recursal/Fanatic-Fandom huggingface dataset:
The Cosmology

(This is not the story)

TEWY Verse is very large it has infinite smaller multiverses within Larger Multiverses. Each Larger multiverses is made of Transfinite Spatial dimensions. While each smaller Multiverse which are inside the larger multiverses contains infinite dimensions. There is an entity that embodies infinite/All larger multiverses which contains transfinite spatial dimensions. And beyond his reach the great black void the absolute darkness which is unending nothingness where all of the larger multiverses float on it. The Void transcend all space, Time , dualities, Concepts and spatial dimensions.

Beyond the nothingness exist Rooms each higher Room is larger then the lower room and all room are larger then the void and the larger multiverses. transfinite rooms(realms) of beings that are beyond the void beings that transcend baseline 1-As. Each higher rooms view the lower rooms & being within that lower room as nothing more then an illusion or a dream. the Highest room is the room of the being that view any other 1-As as nothing more then fiction or a dream. The beings exist in the highest realm is high 1-A being. And beyond that realm we got the book of bible that view all rooms and anything else as nothing that fiction. The book and the evil entity exist on a metafictional realm where the evil entity manipulate and write any being in the endless stories of creation. the book stories start from the beginningless nothingness to endless end sea of creations(which contains all 1-As, high 1-A, nothingness, some voids, the multiverses and realms of the 1-A beings) And the Entity smallest portion of his absolute unending power equals the book that contains everything. the realm of that Entity is the breach of all readers( Us)

Beyond that realm is the Mind that view all creations as a dream. the creator of everything the one that created the entity.

The Verse also have infinite Dimensional realm outside the mutliverses like the realm between, RosePark, the death of the multiverses and more. The realm between is a realm between all dualities like fact and illusions, immortal and mortal, friendship and enemy etc. The being that embodies & rules the real between is called Across two. The Rosepark is an infinite dimensional realm created by Rosa the lovely angel. The realm is most likely a fun world for higher dimensional beings. The realm of Death is called the end of the multiverses is the opposite of the multiverses where the realm of death is only for the death and the realm of the multiverses is supposed for living beings.

The lower dimensionsal beings and things. In TEWY verse there are religious and atheist persons the humans believe in their supreme beings but what if that supreme being is not evil/sinfull person? The truth lies beyond their lower dimensional perceptions. Earth is as large as our earth the population on earth decreased because of the war between humans and demons.
Cyborg Programmer

## Member of the KhanCollab

Cyborg Programmer is one of the core members of the KhanCollab. He made the original character graphics and has since worked on character and attack graphics.

## KhanQuest Character

In the game, Cyborg Programmer is the advisor to the player. He constantly worries about losing his robotic eye and is seen conversing with one of the hacker's robots. The player confronts him about it and defeats him, only to realize he was not the hacker. He is later captured with most of the KhanCollab by the hacker's monolith and appears once more at the end of the game.
Jungles of Baltine (Area)

## An Old Scroll

It reads:

> To all who find this scroll...
>
>
>
> I have traveled the jungles of Baltine and in my time have found
> a way to get around the head hunters with out fighting!
> Unfortunately my friends and I feel we may be in danger now
> because we are trying to return this jewel we found to its
> rightful place. We feel that we may be captured at any
> time! Therefore I am writing this to let others know of
> my discoveries. If for some reason I can not return the
> jewel to the falls, remember this...
>
> I have found that most of the head hunters in the jungle fear voodoo.
> I once made a voodoo doll from four items I found here
> in these jungles. I didnt make it myself, but had
> this witch doctor make...
>
>
>
>
> --- The rest of the scroll has been torn off! ---
>
>

## Witch Doctor

Go north, then 1 west, then north until you find the hut.

Enter the hut with the old villager. Move the rug and head west to find the Witch Doctor. He needs 4 items to make a doll.

## The Cage

South of the witch doctor, there is a cage with men in it.

> The men shout please save us!
>
>
>
> One of the men in the cage says: Go find that young lady who tried to save
> us. She was captured by an evil head hunter.
>
> Another man in the cage says: Yes, she has the key to get us out of here!
>
> A man in the cage says: I will give you something if you set us free!
>
>
>
>
>
Wood elf

## Description

Countless millennia ago, in a dark land before there were ages the elves of
the world were created first. Ancient scriptures, passed down, scribed and
translated time upon time read that elvenkind are the chosen race of light
in the eyes of the true Gods, that they were blessed, first to walk upon a
new, unsullied world.

If you were to ask a wise dragon of such events and it deigned to answer a
mortal being such as yourself it would scoff and talk of the Old Ones.

Whatever their true origins, many are blessed with an affinity towards life
and the natural world, they not only dwell within great forested areas, an
elf has an innate gift to nurture and shape the living world around them.

In the distant past scattered groups separated from the first civilization
of the High elves during a period of great strife and settled, falling back
into the embrace of the eternal Goddess. They have aptly learnt to harness
the woodlands as an invisible weapon against intruders, leading them along
magical pathways to wander for hours, only to reappear days later, quickly
becoming lost and confused amidst the thorny undergrowth.

There are rumors of colossal trees, beautifully sculpted, sheltering vast
numbers of the Kagonesti high above the forest floor, wonders to behold.

Unseen guardians constantly patrol the borders of the deep woodlands, ever
watchful of folk trying to enter their territories, the hidden waywatchers
are renowned for their impressive longbows and keen ability to vanish into
the leafy undergrowth at will. High elves manage to coexist with the Glade
Wardens even though they consider themselves to be somewhat superior, they
combine their skills to manage the borders of the kingdom of E'linesti and
the countless other wooded places elfkind chooses to dwell.

## Bonuses

* Increased Spell points per point of Int
* Higher natural Dex
* Combat bonus when in forested areas
* Defense bonus when in forested areas
* Infravision
* Increased base sp

## Penalties

* Fight penalty when in towns and cities
* Lower carrying capacity
* Lower Base HP
* Lower alcohol tolerance

## Racial Weapons

Wood elves specialize in close quarters combat, trained at an early age in
the expert use of the thrown spear and shortened sword, striking down from
canopied treetops and vanishing into the foliage in the blink of an eye.
The treefolk also count many spellcasters amidst their numbers and all are
fluent with the use of staves and quarterstaffs.

## Preferred Classes

With their high intellect and and deep spell reserves it is not unheard of
for Wood elves to choose from any of the spellcasting schools of magic. An
almost unmatched level of dexterity and agility suits the frantic world of
thievery and assassination although most would shun such a life.
Wardancers are the elven equivalent of berserkers, they have no armor and
move fluidly, weaving 'dances of death' around their aghast opponents, the
paths of the warrior and the barbarian are open to such unique fighters.
Tower of Utorix

Notice young and old adventurers!
The entrance to the north will take you into the tower of Utorix.
The tower has been taken over by crazed men and wild creatures.
It is said that men have entered wimps and come out heros.
Be sure to remember to use wimpy. The word that I have received is
the higher up you go in the tower, the stronger the creatures are.
Good luck at ridding this tower of it's evil forces!

## Location

Take the boat to Shangreen and head north from the docks.
The Wounded Man

## Location

To find the wounded man, from the entrance of the sewers travel `south, south, west, west, west, west, north, north, north, east, east, south`.

## Description

It is obvious to you that this man is dying, he has lost a lot of blood
and he is deathly white. He needs to be taken to a healing place close by
before he dies, you will need to say which direction he should go in,
one room at a time.

## Steps

To guide the wounded man, you have to `say [direction]`.
`north
west
west
south
south
south
east
east
north
west`
CREEPER Coding

## Member of the KhanCollab

Creeper Coding worked with the KhanCollab on the plot, as well as starting this wiki. He has since gone inactive.

## KhanQuest Character

In the game, Creeper is a beastmaster who sells pets to the player. He also gives the player information about the different worlds. He and Spamite are rivals due to Creeper's use of the word "Pinapulz" as a salutation. He is with the KhanCollab when they are captured by the hacker's monolith and later appears at the end of the game.
Halfling

## Description

Halfling history is, by and large, like the race, unremarkable. Several names
exist amongst the other races for the halflings, such as shirelings, hobbits,
hin, rumblebelly's and shortfellows.

Unadventurous, bucolic, with a quiet passion for the simple things in life:
farming, eating, drinking and merrymaking. Although capable of defending home
and family courageously if the need arises, they would rather enjoy six meals
a day, if they could get them. Fond pastimes include gardening, fishing, dice
throwing, brewing of fine ales and the smoking of mind-altering pipe-weed.

Indeed their appetite for food and alcohol is legendary.

Small of stature but well rounded as a whole, in fact some would use the term
'plump' to describe their well-fed frames. Oversized feet are a trademark the
people are most associated with, thick leathery soles mean that few bother to
wear boots and are quite happy to amble along barefoot.
Nearly all male halflings are incapable of growing true beards, although many
have long sideburns. Usually attired in plain shirts and simple breaches of a
brown tan the halflings save any bright colours for festivals and weddings.

Halfling communities are tightly-knit groups found around the realms, usually
near the settlements of other races. Most halflings don't recognise any claim
by king or noble as sovereign rulers but instead look primarily to the family
elders to guide them. This focus on bloodlines has enabled halfling tradition
to continue for millennia relatively intact, in little, hidden away hamlets.

While most halflings do not have the same need for adventure that some others
do - most prefer boredom to trouble, however, if pressed, they transform into
valiant paragons and are a notoriously determined bunch once set in motion.

## Bonuses

* Naturally very high Dex
* Increased healing when drunk
* Very high satiation capacity
* Bonus when fighting large creatures

## Penalties

* Weapon class penalty
* Lower natural armour class
* Lower natural Fight
* Lower natural Strength
* Lower Base HP
* Lower Hit points per point of Con
* Lower carrying capacity per point of strength

## Racial Weapons

Because of their small size halflings have problems with any two handed or
heavy weapons, but their natural dexterity aids them well with smaller and
delicate weapons of any nature, the lighter the better.

## Prefered Classes

Halflings are solid and dexterous humanoids, even given their limited size
they have strong survival instincts and an ability to quickly recover from
injury (albeit while drunk) which helps to keep them in one piece.
They are not the most durable of races, relying more on not being there to
be hit than staying in a fight, they can excel at thievery but usually try
to avoid breaking any laws or getting into trouble if they can help it.
The Realm beyond the 4th wall

Any Character that is able to break the fourth wall can reach at this level of existence the Place where not even the concept of stories can reach. All character that reach this Realm aren't bound by the concept of stories how ever they are still bound to the Evil Entity & The Book. In this realm most Cross over events happen. Since character outside the Teewy verse who can break the fourth wall can reach to this plane of existence and meet with other characters within this or other verses. This is the same reason how 2 Fourth wall breakers from the beyond the 4th wall verse were able to communicate with Rosa another 4th wall breaker from Teewy verse. There are chances that characters on this level of existence can break outside the book it depends if the evil entity allows it. Take note breaking free from the book doesn't mean you're in the real world you will be in a metafictional realm.  Any Entity that is equal or superior to the evil entity will not be bound by his authority.

This realm is also called the realm of crossover.

4th wall breakers outside the Teewy verse doens't necessary have to be in this place unless its a cross over event.
Titles

The level a character is isn't really apparent, but can be discerned by their title via the Bounty Board in Cormallen

## Cleric

```
20   2000000       Demi-God                    Demi-Goddess
19   1385800       high priest                 high priestess
18    959510       high priest                 high priestess
17    664220       patriarch                   patriarch
16    460300       patriarch                   patriarch
15    318780       lama                        lama
14    220780       lama                        lama
13    152870       bishop                      bishop
12    105800       bishop                      bishop
11     73190       cannon                      cannon
10     50510       cannon                      cannon
9     32760       elder                       elder
8     23770       elder                       elder
7     16100       perfect                     perfect
6     10730       curate                      curate
5      6770       vicar                       vicar
4      4280       priest                      priestess
3      2370       adept                       adept
2      1000       acolyte                     acolyte
1         0       novice cleric               novice cleric

```
Birthday party quest

## Quest Description

Help celebrate the Farmer's birthday in style!

Note: This quest requires travelling to Newbie Areas
with restricted access, making it tough to complete
after advancing past level 5.

## Location

The farmhouse to the south of Easy Street.

## Todo List

The Farmer's Wife is found in the kitchen, making preparations for a birthday party. You can read her To Do list, which involves collecting various ingredients to make a cake. The list itself is regenerated each update (~90 minutes) but involves finding mobs that have 5 ingredients (and killing them or stealing from them).

## Ingredients

* Flour
* Milk
* Bag of Sugar
* a small clutch of eggs
* Butter

## Finding Ingredients

* The ducks and cows can be found in the field north of the farmer's house.
* The hunter is in a hut north of the High Tower of Magic.
* The worker ant is in the basement of the tower in Shangreen.
* The dirty bird is in the dungeon of the tower in Shangreen.
* The shop in the clouds is (I don't know, if you find it, update here)

## Bake a cake

Once you have all the ingredients collected, put them in a bowl and attempt to bake a cake. The Farmer's Wife will take over and ultimately leave a birthday cake for you to get.

## Set the Table

Once you have a cake, you have to set up for the party. This involves finding two other items, the silver tankard and the box of birthday hats.

## Finding Party Supplies

* The box of hats is found by searching the chairs in the farmer's house.
* The tankard is in the chest in the farmer's hidden room, behind his bookshelf.
The Fabled Duck of Golgafrincham

## Quest Description

There has been a strange disturbance in the lands of Zebedee as a gateway
to the future has appeared! Look for the gateway near the open plains,
and return to Leo the stolen Fabled Duck of Golgafrincham, from someone in
Milliways, the restaurant at the end of the Universe!

## Location

Out of the west gate of Cormallen, travel west, west, west, north, north, east, north, east, north and you will see

> There is a strange metallic corridor suddenly starting from nowhere
> leading West.
>
>

If you know where the Cute Little Frog is, it is one room north.

## Zaph's Shop

You will find a vending machine that sells Pair of Cool Sun-Glasses for 400 coins, and the teleport room to the East.

## Milliways

The party at the end of the universe, and all anyone wants is a decent drink. You need to get a drink for Mr. Hotblack Desiato, the stronger the better. Since he's, you know, dead, you can't hand it to him but you can put it on his table.

In return, he'll give you Some Black Keys.

## The spacepark

Heading south you can find the vantablack ship of Mr. Hotblack and use his keys to enter it.

## Hotblack's Ship

The minute you enter the ship, it takes off. Before it goes somewhere unpleasant, head south and look at the damage done to the teleporter controls. The panel needs rewiring and several electronic leads need to be inserted into their appropriate slots.

Once everything is nice and tidy, close the hatch and step into the teleporter.

## Ship Bridge

The captain of the ship is issuing orders, but is uncomfortable in his too-cold bath. You'll have to turn the hot tap to cheer him up.

He will give you The Fabled Duck of Golgafrincham (item) in thanks.

## Leo

Turn the duck in to Leo the Avatar of the Gods in the basement of the old town church.
Ringbee

⭐⭐

> **They are diligent workers in collecting honey. Many farmers in the city domesticated them as workers, but that does not mean they cannot fight. They have stings to drive their opponents away.**
>
>

*- Ringbee's Bestiary Entry*

**Ringbee** is the 10th species of Monster in Monster Saga. It is a basic form, and later evolves into Bellodia once leveled up to Level 5. It is 2 stars (⭐⭐) in rarity.

## Appearance

Ringbee is a bee with a massive thornax, and beyond that he looks of a normal bee, in the Monster Saga style that carries over through all 30 of the monsters in the game. However, one notable feature is that the Ringbee has claws on each hand.

## Practicality &/or Use

Ringbee is useful early in the game as a ranged unit that can last just a little bit longer than that of Drazzo. Another average ranged unit that is good early into the game.

As with all basic monsters, later levels will prove a challenge and Ringbee will need to evolve in order to sustain with the stronger opponents, especially Gaboom.

## Trivia

* Ringbee is unique compared to real-world bees because of his clawed hands, which is foreign to all other types of bees.
Entrag

## Description

A dwarven town to the north in the Drisnak Desert

## How to Find

The desert is a confusing place, but can be mapped out with some diligence. Otherwise, you can just move:
From the Match-Match Camp, go south, east, south, east, east(scorpion), north, east, north(scorpion), east.
Then north, north, west, west, west(scorpion), south, west, north, north.
Then east, north, north, west, west(scorpion), west, north, and then all the way west.

## Side Quests

* Chickens and Pigs
* Savoy's Bishop Puzzle
Shangreen

## Directions

Leave east out of Cormallen and swim across the water to the east until you reach a shore. You will find a boat you can board which will take you to Shangreen.

## Town

```

*             Welcome to the lands of                    *
*                    Shangreen                           *
*                                                        *
*     Main Town of Shangreen......                       *
*         ( Shops, Pubs, etc... ) < West then North      *
*     Town of Driftwood...........< West                 *
*     Town of Caladonia...........< West                 *
*     Unknown teritories..........< West                 *
*     Druid weddings..............< West                 *
*     Tower or Utorix.............^ North                *
*     Fighter training area.......^ North                *
*     Young fighter training area.^ North (YPA)          *
*     Emerald river...............> East                 *
*     Dead Marsh..................> East                 *
*     Mount Doom..................> East                 *
*     Tunnels of Shangreen........> East                 *
*     Unknown teritories..........> East                 *
*    -Baltine! The new jungle adventure! > 1 East        *
*                                                        *
*                                                        *

```
Forgotten town quest

## Description

Find the Forgotten Town and rid it of a terrible curse.
Once inside the town, you may find further information.
A local peasant may be of some help to you at first.

## notes

get steel spade
east from warrior, north through rubble
west, lift grate, down and say quest to small boy

You say: quest
> The boy sits up.
Boy says: You gotta help us. The town has been taken over by a horrible curse!

```
 I'm the only one who managed to escape.

```

The boy looks sad.
Boy says: The magic comes from an orb I think. If you could smash it we

```
 could all be free again.

```

Boy says: Its rumoured the Great One's magic is so powerful he can

```
 withstand normal weapons. I hope you can find one to defeat him.

```

The boy looks glum.
Boy says: There is an old man somewhere in the valley I think.. I think he

```
 tried to free us but he failed.

```

He knows much about the task ahead..You might ask him for help.
The boy lies down.
Boy says: Please help me..you're my only hope now.
Dart

Level: 1
Cost: 2sp

## Description

Using your inate speed you dart as fast as you can. The higher your dexterity the further you will be able to dart.

Specify the directions by using the shortened names one after another, i.e. dart nees to dart north, east, east, south

To specify one of the other directions use `,` to separate it. i.e. dart ne,ne,e,s will cause you to move north, then east, then northeast, east, south.
Bell Ya'al

## Description

Legends speak of it, the creature which stalks nightmares throughout the
land. Bell Ya'al, demon lord. One of the first demon lords to pass through
the gateway into this world the Lord of Lies has sent forth a challenge to
all adventurers...find it and speak to it of questing to learn more.
You may want to start at the Temple of Bell Ya'al, believed to be between
a Roc and a hot place.
Necromancer

## Description

Necromancers, unholy servants of pure evil. With their many spells for
conjuring the dead as well as usage of spells considered taboo by many spell
casting races, they are a force to be reckoned with.

Their power to control the dead rises to unimaginable heights and some manage
to gain immortality as a mighty lich leading legions of the dead across
the lands. Others however end up with a fate considered worse than death,
many a necromancer has ended up as a minion himself.

## Armour and Weapons

Necromancers like mages are not permitted the use of weapons or main armor
but may use daggers, and hand staffs.

## Class Guild

The Necromancer's Guild is hidden away from Cormallen's city guards, you would be
wise to look in a place of the dead.

## Suitable Races

Necromancers rely on their wisdom and Constitution in combat, races with
bonuses in these areas are especially useful: Dwarves, Duergar, Beastman
Amulet of Taperone

## Quest Description

By merging the powers of good and evil that lie in
God's halo and Lucifer's pitch fork you can create
the amulet of Taperone. This is your quest. Your
ticket to heaven lies with the sage west of the
village of Taperone, so that would be a good place
to start off from.

## The Forests of Taperone

Leaving Taperone to the west, head west into the forest until you hit a dead end, then head north and continue going west.

The trees here look like they were planted to block the way, and if you examine them, you'll see one is different.

If you climb the oak tree you'll eventually reach the Sage's tree house.

## Tree House

The Sage says he is looking for something unique, and that he wishes he had a coconut.

If you search the toys in the corner, you'll find an old yo-yo that you can take with you.

## Deserted Island

After leaving the tree house, head east until you stand at the edge of a lake. You can see a single tree on an island in the center of the lake, but to reach it you will have to swim there.

The sea monster in the lake does not like visitors, and you'll have to defeat it to continue.

Once you get to the island, you can shake the tree to knock loose a coconut. Bring it back to the Sage and he will give you a Ticket to Heaven and a clue.

> To get there you must shake hands with John.
>
>

## Ticket to Heaven

Head back to Taperone and check out the church. The altar has statues of four evangelists around it, one of which seems to have a loose hand. If you `shake john` a portal will open up that can take you to the gates of heaven.

You can only enter Heaven if you have a ticket, but you'll find that Heaven is a pretty boring place (since everyone in Zebedee can resurrect) and the angels are incredibly bored.

One angel in particular is looking for something to do, and you can give it the yo-yo you found. In return you'll be given a set of angel wings.

You can use the wings to fool the guardian angels and `enter house` of God. Here you can find the Halo but when you take it, God shows up and zaps you to Hell.

NOTE: Taking God's Halo affects your alignment!

## Burning in Hell

Find Lucifer (you might need to fight past some demons) and he will ask you a riddle.

And worse than the devil himself.
Dead men eat it all the time.
`answer nothing`

.

Has a mouth, but never talks.
Has a bed but never sleeps.
`answer river`

.

If you answer it correctly, he will give you his Pitch Fork and zap you back to the church in Taperone.

## Back in Taperone

NOTE: Taking this final step will prevent you from doing this quest or entering some of these areas again. Make sure you're ok being unable to do this quest again.

Once you get sent back, you have to `merge halo and fork` which will magically create the Amulet of Taperone.
Isle of the Dead

## Description

The Isle of Skarnul was once a living paradise.
Now it is known only as the 'Isle of the Dead'.
What went wrong?

Stories tell of safe passage from the southeast.
Or you might try a more high-flying route!

## notes

Dear Adventurer,

It has been a long time since my ghostly form has wandered past the shores
of my beloved island, but recent events have led me to make this long
and arduous trek so that I might warn you.
Strange lights have been seen around the old abandoned tower and I
fear that Utonia may have done something. A strange mist has been making
its way steadily eastwards towards our charming town and I have a feeling
that it may affect us all. The mist has already tried to consume the
abbey, but strong will seems to be holding it at bay, stronger than
I have ever felt before.
We are entering uncertain times adventurer, I beg that you tread carefully
when you come to visit our beautiful island.

My regards
Heathcliff, Clerk of the Bank of Skarnul.
Paladin

## Description

Paladins are an advanced class to play, they are not suitable for a new or
inexperienced player. Their combat is based on alignment and they specialise in
fighting opponents who have low alignment (especially evil and demonic). At
higher levels they gain the ability to summon a steed which they can equip and
ride into battle against the forces of darkness. Paladins also gain access to
abilities and spells as they advance to help them on their path. Paladins must
also beware if their own alignment falls too far they can lose their powers.

## Armour and Weapons

Paladins can wear any types of armor, although they can wield any weapon,
they specialize in long blades and bludgeoning weapons.

## Class Guild

The Paladins guild lies close to the east gate of Cormallen in the nobles
district of the city.

## Suitable Races

Most statistics are useful to a paladin, they especially need high Wisdom
for their powers: Human, Dwarf, Beastman
Dragonlance

## The Spell

This scroll contains the incantation that, when performed, will magically
create a dragonlance. To perform the incantation several components have to be
found. They are:

```
   Eye of a toad,
   Wing of a bat,
   Horn of a unicorn,
   Hellebore weed,
   Mithril ingot,
   The brightest of rubies,
   Claw from a draconian.

```

Once these objects have been found, you can cast in spell by typing:

```
cast incantation.

```
Zebedee MUD Wiki

## Welcome to the Zebedee MUD Wiki

Home of all the information you need to make your Zebedee MUD experience a great one!

http://zebedee-mud.org/

Zebedee is a MUD, or Multi-User Dungeon. It is a telnet based text game that uses detailed descriptions to create a world. If this is your first text-based game, you should start with the Total Noob Guide.

Otherwise, grab your favorite MUD client or nearest terminal with telnet, and play !

If you're a regular player, please make sure to Vote!

## Beginner Information

* Total Noob Guide
* Zebedee Quick Start Guide
* Classes
* Races
* Feelings

## Advanced

* Leveling 1-20 Walkthrough
* Quests
* Areas
* Abilities
* Weapons
* Monsters

## Tattered Map

```
                          ___            _    ___
                         /   \      ____/ \__/   \_     ___
                ________/     \   _/               \___/   \___   _
              _/ The Environs of the City               Brithos\_/ \
             / of Cormallen as commissioned               |  ^  ^   \_
            /   by the Lords of that Realm                +---+  ^    \
             \                                        |      /            /
            /            ^  ^   ^  ^   ^              |    /             ~\___
         /                       |   @   Tower  @     |/             ~~~~~~~~/
/           @   Hobbiton         |  @   Sorcery   @   |             ~~~~~~~~~\
                              \     |  ~~~of~~--Drisnak--+  ^  ^      ~~~~/
                               \    |  ~~Pain~~  Desert `   ^ ^      ~~~~/
                     /     ^  ^   ^    ^      ~~~~~~~~~~~~~~~~~/     -=-
                    =\    ^  ^   ^    ^ /-\ ^  ~~~~~~~~~~~~~~/
                     -=\  ^   ^  ^^ ^  /   \ ~~~/=-=-\~/~\~~/
                        \   ^   ^  ^/=-     \~/-      =   -=
                         -=-\=/-\-=/         =
                             -   =-

```
Pirate Menace quest

## Quest Description

The Empire of Sardonyx has been getting alarming reports out of the port
city of Brithos. Emperor Kalrisian has announced that any adventurer who
is able to help the city of Brithos with their current predicament will
be handsomely rewarded. Those interested in details should travel to
Brithos and speak with the local authorities.

## notes

Captain Farilen

say help

Farlien says: If you are here about the Emperor's request for aid please speak with the Harbor Master, thank you.

base of large stone tower
search tools
get ramrod
search crates
get fishing line

```
  +------------------------------------+
  +------------------------------------+

```
Dragonslayer quest

## Description

A mighty beast is said to be terrorising the inhabitants of the
Forgotten Town. Your task is to find it and eliminate it
for them. But be warned, this beast has killed many a warrior and
is feared throughout the land. It may not be wise to go alone.
You may reap valuable rewards should you succeed in your quest.

## Location

To start the quest you need to first get into the Forgotten Town. Travel north until you find Cavern Way, and head east down Sorcerer Lane and north until you find a building to enter. Here you will find the Forgotten Sorceror.

## Starting

The sorcerer will tell you of his plight, and ask if you want to help. If you are in a party, you can type "apply" and all members of the party will get a dragonkiller's license.

## Finding the Dragon

go to the end or sorcery lane and go west through the gap in the tunnel wall. Head north and west

when you reach the water, get an empty bag and dive.

## Fighting the Dragon

You enter the cavern and see Ancient multi-hued dragon, which will attack you immediately.

He uses Fire and Frost, and hits very hard. A level 20 character should be an even match for it.

## Completing the Quest

after killing dragon, take head to sorceror

show head to sorceror

He will give you a Feather of Dragonslaying.
Kit Guide

Since you cannot keep an inventory when you log out, a major activity of all players low and high level is "kitting" which is to say, roaming the world of Zebedee and getting progressively stronger items. There are a few places to get free items like weapons, but most equipment will come from killing mobs and taking their items.

## Second Tier

core combat, minor monsters or low-level bosses

* Manslaughter (longsword) - Kill Stal in Mudlar
* Suit of Black Leather Armour - Kill Stal in Mudlar
* Magic Bag of Holding - Kill witch in the basement of the High Tower of Sorcery
* Golden Ring - Kill the Goblin Chief in the goblin cave to the west of Cormallen

## Third Tier

Mid-level bosses

* Exquisite Broadsword - Kill Lancelot in Camelot

## Top Tier

Items with a value over 20,000

* Shargoths runic cloak - Kill Shargoth in the Dwarven Town west of Cormallen
The Village of Santyre

## Description

The village of Santyre is peaceful and quiet - isn't it?
Old Father Mork obviously didn't think so and recorded some disturbing findings
in his diary. Unfortunately, he fled soon after and his diary was lost. Your
task is to recover the diary, and act upon the information contained within!

## notes

pleasant meadow s,s,e of santyre gate, search reeds, get diary

## Diary

>
> You open the diary and begin to read. It must have been written by an alchemist
> as most of it details his experiments and is very technical!
> However one page is different:
>
>
> 'I have discovered there may be great evil at work in this peaceful village
> of Santyre! I have only heard the name, but to my ears it has a magical and
> sinister sound! The name is 'kall'd'izar', at least that is how I write it
> down. It is almost certainly the name of a demon of the Warp! I have written
> a spell into the pages of this book that will allow anyone who reads this to
> pronounce the name correctly. If you are brave and true of heart you will
> investigate this and destroy the demon, if it exists! Myself, I am off into the
> forest to escape while I still can! Old Father Mork.'
>
>
>
> You feel a little wiser for reading these words... perhaps for the better?
>
>
Feelings

Feelings are shortcut commands for performing some emote as your character. Since Zebedee is a social game, you will often use these commands to provide a more immersive conversation.

## List of Feelings

accuse dance homwell point spam
ack dead hop poke spit
afk dice hug ponder spring
agree died hulk pounce squeal
amylaar disagree hump pout squeeze
apologize doh idle powerslap squirm
applaud doom iquit prod stare
argue drool jump pub stomp
arrange duck kick puke strange
back english kiss punch strangle
bang euj knee purr stroke
banzai eureka kneel puzzle strut
bbl facepalm lag rabies stumped
bbs faint laugh raise sulk
be fart lick rant swear
beam fcs listen roar tackle
beckon fear lol roll tamsyn
belch flex love ruffle tap
belgarath flip march run thank
bitch flutter minx salute think
blink fondle mmm sarcasm threaten
blush french moan sausage thrust
boggle frown moo scratch tickle
boo gasp moose scream tigger
bop gibber mop shake titter
boss giggle mosh shiver tongue
bounce glare mumble shrug trap
bow glee mutter shudder twiddle
brb gloat narf shush twirl
burp glove nerfbat sigh urw
bye glum newbie sing useless
cackle greet nibble sit vengeance
cheer grin nod skip vordak
choo groan nostra slap wait
chuckle grope notitter sleep wave
clap grovel nudge smile welcome
cod growl nuzzle smirk whine
comfort grumble omd smooch whistle
complain guitar ome smug wibble
congratulate gulp omg snap wiggle
cool haddock oo snarl wink
cough handbag ooer sneeze wobble
cower have pace snicker woo
cried hiccup panda sniff worship
cringe highfive panic snigger yawn
cry hmm pat snore zoidberg
cuddle hny piggyback snort zorro
curtsey hold plead snuggle
Scrolls of Light

## Quest Description

Find the ancient scrolls of light, a hidden treasure of the old ages.
For help, you should listen in the Hall of Fireflies which legend
says lies somewhere in the Stormhills.

## Finding the Stormhills

Leave out the west gate of Cormallen and immediately head south. On the way you'll find a jewel lying on the ground; pick it up.

Continue heading south, up the mountains and down the other side, and across the valley. When it starts going up again, you've reached the Stormhills.

## The Monument

TBD navigate (mostly up and east)

The monument is a tall slab of stone fixed to the ground.
It has been eroded over the years but still stands proud.
On top of the slab is a figure of an ancient warrior. In his left hand he
holds a large decorated stone shield, and his right hand points upwards
as though he is about to charge into battle. Strangely, his hand is open,
in a grasping sort of shape, as though he used to be holding something.
Today nothing remains.
The warrior wears a tough-looking helmet on his head. At the forefront
there is a sunken rounded hole which looks as though it was meant to
hold the symbol of his army. This too is empty now.

## The Firefly Cave

Head south from the monument and across a narrow cliff ledge. Then head west and down the stairs.

At the bottom of the stairs, you will feel a magical pull emanating from a cave to the south. Enter it and you will find a room full of fireflies. Their buzzing seems to make a tune...

If you `listen` you can hear their song.

> The sparkling blade as sharp as the sun.
>
>
> It is the only one.
> To seek when the hour has past.
> It will be RELEASED at last.
> For burning heart must reunite.
>
>
>
> With the fabled jewel of light.
>
>

## The Sundial

go west through pine forest, past the few orcs until you can go down. Then head north and back up a mountain. At the top you will have to kill a single Mountain Orc to get past. Head west to find the mossy table. It's actually a sundial on the top!

`release blade` when the time command says the hour ticked over

release the blade at the top of the hour
sunblade

## Repairing the Monument

`put jewel in hole`
You find the jewel fits in the hole!

`put sunblade in hand`
You find the sunblade fits in the hand!

Suddenly a ray of light flashes from above! It focusses directly on the jewel.
The whole status seems to glow and the Sunblade emits a deafening roar! The
monument begins to move back, revealing a hidden entrance below!
The undiscovered tomb opens.

## The Tomb

This is an ancient burial cave for an old king. He was guarded by his loyal
warrior until an evil sorceror turned him to stone. But the secret of the
grave was banished with the warrior, as only he knew that the Jewel Of Light
and the Sunblade could focus the power of the sun and open the hidden entrance.
The small underground cave you have found is covered in sticky cobwebs and is
damp and suffocating.

search

look tomb
open tomb
look in tomb
get all from tomb
Phelonia

## Location

Start from the village of Entrag, which is in the north of the Drisnak Desert.

## Prerequisites

The Dwarves will not trust you initially, so you have to complete The Drisnak Desert first.

## notes

```
You say: how can I help you
> Mestrik says: Yes, you can help us very well!
Mestrik says: We have a serious problem in this village,I will
    tell you about it.
Mestrik says: The Phelonians are ruthless orcs that live somewhere in the
    desert.
Mestrik says: Every now and then these orcs came to our village to destroy
    everything we had. That is why we had to put so many guards in our village.
Mestrik says: Because we have so many guards now, the Phelonians have found
    a new way to chase us away.
Mestrik says: Their mage, Alegria, has enchanted our well, so that it doesn't
    give water any more!
Mestriks voice gets emotional.
Mestrik says: We are running out of water supplies very fast, so if nobody is
    able to get rid of this enchantment we will have to leave this beautifull
    village pretty soon.
Mestrik says: We think that the only way to get rid of the enchantment is
    to be found in the Phelonian cave, but none of us ever found the Phelonians,
    except for Gimgar the dwarf, who moved to the desert after he got back.
Mestrik faces you with tears in his eyes.
Mestrik says: If you want to help us to disenchant the well,I think the best
    start is to find Gimgar.
Mestrik sits down at his desk again.

```

Gimgar the Dwarf from desert camp, south and east until just before the slope out, then east and north. Every time you notice a special large rock, move rock and if you see a space you can enter, enter it.

## Notes

put together glasses

go north desert to cliff face

stare glasses

jump ne
jump n
jump nw
jump sw
jump nw
jump n
jump ne
jump ne
jump n

## Find Alegria

portal puzzle

if you mess up
%-c-f-g-j-k
a-d-e-h-i-l
r-q-p-o-n-m
s-t-1-2-3-4
v-u-z-7-6-5
w-x-y-8-9-0

kill Alegria
get bottle
> NEVER pull off the cork from this bottle.
> NEVER break the glass.
>
> Trust me, I don't make jokes about a thing like this!
>
> Alegria

push cork
shake bottle
disenchant well
Flor Verumdrum

La **Flor Verumdrum** es una planta cuya única aparición ha sido en el *Capítulo 9: No mientas*, en el cual Gaspar es llevado por Ari a Europa para que sea víctima de sus efectos.

Se sabe que está en Europa, pero no si hay más como ella ni en qué lugar concreto.

## Apariencia

Es descrita como una flor inmensa, de al menos dos metros de altura, de pétalos azules con largos pistilos negros que caen como si fueran lámparas. Ésta sobresale de las raíces de un viejo roble a partir de un tallo oscuro como la flor y bastante largo.

La flor desprende un aroma dulce no muy agradable. Conforme más lo hueles, más empalagoso llega a ser.

## Utilidad

Su efecto es muy simple, cuando alguien se acerca a ella (quizás producto de su aroma), no podrá mentir. Esto se lo explica Ari a Gaspar en el mismo capítulo que aparece.

> *«Es el efecto de la Flor Verumdrum. Si estás cerca de ella no podrás mentir»* —Ari explicándole a Gaspar su función.
>
>

La gente que haya sido expuesta a sus efectos dirá la verdad sin oponerse y de manera directa, es decir, lo dirá todo sin dudarlo.

## Curiosidades

* Gaspar la confunde al principio con una planta carnívora.
* En dicho capítulo se descubre que Ari levita porque le hace sentir poderoso y tiene fobia al agua y los espejos.
* También se descubre que lo más vergonzoso que le pasó a Gaspar fue vomitar delante de todos.
Human

## Description

The human kingdoms are a complex hive of classes, politics, royalty, money,
betrayal, honour, loyalties, feuds, marriages and wars. From the temples of
Shangreen to the great cities and towns of Sardonyx, Brithos and Cormallen,
the human is the most prevalent species to walk upon the face of Zebedee.

The lifespan of a human is but a blink in the eye for elf and dwarf, even
greenskins would manage to live longer if they were ever able to die from
natural causes. This brief flicker of life, this finite sliver of time is
the spark which ignites the fiery spirit that drives humans to succeed to
such a degree that they accomplish in years what it takes the elder races
decades to achieve. The human mage learns at a geometric rate, the muscle
memories of thieves and warriors are so attuned it allows them to perfect
the most complex of movements both subtle and exaggerated in a fraction of
the time it would take both irda and drow to master.

Human beings accumulate experiences faster than anyone else, many eons ago
the elves noticed this trait within the species and made note to watch the
strange, hairy people. Their short span upon this world drives them into a
constant frenzy (from the perspective of those who live for millennia), the
need to accumulate knowledge, learn new skills, feel all emotions and gain
understanding of their environment compels them ever onwards.

It has long been observed that while hindered and restricted by the aging
process, man has steadily and surely started to take over the realms.
The elder races procreate rarely and their numbers have slowly declined as
the centuries tick by, some have reached out to teach the younger race but
find that unlike 'evil orcs' or 'good elves' humans are both and neither.

In fact many races openly shun humans and argue that there is no point in
befriending any as the next time you visit they will have wasted away and
past on, you would then need to start relations all over again with their
children... or grand children, tedious to say the least.

## Bonuses

* Experience gained more rapidly, 10% quicker than the other races.

## Racial Weapons

Humans are generalists, performing equally well with all weapons. This does
have the unfortunate side effect of making the warriors of other races much
better with their more limited racial specializations.

## Preferred Classes

Humans are highly adaptable, this trait allows them to become satisfactory
casters and be reasonably effective in melee combat. They will never have
the innate bonuses that the other races are born with, yet they possess a
natural desire to learn, to advance and to become greater than their peers.
Often striving to rise in position and better themselves, mankind is unlike
other races in that they instinctively understand that anything is possible.
Quest of magnificence

## Quest Description

Dream of glory which will be yours by crowning yourself King of the Tower
on top of the Mountains northwest of Cormallen. Find a crown near a creature
often associated with princes in fairy tales and ascend as much as you can
without travelling far.

## The Crown

First you need to get the Iron Crown. Leaving west from Cormallen, move west, west, west, north, north, east, north, east. You will see a frog here wearing the crown. Kill it and take the crown.

## The Table

Head west, south, west, and then go all the way north until you're standing in front of the abandoned mines. Enter the mines and head north until you see the table. Examine the table and you will see a handprint, but putting your hand on the table won't do anything.

Further into the mine is a hobgoblin, and killing him will allow you to sever his hand. Place it on the table and a black key will fall down. Take the key and head back to the entrance of the mines.

## The Tower

Climb the rockface until you reach the plateau and head toward the tower. Unlock the door and ascend the tower; once you're on the top, wear the crown.
Orc Slayer

## Quest Description

Retrieve the Orc slayer from the evil orc shaman, and give it to Leo.

## Location

Head west out of Cormallen and keep going west until you find a few orcs. Going north will run you into a huge mess of orcs, and north again you will find the orc shaman. He carries the short sword **Orc Slayer** which you can steal or loot.

## Leo

Turn the sword in to Leo the Avatar of the Gods in the basement of the old town church.
Gimgar the Dwarf

## Description

This is the person that lives in this cave. This dwarf looks extremely
strong, he is not someone to mess with. He has loads of scars all over
his face which means that he has been in a lot of fights. The dwarf
looks at you as if he doesn't trust you at all.

## Items

Gimgar is carrying:

* Gimgar's Orc Punisher.

## Location

Somewhere in a hole in the Drisnak Desert.