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"Description": { "type": "cexolocstring", "value": { "0": "Ningauble is a powerful alien sorcerer. He is not limited by the normal constraints of humans and other Newhonians. Abilities such as Strength or Charisma do not apply to him. His Intelligence and Wisdom are well above the human maximum. Ningauble\nConstitution is not limited by the 15th level restriction of Nehwon.\n\nNobody, except maybe Sheelba, knows what dimension he comes from or when he arrived in Nehwon. He has lived in a series of caves near the sinking lands longer than anyone in Lankhmar can remember.\n\nAt first glance, Ningauble hardly seems like a powerful wizard. He wears a voluminous robe that covers his entire body, hands, and feet at all times. The hood which conceals his head and face only reveals seven glowing lights which seem to move in random patterns. \n\nOn one occasion Fafhrd saw a tentacle with an eye on its tip emerge from the hood. If he were human it would be said that Ningauble has a huge pot belly. On his nine-foot-tall body this is very impressive. He is usually seen sitting rather than standing up, and is fond of smoking a large water pipe.\n\nNingauble's nickname is the \"gossiper of the gods.\" He loves stories, gossip and conversation. His philosophy is that a thousand words paint a picture and he has a lot of pictures to paint. But he can also listen in rapture for hours to a well-spun story.\n\nHis goals are unfathomable by humans. Most of his actions seem to indicate that he is somewhat protective of Nehwon, Lankhmar in particular, and Fafhrd especially. He can only be found in his cavern if he wishes to be found. In those cases he has a particular task in mind for those who that he was persuaded into giving them the quest.\n\nThe wizard has only once been known to leave his caverns. That particular instance was to attempt to save the universe from sure destruction. Anybody seeking him must find and enter his caves. 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"type": "byte", "value": 13 }, "Conversation": { "type": "resref", "value": "sheelba1" }, "CRAdjust": { "type": "int", "value": 0 }, "CurrentHitPoints": { "type": "short", "value": 64 }, "DecayTime": { "type": "dword", "value": 5000 }, "Deity": { "type": "cexostring", "value": "" }, "Description": { "type": "cexolocstring", "value": { "0": "Sheelba is a powerful alien sorcerer. As such she is not limited by the normal constraints of humans and other Nehwon Abilities such as Strength or Charisma do not apply to her Intelligence and Wisdom are above the human maximum. S not limited by the 15th level restriction of Nehwon.\n\nNobody, except maybe Ningauble, knows what dimensions comes from or when she arrived in Nehwon. She has lived in Great Salt Marsh longer than anyone in Lankhmar can remember.\n\nSheelba always wears a red robe with a hood. The robe completely covers her body, hands, and feet. Even in the brightest light there is only impenetrable blackness under her hood, hence nickname. Sheelba is usually thought of as female because of her voice and mannerisms. Nobody has ever proven otherwise.\n\nThis great wizard is not a likable person. She is sharp-tongued and prone to thinking all men are idiots. Just the opposite of Ningauble, she believes that one word can define a thousand pictures. As a result she says little and gives away no information unless necessary. Her voice is said to sound like \"the clank of small boulders moved by sullen surf.\" Her goals and desires in Nehwon are unknown. \n\nFrom experiences it would seem that she is somewhat benevolent toward her adopted dimension. Frequently her quests make lilt sense and seem ridiculous. Her hut can only be found if s wishes it. In those cases she has a quest in mind for the find, although she may let him think it is his quest.\n\nOnly once has Sheelba been known to leave her magic hut. In that instance, the fate of the entire universe was being decided. Her magic hut is considered to be the artifact Baba Yaga's Hut although this one is Sheelba's hut, of course. The only difference is that it has four legs instead of two. \n\nThe interior of the hut has a permanent illusion on it of a cluttered hut interior. Any potion or scroll can be found in the hut. During any week there is a 75% chance of Sheelba having any other particular magic item there. She has been known to lend a magic item hero in exchange for a quest. \n\nUsually the quests are long filled with danger. At one point the Gray Mouser promised to obey her faithfully. She promised to call upon him no more than twice year and take no more than 3 months per year of his time.", "id": 63230 } }, "Dex": { "type": "byte", "value": 14 }, "Disarmable": { "type": "byte", "value": 1 }, "Equip_ItemList": { "type": "list", "value": [ { "__struct_id": 2, "AddCost": { "type": "dword", "value": 0 }, "ArmorPart_Belt": { "type": "byte", "value": 0 }, "ArmorPart_LBicep": { "type": "byte", "value": 3 }, "ArmorPart_LFArm": { "type": "byte", "value": 10 }, "ArmorPart_LFoot": { "type": "byte", "value": 4 }, "ArmorPart_LHand": { "type": "byte", "value": 8 }, "ArmorPart_LShin": { "type": "byte", "value": 14 }, "ArmorPart_LShoul": { "type": "byte", "value": 0 }, "ArmorPart_LThigh": { "type": "byte", "value": 8 }, "ArmorPart_Neck": { "type": "byte", "value": 3 }, "ArmorPart_Pelvis": { "type": "byte", "value": 10 }, "ArmorPart_RBicep": { "type": "byte", "value": 3 }, "ArmorPart_RFArm": { "type": "byte", "value": 10 }, "ArmorPart_RFoot": { "type": "byte", "value": 4 }, 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Lankhmar City\nThe City of Sevenscore Thousand Smokes. Lankhmar is without a doubt the most fabulous city in all of Nehwon. A focal point of trade and commerce, it is also known as a den of thieves and ruffians.\n\n32. Grain Fields\nThe mainstay of Lankhmar's economy is its vast fields of wheat, barley, and oats, which stretch across hundreds of miles of rolling fields. \n\nMost fields are tended by individual families with the aid of an ox or horse, although a few are owned by huge merchants' consortia. \n\nFamily-owned fields average only one or two dozen acres, but the land is so fertile that a farmer can feed his family and still export nearly half his crop to Lankhmar. \n\nConsortium fields may cover a thousand acres or more, and are generally tended by sharecroppers or indentured servants.\n\n33. Great Marsh\nA vast region uninhabited by humans, the Great Marsh (or Great Salt Marsh) provides an effective barrier to the eastern approaches to Lankhmar. \nVarious unfriendly creatures such as the white salt spider and the marsh leopard make travel here hazardous. \n\nOf course, the presence of Sheelba of the Eyeless Face can always surprise a traveler. Movement through the marsh is slow and treacherous except along Causey Road, which links Lankhmar's Marsh Gate with the road across the Sinking Land.\n\n34. Sinking Land\nThe Sinking Land is one of the geological wonders of Nehwori. It is said that a large bubble of gas regularly builds up within a subterranean dome of rock below the Sinking Land. \n\nWhen the pressure reaches the bursting point, the gas escapes into the sea and the land above sinks about 12 feet, creating a water passage (for shallow draft vessels) between the Inner Sea and the Sea of The East.\n\nThe land slowly rises again, making the water passage shallower by the hour, until it emerges to re-form the land neck linking Lankhmar and llthmar.\n\nThis isthmus is thirty miles long, requiring travelers to hurry along if they wish to avoid swimming. To add to the challenge, the length of time the land remains above water varies unpredictably. \n\nWhen the land submerges, the center of the area sinks first, and a rolling wave of water advances from the center in both directions at about 20 miles per hour until the entire land falls once again under water.\n\n35. Earth's End\nThis narrow promontory of land marks the end of Lankhmar's Great Dike, erected to hold the tides and storms of the channel between the Inner and Outer Seas back from the grainfields of\nLankhmar. A relatively desolate and uninhabited spot, Earth's\nEnd sees few visitors.\n \n36. Lakes of Pleea\nThese large lakes provide the headwaters for the broad River HIal. Nestled among the foothills of the Mountains of Hunger, the lakes are deep and cold. \n\nSmall fishing villages border most of the lakes, taking advantage of generous catches of trout and salmon.\n\n37. River HIal\nThis broad and muddy stream flows from the Lakes of Pleea to the Inner Sea. From a spot near the river's headwaters, a canal leading to the Sea of the East has been cut across a narrow strip of the continent. \n\nBecause of the sporadic nature of the Sinking Land, this canal and the river itself provide the only reliable shipping route between the Inner Sea and the Sea of the East.\n\nThe river provides a main highway for Lankhmar's commerce; huge barges continually drift downstream carrying grain from the fields to the city's monstrous silos. \n\nA lesser import is the fish caught in the Lakes of Pleea, regarded by Lankhmarts as a pleasant change of pace from the saltwater products of the Inner Sea.\n\n38. Mountains of Hunger\nThis mountain range is not high by Nehwonian standards, but is extremely barren. Little plant or animal life exists on the rocky and volcanic slopes of the Mountains of Hunger.\n\nAlthough most of the volcanos that gave birth to the range now lie dormant, a few have been known to issue occasional bursts of steam and ash.\n\n39. Quarmall\nQuarmall is the bizarre capital of a decadent and formerly great culture. At one time, ships from the Empire of Quarmall sailed to all corners of Nehwon. \n\nNow, Quarmall is a slave-holding societ) that has retreated within its huge, domed city. Every member a Quarmallan society lives underground in a series of vast interconnecting tunnels and chambers. \n\nThe culture is ruled by handful of powerful and corrupt aristocrats who have some of thc most potent sorcerers and astrologers in Nehwon under thei command. \n\nDuring the time of Fafhrd and the Gray Mouser, Quarmall was split into upper and lower levels. These warred against each other in a magical civil war.\n\n40. Klesh\nThis country lies south of Quarmall on the coast of the Outei Sea. A land of tropical jungles between the coast and the vast inland deserts, Kiesh is inhabited by a race of dark-skinnef humans.\n\nVery little about Klesh is known to the outside world, for its pe pIe are secretive and mysterious. Certain products valuable to the rest of Nehwon, notably ivory, rare spices, and tobacco, orig nate there. \n\nAlthough the only Kleshite communities seen by out siders are isolated fishing and trading villages along the coast, rumor tells of several fabulous cities of rare beauty and ancient architecture which lie within the impenetrable Kleshite jungles. \n\nAlthough the people of Klesh are not outwardly hostile, no expe dition into the interior of the country has ever returned.\n\n41. Quarmall Barrens\nA vast desert occupying most of the eastern portion of the cono tinent of Lankhmar, the Quarmall Barrens are an uninhabited region of towering sand dunes, splintered red rock, and little water.\n\n42. Kokgnab\nLocated at the opposite end of the Lankhmar continent from the City of Adventure, Kokgnab is a small country of both farmers and seafaring folk. 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Every year this guild puts on a circus to raise money. Occasionally they are called upon to perform for the Overlord.\n\n\nApothecaries, Order of -\nMembers of this guild are qualified to make balms, potions, and draughts. They are a part of the Fellowship of Physicians. On occasions they have been known to make poisons for prestigious individuals or the Assassins' Guild.\n\n\nArchitects' Guild\nAs a part of the Stone Masons' Guild, they design floor plans for buildings and other structures. By Lankhmarian law, any building higher than one story or larger than four rooms must have a floor- plan designed by the Architects' Guild. The floor plan is not necessarily used, but the guild lobbied hard for this law to draw extra revenues.\n\n\nArtificers' Guild\n\nThese skilled metal workers build intricate devices. Locks of all sorts and sizes are the majority of their trade. However, any type of mechanical device can be attempted. This guild is attached to the Blacksmiths' Guild, but occasionally works with precious metals.\n\n\nAssassins' Circle\nThis guild is a part of the Slayers' Brotherhood. There is a fine but definite distinction between a slayer and an assassin. \n\nA slayer is any hired thug that is willing to kill. An assassin murders his victim according to the specifications of the client. Usually this requires great stealth and ingenuity. No women are allowed in the Assassins' Circle.\n\n\nAstrologers' Consortium\nThe members of this guild are very independent. It is difficult to get a decision from them as a group. Normally this would result in a very low influence. However, since their profession is to predict the future, they actually have tremendous influence. \nThe guild master is usually the personal astrologer of the Overlord. This guild is attached to the Sorcerers' Guild.\n\n\nBeggars' Guild\nThe members of this guild have a sense of dignity that is unusual considering their profession. They practice and study the art of disguise and acting. Although they are a part of the Thieves' Guild, women are allowed to join the Beggars' Guild. To pacify the chauvinistic thieves, there are separate quarters for men and women.\n\n\nBlacksmiths' Guild\nThese smiths work with base metals such as iron and copper. They mostly make weapons, armor, and horse shoes. No women are allowed into the guild. Most of the guild's members dislike those of the Whitesmith's Guild because of the Whitesmiths' arrogance and sense of superiority.\n\nCarpenters' Cadre\nBy Lankhmarian law, all wooden structures higher than one story and having more than four rooms must be built by members of the Carpenters Cadre. \n\nThey contract out to the Architects' Guild for floor plans. Many times in the past this has led to bad blood between these guilds. The carpenters would rather be able to make their own floor plans, but the law (see Architects' Guild) forbids it.\n\n\nDeck Hands' Clan\nThis is a small guild in Lankhmar. There are many deck hands in the world, but few of them claim a home in any single port. Those sailors that do belong to the Deck Hands' Clan. It consists of rowers, swabbies, rig setters, etc. The higher ranks are cargo masters, and helmsmen. This guild is attached to the Starsman and Navigators Guild.\n\n\nEmbalmers' Guild\nThe members of this guild are grave diggers, pall bearers, embalmers, and funeral choreographers. They contract out to the Carpenters' Guild and the Order of Apothecaries for supplies. This guild is a part of the Fellowship of Physicians. All embalmers are considered unclean and low in the social order of the city.\n\n\nExtortioners' Guild\nAt one time this guild was attached to the Thieves' Guild. A small guild war caused them to join the Slayers' Brotherhood no masse. \n\nThis inflamed the thieves' guildmaster so much that tin Overlord's garrison had to step in to end the violence. To this day, thieves and extortioners avoid each other.\n" } }, "Description": { "type": "cexolocstring", "value": { "0": "", "id": 13008 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Guilds of Lankhmar - A to E", "id": 13007 } }, "ModelPart1": { "type": "byte", "value": 10 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "guildsoflankh1" }, "TemplateResRef": { "type": "resref", "value": "guildsoflankh1" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 3, "AddCost": { "type": "dword", "value": 20 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 21 }, "Cursed": { "type": "byte", "value": 1 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Guilds of Lankhmar - F to M\n\nFences, Fraternity of - \nMost stolen goods are sold to a fence. He then puts the goods either into the hands of private collectors or onto the open marks through legitimate businesses. This guild is attached to the Moneylenders' Institute. The Thieves' Guild has been trying to annex the Fraternity of Fences for decades.\n\n\nHeralds' and Messengers' Guild\nThis is a small, but useful guild. It was founded by an extortionist who forced wealthy people and organizations to pay him to leave their messengers alone. Anyone not complying had to deal with an irate partner when a false message was delivered. \n\nEventually it became its own guild. It no longer extorts money, but merely offers a service. In recent times neighborhood criers have been included in the guild.\n\nUsually the messenger is protected against falsification by either memorizing the message or carrying it coded. The best code makers and decoders in Lankhmar work for the Heralds and Messengers' Guild.\n\n\nJewellers' Guild\nThis guild consists of buyers and sellers of gems and jewelry The Whitesmiths' Guild is a part of the Jewellers' Guild. They are among the wealthiest and most socially accepted guilds in Lankhmar; money and social rank go hand in hand in the city of the black toga.\n\n\nJoyous and Sorrowful Comedians, Rapturous Playactor &\nGraceful Dancers, and Melodious Songsters, Order of -\nThe name of the Entertainers' Guild was changed by a recent longwinded guildmaster. He had all signs and billboards in the city changed. \n\nFurther, he required that the master of each troupe have the new guild title painted and embroidered onto its equipment. To date, the cost of changing the title has not been worth the effort. That may change in the future. Entertainers are very popular in Lankhmar.\n\n\nLaborers' and Toilers' Brotherhood\nGroups of unskilled laborers are hired from this guild. Unlike other guilds, the brotherhood gets most of its money from outside sources hiring its members. Its member's dues are insignificant. \nAlthough they are not a powerful lobbying force, the brotherhood did manage to get a law instituted. It reads that any group of five or more laborers working for more than one day must be members of the Laborers' Guild.\n\n\nMerchants' Consortium\nThis guild is a very loose organization. It exists mainly to milk foreign merchants of their money and to provide legal protection for Lankhmar's merchants. The consortium sets their dues and entrance fees so that they are slightly less than the city's tariff on foreign merchants. \n\nAs a result, most of the incoming foreign merchants must join and pay dues to the consortium to avoid the city's price. The Overlord is not pleased about this, which is why much of the guild's money is spent on legal protection.\n\nThere are several major factions within the Merchants' Consortium. They are organized by their type of trade. Some common factions are the spice merchants, silk and finery merchants, and precious metals merchants. \n\nThese factions account for the looseness of the Merchants' Consortium. If they all had the same interests, they would have more influence in Lankhmar.\n\n\nMoneylenders' Guild\nThis wealthy and influential guild is Lankhmar's equivalent of a bank. They loan money at high interest rates, usually 10% to 30% a month. \n\nAny foreign currency can be exchanged for Lankhmarian coin or vice versa by members of this guild. The price is usually 10% of the amount being changed.\n\nThe guild has an excellent working relationship with both the Slayers' Brotherhood and the Thieves' Guild. \nThe first to insure regular payments on loans, the second through the attached Fences' Guild. Moneylenders are thought of as being dirty, despite their wealth.\n\nThis is not helped greatly by their association with the two guilds mentioned. The social ranks listed above reflect these facts." } }, "Description": { "type": "cexolocstring", "value": { "0": "", "id": 13008 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Guilds of Lankhmar - F to M", "id": 13007 } }, "ModelPart1": { "type": "byte", "value": 2 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "guildsoflankh2" }, "TemplateResRef": { "type": "resref", "value": "guildsoflankh2" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 4, "AddCost": { "type": "dword", "value": 20 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 21 }, "Cursed": { "type": "byte", "value": 1 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Guilds of Lankhmar - P to W\n\nPain, House of -\nAs a division of the Slayers' Brotherhood, this guild is responsible for all tortures and public executions. In a future world, it might be said that they have a government contract. \n\nBy Lankhmarian law, only a guild member may perform official tortures or executions of prisoners. The city must, of course, pay for their services.\n\n\nFellowship of Physicians\nMedical science in Lankhmar is not very advanced. Most treatments are ineffective, although physicians always claim that other circumstances were to blame. \n\nA physician can remove an arrowhead or other foreign object from a person's body so long as it is close to the surface. They frequently use leeches and potions from the Order of Apothecaries. Unlike the other treatments, the potions can be remarkably effective.\n\n\nPleaders, House of -\nThis guild consists of professional pleaders. They perform the dual role of lawyer and lobbyist. Any case that needs to be pleaded to the government is done through a pleader. \n\nMost of them are experts at bribery. The street name for a pleader is a \"mouth.\" The House of Pleaders frowns upon that term.\n\n\nRed Lanterns, House of - \nThese people sell their bodies for the pleasure of those who can afford their services. The guild controls and protects its members very effectively. They have a good relationship with the Slayers' Brotherhood which provides some of the protections.\n\n\nScribes' Guild\nThe only money-making parts of the Thinkers' Fraternity, the scribes are the official recorders of the city. By law one must be present to record the happening of any official occasion, regardless of how trivial or silly. \n\nFor example. the events of every parade in Lankhmar are duly written down by the scribes, but not one has ever been used. The guild is responsible for the storage and upkeep of these records.\n\n\nShipwrights' Guild\nAll ships of any size are built by this guild. They are a part of the Carpenters Cadre. Boats are an exception to the law that requires architects plans to build large wooden structures. \n\nOnce, for a year. they were forced to follow the architect's plans. The resulting ships were so unseaworthy that few of them made it out of the harbor. The Overlord allowed the shipwrights an exception to the law.\n\n\nSlayers' Brotherhood\nThis guild is one of the most powerful in Lankhmar. Most of the citys professional ruffians belong to it. \n\nWhen a person or organization needs fighting men they call upon the Slayers' Brotherhood (since the Overlord only lends his garrisons to nobles with extreme and legitimate causes). \n\nThe brotherhood is on good terms with the guilds in Lankhmar. usually because of their sinister reputation. The Thieves' Guild is one of the few that can challenge them.\n\n\nSorcerers' Guild\nThis guild is hated and feared by most of the citizenry of Lankhmar. The sorcerers in the guild are true black wizards. \n\nWhite wizards and women are not allowed into the guild. Since they spend most of their time practicing their spells and investigating ancient arcana. they leave Lankhmar alone.\n\nOnce, hundreds of years ago. an ambitious guildmaster tried to gain political power in the city. The Overlord and all of the larger guilds immediately hired top level assassins to eliminate him. \n\nLegend has it that 101 assassins were given the assignment. The bodies of 43 were never found, 27 others were maimed beyond recognition. 13 committed suicide, 7 were found insane. The remaining 11 assassins filled the guildmaster with enough poison to kill 30 men. It took him 14 days to die.\n\n\nStarsman and Navigators' Guild\nThis guild actually extends its sphere of influence throughout the Inner Sea. Guild members are trained to use the stars and the weather to chart courses across the seas of Nehwon. \n\nSince they control the Deck Hands Clan, no sailor in the Inner Sea will work on a ship without a guild member at the wheel. This puts most merchants and military ships at a tremendous disadvantage. \n\nIn one case, the guild master accepted an enormous bribe and determined the outcome of a battle.\n\nThe guild always has a few harbor pilots working at the harbor of Lankh mar. No ship is allowed to guide itself in except for navy vessels. \n\nA harbor pilot goes out to the incoming ship and guides it into the harbor, for a fee. Harbor pilots are always Master Navigators.\n\n\nStonemasons Guild\nAll stone structures over one story high or with four rooms or more must be built by members of the Stonemasons' Guild. Since stone buildings are more expensive than wooden ones. they often serve the wealthy citizens of Lankhmar.\n\n\nTailors' Guide\nMost clothing in Lankhmar is made by members of the Tailors Guild. The Gray Mouser has had many clever disguises made by guild members. On occasion they work with the Artificers' Guild to make leather garments to work with armor.\n\n\nThieves' Guild\nUnquestionably one of the most powerful guilds in Lankhmar, the Thieves' Guild has had good and bad times recently.\n\nThey virtually controlled the city until the dead master thieves revived the ancient worship of themselves, at the cost of some living master thieves.\n\nNo women are allowed into the Thieves' Guild. A thief must be a guild member to work in Lankhmar. Consequently, Fafhrd and the Gray Mouser are constantly in trouble with the guild.\n\n\nThinkers' Fraternity\nThis is a poor guild, consisting of scholars and historians. Most of its members are also in the Scribes' Guild, although few scribes are thinkers. \n\nThe thinkers are unusual in Lankhmar in that they did not form a guild to protect themselves or make money, but rather to share information and ideas. \nOccasionally they commission adventurers to investigate lost histories. Any treasure is supposed to be divided equally with the Thinkers' Fraternity, but they are easily deceived.\n\n\nToters' and Carters' Guild\nThis guild moves large quantities of goods from one place to the other within the city and between the city and nearby agricu tural districts.\n\nThey use a variety of vehicles, ranging from horse drawn wagons to wheelbarrows. Sometimes they even use backpacks or toting poles. This guild is affiliated with the Labor ers' and Toilers' Brotherhood.\n\n\nWainwrights' Guild\nA wainwright builds wagons, carts, and any other wooden vehicle. They are a part of the Carpenters' Cadre. Although they are not an influential guild, they can exert some influence through their parent guild.\n\n\nWhitesmiths' Guild\nA whitesmith works only with precious metals such as gold and silver. As part of the Jewellers' Guild, they are frequently contracted to make fine jewelry or other ornaments. \n\nMany whitesmiths receive stolen goods from fences and sell them in their legitimate shops. Some items are melted down and the gems sold to jewelers." } }, "Description": { "type": "cexolocstring", "value": { "0": "", "id": 13008 } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Guilds of Lankhmar - P to W", "id": 13007 } }, "ModelPart1": { "type": "byte", "value": 8 }, "Plot": { "type": "byte", "value": 1 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 0 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "guildsoflankh3" }, "TemplateResRef": { "type": "resref", "value": "guildsoflankh3" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 5, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Land of the Eight Cities\n\nA loosely-knit kingdom of eight nearly-independent cities, the Land sprawls across the northern shore of the Inner Sea, extending up the coast of the Outer Sea to No-Ombrulsk and into the interior of the continent. \n\nMovarl is Overlord of the Land of The Eight Cities.\n\n9. Great Forest\nThe largest region of woodlands in known Nehwon, the Great Forest fills most of the land between the Cold Wastes and the Inner Sea. \n\nAlthough the forest is fairly open, with frequent settlements near the coast, it becomes quite dense and wild as a traveler moves inland. \n\nSavage groups of mercenary fighters roam freely in the forest's northern reaches.\n\n10. Barrier Mountains\nThis range of low mountains blocks the eastern edge of the Great Forest from the open reaches of the Steppes. \n\nAlthough not nearly so forbidding as the Trollstep Mountains or the Bones of the Old Ones, the Barrier Mountains present a formidable obstacle to caravan and wagon traffic. \n\nThe mountains are heavily wooded except at their highest altitudes.\n\n11. No-Ombrulsk\nThis far-northern city is an all-weather port on the Outer Sea. The northernmost of the Eight Cities, \nNo-Ombrulsk is home to a hardy breed of seafaring and warlike folk.\n\n12. Ool Hrusp\nOne of the smaller of the Eight Cities, Ool Hrusp is primarily known for the reign of its Mad Duke, a bizarre and twisted ruler who delighted in the torture and torment of captives in the gladitorial arena. *Called Ool Plerns in Swords in the Mist.\n\n13. Kvarch Nar\nThis is the largest of the Eight Cities and lies directly across the Inner Sea from Lankhmar. Much trade passes between the two cities.\n\n14. lIlik-Ving\nIlik-Ving is the smallest of the Eight Cities and the closest to the Cold Wastes.\n\n15. Kleg Nar\nKIeg Nar is another of the port cities on the Inner Sea. During the time of the rat plague, the city was beseiged by the Mingols but survived unburned.\n\n16. Gnamph Nar\nA port city lying across the Inner Sea from Lankhmar, Gnamph Nar is famous for its brawling waterfront district and wide variety of imported goods for sale. \nIt does not suffer under the governmental restrictions that burden nearby Kvarch Nar.\n\n17. Mlurg Nar\nMlurg Nar is the only other inland community (along with lllikVing) among the Eight Cities. It lies in the northern reaches of the Great Forest and is a lawless and mercenary wilderness town.\n\nMlurg Nar exists because of the nearby presence of valuable mineral ores in the Trollstep Mountains, and for the wealth of furs that trappers harvest from the depths of the Great Forest. \n\nSilver, gold, and copper are all mined near Mlurg Nar in considerable quantities, contributing to a high standard of wealth within the city. \n\nUnfortunately, the wealthier a man is in Mlurg Nar, the less likely his chances of living through the night; thievery is as much a way of life here as it is in Lankhmar. \n\nThe thieves of the City of Adventure, however, are a courteous and generous lot compared to their brethren in Mlurg Nar. \n\nA Lankhmar thief is usually content to steal your purse. The robbers of Mlurg Nar will murder their victims as often as not. \n\nAnother distinguishing feature of Mlurg Nar is the wide variety of people to be found there. \n\nA pass leads from the city to the Steppes, so many Mingols come to Mlurg Nar to trade or otherwise acquire objects. \n\nAlthough the road from the Cold Wastes is treacherous, barbarians of Fafhrd's clan are also fairly common here. \n\nMlurg Nar offers the traveler a small sampling of the delights of civilization, without overburdening him with restrictive customs and laws.\n\n18. Sarheenmar\nSarheenmar is the most remote of the Eight Cities from the central hub of the Land, so it sees more influence from other regions of the world. \n\nIt lies in a more temperate climate than any of the other cities and is not too distant from the City of the Ghouls. Sarheenmar was sacked by the Mingols and Ghouls during the rat plague.\n\n19. River Mangrishik\nThis broad stream drains most of the Great Forest and the southern regions of the Trollstep Mountains into the Inner Sea. \n\nIt provides the only regular trade route between Mlurg Nar and Kvarch Nar, although the northern reaches of the river freeze in winter." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Land of the Eight Cities" } }, "ModelPart1": { "type": "byte", "value": 6 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK05" }, "TemplateResRef": { "type": "resref", "value": "my_it_book05" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 6, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Nehwon's Monsters\n\nThe world of Nehwon is populated with many strange and wonderful creatures. In this section are the unique monsters found only in the world of Nehwon. Many animals are not mentioned here, such as the noon moths and the swamp rats.\n\nAstral Wolves\nAll wolves that die from malicious cruelty become astral wolves. Their astral forms wander the astral plane seeking vengeance. Whenever their tormentor is in an isolated area, he can hear their howling in the day. \n\nAt night when he dreams, the wolves can draw his astral form (Save vs. Spells) to the astral plane where it is set upon by the wolves. \n.\nAny damage taken in the astral plane is transferred to the host body. If the astral wolves are unable to find their tormentor, they attack the nearest astral form.\n\n\nBehemoth\nThis reptilian monster is a leftover from a previous age. It is sometimes called the swamp whale because its general size ands shape are like that of a small whale. \n\nThe beast has four stubby legs with wide webbed feet perfectly adapted for swamp travel.\n\nIt can move over water or quicksand for short distances. There are unconfirmed rumors of related species in other environments, such as the wintery north and the arid south.\n\n\nBird of Tyaa\nThese ancient servants of the goddess Tyaa are low intelligence ravens. Since they are only slightly larger than normal ravens, they are indistinguishable from them. Birds of Tyaa can talk and tend to speak in coarse rhymes. \n\nTyaa and her birds hate beautiful women. The birds have been known to claw and peck at women's faces. \nAbout 20% of the birds have poisoned claws. The poison takes a full turn to take effect.\n\n\nSea Cloaker\nThis creature is distantly related to the cloaker. It has a flat cloak-like appearance on the outside. Its back has the ability to mimic its surroundings in color. Its inside is a pale gray with a large many-fanged mouth and two glowing red eyes. \n\nUnlike its cousin, it has no tail. They prefer being under water and will die if they dry out, which takes about an hour.\n\nThe sea cloaker attacks by either dropping, or swimming at its victim. It attacks with its hands for a grab first. \nOnce it has made a successful hit with the hands, for no damage, it can then round. A grabbed victim has his arms pinned and may not attack.\n\nAny attacks to the sea cloaker while it has a victim in its grasp does half its damage to the victim. Area effect attacks do full damage to both.\n\n\nWater Cobra\nWater cobras live in salt or fresh water, but they are only found in the shallows. Normally they prefer to be left alone. However, if one is disturbed, it attacks. The bite of the water cobra is extremely poisonous and fast-acting\n\nIts most unique feature is its chameleon-like ability. It can change color to look like whatever is below it, while in the water. This happens quickly enough that they are almost invisible in the water. Once landed they are clearly visible.\n\n\n\nCold Spawn\nThese are the hatched eggs of the cold woman. They are similar to a black pudding, but are white instead of black. They metamorphize when the cold woman dies. \n\nUpon her death, all the cold spawn fight to the death. The sole survivor becomes the new cold woman. This process usually takes about a year.\n\n\nCold Woman\nShe resembles a huge white pudding sculpted to form the vague outline of a woman. According to legend there is only one cold woman at a time. Upon her death, her remaining spawn fight to the death. \n\nThe survivor becomes the new cold woman. The cold woman lairs in a cave filled with riches. Excessively greedy people are lured in where she paralyzes them. \n\nThe body is used to incubate her spawn, which usually takes about a day. The egg is easily removed and dies if exposed to the air.\n\nShe has illusion generation and cold ray powers. Any chop or strike has no effect. Severed parts immediate rejoin the body. \n\nThe same is true for lightning attacks. She is immune to cold-based attacks. Her touch dissolves and corrodes just like a black pudding.\n\n\nEel, Poison\nThese sea creatures are a Lankhmart delicacy. They live exclusively in the swamps outside the city. Poison eels usually lair the submerged roots of rotting trees. \n\nThe bite of the eel is poisonous. The flesh is also poisonous unless cooked properly. This element of danger is one of its main actions to the citizens of Lankhmar.\n\n\nGladiator Lizard\nThis extremely rare monster is found only on the Bleak Shore Nehwon. Hatched full-grown, the gladiator lizard is ready to fight yet takes many years to hatch one properly. This accounts for its rarity, even on the Bleak Shore.\n\nThe gladiator lizard is a shambling creature that stands erect. It has a reptilian head, boned and crested like a helmet. Its feet are shaped like a lizard's and its shoulders are topped with bony eyes.\n\nIt has no hands; instead its forearms end in a single claw. In dim light they are hideous caricatures of gladiators. They wield their claws like swords, with extreme agility.\n\nWhen encountered in pairs, they are always brood mates. Brood mates have a mental link which allows them to coordinate their attacks. Gladiator lizards speak a language of screeches and whistles.\n\n\nHamadryad\nEvery large group of dryads has a hamadryad to lead it. The hamadryad is much more a part of its oak tree than a normal dryad. It looks just like a dryad to the unsuspecting observer. \n\nThey take great pains to act like dryads in the presence of others. The hamadryad is strongly linked to her oak tree. At her mental command the hamadryad's tree can attack as a Treant. \n\nIf her oak tree is killed, she dies instantly. Hamadryads are the avengers of the dryads. Anyone found harming a tree or especially a dryad will be punished. The hamadryad is usually armed with a battle axe. They have the same charming powers as the dryad.\n\n\nIce Gnome\nThese are one of the many clans of gnomes. This group went north into the mountains and burrowed under the peaks. They have gray-blue skin and no body hair. Their skin is thick and horny from cold underground living.\n\nIn the last millennium or so the ice gnomes were enslaved by the invisibles. This is a somewhat human race that is completely invisible. The ice gnomes serve them as butlers and artificers.\n\n\nLeviathan\nThis squid-like creature lives on ocean bottoms. When it gets exceptionally hungry it attacks sailing vessels to consume the people inside. When it grabs a ship with all eight tentacles it does 40 points of hull damage. \n\nWhenever the creatures takes more than half its hit points in damage it retreats to the sea floor.\n\nWhen removed, its eyes can turn humans into Leviathans slowly, by first becoming lizard-like creatures called Shree-kah.\n\n\nMarsh Leopard\nThis unusual cat lives in the swamps and marshes of Nehwon. It has large padded feet suitable for living there. The marsh leopard has no fear or hatred of the water. Its brown and yellow spotted hide camouflage it. The traveler can detect the hunter by its glowing blue eyes.\n\n\nNight Gaunt\nThese undead monsters inhabit ancient ruins. They are people that made dark pacts with evil forces and then died before completing their appointed tasks. They are turned as wights.\n\nThey look like hairless, naked men with large bat wings. Their feet have strong talons and their hands are clawed. Where there was once a face is now just a featureless oval. It uses senses in place of its vision.\n\nThe favorite tactic of a night gaunt is to swoop down off a high ledge or tower and grab its opponent with its foot talons. Once airborne, they drop their prey.\n\n\nRay-fish, Invisible Flying\nThis creature resembles a giant manta ray. It is an invisible so it cannot be seen under normal circumstances. Unlike the manta ray, the ray-fish flies.\n\nThe ray-fish feeds on sea plants and small fish in the northern oceans. It does not attack other creatures unless train to do so. Even then its only attacks when charged.\n\nThe invisible flying ray-fish is a strong and serviceable creature for the invisibles that live on Stardock mountain. It can carry ten men and their carried equipment safely. In fact, the invisibles are magically derived from the ray-fish.\n\n\nSalt Spiders\nThese ugly spiders live in the salt marshes outside Lankhmar. They build large webs, some stretching 150 feet, to trap their prey. The wide pads on their feet allow them to move over water with ease. Their bite is poisonous.\n\n\n\nSkeletal Bat\nThese strange creatures are only found in the presence of powerful undead creatures. For example, they are known to inhabit the crypts of the dead master thieves. \n\nIt is suspected that they eight be found on the temple of the Gods of Lankhmar. They are once-dead bats that feed off of the powerful auras of other undead creatures. \n\nThey radiate evil if a detect evil is cast. The bats are harmless, but they do follow the orders of any undead of at least the power of a mummy. \n\nThey can be made to run into a spell caster's face to disrupt his casting. The same tactic can be used to confuse or distract an opponent.\n\n\n\nSnow Serpent\nAlthough it is called a serpent, this creature is actually a legless mammal. It looks like a white, furred snake. Its usual hunting habit is to lie in a snow field in several loops. \n\nWhen something steps inside a loop, the snow serpent springs up and coils itself about its victim. It needs a Hit roll to grab its prey. Any prey in its coils has no hand free to fight back.\n\n\n\nGiant Worm\n\nThese large pale worms are found in damp dark places. They infest the swamps outside of Lankhmar and the city's sewers. Their bite is mildly poisonous." } }, "Description": { "type": "cexolocstring", "value": {} }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Nehwon's Monsters" } }, "ModelPart1": { "type": "byte", "value": 4 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK09" }, "TemplateResRef": { "type": "resref", "value": "my_it_book09" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 7, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "Seas of Nehwon\n\nMuch of Nehwon lies beneath the waves of a great number of seas, some of them incredibly vast while others are contained within clearly defined borders. All of Nehwon's seas contain salt water.\n\n1. Outer Sea\nNehwon's mightiest sea could probably be termed an ocean, for its vastness exceeds any other body of water. \n\nHuge storms are common on the Outer Sea, and large sea monsters have been known to dwell there, occasionally attacking the vessels of those courageous enough to brave these waters.\n\nThe Great Equatorial Current sweeps along the southern edge of the Outer Sea, pulling all that drift into it to the east.\n\n1 a. Simorgya: This legendary region was once a continent but sank beneath the ocean for unknown reasons. \n\nLegend suggests that the Simorgyans were powerful magicians. They had the power to rule over wind and sea, and the creatures dwelling therein. \n\nOccasionally, remnants of the continent rise above the waves for brief periods of time. Simorgya is one of Nehwon's most pervasive legends, shared by nearly all sea-faring cultures.\n\nThe present inhabitants of Simorgya dwell in watery seclusion, wishing for the prosperity and prestige of bygone days. \n\nThey retain some vestiges of the power held by their ancestors, allowing them to shape change from fish into human form. \n\nThe most powerful Simorgyans burn with rage and jealousy directed at the free, air-breathing peoples of the world. \n\nA great deal of this rage is directed at the folk of Rime Isle, who have come to possess some of the most powerful arcane items manufactured by the Simorgyans.\n\n2. Inner Sea\nThe most-traveled body of water in Nehwon serves as a hub for the world's major cultures. Lankhmar, Ilthmar, and the Land of the Eight Cities all use the Inner Sea as a trade route and source of food. It tends to be much calmer than the Outer Sea, and the appearance of sea monsters is very rare.\n\n2a. Sea King's Domain: This is a mysterious underwater kingdom west of Ool Hrusp. Chambers and passages are magically held apart from the sea, so that air-breathing creatures can freely pass through and live in them. \n\nThe Sea King is capricious, however, and his domain is ever-changing. It is not the kind of place in which a landsman would enjoy spending time.\n\n3. Sea of the East\nThis sea is larger than the Inner Sea but much smaller than the vast Outer Sea. Although relatively sheltered from terrible storms and only rarely hosting any truly horrible sea monsters, the Sea of the East does not serve as a very important trade route. \n\nThe southern entrance to the sea is screened by the Great Equator Current and the north by the Sinking Lands, so access to these' from other areas of Nehwon is difficult.\n\n5. Frozen Sea\nThis arctic body of water extends northward from the Out Sea into Nehwon's northern polar region. The ice cover on It Frozen Sea fluctuates seasonally, as shown on the World Nehwon Map. \n\nAlthough narrow, the Frozen Sea is often storm Great schools of fish are common here, as well as an occasional monster that has come to feed on them.\n\n5a. Rime Isle: The northernmost known settlement Nehwon is the home of a hardy breed of seafaring fishermen and traders. The island is volcanic, dominated by the two peaks, Hellfire and Darkfire. \n\nEach of these volcanoes is riddled with subterranean passages and steamy caverns, and neither is dormant. \nEruptions are not common, but the mountains are often smoking or steaming.\n\nTwo settlements, Salthaven and Cold Harbor, occupy southern and northern harbors on the island. Cold Harbor, to the north, is little more than a ramshackle fishing village, but southern \nSalthaven offers a larger harbor, ship repairing facilities, and a wide variety of vessels and people from throughout Nehwon (and per haps beyond).\n\nMost Nehwonians think of Rime Isle as little more than a legend. Very few people actually visit there or have spoken to some one who has. Rime Isle is an ideal location for adventures. \n\nThe network of passages riddling the island is virtually unknown to man and offers great opportunity for exploration and under ground adventure. \n\nA mysterious whirlpool of reputedly magical origins, forms daily off the east coast of the island. It drags unwary seafarers to a watery doom.\n\n4. Sea of Monsters\nThis aptly-named body of water carries no shipping traffic. It inhabited by large numbers of serpentine monsters. \n\nWatchers on the shore can often see the creatures cavorting about, but fortunately, the monsters do not leave the water." } }, "Description": { "type": "cexolocstring", "value": {} }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "Seas of Nehwon" } }, "ModelPart1": { "type": "byte", "value": 7 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 4 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK08" }, "TemplateResRef": { "type": "resref", "value": "my_it_book08" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 8, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "The Cold Wastes\n\nFafhrd hails from the Cold Wastes, a frigid region of lofty pine forests, deep gorges, and heavy winter snowfall. Nestled between two vast and forbidding mountain ranges, the Cold Wastes are a remote and nearly inaccessible region. The only regular inhabitants are the sturdy barbarians of Fafrhd's clan.\n\n6. Cold Corner\nA traditional midwinter camp of Fafhrd's clan, Cold Corner is probably the most accessible region of the Cold Wastes. \nMerchants and entertainers from the civilized lands come to Cold Corner in midwinter to trade with the barbarians and conduct other moneymaking opportunities.\n\n7. Trollstep Mountains\nRugged and craggy peaks mark the entire expanse of this northern range. Although not as high as the Bones of the Old Ones, the Trollstep Mountains are extremely difficult to travel because of steep cliffs and deep gorges. They are completely impassable in winter.\n\n8. Bones of the Old Ones\nThis range is the highest and most forbidding in Nehwon. Screening the northwest border of the Cold Wastes, the Bones of the Old Ones sprawl, uninterrupted by passes of any kind. \n\nLife is scarce in this range, except for the magical presence of the Ice Gnomes and the invisible beings dwelling atop Stardock.\n\n8a. Stardock: The tallest peak in Nehwon, Stardock offers a deadly challenge to any who would climb it. \n\nA family of invisible creatures possessing bizarre magical abilities lives in a series of caves at the top of the mountain.\n\n8b. Obelisk Polaris: This peak, adjacent to Stardock, is the second tallest in Nehwon.\n\n8c. White Fang: Another lofty peak in the range, White Fang claimed the life of Fafhrd's father, Nalgron, when he attempted to climb it." } }, "Description": { "type": "cexolocstring", "value": {} }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Cold Wastes" } }, "ModelPart1": { "type": "byte", "value": 5 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 6 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK04" }, "TemplateResRef": { "type": "resref", "value": "my_it_book04" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 9, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "The East\n\nUnder this general heading are grouped all of the known regions to the East of the Sea of the East and south of the Steppes.\n\n20. The Eastern Lands\nThe exotic and mystical kingdom of the Eastern Lands is one of the oldest countries in Nehwon. Much of the Eastern Lands are covered by desert, and little trade passes between here and Lankhmar.\n\n21. Horborixen\nThe fabled Citadel of the King of Kings, Horborixen is probably the second largest city in Nehwon (after Lankhmar, of course). It isa splendid and crowded capital, sheltering the ruler of the Eastern Lands.\n\n22. River Tilth\nThis river is the lifeblood of the Eastern Lands. Running from the Mountains of the Elder Ones to the Sea of the East, and passing Horborixen on its path, the Tilth provides the main region of fertile land and easy transportation in this part of Nehwon.\n\n23. Mountains of the Elder Ones\nThis range of tall mountains lies between the Eastern Lands and the Sea of Monsters. Although mostly arid and treeless, the highest reaches receive enough rainfall to form the headwaters of the River Tilth.\n\n24. Ilthmar\nThis city of thieves and assassins is nearly as notorious as Lankhmar, although somewhat smaller. Unlike Lankhmar, llthmar has one predominant religion, the worship of the rat-god. Mercenaries can be found and hired quite easily in llthmar. It is said that even breathing is taxed in Ilthmar; the city government has set up tolls for virtually all movement and transactions.\n\n25. Caves of Ningauble\nThese passages offer pathways between Nehwon and other worlds. The unwary traveler who explores these caves without the guidance of Ningauble is almost certain to wind up at a destination other than the one desired.\n\nThe caves of Ningauble provide the perfect mechanism for bringing PCs from another campaign into Nehwon. \nBecause of their maze-like nature and the tortuous windings of their many passages, the caves of Ningauble can form a link with virtually any dungeon setting. \n\nThe link need not be permanent. Players may find themselves lost in an area they had previously explored and mapped.\n\n26. Tisilinilit\nThis is one of Nehwon's most exotic cities. A distant outpost of the kingdom of the Eastern Lands, Tisilinilit is fabled for its slim spires and colorful banners. Its appearance is like no other in all Nehwon.\n\n27. Empire of Eevanmarensee\nOnce a great empire, this culture has decayed; its capital city is all that remains of its former grandeur. Its decadence is so extreme that all men and women, and even creatures living within the city, are completely hairless.\n\n28. The Parched Mountains\nThis is one of the most inhospitable regions of Nehwon. Barren, craggy peaks loom high over the surrounding countryside, and nary a drop of water can be found there. \n\nThe only forms of life found here are dried-up lichens and a few hardy insects. Immediately to the east of the Parched Mountains lies Shadowland, the domain of Death.\n\n29. City of the Ghouls\nPrimarily known for the bizarre appearance of its inhabitants, the City of the Ghouls lies on the western shore of the Sea of Monsters.\n\nIts ghoulish inhabitants are distinguished by their completely invisible flesh, appearing as animated skeletons. They ride horses of the same nature.\n\n30. Shadowland\nLying to the east of the Parched Mountains and south of the Steppes, this is Death's domain. His dark castle lies at the very center of circular Shadowland." } }, "Description": { "type": "cexolocstring", "value": { "0": "" } }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The East" } }, "ModelPart1": { "type": "byte", "value": 4 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 8 }, "Repos_Posy": { "type": "word", "value": 2 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK02" }, "TemplateResRef": { "type": "resref", "value": "my_it_book02" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 10, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "The Ice Cap\n\nA vast ice cap, much more expansive than that over our own North Pole, covers the far north of Nehwon.\n\nAlthough its expansion and contraction cannot be measured in the scale of a normal human life, the ice cover seems to be expanding, over periods best marked in centuries. \n\nVery likely, Nehwon is experiencing the beginning of an ice age that may have a dramatic effect on theta future of the world.\n\nThe ice cap over the Frozen Sea expands during the winter season, approaching to within a few dozen miles of Rime Isle.\n\nThis expansion is accompanied by winter gales and blizzards of savage intensity, making travel across the Frozen Sea and the northern reaches of the Outer Sea virtually impossible during the four winter months." } }, "Description": { "type": "cexolocstring", "value": {} }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Ice Cap" } }, "ModelPart1": { "type": "byte", "value": 2 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 0 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK06" }, "TemplateResRef": { "type": "resref", "value": "my_it_book06" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 11, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "The Nehwon Calendar\n\nLankhmarts do not number their years. Instead each is named for a creature or object of mythical might. Some are not mythical, such as the leviathon and the behemoth. \n\nHowever, even these creatures are vast in size and power.\n\nThere are 14 names for years, one for each year before a boy or girl reaches youth. In Lankhmart astrology, a person's life is divided into periods of 14 years. \n\nOnly a handful of people have ever lived to be revered ancients. Nobody in Lankhmar has ever lived to be 99 years old.\n\nYears, in order:\n\nYear of the Feathered Death\nYear of the Basilisk\nYear of the Horde\nYear of the Leviathon\nYear of the Roc\nYear of the Dragon\nYear of the Behemoth\nYear of the Ogre\nYear of the Gorgon\nYear of the Lamia\nYear of the Sea Serpent\nYear of the Titan\nYear of the Burning Mountain\nYear of the White Angel\n\nEach year has twelve months, but they are named after animals. Each month has the same number of days as the equivalent in our calendar. The days are also named for creatures. \n\nHowever, this is confusing for many of the citizens of Lankhmar.\n\nDespite the Overlord's attempts to keep it otherwise, the peopie have been using the number of the days within a month along with its name. Any official contract must have the name of the day and not its number.\n\nThere is no leap year in Nehwon. For years that end with an extra day, that day is called the day of the chameleon. \nThis keeps the calendar on track. \n\nThe day of the chameleon is a big festival day for Lankhmar (see Festivals).\n\nLankhmar Months:\n\nWolf\nHorse\nHedgehog\nCrocodile\nDeer\nSerpent\nLion\nShark\nWeasel\nOwl\nGoat\nBoar\n\nLankhmar days of the Month:\n\n16 Skunk\n17 Worm\n18 Butterfly\n19 Mouse\n20 Toad\n21 Cat\n22 Swan\n23 Mole\n24 Shrew\n25 Bat\n26 Squirrel\n27 Rat\n28 Fox\n29 Beaver\n30 Crab\n31 Leech *\n1 Hare\n2 Minnow\n3 Turtle\n4 Newt\n5 Raven\n6 Spider\n7 Scorpion\n8 Lizard\n9 Gnat\n10 Hornet\n11 Parrot\n12 Dove\n13 Hawk\n14 Dog\n15 Raccoon\n\n* Only occurs in some months" } }, "Description": { "type": "cexolocstring", "value": {} }, "Identified": { "type": "byte", "value": 1 }, "LocalizedName": { "type": "cexolocstring", "value": { "0": "The Nehwon Calendar" } }, "ModelPart1": { "type": "byte", "value": 10 }, "Plot": { "type": "byte", "value": 0 }, "PropertiesList": { "type": "list", "value": [] }, "Repos_PosX": { "type": "word", "value": 2 }, "Repos_Posy": { "type": "word", "value": 4 }, "StackSize": { "type": "word", "value": 1 }, "Stolen": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "MY_IT_BOOK010" }, "TemplateResRef": { "type": "resref", "value": "my_it_book010" }, "XOrientation": { "type": "float", "value": 0.0 }, "XPosition": { "type": "float", "value": -1.0 }, "YOrientation": { "type": "float", "value": 1.0 }, "YPosition": { "type": "float", "value": -1.0 }, "ZPosition": { "type": "float", "value": -1.0 } }, { "__struct_id": 12, "AddCost": { "type": "dword", "value": 0 }, "BaseItem": { "type": "int", "value": 74 }, "Charges": { "type": "byte", "value": 0 }, "Cost": { "type": "dword", "value": 1 }, "Cursed": { "type": "byte", "value": 0 }, "DescIdentified": { "type": "cexolocstring", "value": { "0": "The Steppes\n\nThe Steppes are a huge region of grassy plains extending far to the east of the known lands. This is the land of the Mingols, the savage breed of nomadic horsemen who often terrorize the more civilized lands of Nehwon. \n\nThe northern border of the Steppes is generally considered to be the polar ice cap, while to the south they are blocked by the Sea of Monsters and Eevanmarensee.\n\nTravelers across the Steppes are very likely to encounter bands of marauding Mingols, intent upon murder and pillage.\n\nThese savage folk are so incredibly warlike that encounters with them, within their own territory, nearly always lead to bloodshed. \n\nThe Mingols have great respect for fighting prowess, however, and there is a chance that a captive who proves himself superior in combat to one or more Mingol champions might be allowed to go free.\n\nMingols are nomads. Their villages are generally established for only one year in any area. 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