· No buying, selling, raffling, or even acronym use (‘TTM’) on the public amunet.
Local Customs
Teras is a tropical, semi-volcanic isle isolated by a half-hour boat trip from the mainland. Life on the isle is very different from the hustle and bustle of Wehnimer’s Landing. If you take some time to learn the customs of the people who call Teras hom
e, you will not only find the natives to be friendlier and more supportive but you may even come to prefer the Kharam Dzu lifestyle.
Here are a few things that are common courtesy on Teras. Note that some of these actions are perfectly acceptable elsewhere in Elanthia. Some newcomers to the isle find their first visit unpleasant simply because they are not aware of these customs.
· No falling asleep (leaving your character unattended) in a public place.
· No dropping junk, especially empty chests, in a public place.
· Rescues of corpses must be announced on the amunet if at all possible.
· If it is not possible, at least announce when the corpse is safe in town.
· If you are a young empath, follow the advice of those already established on the isle.
The last two items cause more bad feelings than anything else on the isle. If you are a cleric or empath, be aware that things are done differently on Teras and you need to learn the local customs as well as show respect for the established clerics and e
mpaths, especially when you first arrive.
Teras natives have generally trained between 40 and 90 times in their lifetime. They consider themselves to be above many of the petty concerns that a younger adventurer in Wehnimers, River’s Rest, or Icemule might have. For instance, it is unheard of t
o sell a navigator’s ring on the Isle. If you need one, just ask on the public amunet and it is likely that several people will offer one for free. For those who are used to supporting themselves with the sale of mundane items, you will find hunting in
the village and lava fields to be quite a bit more profitable.
There are a number of places where the public gathers. From most crowded to least,
· Front gate, where most healing, resurrections, and mass spells take place.
· The statue, south of the front gate for chest picking, healing, and mass spells.
· The tower, between the two bridges over the river Maugh.
· The Golden Helm inn (across from the tower) in the hallway, bar, and downstairs bedroom.
· The bazaar, in the northwest part of town.
· Adventurer’s Rest deck, west of statue.
In general, giving mass spells is tolerated at the front gate and the statue. Piling spells on individuals in those areas is frowned upon, since they are so crowded. Grab yer buddy and move one block away to exchange spells and you’ll make everyone happ
y.
For advice you should either try the statue, the tower, or the amunet. At the statue, you may have a bit of trouble getting someone’s attention since it is often crowded. If you wait in the tower it will be easy to have a one on one conversation, but yo
u may have to wait awhile for a helpful person to arrive. Either way, be bold and polite and don’t get discouraged if the first person you approach is too distracted by their own problems to help. If you use the amunet, keep your request short and don’t
repeat it over and over.
Places of Interest
Below are some places of interest in Kharam Dzu and its surroundings. None of them are essential to survival on the isle, but all are part of its charm. For a complete list of food and drink served by the various taverns, please see the
Appendix C.
Abandoned Manor
This eerie estate is located just north of the Whining Elf, and may in fact be responsible for the decline of that part of town. A sense of foreboding surrounds the manor, which perhaps gives rise to neighbor’s claims that the home is occasionally the so
urce of a faint scent of blood. Careful examination has revealed no obvious indications of foul play, but the rumors certainly give one reason to see signs of darkness in the manor’s past.
Burlitok’s Brewery
Not exactly a bar, this active brewery provides a couple of different types of ale to visitors. Best of all the ale is free! Be sure to take a look at the huge still when you visit. It is located north of the bazaar next to the Warrior’s Guild.
Burned Down Schoolhouse & New Schoolhouse
A bit west and north of the statue you will run across one of the more maudlin sights in town. Apparently the original schoolhouse which was located here burned down with a number of dwarven children inside. A memorial stone lists their names. Many vis
itors to the isle stop here to pay their respects and to leave flowers. On a more cheerful note, the new schoolhouse can be found directly east of the company store.
Hedgerow’s Flowers
In the neighborhood of Hedgerows just west of the bazaar a wide variety of flowers are available for free. They can be given to a loved one, worn on the lapel, or even held in one’s teeth. To reach the flowers go through the gate, then the arch, and head
north. Simply pluck from one of the planters, flower beds, or the bush. Note that there are several planters and flower beds in the area.
Hog’s Pen Tavern
Located a bit outside of the town gates (and the deputy’s jurisdiction), this bar is the place to blow off a little steam. The back room allows for a number of non-lethal bar brawl type maneuvers. Food and drink may also be purchased here.
Militia Headquarters
Law enforcement in Teras is not quite as strict as in other towns, as the population is generally more mature. Still, if you break the law you will find yourself in the basement jail of the militia headquarters. Once you’ve had your day in court, you wi
ll be able to gather your belongings on the second floor on shelves provided there.
Mud Baths
In a neighborhood named, appropriately enough, Mud Baths you will find a relaxing hot mud bath open to the public. This neighborhood is located just east of the moving company.
Party Tent
One may rent this tent to have gatherings in. The tent guard says you must give him a token that is sold by Aellen in Wehnimer’s landing (her boutique is just south of the bowyer there).
Pebble Court Musicians
For a relaxing time, visit the neighborhood of Pebble Court located just north of the bazaar. It boasts a gazebo where musicians play periodically. Just pull up a seat and you should not have to wait long to hear them play. The tuba solo is particularl
y good.
The Pig
The neighborhood of Pig Puddle is well known for it’s pet pig. The pig can be fed, although I’d advise throwing food from a safe distance. This neighborhood is located near the Whining Elf.
Resort
Located just east of the tower, this is supposedly a haven for couples able to afford the most expensive weddings.
Rock Gardens Wishing Well
For the more superstitious a trip to the neighborhood of Rock Gardens is in order. It is located just south and west from the town gates. The neighborhood boasts a wishing well where one may attempt to bribe the gods with coins or gems.
Stormbrow Gallery
This museum contains some of the finest historical artifacts in the lands including a complete dragon skeleton. Unfortunately it was loaned to Wehnimer’s Landing shortly after the Isle was discovered and never returned. The town council has high hopes o
f getting it back to the isle where it will be more appreciated.
Warrior’s Guild
Located north of the bazaar near Bentok’s Brewer, the guild is open for visiting to all professions although only warriors may actually join. The guild includes a pool, sauna, and ice tubs among its amenities. Some of these are restricted to members.
Whining Elf Tavern
Located just west of the Glaesen Star dock in the least desirable part of town, this tavern caters to a dwarven and giantkin clientele. Other races are not allowed to enter its back room unescorted. The bar features a small variety of course food and dr
ink and the game room sports a working dartboard. Break the bar rules (for example by dropping drinks) too many times and you will have an encounter with the bouncer Wumpy.
Shops and Services
For complete price lists of all services, please see
Appendix D.
Agarnil Kris’ Healing Ales
On Teras the local healer for hire sells ales instead of herbs. He will also patch you up for a fee but tends to leave scars. His tent is located south then east from the bazaar. For a list of healing ales along with their equivalents in other towns, s
ee
Appendix B.
Bank of Kharam Dzu
On Teras paper credit is issued by the local mining company in the form of scrip. Otherwise, the bank is the same as any other you’ve seen.
Bentock’s Adventurer’s Rest
House lockers are in this building. I don’t know if this is true for all the Houses, but for mine getting to the locker is a puzzle. There is also a bar and deck at the west end of the building. The Rest is located just to the west of the statue.
Big Snorri’s Bows
The bowyer on is located in the northeast corner of the bazaar. He sells all of the standard equipment for the ranged weapon user.
Company Store
Since Kharam Dzu is a mining town, it is logical that most goods are only available at the company store. The store is located a bit north and west of the bank. Upstairs you will find clerks that accept debt payment, register valuable items, and sell ho
me deeds. Located downstairs are a place to sell pelts (red arch), pawn items (blue arch), buy dry goods (green arch), buy weapons and armor (steel door), sell gems and buy jewelry (glass door), and the public lockers (east).
Golden Helm Inn/Training
This inn is the most convenient for training. You’ll find it just north of the tower. It boasts a bar, which is often the location for town meetings, as well as a number of bedrooms. The downstairs bedroom is frequently used by groups preparing for or
returning from a hunting trip, while the upstairs bedrooms are generally reserved for more private activities (cough).
Home Furnishings
Considering the isle’s small size, Teras has an amazingly wide variety of items for the home including the only source of stained glaes (not glass) windows as well as mounted fish. The bazaar houses 20 different shops, including bedding (3), walls (3), t
apestries (2), windows (2), floors (2), rugs(2), fireplaces (2), tables (1), wallhangings (1), trophies (1), and fish (1). For a complete list please visit Lord Relkur’s excellent website at http://www.mtsweb.com/.
Kniknac’s Lockpicking
Directly west of the bridge over the river Maugh you will come to an alleyway. At it’s end is located the town locksmith, Kniknac. As usual for town pickers, he charges an exorbitant amount but is able to open practically any chest. He also sells lockp
icks of various materials. In the basement the old crone Sharaz offers lockpick repair services.
Money Changer
Located south of the bank, near the ferry to the mines, the money changer will convert paper currency from Wehnimers and Icemule to Teras scrip. The service charge is 1%.
Mother Load Inn
This inn is located in the southeast bazaar. It provides training and privacy.
Paspartu Moving Company
Located a bit north of the bank, this moving company will transfer the contents of your locker to the isle for 25,000 silvers in three days or 100,000 silvers in twenty four hours.
Temple/Deeds
First of all, the deed quest is not and was never broken! It is, however, expensive. Deeds on the isle cost approximately three times as much as in the Landing, mostly because gems are worth only their appraisal value. The quest itself is the most inte
resting way to earn deeds in all the lands. To begin, after entering the temple go south and look for an opening. Through that opening is the priestess Ziigafel, who will provide more information if you ask her about deeds.
Partly because the deeds are so expensive that few worked hard on the puzzle and partly because those who did were distracted by a red herring, the initial Teras residents decided that the deed quest was broken. After speaking with the oldtimers and spen
ding a great deal of time working on it, ranger Trachten found the true solution. Once word was out that the quest was not broken afterall, a number of other residents solved it. If you decide to undertake Ziigafel’s challenge, you may wish to seek out
someone who knows Loreminstra’s secret to guide you since this is one of the most difficult puzzles in the lands.
Thistleberry’s Magic Supplies
The isle boasts some unique magical supplies. First there is the smelly potion which, like grot sold elsewhere, is used for imbedding and recharging. Thistleberry sells this potion for less than anyone in the lands. Next there is the sisfu potion, used
for enchanting. It is just below the quality of the best potion sold in Wehnimer’s (mirtoch) but has a much shorter temper time (like rohnuru). Finally, you can also buy supplies to make thought amulets out of gems. These provide a private channel. T
o make one you need to buy a jar, hnecca string, and gemynd potion. Put your string and gem into the jar, then pour the potion on the gem (not in the jar).
Uxbri’s Imported Firewood
This is the place to stock up on fragrant split logs and picturesque chunks of firewood for your home. Both sell for 750 silvers. Uxbri’s is located due east of the moving company.
Welkin Hall
Only those who pay high taxes are allowed to enter this small building. It provides a place to rest along with some food and ale. It is located to the northeast of the tower and down the path.
Hunting Grounds
Here is a brief description of each of the major hunting areas, from easiest to hardest. In general you should be have at least 35-40 trainings before attempting to visit the easiest of them (the mines and the village). Residents take a dim view of havi
ng to repeatedly rescue the corpse of someone who is visiting an area that person is too young to be in.
For more information about all the creatures on the isle, see the
Appendix A.
Mines
The mines are the easiest hunting ground to survive in on Teras. To reach the mines, go south from the bank until you reach the warf. Here you must wait until a ferry arrives. The ferry will take you to an area where a two varieties of kiramon roam. T
hese creatures are relatively safe, as they do not have any special attacks other than poison.
Mausoleum
The mausoleum would also be a fairly safe place to hunt, but reaching it requires a run through the village, which can be quite dangerous. If you ask around, an elder resident will set a navigator’s ring to the mausoleum for you. It is a fairly small ar
ea containing banshees, an undead non-corporeal creature with a devastating scream.
Fhorian Village
This is real Teras-style hunting with lots of interesting ways to die. Many of them are based on the number of times you’ve trained. In particular firethorn shoots cast the ranger spell spikethorn and sand devils create whirlwinds. Both attacks inflict
damage that becomes increasingly likely to be fatal the younger you are. Wasps with paralyzing poison that has the ability to leave you immobile and lying on the ground also roam this area. Dodging the sting depends on your maneuverability instead of y
our defensive stance. Last, siren lizards can infect you with an extremely powerful poison anytime you strike or skin them. They can also knock you over with their tail.
The sand devils only roam the village on the west side of the footbridge and do not enter any buildings there. The mausoleum mentioned earlier is also located in the west village. On the east side of the village is a house where the lizards will not enter
.
Temple of Luukos
To reach this part of the isle, you must travel east from the suspension bridge outside of town until you come to a cliff and jump off. You will land unharmed where the wind wraiths roam, but you will be prone and stunned. Wind wraiths are undead creatu
res with a scream similar to banshees, among other attacks. After every three or four are killed a glowing vial which can be used to lifekeep, bless magic weapons, or to cast bravery will be generated in a basin located in the niche to the west. Be warn
ed, going into the niche is a one way trip.
In the niche is a somewhat tricky climbing puzzle to get to Luukos temple. Think about how a rock climber might approach the problem. This is the only way out of the area except for spells like Spirit Guide (130).
In Luukos temple you will eventually find soul golem. The golem can push you into steam which will both cause damage and send you back to the top of the cliff. In the western part of the temple is another way to exit the area, minus steam burns. Both m
ethods of exiting are one-way. Searching dead golem sometimes produces soulstones which can be waved for lifekeep or directly imbedded without use of the smelly or grot potions.
Lava Fields
Many consider this to be one of the most dangerous places in the lands to hunt. The area is patrolled by large glaes club wielding creatures called pyrothags. These creatures periodically smash their weapon into the ground striking everyone in the room
with deadly glaes shards. Avoiding a shard depends on your maneuverability. A long standing argument among pyrothag hunters is whether the creatures ‘shard’ more frequently if your defenses are so high that you cannot be hit (above 400 DS). Justified o
r not, expect some hunters to be angry if your defenses are high and they get stunned or killed by a shard with you in the room.
The western part of this area is very dangerous due to periodic flows of lava. Pyrothags love nothing more than to slam their clubs into it, sending a potentially lethal spray. You also run the risk of falling through the thin crust and landing in lava
or being overcome by a wave of lava as it moves into your area. Luckily the lava never travels to the eastern side of the lava fields.
Other critters include cinder wasps, red scaled thraks, and skayls. The wasps are more or less like their village counterparts, only bigger. Thraks are much like their hyperactive younger cousins found outside of Wehnimers. You may notice that they tr
avel in packs. Once one of them decides to leave a room in a certain direction, almost all of the rest follow. Finally there are the skayls, which are not particularly dangerous, but require a damage (not critical) weighted weapon in order to inflict go
od critical hits.
Eye of V’tull
I’ve spent very little time here but can provide some general guidelines. In the outer area you will find only lava golem. They have a very dangerous lava blob attack. If you fail to dodge the lava and have either Guard True or Wall of Force up then th
at spell will be lost, otherwise you will be damaged and your armor may become so hot it inflicts continuous heat damage and stuns. Unless your weapon has cold flares, it will eventually heat up until it is both too hot to use and too hot to put into a c
ontainer. The wizard spell Minor Water can be used to cool off armor and weapons.
There is a chimney in this area which leads to some sort of powerful object. I’m not sure what the purpose of this object is.
Further in you will find both lava golem and fire elementals. The elementals throw various fire based attacks, including a firewave (similar to e-wave but with heat damage) and a mass Major Fire (similar to Cone of Lightning).
Lower Eye
At the southern end of the Eye of V’tull is a fissure which leads to the Lower Eye. You must have trained 78 times to enter this area. It is currently the most dangerous in all the lands except for the Rift. Group hunting seems to be very successful he
re.
Organized Groups
These are some of the main groups you may currently run into on Teras. Expect this information to go out of date quickly as people come and go.
Council
The town council is currently made up of five people elected by popular vote plus one non-voting representative from each House that cares to send one. The elections take place at a public town hall meeting every three months. The purpose of the council
is to improve the quality of life on the isle by organizing events, encouraging roleplaying, helping newcomers, and making requests on behalf of the isle to Simu.
Deputies
The town of Kharam Dzu boasts a number of deputies appointed by Simu. They operate in the same way on the isle as they do elsewhere. If two deputies agree that someone is causing trouble they can have that person arrested. Calls for deputies on the isl
e tend to be very rare.
Dhe’nar
This is a sect of dark elves which has existed since before the end of the ICE age. I know little about them, other than they speak their own language. There are number of Dhe’nar on the isle. They can generally be recognized by the fact that they gree
t each other with "Kris Har’esh".
‘Emperor’
A certain Dhe’nar mage has declared himself ‘emperor’ of the isle and has organized both the Guard and monthly town hall meetings. Not everyone recognizes his claim to this title, but even those who don’t call him ‘emperor’ generally attend the monthly t
own hall meetings to voice their opinions.
Guard
Part of the ‘empire’, this group consists of a dozen or so people (mostly warriors) who defend the town when it is under attack and deal with the more extreme troublemakers. Supposedly applicants to the Guard must undergo a background check to weed out t
hose joining for less than noble reasons.
Healer’s Touch
Several members of this empath group reside on the isle, although I’m not sure if the Healer’s Touch is as active as it once was. My understanding of the purpose of the group is to bring empaths together and to give proper training to young empaths.
Mentors
This is a relatively new group organized by Simu to provide long term one on one support and training, especially to improve roleplaying skill, to people in the lands. There are several representatives of this group on the isle.
Document History
10/7/98 – Draft written by Trachten for Kharam Dzu Town Council.
10/14/98 – Draft complete except Luukos, Eye of V’tull, Lower Eye, and minor cleanup.
10/19/98 – Version 1.0 released.
artwork by Roger Dean