You Are Now Leaving Forstan
As the remaining group settles in for the night, resting as necessary, each of you has one or more books to read and study.
Lady Isile has Forgotten Mysticism by Theron Skayne, Mighty Invocations by Jurok Valimar, Ye Secrets of Wizardry by Elandris, Practical Thaumaturgy by Zanthar the High, and Mysteries of the East: Shining Spires of Sharandor by Azurak. She looks through the first four books, finding that they have information that will be useful to her, but that they will require studying. The last book, however, holds her interest. It tells the story of a city in the Searing Desert built and occupied by a race of red-skinned humans that call themselves the Thari. The city is described as made of glass spires that shimmer in the sunlight and glow at night. The Thari are known for making crystal balls and mastering arcane divination magic.
Grimfast had chosen three books from the same group: Mysteries of the East: Belegost, Mysteries of the East: Beyond the Veil and Mysteries of the East: The Great Wood, all by Azurak. Belegost is the city of Orcs. The author claims that these Orcs--orak-shan--have souls. They have honor, they've mastered a method of stone-shaping, and they consider themselves Masters of the Broken Lands. Stone-shaping, magic, drinking, and target shooting are favored pastimes. Not of the same quality as Dwarven stone-crafting, it is still rather impressive.
The Veil is a hundred mile long rainbow-colored waterfall that lies on the far side of the Searing Desert. It is supposedly the home of water sprites.
The Great Wood is just that--a great wood. It has trees that are a thousand feet high! According to the book, it lies at the Edge of the World. Entire cities live in the trees. The trees provide everything for the inhabitants, including food and drink.
Borun had three books: Mysteries of the East: Durandor by Azurak, The Magic of Trees by Miranda Portwood, and Perfect Self: Two Hundred Years of Meditation by Rinudia Maethel. The first one tells of a race of red-haired Dwarves that live in the fortress-city of Durandor which lies at the edge of the Broken Lands and the Searing Desert. They have a sort of stand-off with the Orcs of Belegost. They know the Orcs are there, but dare not enter the Broken Lands where there are deadly beasts and where the Orcs would have home territory.
The second book has lots of information about trees, with one important 'secret'--trees absorb magical energies from their surroundings, which is why many useful materials can be had from trees if you know how to harvest them and then how to treat them.
The third book deals primarily with meditation techniques, with emphasis on how to meditate even while one is in the midst of combat. It also 'teaches' the art of meditation before battle to achieve greater effort in battle.
Saxon has Ye Compleat Catalogue of Alchemaria by Trismegistus, The Other Side of Necromancy by Solon Darga and The Art of Technomancy by Sidra the Storm. The second book deals with a positive side of necromancy, rather than dark necromancy that most people understand. The third book covers the 'art' of technomancy that it calls 'science'. It deals with meshing and merging mechanical devices with magic, including what the advantages of that is.
The first book, however, is what absorbs Saxon's interest the most. It's not really a primer on alchemy so much as it's a huge workbook on how to make an extensive array of alchemical items--everything from potions and oils, adhesives and solvents, salves and elixirs, rings and amulets, cloaks and hats, salts and sands, automatons and clockworks, and dozens of other things. It starts out with talking about alchemist's fire (something everyone is probably familiar with) and covers several variations: alchemist's frost, alchemist's spark, alchemist's shriek, and alchemist's burst.