THE BOOK OF KNOWLEDGE
written long ago by
Charon and Styx

T he Book of Knowledge recounts a short history of Darbonne, the floating city, and provides the reader with enough knowledge to make a wise choice as to his class and race. Choose carefully, for your decisions will affect your ability to reach the highest levels and gain the most from your adventures in the Land of Mordor.

B efore history was written in books the earth was inhabited by all manner of men and beings, some choosing the lawful and good ways while others sought only power and riches through the forces of evil. Two of the most powerful and evil forces in the Land of Mordor were the witches and the Balrogs. Thirteen witches in all, they commanded the hued dragons and made them aggressive to most others. The metallic dragons, being of higher intellect, reserved their loyalty and remained neutral in the fierce battles between good and evil. There came a time when the colored dragons, under the control of the wicked thirteen, joined forces with the Balrogs to attack the cities of the elves, humans and dwarves. The dragons came from the skies and the Balrogs came from the dark caverns below ground in an attempt to once and for all destroy the goodness in the world. At the battle of Eldamar, in the city of Darbonne, it seemed they would triumph, and only at the darkest hour was the city saved. Two wizards, one an elf and the other a dwarf, found the human white mage who could complete the Triage necessary to cast a perpetual spell on the city. The spell lifted the city and the surrounding countryside high into the sky, higher than any dragon could fly. Much of the earth beneath the city was taken as well, and the city became an island in the air, forever drifting with the wind and the breezes above the Land of Mordor. Unfortunately, there was great destruction near the edges of the spell and one of the libraries was destroyed. The contents of the library were shredded and scattered to the winds, lost forever it seemed. The most valuable losses were the parchments and scrolls upon which were recorded the incantations for powerful offensive spells from the realms of Earth, Wind, Fire and Water. Now, in this, the Third Age, long after the battle was fought and the city was lifted, mighty adventurers still seek those fragments, hoping to return them to Alith for safe keeping and, perhaps, receive a reward for their brave efforts.

I
f you are looking for more knowledge of the spells that were lost from the great library, perhaps this will help.
SPELLS

The Classes and Races of Darbonne:
There are twelve classes of adventurers in the Land of Mordor, but there are thirteen different races. You may choose any class and any race you desire. Each class has different attributes and gains in ability at a different pace, so choose wisely. Races also have different abilities, and some races are more suited for a particular class than others. Here is a list of the classes and the races.

CLASS_______ RACE

Assassin Centaur
Alchemist Dark Elf
Barbarian Dwarf
Bard Elf
Cleric Gnome
Druid Half Elf
Fighter Half Giant
Mage Half Orc
Monk Hobbit
Palidin Human
Ranger Ogre
Thief Orc
Satyr

Your character may become any of the classes or races listed above. A member of a small and agile race makes a good thief, where large races tend to be good warriors. Intelligence is prized amongst mages, but unnecessary for some of the other classes. Be wise to the fact that all classes have their strengths and weaknesses, and that a group of warriors will get no further than a group of mages, since cooperation between classes is vital to everyone's success. If you are just beginning your quests and adventures in the Land of Mordor and have not yet invested much in your character, consider a suicide and rebuilding your character for optimum attributes. Choose your class and race wisely as it will help you advance quicker.

The races are divided into three major categories of small, medium and large. Some weapons and armor are meant only for particular sized races, and there are places where only members of a certain size can enter.


G
ENDER - MALE OR FEMALE
You may choose to be either without much consequence, but each has one advantage when you create a character. Males are given an extra point for strength and females are given an extra point for dexterity. Most objects can be used by either sex, but there are a few that are gender-specific. There are also a few entry/exits that are only available to one gender or the other.

C
HAOTIC PLAYERS
For those who choose to be chaotic, be forewarned. you will be able to attack and steal from other players, but also can be attacked and stolen from. From time to time, a powerful chaotic character may decide to wreak havoc upon anyone of a lower level, and thus vulnerable to him or her. Remember then, that if you choose to be chaotic, you must accept both its benefits and its penalties. Do not whine about being killed. It is quite unseemly.

The Dungeonmaster and Caretakers, being the kind and sensitive people they are, will allow you to change from chaotic to lawful once in your life, if you have seen the light and wish to mend your sinful ways. However, in some cases the changeover may require a court appearance and you may have to suffer the retribution of your peers as they bring judgment against you. It is almost always worth it, however.
(And flogging is so good for the soul!)

L
UCK:
There are seven levels of luck ranging from extremely bad to exceptionally good. Most players are at about level 5 which is the average value. A character's luck changes often during the course of play, and is randomly assigned at each login. If your luck falls below level 3, you will find yourself under a very black cloud indeed. At level 1 every bird in the city will make a target of you when the urge to shit occurs. If you ever go above level 7, you can almost walk on water. Thieves and assassins tend to be luckier than other classes, while clerics and Paladins are often below average. There are objects in the Land of Mordor that can either improve or reduce one's luck. To be effective, they must be held or worn. Simply being in your inventory does not affect you.

Q
UESTS AND QUEST ITEMS
Once you have attained your third title, you may want to begin looking for quest items and begin completing the quests. Only a few fragments of the master scrolls have ever been recovered. If you find one, take it to the Temple of Alith where you will be properly rewarded.
Do _NOT_ give a quest item to others. There is a severe penalty and no appeal from the punishment. Ignorance of this restriction does not excuse a player.

W
HERE TO BEGIN
There are several areas designed for beginning adventurers, look for these in the areas surrounding the Memorial Park, and in the pubs and inns. You will find plenty of areas to get you started. You should also talk to monsters, as they can often tell you important information concerning the floating city and the land below.

R
ULES:
Not many. Just do not give quest items to others. Most other rules I tend to makeup as I see they are needed. If you make a jerk of yourself, even if there is no rule against that, you may find me getting pissed off. You really don't want that. Enjoy Darbonne and the friends you will make here, but don't forget to do your homework!!

C
ONTACT:
You may contact me via any of the Darbonne post offices or by email. Styx



-- Styx, the Dungeonmaster --

HOME