+III=: :) :=III+ : =II: +III=: :HT: :Xi +O#H: H#+ :HHITX###+;O#)I8#8; =TIIH8#8: i###8OOOOHI+ L#: + O#8 ;8i :): ;8# H#H T) :: ;I8X++IL8##= H#O= O##T 88 O# ;#O =# OT )## :L###XT; X88#+ ;#O O# #I X#OOOOOOOOH) 8I I# :iT8#= :#L;#8: +#X O# +X #X++++++++ #I +# HO I8 )#X: ##+ O# +I #8: ;#T =# i: IH :8=+IOX#X: )#8+ O#;8#8i )#X: :#8 TX H#8i: :8; T8Ti: L##i: L##L= +i O# :L##8I+=+ L#8i +: 8#H: )X; :I8##OOH: +H: IOH: =H##8L: O# :IOOH+ =8#8OO; ;L8#XOOI: ;++: : O# ;+; OO Books and Scrolls version 1.01 by Savior82 ******************************************************************************* Disclaimer This document (c)Jukka Peltola. This guide can not be used or distributed for commercial use. It is forbidden to distribute this FAQ without permission from me. This guide must be posted in it's entirety, no pieces can be removed and / or copied to another location for public use. You are allowed to use the content of this document on your site as long as you give the credit to me. If you want to use the content of this document, please contact me first, otherwise your site will end up to the blacklist section. Sacred is (c)2004 Ascaron Entertainment. The latest version of this document is always found at: http://www.saunalahti.fi/jpeltol/sacred_book.txt ******************************************************************************* ------------------------------------------------------------------------------- Table of Contents a. Version History b. Short intro c. Books and Scrolls listed Book of History series Book of History I - The Origins of Ancaria Book of History II - The Sea of Blood Book of History III - The Wilderness of Sand Book of History IV - The Kinsman Wars Book of History V - The End of Tyranny Book of History VI - The Era of Peace Book of Religion series Book of Religion I - The Creation of the World Book of Religion II - The Seraphim Army Book of Religion III - The modern Seraphim Book of Religion IV - Pagan magic Book of Religion V - Dark magic Book of Religion VI - Introduction to Necromancy Book of Religion VII - Introduction to Fire Magic Book of Religion VIII - Introduction to Air Magic Book of Religion IX - Introduction to Water Magic Book of Religion X - Introduction to Earth Magic Book of Religion XI - Persuasion for Beginners Book of Religion XII - Persuasion for Professionals Book of Religion XIII - Persuasions: Forbidden Sources Book of Geography series Book of Geography I - Ancaria's Heart Book of Geography II - Pioneer of the Southern Border Book of Geography III - The old farmlands of the north Book of Geography IV - The Dark Regions Book of Geography V - Blades of Mascarell Book of Geography VI - Wood and Timber from the North Book of Geography VII - Harsh Winds and Calm Lands Book of Geography VIII - About Elves and Dragons Book of Geography IX - The Matriarchy of Depths Book of Geography X - At Icecreek Dale Book of Geography XI - The Orcs Book of Geography XII - The Shadowzone Book of Geography XIII - The Artists of the West Book of the Undead series Book of the Undead I - Vampire Book of the Undead II - Rotten flesh Book of the Undead III - Automaton of Death Book of the Undead IV - The Restless Book of the Undead V - The Undead Book of the Undead VI - Higher Energy Being Book of Monsters series Book of Monsters I - Demons Book of Monsters II - Reptiles Book of Monsters III - Cavebeing Book of Monsters IV - Animals of the Woods Book of Monsters V - Goblinoids Book of Monsters VI - Harpies and Gargoyles Book of Recipes series Book of Recipes I - Grilled Quail out of Braverock Book of Recipes II - Fried Bread of Alkazaba noc Draco Book of Recipes III - DeMordreyan Mutton Book of Recipes IV - Bravesbury Steamed Spinach Book of Recipes V - Fried Icecreek Dale salmon in wine sauce Book of Recipes VI - Mascarellian Cabbage Stew Book of Recipes VII - Elven Slices of Tyr-Hadar Book of Recipes VIII - Moorbrook Pepper-sause for calf or game animals Scrolls Book of the Seraphim Scroll 1 - Diary Scroll 2 - Life's Wisdoms of the Knight Markus Marian Scroll 3 - Diary Scroll 4 - Laws from the time of Aarnum I Scroll 5 - Laws from the time of Valorian Scroll 6 - Laws from the time of Aarnum III Scroll 7 - Laws from the time of Aarnum III Scroll 8 - Laws from the time of Aarnum III Scroll 9 - Laws from the time of Aarnum III Scroll 10 - Laws from the time of Aarnum III Scroll 11 - Laws from the time of Aarnum III Scroll 12 - Laws of the Barony Mascarell Scroll 13 - Laws of the Barony Mascarell Scroll 14 - Laws of the Barony Mascarell Scroll 15 - Laws of the Barony Mascarell Scroll 16 - Laws of the Barony Mascarell Scroll 17 - Laws of the Barony DeMordrey Scroll 18 - Laws of the Barony DeMordrey Scroll 19 - Laws of the Barony DeMordrey Scroll 20 - Laws of the Barony DeMordrey Scroll 21 - Laws of the Barony DeMordrey Scroll 22 - Laws of the Barony DeMordrey Scroll 23 - Laws of the Barony DeMordrey Scroll 24 - Laws of the Barony DeMordrey Scroll 25 - Laws of the Barony DeMordrey Scroll 26 - Laws of the Barony DeMordrey Scroll 27 - Laws of the Barony DeMordrey d. Contact information e. Blacklisted sites ------------------------------------------------------------------------------- =============================================================================== a. Version History =============================================================================== ---------- 1.01 Added Book of the Seraphim ---------- 1.0 All books listed ---------- 0.1 Started creating this document. ---------- =============================================================================== =============================================================================== b. Short intro =============================================================================== The books are quite an interesting read in the World of Sacred, it opens up the background of the world and some character info, even some humor might be found too. It is still not known if reading all the books gives your character some bonus, but if there is one, it will be listed here later! =============================================================================== =============================================================================== c. Books and Scrolls listed =============================================================================== ::::::::::::::::::::::::::: Book of History series :::::::::::::::::::::::::::: Book of History I - The Origins of Ancaria Sophia, Royal High Priestess and Guardian of the monastery fortresses of the Seraphim has bequeathed to her son, Aarnum I., the monastery at Icecreek Dale. Aarnum, who is wild and impetuous, has grown up in a world where the Orcs and the Dark Elves roam far and wide, bringing death and fear and oppressing the inhabitants of a region desperate for peace. The Seraphim, being few in number and having little strength, refused to help Aarnum, who then fled to the forest stronghold of Tyr-Fasul in the elf lands. With the passage of time, he managed to amass an army of mercenaries and itinerant knights. He then deprived the Royal High Priestess of her power and, with the aid of his forces and the dwarves of Gnarlstadt, brought together a great army with which he attacked the Dark Elf castle of Mhurag-Nar on the plain of Ancaria, driving out the elves and naming it Braverock Castle. He proclaimed himself king and took away all the power that the Seraphim had previously enjoyed within the borders of his new kingdom. And now the sons of Aarnum I are continuing the expansion of his empire, ruling the lands with an iron fist. Knights, brigands and bands of thugs comb the landscape, hunting down and killing any Orc or Dark Elf they come upon. Book of History II - The Sea of Blood Morgast, the second son of Aarnum I has shown himself to be exceptionally brutal and has begun to hunt down and persecute witches, wizards and magicians, as well as travelling show-people and gypsies. Morgast has built his fortress of Castle Thunderstone between the capital Braverock Castle and the monastery. Among the local people, this castle will become known as Crow's Rock Castle on account of the graves, the gallows and the execution scaffolts that present such a grim presence around Morgast's stronghold, teeming with thousands of crows and ravens which find rich pickings among the many carcasses of Morgast's victims. Meanwhile, the Dark Elves await their opportunity for revenge. Advancing from the northern regions spreading venom and treachery, they move through the dark catacombs of the dwarf fortress of Gnarlstat, wiping out the local dwarf population. No dwarf man, woman or child is able to escape the massacre. Barricading themselves in the ruins of Gnarlstat, the Dark Elves construct a fortress which they call Zhurag-Nar, from where they will rule over the north-eastern provinces of Ancaria. - Book of History III - The Wilderness of Sand The Orcs, who once populated the entire plain of Ancaria, are pushed back towards the east and the south. While in the east, Orcs are either enslaved or killed by the Dark Elves, the Orc bands in the south who were rescued by royal troops have carried on a harsh nomadic existence in the barren southern desert. This life has made the Orcs tougher and more resistant than they were before. A warrior culture has developed among their tribes and the survival of the strongest has become their guiding principle. Whilst in the intervening period, courtly customs have become established among the aristocratic families in the Kingdom, the Orcs have quickly conquered the wilderness and have begun to make weapons and armor in the blacksmiths' shops of their villages and settlements. In the centuries that follow, the south is continuously plagued by the pillaging Orcs, whose power is a magnet for other ambitious creatures, such as Ogres, Goblins and Trolls, who willingly join their ranks. - Book of History IV - The Kinsman Wars Under King Vladimir VI, the Kingdom reaches the verge of collapse. The aristocratic houses of DeMordrey, direct descendants of Morgast I, the Oblividons in the east, and the Mascarells in the South-East have fought furiously over the succession to the crown, splitting the Kingdom into autocratic baronies that show allegiance only to the King himself. The Dark Elves manage to find willing allies in the house of DeMordrey, and spread chaos over the realm, while also managing to obliterate the houses of Ransenmar, Oblividon and Wiedenfeld. Vladimir's reign of terror, however, goes much further. He oppresses the magicians, not only within the barony of the DeMordreys, but throughout the entire Kingdom. At the earnest plea of Baroness Magdalena of Mascarell, Vladimir has stopped the persecution and killing of wizards, driving them instead into the farthest regions of the dark High Moorlands in the east, where they eke out a poor and perilous existence in the Valley of the Stars. As the price for obtaining this act of mercy, Magdalena was obliged to marry Vladimir's son Alexor, who then killed her in a fit of rage shortly afterwards. - Book of History V - The End of Tyranny Prince Valorian, a direct descendent of Aarnum and exiled by Alexor I, grows up in the monastery at Icecreek Dale. While out riding one day he saves the spokesperson of the Elves of Tyr-Hadar from the hands of DeMordrey's soldiers. He almost loses his life in the attempt, only to be saved by the healing power of the Elves using the Life Tree in the town of Timberton. His well-intentioned attempt to save the life of the Elf speaker wins her heart over, and she falls in love with him. Valorian finds strong and brave allies in the Elves and with their help and that of the Seraphim of Icecreek Dale, Valorian manages to overthrow King Alexor I at the battle of Faeries Crossing and claim the crown for himself. Under the reign of King Valorian I, the bloodshed and terror finally end. The wizards are allowed to return to the Kingdom and the new position of Court Magician is created, and during the reforms the Seraphim are granted the Status of Paladine, thus ensuring that never again will they be subject to any earthly jurisdiction in the empire. Valorian is not permitted to marry Laralasa and so he marries Alexor's niece Moridya DeMordrey in order to bring about peace with the house of DeMordrey. - Book of History VI - The Era of Peace The grandson of Valorian is King Aarnum X. Aarnum's power is based on a stable trading and taxation system which has spread throughout the entire kingdom. The Elves of Tyr-Hadar send forest rangers to support the royal scouts and the Seraphim maintain the peace and uphold the law. Relations with the House of DeMordrey have also been strengthened through the new alliance as Vladimir DeMordrey becomes the Grand Field Marshal and High Protector of the kingdom, with overall command of the elite forces and the best-trained troops. Baron DeMordrey consolidates the empire's defenses by fortifying the town of Bravewall. This decision has meant, however, that the economically insignificant towns of Gloomoor, Highmarsh and Moorbrook have been left virtually cut off from the protection of the empire. Aarnum's son, Prince Valor, is fighting the continuing threat from the Orcs in the south who are stirring up unrest. At this time, however, the young Prince has so far not chosen a bride, although the ladies Druusa DeMordrey and Varia of Hedgenton are regarded as the most beautiful and sought-after women in the whole kingdom. ::::::::::::::::::::::::::: Book of Religion series ::::::::::::::::::::::::::: Book of Religion I - The Creation of the World In the beginning there was chaos. Darkness was everywhere, as well as fear and uncertainty. Then the gods appeared out of the darkness and fought back the demons of chaos. The demons were banished into the realm of evil and the gods brought order and light into the darkness. The demons, thirsty for revenge, searched for ways to enter the new realm the gods were creating. Life now blossomed on a thousand worlds and while the gods were spreading the seeds of life, death started to destroy those seeds as the demons succeeded in corrupting the work of the gods. From their own blood, the gods created the Worldstone, an artifact to connect all living things and protect them. Fire, Earth, Water, Air and the Void flowed into the stone, which was to form the foundations of existence. The demons, angry at the gods who had banished them to Hell, tried to find ways of gaining possession of the Worldstone, which would enable them to enter the newly created realm. However, the route into the world of mortals was barred to them, so that they, in their frustrated rage, brought jealousy, poverty, hunger and pestilence to the creatures of the gods, sowed the seeds of war and destruction in the hearts of mortals, as well as a desire for limitless power... - Book of Religion II - The Seraphim Army The Demon Princes brought chaos into the gods' creation and showed the Wizards of Darkness how to open the Portals of Hell using the blood of innocents, opening the way for the hordes of the demon brood to sweep into the world. The ensuing battles lasted for whole eons and the gods were pushed ever further back, whilst the Worldstone was under threat of being taken by the demons. Then the war goddess Sophia stepped into the fray, sacrificing herself by facing up to Worganar, the mightiest of the Demon Princes, and was slain by him. But as Worganar triumphed in his belief that he now had the Worldstone in his grasp, divine warriors - the Seraphim - arose from the blood of the goddess. Using their divine powers, the Seraphim destroyed Worgana and his followers and drove the demons back into Hell. Then, as peace finally seemed to be returning, the Seraphim were called upon to protect the Worldstone, which they divided into five parts and concealed the parts in the four corners of the world. But, because of their divine power and their superiority in warfare, the Seraphim became arrogant and presumptuous and in their exaggerated self-assurance they forgot to protect the five pieces of the Worldstone - the Element stones, which were found and stolen by power-hungry elves, the Dark Elves... - Book of Religion III - The modern Seraphim The Elves, proudest of the gods' creations, found themselves confronting their power-hungry brothers and sisters of darkness. But the Dark Elves had an advantage; they had taken possession of the five Element stones, which they were now using to decimate the people of the noble ones, spilling their blood and bringing fire and sickness. The gods sent their Seraphim army to put an end to the slaughter. The Priestesses of the matriarchy of the Dark Elves slew the Seraphim in great numbers, so that in the end only a few of the warriors remained. Then salvation came in the form of the Dwarves from Gnarlingen, who would later become known as the Dwarf Fortress Gnarlstat. These proud warriors cut great swathes through Dark Elves with their broad axes, driving them into retreat. The few surviving Seraphim managed to find and save three of the five Element stones and bring them to safety. But they themselves were defeated and no longer an army, but merely a small band of Guardians of the Light who now turned their thoughts to their divine origins and became ever-more determined to dedicate themselves henceforth to the service of Goodness... - Book of Religion IV - Pagan magic There are many forms of magic in Ancaria. The main types are Heavenly Magic, as used by the Seraphim, Elemental Magic, which is practiced by the Magicians, and Elven Magic. Heavenly Magic is based on power conferred by gods to those who call upon them. Contrasted with this faith-based form is the art of conjuring, which makes use of the four elements of fire, earth, air and water. The uses of magic extend from witchcraft, for which a great variety of - often revolting - ingredients are needed, to the intermingling and weaving together of elemental energy by using ritual gestures and incantations. Nothing is known of Elven Magic, although it is suspected that the Elves draw their power from the very life that surrounds them. - Book of Religion V - Dark magic The magic of darkness is characterized by particularly perverse and brutal rituals in which the organs of living or dead victims are an essential ingredient. Fissures are made in the fabric between the different planes of existence in order to release power from the demonic dimensions. The use of this kind of magic is strictly forbidden and is punished by burning at the stake or exile. Notwithstanding these harsh penalties, the numbers of dark brothers and sisters are not inconsiderable. The dark magicians' desire for power extending beyond the world of the living and into the realm of the dead is very strong. The most common practitioners are the Necromancers and the Dark Elf matriarchs. - Book of Religion VI - Introduction to Necromancy Necromancy is the art of magic relating to death. The necro-reanimation of the dead is regarded as one of the most basic techniques. The binding of souls is the next step, whereby rotten bodies have fragments of lost and wandering souls attached to them under terrible torment. These are the origins of the particular brutality of the anguished souls of zombies and ghouls. A particularly dangerous activity is the calling up of the major damned beings, whose evil nature manifests itself after the death of perpetrators of gruesome acts. Such beings are the liches, ghosts and vampires. The vampires alone can resist being called up and pass on their ghastly destiny with a bloodkiss, whereby the dying victim drinks the blood of his undead creator. - Book of Religion VII - Introduction to Fire Magic Fire magic makes use of the element of fire, which is directly opposed to the element water. Fire magic eats into and devours things; it is also fast-moving. The fire form conjured up always has the purpose of weakening other elements and consuming them. From this come fireballs (in conjunction with air) and circles of fire (in conjunction with earth), as well as a protection spell in which the magician himself becomes a fiery form. In conjunction with air and earth, it is even possible to call down burning meteorites from the sky. - Book of Religion VIII - Introduction to Air Magic Air magic makes use of the element of air. This element stands in direct opposition to the element of earth. It is a form of magic that is more difficult to master even than the slippery water magic. Voltages in the ether bring about static discharges in the form of lightning, storm gusts and tornadoes. The element of air is converted into plasma form and pressed by the magician into any desired shape. This demands great mental effort and many aspiring magicians have failed their tests and been consumed by the giant Succor they accidentally summoned. - Book of Religion IX - Introduction to Water Magic Water magic makes use of the element of water, which is directly opposed to the element of fire. The element of water is flowing, resilient and penetrable. Once combined with other elements, frost spells can be created, which can cause acidic burns, engulf someone in fire and ice, or cause the mage himself to take the elemental form of water. This ability can also be passed on to other mages. It has been reported that once in a watery form, agility can be substantially increased. - Book of Religion X - Introduction to Earth Magic Earth magic makes use of the element of earth, which is directly opposed to the element of air. Earth magic is static and heavy; using the mass of the element in its resonating form. These resonances can be channeled to create phenomenons such as cracks in the earth or even to harden the skin. Combined with water, frosted surfaces can be created on the ground. This type of casting does cause some disagreement about whether the result is a water spell, earth spell, or in fact an obscure hybrid of the two. Some researchers are also unclear on how to categorize the spells of healing, protection and aura. - Book of Religion XI - Persuasion for Beginners The realm of Ancaria is home to the practicing of many religions. There are both mono and poly-parliamentary groups within the different races. It should be noted, however, that most divinities infer their strength from the reference of beliefs of mortals, and thus create varying power structures which swing back and forth. Some theories of the Haeretiker claim that perfect omniscient godliness means a state of absolute peace, while mono-parliamentary factions condemn these claims and make accusations of blasphemy. Religious pursuits in the kingdom were prevented, however, in the days King Aarnum I. and were only revived again in some localities under the later reign of Prince Morgast. This year sees most directions of faith are accepted and tolerated across the realms. One exclusion from this general acceptance is the drinking of the pagan sparkling wines and pagan activities of 'bloodlust' groups, since such exhibitions endanger the lives of the tax payer and serves only to instil fear and ultimately reduce the overall population. - Book of Religion XII - Persuasion for Professionals Among the different religious groups, cults and sects have spread panic and fear across the lands with their own rituals and sacrifices. Snake cults, where virgins are thrown into the pools of poisonous snakes, blood cults, where men have their beating hearts pulled out of them or even birth rituals where the newborn child is thrown to a willing beast, have always existed in many regions of Ancaria. These cults became almost extinct though when Valorian I resurrected the Seraphim. A more open craft is the use of virgins in dragon cults. The use of virgin meat leads to psychological stresses. Others say, it is a human mistake to think dragons would make a difference. A study is currently underway in Mystdale Castle to determine if virgins taste different from non-virgins. - Book of Religion XIII - Persuasions: Forbidden Sources It is argued whether or not a case system exists in Ancaria. Conspiracy therorists claim the family of DeMordrey is in league with the forces of evil and on the new moon of the new year they will take control of the kingdom. There is enough evidence to suggest that the noble houses are on the move, trying to ban minority groups. However, the Seraphim are looking into this backstabbing claim. New research suggests a massive increase of interest in the occult. Though it is not the fanatical religions who are being investigated but the 'gray ones' whose hunger for power is being fed with illegal deeds. Claims that these groups endeavor to gain demonic powers are seemingly unfounded rumors. :::::::::::::::::::::::::: Book of Geography series ::::::::::::::::::::::::::: Book of Geography I - Ancaria's Heart The core region of the Kingdom of Ancaria used to be orc and dark elven land. After Aarnum I took the fortress of the dark elves the capital of Braverock was founded. Tress of the wood were cut back and the lands were made fertile. The rich villages of Shires Pen, Bravesbury and Hedgenton farmed the fields for corn and distributed it throughout the kingdom. Hedgenton alone has managed to increase the output of their lands through political efficiency which came when it split into two. Orcs and dark elves have not been here in hundreds of years and only lone robbers pose a threat to the common wanderer. More dangerous are the roads of the Thieves Quarter of Braverock, controlled by the Guild of Thieves and the Guild of Murderers and openly revolted by the noble houses, even though in secret they finance these guilds to do their bidding. - Book of Geography II - Pioneer of the Southern Border The south of the kingdom consists of the two older settlements of Bellevue and Silver Creek, as well as the younger Porto Vallum. These settlements concentrate on the raising of crops and animals through their farms. Silver Creek alone has a long history through the ample amount of Silver to the south of the borderlands, and has become a special place in the kingdom for noble metal and a flourishing trade network with the blacksmiths of the Barony of Mascarell. Bellevue is a pleasant place, protected by surrounding rivers and mountains and is increasingly becoming a refuge for rich merchants wishing to settle down. Porto Vallum, the harbor to the valley of orcs, is a wild pioneer settlement. The folk have become used to the daily fight for survival as well as the recently increasing orcish raiding parties. - Book of Geography III - The old farmlands of the north Once a meaningful crop and animal raising region, in the times of Alexors I, that meaning has dropped substantially in the last century. The settlement of Wolfdale in the Barony of DeMordrey and Bravewall, close to the borders of the dark elven fortress of Zhurag-Nar only supplies itself now. While little is known about Wolfdale, after hundreds of years Wolf hunting is still common, while Bravewall seems to become increasingly more military, even though they are in a mountain bottleneck region and more susceptable to dark elf attacks. - Book of Geography IV - The Dark Regions After the sons of Aarnum I. repelled the orcs and the dark elves, the newly founded settlings of Highmarsh and Gloomoor won substantial economic note through their 'building and burning' method of resource usage throughout the kingdom. Through the stronger economic strength of the house of Mascarell the introduction of new wood building resources from the regions of Mascarell and DeMordrey, the economic strength of this region began to fall again. Since then they have been treated as colonies of the kingdom. Traitors are hanged and unloved magicians find refuge here even though they are meant to be free of hunters according to the official word of Valorian. After Mystdale Castle was founded, the two settlements Drakenden and Moorbrook were created with the help of the Mage's Enclave. While Moorbrook made use of the wine which grew there, Drakenden became renowned for its proximity to Loromir, the old dragon of Mystdale, and knights here were taught in the honorable ways of Valorian I. - Book of Geography V - Blades of Mascarell Located in the beautiful southwestern area of the realm is the Barony of Mascarell, with its avenues and roads of splendor. Mascarell is well known for its lavish spirit, artists and poets. Bards and singers also sing long into the night of fables and legends in Ancaria, one such being the 'Ballad of the Exquisite Blade!' The daughters Lara and Leah, of the first Baroness, Bianca of Mascarell, related to Aarnum IV. requested the aid of the best instructors of the country, centuries ago after Mascarell become a stronghold of wisdom and beauty. A place between Florentina and Faeries Crossing, which takes its name from the first meeting with the Elves of Tyr-Hadar, rather than for the magnificent orchids and exotic flora for which it is famous. - Book of Geography VI - Wood and Timber from the North Crow's Rock Castle, established under Morgast I, forms the dark heart of the Barony of DeMordrey. The hardest and most merciless soldiers of the realm are trained in the barony, whilst the localities of Wolfdale, Bellevue and Timberton are relatively weak in comparison. Slater's Grave lies to the north of the realm, and this region is more well known for its building trade than for its military abilities. Timberton is the homeland of the wood cutters, who received instructions from Vladimir DeMordrey to carry out more of their work closer to the woods of Tyr-Hadar. The protection of the population is not easily policed due to the encroachments of DeMordreyan soldiers. These encroachments are not nationally outlawed since the house of DeMordrey enjoys near-autonomous rights granted through the marriage of the Valorians with Moridya. However, it is whispered that the Crown of Aarnum X. tacitly grants a general pardon for adventurers and Seraphim alike, who are believed to be responsible for preventing the more menacing and threatening encroachments against the population. - Book of Geography VII - Harsh Winds and Calm Lands Under Aarnum I and his successors, the Orcs were driven out of the region of the present Kingdom towards the south. They are now housed in the protected settlements of Khorad-Nur and Normad-Nur and in the small towns of Kashari and Aish-Jadar. The Orc's cattle breeding ability is distinctly lacking, but in the few oases of the desert there is another commodity that purchases their survival when they meet the hordes and which they also sell to the rich and beautiful for gold and precious stones: cocoa. The smuggling of this product is forbidden in the Kingdom. And so in the oasis of Ahil-Tar and in Prince Valor's border fortress of Urkenburgh (formerly Orcenburh, also known as Uruk-Nar), the imperial troops have taken over an old stronghold from the time of Alexor I, not only for defence against the Orcs and Ogres, but also against smugglers and greedy settlers intent on trying their luck here. According to rumors, the far southeast is said to stretch far beyond the Orc region and to be bordered by the icy plateaus where only the most hideous monsters live. Nevertheless, it is said that the Orcs have driven tunnels into the mountain ranges that separate the desert and are building underground fortresses. - Book of Geography VIII - About Elves and Dragons There is not much to report about the Dragon Lands themselves. The underground village of Alkazaba noc Draco positions itself as a protector of Dragons, and their villagers do not tolerate the export of Dragon Eggs. - Book of Geography IX - The Matriarchy of Depths And Corimbald the Wise reported that... those who the folk in those days only dared to refer to in whispers - known as the Angels of Death - brought terror and death to the villages, the meadows and the houses. Even those among the small folk, the occupants of Gnarlstadt, who escaped the massacre and wandered westwards feared their poison and their deadly blades. Deep in the halls of Zhurag-Nar, the Princesses of the Dark Elves are meeting and laying their murderous, wanton plans. They seldom take slaves and it is widely known that the bones of Orcs and Goblins are found just as often as those of men, women and children, whether of lowly farming stock or from aristocratic families. A human child from the far-away Highmarsh, where the men grub about in the dirt to find combustible materials, escaped the dark cave and spoke about the power of the women who practice dark witchcraft there and how those who swarm against our brave soldiers on the battle field with fluttering flags are just like the drones of a bee state. They are born - or rather laid - to murder, pillage, kill! Woe to you, O Ancaria! - Book of Geography X - At Icecreek Dale Hear me, O ye gods, and accept my thanks! It was in the days of my own springtime that I first came to this place and saw her - Sophia, a Seraphim of the greatest beauty and purity. And with her radiance, she swept a band of scab-ridden Orcs out of her way. But the Orcs had erected a shield wall to protect the evil brood, and so they returned to fall upon the beautiful radiant Sophia again, intending to spill her blood in the cold snow. Sophia fell, but before the mob could violate her, I knocked the disgusting grimaces off their faces with my war club. Enchanted by her beauty, I summoned up my healing powers and brought Sophia back to life. By that icy stream, we build a fortress, a bastion of goodness towering over the icy valley and Sophia became High Priestess and Queen of the Seraphim. In this place, we preserve the knowledge and the wisdom of the ancient ones and offer sanctuary to the remaining Seraphim. Only very few Seraphim are born nowadays and even Sophia has not given birth to a blessed girl, but only to a boy - my son... Aarnum! Stradalus, the abbott of the fortress Monastery at Icecreek Dale - Book of Geography XI - The Orcs Protect yourselves against the wrath of the Orcs, who will bring damnation upon you!'. Thus spoke Cosmin, the Elder at the fort at Orcenburh, nowadays known as Urkenburgh which was taken possession of by our well-loved King Aarnum VI. See the skulls of the Orc brood, impaled on lances and pikes. This fortress will guard the accessways to the green planes of Ancaria. Let the people know that this stronghold against the hordes will serve as a trial for the royal succession. It is decreed that every prince, firstborn and king shall command this defensive settlement and thereby learn about the handiwork of robbery, murder and arson - also known as war. Fight against the Orc scoundrels with valour. Do not give way, and protect the empire. But be on your guard against traitors who do not heed the King's commands and bring rare plants from afar that seduce the senses, and beware of the citadel of the Orc chief Khorad. Such Orc strongholds in the heart of the barren wilderness can only contain evil and are the basis of the horde's empire. - Book of Geography XII - The Shadowzone When Morgast, younger son of Aarnum, fought at a young age against the Orcs to the south he left Orcish males, females and children impaled on ragged stakes. This was until a blade stabbed through the back of the prince, plunged by one of his own men to put an end to further relentless screaming of more Orcs in pain. Some fools dared to head to the moors of the Dark Elven realm who destroyed Gnarlstadt. Those that escaped the poisoned arrows of the Dark Elves reported of further Orc camps. It seems as though this dark and wet land is the origin of the Orcs. Or did the Orcs come from further east? Through dark forests and mountain chains, unknown to the powerful and wise men of Ancaria? Will it be possible to walk these lands one day? Who knows? - Book of Geography XIII - The Artists of the West And so it was said that Cosmin the Young was expelled from the house of his father, and as a royal orphan, with conmen, gypsies, bards, and thieves ranged across Ancaria until they reached the green meadows of Mascarell. There they set up a camp where they celebrated, sang and danced and enjoyed the company of the beautiful young Maegde. The art loving daughter of the Baron Guillaumon of Mascarell along with her escorts joined the festivities after they came to investigate the joyous celebration. The Baron's daughter had an interest in the art created by Cosmin and invited him and his troops to the Castle of Mascarell. The troops remained and Cosmin taught the arts of painting and picture framing, singing and music. An entire world of art and beauty were created by Cosmin and his children Stephanus and Andalina. :::::::::::::::::::::::::: Book of the Undead series :::::::::::::::::::::::::: Book of the Undead I - Vampire The Nosferato, more commonly known as vampires in the modern tongue is a particularly sly creature. Evil and deceitful, these undead creatures of the night are faster and more nimble than their unholy counterparts. They life off the blood of the living and have the ability to create willing servants through a vicious bloody kiss. The vampire is neither an ugly or revolting creature though, and one must wary as they have an aura of well-being, charm and elegance. This appearance tends only to happen at night with their ability to discreetly change form. During the day they are harmed by natural sunlight which will burn through the creatures when in vampire form. Luckily there are only a small number of these creatures in Ancaria. The most popular case is the legend of a Knight of King Aarnum I, who fell prey to a vampire queen in the Battle of Mhurag-Nar. Silver Creek was eventually rid of these terrifying once- knightly creatures, as in the time of Valorian, the intervention came in the shape of a Seraphim, sacrificing her life in order to slay the vampire brood. - Book of the Undead II - Rotten flesh Ghouls and zombies - once these were the children of humans but, evil by their very nature, their rotten souls did not cease from transforming them even in death. Their evil decline continued further and now they are barely recognisable as humans. Their bodies are slimy or decomposed and riddled with maggots. But zombies have an appetite for living flesh, while ghouls prefer to eat their fill from dead bodies. Wanderer beware! Ghouls and zombies have an evil intelligence that helps them to hunt down their victims. Do not be deceived by their slow movement... some of these nightmarish creatures might prove difficult to destroy and may even be mightier in death than they were in life. The writer Sebastianus of Urkenburgh reported that seven days after the life of Morgast, the second son of Aarnum I, had been snuffed out, his soul would not go to its rest, and appeared as a zombie in a form with superior powers to terrorise the fortress. Finally, Michaelius of Mascarell succeeded in hacking the beast into pieces and covering them with pitch to bind it for ever in death. Without doubt, a pure-hearted ghost may also be corrupted, but for that the most unspeakable powers of necromantic witchcraft are required and those are rarely found in the planes of Ancaria. - Book of the Undead III - Automaton of Death Skeletons are creatures without understanding. They are tools, created by the magical arts of necromancy to obey the commands of their master. They do not possess their own will but instead attack with basic skill or limited magic depending on the purpose for which they were created. These creatures are usually found acting as guardians for necromancers, ambling around specific areas as their orders dictate. They follow with no regard for their self-being. The necromancer Manekellus of Mystdale Castle, a student of Shaddar the Banned, claims that the extremeties of a skeleton are held together by magical currents within the bones, which when woven in the correct manner enable a raised skeleton to wield even more power. - Book of the Undead IV - The Restless Ghosts are creatures whose dead souls cannot find peace. This is possible through either evil souls or those whose life was ended unjustly or prematurely through unfortunate actions or bad luck. It is known that these beings bind themselves to an emotion they had before their passing, whether that emotion be love or worry, revenge or hate. It is possible to destroy such a being and in most cases it would take hundreds, possibly thousands of years before the soul could take apparitional form again. - Book of the Undead V - The Undead Mummified undead plagued the graveyards in the time of Aarnum I. Since this practice has been little used over the last few centuries, these unholy beings are now found only seldom. Often coming from rich households, these creatures are damned individuals who had the most horrible of curses laid upon them at death, to make them haunt the living. Little is known about them, but Shaddar, the great necromancer from Mystdale Castle asserts that those clumsy, stalking mummies resulting from experimental necromancy are ridiculous parodies of the mummies from a real master who is able to endue them with the power and skills of warriors and magicians of heroic strength. - Book of the Undead VI - Higher Energy Being A relatively evil form of undead are the Liches. A lich is a mighty wizard, who shortly before dying would prepare his own body by channeling and converting it into negative magical energy, maintaining the cohesion of spirit at the same time. These energy beings are lords over all forms of undead and have the ability to draw life energy from other living organisms. Their ever-lasting goal is to increase their power, making all liches a phenomenal match against even the High Mages of the living. Only the most powerful magic can stop such a creature as liches can raise servants from the bodies of the fallen. It is not surprising that a long time ago, 78 mages died in the attempt to destroy a single lich near Mystdale Castle, which was created by the Necromancer Shaddar. It was noted that Shaddar was then banned from the Enclave. ::::::::::::::::::::::::::: Book of Monsters series ::::::::::::::::::::::::::: Book of Monsters I - Demons The minuscule demon is an other worldly creature. Demons exists on four elementary levels, although the most well known demon is that of the fiery depths of Hell. Not much is known about these creatures except that their aura gives them the ability to take their physical existence and 'phase' into this world. There are modern assumptions that the word 'Demon' does not derive from 'Daemonicus' but instead from a representation of the multiple dimensions from which they come to pass, which in Old Ancarian would read as 'Dimen-Zion'. Attempts to summon demons are usually met with unsuccessful ends, since forcefull summoning a demon from its dimension has destructive consequences. It is therefore recommended to use either Hexa, Penta or Septagrams to conjure a protective shell to contain the beasts. Further literature can be found under the author Shaddar, Mg. Bst. 'Where The Gods Are Wrong! Introduction to Summoning Lesser Daemons' as well as the book by the same author; 'Sakkara-Dimen-Zion The High Fire Devil of Hell: An Analysis of Experimental Summoning Techniques'. - Book of Monsters II - Reptiles Contrary to common belief, Wyverns, Dragons and Fire Lizards do not have the same origins. Whilst the Wyverns (Wyvernus ordinarius) and the Ice, Fire and Desert Lizards derive from the same group of cold-blooded reptiles, real Dragons have some of the same components in their blood as Seraphim. An investigation of Dragons' eggs and Seraphim blood reveals that both beings hark back to the creator gods of prehistory and so are even older than the elves. To date, there are three known reports of Dragons in Ancaria: Loromir of Drakenden instructs knights in the ancient paths of virtue. In faraway Alkazaba noc Draco, it is said that the folk there serve a Dragon who protects a fabled store of treasure. According to recent reports, there also appears to be a particularly evil and powerful monster in the woods to the west of Mascarell. - Book of Monsters III - Cavebeing Two types of particularly treacherous cave-dwellers have reached unimagined sizes and can be found close to the illuminated crystal mountains of Gnarlstat. Tatabak III, dwarf guardian of Obergnarlingen, reported during the time of Morgast I that cave fish and gigantic spiders often make their homes in the depths of mines and in deserted fortresses. Whilst hellfish seem to be a cross between prawns and fish, which chew everything up with their powerful jaws, recent reports also speak of spiders that almost reach the size of a house. - Book of Monsters IV - Animals of the Woods The fauna of Ancaria is defined by the animals of the woods. Along with the countless deers and stags, reserved as prey for the Nobles and Hunters, different specimens of bear and wild boar call these lands their home. The animals are, like most types of wolf, less aggressive than folk lore would have one believe. Dangerous and aggressive are the Wargh wolves though, whose origins are from the Dark Elves of Mhurag-Nar. - Book of Monsters V - Goblinoids The origins of the Goblinoids, the Orcs and the Ogres are not known. There is speculation that they might be offshoots of a previous mixing of human and dwarf tribes. The Ogres are a variant that arose out of the breeding of warriors among the slave Orcs of Mhurag-Nar during their enslavement at the hands of the Dark Elves' empire. Similarities in the word Nar, used by the Dark Elves, and the Orc word Nur, both used to denote a fortress, appear to stem from this era of slavery. The heritage of the Goblins seems to be even older still. These creatures are not really evil, being rather of a chaotic nature. One could speculate whether the later Orcs developed from an aggressive Goblin breed that evolved bellicose characteristics while living in harsh regions that were hostile to life. - Book of Monsters VI - Harpies and Gargoyles Harpies and Gargoyles (also called water-spewers) originate from the time of the Wars of the Gods, when the Demons fell into the world of mortals. Harpies are creatures of demonic origin and are the offspring of Demons who paired with Elven women they had enscorcelled with their spells. The Gargoyles guard the palaces of the Dark Elves. The Dark Elf magicians animated the stone water-spewers and breathed demonic life into them by planting the souls of weakened Demons into the first Gargoyles. After the Wars of the Gods, whose end was brought on by the sacrifice of Sophia, both forms of creatures sought out places for themselves in the world and now are only occasionally to be found near deserted buildings and ruins. ::::::::::::::::::::::::::: Book of Recipes series :::::::::::::::::::::::::::: Book of Recipes I - Grilled Quail out of Braverock Hunt six quails (or if that is not possible, three chickens will do) and kill them. Make a cut across their spine and press the bird-halves flat. Insert a spear along the length of the animal and another one across it, so the legs and wings become fixed. Cover the body with fat or butter and season it with salt and pepper. Grill the animal under constant rotation until crisp, then prepare the sauce. Use sugar and mustard with oil and a splash of red wine. Heat this up untl the sauce becomes chowdery. - Book of Recipes II - Fried Bread of Alkazaba noc Draco Take young gourds. Pare them and carve them into pieces. Cast them into good broth, adding a good portion of minced onions. Take cooked pork, grind it, and mix it with egg yolks. Add saffron and salt and serve it forth with sweet powder. - Book of Recipes III - DeMordreyan Mutton Take bread and fry it in grease or in oil. Take it and lay it in red wine. Grind it with raisins, take honey and place it in a pot, then cast thin egg whites with a little water and beat it well together with a slice. Set it over the fire and boil it. When the heat rises to boil over, take it off and let it cool. When it is ready, mingle with sugar and spices. Salt it and let it stand, flourish it with white coriander in confection. - Book of Recipes IV - Bravesbury Steamed Spinach A dish, in which each part has a different color, is made like so: Roast chickens on a spit, but do not put them too close together. And when they are roasted, make six colors, the white is made like so: Take an egg white, put a little flour into it, make a thin batter. Brown is made like so: Take sour cherry jam, make a brown batter with eggs and flour. The yellow make like so: Take egg yolks, some wheat flour, saffron and three or four eggs, out of which make a batter. Green is made as follows: Take parsley, and strain it together with eggs through a cloth, put flour with it and make a batter. Black, take flour and eggs, make a paste out of it, put powdered cloves therein which have steeped overnight in beaten eggs, put enough into it, so that it becomes truly black. When you have made the five colors after this fashion, then baste each
chicken with its color and take care that it is no longer too hot. And when the color is dry and adheres, then draw the chickens off the spit and lay them next to the other roasted meats on a dish. - Book of Recipes V - Fried Icecreek Dale salmon in wine sauce Grate a fist of cheese. Dice two medium onions, and half-handfuls of sage and parsley. Part-boil the onions, sage and parsley for a short while. Beat four eggs and half a stick of butter lightly together. Add a table spoon of sugar, ginger, cinnamon and currants to the egg mixture. Put cheese in a pie shell and pour egg mixture over the top. Bake until it tests clean. - Book of Recipes VI - Mascarellian Cabbage Stew Pare and slice the apples and place them in a pot. Add equal parts of wine and water until the apples are just about covered. For every two apples add a perhaps a half small spoon of cinnamon or a stick of cinnamon, or more depending on your taste. For every two apples add two or three whole cloves, or more if you like cloves. Simmer the apples for an hour or so, then add around one third of a cup of sugar for every two apples, adjusted to your own taste. Give the apples a quick stir to break them up a bit. Let them simmer until you are ready to eat them, but at least until they break up into an apple sauce like texture, perhaps with a few unbroken chunks. Just before serving, add one table spoon of butter for every two apples and stir until melted and blended. Serve warm, but it's good cold the next day. - Book of Recipes VII - Elven Slices of Tyr-Hadar Take two thirds a cup of lard and one half a cup of diced suet, and mix into three cups of flour and one half a table spoon of salt. Stir in about one half a cup of cold water, shape into a ball and leave to rest, covered, about an hour. Roll out and cut into circles. Place fillings of your desire within the circle centers, fold pastry and crimp shut with a fork, then bake in a good heat for a full half of an hour, or until browned. - Book of Recipes VIII - Moorbrook Pepper-sause for calf or game animals Take wine and honey. Set that on the fire and let it boil. And add thereto pounded ginger more than pepper. Pound garlic, but not too much, and make it strong and give it impetus with egg whites. Let it boil until it becomes brown. One should eat this in cold weather. ::::::::::::::::::::::::::::::::::: Scrolls ::::::::::::::::::::::::::::::::::: Book of the Seraphim Memorandym from Urisa'N TachYon concerning the use of cloned warriors. The first test run in the defence matrix GT-AS 565 went entirely satisfactory. The DNA morphing of Dragon Battle Lizards with female slaves from the Elifa produced effective fighting amazons in a very short time. These warriors can be used in combat against the three-dimensional demonic giant Worgarians as a replenishable battlefield resource. Fibre-reinforced bone constructions and organic reflex amplifiers permit efficient close combat techniques to be employed. Fitted with implanted emitters for transmitter enquiry from geostationary transfer satellites, these warriors prove to be very efficient terminators, since they are able to call energy bundles from orbit by vocal command, or energetic protective shields. The idea exists for carrying out training routines to turn these clone fighters into efficient pilots of our space attack forces. The spacecraft of the Paladin Class seem to me to be a suitable basis for this. - Scroll 1 - Diary We lost Thorwyn about a week ago. He was so eager to head for the troops of Prince Morgast that he left without us. He now rests at the foot of a tree, planted in his memory. May he find his peace. The grave inscription should help the poor dwarf settle. He always wanted: 'Thorwyn is no dwarf!' - Scroll 2 - Life's Wisdoms of the Knight Markus Marian Patrol the Woods with your Companion and you will find terrible Dragons, do not dismay. Do not try to be faster than the Dragon, instead, be faster than a Dwarf! - Scroll 3 - Diary It is horrifying to see how many women are stopping their education to take care of their homes and be in front of the oven again! Speak up and demand your right to be equal fighters. You deserve respect if you do respectful things. Alicia, the Black Warrior. - Scroll 4 - Laws from the time of Aarnum I If a person hits someone else in the head, causing the victim to suffer blindness, death or broken bones, then the offender will be fined 250 gold pieces, or may receive an equal number of lashings across the soles of the aforementioned offender's bared feet. - Scroll 5 - Laws from the time of Valorian Let it be announced that every man and every woman be equal before the law. It is also to be assumed that should one break the vows of marrige, 40 Acres of land should be left so that they may build their own existance. - Scroll 6 - Laws from the time of Aarnum III False beards are forbidden if they could cause laughter in temples or churches. - Scroll 7 - Laws from the time of Aarnum III Farmers are not allowed to wrestle bears. - Scroll 8 - Laws from the time of Aarnum III Men are not allowed to spit on the ground, if women are present or watching. - Scroll 9 - Laws from the time of Aarnum III It is allowed to shoot a bear but it is not allowed to wake a bear from its sleep with the intention to use magic to change its form. - Scroll 10 - Laws from the time of Aarnum III Giving alcohol to a moose is a punishable offense. - Scroll 11 - Laws from the time of Aarnum III Cursing inside town walls is forbidden. - Scroll 12 - Laws of the Barony Mascarell To scare Unicorns is forbidden. - Scroll 13 - Laws of the Barony Mascarell An old law declares goatee beards as illegal. The only exception is if you have paid a tax to receive the permission and privilege to wear one in public. - Scroll 14 - Laws of the Barony Mascarell Hunting is forbidden on a Sunday - Scroll 15 - Laws of the Barony Mascarell It is forbidden to go to bed without previously having a bath. - Scroll 16 - Laws of the Barony Mascarell To tattoo or pierce oneself or others is forbidden. - Scroll 17 - Laws of the Barony DeMordrey Witches and Quicksilver are forbidden. - Scroll 18 - Laws of the Barony DeMordrey Arrows and swords may not be used as currency. - Scroll 19 - Laws of the Barony DeMordrey For every rat's head delivered to the town hall a reward of 10 silver pieces will be handed out. - Scroll 20 - Laws of the Barony DeMordrey If you don't carry at least one gold piece with you, you could be locked up for vagrancy. - Scroll 21 - Laws of the Barony DeMordrey It is forbidden for Vampires to be inside the village borders between sundown and sunrise. - Scroll 22 - Laws of the Barony DeMordrey The false pronunciation of the Village name is punishable by a 50 coin fine. - Scroll 23 - Laws of the Barony DeMordrey The participation or organisation of Duels is strictly prohibited. - Scroll 24 - Laws of the Barony DeMordrey Horse theft is punishable by death. - Scroll 25 - Laws of the Barony DeMordrey Without the permission of the acting baron in charge, women are not allowed to cut their hair. - Scroll 26 - Laws of the Barony DeMordrey All residents must pay taxes for their furniture and their servants. - Scroll 27 - Laws of the Barony DeMordrey If more than eight women live under the same roof, this house is then classed as a brothel and they are not allowed. =============================================================================== =============================================================================== d. Contact information =============================================================================== You can contact me over e-mail from address 'darksavior at saunalahti dot fi'. You will also find me on the official Sacred forums, which are located in http://forum.sacredeng.ascaron-net.com/index.php?s= Do not contact me about hosting this file, only the sites listed at the start of this document are allowed to host it. =============================================================================== =============================================================================== e. Blacklisted sites =============================================================================== The following sites will never be permitted to post my FAQs/Guides: www.3dgamer.ru www.ag.ru www.ggmania.com Most usual reason for blacklisting is that they did not even mail me for permission to post the files. ===============================================================================