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1 3 0 1 99 A Really Short Book
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By Us
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1 3 0 2 99 Introduction to the
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land of East Fricana
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"Hello there, F. E. here. That's Famous Explorer to you. I'm going to be your guide through the sizable savannahs and gigantic jungles that make up the land you call East Fricana.
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I call it "Boopsie", myself -- named it after a girl I once... Well, that's another story.
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1 3 0 3 99 I've been an experienced Explorer for a long time now and I've learned a lot over the years. I've seen everything from the great Zezeboo Desert to the great, greasy, green Limpopo River. I'm kind of an Explorer's explorer, you know?
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So now, you want to be an Explorer? You've come to the right place for all the secrets of savanna survival and jungle journeys."
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1 3 0 4 99 What is an Explorer?
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Exploring is not an easy job. In the Hero business all you have to do is fight ferocios monsters, rescue dainty damsels from dragons or deliver defeated knights from dungeons and stop mad Magicians from unleashing terrible powers and destroying the world. Big deal! An Explorer must face malicious mosquitoes, fend off bodacious babes
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1 3 0 5 99 from decadent lost cities who mistake you for the legendary missing Master of the Word and solve cunning and complex puzzles to avoid traps built with technology far beyond the capabilities of the civilizations which constructed them in order to find incredible artifacts of unbelievable power and put them in a museum (or store them away in some unmarked government warehouse).
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1 3 0 6 99 Pointers for Potential Explorers
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"F. E. here. Just thought I'd share a few to scouting the savannah and suggestions for jaunting through the jungle. I remember the time when I discovered the Great Lost City of the Brass Bikini where I.... well, uh, where was I? Oh yeah, anyway, if you want to be an experienced adventurer like me, you've got to learn how to get along in the exploring biz.
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1 3 0 7 99 For instance, always observe local customs -- many tribes have customs worth observing. I mean, the way those women don't wear, well, you know what I mean. At any rate, try to obey the villagers' quaint rules and never annoy the locals. While there may be a few tribes you can still favorably impress by flicking your bic at them, some will spear you for using magic in front of them and others will counter your fire with some
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1 3 0 8 99 flame magic of their own, and then where will you be?
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Also, never underestimate the local inhabitants. Remember, they've been local for a lot longer than you've been lost there.
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Finally, keep a wisecrack handy for serious situations. You never know when you might get caught in a goblin pygmy trap just when twenty of the little buggers are converging upon you for a late night snack.
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1 3 0 9 99 Just whip out your wit and recite some rapid repartee and you'll really earn their respect. They'll tell stories about you long after they've gnawed your bones. Reputation is an important part of being a famous Explorer."
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1 3 0 10 99 Famous, Fearless Fighting
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Explorers
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When a Fighter turns Explorer, it's time for the local flora and fauna to flee! The Fighter is accustomed to getting his way, and everyone else had better stay out of it. Just because he's in a foreign country with an unknown culture, unable to speak the language and unlikely to make friends or influence people, he won't let this undermine his
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1 3 0 11 99 overconfidence. However, there are a few ground rules which it would be well for the prospective Fighter-Explorer to keep in mind:
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1. It is considered poor form to kill an innkeeper (or for that matter, a restaurant owner, waitress, or other innocent townsperson). In general, you might do well to only attack creatures which attack you, or are other wise overtly hostile.
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1 3 0 12 99 2. If you don't know what it is, discretion is the better part of valor. Some creatures may be tougher than they look. Keep your weapon sharp, your shield handy and your running shoes ready. A good offense may be the best defense, but a shield on the arm is better than your arm in a sling.
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1 3 0 13 99
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The End.
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1 3 0 1 99 Table of Contents
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Town Rules ........page 2
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Town History ......page 4
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1 3 0 2 99 The Laws of Leinster
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Welcome, Friend, to the town of LEINSTER. Our fair city has certain RULES which must be OBEYED. Here is a LISTING of these RULES.
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1. No adventurer shall raise a WEAPON against another within Leinster's walls.
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2. The THEFT of another's property is forbidden, and is punishable by time in the STOCKS.
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1 3 0 3 99 3. The HARASSMENT of another is forbidden, and is punishable by time in the STOCKS.
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4. The MAYOR, the CONSTABLE, and all other OFFICIALS of Leinster shall be obeyed.
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5. Any form of WAGERING is forbidden, and is punishable by fine.
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6. MAYHEM, PIRACY, LOOTING, PILLAGE and PLUNDER, and other DISORDERLY CONDUCT are forbidden, and are punishable as the MAYOR seems fit.
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1 3 0 4 99 The History of Leinster
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The glorious HISTORY of Leinster began in the Dreamtime, when Gaia and her attendants created the great town of Montague. Montague straddled the River Wye, and was ruled by a dynasty that came to be known as Montague.
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1 3 0 5 99 During the united time, every denizen was CONTENT. But there came a circumstance none could have foreseen, and it cleft Montague in two. Montague's king died whilst the queen was with child. Then her uncle by marriage, Chancellor Melcron, schemed to take the kingdom from her.
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1 3 0 6 99 The queen bore TWINS, but died in childbirth. Perhaps Melcron felt twins might cause his scheme to go awry, or perhaps he was just cruel, but he ordered that one boy die. The captain of the queen's guard took the boy, but instead of assassinating him in the forest, he took him home to raise as his own.
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1 3 0 7 99 Melcron, self-appointed regent for the boy king, was a cruel tyrant who taxed his subjects far beyond their means. Because Melcron lived on the eastern side of Montague, he victimized the western citizens in particular. The westerners suffered, but did not challenge Melcron until the day of the young king's confirmation.
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1 3 0 8 99 On that day, the king's subjects were gathered to witness this important milestone, one which would bring the king closer to being free of Melcron's domination. But during the celebration, the king's brother arose from the crowd, and the people could see that the boys were identical.
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1 3 0 9 99 A battle ensued, in which the westerners united and attacked Melcron. Unfortunately, his honor guard surrounded him and swept Melcron and the young king away. They rushed over the Montague Bridge and burned it after them, then cowered in Melcron Castle in the east. The westerners declared the brother as their king, the easterners kept the king they had always known.
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1 3 0 10 99 Because there were such hard feelings between the two halves of Montague, the east and west declared independence from each other. Today, the east is known as Greaves, and it is a dark and wicked place. And the west is Leinster, a fair and beautiful town and the inheritor of all that was good about Montague.
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1 0 0 1 99 Bob
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1 3 0 1 99 It is %s.
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1 3 4 1 99 %s looks a little upset.
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1 3 3 1 99 %s looks pissed off!
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1 3 2 1 99 %s looks like he is about to go postal!
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1 3 1 1 99 %s looks like a friendly chap.
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1 3 5 1 99 %s looks like a really happy fellow.
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1 3 6 1 99 %s looks like the cat that swallowed the canary!
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1 4 0 1 99 Neutral talk 1
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1 4 0 2 99 Neutral talk 2
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1 4 0 3 99 Neutral talk 3
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1 4 0 4 99 Neutral talk 4
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1 4 0 5 99 Neutral talk 5
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1 4 0 6 99 Neutral talk 6
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1 4 0 7 99 Neutral talk 7
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1 4 4 1 99 Pissed talk 1
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1 4 4 2 99 Pissed talk 2
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1 4 4 3 99 Pissed talk 3
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1 4 4 4 99 Pissed talk 4
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1 4 4 5 99 Pissed talk 5
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1 4 4 6 99 Pissed talk 6
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1 4 4 7 99 Pissed talk 7
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1 4 3 1 99 Angry talk 1
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1 4 3 2 99 Angry talk 2
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1 4 3 3 99 Angry talk 3
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1 4 3 4 99 Angry talk 4
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1 4 3 5 99 Angry talk 5
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1 4 3 6 99 Angry talk 6
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1 4 3 7 99 Angry talk 7
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1 4 2 1 99 Enraged talk 1
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1 4 2 2 99 Enraged talk 2
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1 4 2 3 99 Enraged talk 3
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1 4 2 4 99 Enraged talk 4
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1 4 2 5 99 Enraged talk 5
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1 4 2 6 99 Enraged talk 6
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1 4 2 7 99 Enraged talk 7
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1 4 1 1 99 Friendly talk 1
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1 4 1 2 99 Friendly talk 2
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1 4 1 3 99 Friendly talk 3
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1 4 1 4 99 Friendly talk 4
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1 4 1 5 99 Friendly talk 5
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1 4 1 6 99 Friendly talk 6
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1 4 1 7 99 Friendly talk 7
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1 4 5 1 99 Happy talk 1
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1 4 5 2 99 Happy talk 2
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1 4 5 3 99 Happy talk 3
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1 4 5 4 99 Happy talk 4
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1 4 5 5 99 Happy talk 5
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1 4 5 6 99 Happy talk 6
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1 4 5 7 99 Happy talk 7
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1 4 6 1 99 Ecstatic talk 1
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1 4 6 2 99 Ecstatic talk 2
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1 4 6 3 99 Ecstatic talk 3
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1 4 6 4 99 Ecstatic talk 4
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1 4 6 5 99 Ecstatic talk 5
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1 4 6 6 99 Ecstatic talk 6
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1 4 6 7 99 Ecstatic talk 7
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1 43 0 1 99 %s doesn't like that.
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1 43 4 1 99 %s really doesn't like that.
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1 43 3 1 99 %s is getting pissed off!
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1 43 2 1 99 %s is really fumming now!.
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1 43 1 1 99 Hey! Quit that!
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1 43 5 1 99 That tickles!
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1 43 6 1 99 Oooh! That tickles!
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0 0 1 1 99 The %s is too big!
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0 0 2 1 99 The %s is too heavy!
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0 0 3 1 99 There is no room for the %s.
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1 0 0 1 99 Achren
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1 3 0 1 99 Achren is a human town, and the last place to stop for supplies before trying to climb to Mordun, the castle atop the mountain. Achren is ever shrouded in mist; legend has it the mist will lift when the King awakens from his slumber, but the story is so old that no one knows anymore what it means.
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36 0 0 1 99 The Allior Sea
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36 3 0 1 99 The Allior Sea borders The Realm to the west.
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2 0 0 1 99 The Amber Hills
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2 3 0 1 99 Somewhere in the Amber Hills is the Convent of St. Agnes, although few know exactly where this sanctified place lies. Blessings given here are said to hold special powers; the question is oft asked, however, whether the sisters are aligned with darkness or with light.
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3 0 0 1 99 Arimathor
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3 3 0 1 99 In the middle of the Ascetos Desert is an oasis called Arimathor. Arimathor is considered a paradise both by its denizens and by travellers who happen on this human town. Legend says that somewhere around the oasis is a cave in which are hidden all sorts of riches from all corners of the world, but this may or may not be true.
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4 0 0 1 99 Asgard
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4 3 0 1 99 Asgard is a human town famed for its beauty and culture. The town has, throughout history, been heavily influenced by invading Northmen, and Asgarders have a reputation as being brave and aggressive. The Realm University is in Asgard.
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5 0 0 1 99 Shadowwood
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5 3 0 1 99 It is said that within Shadowwood lies Astolat, a mysterious town populated by the undead.
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6 0 0 1 99 Avalon
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6 3 0 1 99 Avalon is a mysterious island in the middle of Loch Heather. It is said that Avalon is home to Gaia herself, but who can tell the difference between truth and myth when confused by the mists?
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7 0 0 1 99 Bath
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7 3 0 1 99 Bath is a giant-town on the River Wye. Weapons forged here are expensive and deadly and, if the legend is true, have magical powers. It is whispered, however, that the great fires of Bath are fueled by kidnapped children forced to labo beneath the city, and for this reason Bath has a dark reputation.
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8 0 0 1 99 Blandsley
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8 3 0 1 99 Blandsley is a human town of unsavory reputation and unscrupulous characters. The town is a typical port town, with several harbor taverns along the Wye, and wharves one should avoid in the dark of night. Honest citizens are advised to keep both hands on their moneybags.
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9 0 0 1 99 Caer Fandwy
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9 3 0 1 99 Caer Fandwy is a dismal orcan town, of interest because its streets are canals traversed by gondolas. Loch Dread dominates life in Caer Fandwy, primarily because of the multi-headed swamp monsters said to dwell in its depths.
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10 0 0 1 99 Cambria
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10 3 0 1 99 Cambria is a human town on the rocky western seacoast. The wind blows cold here, but the hospitality is quite warm. Many Cambrians have pledged their allegiance to the Lord of Cambria Manor, a castle on the hill overlooking the town.
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11 0 0 1 99 Cardiff
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11 3 0 1 99 Cardiff is a quaint dwarvish mining town, full of thatched public houses and wooden cottages. Residents mine Mt. Hope, a rich source of all sorts of ores and precious gems.
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38 0 0 1 99 The Cascadel Sea
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38 3 0 1 99 The Cascadel Sea borders The Realm to the east.
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35 0 0 1 99 The Cruces Mountains
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35 3 0 1 99 The Cruces Mountains isolate the fabled Shipwreck Beach from the rest of Te Realm.
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43 0 0 1 99 Devon Forest
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43 3 0 1 99 The Devon Forest is considered the birthplace of most of the elves of The Realm. In Devon Forest there is an important elven religious shrine.
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34 0 0 1 99 The Dolus Mountains
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34 3 0 1 99 The Dolus Mountains separate legendary Nereid Shores from the rest of The Realm.
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12 0 0 1 99 Mt. Bregouin
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12 3 0 1 99 Mt. Bregouin is actually a large hill atop which, it is said, is Dragon's Eyrie. Many say the dragon is good, and brings prosperity to The Realm. Others say that the dragon is just biding its time until it can kill every living creature in The Realm.
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42 0 0 1 99 Drear Valley
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42 3 0 1 99 Drear Valley was a habitat of the orcs, until they were driven out during the war. The human town of Monmouth is now located in the valley.
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13 0 0 1 99 Drunemeton
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13 3 0 1 99 Drunemeton is an elven town on the edge of Devon Forest. The Drunemetonian monarch, Magnor, is benevolent, and in particular favors humans. For this reason some humans live in Drunemeton, though it must be said that the town is overwhelmingly elven.
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49 0 0 1 99 The Enid River
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49 3 0 1 99 The Enid River is said to be the most picturesque river of The Realm.
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47 0 0 1 99 The Evensong Mountains
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47 3 0 1 99 The Evensong Mountains are the westernmost range of The Realm.
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14 0 0 1 99 Fieldstone Downs
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14 3 0 1 99 Fieldstone Downs was founded during the War of the Continuum by a group of dwarves who equally loved adventure and mining. Fieldstone is a picturesque town with traditional dwarven architecture.
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15 0 0 1 99 Garach
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15 3 0 1 99 Garach is a charming giant-town where visitors come from near and far to purchase weapons forged by Garach smiths. Although the weapons here are expensive, they are popular due to their almost legendary reputations.
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16 0 0 1 99 Guennor
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16 3 0 1 99 Guennor is a snowy human town in the Never Summer Mountains. Guennorians are hardy, with great stamina. Because of their survival ability, Guennorians serve as excellent mountain guides for visitors who hope to travel to Always Summer Canyon in the mountain range.
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17 0 0 1 99 Greaves
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17 3 0 1 99 Greaves is a human town across the River Wye from Leinster. Greavesians are anarchists, and street vengeance is the prevailing justice. Greaves's economy is tied to the harbor district and, it is believed, often involves shanghaiing visitors from the west.
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18 0 0 1 99 Idyll
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18 3 0 1 99 Idyll is a peaceful human town with a matriarchal structure. Residents are strong, predominantly female, and mystical in their beliefs. Because Idyll is off the beaten path, it is not often visited by casual tourists.
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46 0 0 1 99 The Kamera Desert
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46 3 0 1 99 The Kamera Desert is the heart of the Lower Province. Somewhere in the desert is Tarquis, the ancient capital of the Magurs.
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48 0 0 1 99 Larksong Meadow
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48 3 0 1 99 It is said that a powerful elven wizard's crypt is located in Larksong Meadow.
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19 0 0 1 99 Leinster
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19 3 0 1 99 Leinster is a human town on the western bank of the Wye. Its sister city, Greaves, lies just across the river. Leinster is old and stately, and legends are told of Leinster wealth of old. In the taverns, adventurers tell stories of treasure buried deep in the bowels of the town, but no living person knows if this is really so.
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41 0 0 1 99 Loch Dread
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41 3 0 1 99 Loch Dread is a vast swamp. It is said to be inhabited by multi-headed monsters, although this is unverified.
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53 0 0 1 99 Loch Heather
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53 3 0 1 99 Loch Heather is a mysterious lake shrouded in mist. It is said that on the isle in its center, Gaia lives.
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44 0 0 1 99 The Lyre Forest
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44 3 0 1 99 It is believed that the Lyre Forest contains a very dark and dangerous wood where many adventurers have lost their lives.
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20 0 0 1 99 The Monastery of Saintly Thought
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20 3 0 1 99 The Monastery of Saintly Thought is believed to lie somewhere in the Crystal Hills. The brothers are a very mystical and mysterious group, and their blessings are said to provide the recipient with special powers.
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21 0 0 1 99 Monmouth
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21 3 0 1 99 Monmouth is a human farming community in the center of the fertile Drear Valley. Visitors to Monmouth are advised not to stay out of doors past nightfall; those who do seldom reappear at dawn.
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22 0 0 1 99 Mordun
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22 3 0 1 99 Atop Mt. Badon is Mordun, a malevolent castle which holds in its dungeons the Book of Knowledge. Legend says that Mordun is protected by the dark magic of Davila, an evil sorcerer.
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40 0 0 1 99 Mt. Fear
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40 3 0 1 99 Inside Mt. Fear is a rich and productive mine which is worked by Nennius dwarves.
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51 0 0 1 99 Mt. Hope
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51 3 0 1 99 Mt. Hope is a productive source of a wide variety of minerals and precious gems. The mine is worked by dwarves from Cardiff and Fieldstone Downs.
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23 0 0 1 99 Munsey
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23 3 0 1 99 Munsey is a human town in the lower Crystal Hills. There are interesting rock formations in Munsey, and magnificent waterfalls. Munseyans are as a rule prosperous, but also reserved and private. This is so, it is believed, because Munseyans share a secret about their town which they wish to remain secret.
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24 0 0 1 99 Murias
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24 3 0 1 99 Murias is a human town populated by rural farm folk. Murias denizens are a kindly people who love peace, but who fight to the death in defense of their families and their homes. Murias is known far and wide for its feis, or festivals. These feis celebrate planting landmarks, and generally there is one going on all the time.
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25 0 0 1 99 Nennius
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25 3 0 1 99 Nennius is a dwarven town just south of Mt. Fear. According to legend, there was a falling out between the dwarves of Nennius and those of Cardiff, and they have been mortal enemies ever since. Mt. Fear is a rich source of every non-magical metal and gem possible, with the exception of diamonds.
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33 0 0 1 99 Nereid Shores
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33 3 0 1 99 Legend has it that the Nereid Shores are populated by seafolk, a strange hybrid of humans and fishes. None can confirm or refute this fact, however, because there is no known path to the beach.
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39 0 0 1 99 The Never Summer Mountains
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39 3 0 1 99 The Never Summer Mountains are always snow-capped. It is said, however, that there is a pocket of summer in their heart called Always Summer Canyon. Many adventurers have sought the canyon, but no one has stepped forward to claim to have found it.
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37 0 0 1 99 The Nocturne Forest
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37 3 0 1 99 It is said that the Nocturne Forest provides a home for some rather gruesome creatures.
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26 0 0 1 99 Pellinor
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26 3 0 1 99 Pellinor is an elven town founded to prevent Lower Provincials from coming into the north and committing mischief and worse. Pellinor elves have a reputation for bravery.
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27 0 0 1 99 Portmeirion
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27 3 0 1 99 Portmeirion is a human town on the sandy western coast. The town is notable for its bizarre architecture and secretive denizens. Portmeirion is generally foggy and cool most of the time. Just north of Portmeirion is Caer Leu, a castle where a mysterious lady resides.
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32 0 0 1 99 Shipwreck Beach
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32 3 0 1 99 No one knows how many ships have crashed on Shipwreck Beach. Sailors claim that Shipwreck Beach snatches vessels and destroys them, along with their cargoes and crews.
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28 0 0 1 99 Silverbrook
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28 3 0 1 99 Silverbrook, on the edge of Devon Forest, was once an orcan town. However, during the War of the Continuum the town was invaded by elves, who have controlled it ever since. The current elven monarch is King Drentel.
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29 0 0 1 99 Stathmore
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29 3 0 1 99 Stathmore is a peaceful, human-predominant town. Along the Wye are parks with lovely gardens where residents can take in the views or make friends with others. Lanterns decorate the parks day and night.
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30 0 0 1 99 Summerstar
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30 3 0 1 99 Summerstar is a giant-town near Garach. Summerstar giants are quite warlike, although some pursue the traditional giant career and have become metalsmiths. Weapons forged here are highly valued by fighters.
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31 0 0 1 99 Usk
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31 3 0 1 99 Usk is a scenic giant-town on the east coast. Weapons forged by Usk smiths are powerful and effective; it is for this reason that adventurers will travel to Usk, the remotest town of the land. It is said that the ghost of the Mendulan Fairy Armada has been sighted off the coast, but that has not been reliably confirmed.
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52 0 0 1 99 The Wexfordshire Valley
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52 3 0 1 99 The Wexfordshire Valley was once inhabited by orcs. Today, the human town of Murias is located in this valley; Murias is famous for its festivals, or "feis."
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50 0 0 1 99 The River Wye
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50 3 0 1 99 The Wye River divides The Realm into two distinct regions.
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