
*************************************************************

                     Book of Knowledge

*************************************************************



      Set forth upon these pages is a brief account of the
knowledge that all wise adventurers should carry with them as
they venture forth into the realms.  Your quest begins at the
fountain in the town of Northgate. From here you may tread
many paths quite often under the threat of great danger. For
those who are foolish, death or even banishment might happen
but for the wise and well prepared vast wealth and treasures
can be gained.  You will begin at level one, and your goal is
to rise in level and status, until you have traveled the
farthest reaches, gained the highest treasures, and defeated
the most powerful of monsters.  Very few will reach this
height, so good luck to you.  Here is some information you
should know and use about the Realms in general, and the
classes and races within.

The classes:

Assassin
   An assassin is one who lurks in shadows, waiting to
backstab his or her victim.  Assassins are noted for their
ability to deal quick death; a single attack being capable of
doing incredible amounts of damage.  The assassin can hide
better than most classes.
        Skills:
                Sneak
                Backstab
        Prime Requisites:
                Dexterity
                Strength
        Suggested Races:
                Halfling
                Human
                Dwarf

Barbarian
   Raised in the harsh lands of tribal villages, barbarians
are hearty warriors capable of sustaining blow after blow
from opponents. The barbarian can bash its opponent,
rendering them stunned for a while and unable to attack. The
barbarian can circle an opponent, an excellent tactic used
while fighting.
        Skills:
                Bash
                Circle
        Prime Requisites:
                Strength
                Constitution
                Dexterity
        Suggested Races:
                Half-Giant
                Human
                Dwarf
                Orc
Cleric
   The cleric is the most powerful of the classes in the arts of
healing.  In addition to the ability to heal, the cleric can turn
the undead.  Clerics can also achieve magical powers only bested
by a mage, and in some cases can cast spells that even a mage
cannot achieve. 
        Skills:
                Turn
                Pray
        Prime Requisites:
                Piety
        Suggested Races:
                Human
                Half-Elf
                Gnome

Fighter
   The fighter is a master of the fighting arts.  As the fighter
advances he will achieve great proficiency in the use of weapons.
The fighter is able to bash and circle opponents like a barbarian.
        Skills:
                Bash
                Circle
        Prime Requisites:
                Strength
                Dexterity
        Suggested Races:
                Human
                Half-Giant
                Dwarf
                Orc

Mage
   A master of the magic arts, the mage will gain the power to
unleash incredible amounts of damage by means of spells, but
magic alone cannot overcome all enemies.  A mage can teach low
level spells to other players, once the mage has learned them.
In addition, the mage is the only class that is able to enchant
things.
        Skills:
                Teach
		Enchant
        Prime Requisites:
                Intelligence
        Suggested Races:
                Human
                Elf
                Half-Elf

Paladin
   The paladin is a brave warrior of faith, and must continue to
be good aligned in order to inflict damage.  An evil paladin
suffers greatly. The paladin is a powerful warrior and healer,
and like clerics, can turn the undead.  A paladin suffers a small
loss if he flees from a fight.  The paladin is also required to
spend a term serving in the militia to show their interest in
benefitting society.
        Skills:
                Turn
                Pray
        Prime Requisites:
                Strength
                Piety
        Suggested Races:
                Human
                Dwarf
                Gnome
                Orc

Ranger
   The ranger is a skillful fighter with the abilities to track
opponents, to search for hidden exits, monsters, and treasures,
and to hide from enemies very well.  A ranger can hasten, and
thus be allowed to attack faster than other classes.  Rangers
are necessary for some of the quests, as tracking can be required
in some areas. Parties without a ranger can become hopelessly lost.
        Skills:
                Track
                Haste
        Prime Requisites:
                Dexterity
        Suggested Races:
                Human
                Halfling

Thief
   A thief is a very valuable player in any group of adventurers,
and in some cases, necessary.  A thief is capable of picking
locks and stealing from opponents, and has the ability to sneak
undetected from place to place. Like the assassin, a thief can
backstab.
        Skills:
                Steal
                Pick
                Peek
                Backstab
		Sneak
        Prime Requisites:
                Dexterity
        Suggested Races:
                Human
                Halfling

These suggestions are of course only guidelines, since a player
of any race can become any class.  The Realms have seen many a
powerful Halfling Barbarian, Half-Giant Cleric, or Elven
Ranger.  Be wise to the fact that all classes have their
strengths and weaknesses, and that a group of warriors will
get no further than a group of mages, since cooperation between
classes is vital to success.                ^^^^^^^^^^^^^^^^^^^
^^^^^^^^^^^^^^^^^^^^^^^^^^^

The Races:

Dwarf
    A dwarf is a stocky and short demihuman, standing about 4 feet
tall.  Dwarves are sturdy fighters, and are known to be stubborn
and practical.
        Adjustments:
                Strength +1
                Piety -1
Elf
   Somewhat shorter than humans, the elf is of weaker constitution
and higher intelligence.
        Adjustments:
                Intelligence +2
                Strength -1
		Constitution -1
Gnome
   A cousin of the dwarf, gnomes are small demihumans which can
become very capable clerics and paladins.
        Adjustments:
                Piety +1
                Strength -1
Half-Giant
   A cross between the giant and human races, a half-giant is
brutally strong and makes a very good warrior.
        Adjustments:
                Strength +2
                Intelligence -1
                Piety -1
Half-Elf
   A cross between the elven and human races, a half-elf can become
a master in any class.
        Adjustments:
                Intelligence +1
                Constitution -1
Halfling
   Small and agile, the halfling specializes in dexterity, and thus
makes a good thief, assassin, or ranger.  They are also known to
other races as hobbits, but they prefer to be called by their chosen
name of halfling.
        Adjustments:
                Dexterity +1
                Strength -1
Human
   What is man?  Who knows?  And if you are actually reading this,
perhaps you should stop mudding for about a week, and read philosophy.
        Adjustments:
                Constitution +1
Orc
   Orcs are fierce warriors, who in their homelands prefer banding
together for hunting and raiding.  Orcs are strong and make good
warriors. Beware for many are anitsocial and you will meet them
regardless on your travels
        Adjustments:
                Strength +1
                Constitution +1
                Dexterity -1

A note on chaos:
   Those who choose to be chaotic be forewarned:  you will be able
to attack and steal from other players, but also can be attacked
and stolen from.  From time to time, a powerful chaotic character
may decide to wreak havoc upon anyone of a lower level, and thus
vulnerable to him or her.  Remember then, that if you chose to be
chaotic, you must accept both its benefits and its penalties.
   The Dungeonmasters, being the kind and sensitive people they are,
will allow you to change from chaotic to lawful once in your life,
if you have seen the light and wish to mend your sinful ways. A
lawful player may never become chaotic.

Where to begin:
   There are several areas designed for beginning adventurers, look
for these in the areas surrounding Northgate. You will find plenty
of areas to get you started.

A note on quests and quest items:
   Once you have attained your third title, you may want to begin
looking for quest items and begin completing the quests. To begin on
your first quests, try talking to some of the permanent denizens
scattered around the land.  Of course, be sure to look at it before
talking to it, or else you might find yourself in a battle you
cannot win.

Personnel:
	Currently the following persons are involved in bringing you 
The Northgate Rides

Caretakers
----------
None! this is still a beta of the engine you know

DMs
---
Magus 

  You may contact them via any of the Realms post offices.

A hint, the owner of this scenario may have felt up to linking in one
of the cave complexes by now, perhaps it would be a good idea to go
have a look!

