belching forth from this wretched place for some days now. The Valar only know what dark machinations and industry produce such fumes, we know only that dread and weakness of spirit seem to grow in us with every step closer. Even the surprisingly light mithril coat I now wear seems to weigh heavily upon my weary soul. Captain, I fear the end game is fast approaching on us. The land leading down to the tower itself if flat and desolate, and few places between lend themselves to stealth. Crows continue to circle overhead, croaking what are assuredly insults and jeers upon our heads. During the night, something far larger and wicked than a crow passed high above us. We could not see it, but rather felt an unseen shadow of malignancy and evil drift over our concealed campsite. It would seem that the Nine have taken wing - beware! As we descend into the open plain before us, I see the dust rising from three armies -- one to the left, one to the right, and one behind. How we chuckled and laughed only days ago at the inept armies of the Red Eye. I suspect the last laugh will not be ours. Only one way remains open to us -- ahead, into the waiting shadow of Barad Dur. -- Alto Boffin Trewesdei, Fifteenth day of Wedmath in the year 1417 (SR) Captain, Although we are yet a full march away, the tower dominates the horizon before us. We fell under ambush this morning. Scouts from one of the pursuing armies managed to arrive ahead of us and concealed themselves in a large crack cutting through the parched terrain. As we approached, I could sense that something was amiss -- despite the stench of this place, something in the air smelled of danger. As I stooped to search for tracks, an archer rose from the trench and let fly in my direction. I live only because Sehirus saw the chap and leapt before me, taking the arrow in my stead. Seven orcs leapt immediately from the trench, weapons drawn, teeth bared in grins of confidence and malice. I stood above my ailing friend, tightened my grip upon the longsword in my hands, and vowed to take at least half of them with me before I fell. With shrieking cries, the orcs charged toward us. There are few virtues in this land, but one advantage to fighting on sun-scorched desolation is the abundance of dust and sand. I managed to blind several of my enemies just as they reached us and threw back two others with my sword, but it was not enough. Two orcs slipped through my guard and hammered at my shoulders and chest with heavy scimitars, knocking me from my feet and beating me to the ground. Were it not for old Bilbo's coat of mithril, I would have assuredly been sliced to ribbons. As it was, I lay upon the ground, bruised and breathless, staring up into the eyes of my enemies. "Fawewell widdow hobbo," grunted the largest orc as he raised his scimitar, "No worry, me make swippows outta you footies." I closed my eyes and waited for the end. -- More -- 400/522 -- ( t b r n a > q x ! h ?) -- Needless to say, I was somewhat surprised when it did not arrive on cue. After several moments, I peeked an eye open to see my attackers still standing above me, looking rather dazed and confused. The big one, who I assumed was the leader, stared stupidly at the scimitar in his hand. I must admit I shared the general sense of confusion that had settled upon the scene like a shroud. "Come, Mr. Boffin," whispered Sehirus, "we must go quickly..." Still confused, I stared stupidly at my injured companion. My gaze was drawn from the arrow buried deep in his side to the pouch on his belt. Why was he fumbling about with those little mushrooms at a time like this? Then reason returned with a rush. A peace spell! Bless the Valar for helping their heralds think clearly when a ranger guide cannot. "Come," he whispered again, more urgent and with obvious pain. We fled as quickly as we could, given the injuries of my companion (and my own as it turned out -- I acquired several broken ribs in the encounter). After running, falling, and limping for an hour, we collapsed on the open ground. Sehirus lay clutching his side in agony, wheezing in quiet whispers of pain. For all my skills in the healing arts, I fear I was able to do little more than stabilize the arrow with a strip torn from my cloak -- to remove it would undoubtedly spell a hasty end for my friend. Although he appears to grow weaker by the moment, Sehirus even now presses for our return to the journey ahead. Unspoken is the understanding that the end of our journey grows near. Alto Hevenesdei, Sixteenth day of Wedmath of the year 1417 (SR) Daughter, I have at long last come to the end of my adventure. How I wish it could be 'there and back again' but I shall have to make do with 'there'. I stand in the very shadow of His lair, Barad Dur, gazing upon the three converging hosts which now descend upon us like a dark tide. Sehirus is resting with his back against the battlements, eyes closed, breath shallow, skin pale. I no longer doubt that the arrow which he took in my place was poisoned -- I cannot cure it, but I have eased his suffering as much as possible. It seems he is mustering his reserves for one last battle. He will not have a long wait. This last night seemed eternal as we limped across the miles, and yet in retrospect it passed all too soon. How I wish the sun could shine here! The dawn will soon break upon Gondor, but not here. The sun has abandoned this land. To have the morning sun warm upon my face just one last time.. O stars that in the Sunless Year With shining hand by her were sown, In windy fields now bright and clear We see your silver blossom blown! O Elbereth! Gilthoniel! Somehow, the singing of her fair name seems to lift the darkness here, if only the darkness in our hearts. A sense of rage radiates from the walls behind us -- He has heard our song! No doubt He peerss down upon us from some high window, willing us to submit, willing us to surrender our souls to Him. Beneath the rage, however, is the fear that betrays Him -- fear of the name of Elbereth -- fear of .. something else? Why does He not come down to claim us? What does He fear from two hobbits? Two hobbits .. I am reminded of my mission .. of two other hobbits in the Land of Mordor where the shadows lie. If my mission has been successful, they have escaped His eye -- if my mission has been successful, He believes us to be them! He fears Frodo Baggins! What is this burden that my cousin bears? My mind shudders from the implications. To whatever end, we seem to have drawn a vast number of His orcs upon us. In a moment, I shall nudge poor Sehirus awake to do battle one final time. As I meet my end, far away from the gently rolling hills of the Shire, I recall a verse that upon first hearing seemed nothing more than a silly little rhyme. The Road goes ever on and on Down from the door where it began. Now far ahead the Road has gone, And I must follow, if I can, Pursuing it with weary feet, Until it joins some larger way, Where many paths and errands meet. And whither then? I cannot say . I must finish with haste, my daughter. The orcs have crested the last rise and will fall upon us soon. I have tied my diamond ring to this pigeon -- please deliver it unto the steward. With fondness I read the inscription one last time. Alto: Ranger of Gondor. Sehirus has risen to make his final stand beside me. As I pen my last words, he is offering a prayer to the Valar above. I wonder .. -- More -- 500/522 -- ( t b r n a > q x ! h ?) -- Ohhhh .. sweet Varda .. the dawn! AB In loving memory of my dearest Papa, Alto Boffin, Master Scholar of Gondor, Ranger of the Westlands. "Though here at journey's end I lie in darkness buried deep, beyond all towers strong and high, beyond all mountains steep, above all shadows rides the Sun and Stars for ever dwell: I will not say the Day is done, nor bid the Stars farewell." from "Sam's Song" > read fredegar You read the book titled "Relocated". Relocated, written by Alto on Ringare 22, 3017. The Personal History of Fredegar, written by Kathryn on Cermie 10, 3018. As I returned from a day of hard won battles, I returned to the local ranger shop to sell items from my fallen foes in Ithilien. Fredegar was unusually talkative that day, and, having an interest to one who is in such devout service to us, I asked him of his life. The following is a record of his recollections. " Ah, well, that is certainly a story I must say. I would have never imagined myself in such a service as a child, indeed, as I was but a humble merchant's son of the House of Thalion in Minas Tirith. My mother was a find woman, who used to own a general equipment shop in the second circle, and my father, though I remember little of him, was a gate guard, slain when I was a child by some dark beast which no one to this day will speak of. But I digress. I was raised almost entirely by my mother, who worked my hard in the family business, allowing me only to take leave for my studies. I never left Minas Tirith, although, when I was a bit older my mother would send me to Lossarnach to purchace some goods for the shop from the local farms there. It was then I met a wiry filthy lad who apparently had not met any boys his age, as he constantly was making a point to befriend me. He was grossly uneducated, although, he claimed to know a great deal about agriculture and herbalism. The lad's name was Lothmir, and as you can imagine we are good friends today, though, at the time I wanted little to do with him. There came a time when he would start coming up with what seemed like wild stories about brave men and women, and somtimes elves and occasionaly hobbits and such who lived in a forest not do far away, fighting off great evils and knew the lay of the land like their own living room. Foolish stories, I had thought. In attempts to convice me of his knowledge he would give me certain berries and such to refresh me when I was tired in mind or body. While they did indeed do as he said, I had no need to believe that his stories about knowing rangers, and so close by too were true. Then one day, my mother fell gravely ill by some poison..who had slipped her such poison I know not, and in great fevers she would cry out the name of my father and of some dark tongue I cannot replicate. At that dark moment, I ran to Lothmir, with some small hope that perhaps there were rangers very near by that could perhaps save her. He indeed called a ranger to her, but alas it was too late. With a kind heart the rangers offered me to run give my merchant skills to those who fight the darkness that seemed responsible for the death of both my parents. While I was old enough to run the Minas Tirith business, there was nothing left for me there, and I treked off with Lothmir deep into the woods to spend my life here. I must say, I trust very few people. Even when one who wears a token of the rangers tries to sell me armour like that which my father wore I feel they must be traitors. Perhaps they are not, but for that I will leave for the council to decide. Don't get me wrong, I care deeply for the rangers, and I pray to the Valar that be to bless them and light their path to fight the coming darkness. But I know the value of many of the brave men besides rangers that protect my home, and the armour that shields their hearts has no monetary value within these walls.." I could see now that Fredegar could speak no more as he held back his tears. He then sighes, let out a smile of which I know him most for, as he continued to tend to the orcish armour, both of us there, silently together - both resisting the darkness, I in my battles, and he in his heart and in his past. > read goblin caves You read the book titled "A plan of the goblin caves". A plan of the goblin caves, written by Jade on Narquelie 8, 3018. The Plan of the Goblin Caves ================================= Drawn by Skylark, Apprentice Guide of the Rangers of the North ---------------------------------------------------------------- end | | tunl tunl - tunnel | | bran - branch of tunnels tunl | (rf) - rat farm | tunl [big int] - big intersection | | === - moving walls (try to tunl "push" or "pull" wall) / / gps - grassy pass tunl | | tunl \ \ bran----tunl----tunl | \ | \ tunl tunl----tunl----gps | \ | \ bran gps----gps / \ / \ tunl bran---tunl----tunl----tunl---bran \ / / \ / / tunl tunl----[big int]---tunl---tunl---tunl || / / \ | || / / \ | tunl---tunl---bran---tunl---tunl tunl tunl----tunl tunl | / | | | / | | bank tunl tunl tunl tunl (rf)----tunl tunl \ || \ / \\ / | / \ || \ / \\ / | / \ || \ / \\ / tunl----bran---tunl shop----tunl \ / \\ / / \ / tunl / tunl / \\ / || / \\ / || / \\ / out tunl--------tunl--------bran tunl || / || | || / || | tunl tunl----bran--------tunl / | / | tunl---tun---bran--------tunl / | | / | | tunl---bran--------tunl > read gondor You read the book titled "The History of Gondor". GONDOR In the year 3320 of the Second Age, Elendil the Tall founded the Kingdom of Gondor, ("Stone-land"), and committed it to the joint rule of his sons Isildur and Anarion. Gondor consisted then of the provinces Anorien, Ithilien, Calenardhon, Lebennin, Belfalas and Enedwaith. The inhabitants of Gondor were the Dunedain, but this population became greatly mixed with the years, including Dunlendings and Northmen. The first capital was Osgiliath, and other great cities were Minas Anor, Minas Ithil, Dol Amroth and Pelargir. At the height of its power around Third Age 1100, Gondor extended north to Celebrant, east to the Sea of Rhun, south to the River Harnen and Umbar, and west to River Gwathlo. Gondor was always under attack by Sauron or his allies, from Harad, Umbar and Rhun. Ithilien, the province bordering to Mordor, was invaded a number of times, from SA 3429 to TA 2002, when Minas Ithil was taken by the Nine Ringwraiths. Gondor suffered three great evils in the Third Age: The Kin-strife of 1432-48, the Great Plague of 1636, and the Invasion of the Wainriders from 1851 to 1954. Gondor was ruled by the Line of Anarion until it failed in TA 2050, and from that time it has been governed by the Ruling Stewards, currently Steward Denethor. During the Kin-strife, the capital, Osgiliath was burnt, and many of its inhabitants died in the Great Plague. After that, the Royal Court was moved to Minas Anor in TA 1640, which after Minas Ithil fell in the hands of the Black Enemy, was renamed Minas Tirith. Minas Ithil was thereafter called Minas Morgul. Currently, Gondor only includes Anorien, Lebennin and Belfalas, as Enedwaith was depopulated by great floods in TA 2912, and Ithilien was deserted during the millenium following the fall of its chief city, Minas Ithil. Calenardhon was largely depopulated by the Great Plague, and thereafter given to the Rohirrim in TA 2510. Notable places in Gondor: Minas Tirith, Osgiliath, River Anduin, Ithilien, Anorien, the White Tower and the Fields of Pelennor. > read gondor_mentors You read the book titled "Procedure for becoming a Gondorian Mentor". Procedure for becoming a Gondorian Mentor, written by Iliana on September 27, 3017. All members of the Gondor company, including officers must complete the following procedure if they wish to Mentor pupils. 1. Submit a written application to the Gondor council, stating reasons for wishing to become a Mentor and personal beliefs and philosophies concerning training and mentoring. 2. Submit for an interview with an officer of Gondor. This will most often be the Lieutenant but might be either the Captain or Sergeant, depending on schedules and availability. 3. Upon completion of the above, the officers of Gondor will vote among themselves and upon recieving two out of three votes for approval, the Captain will appoint the applying Ranger to the status of Mentor. In Gondor we wish to focus on availability, responsibility, commitment and experience. As per Council vote last year, the setting of criteria for Mentorship is specific to each company. This is the criteria and procedure for the Gondor company only. > read handbook You read the book titled "Basic information for Rangers". Basic information for Rangers, written by Stexan on Narvinye 3, 3018. Chapter 1 - Nature of a Ranger A woodsman and a tracker, as well as a dangerous fighter, a Ranger combines good combat skills with a few extra abilities that give him many options and decisions when faced with obstacles. He boats the courage and strength of a warrior and the stealth and self reliance like thieves. He combines his affinity for the outdoors with the devotion and magical aptitude of a cleric. By temperment and by choice he is a loner, often prefering the comany of nature and animals to people. Without question, he's one with nature, sworn to protect the inhabitants of the wilderness and preserve the integrity of the land. Chapter 2 - Ranger Abilities Hiding- By flattening his body or crouching in such a way as to blend into dark areas, and remaining perfectly still while doing so, the ranger can render himself nearly invisible in his surroundings. When hiding, the Ranger can conceal himself attackers and eavesdrop on his enemies. He can hide on a well-traveled road and secretly observe passersby, or conceal himself near an enemy campsite, waiting and watching for information. Sneaking - Moving silently enables the Ranger to move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. Getting from place to place without being heard is one of the most obvious applications of this ability. Animal Handling - Many regard animals as non-thinking beasts that react purely on instinct, incapable of responding to reason. The Ranger on the other hand, sees animals as emotionally complex creatures whise fears and desires may be less sophisticated than those of humans, but are no less real. This innate understanding of animal behavior gives the Ranger a limited ability to influence their emotions and manipulate their behavior and or actions. Awareness - A Ranger is exceptionally attuned to his surroundings, able to detect disturbances and denote discrepancies. Hearing - A good Ranger pays attention to every detail, no matter how small, including faint sounds that most others miss. His ability to hear sounds is much better than the ordinary person's. With practice a Ranger can learn to recognize those whom he knows just by listening. Trail Marking - By notching trees, scattering pebbles, piling stones, and clipping weeds, the Ranger can mark any trail through any wilderness area. He can mark a continuous trail as long as he likes. Also noted that he can mark signs and leave them for other Rangers to discover, i.e Danger, I was here, etc. Tracking - A Ranger may follow a trail of across most types of terrain.This ability can be used to also determine what types of tracks and which dir- ection they lead. Foraging - A Ranger can search a wilderness area to locate either small or large game, providing that there is game available. These are a few of the many abilities a Ranger can possess...more are listed elsewhere under Help Ranger. Chapter 3 - The Classic Ranger Perhaps the most important aspect of a Ranger are his core traits, the values and principles upon which he bases his philosophy. While no two Rangers are exactly alike in their outlook, all share a common traits which form the foundation of their personality. Strong Ethics - Rangers have a firm values that impel them to promote goodness and justice. Regardless of whether he's lawful or chaotic, a Ranger has definite ideas about the difference between right and wrong good and evil. He behaves honestly, and most Rangers believe in altruism and service. Selfishness and greed are antithetical to the Ranger. He champions the powerless and fights for the weak. In many cases, a Ranger's respect for life extends to animals as well as humans. Though in essence Rangers are warriors, most have no fondness for war. Even fighting for e in which he believes, the Ranger looks forward to the end of the conflict and the natural healing process promised by peace. Solitary - By virtue of duties and disposition, the Ranger spends alot of time alone. The Ranger's penchant for solitude encourages him to be self-reliant and independant but still standing ready to answer any call for aid he might receive. Tactiturn - BY observing wild animals, many Rangers have learned the the importance of keeping their emotions in check. A juvenille wolf who charges impulsively is certain to scare away his prey. A young lioness who makes unprovoked, pointless attacks against the pride leader may find herself ostrasized and alone. Consequently, Rangers often conceal their feelings from friends and strangers alike, revealing little about them- selves in actions or words. Ranger's companions invariably find him to be a dependable, competent, and trustworthy professional. Whether a Ranger worships nature itself as a unifying force or follows an established religion he combines his love of nature with his faith to form the foundation of his moral code. Rangers regularly reaffirm their committment through moments of quiet reflection known as meditation. Aspects of Faith - A Ranger's devotion gives him a sense of purpose, a a feeling that his life has a purpose. Even though his role may seem -- More -- 100/105 -- ( t b r n a > q x ! h ?) -- read handbook -- More -- 100/105 -- ( t b r n a > q x ! h ?) -- at times to be minor, he feels that he has a definite place in the scheme of things. A Ranger's beliefs give structure to his life by providing a set of principles for him to follow. Being of good alignment, Rangers tend to adopt beliefs that encourage honesty, compassion and selflessness. > read hannes_of_ithilien You read the book titled "A Biography". A Biography, written by Alto on July 24, 3018. Many turnings of the world ago, a ranger of Gondor moved with stealth along the Greenway. It was a time between wars, a time characterized by a peace of disquiet, as if beneath the fragrance of spring flowers lay the essence of something fowl. Perhaps only a ranger would notice this strange juxtaposition by instinct. Marisol pulled her cloak more closely about her and tried to put such thoughts behind. As dusk began to settle upon the hills around her, Marisol noticed a dark shape along the road ahead. Wary of strangers, she approached quietly, taking care to avoid tell-tale snappings of twigs or rustling of leaves. To her surprise, the dark figure turned to peer in her direction long before she should have been spotted. The setting sun blazed for a moment across a large war-axe held aloft by the crouching shape. Marisol quickly slid her longsword from its sheathe. As she drew closer, she realized the figure was not crouching at all, but was indeed standing quite straight. The axe was not raised in threat, but rather in greeting. Marisol had met a dwarf! His armours were dented, his long hair poked out in all directions from under a leather cap, his axe was notched, his plaited beard hanging untucked from his belt. He cast such a bedraggled figure, she felt immediately at ease and returned her weapon to its scabbard. The two shared a fire that night, talking long into the dark starless hours before dawn. Little is known of what passed between them - stories of the Battle of Five Armies perhaps? Tales of mining the depths of the Lonely Mountain in search of jools or moonsilver? Dreams of reclaiming the lost caverns of the city beneath the Misty Mountains? All that is truly known is that the two emerged close comrades, and the dwarf put away his axe to kneel before Master Ranger Amaron the very next day. Hannes spent the following Summer running about the woods on errand for Marisol of Gondor. He read every book in this library, learned the secret lore of herbs and healing and alchemy. He once held vigil on his knees for two weeks solid, communing with the Valar above in thanks for the magical gifts he had received. By the time the leaves in the Druedan began to turn golden and fall to the ground about him, Hannes was perhaps the most crafty of his kind with a sword, passing unseen throughout the woods on patrol. His wanderings took him often across the Anduin into the garden of Ithilien. The rangers there delighted in this grim beard-tugging dwarf, calling him with affection 'Master Greenbeard' -- Hannes was known to let his long forked beard become filled with leaves and twigs while on patrol, a brilliant camouflage technique still taught to wet-behind-the ears bearded pupils. Hannes found himself lodging ever more often to the far side of the river, and took service under the command of Captain Tyler of Ithilien as the last leaves fluttered to the ground and the cold breath of Winter found its way to Gondor. Hannes earned the deep respect of his comrades through his stout courage and resilient bravery in the face of danger. He was always the last to leave the scene of a skirmish, standing firm against foes while his friends escaped. As the darkness once again grew in Mordor, as creatures of evil crept into Ithilien, Hannes fought harder, slept less, and became ever more grim and burdened. It is no small distinction that Hannes was made Captain of his company after a relatively short tenure. His fierce determination, his genuine compassion, his beard-tugging thoughtfulness -- these things he brought to his leadership, for these things he was much respected and loved. The captaincy of Hannes of Ithilien was characterized by energy and creativity not often seen among those burdened by office. Any who received a task from Captain Hannes knew they were in for a treat - a task from Hannes meant adventure! His notes on the boards were uplifting, always urging us to be the best that rangers can be - a standard Hannes set in his every action, his every word. Perhaps the crown of his term, an event still spoken of today with fondness, was his sweeping scavenger hunt. Few events have so energized the Rangers of the Westlands, brought us together in comraderie and adventure as did the great hunt of Middle Earth. Hannes was also an extremely talented mentor. The values and skills instilled by Marisol he passed intact to each of his pupils. In much the same way she found him along the Greenway, he found me, his first pupil, picking dust from my feet along the path leading to the Gondor guildhall. I can say with first-hand assurance that bringing an impertinent hobbit to heel was no small task, but I take pride that whatever small reflection of his stature I bear, I learned at his knee. Hannes kept two other pupils in his time among us, Imrahil and Euphoria, both of whom became excellent rangers in their turns. It has been some time now since Hannes has left us to aid his kindred in his homeland beneath the hills. We miss him dearly, but know that his time among us was a gift, and that such a precious gift is not to be hoarded, but rather shared with happiness. To all who read this after the author is himself but a memory, keep a candle in the window for Hannes of Ithilien, for he will return to us in our darkest hour. When he does, please give his beard a good tugging for Alto. > read haradrim You read the book titled "The Enemy in the South". The Enemies in the South, written by Boromir on Narquelie 4, 3017. +-+-+-+-+-+-+-+-+-+-+ Haradrim +-+-+-+-+-+-+-+-+-+-+ The Haradrim are a dark-skinned race from the south, from the land called Harad. They are extremely wild when engaged in melee, and are well trained in the arts of fighting. They fight from horseback or on foot, from ships, or probably the most fearful of their ways, the wild men that fight from a barbicaned war-tower placed on the back of a huge grey beast known as a Mumakil. They are terrible opponents to face in battle, as horses will be scared witless from the sight of the Oliphaunts (the common for Mumakil). In the war-towers the Haradrim are quite well protected, and can fire arrows and throw javelins at the enemies below. The Oliphaunts themselves can break trough almost any defence line with their huge bulk, long tusks and trunk, even a wall of shields, as long as the defenders are only on foot or horseback. Their size is their strength, and should like trolls and giants be feared in combat. The Haradrim use scimitars as weapon in melee, though a captain of a small unit might be seen with a heavier weapon like a longsword. Something else they care for is their personal looks and hygiene. They prefer bright colours like red, and jewelry of gold. The Haradrim have been enemies of Gondor for ages, attacking harbours and borders, and have made allies with other peoples, who have attacked Gondor at certain times. Even though they are strong and fearsome, they will when being defeated rather flee for their lives, or beg for mercy, than face certain death like orcs tend to do. Don't be mistaken: such a situation will rarely happen. > read herb_statistics_rohan You read the book titled "Herb report over the Plains of Rohan". Herb report over the Plains of Rohan, written by Arkahan on Narquelie 12, 3017. /\-----------------------------------------------------------------------/\ | \________________________________________________________________________\ | | | ~~~ Herb report from the plains of Rohan.~~~ | | Made by Arkahan the Ranger, written on Narquelie 12, | | in the year 3017. | | ~~~~~~ | | Many times the Rangers turn their eyes towards the plains of Rohan. | | I, Arkahan have found the herbs growing there not only to be beautiful| | but also very easy to systemize. | | The plains start with the southern parts of Eastfold and continues | | the northeast side of the great road, until reaching the northwestern | | parts of Westfold in Rohan. | | To make it easier to map the plains and present the herbs in a 'smart'| | way, I have divided the fields into 47 small squares.* (see map | | further down). | | To make the report statistically 'safe', I have searched through the | | plains many times and written down all the herbs that I have found | | in the herb squares under its number. | | The result will be presented further down. | | | | The squares of the map: | | | | | Bree 42-41-33-32-18-17 | | \ | | | | | | | | R -47-46-43-40-34-31-19-16 | | |\ | | | | | | | | | | R -R -45-44-39-35-30-20-15 | | / \ | | | | | | | | | Helm's Dike R -R -38-36-29-21-14 | | | \ | | | | | | > R -37-28-22-13 11 | | \ | | | | /\ | | R -S -R -12-10 | | | \ | | | | | R -9 -8 | | Edoras | | | | | N R -23-7 -6 -5 | | | \ | | | | | | W - o - E R- 24-27-4 -3 | | | \ | | | | | | S R -25-26-2-Entwash | | \| | / | | R -1 | | \| | | R-Minas Tirith | | | | Page 1 of 3 | | | |________________________________________________________________________| /\-----------------------------------------------------------------------/\ | \________________________________________________________________________\ | | | Result of the herbing: | | All herbs have been found three and three and in only five squares I | | have found more or less than three species. In three squares I have | | two species and in two 4 species. | | To make the herbing statistically safe, I have also written down how | | many | | times I have found the herb compared to the other herbs found on the | | same spot. I have found no herbs to be more common than another one | | growing at the same location. I have in average found 16 herbs per | | square and it seems all species growing on the same location are | | found with the same frequency, except for tuberosum. | | | | Some conculsions can be made from the over 750 herbsearches. | | Athelas grows with Astaldo and Caraway or Attanar and Catnip for 100% | | Attanar allways grows with Athelas and Catnip. Suranie grows with | | Alfirin and Tarragon on both its locations. | | Thyme always grows with Angurth and if they grow on the same spot, | | you are not likely to find more than these two species. | | There are eight locations where Athelas grows. Attanar grows on five | | places. Suranie for the mental health grows on four spots. So if you | | are lucky you can find 12 Suranies in one full Rohan search. Redweed | | was found in five squares and the nice silvery leaf, Curugwath grows | | only on two locations. The most rare flower is Tuberosum which was | | only discovered one single time and that made the herbalist confused. | | It was found as the fourth speices on square 38 and the existence of | | is hasn't been confirmed yet. The second spot where four species were | | found was on spot 11 and that was easier to confirm as a willow grows | | there. | | | | The fully report follows on the next side. | | | | | | | | | | | | | | | | | | | | | -- More -- 100/163 -- ( t b r n a > q x ! h ?) -- | | | | | | | | | page 2 of 3 | | | |________________________________________________________________________| /\-----------------------------------------------------------------------/\ | \________________________________________________________________________\ | | | 1: Astaldo 6, Athelas 5, Caraway 7 | | 2: Astaldo 2, Lianor 3, Black potato 7 | | 3: Sage 4, Red Potato 6, Ungolestel 5 | | 4: Lissuin 6, Mint 2, Tuo 8 | | 5: Clove 6, Fennel 5, Ithilgil 5 | | 6: Astaldo 4, Athelas 6, Caraway 5 | | 7: Suranie 4, Tarragon 7, Alfirin 4 | | 8: Oregano 5, Tuo 5, Marjoram 2 | | 9: Fennel 5, Hemlock 7, Lissuin 3 | | 10: Athelas 6, Attanar 5, Catnip 6 | | 11: Angurth 2, Tuo 3, Willow 6, Redweed 3 | | 12: Angurth 6, Thyme 10 | | 13: Myrtleberry 3, Redweed 6, Tyelka 6 | | 14: Fennel 10, Hemlock 5, Lissuin 2 | | 15: Athelas 5, Attanar 5, Catnip 5 | | 16: Alfirin 6, Suranie 6, Tarragon 4 | | 17: Marjoram 8, Oregano 3, Tuo 4 | | 18: Astaldo 4, Athelas 6, Caraway 5 | | 19: Cepa 6, Curugwath 5, Lissuin 4 | | 20: Marjoram 5, Oregano 3, Tuo 7 | | 21: Suranie 6, Tarragon 4, Alfirin 5 | | 22: Athelas 3, Attanar 6, Catnip 6 | | 23: Myrtleberry 8, Redweed 4, Tyelka 5 | | 24: Athelas 8, Attanar 4, Catnip 5 | | 25: Marjoram 9, Oregano 4, Tuo 5 | | 26: Alfirin 5, Seregon 5, Simbelmyne 5 | | 27: Curugwath 6, Cepa 5, Lissuin 4 | | 28: Angurth 6, Thyme 10 | | 29: Myrtleberry 7, Redweed 4, Tyelka 4 | | 30: Fennel 4, Hemlock 7, Seregon 5 | | 31: Athelas 5, Attanar 4, Catnip 6 | | 32: Alfirin 5, Suranie 5, Tarragon 5 | | 33: Myrtleberry 4, Redweed 5, Tyelka 6 | | 34: Angurth 6, Thyme 10 | | 35: Blueberry 6, Chervil 3, Handasse 6 | | 36: Seregon 5, Holly 5, Garlic 5 | | 37: Redweed 5, Rosemary 6, Tyelka 4 | | 38: Handasse 7, Tuberosum 1, Chervil 4, Black potato 3 | | 39: Alfirin 4, Angurth 7, Tyelka 4 | | 40: Redweed 1, Rosemary 8, Tyelka 6 | | 41: Garlic 4, Holly 5, Seregon 6 | | 42: Chervil 5, Black potato 5, Handasse 5 | | 43: Cepa 5, Lothore 7, Simbelmyne 5 | | 44: Red potato 6, Rosemary 3, Ungolestel 6 | | 45: Simbelmyne 5, Holly 4, Marjoram 6 | | 46: Dill 4, Ithilgil 8, Catnip 3 | | 47: Astaldo 5, Black potato 4, Lianor 6 | | page 3 of 3 | |________________________________________________________________________| > > read herbmap You read the book titled "Herb map of the Northern parts of Ithilien". Herb map of the Northern parts of Ithilien, written by Boromir on Viresse 3, 3018. | *** *R* ***- / | \ / / *S* *H*-*L*-*S* *P*-*** / \ / | / \ | / *T*-*L*-*0*-*** *** *H* ***-*** *0*-*** \ / \ / \ \ | | ***-*** *S* *L*-*U* *** | | \ / *** *S*-*** \ / *** *A*-*K*-*H* | / | *T*-*U*-*H* | / *** *F* *** | \ / *** *S* | *** | A = ATTANAR F = FOXGLOVE H = HEMLOCK R = RED WEED T = ASTALDO K = KINGSFOIL S = SURANIE L = LOTHORE 0 = TYELKA U = UNGOLESTEL P = PARSLEY The herbs are not all directly useful to a Ranger, but they can always be sold... ----====>> This book is dedicated to my lovvely wife Sierra! > read herbs-harithilien You read the book titled "A Herb Map of Harithilien". ____________________________________________________________________________ / //\ | HERBLORE FOR RANGERS |_/| ========= | | Over Emyn arnen and Orc camp | | day 16 month 3 in the year 2993 | | | | | (Osgiliath) | | |##-O-O----O----O---O----O----O----O----O----O----O----O | |## \ | | \ /(enter gap) | | ## O O O O O-O-M | | ## \ | | | /| | | ## O-O O O O d *F-E O L O | | ## | / \|/ \ | / | | ## | O O-O D-O N-O-P | | ## | | Emyn Arnen | / | \ (Gate to Morgul)| | ## O O O O | O H-G O ==O== | | ## | | \| | | / | | | # | O-O O O-O O I O | | ## | | | \ | | | | | | | ## O-C O-O-O O-O-O-O-O-O-O O | | ## | | | | | | | | | \ /| | | ##O-B-O-O-O-1-1- J K O-O O O O-O-O O | | ## | | | ########| |/#### | |Anduin ##A 1 1 ## O O-d | | ################### | | | | 1= enter tent O-O | | d= down | | *=up | | | | LIST OVER HERBS: (Most locations are random) | | (Herbs has only been found in A-P ) | | (following herbs are found regular though) | | A Curugwath 2x | | B Garlic 2x | | C Lothore and attanar | | L Angurth and morgurth | | M Morgurth 2x | | N Morgurth and Angurth | | P Morgurth and Angurth | | On the other locations are among other Basil, Oregano and Marjoram found | | | | Made by Gorthaur of Numenor |/\ \___________________________________________________________________________\_/ > read herbs-harithilien You read the book titled "A Herb Map of Harithilien". ____________________________________________________________________________ / //\ | HERBLORE FOR RANGERS |_/| ========= | | Over Emyn arnen and Orc camp | | day 16 month 3 in the year 2993 | | | | | (Osgiliath) | | |##-O-O----O----O---O----O----O----O----O----O----O----O | |## \ | | \ /(enter gap) | | ## O O O O O-O-M | | ## \ | | | /| | | ## O-O O O O d *F-E O L O | | ## | / \|/ \ | / | | ## | O O-O D-O N-O-P | | ## | | Emyn Arnen | / | \ (Gate to Morgul)| | ## O O O O | O H-G O ==O== | | ## | | \| | | / | | | # | O-O O O-O O I O | | ## | | | \ | | | | | | | ## O-C O-O-O O-O-O-O-O-O-O O | | ## | | | | | | | | | \ /| | | ##O-B-O-O-O-1-1- J K O-O O O O-O-O O | | ## | | | ########| |/#### | |Anduin ##A 1 1 ## O O-d | | ################### | | | | 1= enter tent O-O | | d= down | | *=up | | | | LIST OVER HERBS: (Most locations are random) | | (Herbs has only been found in A-P ) | | (following herbs are found regular though) | | A Curugwath 2x | | B Garlic 2x | | C Lothore and attanar | | L Angurth and morgurth | | M Morgurth 2x | | N Morgurth and Angurth | | P Morgurth and Angurth | | On the other locations are among other Basil, Oregano and Marjoram found | | | | Made by Gorthaur of Numenor |/\ \___________________________________________________________________________\_/ > read herbs-of-lossarnach You read the book titled "Map of places to find herbs". Map of places to find herbs, written by Karok on Hisime 24, 3017. L L - K L L / ! ! ! ! x x h K x - x - x - x - to harlond \ ! / ! / ! / I - x x - x - x K - K / ! ! ! \ !/! / x - x K - K-K x / ! ! /! x K x / K ! / x / x /! / ? \ / x / x / x ! x ! L x \ / \ U - W x ! x \ x - x - x - O / x h / ! x T ! ! x -G -L-G - F ! x ! gates to palanthas N ! w - - E ! s KEY L=lothore K=athelas I=inn h=hut x=road ?=various herbs W=tuo U=ungolestel O=tyelka G=garlic F=foxglove > read herbs_of_calia You read the book titled "Guide to herbs in Calia.". Guide to herbs in Calia., written by Blake on Narquelie 12, 3017. The following herbs were found in the Calian west moorland and to my knowledge are unique to this area. Name: Fireweed Appearance: showy purple flower Frequency: rare Edibility: resistance to fire and less fatigue, lasting ~1min Description: This is the flower of fireweed, an herb found in temperate areas near disturbance. Fireweed (Epilobium angustifolium) is given this name since it is frequently found near areas that have been recently burned. Its roots don't seem to be too affected by fire, perhaps that is true for the rest of the plant as well. Every part of the plant is edible, particularly in the spring time. Name: Smooth Camas Appearance: linear keeled leaf Frequency: uncommon Edibility: POISON, less healthy and more fatigue Description: This is a leaf of smooth camas, an herb found in temperate meadows. Smooth camas (Zygadenus elegans) is a herb that grows to about 60 cm high. The flower is yellowish white or greenish white. It begins growth early in spring, and is known to be poisonous. Name: Beaked Sedge Appearance: elongated slender leaf Frequency: common Edibility: decreases health Description: This is a leaf of beaked sedge, an herb found in temperate moist meadows. Sedges (Carex spp.) are herbs that grows from 2 cm to 80 cm high. This particular sedge is called the beaked sedge due to the encasing perigynia which covers the seed. The leaf feels gritty, as if it contained sand. Most likely, it would not be a good idea to eat it. Name: Saskatoon Appearance: little blue berry Frequency: uncommon Edibility: healing and less fatigue Description: This is a saskatoon, a berry from a shrub found in temperate forests and plains. Saskatoon (Amelanchier alnifolia) is a medium sized shrub, grows from 50 cm to 3m tall. Its berries are very similar in appearance to those of blueberry, though they are only distantly related. The berries are useful for small healing and curing tiredness. Name: Crocus Appearance: pale purplish flower Frequency: common Edibility: POISON, less healthy and mentally draining *willow bark cures Description: This is the flower of a crocus, an anemone found in temperate sunny meadows. Crocus (Anemone patens) is an herb that grows to about 30 cm high. The flower is hoary, and it is splashed with a pale purplish colour. The sexual floral parts are a bright yellow. As with most members of the Anemone genus, any part of the crocus is mildly poisonous. Name: Cranberry Appearance: red berry Frequency: common Edibility: no known effect Description: This is a cranberry, a berry from an herb found in temperate bogs and fens. Cranberry (Oxycoccus palustris) is a small bog plant with shiny green leaves. It is said to be useful in cleansing the urinary tract. Juices are made from it, as is jelly. These have a tart taste. Name: Black Currant Appearance: black shiny berry Frequency: common Edibility: less fatigue Description: This is the berry of black currant, a shrub found in temperate forests. Black currant (Ribes spp.) is a small shrub that has tiny prickles, reaching 1 cm in length. The shrub itself grows to a height of 70 cm. The berries are edible, giving a hungry adventurer some relief. Name: Chicory Appearance: sharp short leaf Frequency: rare Edibility: less fatigue Description: This is the leaf of chicory, an herb found in temperate open areas. Chicory (Cichorium intybus) is an herb that develops purple blossoms. It is deep-rooted, efficiently tapping underground water. Chicory is said to contain a chemical that fights tiredness and stimulates action. Name: Cladina Appearance: coral-like grey lichen Frequency: rare Edibility: heals twice Description: This is a coral-like grey lichen. It was probably picked from a sunny forest floor. Name: Horsetail Appearance: gritty slender stalk Frequency: common Edibility: less healthy Description: This is a stalk of horsetail, an herb found in temperate forests and plains. Horsetail (Equisetum spp.) is an herb that grows to about 60 cm high. This non-flowering plant reproduces by spores. -- More -- 100/125 -- ( t b r n a > q x ! h ?) -- It has an alternative name, 'scouring rush', as its slender gritty stalks can be used to clean pots. The stalks have a high silica content, causing the grittiness. It looks like it would hurt to eat this plant. Name: Raspberry Appearance: frosty red berry Frequency: common Edibility: less fatigue Description: This is a raspberry, a frosty red berry found in temperate forests. Raspberry (Rubus idaeus) is a shrub that grows to about 1 meter high. It has thorny canes. This berry is said to refresh a weary soul. Name: Willow Appearance: grey bark Frequency: uncommon Edibility: chewed to cure Crocus poison Description: This is the bark of willow, a shrub or tree found in temperate open areas and riverbanks. Willow (Salix spp.) typically has long slender leaves, and grows from 1 to 20 meters tall. It flowers early in spring, bearing catkins. Willow bark is rumoured to have some medicinal value when chewed. > read herbs_of_middle_earth You read the book titled "Descriptions of the herbs found in Middle Earth". Descriptions of the herbs found in Middle Earth, written by Puzit on Nenime 17, 3019. This is an updated version of the original "Herbbook" written by Aldieb in 3006. Contributors to this version include: Alustrial, Elven, Goshen and puzit. This book is meant as aid for those who study and use herbs. It is not a complete work and will always continue to grow as long as more is learned about herbs and new herbs are found. The fields in the book are to be interpreted as follows: Name : The name of the herb Appearance : What it looks like at a brief glance Frequency : A rough estimate of how often it can be found Edibility : The known effects it has when eaten Description : A more thorough description of the herb Name : Alfirin Appearance : Golden flower Frequency : Common Edibility : Increases mental health Description : It is most frequent in the fields of Lebenning, but is known to grow in Rohan, too. Name : Angurth Appearance : green leaf Frequency : rare Edibility : POISONOUS Description : It is used to produce dangerous and addictive drugs. You guess it would be a bad idea to eat it. ^G Get H Name : Astaldo Appearance : brown broad-headed mushroom Frequency : Uncommon Edibility : Makes you more brave Description : It is known to make you more brave and disciplined when eaten, but is often confused with other similar brown mushrooms. It originates from Gondor. Name : Athelas Appearance : Green leaf Frequency : Common Edibility : No known effect Description : Athelas or kingsfoil is a well known herb which long remained unknown. But brave adventurers found out that it could be used to heal the evils of the poison from the dreaded Nazgul, if used together with the Ranger Cleanse spell. Name : Attanar. Appearance : Little blue berry Frequency : Uncommon Edibility : Heals your wounds Description : Attanar can be eaten and will have a healing effect on youf body. It is quite easy to mix up Attanar with the much more common Blueberry, but the one skilled in herbal lore will immediately notice the difference. Name : Basil (Ocimum basilicum) Appearance : Dark green leaves Frequency : Common Edibility : Makes you feel less tired Description : Basil is a small annual herb of the mint family growing in warm climates. It can reach a height of two feet and has reddish-white or deep-purple flowers borne in branching spikes. The aromatic leaves are used to flavour dishes. In Gondor and Ithilien, many a recipe of old requires basil for preparing rabbit meat. Name : Blueberry Appearance : Little blue berry Frequency : Common Edibility : Makes you feel more rested Description : The blueberry is a member of the of the Vaccinum genus of the heath family Ericaceae. Although the common blueberry is often mistaken by the uninitiate for the much rarer and more valuable herb Attanar, the blueberry has only a mild purgative and restorative effect. Name : Blung Appearance : Purple-green shaggy moss Frequency : Common Edibility : Makes you feel less tired Description : This moss is known as Blunfing to the learned. This bitter, astringent moss is often eaten by the lowland Dunlendings when they must travel swiftly over long distances. Use of blung is said by some to be habit-forming. Name : Caraway (Carum Carvi) -- More -- 100/589 -- ( t b r n a > q x ! h ?) -- Appearance : Small brown aromatic seeds Frequency : Common Edibility : Makes the tired adventurer feel less tired Description : Caraway is a biennial plant of the parsley family with finely divided leaves and slender stems, reaching one to two feet of height. The umbels of white flowers contain aromatic seeds, that are used to flavour dishes. Name : Catnip (Nepeta cataria) Appearance : Aromatic pale purplish flowers Frequency : Common Edibility : No effect Description : Catnip is a perennial of the mint family. The branching herb reaches a height of three feet. It has downy leaves and terminal racemes of pale purplish flowers. All parts of the plant have an aromatic odour when crushed, and this odour is particularly attractive to cats. Name : Chervil (Anthriscus Cerefolium) Appearance : Small fine leaves Frequency : Common Edibility : Makes the tired traveler feel less tired Description : Chervil is a small fine-leaved annual plant of the parsley family. The aromatic leaves are used to flavour dishes. In Gondor and Ithilien, many a recipe of old requires chervil for preparing stews. Name : Clove (Eugenia aromatica) Appearance : Small greenish flower bud Frequency : Common Edibility : Makes you feel less tired Description : The clove is an evergreen tree of the myrtle family native to an island far south of Harad. But it has been cultivated in Ithilien for centuries. The flower buds of the clove tree are used to flavour dishes. Name : Coccinea (Hygrocybe coccinea) Appearance : Red mushroom Frequency : uncommon Edibility : No effect Description : It has a red top and blood-red flesh. The lamells are quite broad and widespaced. It is rumoured to have properties that make it needed when making invisibility potions. Name : Curugwath leaf Appearance : Silvery leaf Frequency : Very rare Edibility : Makes you more stealthy and better on hiding (quite good) Description : Curugwath is known to grow only in dark and wet places. Eating the leaves is said to make a person more efficient when trying to hide or to move stealthily. Name : Dill (Anethum graveolens) Appearance : Feathery leaves Frequency : Common Edibility : Makes you feel less tired Description : Dill is a quick-growing annual herb of the parsley family. The plant prefers warm climates, growing to three feet with feathery leaves and small yellow flowers in broad umbels. Both the leaves and the fruits are used to flavour dishes. Name : Evendim grass Appearance : Green straw Frequency : Uncommon Edibility : No effect Description : The straw of the evendim fields is known for its magic properties. It is said that the hobbits have used it to improve their abilities to dodge a thrown stone. Name : Fennel (Foeniculum vulgare) Appearance : Fine threadlike leaves Frequency : Common Edibility : Makes one feel a little less tired Description : Fennel is a plant of the parsley family, native to southern climates. It grows erect to three to five feet, and on greyish smooth stems it bears fine threadlike leaves and many umbels of yellow flowers in clusters. The highly flavoured leaves and seeds are used to flavour dishes. Name : Foxglove [purple] (Digitalis) Appearance : Purple flowers Frequency : Uncommon Edibility : POISONOUS Description : Foxglove is a biennial herb of the figwort family. The erect plant grows from two to five feet with long rough leaves. The flowers, produced on a long, one-sided cluster, are slightly drooping, about two inches long, and spotted within. The plant is valued by the learned for its medical properties, which can be used to cure poisons paralysing the circulatory system. If ingested by the healthy, however, -- More -- 200/589 -- ( t b r n a > q x ! h ?) -- foxglove can speed up the heart so much that it bursts from the strain. Name : Frostheal Appearance : Gray fuzzy leaf Frequency : Rare Edibility : Increases resistance to cold Description : This leaf comes from the Frostheal plant, a plant found at higher elevations than any other plant, often growing at the very edge of eversnow. It will make people who eat it more cold-resistant. Name : Fungiarbo Appearance : Brown tree mushroom Frequency : Rare Edibility : Makes you feel LESS healthy Description : Fungiarbo is a rare tree mushroom. It has a spungy brownish roof, which is white underneath, and has a thin beige stem. Fungiarbo is often used as a magical ingredient. Name : Garlic (Allium sativum) Appearance : Smelly white rose-tinged bulb. Frequency : Common Edibility : Heals your wounds Description : Garlic is a hardy, perennial bulb plant of the lily family growing in warm and moderate climate. It can reach a height of two feet and has very narrow, keeled leaves with dense spherical heads of pinkish flowers. The white rose-tinged bulbs of strong odor are thinly covered and break into separate parts, or cloves. Since ancient times, garlic cloves have been used to flavor dishes. The smell of Garlic has the ability to scare those of vampire kind. Name : Ginger root (Zingiber officinale) Appearance : Tuberous rootstock Frequency : Common Edibility : Makes you feel less tired Description : Ginger is a perennial herb of the ginger family, native to tropical climates. But it has been cultivated in Ithilien for centuries. The herb grows three feet tall, bears grasslike leaves and yellowish-purple flowers in dense spikes three inches long on separate stems. The tuberous rootstock is used as spice, often in stews. Name : Handasse Appearance : Small green-yellow mushroom Frequency : Uncommon Edibility : Makes one feel brighter Description : Handasse is a small green-yellow mushroom with a narrow head on a dark stalk. Even though it looks quite poisonous, it can be eaten without any harm. It is said that eating it can even make you more perceptive and to speed the processes of the mind. It has been found in many places in Middle Earth but it is most common in Gondor. Name : Hemlock (Conium maculatum) Appearance : Green berries Frequency : Uncommon Edibility : POISONOUS Description : Hemlock is a poisonous biennial herb of the parsley family. It has a hollow, many-branched stem, purple spotted, finely divided leaves, and clusters of white flowers. A sufficient dose of the green fruits will paralyze the circulatory system. Name : Holly berry Appearance : Little red berry Frequency : Uncommon Edibility : Makes you feel less tired Description : A member of the Aquifolium species of the genus Ilex, the holly has spiny, fleshy, evergreen leaves with red berries. The Elves consider it to be holy. Name : Huckleberry Appearance : Green berry Frequency : Uncommon Edibility : Heals wounds of whoever eats it Description : Huckleberry is of the famous Athelas, or Kingsfoil family Though not as strong, the Huckleberry can be helpful for casting healing spells. Name : Ithilgil Appearance : White star-shaped flowers Frequency : Rare Edibility : Makes one less panicked Description : Known among the Elves as Ithilgil, which means 'Moon-star'. The flowers look like small white stars, and seem to -- More -- 300/589 -- ( t b r n a > q x ! h ?) -- shimmer with a pale light when the moon is visible. A rare sight, this flower clings to rocks and crags in forests, glinting like small white stars in the shadows of night. It is known for a mild calming effect when eaten. Name : Laurel (Laurus nobilis) Appearance : Stiff dark green leaf Frequency : Common Edibility : The one consuming this herb will feel a little mor rested. Description : Laurel, also called Sweet Bay, is an evergreen tree, native to Mediterranean climates, growing to 60 feet, with stiff leaves, small yellowish flowers, and purple berries. The leaves of the bay tree are used to flavour dishes. In Gondor and Ithilien, many a recipe of old requires laurel for preparing stews. Name : Lianor Appearance : Small purple berry Frequency : Common Edibility : Heals some of your wounds Description : The berry of the lianor is well known for its healing properties. It is said that it closes small wounds in a matter of seconds. Name : Lissuin Appearance : Sweet-smelling golden flower Frequency : Extremly rare Edibility : No effect Description : Once the Eldar gave the sweet-smelling blossoms as gifts to the Numenoreans. Now they are rare indeed. Name : Lothore Appearance : Red heart-shaped flower Frequency : Uncommon Edibility : No effect Description : Lothore is known in Gondor for its magical healing powers. Unfortunately the power cannot be used except by the Ranger-spell Heal. Eating the flower will not have any effect. Name : Madwort Appearance : Gray fuzzy leaf Frequency : Rare Edibility : POISONOUS Description : This grayish fuzzy leaf comes from the Madwort plant, a plant found at high elevations. When eaten it will decrease your physical health, maybe even killing you! Name : Marjoram (Majoram hortensis) Appearance : Broad flowery umbel Frequency : Common Edibility : Makes you feel less tired Description : Marjoram is a small annual herb of the mint family with broad flowery umbels growing in Mediterranean climate. The aromatic leaves and umbels are used to flavour dishes. Name : Mint (Mentha piperita) Appearance : Narrow sharply toothed leaves Frequency : Common Edibility : Rests the tired Description : Mint is a fragant, square-stemmed perennial herb of the mint family growing in north temperate zones. It grows to a height of one to three feet. The smooth branchy stems bear narrow, sharply toothed leaves that are dotted with minute oil glands. The purplish and occasionally white flowers grow in dense clusters. Leaves, stem, and roots contain aromatic oils, the leaves are used to flavour dishes. Name : Morgurth Appearance : Pale white flower Frequency : Rare Edibility : POISONOUS Description : This pale white flower is a morgurth, beautiful and yet horrible of shape. It gives forth a faint sickening charnel- smell, an odour of rottenness. It is said that flowers like this are cultivated in Mordor to create powerful and insidious poisons. Name : Myrtleberry Appearance : Translucent red berry Frequency : Common Edibility : POISONOUS Description : Myrtleberry is a member of the Communis species of the laurel family, genus Myrtus. Although the myrtle is said to have power in matters of love, without refinement the berry is mildly toxic. Name : Oregano (Origanum vulgare) Appearance : Stalked ovate leaves Frequency : Common -- More -- 400/589 -- ( t b r n a > q x ! h ?) -- Edibility : Makes you feel less tired Description : Oregano is an annual herb of the mint family growing in temperate climate. It has clusters or short spikes of purplish flowers and stalked, broadly ovate leaves with toothed margins. The pungent plant is much used for seasoning. In trade it is offered in packaged bits of stems, leaves, and flowers, or as cut, dried Name : Parsley (Petroselinum crispum) Appearance : Green leaf Frequency : Common Edibility : Heals small wounds Description : It is an annual or biennial herb of the carrot family widely cultivated for its leaves which are used as a culinary herb or garnish. The layman might recognise it as a strange, strong-smelling leaf. Name : Pawnrose Appearance : Green rose Frequency : Common Edibility : Makes you LESS healthy Description : The novice will see this as some kind of green rose that does not look common at all. The more experienced will recognise it as a Pawnrose, as used to strengthen magical spells that need strengthening. Name : Pepper Appearance : Small red fruits Frequency : Uncommon Edibility : POISONOUS Description : This is a handful of red pepper. It's the ripe fruit of the plant of genus Capsicum. The fruit is usually dried and then powdered. The powder is then used to flavour dishes. The spice is known for its hot taste. Name : Pindan Appearance : Grey moss Frequency : Rare Edibility : No effect Description : Pindan is used to brighten up one's mind, thereby gaining a better sense of one's location. You must inhale the scent of it to gain the effect. Name : Redweed Appearance : Red weed Frequency : Common Edibility : No effect Description : Redweed is known in Gondor for its fatigue-restoring magic powers. Unfortunately the power cannot be used except with the Ranger-spell Rest. Eating the weed will not have any effect. Name : Rosemary (Rosmarinus officinalis) Appearance : Pale blue flowers Frequency : Common Edibility : Makes you feel less tired Description : Rosemary is a hardy aromatic shrub of the mint family, prefering Mediterranean climate. It grows to a height of two to six feet, and bears clusters of small, pale blue flowers and numerous quarter inch long leaves. The leaves and flowers yield a fragant, volatile oil and are used as spice. Name : Saffron crocus Appearance : Cup-shaped flower Frequency : Common Edibility : Makes whoever consumes it feel less tired. Description : The saffron crocus (Crocus sativus) is a plant of the iris family. It grows in Mediterranean climate, reaches up to six inches, and has a solid bulb, grasslike leaves, and a cup-shaped flower. The flowers are used to extract saffron, a spice. Name : Sage (Salvia officinalis) Appearance : Tubular two-lipped flowers Frequency : Common Edibility : Makes you feel less tired Description : Sage is a low shrub of the mint family growing in Mediterranean climate with aromatic tubular two-lipped flowers. The flowers are used to flavour dishes. Name : Savory (Satureia hortensis) Appearance : Small stiff aromatic leaves Frequency : Common Edibility : No effect Description : Savory is a hardy annual shrub of the mind family that grows in Mediterranean climate to about one foot. The aromatic leaves are used as spice and are said to give quick relief from bee sting. In Gondor and Ithilien many a recipe of old requires savory leaves for preparing rabbit meat. -- More -- 500/589 -- ( t b r n a > q x ! h ?) -- Name : Seregon Appearance : Small hardy blood-red flowers! Frequency : Uncommon Edibility : No effect Description : Seregon is said to have grown at the summit of the old dwarven delving-hill Amon Rudh. The dwarves believed that chewing the leaves and flowers of seregon would protect them against sorcery. The scent of the flower carries from far off the fragrance of Beleriand during the Elder Days before it foundered beneath the waves. Name : Simbelmyne Appearance : Small white flower Frequency : Rare Edibility : Increases mental health Description : Simbelmyne is also known as Evermind. It grows among grass and blossoms in all seasons of the year. It is said that they grow where dead men rest. Name : Sumac Appearance : Red oily vine Frequency : Rare Edibility : POISONOUS - hurts fatigue and mental health Description : This oily vine's red stems seem to branch constantly. The small bumps on the leaves are unpleasant looking. Name : Suranie Appearance : Red berry Frequency : Rare Edibility : Restores mental health Description : Suranie is known for its mentally restoring virtues when it is eaten. It grows typically in forest glades. Name : Tarragon (Artemisa dracunculus) Appearance : Small bitter leaves Frequency : Common Edibility : Makes you feel less tired Description : Tarragon is a perennial herb of the family Compositae that grows to a height of two feet and prefers temperate climate. It's bitter, aromatic leaves are used as spice and to extract oil of tarragon. In eg. Gondor and Ithilien, many a recipe of old requires tarragon for preparing rabbit meat. Name : Thyme (Thymus vulgaris) Appearance : Pungent narrow leaves Frequency : Common Edibility : The tired will feel more rested Description : Thyme is a small perennial shrub of the mint family growing in Mediterranean climate. It can reach a height of eight inches. The slender whitish branches bear narrow, sessile leaves in loose terminal or axillary clusters, giving of a pungent, mintlike odour, and dense clusters of purple flowers. The fresh or dried leaves are used as spice. Name : Tuo Appearance : Pale green lichen Frequency : Uncommon Edibility : Strengthen whoever eats it Description : Tuo is a pale green lichen from the forests of Gondor It is said to be strengthening when eaten, for a short time. That is also the reason for the name. Name : Tyelka Appearance : Brown broad-headed mushroom Frequency : Rare Edibility : Makes you more dexterious Description : Tyelka is known to make you more agile and dexterious when eaten, hence the name in Gondor. It originates from Ithilien in Gondor, and grows mostly in damp places, near fresh water. Name : Ungolestel moss Appearance : Brown patch of moss Frequency : Rare Edibility : No effect Description : The Ungolestel moss is brown of colour and soft to the touch. With a spell, this moss can cure spider-poison. > read herbs_of_sybarus You read the book titled "A guide to the herbs in the garden of Sybarus". A guide to the herbs in the garden of Sybarus, written by Puzit on Hisime 3, 3018. This book describes the herbs unique to the garden in the bazaar of Sybarus. Many other herbs also grow in the bazaar garden. Most, if not all of these other herbs, are described in the book "Herbs_of_ MiddleEarth" as those herbs were originally found in Middle Earth. Holly berries, parsley, and tuo are among the most common of these herbs in Sybarus. Name : Carlith Appearance : Thin trailing vine Frequency : Common Edibility : Heals wounds Description : This longish vine is named Carlith and it is rumoured that ingesting it causes small wounds to close rapidly. Name : Fordinfa Appearance : Tiny grey mushrooms Frequency : Rare Edibility : Increases mental health Description : This is a handful of tiny grey mushrooms known as fordinfa mushrooms. They each have long thin stalks and comparatively wide heads. They are said to give mental strength to those who eat it. Name : Mittikna Appearance : slender luminous Frequency : Rare Edibility : Poisonous Description : Also known as Light Vine, this slim vine gives off a pale, luminous glow while it is living. It is also known to be mildly poisonous when eaten. Name : Narcissus Appearance : Ghostly black flower Frequency : Rare Edibility : No known effect Description : This is a dark and beautiful flower. It is common in damp and dark places, usually growing near a pool or stream. Name : Nethra Appearance : Slimy red alga Frequency : Rare Edibility : Allows a person to breathe underwater Description : This thread of slimy red alga is well known for its magical powers of underwater breathing. Name : Nightshade Appearance : Black velvety flower Frequency : Uncommon Edibility : Deadly! Description : This thin black flower is a particularly nasty plant that has been known to instantly kill people who eat it. It grows in warm and dry places. Name : Ronwath Appearance : Long tangled vine Frequency : Common Edibility : No known effect Description : Ronwath vines tend to grow along stone walls or other structures, obscuring them completely if they are allowed to grow for long enough. Name : Strangleweed Appearance : Thin grey weeds Frequency : Common Edibility : No known effect Description : Strangleweed is common in places that have become overgrown or abandoned. > read history of minas tirith You read the book titled "A history of the city of Minas Tirith". A history of the city of Minas Tirith, written by Finwe on Yavannie 17, 3018. History of Minas Tirith ----------------------- In the early days of Gondor, the fortress of Minas Anor, "Tower of the Setting Sun," was built to guard against the wild men of the dales of the White Mountains. The city and its tower have been constructed as need demanded during the past three thousand years. The function of the city has been altered during that period: from outpost fortress to summer king's residence to permanent King's house to capital city. Even the name has changed. After the fall of Minas Ithil in T.A. 2002, Minas Anor became Minas Tirith, "Tower of Guard." The Hill of Guard ----------------- The Anduin river carves through a spur in Mt. Mindolluin, separating the Hill of Guard from a towering cliff of the main mountain mass. Stonemasons honed the east-thrusting hill-crest until it stood high above the surrounding slopes. The wide courtyards prove that the summit of the hill and the base inside the First Circle are flat. Early surveying records of Minas Anor indicate that the elevation of the hill are 700 feet. Sadly, the records that would show the dimensions have been lost or destroyed. Interestingly enough, the White Tower is 150 feet tall. Based on it's relation in height to the city, it has been determined that the breadth of the city averaged 3,100 feet. The City of Stone ----------------- The task of excavating and building the walls and towers, homes and hallows, of this inpenetrable city was an epic itself. An observer once said that the city is so great that it seems to have been built by giants out of the bowels of the earth. The White Tower of Ecthelion rises higher than any tower except that of Orthanc. It is two hundred feet shorter than the Isengard Tower. Another interesting note is the walls. Rather than follow convention and have two great city walls, Minas Tirith has seven concentric walls that defy any challenger. The outer wall of the shoulder is lifted as if it is on ramparts, that is, walls atop great earthen embankments. The walls with their towers total over forty thousand linear feet and required more than two million stones to build. The circles allow ample room for the main road, one or more smaller lanes, and at least two rows of buildings within each circle. Like any other city, Minas Tirith has the usual shops, stores, markets, houses for different classes, etc. Unlike other cities, it has its famous Houses of Healings in the sixth circle. They are located on the southern side of the wall and close to the gate. The stables for the errand runners are in the sixth circle, too. The main road of Minas Tirith winds through the Great Gate and each circle, passing through gates that alternate on the southeast and northeast. The Citadel, or the Inner Circle, has many buildings. The Great Hall of Feasts, or Merethrond, the kitchen, apartments, and other buildings are all clustered around the Place of the Fountain. Other buildings have been built into the wall. In the center of the Citadel stands the White Tower. The tower has storerooms and small dining halls in the lowest levels for the guards. Around the inside and above the the storerooms are small conference chambers and the private quarters for the Steward. The shoulder of the hill only rises to the fifth circle and is crowned by the Hallows, a completely walled area that holds the massive tombs of the Kings and Stewards. The Houses of the Dead are substantial sized buildings that are topped with domes. The only access to Rath Dinen, or "the Silent Street," is through a special walled pathway that winds down from a special gate in the sixth circle, Fen Hollen, "the Closed Door." > read hobbiton You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of Hobbiton, written by Finwe on Narquelie 9, 3017. H O B B I T O N /-----------------/ Drawn by Finwe, Sergeant of Gondor Day 9 of Narquelie, 3017 Bagshot Row | yard -- yard | | lane yard | | | farm -- yard ---------- lane -- watermill | | yard -- yard -- yard | | | bridge barn yard | | river ~~~~~~~~~ river ~~~~~~~~~ river river | | | | garden -- lane | | mayors | house bakery | alchemist PO | | | | | | | cross | | forest -- road -- road -- road -- road -- road -- road -- road | | | | | | | | cobbler | church inn | stables | drug -- lane -- forge store | | bank -- trash -- boards/ can Adv. | guild | Great East Road > read hobbits You read the book titled "All About The Furry-Footed". All About The Furry-Footed, written by Jarkeld on Urime 2, 3018. ALL ABOUT HOBBITS By Jarkeld Brandybuck I dedicate this book on my own kind to my now sadly departed mentor, Tyr. Hullo, and good day to you! I hope to bring to you in this volume a brief understanding of the gentlebeings of the Shire, hobbits. Here are the topics covered in this book: I. - Basic Hobbit: The general attributes of a Hobbit. II. - Daily Life: A day in the life of an average hobbit. III. - History and Geography: The lands inhabited by hobbits and a very brief overview of their past and ways. **Basic Hobbit** Hobbits, are, by nature, goodnatured and gentle folk, not caring in the least bit for conflict, unrest, or adventure - It makes them late for dinner! A few, however, have adopted different lifestyles and have taken to exploring Middle Earth. Several have ended up in good company with the Rangers of the Westlands; I myself am one of these. Physically, hobbits are quite a lot smaller than humans. Most grow to between 2 1/2 to 3 1/2 feet by adulthood, with some even reaching a full four. A notable exception was old Bandobras Took (Bullroarer), who is said to have been four feet and five inches. Hobbits are not exceptionally strong, but find little need for force as most hobbits live easy lives of gardening, farming, weaving clothes and various other contemporary tasks. Hobbits grow, by adulthood an exceptional amount of coarse hair on the tops of their feet. It is commonly called fur. Hobbits have very keen vision in their prime days, and hearing is certainly not poor. It is the most common case for a hobbit to have brown, curly hair and large brown eyes. Their faces tend to be as round as their bellies, and they have large mouths. These are necessary for all the laughter and merriment that occurrs at hobbit parties, frequent occurances during the summer days. Most hobbits live to be between 80 and 110 years before passing on. The oldest hobbit on record was the Old Took who lived to be One hundred and thirty years! A hobbit is said to come 'of age' on his thirty-third birthday, and the years leading up to thirty-three are called his 'Irresponsible Tween Years'. **Daily Life** A minimum of ten hours of a hobbit's day is spent asleep. Most hobbits see no need in staying up much past sundown, and only do so if there will be another meal. There are, on average, six or seven meals to a hobbit's day, plus numerous snacks enjoyed whenever the opportunity is presented. Hobbit meals consist largely of whatever niceities grow in his garden, favourites being mushrooms and finger vegetables like carrots and celery. Hobbits also enjoy pork and beef which they acquire from local farms if they do not have their own livestock. As mentioned in the previous topic, hobbits live easy lives of gardening, farming, clothesmaking, cobbling, baking, yardkeep- ing, and the like. A favourite of hobbits is pipeweed, less commonly known by its botanical name, tobacco. My personal favourite is a variety grown in the south farthing of the shire called "Longbottom Leaf" after Old Longbottom, who planted the first pipeweed seeds in the Shire nearly 400 years ago. Most hobbits smoke it in metal or clay pipes. Hobbit children go to school and enjoy the same habits as their elders, laziness and merriment. A favourite occurance of hobbits is the magnificent parties which are held very regularly. At birthday parties, gifts are given out by the host to the guests. **History and Geography** All hobbits of old and the great majority of today's hobbits hail from the Shire, west of the town Bree. The Shire is a small land divided into four quarters, called farthings. Each farthing is divided into a number of folklands bearing the name of the chief family which lives there. Two example of this are Buckland, where all good Brandybucks are from, and Tookland, which produces most Tooks. Although the year when we hobbits first came about is not known, we are a very ancient people whom were more numerous in days past than we are now. Every seven years at midsummer, the Shire elects a mayor in its capital town, Michel Delving. Duties of the mayor include being the host of the frequent parties and banquets on holidays. Two other positions of importance in the Shire are the Postmaster and Chief Shirriff. Shirriffs are hobbit-police whom can be recognized by the red feather in their hats. Very few laws are broken in the Shire, and so the duties of a Shirriff are mostly to deal with stray animals and such. Records of all known hobbit history are kept largely at Brandy Hall, Undertowers and at the Great Smials. One famous tome of old is the notable Red Book. +-+ Conclusion +-+ -- More -- 100/110 -- ( t b r n a > q x ! h ?) -- I hope you have achieved at least some understanding of hobbits and the ways by reading this book. If the topic interests you greatly, seek out further knowledge in the libraries of Middle Earth. There is a book which lists them in this library. Thank you for reading this, and remember to read at least fifteen minutes a day! Jarkeld Brandybuck, Scholar of Gondor March 31st, 1998 > read hope_and_change You read the book titled "..". .., written by Alto on Ringare 21, 3017. A transcript of a conversation between Faramir and a couple visiting Hobbits in Ithilien, written by Tig on Yavannie 22, 3018. 'What hope have we?' said Faramir. 'It is long since we had any hope. The sword of Elendil, if it returns indeed, may rekindle it, but i do not think that it will do more than put off the evil day, unless other help unlooked-for also comes, from Elves or Men. For the Enemy increases and we decrease. We are a failing people, a springless autumn. 'The Men of Numenor were settled far and wide on the shores and seawrd regions of the Great Lands, but for the most part they fell into evils and follies. Many became enamoured of the Darkness and the black arts; some were given over wholly to idleness and ease, and some fought among themselves, until they were conquered in their weakness by the wild men. 'It is not said that evil arts were ever practised in Gondor, or that the Nameless One was ever named in honour there; and the old wisdom and beauty brought out of the West remained long in the realm of the sons of Elendil the Fair, and they linger there still. Yet even so it was Gondor that brought about its own decay, falling by degrees into dotage, and thinking that the Enemy was asleep, who was only banished not destroyed. 'Death was ever present, because the Numenoreans still, as they had in their old kingdom,and so lost it, hungered after endless life un- changing. Kings made tombs more splendid than houses of the living, and counted old names in the rolls of their descent dearer than the names of sons. Childless lords sat in aged halls musing on heraldry; in secret chambers withered men compunded strong elixirs, or in high cold towers asked questions of the stars. And the last king of the line of Anarion had no heir. 'But the stewards were wiser and more fortunate. Wiser, for they recruited the strength of our people from the sturdy folk of the seacoast, and from the hardy mountaineers of Ered Nimrais. And they made a truce with the proud peoples of the North, who often had assailed us, men of fierce valour, but our kin from afar off, unlike the wild Easterlings or the cruel Haradrim. So it came to pass in the days of Cirion the Twelfth Stweard (and my father is the six and twentieth) that they rode to our aid and at the great Field of Celebrant they destroyed our enemies that had seized our northern provinces. These are the Rohirrim, as we named them, masters of horses, and we ceded to them the fields of Calenardhon that are to us, aiding us at need, and guarding our northern marches and the Gap of Rohan. 'Of our lore and manners they have learned what they would, and their lords speak our speech at need; yet for the most part they hold by the ways of their fathers and to their own memories, and they speak among themselves their own North tongue. And we love them: tall men and fair women, valiant both alike, golden-haired, bright-eyed, and strong; they remind us of the youth of Men, as they were in the Elder Days. Indeed it is said by our lore-masters that they have from of old this affinity with us that they are come from those same Three Houses of Men as were the Numenoreans in their beginning; not from Hador the Goldenhaired, the Elf-friend, yet from such of sons and people as went not over Sea into the West, refusing the call. 'For so we reckon Men in our lore, calling them High, or Men of the West, which were Numenoreans; and the Middle Peoples, Men of the Twilight, such as are the Rohirrim and their kin that dwell still far in the North; and the Wild, the Men of Darkness. 'Yet now, if the Rohirrim are grown in some ways more like to us, enhanced in arts and gentleness, we too have become more like to them, and can scarce claim any longer the title High. We are become Middle Men, of the Twilight, but with memory of other things. For as the Rohirrim do, we now love war and valour as things good in themselves, both a sport and an end; and though we still hold that a warrior should have more skills and knowledge than only the craft of weapons and slaying, we esteem a warrior, nonetheless, above men of other crafts. Such is the need of our days. So even was my brother, Boromir: a man of prowess, and for that he was accounted the best man in Gondor. And very valiant indeed he was: no heir of Minas Tirith has for long years been so hardy in toil, so onward into battle, or blown a mightier note on the Great Horn.' Faramir sighed and fell silent for a while. 'You don't say much in all your tales about the Elves, sir' said one of the Halflings, Hobbits. 'No indeed, Master Samwise.' said Faramir, 'for I am not learned in Elven-lore. But there you touch upon another point in which we have changed, declining from Numenor to Middle-earth. Far as you may know, if Mithrandir was your companion and you have spoken with Elrond, the Edain, the Fathers of the Numenoreans, fought beside the Elves in the first wars, and were rewarded by the gift of the kingdom in the midst of the Sea, within sight of Elvenhome. But in Middle-earth Men and Elves became estranged in the days of darkness, by the arts of the Enemy, and by the slow changes of time in which each kind walked further down sundered roads. Men now fear and misdoubt the Elves, and yet know little of them. And we of Gondor grow like other Men, like the men of Rohan; for even they , who are foes of the Dark Lord, shun Elves and speak of the Golden Wood with dread. > read inn_supply You read the book titled "Relocated". Relocated, written by Alto on Ringare 22, 3017. The supply of the Seven Stars Inn, written by Danov on Narquelie 11, 3017. The food served in our beloved inn has a history that few know. The acquisition, delivery, and preparation of our food are each very involved processes. This volume will deal with the acquisition and delivery processes. The second volume will deal with the preparation of the food once it has reached the Gondor Fort. ----------------------------------------------------------------------- VOLUME I - BEVERAGES *********************** Chapter 1 - Acquisition *********************** The beverages served in the Gondor Fort are various and delicious. They are the same fare that is found in Minas Tirith, for they are taken from the same supply. The Steward's men purchase the required portion of beverages from the standard traders in Minas Tirith for the supply of the Rangers of Gondor. The water served comes from a natural spring that emerges near the rear of the fort and is the principal reason for the location of the fort. The spring was graciously granted to the first Captain of the Rangers of Gondor in exchange for services which the Gondor company had rendered to a group of Woses in distress. A pact of further alliance and mutual aid was forged, and the Gondor Fort was erected in the Druedain Forest. The first true drink on the menu, Golden Ale, is ubiquitous throughout the lands of the Free Peoples. It can be had as far south as Pelargir and as far north and west as the Westfold in Rohan. It is a rich gold ale of sweet taste and fragrance. It has been supposed that the process of brewing this ale has existed since the Edain first began to distill spirits, for it seems to be spread among all of the descendants of the Dunedain. While regional differences in the ale are apparent, ranging from the bitterer ale in Rohan to the sweeter ale of the southlands, the fundamental process is the same. The Golden Ale which comes to the Gondor Fort is brewed exclusively in Minas Tirith. Ranger Beer is the exception to the rule that beverages are purchased by the Steward's men for the Rangers. This beer is made by our Master Alchemists and Master Herbalists -- More -- 100/442 -- ( t b r n a > q x ! h ?) -- in a shelter behind the Gondor Fort. Lothmir supervises the making of each batch himself. Each batch of Ranger Beer has a different herbal combination in it, lending us a new flavour each season. Lothmir has boasted that he has yet to duplicate an herbal combination from a previous batch, but one will have to ask the likes of Viktor and Brobkur to see if Lothmir is telling the truth! The wine from Ithilien comes to us from the vineyards of Emyn Arnen and southern Ithilien, where the climate is particularly suited to produce fine white wine grapes. Since the taking of Minas Ithil, the supply of Ithilien wine has been cut off. However, there are still vast stores of the wine in Minas Tirith, and the Rangers of Ithilien have recovered a great deal of wine from cellars and vineyards that escaped destruction in Emyn Arnen. The traits of this wine vary, but the quality is nearly always excellent. The whiskey served is the prime dry whiskey made in Rohan. The Rohirrim export it in generous quantities, and we are lucky enough to have a steady supply of it in our Fort. The Rohirrim are masters at making their choice spirits, and one will find that their whiskey is worth the high price that is charged for it. ******************** Chapter 2 - Delivery ******************** The beverages are all delivered to the Gondor Fort together, save for the Ranger Beer and the water, which are obtained here. I spoke at length with Amaron about this, for he gave tasks once upon a time that involved smuggling supplies to the Gondor Fort he no longer gives such tasks, for they compromised the security of our fort. However, he had much information to give me once he was assured that I was authorized to know this information. Note well that this information is considered highly classified. If enemy spies discover this information they will easily be able to follow the supply route to our fort. Those reading this are expected to consider this information among the most classified secrets of the Rangers. A day is selected by Amaron, Taskmaster of Gondor, and Barahir, the Steward's Quartermaster, for the shipment of the beverages. The interval between deliveries is can be as long as six weeks or as few as two weeks, for the days of delivery are -- More -- 200/442 -- ( t b r n a > q x ! h ?) -- made to be as different as possible for security's sake. This causes occasional shortages or surpluses of drink at the Seven Stars Inn. The shortages are met with typical Gondorian stoicism, and the surpluses are dispatched with typical Gondorian zeal. On the morning of the set day, a team of Rangers departs the Gondor Fort and travels to Minas Tirith via the road and the gates, to all appearances a normal group of Dunedain returning home after a journey in the North. Once they arrive within the city, they immediately report to a guard post within the Fourth Circle. There they are quartered until night falls and the time for departure arrives. When the appointed time is near, the Rangers are roused and are taken to a secret passage in the northern side of the First Circle, where they are let over the wall where the beverages have been brought via secret ways. The Rangers then set out along secret paths through the Druadan Forest, taking carts loaded with casks, barrels and bottles with them. The paths are known only to a few Rangers, and perhaps to the Woses who dwell in the depths of the Druadan Forest. The party comes upon the Ranger Fort late in the night and unloads the provisions upon arrival. In this way is the transportation of the beverages kept hidden from the Enemy and the location of our secret hideout kept secret. ----------------------------------------------------------------------- VOLUME II - FOOD *********************** Chapter 1 - Acquisition *********************** The meals served in the Seven Stars Inn are all flavoured exquisitely, due mainly to the vast array of herbs and spices available for the chef to use. These herbs come principally from an herb garden behind the kitchen. This garden is tended by Lothmir himself, and many a Ranger pupil has been soundly thrashed by Lothmir for making the mistake of taking herbs from his kitchen garden and trying to sell them back to him. The grain for the porridge served in the inn is imported from Minas Tirith. It is mostly grain from the farms along the Pelennor fields, although shortages have been known to occur with the result that the grain we receive is imported from Lebennin and other southerly countries. It is also used to make flour and fresh bread in the Ranger Fort. -- More -- 300/442 -- ( t b r n a > q x ! h ?) -- The vegetable stew uses a stock from the pheasant and steak meals that are prepared in the Inn, and the vegetables are grown in a vegetable garden which sits next to the kitchen herb garden. The beans used in the bacon and beans are also grown in the garden. The bacon is fresh pork from boars which are killed by hunting parties of Rangers organized by the Master Warden and Master Hunter of Gondor. The pheasant is caught in traps laid by the hunting parties when they range into the forest, and the bread crumbs that cover it in the frying process consist of leftovers from the breadmaking process. Finally, the stag is tracked and slain by the hunting parties. The tradition is to let the senior Ranger in the hunting party attempt to catch the first stag sighted. If the senior Ranger fails, then it is up to the Master Warden to catch the next stag. If he, too, fails, it falls upon the Master Hunter to catch the next stag. Once the first of these actions is completed, the party then proceeds to hunt as many stags are required for the Inn, and one more, which is presented by the Master Warden to the Woses in thanks for their grace in allowing us to live and hunt unmolested in their forest. This stag is traditionally the greatest stag killed by the hunting party, although the Master Hunter may decide to give the first stag slain instead. ********************** Chapter Two - Delivery ********************** Much of the delivery of the solid goods is not problematic, since the Rangers are self-sufficient for the meats and the vegetables. However, delivery of the grain and certain basics, such as salt, and certain utensils that need replacing, does occur. The delivery does not occur at the same time or in the same manner as the beverage delivery. It occurs at similar intervals, but the methodology is mostly different. There is an extensive network of sewer tunnels in Minas Tirith, and one secret tunnel leads beneath the outer wall of the city. The Steward's men have requested that Rangers escort any expedition that involves such tunnels, as Rangers are particularly suited to dealing with the Shades that often lurk in the sewers. Rangers are dispatched from the Gondor Fort to enter Minas Tirith through the secret tunnel that leads to the sewers. Most often among these Rangers are the Master Warrior, Master Swordswinger, or Master Defender, due to the Shade threat. Often, depending -- More -- 400/442 -- ( t b r n a > q x ! h ?) -- on Shade activity and Ranger availability, more than one of the Masters will be sent. These Rangers then enter the tunnel and proceed to a pre assigned meeting point in the sewers. At this meeting point the necessary goods are lowered onto a cart. This operation is guarded by the Steward's Guard and the contingent of Rangers, as it is a particularly vulnerable operation. Once the goods are loaded onto the cart, the Rangers set out for the hidden tunnel with an advance scout to guard against the Shades. Once they emerge from the tunnel the Rangers set out through the Druadan forest toward the Ranger Fort, taking as different a route each time as can be managed in order to prevent ambushes. In these wise are the food and drink of the Seven Stars Inn acquired and brought to us. The recipes that are used in the preparation of the food shall follow in another volume. > read interviews You read the book titled "This is a book on the art of interviewing". This is a book on the art of interviewing, written by Draft on Lotesse 17, 3018. The Art of the Interview Hail! This book is intended to be a jumping off point for the prospective interviewer. It will mainly deal with pointers on conducting interviews but will also stray into some mentoring responsibilities. There is no one right way to conduct an interview. Every interviewer will, over time, develop their own style of interviewing. However, there are some skills inherent to all interviews as well as specific questions that need to be asked in order to weed out undesirables (those not suited to enter the brotherhood of the Rangers). Purpose of the Interview Some who read this tome may feel that the purpose of the interview is a given and need not be discussed herein. I have included this portion of the text, not because I think you are stupid dear reader, but because often we lose sight of an objective in the rush to get it done and o it right. I also may enlighten some of you to some things you may not have considered. The main purpose of the interview is to ensure prospective pupils are well suited to the role of Ranger. You might ask at this point, "What makes a good Ranger?" Obviously I cannot describe each and every facet that makes a Ranger good but some of the qualities we seek are obvious. We want people who portray honor, integrity, loyalty, selflessness, politeness, honesty, bravery and a sincere desire to protect and defend the lands of Middle Earth. We also seek role players. Role players are extremely important as this is what makes our guild so special. I cannot emphasize enough the importance of role playing. It gives flavor and defines who and what we are. Another purpose of the interview is to make sure we shake out any spies that may wish to infiltrate our ranks. This is a serious problem and the interviewer should take whatever steps necessary to ensure that the guild is not infiltrated. In the case of the Recruiter or Instructor interview it is an initial vetting of the prospective pupil. He/she can draw from wider experience, as these people have probably conducted more interviews than most, and pass along whatever information they have gathered about the prospect. He/she can recommend sponsors and see that very good prospects are picked up quickly. The interview is also a chance for you to get to know the person seeking sponsorship. It is a time to get aquainted and decide if that person is good for the both of you. There are probably many other purposes that I have not covered but these are the most important and every interviewer should keep this in focus while they are conducting interviews. The Interview As I said before there is no one right way to conduct an interview. Once you have become a mentor capable Ranger the very first thing you should do, after reading this book and the book "Mentor", of course, is to contact the recruiters and Instructors of the guild. Get a current list of prospective pupils and any other information you can about them. Currently there is always a message concerning these details on at least one of the Ranger boards. Next you should find the pupil who has had an application in the longest, providing he/she has a compatable schedule with you, and set up the interview. As you will probably have never met this person it is advisable to send a short note to them explaining who you are and that you desire to set up an interview concerning their application at both your earliest conveniences. You can, of course, word it however you desire but here is a sample I often use: "Hail! I am Draft of the House Beor, Master Instructor of the Rangers of Ithilien. I am currently without a pupil and I am conducting interviews of prospective pupils. I have read your application and am interested meeting with you to determine if you are the one I seek. Please contact me at your earliest convenience so that we may set up a time and place for the interview." Signed, Blah blah blah Master Instructors and Recruiters should conduct interviews of every prospective pupil so that they can save other masters time and provide recommendations to pupiless sponsors as to who should be admitted first and who is best suited to be mentored by them. This is a goal not a hard and fast rule. Now that you have set this up it is time to decide how best to conduct the interview. There are many ways to do this. Some prefer to be their normal self and set the applicant at ease. Some develop a whole new personality just for the purpose of conducting interviews. Everyone has different tactics and agendas and are looking for something different. Some want to see role playing more than anything. Some want to see committment. Others want compassion. It is unique unto the individual. I personally like to make people as nervous as possible. You, kind reader, may be thinking how cruel. How could you do that? Do you want to scare applicants away? No, I do not wish to but if they do get scared off then they must not have wanted it bad enough. They will face far greater dangers should they actually become Rangers. I use this tactic to elicit certain responses. I feel people tend to be more open and honest when they are intimidated in some way. I do not smile, I do not chuckle, I do not make any friendly overtones nor do I make them in any way feel at ease. I nod solemnly and use other tools like "You look searchingly at (applicant) with your piercing steel gray eyes". It is a hard thing to do sometimes but I find it -- More -- 100/217 -- ( t b r n a > q x ! h ?) -- necessary to get the desired response. You do not have to conduct an interview that way, it is merely "A" way to do it. Now you need a place to conduct the interview. This is an important process that, like other things about us, should be kept as secret as possible. I have found that the most secure place to conduct an interview is in the Gondor Guild Hall. From the entrance go up one and north one. Additionally this room is relatively traffic free and only those desiring entrance to the library will disturb you. Non-rangers also have access to it. There are several things you want to know about the applicant and hopefully most of what I discuss hereafter will aid you in getting that information. The very first thing I do is set up a log of the interview. This allows me to review it later and as Master Instructor I can forward it in its entirety to council, if necessary, and the other Instructors and Recruiters. You are now ready to interview. The first thing I do is exa (applicant). This is important as it may reveal something about him/her. I then ask the applicant to type 'remember' and to list for me all the names that appear. Once I have the list I ask of those names which three might know them best. I also look for names I recognize. these people I may or may not mail for a reference. It gives you the ability to control where the applicants references come from. Now the interview begins in earnest. I ask why they wish to become rangers even if I have read their application. Keep in mind that all answers can lead to new questions and I cannot possibly cover every single question here. These are basics but in my experience usually weed out everything I want to know. The next thing I do is to spell out just who our enemies are and what they can expect. Sample: "Our two primary enemies are the Morgul Mages and the Angmar Army. The fighting between us often becomes bitter and bloody. As a Ranger you could be hunted and killed by these people and it may happen more than once. They do this mercilessy regardless of size and for no reason other than that you are a Ranger. Should this happen to you repeatedly would you quit the rangers?" Obviously if the answer is yes then this person is not a good candidate for the Rangers. I follow this up with: "If this did happen to you would you seek vengeance?" Vengeance is not the Ranger way and often leads to more blood loss to no avail. Violence breeds violence and this is not the proper course of action for a Ranger. Someone who answers yes can usually be educated later on the Ranger ways and this does not necessarily make them a bad potential pupil. I then run into some scenarios. I tell the applicant that I will do this and that they are to assume they are a low level pupil. Scenarios: 1) You are traveling down the road and you come across two Angmarians fighting with a Ranger. What do you do? NOTE: Any response that indicates a willingness to help their beleagured brother or sister is usually appropriate. Here I am looking for a basic understanding of some of our moralistic codes like bravery and a sense of brotherhood but most importantly I am looking for a character who is willing to pfight and die if necessary. Anyone who is not willing to pfight is NOT a good candidate and should not be accepted. These people will cause moral problems down the road. They don't have to like pfighting but they must act when necessary. Ask yourself this: How likely is it that you would see two muggers beating your mother and you would stand by and idly watch? 2) You are traveling down the road and see two Angmarians killing a Ranger NPC. It normally takes at least a champion to kill a Ranger NPC. What do you do? NOTE: I am looking for intelligence here. The best response would be to gather as much info as possible and to alert other Rangers that our bretheren need help. I do not want someone who will uselessly rush in and die, however, almost any willingness to act in the Ranger NPC's defense, be it to run for help, or to actually defend is okay. 3) You find out that your best friend is taking equipment from the drop room and selling in the shop. this is considered thievery. Nobody else seems to notice it. What do you do. NOTE: Here I am looking for someone who places the guild above all other friendships or concerns. It is a tough question. If they say they would turn them in I often follow up with "You look searchingly at (applicant) with your steel gray eyes" and then say "You would turn in your BEST friend?!" Most people would do whatever they can to convince their friend of the error of their ways and do everything they can to get them to repay it. As a last resort they offer to turn them in. Again we are looking for people who place the guild above all else. 4) You enter the drop room and grab a backpack. You find it has 50 platinum coins in it. What do you do? NOTE: I am looking for honesty and integrity obviously. 5) A captain, who you think is an idiot, orders you to do something you think is ridiculous. What do you do? NOTE: The best response is to do it and then take it up with them. Should that fail to satisfy then go to a higher authority. This is a tough question and is designed to see how willing an applicant is to follow orders. Not overly critical but does give interesting insights. There are more questions you can ask but I find these to be the best and work for me. Once this is done I put the applicant at ease and explain why I conducted the interview the way I did. I smile alot and offer any help I can. I then advise them on their best course of action such as hanging out at the guild alot and teaming with Rangers whenever possible. I then tell them I will be in touch and that the interview is secret and not to discuss it with anyone. It is important for you to think about all you have heard before making a decision. You should also interview several applicants. Never make a snap decision. Lastly I offer to answer any questions they may have. I try to ensure ample -- More -- 200/217 -- ( t b r n a > q x ! h ?) -- time for both the questions I ask and any they may have. I never try to make them feel rushed and I ignore all mail. Again this is but one way to conduct an interview but I feel the questions I have shown are a minimum and should be asked in some form or other. The goal is to find the best possible Rangers and get them in as quickly as possible so they may aid in our fight against the nameless one. It is incumbant upon each and every one of you to take this seriously and to do the best you can. Some people will let you sit in on an interview. So if it is your first one you may wish to ask around about this. I am usually more than happy to do it. May the Valar guide and protect you always. Draft of the House Beor, Master Instructor of the Rangers of ithilien > read items_of_power_in_kalad You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Kalad | | | | | | Ancient mithril chainmail | | An armour forged out of the magical metal mithril, this chainmail | | looks made in ancient times and very magical. Along the silver | | breastplate are black runes carved into it which glimmer with a | | strange black light. The runes of this excellent piece of armour will | | glow red when worn and the metal offers excellent protection. The | | chainmail is extremely light and has been enchanted to protect | | against the element of fire. The chainmail is worn by the Captain of | | of the Guard of the High-lords castle in Kabal. | | | | Blackened whip | | This excellent, one handed club can be acquired from Urian, the High- | | lord of Kabal. The whip posses a mind of its own which constantly | | speaks to its wielder. Unless you have your wimpy set at brave it | | will call you a coward and refuse you to use it to its full potential.| | If you use wimpy brave the whip will have a great special attack that | | severaly hurts your opponent. This drains quite a lot of mana though. | | Evil alignment and a good knowledge of clubs is necessary to wield it.| | | | Black death robe | | This robe is made of pure black material. It reflects no light, and | | seems to absorb the light around it. It radiates a cold, cruel | | feeling. This robe once belonged to the most vilest of the nesferatus,| | Shabakk. Thus, from being worn so long, it has adopted the power to | | protect one from death magic. The robe is worn by a Necromancer | | living in the mountains northeast of the Great forest of Raumdor. | | | | Blood-stone medallion | | It is a crystalline medallion, bearing an insignia of someone | | thinking very hard. Raises the intelligence and wisdom of its wearer | | greatly. I could remember ten more names than usual while wearing it. | | The medallion is worn by a Necromancer living in the mountains north- | | east of the Great forest of Raumdor. | | | | Bloody steel axe | | A massive steel axe that is completely covered with dark, red blood. | | Several encryptic runes have been etched in blood on its pommel. A | | fierce crimson color shines from them. The axe is regarded as the | | best right-handed axe available anywhere which is a bit of a nuisance | | for hobbit Gladiators who cannot use it. The axe has in fact a ter- | | rible loathing for hobbits and will force the owner to attack all | | hobbits on sight when its being wielded. Quite high axe skill as well | | as spellcraft is needed to wield the axe, if one does not meet the | | requirements the axe will drain a lot of life force from whoever | | tried to wield it, sometimes killing smaller adventurers. In addition | | to being a good axe it is also capable of healing its owner up to | | three times. To do this simply command it by using the mantra | | 'Alrandulgur'. If you try to heal with the axe a fourth time it will | | shatter and crumble to dust. The axe is owned by the half-ogre | | Goliath, who is the leader of some brigands north of Kabal. | | | | Dark-bladed lochaber axe | | The dark-bladed lochaber axe is by far the best left-handed axe | | according to most Gladiators. The axe can only be found by solving | | one of the many quests in Kabal and the quest can only be done once. | | Only people of evil alignment can use the axe. | | | | Dragon scale | | This maroon dragon scale is a scale from the mighty dragon Shadow- | | gloom, also known as the Deep Dragon, who resides deep down in the | | caves close to Undraeth. The scale can be used as a large, encovering | | shield which offers excellent protection. The shield is also | | rumoured to provide some protection against fire and acid. | | | | Foul stygion-black sword | | This two handed sword is one of the largest and most destructive of | | all swords, probably only bested by the flaming black broadsword and | | Mergula's sword. The sword can make its wielder invisible by using | | the command 'Dilvardyn'. A sword skill of more than superior veteran | | is needed to wield it. The sword is owned by the rascist deity Thanar | | in Kabal. | | | | Gleaming dark-green mace | | The structure of this mace is rather simple. It has a large steel | | ball with many round protrusions on it. However, it is made of some | | strange, green-colored steel that looks so polished it shines. The | | handle is wrapped with black bandages, giving the wielder a firm | | grip. There is a very tiny, green emerald at the bottom of the | | handle in the ball that adorns the end of the handle. The weapons is | | enchanted to hit with a greater concussive force than its weight | | would suggest. By swinging the mace through the air it turns bright- | | green and can be used as a light source. This mace is wielded by a | | few Knights within the High Lord's castle of Kabal. | | | | Glowing holy platemail | | This holy platemail gleams with a bright inner light. It has been | | blessed by the powers that be, giving it divine protection to the | | wearer. The platemail is worn by the Lord of Drakmere. | | | | Great three-headed adamantine flail | | A huge three-headed flail, forged from pure adamantine, the most | -- More -- 100/216 -- ( t b r n a > q x ! h ?) -- | powerful metal known. Intricate carvings of the Spider Queen, Lolth, | | have been etched into the flail's handle. A colorless liquid coats | | the three heads of the flail. The liquid on the flail is a weak | | fatigue poison. There is enough poison for two doses. The flail has | | been enchanted to become more powerful than other flails but only | | women with great wisdom can wield it. All other will become burned | | by it. The flail is wielded by a priestess in House Kilsek of | | Undraeth. | | | | Great war trident | | My personal favourite among the polearms until I learned how to use | | the bladed silver staff to its full potential. The trident is a huge | | three-tyned weapon of war forged by some were durable steel alloy. | | The poison has one or two doses of an extremely potent fatigue | | poison which renders even the hardiest champion unable to move in | | only a matter of seconds. The powerful steel alloy causes the thynes | | to never get dull which makes visits to the nearest smithy completely | | obsolete. The trident is used by the Lizard King below the Salt Flats | | of the Kalad Waste. In order to use the trident to its full potential | | you need to be extremely strong, somewhere between titanic and epic | | strength is needed. If you lack the strength the trident will give | | you a slight chock telling you that it will refuse you to wield it | | effectively. If you have the required strength it will pulse comfor- | | tably in your hands. | | | | Holy sceptre | | This club is wielded by the Lord of Drakmere and is used against | | the undead minions of the Khiraa which assails the city. The sceptre | | has very powerful magical attacks against undead opponents but is | | only an average club against others. An alignment of holy or very | | close to is necessary to wield it. | | | | Humming fire battle-axe | | This large and powerful looking axe is made of a strange red steel. | | Along the ebony handle, you see strange red runes carved. The blade | | is very shiny, and even glows a bit. A very quiet hum is emitting | | from it. This two handed battleaxe is one of the most deadly axes | | ever made. In combat it will deliver bursts of fire in rapid suc- | | cession against the opponent causing great damage. To protect the | | wielder from the flames and heat of the fire bursts the axe also | | makes the wielder invincible towards fire. This, however, costs a lot | | of mana and most fighters are drained completely within two minutes | | of fighting. The axe is held by the Captain of the Guard in the High- | | Lord's castle in Kabal. | | | | Large three-headed snake whip | | A vicious-looking whip that possesses living snakes in place of | | hardened leather. The handle itself is composed of solid adamantine, | | which has been decorated with numerous carvings depicting the Spider | | Queen, Lolth. Venom can be seen dripping from the mouths of the | | snakes. The venom from the snakes is a quite powerful health poison | | but only lasts for a few minutes and the snakes will only bite once. | | The whip has been enchanted to hit better and do more damage but only | | females with high wisdom and knowledge of clubs may use the full | | benefits of this whip. The whip is wielded by the Matron Mother of | | House Kilsek, Undraeth. | | | | Long sharp naginata | | The naginata is held by an evil Beast Lord from another dimension | | who has taken up residence in an old abondoned temple of Khiraa | | in Raumdor. The naginata is a powerful weapon and sometimes it | | reverses in your hands making you able to strike your opponent | | with an extra blow. The naginata grows in power as its wielders skill | | grows. Regarded by manyto be the third best polearm only bested by | | the excellent halberd and the great war trident. | | | | Long thin feather | | An incredibly long and thin feather acts as a lightsource that will | | never falter and go out. The feather is in the possession of the | | Lizard King under the Salt Flats of the Kalad Waste. | | | | Massive two-handed warhammer | | This is a very large warhammer. Any ordinary individual would clearly | | have to use both hands to pick it up, let alone wield it. Upon the | | handle is engraved an image of a dark sun. The warhammer has been | | magically enchanted to hit and penetrate more than an ordinary | | warhammer. A measure of intelligence and wisdom is needed to wield | | it and failure will result in bodily harm. The warhammer is wielded | | Abbathor, a High Priest of Thanar. | | | | Mithrilclub | | An immense club made entirely out of pure mithril, one of the hardest | | substances known to the civilized races. The club itself is flawless | | in its shape and contour, not the slightest marring of its surface, | | save for the image of a blood-red hand clutching a severed eyeball | | that adorns its handle. This two-handed mithril club is wielded by | | the Goblin King Nomog and is a very powerful club. This enchanted | | club, more powerful than normal weapons, can only be wielded by | | persons of low intellect, even lower principles, and skilled wielders | | of clubs. Those that try to use the weapon and fail will lose their | | health. | | | | Pure snow-white sword | | A sword that seems to be fashioned out of light itself, so pure is | | its countenance. A strong pulse emanates from the blade. The sword is | | one of the better swords available even though its edges loose their | | sharpness quickly. It enables its wielder to see in darkness at all | | times and even to see invisible objects by using the command 'Aralos'.| | Holy alignment and a sword skill of more than superior journeyman is | | required to wield it. The sword is now in the possession of the | -- More -- 200/216 -- ( t b r n a > q x ! h ?) -- | dragon Shadowgloom but perhaps it is possibly to strike a bargain | | with her. | | | | Wicked giant mace | | A decent club that can be found in the mansions of the Nobles of | | Kabal. When wielded it starts glowing, which requires a small amount | | of mental effort, and can then be used as a lightsource. | | | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read ithherbmap080597 You read the book titled "Updated map of ithilien". Updated map of ithilien, written by Arioch on Narquelie 19, 3017. Ithilien Herbmap , written by Arioch on Nenime 27, 3018. ------------------------------------------------------------------------------ \ | | | | | | | | | | |A= Attanar (Heals Hit Points) | |a= Astaldo (Increases Disclipine) | |aa= Annalda Fruit (Rare Elvin fruit Unkown ) |B= Blunfing Moss (Eaten when traveling swiftly over long distances) | |b= Blue Berry (Mild purgative and restorative effect) | |bb= black berry (purgative and restorative effect) | |C= Curugwath (Increases Stealthiness) | |E= Evermind (Increases mental health/Mana?) | |H= Hazelnut (Rests Player) | |h= Hawthorn Berry (Rests Player) | |I= Ithilgil (Produces Calming effect) | |K= Kingsfoil (Athelas) (Heals Poisons) |P= Poison Ivy (Makes player itch) | |R= Redweed (Rests player) | |r= Raspberry (Nutritive and restorative effect) | |S= Suranie (Increases Manna) | |s= Strawberry (Mild Nutrative and healing effect) | |T= Tyleka (Increases Dexterity) | |t= tuo (Increases Strength) | |U= Ungolestol (Cures Spider Poison) | |Z= Misc Spices (Mostly for cooking) | | | | | | Locations of combinations of herbs. | | | | | |1= Suranie,Redweed | |2= Suranie,Attanar | |3= Astaldo,Misc Spices | |4= Tyleka, Misc Spices | |5= Myrtleberry,Misc Spices | |6= Ungolestol, Misc Spices | |7= Foxglove, Redweed | |8= Tyleka, Hazelnut | |9= Hazelnut,Myrtleberry | |10= Hawthorn Berry, Ungolestol, Misc Spices | |11= Suranie, Tuo | |12= Red Weed, Misc Spices, | |13= Ungolestol, Hazelnut, | |14= Attanar, Lothore | |15= Attanar, Curugwath | |16= Hemlock | |17= Evermind, Blunfing Moss, hemlock | |18= Athelas, Redweed | |19= Alfirin, Blueberry, Evermind | |20= Athelas, Blueberry | |21= Foxglove, Misc Spices | |22= raspberry, black berry, Misc Spices | |23= Athelas, Misc Spices | | | | | | | | | | | | | | | L R Z---O | | /|\ / / | | | / | \ / / |H| | #### / | \ / / | | |### S Z---L---S L---Z | | |## / \ /| / \ | / |A| |## / \ / | / \ | / | | |# / \ / |/ \| / O | |O a---L---R---O Z A Z---4 4---R |R| |#\ / \ / \ \ | | | | |##\ / \ / \ \ | | | | |## \ / \ / \ \| | |A| |## O---L O---2 S L---L 6 | | |## | \ |\ /| | | |## | \ | \ / | OD| |## | \ | \ / | | | |## O L***S S---T---5 | | |## \ |\ / |R| |## \ | \ / | | |## \ | \ / | | |## O O O***A---K---3 |I| |## | /*\ ** / O | |## | / * * * / | | |## | / ** \*/ |M| |## | 8--24---L | | |## | /| | | | |## | / | | | | |## | / | | | | |## O---7 Z I Z OR| |## \ / | / | | |## \ / | / |O| |## \ / | / | | |## S K---H |A| |## | | | |## | |D| |## | O | -- More -- 100/174 -- ( t b r n a > q x ! h ?) -- |## T | | |## | | | |## | | | |## | | | |## P | | |## \ | | |## \ O | |## \ | | |## 10 | | |## \ | | |## \ | | |## \ | | |## 11------12 | | |## \ / O | |## \ / | | |## \/ | | |## 13 | | |## \ | | |## \ | | |## \ | | |## O----O----O----O----O----O----O------O--------O--------O--------O--------O | |## \ | | | |## \ O | | |## \ | O | |## O O | | |## \ | | | |## \ O O--O O | | ## \ / \ | | | ## O---O O \ | | | ## | | O--O | | ## | O / | | | ## | | O / | | | ## O O---O | O---O O | | ## | | | O O d / | | | ## | | | \|/ / | | | ## | | | O / O | | ## O--14 O-O---O | O | | | ## | | | | | O O | O | | | | ## | | | | | O \| | | | O | | ## | | | | | \ O O O | | | | ## O--Z-O-O-O-O---O---O---O \ | | | | | | | ## | | | O-O-O-O-O-O-O O | | ## | | | | | | | \ /| | | ## | | | O O O-O O O \ / | | | ### 15 O---O ########| |/#### O---O---O O | | | ################################# O O-d ##############| | | | | | | | O-O O | | | | | | | | O | | Z | | | | | | | | O | | b---22 21 | | | \ / | | | O----O 20 Z---S---O | | / | \ /###### /| | | / | \ / #/ | | | O---O O 19---18---17---16 Dock | | | | | / ################### | | | | / ## R O S | | O---O---O T---22---23 ## O | | O / | \ / ############ P | | \ / | \ / ## R I V E R | | O-O O L---Z ## | | / | ######### | | O | ### | | 26### | | /## | | /## | | S## | | #### | \------------------------------------------------------------------------------ / > read ithilien You read the book titled "The History of Ithilien". ITHILIEN Ithilien, ("Moon-land"), is the second of the two original fiefs and provinces of Gondor, but is now deserted by the Gondorians. Ithilien was given to Isildur by his father, Elendil the Tall, to be his demesne. It covers the area bordered by River Anduin to the west, River Poros to the south, and the Ephel Duath, the western mountain-range of Mordor to the east. Its capital city was Minas Ithil, built on a western spur of the Ephel Duath in SA 3320, now known as Minas Morgul because of the dark sorcery the city now contains. After the fall of Minas Ithil in Third Age 2002, the inhabitants of Ithilien began to flee, as the land always had been bearing the brunt of Sauron's attacks on Gondor from its founding. From TA 2901, Mordor-orcs began invading Ithilien, and most of the inhabitants deserted the land. However, a force of Dunedain, called the Rangers of Ithilien was founded, and built secret refuges in Ithilien, hidden to all but the Rangers. In 2954 of the Third Age, Mount Doom, the great volcano in Mordor burst into flame and Sauron openly declared himself and his intentions, and the rest of the inhabitants of Ithilien fled across the Anduin, leaving only the Rangers to wreak havoc on Sauron's forces. Ithilien was once the fairest land of the West, with great forests and farmlands along the River Anduin in North Ithilien, and the Emyn Arnen hills and grasslands in South Ithilien. Ithilien is divided into these two parts by the Ithilduin (now called Morgulduin) Stream, flowing from the valley just north of Minas Ithil (now Minas Morgul), out into the River Anduin just south of the ruins of Osgiliath. > read ithilien_herblore_light You read the book titled "Emergency herbs in Ithilien". Emergency herbs in Ithilien, written by Toby on Viresse 13, 3018. ____ ______ ___________ __ ___ ________________ ____ ____ /\ ' ' ' ' ' ' ' \ | \ \ \/_| | | Ithilen Herblore | | (light emergency version) | | ____________________________________ | | ------------------------------------ | | | | This is a guide to quickly find learn to find the | | most important herbs for the good Ranger. | | | | a--A | | | | | | L o o--o | | / | \ / / | | | S o--L--S L--o o | | / \ /|/ \| / | | | o--L--o--o o * A-o o--o o | | \ / \ / \ \| | | | | o--o S L--o o To the | | | |\ /| Crossroad | | o S--o--o | | \ / | | o a--A--o | | | / | | | o--o--L | | | /| | | | o--o o o o | | | \ / | / | | o S A---o A=Athelas | | | | a=Attanar | | o B L=Lothore | | | | S=Suranie | | o o *=Lothore sometimes | | | \ | | o o | | | \ | | o S---o | | | \ / To | | o o Misty Mountains | | | \ | | | --o--o--o-o-o-o-o--o---o---o---o- To Minas Morgul | | \ | | | | o To Orc camp | | \ | | o--o | | | | | o | | | | | o--L | | | | | | o o--To orc camp | | | | | a | | _________________________________________________ | | ------------------------------------------------- | | Hopefully this will be useful to some of you. | | May the vala protect you all! | | | | Toby, Reserved Ranger pupil | | _______ ___________ ___ _____________ _ _________ ____, \ /|______'___________'___'_____________'_'_________'_____\ \,/___.________.________________.________________._______/ > read jbs You read the book titled "Jagged Black Scimitar". Jagged Black Scimitar, written by Rangar on Hisime 16, 3017. JAGGED BLACK SCIMITAR, A STUDY UPON. Jagged Black Scimitar, called also 'the Leach' comes from the orc camp in the Shire. It's wielded by the filthy orc, captain of the Camp. The Scimitar is an enchanted and very evil weapon. It has a soul of its own. The soul supposedly belonged to a renegade Mage of Morgul, who was punished for his treachery and now his essence suffers in torment inside the foul sword. The mage did not accept his destiny and struggles to free himself from the endless torture by overcoming the mind of the sword's wielder and forcing him to do as the evil mind wishes. The scimitar is very dangerous and well-known for its abilities to drain magical energies from the minds of its victims. The weapon is known among many swordsmen as 'the Magebane' for its usefulness in battle against foes who rely on magic rather than steel (the Morgul Mages, for example). Most of the time it is enough only to display the sword to a mage to remind him that he left something in his chamber, and to make him leave in a very hasty way. Another one of this sword's abilities is to viciously attack its foes with its own magic. Once the Leech has sucked enough mana, it lets its fury loose in a short but violent outburst of pure magic, doing great damage to an unfortunate victim. To wield this weapon, one must be at least of novice craftsman level in swordskill. If one is less skilled, the scimitar will not allow itself to be wielded, with no other negative consequences. Unfortunately, the weapon is unlikely to serve its wielder without struggling to win control over the unsuspecting one. If it manages to take control, it keeps draining mana from the wielder. Furthermore, one is unable to unwield the weapon until the scimitar itself decides to release its victim, or until the wielder can muster enough willpower to regain control. This, however, is traumatic to the mind, often leaving the wielder in a mentally vegetatative state. Certain herbs can hence be useful in the mastery of this weapon. Fortunately, if the wielder's mind is strong enough, and this person regards himself as brilliant and wise, he may be powerful enough to actually force his own will over the scimitar! In this event, the weapon becomes much more peaceful and obedient. If the scimitar is mastered, it returns some amount of mana from its reserves. May Lady Varda look upon us in the hour of need. When the wielder is under the scimitar's control, he may attempt to attack the nearest living creature, which can lead to embarrassing (let's not say lethal!) incidents. That's why it is advisable to wield the scimitar only when fighting, as it tries more often to gain control when its wielder is not in combat. Of special note, the Leech does not appear to attack Hobbits, which makes them useful companions when holding the blade. It is important to stay sober at all times (unless one has truly godlike strength of mind), as repelling the scimitar's will requires full and undivided focus (as we all know, alcoholic beverages weaken the mind). Acquiring the JBS When one wants to acquire this weapon, the easiest way to succeed is to run to the Camp, sweep through it killing all orcs who wander there, then enter the leader's tent, attack the filthy orc (who possesses the sword, or should I say whom the sword possesses) and kill him as quickly as possible. The best tactic is to either plex him (if you have a Monk on you) or brawl him and pray to Tulkas to deal a decent series of blows on his hand, preventing him from wielding this scimitar. Once the orc is dead it's good to grab the sword, heal if necessary, and finish the fight. The Captain of the camp may prove to be a pain in the neck, for he has a bad custom of quaffing a powerful healing potion (unfortunately, this potion is poisonous to everyone else) when he is about to meet his doom. This orc also has a decent set of armours and a chest full of lovely gold coins. The filthy orc has a special attack of stomping on his victim's feet, and he or his companions may try to prevent his opponent from fleeing. Also, if the orc is slain, his companions may try to get and wield his scimitar. The Jagged Black Scimitar itself: A sharp, blackened scimitar with a jagged, wavy blade and hide-wrapped hilt. The blade is forged of an unknown steel alloy, blackened to eliminate all reflections. The hide wrap on the hilt is still covered with numerous bristles from the boar it came from. Set in the hilt is a dark red jewel that seems to pulse slightly as you look at it. It looks like it is in prime condition. You appraise that the weight is 13 kilograms and you guess its volume is about 2700 milliliters. You estimate its worth to 2000 cc. This object seems to be able to last a while. You notice that the sword is made to be wielded in any hand. And, last but not least, a word of advice for the youngsters: If you want to try and get the JBS, ask some older and more experienced ranger for help. This way you may avoid annoying Lars with your visits :) (-) Rangar Dagnir Gronda, Lord of the House Amandil, RoI and Worshipper of Ulmo. > read khazad-dum You read the book titled "Khazad-dum and Moria". Khazad-dum and Moria, written by Boromir on Narquelie 6, 3017. +-+-+-+-+-+-+-+-+-+-+ Dwarf Kingdom Moria +-+-+-+-+-+-+-+-+-+-+ Rumours I have heard about the halls of Moria : It is the oldest and most famous kingdom of the dwarfs, it was origanally named 'Khazad-dum', long time ago the kingdom of Durin, the first of the dwarfs seven fathers. Trough out the starts five ages and in three of the suns, this dwarf kingdom made progress and grew stronger and stronger. It should have been theese dwarfs that after along friendship with Gwaith-i-Mirdain, the elf smith from Eregion, who crafted the Powerful rings. Though there came a time where the unspeakeble had alot of power, alot like our situation now, though at that time he ruled many lands with horror, the dwarfs at this time closed Khazad-dum and the place was called 'Moria'. Then around the years 1975-1990 in the suns third age, something happened Many dwarfs was killed and few could flee, since then I don't think anyone has entered the the stories are many, and I can not repeat them here. But I can say, that I once explored the mountains there and ran into one troll after the other I advice everyone to be very careful around that place, The Evil One rules there. Regards, Boromir > read kingdoms of the dunedain You read the book titled "A History of Arnor and Gondor". A History of Arnor and Gondor, written by Finwe on Lotesse 28, 3018. Kingdoms of the Dunedain ========================= Originally, Arnor and Gondor had been only separate fiefs under the final authority of Elendil, After his death and the deaths of his sons, the realms increasingly funtioned as two divided kingdoms, until they ceased even to act as allies as each was busy with their own affairs. Arnor ---------- Arnor never recovered from the slaughter of its folk at the start of the Third Age. The sphere of its influence seemed never to have grown much larger than it had been under Elendil. At its greatest extent, the borders ran south down the River Lune and the coast to the mouth of the Greflood; up the Greflood, then the Loudwater to the Misty Mountains; then west to the the Bay of Forochel, though possibly not encompassing the Snowmen of the North. It is estimated to have totalled about 248,540 square miles. In TA 861, after the death of the eighth king, quarrelling among his sons was so great that the realm was divided into three: Arthedain, in the northwest; Rhudar, in the northeast; and Cardolan in the south. Arnor was no more. Arthedain's boundary with Cardolan ran from the coast, up the Baranduin to the Great East Road, and along it to Weathertop. From there to the northern fringe Arthedain bordered with Rhudaur in a line along the Weather Hills. Rhund Cardolan lay on the north and south, resectively, of the Great Road between Weathertop and the upper waters of the Greyflood, while the Angle beyond the river was part of Rhudaur. All the kingdoms met at Weathertop, and the desire to obtain that frontier fortress and it Palantir caused further enmity between the realms of Cardolan and Rhudaur, who had no other "Seeing Stone." Arthedain was the largest and most populous of the three, having been the core of the original kingdom; but even its populatioin had become so depleted that the capital city of Annuminas was abandoned, and the new capital was set at Fornost. The capitals of the other two divisons were never listed, but at least some guess that the ruins in the Barrow-downs may have been one site of a capital city of the people of Cardolan. Also, north of the Great Road in the area of Rhuduar are crumbling stone walls and towers. This may have been the site of the capital for the people Rhuduar Gondor ---------- The southern Dunedain had not suffered as many casualties in the War as the northern brethern, and their indigenous population seems to have been more numerous. From the original core along the Anduin, Gondor spread to its greatest extent, including all the lands west to the Greyflood/Sirannon; north along Anduin to the Field of Celebrant; east to the Sea of Rhun; and (excluding Mordor) south to the River Harnen and along the coast to Umbar. Haradwaith was a conquered tributary. The area under the direct rule is estimated to have been about 716,425 square miles, with Harad possibly adding another 486,775 square miles. Additionally, the Men of the Vales of Anduin acknowledged Gondor's authority, and friendship was cultivated with the Northmen in Rhovanion. West of the Anduin, the increase of Gondor's size seems to have resulted from natural assimilation of its native peoples, Although the hold in some of the remote lands was very tenuous--the Dunlendings certainly never were assimilated. They lived in the land of Enedwaith and according to records in the Royal Archives, "In the days of the Kings it was part of the realm of Gondor, but it was of little concern to them." East of the Anduin, the history was entirely different. Ithilien was penned between lands that were either uninhabited or unfriendly. Against these the Dunedain retaliated in self-defense and/or conquered for gain. After the victory of the Last Alliance, Mordor was desolate and its passes embattled--the Morannon, Dirthang, Cirith Ungol--but still war never ceased on Gondor's borders. The first mention of a specific invasion was TA 490, when Easterlings from Rhun crossed through Dagorlad. They were not finally defeated until about 550. In these battles Gondor was assisted by a prince of Rhovanion (which at that time seems to only refer to an area east of Greenwood). In 830, Gondor's emphasis changed from defense on land to offense at sea. The first action was the extension of the realm south along the coasts east of Ethir Anduin--apparently resulting in the possesion of South Gondor. In 933, the great haven of Umbar was besieged and won; but it rose above a sea of enemies who battled the walled haven for 117 years. At last, in 1050, the king led great forces overland and routed the Haradrim. > read kingsarnor You read the book titled "The Kings of Arnor". The Heirs of Isildur and Kings of Arnor and Arthedain ===================================================== Kings of Arnor: died - Elendil S.A. 3441 - Isildur 2 - Valandil 249 - Eldacar 339 - Arantar 435 - Tarcil 515 - Tarondor 602 - Valandur 652 - Elendur 777 - Earendur 861 Kings of Arthedain: - Amlaith of Fornost 946 - Beleg 1029 - Mallor 1110 - Celepharn 1191 - Celebrindor 1272 - Malvegil 1349 - Argeleb I 1356 - Arveleg I 1409 - Araphor 1589 - Argeleb II 1670 - Arvegil 1743 - Arveleg II 1813 - Araval 1891 - Araphant 1964 - Arvedui Last-king 1975 > read kingsgondor You read the book titled "The Kings of Gondor". The List of the Kings of Gondor of the House of Elendil -------------------------------------------------------- The number after the name of the King gives the year of his death. Unless otherwise noted, all years are of the Third Age. Elendil S.A. 3441 fell in battle with Sauron Anarion S.A. 3440 fell in battle in Mordor Meneldil 158 son of Anarion Cemendur 238 Earendil 324 Anardil 411 Ostoher 492 Romendacil I 541 called Tarostar, fell in battle with Easterlings Turambar 667 Atanatar I 748 Siriondil 830 Here followed the four 'Ship-kings': Tarannon 913 called Falastur, first childless king Earnil I 936 son of Tarciryan, brother of Falastur lost with many ships in a storm off Umbar Ciryandil 1015 fell in battle in Haradwaith Hyarmendacil I 1149 called Ciryaher Gondor now reached the height of its power. Atanatar II 1226 called Alcarin, the Glorious Narmacil I 1294 second childless king Calmacil 1304 younger brother of Narmacil I Romendacil II 1366 called Minalcar, regent 1240-1304 Valacar 1432 in his time the Kin-strife began Eldacar 1490 called Vinitharya Eldacar Vinitharya was deposed 1437 by Castamir the Usurper. Castamir was slain by Eldacar in 1447, and Eldacar was reinstated. Aldamir 1540 second son of Eldacar Hyarmendacil II 1621 called Vinyarion Minardil 1634 slain at Pelargir by Corsairs of Umbar Telemnar 1636 Telemnar and all his children perished in the Great Plague. The White Tree in Minas Anor dies. Tarondor 1798 son of Minastan, second son of Minardil plants a seedling of the White Tree in the Court of the Fountain. Telumehtar 1850 called Umbardacil Narmacil II 1856 slain in battle with Wainriders beyond the Anduin Calimehtar 1936 Ondoher 1944 fell with his two sons, Artamir and Faramir, in battle with Wainraider north of the Morannon Arvedui of the North Kingdom claims the crown as Isildur's Heir. The claim is rejected. Earnil II 2043 a descendant of Telumehtar Umbardacil Earnur 2050 died in Minas Morgul Here ends the line of the Kings. The realm is ruled by the Stewards. > read kingsrohan You read the book titled "The Kings of Rohan". This is the list of the Kings of Rohan of the House of Eorl ------------------------------------------------------------ Year First Line ---------- 2485-2545 1. Eorl the Young. He was so named because he succeeded his father in youth and remainded yellow-haired and ruddy to the end of his days. These were shortened by a renewed attack of the Easterlings. Eorl fell in battle in the Wold, and the first mound was raised. Felarof, his horse, was laid there also. 2512-2570 2. Brego. He drove the enemy out of the Wold, and Rohan was not attacked again for many years. In 2569 he completed the great hall of Meduseld. At the feast his son Baldor vowed that he would tread 'the Paths of the Dead' and did not return. Brego died of grief the next year. 2544-2645 3. Aldor the Old. He was Brego's second son. He became known as the Old, since he lived to a great age, and was king for 75 years. In his time the Rohirrim increased, and drove out or subdued the last of the Dunlendish people that lingered east of Isen. Harrowdale and the other mountain-valleys were settled. Of the next three kings little is said, for Rohan had peace and prospered in their time. 2570-2659 4. Frea. Eldest son, but fourth child ol Aldor; he was already old when he became king. 2594-2680 5. Freawine. 2619-2699 6. Goldwine. 2644-2718 7. Deor. In his time the Dunlendings raided often over the Isen. In 2710 they occupied the deserted ring of Isengard, and could not be dislodged. 2668-2741 8. Gram. 2691-2759 9. Helm Hammerhand. At the end of his reign Rohan suffered great loss, by invasion and the Long Winter. Helm and his sons Haleth and Hama perished. Frealaf, Helm's sister's son, became king. Second Line ----------- 2726-2798 10. Frealaf Hildeson. In his time Saruman came to Isengard, from which the Dunlendings had been driven. The Rohirrim at first profited by his friendship in the days of dearth and weakness that followed. 2752-2842 11. Brytta. He was called by his people Leofa, for he was loved by all; he was openhanded and a help to all the needy. In his time there was war with Orcs that, driven from the North, sought refuges in the White Mountains. When he died it was thought that they had all been hunted out; but it was not so. 2780-2851 12. Walda. He was king only nine years. He was slain with all his companions when they were trapped by orcs, as they rode by mountain-paths from Dunharrow. 2804-2864 13. Folca. He was a great hunter, but he vowed to chase no wild beast while there was an orc left in Rohan. When the last orc was found and destroyed, he went to hunt the great boar of Everholt in the Firien Wood. He slew the boar but died of the tusk-wounds that it gave him. 2830-2903 14. Folcwine. When he became king the Rohirrim had recovered their strength. He reconquered the west-march (between Andorn and Isen) that Dunlendings had occupied. Rohan had received great help from Gondor in the evil days, When, therefore, he heard that the Haradrim were assailing Gondor with great strenght, he sent many men to the help of the Steward. He wished to lead them himself, but was dissuaded, and his twin sons Folcred and Fastred (born 2858) went in his stead. They fell side by side in battle in Ithilien (2885). Turin II of Gondor sent to Folcwine a rich weregild of gold. 2870-2953 15. Fengel. He was the third son and fourth child of Folcwine. He is not remembered with praise. He was greedy of food and of gold, and at strife with his marshals, and with his children. Thengel, his third child and only son, left Rohan when he came to manhood and lived long in Gondor, and won honour in the service of Turgon. 2905-2980 16. Thengel. He took no wife until late, but in 2943 he wedded Morwen of Lossarnach in Gondor, though she was seventeen years his younger. She bore him three children in Gondor, of whom Theoden, the second, was his only son. When Fengel died, the Rohirrim recalled him, and he returned unwillingly. But he proved a good and wise king; though the speech of Gondor was used in his house, and not all men thought that good. Morwen bore him two more daughters in Rohan; and the last, Theodwyn, was the fairest, though she came late (2963), the child of his age. Her brother loved her dearly. It was soon after Thengel's return that Saruman declared himself Lord of Isengard and began to give trouble to Rohan, encroaching on its borders and supporting its enemies. 2948 17. Theoden. He is the present King of Rohan. > read last_alliance You read the book titled "The History of the War of the Last Alliance". No ranger has as yet written down the History of the War of the Last Alliance, in which Gil-galad, last High King of the Elves in Middle Earth, and Elendil overthrew Sauron. > read leech You read the book titled "A description of Leech and its properties". A description of Leech and its properties, written by Peridot on Hisime 14, 3018. The jagged black scimitar is a very powerful weapon, but like many powerful weapons, it is not easily conquered to your bidding. I will summarize some of its most important qualities here. Please read this and use caution! Jagged Black Scimitar aka Magebane aka Leech: From: The filthy long-armed leader of the orc camp in the Shire. (The leader, Gorgun, rides a viscious warg and is followed around by a bodyguard of orcs.) Quality: Very good one handed sword, although it gets dull rather easily. The heavier the scimitar, the less it dulls. Special: It Drains your opponent's mental energy, building it up to fling fireballs about every 5 drains. It's very useful against opponents that rely a lot on their mental powers, such as Bolg, magic users, etc. It fights especially fiercely against Morgul Mages. Requirements: Training in sword skill over that offered to Ranger pupils Drawbacks: When first wielding the sword, you have to master it. The spirit inside the scimitar will struggle with you when you are not in combat (every three to four minutes). When you lose a struggle, you get tired both physically and mentally. You are also unable to unwield the scimitar after losing a struggle, and leaving the realms with it in order to drop it destroys the scimitar. The only way I know of to drop one after a lost struggle is either to wait until you win, get a Knight to knock you out or perhaps fight an evilfaced draconian (aurak) in Krynn. You also can't control yourself and turn to attack the nearest mortal or immortal human, dwarf or elf, having a special love of attacking elves or those with strong minds. When you win a struggle, you are that much closer to conquering the sword for good. After you win several times (it will probably take around eight to twelve wins, not necessarily in a row), the scimitar has been defeated, and rewards you with a boost of mana. Another thing to consider is that this sword has a special liking of Mage flesh, so it would be wise to not stay too neara Mage or Nazgul for more than a few seconds. Tips for Winning: Stay full of water and food. Do NOT drink alcohol, as it is practically impossible to win while drunk. If you are exhausted, you will lose struggles. It is easier for people to win if they have more intelligence, wisdom and discipline. Do NOT idle while you are attempting to master the JBS since you could attack someone without realizing it. A good idea would be to either go to somewhere isolated where no NPCs wander in, meditate or go to a place peace protected by the Valar such as the public board room in Gondor, the board room in Sparkle or the bunk rooms in the guild to name a few. Special thanks to Zoirenna, Mersereau, Amarie, Kellendil, Mikao, Wayfarer, Alto, Elsach and Arethian > read libraries You read the book titled "A brief guide to the libraries of Genesis". A brief guide to the libraries of Genesis, written by Cuitlahac on Sulime 15, 3018. This book is intended as an overview to point scholars in a general direction for specific information. VINGAARD KEEP The library at Vingaard Keep has both a private and a public section. The private section is for Knights only and contains the personal histories of Knights and various rulings on Knightly concerns. The public section contains an assortment of maps and information on Genesis in general, but the library specializes in the region of Krynn. There is information on enemies, history, weapons, and how best to increase in experience and get the most out of life in Genesis. There is also extensive information on Solamnian Heraldry and even some poetry. PALANTHAS The library at Palanthas contains information about the gods, religions, peoples, races, regions, and families of Krynn. CALIA This library is open only to Calians. It contains mostly battle information on such topics as equipment and tactics. Some historical writings are available downstairs to the public. SMART GOBLINS This library can be found in Annuminas. As can be expected, there are no books. MINAS TIRITH This library contains information mostly on the history of Middle Earth and the kings and peoples therein. MINAS MORGUL The books in this library are the same as those in the Minas Tirith library, for those whose alignment makes them unwelcome in Minas Tirith. DUNEDAIN LIBRARY Here can be found the histories of the many great houses of the Dunedain. Also several linguistic works. DRAKMERE This library possesses books on the history of Raumdor. Also there is information on the various types of undead one can find in the region, as well as the dangers they pose. ARGOS Argosian history, religion and culture are the topics that dominate this library. SYBARUS BAZAAR A number of entertaining books can be found here. They contain enlightening clues as to the culture and mysteries of Sybarus. ADVENTURESOME HOBBITS This library is open to hobbits only. It contains family histories. RE ALBI An entire library devoted entirely to fiction, the Re Albi library contains mostly truly atrocious poetry and short stories. There are a few clever gems. TRAVELLERS Containing mostly maps, this library is open only to guild members. THE LIBRARIES OF THE RANGERS These libraries, open to guild members only, contain a wealth of information on a variety of subjects. Maps of lands and herbs, histories, pupil training, magic, alchemy, religion, and guild histories can be found. EMERALD OGRE CAVES There is an NPC Theives Guild within the Ogre Caves in Emerald. They possess a library which contains some poetry and some information on heraldry. MINSTRELS/DARK DISCIPLES The libraries of the Minstrels and Dark Disciples of Terel are open to members only, but are noteworthy in that they contain hundreds upon hundreds of mundane songs, ballads and a few ancient Songs of Power. Thanks to Concord, Hagbard, Hannes, Kithkanan and Tianar. > read list_of_gondorian_artifacts You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Gondor | | | | Black heavy mace | | This two handed club is wielded by the warden of the Tower of Sorcery,| | the captain of the Guard of Minas Morgul and the wraiths at the gates.| | Against humans and elves it has no equal since it is rumoured to be | | both human and elf-slaying. The mace is both slippery and fragile | | though so if it would slip out of your hands and land on the ground | | it would most probably shatter. Therefor it is a good idea to put the | | mace in a container and hand the container to whoever you want to give| | the mace to in order to avoid it slipping and breaking. | | | | Black platemail | | A black platemail forged from high steel in the pits below Barad-dur | | for the officers of the Morgul army. You can see a strange magical | | glimmer radiating from the armour. The breastplate shows a picture of | | the Moon disfigured with a ghastly face of death. The black platemail | | has been magically strengthened and enhanced to protect against magic | | spells, especially death spells. | | | | Climbing gloves | | These are a pair of black gloves made of soft black leather which | | will greatly improve the wearers ability to climb things. The gloves | | are owned by the Shades leader in Minas Tirith. | | | | Flaming black broadsword | | These truly magnificient broadswords are wielded by the nine Nazguls | | of Mordor. The broadswords have all been created in the forges deep | | below Barad-Dur in Mordor and have been heavily enchanted. The edges | | of the sword will never become blunt and the sword itself is sur- | | rounded by a black aura of fire which will severely burn anything it | | comes into contact with. Quite high spellcraft is needed in order to | | wield these swords. | | | | Great helm of the Hawk | | Formed of a midnight black metal, this great helm of the hawk has a | | visor crafted of a clear, pale blue material permanently fused to the | | metal sides just in front of the ear guards. The metal is engraved | | and sculpted to look much like feathers, and the visor is pointed, | | covering the top half of the face, giving the helmet the appearance | | of being a hawk's head. This grand helm allows its wearer to percieve | | its surroundings a lot more clearly than before. In addition to | | raising the awareness it also makes the wearer able to see in dark- | | ness. The helm is also a really good piece of armour for protecting | | the head. The helm also protects against light based magical attacks. | | The magic of the helm will work only if the wearer is of good align- | | ment. It can only be obtained by solving a quest and this quest may | | only be solved once. | | | | Nazgul helmet | | This is probably the best head protection that can be found anywhere. | | The helmet is made from the skin of a sea drake and has been put | | together in the dephts below Barad-Dur. The helmet is worn by the | | Nazguls of Minas Morgul. | | | | Nazgul platemail | | This, extremely good, platemail has been made in Barad-Dur from the | | black skin of a sea drake. Platemails like these are only given to the| | nine Ringwraiths of Mordor by Sauron himself. These platemails could | | very well be the best armour anywhere in Genesis. The armour can only | | be worn by people of evil alignment. | | | | Mithril-bladed battleaxe | | This battleaxe is considered by the Gladiators of Athas to be the | | best axe ever forged. The axe has not got any special abilities other | | than that the metal it is forged from sparkles so much that it works | | as a lightsource. The axe is extremely easy to hit with and does | | terrible amounts of damage nevertheless. Not many dare to challenge | | Gaerhir, Captain of the Corsairs and wielder of the battleaxe in | | order to get it though since Gaerhir is an extremely formidable | | opponent. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read lorien You read the book titled "A History of Lothlorien". A History of Lothlorien, written by Finwe on Viresse 25, 3018. Lothlorien, "Land of Blossoms Dreaming", was originally called Laurelindorenan, "Land of the Valley of Singng Gold". This haven of Silvan Elves was created by the High Elves of Middle-earth in the Second Age of the Sun following the sinking of Beleriand. This fairest of all elven lands in Middle-earth is located east of the Misty Mountains by the Silverlode. It is called the Golden Wood because within its borders grow the most beautiful of all trees in the Mortal Lands-Mallorn. The bark of the Mallorn is silver and gray, the leaves green and gold, and the blossoms golden. The elves which inhabit Lothlorien are known as the Galadhrim, the "Tree People". Composed mostly of Silvan Elves, the Galadhrim have not built cities like those of other realms. Rather, their kingdom is located high in the branches of the Mallorn. Their homes are constructed on platforms called flets or telain. Because of their nature, the Galadhrim are an invisible people, running through the forest clothed in their Grey-elven cloaks. Deep within Lothlorien the Galadhrim have a mighty city called Caras Galadhon, the "City of the Trees". Here, in the heart of the forest grows the greatest of all Mallorn; high in its branches reside the King, Celeborn, and Queen, Galadriel, of the kingdom. The city is walled, gated, and encircled by other Mallorn which resemble towers. At the very heart of the forest stands a magical hill called Cerin Amroth. On this hill once stood the house of a great Elven-lord. A power and light like that of the Trees of Valar emanates from here. Even though the Galadhrim are Silvan Elves, their lords are Sindar and Noldor nobles. Celeborn is kinsman of Thingol "grey-cloak", and is counted the greatest lord of the Sindar Elves in all of Middle-earth. Galadriel is the sister of Finrod and daughter of Finarfin, High King of the Noldor. Though she is called by her Quenya name, Altarial, in Middle- earth, she is known as Galadriel, the "Lady of Light". The power of Celeborn and Galadriel is great for they once lived in the first kingdom of the Sindar in the days of Thingol and Melian the Maia. During this time, they learned much about their powers. Galadriel lived in the Undying Lands in the days of the Trees of Valar and visited the fair gardens of Lorien, the fairest in all of Arda. > read lothmir You read the book titled "Relocated". Relocated, written by Alto on Ringare 22, 3017. Lothmir's Personal History, written by Kathryn on Cermie 7, 3018. The following is a a recorded account in my attempts to become aquainted with out beloved Herbalist, and I am sure many of you shall be interested in his fruitful life.. " Me you say? Why, no one has really ever asked me before. Not that I mind at all of course, me being just as happy as can be to serve the rangers to my fullest abilities. But it all started when I was a young lad, orphaned at an early age and taken into the care by a kindly farmhand down in Lossarnach. Never was terribly interested in all that back breaking farmwork as they say, but I did learn a lot from that old farmhand, Gard his name was, wasn't dunedain, but a dear man if even very quiet. But he did teach me a lot about how things grow here in Gondor, mostly wheat and other sustinace and such, but occasionally I would find strange mushrooms and fruits in those fields. Gard there, he knew alot about such things, and I imagine it's because those who don't ended up dying of poisoning sooner or later who worked down in the fields. But as I said, while I enjoyed learning about this root or that berry, I wasn't much of a fieldworker myself. So, as I grew older and was 'spected to work a but more, I would often run off into the wilderness north a Pelagrir, and ocassioanly into the the Druedain. I remember the first time I found these woods, yes sir, I was so taken by all the wonderful herbing and flowers I lost my way as I was taken in by it's beauty. I then came accross a terribly weak and injured man laying on the forest floor, draped in a blood soaked green cloak. I had never seen such a horror! He was near dear, I thought, when he caught a whiff of the lothore I had in my hand. His eyes whipped up as quick as a fox and he desparately reached for it. "Lothore" was all he could say. I didn't know it was lothore at the time, as Gard had told me it was a known as a heartrose in his homeland. And as he grasped it lightly from my hand, I saw another reason why.. this man uttered some strange incantation, and I saw the life energy from the flower flow directly into his heart, his wounds healins before my eyes! Ignorant to this kind of use to herbs, I stood stunned as the ranger told me of the dark magicain who has battled him and caused him to flee into these woods. In gratitute for giving him the herb, he invited me to the guildhouse, and soon, I was accepted as the pupil of Daneril, a kindly ranger of Gondor, as they were quite impressed as I knew of some herbs that even the rangers did not know of, even though I was ignorant in many ways. So here I am. I never was able to grasp fully the art of combat nor fighting the evil foe, although sometimes I dream of it. I am still in my heart a humble farm orphan taken in by a fieldhand, and nothing pleases me more than to share my herbs with visitors to Gondor, as well as knowledge, and of course, to benefit the rangers as well." He smiled slightly then, and rested nestled in the leaves.. " Aye, this is my purpose in the world, and I feel as important as the bravest warrior of Ithilien, the sneakest ranger of Arnor, and the most dignified scholar of Gondor, as even though my job is small, I am always, always here for the rangers." He winked knowingly then, as he reverted back to the quiet Lothmir I had only known before, bending down silently, and grasped a handful of herbs from what seemed to be thin air. > read mages_of_morgul You read the book titled "Mage Info". Mage Info, written by Twilight on Narquelie 8, 3017. - T H E M A G E S O F M O R G U L - - By Nomm Brandybuck - - FORWARD - I dedicate this book to all Rangers that have defended our ways and all that is good with their lives. May the Valar bless you all. I've gathered this information and written this book about the Mages of Morgul, the most dangerous enemy of the Rangers, in hopes that this information will help all Rangers defend themselves against them. The Mages of Morgul are a cunning and lethal enemy and a force to be reckoned with. I hope this book will serve you well. - POTIONS - The mages can mix 8 different potions. Most of them are components for spells but one of them is used to poison the edge of a weapon, to make it more lethal. We have discovered 2 possible sources of ingredients for their potions. One of the ingredients are ashes from campfires. So, if you see a campfire or ashes left unattended, scatter the wood or ashes by kicking them so we might make this ingredient scarce for the Mages. The other ingredients are various body parts which they cut from corpses. - SPELLS - I've found some information about the Mages' powerful spells. The Mages have many deadly spells. Here are what some of the ways they can affect the living: - They can cause physical damage - They can weaken your strength - They can increase your fatigue - They can communicate with each other wherreever they are - They can cause you to loose your mana - They can call winged beasts to travel on - They can make themselves completely invissible - They can cause you to panic and possibly do other things against your will They probably have more spells. - HOW TO FIGHT THE MAGES - - Ranger Spells There is a Ranger spell called Elbereth. It produces a light so holy in nature that the undead (including Mages) can't withstand it, and, therefore, drives them away against their will. It only forces them to leave the room, it doesn't harm them at all, so it is a defence spell, but a very good one. The spell follows you, so you, so you can run after the mage and countinue to drive them away. The component for the Elbereth spell is an ordinary torch. Not all torches work. Branches taken from an ordinary or larger campfire will work, and any torch bought in a ranger guildhouse will work, too. It seems that the effect will increase depending how many torches you have lit. The more torches the better. Also the Ranger spells heal, cleanse, and rest will become very handy in a fight against a Mage, but I think that all of you know how those spells work. - Combatting Mages Typically, Rangers are at a great disadvantage against a Mage. Mages are capable of dealing devastating damage in a very short time though Rangers still have some advantages. We have our stealth ability which allows us to silently depart and call on our healing magic, and, ideally return to the battle with perfect health again. We also have the ability to cleanse ourselves against the mages poisons, cleansing our blood so we might fight on. The best way to fight is probably to outnumber them. Rotating groups of two's or three's attacking the same Mage. This will make it difficult for the mage to put out damage, while we are able to heal ourselves continually and work for their weakness, physical defence. They can make dangerous poisons, but they are also very vulnerable to poisons themselves. - Best Equipment to Combat Mages With... Weapons: - Poison daggers or halberds - Jagged Black Scimitar - alias the magebanne - Knock Down Clubs (like the Heavy Steel Cllub, etc.) - And of course any sword or other weapon ccapable of inflicting damage quickly -- More -- 100/152 -- ( t b r n a > q x ! h ?) -- Armours: - Dragonscale (fire resistant) - Black Platemail (Magic resistant) - Tattered Rags (Fire resistant) - Chain Hauberk (Fire and Spell(?) resistannt) - TREATY - The following information is only about the OLD treaty with the Mages. At the time of this writing, there is no treaty, although, one is being worked on. But the facts below seem natural to me. Just be careful when you attack, think about what might happen. He/she will probably not forget it. Do not seek a reason to attack them, the LAST thing we want is a war between the Rangers and any guild. Most of the treaty documents have been lost over the years, but I have succeeded to dig up a little information about it as follows: 1. You were allowed to fight another player that attacked you. This didn't mean that you could harass another player to make him/her attack you first. 2. If someone in your party got attacked by another player you were allowed to assist the team member. 3. Instances of assisting NPC's were voluntary. 4. The mage treaty stated that the Mages are not to attack Rangers, either PC's or NPC's. If you found a Mage fghting an NPC that is under the Ranger's protection, you had to state that you were a Ranger and ask him to leave. If he/she didn't obey, you could declare that you would assist the NPC. If he/she still didn't obey, you are free to attack and hunt him/her down. ======================================================================= This was my book about the Mages for which I spent much time collecting and obtaining information. I want to thank the following people for assisting me. - Twilight Brockhouse - Jaypeg Brandybuck - Obiwan - Prokop Respectfully submitted, - Nomm Brandybuck - > read magic You read the book titled "The Magic of the Rangers". The Magic of the Rangers, written by Kathryn on Hisime 16, 3017. Rangers are many things, be they hunters, trackers, defenders, or vigilent observers, we all are also in a sence wandering clerics of the Valar, those who can bestow the blessings and curative powers of the endless upon ourselves and others. The secrets of these blessings are well guarded. New pupils should be certain to visit the kind ranger hidden somewhere in the Druedain as well as our brother near Pelagrir. When inquiring about how to obtain your spellbook or information regarding the possible locale of spells, be certain to introduce yourself, for some of this information will only be revealed to those identified as rangers. In this book I shall outline the general purposes, use, and risks of known spells of the rangers. This is primarily of use to pupils, who, for the entirety of their education will be limited to two spells. They are as follows: Communications -------------- This is a simple spell which allows the ranger to whistle for his or her own personal carrier pigeon. This is a highly reccommended spell for pupils to scribe into their spellbooks, as if you find yourself unable to give aide in a situation, or yourself in trouble, this allows you instant communication with any ranger available. Remember, pigeons will only be able to deliver a message to one who is outside, and, similarly, if someone else possesses your pigeon and then ventures indoors, you will find your pigeon unable to answer your whistle. Rangers with a higher skill at animal handling will find their pigeons to be more reliable, rather than flapping away on whim. Rest ---- This spell allows the ranger to focus the energy of redweed to allow weary travellers to get back on the road again. If redweed is unavailable, a prayer may be made to Orome, however, the outcome is less efficient. Some Master Rangers will swear by this spell and whistle as the only two spells a pupil should choose to learn, as rest is a safe and effective spell to cast. Heal ---- This spell calls upon the virtues of lothore to ease the pain and effects the health of the target. Like rest, if the reagent is unavailable, a prayer may be made with less effective results. This understanibly is another spell pupils are eager to learn. Be wary with using this spell in combat, however - chances are if you need to use this spell, you are injured, and a failed spell can exhaust you to the point of no escape. Naturally, this could prove fatal. I would suggest only healing in between battles as a pupil, or if you must, have some of the edible restorative herbs available in case of such a disaster (see herb guides) Cleanse ------- This spell has likely saved more lives than I could imagine. Many poisons plaque the realms, and with this spell, the ranger can call upon the virtues of athelas to bring fourth prayers to cleanse the the body of toxins. Several cleanses may be necessary, and some poisons are so thick with the taint of the Dark One that no mortal prayers may remove them. Nightvision ----------- This spell calls upon the Starkindler Elbereth to allow you to see in deepest darkness. I have been told on numerous occasions that this light may only be called upon outdoors, but in my personal experiences, Elbereth hears me just fine when I am within a cave as well. Perhaps there is a more subtle restriction than just that. What it an obvious restriction however is that this blessing may only be placed upon oneself. Turn Undead ----------- While I have yet to see this spell in action myself, it is said that this spell brings fourth prayers to frighten off the undead minions of the Dark One. It is also said that this spell is quite difficult to obtain, and it's obscurity is most certainly not recommended for pupils. Regrowth --------- Least is perhaps known about this spell. My own mentor, Puzit possessed this spell which brought fourth herbs again from the earth after they were gathered. It is quite remarkable, yet I have witnessed no one else use it, and I fear that with her blessed amnesia the secret of this spell was burried even deeper. > read magical_artifacts_of_ansalon You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Ansalon | | | | | | Black bandana | | This bandana consists of a cloth of black silk, lined with silver | | thread. A small silver rune marks the front of the cloth. If the | | rune is adjusted properly so it is right between your eyes it will | | allow you to see in darkness. The look-out of the ship between | | Sparkle and Flotsam sometimes wears this bandana. | | | | Black-gem ring | | This is a silver banded ring with a small black gem adorning it. | | Carved along the band is the spidery language of the Magi. If | | you wear the ring it will create a strong darkness around you. | | The ring can be found in the treasure of the Green Dragon between | | Flotsam and Port Balifor. | | | | Carnege | | This double-bladed dagger has one double-edged slashing blade on one | | end as well as a thin steel piercing blade on the other. The dagger | | is wielded by the exiled Black Robed Sorcerer Satania Caltian who has | | given the dagger the name Carnege as well as casting powerful spells | | on the blades causing it to inflict about as much damage as a good | | sword. The dagger allows only people who are truly evil to wield it. | | | | Coloured heavy battleaxe | | This battleaxe is, despite its name, a very light weapon with a very | | sharp blade. The blade of the axe sparkles in a mysterious colour. | | The axe is wielded by high ranking members of the Dragonarmies as | | well as by Sivaks and Auraks. The colour of the axe depends on which | | Dragonarmy the wielder is part of. There are both blue, red, white, | | green, black and shiny black battleaxes available. The axe would | | weigh twice as much as it actually does if it hadnt been enchanted | | making it fairly easy to wield but it combat it hits with the force | | of its original weight making it an extremely formidable weapon. | | | | Dagger of Draco | | This blackened steel dagger is shaped to resemble a sinister looking | | dragon and is therefor often named the dagger of Draco. The pommel of | | the dagger is wrapped with serpent skin. The dagger is wielded by a | | draconian officer named Gakhan who is highly ranked in the Blue | | Dragonarmy. This dagger has been enchanted by evil priests of | | Takhisis to pierce even the hardest of armours with ease. More than | | one noble Knight has underestimated this blade, falling prey to its | | magical enchantments. | | | | Draconian claymore | | This two handed sword is one of the most used magical swords around | | thanks to the large number of Dragonarmy Officers, Sivaks and Auraks | | that frequently use it. The sword itself is forged by some strange | | alloy and there are coloured engravings on the hilt showing which | | Dragon Army the previous owner was from. The sword is extremely | | well balanced thus making it very easy to hit with although it | | may not cause as much damage as other enchanted blades do. Some | | wisdom is required to overcome the will of the sword and wield it. | | | | Dragonscale | | Dragonscales are a body armour, protecting both the body and the | | arms, made from dragon scales. Therefore it is especially protective. | | Dragonscales will protect you against both fire and lightning | | attacks arising from the death of Auraksand Sivaks. The dragonscale | | can be of many different colours, blue, red, white, green, black, | | dark night-blue or shiny black but all seem to be equally good. | | Dragonscales are worn by high ranking officers of the Dragonarmy. | | Goodaligned people might get hurt when they try to wear the dragon- | | scales since they have been made from the skins of evil dragons while | | those of evil alignment will feel comfortable about it. | | | | Dwarven cleaver | | A very good one handed axe. It is wielded by the hilldwarf Shale | | Ironfist and is a very potent weapon indeed. It has been enchanted by | | dwarven priests of Reorx long ago and thanks to the enchantments the | | axe now does the damage of an excellent two-handed waraxe. Members of | | the goblin race are not able to wield it. Shale is positioned on the | | road between Flotsam and Port Balifor. | | | | Elven chainmail | | This chainmail is worn by the exiled Sorcerer Satania Caltian. The | | chainmail offers good protection and may raise the hide and sneak | | abilities of its wearer if that person already is quite skilled in | | those areas. | | | | Flaming two-handed longsword | | This is a very peculiar sword. Consisting of only a hilt, the swords | | blade consists totally of a deep red flame. The sword is a relic of | | ancient Ebon and is sought after by many who collect magical arti- | | facts. The sword is about as effective as a bastard sword in battle | | and will shed a permanent light for the wielder. | | | | Goblinbane | | This unique green-tinted longsword can be found among the treasures | | of the Green Dragon south of Flotsam. The sword is supposedly goblin- | | slaying and it glows with a green colour while battling members of | | that race but I must admit that I have not noticed it doing them | -- More -- 100/209 -- ( t b r n a > q x ! h ?) -- | any more harm than the sword does to other races. Goblins can | | generally not wield the sword although rumours claim that those | | goblins pure of heart and of strong will have been able to use it in | | combat. | | | | Golden platemail | | This platemail of finest steel covered with a thin layer of golden | | paint and ornamented with trappings of a noble has been magically | | strengthened by a White Wizard making it a lot more protective than | | a normal platemail. The platemail is worn by Calof, Lord of Kalaman. | | | | Golden sceptre | | This golden sceptre is the rod borne by the noble ruler of the city | | of Kalaman. A large circular head studded with gems adorns the top | | of the mace-like weapon. Surprisingly, it is extremely well balanced, | | thanks to its lightness. A quite good anyhanded club. | | | | Golden shield | | This large shield is made of the finest steel, and is coated with a | | thin layer of gold that sparkles even when there is little light. A | | winged silver dragon design has been artfully worked across the face | | of the shield, giving it an impressive appearance. This shield has | | been magically strengthened and is one of the best shields available | | even though it is quite heavy. | | | | Half-moon bladed waraxe | | Consisting of a broad half-moon blade on one side of the head of the | | axe, and a curved spike on the other side, it is obvious this axe | | was not crafted for a woodsman's tool. While plainly made, it is | | excellently balanced, most likely made by a very good weaponsmith. | | Inside the axe is the spirit of a roguish warrior trapped there by | | an evil Sorcerer. The spirit makes the axe do more damage that it | | ordinary would and also assists female wielders by draing the life- | | blood of their opponents. The waraxe is held by a minotaur on the | | pirate ship between Sparkle and Flotsam. | | | | Heavy leather whip | | Although this whip is not enchanted it still deserves mentioning. The | | whip is carried by Kordhek, the Slavemaster of Neraka. The whip is | | very light and may wrap itself around the body and arms of the | | opponent making the unable to fight back for a while. It does also | | do quite good damage by those skilled in using clubs. | | | | Impressive bronzed partisan | | The partisan is very similar to a long-handled spear although it has | | a large axe-like head which has been bronzed and engraved with | | mysterious runes. When wielded you will feel very confident and will | | be better able to defend yourself. The partisan is kept by the | | gatemaster of Kalaman. | | | | Kestrel-marked longsword | | This is one of the better one-handed swords around. The sword is | | wielded by the swordsmaster who awards kestrel-marks to those worthy. | | Novice master or above is required in sword skill I believe. The | | longsword is extremely well-balanced and very easy to hit with. | | | | Runed scimitar | | The exiled sorcerer Satania Caltian's scimitar which he wields with | | great skill together with Carnege. The scimitar is covered with runes | | of magic and can easily be balanced in one hand even though it really | | is a two handed weapon. | | | | Solamnian broadsword | | This sword was forged in the age of Vinas Solamnus, many centuries | | ago Swords like these were given to the high ranking officers of the | | Knighthood and were passed down from generation to generation. Not | | many of these great blades still exist but those which do still have | | not lost their sharp edge. The Dragon army officer Kernan has gotten | | his hands on one by slaying the Knight who owned it. | | | | Solamnian plate armour | | According to legends this is the finest armour ever made. The last of | | these armours was kept in a tomb under the High Clerist Tower which | | was recently been pillaged by unknown assailants. The Knights of | | Solamnia has offered a large reward for the retrieval of this power- | | ful artifact. The plate armour is one of the absolutely best armours | | available but is also extremely heavy. | | | | Spiked steel tessto | | One of the best clubs available. The tessto is in the possesion of | | a half-ogre bodyguard in Flotsam. The tessto is an enormous club | | of almost six foot length making it capable of doing a lot of damage. | | Its size makes it impossible for smaller races, like goblins, hobbits,| | gnomes and dwarves, to wield it. The tessto is enchanted to be con- | | siderably lighter than it should as well enchanted to strike with | | greater accuracy and force. Titanic strength is required to wield it. | | | | Thin gold ring | | The thin gold ring is worn by Kordhek, the Slavemaster of Neraka. | | The ring has many powerful spells of protection cast on it and | | will save its wearer many ugly scars. It does however drain quite | | a lot of mana when worn so it is not advised to wear it at all times. | | | | Wand of teleportation | | The shiny wand of teleportation is a useful item to have in tight | | spots. It may provide you with a very fast way to get out of trouble | | but remember that it will only be a one way trip. The wand can only | | contain one spell of teleportation at a time so after you have used | | it make sure you recharge it by chanting the cantrip `Raficulsander'. | | There are two wands of teleportation in Ansalon but since both are | -- More -- 200/209 -- ( t b r n a > q x ! h ?) -- | involved in quests I will not reveal their locations. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read magical_items_of_shire You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Shire | | | | | | Black fullplate | | This is a black alloy metal fullplate, made by dwarves, but made for | | bigger people. It covers the whole body, but still is very light. The | | black metal shines in the light, twinkling and polished as it is. The | | fullplate is magically strengthened by the dwarven smiths and will | | thus protect better than ordinary fullplates. The armour is worn Bolg | | in Moria. | | | | Black hauberk | | The black steel hauberk is artfully forged of an unknown steel alloy | | that is both black and lusterless. The mail is tightly linked, and | | additional strands of the metal are woven into the metal for addi- | | tional strength. The black steel hauberk is very heavy due to all | | the extra steel alloy used in its construction. The hauberk is en- | | chanted to provide superior protection and resist breakage and being | | hit forcefully, the maul cannot harm it and the hauberk will never | | break even though it may become extremely worn out. The hauberk is | | worn by Grushkir, Second in Command of the orcs camped northwest of | | Greenfields. | | | | Black platemail | | A black platemail forged from high steel in the pits below Barad-dur | | for the officers of the Morgul army. You can see a strange magical | | glimmer radiating from the armour. The breastplate shows a picture of | | the Moon disfigured with a ghastly face of death. The black platemail | | has been magically strengthened and enhanced to protect against magic | | spells, especially death spells. | | | | Chain hauberk | | Bolg's chain hauberk is one of the most sought after armours in Gen- | | esis since it is quite light and can be worn as a robe on top of any | | additional armour the wearer might posses. The hauberk also makes the | | wearer much more resistant to acid. | | | | Defender | | This shortsword has a plain, notched red blade, that is edged with a | | dazzling, transparent violet material. The pommel holds a single, | | deep blue gemstone. The hilt, backwards curving to form a C shaped | | guard over the hand, shelters a dark hardwood handle wrapped tightly | | with a braided gold wire. This violet-edged red shortsword is a very | | unique weapon. It can only be obtain by solving a particular quest | | and this quest may only be done once by each person making this a | | very rare weapon. The shortsword has an extremely large parry hilt | | which enables the wielder to defend himself a lot more effective than | | before. The sword is quite easy to hit with but does little damage | | which makes it an unattractive sword to those unskilled in two handed | | combat. | | | | Dain Ironfoot's waraxe | | This is a marvelous dwarven waraxe with a twinkling and shining axe- | | head. The head has one slicing and one crushing edge. The sharp edge | | is semi-arced with a thick cleaving section. The blunt edge however | | consists of a large head with a terrible mythical monster inscribed | | facing the opponent. The shaft seems to be ornamented with strange | | intervening dragons and worms. It ends in a sturdy enforced leather. | | The waraxe is designed for dwarven hands and therefor only dwarves | | can use it to its full potential. The axe is especially good against | | goblins, orcs and trolls and will glow brightly, functioning as a | | lightsource, when facing opponents of those races. The axe is cur- | | rently in the possession of some trolls inhabiting Moria. | | | | Excellent halberd | | The excellent halberd is by many considered to be the most powerful | | polearm in all the Realms although I myself have another favourite. | | The halberd sometimes deliver painful blows of its own against its | | wielders opponents. The polearm is extremely light and its only fault | | is that it dulls and break very easily. The Excellent halberd is held | | by the Goblin Lord in the Misty Mountains, Middleearth. The halberd | | must be wielded in both hands to be effective. | | | | Flaming whip | | This whip belongs to the mythical Balrog of Moria. Noone has ever | | defeated the balrog but according to rumours the whip and the | | balrog's sword are the best weapons in Genesis. | | | | Flaming sword | | The balrog of Moria's flaming sword is rumoured to be the best sword | | available by far but since noone has been able to take it from the | | balrog we will never know for sure. | | | | Frightening looking skull helmet | | This is Bolg's intimidating helmet shaped as a skull. when worn it | | can be used to cast fear on opponents making them tremble in their | | boots. | | | | Giant black maul | | The maul is truly an impressive weapon. This powerfully made mace/ | | hammer is made of such a sturdy material that it can never be worn | | out. When wielded in two hands, by those strong enough to wield it | | with both hands (somewhere close to titanic strength is required) it | | can be used to break the armours of their opponents. If the maul hits | -- More -- 100/193 -- ( t b r n a > q x ! h ?) -- | an unprotected body part it does almost twice its ordinary damage | | rumours say. The really strong champions may wield the maul in one | | hand but then it will not be able to ruin armours although it still | | delivers painful amounts of damage to unprotected body parts. The | | maul is held by Bolg, son of Azog, who leads the orcs of Moria. | | | | Gleaming short sword | | The short sword is marvelously light. The extremely sharp blade is | | made from some sort of brightly polished metal, but it seems lighter | | than an ordinary steel shortsword. Flowing elven runes are etched | | into the blade. The sword is enchanted so that it will glow faintly | | blue when there are goblins, orcs or trolls nearby. The sword can | | be found in the treasure room of som trolls living just outside | | Moria. | | | | Great helm of the hawk | | Formed of a midnight black metal, this great helm of the hawk has a | | visor crafted of a clear, pale blue material permanently fused to the | | metal sides just in front of the ear guards. The metal is engraved | | and sculpted to look much like feathers, and the visor is pointed, | | covering the top half of the face, giving the helmet the appearance | | of being a hawk's head. This grand helm allows its wearer to percieve | | its surroundings a lot more clearly than before. In addition to | | raising the awareness it also makes the wearer able to see in dark- | | ness. The helm is also a really good piece of armour for protecting | | the head. The helm also protects against light based magical attacks. | | The magic of the helm will work only if the wearer is of good align- | | ment. It can only be obtained by solving a quest and this quest may | | only be solved once. | | | | Heavy steel club | | The heavy steel club can be found within the Goblin Caves of the Misty| | Mountains in Middleearth. The club may be wielded by both the banker, | | Crotch, and the Goblin Lord. The heavy steel club is one of the best | | one handed clubs and it can never be worn out. Opponents hit on the | | head with it will become very dizzy and loose mana. | | | | Huge spiked troll club | | Many of the trolls living between the Trollshaws and Moria wield | | spiked troll clubs. The clubs will hit additionally good against | | humans and the spikes of the club will glow red when facing opponents | | of that race. | | | | Huge waraxe | | This axe is wielded by the same trolls that use the spiked troll | | clubs. It is a quite decent one handed axe favoured by many goblin | | Gladiators who cannot use the dwarven cleaver from Ansalon. The axe | | does additional damage against hobbits. | | | | Huge warsword | | Also wielded by the same trolls that use the spiked troll clubs and | | huge waraxes and is similarly non-descript. The blade of the sword | | will glow red when it is used against elves and hit additionally. | | | | Jagged black scimitar | | A sharp, blackened scimitar with a jagged, wavy blade and hide- | | wrapped hilt. The blade is forged of an unknown steel alloy, | | blackened to eliminate all reflections. The hide wrap on the hilt | | is still covered with numerous bristles from the boar it came from. | | Set in the hilt is a dark red jewel that seems to pulse slightly as | | you look at it. This sword is, not without cause, called the Leech. | | The jewel set in the hilt of the scimitar drains mana from its | | target and after it has sucked up enough it will release the energy | | as a powerful fireball. It especially dislikes magic-users such as | | us, Minas Morgul Mages and Mystics against which it will practically | | hum with delight when it hurls the fireballs. removing the gem from | | the hilt instantly ruins this ability. The scimitar also posses a | | min of its own and will repeatedly try to take over the mind of its | | wielder. Quite high inteligence and wisdom is needed to resist it | | but after you have resisted it more than ten times it will surrender | | to your will. If the scimitar wins it will force you to attack anyone | | in sight, preferably elves. Goblins and hobbits are safe from these | | attacks though. A quite high sword skill and mental abilities is | | required to be able to wield the scimitar. The scimitar was forged | | by the greatest orcish smiths with the aid of the maia Sauron many | | ages ago. The scimitar is most often found in the hands of Gorgun, | | Commander of the orcs camped northwest of Greenfields in Shire. | | | | Light cloak | | This cloak seems to be able to change colour to resemble that of its | | surroundings thus making it very valuable for missions requiring | | stealth since it raises its wearers ability to travel unnoticed. | | Especially Rangers use it quite frequently. Nowadays it is a lot more | | rare than it used to be and can only be obtained by solving a quest | | which can only be solved once per person. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ read map calia countryside You read the book titled "Map of the Northern Calian countryside". Map of the Northern Calian countryside, written by Finwe on Nenime 17, 3019. C A L I A N C O U N T R Y S I D E /-----------------------------------/ Drawn by Krabot, Ranger of Ithilien [1]--Docks | | [2]--Docks | | [3]--Docks | a to Gelan | \ | [4]--Docks--r--R-- to Argos | c--o--o--o--o--r | / | \ o o--r--o--o--o | / |><|><|><|><| \ o &--o--o--r--o--o--o \ |><|><|><|><|><| \ o--o--M--r--o--o--o \ |><|><|><|><|><| \ o--o--o--r--o--o--o \ |><|><|><|><|><| \ &--o--o--r--&--o--& \ |><|><|><|><|><| \ o--o--o--r--o--o--o--o o \ |><|><|><|><|><|><|>< o--o--o--r--o--o--o o \ |><|><|><|><| o--o--o--r--r \ to Calia + --------------- + | 1 - Terel | | 2 - Palanthas | | 3 - Shire | | 4 - Sparkle | | & - obelisk | | a - adv. guild | | c - crack | | M - monument | | r - road | | R - roundabout | + --------------- + > read map of angmar You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of the Angmar guild, written by Finwe on Ringare 19, 3017. A N G M A R G U I L D ========================= Drawn by Finwe, Master Mapmaker of Gondor public courtroom board board | | start ---- training ---- guild ---- drop room room board room | po ---- corridor ---- store | corridor ---- pub | corridor ---- mess hall | -- valley -- guild || | path gates \ / + - - - - - - - - - - + \ / : || = enter bushes : path --- path + - - - - - - - - - - + > read map of anuminas Read what? > read map of annuminas You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of the forgotten city of Annuminas, written by Finwe on Cermie 7, 3018. A N N U M I N A S /-----------------/ Drawn by Finwe, Sergeant of Gondor 7th Day of Cermie 3018 clearing | Goblin Goblin road road -- road -- road -- Guild -- Board / \ | | road Stairs clearing clearing road | | | | road XRoads -- road -- road -- road -- road -- road | | | road road bar | | road road | | road road \ / road | road | road | road / road \ road / road | road > read map of anorien You read the book titled "Update of the map of Anorien". Update of the map of Anorien, written by Finwe on Lotesse 28, 3018. A N O R I E N /-------------/ Drawn by Finwe, Master Mapmaker of Gondor to Rohan <-- r | \ | r - r - r | | \ A | f r N f-f-f-f-f | \ O | | f f r - r - r R f-f-f | \ I <----f r E up to | \ N cave f r | \ f r \ Amon \ f Din r / | | \ to f | G r --------------- r Osgiliath | | \ / | r - r - r up into | \ / | mtns. r r - r | / | | | r - r b | / | | r gr r r b | | / | | G -- gr r | / | r r | | / r | r | r / | | r r Minas | / / Tirith - G\R / | / r r | / gr -- G -- gr / | / + - - - - - - - - - - - - + r r ----- r | 1 - Pelargir | | / | b - riverbank/shore | ha | f - fields | | hm | G - gate | | \ wh | gr - guard room | | \ | | G\R - gate and road | ha wh pi | ha - harbour area | | | / | hm - harbour master | | [1] | pi - pier | | / | r - road | pi -- pi -- pi | wh - warehouse | + - - - - - - - - - - - - + > read map of bree You read the book titled "Map of Bree". Map of Bree, written by Finwe on Narie 6, 3018. B R E E /--------/ Drawn by Finwe, Sergeant of Gondor 6th Day of Narie 3018 field | | gate | path -- path | / \ road perfume / \ |\ shop path path | \ | / \ house \ | / \ \ | / hobbit hill hole | | cross smith ---- road ---- bank | | cross boards/ ----- road ---- PO Adv. | guild | | | prancing Fornost | pony ^ | | | | | Shire <- sign -- gate -- road -- yard | | v | Gondor road -- shop \ \ gate -- > to misty mountains > read map of calian palace You read the book titled "Map of the Palace of Calia". Map of the Palace of Calia, written by Finwe on Nenime 17, 3019. C A L I A N P A L A C E /--------------------------/ Drawn by Finwe, Sergeant of Gondor Sleeping Temple Room | \ / | | \ / | | \ NOY / | | \ | / | | Silver ----------- Golden ----------- Bronze | | Room Room Room | | | | | | | | | | | | | | | | Clock ---- Training --------- Central ------------ Room ---- Hardware Room Room Palace/up of Light Shop | | Common | | | | | Board | | | | | / | | | | | / | | | | Calian ---------- Hall ------------- Post | | Guild | Office | | / | | | / | | Bank ----------------------- Palace ------------------------- Shop Entrance | | Palace Doors | | Plateau | | Plateau | | Plateau -- Road > read map of carisca You read the book titled "Map of Carisca". M A P O F C A R S I C A /---------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 ocean | | | cave throne chamber---entrance----room | | | | | treasure mtn chamber room top | \ | [up] | \ south entrance | | volcano | / forest----forest----forest / | \ | [up] | \ | / | cave | / forest forest | | | | | | forest forest | | | | | | shore-----shore-----shore > read map of cove You read the book titled "Map of Cove". M A P O F C O V E /---------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 law office | | beach | / fish |/ [Shire] [Palanthas] [Kalad] market---vl beach-----beach-------beach | | | | vl house vl |\ | / | \ | / Travellers orphanage--vl---vl---vl---vl---Guild | | | | vl market | | rd / / rd---------rd | | chicken rd coop stables | | | | | | rd----fields----farmyard---farmyard---house | | | | | | rd pig barn / sty / ================= rd---trail---trail--[up]--cave = KEY = \ = vl village = \ = rd road = rd ================= | | [...to Gar...] > read map of dwarfheim You read the book titled "Map of Dwarfheim". M A P O F D W A R F H E I M /-------------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 board-----temple bank room | | | | | | outside---intersection throne PO bank | blacksmith hall---room | | | | | | | | shop----corridor---corridor---corridor---square---palace | \ entrance | \ | [down] ...---tunnel---tunnel----guild \ [out] \ pub > read map of edoras You read the book titled "A Map of Edoras, Capital of Rohan". A Map of Edoras, Capital of Rohan, written by Zuma on Narquelie 9, 3018. to turnpike ^ | gr-G-gr | /|\ / | \ Commerce / | \ / po--+--pb \ as arms shop / | \ bk bank / /|\ \ gs general store / / | \ \ in inn / / | \ \ pb pub / / bk--+--in \ \ / / | \ \ / / | \ \ / / /|\ \ \ / / / | \ \ \ br / / / | \ \ \ | / gs--/ L--| | \--H \--as \--| st--cs--A \ | | / / / | \ \ nh P / / / st \ \ / / / \ \ / / / \ \ / / / \ \ / / / \ \ / / / \ / / \ / / Official Buildings \ T / / Miscellaneous ga \ | / / A adventurer guild \ \ | / / br barracks G main gate \ / cs carriage stop H meeting hall \ / ga garden L library \ / gr guard room P palace \ / nh nobleman's house T temple wl st stable wl well > read map of edoras You read the book titled "A Map of Edoras, Capital of Rohan". A Map of Edoras, Capital of Rohan, written by Zuma on Narquelie 9, 3018. to turnpike ^ | gr-G-gr | /|\ / | \ Commerce / | \ / po--+--pb \ as arms shop / | \ bk bank / /|\ \ gs general store / / | \ \ in inn / / | \ \ pb pub / / bk--+--in \ \ / / | \ \ / / | \ \ / / /|\ \ \ / / / | \ \ \ br / / / | \ \ \ | / gs--/ L--| | \--H \--as \--| st--cs--A \ | | / / / | \ \ nh P / / / st \ \ / / / \ \ / / / \ \ / / / \ \ / / / \ \ / / / \ / / \ / / Official Buildings \ T / / Miscellaneous ga \ | / / A adventurer guild \ \ | / / br barracks G main gate \ / cs carriage stop H meeting hall \ / ga garden L library \ / gr guard room P palace \ / nh nobleman's house T temple wl st stable wl well > read map of emerald port You read the book titled "A map of thee port and forest around Emerald". A map of thee port and forest around Emerald, written by Finwe on Nenime 6, 3019. E M E R A L D P O R T /-------------------------/ Drawn by Finwe, Sergeant of Gondor to sm Telberin | / no---no---rd---no---no | | | ns [1]--bb ea--inn | | | ns [2] nc--nc--nb | | | --rd--rd--rd--rd--rd--rd----lc [4]--[3] sc--sc--sb--pt--mines | | | | | pa--pt rd se cl | | | | pt--pt rd--ss--ss ss--be | | | | | cl rd ch--gy | | \ / | cl--pt--pt--pt--tm fo--fo--lt NOY | | | \ fo--fo--fo--fo | | | | fo--fo--fo--fo | | | | \ fo--fo--fo--fo--fo | | | | | fo--fo--fo--lt--fo | | | | | \ fo--cl--fo--fo--fo--fo | | \ fo--fo--fo + - - - - - - - - - - - - - + | 1 - Calathin | | 2 - Sparkle | | 3 - Elven Cove | | 4 - Rhun | | bb - bulletin board | | be - bend in road | | ch - chapel | | cl - clearing | | gy - graveyard | | lc - lakeside crossing | | lt - large tree | | ?b - n/s side of bridge | | nc - north channel | | pa - picnic area | | sm - sawmill | | ss - south side | | tm - temple | + - - - - - - - - - - - - - + > read map of eregion You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. A map of the forest of Eregion leading to Moria, written by Finwe on Nenime 7, 3019. F O R E S T O F E R E G I O N /--------------------------------/ Drawn by Finwe, Sergeant of Gondor (A) / ad / ad / ad / bd ad \ / vl tr ad--ad--ad--ad--ad Bree | \ \ / Sign cf -- tr -- rv | | >< | >< | rd fo -- cl -- rv | | >< | >< | rd -- fo -- fo -- rv | / rd sc pt--cv | || pt cf | | dl--br--br--pl | | NOY pa L pl--wt/u / | A | | ad--ad--ad--ad--ad--ad--st--dl K dl--wg-- (moria) / | E | | (A) dl pt tr | cf +---------------------------+ || | ad - ancient dwarf road | hl | bd - boulder | | | br - brooklet | cr--rm--rm | cf - cleft | | cl - clearing | | cr - crack | | cv - cave | | dl - dark lake | | fo - forest | | hl - hole | | pt - path | | pl - plains | | rv - river bank | | sc - scree | | st - steps/stairs | | tr - tree | | /u - up | | wg - western gate | | wt - white tree | +---------------------------+ > read map of faerie You read the book titled "A map of Faerie and surrounding lands". A map of Faerie and surrounding lands, written by Finwe on Yavannie 17, 3018. F A E R I E /-------------/ Drawn by Finwe, Master Mapmaker of Gondor [Pelagir] | [Terel] | [Emerald] beach | | down/uphill | path -- cove =============== \ portal | road | road -- clearing / cairn -- road \ road orchard | | road -- path S | / \ W road -- road path A M P / | | / Glade of path -- path / Beginnings / | to lake Garden G A R D E N /---------------/ bullwhip wormwood (training) (training) to | | Glades path NOY garden / | | | / | jail--road | / | | | / shop ----- road ----- road ----- road | \ / | | park park | | \ / | road park road ----- board | / \ | | park park | | / \ | road ----- road ----- road ----- po | | NOY road | road | road | road | gate | NOY (castle) > read map of flotsam You read the book titled "Map of the Land of Flotsam". Map of the Land of Flotsam, written by Finwe on Lotesse 28, 3018. F L O T S A M /---------------/ Drawn by Finwe, Master Mapmaker of Gondor NOY [1] | | pi -- pi -- sh tr -- bc -- bc || | / sh -- sh | / | / wh -- rd -- xr -- rd -- cl gr | | | | wh rd -- rd -- rd -- rd -- rd -- rd -- gt | | | | | inn rd -- rd inn -- rd -- rd -- rd gr | | | | rd -- rd -- rd -- tv al -- al rd -- adv. | | | | | guild NOY po rd -- rd -- rd -- rd -- rd -- rd | | shop rd | gr -- rd - gr + - - - - - - - - - + | || - down/up | | 1 - Palanthas | | al - alley | | bc - beach | | cl - cliff | | ga - gates | | gr - guard room | | pi - pier | | rd - road/street | | sh - shore | | tr - trail | | tv - tavern | | wh - warehouse | | xr - crossroad | + - - - - - - - - - + > read map of fornost You read the book titled "Map of Fornost". Map of Fornost and Northern Lands --------------------------------- Drawn by Istrbitl, Captain of the Rangers of the North Astron 2992 NOY / NOY-XXX | XXX NOY / \ XXX \ | XXX XXX--XXX--XXX--XXX XXX _| | | \ | _| <-- Up Legend XXX TWR XXX......XXX ------ | / In TWR - Tower Ruins XXX NOY - Not Open Yet | XXX | XXX--XXX | | XXX Overgrown road \ XXX \ XXX | XXX | XXX | \ <-- Road to Bree Closed | To Hobbiton <--XXX--> To Bree and | Gray Havens | To Gondor > read map of gelan You read the book titled "Detailed map of Gelan". Detailed map of Gelan, written by Finwe on Urime 3, 3018. G E L A N /---------/ Drawn by Finwe, Master Cartographer of Gondor NOY - rd - rd - NOY | >< | c rd - rd - C | / | >< | \ | D sq - sq - sq - sq - ! | / | >< | >< | >< | \ d - sq - sq - ps - P - sq - sq NOY / | >< | >< | >< | >< | >< | \ | e - sq - sq - sq - sq - sq - sq - sq - sq - B | >< | >< | / | | \ | >< | >< | 1 - sq - sq - sq - + - + - sq - sq - sq - 2 | >< | / | / | >< | \ | \ | >< | tatoo E - sq - sq - + - + - + - + - sq - sq - 3 - shop | \ | \ | \ | >< | / | / | >< | f - sq - sq - + - + - sq - sq - A | \ | \ | | / | / g - sq - sq - sq - sq - a \ | >< | / rd - sq - @ | >< | rd - rd | >< | bb - gt - rd | db | rd | ra Roads: Official Buildings: Special Points: ---------------------------------------------------------------- 1) Surgery Street @) Stable of Gelan P) Pillory of Gelan 2) Maple Street #) Guards Armoury +) Fountain of Gelan 3) High Street %) Guards Headquarters !) Jail Commerce: Public Buildings: ------------------------------------------ a) McCroissant bakery A) Public Lavatory b) Angora Hairdresser B) Public School of Gelan c) Brandybug Inn C) Toruist Office d) Goliloon Alchemy D) Post Office of Gelan e) Miser Shop E) Bank of Calia, Gelan Branch f) Hammerhead Smithy g) Tomati Empire Miscellaneous: ------------- bb - bulletin board db - drawbridge gt - gate ps - pillory store ra - roundabout > read map of ithilien You read the book titled "Transcribed and Modified". Transcribed and Modified, written by Alto on Narquelie 15, 3018. Updated map of Ithilien, written by Finwe on Narvinye 12, 3018. I T H I L I E N /-------------------/ Drawn by Brobkur, Captain of the Rangers of Ithilien Updated by Finwe, Master Mapmaker of Gondor To Morannon . / . O . . | . O . | . O . | O O . | | . . O O O - O . . /|\ / / | . NOY O O-O-O O - O | . . \ / \ /|/ \| / O ... O O - O - O - O O O O-O L O - O | . \ / \ / \ \| a | | . O - O O--O O O -- O k O O . | \ |\e/ | . O O - O O-O | . \ \ | \ / O . O O O - O - O | T . | / | / | / | h . | O - O - O O e . | /| | | . O -- O O O O | G . | \ / | / | r . O O O - O O e . | | | a . O O | t . | | | . O O O R . | \ | i . O O | v . | \ | e . O O ------- O O r . | \ / | . O O | . | E Osgiliath * | . O - O -- O -- O -- O -- O --- O -- O -- O -- O -- O -- O -- O . \ | | \ . O . . O. . . . . O O O-O-h T . . . . . . . \ . . | . . . . | . . . . .|. . . /| h . . . O ---------- O O O O d *h-h O h O e . | / \|/ \ | /. . . | O Emyn O-O h-O h-O-h A . | Orc | Arnen | / | \ n . O Camp O O O | O h-h O O d . | | \| | | / | | u . | O O O-O O h O Dark Gate i . | | \ | | | | | of MM n . O - h O - O - O O-O-O-O-O-O-O O . | | | | | | | | | \ /| . . O - h -O - O- O - 1 - 1 - h h O-O O O-O-O O . . | | | . . . . . .|. /. | . . h 1 - 1 . O O-d O . . . . . . . . . . . . . | | | O-O O + - - - - - - - - + | | * - up | O | 1 - enter tent | / Poros | d - down | [Lebennin, | h - herbs in | Tharbad] | orc camp | + - - - - - - - - + > read map of ithilien 102297 You read the book titled "New map of Ithilien". New map of Ithilien, written by Arioch on Narie 5, 3018. /------------------------------------------------------------------------------ \ | | | | | | | Tuo: (Increases Str) 16,19,31,32,47,50, | | Tyelka: (Increases Dex) 23,29,37, | | Astaldo: (Increases Dis) 4,12,24, | | Blunfing: (Increases Stamina) 65, | | Curugwath: (Increases Stealth) 55, | | Evermind: (Increases Mana?) 63,65, | | | | Suranie: (Restores Mana) 6,9,23,24,30,32,40,44,50, | | Attanar: (Restores HP ) 17,23,33,34,53,55, | |Blue Berry: (Restores HP ) 65, | | Lothore: (Heal ) 2,8,10,13,25,26,28,39,53,55,70, | | Athelas: (Cleanse) 1,35,45,65,69, || Foxglove: (Cleanse) 3,17,23,32,40,44, | |Blackberry: (Cleanse) 57,58,68, | | Redweed: (Rests player) 3,14,29,51,68, | | Hazelnut: (Rests Player) 37,52, | | Hawthorn: (Rests Player) 49, || Ithilgil: (Calming Mind) 41, | | Alfirin: (Clean Poison) 64, || | | Food Sources | | Annalda: 72, | | Raspberry: 58,68, | |Strawberry: | | | | Spices | | Basil: 4,16,31,40, | | Caraway: 7,31, | | Chervil: 20,36,39,41, || Clove: 16,27, | | Dill: 20,38, | | Fennel: 21,34, | | Garlic: 3,54, | | Ginger: 27,30,54, | | Laurel: 3,11,21,31, | | Marjoram: 25,32, | | Mint: 11,28, | | Oregano: 29, | | Rosemary: 7,37,55, | | Saffron: 10,31, | | Sage: 11, | | Savory: 3, | | Tarragon: 19,27,40, | | Thyme: 21, | | | | | | Poison Ivy: (Itchy) | | Ungolestol: (Cures Spider Poison) 27,38,49,52, | | Hemlock: 36,39,46,65,66, | |Myrtleberry: 37, | | | | | | 1 | | | | | 2 3 4---O | | /|\ / / | | | / | \ / / |H| | #### / | \ / / | | |### 6 7---8---9 10---11 | | |## / \ /| / \ | / |A| |## / \ / | / \ | / | | |# / \ / |/ \| / O | |O 12--13--14--15 16 17 18---19 20---21 |R| |#\ / \ / \ \ | | | | |##\ / \ / \ \ | | | | |## \ / \ / \ \| | |A| |## O---22 O---23 24 25---26 27 | | |## | \ |\ /| | | |## | \ | \ / | OD| |## | \ | \ / | | | |## O 28***29 30--31---O | | |## \ * |\ / |R| |## \ * | \ / | | |## \ *| \ / | | |## O 32 33***34--35--36 |I| |## | /*\ ** / O | |## | / * * * / | | |## | / ** \*/ |M| |## | 37--38---39 | | |## | /| | | | |## | / | | | | |## | / | | | | |## O--40 41 42 43 OR| |## \ / | / | | |## \ / | / |O| |## \ / | / | | |## 44 45--46 |A| |## | | | |## | |D| |## | O | |## 47 | | |## | | | |## | | | |## | | | |## 48 | | |## \ | | |## \ O | -- More -- 100/169 -- ( t b r n a > q x ! h ?) -- |## \ | | |## 49 | | |## \ | | |## \ | | |## \ | | |## 50------51 | | |## \ / O | |## \ / | | |## \/ | | |## 52 | | |## \ | | |## \ | | |## \ | | |## O----O----O----O----O-----O---O------O--------O--------O--------O--------O | |## \ | | | |## \ | | | |## \ | O | |## O O | | |## \ | | | |## \ O O--O O | | ## \ / \ | | | ## O---O O \ | | | ## | | O--O | | ## | O / | | | ## | | O / | | | ## O O---O | O---O O | | ## | | | O O d / | | | ## | | | \|/ / | | | ## | | | O / O | | ## O--53 O-O---O | O | | | ## | | | | | O O | O | | | | ## | | | | | O \| | | | O | | ## | | | | | \ O O O | | | | ## O-54-O-O-O-O---O---O---O \ | | | | | | | ## | | | O-O-O-O-O-O-O O | | ## | | | | | | | \ /| | | ## | | | O O O-O O O \ / | | | ### 55 O---O ########| |/#### O---O---O O | | ################################# O O-d ##############| | | | | | | | O-O O | | | | | | | | O | | 56 | | | | | | | | O | | 57---58 59 | | | \ / | | | O----O 60 61--62--O | | / | \ /###### /| | | / | \ / #/ | | | O---O O 63---64---65---66 Dock | | | | | / ################### | | | | / ## R O S | | O---O---O 67---68---69 ## O | | O / | \ / ############ P | | \ / | \ / ## R I V E R | | O-O O 70--71 ## | | / | ######### | | O | ### | | 72### | | /## | | /## | | 73## | | #### | \------------------------------------------------------------------------------ / > read map of kabal, caravan district You read the book titled "Map of the Caravan District of Kabal". Map of the Caravan District of Kabal, written by Finwe on Narvinye 14, 3018. K A B A L, C A R A V A N D I S T R I C T /---------------------------------------------/ Drawn by Finwe, Master Mapmaker of Gondor GATEWAY LANE | G -- st -- st -- T -- st -- st --- G ---- st ---- st ---- tw/in | | | | | CARGO ALLEY -->| ps - st - inn | H | st | st I st tc | bldg bank | do | W G | | | | | | WAYFARER'S | LANE | A H I -- st --- I - st -- st -- st -- st ------------ st ----- I L | | / | | L S st ST. OF st st -- stalls --- st tm - st T | CHAINS ->| / BEGGERS ALLEY ->| | S R st st store -- st st st T E | | SERVANT STREET / | | R E I -- st --- I - st -- st -- st -- st --- st ----- st ------I E T | | sm | / | | E st | / | ms -- st ---- st --- st -- st -- st -- I T | st -- st / WAREHOUSE STREET | | | / | -- I -- st --- T -- st -- I --- st --- st --- st ---- st ---- I | ^ HARVEST WAY | | CARAVAN WAY + - - - - - - - - - - - + | do - delivery office | | G - gate | | I - intersection | | ms - map shop | | ps - perfume shop | | sm - slave market | | T - T junction | | tc - trading company | | tm - temple | | tw - tower | + - - - - - - - - - - - + > read map of kabal, central district You read the book titled "Map of the Central District of Kabal". Map of the Central District of Kabal, written by Finwe on Narvinye 14, 3018. K A B A L, C E N T R A L D I S T R I C T /--------------------------------------------/ Drawn by Finwe, Master Mapmaker of Gondor | | / NOY --- I ------- rd ----- I --- rd ------- rd | HARVEST WAY / rd / / | rd PROMENADE WAY --> / rd / rd |\ <--- GLADIATOR / / rd \ ROW rd / | rd / rd HIGH rd \ / Citadel / ST. -->| \ gladiator rd \ / rd rd arena / rd | \ / / / rd---rd-----rd rd rd <--CARAVAN / / A | B \ \ / STREET NOY rd rd \ | / rd CIRCLE \ / \ / CIRCLE | \|/ | <--ROAD I I ROAD -> rd--rd--sq---rd--rd / \ / C /|\ D \ / \ / \ / | \ / \ / rd -- rd sq--M-sq rd -- rd MARKET \ \ / \ | / \ / / STREET --> \ \ E \|/ F / / rd rd--rd--sq--rd--rd rd \ | /|\ | / \ rd / | \ rd rd rd \ G | H / / \ rd---rd----rd rd \ | / rd rd rd \ | / rd rd rd \ | / \|/ basket --> Trade District + - - - - - - - - - - - + | A - city council | | B - council of Lords | | C - barracks | | D - fire brigade | | E - bank | | F - library | | G - post office | | H - sage's office | | I - intersection | | M - monument | + - - - - - - - - - - - + > read map of kabal, port district You read the book titled "Map ofthe Port district of Kabal". Map ofthe Port district of Kabal, written by Finwe on Narvinye 15, 3018. K A B A L, P O R T D I S T R I C T /---------------------------------------/ Drawn by Finwe, Master Mapmaker of Gondor to market district \ [14]--pt--pt--pt--pt--st--st--bk--st--st gd wh st-pi-pi-pi-pl pl | |>< | | | | | | | st--3 5--sq--st st--st--st--st pl 10 pl | | | | | | | | st--gd st 12 7 st pl--pl--pl | | | st--gd st--st--pz--st--st--8 st | | | | st--4 gd 6 st--2 gd st | | | | | pi--pi--st--st--st--st--st--st--st--st--st--st--pi--pi--pi--[15] | | | pi 11 pi | | pi pi | | pi pi | | pi--pi--pi--pi--pi--pi--pi--pi--pi--[16] | pi | pi | [17] + - - - - - - - - - - - - - - - - - - - - - - - - - + | bk - basket : 6 - Liquid Booty | | gd - guarded bldg : 7 - Halfling Brewery | | pi - pier : 8 - Tar Shop | | pl - platform : 9 - Shipwright | | pt - path : 10 - Sailmaker | | pz - plaza : 11 - First Ship of Kabal | | st - street : 12 - Watch Maker | | wh - warehouse : 13 - Tattoo Shop | | 2 - Seagull Center : 14 - Emerald Pier | | 3 - Tanner : 15 - Grey Havens Pier | | 4 - Shipping Office : 16 - Terel Pier | | 5 - Netweaver : 17 - Pelagir Pier | + - - - - - - - - - - - - - - - - - - - - - - - - - + > read map of kabal, trade district You read the book titled "Map of the Trade District of Kabal". Map of the Trade District of Kabal, written by Finwe on Narvinye 14, 3018. K A B A L, T R A D E D I S T R I C T /-----------------------------------------/ Drawn by Finwe, Master Mapmaker of Gondor / FARMER'S WAY | - st - rd - rd - rd - rd ----- rd / | | | st rd rd rd W CARAVAN / | | | A STREET ---> st rd 1 rd rd L / | | | | L Central st ts - ts - ts - 2 rd District / / | \ | S st ts - 3 ts - jh ts ------ I T \ / | | | | R st ts - 4 ts - NOY ts rd E / \ | | \ | | E st al - al - ts ts rt ts -- 5 rd T CARAVAN / | \ | / | STREET ---> st hs - al - hs rd - ts - ts - rd ------ I - hs / | | \ | st al rd 6 rd / | | | st al rd rd / / | | st al rd rd / / | | st rd rd rd \ | / | | | bsk ------------ rd - rd - rd - rd - rd - rd - tj -- rd --- rd -- rd [ to ] | | | | \ [Port ] fg hs hs CLIFFSIDE ROAD 7 tw [Dist.] + - - - - - - - - - - - + | 1 - Weapon Shop | | 2 - Basket Shop | | 3 - Jewel Shop | | 4 - Cloth Shop | | 5 - Wine Shop | | 6 - Liquor Shop | | 7 - Rope Shop | | al - alley | | bsk - basket | | fg - forge | | hs - house | | I - intersection | | jh - jail house | | rt - restaurant | | tj - T junction | | ts - town square | | tw - tower | + - - - - - - - - - - - + > read map of kalaman Read what? > read map of kalaman 101197 You read the book titled "Map of Kalaman with a short history". Map of Kalaman with a short history, written by Arioch on Hisime 4, 3017. M A P O F K A L A M A N Kalaman is a city that is built on the estuary of the Vingaard River. This area is excellent for a port city as the waters are deep enough for the ships that dock there. Kalaman is also a central point for embarking to different areas around the world. Being situated quite near Kargaard Keep, and just north of Vingaard Keep, Kalaman was the first city to be retaken by the Knights of Solamnia, and it was the first place that flying citadels were seen.The people here are good, and do not tolerate thieves or kenders. 1. Dock to Gondor 2. Unused 3. Crystal Shop 4. Stout dwarf inn 5. Dock to palanthas 6. Dock to Vingarrd Keep 7. Dock to flotsam 8. Dock is closed 9. Blacksmith shop 10. Garden Gate C. Closed off ___ G. Guard room / \ K. Kings Room |Tower| ___ \___/ / \ x-x-x-x |Tower| / \___/ x 5 7 x Poor Dist |/ / | C x 6 x | \ / | x-x-x 4-x 8 x | | | \ / | gate G-u x-x-x u-G x 1 x \ / | | |\ \ / \ / | x x-x-x x-G-G x x 2 x / \ / | \| / \ |\ / / u-G G x x x x x u-G x x -x | \ / | \ / / G x x-x-x x 3 | / \ / | \ / \ x-x x x x x-G-G-G | | | | |\ x x C x C x x x ___ | | \|/ | | \/ \ x x u-x x x |Tower| \ \ / /|\ \___/ x x-x-x x-x-x \ | / \|/ x-x-x-x- x O-O-O / \ O O-u / |/ O O / | O O / | O O | \ d d / \ O O / \ d d | \ O O-O-u | \| O O | | O K O \ | / O d O \ / O O \ / O O \ / O--O--O--O-O--O > read map of minas tirith You read the book titled "Map of Minas Tirith". Minas Tirith ---------------- Drawn by ? Edited and updated by Brobkur, Captain of the Rangers of Ithilien Afteryule, 3034 X ----------------- X \ X ------- X \ \ \ X \ Administration / \ \ office / \ \ | / \ \ X - X / \ \ White Tree Pub \ / \ \ / X \ \ / \ \ \ / X X X | | \ Tunnel Tunnel \ | | \ | X - Bakery | Stable- X - Guesthouse | | | | Great gate ? X Store - X X ---------------- of \ / | | Minas Tirith X | Sword | | / Training X - and Post- X | X - X Hall / Shield | | X Tavern X - Guardroom Antique | / \ / shop | / \ / | |/ \ / Cliff - Square - X \ / | \ / Armoury \ / \ / \ / X / Old, Bank / Gloomy | / Building | / | |/ X ------------------ X > read map of northern hideout You read the book titled "Map of Northern Hideout". Map of the Northern Hideout of the Rangers ------------------------------------------ Drawn by Istrbitl, Captain of the Rangers of the North Astron 2992 Resting Room | | A Short Corridor | | Training --- Northern ---- Songs --- Bulletin (Meeting Room) Hall Corridor and Tales Board | | | | Restful ---- Western Eastern ---- Post Hearth Corridor Corridor Office Inn | | | | Jerrets ---- Southern ------- Great ---- Temple ----- Temple General Storet Corridor Hallway Corridor of Tulkas | | | | Council Entrance/ Room Exit > read map of palanthas You read the book titled "Update of Palanthas". Update of Palanthas, written by Finwe on Lotesse 28, 3018. M A P O F P A L A N T H A S /-------------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Updated by Finwe, Master Mapmaker of Gondor Pier [1] | Pier [2] | \ | \ | Shop Pier [3] Garden | | / | Pier [4] | / | \ | / Circle St----N Pier Pier [5] Harbour / | | | \ / | | | \ / | | | \ / | | | \ / Harbour----Harbour---Fish-----Harbour \ / \ Market \ | | \ / \ | | \ / \ | | \ [Palace] / Club----Knights | | \ | / Hall Ave | | Ruins \ | / \ | | | \ | / \ | | | \ | / \| --Gates----West-------Paladine--------Plaza-------Paladine-------East Outskirts St / | \ St Outskirts | | / | \ | | | / | \ | | Alley / | \ | | / | \ | | SW | Clerist | | City | Rd | \ / | \ / \ / | \ / \ / | \ / \ / Library \ / \ / Flames----Lane---Library \ / \ / | \ / Circle St | Circle St | \ | / \ | \ | / \ PO \ | / \ ----------Circle-------- Gates St \ | \ | \ Silver ... Dragon Inn +----------------------+ | Pier 1 - Flotsam | | Pier 2 - Calia | | Pier 3 - Cove | | Pier 4 - Newports | | Pier 5 - Grey Havens | +----------------------+ > read map of pax tharkas #1 You read the book titled "Entrance level of Pax Tharkas". Entrance level of Pax Tharkas, written by Finwe on Narie 5, 3018. P A X T H A R K A S Entrance Level - Map 1 /-----------------------/ Drawn by Finwe, Master Mapmaker of Gondor ENTRANCE | cr cr cr cr tu | | | | | tu-rm-rm-rm-rm-rm*tu tu | | | | | | | | | rm cr cr cr cr | | | tu-tu-xr-tu-tu-tu-tu*rm tu / | | tu tu-tu rm | |\ | \ | | tu tu-tu-tu tu rm tu | | | | | tu-tu-tu tu co-co-co-co | | | wraith tu-tu | tu | rm | tu rm - co - tj-co-rm-tu-tu-tu-tu | | | |/ rm rm co-rm-rm {up} | co | + - - - - - - - - - + rm | * - hole | | co - corridor | | cr - crypt | | tj - T-Junction | | tu - tunnel | | xr - crossroad | + - - - - - - - - - + > read map of pax tharkas #2 You read the book titled "Gate level of Pax Tharkas". Gate level of Pax Tharkas, written by Finwe on Narie 5, 3018. P A X T H A R K A S First Level - Map 2 /-----------------------/ Drawn by Finwe, Master Mapmaker of Gondor rm (see map 3) || ld || (see map 3) rm rm - rm rm rm || | | | co - co | | | || rm - rm - rm rm rm - cr -- cr -- cr -- cr | | | | | | rm - rm - hl - hl - wl - GT - tw - cr - tj ld -- rm rm | {dn} | | | cr | | | rm - rm | / : rm | / : / | / rm | / cy mi | | cy - cv - cv mi | | cy mi / | / rd cv / \ / rd - rd \ NOY + - - - - - - - - - + | : - tunnel | | || - up | | co - corridor | | cy - courtyard | | cv - cave | | GT - gate | | hl - hallway | | ld - ledge | | mi - mine | | rd - road | | rm - room | | tw - tower | | tj - T-junction | + - - - - - - - - - + > read map of pax tharkas #3 You read the book titled "Tower level of Pax Tharkas". Tower level of Pax Tharkas, written by Finwe on Narie 5, 3018. P A X T H A R K A S Tower Level - Map 3 /-----------------------/ Drawn by Finwe, Master Mapmaker of Gondor tower tower || || ld ld || || ld ld || || ld - bt - bt - bt - bt || || rm - rm [down] st - rm - rm - rm - rm | >< | | | | rm - rm rm - bl - bl st [dn] | rm - rm - rm - rm - tu + - - - - - - - - - + | bl - balcony | | bt - battlement | | ld - landing | | rm - room | | st - stairwell | | tu - tunnel | + - - - - - - - - - + > read map of re albi You read the book titled "Map of Re Albi". M A P O F R E A L B I /---------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 ... brewery pigeons--PO | | | | | bar---al---al---al---al---al---al---al shop | | | | | | house rd guild sq---sq---sq---al---harbour [Gar] | |\ | /| | | inn | \ | / | bank building---sq | | \ | / | | cafe---sq---sq---sq---casino | | / | \ | meadow | / | \ | |/ | \| house---sq---sq---sq---forge | | rd library | rd \ rd \ rd | tailor shed rd | | | cliff---shore---shore---docks---shore---beach---path---... | pier [Circle Line] diving | tower pier [Minas Tirith] \ | pier---pier [Sparkle] ================ = KEY: = = al alley = = rd road = = sq square = ================ > read map of rohan You read the book titled "Map of Rohan". ^^^^^^^^############################# ************** ** ^^^^^^##############################****** LIMLIGHT ******* *** ^^^^^^^############################# **** ** ^^^^^################################ ** ** ^^^^^####### FANGORN ################# ANDUIN ** ^^ *^^############################### THE WOLD ** ^^+*^^^############################ ** ^^_*^^#########################* ** ^^_*ISEN *** ** ^^_* DEEPING STREAM ** EMYN ** ___=___ ******************* EAST MUIL HH ** **** ____******** WEST * HHH** ^^ *___ EMNET * EMNET HH** ^^^^^*+ ___ WESTFOLD * H** ^^^^^^^^^ ____ SNOWBOURN ** ***** ^^^^^^^^^^^ ____ *=************* ***** **** ^^^^^^^^^^^^^^^^^____=____ ***** ENTWASH *** ** ** ^^^^ WHITE ^^^^^^^^^^*_ _____ ***** ** ********** ^^^^^^^^ MOUNTAINS ^*+^^ _____ ************************ ^^^^^^ ^^^^^^^^^^^^^^* ^^^^^^ _____ EASTFOLD * ***** ** ^^^^ ^^^^^ ^^ ^^^^^ EDORAS ^^^^^^^^______ *MERING********** ^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^_____* STREAM ** ^^ ^^^^^^^^^^^^^^^^^^^^^^^^^ *_____ GONDOR** > read map of sparkle You read the book titled "Map of Sparkle". S P A R K L E M A P /------------------------/ October 1993 by Thalian, Mystic of the Holy Star, Great Adventurer, male elf Sparkle *-------* | bb - Bulletin Board | Po - Post Office | | | Ag - Adventurer's Guild dxx--xxx--xxx--xxx | Pb - Pub * | | | Sh - Shop/store uxx xxx--xxx xxx | So - Shipping Office | | b1 - Berth 1 (Re Albi) xxx--xxx--xxx--xxx | b2 - Bth 2 (Minas Tirith) | | b3 - Bth 3 (Grey Havens) xxx | b4 - Bth 4 (Circle Route) + | | b5 - Bth 5 (Calathin) xxx xxx | b6 - Bth 6 (Solace) | | | b7 - Bth 7 (?? ) xxx--xxx--xxx--xxx *-------* | | | xxx--xxx--xxx--xxx--xxx xxx--xxx--xxx xxx | | | | | xxx--xxx--xxx xxx--xxx xxx--xxx--xxx--xxx--xxx--xxx | | | | | | xxx xxx--xxx--xxx--xxx xxx--xxx--xxx | | (Moors) xxx--xxx xxx xSo xWh | | | | xxx--xxx--xxx xxx xxx--xPo xPb--xb2--xb1--xxx | | | | | xxx--xxx--xxx--xxx--xxx--xxx--xxx--xxx--xxx--xxx xHs xWh--xb3 (Sparkle) (Gs) | | | | | | ( Docks ) ooo xxx xxx--xxx--xxx xxx XXX--xxx--xxx--xb4 \\ | | | | | | xxx--xxx xxx--xxx | xAg cbb xSh xb5--xb6--xb7 | | | | | xxx xxx--xxx xxx--xxx--xxx--xxx xWh xWh | | | xxx--xxx xxx--xxx--xxx | xxx | xxx | xxx // xxx // xxx <- Calia // xxx // -xxx--xxx | xxx--- > read map of telberin You read the book titled "A map of the elven city of Telberin in emerald". A map of the elven city of Telberin in emerald, written by Finwe on Nenime 7, 3019. T E L B E R I N /---------------/ Drawn by Finwe, Sergeant of Gondor NOY hq ls | / | ga -- rd NOY |/ | | \ / sh st ga -- rd rd \ / / \ \ ar st -- st rd -- rd \ / | / \ | \ gh -- st st rd rd -- $ | | | | to forest <--- ga -- ga rd -- ga | | | | st -- st rd -- rd -- hs | \ \ / / | \ po st bl -- NOY st st rd hs \ | \ / | / | | \ gd bl bl -- bl st | hs inn | / \ | | / | th -- rd bl -- bb li | | \ south ht -- li -- li --NOY + - - - - - - - - - - - + gate | ar - armoury | | | bl - boulevard | V | gd - garden | to | gh - gathering hall | piers | hq - | | hs - house | | ht - hut | | li - library | | ls - leather shop | | th - townhouse | + - - - - - - - - - - - + > read map of terel You read the book titled "Map of Terel". M A P O F T E R E L /-----------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 [to Calathin] \ \ gate / \ / \ rd bridge | \ | \ rd rd | \ | \ gate---path lodging rd restaurant---rd---path---gate \ | / | \ | / | path---path---rd bar---rd | | | | | | shop---rd pier [to Faerie] | | | | [to Janus] pier pier [to Northern Port] | | | | [to Sparkle] pier pier [to Emerald] > read map of the barrows You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of the Barrow Downs and Tom Bombadil's house, written by Finwe on Nenime 17, 3019. B A R R O W S And Tom Bombadil's Home /-----------------------/ Drawn by Finwe, Sergeant of Gondor (down) underground =================== beneath (*) | barrows | | | | silent room === dark foggy -- barrow | room -- dark place | room | | | living dark room -- dark room valley room | | | | | | dark room (start) outside | | cottage --- garden beneath | downs | garden --- garden * to leave, go south from beneath barrows, then north again. beneath barrows changes and takes you back to outside. > read map of the brandywine bridge You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of the bridge and surround areas, written by Finwe on Nenime 17, 3019. B R A N D Y W I N E B R I D G E /----------------------------------/ Drawn by Finwe, Sergeant of Gondor ABOVE BRIDGE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - inn | -- GER -- GER -- BRIDGE -- GER -- GER -- | || WF (under bridge) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - to Annuminas orc camp road \ / | road forest | | road -- road road -- shirrif forest | | | road road -- shop forest \ | | road path ------------- forest -- path \ / \ \ road valley path -- path -- hut \ valley path --- path \ | | hill - path -- river -- path / | hill path / | hill (under | bridge) hill | | path forest | | path GER | path > read map of the cursed lands You read the book titled "Map of the Cursed Lands". M A P O F T H E C U R S E D L A N D S /---------------------------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 worship holy room circle \ | \ | Mishakal \ | paths temple-----entry---hall---chamber---of the entrance / dead | / | | / | | worship [down] courtyard room | | | | ... Xak Tsaroth entrance | swamp swamp---swamp | | | | | | | swamp---swamp---swamp---obelisk | | | | swamp---swamp---d swamp---swamp / / ... > read map of the gate of minas morgul You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Map of gate of Minas Morgul, excluding Towers, written by Finwe on Nenime 22, 3018. G A T E O F M I N A S M O R G U L /---------------------------------------/ Drawn by Finwe, Master Mapmaker of Gondor G A T E -------- guard room -- inside -- guard room gate | bldg/u -- DS -- bldg/u | | stairs/u | stairs/u | bldg/u -- BS -- bldg/u \ | / | | MR bldg/u -- DS bldg/u -- BS | | | guard MR bldg/u -- DS bldg/u -- BS room | | | | MR ---------- MR ----------------- MR ---------- arch | | | store -- DS -- po bldg/u -- BS guard | | room boards -- DS -- bank | | | bldg/u -- BS training | room DS -- armory + - - - - - - - - - - - + | MR - Morgul Road | | DS - Dark Street | | BS - Barracks Street | | /u - up | + - - - - - - - - - - - + * The bldgs go up to a room. The stairs go up to the towers. The towers surround the Gate. > read map of whitfurrows You read the book titled "Map of Whitfurrows". Map of Whitfurrows, written by Finwe on Narie 6, 3018. W H I T F U R R O W S /---------------------/ Drawn by Finwe, Sergeant of Gondor 6th Day of Narie 3018 Great East Road | | bakery road | | | | hobbit ----- lane ---- lane house | | | | hobbit lane house | | training room > read map of calathin Read what? > read map-of-calathin You read the book titled "Map of Calathin". M A P O F C A L A T H I N /-----------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 ... / / rd | rd shop \ | sq----sq----sq----sq----townhall | | | | \ | | | | \ bank---sq----sq----sq----sq common | | | | | | | | ... sq----sq----sq----sq \ | | | | \ | | | | sq----sq----sq----sq / \ | | / \ inn pub / \ ... st--guild rd / / \ / tower---st rd---rd---rd---rd---rd---rd / \ \ st rd rd---... | | | bridge bridge pth | | | ... rd bridge [to Minstrels Guild] \ | rd pth | / rd ... \ ... rd | \ | rd ================ | = KEY = rd = pth path = | = rd road = rd = sq square = \ = st street = rd ================ | [gypsy camp]---rd | ... [to Terel] > read map-of-the-gypsy-camp You read the book titled "A map of the gypsy camp in Terel". A map of the gypsy camp in Terel, written by Isatis on Nenime 2, 3018. This book was not written by me. I removed it in a test and am now replacing it... M A P O F G Y P S Y C A M P /--------------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 fortunes | | wagon camp shop wagon | | | | | | | | wagon----camp----camp----camp----camp | | | | | restaurant | | | | | | | | | wagon----camp----wheel camp----camp | of | [to Calathin] | chance | | | | | | camp----camp----camp----camp----camp----camp----Southern | | | Rd | | | | haunted big camp house tent | [to Terel] | wagon > read map-rybos You read the book titled " The city and the first floor of the castle of Ribos". The city and the first floor of the castle of Ribos, written by Goshen on Urime 3, 3018. ************************************************************** * (1) Pub * * (2) Church * * (3) Shop * * (4) Post * * (5) Bank * * (6) Inn * * (S) Sherrif * * (K) KING * ************************************************************** (+)--*--*--*--*--*--*--*--*--*--(+) | \ / | * \ / * | \ / | * * * * * * * * * | \ | | | | | / | * *--*--*--*--* * | / | \ | * *--* *--*--* *--* * | | | | * *--* *--* * | | | | * *--* Throne *--* * | | Room | | * *--* | *--* * | | | | | * *--*--------(+)------* * | | | (+)--*--*--*--*--*--*--*--*--*--*--(+) | *--*--* | *-----*-----* | \ | | | 1 2 | *--* 3 *--* | | | *--*--*--*--*--*--(+)-> To Calathin | | | * * *--* | | | | 4 *-6 5 | |/ | \| *--*--*--*--* | * | *--* Written by Benedict. Transcribed by Goshen Haladin > read map-sybarus You read the book titled "A map of the great domain of sybarus.". A map of the great domain of sybarus., written by Goshen on Urime 3, 3018. Inn | *--*--*--* | * | * | *--* | | * * | \ *--*--* * | * | * \ * | * | * \ * \ * \ * \ * * \ / * * \ / * *--* * \ | |/ *--*--* / | | * (+) * | *--* | * * * \ \ | * *--*--* (-) \ | / * * * \ | / * * (-) \ |/ * * * \ |/ *--*--*--*--*--*--*--*--*--*--* / | (-) * | * * |\ / Hobgoblins <- (-)--*--*--* * * | | \ / * * * * | \ / * *--*--* | | Pool Drake to Terel > read map_easterline_citadel Read what? > read map_easterling_citadel You read the book titled "A map of the citadel on the easterlings in Rhun". A map of the citadel on the easterlings in Rhun, written by Jordan on Nenime 14, 3019. Easterling Citadel: 1ST Floor x-x | x-x U x x / | | | | D x-x x-x-x-x | / x-x-x 2ND Floor x-x-x-x | \ | x D U x |/ | | x x-x 3RD Floor x U |\ / x x-D | / x-x 4TH Floor D | x x denotes a room D is a staircase leading down U is a staircase leading up. > read map_easterling_tower You read the book titled "A map of the Easterlings tower in Rhun.". A map of the Easterlings tower in Rhun., written by Jordan on Nenime 14, 3019. Easterling Tower: 1ST Floor x | x x-x-x | | x-x-U x | | x-x x-x |/ x | 2ND Floor x----x-x | | | x-x | / | x--x B x \ | x--x | x-x 3RD Floor D-x x is a room D is a staircase down. U is a staircase up. B is a staircase leading both up and down. > read map_of_argos You read the book titled "Map of Argos". M A P O F A R G O S /--------------------------/ Drawn by Gnadnar, Master Mapmaker of the Rangers of Ithilien 27th day of Narie in the Year 3018 X X | T H E M A | | | | | | ....---La-----La-----La-----La-----La-----La-----La-----La-----La-----La--X | | | | | | | | | Pr----v.c. pub-----De----inn shop----Tr---shop shop----Te | | | | | | Pr board shop----De inn studio---Tr---forge Te | | | | A-- Pr--pigeons bank----De--depot--commons---Tr-----PO press---Te--P R | | | | | | | | | | H X---Ch-----Ch-----Ch-----Ch-----Ch-----Ch-----Ch-----Ch-----Ch-----Ch--A E | | \ / | \ | R S-- Pr chamber stacks---De park--------park Tr amph-----amph Te--O | | | | | | | | | S Pr---hall---hall-----De park park Tr amph stage Te | | | | | | | | | Pr museum stacks---De park--------park Tr thesp---thesp Te | | / \ | | | X---Al-----Al-----Al-----Al-----Al-----Al-----Al-----Al-----Al-----Al--X / | | | arena | cyard--cyard--cyard | X X ================================================================== == KEY: == == Al Alpheron Road amph amphitheatre == == Ch Chipas Road cyard courtyard == == De Deuteros Road thesp thespians == == La Lambdos Road v.c. visitors center == == Te Tetartos Road ARXES temple of Arxes == == Tr Tritos Road PHAROS temple of Pharos == == X CLOSED THEMA temple of Tehma == ================================================================== > read map_of_dephonia_temple You read the book titled "Map". M A P O F T H E T E M P L E O F D E P H O N I A /-----------------------------------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 24th Day of Nenime in the Year 3019 =====lower level===== portico | | | foyer | | | lecture---corridor---reception / \ / \ / \ novices---corridor corridor---guards / sacistry \ / | \ / | \ library--corridor--ante--sanctum--ante--corridor--chapel \ \ room | room / \ \ | / library \ hierophant / \ corridor corridor---armoury \ \ / library \ / \ / corridor---chamber | | [...upper level...] | + | + tower =====upper level===== commons | novice | novice priest | priestess quarters---corridor---quarters | | children | quarters---corridor---servants / \ / \ priest / \ priestess quarters / \ quarters priest | / \ | priestess training---corridor---corridor corridor---corridor---bath | \ / | priest \ / priestess quarters \ / quarters \ / \ / corridor | winery | banquet | | | kitchen----corridor---banquet | | tower | + | + tower + + + [...lower level...] > read map_of_emerald_bogs You read the book titled "A map of the bogs of emerald". A map of the bogs of emerald, written by Finwe on Nenime 6, 3019. E M E R A L D B O G S /------------------------/ Drawn by Finwe, Sergeant of Gondor pl gl / | (a) -- tr fo -- gl \ | / to east gate tr -- fo of Telberin \ \ ct -- gl -- tr -- tr -- hl -- bg rd | \ / \ / \ de bg bg bg -- bg -- bg to | \ / / south bg bg bg -- bg Emerald / \ | bg bg \ \ bg \ / bg -- bg bg | \ || bg bg -- de + - - - - - - - - - + Elven Temple | al - altar | --------------------------- | bg - bog | nv -- sp | ct - cottage | | | (a) | de - dead end | hr -- al -- mm -- gl -- | gl - glade | | | \ | fo - forest | nv -- sp | hl - hill | | hr - holy room | | mm - monument | | pl - pool | | sp - space | + - - - - - - - - - + > read map_of_kabal-citadel Read what? > read map_of_kabal_citadel You read the book titled "Map". M A P O F K A B A L C I T A D E L /-----------------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 20th Day of Nenime in the Year 3019 roof / office office office kitchen / \ | / / bell room \ | / / + office--messhall + | stair | + _______ ---------------- + | \ | stair high | \ | + lord--office--hall podium--dome | + / | \ | \ | \ | stair / | \ | \ | \ | + private guard dining dome--dome--dome | + room room room \ | \ | | stair | \ | \ | | + | dome--dome------ + kitchen | \ stair | \ + | [...Kabal...] + | stair | + | + | bed---belltower---------------------------------------- > read map_of_kabal_seahawk You read the book titled "Map". M A P O F K A B A L S E A H A W K /-----------------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 19th Day of Nenime in the Year 3019 crow's nest \ \ mast \ \ mast \ [...Kabal...] \ | \ | corner----------entrance----------side | \ | | \ | \ | | \ | \ | | \ stern-----------center---------center bow | | | / | | | / | | | / corner-----------far end--------far end first mate room cabin | | | | | | | | | corridor--------corridor-------corridor---lower level | | | | | | | | | captain storage room prison-----------prison guard room | | | | | | | | | prison-----------prison--------corridor---bottom level | | | | | | | | | prison-----------prison storage > read map_of_kabal_trading_co You read the book titled "Map of Kabal Trading Company". M A P O F K A B A L T R A D I N G C O M P A N Y /---------------------------------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 19th Day of Nenime in the Year 3019 =====Ground Level===== Corner---Hall---Intr---Hall---Intr---Hall---Hall---Corner Courtyard | | | | | | | | | | | | Hall--Servant Hall Barr Hall Stor Dining Arch---Courtyard | | | | | | | | | | | | | | Hall--Kitchen Hall Barr---Hall---Stair Dining Arch---Courtyard | | | | | | | | | | | | Corner---Hall---Entr---Hall---Intr---Hall---Hall---Corner Courtyard | | [...Kabal...] =====Upper Level===== Corner---Hall---Hall---Hall---Intr---Hall---Corner---Library | | | | | | | | Hall Coun---Coun---Coun---Hall Hall Library | / | | | | | | Plat | | | | | | \ | | | | | Hall Coun---Coun---Coun---Hall Stair---Hall----Trading | | | Room | | | Corner---Hall---Hall---Hall---Intr---Hall---Corner---Refuse =====Abbreviations===== Arch Archway Barr Barracks Coun Council Chambers Entr Entrance Intr Intersection Plat Speaker's Platform Stor Storage > read map_of_michel_delving You read the book titled "Map of Michel Delving". M A P O F M I C H E L D E L V I N G /--------------------------------------------/ Drawn by Gnadnar, Master Mapmaker of the Rangers of Ithilien 2nd Day of Viresse in the Year 3018 hobbit hole court--house--barn | / yard yard | / meadow--meadow [Closed] / | path | / street--[Closed] | Hobbit | Guild--street--path / | \ kitchen--tavern | lodging | (to Grey Havens) ... ---road--- ... (to Bree) | mathom | house--street--mayor | | street--lodging cottage | | | | street--field--field--field--field | garden | house > read map_of_mirkwood You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. M A P O F M I R K W O O D /-------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 15th Day of Narvinye in the Year 3019 ============================================================================ = N.B. Since Mirkwood is so large, I omitted arrows connecting locations = = in order to make this fit on a parchment of reasonable size. N/S/E/W = = movements between adjacent locations are always possible and so are not = = marked; diagonal movements are possible only where marked with '_'. = ============================================================================ ================================= = Legend = = B Bridge = = C Clearing = = F Forest = = M Forest maze = = P Path = = R Road = = T Thranduil's Caverns = ================================= F F F F F F F F F F F F F M M _M M M M M M M M F F F M M M M M M M M M M C M F F M M M M M M M M M M M M F F F F M M M M M M M M M M M M M M F F F M M M M C M M M M M M M M M M F F M M M M M M M M M M M M_ F F M M M M M M M M M M M M M T F M M M M M M M M M M M P P P P P P......to Esgaroth... ..to......P P P P P M M M M M M P P P M M M M F ..Misty.. F M M P P P P P B P P P M M M M M M M F ..Mtns.. F M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M C M M F F M M M M M M M F F F M M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M F ..to......R R R R R R R R R R R R R R R R R R R R R R R _F_ ..Misty.. F M M M M M M M M M M M M M M M M M M M M M M M _F ..Mtns.. F M M M M M C M M M M M M M M M M M M M M M F F F M M M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M C M M M M M F F M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M F F M M M M M M M M M C M M M M M F F F F F M M M M M M M M M M M M M F F F M M M M M M M M M M M F F M M M M M M M M M M F F M M M M M M M M M M M F F M M M M M M M M M M M F F M M M M M M M M M M M F F M M M M M M M M M M M M M F F F F M M M M M M M M M M M M M M M M F F F M M M C M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M C M M F F M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M M M F F M M M M M M M M M M M M M M M F F F F F F F F F F F F F F F F > read map_of_new_neraka You read the book titled "A Map of the new Neraka". A Map of the new Neraka, written by Karaji on Ringare 11, 3018. MAP OF NEW NERAKA Made by Karaji Proudfoot W-Wagon | *-*-* / | * *-*-* * /| | \ / t * * * * \ / | \ t * W *-* * * t \ | |/ | \ / t * * t 3 * I-*-*-% * * \ \|/ \| |/ | \ / *-*-A-*-*-*-M-* * * * * s t t t / |/ /|\ / | \|/ |/ / * t-* * T * BB-* *-*-* *-M *-G / \ | / \ | /| \ / \ / | * t t * * * * * *-*-* *-*-*-G-% | | \ / / | | \ /| \| | * * * * * * * * *-4 *-* \ | | | | |/ \ |\| * *-*-* *-*-* *-s * 5 t *-t | | | |X|X|\ \ | | * S-* * *-*-* * * * t | | | | | | | *-* *-* * T *-P * * * \ | | | E | | \ / * W * * M * * * | | | P | | | * * B-* L *-*-*-s * s / \ | | E | | |/ * W * 2-* * * * * T t t |/ | | / \ / / \ |\ / \ / W * W * * * *-*-* * *-*-*-M-*-* *-t \|/ | |/ | | / /| \|\ \ / P * * * s * * U * * B *-*-t \| | / \ | / | /| |\ \ t *-*-*-*-*-*-* * * * * W s t * * \ / /|\ |\ |/ / /| | t *-t 1 * * T *-*-* * T t t \ | / \ \ | / *-* * t * U * * * | / \ \ \| \| *-*-* t * * * * / \ \ / | / t t * * * \ | | * * * |\ | | * *-*-* * | | / * * * | /|\ / * %-*-M-*-6 | /|\|/ * 2 * * \ / |\ * * s / * | *-*-*-* /| /|\ \ t t * * t t / | t t ================================================================= A=White Army Camp 1) Queen's Head Bar = B=Bank 2) Smith (sharpen & Wax weapons) = G=Metal Grating 3) Scarf shop = P=Post Office 4) Black Ship Inn = S=Neraka General Store 5) Stable = s=shop 6) Little Red Rooster Pub = I=Inn = M=Market Square W=Warehouse = T=Tavern %=Closed = t=Tent = ================================================================= > read map_of_new_solace You read the book titled "Map of Solace showing recent chnages". M A P O F S O L A C E (Reflecting the recent changes) /--------------------------------/ Drawn by Gnadnar, Master Mapmaker of the Rangers of Ithilien on the twenty fifth day of the month of Cermie in the year 3018. ... ... \ | rd rd | / | (to Vinegaard) / rd dr rd* rd* | | /| /| | | / | / | pier--rd rd--rd rd pk--pk rd (to Sparkle) \ / \ | \ / \ | rd* rd--rd*-rd \ | \ | rd rd \ | \ | rd--rd--rd--rd--inter.--rd--rd--rd--outskirts--... | | | | \ | | | | \ cl* cl*--sq rd cl* graveyard / \ | / \| pa rd | | | | pa* rd | ... ====================== = KEY: = = cl clearing = = dr dragon = = pa path = = pk park = = rd road = = sq square = = * stairway up = ====================== > read map_of_solace_trees You read the book titled "Map". M A P O F S O L A C E T R E E S (Reflecting the recent changes) /---------------------------------------/ Drawn by Gnadnar, Master Mapmaker of the Rangers of Ithilien on the twenty fifth day of the month of Cermie in the year 3018. inn qm \ | \ | br--pl* br--pl*-br--br / | \ / / | / | \ / / | xx br h h--br br--br br--h \ / \ \ / \ | \ / \ \ / \ | pl* xx br--pl* h br | / | / \ | | (Faerie) / |/ \ | br h!--br br br br \ | | | | \ | | | | br br br br--sh br--h / \ | \ | / \ | \ | wi pl* pl* h br--pl* \ |\ | / \ | \ | / dr+++br br br--br (Neraka) \ | | \ | | pl* po ================================================ = KEY: = = br bridge sh shop = = dr dragon wi chamber of wise = = h house xx not open yet = = pl platform * stairway down = = po post office + stairway up = = qm quest master ! portal = ================================================ > read map_of_thranduils_caverns You read the book titled "Map of Thranduil's Caverns". M A P O F T H R A N D U I L ' S C A V E R N S /------------------------------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 15th Day of Narvinye in the Year 3019 ======================= = Legend = = C cave = = H hall (corridor) = = O office = = X locked = ======================= =====Upper Level====== H---H---H Post Office | \ | | \ | | \ | pub---H H---H---H | \ | \ | \ H H O C---C---C---C | | | / | | | | / | | | | / | H H---H---H---H board---H---H---H---H \ / | \ | | (stairs down) \ / | \ | | \ / | \| | H---H shop H H \ | \ | \ | H H | | H | | bridge =====Lower Level====== C X C | | | | | | | | | H---H---H H---H---H---H---H---H---H / \ | / (stairs / \ | / up) / \ | / H---H X H---H---H---H---H---H \ | / \ | / \ | / H---H---H > read map_of_thwil You read the book titled "Map". M A P O F T H W I L /-------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 25th Day of Nenime in the Year 3019 paddock alley---alley---pier---pier---pier | | | [Re Albi] | | | delivery | | | office street---street---street | | / | | pier | / | | | | / | | | street street---herbs street---shop | shop | | | pier | | + bank---street---street---street---street | + | \ | + | \ | quay | \ | alley alley---pier | | | | | | gate pier---pier---pier > read map_of_upper_moria You read the book titled "Map". M A P O F T H E U P P E R L E V E L S O F M O R I A /-----------------------------------------------------------------/ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien 13th Day of Hisime in the Year 3018 ======================================================== = Legend = = cham chamber gal gallery = = cor corridor junc junction = = cvrn cavern psg passage = = depr depression sq square = = fiss fissure xing crossing = = = = Note: dots mark up/down movement = = marks a continuation below the main map = ======================================================== window | . golden | . . room cave S of rock . | | window . | | . . | | . psg---at throne---hall---xroads----cave---hollow . | | | . | | gathering | . | | room | tunnel . | guest | | end . | room fireplace--blocks--dome--stairs--terrace | . | . . | gate . | . . tunnel room . psg------sq cham---stone cham---psg---psg---sudden | . | . | | . stop | . | . | | ........ tunnel | . | lit. long long | . stair--junc--wing--room--room--cor--cor--cor--cor--cor--cor--cor . |. | . | | . | . | .. | | . psg--cvrn--study pyramid--rattrap . gal--gal | stair | . | . | . | . | . | . | . | . psg . ogress . crack--gal | . | . . | --entrance | . | . | | . door--big--oval | | . | room room | | . | | | . corner---big | | . | room tunnel--slimy--psg bed--xing--cham . | . | | | shaft--psg--hollow . | | | . | | closet | . | | | | ?? maritime fiss clammy--room (locked) | | room | psg | . shore | | | . psg--hall--hall--fiss--west--low--depr ?? | dept room | | fiss ============================================================================= wardrobe--------shield chamber | | | | vicarage sleeping | . room | . | | . | knights | ballroom gallery---lost on path----hall-----armoury | . | | . | | . | platform--ballroom dragon | | | | ballroom ============================================================================= . niche . | . | big hall---big hall | | | | secret big hall -- More -- 100/151 -- ( t b r n a > q x ! h ?) -- room | | arch | | lake---slab---shop | | by hole . . . in hole ============================================================================= . . shaft tunnel---tunnel---tunnel---tunnel tunnel . | \ . \ . | \ . \ tunnel tunnel tunnel \ \ tunnel | | tunnel / / tunnel---tunnel---tunnel / / tunnel . . tunnel / / tunnel / / . tunnel . | . | tunnel ============================================================================= > read map_port_macdunn You read the book titled "Map of new area, Port Macdunn, with points of interest.". Map of new area, Port Macdunn, with points of interest., written by Iliana on Ringare 10, 3018. Dedicated to My Mentor, My Sponsor and My Friend, Captain Alto Boffin. CW | O-O-O-O-O-CW CW | | | | | | T T T O P G B O-O-O-O-O-O-O-O-O | | | | | | | | | T-T-T O O O-L O O-S O J J O - standard |\|/| | | | | | | | C - closed T-T-T O-O-O-N O O C O CW - closed wyvern |/|\| | | | | | | T - temple T-T-T O O C O O O P - post office | | | | | G - Adv. guild T-T-T O Mc O-C* O O B - bank | | | | | | S - shop O-O-O-O-O-O-O-O-O-O-O-O-O-O-O C* - closed guild | | / \ |\ Mc - club smith O M-O H O W-C F O M - blade smith | | | /| | H - harbourmaster O-O-O-O-O-O-O-O-O-O-O-O-O-O-O-O W - pub | F - fishmonger O J - garrison/prison | L - Lord Kalaman pier O-O-O N - bulletins | O | Gelan Pier O-O-O Sparkle Pier | O | Faerie Pier O-O-O Grey Havens Pier EOF > read masters You read the book titled "About Master Rangers and their titles". About Master Rangers and their titles, written by Elessar on Urime 4, 3009. Master Rangers are Rangers who have served their Company exceptionally well for some time, and perhaps specializing in one area. They are assigned a special task or title by one of their Officers, and are expected to keep up their good work with that task. Possible titles and assignments are: Scholar - someone with great knowledge of the world. Herbalist - someone very skilled with herbs, who enjoys gathering them. Alchemist - someone who experiments with herbs and liquids to make potions. Healer - someone who is assigned to healing friends and allies. Hunter - someone skilled in foraging, providing the food needed. Informer - someone who enjoys sneaking around to gain information. Diplomat - someone with a soft and soothing voice to negotiate peace. Mapmaker - someone who sketches down the geography wherever he travels. Historian - someone who writes accounts of the events, to save for the future. Tactician - someone with the sense for leading troops in the warzone. Equipper - someone who brings home equipment for others to use. Swordsswinger - someone who prefers to fight in the front lines in battle. Recruiter - someone who checks out new and possible future members. Instructor - someone who likes to help new members. Warden - someone who feels watching the borders is a great duty. Warrior - someone who enjoys the surge of adrenalin in battles. Explorer - someone who wants to constantly walk new paths. The list may be extended if good ideas are submitted to the Council. > read mentors_handbook You read the book titled "A guide for Masters when the times comes to select a Ranger candidate and become a mentor and teacher.". A guide for Masters when the times comes to select a Ranger candidate and become a mentor and teacher., written by Puzit on Nenime 25, 3019. Young Rangers (ie. those who have recently joined) are often in grave danger, for the hearts of the servants of the Nameless One are filled with hatred and curses against _all_ Rangers, yet the youngest have not yet learned the ways and the skills to protect themselves. To help this guild grow safely and to protect the passing of knowledge between seasoned Rangers, and the untried, the Council has instituted a system of Mentors. A Mentor is one who has demonstrated exceptional knowledge and has consented to teach another. Currently, only Rangers having Master, Officer or Council status may become a Mentor. All of these ranks are strongly encouraged to accept the role of mentor in addition to their other duties. SELECTION OF A PUPIL Mentors choose the person s/he wishes to teach. A current Ranger pupil who has lost a mentor, or a new applicant to the guild may be chosen. Amaron has a list of pupils without mentors, and the Master Instructor and/or Master Recruiter of each Company has a list of new applicants. It is strongly suggested that these Rangers be contacted before 'vouching' as there is a waiting list. Those who have been waiting longest, and are acceptable candidates, should receive first priority. The bond of mentor-pupil is established in Amaron's chamber, where the mentor 'vouches' for the candidate, and the candidate signs the book. Before vouching, the following are suggested (but not required): -information from a Master Instructor about the candidate -one or two character references -some time spent travelling with the candidate -a brief interview, including why the person wishes to become a Ranger, 'what would you do if...' questions, any additional guild affiliations, and the ethics of the person. The Master Instructors, Officers and Council can assist with preparing an interview. MENTOR DUTIES The mentor is responsible for instructing the pupil in guild policies. Thus, for major infractions of guild rules, both the mentor and pupil may be held accountable. The mentor has a duty to instruct the pupil, yet the pupil also has a responsibility to learn on his/her own. Aid expected to be given to the pupil is as follows: -tour of the Gondor guildhouse (disclosure of other Ranger hide-outs is forbidden, although hints may be given) -demonstration of how to use the library, 'help ranger', 'help ranger feelings' and 'help ranger songs' files -explanation that the drop room is not to be used for personal profit, and that any items borrowed must be returned if at all possible. Using the drop room for profit will result in severe penalty. -explanation of guild policy regarding npcs. Contact a Council member if unsure of this policy. -help the pupil to increase his/her knowledge about the Rangers and the three Companies by answering questions, referring to the library, and/or directing the pupil to another Ranger -direct the pupil to another Master, Officer or Council member for tasks to increase his/her rank and knowledge. Note that the mentor is not responsible for providing the pupil with money or experience. As a Ranger, one is often called upon to travel long distances and into dangerous territory. Therefore, all Rangers must be independent and self-confident that the Nameless One may be dealt the hardest blows possible. ENDING A mentor's duty is officially completed when his/her pupil joins a Company. The mentor is expected to help guide the pupil to the decision of which Company, but the pupil is not obligated to choose the Company of his/her mentor. When both the pupil and mentor feel the time has come for the bond to be broken, and the pupil to join a Company, the mentor should write a letter of recommendation to the Company chosen. The pupil will be contacted by the Captain of that Company and will begin the procedure to join a Company. May the responsibility of being a Mentor also provide many joys and new friendships to all. Good luck! > read ranger candidate and become a mentor and teacher. Read what? > read ranger candidate and become a mentor and teacher Read what? > read ranger mentor Read what? > read ranger Read what? > read ranger candidate Read what? > read ranger candidate and become a mentor and teacher Read what? > read ranger candidate and become a mentor and teacher. Read what? > read Ranger candidate and become a mentor and teacher. Read what? > read Ranger candidate and become a mentor and teacher Read what? > read Ranger candidate and become a mentor and Read what? > read Ranger candidate and become a mentor Read what? > read Ranger candidate and become a Read what? > read Ranger candidate and become Read what? > read Ranger candidate and Read what? > read Ranger candidate Read what? > read minas_morgal_gate_guards You read the book titled "An account of my encounter with these guards.". An account of my encounter with these guards., written by Goshen on May 20, 3018. One evening as I was about my patrol, I found myself at the foot of Minas Morgal.There is often a compliment of orcs that set up camp just northwest of the gates.However, on this night, they were not there but in their stead was seven swarthy men and an officer.I was stealthy, and was able to enter the room undetected, so I eyed them up.They seemed to be worthy opponents, but none larger then myself, but I reminded myself of the deaths that they have dealt to many of my comrades in armsand headed back to Gondor to visit Lothmir, the best herbalist in Gondor. After a brief discussion about the newest herbs I had brought back from Raumdor and thesuccess he had had selling them, I purchased several tyelka to improve dexterity, tuo to improve my strength, athelas to make Este potions, and suranie to refresh my mind.I was feeling very good this evening, seeing that I had several items of legend to do battle with. So I ate my herbs and charged into battle. I directed my attacks at the officer first, a tactic I had learned from the compliment of trolls and uruk in Emyn Arnen. When his wounds became too grievous, he cowered behind the others and forced me to do battle with another whist he rested from his wounds.But I did not let him get away so easily, I dodged some blows, and re-engaged the officer, upon seeing my determination, he panicked, and tried to run back into the foul city, but I struck a deadly blow to his head, and he fell dead at the foot of that dark place. This left them without a leader, and in chaos. At this moment, I directed my attacks at the first man, and he in turn moved behind the others, but I re-manuvered to take the first man again and he fled. When I tried to follow, the others wouldn't have it, they moved around me to hinder my movement from the area. and I could see in their eyes that they wanted my blood. They stopped my from leaving many times, but I did leave, nd they all followed, much like the black orcs of Emyn Arnen. When I found that they were bloodthirsty, and would hunt me, I headed out of the shadow of that foul city and headed towards the invisible wall, that barrier that those that have lived in the foul city dare not cross, I had seen the fear in the eyes of a mage once when it approached it. It lies some six to eight steps west of the crossroads. I drew them there, and when they would flee towards the east, I would charge in and draw them back, in this way I found I could separate them in their confusion, as one would flee east, I would draw the others west. And the barrier allowed me save retreat if I so needed. They do cause quite a bit of harm, but the Tulkas and Orome were with me this day, and I did prevail. It is rumored the that officer has an item of worth, but upon my return to his corpse, it had been looted. The men wear black chainmail, sable cloaks, and other odd equipment, they wield the same heavy halberds as the trolls, and others have wield a glaive. The battle tactics I learned this day were very useful, so I share this story with you, in hopes that if you shall find yourself in this same situation, you will be well prepared to face the challenge. > read minasithil You read the book titled "Truth of fiction? "restoration of a journal"". Truth of fiction? "restoration of a journal", written by Goshen on Urime 4, 3018. The Fall of Minas Ithil, scribed and restored by Auvryndar on Narquelie 22, 3017, and transcribed herein by Angelique on Nenime 11, 3018. The following is a restoration of a journal captured during the fall of Minas Ithil, and the rise of Minas Morgul. It is presented in its' entirety, though some portions were illegible in the original version, and are thusly noted herein. The original understandable content of the journal has been edited only in so far as removing unimportant gibberish which does not concern an account of our history. The actual text presented here is unaltered from its' original form. To our best guess, the original author was a lieutenant in the armies of Gondor stationed at Minas Ithil. Narquelie 15th, 1999 Anathelas, my love, I have arrived safely over a three-day ride here at Minas Ithil. I will be assuming command of my unit shortly, and look forward to my duties. Although I do not agree with King Earnil II, he is a descendant of Telumehtar Umbardacil, and I will obey his orders to remain here. Rest assured that what I do is a good thing, for I am needed here to defend the lands of my people. I will send you messages regularly, and I send you all my love. Narquelie 19th, 1999 I have assumed my duties of my unit, though the men are a little insubordinate under a new command. Nevertheless, I shall guide them with a firm hand. Hisime 4, 1999 While the winter has been rather mild this year, I am concerned that it is about to take a turn for the worst. Dark clouds brew out of the East, and the men talk of snowfall. Speaking of the men, they are slowly adapting to my leadership style. The Captain was quite pleased with my progress, and commented on our teamwork. Perhaps when my assignment here has ended, I shall be granted a promotion. ###The journal becomes illegible here... Nenime 9th, 2000 The winter storms have finally let up, and the Tuile thaw has begun to move in. Most peculiar, though, how those dark clouds still hang in the East. Perhaps we are in for some more rain yet. Nenime 11th, 2000 The dark clouds in the East have mysteriously begun to move westwards toward us, yet something seems unnatural about them. This morning our Captain sought audience with those within the Tower of Minas Ithil. They attempted to descry the portent of these dark clouds in the East, but the 'palantir' was unable to penetrate them. Rumours have begun to spread among the men with tales of the WitchKing of Angmar, for it has been well known that he retreated back into Mordor and gathered his Ringwraiths since 1980. A select few Rangers of the North will be sent tomorrow to spy upon the activities of the Dark Lord. I can only pray that they find nothing. Nenime 15th, 2000 The men grow restless and more and more concerned about the dark clouds in the East. It has been about three days since that band of Rangers set out to spy upon Mordor, and no word. Sulime 1st, 2000 A lone Ranger has returned today, however the men are in a state of panic. The Ranger seems to have suffered the touch of a Ringwraith. A large festering, malignant wound in his side was sick with infection, the Nazgul's poison. He was taken to our Captain. I am going to attempt to learn what I can. Sulime 2nd, 2000 Grim news, my love! Whilst the Ranger, (whose name I have discovered is Hourne) lay upon his deathbed, he told tale of an army which marches toward us from Mordor by the pass of Cirith Ungol! We are in a state of emergency while the preparations for battle are made. Messengers have been dispatched to King Earnil II, and we await reinforcements from the West. I am certain that with their aid, Minas Ithil will not fall to the Dark Lord. ###The journal becomes illegible here... Yavannie 4th, 2000 The armies of Mordor besiege us day and night. There have been few direct assaults upon our walls, and their numbers grow everyday. No aid has come from the West. Damned if I didn't know that we couldn't count on that King! We have supplies to last us many months, but I fear the Dark Lord may have more. Now comes a battle of patience. However, there has been no sign of the Ringwraiths. Most mysterious. ###The journal becomes illegible here... Viresse 20th, 2001 It would seem the King has some wit about him still after all. Reinforcements finally arrived today, but only twenty by ten score. At least they brought supplies with them. We were growing concerned that we would soon deplete our stocks. -- More -- 100/171 -- ( t b r n a > q x ! h ?) -- read minasithil -- More -- 100/171 -- ( t b r n a > q x ! h ?) -- It would seem the Dark Lord has only been waiting for the right moment. He must know that we have been reinforced by now. This day, the Dark Lord has brought yet another army to bear against us. Men from the South have arrived, numbering fifty by ten score. We are seriously outnumbered once again. Messengers are being dispatched once again to the West for aid, though given how long it took the last time, I am doubtful anything will come of it. Nurie 7th, 2001 The armies of the Dark Lord have stepped up their harrassment tactics. Men die upon our walls from stray arrows everyday. I myself have lost two men from my company, and I grieve their loss every night. At least we slay more of their numbers from within our stronghold than they do ours. However, our supplies are once again diminishing with our increased numbers. Nurie 24th, 2001 It would seem that the Dark Lord's patience has ended today. All was quiet thismorning and a thick fog blanketed the pass. Suddenly, as I was patrolling the walls checking with my men, the clouds parted and a blazing red aura pierced the sky and seemed to focus upon us. A huge beast from ancient legends, a Wurm, emerged forth, and I saw the most terrifying thing I have ever witnessed. A black-robed figure sat mounted upon the beast as it hovered there, and as it drew back its' hood, there was nothing but emptiness! The WitchKing of Angmar, the Lord of the Nazgul has returned! And as he gazed upon us, he cut loose a shrill cry which froze my blood. My men and I stood motionless upon the walls, unaware of the direct charge of the dark armies as they emerged from the mists, frozen in absolute terror. Finally, my instincts snapped and I came to. I rallied my men to defend the walls. The siege was over, the assault had begun. Urime 13th, 2001 They assault us day and night. I have lost nearly half of my men, and the enemy seems without limit. The Nazgul can be seen circling the skies above us upon their black steeds, cutting loose their foul battlecries, and the dark armies make song to match my grim heart. Urime 15th, 2001 I was wounded today my love. Don't fret, it's nothing serious. A stray orc arrow managed to slip past my mail and grazed my left shoulder. I'll be all right. I must, my men depend upon me. ###The journal becomes illegible here... Ringare 11th, 2001 We are losing the battle, and reinforcements have not arrived. We have completely exhausted our supplies, even with careful rationing. Both sides have suffered grievous losses, but still we lose. There seems no end to them. Soon I fear for the worst. What few messengers we could spare were dispatched to warn the West of our imminent doom and to evacuate the lands of Ithilien. Should we fall, the Dark Lord will have gained a foothold on the West and none shall be safe. Ringare 20th, 2001 This day was the greatest assault yet. This time, the Ringwraiths themselvesled the assault! My men fled in horror, and but a handful stood with me upon the walls. I lie now upon my deathbed, inflicted with the accursed poison of the Nazgul. I know not how the battle goes, but I can make a pretty good guess. These may be my last words. I slip in and out of dreaming as the sound of the battle rages from outside. I am weary, too weary. I pray death meets me quietly and with open arms. I shall try to ignore the wracking pain this poison is inflicting upon me. ###The journal becomes illegible here... ###Minas Ithil fell upon Narvinye 2nd, 2002, just a few days after the last entry. Scribed and restored by Auvryndar. -=Re-Transcribed by Goshen Haladin=- > read mordor You read the book titled "The History of Mordor". MORDOR Mordor, ("Black-land"), is a realm east of the lower Anduin, bounded and protected on the north by the Ered Lithui, and on the south and west by the Ephel Duath. It is an infertile land, its plains mostly covered by ashes from the volcano Orodruin, also called Mount Doom by the Gondorians. Mordor was first settled by Sauron some time in the early Second Age, and has ever after been a stronghold of evil. Sauron directed the War against the Elves from SA 1600-1700 from Mordor, but was beaten by the Elves and the Numenoreans. In the end of the Second Age, Sauron again gathered his forces in Mordor, and attacked Gondor in SA 3429. Mordor was however invaded by the army of the Last Alliance in 3434, and in 3441, Sauron was slain, his tower Barad-dur was all torn down, save its foundations, and Mordor was cleansed of his servants. In the Third Age Gondor built fortresses along Mordors borders, such as Cirith Ungol and Durthang to prevent anything evil from reentering Mordor. However, after the Great Plague in TA 1636, these fortresses were abandoned. In TA 2000, the Nine Ringwraiths appeared from Mordor, and sieged and seized Minas Ithil, the capital of Ithilien, which was situated at the border of Mordor. From TA 2901 orcs and Uruk-hai began coming out of Mordor, ravaging Ithilien, and some time after this, possibly in 2942, Sauron returned to Mordor, and rebuilt his forces and Barad-dur. Then in 2951 Sauron openly declared his return, and in 2954 Mount Doom once again burst in flame. In Mordor can be found: Cirith Gorgor, Morannon, Cirith Ungol, Isenmouthe, Durthang, Barad-dur, Orodruin, Udun and Gorgoroth. > read mouths_of_the_entwash You read the book titled "A map of the Mouths of the Entwash". M A P O F T H E M O U T H S O F T H E E N T W A S H /----------------------------------------------------------------\ Drawn by Gnadnar, Master Cartographer of the Rangers of Ithilien Day 27 Month Nenime Year 3018 fen fen fen fen fen--fen | / / / | | | | / / / | | | fen fen fen fen fen fen Plains / / / \ / / / / \ / of ... ---plains--fen--fen--fen--fen--fen fen | | \ Rohan | | \ fen--fen fen fen N.B. Herbs are abundant in the fens; unfortunately, so are pestilent mosquitos. > read murder_mystery You read the book titled "A tale of a most foul crime". A tale of a most foul crime, written by Hannes on Cermie 15, 3018. Chapter One A kind of prologue ------------------------------- The green-cloaked hooded dwarf stumbled into the noisy room, soaking wet from the pouring rain outside. The people having dinner at the tables turned in their chairs to look who it was, and a slender young human standing at the disk swinging a beer, was the first to adress him. The human said: Ho there my good dwarf, have you brought back any nice things I can steal from you for some coppers? The slender young human winked at the folks at the table, who all laughed heartily at the joke, and continued eating. But the dwarf was not amused. Panting and exhaustedly rebraiding his splendid beard, he peered grimly around. The green-cloaked hooded dwarf shouted: Fredegar, quit joking! I have grim news from Minas Tirith! The dwarf paused, studying his audience .Frowning and muttering, the people at the table stopped eating, looking seriously at the distraught bedraggled dwarf standing before them. The green-cloaked hooded dwarf shouted: It is an outrage! A blooded dagger in the gutter, a murder in a dark alley! A discarded dark-green cloak and a diplomatic disaster! Suddenly apprehensive, the dwarf stopped talking, instead chewing silently on his beard. Eyeing a few folks garbed in outlandish costumes, the dwarf turned around and started walking out the door. The green-cloaked hooded dwarf shouted: Its too noisy in here. Grab some chairs and follow me upstairs. Peering quizzically at one another, all the brown-cloaked folks followed the dwarf, and the few people who remained could hear their steps on the stairs that lead up to the second floor. Chapter Two A tale of a most mysterious and foul murder ----------------------------------------------------------- The green-cloaked hooded dwarf threw himself down on a chair, exhausted from running all the way from the White Tower. This is the tale he told: Our Honoured Steward expected guests from afar. His household were preparing to hold a stately dinner for the unusual guests, nobles of The Free Peoples from the lands of the North and West. Four important envoys, an Elf, a Human, a Dwarf and a Hobbit were to visit Our Steward, and rumour had it they were to discuss the Shadow in the East. A well-equipped patrol of Rangers were to escort the diplomats from Edoras, where they had been talking with the King of the Rohirrim and his closest lords, to Minas Tirith. Veteran brown-cloaks, green-cloaks and grey-cloaks were chosen for the important mission and sent to Edoras. They met the envoys, who rode on beautiful horses and ponies, followed by a train of two pack-horses laden with travel equipment and chests of gifts to the Steward of Gondor. The party had an uneventful journey to Gondor,and became fast friends on the way. At the gates of Minas Tirith, the city guard took over escorting the honoured diplomats, and the rangers were relieved of their duty. Two of the green-cloaked ones asked if they could accompany the diplomats to Lord Hunthor. As it was apparent they had become close friends to the envoys, the city guards, smiling warmly at this good sign of friendship, let the rangers lead the party to Lord Hunthors office. Having been told by their new ranger friends of the quality of Gondorian wine, the envoys, with the rangers, argued that they must stop at the Old Guesthouse for a drink, them being thirsty after so long a journey. The guards, rolling eyes a bit at this unexpected turn of events, reluctantly agreed to stop at the inn, knowing that Galdor would scold them for this breach of protocoll. Taking a shortcut through a dark alley, suddenly two groups of men, all wearing dark clothes, appeared, behind and in front of the group. Before the guards could shout out the alarm, the men were among them, stabbing furiously with their daggers and slashing with swords. The human diplomat broke free and started racing back, but one of the two rangers, an elf, threw himself at the diplomat, stabbing him in the neck. This was the last thing one of the guards saw before being clubbed down by the other ranger, a dwarf. When he woke up, everybody was dead, all the guards and all of the envoys, except for the Hobbit diplomat, who had hidden in an empty barrel lying in the street. There was no sign of the darkly clothed men, no sign of the two rangers, and no sign of the horses. -- More -- 100/370 -- ( t b r n a > q x ! h ?) -- The guard led the Hobbit envoy to Lord Hunthor. Hunthor called for our Chieftain, Thorongil, who happened to be in the city. Thorongil quickly organized a search for the murderers. Evidence on the place of the assault showed that the assassins had looted the corpses and then split, the larger group of men sneaking further into the city while the two green-cloaked persons, with the horses, going back to the gate. They search party lost track of the men-in-black near the money-changers quarters. But they could follow the tracks of the two impostors, who had ridden out of the city gate and up north, through the gate in the Anorien Fort. North of the Anorien Forth gate , the search party was hailed by a grey-cloaked hobbit ranger. This ranger, who said he was on the lookout for his pupil whom he had lost when demonstrating how good a sneak he was, had seen the assassins. While still hiding from his pupil in some bushes, he spotted one elf and one dwarf leading four horses and two ponies into a glade, and this is what he saw and heard... The elf snickered greedily as he jumped down from his horse. The elf said: Harr harr, this was easy money! And those stupid little pocket pickers, they didnt know the worth of the loot they let us keep! Harr harr! They just wanted those small gems! Worth hardly anything! Harr harr! Panting and cursing, the dwarf got down from his pony. The dwarf said: He he, those amateurs thought they could pull us around. They pissed me off so much I just had to lift one of those gems from them! Pulling a beautiful beryl up from his pocket, he held it up to his greedy eyes. He started throwing it up in the air, catching it when it fell, a gleaming shining sparkle. But lo! At the third throw, at the highest point of the trajectory, a magpie shot by, catching the beryl in its beak! The dwarf stood staring with gaping mouth at it while it disappeared among the tree-tops, while the elf fell to the ground cackling with gleeful laughter. Cursing, the dwarf, with a last glance and a mutter 'Twas just a trinket anyway', started unloading one of the horses, and when the elf had caught his breath, he joined his companion. Soon they had unpacked all their wealth, one large heap of silver coins each, with some odd items on top, and stood admiring their loot. The dwarf grabbed a strange-looking stick from his pile. The dwarf said: This stuff will please my allies! I know just the one who will be eating from my hand after me giving him this magic wand. Good it just looks like a splintered old thighbone, otherwise that stupid Arindel never would have let me have it. He he, after giving the old man this stick, I will demand that he does some evil work for _me_ for a change instead of just sucking up to that accursed Warden! The elf shot the dwarf a glance of disapproval, and got a sword and a bow from the top of his pile. The elf said: The pirate chieftain, he will surely love this longsword! The silvery shine indicates it is made of an alloy of mithril. And do you see the runes on it? That must mean it is a sword of potency! And this great longbow, it is a beauty. Oh my, he'll let me play with his prisoners for _years_ for these things! The dwarf gestured impatiently and pointed at the top of his pile. The dwarf said: Hey, you think that sword is good? Check out this gleaming short sword in my pile! _This_ is a sword of potency! Bolgs stupid henchman will trade a dozen mithril axes for it! The elf grinned evilly at the dwarf, who eyed him warily, both of them suddenly conscious of the good items among the other one's share of the booty. Easing the tension, the elf patted one of the daggers in his belt. The elf said: Yeah, buddy, we both got some good things, but the best of all, we got one each of the stabbers they carried! The dwarf nodded greedily. The dwarf said: One each of these daggers, the best I've seen, real good and perfectly balanced for back-stabbing! Wonder why those goodie-goody guys carried them around! They eyed their new beautiful daggers, the dwarf his heavy copper dagger, the elf his long leaf-shaped dagger. They both knew that neither of them would waste a second to backstab the other if he turned his back. Simultaneously, sending a thought of greedy thankfulness to the power which had gifted them with these skills, they rubbed their scarfed necks in a ritual gesture. As if suddenly remembering something, the dwarf pulled of his green cloak and threw it away. The dwarf said: Lets burn these damned green cloaks, I hate the looks of them. Next contract I'll demand a triple wage for impersonating one of these suckers! The elf said: No stupid, not a fire this close. Lets bury them instead, like we did with those buggers we got them from in Osgiliath. -- More -- 200/370 -- ( t b r n a > q x ! h ?) -- The two of them dug a shallow hole, where they threw the two dark-green cloaks. They also buried all of their gear they could spare, for they knew they soon would have to ride fast, and then hurried to repack their horses, agreeing to take one pony and two horses each. The elf said: Like we agreed on, we split here. You going back overseas to demonstrate your wealth right away? The dwarf said: Demons no, I never gonna go back overseas. This was my last contract, and I'll hire a physician to cut my mark off. No, Im gonna travel up north, visiting my connections and passing these things off. Then I'll settle down at Gossipers Den, as I call it, near where I hail from in the first place. Damn, those dimwits back there still think Im dealing in iron! He, they'll learn my trade now is the iron blade! My next plan is to sucker those sorry bastards _real_ good! Gonna feel so nice to get some payback for everytime they called me 'Sullen One' behind my back! The elf snickered. The elf said: Yeah, give those buggers a stab from me too. Myself, I'm gonna deliver these good stuffs just as I told you. After that, I think I'll try offering the letter I grabbed from the stupid Human diplomat I stabbed, to the Warden you spoke so ill of before! The dwarf gasped. The dwarf said: Demons, is this the ravings of a lunatic I hear! You never gonna get into that place! You know they'll club you and bonk you to elf-stew if you so much as stick your nose in there! The elf giggled confidently. The elf said: Dont worry buddy, I will send a pigeon to my contact and arrange for a meeting. I know a secret or two about that place. You would be surprised if you knew how easy I can get in! The dwarf grumbled. The dwarf said: Yeah right mister Cocksure, don't say later I didnt warn you. Whatever they tell you, your life is in peril if you go too close to their evil place. I know a bit or two myself, and I tell you, if you get too near they'll catch you like a fly in the web! But lets get going now, this place is giving me the creeps. The elf said: Getting nervous are we, harr? You're right though, we shouldnt linger here. But you know, I just want to say it was our lucky day when we passed Bree and met this contact of our patron. What a contract they gave us, what wealth we now have! Ahh, makes me feel real _good_ for a change, ehh, you got the joke, 'good'? Harr harr! The dwarf eyed the elf sullenly, disliking the elves whimsical sense of humour. He grabbed the reins of his pony and starting his trial-and-error method of mounting the beast. The elf said: Do you need help mounting your noble steed, eh Ba..? The dwarf said: I don't want your help! And shut your trap! Don't mention my name, the woods here have ears, you fool! With a look of hatred towards the dwarf, the elf mounted his horse and waited while the dwarf struggled into the saddle. Each leading two horses, they left the hidden glade trampling down the bushes. Behind them a confused hobbit was thinking hard trying to make any sense of what he had heard. He sighed grimly, gave one last high- pitched whistle to try to contact his pupil, then took of south to report what he had seen to the White Tower. While on the road south, he soon met the search party. They listened grimly to the hobbits story. Half of them went back to Thorongil with the hobbit, while the rest continued to track the two assassins down. The city officials were conferring with the weather-beaten ranger Chieftain when they got the grim news from the hobbit diplomat, and were still discussing what to do a an hour later when they were told the hobbit ranger's story. The search party had returned to the city when it was clear they would never track the thieving murderers down on foot, and they all realized it would be very hard to catch the criminals now. Thorongil looked grimly about the room. He rose and said: 'I will send word about this to all the ranger companies. As you said, it is of greatest diplomatic importance to catch the murderers. But it is also a matter of honour to do our uttermost to catch the criminals. Our best trackers, bravest warriors and most knowledgeable scholars will be asked to bend their minds to solve this False Ranger Murder Mystery.' With these words he stood, bowed and took leave of the council, joining the rangers that were waiting for him. Soon pigeons were sent out to the companies furthest away from Minas Tirith. The dwarf ranger said he had been ordered to run to the Rangers of Gondor company to bring word of these grim news there. Having told his tale, he pinned a note to the board and left. -- More -- 300/370 -- ( t b r n a > q x ! h ?) -- Chapter Three What happened thereafter and the hunt for the murderers ----------------------------------------------------------------------- This is the note that was pinned to the board: __________________________________________________________________ / \________________________________________________________________\ | | | | | Rangers of the Westlands! | | | | We trust you have heard of the great crimes committed by the | | Shades and by two ranger impostors.The Council fears that the | | diplomatic consequences to Gondor for having three trusted | | foreign envoys killed on our doorstep can be dire. We must do | | what we can to avoid this, and to bring justice to the | | murderers. | | | | For those rangers who will risk their lives to try to solve | | these most foul and awful crimes, a reward has been offered | | by the Council: | | | | 100 platinum coins to the team of at least two rangers, of | | which one must be a pupil, and at least one must be a full | | ranger, which first brings back all the six items stolen from | | the envoys, delivered to any Ranger officer in a locked chest | | with a key, which should also contain the stolen gems (two | | diamonds, six sapphires, two garnets, one beryl). The stolen | | money, if found, need not be returned. | | | | The ranger pupil of the team shall take notes during the | | search. Every team participating must submit one report made | | by the pupil about where and how the stolen items were | | recovered. The report will not be judged by the number of | | items found by the team, but by the story of the search it | | tells. The writer of the best report will be rewarded with 50 | | platinum coins. | | | | In case no team brings back all the items, the 100 platinum | | coins reward will go to the team which brings back the most of | | the items. Every team may only submit one chest with items | | during the time this search is conducted. | | | | This search for the criminals will start today, and will | | continue for eleven days, until (and including) Wednesday 15th | | of October 1997. Officers may participate in this hunt, but | | their team must submit their chest to another officer not in | | the team. Questions about the Murder Mystery will be answered | | by Hannes. | | | | May the most clever team catch the criminals, return the stolen | | property and solve this foul Murder Mystery! | | | | For the Council | | | | Hannes, Captain of the Ithilien company | | of the Rangers of the Westlands | | _______________________________________________________________|_ \_/________________________________________________________________/ The rangers who had the most succees were Stexan and his team of Goshen, Leviathon, Pip, Prokop and Jarkeld (plus one more from Arnor, who wishes to remain anonymous). These brave women and men failed to apprehend the criminals, but they tracked down and brought back many of the stolen artifacts. The Council wishes to express their thanks to these brave rangers for restoring our blemished honour, and for seeing to that the murderers lost the stolen treasures they had hid away... > read nobnar You read the book titled "A brief history of Nob Nar and Hin Warriors". A brief history of Nob Nar and Hin Warriors, written by Rangar on Narquelie 30, 3018. "Still round the Corner there may wait A new road or a secret gate, And thought I oft have passed them by, A day will come at least, when I Shall tahe the hidden paths that run East of the Moon, West of the Sun." Nob Nar was once a simple hobbit. He lived a life full of adventures. He wandered around Shires and eventually a party of adventurers joined him. Hobbits, Humans, Dwarves, Elves and Gnomes formed the team. They were not strong by themselves, it was unity and friendship that strenghtened them. Eventually a perilous dragon setted near Hobbiton, spreading terror and destruction in nearby city. Nob Nar and his friends decided to rid Shires from the menace. After a hard battle they managed to defeat the lizard. The Dragon called himself "Hwsqrin", and mountain with his lair was named "Hwsqrin Mountain" after him. Nob Nar settled there with his companions, and abbreviated its unspeakable name to simple "Hin". His party was called "Hin Warriors" afterwards. Hin Warriors practiced weapon combat as well as simple magic - they could make your nose grow 10 inches long and your face turn purple when you upset them, or conjure beautiful flowers when they were pleased. Nob Nar, who died after a long life was granted Maia-like powers by the Mights of Arda, and he become divine leader of the Hin Warriors Guild. He granted his followers more powerful magic - they could now use powers enchanted in small rocks to harden their skins, or cure wounds with simple incantations. Nob Nar used to smoke pipeweed. Soon the custom was passed to other Hins. They became very skilled smokers - they could recognize each other just by scent of his tobacco, floating in air. Nob Nar granted Hin Warriors with a gift of projecting their thoughts to others when focusing their minds on pipe. Hin Warriors, led by Nob Nar, always opposed evil in any form. With merry songs and jokes they stood against any foe, and they fought even the unspeakable evil lurking inside Minas Morgul. Dark days began for the Guild as the Eye returned to Mordor. The Unnamed relased his full wrath against the Hins. After few monts of hopeless defence the Mountain fell. Even the High White Sorcerors were unable to stop orc troops from advancing. Mage Locklear led final attack, and unleashed full fury and anger of the Eye. The roots of Hin Mountain were shattered, and all what remained was flooded in black fires of Morgul, and soon the Mountain was completely destroyed. This unholy act shattered the shelter of Hin Warriors, but not their hearts. The guild divided. Some Warriors choose to continue on their path and became Heralds of the Valar, others became Tricksters (more concerned with merry tricks than their former occupation, though). It is said, however that Nob Nar will some day return, and lead his Warriors once again. Our motto is: "Once a Hin, Allways a Hin!". Rangar Dagnir Gronda, Lord of the House of Amandil and Rangar's Clan Leader of the Shires. > read northern calathin regions You read the book titled "Map of surrounding Calathin areas". Map of surrounding Calathin areas, written by Finwe on Narvinye 3, 3018. N O R T H E R N C A L A T H I N /-----------------------------------/ Drawn by Finwe, Sergeant of Gondor Day 3 of Narvinye, 3018 Orc Caves --------- cave --- cave --- cave | \ | \ cave --- cave --- bat cave --- cave entrance cave | \ \ | | \ \ | | \ \ | | \ cave --- cave cave cave | / \ | | / \ | cave ----- cave ---- cave --- cave --- cave North Town ---------- [arcoron] | Bone | store drop room [kalad] | | | | | | gate --- arch --- road --- road --- road --- road --- road --- [terel] | | restaurant > read notorious_outlaws You read the book titled "Notorious outlaws of Gondor". Notorious outlaws of Gondor, written by Iliana on April 14, 3018. Notorious Outlaws and Alliance Outlaws as of 11/27/99 Following is a list of those current enemies of the Rangers of the Westlands who have been declared Notorious Outlaws or Alliance Outlaws. Read well the rules regarding the rules of engagement with such enemies in the volumes entitled "Outlaws" on the Enemies shelf in the Gondor Library. Refer to the archive shelf and the documents on our Alliance with the Knights for information on Alliance Outlaws. The most current version of the Notorious Outlaws list can always be found on the Enemies shelf in the Gondor library in the volume titled "Notorious_outlaws." -*** Alliance Outlaws ***- -*** Monika, for crimes against the alliess. Description: massive angry female goblin Guilds: Red Fang, Blue Dragon Army, Blademaster -*** Notorious Outlaws of the Rangers ***- 11/99Lindros for unprovoked attacks upon the pupil Ventharin and the Ithilien Ranger Kirgwath and the death of Shiana. Description: thick-armed blond-haired male goblin Guilds: Gladiators 5/99 Jooli for threats upon the lives of all rangers, unprovoked attacks on Iliana and others, and for the use of caltrops in the Druedan right outside our guild. Description: impulsive pale female hobbit Guilds: Gladiator, Thief 5/99 Trennagin, for attempted murder and use of caltrops on Zoirenna, and attacks on Nitramin. Description: male gnome Guilds: Morgul Mage, Thief 4/98 Hades for unprovoked attacks on Kellendil, Mersereau, Cuitlahac, Tad, Spirit, etc. Description: old dirty male goblin Guilds: Red Dragonarmy 4/98 Straag for the unprovoked murder of Alexus - and failure to make reparations to her or the guild after requesting a pardon, as well as expressed intent to continue the slaughter once his "stats" recover from a death at the hands of a non-ranger party. Description: swarthy menacing male human Guilds: Blue Dragonarmy, Thanar, Blacksmith -*** Monika for the slaying of Keleborn andd 5/98 attacks on several members & the death of Imrahil Description: massive angry female goblin Guilds: Red Fang, Blue Dragon Army, Blademaster Deproelius for killing Auberon, Naiad & Mersereau Description: massive angry male goblin Guilds: Red Fang, Gladiator Please note: ------------ Please note Lindros has been added. As a precaution that any description might be outdated or that two persons with the same or similar descriptions might exist, _please_ verify who you really have by travelling with one who has the NO in memory or knowing them yourself. If you have more information or updated information that should be included with the description of these Notorious Outlaws, please mail me so that I can update the list accordingly. Please direct any inquiries regarding these individuals to a Council member. Iliana, Captain of Gondor For the Council of the Rangers of the Westlands > read numenor You read the book titled "The History of the Isle of Numenor". NUMENOR It was after the Wars of Beleriand, when the Valar cast Morgoth in the Void, and Beleriand was destroyed, in the first years of the Second Age. The Edain fought alongside the Elves in the Wars, and therefore the Valar raised a great island west of Middle-earth. This island was given to the Edain as a reward for their valour and faithfulness in the Wars; and they colonized it in year 32, and named the island Numenor. The island was placed much further west and closer to Aman, the Undying Lands than any other place on the earth, and thus the Edain were from then on called the Dunedain, the Edain of the West. Enriched by the gifts of the Eldar, the Numenoreans prospered. They became great mariners, powerful and wise, but they were forbidden to ever set foot on the Undying Lands, or become immortal as the Eldar. The first King of Numenor was Elros, who named himself Tar-Minyatur, son of Earendil and brother of Elrond, and the sceptre was passed on to his descendants. The Kings Court was in Andunie, the capital of Numenor. From about SA 1000 the Numenoreans began to return to Middle-earth, establishing contacts with the more primitive Men, and about SA 1200 they founded permanent havens there, of which Pelargir and Umbar were the greatest. In 1700 King Tar-Minastir sent a great fleet to the aid of Gil-galad, the High King of the Noldor, and helped defeat Saurons armies, who had overrun all of Eriador in the War of the Elves and Sauron. The might of the Numenoreans was great, but they grew proud and discontented however, as they lost sight of the significance of the Gift of Men: Mortality. But the Ban of the Valar denied them to sail west out of sight of Numenor and set foot in Aman, and this was the main source of irritation. From about SA 2300 the Dunedain began to speak openly against the Valar, and soon they were estranged from the elves and neglecting worship of Eru. The story about the Fall of Numenor is described in the book Akallabeth. > read orc camp You read the book titled "A Map of the Shire Orc Camp". A Map of the Shire Orc Camp, written by Zuma on Nenime 12, 3019. ******************************************* 1 - Orc Captian, wields JBS * 2 - Orc Second in Command * * - Areas where there are tents to enter, * Tents usually have Orcs in side * ******************************************* Mage | | 2-------1-------* / \ / \ / \ / \ / \ / \ / \ / \ / \ *-------*-------*-------* |\ \ / /| | \ \ / / | | \ \ / / | *---* * *---* \ / \ / * * \ / \ / \ / \ / \ / \ / \ / \ / Entrance | Road > read orcs You read the book titled "Of Orcs and the goblin-kin". Written by Gruwaty in the month of Narquelie of the year 2999. It is believed that the orcs were breed in the deeps of time by Melkor, whom Feanor named Morgoth, by twisting and torturing captured elves. No matter what he later did this was considered one of his most evil deeds. Orcs find pleasure only in the agony of others and their black blood runs cold in their veins. They have skin the hue of black charred wood. Their stature is broad and squat with bow-legged legs and bent backs. Their faces are broad and flat the eyes like small glowing slits in a black furnace. Their mouths filled with yellow fangs and a large red tongue. They have long and strong arms with clawed hands. They used to fear the light but lately a new breed of orcs have appeared, the uruk-hai, that is larger and does not fear the light. These uruks are used as leaders of smaller orcs and in elite companies. Unlike the orcs of old they do not use scimitars but rather large swords. > read outlaw_pardoning You read the book titled "Pardon procedure for common outlaws.". Pardon procedure for common outlaws., written by Iliana on December 28, 3018. =================================== PARDON PROCEDURE FOR COMMON OUTLAWS =================================== 1. A formal request for pardon must be submitted. This request will then be entered in a book in the libarry, entitled "Requesting Outlaws". Rangers should only patrol with outlaws listed in that book, as these outlaws will have to patrol with Rangers to obtain recommendations. 2. All requesting outlaws must be interviewed by a member of the current council of the Rangers of the Westlands. This interview should be forwarded to all council members. 3. A standard pardon task should be developed and assigned to all requesting outlaws if they are found sincere in their interview. There should be a fixed amount of time for completion of pardon task. 4. Requesting outlaws will need to obtain four recommendations from full Rangers. 5. Upon completion of the above, the request for pardon is approved or denied. This action will be recorded in the book of votes, but the reasonings will be noted in another book, entitled "Disposition of Pardon requests". 6. All requesting outlaws should be aware this process can take up to four weeks. 7. Outlaws will only recieve one pardon, if they commit crimes again, they will remain outlaws for life. > read outlaws You read the book titled "Outlaws". Outlaws, written by Tyr on Yavannie 6, 3018. Outlaws are players who have been declared enemies of the Rangers and are divided into two categories, normal and notorious. Anyone who kills, or is a member of a team who kills, a Ranger npc within our guildhall is automatically declared a normal outlaw, and added to the list at the downstairs board in Gondor. This designation will protect the descendants of our deceased shopkeepers, herbsellers, etc. from similar future attacks, by preventing the offending party from entering the guildhall area again until s/he has been pardoned. Normal outlaws are those not listed on the boards or in the library, and shall NOT be attacked because of their enemy status. Situations in which players declare, or show themselves through their actions, to be enemies of our entire guild should be reported to the Council. The Senior Captain will be responsible for determining whether or not the offense is deserving of a Notorious Outlaw designation, which may or may not involve collaboration with the other Council members. The Senior Captain is responsible for officially declaring Notorious Outlaws and will post appropriate notification, including mail notification to the Outlaw that s/he is now on that list, why, and that Rangers are now authorized to attack them, if they choose to. Notorious Outlaws may be attacked on sight, and hunted anywhere within the realms of Genesis. Prior to attacking, the Ranger should clearly state that s/he is attacking because the enemy is a Notorious Outlaw. Rangers may use any ways and means possible in the fight, and they may bring additional Rangers into the fight who were not part of the original group attacking the Outlaw. Of course, if it is the Notorious Outlaw intiates the combat, any Ranger may join in the defense of his comrades. Attacks against Outlaws are at your own discretion and risk ... do not endanger the lives of others in your fight. Always remember that the purpose of the Notorious Outlaw designation is not revenge, nor is it an excuse to act dishonorably. It is a method to discourage continued attacks against Ranger players. You should always mail the council a full report of any fight you may have with a Notorious Outlaw, including a log of the incident, if possible. Whenever possible, also include the physical description so it can be included on the Notorious Outlaw list, to help those who may never have met the evildoer realize when they may be in danger. Without fail, you should mail the council when you are successful in killing one. Once a Notorious Outlaw has been killed by a Ranger, or Ranger team, s/he will receive a full pardon and be removed from the Notorious list. Because Notorious Outlaw is a stigma with serious implications for Outlaw retaliation, particularly against our pupils, it will not be declared in cases of conflicts between two, or small groups of, individuals, or arising from secondary guild affiliations. It must be absolutely clear that the individual is an enemy of ALL Rangers, and not engaged in small group personality conflict(s) or at odds with another guild. Occasions periodically arise in which an Outlaw realizes the error of his/her ways and desires to make amends with our guild. In those cases: 1. The Outlaw should find a council member who is willing to champion the pardon. 2. That council member will devise a task commensurate with the original offense(s) and the skills/abilities/stats of the Outlaw, which will serve to demonstrate a sincere change in behavior. 3. When this task is complete, the sponsoring council member will mail the council outlining all the circumstances, the task, and recommending that the Outlaw be pardoned. 4. The Senior Captain will assess the recommendation, consult other council members as necessary, and issue a full pardon, if appropriate. Notorious outlaws will be listed on a monthly basis, or whenever the list changes, on the council boards, and also in the Gondor Library, by the Senior Captain. Every effort will be made to insure that a current copy is always available on the upstairs board in Gondor. Council members may copy the listing onto their local guildhouse boards at their discretion. > read pardon_dispositions You read the book titled "Decisions and status of pardon requests from common outlaws". Decisions and status of pardon requests from common outlaws, written by Iliana on February 6, 3019. Ulath, request withdrawn as he felt it was to difficult. > read plains of rohan You read the book titled "Map of the Plains of Rohan". Map of the Plains of Rohan ---------------------------- Drawn by Kirath, Master Guide the Rangers of Ithilien Astron 2990 To . . . . . . . Dunland . | | | | | | . <---r . . . -0 - 0 - 0 - 0 - 0 - 0- . .\ | | | | | | | | . . r - 0 - 0 - 0 - 0 - 0 - 0 - 0 - 0- . | \ | | | | | | | | . 0 - r - r - 0 - 0 - 0 - 0 - 0 - 0- . W \ | | | | | | . E r - 0 - 0 - 0 - 0 - 0- . S \ | | | | | . T r-- 0 - 0 - 0 - 0- . e F \ | . |. .| . | . . n O \| . | | |>0<| . t L r-=-r - r - 0 - 0- . w D . | \ | | | . a s h . | r - 0 - 0- . . . V | | | | | . . To Edoras r - 0 - 0 - 0 - 0 . . E \ | | | | . A r - 0 - 0 - 0 - 0.(merning S \ | | | | .stream) T r - 0 - 0 - 0-. F \ | | / | . __________________ Firien O r - 0- /. | r = Roads | Forest L \ | /. | . = Rivers | D r--r--r--r--> | = = Bridge | . to |__________________| Minas Tirith > read poisoned_weapons You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Poisoned Weapons of Genesis | | | | This study of weapons equipped with poisons was made by myself and | | Ranger of Ithilien, named Nomm Brandybuck, by inflicting me with | | the poison and then studying its effects on me. Therefore all the | | strengths of the poisons noted below only approximate at best. The | | duration times should be fairly accurate though. | | | | When dealing with poisons you should be certain that you know what | | you are doing in order to avoid any unpleasant surprises like finding | | your health slowly trickling away without being able to stop it. | | A number of ways can be used to survive poisons but the safest is | | to know a Ranger or possibly a Herald who may cleanse, or at least | | heal you if the poison proves to be more than your body can handle. | | The Rangers can also mix a purple potion, Avarywalme, which will | | slow down a poison when consumed. Many herbs have healing powers | | and can be used to mitigate the effects of a poison by restoring | | your health while some other very valuable herbs attack the poison | | itself. The mushroom numbis will slow down the course of a poison | | just like the ranger potion while the mushroom fungari and moss | | wilcol actually might cure you from the poison entirely if eaten. | | All those herbs are extremely rare and valuable and should only be | | used in emergencies. | | | | Ebony-bladed dagger | | This is a long, cruel looking dagger. Its cold black twisting blade | | is grooved and shiny. An aura of evil seems to radiate from the | | weapon. Along the blade's groove, a clear liquid can be seen. The | | dagger has enough poison for seven deep thrusts. The poison affects | | health and does so very strongly. I did not heal at all while I was | | inflicted with it so it is one of the most potent poisons available. | | It also has a very long duration of more than half an hour. Three or | | four poisons from this beauty is probably enough to slay even the | | mightiest warrior. The dagger is held by a cold-blooded female human | | in the castle inhabited by corsairs south of Ithilien, Gondor. | | | | Long jagged/wicked/black, sharp short dagger | | This is a long jagged dagger made of steel, with keen edges and a | | hilt shaped to give a better grip. Along the edges you notice a | | strange runnel. You perceive a sheen of liquid in the runnels. These | | daggers have all poisons that will affect both your strength and | | health. The daggers have enough poison for three doses and each | | poison will last about thirty-five minutes. The poison will lower | | your strength quite substantially but will not drain all that much | | a great adventurer would probably break even against one of these | | poisons. The daggers are held a large variety of people from the | | shadier elements of Gondor's population of which the Shades are the | | most notorious. | | | | Black-steel dagger | | This is a long, thick bladed dagger made from a black steel. The | | symbol of a great winged drake is engraved upon the weapon's grooved | | blade, in which you notice a clear liquid sits. This dagger carries | | five doses of a quite weak fatigue poison. The poison lasts about | | nine minutes. Some of the Corsair Captain's guards use these daggers | | to prevent attackers from escaping which they are quite good at. | | | | Sharpened wooden/iron-tipped spears | | A thickly-shafted wooden spear with a sharpened iron blade at its | | tip. A thin sheen of liquid is visible on the spear head. These | | spears are equipped with an extremely potent fatigue poison which | | is added to the spears when the lizard man holding it licks the | | tip of it thereby covering it with saliva. The poison is extremely | | but lasts only for two minutes. The lizard men in the caves below | | the Salt Flats of Kalad carry these spears. | | | | Great war trident | | A huge three-tyned trident of war, forged from some powerful alloy | | of steel. The obsidian shade of the weapon seems almost unnatural in | | origin. A thin sheen of liquid is visible on the thynes. When the | | thynes on this great weapon is licked by the lizard king holding it | | one dose of an extremely potent fatigue poison will be added to it. | | The poison makes even the hardiest champion exhausted in only a | | matter of seconds. The poison lasts about five-six minutes. The | | trident is in the possession of the King of the lizard men below the | | the Salt Flats of Kalad. | | | | Great three-headed adamantine flail | | A huge three-headed flail, forged from pure adamantine, the most | | powerful metal known. Intricate carvings of the Spider Queen, Lolth, | | have been etched into the flail's handle. A colorless liquid coats | | the three heads of the flail. The flail has enough poison for two | | attacks and the poison is a quite weak fatigue poison which lasts | | about six-seven minutes. The flail is wielded by a priestess in the | | House of Kilsek, Undraeth. | | | | Grey adamantine halberd | | A fine piece of drow craftsmanship. The halberd, fashioned from | | adamantine metal, it is truly a work of art. Upon its blade is a thin | | sheen of liquid. The halberd is equipped with only one dose of a | | quite strong health poison. It actually managed to lower my health a | | little but it had a very short duration of only two-three minutes. | | The guards outside House Noquar, Undraeth, carry halberds like these. | | | -- More -- 100/153 -- ( t b r n a > q x ! h ?) -- | Bone-white adamantine halberd | | A magnificient adamantine halberd which is completely bone-white. A | | thin sheen of clear liquid covers its blade. The halberd has a hand- | | ful of health poisons equal to those of the greay adamantine halberds.| | The halberd is wielded by a priestess in the House of Noquar, | | Undraeth. | | | | Abyss-black adamantine halberd | | A fabulously-crafted adamantine halberd, its utterly lightless color | | is reminiscent of the spawning grounds of the Abyss. A thin sheen of | | black liquid coats its blade. This halberd has a very large amount, | | more than we could safely count, of strong health poisons. The | | poisons had a duration of three-four minutes. Three or four poisons | | from this halberd should even make the healthiest adventurer feel a | | little bit concerned about his condition. The halberd is wielded by | | the Matron Mother of House Noquar, Undraeth. | | | | Large three-headed snake whip | | A vicious-looking whip that possesses living snakes in place of | | hardened leather! The handle itself is composed of solid adamantine, | | which has been decorated with numerous carvings depicting the Spider | | Queen, Lolth. Venom can be seen dripping from the mouths of the | | snakes. The whip has a quite nasty health poison which is both very | | strong and has a long duration. It only has one dose though. The | | poison would probably mean certain death to anyone with a consti- | | tution below epic unless he has a lot of healing herbs or gets help | | from a Healer since the poison lasts for more than twenty minutes. | | The whip is in the possession of the Matron Mother of House Kilsek, | | Undraeth. | | | | Sineous cinquedea | | This long dagger is of marvelous craftsmenship. The thin steel blade | | extends straight out from the hilt, which is solid steel and crafted | | to look like two intertwining serpents. At the tip of the blade is a | | tiny notch leading into a hollow center in the blade. A tiny emerald | | eye is set in the handle's serpent, and it gleams with a strange blue | | glow. The dagger is equipped with a quite unique poison causing loss | | of health as well as a horrible feeling of fear causing its victim | | flee without thought of where, or from what, he is running. The loss | | health is quite substantial and the poison has a long duration making | | it one of the more dangerous poisons in Genesis. The cinquedea is | | wielded by the Jadestone Doll in the Bazaar of Sybarus. If she is | | slewn she will use her last strength to make certain that her killer | | is inflicted with one poison. | | | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read pupil_training You read the book titled "Training requirements for pupils of the Rangers of the Westlands". Training requirements for pupils of the Rangers of the Westlands, written by Iliana on Narquelie 8, 3017. All training should include a core of tasks that inform. Mentors may add to the core but not remove any part of the core. Mentors should be encouraged to spend a minimum amount of time with pupils to insure their progress and education. Part of all core training should include serving duty at all companies. Upon completion of the Core training, pupils are companied. Core Training should include tasks for: --------------------------------------- In addition to rewarded tasks, pupils should be informed of some non-rewarded requirements: >complete quests for Amaron >obtain spellbook >obtain two spells >assist at armageddon >stock herbs, weapons, armours within abilities >treat all rangers and pupils with respect >fire skills: start,stop,torch,clean-up >hunting skills:forage and cook food, fresh water >ranger skills:use of stealth, hide, sneak, search >battle tactics for rangers >attain the rank of vigilant 1.Library and research Includes reading, policies, and E-herbs (names and uses for each) 2.Roleplay task, verify knowledge of proper roleplay within Middle Earth, respective of Ranger roleplay in general. 3.Herbalism (no less than 6 places for the 4 emergency herbs) 4.Alchemy Includes the gathering of necessary herbs and mixing, with appraise done by mentor 5.Location of guild houses, routes to ithilien and serving a minimum of one week at each. 6.Geography task, demonstrate knowledge of Middle Earth, history and lands. 7.Interview task to learn about companies and make decision on which company to join to continue education and training. 8.Survival, demonstrate wilderness skills, battle tactics and general survival skills based on the skills and abilities of the company. I have written tasks for each of the above for any Officer or Mentor wishing to use, peruse or borrow from them. > read ranger rings You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Information of the Ranger Ring Researched by Odie, Ranger of Gondor ------------------------------------ As pupils, and Rangers of Gondor, the ring they are enstrusted with becomes their membership token of the guild. As they gain more experience as a Ranger, the ring will go through several changes. The ring acts as an indicator of the amount of experience they have. Before becoming a Master Ranger, they must have a diamond ring, the highest ring possible. Nobody can improve or upgrade the ring except for the individual Ranger. They must put forth the effort to make this change happen. It is rumoured that there are many ways to make the change. Some of these ways include, but are not limited to, defending Middle-earth from its enemies, acting in a ranger-like fashion, gathering herbs for Lothmir and Tolbold, etc.. The type of ring the Ranger has doesn't correspond with their rank. Rather, it corresponds with the amount of experience the player has as a Ranger. Tracker Rangers have been seen with diamond and emerald rings whereas veteran rangers have been seen with gold and platinum rings. Therefore, the number of promotions a Ranger recieves doesn't affect the transformation process of the ring. These are the changes the ring makes, from lowest to highest: Brass, Iron, Copper, Bronze, Steel, Silver, Gold, Platinum, Emerald, Mithril, and Diamond. Transcribed by Finwe, Sergeant of Gondor > read ranger-spells-and-the-valar You read the book titled "Regarding spells and the Valar". Regarding spells and the Valar, written by Isatis on Hisime 19, 3018. Mysticism and Spells in the Lives of the Rangers ******** compiled by Isatis of the House of Hurin, Ranger pupil =========================================================== This book is dedicated to Kathryn and Vix, whose excellent books the author has, for the most part, only mimiced. The Rangers have closer ties to the Valar than do most persons of Middle-earth. One can deduce that these ties are rooted in the historic origins of the Rangers. As the Enemy advanced westward, overthrowing the North kingdom in 1974 and conquering Minas Ithil in 2002, the Dunedain formed secret bands of patriots loyal to the line of Isildur and continued the struggle against the Great Evil. The first of these groups were the Rangers of the North and the Rangers of Ithilien. These courageous Dunedain were the descendants of the Faithful of the Numenoreans who did not forsake the Valar even when their king, Ar-Pharazon, the last of the Numenorean kings, sailed his fleet into the forbidden seas, "going up with war against the Deathless, to wrest from them everlasting life within the Circles of the World". Instead of joining their king and betraying the Valar, Elendil and his sons, Isildur and Amarian, sailed east with nine ships of the Faithful and were saved from Eru's wrath upon Numenor by a great wind which brought them to Middle- earth where they set about establishing the Dunedain kingdoms. Hail Elendil! It is not unreasonable to believe that the magical powers of the Rangers are remnants of the much larger body of magic which the Faithful brought with them from Numenor as they escaped the wrath of Iluvatar. That we have as much as we do after all the years and tribulations since the arrival of Elendil bears testimony to the extraordinary efforts of both the Dunedain and the Rangers to preserve our heritage! The powers of which this writer speaks consist of abilities to cast spells of a non-aggressive nature. While these powers lie dormant in all Rangers, there are certain pre-requisites to becoming a successful spellcaster as a Ranger. First, one must learn the basics of spellcraft, of lifespells and of conjuration spells. These skills can be learned at the Ranger guild houses. One can also improve these abilities as he gains experience within the Rangers. The second pre-requisite to successful spellcasting is to possess a spellbook. The author was fortunate in that a retired ranger who lives in the Druedain forest seemed to take a liking to this pupil. After learning of the writer's interest in magic, his advice ultimately led to the author receiving his spellbook. Even after doing all this, one still cannot successfully cast spells until one has been able to find an ancient scroll within which lies an explanation of the spell. Only after one has found such a scroll and has copied it into his spellbook, does the ranger have the ability to cast the spell, albeit an ability that is commiserate with the level of learning he has achieved in the necessary skills and commiserate with his current mana level. I. Spells of the Rangers From personal experiences, research in the various Ranger libraries and in conversations with rangers, this pupil has determined that there are now seven spells available to the rangers. Six of these seem to be of common knowledge while the last, strangely enough, is not even known to all rangers! These spells are as follows: 1. The Commune spell. This spell allows the ranger to summon his personal carrier pigeon. 2. The Rest spell. This spell permits a ranger to relieve his fatigue or that of another person. 3. The Heal spell. With this spell, a ranger is able to heal the physicals injuries of either himself or of another person. 4. The Cleanse spell. The mystical powers inherent in this spell give a ranger the ability to purge his body or the body of another of many poison substances. 5. The Nightvision spell. A ranger who possesses Nightvision has the supernatural ability to see in utter darkness. 6. The Turn Undead spell. With this spell a ranger can force certain undead beings to leave his presence and prevent them from returning for a short length of time. 7. The Regrowth spell. With this spell a ranger can cause the growth of herbs in barren ground. 1. The Commune spell The first spell to be discussed is also usually the first spell that rangers pupils will acquire -- the Commune spell. There are three main reasons for this. First, it is easily obtained; there is usually an old scroll which details the spell and can be copied into a pupil's spellbook right in the RoG library! Second, it is easy to use. There is no need to hold an -- More -- 100/404 -- ( t b r n a > q x ! h ?) -- r Regarding spells and the Valar, written by Isatis on Hisime 19, 3018. Mysticism and Spells in the Lives of the Rangers ******** compiled by Isatis of the House of Hurin, Ranger pupil =========================================================== This book is dedicated to Kathryn and Vix, whose excellent books the author has, for the most part, only mimiced. The Rangers have closer ties to the Valar than do most persons of Middle-earth. One can deduce that these ties are rooted in the historic origins of the Rangers. As the Enemy advanced westward, overthrowing the North kingdom in 1974 and conquering Minas Ithil in 2002, the Dunedain formed secret bands of patriots loyal to the line of Isildur and continued the struggle against the Great Evil. The first of these groups were the Rangers of the North and the Rangers of Ithilien. These courageous Dunedain were the descendants of the Faithful of the Numenoreans who did not forsake the Valar even when their king, Ar-Pharazon, the last of the Numenorean kings, sailed his fleet into the forbidden seas, "going up with war against the Deathless, to wrest from them everlasting life within the Circles of the World". Instead of joining their king and betraying the Valar, Elendil and his sons, Isildur and Amarian, sailed east with nine ships of the Faithful and were saved from Eru's wrath upon Numenor by a great wind which brought them to Middle- earth where they set about establishing the Dunedain kingdoms. Hail Elendil! It is not unreasonable to believe that the magical powers of the Rangers are remnants of the much larger body of magic which the Faithful brought with them from Numenor as they escaped the wrath of Iluvatar. That we have as much as we do after all the years and tribulations since the arrival of Elendil bears testimony to the extraordinary efforts of both the Dunedain and the Rangers to preserve our heritage! The powers of which this writer speaks consist of abilities to cast spells of a non-aggressive nature. While these powers lie dormant in all Rangers, there are certain pre-requisites to becoming a successful spellcaster as a Ranger. First, one must learn the basics of spellcraft, of lifespells and of conjuration spells. These skills can be learned at the Ranger guild houses. One can also improve these abilities as he gains experience within the Rangers. The second pre-requisite to successful spellcasting is to possess a spellbook. The author was fortunate in that a retired ranger who lives in the Druedain forest seemed to take a liking to this pupil. After learning of the writer's interest in magic, his advice ultimately led to the author receiving his spellbook. Even after doing all this, one still cannot successfully cast spells until one has been able to find an ancient scroll within which lies an explanation of the spell. Only after one has found such a scroll and has copied it into his spellbook, does the ranger have the ability to cast the spell, albeit an ability that is commiserate with the level of learning he has achieved in the necessary skills and commiserate with his current mana level. I. Spells of the Rangers From personal experiences, research in the various Ranger libraries and in conversations with rangers, this pupil has determined that there are now seven spells available to the rangers. Six of these seem to be of common knowledge while the last, strangely enough, is not even known to all rangers! These spells are as follows: 1. The Commune spell. This spell allows the ranger to summon his personal carrier pigeon. 2. The Rest spell. This spell permits a ranger to relieve his fatigue or that of another person. 3. The Heal spell. With this spell, a ranger is able to heal the physicals injuries of either himself or of another person. 4. The Cleanse spell. The mystical powers inherent in this spell give a ranger the ability to purge his body or the body of another of many poison substances. 5. The Nightvision spell. A ranger who possesses Nightvision has the supernatural ability to see in utter darkness. 6. The Turn Undead spell. With this spell a ranger can force certain undead beings to leave his presence and prevent them from returning for a short length of time. 7. The Regrowth spell. With this spell a ranger can cause the growth of herbs in barren ground. 1. The Commune spell The first spell to be discussed is also usually the first spell that rangers pupils will acquire -- the Commune spell. There are three main reasons for this. First, it is easily obtained; there is usually an old scroll which details the spell and can be copied into a pupil's spellbook right in the RoG library! Second, it is easy to use. There is no need to hold an -- More -- 100/404 -- ( t b r n a > q x ! h ?) -- herb in hand as with some spells and the loss of mana is virtually insignificant. Finally, the spell is extremely useful. It has been instrumental in saving the lives of rangers on innumerable occasions as well as in thwarting the aims of the Evil One. This pupil can cite two times when he has used the Commune spell in tactical situations wherein the outcome might very well have been different save for his pigeon. The first of these occurred when the writer was traveling from RoG to the secret base of the Rangers of Ithilien. A suspicious-looking human began to follow the pupil after crossing the Osgilith bridge. It was apparent that the rude human was intent on either discovering the pupil's business or in just generally harassing him or worse. Since the pupil could not very well escape merely by leading the suspicious person to the secret base (for that would be a betrayal of all the rangers who depended on its secrecy for their own safety), the pupil had to do something else. The writer whistled for a pigeon, his plan, to summon the aid of several rangers of the Ihilien camp. No sooner had the pigeon been summoned than the other person suddenly decided he had more important business elsewhere. The mere knowledge of what the pupil could do via the ranger communications system was enough to make him realize his course of action was futile. The second event involved saving the lives of several RoN npcs. The author had discovered the still warm body of a ranger under the Brandywine bridge and decided that it would be wise to check on those npcs who stayed on Girdley Island. Upon arriving on the island, this pupil discovered two females. One of them, a Mage, was slightly injured and, while it cannot be proven that she was involved in the altercation under the bridge, neither does the author believe she was injured fording the river to the island. Addressing the other female, a former ranger pupil, the writer was able to ascertain that they were not on the island to "camp out". The writer immediately sent a message to Tyler who responded that he was on the way. This display of two-way communications so unnerved the two "tourists" that they decided they had finished their tour on the island and left. The only apparent shortcomings of this spell are those which one would normally expect of a winged messenger. The first is that one must be outside to summon or release his pigeon. Additionally, the recipient must be outside to receive a message from the pigeon. The author has discovered that if a pigeon is abandoned inside, it will still respond to a ranger's whistle, but if the pigeon is in the possession of someone who is inside, the pigeon won't respond to the summons of a ranger. All in all however, these are rather minor adversities with which to contend and the overall usefulness of these pigeons far outweighs the slight limitations. A warning is due here. Should a ranger's mana level fall to the vegetative state, he will have great difficulty summoning his pigeon. Bearing this in mind, it would be prudent for a ranger to summon his pigeon prior to engaging in dangerous activities, thus ensuring he can still summon help if necessary. One last item the author thinks would be good with respect to pigeons would be to train pigeons not to approach a ranger who is hidden as the arrival of the pigeon could reveal his whereabouts to the enemy at an inopportune moment, perhaps endangering the ranger's life. In this pupil's opinion, rangers take this spell far too much for granted, not pausing to ponder from where we obtain such a power. It is the author's belief, though he can find little to document this claim, that rangers are able to summon their pigeons through the auspices of none other than the Lord of the Valar, Manwe Sulimo. It is said that he loves all strong birds, swift of wing and that they come and go at his bidding. A good campfire argument would debate whether a ranger "conjures" his pigeon or if the whistle is heard by Manwe who then commands a pigeon's appearance. 2. The Rest spell This spell is highly recommended by experienced rangers as the second spell pupils should obtain and copy into their spellbooks. While this pupil did not heed this advice and instead, obtained another, he now would add his voice to the others and also recommend the spell. This often under-rated spell can save a ranger much valuable time as well as his life under certain circumstances. As an example, consider the trip from the Shire to RoG. The two routes generally used are either southeast from the Greenway, through Tharbad and Rohan or by boat to Sparkle, then Pelargir and Harlond. From there, one then travels past Minas Tirith and on to the Duredain Forest. If fatigue is not a factor, the overland route is, by far, the faster of the two. However, if one is heavily loaded and relatively small, swimming the Greyflood will usually exhaust him to the point of collapsing. In such an instance, not only is he extremely vulnerable to attack but he must sit idle, accomplishing nothing while recovering his strength. However, if pupil has the Rest spell in his spellbook, he can be on his business in about 15 seconds. Another example of why this spell is recommended concerns a ranger whose life was saved by use of this spell. When attacked by a mage who used his evil magic to tire her, the quick-thinking ranger used the rest spell to quickly restore her vigour and escape. -- More -- 200/404 -- ( t b r n a > q x ! h ?) -- In yet another instance, a ranger who was traveling with a gladiator was able to save the gladiator's life with the rest spell when the gladiator overextended himself during combat and became exhausted. Since the author once died at the hands of an Uruk-Hai under similar circumstances, he can well appreciate what the ranger did for her friend. This spell is not nearly as easy to acquire as is the Commune spell. Conversations with Hathaldir, in which he divulged that that the library of Osgilith was once a depository of magic (as well as books written by Kathryn and Vix) lead the writer to believe that the spell might reside in the ruins of Osgilith. Use of the Rest spell can be done in one of two ways: with or without the use of the herb Red Weed. Much more efficient results can be obtained if the herb is held in hand when one casts the spell but if a ranger is without the weed, he can usually achieve a measure of success by praying to the Vala, Orome, the Great Hunter. Hail Orome, Lord of Forests! Red weed is a fairly common herb and can be found throughout most of Middle-earth -- the barren wastes which have been under the control of the Lidless Eye the longest being the exception to this. In fact, Red Weed is also found as far away as the magical forests of the land of Terel, so if a Ranger finds himself in that land, he still can find fresh supplies of this extremely useful herb. The Heal spell This spell is probably the most used of all the spells available to the rangers. With it, a ranger can heal physical injuries sustained by himself or sustained by another. Such a powerful magic ability, by giving the ranger the power to keep himself and his team members healthier than the opponents, allows a ranger to attack or defend against and to be victorious over enemies more powerful than himself or his team. As with the Rest spell, this spell can be cast with or without the use of a reagent. In the instance of the Heal spell, the reagent is the herb lothore -- a red heart-shaped flower. For the Ranger student, using the herb is highly recommended whenever possible since the results are significantly more reliable and powerful and less mana will be expended for the same level of healing. Lothore, while not common, is available in good quantity in the Druedain forest and even moreso in the fields of Lossarnach. Good quantities can also be found in N. Ithilien and, like Red Weed, is also found in Terel. Being a pupil who chose the Heal spell as his second spell, this writer can attest to the warnings given by others with respect to how and when to use the spell. Whenever possible, a student should cease combat prior to attempting to cast the spell -- preferably, retreating to a safe area to do so. It has been the writer's experience that casting the spell is much more successful when not distracted by the complexities of fighting. Several unsuccessful attempts at casting the spell in combat can quickly drain a pupil's reserve of mana and leave him in a vegetative state, making his magic powers useless to himself and his teammates. Should a ranger be without lothore and find it necessary to use his healing powers, he can still do so by praying to Este, healer of hurts and of weariness. Her favourable intervention in our lives in answer to our prayers shows that the Valar (contrary to the lies of the minions of the Evil One), are still enthroned and willing to assist us in our never-ending struggle against Evil. Hail Este, the gentle, spouse of Irmo! Hathaldir had some exceedingly accurate information with respect to the Heal spell. In one conversation this pupil had with him, he spoke of research he had done in the Great Library of Minas Tirith, research which points to the location of the spell! But the writer will let the reader get that information right from Hathaldir. Be forewarned, however, the area of which he speaks is heavy with enemy agents and more than one good ranger has died in that area! Listen well when you reconnoiter the area. The Cleanse spell It is necessary to preface an account of this spell with a relation of events which occurred even before the Firstborn and the Followers awoke many ages ago. In the beginning, Iluvatar declared a mighty theme to the Ainer and from that they began the Great Music and it was good. But then Morgoth sought to add devices of his own imagination, matters that were not in accord with the theme of Iluvatar. Of this we are all familiar. From this Music, Arda was formed and the Valar entered into Arda and gave it form in accordance with the Music. But, as Melkor had added to and changed the Music, so too did he with Arda. Even in the plants of the earth, the loving work of Yvanna, he wrought his own devices, corrupting and making poisonous many of Yvanna's creations. It is from these corrupted plants and herbs that the minions of Evil still brew those hideous poisons that have spelled death for many a brave ranger. However, with her divine foresight, Yvanna put upon Arda a truly miraculous herb, one which all rangers know well -- athelas. When the black breath blows and death's shadow grows -- More -- 300/404 -- ( t b r n a > q x ! h ?) -- and all lights pass, come athelas! Come athelas! Like to the dying In the King's hand lying. So goes the ancient rhyme and though most people think it of little value, to the ranger who has copied the Cleanse spell into his spellbook, athelas is as valuable as life itself. The Cleanse spell gives a ranger the ability to remove poisons from his body or from the body of another. It is a difficult spell to cast and except for the most practiced of rangers, nearly always requires the use of the herb athelas. If a person is infected with one of the more potent poisons, it will probably take more than one successful casting of the spell to cleanse the body of the victim. Indeed, the author remembers one instance where the combined skills of three rangers were needed to cleanse a ranger infected by the vile poison of Jadestone Doll. The use of athelas is so critical to Cleanse spell that all the ranger guild houses keep an emergency stock on-hand along with the mana-restoring herb, suranie and the reagent for the heal spell, lothore. All rangers are expected to spend some time seeking these herbs and donating them to this supply, a policy with which this pupil concurs wholeheartedly, having been cleansed of deadly poisons by rangers more than once. The herb athelas usually can be found in the fields of Lossarnach, the West Emnet, and in N. Ithilien, to name a few areas. Hathaldir has told the author that a Cleanse spell, perhaps the last one known to exist, was lost over a thousand years ago somewhere between the Firienwood Forest and the courier's destination, Minas Tirith. This is another extremely dangerous area and one is advised to bring several strong and well-armed friends when exploring it. Nightvision Of this spell, the author knows little except that one who has acquired the spell can see in the deepest darkness without the use of outside sources of light such as torches or lamps. The author has seen Lieutenant Tyr use this spell by praying to Elbereth Gilthoniel and it was noted that his eyes glowed with a green light and, though he appeared to be able to see quite well, the writer still needed a light source to illuminate the room for himself. One would think that this spell would be of immeasurable help to a ranger who wanted to be stealthy underground, in caves or in dark houses. Hathaldir has told this pupil that a Lieutenant of the Army of Arnor who possessed this uncanny skill was buried in the Barrow Downs. He cautioned this pupil that in this place the Dead are still awake and haunt the place. Turn Undead It is said that the beauty of the Lady of the Stars is too great for the words of Elves or of Men -- that the light of Iluvatar illuminates her face. It is also written that even before the making of the Music she had known and had rejected Morgoth and that since that time He has hated and feared Her more than any of the others of the Valar. As it is with Morgoth, so too is it with the undead who follow His path or who follow the Nameless One who seeks to continue His Evil work. They too have an unabiding terror of the Star-maker Star-kindler -- so much so that if one possesses the Turn Undead spell and utters the name of the Queen of the Valar while carrying a bright light source, a symbol the light and joy that is Elbereth Gilthonial -- that the evil undead will run in fear from that area and be unable to return for some time. The author has seen this spell used but once, that time by Tyler after a terrible battle between a group of brave Free Peoples and one of the Nazguls near Tharbad. Use of this spell involves invoking the name of Elbereth while carrying a light source. Unfortunately, the author was but newly initiated as a pupil and did not begin to understand what was transpiring at the time. For this reason, this pupil cannot say how well the spell worked in that instance. The location of this spell is difficult to determine. While Hathaldir hints that this powerful spell may be hidden in the Towers of Dark Sorcery in Minas Morgul, the author has read material on the guild board that suggests Hathaldir's information is outdated. Regrowth Yavanna, spouse of Aule, is the Vala who most loves all things which grow from Arda. Through her beneficence, the rangers have much for which to be thankful as she is most responsible for the magic herbs of the Rangers: lothore, athelas and red weed, all whose usefulness has been chronicled hithertofore. Rumors exist that the bravest of rangers can acquire a spell, the Regrowth spell, which mimics, to some extent, Yavanna's great power, the power to give growth to herbs from barren earth. Though Kathryn has said this spell exists and that she had seen it cast successfully by her old mentor, Puzit, other rangers deny its existence. Hathaldir has been silent on the matter, only adding to the mystery of this very useful spell. Hail Yavanna, Giver of Fruits! So ends this discourse on the spells of the rangers. The author hopes that reflecting upon the sources of these -- More -- 400/404 -- ( t b r n a > q x ! h ?) -- spells as he has will serve to strengthen rangers in their knowledge that t > read ranger/knight_alliance You read the book titled "Negotiated by Lord Alban and". Negotiated by Lord Alban and, written by Iliana on February 27, 3018. Dark times have befallen us, old enemies have united under the banners of murderers, and bands of thugs from Flotsam to Bree attack those who would only live as they have always lived. Because of these perils, and in recognition of the age-old alliance against the forces of darkness, the Rangers of the Westlands and the Knights of Solamnia agree as follows: Should any member of either guild be beset by such criminals or their accomplices, the members of the other guild will respond and give support exactly as if one of their own guildmates were under attack. To facilitate complete coordination, both guilds will appoint a keeper of a list of common enemies, to be known as the Alliance Outlaw List. The keeper will accept submissions from their guild's officers, and forward these submissions to the other guild's keeper, along with the reasons the enemy is being added to the list. Such reasons should be consistent with the requirements for naming a person as Notorious Outlaw or Confirmed Enemy of the Knighthood, and should leave no room for doubt that the outlaw is an enemy of the alliance, and not just one individual or guild. It will be the responsibility of each guild's keeper to inform their guild officers of all new submissions. The keeper will ensure that a current copy of the list is posted on the guild members' board at all times. The guild members, in turn, will read the list and treat those on it as the most extreme form of outlaw recognized by their guild. Should any enemy feel that they have been wrongfully placed on the list, they shall be instructed to appeal to the officers of the guild which submitted them for inclusion. In the event that a submission to the list is controversial and a guild's officers are uncertain whether that individual warrants inclusion, they shall bring up their concerns with the officers of the guild making the submission. The contesting guild may, at its discretion, leave the contesteed entry off their local copy of the list for a few days, while the matter is discussed and resolved > read ranger_origins You read the book titled "Our Origins and History". Our Origins and History, written by Alto on Narvinye 28, 3018. On the Origins of the Rangers of the Westlands Alto Boffin The Rangers of the Westlands comprise three companies of historically separate origin, yet a mission which unites them under a common banner. While a common hypothesis holds that the three companies are subdivisions which arose from a single original company, namely the Gondor company, it is more accurate to describe the three as an alliance formed over the ages into the single guild we know today. All ranger companies share one historical commonality -- they were founded by the Dunedain, the men of the west. The Dunedain founded two ancient kingdoms, Gondor and Arnor, and following the death of King Elendil, split into two groups, the men of the North and the men of Gondor. The Rangers of the North find their origins in the Dunedain inhabiting Eriador. After years of battling the minions of the witch-king Angmar, the northern Dunedain lost territory and dwindled in number, until only remnant bands remained. With the help of Elrond, and a grim and unswerving will to survive, these men became rangers who protected the innocent men and hobbits inhabiting Eriador. The chieftan of the Rangers of the North has always been an heir to the line of Isildur, a line which, unbeknownst to Sauron, has never failed. The mission of the Rangers of the North is protected by an atmosphere of anonymity, and to most they appear to be grim wanderers wearing dark grey cloaks ornamented only with a six-pointed star brooch. The Rangers of Gondor and Ithilien find their origins in the Dunedain descending from the line of Anarion, brother of Isildur, whose direct lineage eventually failed. In the absence of a royal heir, the kingdom of Gondor (or which Ithilien is a part) is governed by the line of Stewards, and it is this man who commands the southern Rangers. Many believe the men of Gondor to be the purest line of Dunedain, however history teaches us otherwise. The men of Gondor have historically been plagued by decadence, intermarriage with lesser bloodlines, and civil war. The result has been a waning of the blood of Numenor in the Dunedain of Gondor (evinced by a decreasing lifespan relative to their northern kin), although some noble families such as the lineage of Hurin, have retained much of their former nobility intact. The Rangers of Ithilien and Gondor are all soldiers in the army of Gondor. The Rangers of Ithilien are descendants of the men who lived east of the Anduin. Following the downfall of Ithilien to armies of orcs, Rangers constructed hidden retreats in the forest and harried the dark hordes with stealthy attacks and sallies. At present, these rangers hold a hidden place of strength at Henneth Annun, and are led by Faramir, the second son of steward Denethor II. Because of the need to remain hidden in the forest battleground, the Rangers of Ithilien are known for wearing green cloaks, gloves and masks. The Rangers of Gondor comprise a unit of the Gondorian army protecting the Druadan forest, thirty some miles northwest of Minas Tirith. The forest is inhabited by an aboriginal group of men known as the Woses, who it is believed will play a pivotal role in the coming war with the East. The Rangers of Gondor are careful to not reveal their presence to these wild men, and hence occupy a hidden retreat carefully concealed by an obscured trail. The Rangers of Gondor answer directly to the steward, and protect the Free Peoples west of the Anduin from the spies and minions of the East. The unique skills and culture of each company are directly linked to the origins of each. The Rangers of the North have survived the crushing assault of Angmar by means of stealth and secrecy, and protect the inhabitants of Eriador today by such means. The Rangers of Ithilien face constant battle in the shadow of Minas Ithil (now Minas Morgul), and hence have become combat-hardened warriors. The Rangers of Gondor, in service of the ruling steward, function to directly guard the lands surrounding Minas Tirith, and as such, heal the inhabitants of those lands and parley with emissaries from surrounding demesnes. In these times of darkness, the rangers of all three companies have accepted the service of adventuresome hobbits (present author included), sturdy dwarves, clever elves, and even outlander gnomes. These comprise the Free Peoples, and we have joined the great struggle to throw down the black forces of the East. > read ranger_roleplay You read the book titled "How to roleplay a Ranger". How to roleplay a Ranger, written by Elessar on Nenime 29, 3018. Roleplaying a Ranger ----------------------------- A Ranger, described in few words: Grim, dedicated, secretive, aware, wary. Loyal to superiors. Loyal friend to allies of Gondor/Free Peoples. Determined foe to enemies of Gondor/Free Peoples. Warrior/soldier first and foremost - part of the Army of Gondor/Last defenders of the North. Discipline, and Obedience. Only the Northerners can claim that the loner-type is fitting for their roleplaying style, but only to some extent - they were still an army, a very well-organized one at that. The Rangers of Ithilien are a branch of the Army of Gondor, soldiers with a special mission, they are not loners or hunters. Correct Ranger roleplay towards specific character-types or guilds: Nazgul: Fear - brandish a burning torch to cover your retreat, then make your way back to the guild to report to highest officer about the spotting. If found in Gondor, Rohan or the Shire, "The Nine are abroad!" - a single Nazgul might be possible for a group to chase away using burning torches, but a group of three or more one should flee from - they are probably out on a dread mission. Outside Middle-earth, ignore them. Morgul Mage: Suspicion - If found in Gondor, Rohan or the Shire, typically inquire about their reason to be there Fear - If met in Ithilien, the Misty Mountains, or anyplace east of the Anduin. You are in their home territory, and should clear before they fetch nearby soldiers to capture you and drag you before the Lord Nazgul. Allied guilds: Helpfulness, welcoming while in Middle-earth. Unknown or non-ally guilds: Suspicion when in Middle-earth. Goblin players: Even towards goblins in good-aligned or allied guilds, deep suspicion would be the correct way to roleplay. Note: This document is not set in stone, it can be revised at any time to include/exclude relevant guilds and to flesh out the points given. Contact Elessar for further discussion. > read rangers You read the book titled "The story of the Rangers". The Rangers of the Westlands ============================ There are three companies of the Rangers of the Westlands: The Rangers of Gondor: ---------------------- The guildhouse of the Rangers of Gondor is hidden in the Druadan Forest in Anorien. All rangers join the guild in this guild house. The Rangers of Gondor specialize in clerical skills and of all rangers they are the most experienced in herbalism and spell casting. It is one of the most noble aims of the Rangers of Gondor to preserve the knowledge of ancient times and to collect all kinds of lore. The library of the Rangers of Gondor is famed throughout the Westlands. The Company of the Rangers of Gondor is led by a Captain appointed by the Chieftain. The Rangers of Ithilien: ----------------------- The Rangers of Ithilien are soldiers of Gondor fighting in Ithilien. They are descended from folk who lived in Ithilien at one time, before it was overrun. From such men the Stewards of Gondor choose their forayers, who cross the Anduin secretly the harry the Orcs and other enemies that roam between the Ephel Duath and the River. Their secret refuge is the Henneth Annun, the Window on the West, a large cave hidden in a hill in Northern Ithilien. The Rangers of Ithilien are the best fighters of all rangers, but the continuing fight against the Enemy in Ithilien leaves them little time to practice skills not related to combat. The Company of the Rangers of Ithilien is led by a Captain appointed by the Chieftain and by Faramir, son of Denethor, Steward of Gondor. The Rangers of the North: ------------------------ The Rangers of the North are the most secretive of all companies. They are the descendants of the Dunedain of Arnor. Unknown to hobbits and men living in the Lost Realm of Arnor, the Rangers of the North protect the lands of the former kingdoms of Arthedain, Rhudaur, and Cardolan against the servants of the Enemy. The guildhouse of the Rangers of the North is hidden somewhere in the north, probably close to one of the old cities of Arnor, Annuminas and Fornost. The Company of the Rangers of the North is led by a Captain appointed by the Chieftain and by Strider, who is also called Aragorn, Arathorn's son. Aragorn is the direct descendant of the Kings of Arnor and Arthedain. After the early death of his father, he grew up in Imladris under the protection of Elrond, the Peredhil. In Imladris he was called 'Estel', which is 'hope', as he is the hope not only of the Rangers of the North, but of all Dunedain in Middle Earth. > read raumdor-city You read the book titled "Ivory-paged book". Ivory-paged book, written by Calvin on Narquelie 7, 3017. *----*----*----*----*----*----*----*----*----* l l l l l l l l l l l l l l l l l l l l * * * * * * * * * * l l l l l l * *----*----* *----* l l l l l l d1 * *----*----* *----* l l l l l l u1 * 1 * 2 * l l l \ / l \ / l l l l l \ / l \ / l l <--*--G--*----*----*----*----*----*----*----*----*----*----* l l / \ l / \ l l l l / \ l / \ l l * 3----4 * 5 *----* l / l \ l l / l \ l *----*----* 6 * 7----8 * l l l l l l l l l l *----* * * * * * * l l l l l l l l l l l l l l *----*----*----*----*----*----*----*----*----*----* l l l l l l u3---*----* *----u2 d2 l G l * l v u5---*----ud4 u6 d4 l l 11 *----9 l l l l l l *----* 10 l l ud3---*----u6 d3 d6 G = Gate 1 = PO 2 = Equipment shop 3 = Bank (deposit) 4 = Bank (minimize) 5 = Selling shop 6 = Smith 7 = Inn 8 = Public board 9 = Library 10 = Vault 11 = Lord of Drakmere u1 = up to d1 d1 = down to u1 u2 = up to u2 d2 = down to u2 u3 = up to ud3 ud3 = down to u3 and up to d3 d3 = down to ud3 u4 = up to ud4 ud4 = down to u4 and up to d4 d4 = down to ud4 u5 = up to d5 d5 = down to u5 u6 = up to d6 d6 = down to u6 Calvin. > read raumdor-forest You read the book titled "Violet-paged book". Violet-paged book, written by Calvin on Yavannie 13, 3018. Raumdor Haunted Forest *-*-*-* /lXlXlXl\ / * *-*-*-*-*-*-*-* * /l\ /lXlXlXlXlXlXlXl\ / *-*-*-*-*-*-*-*-*-*-*-*-*-* * /l l l/l/lXlXlXlXlXlXlXlXl/l\ / *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* /l l l l lXlXlXlXlXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* /l l l l l l l lXlXlXlXlXlXlXlXlXlxlXlXlXl\ *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* l/l l l l l l l/lXlXlXlXlXlXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* lXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-*-T-*-*-*-*-*-*-*-*-*-*-*-* lXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXl * *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* l lXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXl/ P-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* l lXlXlXlXlXlXlXlXlXl/ \lXlXlXlXlXlXlXl * *-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-* lXlXlXlXlXlXlXlXlXl \lXlXl/ *-*-*-*-*-*-*-*-*-* *-*-* lXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-* l l\l l l l *-*-*-*-*-* \l l l l *-*-*-* \l l/ *-* P = Pier to Kalad T = Temple (press gem to get in/out) Calvin. > read raumdor-forest You read the book titled "Violet-paged book". Violet-paged book, written by Calvin on Yavannie 13, 3018. Raumdor Haunted Forest *-*-*-* /lXlXlXl\ / * *-*-*-*-*-*-*-* * /l\ /lXlXlXlXlXlXlXl\ / *-*-*-*-*-*-*-*-*-*-*-*-*-* * /l l l/l/lXlXlXlXlXlXlXlXl/l\ / *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* /l l l l lXlXlXlXlXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* /l l l l l l l lXlXlXlXlXlXlXlXlXlxlXlXlXl\ *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* l/l l l l l l l/lXlXlXlXlXlXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* lXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-*-T-*-*-*-*-*-*-*-*-*-*-*-* lXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXl * *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* l lXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXlXl/ P-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* l lXlXlXlXlXlXlXlXlXl/ \lXlXlXlXlXlXlXl * *-*-*-*-*-*-*-*-*-* *-*-*-*-*-*-*-* lXlXlXlXlXlXlXlXlXl \lXlXl/ *-*-*-*-*-*-*-*-*-* *-*-* lXlXlXlXlXlXlXlXlXl *-*-*-*-*-*-*-*-*-* l l\l l l l *-*-*-*-*-* \l l l l *-*-*-* \l l/ *-* P = Pier to Kalad T = Temple (press gem to get in/out) Calvin. > read raumdor-temple You read the book titled "Ebony-paged book". Ebony-paged book, written by Calvin on Yavannie 12, 3018. p /l\ / l \ *--g--* \ l / \l/ *--*--* l l l l l l g--*--*--*--g l l l l l l l l l l d1g *--*--* * * * * * /l\ l l l l ud2 / l \ *--*--*--*--b--u2 *--g--* l l l l l\ l /l * * * * l \l/ l * u3 * ud3 ud4 b = beast g = guard p = priest d1 = down to ud2 ud2 = up to d1 and down to u2 u2 = up to ud2 u3 = up to ud3 ud3 = down to u3 and up to ud4 ud4 = down to ud3 (press gem to get in/out) Calvin > read re_albi_castle_map You read the book titled "Map of Re Albi Castle". Map of Re Albi Castle, written by Finwe on Hisime 26, 3018. R E A L B I C A S T L E /---------------------------/ NW SW Tower - up ** FLOOR 3 ** Tower - up \ / \ / Room ------ Room STAIRS ---- Room | | | | | | Corridor --- Foyer -- Room Corridor | | | | | | Room ------ Room --- Room ------ Room / \ / \ SW SE Tower - up Tower - up NW SW Tower Tower \ ** FLOOR 2 ** / \ / Room ------ Pole -- STAIRS ------- Room | | | | | Large | Corridor --- Room --- Hall Corridor | | | | | | | Office | Room Room -- Room / \ / \ SW SW Tower Tower NW SW Tower Tower \ ** FLOOR 1 ** / \ / Room ----- Pole STAIRS Room | to Stables | | | | | | | | Corridor --- Room Middle ------- Inter- | | section | | | | | | Room ------ Room -- START Armory / \ / \ SW SE Tower Tower > read remmbering Read what? > read remembering You read the book titled "Poem". Poem, written by Iliana on Nenime 13, 3019. Written by a battle weary soul as she struggled to remember why she ever began the fight.... Remembering... When winter winds cut through my cloak, And chill me to the soul, When the fields are blank and barren, And the trees look dead and old, When the grayness of the clouds, Hides the sun up in the skies, I often sigh unto myself And ask the question 'Why?' When on occasion I'm on patrol, Out in the pouring rain, As I stand in knee deep waters, Fighting hunger, sleep and pain, As my enemies surround me, As I try to sneak and hide. I often sigh unto myself, And ask the question 'Why?' When standing on the battle field, And blood doth sheath my sword, My armour stinks of evil souls, From slaying endless hordes, When the air is thick with drac dust, And lighting fills the skies, I often sigh unto myself And ask the question 'Why?' When spring at last is in the land, As I hear laughter from a child, Or I'm enjoying time with dearest friends, And the wine is sweet and mild, Or if I'm in my lovers arms, Underneath the star filled skies, I softly smile unto myself, As I now remember 'Why?'. > read requesting_outlaws You read the book titled "List of requesting outlaws and their current status". List of requesting outlaws and their current status, written by Iliana on October 9, 3017. Sirion Formal request - yes Interview - yes Task - yes Recommendations - none as yet Dimitry Formal request - yes Interview - yes, Dimitry says he will attack no Rangers, unless he is guildless. This condition concerns me. Iliana Task - yes Recommendations - Zingil Nellnight Formal request - yes Interview - yes Task - no Recommendations - none as yet Rex Formal request - yes Interview - yes Task - no Recommendations - none as yet Therock Formal request - yes Interview - no Task - no Recommendations - none as yet Eden Formal request - yes Interview - no Task - no Recommendations - no > read robes_and_cloaks You read the book titled "A study of robes and cloaks.". A study of robes and cloaks., written by Alexus on March 28, 3018. Hail Ithilien! For my final task as Equipper I have chosed to study robes and cloaks. Here is my report. With rangers relatively low defence and parry I believe it is very important to be well armoured. Often overlooked is the value of a protective cloak! Our ranger cloaks are useful for hiding our descriptions, available in brown, green, and grey, but offer very little protection from attacks. I have made an effort to study most of the robes and cloaks within the realms. I will write about my favorite cloaks and briefly mention the others. Note that cloaks protect not only the body, but also the legs. The flowing ermine-lined robe is my favorite of cloaks. It is very protective for a cloak and offers fire protection. You must defeat Nemur in Sybarus to obtain this cloak which can be challenging since he has a very strong troloby which defends him. The chain hauberk is my 2nd favorite cloak. It is the only item I know of which provides acid protection for your whole body which makes it very useful in certain circumstances. The chain hauberk also protects your arms in addition to your body and legs which makes it very nice. The chain hauberk is from Bolg in Moria. The black robe is my 3rd favorite cloak. It is from the magician Penthir in the Gypsy camp of Terel. Note that Penthir is one of the few mystics and he still wields incredible power, he is also good aligned so I recommend not killing him, even though his cloak offers extremely good protection. The blue cloak is probably my next favorite cloak. It is from the prince in Terel. Its just an ordinary cloak that offers good protection. The studded leather cloak is about the same quality as the blue cloak. The studded leather cloak can be found on some of the stronger orcs in the orc camp northwest of Bree or in Moria. The flowing white robe from Nochipa in Sybarus is a pretty good cloak. I believe it offers better than average protection. The translucent fringed shawl is another good cloak from Sybarus, though you only get to wear it for awhile after obtaining as a Sybarian god will come to reclaim the cloak from you. You might be able to defeat the god with a very strong team, though I have not heard of it having been done. The shawl raises awareness considerably when worn. The light cloak is one of my favorite cloaks. It is not protective hardly at all but because it raises sneak and hide so much I like to wear it when travelling alone. It is a reward for solving a quest in the barrow downs. The silverish cloak from the haunted house in Terel is a pretty good cloak, it offers more than average cloak protection. Also among my favorites are our simple hooded ranger cloaks, very useful for when wanted to conceal your identity. Other cloaks and robes of interest, not necessarily my favorites, The slinky black robe from Flotsam has some very unusual emotes, though I dont think it offers significant protection. The magical cloak from Gamalus in Gelan is rumoured to be an excellent cloak, though I think it would be very unranger like to attempt to earn one as our calian allies sometimes protect Gelan. Cloaks from Flotsam which offer a little protection, hooded dark robe (Satania), heavy fur cloak (Shale), dusty cloak (Viridian), small robe (mercenaries and draconians). I think the heavy fur cloak is the best of these ones. All the cloaks and robes from Kabal and Raumdor have appeared to be of low quality. Including, the concealing black cloak, which says it conceals your face but doesnt really hide your description like our ranger cloaks, long silken cape, cloaks from the noblemen, tattered black cloak, dirty golden cloak, midnight black robe, and the black death robe. Might well be a few other cloaks in Kabal I have missed, though I havent heard of any good ones there at all. Shadow-elves in sybarus also have cloaks, actually capes but they seem to offer very little protection. Two other cloaks from Terel, not to be confused with Penthir s excellent black robe are the black cloak from the witch, and the black cloak from the dark guard both of which are useless. Other cloaks from Middle Earth, none of which appear to be very good: red decorative cloak, heavy hide cloak, and the cheap cloth cloak. I have not studied any cloaks from the lands of Khalakhor, though I have not heard of any good ones from there. My thanks to several blacksmiths who helped me assess the quality of these cloaks, Jediondo, Rulindal, Romeo, and Tarlok. Alexus, Equipper of Ithilien > read rohan You read the book titled "The History of Rohan". ROHAN Rohan, ("Horse-land"), is the Kingdom of the Rohirrim. Rohan is bounded by the Ered Nimrais to the south, the River Isen to the west, the Misty Mountains, Fangorn Forest and the River Limlight to the north, and River Anduin and the Mering Stream to the east. Rohan, originally Calenardhon, was once a province of Gondor. It was given to the Eotheod people by Steward Cirion of Gondor in Third Age 2510 in return for their aid in the Battle of the Fields of Celebrant. Eorl, the leader of the Eotheod then swore the Oath of Eorl, pledging alliance to Gondor, and was thereafter the First King of Rohan. The current king of Rohan is Theoden. Rohan is a large country of green plains, throughout which the Rohirrim live outspread in small villages and farms. Rohans biggest pride is the horses, the best in the world. In the rule of the Rohirrim, the ancient fortresses of Calenardhon has again been restored, among them Dunharrow, Helm's Deep and Isengard. The capital has always been Edoras. In TA 2758 Rohan was overrun by Dunlendings led by Wulf, and also Isengard fell in their hands, but next spring they were defeated by Frealaf. That same year, Saruman the Wise was given the Key of Isengard by the Steward Beren of Gondor, and moved in there. After 2799, Rohan was troubled by Orcs fleeing from the Misty Mountains, and they were not driven out of the Ered Nimrais until 2864. From about year 2960 of the Third Age, Saruman of Isengard has been troubling the Rohirrim. In Isengard he has gathered Orcs and Dunlendings, and set them to harass Rohan. It has even been said that he has demanded horses as taxes. Rohan has always been loyal and closely allied to Gondor. When Gondor is in need of their aid, the Red Arrow will be the sign. Rohan is called the Riddermark, the Mark of the Riders or the Mark by the Rohirrim themselves. In Gondor it is named Rohan, while Orcs call it Horse-country. Notable places in Rohan: Eastfold, Westfold, Helm's Deep, Dunharrow, Edoras and Isengard. > read rohirrim You read the book titled "The History of the Rohirrim people". THE ROHIRRIM The Rohirrim People are a Mannish race, descendants from the Eotheod. The Eotheod originally lived in the Vales of Anduin, until they in year 2510 of the Third Age rode to Gondor in aid against an army of orcs. The Eotheod, led by Eorl the Young, were then given the Gondorian province of Calenardhon as reward by Cirion, Steward of Gondor. The Eotheod them swore the Oath of Eorl, promising aid to Gondor at need in return. The Eotheod named their new land Rohan, 'Horse-land', and were themselves called the Rohirrim, the Horse-lord people. The Rohirrim are tall and blond, with fair faces; often live to be about eighty, and retain their strength even in old age. The Rohirrim love their horses above all else; they raise the noblest horses and are the best horsemen in all of Middle-earth. They call themselves the Eorlingas, 'sons of Eorl', and because of their natural nobility and the Oath of Eorl, have always remained friendly to Gondor, and deadly to their enemies. The current King of the Rohirrim is Theoden, son of Thengel. The Rohirrim live in Rohan, with the capital in Edoras. > read roleplaying You read the book titled "On the concept of roleplaying". On the concept of roleplaying, written by Imrahil on Nenime 21, 3019. _____________________________________________________________________________ / /\ | |/ | | | Introduction | | ------------ | | | | In my opinion Roleplay greatly enhances the value of this game and | | roleplay to some extent is vital to many guilds in Genesis. | | Even if you do not plan to roleplay to a large extent, it is still | | important to understand the concept and to respect those who wish to | | roleplay more purely. | | I have found that on this subject there are many different opinions on | | what roleplay means in genesis. | | Here I have gathered information written by others and mixed it with my | | own thoughts and experiences. Naturally what is written here is flavoured | | by my own opinion and not everyone will agree with me. | | Hopefully this book will give you some new insights and make your time | | here richer for you and for those you interact with. | | | | Oh btw, I will refer to "he" all the time only because of laziness, | | so female readers, please don't get upset. | | | | "Roleplaying" and "Gameplaying" | | ------------------------------- | | | | You can play your character in different ways. Roleplaying, Gameplaying, | | or a mix thereof. | | | | A pure Gameplayer is someone who strives to learn all about the game as | | quickly as possible, hunting stats and trying to get the best possible | | equipment as soon as possible. | | He interacts with other players and npc:s in order to gain experience, | | money and equipment. He tries to find out the game mechanics to use | | them to be able to kill as much as possible as quickly as possible. | | He races around in brief mode so that room descriptions does not slow | | him down. | | | | In contrast a pure roleplayer does not care about gaining "points". | | In a way he does not look at it as a "game" at all, more like a kind of | | theatre. The roleplayer will recognize that not everyone should be a | | powerful warrior or a high mage in a good roleplay world. | | He determines the characters behaviour by what would be natural and | | interesting for his character in a particular situation. | | He will use the emotes available to his character to express his | | characters feelings and intentions in a situation. | | A roleplayer often look forward to a conflict, but he will want it to | | happen in a way that is natural to the environment the character is in. | | | | Roleplaying and Gameplaying does not mix very well in Genesis. | | Pure Roleplaying will make it very difficult to "grow" to an experienced | | warrior and thus also limit what places you can visit or make it | | impossible to convincingly act the role of a powerful warrior. This is | | partly because the acting itself takes a lot of time and partly because | | the way you act will not generate a lot of experience unless possibly if | | you act out a frontline warrior. | | Because of this some people who wish to Roleplay end up with a sort of | | partial Roleplay. Some handle their xp and equipment hunting in a speedy | | rush, and then devote the rest of their time to more pure Roleplay. | | Others accept the inconsistencies that occur, such as travelling from | | Minas Tirith to Bree in no time or killing a complete camp of orcs | | single-handedly, but still take care to keep a consistent character who | | fits well into the environment. | | | | Roleplaying background | | ---------------------- | | | | Before you can Roleplay you need to take some time and think about who the | | character is. | | Your character is a real person. Give him emotions, opinions etc. | | These opinions need not, or depending on the character maybe even should | | not, be the same opinions you have. But of course you should not try to | | roleplay someone you don't feel comfortable with. After all you are here | | to have fun. | | | | Some helpful things to consider here could be: | | | | society - what kind of society does your character live in? | | what do people in it value and despise? what is it's history? | | | | personal background - where does your character come from? | | who are his family? | | | | personality/role in society/personal likes and dislikes | | | | stats/race - this might be difficult at times but if your character for | | instance has a very low dexterity, shouldn't he be rather | | clumsy? | | | | physical appearance | | | | goal in life | | | | | | Everyday Roleplay | | ----------------- | | | | The first and basic thing to remember is to keep in mind the difference | -- More -- 100/170 -- ( t b r n a > q x ! h ?) -- | between "OutOfCharacter" and "InCharacter". | | IC is when you speak and act as your character would do in the world he | | lives in. OOC is when you speak as you the player. | | It is important separate what you know OOC (as a player) and what you know | | IC ( what your character could be likely to know on the basis of his own | | experience ). | | This is one of the most difficult aspects of Roleplaying. | | For instance if you are familiar with the work of Tolkien you know much | | about The One ring. But here very few people would have any knowledge of | | the nature, or even of the existence of that ring. | | | | Always avoid acting and speaking OOC when in a public area and/or with | | unknown people. Of course occasionally you do need to go OOC but whenever | | you do it is a good idea to state this clearly. | | There are different ways to do this but personally I prefer using "say", | | but putting the OOC statement within parenthesis or adding OOC: in front | | of it. Like: | | say (someone at the door. I have to go afk for a while. brb) | | | | The basic idea of Roleplaying is to act naturally. That is acting like | | your character normally would in a certain situation. | | For instance, when you encounter an npc stop and ask yourself | | "Would my character attack this person/monster?". | | What is realistic or reasonable here? What does my characters fears, | | beliefs, doubts say about what he should do? | | Also think about what the consequences be? | | Unless he is a mass-murderer he is not very likely to kill everyone | | indiscriminately. | | Soldiers do not attack enemy soldiers unless they are in a state of open | | war, and perhaps not even then. Real people are very hesitant to enter | | combat because the results of combat is final in real life. | | For all you know that single enemy might be a scout for a large company, | | or perhaps more powerful than he appears. | | | | One important point to consider is that what is "natural" is not always | | the most advantageous! | | I'll give you some examples. | | YOU, as a player, might very well know that the person who just boarded | | ship is a troublemaker but does you character know that? | | YOU know that you have nothing to fear from the mage who glares at you, | | because of pfighting rules, but would your character be that sure? | | YOU know that the evil sword you found does more damage than the Gondorian | | sword your character is wielding at the moment, but would your character | | discard the gondorian blade and choose the evil one? | | | | Sometimes Roleplaying is difficult of course. | | For instance, when you are experienced and need to pass those orcs who | | attack you for the 108:th time then it does not work too well. | | And well I won't blame you if you just swiftly whack them and move on to | | more interesting things. | | But, and this is important! | | If there is someone in your team who has never been there, take the | | opportunity to roleplay a little. Take your time, gather supplies, move | | slowly and examine the environment so that you and the others can imagine | | entering that ancient old ruin or whatever. | | Afterwards, perhaps stop and make a campfire, forage some food and sit | | down for a moment. | | | | Summary | | ------- | | Whatever style of playing you prefer I hope that this book has given you | | some ideas and a better understanding of Roleplaying. | | | | I have met several excellent roleplayers of all sizes across the realms, | | the best way to learn is probably to seek them out and interact with them. | | I think you will find, as I have, that it is a refreshing and exciting | | experience. | | | | |\ \____________________________________________________________________________\/ > read rules_of_engagement You read the book titled "Rules of Engagement and Pursuit". Rules of Engagement and Pursuit, written by Tyr on Ringare 4, 3017. As a Ranger, your chosen lot in life is to resist the forces of evil by defending and exemplifying that which is good and honorable. Ours is essentially a defensive role. Your fights will normally be against evil npc's and you will rarely, if ever, strike the initial blow or brawl against another player. You are at liberty to initiate attacks against evil-aligned npc's throughout the realms of Genesis. Be aware that some of the other guilds within these realms deem it their role to protect these monsters (much the same as we defend our own Ranger npc's), so you undertake these npc attacks at your own risk. Attacks against good-aligned npc's, though not specifically prohibited, are ill-advised and not in the best tradition of Rangerly behavior. Rangers may defend all Ranger npcs, and citizens of Minas Tirith inside the gates of MT. No Ithillien guards, no Soldiers of Gondor OUTSIDE the gates shall be defended. Only citizens inside, and Ranger npc's in Middle Earth are to be assisted. Once begun, you may pursue and continue to fight the aggressor within two spaces of the intial attack site. Beyond that, you should stop fighting unless it is necessary to continue defending yourself. Special rules apply to Morgul Mages and Notorious Outlaws. See the Morgul_Mage_Truce and Outlaw volumes in our library for those two specific cases. You should never initiate an offensive attack against another player, other than as permitted against Notorious Outlaws. In this vein, it is an unworthy prostitution of our ethics to participate in a team whereby one of your non-Ranger teammates initates the offensive attacks so that you may then "defend" your teammate. Conversely, we have friends and allies who, from time to time come under unprovoked attack by the forces of Evil. In those instances, it is well within your calling to help them defend themselves or their territory, but not to participate in vengeful hunting. Occasionally, a Ranger will also have racial or layman ties to another guild. Generally, the other guilds which a Ranger can join have similar goals and motivations to our own, so conflicts arising from dual guilds should be rare. However, should a question arise, our rules are intended to guide your behavior as a Ranger, and are not intended to inhibit your performance of legitimate official responsibilities to the other guilds of which you may be a member. If faced with a difficult situation not covered by a known policy or rule, choose the course of action you believe will reflect best on your fellow Rangers, consult a member of the Council, and pray to the Valar for guidance. > read sanction_map You read the book titled "Map of Sanction and Dragonarmy guild". Map of Sanction and Dragonarmy guild, written by Iliana on June 6, 3018. From Thalamus: Below I have attached a map of Sanction, describing what we consider to be our guildhome. The Blue Dragonarmy camp is encased within the square of the symbol '#'. Any attack on the Blue Dragonarmy camp will be regarded as a direct attack on our guild and treated accordingly. In addition to the guards within the camp, there are patrols of Blue Dragonarmy soldiers moving about in Sanction (ie. those wearing blue armour), these are also protected by us. Furthermore, we would frown upon the killing of any shop- or inn-keeper and the like. Finally, the Blue Dragonarmy will assist the Red Dragonarmy should their camp be attacked and vice versa. However, the roughians, stray goblins, slave-dealer (and slaves) are not protected and may be killed at will without interference. Know this - there is no 'quest' that involves any killing of Blue or Red Dragonarmy troops within the city of Sanction! Why are you being sent this missive? We have had recent discussions with members of two guilds regarding our boundaries in Sanction, and this should clarify the situation. - Map over the City of Sanction - ^ X A \ / ^ ^ L ^ / \ ^ + X Red Camp / ^ ^ + ^ ^ / ^ ^ ^ E + ^ ^ ~ |/ ############## Port X G-+ # t # ^ ~ | | # | Blue Camp ^ ~ + S-+-+-+-+-+-+ # t + # ^ ^ New | | | | | # |/ # Taman Busuk Mountains Sea +-W +-R c-+-s-+ I-+ # T +-B # ^ ~ | | | | | | # | | # ^ ^ ^ 1-+ +-p-+-+-V +-b +-----+-+-+-+---------> Road towards Neraka ^ ~ \ | | | | | | # \ \| # ^ ~ w-+-+-+-+-+-+-+-+ # T + # ^ N ^ ^ ~ /| | | \ / # |\ # | +-2-+-W X D N-C-l# T t # W-+-E ~ | | ############## | ^ ~ W ^ P ^ S ^ ^ _________________ Legend ________________________ | | | 1 Pier to Balifor N Noteboard | | 2 Pier to Newports P Dispatch Office (*) | | A Ariakas p Pigeons | | B Bakaris Q Quarters (*) | | b Bank (40%) R Brothel | | C Clerk S Stone tower (*) | | c Cage s Slavedealer | | D Temple of Duerghast T Tent | | E Encampment (*) t Tent (*) | | G Guardhouse V Tavern | | I Inn (Officer's Club) W Warehouse | | l Library w Wagon to Neraka | | L Temple of Luerkhisi X N/A | | | | (*) = Dragonarmy only | |_________________________________________________| > read silmarils You read the book titled "Of the three Silmarils". OF THE SILMARILS 'Twas in the times of the First Age, following the Unchaining of Melkor, that Feanor, the Noldorian prince, wrought the greatest works of craft ever produced by the Children of Illuvatar. These were the Silmarils, jewels fashioned with shells of silima, but at their heart was the ever- radiant light of the Two Trees, and the Silmarils shone by themselves. They were hallowed by Varda so that any impure hand touching thme would be burnt and withered. Feanor soon lost his heart to these jewels, and as Melkor, who also lusted for them, influenced him, he kept them locked away, becoming greedy. It is said that when Melkor and Ungoliant poisoned the Two Trees, Feanor refused to sacrifice the Silmarils to restore the Trees, and at that time they were eventually stolen by Melkor. Feanor and his sons then took a great and terrible Oath, swearing that their House should ever seek to recover the Silmarils and pursue the thieves. Melkor fled from Valinor to Middle-earth, and Feanor, in his haste and pride, convinced the Noldor in following him. This led to the Kin-slaying in Aqualonde, when the Noldor slayed the Teleri-elves, to steal their ships and sail to Middle-earth. Melkor fortified himself in Angband, setting the Silmarills in his Iron Crown. There they remained, luring the Noldorian Exiles to their doom. > read solamnic-enemies You read the book titled "Knights of Solamnia Enemy Policies". Knights of Solamnia Enemy Policies, written by Cuitlahac on Narquelie 5, 3017. This book contains specific information as to what our allies, the Knights of Solamnia, expect from themselves and their allies as concerns enemies of their guild. All information herein was provided by Finglas and transcribed verbatim. It has been given to us with the understanding that it will be kept within private guild discussions and treated as sensitive material. ++ The Solamnic Knighthood's List of Enemies ++ Exerpts from Volume 28.c of "The Measure"... _Temporary Enemies_ are those we find attacking knights, residents of the Keep and Spur, or our allies (the Calians and Rangers) anywhere they may be. These corrupt individuals should be informed of their wrong doing and escorted out of the keep or spur, or prevented from doing harm to our allies. No honorable pursuit or blocking should occur unless it be necessary to assure the safety of knights or allies in defence. Mercy may also be an honorable solution to the _temporary enemy_. No _Declared Enemy_ of the Solamnic Knighthood shall be permitted within Vingaard Keep or the adjacent Spur. They may be removed by diplomatic endeavors or by direct force of arms, but under no condition shall any enemy be allowed to remain within our walls. Should it be deemed that a retreating _declared enemy_ will return to the keep, it is honorable to pursue them within the bounds of Solamnia. _Declared Enemies_ are: Hawk Jadavin Endora Mallor Vlady Khayman Stryder Murdock Such enemies are surpassed in our distrust by _Confirmed Enemies_. these are the vile individuals that have been responsible for the deaths of numerous knights over a long pperiod of time. _Confirmed Enemies_ may be honorably attacked anywhere on the continent of Krynn, as well as subject to the restrictions placed on a declared enemy. _Confirmed Enemies_ are: Bebop Gector Talbot Monika Jecose Dethraine An enemy may further be declared as the target of a _Hunt of Justice_. A hunt will have a specific goal and may travel beyond the bounds of Krynn. Any non-knight allies who wish to assist are welcome, but should be fully notified of the nature of the hunt. We shall not expect aid from our allies in _Hunts of Justice_. A _Hunt of Justice_ may be declared by any of the five Hight Knights. Any full knight may petition to have an enemy removed, added, their level of enemy status changed, or request the calling of a hunt. The _List of Enemies_ shall be updated by the Grandmaster, Conclave and General. All requests concerning the list should be sent to these five High Knights. The Conclave of Solamnia > read songs You read the book titled "Relocated". Relocated, written by Alto on Ringare 22, 3017. Elbereth: +++++++++ A song to praise Elbereth, the Goddess of the Stars. A! Elbereth, Gilthoniel, silivren penna miriel o menel aglar elenath! Na chaered palan-diriel o galadhremmin ennorath, Fanuilos, le linnathon nef aear, si nef aearon! Eorl: +++++ A song recalling how tall and fair was Eorl the Young. Where now the horse and the rider? Where is the horn that was blowing? Where is the helm and the hauberk, and the bright hair flowing? Where is the hand on the harpstring, and the red fire glowing? Where is the spring and the harvest and the tall corn growing? They have passed like rain on the mountain, like a wind in the meadow; The days have gone down in the West behind the hills into shadow. Who shall gather the smoke of the dead wood burning, Or behold the flowing years from the Sea returning? Eressea: ++++++++ A song to the Sea and to Eressea, the Elven-home in the West. To the Sea, to the Sea! The white gulls are crying, the wind is blowing, and the white foam is flying. West, west away, the round sun is falling. Grey ship, grey ship, do you hear them calling, The voices of my people that have gone before me? I will leave, I will leave the woods that bore me; For our days are ending and our years are failing. I will pass the wide waters lonely sailing. Long are the waves on the Last Shore falling, Sweet are the voices in the Lost Isle calling, In Eressea, in Elvenhome that no man can discover, Where the leaves fall not: land of my people for ever! Galadriel: ++++++++++ A song of fair Lorien and the Lady Galadriel. In Dwimordene, in Lorien Seldom have walked the feet of Men, Few mortal eyes have seen the light That lies there ever, long and bright. Galadriel! Galadriel! Clear is the water of your well; White is the star in your white hand; Unmarred, unstained is leaf and land In Dwimordene, in Lorien More fair than thoughts of Mortal Men. Gondor: +++++++ A song to praise Gondor, your fair homeland. Gondor! Gondor, between the Mountains and the Sea! West Wind blew there; the light upon the Silver Tree Fell like bright rain in gardens of the Kings of old. O proud walls! White towers! O winged crown and throne of gold! O Gondor, Gondor! Shall Men behold the Silver Tree, or West Wind blow again between the Mountains and the Sea? Parting: ++++++++ A few lines of an ancient song, attributed to Beren Erchamion. Farewell sweet earth and northern sky, for ever blest, since here did lie and here with lissom limbs did run beneath the Moon, beneath the Sun, Luthien Tinuviel more fair than mortal tongue can tell. -- More -- 100/155 -- ( t b r n a > q x ! h ?) -- Though all to ruin fell the world and were dissolved and backward hurled unmade into the old abyss, yet were it's making good, for this - the dusk, the dawn, the earth, the sea - that Luthien for a time should be. Valimar: ++++++++ A song of Valimar, the land of the Valar lost in the West Ai! laurie lantar lassi surinen, Yeni unotime ve ramar aldaron! Yeni ve linte yuldar avanier mi oromardi lisse-miruvoreva Andune pella, Vardo tellumar nu luini yassen tintilar i eleni omaryo airetari-lirinen. Si man i yulma nin enquantuva? An si Tintalle Varda Oiolosseo ve fanyar maryat Elentari ortane ar ilye tier undulave lumbule; ar sindanoriello caita mornie i falmalinnar imbe met, ar hisie untupa Calaciryo miri oiale. Si vanwa na, Romello vanwa, Valimar! Namarie! Nai hiruvalye Valimar. Nai elye hiruva. Namarie! Wanderer: +++++++++ A song about the end of the journey and the joy of coming home. Roads go ever ever on, Over rock and under tree, By caves where never sun has shone, By streams that never find the sea: Over snow by winter sown, And through the merry flowers of June, Over grass and over stone, And under mountains in the moon. Roads go ever ever on, Under cloud and under star, Yet feet that wandering have gone, Turn at last to home afar. Eyes that fire and sword have seen And horror in the halls of stone Look at last on meadows green And trees and hills they long have known. > read stewards You read the book titled "The Stewards of Gondor". The List of the Stewards of the Kings of Gondor of the House of Hurin ---------------------------------------------------------------------- Hurin of Emyn Arnen, Steward of King Minardil (1621-1634) was father of the house of the Stewards. -died- Pelendur 1998 ruled for a year after the fall of Ondoher in 1944, he advised Gondor to reject the claim of Arvedui to the crown Vorondil 2029 'The Hunter' 1. Mardil Voronwe 2080 'The Steadfast', the first Ruling Steward 2. Eradan 2116 3. Herion 2148 4. Belegorn 2204 5. Hurin I 2244 6. Turin I 2278 7. Hador 2395 8. Barahir 2412 9, Dior 2435 10. Denethor I 2477 11. Boromir 2489 died from a Morgul-wound 12. Cirion 2567 in his time the Rohirrim came to Calenardhon 13. Hallas 2605 14. Hurin II 2628 15. Belecthor I 2655 16. Orodreth 2685 17. Ecthelion I 2698 18. Egalmoth 2743 19. Beren 2763 gave Orthanc to Saruman 20. Beregond 2811 21. Belecthor II 2872 when he died, the White Tree also died 22. Thorondir 2882 23. Turin II 2914 24. Turgon 2953 25. Ecthelion II 2984 26. Denethor II The Stewards rule in the name of the Kings of Gondor. They take office with the oath: 'To Hold Rod and Rule in the Name of the King, until He Shall Return' The Stewards wear no crown and wield no sceptre, they do not sit on the ancient throne. They bear a white rod only as the token of their office; and their banner is white without charge. > read sybarus080597 You read the book titled "Map of Bazaar, Ilse of holm, and isle of dead with herb locations". Map of Bazaar, Ilse of holm, and isle of dead with herb locations, written by Arioch on Narquelie 19, 3017. 1. Flower Shop 2. Inn 3. Hat shop 4. Adventurers guild 5. supplies shop 6. Bakery 7. Herb Shop 8. Apothecary 9. Blacksmith shop 10. Post office 11. Messenger service (child) 12. Library 13. Bank 14. Morgue 15. Womans Shop 16. Task office 17. Pub 18. Smoking den 19. dancers of the veil join room 20. Statue maker 21. Sackmaker 22. Junk shop 23. Stall 24. Savory, blueberry, mint, 25. Marjoram, Huckleberry, 26. Ronwath vine,catnip, 27. Saffron, peppers, holly 28. Sage, Marjoram, Basil, 29. Astaldo, Rosemary, 30. Thyme, Sage, 31. Fennel, Tiger Lily, Red Bean, 32. Chicory, onion, 33. Sage, Carlith, 34. Wild Plum, 35. Licorice, fennel, hops 36. Fennel, Parsley, 37. Carrot, tiger lily, Tuo, Laurel, 38. Hawthorn, chicory, tuo, Nightshade, 39. Seregon, Parsley, G. Guard House P. Wooden Pillary p /|\ p-p-*-p /| | | |\ p-*-*-*-*-p | | | | | | p-*-*-*-*-p /| | | | | | p-*-p-p-*-*-p /| | | (gate) p-|---p-p-r-p-p /| | | | | | | p-*-*-*-p-p-r-p-p | | | /| | | p-*-*-*-p-r-p-p-* | | | | | | | | | p=path p-*-*-*-p-r-p-*-* r=cobblestone road | | | | | |\| | | p-*-*-*-*-*-r-*-* \| | | | | | | | p-*-*-*-*-r-*-* | | | | |/| | | p-*-*-*-r-*-*-*-p(coffins) /| | | | | | | | | p-*-*-*-*-r-*-*-*-p | | | | | |\| | | | p-*-*-*-*-*-r-*-*-p | | | | | | | | |/ p-*-*-*-*-*-r-*-p | | | | | | | | | p-*-*-*-*-*-r-*-p \| | | | | | |/ p-*-*-p-p-r-p \| |/ | p-p r | [Dock] [to] [Bazaar] [Dock] -- More -- 100/358 -- ( t b r n a > q x ! h ?) -- [to] [Island} | | | x---x | | | x---14 | | x---20 x | \ / 12---x---13 \ / | \ / | 11 x | \ | 9---x---10 | | | | 15 16 18 | | | | | x 2---x---x---x---x---x---17--x---x---19 | | | | | | | | 1 | 3 | P | |21 | |/ |/ |/ | |/ | [beach]-u/d---x---x---x---x---x---x--------x---------x | | | | | | |23 | | |22 | | |/ | | | \| | u/d-4---x---x---x---x---x---G | | | | | | [gate] | | 29 24--33 5---x---6 | | | | | | | | | | | | 28 25 32 x | | | | | | | | | | | | 27--26--31--30 x---7---8 | | | | | | | | | 37 x x 36 | | | | | | | | | | | | 38 39 34--35 [gate] 1. parsley, 2. Caraway seeds, parsley, 3. Curugwath, lianor 4. Parsley, 5. chervil, Parsley, 6. Red Weed, 7. Hemlock 8. Angurth, dill, 9. Parsley, garlic, 10. Poison ivy, 11. Nethra, 12. Lothore, 13. caraway 14. Holly, catnip, 15. Blueberry, Garlic 16. suranie, river weed, Horsetail 17. fiddlehead, black berry, 18. Hops, Hemlock 19. Ungolestal 20. Black Berry, Curugwath, Mittikna(lightvine), 21. Twisted gnarly root 22. Strangleweed, smooth camas 23. Angeltear (helps mind when eaten), hops 24. crocus, hops, 25. broad white leaf, choke cherry, horsetail, 26. Soapweed(Yucca, will neutralize acid if rubbed on skin),strangleweed,ginger 27. Lothore, angurth, Narcissus, Beaked sedge, Carlith(heals wounds), Culkas bush(fire resistance), 28. Mittikna(luminous vine), Labrador tea leaf(must be twice boiled), 29. chokecherry 30. Hazelnut, 31. Locoweed, Breadroot, Fungibaro, 32. Ladys slipper(poison), hazelnut 33. Cranberry, Suranie, 34. Cladina(Gives boost in health), Smooth Camas, 35. Labrador tea, Breadroot, 36. Hazelnut 37. Smooth Camas 38. Skull Cap mushroom, strawberry 39. Elkhorn alga(foodstuff), 40. Saltwort(mental poison), Beach willow bark(Aspirin), 41. Sargassum (Restores mental prowess), Cord grass, 42. Elkhorn Alga 43. Sea bubble(alga, heals wounds), Nethra(breath underwater) 44. Nethra, Beach Plum 45. Sargassum, Bull Kelp,Horsetail, 46. Craliline alga, sea bubble, 47. Surf grass, dandelion, -- More -- 200/358 -- ( t b r n a > q x ! h ?) -- 48. Laminaria, Sea lettuce 49. Sea bubble, Sea lettuce, 50. Sargassum, Fucus Rockweed, Salt wort 51. Nethra, Coralline, mint, 52. Eel Grass, Elkhorn, (Erinys who heals once) 53. EEL Grass, Bull Kelp, 54. Coralline, Salt wort, 55. Sea lettuce, Cord Grass, 56. Sargassum 57. Bull Kelp, 58. Dandylion, Salt Wort, 59. Elkhorn Kelp, Cord Grass, 60. Nethra, dandelion, 61. Fucus Rockweed, Nethra, 62. Elkhorn, cord grass, 63. Beach willow, Salt wort, 64. Nethra, Dandelion 65. Hemlock, seaside grass 66. Lianor, 67. Red weed 68. Carlith 69. Carlith, pawnrose, 70. Dill, Curugwath, 71. Dill, Holly, 72. Suranie, 73. Lianor, blueberry 74. Lothore, Myrtleberry, C. Crumbling Prison cell [gate] | | | x | | | x | | | x | x | /| | / | x / | | / | | / | | / | x 1 x x | / \ /\ / | / \ / \ / |/ \ / \ / 60---61 x x------x---x / \ | \ / | / \ 70---x \ / | / \ / \/ | 59 62 / C x 2 \ | 69 / | \ \ | | / | 74 \ \ | |/ | / \ 58 63 68---67 fountain HUT 73 3 \ \ \ \ / C |\ \ \ \ u/d 72 / | \ \ \ \ \ / / | \ 57 64--65 66 x---x 5 C \ \ | | \ /| \ \ | | \ / | \ \ | | C / | 41--40--39 15 C 71 C 4 / \ / \ | | / / tree / \ | | / / \ / \| | / 45 38---20--19--18--16 14--13 6 / | / | | / / | / | | / / |/ | | / x---44 21 [caltrop] 17 12 7 / | | [trap] | | | / | | | | | / | | | | | Pool 43 48--46 22 28 x 9---8 \ |\ /| | / | \ | \ | | / | \ |/ \| | / | 49--56 23 27 10---x...x[glade] / \ | | / / \ | | / / \ | | / 50 54--55 24 26---29 11 | | / | / | | | / | / ? - might lead to | |/ |/ fortress 51 53 25 \ / | \ u/d u/d \ / | 52 [XX] -- More -- 300/358 -- ( t b r n a > q x ! h ?) -- maw | 37--36 | | | 35 | u/d | [YY] [YY] | u/d | 35 33 | | | | | | 34---32 / / / [XX]--u/d---30---31 > read tag You read the book titled "Relocated". Relocated, written by Alto on Ringare 22, 3017. Rules of Tag, written by Arethian on Urime 5, 3018. The game of tag, played by the Rangers of the Westlands, has the following rules: (1) Whoever is "it" must leave a poorly hidden mark two east of the boardroom of Gondor, stating his or her name. The "it" is then free to search for prey. (2) When the ranger who is "it" encounters another ranger and wishes to tag him, he must first introduce himself, then pat the other ranger on the back, and finally utter the words "You're it!". If the other ranger realizes what is occurring and leaves the room, the ranger who is "it" must repeat the entire procedure. The most obvious way to retain the element of surprise is to sneak up on the prey. (3) The new "it" must travel to the Gondor guild and leave their own mark before he or she can hunt for victims. That's all of them! Play and have fun! > read terel_garden You read the book titled "Map of Garden in Terel". Map of Garden in Terel, written by Finwe on Hisime 27, 3018. G A R D E N A T T E R E L /---------------------------/ mansion | | green- hut orangery ----- garden ----- house \ | \ | field garden | | | | labyrinth grove ---- gardener -------------- xroads ----- garden ----- entrance | | gate | | garden entrance | | glade / / pier [terel] > read thanar You read the book titled "A story from the Orders point of view". A story from the Orders point of view, written by Goshen on Urime 4, 3018. It was with much sorrow that I read the reports of Milashk, a misguided traveller who has obviously not kept his wits about him in his travels. Milashk writes of the newly discovered land of Kalad, a place of excitement and adventure. Milashk goes on to talk about the decadent city of Kabal, and the Holy Order of Thanar. Unfortunatly, Milashk knows not of what he talks, and has maligned this most sacred of Orders most terribly. It falls to me to set the story straight, and to let my fellow travellers know of this great Order, of like-minded humans. As you would all be aware, this world through which we travel is infested with humanoids - the so-called races of Faeries, Halflings, Gobbos, Squats and Gnomes. In reality, these are not races, but are corrupted and deviant humans, who have let themselves sink into the chaos that surrounds this world. There is one group of humans who have stayed true to the ideals of Humanity, and have formed an order, the Holy Order of Thanar. This Order worships the greatest God of Kalad, Thanar the Pure, worshipping Thanar above all other gods of Kalad. The honourable followers of Thanar seek to further his name wherever they can, and seek to help the humanoids to regain their humanity. Milashk talks about the Order as being a group of thieves, but this is because he has fallen under the spell of the corrupted citizens and demi-humans of Kabal, and has believed their foul lies. Believe not what Milashk tells you, O Travellers, but join me as a member of the most Holy Order of Thanar, and we shall further the aims of our guild, and help those who are unfortunate not to be humans at the same time! Deproelius, Supreme Traveller of the Realms, Member of the Holy Order of Thanar. -= Transcribed by Goshen Haladin =- > read the great plague You read the book titled "A History of the Great Plague". A History of the Great Plague, written by Finwe on Lotesse 28, 3018. The Great Plague TA 1636 - 37 In 1636, only a year after the king had been killed in the Corsairs' raid on Pelargir, an evil east wind carried the seeds of further disaster into Gondor. The new king and all his children succumbed to a ravaging disease. They were not alone. The disease had affected the Easterlings and the land of Rhovanion first, and according to the Royal Archives, "When the Plague passed it is said that more than half of the folk of Rhovanion had perished." From Osgiliath the plague rapidly spread through Gondor and much of the western lands. Minhiriath, the southern portion of Cardolan, was hard hit. All the remnant of the Dunedain hidden among the Barrow-downs also died. Evil spirits from Angmar and Rhudaur were free to enter there. Farther north Arthedain was marginally affected, so its people were able to continue defending Fornost. The folk of the Shire were heavily afflicted. Outside Rhovanion, Osgiliath had the highest casualties. Many fled from the city to the countryside and never returned. The capital was moved to Minas Arnor. So many died that the troops stationed at remote camps must have been recalled and the forts overlooking Morder were unmanned. Such weakness could have left Gondor wide open to attack, but her enemies (possibly the Easterlings and the Southrons) had also suffered. For almost two centuries, Gondor did little by try to slowly regain its strength. > read the last alliance You read the book titled "A history between Men, Elves and Sauron". A history between Men, Elves and Sauron, written by Finwe on Yavannie 17, 3018. The Last Alliance ------------------ In SA 3429, Sauron attacked Gondor, hoping to crush the fledgling realm before it was fully defended. Isildur and his family were forced to flee from Minas Ithil to Annuminas, and Saron's forces moved on toward Osgiliath. Anarion successfully defended the city and even drove the Enemy from Ithilien, but it was only a temporary reprieve. In hopes that the Enemy, too, was not fully prepared, Gil-galad and Elendil proposed a unified attack on Sauron's land: the Last Alliance. All beings except Elves were said to have been divided between the League and the Enemy, even beasts and birds, although few Dwarves fought, and probably no Ents. As they were on the offensive, the League gathered their forces for two years, and in SA 3431, the Northern troops marched. On Amon Sul, Elendil awaited the arrival of Gil-galad and Cirdan, and together they continued to Imladris, where they spent three years- undoubtedly making plans, forging weapons, and training. In 3434 they climbed the Misty Mountains and passed down the Anduin. They stilled gathered troops as they went along: Elves from Greenwood and Lorien, Dwarves from Moria, and Anarion with the forces from Gondor. The final host was second only to that which had fought in the War of Wrath. The battle was waged on the stony plain of Dagorlad, north of the Black Gate of Mordor, "for days and months," and the bodies were buried in what became the Dead Marshes. In the end, the Alliance prevailed, and Sauron's forces retread to Barad-dur. For seven years they besieged the fortress and many skirmishes were fought, until in 3441 Sauron was so pressed that he came at forth. He faced his challengers on the flanks of Mount Doom, where his ring was at its fullest power. With Gil-galad stood Cirdan and Elrond; and with Elendil was Isildur. Gil-galad and Elendil were both slain; yet Sauron stumbled and fell. When Isildur sliced the Ring and finger from Sauron's hand, Sauron's spirit fled. Then the forces of the Alliance routed the thralls and leveled Sauron's fortress, but the victory was incomplete for the ring was not destroyed. > read the serious herber You read the book titled "Herb hunting hints". Herb hunting hints, written by Puzit on Sulime 1, 3018. Whether wandering the forests, plains or mountains, the Rangers of the Westlands are among the most skilled in finding and identifying herbs. Lothmir, who lives east and north of the board downstairs, is a Ranger who specializes in identifying herbs. He will also buy and sell herbs to people. Lothmir will not trade with people he cannot see and there are some herbs he will not sell to non-Rangers. It is a good idea to introduce yourself to him, so he knows who you are. Lothmir is elderly, and can't remember everyone. This book offers some suggestions on actual herbing methods, from the most simple to the more complex. Happy herbing! 1. Herbs have the greatest effect when fresh. The open air causes herbs to dry out and eventually crumble into dust. For this reason, herbs are best carried in a _closed_ container. Jars and pouches are the most common ways to carry herbs, though a backpack may also work if kept tightly shut. 2. Jars vs. pouches. Jars carry more herbs than pouches and also have the advantage of being able to see the herbs without having to open the container. However, pouches can be tied to your belt, preventing them from being stolen. Pouches are also a little less expensive than jars. 3. Some herbs dry out more quickly than others. The time ranges anywhere from 15 minutes to over an hour, depending on the herb and how long it has been left in the open air. The appearance of flowers and leaves will turn to 'dried' a little time before they crumble into worthless dust. Berries crumble without any warning and are among the most fragile. A good estimate to prevent this from happening, is to search about five locations before storing the herbs in a closed container. 4. Opening and closing containers is a bother. Of course, that is why the 'alias' was invented. Try the following aliases to shortcut your work (you need your fingers to pick herbs, not play around with commands!). Sh = search here for herbs jar = do open jar, put all herbs in jar, close jar (same command may be used for pouches) unjar = do open jar, get all herbs from jar, close jar (same command may be used for pouches) 5. Picking a herbing location. For sheer volume, the plains of Rohan, Ithilien, the Shires and the province of Lossarnach cannot be matched. If searching for particular herbs, the description of the herb will give a good indication where it might be found. Frostheal, for example, will not be found in the plains of Rohan, only in mountain areas. Ask other Rangers for good herbing locations. 6. The number of herbs found in a particular location appears to be dependent on the herber's skill, the herbs found, and the location itself. Less skilled herbers will find two herbs per location, on average. More skilled people will find three, though up to six herbs have been found in a single location. Search until all are gone, you may surprise yourself! 7. Sorting and selling herbs. Some herbs are inevitably more useful than others and these are the ones you want to keep, either for your own personal use or to place in one of the guildhouse libraries for emergencies. For this reason, taking both a jar and a pouch along on a herbing trip may be useful. Try storing the less useful (and more numerous!) herbs in a jar and the more useful ones in a pouch as you find them. Then when you go to sell them, they will already be sorted...just sell the ones in the jar! 8. Armageddon. Armageddon must have a garden somewhere of his own, because he _loves_ herbs. Herbs always save through Armageddon. This has its own dangers too. Never take more than two full jars of herbs through Armageddon. If you do, Armageddon may take your soul, leaving you paralyzed, unable to speak or move or even look around. 9. Cleaning up after scrambling around in the dirt. There is a river in the Shires that a dirty person can swim in to clean themselves up. A bathing room also exists in the North guildhouse, just south of the Inn. Other than that, enjoy your dirt. Just don't chew your dirty fingernails. > read the_army_of_angmar You read the book titled "A book about the history and the special skills of the Army of Angmar, written by Nomm Brandybuck.". A R M Y O F A N G M A R - written by Nomm Brandybuck - I've been collecting material about one of our enemies, the Army of Angmar. I hope it will help Rangers to defend themselves against them. I would also like to dedicate this book to Arnor and the Rangers of the North, that have suffered so much because of this evil army. THE HISTORY OF THE ARMY After the down fall of Numenor in the middle of the second age, the faithful Numenoreans came to Middle-earth. They settled there, founding the two Kingdoms, Arnor and Gondor. But Sauron wasn't dead for good. He returned to Mordor, and gathered his armies of orcs and trolls. Soon they were ravaging Rhovanion and Eriador, only stopped by the Dunedain and the elves. This was the Last Alliance, the last time when Elves and Men stood together in the war against the Evil One. They were strong, and they beat Sauron's armies back into Mordor, and a big battle on the plains south of Greenwood. They plains were later known as Dagorlad - the battle plains. The Alliance besieged Sauron at Barad-Dur, and after several years they killed him. This was the end of the Second Age, and the beginning of the Third. Before the War, Sauron had forged the Rings of Power. He had given nine to humans nobles, seven to dwarven fathers, three to elven princes, and kept on to himself, the One Ring. The nine humans were enslaved and became the Nazgul. After a thousand of years in the void, Sauron returned and he settled in Dol Guldur, but did not make it known who he was. His Nazgul returned with him, and he sent them on missions across the continent, to spread his power, and prepare his return. From Dol Goldur, his evil power spread into Greenwood which became known as Mirkwood thereafter. And he hated the Numenoreans who had killed him - the Gondorians and Arnorians. He send the chief of the Nazgul north, to the mountains north and east of Arnor. They say his name was Angmar, and that was the name of the Kingdom there. Angmar gathered great armies of orcs and trolls. He also hired human agents with purpose of was split into three smaller kingdoms by internal strife, and soon after, the first of the three fell under Angmar. For many hundred years, the armies of Angmar made war unto Arnor. Rhudaur was the first part to fall, it is today known as the Trollshaws. Then a plague killed most of the population in Cardolan, the southern part of Arnor. From year 1700 of the Third Age, Angmar only had war against the Arthedain, the last remaining part of Arnor. It is the area today known as the Shire. At the final stadges of the war, Fornost and Annuminas were destroyed, the chief cities of Arnor, north in the Shire. The King of Gondor brought the Army of Gondor north to aid Arnor, and together they destroyed the Angmar Army. But the realm of Arnor was so destroyed, that it was never rebuilt. The remnant Dunedain of Arnor settled in hiding, and became the Rangers of the North. Their task remained to protect the lost realm of Arnor from the remnants of the Army of Angmar. The chief Nazgul, the Witch-king fled south after the defeat, but the remains of his army were left back to harass the population of ancient Arnor. Instead of human settlements, the hobbits came and settled the area... THE ARMY OF ANGMAR - IN GENERAL What races can join the army? Goblins of course, they are making the bigger part of the army, but also humans and dwarves can join them. When introducing, a member can chose not to introduce like a member of the Army of Angmar, in the same way Rangers of the North can. A member of the army can send a message to all currently playing members, and they do that by smoke signals. I think the message must be very brief, and to be able to decipher them you must be in the same domain as the one who sent them. Our pigeons are far more effective if you ask me. When in battle, an Angmar warrior have many effective specials, but a Ranger can neutrilize most of them quite effective. When starting a fight, an Angmar warrior often attacks by scaring their victim. They often do that by sneaking up to their victim and then just scare them. If you have high dis, this will not affect you much at all, and a Ranger's high awareness will make it hard for them to sneak up to us. The warriors of Angmar are very well skilled in using a shield. They often parry your blows, making your strike harmless. -- More -- 100/229 -- ( t b r n a > q x ! h ?) -- And of course there is their ability to smash their enemies heads with their clubs. It is a powerful special attack, but a good helm helps to lessen the damage. And always remember that if you brawl their club they can't smash at all. The occupational warriors of Angmar, can also strike you with their shield. This is useful for them, since if we brawl their club they still have another special attack, but from what I've heard this special is quite weak. An Angmar warrior can, instead of use a special attack, focus extra on defence with their shields, they also choose to defend a teammember when they focus on their defence. This makes them harder to hit, but they can't use their special attacks. The Army is waiting for the return of Angmar, so he can lead them into battle once again. Meanwhile, the army is fighting all elves and rangers, to get their revenge from the past. THE GUILD You can be either occupational or layman member of the Army. As usual, the layman member gets lower skills than the occupational member. With the Army, possible both as layman and occupational, the following combinations is possible. Gladiator/AA A true fighter, good in physical combat. High defence and high weapon skills. He gets two special attacks. One from Gladiators - Charge Charge is Powerful, but it is also very slow, and they can't execute the charge, if they can't see, so sand in the eyes comes very handy here. The other one is from the Army - Smash. It requires a wielded club. Again brawl comes very handy, brawl away the club and he can't smash you. Kaheda/AA Another good fighting combination. Still have the Smash attack that we can neutrilize with our brawl. But they have unarmed combat and blind- fighting, that makes our brawl quite useless. They have 5 Kahedan specials, although only one can be used at a time. They get 3 different kicks. Mae-Geri is the smallest of them, but it resets quite fast. Jumping Axe Kick is the hardest of the three kicks, but it resets slowly. The third kick is a Roundhouse Kick, spinning to get more power behind the kick. All 3 kicks causes physical damage. They can also do backflips, making them harder to hit. I don't think they can strike you when doing backflips though. The last one is Plex, a hard punch to the tummy, making you loose your breath, and prevents you from doing anything. You can't strike and you can't flee. I'm not sure if you can talk or cast spells, but I don't think you can. The best way to fight this combination, I believe is to heal yourself often, and do that when you are not plexed. AA/Kaheda A layman Kaheda do only get the Mae-Geri kick. Again we can neutrilize the AA-smash with a brawl. This leaves the person left with the AA shield special and their Mae-Geri kick, both quite weak. The person gets blindfighting and unarmed combat, but not as high as an occupational Kaheda. Shadow Union/AA I do not think this combination is possible, but since that might change in the future, I'll write about it anyway. The Shadow Union gets two special attacks. One of them is throwing knives. I don't think they can do that with sand in their eyes and they would probably need a wielded knife, so once again brawls comes very handy. The other one is an attack with the sword and then following up with the knife. It requires both weapons wielded so again brawl can neutrilize the attacks, and still the brawl makes the AA-smash useless. AA/Shadow Walker The Shadow Walkers have a passive special attack. They can make traps and place them in a room. The traps are basically set off by a trip-wire. Although, the rangers high awareness and the ranger skill find and remove traps, makes their traps a small threat. The traps can be to drop a net over you or a brew that combust when it hits the ground, causing damage. Still we can neutrilize the Smash attack by brawling away the club, which leaves them with their shield special. AA/Hiddikul The Cabal of Hiddikul, the thieves from Krynn. The thieves have a special attack - Backstabbing. The backstabbing is quite effective, cause they don't have to wait for it to reset. Only to keep on backstabbing their opponent. Although they can only backstab a person 7 times in a battle. I think the backstab need a wielded knife, so brawl again is very useful. The story about the AA-smash attack is the same, brawl the club and he can't use it. Morgul Mage/AA A lethal combination. A mage that is good in fights, to defend themselves physically. But still we have some effective defence. Brawl his club and the AA- smash is useless. A mage is capable to inflict -- More -- 200/229 -- ( t b r n a > q x ! h ?) -- great damage fast, by poisoning and some spells. But we have our cleanse spell to neutrilize their poison attacks. And their spells that inflict physical damage, we can in a way neutrilize with our heal spell. AA/Elemental This combination, I believe is very rare but yet it is possible. It haven't been easy to collect information about the elementals. The elementals can train polearm, but that is not a good weapon for an AA since they need a shield and a club for their specials. They get no attacking spells at all, but I believe they get some spells that can improve their armours. The story about the AA-smash is the same, brawl the club and he can't use it. That leaves the AA-warrior with the weaker shield special, which we unfourtanly can't brawl away. Remember that neither of the above combinations have access to a heal-spell. Except that Gladiators might get it through the Bloody Steel Axe, and maybe the Elementals have one too. The heal spells gives us a great advantage in combat, never forget that it can save ====================================================== I hope what you have read will help you in the future. Sincerely - Nomm Brandybuck - > read the_dragon_order You read the book titled "A book about the Dragon Order monks in Sparkle.". A book about the Dragon Order monks in Sparkle., written by Toby on January 8, 3019. .________,___________,____________,____________,__________,____ /,\ , , , \ //_\\ __ _____ , _____ , ____________ , _________ , \ \ // , , , / \//___,____,_____________________,___________,__________________/ | | . . | | . . | The Dragon Order | . -------------------- . | -------------------- | . . | | . To know a friend is good, to know the enemy is even . | better. Now then, is the Dragon Order an enemy? | . Of course not, they do not condone in attacking people . | as they please, their goal is not evil, nor good. | . They walk the path in between and that of honour. . | | . The Dragon Order origins from an island in a sea called . | Earthsea in Oronea. A man called Corudin was born in | . the shadow of the mountain Erakuk. A mountain who by . | Time and weather was shaped into the shape of a dragon. | . At the end of the harvest season it was tradition to . | leave simple offerings at the top of the mountain in | . tribute to Segoy, the Dragon-Father of Creation. . | One of these very days when, Corudin and his love and | . lifemate, Lura, was up at the top they saw barbarian . | raiders land at the docks in the village below. They | . ran down to warn and help but Lura was knocked . | unconcious and Corudin was knocked breathles. It was | . he prayed and focused that he was stronger so that he . | could prevent the horror that was upon the village. | . The gods answered and he drove the raiders away, he . | became -dragon- as they say. He fought with deadly grace | . and economy in movement. His fists pounding hammers, . | breaking legs with his bare feet and ripping up deadly | . wounds with his fingers as if they where claws. . | After it all was over he rememberd what he had done, | . and how. He took this in memory and refined the art of . | battle to what it is today. | . . | These are the skills the members of the Dragon Order | . can obtain if they focus enough. . | They are divided in two branches, occupational and | . layman members. . . . . Skill: Occupational: Layman: . | | . Unarmed combat Superior Guru Superior Journeyman . | Defence Superior Guru Superior Journeyman | . Polearm Confident Veteran Confident Journeyman. | Blindfighting Confident Veteran Confident Journeyman| . Awareness Confident Veteran Superior Craftsman . | Herbalism Superior Journeyman Superior Acolyte | . Appraise enemy Superior Journeyman Superior Acolyte . | Appraise object Superior Journeyman Superior Acolyte | . Air spells Confident Student Confident Student . | Divination spells Confident Student Confident Student | . . | They also have these special abilities to practice. | . . . The Plexus, an open hand attack where they strike their . | opponen in the solar plexus in attempt to stunn. It also | . damages armours. . | The Strike, they use to aim a quick blow or kick on a | . chosen part of the opponents body. . | The spell Telioy, these monks use to communicate with | . eachother over distances. . | | . They are instructed to emphase mastery in all these . . skills to progress successfully through the ranks of . . their monestary. . | | . THese are the ranks/titles in the Dragon Order: . | | . Fledgling of Segoy, Acolyte of the Dragon Order . | Seeker of Segoy, Acolyte of the Dragon Order | . Learned of Segoy, Acolyte of the Dragon Order . | Loremaster/Loremistress of Segoy, | . High Acolyte of the Dragon Order . | Initiate of Dragons, Elder Acolyte of the Dragon Order | . Disciple of Dragons, Novice Priest/Priestess . | of the Dragon Order | . Initiate of Mysteries, Priest/Priestess . | of the Dragon Order | . Adept of Mysteries, Priest/Priestess of the Dragon Order . | Master/Mistress of Mysteries, Priest/Priestess | . of the Dragon Order . | Dragon Adept of the Chimerical Vision, | . Elder Priest/Priestess of the Dragon Order . | Dragon Sage of the Ancient Gremayre, | . Elder Priest/Priestess of the Dragon Order . | Dragonmaster/Dragonmistress of the Rising Dawn, | . High Priest/Priestess of the Dragon Order . -- More -- 100/128 -- ( t b r n a > q x ! h ?) -- | Dragonmaster/Dragonmistress of the Elyzerin Sun, | . High Priest/Priestess of the Dragon Order . | Dragonmaster/Dragonmistress of the Harvest Twilight, | . High Priest/Priestess of the Dragon Order . | Dragonmaster/Dragonmistress of the Tempest Moon, | . High Priest/Priestess of the Dragon Order . . Dancer on the West Wind, High Priest/Priestess . | of the Dragon Order | . . | This is the list of the primary ranks, a prefix is added | . to it as well depending on the path (good/evil/neutral) . | the monk has chosen. One who has the prefix of | . Luminescent would be known to walk the good path in life, . | whereas one who is Obsidian would walk the dark path. | . . | More detailed information on their history can be found | . in their monestary west of Sparkle, just go visit their . | library and talk nice to the librarian. | . . | | . A book by: Toby, the Instructor of Ithilien . | | .________,___________,____________,____________,__________,___. /,\ , , , \ //_\\ __ _____ , _____ , ____________ , _________ , \ \ // , , , / \//___,____,_____________________,___________,__________________/ > read the_history_of_raumdor You read the book titled "-=Transcribed By Goshen=-". -=Transcribed By Goshen=-, written by Gosheen on May 21, 3018. You are given a purple book. ----------------------- THE HISTORY OF RAUMMDOR -------------------------- Raumdor is an ancient and evil land, with a dark and mysterious history. The night(although there technically is no night in Kalad, the curse on the land brings huge black clouds that cover the sky during what would be night, if there was one, casting a darkness over the land) brings terror that you find in only your worst nightmares. Fear and death are commonplace. People live out their meager existance in fear of the night, and what terrors it holds. People mysteriously vanish, or are found dead....horribly mangled or blood drained from their corpse. The graveyards are places where the creatures of the night dance. The plains and forests are abandon, for no one has returned alive from them. Just stick to the road, and you will be safe, and don't travel at night...so the saying goes. As for the history of this dark land, this is all that people know... A great warrior from the far north eastern regions, named Ryu-Khan, set out on an expedition to conqure the west lands of what is now known as Kalad. He was already a great and powerful warrior, and had a lot of power in his own land...but as any normal War Lord, always hungered for more. He raised up his army, and headed west to the lands now known as Raumdor. Raumdor was called Gylar back then, named after its ruler, Lord Gylar I. Gylar was a great wizard and warrior, who practiced the darker side of magic, and was the leader of an ancient cult known as Khiraa, the cult of the dead. Gylar knew of Ryu-Khan's plans to take his lands, and to push further west into Kalad. He raised up his army in defence, and awaited Ryu-Khan's attack. Ryu-Khan's warrior swept down the mountains and met Gylar's troops in the plains. The battle was one to remember forever. Both troops fought hard and long bloody battles, fighting to the last man. However, Ryu-Khan managed to push Gylar back through the mountain pass and into the forest, taking most of the cities located in the plains. It appeared that Ryu-Khan was winning, but at a heavy price. This is where things become unclear. As the legend goes, in desperation, Gylar turned to his magic. He decided to try a very powerful and difficult spell to help him turn the tides. He planed to cast this spell over the lands to raise the dead, which he would control to fight once again. Ryu-Khan, getting desperate, and wanting to finish off the battle, decided to assassinate Gylar, knowing that this would crush the moral of his troops to the point were they would surrender. He plotted and planed, then set off alone into the night. During this one night, it is said that Gylar was preparing his spell. He was just about to finish the ritual when Ryu-Khan, easily evading his guards, pounced out of the shadows and beheaded Gylar in one stroke of his katana. The spell went awry. Something did happen. The sky turned blood red, then black. The ground turned black. The trees withered, the plains began to tremble. And the dead began to rise...masterless. The land became poisoned and cursed. Ryu-Khan fled with his men. They were killed by the undead creatures of the darkness, and in turn, transformed into living-dead monsters...and it began to spred. Gylar was dead, the armies were gone. The people were in chaos, as the night brought on the onslaught of these creatures of death. Their numbers dwindled as each night more and more people were taken and eaten or killed or dragged into the forest and never seen again as living beings. Panic spread. From the midst of the panic arose a mighty warrior, named Raumdor. Possessing knowledge of these creatures, he learned how to fight them off. He united the people under him, and created a millita to defend themselves. He created a huge walled city, and defended its walls well. Soon, his power grew, and he constructed more and more walled cities and towns, each with its own millita. He assigned a Lord for each city and town to take care of its people. The land was renamed Raumdor, after him, and he became the absolute ruler and protector. Life was much better. But still out there, were the dark and evil creatures of the dead, more angrier than ever, lusting for live blood and flesh.... One day, a decendant of Raumdor, King Raumdor VI, was assassinated, leaving no heir. The way the King was assassinated was horrible. His heart was torn out, and blood drained from him. The kingdom was thrown in panic once again. The question of who would be king was undetermined. Each of the 5 lords thought they should be king. Each of the lords were very suspicous of eachother, blaming the death on eachother. Each Lord closed off their city-state and declared themselves ruler of it. It would appear that the new ruler would be determined through battle. Each Lord raised an army and declared themselves independent. No talks or negotiations were called, each Lord was too suspicious. This is the current state of Raumdor. Chaos among the people, mixed alligence, and a great saddness for the death of their great King. And all the while, dark, evil eyes out in the wilderness narrow. Their cruel smiles widden, as they see their chance to feast like they did once before.... - By Lor, the scribe of Lord Tadishar of Caarpathia > read the_only_magical_item_of_cirath You read the book titled " ". __________________________________________________________________________ / \ \ | | | \__| | | Magical items that can be found in Cirath | | | | | | Lotulis | | The gigantic obsidian Lotulis wielded by Lyden in the distant lands | | of Cirath is held in awe and respect by all humans because it is | | known to be especially dangerous to them. In addition to its ordi- | | nary, quite painful, strikes humans also suffer burn damage from the | | polearm. To wield the polearm you need to be of neutral alignment, | | which restricts its use for most of us, and titanic strength. | | | | Written and transcribed by Zingil for the Rangers of the Westlands on | | the fifth day of Hisime in the year of 3017. | | | __| | / | | | | | \__/_______________________________________________________________________/ > read the_osgiliath_bridge You read the book titled "Facts about the bridge of Osgiliath". Facts about the bridge of Osgiliath, written by Karaji on Nenime 9, 3019. To whom it may concern. The Osgiliath bridge ==================== In the month of Urime, the year of 3018 I got the task from my sponsor and mentor, Philbert to find out all about the Osgiliath bridge. At the time the bridge was destroyed and Philbert wanted me to find out why it was destroyed and when. He also wanted to know when we could expect the bridge to be rebuilt again. At first I thought that this task indeed was to be a simple one. Of course, I thought, this would be commmon knowledge and all I had to do was to ask some other rangers. I was to be proven wrong! After extensive travels and countless encounters I had only gotten the basic facts about the bridge. I was just about to give up when a ranger told me about an old wise ranger living just east of The rangers of Gondor guildhouse. I travelled there, found him and asked him straight out if he could help me. After some harsh words about being more polite to a respected ranger he told me the story and at last I got all the facts I needed. He told me about Sauron and his forces. Much I already knew, but a few new facts was revealed. He told me about the nazguls - their mighty forces and their attack on Osgiliath! On the 20th of Narie 3018 Sauron attacks the town of Osgiliath. This was a stunning blow for us and to hinder his movement further west we destroyed the bridge just before the evil forces was to breach the bridge.As we have seen this was a good move. Even if it is difficult for us to travel further east to battle the evil forces it can be done. The evil forces on the other hand have great problems waging an attack further west. We will of course not rebuild the bridge until Sauron has fallen. Hopefully this will be soon. ======================================================================= Game remarks.. -------------- The game time goes in cycles. It starts on the 22nd of Yavannie in the year of 3017. The gamecycle ends at Saurons fall on the 25th of Sulime in the year of 3019. After this date the bridge is rebuilt (and the time resets after next armie to 22nd of Yavannie 3017) The months in Middle Earth is as follows: 1 Narvinye 2 Nenime 3 Sulime 4 Viresse 5 Lotesse 6 Narie 7 Cermie 8 Urime 9 Yavannie 10 Narquelie 11 Hisime 12 Ringare /Karaji Proudfoot > read the_plague You read the book titled "Triage, Quarantine, and Cleansing.". Triage, Quarantine, and Cleansing., written by Iliana on Sulime 13, 3019. The Plague Dealing with the plague takes a cool head and quick thinking. The plague originates in Krynn, spread by lurking humans, but can be contracted by anyone. Any npc can be a carrier of the plague, once an out- break has occured. Source: Hooded lurking humans in Krynn Calling for help: Send double mails to Rangers and/or Heralds. Include in mail, location of group or individual, number of persons in group and length of time they have been suffering from plague. Preparation: Take plenty of food and water, athelas for cleansing, suranie for mana, lothore in case healing is needed. Triage: If unable to cleanse, give food and water to victims. Use Ranger rest spell to prevent exhaustion. Also the following foods and herbs can be used to keep victims alive until they can be cleansed: apples - reduces fatigue attanar - improve health blung moss - reduces fatigue chicory - reduces fatigue drakeroot - restores mana ginseng - restores mana suranie - restores mana simbelmyne - restores mana Symptoms: chills, nausea, choking, bad colour, exhaustion feeling like you wish you were dead. Lose of health and mana in advanced cases. Duration: Approx 3 hours Cleansing: one to three athelas, depending on the severity of the disease. Also powerful clear potions can, if mixed by a very experienced Ranger, cleanse the plague. I will be conductiong further research into this. Waiting it out: Have plenty of food and water. Try eating and drinking after each time you vomit. This should give you the strength to wait it out. Your mana and health may drop as well, watch your vitals carefully and if you are small, this may not work. Quarantine: Move victim(s) from public areas and thoroughfares. Once in a remote location, go back and leave markers for Rangers to follow. Try to find an area with only one entrance/exit. Mark all exits with a DANGER marker and if possible, post a sentry to prevent others from entering the area. Keep the group together, do not allow anyone to leave before they are checked with cleanse, even if they are not displaying any symptoms at the time. Once someone has been cleansed, have them exit the area immediately. Be sure to cleanse yourself last. When finished make sure to go back along path, remove the Ranger marks and head home to replenish any emergency herbs you used. > read the_undead_of_raumdor You read the book titled "-=Transcribed By Goshen=-". -=Transcribed By Goshen=-, written by Gosheen on May 20, 3018. You are given a black book. -------------------------------------------------------------------------------- The Undead of Raumdor - By Victor Darkbow, Vampire hunter Zombies: The zombies are animated corpses of those short dead. They are not terribly powerful or smart. They have only one thing in their mindless mind: Kill all living things. They are foul looking, rotting and smelling horrible, with nasty claws that you don't want to be on the other end of. Skeletons: These, like the zombies, are mindless animated corpses. But they are of the long dead, who's flesh has since long rotted away, and there is nothing left but a skeleton. They walk and move quicker than the zombies, but are not great fighters. All one needs to do is outsmart them. Bloody Skeletons: These fiends are modified spawns of skeletons. Created by the most vile of necromancers, they are a formidable enemy. They appear as normal skeletons, only they are covered with ooze and blood. Once you kill them, they will quickly come back to life. The only way to permanently send them back to hell is to have a cross with you and utter the words: Pagina Lumestica. Then they will gone for good. Ghouls: These, like the zombies, are living corpses. However, these are more disgusting. You could lose all you have eaten with just a slight glance at them. You can smell them miles away, they are so putrid and foul. The feed on carrion and flesh. They were once human, not long dead, and are out to devour life. Watch out, their touch is deadly, if you are not one of elven blood. Wights: These nightmarish creatures resemble zombies, only they walk faster and are more agile. They have sunken eyes, and a foul rotting smell, not unlike the ghoul. They hunt at night, seeking out blood to devour, and their touch is a drain of your power. Watch out for these foul things! Run while you can if you feel your strength begin to fade too much! Undead Trolls: These foul beings are the mutated undead forms of humans. They are grotesque and deadly. They are not ones to mess with. They hunt until they appease their endless hunger for blood and gore. Their strength is inhuman and unholy. Their power and grace is deadly. Beware the trolls. Wraiths: These floating ghosts are as black as night, with red eyes the color of the pits of hell. They do not posses solid bodies, and are deadly to the touch. They come out only at night, seeking out life and ruthlessly destroying it. They drain their victims of all life, and then suck them into eternal hell. Beware the wraith! Apparitions: These creatures form from the swirling moon mist of the night, forming in front of you and wailing their eternal damnation. Their voice is deadly! They throw you to the ground with ther wails, then devour your soul with their jaws. If you are not well prepared, you can very easily find your grave with the apparition. Shade: Death. Darkness. Hell. This is the world of the Shade. A creature formed out of the black Hell of Damnation, the shade takes no prisoners. Those of weak mind and valor will find the shade's vision death to their souls. Beware, for they travel only at night, stalking their prey, and slitting their throats with their night daggers, and then creating new shades with their blood. Vision: If you ever happen upon a gruesome, ghostly sight on a lonely night, beware! Run! For it is most likely a horrible vision! Do not stare too long, for if you do, the vision shall take vengeance upon you! It is wise to leave the dead in peace, for the dead hate all living; the vision is not exception. They form as one, and fight as many. Do not attempt to battle a vision, unless you be well prepared. Specters: These foul creatures are much like the wraiths, only more powerful. They are creatures of living dead, formed from the night, and with a fury from hell. They drain all life and turn them into other specters. Specters fly out of the night sky, terrorizing the living. Fear the specter, for its touch is death to those weak of might. Odics: Foul spirits of the ancient dead, they come back in the form of red or purple mists. They are harmless, if you leave them alone. However, challenge them, and you will know their might! They invade the lifeforms of plants, destroying them and taking their bodies to fight for them. They are ruthless, and foul; evil in the extreme degree. Their aura is poison to all, and their touch rots the flesh. Druj: Oh, this horrible thing of death is most foul. A spirit much like the Odic, it inhabits the severed limbs of living things. Often appearing as a crawling hand, arm or eye, it flies through the night, choking the life out of all it finds, and drinking the blood to sustain its life. Its touch is poison, its aura, death. Run if you see such foul things, -- More -- 100/116 -- ( t b r n a > q x ! h ?) -- unless you be well prepared for such creatures. Revenants: One of the most feared of all the undead, and most powerful, save for the demons of hell, vampires and lichs. This creature looks much like a zombie: rotting flesh, nasty claws, and burning eyes. Only it moves much faster. It has an unholy rage that drives it to unhuman strength and power. It seeks out life and ruthlessly stomps it out. Its aura is poison, its touch shreds the flesh from the inside out. Do not fool with the revenant, lest you be foolhardy or mighty (or both). Demons of Shadows, and Death: Vampires: Lich: > read time_line You read the book titled "A Time Line of the Undying Lands and Middle earth". A Time Line of the Undying Lands and Middle earth, written by Finwe on Viresse 25, 3018. CREATION * Rebel Maiar and demons entered * Eru, "He that is alone" Arda * Timeless Halls fashioned * Lamps and Almaren destroyed * Ainur created * Music of the Ainur AGES OF TREES/Era One-Undying * Vision of Ea Lands(+) and Ages of Darkeness(-) * Creation of the World (Arda) + Valinor Founded + Trees of Valar founded SHAPING OF ARDA - Sleep of Yavanna began * Valar and Maiar entered Varda - Angband built * Arda shaped * Arda marred + Eagles created * Melkor expelled - Balrogs, Vampires, Winged Beasts, Serpents, Great Spiders, AGE OF LAMPS Werewolves appeared * Lamps of Valar * Almaren founded + Ents conceived * Great Forest of Arda grew - Dwarves conceived * Utumno built ============================================================================= AGES OF TREES/Era Two-Undying SECOND AGE Lands(+) and Ages of Darkeness Undying Lands(+), Middle-earth(-) FIRST AGE + Chaining of Melkor Ages of Trees-Undying Lands(+), Ages + Peace of Arda began of Stars-Middle-earth(-) + Summons of the Valar + Light of the Stars gathered by - Great Journey began Varda - Stars rekindled + Vanyar and Noldor arrived in - Elves awakened Eldamar - Melian the Maia appeared - Ents awakened - Great Journey ended - Dwarves awakened + Tiron founded + Orome discovered Elves - Nogrod and Belgost founded - Orcs and trolls bred - Doriath founded by Sindar - Khazad-dum founded THIRD AGE + Teleri arrived on Tol Eressea + Valar depart for War of Powers - Falathrim allied with Sindar - War of Powers - Utumno destroyed + Teleri built first ships - Dwarves entered Beleriand ============================================================================= + Alqualonde founded AGES OF SUN - Menegroth founded FIRST AGE FOURTH AGE Undying Lands(+), Middle-earth(-) + Tengwar alphabet devised by + Moon and Sun fashioned by Valar Noldor - Men awakened - Orcs driven out of Beleriand - War of the Jewels began + Melkor released + Melian the Maia returned to - Laiquendi entered Ossiriand Valinor FIFTH AGE - Dragons bred + Silmarils made - Noldor and Sindar kingdoms - Cirth alphabet devised by Sindar destroyed + Peace of Arda ended + Valar departed for War of Wrath + Formenos built + Melkor expelled - War of Wrath + Trees of the Valar destroyed - Angband destroyed + First kinslaying - War of the Jewels ended + Flight of the Noldor - Melkor and Ungoliant returned - Sleep of Yavanna ended ============================================================================= SECOND AGE THIRD AGE + Avallone founded + The Long Peace of Valinor began - Lindon founded - Barbarian Invasions began - Numenor founded + Istari departed for Middle-earth + Ban of the Valar - Sauron re-appeared - Mordor built by Sauron - Hobbits appeared - Balrog re-appeared + Elves of Avallone traded with Numenor + Eldar ships from Lothlorien and - War of Sauron and the Elves Dol Amroth arrived - Uruk-hai bred + Elves of Avallone brought the - Battle of Five Armies Palantiri to Numenor - Nazgul appeared + Valar rejected Sauron's spirit - Olog-hai bred + Numenorean Invasion + Change of the World - Downfall of Numenor - First fall of Mordor and Sauron > read rolls Read what? > read trolls You read the book titled "Description of trolls". Description of trolls, written by Boromir on Nenime 7, 3018. /---------==========> . . . . TROLLS . . . . <==========---------\ : : : This book is mostly about how the trolls are : : not so much their history. : : : : Trolls are twice the size of humans, they have : : green armoured scale skin, like solid rock. : : : : They are very strong, though they have one : : great weakness, they fear the sun, not like the : : orcs that just gets extreemly weak, no the : : trolls, go back to what they were made of, and : : becomes rock again, their soulless body becomes : : like a life less stone. : : : : Trolls are a very stupid race, some of them are : : so stupid that they can't even learn how to speak : : though some of them can say just enough in : : 'Orcish' to handle the day. : : : : When fighting the best tactic would be, to move : : fast, as they have very little change against : : fast persons as they them selfs are very slow, : : but do remember they are _very_ strong so if : : they get a hit be ready to take the damage. : : : : They like raw meat, and most of the time they : : kill just to get the meat, for the fun of it or : : to loot their victims, you see they are very : : greedy and often hides their treasures. : : : : The most resent reports says that The Red Eye, : : has developed a new kind of trolls who are : : smart and somewhat educated, and who can handly : : sun light, it is said that they have great : : hammers as weapons that can crush a helmet when : : it smashes trough the air. It is also said they : : should have some great, round, black shields. : : : : So be aware, trolls are another one of The Red : : Eyes servants who are extreemly dangerous. : : : \---------==========> . Writen by Boromir . <==========----------/ > read undeadofraumdor You read the book titled "Transcribed from text brought here by Mersereau on Narie 29, 3018". Transcribed from text brought here by Mersereau on Narie 29, 3018, written by Cuitlahac on Narie 5, 3018. June 6, 1998 ------------------------------------------------------------------ The Undead of Raumdor - By Victor Darkbow, Vampire hunter Zombies: The zombies are animated corpses of those short dead. They are not terribly powerful or smart. They have only one thing in their mindless mind: Kill all living things. They are foul looking, rotting and smelling horrible, with nasty claws that you don't want to be on the other end of. Skeletons: These, like the zombies, are mindless animated corpses. But they are of the long dead, who's flesh has since long rotted away, and there is nothing left but a skeleton. They walk and move quicker than the zombies, but are not great fighters. All one needs to do is outsmart them. Bloody Skeletons: These fiends are modified spawns of skeletons. Created by the most vile of necromancers, they are a formidable enemy. They appear as normal skeletons, only they are covered with ooze and blood. Once you kill them, they will quickly come back to life. The only way to permanently send them back to hell is to have a cross with you and utter the words: Pagina Lumestica. Then they will be gone for good. Ghouls: These, like the zombies, are living corpses. However, these are more disgusting. You could lose all you have eaten with just a slight glance at them. You can smell them miles away, they are so putrid and foul. The feed on carrion and flesh. They were once human, not long dead, and are out to devour life. Watch out, their touch is deadly, if you are not one of elven blood. Wights: These nightmarish creatures resemble zombies, only they walk faster and are more agile. They have sunken eyes, and a foul rotting smell, not unlike the ghoul. They hunt at night, seeking out blood to devour, and their touch is a drain of your power. Watch out for these foul things! Run while you can if you feel your strength begin to fade too much! Undead Trolls: These foul beings are the mutated undead forms of humans. They are grotesque and deadly. They are not ones to mess with. They hunt until they appease their endless hunger for blood and gore. Their strength is inhuman and unholy. Their power and grace is deadly. Beware the trolls. Wraiths: These floating ghosts are as black as night, with red eyes the color of the pits of hell. They do not posses solid bodies, and are deadly to the touch. They come out only at night, seeking out life and ruthlessly destroying it. They drain their victims of all life, and then suck them into eternal hell. Beware the wraith! Apparitions: These creatures form from the swirling moon mist of the night, forming in front of you and wailing their eternal damnation. Their voice is deadly! They throw you to the ground with ther wails, then devour your soul with their jaws. If you are not well prepared, you can very easily find your grave with the apparition. Shade: Death. Darkness. Hell. This is the world of the Shade. A creature formed out of the black Hell of Damnation, the shade takes no prisoners. Those of weak mind and valor will find the shade's vision death to their souls. Beware, for they travel only at night, stalking their prey, and slitting their throats with their night daggers, and then creating new shades with their blood. Vision: If you ever happen upon a gruesome, ghostly sight on a lonely night, beware! Run! For it is most likely a horrible vision! Do not stare too long, for if you do, the vision shall take vengeance upon you! It is wise to leave the dead in peace, for the dead hate all living; the vision is no exception. They form as one, and fight as many. Do not attempt to battle a vision, unless you be well prepared. Specters: These foul creatures are much like the wraiths, only more powerful. They are creatures of living dead, formed from the night, and with a fury from hell. They drain all life and turn them into other specters. Specters fly out of the night sky, terrorizing the living. Fear the specter, for its touch is death to those weak of might. Odics: Foul spirits of the ancient dead, they come back in the form of red or purple mists. They are harmless, if you leave them alone. However, challenge them, and you will know their might! They invade the lifeforms of plants, destroying them and taking their bodies to fight for them. They are ruthless, and foul; evil in the extreme degree. Their aura is poison to all, and their touch rots the flesh. Druj: Oh, this horrible thing of death is most foul. A spirit much like the Odic, it inhabits the severed limbs of living things. Often appearing as a crawling hand, arm or eye, it flies through the night, choking the life -- More -- 100/118 -- ( t b r n a > q x ! h ?) -- out of all it finds, and drinking the blood to sustain its life. Its touch is poison, its aura, death. Run if you see such foul things, unless you be well prepared for such creatures. Revenants: One of the most feared of all the undead, and most powerful, save for the demons of hell, vampires and lichs. This creature looks much like a zombie: rotting flesh, nasty claws, and burning eyes. Only it moves much faster. It has an unholy rage that drives it to unhuman strength and power. It seeks out life and ruthlessly stomps it out. Its aura is poison, its touch shreds the flesh from the inside out. Do not fool with the revenant, lest you be foolhardy or mighty (or both). Demons of Shadows, and Death: Vampires: Lich: > read update_palanthas_map You read the book titled "Relocated". Relocated, written by Alto on Ringare 21, 3017. Updated map of Palanthas, written by Finwe on Narquelie 3, 3018. M A P O F P A L A N T H A S /-------------------------------/ Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 Pier [1] \ \ Shop Pier [2] Garden | | / | Pier [3] | / | \ | / Circle St----N Pier Pier [4] Harbour / | | | \ / | | | \ / | | | \ / | | | \ / Harbour----Harbour---Fish-----Harbour \ / \ Market \ | | \ / \ | | \ / \ | | \ [Palace] / Club----Knights | | \ | / Hall Ave | | Ruins \ | / \ | | | \ | / \ | | | \ | / \| --Gates----West-------Paladine--------Plaza-------Paladine-------East Outskirts St / | \ St Outskirts | | / | \ | | | / | \ | | Alley / | \ | | / | \ | | SW | Clerist | | City | Rd | \ / | \ / \ / | \ / \ / | \ / \ / Library \ / \ / Flames----Lane---Library \ / \ / | \ / Circle St | Circle St | \ | / \ | \ | / \ PO \ | / \ ----------Circle-------- Gates St \ | \ | \ Silver ... Dragon Inn +----------------------+ | Pier 1 - Calia | | Pier 2 - Cove | | Pier 3 - Newports | | Pier 4 - Grey Havens | +----------------------+ > read updated_map_of_terel You read the book titled "Map". M A P O F T E R E L /-----------------------/ Originally Drawn by Gnadnar, Scout of the Rangers of Ithilien Day 1 Month 10 Year 3000 (Updated by Gnadnar on Day 19 Nenime Year 3019) =====town===== [to Calathin] \ \ gate / \ / \ rd bridge | \ | \ rd rd | \ | \ gate--path lodging stable--rd restaurant---rd---path---gate---path \ | / | \ \ | / | \ path---path--------rd bar---rd \ | | | ...beach... | | | shop--------rd pier [to Faerie] | | | | [to Janus] pier pier [to Northern Port] | | | | [to Sparkle] pier pier [to Emerald] =====beach===== ...town... beach---beach---beach \ | | | \ | | | beach---beach---beach---beach---beach | | | | | | | | | | beach---beach---beach---beach---beach---beach---beach | | | | | | | | | | | | | | beach---beach---beach---beach---beach---beach---beach | | | | | | | | [..............too cold to swim...............] stone \ \ stone | | at wreck + mast + + + + + + wreck---wreck---wreck + + + under---under---under decks decks decks > read valar You read the book titled "Of the Valar and their doings". Eru Illuvatar's thought gave birth to the Ainur, the offspring of his mind. Of these spirits, the Valar were the most powerful, and there were fifteen of them. These were his servants, and he instructed them in singing the Great Music of the Creation. Each of the Valar had a place in the Creation, and there was great harmony in their singing. They created the Heavens, and they created the Earth, and they called the Earth Arda, and they called the whole Creation Ea. One of the Valar was however not content with singing in harmony with the others, he was more interested in creating discord and unbalance in the Creation. He took things the other Valar had created, and corrupted them in mockery of the other Valar. This was not looked kindly upon by the other Valar, and he was cast out from Aman, the continent on Arda where the Ainur lived. The Valar were fifteen in number, and ancient writings list them in this fashion: Manwe Sulimo, King of the Valar, Lord of the Air. Varda Elbereth, Queen of the Valar, the Star-kindler, also called Gilthoniel. Ulmo, the Ocean Lord, Master of Waters. Aule Mahal, the Smith, Master of the Earth. Yavanna Kementari, Mistress of the Earth, Giver of Fruits. Namo Mandos, Keeper of the Dead, Lord of the Halls of Awaiting. Nienna, the Weeper, the Sufferer. Orome Araw, the Huntsman, Tamer of Beasts, Master of the Forest. Vana, the Ever-young, Mistress of Flowers and Song. Tulkas Astaldo, Champion of the Valar, the Valiant. Nessa, the Dancer, Mistress of Celebration. Irmo Lorien, the Dream Master, Lord of Visions, Lord of Love. Este, the Healer, Mistress of the Fountains of Renewal. Vaire, the Weaver of Time, Mistress of Memory. Melkor Morgoth, the Black Enemy, the Unmaker, Master of Fire, the Fallen. The Valar live in Valinor, a fortress in Aman, the legend continent far west of the continent of Middle-earth, and rarely make contact with the mortals anymore. > read viktor You read the book titled "The Fifth Captain". The Fifth Captain, written by Tyr on Narquelie 6, 3018. Viktor, The Fifth Captain written by Yorh on Viresse 26, 3018. In the year 3018, I was asked by Captain Guincho of the rangers of Gondor to find out what I could of the life of a man called Viktor. At that time I didn't know that I was going to discover a Legend of our contemporary times. Very simply, Viktor was the fifth Captain of the Rangers of Gondor, and the first one to be called Legend. He was considered by most people to be the best captain the Rangers of Gondor ever had. Even his enemies showed him respect. At this stage, I started asking everyone I met about him trying to know who he is and was. But people kept repeating the same things: "he was strong", "a real Ranger", "the most famous Ranger of our time",... And I finally decided to interview people who knew him or knew about him in precise ways. But first, let me tell you that Captain Viktor is still living and in good health, even though he is retired. The most beautiful thing I heard about him was what Sir Boron said: "Viktor represents everything a Ranger is. By his life, he defines the principles of Rangerhood." But as all heroes turn out to be, Viktor was also an incredible warrior. He was known to have superior guru in blindfighting and a bunch of other skills. He used to take several enemies at the same time without fear nor defeat. Among other things, the Rangers of Gondor declined after Viktor left, the Councils didn't gather until Sir Boron became Captain. That is to say how much this man was important to the Rangers. I can hopefully say, without fear of wrongness, that He was at his time The Rangers of Gondor. But all this is about fame, glory, and power. And Viktor was not that. To show who he really was, I give here an account of the first meeting between Sir Boron and Captain Viktor, as given by Boron: "Boron yells: I remember the first time I met him...Boron smiles happily. I'd heard all these stories about how great he was. I wasn't sure how to act, so I 'admired' him and 'grovel'ed in front of him I was so honoured. And then I asked if he would team with me. He actually became quite angry at me for groveling in front of him. He asked if I wasn't a Ranger, and if I was dishonouring my name by groveling. And he would only help me if I promised to live up to my name and title in the future. Then we went out and killed all the dunlendings...the first time I hunted those bastards." Yorh Ranger Pupil and Lover of the Valar wanderer, male elf > read voyages of the numenoreans You read the book titled "A History of the Voyages of the Numenoreans". A History of the Voyages of the Numenoreans, written by Finwe on Lotesse 28, 3018. Voyages of the Numenoreans ========================== When the Isle of Numenor was first raised, Elves crossed from Eressea, bringing gifts to enrich it. Their visits continued but could not be reciprocated by the Dunedain, who were banned by the Valar from approaching the Undying Lands. The Numenoreans instead sailed to Middle-earth and became the greatest of all Mariners--the Kings of the Sea. Crossing Belegaer was only part of the innumerable voyages of the Numenoreans. They travelled from the Northern Dark, along the western coasts, through the heat of the south, into the Nether Darkness and beyond. They passed into inland seas and eventually reached the eastern coasts, then sailed toward the rising sun as far as they dared to venture. Of necessity, they woud have gone most frequently to the nearby western shores of Middle-earth, where they became acquainted with lesser men. Their relationship with these people passed through three stages: the Days of Help (600-1700 SA); the Days of Dominion (1800-3200 SA); and the Days of War (3200-3319 SA). Until 1200, the captains made no permanent settlements, although Aldarion built the haven of Vinyalonde (Lond Daer Enedh) in about 750 for lumbering and ship repair. In pity of their fellow men, whom they found living in backward conditions, the Numenoreans taught crafts and supplied unavailable materials and food. The seafareres also made fairly frequent visits to the Grey Havens of Gil-galad and Cirdan, for at that time, the friendship between the Eldar and the Edain was still firm. In 1700, Tar-Minastir sent a great fleet to the Elves' assistance in the war against Sauron, and helped drive the Enemy from Eriador. After Tar-Minastir, the Kings of Numenor became enamored of wealth and power. They transformed their havens into armed fortresses, especially in the south, where they went most frequently. The most notable was Umbar, strengthened in 2280. To these walled settlements came increasing numbers of colonists, and being greater in knowledge and weponry, it was easy for them to change their position from that of teacher/helper to that of ruler/usurper. Even Sauron came to fear them and retreated from the lands around their havens. Gradually, most of the Edain became estranged from the Eldar. Those who continued secretly to receive the Eresseans and to sail north to Lindon came to be known as the "Faithful." In addition to visiting the Elves, they went south to Pelargir which was built in 2350. In the time of Ar-Gimilzor, about 2950, the Faithful were forced to move from Anduine to Romenna. From that time on, the Numenoreans became more warlike. Even while Tar-Palantir, the next king after Ar-Gimilzor, tried to reunite the people with the Elves and the Valar, his brother's son made himself a great captain and warred against the coastal people. The warlord eventually became King Ar-Pharazon, and was obliged to abandon personal control of the fleet. Sauron threatened to reclaim the shoreward settlements, but in 3261 Ar-Pharazon led forth such an impressive host that Sauron submitted and was taken to Numenor. From this came the final downfall. Within sixty years after Sauron's arrival, he had completeted the corruption of most of the people, including persecution of the Faithul. In time, he induced Ar-Pharazon to break the Ban of the Valar. `Amandil, leader of the Faithful, learned of this final vanity and sailed west toward Valinor to plead for mercy. It is not known if he ever succeeded. His son, Elendil, went to the northwest to try to descry his sails, but only say the Great Armament. In 3319, Ar-Pharazon launched his vast navy. At first there was no wind and the slaves rowed. At dusk, an east wind picked up, and they were out of sight by morning. Ancient records say that "they moved slowly into the West, for all the winds were stilled...in fear of that time." For thirty-nine days they journeyed, and on the final day they surrounded Eressea at sunset and camped that night at Tuna. The next day at midmorning, the world was broken. The only Numenoreans that survived were settlers already on Middle-earth and some of the Faithul. On advice of Amandil, Elendil and his sons had prepared ships: four for Elendil, three for Isuldir, and two for Anarion. Seven of the ships, those carrying the precious Palantiri, bore a banner of a single star. All of the ships were blown east wildly when the cataclysm occurred. Elendil was cast upon Lindon and the brothers made their way to Pelargir. With them they bore the fruit of Nimloth, the seven Palantiri, and the stone that was set at Erech--all valuable in the establishment of the Realms in Exile. > read weapon survey You read the book titled "Results of the Ithilien Weapon Survey". Results of the Ithilien Weapon Survey, written by Rangar on Ringare 1, 3018. Hail the Valar! Here are the official survey results. I must say, they are quite surprizing: Bolg's Chain Hauberk, which shields its wearer from all fire attacks scored mere 5 points, while Bubba's and Calmacil's armours (quite good in their category, of course), scored much more, namely 54 pts. I asked You what items you would save before the others on Armageddon, and I think that my question could puzzle some of you, for I've received some answers which (in my humble opinion) represented your favourite items of use, and not those worth saving. Also, I was quite surprized by recent return of the Black Wight, who brought his Defender (Violet-edged red shortsword) back. The wight appeared in the middle of August, and I got a lot answers before that. Later in this post I'll include items I would save, with longer explanation why. Another thing: I took liberty of placing Bubba's and Calmacil's armours under one name (Bubba's armours) for they are pretty much the same. Scoring: I asked you to write down ten swords, five polearms and five armours. Each item in the three categories occupying the first place received 10 points, for the second place - 9 points and so on, and for the 10th place - 1 point. If you included let's say, 6 swords instead of 10, I awarded the last items with points equal to it's position on the list. Here are the results: SWORDS Draconian Claymore : 88 Jagged Black Scimitar: 82 Shimmering Longsword : 65 Pure snow-white sword: 56 Sword of Light : 53 Basket-hilt falchion : 28 Wyrmslayer : 25 Dunlending Longsword : 25 Green-tinted Longswrd: 14 Defender : 12 Wicked Scmitar : 8 Nemesis Sword : 7 Sharp two-handed swrd: 7 Sword of Darkness : 6 Wicked Flamberge : 5 Solamnian Broadsword : 4 POLEARMS Excellent Halberd : 73 Giant Black Maul : 46 Silver-bladed Staff : 39 Great War Trident : 34 Cruel Black Halberd : 29 Long Sharp Naginata : 27 Impr. Bronzed Partis.: 16 Ebony-black halberd : 7 Bubba's polearms : 6 Adamantine polearms : 5 ARMOURS Dragonscale Armour :110 Black Platemail : 66 Bubba's armours : 54 Black Hauberk : 33 Battle Chainmail : 16 Green-steel armours : 15 Onyx armours : 9 Adamantine armours : 8 Steel Platemail : 8 Death's Helmet : 7 Elven chainmail shirt: 7 Elven chainmail : 7 Huge Bronze Shield : 7 Gnomish Cloak : 7 Huge Mithril Shield : 6 Chain Hauberk : 5 Death's Shield : 5 Lacquered Breastplate: 2 Lacquered Helm : 1 My propositions: SWORDS 1. Shimmering Longsword - quite hard to obtain, since Jadestone Doll, its owner is very tough (she is able to kill a healthy veteran with one blow with her unarmed combat, and has a highly poisonous dagger - the sinuous cinquedea), 2. the Defender - Greatly improves wielder's fighting abilities by increasing their defensive skills by about 10 levels, is extremely rare (rarer than once a reboot), emanates light, 3. Jagged Black Scimitar - Great for mage fighting, drains opponent's mana with each blow, but hard to get without help, and dangerous for wielder (tries to dominate wielder's mind), 4. Pure Snow-white Sword - A great sword, obtainable by exchanging foul-stygion black sword used by Thanar's Avatar, gives infravision and allows to detect the invisible, but it's very delicate and often breaks, -- More -- 100/180 -- ( t b r n a > q x ! h ?) -- 5. Green-tinted Longswrd - known also as the Goblinbane, a sword found in the Green Dragon's lair in Ansalon, has a powerful special against goblins, obviously useful with Monika around, 6. Wyrmslayer - Ancient Two-handed Sword, used by Kith-Kanan, guarded by the Slug in Sla Mori (Krynn), has mighty special against the draconian kind (including dragons) but only on Krynn, and also, it never becomes dull, 7. Basket-hilt Falchion - Wielded by dark elves in the Holm in Sybarus, it is said that it increases speed of one's weapons attack, both the speed of falchion attacks and the other sword (if wielded), 8. Draconian Claymore - Excellent and well balanced two-handed sword, wielded by tougher uglyfaced and evilfaced draconians, A decent, multi-purpose weapon. Stays sharp for a long time. 9. Sword of Light - Sword of Darkness changed in the Calian Palace, a good weapon, emanates light. 10. Solamnian Broadsword - Used by Kernan, a good sword to begin the adventure with. POLEARMS 1. Excellent Halberd - Guarded by the Goblin Lord in the Goblin Caves, an awesome polearm with incredible special attack, very fast and light, one of the best weapons in the realms. 2. Giant Black Maul - Used by Bolg himself, a nasty and deadly weapon, when wielded in both hands has a devastating special, breaking victim's armours. The strongest among us may even wield the maul one-handed. 3. Great War Trident - Superb weapon wielded by the Lizard King in Kalad, it has one-time portion of a fatigue poison, making it excellent weapon for repelling Angmar attacks. The poison is called 'Seven Steps' - it's how far a poisoned enemy may go. Stops even a mighty champion in few seconds. The trident itself is extremely deadly if used by a strong warrior. 4. Long Sharp Naginata - Wielded by the Beast Lord in Raumdor, a good weapon with special attack, quite fast and painful. Hard to get, especially since the beast is 'protected' by the Khiraa (Well, they want to use the polearm themselves) 5. Impressive, Bronzed Partisan - Good weapon, increases parry of wielder, used by the Gatekeeper in Kalaman. 6. Silver-bladed Staff - A staff wielded by hooded (narrowfaced) draconians near Solace, once a reboot. The draconians are very powerful, tougher than an evilfaced, since they fight in a group of five. The staff is pretty good itself, and it has a mighty special for the Wizards of High Sorcery. 7. Cruel Black Halberd - Halberd used by a half-troll guardian in the Trollshaws. Hard to hit with, but deals decent damage. 8. Bubba's polearms - Three words: Light, effective, easy to get (well, actually a five words). ARMOURS 1. Chain Hauberk - Worn by Bolg, it gives complete shielding from fire, said to improve poison resistance. An excellent piece of armour. 2. Black Platemail - Worn by Morgul Officers and Mauhur in the Orc Camp in Shire, improves magic resistance and is quite protective, better than 3. Dragonscale Armour - Worn by higher officers of Dragon Army, namely Kernan, Officer of the Blue Lady, Serion, Captain of the Guard, and several evilfaced and uglyfaced draconians. It is quite protective against blows, and it offers protection from the following elements: Blue: Lightning, Red: Fire, White: Cold, Black: Acid, but only on Krynn. Elsewhere it protects against fire only. 4. Ex aequo: Lacquered Breastplate and Black Hauberk - Used by the officers in the Orc Camp, a good set of armours. 5. Bubba's and Calmacil's armours - Five words: The best money can buy. Excellent armours, but not magical. (-) Your Equipper-wannabe, Dagnir Gronda of Ithilien. save save > read wathertop Read what? > read weathertop You read the book titled "Describes the geography of Weathertop". Describes the geography of Weathertop, written by Finwe on Narquelie 9, 3017. Geography of Weathertop ------------------------ Far east of Bree stands Weathertop, the highest of the Weather hills. Weathertop stands slightly apart at the south end of the un- dulating ridge. Its summit rises one thousand feet above the sur- rounding lowlands giving a clear view of all the terrain and lifting it to sky, which gave the hill another name: Amon Sul, the Hill of Wind. The top of Weathertop is flat and is crowned by a tumbled ring of stones. This is all that remains of a watch-tower that was built in the early days of Arnor. The tower and the hills to the north were fortified after the fall of Rhudaur to Angmar, but in 1409 all was lost; the tower burned. To reach Weathertop, there is a path that once served the fortresses along the Hills. This path hugs the western slopes. It bends east in the gap before going south across a bridge-like bank to the north edge of Weathertop. From there, the path winds up to the summit, reaching the top in a last steep climb. On the west slope of the hill is a hollow and within the cavity is a bowl-like dell. Upon exploration of the area, one will find a spring nearby in the slope of the hill. A fall of rocks conceals a stack of firewood for anyone to use. Common courtesy requires that whoever uses the firewood to replenish it for the next traveller. > read wlecome Read what? > read welcome You read the book titled "Welcome to the Ranger Guild". Welcome to the Ranger Guild, written by Draft on Urime 10, 3018. Welcome to the Guild of the Rangers of Gondor! Hopefully this book will provide you with information about your new profession and start you on way to becoming a truly great Ranger! The following quote was taken from the book "Ithilien". It briefly tells how the Rangers came to be. "After the fall of Minas Ithil in Third Age 2002, the inhabitants of Ithilien began to flee, as the land always had been bearing the brunt of Sauron's attacks on Gondor from its founding. From TA 2901, Mordor-Orcs began invading Ithilien, and most of the inhabitants deserted the land. However, a force of Dunedain called the Rangers of Ithilien was founded, and built secret refuges in Ithilien, hidden to all but Rangers." Much time has passed since then but it is the councils hope that you will carry on this defensive tradition with pride, dignity, and honor! For more information on the Dunedain read the book "Dunedain". Currently you need a sponsor to enter into training as a Ranger. If you are reading this book then you have at least made it through this process. As a pupil you may seek training in all of the skills offered to all Rangers, however, the extent to which the masters will train you is limited until you join a company. Fear not, for there are more than enough skills for you to master at this point. There are three companies within the greater Ranger Guild. 1) The Rangers of Gondor, who specialize in clerical skills and who are most experienced in spellcasting and herbalism. 2) The Rangers of Ithilien, who are the soldiers of Gondor fighting in Ithilien. 3) The Rangers of the North. These Rangers are very secretive but it is rumoured that they scout deep into enemy territory providing the Rangers with vital information needed to continue our fight against evil. For more detailed information on the companies read the book "Rangers". Each company is headed by a Captain who, in turn, appoints a Lieutenant and a Sergeant. These three operate together to set policies and assign duties with-in each company. The Captain and Lieutenant of each company form the council of the Guild of Rangers. The council determines broad policy and procedures for all Rangers to follow. It is to the council that you submit ideas for improvements which they will consider and debate before rendering a decision. For more specific inform- ation on officers and the council read the book "Charter". After you have trained as a Ranger Pupil and proven yourself worthy for higher training and commitment you may wish to seek sponsorship in one of the three companies. No single company is better than the others but combined they offer a formidable force that only the foolish ignore. Which company you seek sponsorship in is entirely up to you and requires very careful consideration. It is highly recommended that you find out as much as possible about each company before making a final decision. Talk to the officers and Masters from each one and try to spend some time with at least one member of each. Most are more than happy to answer questions and would like to get to know you as well. What does it mean to be a Ranger? Well, you have joined the finest organization of men and women ever assembled! So what does this mean to you and how can you possibly improve on it? Hopefully you joined to help the Rangers protect Gondor and its peoples from the evil minions that serve Melkor and also to serve the Valar in restoring the lands to its rightful hiers. If not then you may wish to reconsider your choice. For more information on the Valar read the book "Valar". We, as Rangers, are here to defend and protect the lands and its peoples. Although we travel widely outside our borders we do not bring the battle to the enemy. We also do not hunt down and kill transgressors once they have left our borders no matter thier crime. We are not vindictive by by nature, nor are we afraid. This is a time to train our young men and woman for the battle to come. One of the most important traits of a Ranger is patience. Patience in all things. Whether it be for something to happen while on patrol, awaiting a promotion you feel you deserve, or just waiting for the council to render a decision on a topic that concerns you greatly. Anger and spite will do anything to make things go faster. Accept the things as they are and do what you can honorably to make things better faster. As a Ranger you must be good and maintain high moral standards. Whats this mean? Never attack good people. Always be considerate and kind when dealing with others, even the enemy. After all they are merely weaker for being coerced by the false promises of Sauron and his minions. Never steal! Have pride in your role within the guild. Obey council policies and council member orders whether you agree with them or not. Maintain a high degree of integrity, honesty, and honor. You may enhance your position within this guild by learning all you can about it and taking as your own the best qualities in the Rangers you see around you. Read the books in the library. Study them. These and much more will guaruntee you are a highly successful Ranger. Always remember your actions reflect directly upon the Ranger Guild! Your actions help to mold peoples opinions about us. Make us proud to serve with you by always showing us off in the best possible way. Welcome to the Rangers of Gondor! Peace be with you and may the Valar guide you always! Draft, Master Instructor of the Ithilien Rangers > read whitetree You read the book titled "The White Tree of Gondor". Telperion and Laurelin ---------------------- Before the Elves, the Firstborn of Iluvatar, came to Middle Earth, and long before the Coming of the Sun and the Moon, the Valar built their city Valmar in the land Valinor, that lies beyond the Mountains of Defence in Aman. Before the western gate of Valmar, there lies a green mound named Corollaire. There Yavanna Kementari sang before the Valar sitting on their thrones in the Ring of Doom, the Mahanaxar, and under her song grew two trees upon the Corollaire that Nienna had watered with her tears. The tree that came first to full stature and bloom had leaves of dark green that benaeth were like shining silver, and from each of his countless flowers a dew of silver light was ever falling. He was called Telperion in Valinor, and Silpion, and Ninquelote, and many other names. The younger of the Two Trees bore leaves of a young green like the new-opened beech; their edges were of glittering gold. Flowers swung upon her branches in clusters of yellow flame, and from the blossom of that tree there came forth warmth and a great light. This was Laurelin, also called Malinalda, and Culurien, and many names in song beside. In seven hours the glory of each tree waxed to full and waned again to naught; and each awoke once more to life an hour before the other ceased to shine. Thus in Valinor twice every day there came an hour of softer light when both trees were faint and their gold and silver beams were mingled. The first hour that Telperion shone, the white glimmer of a silver dawn, the Valar reckoned not into the tale of hours, but named it the Opening Hour, and counted from it the ages of their reign in Valinor. Galathilion and Celeborn ------------------------ When the Eldar came to Aman, even among those that first lived among the radiant flowers of the Tree-lit gardens in Valinor, there were those that still longed at times to see the stars. These built Tirion, the city of the Elves, upon the crown of the green hill Tuna in the Calacirya, the Pass of Light, that cuts through the Mountains of Defence. And since of all things made in Valinor the Eldar loved most the White Tree, Yavanna made for them a tree like to a lesser image of Telperion, save that it did not give light of its own being; Galathilion it was named. The tree was planted in Tirion upon Tuna, and there it flourished and its seedlings were many in Eldamar. One of these seedlings was afterwards planted in Tol Eressea, and it prospered there and was named Celeborn, the Tree of Silver. Feanor, the greatest of the Eldar in arts and lore, but also the proudest and most selfwilled, wrought the Three Jewels, the Silmarilli, and filled them with the radiance of the Two Trees. The jewels were coveted by Morgoth, the Enemy, who stole them and, after destroying the Trees, took them to Middle Earth. In the War of the Valar against Morgoth, the Silmarilli disappeared from the face of the Earth. Of this more is told in the Silmarillion. Nimloth the Fair ---------------- In the Great Battle when at last Morgoth was overthrown, the Edain alone of the kindreds of Men fought for the Valar, whereas many others fought for Morgoth. To the Fathers of Men of the three faithful houses rich reward was given. They were give wisdom and power and life more enduring than any other of mortal race have possessed. A land was made for the Edain to live in, neither part of Middle Earth nor of Valinor, for it was sundered from either by a wide sea. The Valar named that land Andor, Land of Gift, but the Edain called it Elenna, which is Starwards; but also Anadune, which is Westerness, Numenore in the High Eldarin tongue. The history of Numenor is told in the book Akallabeth. The Firstborn travelled often from the haven Avallone upon Eressea to Numenor, and they brought to Numenor many gifts: birds of song, and flagrant flowers, and herbs of great virtue. And a seedling they brought of Celeborn, the White Tree that grew in the midst of Eressea. And the tree grew and blossomed in the courts of the King in Armenelos; Nimloth the Fair it was named. When towards the end of the Second Age, Ar-Pharazon, last King of Numenor, in his delusion brought Sauron to Numenor as hostage, Sauron cunningly gained the King's confudence by flattery and lies. And Sauron urged the King to cut down the White Tree, Nimloth the Fair, that grew in his courts, for it was a memory of the Eldar and of the light of Valinor. When Isildur, son of Elendil, heard of this, he said no word, but went out by night and passed alone in disguise to Armenelos and to the courts of the King, which were then forbidden to the Faithful. He came to the place of the Tree, which was forbidden to all by orders of Sauron, and the Tree was watched by day and night by guards in his service. At that time, Nimloth was dark and bore no bloom, for it was late in the autumn, and its winter was nigh; and Isildur passed through the guards and took from the Tree a fruit that hung upon it, and turned to go. But the guard was aroused, and he was assailed, and fought his way out, receiving many wounds, and he escaped, and because he was disguised it was not discovered who had laid hands on the Tree. But Isildur came at last hardly back to Romenna, the home of his family, and delivered the fruit to Amandil, father of Elendil, ere his strength failed him. Then the fruit was planted in secret, and it was blessed by Amandil; and a shoot arose from it and sprouted in the spring. But when its first leave opened then Isildur, who had lain long and come near to -- More -- 100/128 -- ( t b r n a > q x ! h ?) -- death, arose and was troubled no more by his wounds. None too soon was this done; for after the assault the King yielded to Sauron and felled the White Tree. The White Tree of Gondor ------------------------ When Isildur came to Middle Earth after the downfall of Numenor, he brought with him the scion of Nimloth the Fair. He planted this sapling in front of his house in Minas Ithil in the year 3320 of the Second Age. When Sauron sacked the city 129 years later, the White Tree was burned; but again Isildur could save a seedling. After Sauron had been defeated, he planted it in the citadel of Minas Anor in the second year of the Third Age, im memory of his brother Anarion, who fell in the War of the Last Alliance against Sauron. In the Court of the Fountain in Minas Anor the White Tree grew until it withered when the Great Plague devastated Gondor in the year 1636 of the Third Age. Four years later, King Tarondor planted a seedling of the White Tree in the same place. This White Tree for many years grew and was symbol of Gondor, reminding the Dunedain of their old home Westernesse, and of the light of Aman. Even when the line of the Kings of Gondor ended with Earnur, when he went to Minas Morgul to fight the Lord of Morgul in 2050 TA and was never heard of again, the White Tree took no damage. But when Belecthor II, the twenty first Ruling Steward of Gondor, died in 2872 TA, the White Tree also died in Minas Tirith; but it was left standing 'until the King returns', for no seedling could be found. > read wilderness_survival You read the book titled "Wilderness Survival for the Prudent Young Ranger". Wilderness Survival for the Prudent Young Ranger, written by Kathryn on Ringare 3, 3017. The wilds of Middle-Earth are full of a variety of dangers, and thus certainly no book can harden a ranger to the elements - only experience can work such miracles on the body and soul. Thus, the purpose of this publication covers only basic survival skills for pupils and young rangers to get started on their patrols of Middle-Earth. This book is *not* intended to replace the experience of living, and all those new to the lands are advised for these words to enhance their prudence, - *not* to eliminate caution. As rangers we are granted with a wealth of skill and knowledge to aide us in our patrols to protect the Free Peoples from the grasps of the minions of Melkor. We shall begin with an examination of these skills: Firebuilding: The element of fire is wild and unpredictable - and thus the prudent ranger must be careful with his control over it. The very persistent or skilled firebuilder may eventually find that there is indeed a way to carry the burning flames you create with you as a portable light sorce! Skill in firebuilding is taught alone with the hunting skill in the training hall. Hunting and Cookery: Being able to provide food for yourself and your companions can prove to be an invaluable skill for both morale and comfort. Rangers may hunt for small or large game, and roast them over an open fire for a tastey meal. There are even rumours of special recipes for delicious dishes if one has the right ingredients. The more skilled the hunter, the more nourishing animals he will hunt. Naturally, large game is more filling, however, small game can prove to still be valuable when one has 'smaller' mouths to feed. Game may be roasted over portable heat sources for rangers on the go, but if you DO roast over a fire, be certain you *extinguish* your campfire responsibly as well as destroy the ashes to be assured no stray sparks will cause a forestfire. Listening to Nature: One should remember the importance of not overlooking one's other senses. Nature speaks, and the sounds of dangers are carried through the soil itself if one know how to hear them. Eventually, one who has become skilled enough at this art, is said to be able to actually distinguish the subtle differences between the footsteps of a troll or orc. Tracking, Awareness, and Location Sense: Rangers are renowned for their esteemed abilities in these areas... and thus the ranger who does not neglect these abilities will find himself lost much less often that others.. not to mention very useful tools in a Master/Pupil game of Hide & Seek. Stealthiness: Not much to be said here. Naturally it goes without saying that one cannot be harmed by a foe who cannot see him. There is a silver herbal regeant known to assist the stealthy ranger, but in all the caution, remember not to hide from friends! Many a sneaky one has missed out on getting an herb back from Lothmir, or an important piece of quest information because the person trying to give them the item couldn't see them! Of course, it is always important to contantly keep learning abotu these abilities, and most importantly to use them as you explore! As you explore, keep notes of good strategies, and leave ranger marks where you find pnew dangers or treasures. Following here I have described what to expect in a few of the most prominant wooded areas of Middle-Earth, so you know what to expect as you venture out in the wilderness to try your skills. The Druedain ------------ Everyone's familiar with the Druedain, as it's our home here in Gondor! Of course, whil it IS a seemingly harmless wood, it is still an excellent location for a new pupil to practice his skills in safety. As well as an excellent learning environment, several useful herbs can be found in and about the Druedain which every pupil should know where to find. The Forests of Ithilien ----------------------- The young ranger or pupil is best cautious and to remain stealthy during his or her first patrols in Ithilien. It is even recommened that the uncertain pupil recommend an escort of a more seasoned ranger the first time in order to test the skills. Completeing tasks for Amaron are an excellent way to get to know the southern part of Ithilien, but as for the actual woodlands, careful exploration is reccommended. Be ready to face a few angry orcs in battle, and listen carefully - if you hear a lot of activity and you are inexperienced, proceed with caution or find anouther route. Several useful herbs may be found in Ithilien, thriving around it's excellent fertility and endless supply of water. Mirkwood -------- A legendary wood of darkness, one should proceed with caution. If one carefully remains on the newer, northern path through Mirkwood, no dangers will be encountered. Be sure you take the *northern* path, and not the ancient, central one, and no harm shall come to you. All inexperienced rangers are advised to NEVER leave the path. Upon obtaining a higher level of skill in stealth, one may safely travel off the path.. it is advised to pray for Elbereth's light rather than carrying a light source to avoid drawing attention to yourself. (see book on magic) Spiders in Mirkwood are lethal, and the death they bring can be long and torturous. If there is a shred of doubt in your mind about attacking a spider alone, don't. If you find some reason you MUST kill a spider, safety in numbers. A variety of useful herbs can be found in Mirkwood. Forest of Rhun ------------- -- More -- 100/112 -- ( t b r n a > q x ! h ?) -- The Forest of Rhun lies beyond the Sea of Rhun east of Mirkwood. Rhun has no dangers to speak of, but a wealth of rare herbs can be found there, and the expanse of woodlands there is wide, making the supply of certain herbs far greater there than any other known forst of Middle Earth. These four wooded areas are of course but a few found on Middle Earth, and of course many others may be found in the other realms beyond the seas. Prudence of the ranger in question in all of the wilds of all the realms can lead to a long and prosperous life. May Elbereth light the paths of your journeys...