.START.
Index of main topics:

* ABOUT                 * THE LEGEND
   .IDEAS                  .THE BEGINNING
   .WORLD                  .THE INEHMO (the people)
   .CREATORS               .THE FIRST WINTER

* NATURE                * CULTURAL TOPICS       * LIVELIHOOD
   .TERRAIN                .CULTURES               .HUNTING
   .WEATHER                .NORTHERN PEOPLES       .FISHING
   .ANIMALS                .WESTERN PEOPLES        .TRADING
   .PLANTS                 .EASTERN PEOPLES
                           .MYTHOLOGY

* CHARACTER             * ITEMS                  * COMBAT
   .NUTRITION              .WEAPONS                 .RANGED
   .SKILLS                 .ARMOURS                 .MELEE
   .PENALTIES              .ARMOUR MATERIALS        .INJURIES
   .RITUALS                .TOOLS
   .MOVING                 .UTILITY ARTICLES
                           .CARRYING LOADS

***
.CREATORS.
The game is created by Sami Maaranen and Erkka Lehmus.
Sami has done the main work, including most of the coding.
Erkka has been helping with ideas and some little algorithms.
***
.WORLD.
The world of the game is strongly based on finnish iron age,
about 800 - 1000 A.D. when finnish culture was still a strong
pagan culture.
  Currently the game takes place in The Unreal World,
which is an imaginary world based on finnish history and
folklore.
  We use finnish-like words in many names in the game.
See LANGUAGE for more information.
***
.IDEAS.
In the game you will not face a clear story to follow or
"save the world" - quests. Rather, you have to wander around,
explore and try out different things. Hey, there's this whole
unreal world around you! You are free to choose your way
of life/gaming - go for it!
***
.THE UNREAL WORLD.
Among the peoples there are several different runes and myths
about the origin of The World, and how it became Unreal.
However, a common core is clearly visible, which is not
a surprise, as all the peoples are of same origin. The basic myth
goes as follows;
   In the Beginning The World was bare and silent. The Wind,
The forest and all the animals were formed out of the song
of Sky Father and Earth Mother. As all the creatures sung
together The Inehmo woke up and joined the singing. But the
harmony was broken when The Inehmo had to build a lodge
for a shelter in The First Winter. And when The First Winter
was over, the wise ones among the peoples realized that
the world was no more Real.
   For more details, see:

  THE BEGINNING, THE INEHMO, THE FIRST WINTER
***
.THE BEGINNING.
   In the Beginning The World was bare and silent. Sky Father
and Earth Mother were close to each other. They tought that The
World was all too silent. They sung, and their song filled the
silence. The song is The Wind, and The Wind travelled wild and
free. As The Wind walked, there appeared something green to grow
in its footprints. Soon there was The Forest, and all the birds,
all the fish, all the mammals and all the other animals. Except
for The Inehmo (The Human-being. In Unreal Language there is no
separate word for female and male beings, "inehmo" refers to
both he and she), who was still asleep.
***
.CULTURES.
As The Inehmo spred on the surface of The Earth some of them felt
an urge to travel far into the north as the others settled down
near the great lakes and watercourses and some never left the
forests they were born into. The places they started to populate
had a major influence on the people. It affected to their thoughts,
their look, their physique, their habits and their source of
livelihood. Thus were the different kind of tribes and cultures born.
Cultures can be separated to NORTHERN PEOPLES, EASTERN PEOPLES
and WESTERN PEOPLES.
%POP
WE.PCX
***

.THE INEHMO.
   Sky Father and Earth Mother wondered why The Inehmo did not
wake up. "Maybe our dear child is waiting for a light", Earth
Mother said. So they called all the creatures to gather for The
Circle of Life. All the creatures sat in a creat circle and they
did sing together. As their tune went on, The Stars, The Moon
and finally The Sun came in to the existence. The Inehmo woke up
and joined The Circle.
   The Inehmo understood everything that was sung. The Inehmo
could easily communicate with The Animals, with The Stones and
The Trees. There was no pain. As The Sun and The Moon walked
along their paths, air became cold and harsh wind rose. Soon the
earth froze, it was snowing. The Inehmo felt cold, and had to
build a lodge. It was The First Winter.
***
.THE FIRST WINTER.
   There are countless stories, legends and myths about The
First Winter. During The First Winter The Inehmo became many, 
men, wifes, children, the heroes and the wise ones walked the
earth. The heroes made the fire, they made the bow and the arrow
and they hunted. They made clothes, they made tools and
shelters, they made skis, and they made drums and the kantele (a
kind of a harp). When The First Winter was over, inehmoes could
not understand The Wind singing, nor The Bear and The Forest
humming. The wise ones among the people said that The World was
no more real. The World was Unreal. Still, inehmoes can return
to the Real World in the dreams and in the rituals. The Shamans
became negotiators between the people and the spiritworld, the
otherworld, The Real World.
%POP
SNATURE7.PCX
***
.TIETŽJŽ.
"Tiet„j„" means literally "the one who knows the road", e.g.
the sage, the sorcerer or the wise man.
***
.MYTHOLOGY.
Northern peoples have shamans as negotiators between the humans
and the spiritworld. Among eastern and western peoples the
equivalent of shaman is a tiet„j„. But there are some differences
in techniques used by shamans and tiet„j„t. A shaman masters
a special drumming technique, and a tiet„j„ is familiar with
techniques of verbal exctacy and rune singing. The social
role of a shaman or a tiet„j„ is a very demanding one, for they
are responsible for the wellfare of the entire community.
Therefore the position is not very desired.
  Basic relation between the humans and the spirits is that
humans should respect the spirits and not to anger them and
be thankful for their gifts. This relation is maintained by the
various rituals and rites. The most well-known spirits are
those of THE DEAD and the GUARDIAN SPIRITS.
***
.THE DEAD.
.DECEASED PERSONS.
The dead of the northern people live in an otherworld
which is very far away in the north, behind the black
river of the death. It usually is the duty of the
shaman to negotiate with the dead ones.
  The dead of the eastern and western people live in
the otherworlds near the villages. The living relatives
can and should communicate with the late ones. If the
dead feel that they are not respected, they are eager
to cause harm, such as diseases and madness. Almost
anyone can consult his or her late relatives to ask
help, for example. But when there are some more
serious problems, such as restless souls of the violently
killed people, it is the duty of the tiet„j„ to
restore the normal situation.
%POP%
KAARME.PCX
***
.GUARDIAN SPIRITS.
.SUPERNATURAL GUARDIANS.
.DWELLERS.
.SUPERNATURAL DWELLERS.
Guardian spirits and supernatural dwellers are special spirits
and beings taking care of their own area. These spirits dwell in
the forests, in the buildings, in the lakes and so on.
  The guardian spirit of the forest is one of the strongest
spirits, and has many more lesser helpers. He looks after animals,
trees, plants and even stones. So when in the forest you
should be constantly aware of all the signs and marks which can
tell you whether the guardian of the forest is pleased or not.
  The lake dweller is also a powerful spirit. The underwater
spirits are very highly respected. They do not only take
care of fish, they can also send storms, water monsters,
or the most powerful creatures ever seen in the world.
  Whatever you do you should keep the spirits on your mind.
For example, if you happen to find an empty cottage in the forest,
you should (if you know how to) ask the spirits for a permission
to sleep there. Or when you get a great catch of fish or a prey you
should thank the proper guardian spirits for that. When you keep
the guardians pleased they will look after you and help you. If you
anger the spirits they may revenge or make your living on their area
difficult.
%POP
FORESTL.PCX
***
.EASTERN PEOPLES.
The eastern peoples are:
KAUMOLAISET, KIESSELŽISET and REEMILŽISET
***
.WESTERN PEOPLES.
The western peoples are:
DRIIKILŽISET, SARTOLAISET, ISLANDERS and KOIVULAISET
***
.KAUMOLAISET.
Kaumolaiset (Kaumoan People, Those Who Live In The Kaumo) live in the
vast forests. Kaumolaiset are hunters, which is not a surprise, as the
forests are rich of game. Kaumolaiset do not have villages, The Family
is their biggest social unit. Of course there is co-operation amongst
different families, mostly due to constant warfare against Njerpezit.
Men of several neighbouring family houses are eager to join together in
order to raid Njerpez camps.
   This warfare has been around longer than anyone can tell.
   Spear is the main weapon of Kaumolaiset. Every free man carries
a kaumolais spear as a mark of his identity, his freedom and his pride.
   Kaumolaiset do also use fine bows. They may occasionally use
axes, swords and round wooden shields when fighting against
Njerpezit. Kaumolaiset do not like metal armours, they prefer to
leather clothes - and well-trained combat technique, including
agile dodging and furious counter-striking.
***

.KIESSELŽISET.
Kiessel„iset (Those Who Live In The Kiesse) have small, loose villages,
usually located near lakes or rivers. Kiessel„iset earn their daily living
mainly by the means of small-scale agriculture, animal rearing, fishing
and hunting. Typical feature of their hunting is "er„nk„ynti" (Going in
to the wilderness). One or two times in a year a small party of village
men ramble in the backwoods for several weeks. They travel far, they are
after the rich hunting grounds of the virgin wilderness and usually
return home with plenty of hides, furs, meat and fish.
 Kiesse is a peaceful area. Pedlars from east and west are regular
visitors. Njerpezit present a minor threat. In the backwoods there are
sometimes fights, if a hunting party meets strange hunters unless they
are Kaumolais hunters because Kiessel„iset and Kaumolaiset are very
much of same blood, and even the dialects they speak are almost identical.
  When hunting Kiessel„iset use spear, resembling a Kaumolais spear,
and a bow. After all they do not fight so much, swords and metal
armours are almost unknown amongst them.
***
.DRIIKILŽISET.
Driikil„iset (Those Who Live In The Driik) live on the western
coast. They live in villages and towns, which are usually
protected by walls, watchtowers and fortresses. Driikil„iset are
traders. They send their ships abroad, they trade with inland
peasants and with the fishermen of the archipelago. From time to time
Driikil„iset are attacked by foreign pirates and bandits who may
sometimes sail from a great distance to attack Driik coast.
   Driikil„iset can be considered to be more organized than rest of
the peoples of The UnReal World. They have differentiated
professions - merchants, soldiers, sailors and so on. If needed,
Driikil„iset can afford crossbows, metal armours, swords, battleaxes
and full-metal shields.
***
.REEMILŽISET.
Reemil„iset (Those Who Live In The Reemi) live in the
south-east part of the UnReal World. They have prosperous
villages and they earn their daily living mainly by means
of agriculture. Regular fishing, hunting and trading
adds a steady flow of wealth.
   Of course Reemil„iset have to protect their wealth.
Njerpez bandits are not uncommon, and sometimes Njerpezit
may even commit a large scale raid, looting, killing and
burning houses down. But Reemil„iset are also skilled
fighters, and usually they can defeat the Njerpez raiders.
Reemil„iset do use swords, spears and bows.
***
.SARTOLAISET.
Sartolaiset (Those Who Live In The Sartola) have their
home in the western part of the UnReal World. Altough
they have settled to live in small agricultural villages,
they also do regularly trade and hunt. Usually they travel
quite far away to the east in order to hunt beavers,
squirrels and other animals for their fine quality furs.
But, it is not so unusual that they travel so far that
they encounter hunters from Kiesse or Kaumo, who will
no doubt defend the forest they consider theirs. Occasionally
someone gets killed in fights between hunting parties,
but there is no large scale warfare between Sartola and
Kiesse and Kaumo.
   Sartolaiset trade mainly with Driikil„iset, trading
furs for salt, weapons and luxuries.
***
.ISLANDERS.
Islanders inhabit the archipelago in the most south-western
part of the UnReal World. They live on fishing and hunting
seals and birds. They also have some small-scale agriculture.
***
.KOIVULAISET.
Koivulaiset (Those Who Live In The Koivula) are farmers.
They have considerably large fields, cattle, sheep and
horses. They have their homes near the rivers in the
western part of the UnReal World. They lead a steady
and settled life. Usually they do not travel even in
order to trade; they wait for the driikil„is-traders to
come to the Koivula. But some families do regularly
send small parties to Driik in order to sell farm products
in well known market-places of Driik.
***
.NORTHERN PEOPLES.
Northern Peoples live in the northermost part of the
UnReal World. They do speak a language of their own.
Altough they have common ancestors with the rest of
the UnReal Peoples, they have some typical features
which set them slighly apart from the Southern Peoples
(ie. the rest of the UnReal Peoples). They are somewhat
smaller, usually darker, and are considered to have some
supernatural abilities. All the Northern Peoples
dislike swords and fighting.
The Tribes of The Northern Peoples are KUIKKA-TRIBE,
 OWL-TRIBE and SEAL-TRIBE
***
.KUIKKA-TRIBE.
Kuikka-Tribe is one of the Northern Peoples, and they have
kuikka (black-throated diver) as their totem animal. They
live in small cottages, earning their daily life by means
of fishing, hunting and small-scale reindeer rearing.
***
.OWL-TRIBE.
According to a tale told amongst the Owl-Tribe they have been
born out of the echoes of a shriek of The Owl. And indeed
they still do travel like echoes in the forests, bare
mountains and bogs of The North. They live mainly on
nomadic reindeer rearing. They travel twice a year,
since they have their summer camps up in the extreme
North, and southern winter camps in the vast forests.
***
.SEAL-TRIBE.
The Seal-Tribe lives in the most Extreme North, on the
northern coast of the UnReal World. They do have small
reindeer herds, but their main source of daily food
is the sea. The Seal is their totem animal and also
their most important prey animal. So they have developed
various rites to maintain the good relationship with
The Seal.
***
.NJERPEZIT.
Njerpezit are of eastern race. Black haired Njerpez men are
considered notorious bandits. Njerpez men do attack other
people, killing, robbing and raiding. They use sabres, spears
and roundish wooden shields. Chieftains might have helms, 
breastplates and coats of iron or chain.
Njerpez are interested in furs, those of squirrels, bears, wolves,
beavers and lynxes. Animal fur is of the very best quality in
The Kaumo, and the merchants of the southern domains are willing to
pay plenty for the finest northern furs. Njerpezit strive for
conquering the hunting-grounds of Kaumolaiset, and this is what
they have been doing for decades.
***
.LANGUAGE.
Most of the names are left untranslated. Words such as "Kaumo"
or "Kiesse" are so old, that no one knows their original
meaning, and thus translation is impossible. "Kaumo" just means
a certain region of The Unreal World.
   Some words could be translated, but are left as such for the
sake of the spirit.

See language inflexions table for further information.
***
.LANGUAGE INFLEXIONS.

 REGION     AN INHABITANT   MANY INHABITANTS   ADJECTIVE 
----------------------------------------------------------
 Kaumo      a kaumolainen   kaumolaiset        kaumolais
 Kiesse     a kiessel„inen  kiessel„iset       kiessel„is
 Driik      a driikil„inen  driikil„iset       driikil„is
 Reemi      a reemil„inen   reemil„iset        reemil„is
 Sartola    a sartolainen   sartolaiset        sartolais
 Koivula    a koivulainen   koivulaiset        koivulais

Examples:

 He is a kaumolainen = He comes from Kaumo
 He is a driikil„inen = He comes from Driik
 They are drikkil„iset = They come from Driik
 This is an kaumolais spear = This spear is made by kaumolaiset
 These are kiessel„is punts = These punts are made in Kiesse
 This is a driikil„is town = Driikil„iset live in this town
***
.TERRAIN.
The main terrain types are forest, swamp and lakes. Terrain type
affects to what kind of trees or berries can be found at the
area and so on.
***
.WEATHER.
The most important general features of the weather are the
seasons. Seasons have a great influence on the daily living.
  In the wintertime it is rather cold, about -10 to -35 degrees
Celsius. There is usually more than half a meter of snow
on the ground, and lakes are covered with thick ice. You should
protect yourself against freezing. Animal furs and woollen
clothes are very valuable. And remember to have good shoes,
for walking in the snow with bare feet is a deadly thing to do.
  In the spring snow and ice melts - be careful when
travelling on the ice. Hibernating animals (such as bears)
wake up, migrating birds return and fish spawn.
  In the summertime temperature might rise up to 30 degrees
celsius. But generally speaking the weather is very unstable;
heavy rains, long dry periods, frosts or thunder storms
come and go without any regular patterns.
  In the autumn migrating birds leave, hibernating animals
seek and eat a lot of food. Usually it rains a lot in the autumn.
***
.PLANTS.
Almost all of the berries are edible. With mushroom you should
be more careful - some of them are very poisonous.
%POP
BERRIES.PCX
***
.HUNTING.
Passive hunting means using TRAPS.
Main weapons used in active hunting are bows and spear.
You can for example seek and follow animal tracks,
or you can hide and wait for some animals to come nearby.
There are lots and lots of hunting techniques and variations.
%POP
STAG.PCX
***
.FISHING.
You can actively fish using a suitable tool, such as a fishing rod.
Some weapons, such as tridents, spears or maces are also suitable
for fishing. The idea of this is to knock down the fish swimming
nearby the coast-line.
There are also passive fishing methods. Currently it is possible
to use nets.
Fishing method also reflects to the amount of catch and the type of
fish to be caught.
%POP
KALASSA.PCX
***
.TRADING.
It is possible to trade with almost all of the people. In the
villages there are also craftsmen, farmers etc. from whom you
can also get various things by trading. 
%POP%
ILOISET.PCX
***
.MELEE.
There are several attack maneuvers to hurt your enemy. You may punch or
kick or use your weapons. Depending on the weapon it can be used to blunt,
edge or point your enemy. Each of those three weapon aspects cause
different kind of damage. Weapons are used by keys [1] and [2]. [1] for
attack by primary weapon and [2] for attack by secondary weapon. You can
punch by pressing [9] and kick by pressing [0].
To use weapons you must first wield them.
%POP
READY.PCX
***

.WEAPON ASPECTS.
Kicking and punching always causes blunting damage but when using
weapons you have to choose which aspect of damage (i.e. how to hit
with the weapon) you wish to use. Some weapon may have all three
aspects and some weapon might have only one aspect. You can (for
example) use a sword to edge or point or even blunt, spears can be
used for point and blunting etc.
  Different aspects cause different kind of damage depending on the
weapon as well as the armour (natural or man-made) of your opponent.
As you might guess the pointing with spear causes far more damage
than blunting.
***

.ATTACK MANEUVERS.
When you've chosen an attack maneuver you will be asked for the
direction where your opponent is. When your attack is executed you
will be notified of the results and then it's your opponents turn to
attack. When you are attacked, you may try to dodge or block it (in case
you have a weapon/shield wielded. Notice that if secondary weapon is
wielded it will be used for blocking otherwise primary weapon is used.)
or ignore it -- which may be pretty foolish. If you are attacked from
behind or can't see your enemy you can't choose defend maneuver.
***
.RANGED.
In ranged combat you can use BOWS or THROWING WEAPONS.
***

.THROWING WEAPONS.
You can use almost any weapon as a throwing weapon but specific
throwing weapons (spears etc.) are of course most suitable for
throwing. To throw something you have to wield it and then press
[t]-key to throw it. You will be asked (if you have wielded two
weapons) which weapon (primary or secondary) to throw.
You can't select weapon aspects when throwing something. Aspect for
specific throwing weapon is always point but when you are throwing
something like a sword it may hit your opponent by any possible
aspect (randomly selected).
***
.BOWS.
.BOW.
There are two classes of bows: bow (including shortbow, longbow etc.)
and crossbow, so there are also two bow-skills. In order to use any
bow you need arrows. When you wish to shoot an arrow you must have both
the arrow and the bow wielded, then use <t>hrow command to shoot
with your bow. In order to shoot again you must always wield a new
arrow. Your success level is modified by range to target.
***

.RANGE TO TARGET.
WEAPON        RANGE (meters)
              3.30   8.25   19.80   49.50   99.00   198.00   396.00
---------------------------------------------------------------------
Spear etc.      -5    -10     -15     -30     -60
Handaxe etc.    -5    -10     -20     -60
Dagger etc.     -5    -15     -25     -60
Melee Weapon   -10    -25     -50     -75

Throwing knife  +0    -10     -20     -50
Throwing axe    +0     -5     -15     -50
Javelin         +0     -5     -10     -20     -40

Longbow        +20    +10      +5      +0     -15      -40      -80
Shortbow       +20    +10      +0      +0     -25      -60
Crossbow       +30    +15      +5      +0     -30      

See range examples.
***

.RANGE EXAMPLES.
Couple of examples to help you understand the range to target system:
Example 1 : You are throwing a spear. Your SPEAR mastery level is 32%.
            There is 50 meters range between you and your target. So your
            success level will be modified by -60%. You are most likely not
            going hit. (there is always 5% possibility though)
Example 2 : You are about to shoot your Crossbow and your mastery
            level is 42%. There is only 4 meters range between you and
            your target so your success level will be modified by +15% and
            your final success level will be: 57% (if no other penalties)

As you can see the modifiers are biased towards high velocity missiles
such as arrows etc. They not only have a higher range, but are also more
accurate at short range. On the other hand, low-velocity missiles are
easier to block/dodge, reflected by a penalty for these weapons even
at the closest range.
***

.RITUALS.
  Rituals are a way of communicating with the world, the nature and its
supernatural beings like spirits, dwellers and guardians. Some rituals
are used to keep the nature and its beings statisfied and open-handed,
some are used to banish the evil beings and spirits and some are used
to ask guardian spirits to help you succeed in tasks like hunting, making
a fire or healing wounds.
  Your character may learn various rituals during her/his life and should
learn the secrets of them as exactly as possible.
  Some of your deeds may anger the supernatural beings and spirits and they
can be usually calmed down only by rituals and/or sacrifices. You shouldn't
however start to sacrifice when ever you kill a rat or a squirrel or
fall even a smallest tree. Rather you should use sacrifices or ask
permissions to do things when you really feel that you are being favoured
by the spirits, e.g. when you fall a bear or elk or feel really insecure
to fall asleep before asking a permission. Don't disturb the spirits too
often, and when you do so -- do it for a reason.
  Rituals are strongly linked to the cultural mythology so you should
learn about that too.
%POP
MANTY.PCX
***

***
.INJURY.
.INJURIES.
Your character may get injured in several ways, most often that happens
in combat situation. Injuries that don't kill you immediately may still
cause some serious effects, sometimes leading to death.

see: BLEEDING WOUNDS, FIRST AID, HEALING and WOUND TREATMENT
***

.BLEEDING WOUNDS.
  Whenever you get a bleeding wound or old injury starts to bleed
you must stop the bleeding as soon as possible. It doesn't take
a long time to pass out and bleed to death. Bleeding is stopped by
using PHYSICIAN skill. Use it on the bleeding wound until you succeed
to stop it from bleeding. Bleeding wounds are the most serious wounds
a man can get so take care of them as soon as you can.
  When you lose blood Bloodloss-meter in the statistics window
starts to grow. Even all the bleeding is stopped the lost blood won't
regenerate just like that. It usually takes several days to get
the lost blood back. When Bloodloss-meter has reduced to zero
you have correct amount of blood running in your veins.
***

.FIRST AID.
When injured, you can and you should too give yourself first aid.
When the battle is over and you realize yourself being still alive
you should use PHYSICIAN skill to treat and diagnose your wounds.
Bleeding wounds can't be treated until the bleeding is stopped.
First aid should be given as soon as possible. Wounds will heal
without first aid too but successful wound treatment improves
the speed of healing and sets the wound to better condition. You may
check out your wounds and their condition by extented command
Wounds (Key sequence: #w).
***

.HEALING.
Every morning your wounds are checked and - if you are lucky or
the wounds are in a good condition - naturally healed a bit.
Depending on the wound conditions time needed for them to heal
completely varies from few days to even few weeks.
  Blood regeneration is also checked daily. By using extented
command Wounds (Key sequence: #w) you may see conditions of your
wounds. The Injury-meter will show amount of injuriousness for
each wound. Shorter the indicator better the wound condition.
When the indicator has reduced to zero the wound is fully healed.
A little colored box indicates the wound state -- i.e. how critical
the wound is. The more nasty the wound is the longer does it take
to heal. Very bad wounds may cause nasty effects even if they are
almost healed. If some wound is not indicated by a colored box
its condition is unknown (not diagnosed) and the wound can be
treated with first aid.
***

.WOUND TREATMENT.
The necessity for wound treatment varies; minor wounds will heal
pretty well by themselves, but serious wounds always impair the
victim unless treated. Successful treatment will improve the wound
healing.
  In order to attempt a treatment, certain equipment and/or supplies
may be necessary. Different kind of wounds require different kind
of treatment and equipment. Current wound treatment procedures are:
 COMPRESS, CLEAN/DRESS, SURGERY, and SPLINT.
One of these procedures will automatically activate when you attempt
to treat a wound with PHYSICIAN skill.
***

.COMPRESS.
Simply applying a cold compress to the wound.
Necessary equipment/supplies: WATER and BANDAGES.
***

.CLEAN/DRESS.
Cleaning and dressing the wound.
Necessary equipment/supplies: WATER and BANDAGES, SUTURES
(needle/thread) required for large wounds.
***

.SURGERY.
Surgery includes CLEAN/DRESS procedure.
Necessary equipment: WATER, BANDAGES, SUTURES (needle/thread) and
sharp knife etc.
***

.SPLINT.
To set and splint the bone you need some kind of a splint (usually
any stick, branch or even a spear will work) and BANDAGES.
***

.BANDAGES.
Bandages are strips or slices of cloth, leather etc. used to tie
up wounds with the PHYSICIAN skill.
***

.SUTURES.
Sutures (needle and thread) are used to stitch the open wounds.
***
.SKILLS.
Your character knows several skills (both physical and lore skills)
which can be used by pressing [S]-key. When the key is pressed list of
skills and your mastery level for each skill will be displayed. Mastery
level is however modified by special penalties which your character
may have.

Skills and maneuvers to complete them are descriped in these topics:
Fighting skills:
 WEAPON SKILLS, DODGE, UNARMED
Physical skills:
 CLIMBING, SWIMMING, SKIING
Craft/lore skills:
 FORAGING, FISHING, PHYSICIAN, TRACKING, SURVIVAL,
 COOKERY, HIDEWORKING, RITUAL, TIMBERCRAFT, WEATHERLORE, WOODCARVING

.DODGE.
Ability to dodge attacks. This is an automatic skill which is activated
in combat everytime you choose DODGE option.
***

.WEAPON SKILLS.
Skills such as dagger, sword, axe, spear, flail, bow, crossbow etc.
are automatic combat skills for each weapon group. These are automatically
activated everytime you use some weapon.
***

.UNARMED.
Unarmed fighting (kicking,punching etc.). This is an automatic skill and
it's activated everytime you execute unarmed combat maneuver.
***

.CLIMBING.
General climbing ability. Used to climb to the mountains and the trees.
***

.SKIING.
Skiing is an automatic skill and checked out when you ski. High
mastery in skiing doesn't make you ski faster but with less effort -
you won't get fatigued so soon. To ski you need skis and a sti stick.
***

.WOODCARVING.
Ability to decorate wooden items by carving them. Beautifully carved
items are more valuable but it's also possible to ruin the item with
ugly carvings. Woodcarving is usually used to decorate cups, bowls
and the like but nothing prevents you from decorating your bow, club
or even an arrow.
***

.SKIN.
.EMPTY SKIN.
A container made of leather. Skin is very light when empty and
can contain usually about 2.5 lbs of liquid.
***

.TORCH.
Torches are most useful to light up caves where you normally
can't see anything. When it gets really dark (winternight
for example) torches can also provide a little extra light.
***

.ARROW.
In the game there are now special types of arrows for typical bows
and crossbows. Arrow is therefore the thing you shoot with your bow.
To shoot with a bow you must wield the bow as well as the arrow
and then use <t>hrow command.
***

.WOODEN CUP.
.EMPTY WOODEN CUP.
.EMPTY WOODEN BOWL.
.WOODEN BOWL.
.EMPTY WOODEN MUG.
.WOODEN MUG.
A wooden container. Can be used to carry water, milk etc.
***

.WEATHERLORE.
Weatherlore is the ability to predict and observe the weather. With
a succesful attempt you may be able to predict the weather for
future hours. Sometimes you don't find out more than just how the
weather is. Of course it's possible to make faulty predictions,
sometimes even just the opposite.
***

.FORAGING.
Finding (vegetarian) food in the wilderness. This skill works only at the
local area. To use this skill press [ENTER] in the wilderness and you will
be zoomed to local area. Activate skill and you will (depending on your
success) achieve some information or even be positioned near fruitful
plants. When you have found some noticeable colored plants try to pick them
with [,] or [;]. Notice that not every terrain contains vegetarian food and
type of vegetarian food found depends on the terrain.
%POP
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***
.PHYSICIAN.
Diagnose and treat medical ailnments. This skill should be used to give some
first aid. When you get some wounds use this skill to treat and diagnose
them. Physician is also used to stop wounds from bleeding.
***

.TIMBERCRAFT.
Timbercraft is a general ability to cut down trees and produce rough
lumber like firewood, logs and such.
***

.SWIMMING.
General swimming. After using this skill you'll be asked where to swim.
***

.TRACKING.
The ability to detect and follow tracks. Use this skill only in the
wilderness. If you succeed, you will find some tracks and you will be
told to which direction these tracks lead. Follow the tracks and use
this skill again until you find your prey. If you fail to follow the
tracks you must seek new tracks.
***

.HIDEWORKING.
Hideworking is used to skin animals to process the hides gotten.
Success in the hideworking determines the quality of the hide
produced. Poor quality hides are worth of only a fraction of the
good quality ones and hides of some animals are more valuable than
the others. Hides of fox, lynx and beaver and pine-marten are
for example very wanted ones.
  To use hideworking to skin the dead animal you must stand beside
the carcass. Fresh animal skins should be tanned within few days
or cured for preservation - otherwise they will start to rot.
Depending on the animal the tanned skin can then be used as a fur
or leather in making of clothes - or in trading.
***

.SURVIVAL.
The knack of surviving in the wilderness. Survival is outdoor skill
for activities not covered with other skills like Foraging, Tracking
etc. Currently the skill can be used to collect branches, build fires,
construct shelters and making a hole in the ice in the winter time.
***

.COOKERY.
Ability to prepare food. Instead of just roasting a meat you can produce
various meals and drinks. Known recipes are displayed when you attempt
to use COOKERY. Some equipment (such as pot or knife) are sometimes
required as well as many ingredients such as water, salt etc. Fire is
almost always needed to prepare something; you can use man-made fire,
fireplace or even a torch for this.
***

.RITUAL.
The ritual-skill reflects your familiarity with the various kind of
rituals, rites, power-songs, supernatural and spiritual activities etc.
When the skill is used your religious/spiritual-profile will show up
and you can choose the ritual you wish to perform. (You should learn
about MYTHOLOGY too.)
***

.PENALTIES.
Penalties reflect the fact that a character who is encumbered, injured,
starved or fatigued cannot function normally. There are four classes
of physical penalty: ENCUMBRANCE, FATIGUE, STARVATION and INJURY.
The sum of all four penalties is the character's physical penalty which
will be decreased from you mastery levels for physical skills everytime
you use them.
***

.STARVATION.
You can stay alive, even weeks, without food - but not without water.
Starvation meter starts to grow when your character spends too much
time without eating. When you find food again or decide to stop your
hunger-strike starvation decreases as your character gains energy. This
may take some time if you haven't been eating for a long time but
eventually (if you remember to eat well) you  will  get  back in shape
and suffer from starvation and physical penalty caused by it no more.
***
 

.FATIGUE.
Your character and any creatures as well will sometimes suffer from
fatigue. Any hard physical activity such as running or fighting
will tire you up. Amount  of  load  carried  and your endurance
will affect on how fast you will tire. Fatigue is  indicated by
'Fatigue'-meter which shows in percents how much your  physical
activities will be penalized due to fatigue.
For example: Character who has 48% mastery level in SWORD-skill
tires in combat so that he achieves -2% fatigue penalty so  his
effective mastery level in SWORD-skill  will  be  46%  due to his
fatigue. Notice that he might also have other penalties such as
injury and encumbrance penalty, so his final mastery  level  can
be far lower.
You may use rest option  ([.] command)  or  sleep  (key
sequence: #s) to recover from fatigue.
***
 
.CARRYING LOADS.
As you live your character's life you will earn some  property  such
as weapons, armors, clothes etc. You usually carry some of these with
you. Weight of items is given in pounds. The more  items  you  carry
the more encumbrance  penalty  you  will  get. The character's 'Endurance'
attribute has a great value in the encumbrance penalty  accumulation.
The higher the 'Endurance' the more easily a character can carry loads.
***

.ENCUMBRANCE.
Encumbrance penalty means in general, the more weight a character is
carrying, the harder the physical activities come. Encumbrance penalty
is indicated by a percentage value. If your encumbrance penalty is for
example -10%  all  your  physical  activities  are  10%  weaker  than
usually, which means that if you have 50% mastery level  with  swords
it really is only 40% with -10% encumbrance penalty. Encumbrance  (as
any physical penalty) affects in the  characters  mobility  which  is
indicated in the statistics  screen.  Percentage  value  of  mobility
tells you how fast your character can move compared to his/her maximum
speed (which is running without any load). At some point your character
can't move at all. This happens when encumbrance penalty itself is  so
high that a character's mobility has decreased to the zero.
***

.MOBILITY.
The mobility indicator in the upper right cornern of the screen tells
you the percentage value of efficiency of the character's movements.
If the mobility is for example 56% character moves at 56% of his maximum
speed. All the physical penalties (INJURY, FATIGUE and ENCUMBRANCE)
lower the mobility and therefore slow down the character's movements.
When Mobility reaches zero, a character can not move at all or can
only crawl.
***

.UTILITY ARTICLES.
Some of these items are descriped here:
 TEA, SALT, POT.
***
.TEA.
From the one bag of tea you can make many refreshing drinks by using
your COOKERY skill.
***

.SALT.
Salt is used in cookery, e.g. in the making of salted meat/fish.
***

.POT.
Pot is a useful tool in several COOKERY based activities.
***

.TOOLS.
There are several special items in the game which are commonly called
tools. You can use these items by [a]pply command. Their use varies
widely as does the method of application. The following tools have
been descriped so far:
 TRAPS, PUNT, SESTA, LIGHT SOURCES, SHOVEL, SKIS, SKI STICKS.
***

.SHOVEL.
Shovel is used to dig trap-pits. (Used in passive hunting --
see TRAPS for more info)
***

.LIGHT SOURCES.
There are several kind of light sources; torches, candles, lanterns
etc. To light/put out your light source just [a]pply it. Different
light sources last a for different time and produce a varying amount
of light. Lanterns must be filled with lamp oil before they can be
lit - this can be done by [a]pplying the lantern when you have lamp
oil bottle(s) with you.
***

.RAFT.
Raft is a primitive watercraft made of tree trunks which are tied
together with a rope. Sesta is needed to shove the raft ahead.
***

.RAFT.
A watercraft used to cross waterways.
You'll need a tool called sesta to move the raft.
***

.PUNT.
Punt is a light watercraft which may be carried  over  the  land
from a waterway to another. You need a tool  called  sesta  to
move the punt. You can transport heavier loads than you could  carry
by loading them in to the punt.
***

.SESTA.
It's a long staff which is used to shove primitive watercrafs like
a punt and a raft ahead. In order to use a raft or a punt; drop it
on the coast, step in and [a]pply a sesta.
***

.TRAPS.
Different kinds of traps are used to catch animals.
Trap-pits are used to catch big animals, like elks,
wolves and bears. The "k„p„l„lauta"-fox trap is used
to catch foxes.
  To effectively use a trap it should be placed either
on the path of the prey, or then some other means should
be used to trick the prey into the trap. This can be
done by baits or fences.
  Once the traps have been set it's easy and pleasant
to check them on a regular basis - few times a week or
so - and possibly cover them again and set new baits.
See also: LOOP SNARE, SMALL LEVER-TRAP, BIG LEVER-TRAP
%POP
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***

.LOOP SNARE.
Simple loop of cord set to catch mainly hares.
***

.SMALL LEVER-TRAP.
.BIG LEVER-TRAP.
As an animal enters this kind of traps it accidentally
hits the stick that is holding more or less heavy logs or
wooden stakes upright. The logs or wooden stakes
will then drop on the creature killing it or making it immovable.
Small lever-trap is for birds, hares, foxes and the like.
Big lever-trap works for example wolves, gluttons and badgers.
Remember to add somekind of baits to traps set for carnivores.
***



.TRAP-PIT.
.TRAP-PITS.
You can dig a pit using a shovel. It is possible to
improve the pit. Placing sharp poles to the bottom of
the pit makes the pit more lethal. Setting a bait on
the pit makes the pit more attractive for predators.
  It is necessary also to cover the trap-pit. And remember -
do not drop in your own trap-pits.
***
."KŽPŽLŽLAUTA"-FOX TRAP.
.FOX TRAP.
.KŽPŽLŽLAUTA.
The "k„p„l„lauta"-fox trap (literally: "paw-board" or
"paw-snare") is a nearly two meters long board-shaped
piece of wood, set in upright position. It's upper
end is pointed and has two sharp wedges on the both
sides. The pointed end holds the bait so that the fox
has to jump to try to catch the bait. Usually the fox
ends up trapped by its forepaws stuck into the wedges.
The "k„p„l„lauta" is therefore useless without a bait which makes
the fox to jump to fetch it.
***
.FENCE.
.FENCES.
Fences have been used to trick the prey into traps. For example,
you can build a long fence and leave some small openings in the fence -
and place a trap in every opening. The fence will guide wandering
animals into the traps as they can only pass a fence through openings
you have left. You can use natural obstacles such as trees, thickets
and the like to complement your fence. In order to make it effective the
fence should be rather long.
%POP
AITA.PCX
***
.MOVING.
There are two main ways of moving around; walking and
using a punt or a raft.
See also: MOBILITY and CARRYING LOADS.
***
.NUTRITION.
Without water you die in two or three days. So remember
to stay close enough to lakes, or carry water with you.
Without food you can survive longer, but after a few days
you will suffer from starvation.
  The main ways of gaining food are hunting, fishing,
trading and foraging.
***

.ARMOUR MATERIALS.
Clothes can be made of wide variety of materials with
variying techniques. Materials used in clothing in
the UnReal World can be separated into two groups.
Those originating from the vegetable kingdom are

 LINEN, NETTLE and BIRCH-BARK

...and those originating from the animal kingdom are

 WOOL, LEATHER and FUR

Metal armours are not usually worn nor made among the local
cultures of The UnReal World. They are brought in with foreign
people and warriors. For this reason metal armours may be
occasionally found and used especially in the case of warfare.
Metal armours consist of

 RING, MAIL and IRON
***

.NETTLE.
Nettle is a useful wild plant used as a source of fiber.
The process of separating fibers from a nettle and spinning
them into a thread is somewhat similar compared to the 
process of producing linen out of flax. Some even say that
garments made out of nettle-fiber are more beatiful than the
ones made of linen. Nettle is commonly used, but not as largely
as linen, for all sorts of clothes.
***

.LINEN.
Linen is procuced from fibers of a flax which is a commonly
known cultivated plant. Linen, like wool, is largely used
material for clothes but the process to make serviceable
linen is more laborious than in the case of wool. For the wealthy
this is no problem since there is also imported linen in the
UnReal World.
   Linen clothes are very comfortable. The more you wear a
specific linen garment the softer and more comfortable it will
become. You'll also feel cool in a linen garment when the weather
is hot but still it will keep you warm when it's cold.
***


.WOOLLEN.
.WOOL.
Sheep's wool is largely used material for all kind of clothes.
Occasionally little amounts of fur or hair from other animals is
added to shorn wool as well. Woollen clothes are warm to wear
and also give a little defense against concussion. To wear
a woollen cloth directly against your skin may however tickle at
first before you get accustomed to it.
***

.LEATHER.
In clothing leather is used mainly for shoes, boots and belts. It's
also used to complete some other garment for example with bands and
thongs. More commonly leather is used in making of numerous pieces
of equipment.
***

.FUR.
Fur is mainly used in the winter-time when many pieces of clothing
which are usually made of linen or wool are replaced by fur
counterparts. Fur is mainly used to keep its' wearer warm but it
can also give some considerable protection - although it's cumbersome
to move about especially in very big, heavy fur garments.
***

.APRON.
.UNDERGARMENT.
.DRESS.
.VEIL.
A piece of woman's clothing - usually made of wool or linen,
sometimes nettle is used. Typical woman's dress consists of
long-sleeved undergarment worn under a short-sleeved dress.
A decorated apron and a belt is also commonly used. Head is
sometimes covered with a veil.
***

.BIRCH-BARK.
When birch-bark is used in clothing its use is restricted to
shoes, head-dresses and small pieces for spot protection or to
be used as ornaments etc. This is because finished birch-bark
equipment isn't very elastic and feels coarse against the skin.
   More commonly birch-bark is used in making of various artifacts,
knapsacks for example.
   Birch-bark garments give some protection against edge and tear
attacks but for point or blunt strikes they are somewhat useless.
***

.RING.
Leather reinforced with intermittent metal bezants, rings, strips etc.
Reinforcing improves the leather's defense against edged weapons, but
has little other effect.
***

.MAIL.
Interlocking metal rings, usually half an inch or less in diameter.
Mail may be butted, coiled or rivetted, these considerations are
reflected by armour quality. While mail is a superb defence against
edged weapons, and reasonable against the point, it does little to
reduce force of a blow, and may be driven into its wearer's flesh.
Because of this, leather or wool garments are usually worn underneath.
***

.IRON.
Armour which forms a rigid continuous covering and is made of
iron. Iron armours are relatively rare. Its use is generally
restricted to breastplates, helms, and small plates for spot
protection. Iron armours offer good to excellent defense
against all strikes.
***
***

/* ARMOUR MATERIALS SECTION END */
.ARMOURS.
Some armour names do not exactly tell you what kind of armour it
actually is. Such armours are listed below for closer examination:

 AILETTES, COWL, COUDES, GAMBESON, GAUNTLETS, GREAT HELM, GREAVES,
 HABERGEON, HALFHELM, HAUBERK, KNEECOPS, LEGGINGS, MITTENS, REREBRACES,
 SURCOAT and VAMBRACES.
***

.AILETTES.
Shoulder guards made from iron.
***

.COWL.
Piece of clothing or armour covering the skull and neck (short cowl)
and sometimes the shoulders (long cowl). Cowls may either be separate
garments or an extension of body armour.
***

.COUDES.
Elbow armours, usually of iron.
***

.CUIRASS.
The combination of breastplate and backplate to cover the thorax and
abdomen. Breastplates are often worn on their own. A cuirass is made
of iron.
***

.GAMBESON.
An undercoat of quilt commonly worn under a hauberk to protect the wearer
from the impact of blunt strikes. Gambesons cover the shoulders, thorax,
abdomen, hips, groin and thighs. They may be lenghtened to cover the knees
and may be half or full sleeved. The skirt is split to facilitate mounted
use.
***

.GAUNTLETS.
Any heavy gloves, generally made of leather or reinforced leather.
***

.GREAT HELM.
Any closed iron helm, covering the skull, face and neck. Except for point
strikes, the eye is also protected. Altough great helms give complete
protection to the head some warriors dislike the restricted vision they
afford.
***

.GREAVES.
Iron armour for the calves, sometimes for only the front
of the calves.
***

.HABERGEON.
An armoured shirt that covers the shoulders, thorax, abdomen, hips, groin,
and upper arms. Habergeons are usually made of mail; they may
also be long sleeved and (rarely) sleeveless.
***

.HALFHELM.
Any helmet made of ring or iron that covers the skull. Helmets
may have nasals, check-pieces, neck guards or eyeguards for additional
protection.
***

.HAUBERK.
A coat made of ring or mail. Hauberks cover the shoulders, thorax,
abdomen, hips groin and thighs. They may be lengthened to cover the knees
or more rarely down to the calves. The skirt is usually split to facilitate
mounted use. Hauberks are either half-sleeved or full-sleeved.
***

.KNEECOPS.
Armour for the knee, usually iron, generally secured by leather
thongs.
***

.LEGGINGS.
Separate pieces of clothing to protect legs; actually the hips, groin,
thighs, knees, calves and feet. Leggings are tied on with leather
thongs or cords. When worn with pair of trousers leggings give extra
protection and warmth. Some leggings can be worn also instead of
trousers.
***

.MITTENS.
A gloves without separate fingers. In the winter-time wool or fur
mittens are commonly used. Foreign people also make mittens from metal
to protect hands in a battle.
***

.REREBRACES.
Iron armour for the upper arms.
***

.SURCOAT.
A cloth garment, usually of linen, worn over metallic armour. It generally
extends to just below the knee. The surcoat gives marginal additional
protection, but its main purpose is to identify the wearer.
***

.VAMBRACES.
Iron armour for the forearms. The vambrace is sometimes used
as a kind of buckler.
***

***

.WEAPONS.
There is further information about following melee/throwing weapons:
Knives: DAGGER, KNIFE, SMALL KNIFE, BROAD KNIFE, HUNTING KNIFE,
        FISHER'S KNIFE, KAUMOLAIS KNIFE, NORTHERN KNIFE, THROWING KNIFE,
        SKRAMASAKSI
Swords: BASTARD SWORD, BATTLESWORD, BROADSWORD, ESTOC, FALCHION,
        SCIMITAR, NJERPEZILŽIS SCIMITAR, SHORTSWORD, RAPIER
Axes:   BATTLEAXE, HANDAXE, PICK-AXE, SICKLE, THROWING AXE, WARHAMMER
Clubs:  MAUL, CLUB, MACE, MORNINGSTAR
Flails: BALL & CHAIN, GRAINFLAIL, SMALL FLAIL, WARFLAIL
Spears: JAVELIN, STAFF, HARD STAFF, TRIDENT, SMALL TRIDENT, WIDE TRIDENT,
        SPEAR, KAUMOLAIS SPEAR, NORTHERN SPEAR, ANGO, LIGHT SPEAR
Bows:   SHORTBOW, LONGBOW, CROSSBOW, HEAVY CROSSBOW, JUNIPER BOW,
        NORTHERN BOW, HUNTING BOW
***
.DAGGER.
Sharp pointed weapon designed for puncturing.
***
.KNIFE.
The all-round tool used when eating, making handcrafts, fighting
and so on.
***
.SMALL KNIFE.
An ordinary knife with a blade of about three inches long.
The small knife is mainly designed for making fine woodworks.
It is also commonly used when cutting ropes, removing
birch-bark etc.
***
.BROAD KNIFE.
The broad knife has a blade wider than ordinary, and it
is mainly used for hideworking and fighting.
***
.HUNTING KNIFE.
The hunting knife has a blade usually more than five inches long.
Near the dull side of the blade there is a special stria, which
makes the blood run better. So, when one thrusts the hunting
knife deep into animal body, the blade does not hinder the blood
from running out from the wound.
***
.FISHER'S KNIFE.
A knife with long, thin blade, which is of especial use for
fishermen when preparing fish.
***
.KAUMOLAIS KNIFE.
This is rather a heavy knife. A Kaumolais-man esteems his
knife and it is usually of great personal value to him.
***
.NORTHERN KNIFE.
The knife is one of the main tools used by the Northern Peoples.
The northern knife is one of the largest knives, and it is
used when killing reindeer and in hideworking, eating and building.
A lot of tales is told by the southern peoples about the mighty
northern knife, and it is commonly held that northern peoples
use special incantations and magical rituals to drive supernatural
powers into their knives.
***
.SKRAMASAKSI.
Also known as the "power-knife", "v„kipuukko" in UnReal Language.
"V„ki" could be translated as "power" and "force", specially
in the meaning of vital force connected with supernatural powers.
The skramasaksi has a blade as long as 8" long.
***
.THROWING KNIFE.
A knife balanced for throwing. It has a sharp point, but has no edge
or hilt.
***

.STONE-AXE.
A crude but effective weapon which can be used to cut
down trees - although any timberwork with a stone-axe
requires patience.
***

.BASTARD SWORD.
Any hand-and-a-half sword 40-48" in length. They have a longer hilt
than a broadsword, and their name derives from the fact that they may
be used either one-handed or two-handed.
***

.BATTLESWORD.
Any large sword intented for two-handed use. Most battleswords have
broad, straight blades 48-60" in length.
***

.BROADSWORD.
Any one-handed sword 30-40" in length. Broadswords are usually
double-edged with broad, straight blades, but there are various
regional variants.
***

.ESTOC.
A foreign sword with a narrow, tapered, blade 36-48" in length. This
weapon is specifically designed for punctruring mail armour and is
known as the "thruster".
***

.FALCHION.
A single-edged, heavy bladed cutting sword usually with a curved
leading edge. A falchion has good cutting power and is usually 30-36"
in length.
***

.RAPIER.
A straight, double-edged, thin-bladed shortsword. The rapier is
long enough to be used as a secondary weapon, but for most people
it is too long for this purpose.
***

.NJERPEZILŽIS SCIMITAR.
This 'njerpezil„is falchion' is almost exclusively made and used by
Njerpez-warriors. Unlike its counterpart used by other cultures it is
a hand-and-a-half sword. The njerpezil„is scimitar incorporates wood
in its construction and is sometimes referred to a bladed club. The
particularly broad blade, and the heavy lumber make it an awkward
weapon, but one with a lot of impact.
***

.SCIMITAR.
A short, single-bladed scimitar. Scimitar is relatively heavy for its
length, which is rarely more than two feet, and is often considered to
be a short falchion.
***

.SHORTSWORD.
Any double or single edged, straight-bladed, sword averaging 24 inches
in length. The point of a shortsword is usually no sharper than the
edge, but it may be designed to have a real point at the option of
its maker.
***

.BATTLEAXE.
A single or double bladed axe mounted on a shaft around four feet in
length. The battleaxe is a hand-and-a-half weapon with considerable
blunt and edge impact.
***

.HANDAXE.
Regular single bladed axe used in timberwork.
***

.PICK-AXE.
An axe designed for digging the stone.
***

.SICKLE.
A thightly curved blade on a short (usually wooden) shaft. Most sickles
are farm implements, but in some regions they are used as secondary
weapons.
***

.THROWING AXE.
A light handaxe that is balanced for throwing.
***

.WARHAMMER.
A foreign clubbing weapon designed to crush or puncture iron armour.
Warhammers concentrate the force of a mace into a smaller area, and are
consequently more difficult to use.
***

.CLUB.
Any one-handed club constructed primarily of wood or similar material.
Clubs are peasant or outlaw weapons and are not usually made by
weaponcrafters.
***

.MACE.
Basically a reinforced club. Most have metal heads, oftern with an
elaborate pattern of knobs and ridges, affixed to wooden shafts between
24 and 38 inches in length. Some maces have metal shafts.
***

.MAUL.
A two-handed club/mace with a 4-6 foot shaft. Most have wooden heads,
sometimes reinforced with metal studs.
***

.MORNINGSTAR.
Basically a club with protruding nails/spikes in its head, the
morningstar is a popular peasant weapon.
***

.BALL & CHAIN.
A flail with a metal, spiked ball, attached to a 12-18 inch handle with
a short length of chain. Numerous varieties exist, including some with
two or three spiked balls.
***

.GRAINFLAIL.
The common threshing tool favoured as a peasant weapon is basically an
articulated staff. They consist of two 18-36 inch wooden staves, joined
together by a short leather thong. The handle stave is usually longer
than the impact stave.
***

.SMALL FLAIL.
A light version of the warflail consisting of two short rods joined by
leather thongs or a short chain. The rods are generally made of wood,
but are often reinforced with metal bands and/or studs. Effective use
of small flail takes great skill. They are primarily a defensive weapon
intented to disarm a lightly armed opponent.
***

.WARFLAIL.
A fighting version of the grainflail. The impact stave is commonly
reinforced with metal bands or studs, and is joined to the handle with a
short length of chain. Some warflails are entirely made of metal, some
have wooden handles and metal impact rods.
***

.JAVELIN.
A light spear balanced to be thrown as a missile weapon. They can be
used in melee combat, but their light and thin shafts make them more
fragile.
***

.STAFF.
Just a wooden staff usually about three feet long.
***

.HARD STAFF.
A wooden staff reinforced with metal heads.
***

.SPEAR.
The spear has a long wooden shaft and blade specially designed
for melee combat.
***

.LIGHT SPEAR.
A light version of a regular spear. It's a light, not very effective and
fragile weapon but good basic weapon, cheap and easy to make.
Light spear can be made by fastening a knife into the staff with a cord,
rope etc.
***

.KAUMOLAIS SPEAR.
Kaumolais spear is designed for efficient close-combat. The spear
has a wide, longish iron blade. Immediately behind the blade is
a "haitta", a cross-piece, which prevents the blade from thrusting
too deep - thus several fierce blows can be dealt rapidly one after one.
***
.NORTHERN SPEAR.
The northern spear has a long, sharp blade and it is used in
hunting. It also has a special cross-piece usually in the dull
end of the shaft, so that the spear can be used as ski stick.
***
.ANGO.
A spear used in seal hunting as well as in combat. It has very
long metal blade with a pointed hook so that it will stuck in
the seal (or an opponent or his shield for example) and thus
make it harder for the wounded seal (or an opponent) to escape.
***

.TRIDENT.
Trident is a triple-pointed spear. Trident is commonly used
in fishing. When used as a combat weapon it attacks no
better (sometimes worse) than a spear, but its three prongs
enable its user to catch, block, and break enemy weapons;
this gives it a somewhat better defensive capacity.
***
.SMALL TRIDENT.
A smaller version of trident used in fishing.
***
.WIDE TRIDENT.
A wide trident may have, in spite of its name, more than three
points. It is mainly used in fishing, because its width makes
it rather a clumsy weapon for fighting.
***

.CROSSBOW.
Basically a powerful shortbow mounted horizontally on a wooden stock
which has a trigger device to cock and release a short arrow which is
called a bolt or a quarrel. Unlike other bows they may be carried
loaded and ready to fire, but this advantage is offset by their longer
time to reload. They are rarely used in combat, but are commonly used
for hunting. Crossbow are rather rare (but getting more popular all
the time) among local people of The UnReal World and most of them
are of foreing origin.
***
.HEAVY CROSSBOW.
A crossbow with a heavier bow stregthened by bone or metal.
***

.JUNIPER BOW.
A simple bow made of juniper. The bow is usually about five feet
high.
***
.COMPOSITE BOW.
Any bow composed of several parts. A typical composite bow has
four pieces; back piece of hard wood, belly piece of soft wood,
and two points usually of bone or hard wood. The pieces are
glued together by glue made of fish skin. The bow is also
bound with straps of animal skin or birch-bark, which
prevents it from breaking apart so easily.
***
.NORTHERN BOW.
A composite bow with a set-back handle, covered with birch bark.
The northern bow is one of the strongest bows used in the
UnReal World; it is nearly as strong as the crossbows used
by the foreign soldiers.
***
.HUNTING BOW.
A composite bow usually made of birch, pine and bone,
and covered with animal skin.
***
.LONGBOW.
Any bow between four and six feet high, generally the same height as
the archer. The bow is carefully cut from the heartwood and bodywood
of a branch, and is in effect, a natural composite bow. The tips are
usually sheathed with horn and the string is generally made from hemp.
The longbow has amazing power and accuracy, but it takes years of
training to become proficient in its use.
***
.SHORTBOW.
Any bow less than four feet high. They are most common among tribesmen
and are made from bone, metal, or composite hardwoods, and are often
recurved.
***

.ANIMALS.
The most common animals of the UnReal World are descriped here:

 Big deers:
 ELK, STAG, REINDEER, WILD REINDEER.

 Seals:
 RINGED SEAL, GREY SEAL.

 Big carnivores:
 LYNX, WOLF, BEAR, GLUTTON.

 Smaller carnivores:
 FOX, ARCTIC FOX, WEASEL, ERMINE, POLECAT, PINE-MARTEN.

 The rest:
 BOAR, HARE, SQUIRREL, BEAVER,  OTTER, BADGER, RAT.

 Birds:
 BLACK GROUSE.
***
.ELK.
The elk is the biggest animal in The Unreal World. Its height is about
2 meters and length about 3 meters. A male elk can be as heavy as 600 kg.
Only males are horned. The fur is dark grey and brownish all the year.
An elk is a very pleasurable kill for a hunter. Typically one gets about
180 kg of meat from an adult and about 80 kg of meat from a calf.
Elks are most active during the twilight time, about the sunset and
sunrise. Elks eat leaves, shoots, twigs and aspen bark.
%POP
ELK.PCX
***
.STAG.
%POP
STAG.PCX
A male elk.
***
.REINDEER.
The Northern People have domesticated reindeer for the sake of its milk
and as a draught animal. Reindeers roam free most of the year. The
Northern People gather their reindeers to herds only two or three times
a year. Reindeer gatherings are very important events, when the new
calves are marked, some are killed for meat and the number of reindeers
is counted. Counting is essential to find out how many animals are missing,
lost, dead or stolen. Stealing reindeer is considered a serious crime.
Incantations and magic is often used in order to protect one's reindeers
against beasts and thieves.
 For a physical description see WILD REINDEER.
***
.WILD REINDEER.
The wild reindeer is somewhat bigger than the reindeer. Its height
is about 100 cm, length 200 cm and weight about 100 kg. Both males
and females are horned. The colour of the fur varies from snowhite
to almost black. Individual hairs in the fur are hollow and filled
with air which makes the fur extremely resistant to the coldness.
   In the summer reindeers dwell in the peaceful backwoods eating
grass and herbs. In the winter they travel to pine forests where they
seek lichen for their food. Commonly they sleep overnight on ice of a lake. 
***
.BOAR.
The boar a is very uncommon species living in the south-eastern part
of The Unreal World. Boar's weight is about 125 kg. Males have small
but sharp fangs.
***
.RINGED SEAL.
Adult ringed seal's length is 100-170 cm and weight 50-130 kg. They
live in the sea, usually in small herds. Ringed seals are also
met in the biggest lakes of the Kiesse. 
***
.GREY SEAL.
Grey seals are bigger than ringed seals. Males can be as heavy as
300 kg, and females 200 kg. Grey seals live together in the
utmost rocks and islets of the sea. In the winter they do live
near the edge of the ice.
***
.HARE.
The weight of the hare is typically about 3 kg but can be even 5 kg.
Hares live mainly in the forests all around the Unreal Wolrd. It is
actively seeking food in the twilight and in the night-time. In the
day time it sleeps in any simple natural shelter. The hare fur is
snowwhite in the winter and sandbrown in the summer. 
%POP
JANIS.PCX
***
.SQUIRREL.
The squirrel is a very small, weight 300 g, length 20 cm. Squirrel
is very common animal living mainly in fir forests. It is active
by days. It is hunted for its fur, especially in the midwinter,
when the fur is gray.
***
.BEAVER.
The beaver's length is about 75 cm and weight about 10 kg. It
lives in small lakes and ponds. It is mainly hunted for its
brown fur.
***
.LYNX.
The length of the lynx varies from 70 to 120 cm and weight from
20 to 30 kg. The fur is reddish-gray in the summer and grayish-
white in the winter, always with black and brown dots and streaks.
The lynx dwells in areas with hills and jagged rocks. It is
active in the night and twilight-time, sometimes also in the
daytime. Lynxes eat almost everything from small rodents to
reindeers. Reindeers and hares are its most common prey. Its
hunting method is to sneak close to the prey and then to catch
it with one or two leaps before the prey animal gets alarmed.
It is not easy to see lynx because it can hear the hunter from
a long distance.
%POP
ILVES.PCX
***
.WOLF.
The wolf is like a big, strong dog. Its length is typically
over one meter and weight about 50 kg. Wolves live and hunt
in herds, but a lone wolf can kill even an elk. Usually
wolves eat elks, reindeers and hares. Wolves are very fast
and sturdy runners. They avoid humans and it is not easy
to see them.
%POP
WOLF.PCX
***
.FOX.
The fox is much smaller than the wolf. Its length is 70 cm and
weight about 7 kg. The fur of the fox is often reddish brown.
The fox is active in the night and in the twilight. In the day
it sleeps in a small cave or in any other well protected natural
shelter. It eats almost anything; eggs, berries, small rodents,
hares, birds and carrion.
%POP
FOX.PCX
***
.ARCTIC FOX.
The arctic fox is slightly smaller than the ordinary fox. The fur
is graywhite in the winter and dark grayish brown in the summer.
The arctic fox is uncommon, it lives only in the extreme North.
***
.BEAR.
The bear is considered to be the most important creature living in
The Unreal World. Peoples take the bear as their ancestor, they
talk about The Great Bear, whose children they are. Therefore the
bear is not merely an animal, it is also a spiritual being linked
with The Otherworld and the primordial Beginning. Killing a bear is
a matter of great ceremony and rites.
   Physically a male bear's weight is usually about 200 kg, females
being slightly smaller. The fur is tufty and its color ranges from
blackish-brown to yellowish-brown. The bear is quite an agile animal,
it can easily swim and even climb trees. It also uses its forepaws
in hunting.
   Bears hibernate over the winter. People hunt hibernating bears,
altought it is really dangerous - a disturbed bear is extremely
angry and willing to kill all the intruders. 
%POP
KARHU.PCX
***
.PINE-MARTEN.
The pine-marten's length is about 50 cm and weight about 1 kg. It is
very fast and able to climb trees. It is usually active in the night
and in the twilight. It is hunted for its fur.
***
.POLECAT.
The polecat's length is about 45 cm and weight about 1 kg. It is
active in the night. It is hunted for its fur.
***
.ERMINE.
The ermine is a small and fast animal. It's length is under 30 cm,
and weight under 500 g. In the winter its fur is snow-white or
yellowish-white. In the summer the fur is sand-brown. The tip of
the tail is always black. The ermine is hunted for its fur.
***
.WEASEL.
The weasel looks like an small ermine. The main difference is
in the tail - the weasel's tail is shorter and never has black
color in its tip. The weasel is also hunted for its fur.
***
.GLUTTON.
The glutton's length is about 75 cm and weight about 20 kg. Its
fur is darkbrown. Gluttons keep far away from settlements. They
live alone, even males and females have their own hunting grounds.
Glutton hunts reindeers, hares, foxes, birds, frogs and mice.
It also eats eggs and carrison. 
***
.OTTER.
The otter's length varies from 50 to 100 cm and weigth from
3 to 15 kg. Otters live near rivers and they eat mainly fish
but also frogs, bidrs and eggs.
***
.BADGER.
The length of the badger varies from 60 to 90 cm. In the summer
its weigth is usually about 20 kg. The badger hibernates through
the winter. Its fur is gray with black and white, wide streaks
in the head. Badgers have strong claws which are good for
digging. Badgers are active in the night. They eat almost
everything, like frogs, eggs, berries, insects and grain.
***
.RAT.
The black rat lives usually in sheds, storehouses, granaries,
and cow-sheds. It is active in the night.
***
.BLACK GROUSE.
Black grouse is commonly hunted for meat. It is about the same
size as domesticated hen.
***
.FAVOURABLENESS OF THE TRAP.
Used to ask the lord of the forest to bless the trap and to let it
be favourable. Something will run into your trap more likely than
normally if this ritual is performed successfully.
***

.SUMMON THE GIANT PIKE.
Used to call for the giant pike to carry your across waterways
on it's shoulders.
***

.FINDING THE WAY WHEN GOTTEN LOST.
The ritual is used to get information where to go when gotten lost.
When succesfully performed you may get information where is the
nearest lake, village, road etc. or where you should travel in
order to find a shelter or stay alive.
***

.BANISHING OF THE NŽKKI.
N„kki is the evil lord and guardian of the water. It lives in the
water and lurks for those who come to swim and especially for the
children. N„kki can drag unlucky swimmer under the water and drown
him/her.
 This ritual is used to banish the N„kki from the water on the ground
to swim safely. N„kki can't stand to hear his own name so shouting
of his name is included in the ritual. This makes the N„kki leave
the water and escape on the ground.
***

.SAFETY OF THE NIGHT.
This ritual is used to ask Tapio, the Lord of the Forest, to give
you a safe sleep so that nothing harmful or dangerous wouldn't
happen to you while sleeping. (For example encountering a
hungry or aggressive wild animal, robbers etc.)
***
.BANISHING THE EVIL WATER GUARDIAN.
.BANISHING OF THE NŽKKI.
N„kki is the evil lord and guardian of the water. It lives in the
water and lurks for those who come to swim and especially for the
children. N„kki can drag unlucky swimmer under the water and drown
him/her.
 This ritual is used to banish the N„kki from the water on the ground
to swim safely. N„kki can't stand to hear his own name so shouting
of his name is included in the ritual. This makes the N„kki leave
the water and escape on the ground.
***



.SACRIFICE FOR A NEWLY KILLED ANIMAL.
Used to keep the spirits of the forest pleased after taking a prey
from them. In the ritual you sacrificially give back the first cuts
you cut from the prey to return the animal's spirit back to the nature.
This ritual is usually performed soon after the prey has been killed
and cut to pieces.
***

.FISHER'S SACRIFICE FOR A CATCH.
Used to please the water guardian after getting a catch from him.
The ritual is done after you get a good catch. In the ritual you
give some of the caught fish back to the lake dweller.
***

.GENERAL SACRIFICE.
To thank or reward some guardian spirit for its favourableness.
This ritual is used whenever you wish to thank some guardian or spirit
for it's favours. General sacrifice is usually of some food like
bread, meat or fish.
***


.FISHER'S REQUEST FOR A CATCH.
This ritual is used to ask a catch from the Ahti - the lord of
the water. If the Ahti is in favourable mood doing the ritual
may greatly ease and improve your fishing attempts.
***

.HUNTER'S REQUEST TO CATCH A FOX.
The ritual is used to ask the K„reit„r (the mother of foxes) to
let you catch a fox. If the K„reit„r is in favourable mood you
may be able to catch even several foxes pretty easily after
this ritual.
***

.PERMISSION TO SLEEP.
Used to ask permission from the earth dwellers to sleep on the
ground for a one night. Your sleep will be peaceful and more restful
than normally if the earth dwellers are pleased with you.
***

.PERMISSION TO FALL A TREE.
Used to ask the guardian of the tree to let you fall his tree.
The ritual is used when you feel that there may be a powerful
spirit living in a tree you are about to fall down, or when you
think some spirit would not be pleased if you falled a tree from
his forest without asking a permission.
The ritual must be performed before you start to fall a tree.
***

.BLOOD-STANCHING INCANTATION.
This powerful incantation is used when you get a bleeding wound. The
blood-stanching incantation should immediately stop all your wounds
from bleeding.
***

.BLOOD-STANCHING PRAYER.
This ritual is performed before you try to heal your wounds
with physician skill. It should improve the healing and make the
healing attempt more successfull.
***

.THE ORIGIN OF FIRE.
When you know the origin of phenomenas you can control them.
And when you succesfully speak out the origin of fire you can usually
succesfully make a fire.
***

.GREET THE SUPERNATURAL GUARDIAN.
If you feel like not too welcome to some region you may use this
ritual to greet the supernatural guardians and spirits to feel a bit
safer and more welcome.
***

.THE OATH OF IRON.
The oath of iron is a symbolic hardening of a weapon of iron. It is
used to enchant a single weapon to be more powerful in hunting or
in a combat. The ritual is usually performed early in the morning
before going on hunting or fighting.
***

.HUNTING INCANTATION.
This ritual is used to make your hunting-trip more succesful.
It must be performed very early in the morning before the hunting
starts.
***

.SKI STICK.
.SKI STICKS.
Ski sticks are used in skiing. You should wield them and then
apply your skis in order to be able to ski.
***

.SKIS.
Skis are essential for travelling longer distances at the winter.
It's very slow and fatiguing to walk in the deep snow without them.
You are not likely to chase down any animals at the winter without
skis. You'll also need ski sticks in order to ski.
***

.CORD.
Used to tie and bind things together. Cords may vary in lenght,
thickness and firmness.
***

.LEATHER ROPE.
.ROPE.
Used to tie and bind things together. Ropes may vary in lenght,
thickness and firmness.
***

.WOODEN STAKE.
Wooden stakes are made of slender tree trunks by pruning the trunk
and cutting it into stakes of proper length.
***

.SLENDER TRUNK.
.SLENDER TREE TRUNK.
.SLENDER TREE TRUNKS.
Slender tree trunks are trunks of trees fallen from the thickets.
***

.PRIMITIVE ROPE.
Primitive rope is made by cutting for example a cloth into strips that are
then tied to each others so that they form a firm and long enough rope.
***

.PRIMITIVE CORD.
Primitive cord is made by cutting for example a cloth into thin strips
that are then tied to each others so that they form a cord.
***

