  1       14      110      290   477429
nDirectory        0
ndata      290
noracles   230952
noptions   237039
nrumors   237729
nhelp   282335
nhh   292290
ncmdhelp   297499
nhistory   302701
nopthelp   313557
nwizhelp   328033
nlicense   328451
ngypsy.txt   333326
nGuidebook.txt   337211
#	This data file is generated by 'makedefs'.  Do not edit. 
0000249b
abbathor
0,6
abbot
339,11
aerdrie faenya
1019,10
aclys
aklys
1645,4
*leax
1873,4
*altar
2111,14
amat*rasu *
2615,6
amber*
2914,5
*amnesia
maud
3201,19
~amulet of yendor
*amulet
amulet of *
3785,14
amulet of yendor
4404,6
angel*
4739,12
anhur
5431,7
ankh-morpork
5855,9
anshar
6345,5
ant
* ant
6635,4
anu
6843,5
~* cape
*ape
7107,19
apple
8120,6
archon
8412,17
arioch
9327,5
*arrow
9590,16
arioch
10090,5
arkenstone
10357,6
*shikaga *akauji
10664,24
asphynx
11993,5
athol
12257,20
horned devil
13270,2
incubus
succubus
13362,4
erinyes
13575,2
marilith
13668,5
barbed devil
13941,2
vrock
14033,4
hezrou
14253,2
bone devil
14372,2
nalfeshnee
14488,3
ice devil
14634,4
pit fiend
14844,4
juiblex
jubilex
15040,6
yeenoghu
15396,5
orcus
15670,3
geryon
15850,3
dispater
16008,2
b*lzebub
16088,7
asmodeus
16483,4
demogorgon
16684,4
athame
16908,5
athen*
17160,15
axolotl
18069,1
bag
bag of *
sack
18102,16
balrog
18995,9
baluchitherium
titanothere
19499,9
banana
20008,18
barbarian
human barbarian
20860,34
barbed devil
22682,2
*bat
giant bat
22772,9
*boot*
23267,10
boulder
23838,16
~*longbow of diana
bow
* bow
24743,14
bec de corbin
25472,6
*bee
25770,6
*beetle
26072,9
beholder
26482,11
bell of opening
27175,14
blindfold
27691,11
blind io
28336,9
* blob
gelatinous cube
ooze
* ooze
* slime
28851,17
*pudding
29821,23
bone devil
30752,2
book of the dead
candelabrum*
*candle
30868,9
bottle
* bottle
31325,20
brigit
31934,11
~stormbringer
*broadsword
32553,5
bugbear
32692,21
bugle
33849,9
*camaxtli
34140,7
candy bar
34544,18
s*d*g*r* cat
35620,15
*cat
kitten
36574,11
*centaur
37147,17
centipede
38146,11
*erberus
kerberos
38713,7
chameleon
39118,11
*haro*n
39772,7
chest
large box
40158,19
chih*sung*tzu
41254,1
*hromatic *ragon
tiamat
41275,16
~elven cloak
~oilskin cloak
*cloak*
42246,12
cloud*
42962,7
cobra
43232,16
cockatrice
basilisk
44112,23
chickatrice
45317,4
pyrolisk
45502,4
cornuthaum
45745,19
couatl
46694,10
coyote
47297,2
cram*
47393,6
*crocodile
47736,5
croesus
kroisos
creosote
47997,8
crom
48437,10
crossbow*
48918,6
crystal ball
49131,5
curse*
49399,12
cwn*n
49997,8
cyclops
50460,31
~sting
*dagger
51715,10
dark one
52119,8
demogorgon
52557,4
demon
52778,9
*deva
53290,8
planetar
53742,3
solar
53928,4
dingo
54175,4
dispater
54393,2
djinn*
54472,8
~hachi
~slasher
~sirius
*dog
pup*
54960,6
shadow wolf
55284,4
mist wolf
55521,5
*drum*
55813,7
*door
doorway
56183,11
~komodo*
*dragon
*xoth
56636,18
dumathoin
57643,6
dwarf*
58014,21
earendil
elwing
59252,15
earth
60158,2
eel
giant eel
60233,9
egg
60724,7
elbereth
61107,20
electric eel
61850,5
*elemental
62141,5
~elf ??m*
~elf* cl*
*elf*
elvenking
elven archeologist
elven cave*man
elven healer
elven samurai
elven wizard
62444,19
elf* cl*
elv* cl*
63506,10
elven cloak
64070,10
emerald
64625,18
erinys
erinyes
65090,2
ettin
65217,2
excalibur
65342,14
expensive camera
66137,11
eye of the aethiopica
66769,8
fauchard
67202,6
eyes of the overworld
67535,6
figurine*
67897,11
floating eye
68517,7
flesh golem
*frank*n*st*n*
68916,21
*flute
70064,5
fog cloud
70262,8
fountain
70407,15
fox
70906,22
*fung*
72148,21
*gargoyle
73324,14
gas spore*
74065,7
*garlic
74461,20
geryon
75601,3
*ghost
75753,10
ghoul
76322,16
*giant
giant humanoid
77227,6
gila*
77578,8
komodo*
78090,22
glaive
79537,7
deep gnome
79972,14
~gnome ??m*
gnome*
gnomish wizard
80866,13
goblin
81596,10
god
goddess
82124,13
gold
gold piece
zorkmid
82910,9
gold golem
83374,10
~gold golem
~flesh golem
*golem
83940,18
grave
84956,5
grayswandir
85161,6
*grease
85519,3
*green glass
silver ring
85658,21
gremlin
86304,13
grid bug
86961,13
lightning bug
arc bug
spark bug
87660,2
guisarme
87785,6
gunyoki
88154,2
hachi
88265,8
*harp
88743,22
halberd
89955,12
heart of ahriman
90716,19
hell hound*
91837,8
hermes
92301,15
hezrou
93213,2
hippocrates
93329,11
hobbit
93927,10
hobgoblin
94519,23
hom*nculus
95766,13
*hook
96425,9
~unicorn horn
*horn
96905,9
horned devil
97296,2
~horsem*
*horse
97386,8
*horsem*
rider*
death
famine
pestilence
war
hunger
97803,26
huan*ti
99193,5
hu*h*eto*l
minion of huhetotl
99495,6
humanoid
99828,5
human
human archeologist
human cave*man
human healer
human monk
human samurai
human wizard
acolyte
apprentice
archeologist
arch priest
attendant
cave*man
chieftain
guard
healer
monk
ninja
nurse
page
*priest*
ronin
samurai
shopkeeper
student
thug
warrior
*watch*
wizard
player
100090,7
ice devil
100495,4
ice mag*
100698,9
imp
101224,13
incubus
succubus
101874,4
*iron ball
*iron chain
102083,11
ishtar
102665,7
issek
103032,13
izchak
103782,19
jabberwock
vorpal*
104972,20
jackal
105592,13
jade*
106316,10
jaguar
106890,4
jellyfish
107108,5
juiblex
jubilex
107285,6
kabuto
107627,19
kamadan
108771,5
katana
109056,3
ki-rin
109223,4
king arthur
*arthur
109442,23
knife
stiletto
110642,15
knight
human knight
111242,10
~kobold ??m*
*kobold*
111593,5
*kop*
111862,7
kos
112234,6
koto
112549,1
kraken
112567,8
*lady
offler
113025,30
*lamp
114340,15
lance
115032,14
leash
115807,9
lembas*
116339,18
lemba*
117362,17
lemure
118389,1
leocrotta
leu*otta
118431,7
leprechaun
118819,18
*lich
119821,18
lichen
120947,7
~* of light
* light
121306,3
gecko
iguana
lizard
121432,9
loki
121959,14
*longbow of diana
122761,2
looking glass
mirror
122898,13
lord carnarvon
123348,8
lord sato
123810,3
lord surt*
123988,9
lug*
124469,8
lurker*
124942,3
lycanthrope
were*
human were*
*were
125098,17
lynx
126091,6
magic marker
126413,2
magic mirror of merlin
126491,3
mail d*emon
126668,2
ma*annan*
126758,7
manes
127123,2
mangler
127198,8
marduk
127528,10
marilith
128094,5
mars
128346,7
master assassin
128743,19
master key of thievery
129646,5
master of thieves
129929,11
MASTODON
130553,8
mastodon
131037,5
meat*
huge chunk of meat
131277,5
medusa
131446,22
melon
132639,10
mercury
133170,3
*mimic
133325,6
*mind flayer
133669,6
mine*
134003,12
minotaur
134719,9
mit*ra*
135216,16
*mithril*
136064,6
*mitre of holiness
136399,4
mjollnir
136645,14
~slime mold
*mold
137485,6
mol?ch
137818,16
moradin
138654,7
mongbat
139087,12
monkey
139544,15
mumak*
140446,8
*mummy
140902,14
mummy wrapping
141644,15
*naga*
*naja*
142484,4
naginata
142725,18
nalfeshnee
143672,2
nalzok
143790,7
neanderthal*
144193,3
newt
144372,13
ninja-to
144815,1
*norn
144839,14
nunchaku
145589,1
*nymph
145608,23
odin
146898,22
ogre*
148117,16
oilskin cloak
149016,9
oilskin sack
149531,9
olog-hai
150022,13
oracle
delphi
p*thia
150816,9
orange
pear
151295,11
*orb of detection
151920,4
orb of fate
152137,7
goblin king
orcrist
152537,9
orcus
153039,3
~orc ??m*
orc*
* orc
153216,15
orion
sirius
154058,19
osaku
155020,1
owlbear
155066,6
panther
155379,9
pelias
155698,18
phase spider
156702,18
pick*ax*
157716,5
*piercer
157899,8
pit
spiked pit
158306,10
pit fiend
158885,4
pixie*
fairy
fairies
159072,5
platinum yendorian express card
159307,7
pony
159692,14
*portal
160325,6
poseido*n
160665,17
*potion*
161589,12
prisoner
162254,15
ptah
162613,9
*purple worm
163090,6
quadruped
163421,5
quantum mechanic
163712,2
quasit
163828,2
quest
163948,13
quetzalcoatl
164681,13
raijin
raiden
165470,1
human ranger
ranger
165491,14
ranseur
166318,10
rat
* rat
166954,13
raven
167613,7
*ring
ring of *
168019,9
robe
168451,11
rock
169038,21
rock mole
170246,6
rogue
human rogue
170588,11
rothe
171215,3
Ruggo
?nome king
171357,8
*royal jelly
171813,14
rust monster
172384,3
*saber
*sabre
172525,14
saddle
172933,9
sake
173201,1
salamander
173222,7
sandestin
173573,31
sasquatch
174912,18
*sceptre of might
175991,6
scorpio*
176294,5
scorpius
176568,6
*scroll
scroll of *
176923,18
shad*
177727,4
shaman karnov
177920,3
shan*lai*ching
178075,5
shito
178333,1
silver
178361,6
skeleton
178659,4
slasher
178902,17
slime mold
179880,10
smaug
180440,8
sling
180892,11
*snake
serpent
water moccasin
python
pit viper
181429,24
snickersnee
182827,6
sokoban
183043,5
*soldier
sergeant
lieutenant
captain
183260,8
*spear
javelin
183720,18
*spellbook*
184751,16
giant spider
*spider
185635,10
shelob
186065,9
*spellbook
spell
186540,14
*spore
*sphere
187337,4
~*aesculapius
*staff
187517,18
*staff of aesculapius
188605,5
staircase*
188876,15
~statue trap
statue*
189738,17
sting
190752,12
stormbringer
191372,49
susano*o
193926,6
tanko
194231,1
tengu
194289,7
thorin
194682,3
thoth
194878,19
thoth*amon
195936,5
*throne
196188,16
tiger
196853,12
tin
tin of *
tinning kit
197351,8
tin opener
197687,20
titan
198618,11
tourist
elven tourist
human tourist
199212,18
towel
200175,20
*tower
201253,7
trap*door
201660,8
trapper
202116,5
tree
202419,13
tripe ration
202847,10
*troll
203439,15
*tsurugi of muramasa
204262,5
~*muramasa
tsurugi
204567,6
twoflower
guide
204876,23
tyr
205891,14
*hulk
206699,5
*unicorn
unicorn horn
206969,26
uruk*hai
208384,10
valkyrie
human valkyrie
208904,13
vampire
vampire bat
vampire lord
209549,5
venus
209821,11
vlad*
210431,9
*vortex
vortices
210976,6
voulge
211317,6
vrock
211693,4
wakizashi
211887,2
wand of *
*wand
212000,10
warg
212577,17
~mjollnir
war*hammer
213425,13
water
214177,11
web
214472,3
*wight
214576,9
wizard of balance
215070,5
rodney
wizard of yendor
215347,10
wolf
*wolf
*wolf cub
215927,5
woodchuck
216180,13
worm
long worm
long worm tail
worm tooth
crysknife
216811,6
wraith
nazgul
217143,17
wumpus
218109,6
xan
218423,12
xorn
219048,5
ya
219313,2
yeenoghu
219424,5
yeti
219689,15
*yugake
220560,3
yumi
220745,4
*zombie
220954,5
zruty
221198,2
.
221291,0
	Abbathor is the sole evil dwarven god, the great master of the
	greed and avarice that plagues so many of that otherwise noble
	race. He is a hunched, twisted creature, warped by his own
	greeds, jealousies, and desires. Like many other deities, his
	name is often invoked by followers of other gods to keep him away
	from ones treasure.
	For it had been long apparent to Count Landulf that nothing
	could be done with his seventh son Thomas, except to make him
	an Abbot or something of that kind.  Born in 1226, he had from
	childhood a mysterious objection to becoming a predatory eagle,
	or even to taking an ordinary interest in falconry or tilting
	or any other gentlemanly pursuits.  He was a large and heavy and
	quiet boy, and phenomenally silent, scarcely opening his mouth
	except to say suddenly to his schoolmaster in an explosive
	manner, "What is God?"  The answer is not recorded but it is
	probable that the asker went on worrying out answers for himself.
		[ The Runaway Abbot, by G. K. Chesterton ]
	Aerdrie  Faenya is the elven goddess of air and weather. As a rain-
	bringer, she is revered as a source of fertility.  She is, however,
	perceived as a somewhat distant  goddess, and the fact that she  is
	also revered by some aarakocra slightly diminishes the  strength of
	elven  devotion to  her (as does  her definite  neutral tendency in
	alignment). The goddess  herself takes  delight in  the freedom  of
	the skies, the music  of wind instruments,  and (sometimes)  fairly
	severe and  violent thunderstorms. She is  friendly to all  avians,
	aarakocra, ki-rin, and lammasu.
					 [ Monster Mythology, by TSR inc. ]
	A short studded or spiked club attached to a cord allowing
	it to be drawn back to the wielder after having been thrown.
	It should not be confused with the atlatl, which is a device
	used to throw spears for longer distances.
	An Aleax,  according to the  AD&D Fiend Folio,  is a  creature that
	looks exactly  like the character, and  is sent  by the character's
	god to  punish alignment violations. Obviously  - and  luckily - in
	Nethack this is not the case.
	Altars are of three types:
	1.  In Temples.  These are for Sacrifices [...].  The stone
	top will have grooves for blood, and the whole will be covered
	with _dry brown stains of a troubling kind_ from former
	Sacrifices.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]

	To every man upon this earth
	Death cometh soon or late;
	And how can man die better
	Than facing fearful odds
	For the ashes of his fathers
	And the temples of his gods?
		[ Lays of Ancient Rome, by Thomas B. Macaulay ]
	The Shinto sun goddess, Amaterasu Omikami is the central
	figure of Shintoism and the ancestral deity of the imperial
	house.  One of the daughters of the primordial god Izanagi
	and said to be his favourite offspring, she was born from
	his left eye.
		[ Encyclopedia of Gods, by Michael Jordan ]
	"Tree sap," Wu explained, "often flows over insects and traps
	them.  The insects are then perfectly preserved within the
	fossil.  One finds all kinds of insects in amber - including
	biting insects that have sucked blood from larger animals."
		[ Jurassic Park, by Michael Crichton ]
	Get thee hence, nor come again,
	Mix not memory with doubt,
	Pass, thou deathlike type of pain,
	Pass and cease to move about!
	'Tis the blot upon the brain
	That will show itself without.
		...
	For, Maud, so tender and true,
	As long as my life endures
	I feel I shall owe you a debt,
	That I never can hope to pay;
	And if ever I should forget
	That I owe this debt to you
	And for your sweet sake to yours;
	O then, what then shall I say? -
	If ever I should forget,
	May God make me more wretched
	Than ever I have been yet!
		[ Maud, And Other Poems by Alfred, Lord Tennyson ]
	"The complete Amulet can keep off all the things that make
	people unhappy -- jealousy, bad temper, pride, disagreeableness,
	greediness, selfishness, laziness.  Evil spirits, people called
	them when the Amulet was made.  Don't you think it would be nice
	to have it?"
	"Very," said the children, quite without enthusiasm.
	"And it can give you strength and courage."
	"That's better," said Cyril.
	"And virtue."
	"I suppose it's nice to have that," said Jane, but not with much
	interest.
	"And it can give you your heart's desire."
	"Now you're talking," said Robert.
		[ The Story of the Amulet, by Edith Nesbit ]
	This mysterious talisman is the object of your quest.  It is
	said to possess powers which mere mortals can scarcely
	comprehend, let alone utilize.  The gods will grant the gift of
	immortality to the adventurer who can deliver it from the
	depths of Moloch's Sanctum and offer it on the appropriate high
	altar on the Astral Plane.
	He answered and said unto them, he that soweth the good seed
	is the Son of man; the field is the world, and the good seed
	are the children of the kingdom; but the weeds are the
	children of the wicked one; the enemy that sowed them is the
	devil; the harvest is the end of the world; and the reapers
	are the angels.  As therefore the weeds are gathered and
	burned in the fire; so shall it be in the end of this world.
	[...]  So shall it be at the end of the world; the angels
	shall come forth, and sever the wicked from among the just,
	and shall cast them into the furnace of fire; there shall be
	wailing and gnashing of teeth.
		[ The Gospel According to Matthew, 13:37-42, 49-50 ]
	An Egyptian god of war and a great hunter, few gods can match
	his fury.  Unlike many gods of war, he is a force for good.
	The wrath of Anhur is slow to come, but it is inescapable
	once earned.  Anhur is a mighty figure with four arms.  He
	is often seen with a powerful lance that requires both of
	his right arms to wield and which is tipped with a fragment
	of the sun.  He is married to Mehut, a lion-headed goddess.
	The twin city of Ankh-Morpork, foremost of all the cities
	bounding the Circle Sea, was as a matter of course the home
	of a large number of gangs, thieves' guilds, syndicates and
	similar organisations.  This was one of the reasons for its
	wealth.  Most of the humbler folk on the widdershin side of
	the river, in Morpork's mazy alleys, supplemented their
	meagre incomes by filling some small role for one or other
	of the competing gangs.
		[ The Colour of Magic by Terry Pratchett ]
	A primordial Babylonian-Akkadian deity, Anshar is mentioned
	in the Babylonian creation epic _Enuma Elish_ as one of a
	pair of offspring (with Kishar) of Lahmu and Lahamu.  Anshar
	is linked with heaven while Kishar is identified with earth.
		[ Encyclopedia of Gods, by Michael Jordan ]
	This giant variety of the ordinary ant will fight just as
	fiercely as its small, distant cousin.  Various varieties
	exist, and they are known and feared for their relentless
	persecution of their victims.
	Anu was the Babylonian god of the heavens, the monarch of
	the north star.  He was the oldest of the Babylonian gods,
	the father of all gods, and the ruler of heaven and destiny.
	Anu features strongly in the _atiku_ festival in
	Babylon, Uruk and other cities.
	The most highly evolved of all the primates, as shown by
	all their anatomical characters and particularly the
	development of the brain.  Both arboreal and terrestrial,
	the apes have the forelimbs much better developed than
	the hind limbs.  Tail entirely absent.  Growth is slow
	and sexual maturity reached at quite an advanced age.
	[ A Field Guide to the Larger Mammals of Africa by Dorst ]

	Aldo the gorilla had a plan.  It was a good plan.  It was
	right.  He knew it.  He smacked his lips in anticipation as
	he thought of it.  Yes.  Apes should be strong.  Apes should
	be masters.  Apes should be proud.  Apes should make the
	Earth shake when they walked.  Apes should _rule_ the Earth.
		[ Battle for the Planet of the Apes,
			by David Gerrold ]
	Four-handed, tailless,  mammal of  the  order of  Primates, of  the
	sub-order  of _Anthropoidea_,  which of  all  mammals most  closely
	resembles man (both in appearance and in behaviour).
			  [ Van Dale's Groot Woordenboek der Nederlandse Taal ]
	NEWTONIAN, adj.  Pertaining to a philosophy of the universe
	invented by Newton, who discovered that an apple will fall
	to the ground, but was unable to say why.  His successors
	and disciples have advanced so far as to be able to say
	when.
		[ The Devil's Dictionary, by Ambrose Bierce ]
	Archons are the predominant inhabitants of the heavens.
	However unusual their appearance, they are not generally
	evil.  They are beings at peace with themselves and their
	surroundings.

	Archons are the primary  inhabitants of the Seven Heavens. The five
	varieties of archon (Lantern, Hound,  Warden, Sword, and Tome) have
	wholly different appearances.  The various types look like  spheres
	of  light,   dog-faced  humanoids,   bear-like  humanoids,   winged
	humanoids,  and hawk-like humanoids respectively. Although there is
	a distinct  hierarchy among the varieties,  there is  no rivalry or
	jealousy  there.  Each  has  his   role  to  fulfil  and   that  is
	recognition enough for an archon.
	However strange  and frightening  their  appearance, archons  never
	seem evil. Rather, they appear  as beings at peace  with themselves
	and their environment.
					[ Monstrous Compendium 8, by TSR inc. ]
	Arioch, the patron demon of Elric's ancestors; one of the most
	powerful of all the Dukes of Hell, who was called Knight of
	the Swords, Lord of the Seven Darks, Lord of the Higher Hell
	and many more names besides.
		[ Elric of Melnibone, by Michael Moorcock ]
	I shot an arrow into the air,
	It fell to earth, I knew not where;
	For, so swiftly it flew, the sight
	Could not follow it in its flight.

	I breathed a song into the air,
	It fell to earth, I knew not where;
	For who has sight so keen and strong
	That it can follow the flight of song?

	Long, long afterward, in an oak
	I found the arrow still unbroke;
	And the song, from beginning to end,
	I found again in the heart of a friend.
		[ The Arrow and the Song,
		  by Henry Wadsworth Longfellow ]
	Arioch, the patron demon of Elric's ancestors; one of the most
	powerful of all the Dukes of Hell, who was called Knight of
	the Swords, Lord of the Seven Darks, Lord of the Higher Hell
	and many more names besides.
				  [ Elric of Melnibone, by Michael Moorcock ]
	Arkenstone, Heart of the Mountain, property of the King
	under the Mountain, is the most valued jewel that the
	dwarves possess. It shines white light that can guide
	your steps in the darkness, and carrying it is said
	to increase your carrying capacity. When invoked it
	will reveal the gold around you.
	Ashikaga Takauji was a daimyo of the Minamoto clan who
	joined forces with the Go-Daigo to defeat the Hojo armies.
	Later when Go-Daigo attempted to reduce the powers of the
	samurai clans he rebelled against him.  He defeated Go-
	Daigo and established the emperor Komyo on the throne.
	Go-Daigo eventually escaped and established another
	government in the town of Yoshino.  This period of dual
	governments was known as the Nambokucho.
	[ Samurai - The Story of a Warrior Tradition, by Cook ]
	On July 8, 1336,  he and his samurai entered Kyoto, forced Go-Daigo
	to retire,  after which  he seized  power himself  and installed  a
	puppet prince on the throne  (the current Japanese  imperial family
	are  the   descendants  of  this   puppet  emperor  that   Ashikaga
	installed).

	Go-Daigo escaped,  though, wouldn't  admit to  have been  defeated,
	and  opened a new "capital"  in Yoshino (south of  Kyoto), where he
	and few  of his  descendants claimed  to be  running a  government,
	known as  the "Southern Court". The  period between  1337 and 1392,
	when Japan was ruled by two courts, is known as the Nambokucho.

	That "government" disappeared, naturally, after a  few generations,
	and Ashikaga's  Muromachi regime lasted for  a long  time. The last
	Ashikaga daimyo in power was the 14th descendant of Takauji.
	This small,  inoffensive-looking snake shares the feared power
	of petrification with its distant relatives the cockatrice and
	basilisk. Just one touch from its blunt snout  can render  one
	motionless for all eternity.
		[ The New Bestiary, Wizard Endlebrook ]
	In 1927, zoologist Ernst Bartels was in his home near the 
	Tjidjenkol River in Java when he heard a strange cry louder than 
	the other night sounds, a cry like "a-hool."
	Bartels heard the sound twice more before the origin of the cries 
	moved off into the night. Bartels soon remembered a local legend 
	of the ahool or athol, a type of huge bat reputed to live in 
	the area.

	Locals described the bat as the size of a small child, with 
	an 11-12 foot wingspan. The athol was supposedly covered in 
	grayish fur and had a face similar to that of a monkey or a man. 
	At times, it was seen sitting on the forest floor, with its wings 
	folded beside it; it was also reputed to have feet which pointed
	backwards. During the day (like all bats, it was nocturnal), the 
	athol's refuge was supposedly a cave somewhere near a waterfall, 
	although at night it would fly over the river's surface in
	search of fish.

		[ "A Belfry of Crypto-bats." by Shuker, Dr. Karl P.N. 
		Fortean Studies 1, pp. 235-245. ]
	Horned devils lack any real special abilities,  though  they
	are quite difficult to kill.
	The incubus and succubus are male and female versions of the
	same  demon, one who lies with a human for its own purposes,
	usually to the detriment of the mortals who  are  unwise  in
	their dealings with them.
	These female-seeming devils  attack hand to hand  and poison
	their unwary victims as well.
	The marilith, a type V demon, has a torso shaped  like  that
	of  a human female, and the lower body of a great snake.  It
	has multiple arms, and can freely attack with all  of  them.
	Since it is intelligent enough to use weapons, this means it
	can cause great damage.
	Barbed devils lack any real special abilities,  though  they
	are quite difficult to kill.
	The vrock is one of the weaker forms of demon, being only  a
	type  I.   It  resembles a cross between a human being and a
	vulture and does physical damage by biting and by using  the
	claws on both its arms and feet.
	``Hezrou'' is the common name for the type II demon.  It  is
	among the weaker of demons, but still quite formidable.
	Bone devils attack with weapons and with a great hooked tail
	which causes a loss of strength to those they sting.
	Not only do these demons, which are of type IV, do  physical
	damage  with  their  claws and bite, but they are capable of
	using magic as well.
	Ice devils  are  large  semi-insectoid  creatures,  who  are
	equally  at home in the fires of Hell and the cold of Limbo,
	and who can cause the traveller to feel the latter with just
	a touch of their tail.
	Pit fiends are among the more powerful of devils, capable of
	attacking  twice with weapons as well as grabbing and crush-
	ing the life out of  those  unwary  enough  to  enter  their
	domains.
	Little is known about the Faceless Lord,  even  the  correct
	spelling  of  his name.  He does not have a physical form as
	we know it, and those who have peered into his  realm  claim
	he  is  a  slime-like  creature who swallows other creatures
	alive, spits acidic secretions, and causes  disease  in  his
	victims which can be almost instantly fatal.
	Yeenoghu, the demon lord of gnolls,  still  exists  although
	all his followers have been wiped off the face of the earth.
	He casts magic projectiles at those close to him, and a mere
	gaze  into  his  piercing  eyes  may  hopelessly confuse the
	battle-weary adventurer.
	Orcus, Prince of the Undead, has a rams head  and  a  poison
	stinger.   He is most feared, though, for his powerful magic
	abilities.  His wand causes death to those he chooses.
	Geryon is an arch-devil sometimes  called  the  Wild  Beast,
	attacking  with  his claws and poison sting.  His ranking in
	Hell is rumored to be quite low.
	Dispater is an arch-devil who rules the city of Dis.  He  is
	a powerful mage.
	The "lord of the flies" is a translation of the Hebrew
	Ba'alzevuv (Beelzebub in Greek).  It has been suggested that
	it was a mistranslation of a mistransliterated word which
	gave us this pungent and suggestive name of the Devil, a
	devil whose name suggests that he is devoted to decay,
	destruction, demoralization, hysteria and panic...
	[ Notes on _Lord of the Flies_, by E. L. Epstein ]
	It is said that Asmodeus is the overlord over all  of  hell.
	His  appearance,  unlike  many  other  demons and devils, is
	human apart from his horns and tail.  He  can  freeze  flesh
	with a touch.
	Demogorgon, the prince of demons, wallows in filth  and  can
	spread  a quickly fatal illness to his victims while rending
	them.  He is a mighty spellcaster, and he can drain the life
	of mortals with a touch of his tail.
	The consecrated ritual knife of a Wiccan initiate (one of
	four basic tools, together with the wand, chalice and
	pentacle).  Traditionally, the athame is a double-edged,
	black-handled, cross-hilted dagger of between six and
	eighteen inches length.
	Athene was the offspring of Zeus, and without a mother.  She
	sprang forth from his head completely armed.  Her favourite
	bird was the owl, and the plant sacred to her is the olive.
		[ Bulfinch's Mythology by Thomas Bulfinch ]
	Athena, the  Greek goddess of war and peace, the peaceful arts, and
	wisdom.  Patron defender of many Greek cities, Athens in particular
	(then called Pallas Athena),  she is a major  goddess of the  Greek
	pantheon  and, according to Hesiod, the daughter  of Metis (Wisdom)
	and Zeus, born fully  armed from his head. A goddess of  battle and
	allegedly  a snake  goddess,  she is  a deity  who also  stands for
	discipline against  the more unruly conduct  of such  as Hermes and
	Poseidon.
	Her  symbol is the Aegis,  the skin of  a sacrificial  goat. She is
	also associated with ship-building and domestic crafts.
			  [ after the Encyclopedia of Gods, by Michael Jordan ]
	A mundane salamander, harmless.
	"Now, this third handkerchief," Mein Herr proceeded, "has also
	four edges, which you can trace continuously round and round:
	all you need do is to join its four edges to the four edges of
	the opening.  The Purse is then complete, and its outer
	surface--"
	"I see!" Lady Muriel eagerly interrupted.  "Its outer surface
	will be continuous with its inner surface!  But it will take
	time. I'll sew it up after tea."  She laid aside the bag, and
	resumed her cup of tea.  "But why do you call it Fortunatus's
	Purse, Mein Herr?"
	The dear old man beamed upon her, with a jolly smile, looking
	more exactly like the Professor than ever.  "Don't you see,
	my child--I should say Miladi?  Whatever is inside that Purse,
	is outside it; and whatever is outside it, is inside it.  So
	you have all the wealth of the world in that leetle Purse!"
		[ Sylvie and Bruno Concluded, by Lewis Carroll ]
	...  It came to the edge of the fire and the light faded as
	if a cloud had bent over it.  Then with a rush it leaped
	the fissure.  The flames roared up to greet it, and wreathed
	about it; and a black smoke swirled in the air.  Its streaming
	mane kindled, and blazed behind it.  In its right hand
	was a blade like a stabbing tongue of fire; in its left it
	held a whip of many thongs.
	'Ai, ai!' wailed Legolas.  'A Balrog!  A Balrog is come!'
		   [ The Fellowship of the Ring, by J.R.R. Tolkien ]
	Extinct rhinos include a variety of forms, the most
	spectacular being _Baluchitherium_ from the Oligocene of
	Asia, which is the largest known land mammal.  Its body, 18
	feet high at the shoulder and carried on massive limbs,
	allowed the 4-foot-long head to browse on the higher branches
	of trees.  Though not as enormous, the titanotheres of the
	early Tertiary were also large perissodactyls, _Brontotherium_
	of the Oligocene being 8 feet high at the shoulder.
		[ Prehistoric Animals, by Barry Cox ]
	He took another step and she cocked her right wrist in
	viciously.  She heard the spring click.  Weight slapped into
	her hand.
	"Here!" she shrieked hysterically, and brought her arm up in
	a hard sweep, meaning to gut him, leaving him to blunder
	around the room with his intestines hanging out in steaming
	loops.  Instead he roared laughter, hands on his hips,
	flaming face cocked back, squeezing and contorting with great
	good humor.
	"Oh, my dear!" he cried, and went off into another gale of
	laughter.
	She looked stupidly down at her hand.  It held a firm yellow
	banana with a blue and white Chiquita sticker on it.  She
	dropped it, horrified, to the carpet, where it became a
	sickly yellow grin, miming Flagg's own.
	"You'll tell," he whispered.  "Oh yes indeed you will."
	And Dayna knew he was right.
		[ The Stand, by Stephen King ]
	They dressed alike -- in buckskin boots, leathern breeks and
	deerskin shirts, with broad girdles that held axes and short
	swords; and they were all gaunt and scarred and hard-eyed;
	sinewy and taciturn.
	They were wild men, of a sort, yet there was still a wide
	gulf between them and the Cimmerian.  They were sons of
	civilization, reverted to a semi-barbarism.  He was a
	barbarian of a thousand generations of barbarians.  They had
	acquired stealth and craft, but he had been born to these
	things.  He excelled them even in lithe economy of motion.
	They were wolves, but he was a tiger.
		[ Conan - The Warrior, by Robert E. Howard ]
	Hrun the  Barbarian crept  soundlessly along  the corridors,  which
	were lit  with a  light so  violet that  it was  almost black.  his
	earlier  confusion was  gone. This was obviously  a magical temple,
	and that explained everything.
	   ...
	Observe Hrun,  as he leaps  cat-footed across  a suspicious  tunnel
	mouth. Even in this violet light his skin gleams  coppery. There is
	much  gold about his person, in  the form of anklets and wristlets,
	but otherwise  he is naked except  for a  leopardskin loincloth. He
	took  that in the  steaming forests  of Howondaland,  after killing
	its owner with his teeth.
	In his right hand  he carried the magical black sword  Kring, which
	was  forged  from a  thunderbolt  and has  a  soul  but suffers  no
	scabbard. Hrun  had  stolen it  only  three  days before  from  the
	impregnable  palace  of the  Archmandrite of  B'Ituni,  and  he was
	already regretting it. It was beginning to get on his nerves.
	"I tell you  it went down that last  passage on the  right," hissed
	Kring in a voice like the scrape of a blade over stone.
	"Be silent!"
	"All I said was -"
	"Shut up!"
				[ The colour of Magic, by Terry Pratchett ]
	Barbed devils lack any real special abilities, though they
	are quite difficult to kill.
	A bat, flitting in the darkness outside, took the wrong turn
	as it made its nightly rounds and came in through the window
	which had been left healthfully open.  It then proceeded to
	circle the room in the aimless fat-headed fashion habitual
	with bats, who are notoriously among the less intellectually
	gifted of God's creatures.  Show me a bat, says the old
	proverb, and I will show you something that ought to be in
	some kind of a home.
		[ A Pelican at Blandings, by P. G. Wodehouse ]
	In Fantasyland these are remarkable in that they seldom or
	never wear out and are suitable for riding or walking in
	without the need of Socks.  Boots never pinch, rub, or get
	stones in them; nor do nails stick upwards into the feet from
	the soles.  They are customarily mid-calf length or knee-high,
	slip on and off easily and never smell of feet.  Unfortunately,
	the formula for making this splendid footwear is a closely
	guarded secret, possibly derived from nonhumans (see Dwarfs,
	Elves, and Gnomes).
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	I worked the lever well under, and stretched my back; the end
	of the stone rose up, and I kicked the fulcrum under.  Then,
	when I was going to bear down, I remembered there was
	something to get out from below; when I let go of the lever,
	the stone would fall again.  I sat down to think, on the root
	of the oak tree; and, seeing it stand about the ground, I saw
	my way.  It was lucky I had brought a longer lever.  It would
	just reach to wedge under the oak root.
	Bearing it down so far would have been easy for a heavy man,
	but was a hard fight for me.  But this time I meant to do it
	if it killed me, because I knew it could be done.  Twice I
	got it nearly there, and twice the weight bore it up again;
	but when I flung myself on it the third time, I heard in my
	ears the sea-sound of Poseidon.  Then I knew this time I
	would do it; and so I did.
		[ The King Must Die, by Mary Renault ]
	"Stand to it, my hearts of gold," said the old bowman as he
	passed from knot to knot.  "By my hilt! we are in luck this
	journey.  Bear in mind the old saying of the Company."
	"What is that, Aylward?" cried several, leaning on their bows
	and laughing at him.
	"'Tis the master-bowyer's rede: 'Every bow well bent.  Every
	shaft well sent.  Every stave well nocked.  Every string well
	locked.'  There, with that jingle in his head, a bracer on
	his left hand, a shooting glove on his right, and a
	farthing's-worth of wax in his girdle, what more doth a
	bowman need?"
	"It would not be amiss," said Hordle John, "if under his
	girdle he had four farthings'-worth of wine."
		[ The White Company, by Sir Arthur Conan Doyle ]
	A peasant pole-arm, the bec de corbin's crow-beak blade 
	was designed to puncture the heavy plate armor common to 
	upper-class warriors. In this weapon the beak is the major 
	feature. This is backed by a flat hammer head or clawed head, 
	with a short and bladelike spike at the opposite end.

	This giant variety of its useful normal cousin normally
	appears in small groups, looking for raw material to produce
	the royal jelly needed to feed their queen.  On rare
	occasions, one may stumble upon a bee-hive, in which the
	queen bee is being well provided for, and guarded against
	intruders.
	[ The Creator ] has an inordinate fondness for beetles.
		[ attributed to biologist J.B.S. Haldane ]

	The common name for the insects with wings shaped like
	shields (_Coleoptera_), one of the ten sub-species into
	which the insects are divided.  They are characterized by
	the shields (the front pair of wings) under which the back
	wings are folded.
		[ Van Dale's Groot Woordenboek der Nederlandse Taal ]
	The beholder (A.K.A the eye tyrant, the sphere of many eyes) 
	is most frequently found deep underground, although infrequently 
	it will lair in desolate wilderness.  The globular body of this 
	monster is supported by levitation, and it floats slowly about 
	as it wills.  Atop the sphere are ten eyestalks, while in its 
	central area are a great eleventh eye and a large mouth filled 
	with pointed teeth.  Each of the eyes is said to have a different
	magical property, all of which are deadly or malicious.  The 
	beholder is hateful, tricky, and avaricious and is known to have 
	a fondness for both traps and artifacts.
		[ Adapted by Ben Lehman from Monstrous Manual, by TSR, Inc. ]
	"A bell, book and candle job."
	The Bursar sighed.  "We tried that, Archchancellor."
	The Archchancellor leaned towards him.
	"Eh?" he said.
	"I _said_, we tried that Archchancellor," said the Bursar loudly,
	directing his voice at the old man's ear.  "After dinner, you
	remember?  We used Humptemper's _Names of the Ants_ and rang Old
	Tom."*
	"Did we, indeed.  Worked, did it?"
	"_No_, Archchancellor."

	* Old Tom was the single cracked bronze bell in the University
	bell tower.
		[ Eric, by Terry Pratchett ]
	The blindfolding was performed by binding a piece of the
	yellowish linen whereof those of the Amahagger who condescended
	to wear anything in particular made their dresses tightly round
	the eyes.  This linen I afterwards discovered was taken from the
	tombs, and was not, as I had first supposed, of native
	manufacture.  The bandage was then knotted at the back of the
	head, and finally brought down again and the ends bound under
	the chin to prevent its slipping.  Ustane was, by the way, also
	blindfolded, I do not know why, unless it was from fear that she
	should impart the secrets of the route to us.
		[ She, by H. Rider Haggard ]
	On this particular day Blind Io, by dint of constant vigilance
	the chief of the gods, sat with his chin on his hand
	and looked at the gaming board on the red marble table in
	front of him.  Blind Io had got his name because, where his
	eye sockets should have been, there were nothing but two
	areas of blank skin.  His eyes, of which he had an impressively
	large number, led a semi-independent life of their
	own.  Several were currently hovering above the table.
		[ The Colour of Magic, by Terry Pratchett ]
	These giant amoeboid creatures look like nothing more than
	puddles of slime, but they both live and move, feeding on
	metal or wood as well as the occasional dungeon explorer to
	supplement their diet.

	But we were not on a station platform.  We were on the track ahead
	as the nightmare, plastic column of fetid black iridescence oozed
	tightly onward through its fifteen-foot sinus, gathering unholy
	speed and driving before it a spiral, re-thickening cloud of the
	pallid abyss vapor.  It was a terrible, indescribable thing vaster
	than any subway train -- a shapeless congeries of protoplasmic
	bubbles, faintly self-luminous, and with myriads of temporary eyes
	forming and unforming as pustules of greenish light all over the
	tunnel-filling front that bore down upon us, crushing the frantic
	penguins and slithering over the glistening floor that it and its
	kind had swept so evilly free of all litter.
		[ At the Mountains of Madness, by H.P. Lovecraft ]
	   " It's all very fine," said the Puddin' gloomily, " singing about
	the joys of being penguins and pirates, but how'd you like to be a
	Puddin' and be eaten all day long? "
	   And in a very gruff voice he sang as follows :--
	      " O, who would be a puddin',
		  A puddin' in a pot,
		A puddin' which is stood on
		  A fire which is hot ?
		O sad indeed the lot
		Of puddin's in a pot.
	...
	      " But as I am a puddin',
		  A puddin' in a pot,
		I hope you get the stomachache
		  For eatin' me a lot.
		I hope you get it hot,
		  You puddin'-eatin' lot ! "
	   " Very well sung, Albert," said Bill encouragingly, " though you're
	a trifle husky in your undertones, which is no doubt due to the gravy
	in your innards.  However, as a reward for bein' a bright little
	feller we shall have a slice of you all round before turnin' in for
	the night."
	[ The Magic Pudding: The Adventures of Bunyip Bluegum. Norman Lindsay ]
	Bone devils attack with weapons and with a great hooked tail
	which causes a loss of strength to those they sting.
	Faustus: Come on Mephistopheles.  What shall we do?
	Mephistopheles: Nay, I know not.  We shall be cursed with bell,
	book, and candle.
	Faustus: How?  Bell, book, and candle, candle, book, and bell,
	Forward and backward, to curse Faustus to hell.
	Anon you shall hear a hog grunt, a calf bleat, and an ass bray,
	Because it is Saint Peter's holy day.
	(Enter all the Friars to sing the dirge)
		[ Doctor Faustus and Other Plays, by Christopher Marlowe ]
	For half a buck, a vial of luck
		Or a bottle of nifty breaks
	Or a flask of joy, or Myrna Loy
		For luncheon with sirloin steaks.
	
	Pour out a mug from this old jug,
		And you'll never get wet in rains.
	I've bottles of grins and racetrack wins
		And lotions to ease your pains.
	
	Here's bottles of imps and wet-pack shrimps
		From a sea unknown to man,
	And an elixir to banish fear,
		And the sap from the pipes of Pan.
	
	With the powdered horn of the unicorn
		You can win yourself a mate;
	With the rish hobnob; or get a job --
		It's yours at a lowered rate.
		[ Shottle Bop, by Theodore Sturgeon ]
	Brigit (Brigid, Bride, Banfile), which means the Exalted One,
	was the Celtic (continental European and Irish) fertility
	goddess.  She was originally celebrated on February first in
	the festival of Imbolc, which coincided with the beginning
	of lactation in ewes and was regarded in Scotland as the date
	on which Brigit deposed the blue-faced hag of winter.  The
	Christian calendar adopted the same date for the Feast of St.
	Brigit.  There is no record that a Christian saint ever
	actually existed, but in Irish mythology she became the
	midwife to the Virgin Mary.
		[ Encyclopedia of Gods, by Michael Jordan ]
	Bring me my broadsword
	And clear understanding.
	Bring me my cross of gold,
	As a talisman.
		[ "Broadsword" (refrain) by Ian Anderson ]
	Bugbears are relatives of goblins, although they tend to be
	larger and more hairy.  They are aggressive carnivores and
	sometimes kill just for the treasure their victims may be
	carrying.

	Bugbears are giant, hairy  cousins of goblins who frequent the same
	areas  as  their smaller  relatives.  Bugbears are  large and  very
	muscular, standing 7' tall.  Their hides range from light yellow to
	yellow brown  and their  thick coarse  hair varies  in colour  from
	brown  to  brick  red.  Though  vaguely   humanoid  in  appearance,
	bugbears seem to contain the  blood of some large  carnivore. Their
	eyes recall  those of  some savage  bestial animal, being  greenish
	white with  red pupils, while their  ears are  wedge shaped, rising
	from the  top of  their heads. A  bugbear's mouth  is full of  long
	sharp fangs.
	Bugbears have two main goals  in life: survival and  treasure. They
	are  superb  carnivores,  winnowing  out  the   weak  and  careless
	adventurer, monster, and animal. Goblins  are always on  their toes
	when  bugbears are present, for  the weak or  stupid quickly end up
	in the stewpot.
		[ Monstrous Manual, by TSR, Inc. ]
	'I read you by your bugle horn
	And by your palfrey good,
	I read you for a Ranger sworn
	To keep the King's green-wood.'
	'A Ranger, Lady, winds his horn,
	And 'tis at peep of light;
	His blast is heard at merry morn,
	And mine at dead of night.'
		[ Brignall Banks, by Sir Walter Scott ]
	A classical Mesoamerican Aztec god, also known as Mixcoatl-
	Camaxtli (the Cloud Serpent), Camaxtli is the god of war.  He
	is also a deity of hunting and fire who received human
	sacrifice of captured prisoners.  According to tradition, the
	sun god Tezcatlipoca transformed himself into Mixcoatl-Camaxtli
	to make fire by twirling the sacred fire sticks.
		[ Encyclopedia of Gods, by Michael Jordan ]
	Only once a year, on his birthday, did Charlie Bucket ever
	get to taste a bit of chocolate.  The whole family saved up
	their money for that special occasion, and when the great
	day arrived, Charlie was always presented with one small
	chocolate bar to eat all by himself.  And each time he
	received it, on those marvelous birthday mornings, he would
	place it carefully in a small wooden box that he owned, and
	treasure it as though it were a bar of solid gold; and for
	the next few days, he would allow himself only to look at it,
	but never to touch it.  Then at last, when he could stand it
	no longer, he would peel back a tiny bit of the paper
	wrapping at one corner to expose a tiny bit of chocolate, and
	then he would take a tiny nibble - just enough to allow the
	lovely sweet taste to spread out slowly over his tongue.  The
	next day, he would take another tiny nibble, and so on, and
	so on.  And in this way, Charlie would make his ten-cent bar
	of birthday chocolate last him for more than a month.
		[ Charlie and the Chocolate Factory, by Roald Dahl ]
	Imagine a sealed container, so perfectly constructed that no
	physical influence can pass either inwards or outwards across its
	walls.  Imagine that inside the container is a cat, and also a
	device that can be triggered by some quantum event.  If that event
	takes place, then the device smashes a phial containing cyanide and
	the cat is killed.  If the event does not take place, the cat lives
	on.  In Schroedinger's original version, the quantum event was the
	decay of a radioactive atom.  ...  To the outside observer, the cat
	is indeed in a linear combination of being alive and dead, and only
	when the container is finally opened would the cat's state vector
	collapse into one or the other.  On the other hand, to a (suitably
	protected) observer inside the container, the cat's state-vector
	would have collapsed much earlier, and the outside observer's
	linear combination has no relevance.
		[ The Emperor's New Mind, by Roger Penrose ]
	Well-known quadruped domestic animal from the family of
	predatory felines (_Felis ochreata domestica_), with a thick,
	soft pelt; often kept as a pet.  Various folklores have the
	cat associated with magic and the gods of ancient Egypt.

	So Ulthar went to sleep in vain anger; and when the people
	awakened at dawn - behold!  Every cat was back at his
	accustomed hearth!  Large and small, black, grey, striped,
	yellow and white, none was missing.  Very sleek and fat did
	the cats appear, and sonorous with purring content.
		[ The Cats of Ulthar, by H.P. Lovecraft ]
	Of all the monsters put together by the Greek imagination
	the Centaurs (Kentauroi) constituted a class in themselves.
	Despite a strong streak of sensuality, in their make-up,
	their normal behaviour was moral, and they took a kindly
	thought of man's welfare.  The attempted outrage of Nessos on
	Deianeira, and that of the whole tribe of Centaurs on the
	Lapith women, are more than offset by the hospitality of
	Pholos and by the wisdom of Cheiron, physician, prophet,
	lyrist, and the instructor of Achilles.  Further, the
	Centaurs were peculiar in that their nature, which united the
	body of a horse with the trunk and head of a man, involved
	an unthinkable duplication of vital organs and important
	members.  So grotesque a combination seems almost un-Greek.
	These strange creatures were said to live in the caves and
	clefts of the mountains, myths associating them especially
	with the hills of Thessaly and the range of Erymanthos.
		 [ Mythology of all races, Vol. 1, pp. 270-271 ]
	I observed here, what I had often seen before, that certain
	districts abound in centipedes.  Here they have light
	reddish bodies and blue legs; great myriapedes are seen
	crawling every where.  Although they do no harm, they excite
	in man a feeling of loathing.  Perhaps our appearance
	produces a similar feeling in the elephant and other large
	animals.  Where they have been much disturbed, they
	certainly look upon us with great distrust, as the horrid
	biped that ruins their peace.
		[ Travels and Researches in South Africa,
			by Dr. David Livingstone ]
	Cerberus, (or Kerberos in Greek), was the three-headed dog
	that guarded the Gates of Hell.  He allowed any dead to enter,
	and likewise prevented them all from ever leaving.  He was
	bested only twice:  once when Orpheus put him to sleep by
	playing bewitching music on his lyre, and the other time when
	Hercules confronted him and took him to the world of the
	living (as his twelfth and last labor).
	Name of a family (_Chameleonidae_) and race (_Chameleo_) of
	scaly lizards, especially the _Chameleo vulgaris_ species,
	with a short neck, claws, a grasping tail, a long, extendible
	tongue and mutually independent moving eyes.  When it is
	scared or angry, it inflates itself and its transparent skin
	shows its blood:  the skin first appears greenish, then
	gradually changes color until it is a spotted red.  The final
	color depends on the background color as well, hence the
	(figurative) implication of unreliability.  [Capitalized:]
	a constellation of the southern hemisphere (Chameleo).
		[ Van Dale's Groot Woordenboek der Nederlandse Taal ]
	When an ancient Greek died, his soul went to the nether world:
	the Hades.  To reach the nether world, the souls had to cross
	the river Styx, the river that separated the living from the
	dead.  The Styx could be crossed by ferry, whose shabby ferry-
	man, advanced in age, was called Charon.  The deceased's next-
	of-kin would place a coin under his tongue, to pay the ferry-
	man.
	Dantes rapidly cleared away the earth around the chest.  Soon
	the center lock appeared, then the handles at each end, all
	delicately wrought in the manner of that period when art made
	precious even the basest of metals.  He took the chest by the
	two handles and tried to lift it, but it was impossible.  He
	tried to open it; it was locked.  He inserted the sharp end
	of his pickaxe between the chest and the lid and pushed down
	on the handle.  The lid creaked, then flew open.
	Dantes was seized with a sort of giddy fever.  He cocked his
	gun and placed it beside him.  The he closed his eyes like a
	child, opened them and stood dumbfounded.
	The chest was divided into three compartments.  In the first
	were shining gold coins.  In the second, unpolished gold
	ingots packed in orderly stacks.  From the third compartment,
	which was half full, Dantes picked up handfuls of diamonds,
	pearls and rubies.  As they fell through his fingers in a
	glittering cascade, they gave forth the sound of hail beating
	against the windowpanes.
		[ The Count of Monte Cristo, by Alexandre Dumas ]
	A Chinese rain god.
	Tiamat is said to be the mother of evil dragonkind.  She is
	extremely vain.
	Avaricious,  supremely vain,  and  profoundly Lawful  Evil,  Tiamat
	proclaims  herself  the   creator  of  all  evil  dragonkind,   and
	certainly many evil dragons  revere her as their creator and patron
	deity.  She  infests the  uppermost  of  the  Nine  Hells with  her
	consorts,  each a  Great Wyrm  of different  colour -  one red, one
	white, one green, one blue, and one black.
	Tiamat's Avatar appears  as a gigantic five-headed dragon with  one
	head of  each of  the chromatic  (evil) dragon  types. Each  head's
	colour  runs the length  of the  neck and into  the forepart of het
	body  as stripes,  gradually blending  to  three  stripes of  grey,
	blue-green,  and  purple  over her  back  and  hind-quarters,  then
	merging into a muddy dark  brown tail. Her underbelly and  legs are
	greenish white fading into her upper body colours.
		 [ Monster Mythology, by TSR inc. ]
	Cloaks are the universal outer garb of everyone who is not a
	Barbarian.  It is hard to see why.  They are open in front
	and require you at most times to use one hand to hold them
	shut.  On horseback they leave the shirt-sleeved arms and
	most of the torso exposed to wind and Weather.  The OMTs
	[ Official Management Terms ] for Cloaks well express their
	difficulties.  They are constantly _swirling and dripping_
	and becoming _heavy with water_ in rainy Weather, _entangling
	with trees_ or _swords_, or needing to be _pulled close
	around her/his shivering body_.  This seems to suggest they
	are less than practical for anyone on an arduous Tour.
		[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	I wandered lonely as a cloud
	That floats on high o'er vales and hills,
	When all at once I saw a crowd,
	A host, of golden daffodils;
	Beside the lake, beneath the trees,
	Fluttering and dancing in the breeze.
		[ I Wandered Lonely as a Cloud, by William Wordsworth ]
	Darzee and his wife only cowered down in the nest without
	answering, for from the thick grass at the foot of the bush
	there came a low hiss -- a horrid cold sound that made
	Rikki-tikki jump back two clear feet.  Then inch by inch out of
	the grass rose up the head and spread hood of Nag, the big
	black cobra, and he was five feet long from tongue to tail.
	When he had lifted one-third of himself clear of the ground,
	he stayed balancing to and fro exactly as a dandelion-tuft
	balances in the wind, and he looked at Rikki-tikki with the
	wicked snake's eyes that never change their expression,
	whatever the snake may be thinking of.
	'Who is Nag?' said he.  '_I_ am Nag.  The great God Brahm put
	his mark upon all our people, when the first cobra spread his
	hood to keep the sun off Brahm as he slept.  Look, and be
	afraid!'
		[ Rikki-tikki-tavi, by Rudyard Kipling ]
	Once in a great while, when the positions of the stars are
	just right, a seven-year-old rooster will lay an egg.  Then,
	along will come a snake, to coil around the egg, or a toad,
	to squat upon the egg, keeping it warm and helping it to
	hatch.  When it hatches, out comes a creature called basilisk,
	or cockatrice, the most deadly of all creatures.  A single
	glance from its yellow, piercing toad's eyes will kill both
	man and beast.  Its power of destruction is said to be so
	great that sometimes simply to hear its hiss can prove fatal.
	Its breath is so venomous that it causes all vegetation
	to wither.

	There is, however, one creature which can withstand the
	basilisk's deadly gaze, and this is the weasel.  No one knows
	why this is so, but although the fierce weasel can slay the
	basilisk, it will itself be killed in the struggle.  Perhaps
	the weasel knows the basilisk's fatal weakness:  if it ever
	sees its own reflection in a mirror it will perish instantly.
	But even a dead basilisk is dangerous, for it is said that
	merely touching its lifeless body can cause a person to
	sicken and die.
		[ Mythical Beasts by Deirdre Headon (The Leprechaun Library)
			and other sources ]
	This beastie is the recently-hatched broodling of a cockatrice, a
	creature feared by adventurers great and small for its petrifying
	peck.  
		[ The New Bestiary, Wizard Endlebrook ]
	A single glance from this red-feathered cockatrice  can cause even
	the bravest adventurer to burst into flames, their flesh withering
	and blackening and curling beneath the creature's baleful gaze.
		[ The New Bestiary, Wizard Endlebrook ]
	He was dressed in a flowing gown with fur tippets which had
	the signs of the zodiac embroidered over it, with various
	cabalistic signs, such as triangles with eyes in them, queer
	crosses, leaves of trees, bones of birds and animals, and a
	planetarium whose stars shone like bits of looking-glass with
	the sun on them.  He had a pointed hat like a dunce's cap, or
	like the headgear worn by ladies of that time, except that
	the ladies were accustomed to have a bit of veil floating
	from the top of it.
		[ The Once and Future King, by T.H. White ]

		"A wizard!" Dooley exclaimed, astounded.
		"At your service, sirs," said the wizard.  "How
	perceptive of you to notice.  I suppose my hat rather gives me
	away.  Something of a beacon, I don't doubt."  His hat was
	pretty much that, tall and cone-shaped with stars and crescent
	moons all over it.  All in all, it couldn't have been more
	wizardish.
		[ The Elfin Ship, James P. Blaylock ]
	A mythical feathered serpent.  The couatl are very rare.
	The couatl  are feathered serpents of myth and lore. It is believed
	that  they are  distant relatives  of dragons,  though this remains
	unproven.  So rare  as to be  considered legendary,  the couatl are
	some  of the  most beautiful creatures  in existence.  A couatl has
	the body of  a long serpent and  feathered wings the colour of  the
	rainbow. Occasionally  sent as  messengers from  the gods to  their
	erring servants,  a couatl  will always  seek to  punish those  who
	deserve it.
		[ 2nd ed. Monstrous Compendium, by TSR, Inc. ]
	This carnivore is known for its voracious appetite and
	inflated view of its own intelligence.
	If you want to know what cram is, I can only say that I don't
	know the recipe; but it is biscuitish, keeps good indefinitely,
	is supposed to be sustaining, and is certainly not entertaining,
	being in fact very uninteresting except as a chewing
	exercise.  It was made by the Lake-men for long journeys.
		[ The Hobbit, by J.R.R. Tolkien ]
	A big animal with the appearance of a lizard, constituting
	an order of the reptiles (_Loricata_ or _Crocodylia_), the
	crocodile is a large, dangerous predator native to tropical
	and subtropical climes.  It spends most of its time in large
	bodies of water.
	Croesus (in Greek: Kroisos), the wealthy last king of Lydia;
	his empire was destroyed when he attacked Cyrus in 549, after
	the Oracle of Delphi (q.v.) had told him:  "if you attack the
	Persians, you will destroy a mighty empire".  Herodotus
	relates of his legendary conversation with Solon of Athens,
	who impressed upon him that being rich does not imply being
	happy and that no one should be considered fortunate before
	his death.
	Warily Conan scanned his surroundings, all of his senses alert
	for signs of possible danger.  Off in the distance, he could
	see the familiar shapes of the Camp of the Duali tribe.
	Suddenly, the hairs on his neck stand on end as he detects the
	aura of evil magic in the air.  Without thought, he readies
	his weapon, and mutters under his breath:
	"By Crom, there will be blood spilt today."

	[ Conan the Avenger by Robert E. Howard, Bjorn Nyberg, and
	  L. Sprague de Camp ]
	"God save thee, ancient Mariner!
	From the fiends, that plague thee thus! -
	Why look'st thou so?" - With my cross-bow
	I shot the Albatross.
		[ The Rime of the Ancient Mariner, by Samuel Taylor
		  Coleridge ]
	You look into one of these and see _vapours swirling like
	clouds_.  These shortly clear away to show a sort of video
	without sound of something that is going to happen to you
	soon.  It is seldom good news.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	Curses are longstanding ill-wishings which, in Fantasyland,
	often manifest as semisentient.  They have to be broken or
	dispelled.  The method varies according to the type and
	origin of the Curse:
	[...]
	4.  Curses on Rings and Swords.  You have problems.  Rings
	have to be returned whence they came, preferably at over a
	thousand degrees Fahrenheit, and the Curse means you won't
	want to do this.  Swords usually resist all attempts to
	raise their Curses.  Your best source is to hide the Sword
	or give it to someone you dislike.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	A pack of snow-white, red-eared spectral hounds which
	sometimes took part in the kidnappings and raids the
	inhabitants of the underworld sometimes make on this world
	(the Wild Hunt).  They are associated in Wales with the sounds
	of migrating wild geese, and are said to be leading the souls
	of the damned to hell.  The phantom chase is usually heard or
	seen in midwinter and is accompanied by a howling wind.
		[ Encyclopedia Mythica, ed. M.F. Lindemans ]
	And after he had milked his cattle swiftly,
	he again took hold of two of my men
	and had them as his supper.
	Then I went, with a tub of red wine,
	to stand before the Cyclops, saying:
	"A drop of wine after all this human meat,
	so you can taste the delicious wine
	that is stored in our ship, Cyclops."
	He took the tub and emptied it.
	He appreciated the priceless wine that much
	that he promptly asked me for a second tub.
	"Give it", he said, "and give me your name as well".
			...
	Thrice I filled the tub,
	and after the wine had clouded his mind,
	I said to him, in a tone as sweet as honey:
	"You have asked my name, Cyclops?  Well,
	my name is very well known.  I'll give it to you,
	if you give me the gift you promised me as a guest.
	My name is Nobody.  All call me thus:
	my father and my mother and my friends."
	Ruthlessly he answered to this:
	"Nobody, I will eat you last of all;
	your host of friends will completely precede you.
	That will be my present to you, my friend."
	And after these words he fell down backwards,
	restrained by the all-restrainer Hupnos.
	His monstrous neck slid into the dust;
	the red wine squirted from his throat;
	the drunk vomited lumps of human flesh.
		[ The Odyssey, (chapter Epsilon), by Homer ]
	Is this a dagger which I see before me,
	The handle toward my hand? Come, let me clutch thee.
	I have thee not, and yet I see thee still.
	Art thou not, fatal vision, sensible
	To feeling as to sight? or art thou but
	A dagger of the mind, a false creation,
	Proceeding from the heat-oppressed brain?
	I see thee yet, in form as palpable
	As this which now I draw.
		[ Macbeth, by William Shakespeare ]
	... But he ruled rather by force and fear, if they might
	avail; and those who perceived his shadow spreading over the
	world called him the Dark Lord and named him the Enemy; and
	he gathered again under his government all the evil things of
	the days of Morgoth that remained on earth or beneath it,
	and the Orcs were at his command and multiplied like flies.
	Thus the Black Years began ...
		[ The Silmarillion, by J.R.R. Tolkien ]
	Demogorgon, the prince of demons, wallows in filth and can
	spread a quickly fatal illness to his victims while rending
	them.  He is a mighty spellcaster, and he can drain the life
	of mortals with a touch of his tail.
	It is often very hard to discover what any given Demon looks
	like, apart from a general impression of large size, huge
	fangs, staring eyes, many limbs, and an odd color; but all
	accounts agree that Demons are very powerful, very Magic (in
	a nonhuman manner), and made of some substance that can squeeze
	through a keyhole yet not be pierced with a Sword.  This makes
	them difficult to deal with, even on the rare occasions when
	they are friendly.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	Devas are the descendants of plane-touched aasimon.  They have
	feathery wings that may be vestigial or functional.
	Movanic devas are the most frequently seen by mortals. Their
	milky skin and slender build distinguishes them from the
	dark and muscular monadic devas.  The latter are rarely encountered
	except in the inner planes. It is said they are able to breathe
	elements other than air.
		[ adapted from Aasimar, by David Roberts and Brynn ]
	These Aasimar seldom associate with mortals.  Planetars are
	hairless and tall, with green-tinted skin and a wild psionic talent.
		[ adapted from Aasimar, by David Roberts and Brynn ]
	Solars are near to powers in status, and their children like
	demipowers.  Their hair and skin is metallic.  Solars stay aloof
	from mortals, but may command them with an irresistable voice.
		[ adapted from Aasimar, by David Roberts and Brynn ]
	A wolflike wild dog, Canis dingo, of Australia, having a
	reddish- or yellowish-brown coat, believed to have been
	introduced by the aborigines.
	[Webster's Encyclopedic Unabridged Dictionary of the English Language]
	Dispater is an arch-devil who rules the city of Dis.  He is
	a powerful mage.
	The djinn are genies from the elemental plane of Air.  There,
	among their kind, they have their own societies.  They are
	sometimes encountered on earth and may even be summoned here
	to perform some service for powerful wizards.  The wizards
	often leave them about for later service, safely tucked away
	in a flask or lamp.  Once in a while, such a tool is found by
	a lucky rogue, and some djinn are known to be so grateful
	when released that they might grant their rescuer a wish.
	A domestic animal, the _tame dog_ (_Canis familiaris_), of
	which numerous breeds exist.  The male is called a dog,
	while the female is called a bitch.  Because of its known
	loyalty to man and gentleness with children, it is the
	world's most popular domestic animal.  It can easily be
	trained to perform various tasks.
	This evil creature (_canis tenebrous_)  lurks in the darker, more
	sinister corners of the world. Its bite is known for its chilling
	effect upon humanoid flesh, and it is not a tameable animal.
	[ The New Bestiary, Wizard Endlebrook ]
	This hazy canine  (_canis precipitous_) is  thought to  have a good
	heart hiding somewhere within its green, silky hide. Unfortunately,
	the  beast is  usually ravenous,  as its diet  of mist is  not very
	filling, at least compared to human flesh.
	[ The New Bestiary, Wizard Endlebrook ]
	Many travelers have seen the drums of the great apes, and
	some have heard the sounds of their beating and the noise of
	the wild, weird revelry of these first lords of the jungle,
	but Tarzan, Lord Greystoke, is, doubtless, the only human
	being who ever joined in the fierce, mad, intoxicating revel
	of the Dum-Dum.
		[ Tarzan of the Apes, by Edgar Rice Burroughs ]
	Through me you pass into the city of woe:
	Through me you pass into eternal pain:
	Through me among the people lost for aye.
	Justice the founder of my fabric mov'd:
	To rear me was the task of power divine,
	Supremest wisdom, and primeval love.
	Before me things create were none, save things
	Eternal, and eternal I endure.
	All hope abandon ye who enter here.
		[ The Inferno, from The Divine Comedy of Dante
			Alighieri, translated by H.F. Cary ]
	In the West the dragon was the natural enemy of man.  Although
	preferring to live in bleak and desolate regions, whenever it
	was seen among men it left in its wake a trail of destruction
	and disease.  Yet any attempt to slay this beast was a perilous
	undertaking.  For the dragon's assailant had to contend
	not only with clouds of sulphurous fumes pouring from its fire
	breathing nostrils, but also with the thrashings of its tail,
	the most deadly part of its serpent-like body.
	[ Mythical Beasts by Deirdre Headon (The Leprechaun Library) ]

	"One whom the dragons will speak with," he said, "that is a
	dragonlord, or at least that is the center of the matter.  It's
	not a trick of mastering the dragons, as most people think.
	Dragons have no masters.  The question is always the same, with
	a dragon:  will he talk to you or will he eat you?  If you can
	count upon his doing the former, and not doing the latter, why
	then you're a dragonlord."
		[ The Tombs of Atuan, by Ursula K. Le Guin ]
	Dumathoin of the Keeper of Secrets Under the Mountain, the god of
	mining, discovery, and exploration.  He is called the Silent
	Keeper, for he never speaks, but may guide his most devoted
	followers and worshippers through fate and happenstance to the
	richest veins of ore and the greatest treasures. His symbol is a
	faceted gem set against a mountainous silhouette.
	Dwarfs have faces like men (ugly men, with wrinkled, leathery
	skins), but are generally either flat-footed, duck-footed, or
	have feet pointing backwards.  They are of the earth, earthy,
	living in the darkest of caverns and venturing forth only
	with the cloaks by which they can make themselves invisible,
	and others disguised as toads.  Miners often come across them,
	and sometimes establish reasonably close relations with them.
	... The miners of Cornwall were always delighted to hear a
	bucca busily mining away, for all dwarfs have an infallible
	nose for precious metals.
	Among other things, dwarfs are rightly valued for their skill
	as blacksmiths and jewellers: they made Odin his famous spear
	Gungnir, and Thor his hammer; for Freya they designed a
	magnificent necklace, and for Frey a golden boar.  And in their
	spare time they are excellent bakers.  Ironically, despite
	their odd feet, they are particularly fond of dancing.  They
	can also see into the future, and consequently are excellent
	meteorologists.  They can be free with presents to people
	they like, and a dwarvish gift is likely to turn to gold in
	the hand.  But on the whole they are a snappish lot.
		[ The Immortals, by Derek and Julia Parker ]
	In after days, when because of the triumph of Morgoth Elves and
	Men became estranged, as he most wished, those of the Elven-race
	that lived still in Middle-earth waned and faded, and Men usurped
	the sunlight.  Then the Quendi wandered in the lonely places of the
	great lands and the isles, and took to the moonlight and the
	starlight, and to the woods and the caves, becoming as shadows
	and memories, save those who ever and anon set sail into the West
	and vanished from Middle-earth.  But in the dawn of years Elves
	and Men were allies and held themselves akin, and there were some
	among Men that learned the wisdom of the Eldar, and became great
	and valiant among the captains of the Noldor.  And in the glory
	and beauty of the Elves, and in their fate, full share had the
	offspring of elf and mortal, Earendil, and Elwing, and Elrond
	their child.
		[ The Silmarillion, by J.R.R. Tolkien ]
	Mostly Harmless.
		[ Hitchhiker's Guide to the Galaxy, by Douglas Adams ]
	The behaviour of eels in fresh water extends the air of
	mystery surrounding them.  They move freely into muddy, silty
	bottoms of lakes, lying buried in the daylight hours in summer.
	[...]  Eels are voracious carnivores, feeding mainly at
	night and consuming a wide variety of fishes and invertebrate
	creatures.  Contrary to earlier thinking, eels seek living
	rather than dead creatures and are not habitual eaters of
	carrion.
		[ Freshwater Fishes of Canada, by Scott and Crossman ]
	But I asked why not keep it and let the hen sit on it till it
	hatched, and then we could see what would come out of it.
	"Nothing good, I'm certain of that," Mom said.  "It would
	probably be something horrible.  But just remember, if it's a
	crocodile or a dragon or something like that, I won't have it
	in my house for one minute."
		[ The Enormous Egg, by Oliver Butterworth ]
	... Even as they stepped over the threshold a single clear
	voice rose in song.

		A Elbereth Gilthoniel,
		silivren penna miriel
		o menel aglar elenath!
		Na-chaered palen-diriel
		o galadhremmin ennorath,
		Fanuilos, le linnathon
		nef aear, si nef aearon!

	Frodo halted for a moment, looking back.  Elrond was in his
	chair and the fire was on his face like summer-light upon the
	trees.  Near him sat the Lady Arwen.  [...]
	He stood still enchanted, while the sweet syllables of the
	elvish song fell like clear jewels of blended word and melody.
	"It is a song to Elbereth," said Bilbo.  "They will sing that,
	and other songs of the Blessed Realm, many times tonight.
	Come on!"
	   [ The Fellowship of the Ring, by J.R.R. Tolkien ]
	South-American fish (_Gymnotus electricus_), living in fresh
	water.  Shaped like a serpent, it can grow up to 2 metres.
	This eel is known for its electrical organ which enables it
	to paralyse creatures up to the size of a horse.
	   [ Van Dale's Groot Woordenboek der Nederlandse Taal ]
	Elementals are manifestations of the basic nature of the
	universe.  There are four known forms of elementals:  air, fire,
	water, and earth.  Some mystics have postulated the necessity
	for a fifth type, the spirit elemental, but none have ever
	been encountered, at least on this plane of existence.
	The Elves sat round the fire upon the grass or upon the sawn
	rings of old trunks.  Some went to and fro bearing cups and
	pouring drinks; others brought food on heaped plates and
	dishes.
	"This is poor fare," they said to the hobbits; "for we are
	lodging in the greenwood far from our halls.  If ever you are
	our guests at home, we will treat you better."
	"It seems to me good enough for a birthday-party," said Frodo.
	Pippin afterwards recalled little of either food or drink, for
	his mind was filled with the light upon the elf-faces, and the
	sound of voices so various and so beautiful that he felt in a
	waking dream.  [...]
	Sam could never describe in words, nor picture clearly to
	himself, what he felt or thought that night, though it remained
	in his memory as one of the chief events of his life.  The
	nearest he ever got was to say: "Well, sir, if I could grow
	apples like that, I would call myself a gardener.  But it was
	the singing that went to my heart, if you know what I mean."
	   [ The Fellowship of the Ring, by J.R.R. Tolkien ]
	The Elves next unwrapped and gave to each of the Company the 
	clothes they had brought.  For each they had provided a hood 
	and cloak, made according to his size, of the light but warm 
	silken stuff that the Galadrim wove.  It was hard to say of 
	what colour they were: grey with the hue of twilight under 
	the trees they seemed to be; and yet if they were moved, 
	or set in another light, they were green as shadowed leaves,
	or brown as fallow fields by night, dusk-silver as water under 
	the stars.
	   [ The Fellowship of the Ring, by J.R.R. Tolkien ]
	The Elves next unwrapped and gave to each of the Company the
	clothes they had brought.  For each they had provided a hood
	and cloak, made according to his size, of the light but warm
	silken stuff that the Galadrim wove.  It was hard to say of
	what colour they were: grey with the hue of twilight under
	the trees they seemed to be; and yet if they were moved, or
	set in another light, they were green as shadowed leaves, or
	brown as fallow fields by night, dusk-silver as water under
	the stars.
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	'Put off that mask of burning gold
	With emerald eyes.'
	'O no, my dear, you make so bold
	To find if hearts be wild and wise,
	And yet not cold.'

	'I would but find what's there to find,
	Love or deceit.'
	'It was the mask engaged your mind,
	And after set your heart to beat,
	Not what's behind.'

	'But lest you are my enemy,
	I must enquire.'
	'O no, my dear, let all that be;
	What matter, so there is but fire
	In you, in me?'
		[ The Mask, by W.B. Yeats ]
	These female-seeming devils named after the Furies of mythology
	attack hand to hand and poison their unwary victims as well.
	The two-headed giant, or ettin, is a vicious and unpredictable
	hunter that stalks by night and eats any meat it can catch.
	At first only its tip was visible, but then it rose, straight,
	proud, all that was noble and great and wondrous.  The tip of
	the blade pointed toward the moon, as if it would cleave it
	in two.  The blade itself gleamed like a beacon in the night.
	There was no light source for the sword to be reflecting
	from, for the moon had darted behind a cloud in fear.  The
	sword was glowing from the intensity of its strength and
	power and knowledge that it was justice incarnate, and that
	after a slumber of uncounted years its time had again come.
	After the blade broke the surface, the hilt was visible, and
	holding the sword was a single strong, yet feminine hand,
	wearing several rings that bore jewels sparkling with the
	blue-green color of the ocean.
		[ Knight Life, by Peter David ]
	There was a time when Rincewind had quite liked the iconoscope.
	He believed, against all experience, that the world was
	fundamentally understandable, and that if he could only equip
	himself with the right mental toolbox he could take the back off
	and see how it worked.  He was, of course, dead wrong.  The
	iconoscope didn't take pictures by letting light fall onto
	specially treated paper, as he had surmised, but by the far
	simpler method of imprisoning a small demon with a good eye for
	colour and a speedy hand with a paintbrush.  He had been very
	upset to find that out.
		[ The Light Fantastic, by Terry Pratchett ]
	This is a powerful amulet of ESP.  In addition to its standard
	powers, it regenerates the energy of anyone who carries
	it, allowing them to cast spells more often.  It also reduces
	any spell damage to the person who carries it by half, and
	protects from magic missiles.  Finally, when invoked it has
	the power to instantly open a portal to any other area of the
	dungeon, allowing its invoker to travel quickly between
	areas.
	This weapon is a development of the scythe or sickle. Set 
	upon a long pole, the curving blade of a fauchard can be 
	used for both cutting and thrusting. The weapon offers little 
	in the way of parrying or catching/holding and has no provision 
	for dismounting opponents, though it is quite useful for crippling 
	their mounts.
	... and finally there is "the Eyes of the Overworld".  This
	obscure artifact pushes the wearer's view sense into the
	"overworld" -- another name for a segment of the Astral Plane.
	Usually, there is nothing to be seen.  However, the wearer
	is also able to look back and see the area around herself,
	much like looking on a map.  Why anyone would want to ...
	Then it appeared in Paris at just about the time that Paris
	was full of Carlists who had to get out of Spain.  One of
	them must have brought it with him, but, whoever he was, it's
	likely he knew nothing about its real value.  It had been --
	no doubt as a precaution during the Carlist trouble in Spain
	-- painted or enameled over to look like nothing more than a
	fairly interesting black statuette.  And in that disguise,
	sir, it was, you might say, kicked around Paris for seventy
	years by private owners and dealers too stupid to see what
	it was under the skin.
		[ The Maltese Falcon, by Dashiell Hammett ]
	Floating eyes, not surprisingly, are large, floating eyeballs
	which drift about the dungeon.  Though not dangerous in and
	of themselves, their power to paralyse those who gaze at
	their large eye in combat is widely feared.  Many are the
	tales of those who struck a floating eye, were paralysed by
	its mystic powers, and then nibbled to death by some other
	creature that lurked around nearby.
	With an anxiety that almost amounted to agony, I collected
	the instruments of life around me, that I might infuse a spark
	of being into the lifeless thing that lay at my feet.  It was
	already one in the morning; the rain pattered dismally against
	the panes, and my candle was nearly burnt out, when, by the
	glimmer of the half-extinguished light, I saw the dull yellow
	eye of the creature open; it breathed hard, and a convulsive
	motion agitated its limbs.

	How can I describe my emotions at this catastrophe, or how
	delineate the wretch whom with such infinite pains and care I
	had endeavoured to form?  His limbs were in proportion, and I
	had selected his features as beautiful.  Beautiful!--Great God! 
	His yellow skin scarcely covered the work of muscles and
	arteries beneath; his hair was of a lustrous black, and
	flowing; his teeth of a pearly whiteness; but these luxuriances
	only formed a more horrid contrast with his watery eyes, that
	seemed almost of the same colour as the dun white sockets in
	which they were set, his shrivelled complexion and straight
	black lips.
		[ Frankenstein, by Mary Wollstonecraft Shelley ]
	With this thou canst do mighty deeds
	And change men's passions for thy needs:
	A man's despair with joy allay,
	Turn bachelors old to lovers gay.
		[ The Magic Flute, by Wolfgang Amadeus Mozart ]
	The fog comes
	on little cat feet.

	It sits looking
	over harbor and city
	on silent haunches
	and then moves on.
		 [ Fog, by Carl Sandburg ]
	Rest! This little Fountain runs
	Thus for aye: -- It never stays
	For the look of summer suns,
	Nor the cold of winter days.
	Whose'er shall wander near,
	When the Syrian heat is worst,
	Let him hither come, nor fear
	Lest he may not slake his thirst:
	He will find this little river
	Running still, as bright as ever.
	Let him drink, and onward hie,
	Bearing but in thought, that I,
	Erotas, bade the Naiad fall,
	And thank the great god Pan for all!
		[ For a Fountain, by Bryan Waller Procter ]
	One hot summer's day a Fox was strolling through an orchard till he
	came to a bunch of Grapes just ripening on a vine which had been
	trained over a lofty branch. "Just the thing to quench my thirst,"
	quoth he. Drawing back a few paces, he took a run and a jump, and
	just missed the bunch. Turning round again with a One, Two, Three, he
	jumped up, but with no greater success. Again and again he tried
	after the tempting morsel, but at last had to give it up, and walked
	away with his nose in the air, saying: "I am sure they are sour."
		[ Aesop's Fables ]

	Later on, at the time of wheat harvest, Samson took a young goat
	and went to visit his wife. He said, "I'm going to my wife's
	room."  But her father would not let him go in.
	"I was so sure you thoroughly hated her," he said, "that I gave
	her to your friend. Isn't her younger sister more attractive? Take
	her instead."
	Samson said to them, "This time I have a right to get even with
	the Philistines; I will really harm them." So he went out and
	caught three hundred foxes and tied them tail to tail in pairs. He
	then fastened a torch to every pair of tails, lit the torches and
	let the foxes loose in the standing grain of the Philistines.
		[ Judges 15:1-5, NIV ]
	Fungi, division of simple plants that lack chlorophyll, true
	stems, roots, and leaves.  Unlike algae, fungi cannot
	photosynthesize, and live as parasites or saprophytes.  The
	division comprises the slime molds and true fungi.  True
	fungi are multicellular (with the exception of yeasts); the
	body of most true fungi consists of slender cottony
	filaments, or hyphae.  All fungi are capable of asexual
	reproduction by cell division, budding, fragmentation, or
	spores.  Those that reproduce sexually alternate a sexual
	generation (gametophyte) with a spore-producing one.  The
	four classes of true fungi are the algaelike fungi (e.g.,
	black bread mold and downy mildew), sac fungi (e.g., yeasts,
	powdery mildews, truffles, and blue and green molds such as
	Penicillium), basidium fungi (e.g., mushrooms and puffballs)
	and imperfect fungi (e.g., species that cause athlete's foot
	and ringworm).  Fungi help decompose organic matter (important
	in soil renewal); are valuable as a source of antibiotics,
	vitamins, and various chemicals; and for their role in
	fermentation, e.g., in bread and alcoholic beverage
	production.
		[ The Concise Columbia Encyclopedia ]
	And so it came to pass that while Man ruled on Earth, the
	gargoyles waited, lurking, hidden from the light.  Reborn
	every 600 years in Man's reckoning of time, the gargoyles
	joined battle against Man to gain dominion over the Earth.

	In each coming, the gargoyles were nearly destroyed by Men
	who flourished in greater numbers.  Now it has been so many
	hundreds of years that it seems the ancient statues and
	paintings of gargoyles are just products of Man's
	imagination.  In this year, with Man's thoughts turned toward
	the many ills he has brought among himself, Man has forgotten
	his most ancient adversary, the gargoyles.
	[ Excerpt from the opening narration to the movie
		_Gargoyles_, written by Stephen and Elinor Karpf ]
		Gas spores are a vaguely intelligent fungal growth that has
	evolved to strongly resemble the Beholder.  If they are struck 
	with  any amount of force they will explode violently.  Gas spores 
	tend to grow in groups, and legends have been written about the 
	destruction caused by foolish adventurers who touched a
	single one.
		[ Adapted by Ben Lehman from Monstrous Manual, by TSR, Inc. ]
	1 November - All day long we have travelled, and at a good
	speed.  The horses seem to know that they are being kindly
	treated, for they go willingly their full stage at best
	speed.  We have now had so many changes and find the same
	thing so constantly that we are encouraged to think that the
	journey will be an easy one.  Dr. Van Helsing is laconic, he
	tells the farmers that he is hurrying to Bistritz, and pays
	them well to make the exchange of horses.  We get hot soup,
	or coffee, or tea, and off we go.  It is a lovely country.
	Full of beauties of all imaginable kinds, and the people are
	brave, and strong, and simple, and seem full of nice
	qualities.  They are very, very superstitious.  In the first
	house where we stopped, when the woman who served us saw the
	scar on my forehead, she crossed herself and put out two
	fingers towards me, to keep off the evil eye.  I believe they
	went to the trouble of putting an extra amount of garlic into
	our food, and I can't abide garlic.  Ever since then I have
	taken care not to take off my hat or veil, and so have
	escaped their suspicions.
		[ Dracula, by Bram Stoker ]
	Geryon is an arch-devil sometimes called the Wild Beast,
	attacking with his claws and poison sting.  His ranking in
	Hell is rumored to be quite low.
	And now the souls of the dead who had gone below came swarming
	up from Erebus -- fresh brides, unmarried youths, old men
	with life's long suffering behind them, tender young girls
	still nursing this first anguish in their hearts, and a great
	throng of warriors killed in battle, their spear-wounds gaping
	yet and all their armour stained with blood.  From this
	multitude of souls, as they fluttered to and fro by the
	trench, there came a moaning that was horrible to hear.
	Panic drained the blood from my cheeks.
		 [ The Odyssey, (chapter Lambda), by Homer ]
	The forces of the gloom know each other, and are strangely
	balanced by each other.  Teeth and claws fear what they cannot
	grasp.  Blood-drinking bestiality, voracious appetites, hunger
	in search of prey, the armed instincts of nails and jaws which
	have for source and aim the belly, glare and smell out
	uneasily the impassive spectral forms straying beneath a
	shroud, erect in its vague and shuddering robe, and which seem
	to them to live with a dead and terrible life.  These
	brutalities, which are only matter, entertain a confused fear
	of having to deal with the immense obscurity condensed into an
	unknown being.  A black figure barring the way stops the wild
	beast short.  That which emerges from the cemetery intimidates
	and disconcerts that which emerges from the cave; the
	ferocious fear the sinister; wolves recoil when they encounter
	a ghoul.
		[ Les Miserables, by Victor Hugo ]
	Giants have always walked the earth, though they are rare in
	these times.  They range in size from little over nine feet
	to a towering twenty feet or more.  The larger ones use huge
	boulders as weapons, hurling them over large distances.  All
	types of giants share a love for men - roasted, boiled, or
	fried.  Their table manners are legendary.
	[Gila monsters] are stout-bodied lizards with short legs and a short,
	fat tail. They're covered with bright irregular markings, usually
	pink, yellow or white, against black or brown scales. They are shy,
	retiring creatures unless they're provoked. Then they can be
	dangerous because they secrete a neurotoxin -- a poison that
	destroys nerve tissue -- from their salivary glands. In humans,
	their bite can result in severe pain and even death.
	    [Expedition Guide -- American Museum of Natural History]
	The people of Komodo call this animal "ora." Elsewhere it is known
	as the Komodo Island monitor or more popularly, the Komodo dragon.
	Oras can reach 10 feet in length and weigh 300 pounds or more --
	particularly after a meal. They are the top predators in their
	habitat, feeding on wild boar, deer, water buffalo, dogs, goats,
	rats, snakes, birds, other oras, and -- once in a great while --
	humans. They hunt by ambush, hiding in the scrub brush along trails
	and in the tall grass of the savannas. Despite their lumbering
	appearance, oras can move with alarming speed when they want to,
	lunging from their hiding places and sprinting toward their
	startled victims. They can't sustain a long chase, but often all
	they need to subdue their prey is one bite. Oras carry poisonous
	bacteria in their mouths so even if they don't immediately catch
	their prey, the attack is often fatal. Using their long forked
	tongues (oras and other monitor lizards are closely related to
	snakes), they track the scent of their prey as the wounded animal
	slowly weakens from the infected bite -- a process that can take
	several days. When the victim can no longer flee, the ora moves
	in for the kill. Oras are voracious eaters. They devour every bit
	of their prey -- bones, fur, hooves -- ripping off huge chunks with
	their razor-sharp serrated teeth and swallowing the pieces whole.
	    [Expedition Guide -- American Museum of Natural History]
	The glaive is a knife-bladed spear. It has the thrusting 
	function of the spear, and the secondary cutting function of 
	the convex blade of the knife. The weapon was rapidly enlarged 
	in the blade in order to give it a greater cutting function as 
	well as a cleaving attack. As with a spear or fauchard, however, 
	it is not overly effective at holding opponents back, nor does 
	it have the piercing or dismounting capabilities.
	Far beneath the surface of the earth dwell the Svirfneblin, or Deep
	Gnomes. Small parties of these demihumans roam the Underdark's mazes
	of small passageways searching for gemstones. They are said to dwell
	in great cities consisting of a closely connected series of tunnels,
	buildings, and caverns in which up to a thousand of these diminutive
	creatures live. They keep the location of these hidden cities secret
	in order to protect them from their deadly foes, the kuo-toa, Drow,
	and mind flayers.
	Svirfneblin are slightly smaller than rock gnomes, but their thin,
	wiry, gnarled frames are just as strong. Their skin is rock-colored,
	usually medium brown to brownish gray, and their eyes are gray. Male
	svirfneblin are completely bald; female deep gnomes have stringy gray
	hair. The average svirfneblin life span is 250 years.
		[ The Underdark, by Mike Drees and Albert Foster ]
	...  And then a gnome came by, carrying a bundle, an old
	fellow three times as large as an imp and wearing clothes of
	a sort, especially a hat.  And he was clearly just as frightened
	as the imps though he could not go so fast.  Ramon Alonzo
	saw that there must be some great trouble that was vexing
	magical things; and, since gnomes speak the language of men, and
	will answer if spoken to gently, he raised his hat, and asked
	of the gnome his name.  The gnome did not stop his hasty
	shuffle a moment as he answered 'Alaraba' and grabbed the rim
	of his hat but forgot to doff it.
	'What is the trouble, Alaraba?'  said Ramon Alonzo.
	'White magic.  Run!'  said the gnome ..
		 [ The Charwoman's Shadow, by Lord Dunsany ]
	Now goblins are cruel, wicked, and bad-hearted.  They make
	no beautiful things, but they make many clever ones.  They
	can tunnel and mine as well as any but the most skilled
	dwarves, when they take the trouble, though they are usually
	untidy and dirty.  Hammers, axes, swords, daggers, pickaxes,
	tongs, and also instruments of torture, they make very well,
	or get other people to make to their design, prisoners and
	slaves that have to work till they die for want of air and
	light.
		 [ The Hobbit, by J.R.R. Tolkien ]
	Goddesses and Gods operate in ones, threesomes, or whole
	pantheons of nine or more (see Religion).  Most of them claim
	to have made the world, and this is indeed a likely claim in
	the case of threesomes or pantheons:  Fantasyland does have
	the air of having been made by a committee.  But all Goddesses
	and Gods, whether they say they made the world or not, have
	very detailed short-term plans for it which they are determined
	to carry out.  Consequently they tend to push people into the
	required actions by the use of coincidence or Prophecy, or just
	by narrowing down your available choices of what to do next:
	if a deity is pushing you, things will go miserably badly until
	there is only one choice left to you.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	A metal of characteristic yellow colour, the most precious
	metal used as a common commercial medium of exchange.  Symbol,
	Au; at. no. 79; at. wt. 197.2.  It is the most malleable
	and ductile of all metals, and very heavy (sp. gr., 19.3).
	It is quite unalterable by heat, moisture, and most
	corrosive agents, and therefore well suited for its use in
	coin and jewelry.
		 [ Webster's New International Dictionary
		  of the English Language, Second Edition ]
	The bellows he set away from the fire, and gathered all the tools
	wherewith he wrought into a silver chest; and with a sponge wiped
	he his face and his two hands withal, and his mighty neck and
	shaggy breast, and put upon him a tunic, and grasped a stout staff,
	and went forth halting; but there moved swiftly to support their
	lord handmaidens wrought of gold in the semblance of living maids.
	In them is understanding in their hearts, and in them speech and
	strength, and they know cunning handiwork by gift of the immortal
	gods.
		[ The Iliad, by Homer ]
	"The original story harks back, so they say, to the sixteenth
	century.  Using long-lost formulas from the Kabbala, a rabbi is
	said to have made an artificial man -- the so-called Golem -- to
	help ring the bells in the Synagogue and for all kinds of other
	menial work.
	"But he hadn't made a full man, and it was animated by some sort
	of vegetable half-life.  What life it had, too, so the story
	runs, was only derived from the magic charm placed behind its
	teeth each day, that drew down to itself what was known as the
	`free sidereal strength of the universe.'
	"One evening, before evening prayers, the rabbi forgot to take
	the charm out of the Golem's mouth, and it fell into a frenzy.
	It raged through the dark streets, smashing everything in its
	path, until the rabbi caught up with it, removed the charm, and
	destroyed it.  Then the Golem collapsed, lifeless.  All that was
	left of it was a small clay image, which you can still see in
	the Old Synagogue." ...
		[ The Golem, by Gustav Meyrink ]
	"Who'd care to dig 'em," said the old, old man,
	"Those six feet marked in chalk?
	Much I talk, more I walk;
	Time I were buried," said the old, old man.
		[ Three Songs to the Same Tune, by W.B. Yeats ]
	Why had I been wearing Grayswandir?  Would another weapon have
	affected a Logrus-ghost as strongly?  Had it really been my
	father, then, who had brought me here?  And had he felt I might
	need the extra edge his weapon could provide?  I wanted to
	think so, to believe that he had been more than a Pattern-ghost.
		[ Knight of Shadows, by Roger Zelazny ]
	ANOINT, v.t.  To grease a king or other great functionary
	already sufficiently slippery.
		[ The Devil's Dictionary, by Ambrose Bierce ]
	Nymph, nymph, what are your beads?
		Green glass, goblin. Why do you stare at them?
	Give them me.
		No.
	Give them me. Give them me.
		No.
	Then I will howl all night in the reeds,
	Lie in the mud and howl for them.
		Goblin, why do you love them so?
	They are better than stars or water,
	Better than voices of winds that sing.
	Better than any man's fair daughter,
	Your green glass beads on a silver ring.
		Hush, I stole them out of the moon.
	Give me your beads, I desire them.
		No.
	I will howl in a deep lagoon
	For your green glass beads, I love them so.
	Give them me. Give them.
		No.
		[ Overheard On A Saltmarsh, by Harold Monro ]
	The gremlin is a highly intelligent and completely evil
	creature.  It lives to torment other creatures and will go
	to great lengths to inflict pain or cause injury.

	Suddenly, Wilson thought about war, about the newspaper
	stories which recounted the alleged existence of creatures in
	the sky who plagued the Allied pilots in their duties.  They
	called them gremlins, he remembered.  Were there, actually,
	such beings?  Did they, truly, exist up here, never falling,
	riding on the wind, apparently of bulk and weight, yet
	impervious to gravity?
	He was thinking that when the man appeared again.
		[ Nightmare at 20,000 Feet, by Richard Matheson ]
	These electronically based creatures are not native to this
	universe.  They appear to come from a world whose laws of
	motion are radically different from ours.

	Tron looked to his mate and pilot.  "I'm going to check on
	the beam connection, Yori.  You two can keep a watch out for
	grid bugs."  Tron paced forward along the slender catwalk
	that still seemed awfully insubstantial to Flynn, though he
	knew it to be amazingly sturdy.  He gazed after Tron, asking
	himself what in the world a grid bug was, and hoping that the
	beam connection -- to which he'd given no thought whatsoever
	until this moment -- was healthy and sound."
		[ Tron, novel by Brian Daley, story by Steven Lisberger ]
	"What was that?" cried Buck, rubbing his numb and tingling arm.
	"Nature's revenge for bug zappers," replied his companion.
	Medieval peasants discovered that their pruning hooks made 
	reasonably effective pole arms. The result: the guisarme. 
	It is furnished with a sharp cutting edge along its convex 
	side, with a reverse spike to hook. The spike can be used 
	to penetrate armor when the weapon is swung, and the curved 
	hook provides an ample means of pulling horsemen to the ground.
	The samurai's last meal before battle.  It was usually made
	up of cooked chestnuts, dried seaweed, and sake.
	Hachi was a dog that went with his master, a professor, to
	the Shibuya train station every morning.  In the afternoon,
	when his master was to return from work Hachi would be there
	waiting.  One day his master died at the office, and did not
	return.  For over ten years Hachi returned to the station
	every afternoon to wait for his master.  When Hachi died a
	statue was erected on the station platform in his honor.  It
	is said to bring you luck if you touch his statue.
	A triangular stringed instrument, often Magic.  Even when not
	Magic, a Harp is surprisingly portable and tough and can be
	carried everywhere on the back of the Bard or Harper in all
	weathers.  A Harp seldom goes out of tune and never warps.
	Its strings break only in very rare instances, usually
	because the Harper is sulking or crossed in love.  This is
	just as well as no one seems to make or sell spare strings.
		[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]

	After breakfast was over, the ogre called out: "Wife, wife,
	bring me my golden harp."  So she brought it and put it on
	the table before him.  Then he said: "Sing!" and the golden
	harp sang most beautifully.  And it went on singing till the
	ogre fell asleep, and commenced to snore like thunder.
	Then Jack lifted up the copper-lid very quietly and got down
	like a mouse and crept on hands and knees till he came to the
	table, when up he crawled, caught hold of the golden harp and
	dashed with it towards the door.  But the harp called out
	quite loud: "Master!  Master!" and the ogre woke up just in
	time to see Jack running off with his harp.
		[ Jack and the Beanstalk, from English Fairy Tales,
		  by Joseph Jacobs ]
	This form of a pole axe is seen as a convex-headed broad axe 
	in early examples, but the head is set at a convenient angle, 
	considering the point where the blade is most likely to impact 
	upon an enemy. This alone makes it quite distinct from an 
	ordinary long-hafted axe. The whole weapon reaches 8 feet in length, 
	and is nearly always topped with a long spear point and backed by 
	a spike, which was often angled or hooked slightly downward. 
	The spear point is, of course, designed to keep opponents at bay 
	and deliver a thrusting attack (this proves quite useless when 
	opposing mounted knights armed with lances). The opposing spike was 
	for penetration of heavy plate armor, with a secondary function as a 
	hook for dismounting opponents. 
	The other three drew in their breath sharply, and the dark,
	powerful man who stood at the head of the sarcophagus whispered:
	"The Heart of Ahriman!"  The other lifted a quick hand
	for silence.  Somewhere a dog began howling dolefully, and a
	stealthy step padded outside the barred and bolted door. ...
	But none looked aside from the mummy case over which the man
	in the ermine-trimmed robe was now moving the great flaming
	jewel, while he muttered an incantation that was old when
	Atlantis sank.  The glare of the gem dazzled their eyes, so
	that they could not be sure what they saw; but with a
	splintering crash, the carven lid of the sarcophagus burst
	outward as if from some irresistible pressure applied from
	within and the four men, bending eagerly forward, saw the
	occupant -- a huddled, withered, wizened shape, with dried
	brown limbs like dead wood showing through moldering bandages.
	"Bring that thing back?" muttered the small dark man who
	stood on the right, with a short, sardonic laugh.  "It is
	ready to crumble at a touch.  We are fools ---"
		[ Conan The Conqueror, by Robert E. Howard ]
	Hell hounds are fire-breathing canines from another plane of
	existence brought here in the service of evil beings.  A hell
	hound resembles a large hound with rust-red or red-brown fur,
	and red, glowing eyes.  The markings, teeth, and tongue are
	soot black.  It stands two to three feet high at the shoulder
	and has a distinct odour of smoke and sulphur.  The baying
	sounds it makes have an eerie, hollow tone that sends a shiver
	through any who hear them.
	Messenger and herald of the Olympians.  Being required to do
	a great deal of travelling and speaking in public, he became
	the god of eloquence, travellers, merchants, and thieves.  He
	was one of the most energetic of the Greek gods, a
	Machiavellian character full of trickery and sexual vigour.
	Like other Greek gods, he is endowed with not-inconsiderable
	sexual prowess which he directs towards countryside nymphs.
	He is a god of boundaries, guardian of graves and patron deity
	of shepherds.  He is usually depicted as a handsome young
	man wearing winged golden sandals and holding a magical
	herald's staff consisting of intertwined serpents, the
	kerykeion.  He is reputedly the only being able to find his way
	to the underworld ferry of Charon and back again.  He is said
	to have invented, among other things, the lyre, Pan's Pipes,
	numbers, the alphabet, weights and measures, and sacrificing.
	"Hezrou" is the common name for the type II demon.  It is
	among the weaker of demons, but still quite formidable.
	Greek physician, recognized as the father of medicine.  He
	is believed to have been born on the island of Cos, to have
	studied under his father, a physician, to have traveled for
	some time, perhaps studying in Athens, and to have then
	returned to practice, teach, and write at Cos.  The
	Hippocratic or Coan school that formed around him was of
	enormous importance in separating medicine from superstition
	and philosophic speculation, placing it on a strictly
	scientific plane based on objective observation and critical
	deductive reasoning.
		[ The Columbia Encyclopedia, Sixth Edition ]
	Hobbits are an unobtrusive but very ancient people, more
	numerous formerly than they are today; for they love peace
	and quiet and good tilled earth:  a well-ordered and well-
	farmed countryside was their favourite haunt.  They do not
	and did not understand or like machines more complicated
	than a forge-bellows, a water-mill, or a handloom, although
	they were skillful with tools.  Even in ancient days they
	were, as a rule, shy of "the Big Folk", as they call us, and
	now they avoid us with dismay and are becoming hard to find.
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	Hobgoblin.  Used by the Puritans and in later times for
	wicked goblin spirits, as in Bunyan's "Hobgoblin nor foul
	friend", but its more correct use is for the friendly spirits
	of the brownie type.  In "A midsummer night's dream" a
	fairy says to Shakespeare's Puck:
		Those that Hobgoblin call you, and sweet Puck,
		You do their work, and they shall have good luck:
		Are you not he?
	and obviously Puck would not wish to be called a hobgoblin
	if that was an ill-omened word.
	Hobgoblins are on the whole, good-humoured and ready to be
	helpful, but fond of practical joking, and like most of the
	fairies rather nasty people to annoy.  Boggarts hover on the
	verge of hobgoblindom.  Bogles are just over the edge.
	One Hob mentioned by Henderson, was Hob Headless who haunted
	the road between Hurworth and Neasham, but could not cross
	the little river Kent, which flowed into the Tess.  He was
	exorcised and laid under a large stone by the roadside for
	ninety-nine years and a day.  If anyone was so unwary as to
	sit on that stone, he would be unable to quit it for ever.
	The ninety-nine years is nearly up, so trouble may soon be
	heard of on the road between Hurworth and Neasham.
		[ A Dictionary of Fairies, by Katharine Briggs ]
	A homunculus is a creature summoned by a mage to perform some
	particular task.  They are particularly good at spying.  They
	are smallish creatures, but very agile.  They can put their
	victims to sleep with a venomous bite, but due to their size,
	the effect does not last long on humans.

	"Tothapis cut him off.  'Be still and hearken.  You will travel
	aboard the sacred wingboat.  Of it you may not have heard; but
	it will bear you thither in a night and a day and a night.
	With you will go a homunculus that can relay your words to me,
	and mine to you, across the leagues between at the speed of
	thought.'"
		[ Conan the Rebel, by Poul Anderson ]
	But as for Queequeg -- why, Queequeg sat there among them --
	at the head of the table, too, it so chanced; as cool as an
	icicle.  To be sure I cannot say much for his breeding.  His
	greatest admirer could not have cordially justified his
	bringing his harpoon into breakfast with him, and using it
	there without ceremony; reaching over the table with it, to
	the imminent jeopardy of many heads, and grappling the
	beefsteaks towards him.
		[ Moby Dick, by Herman Melville ]
	Roland hath set the Olifant to his mouth,
	He grasps it well, and with great virtue sounds.
	High are those peaks, afar it rings and loud,
	Thirty great leagues they hear its echoes mount.
	So Charles heard, and all his comrades round;
	Then said that King: "Battle they do, our counts!"
	And Guenelun answered, contrarious:
	"That were a lie, in any other mouth."
		[ The Song of Roland ]
	Horned devils lack any real special abilities, though they
	are quite difficult to kill.
	King Richard III: A horse! a horse! my kingdom for a horse!
	Catesby: Withdraw, my lord; I'll help you to a horse.
	King Richard III: Slave, I have set my life upon a cast,
					  And I will stand the hazard of the die:
					  I think there be six Richmonds in the field;
					  Five have I slain to-day instead of him.
					  A horse! a horse! my kingdom for a horse!
		[ King Richard III, by William Shakespeare ]
	[Pestilence:] And I saw when the Lamb opened one of the seals,
	and I heard, as it were the noise of thunder, one of the four
	beasts saying, Come and see.  And I saw, and behold a white
	horse: and he that sat on him had a bow; and a crown was given
	unto him: and he went forth conquering, and to conquer.

	[War:] And when he had opened the second seal, I heard the
	second beast say, Come and see.  And there went out another
	horse that was red: and power was given to him that sat thereon
	to take peace from the earth, and that they should kill one
	another: and there was given unto him a great sword.

	[Famine:] And when he had opened the third seal, I heard the
	third beast say, Come and see.  And I beheld, and lo a black
	horse; and he that sat on him had a pair of balances in his
	hand.  And I heard a voice in the midst of the four beasts say,
	A measure of wheat for a penny, and three measures of barley
	for a penny; and see thou hurt not the oil and the wine.

	[Death:] And when he had opened the fourth seal, I heard the
	voice of the fourth beast say, Come and see.  And I looked, and
	behold a pale horse: and his name that sat on him was Death,
	and Hell followed with him.  And power was given unto them over
	the fourth part of the earth, to kill with sword, and with
	hunger, and with death, and with the beasts of the earth.
		 [ Revelations of John, 6:1-8 ]
	The first of five mythical Chinese emperors, Huan Ti is known
	as the yellow emperor.  He rules the _moving_ heavens, as
	opposed to the _dark_ heavens.  He is an inventor, said to
	have given mankind among other things, the wheel, armour, and
	the compass.  He is the god of fortune telling and war.
	Huehuetotl, or Huhetotl, which means Old God, was the Aztec
	(classical Mesoamerican) god of fire.  He is generally
	associated with paternalism and one of the group classed
	as the Xiuhtecuhtli complex.  He is known to send his
	minions to wreak havoc upon ordinary humans.
		 [ after the Encyclopedia of Gods, by Michael Jordan ]
	Humanoids are all approximately the size of a human, and may
	be mistaken for one at a distance.  They are usually of a
	tribal nature, and will fiercely defend their lairs.  Usually
	hostile, they may even band together to raid and pillage
	human settlements.
	These strange creatures live mostly on the surface of the
	earth, gathering together in societies of various forms, but
	occasionally a stray will descend into the depths and commit
	mayhem among the dungeon residents who, naturally, often
	resent the intrusion of such beasts.  They are capable of
	using weapons and magic, and it is even rumored that the
	Wizard of Yendor is a member of this species.
	Ice devils are large semi-insectoid creatures, who are
	equally at home in the fires of Hell and the cold of Limbo,
	and who can cause the traveller to feel the latter with just
	a touch of their tail.
	Found mainly near the frozen wastes of the north, the Ice Mages
	are a mysterious group of individuals who are rumored to be 
	descendants of a once great northern civilization that fell into 
	chaos over a thousand years ago.  
	They wield the power of elemental cold, a conglomeration of elemental 
	air and water.  They are particularly effective fighting fire-based 
	creatures. Although they command of two of the four elements, Ice Mages 
	have difficulty affecting undead, who are immune to cold.
		[ by Drew Curtis ]
	 ... imps ... little creatures of two feet high that could
	gambol and jump prodigiously; ...
		[ The Charwoman's Shadow, by Lord Dunsany ]

	An 'imp' is an off-shoot or cutting.  Thus an 'ymp tree' was
	a grafted tree, or one grown from a cutting, not from seed.
	'Imp' properly means a small devil, an off-shoot of Satan,
	but the distinction between goblins or bogles and imps from
	hell is hard to make, and many in the Celtic countries as
	well as the English Puritans regarded all fairies as devils.
	The fairies of tradition often hover uneasily between the
	ghostly and the diabolic state.
		[ A Dictionary of Fairies, by Katharine Briggs ]
	The incubus and succubus are male and female versions of the
	same demon, one who lies with a human for its own purposes,
	usually to the detriment of the mortals who are unwise in
	their dealings with them.
	"You are fettered, " said Scrooge, trembling.  "Tell me why?"
	"I wear the chain I forged in life," replied the Ghost.  "I
	made it link by link, and yard by yard; I girded it on of my
	own free will, and of my own free will I wore it.  Is its
	pattern strange to you?"
	Scrooge trembled more and more.
	"Or would you know," pursued the Ghost, "the weight and
	length of the strong coil you bear yourself?  It was full as
	heavy and as long as this, seven Christmas Eves ago.  You
	have laboured on it, since.  It is a ponderous chain!"
		[ A Christmas Carol, by Charles Dickens ]
	Ishtar (the star of heaven) is the Mesopotamian goddess of
	fertility and war.  She is usually depicted with wings and
	weapon cases at her shoulders, carrying a ceremonial double-
	headed mace-scimitar embellished with lion heads, frequently
	being accompanied by a lion.  She is symbolized by an eight-
	pointed star.
		[ Encyclopedia of Gods, by Michael Jordan ]
	Now Issek of the Jug, whom Fafhrd chose to serve, was once
	of the most lowly and unsuccessful of the gods, godlets
	rather, in Lankhmar.  He had dwelt there for about thirteen
	years, during which time he had traveled only two squares up
	the Street of the Gods and was now back again, ready for
	oblivion.  He is not to be confused with Issek the Armless,
	Issek of the Burnt Legs, Flayed Issek, or any other of the
	numerous and colorfully mutilated divinities of that name.
	Indeed, his unpopularity may have been due in part to the
	fact that the manner of his death -- racking -- was not
	deemed particularly spectacular. ... However, after Fafhrd
	became his acolyte, things somehow began to change.
		[ Swords In The Mist, by Fritz Leiber ]
	The shopkeeper of the lighting shop in the town level of the
	gnomish mines is a tribute to Izchak Miller, a founding member
	of the NetHack development team and a personal friend of a large
	number of us.  Izchak contributed greatly to the game, coding a
	large amount of the shopkeep logic (hence the nature of the tribute)
	as well as a good part of the alignment system, the prayer code and
	the rewrite of "hell" in the 3.1 release.  Izchak was a professor
	of Philosophy, who taught at many respected institutions, including
	MIT and Stanford, and who also worked, for a period of time, at
	Xerox PARC.  Izchak was the first "librarian" of the NetHack project,
	and was a founding member of the DevTeam, joining in 1986 while he
	was working at the University of Pennsylvania (hence our former
	mailing list address).  Until the 3.1.3 release, Izchak carefully
	kept all of the code synchronized and arbitrated disputes between
	members of the development teams.  Izchak Miller passed away at the
	age of 58, in the early morning hours of April 1, 1994 from
	complications due to cancer.  We then dedicated NetHack 3.2 in his
	memory.
			[ Mike Stephenson, for the NetHack DevTeam ]
	"Beware the Jabberwock, my son!
	  The jaws that bite, the claws that catch!
	Beware the Jubjub bird, and shun
	  The frumious Bandersnatch!"

	He took his vorpal sword in hand;
	  Long time the manxome foe he sought --
	So rested he by the Tumtum tree,
	  And stood awhile in thought.

	And, as in uffish thought he stood,
	  The Jabberwock, with eyes of flame,
	Came whiffling through the tulgey wood,
	  And burbled as it came!

	One, two! One, two! And through and through
	  The vorpal blade went snicker-snack!
	He left it dead, and with its head
	  He went galumphing back.
				[ Jabberwocky, by Lewis Carroll ]
	In Asiatic folktale, jackal provides for the lion; he scares
	up game, which the lion kills and eats, and receives what is
	left as reward.  In stories from northern India he is
	sometimes termed "minister to the king," i.e. to the lion.
	From the legend that he does not kill his own food has arisen
	the legend of his cowardice.  Jackal's heart must never be
	eaten, for instance, in the belief of peoples indigenous to
	the regions where the jackal abounds. ... In Hausa Negro
	folktale Jackal plays the role of sagacious judge and is
	called "O Learned One of the Forest."  The Bushmen say that
	Jackal goes around behaving the way he does "because he is
	Jackal".
		[ Funk & Wagnalls Standard Dictionary of Folklore ]
	Nothing grew among the ruins of the city.  The streets were
	broken and the walls of the houses had fallen, but there were
	no weeds flowering in the cracks and it seemed that the city
	had but recently been brought down by an earthquake.  Only
	one thing still stood intact, towering over the ruins.  It
	was a gigantic statue of white, gray and green jade - the
	statue of a naked youth with a face of almost feminine beauty
	that turned sightless eyes toward the north.
	"The eyes!" Duke Avan Astran said.  "They're gone!"
		[ The Jade Man's Eyes, by Michael Moorcock ]
	Large, flesh-eating animal of the cat family, of Central and
	South America.  This feline predator (_Panthera onca_) is
	sometimes incorrectly called a panther.
		[ Van Dale's Groot Woordenboek der Nederlandse Taal ]
	I do not care to share the seas
	With jellyfishes such as these;
	Particularly Portuguese.
		[ Lines on Meeting a Portuguese Man-o'-war while
			Bathing, by Michael Flanders ]
	Little is known about the Faceless Lord, even the correct
	spelling of his name.  He does not have a physical form as
	we know it, and those who have peered into his realm claim
	he is a slime-like creature who swallows other creatures
	alive, spits acidic secretions, and causes disease in his
	victims which can be almost instantly fatal.
	The kabuto is the helmet worn by the samurai.  It was
	characterized by a prominent beaked front which jutted out over
	the brow to protect the wearer's face; a feature that gives
	rise to their modern Japanese name of 'shokaku tsuki kabuto'
	(battering-ram helmet).  Their main constructional element
	was an oval plate, the shokaku bo, slightly domed for the
	head with a narrow prolongation in front that curved forwards
	and downwards where it developed a pronounced central
	fold.  Two horizontal strips encircling the head were riveted
	to this frontal strip:  the lower one, the koshimaki (hip
	wrap), formed the lower edge of the helmet bowl; the other,
	the do maki (body wrap), was set at about the level of the
	temples.  Filling the gaps between these strips and the shokaku
	bo were small plates, sometimes triangular but more commonly
	rectangular in shape.  Because the front projected so
	far from the head, the triangular gap beneath was filled by
	a small plate, the shoshaku tei ita, whose rear edge bent
	downwards into a flange that rested against the forehead.
	   [ Arms & Armour of the Samurai, by Bottomley & Hopson ]
	The kamadan is a greatly feared hunter that resembles a large
	leopard with six snakes sprouting from its shoulders.
	Sages believe it is a distant relative of the displacer beast,
	though how it came to be is still a matter for speculation.
	    [ Creature Catalog by Scott Greene ]
	The katana is a long, single-edged samurai sword with a
	slightly curved blade.  Its long handle is designed to allow
	it to be wielded with either one or two hands.
	The ki-rin is a strange-looking flying creature.  It has
	scales, a mane like a lion, a tail, hooves, and a horn.  It
	is brightly colored, and can usually be found flying in the
	sky looking for good deeds to reward.
	Ector took both his sons to the church before which the
	anvil had been placed.  There, standing before the anvil, he
	commanded Kay:  "Put the sword back into the steel if you
	really think the throne is yours!"  But the sword glanced
	off the steel.  "Now it is your turn", Ector said facing
	Arthur.
	The young man lifted the sword and thrust with both arms; the
	blade whizzed through the air with a flash and drilled the
	metal as if it were mere butter.  Ector and Kay dropped to
	their knees before Arthur.
	"Why, father and brother, do you bow before me?", Arthur asked
	with wonder in his voice.
	"Because now I know for sure that you are the king, not only
	by birth but also by law", Ector said.  "You are no son of
	mine nor are you Kay's brother.  Immediately after your birth,
	Merlin the Wise brought you to me to be raised safely.  And
	though it was me that named you Arthur when you were baptized,
	you are really the son of brave king Uther Pendragon and queen
	Igraine..."
	And after these words, the lord rose and went to see the arch-
	bishop to impart to him what had passed.
		[ Van Gouden Tijden Zingen de Harpen, by Vladimir Hulpach,
			Emanuel Frynta, and Vackav Cibula ]
	Possibly perceiving an expression of dubiosity on their
	faces, the globetrotter went on adhering to his adventures.

	-- And I seen a man killed in Trieste by an Italian chap.
	Knife in his back.  Knife like that.

	Whilst speaking he produced a dangerous looking clasp knife,
	quite in keeping with his character, and held it in the
	striking position.

	-- In a knockingshop it was count of a tryon between two
	smugglers.  Fellow hid behind a door, come up behind him.
	Like that.  Prepare to meet your God, says he.  Chuck!  It
	went into his back up to the butt.
		[ Ulysses, by James Joyce ]
	Here lies the noble fearless knight,
	Whose valour rose to such a height;
	When Death at last had struck him down,
	His was the victory and renown.
	He reck'd the world of little prize,
	And was a bugbear in men's eyes;
	But had the fortune in his age
	To live a fool and die a sage.
		[ Don Quixote of La Mancha by Miquel de
			Cervantes Saavedra ]
	The race of kobolds are reputed to be an artificial creation
	of a master wizard (demi-god?).  They are about 3' tall with
	a vaguely dog-like face.  They bear a violent dislike of the
	Elven race, and will go out of their way to cause trouble
	for Elves at any time.
	The typical policeman of 1920's movies, the Keystone Kop was
	modeled like the English "bobby", with a long brass-buttoned
	overcoat, carrying long nightsticks that he (more often than
	not) whapped himself with, rather than anyone else.  The
	Keystone Kops were very slapstick-like, relying on speed and
	numbers to achieve their comedy, rather than sophisticated
	wit.
	"I am not a coward!" he cried.  "I'll dare Thieves' House
	and fetch you Krovas' head and toss it with blood a-drip at
	Vlana's feet.  I swear that, witness me, Kos the god of
	dooms, by the brown bones of Nalgron my father and by his
	sword Graywand here at my side!"
	   [ Swords and Deviltry, by Fritz Leiber ]
	A Japanese harp.
	Out from the water a long sinuous tentacle had crawled; it
	was pale-green and luminous and wet.  Its fingered end had
	hold of Frodo's foot, and was dragging him into the water.
	Sam on his knees was now slashing at it with a knife.  The
	arm let go of Frodo, and Sam pulled him away, crying out
	for help.  Twenty other arms came rippling out.  The dark
	water boiled, and there was a hideous stench.
	   [ The Fellowship of the Ring, by J.R.R. Tolkien ]
	Blind Io took up the dice-box, which was a skull whose various
	orifices had been stoppered with rubies, and with several of
	his eyes on the Lady he rolled three fives.  She smiled.  This
	was the nature of the Lady's eyes:  they were bright green,
	lacking iris or pupil, and they glowed from within.

	The room was silent as she scrabbled in her box of pieces and,
	from the very bottom, produced a couple that she set down on
	the board with two decisive clicks.  The rest of the players,
	as one God, craned forward to peer at them.

	"A wenegade wiffard and fome fort of clerk," said Offler the
	Crocodile God, hindered as usual by his tusks.  "Well,
	weally!"  With one claw he pushed a pile of bone-white tokens
	into the centre of the table.

	The Lady nodded slightly.  She picked up the dice-cup and held
	it as steady as a rock, yet all the Gods could hear the three
	cubes rattling about inside.  And then she sent them bouncing
	across the table.

		A six.  A three.  A five.

	Something was happening to the five, however.  Battered by the
	chance collision of several billion molecules, the die flipped
	onto a point, spun gently and came down a seven.  Blind Io
	picked up the cube and counted the sides.

		"Come _on_," he said wearily, "Play fair."
		[ The Colour of Magic, by Terry Pratchett ]
	When he came to himself he told his mother what had passed,
	and showed her the lamp and the fruits he had gathered in the
	garden, which were in reality precious stones.  He then asked
	for some food.

	"Alas! child," she said, "I have nothing in the house, but I
	have spun a little cotton and will go and sell it."

	Aladdin bade her keep her cotton, for he would sell the lamp
	instead.  As it was very dirty she began to rub it, that it
	might fetch a higher price.  Instantly a hideous genie
	appeared, and asked what she would have.  She fainted away,
	but Aladdin, snatching the lamp, said boldly:
	"Fetch me something to eat!"
		[ Aladdin, from The Arabian Nights, by Andrew Lang ]
	With this the wind increased, and the mill sails began to turn
	about; which Don Quixote espying, said, 'Although thou movest
	more arms than the giant Briareus thou shalt stoop to me.'
	And, after saying this, and commending himself most devoutly to
	his Lady Dulcinea, desiring her to succor him in that trance,
	covering himself well with his buckler, and setting his lance
	on his rest, he spurred on Rozinante, and encountered with the
	first mill that was before him, and, striking his lance into
	the sail, the wind sung it about with such fury, that is broke
	his lance into shivers, carrying him and his horse after it,
	and finally tumbled him a good way off from it on the field in
	evil plight.
		[ Don Quixote of La Mancha by Miquel de
		  Cervantes Saavedra ]
	They had splendid heads, fine shoulders, strong legs, and
	straight tails.  The spots on their bodies were jet-black and
	mostly the size of a two-shilling piece; they had smaller
	spots on their heads, legs, and tails.  Their noses and eye-
	rims were black.  Missis had a most winning expression.
	Pongo, though a dog born to command, had a twinkle in his
	eye.  They walked side by side with great dignity, only
	putting the Dearlys on the leash to lead them over crossings.
		[ The Hundred and One Dalmatians, by Dodie Smith ]
	In the morning, as they were beginning to pack their slender
	goods, Elves that could speak their tongue came to them and
	brought them many gifts of food and clothing for their
	journey.  The food was mostly in the form of very thin cakes,
	made of a meal that was baked a light brown on the outside,
	and inside was the colour of cream.  Gimli took up one of the
	cakes and looked at it with a doubtful eye.
	'Cram,' he said under his breath, as he broke off a crisp
	corner and nibbled at it.  His expression quickly changed,
	and he ate all the rest of the cake with relish.
	'No more, no more!' cried the Elves laughing.  'You have
	eaten enough already for a long day's march.'
	'I thought it was only a kind of cram, such as the Dalemen
	make for journeys in the wild,' said the Dwarf.
	'So it is,' they answered.  'But we call it lembas or
	waybread, and it is more strengthening than any foods made by
	Men, and it is more pleasant than cram, by all accounts.'
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
		In the morning, as they were beginning to pack their slender goods,
	Elves that could speak their tongue came to them and brought them many
	gifts of food and clothing for their journey.  The food was mostly in
	the form of very thin cakes, made of a meal that was baked a light brown
	on the outside, and inside was the colour of cream.  Gimli took up one
	of the cakes and looked at it with a doubtful eye.
		'Cram,' he said under his breath, as he broke off a crisp corner and
	nibbled at it.  His expression quickly changed, and he ate all the rest
	of the cake with relish.
		'No more, no more!' cried the Elves laughing.  'You have eaten enough
	already for a long day's march.'
		'I thought it was only a kind of cram, such as the Dalemen make for
	journeys in the wild,' said the Dwarf.
		'So it is,' they answered.  'But we call it lembas or waybread, and it
	is more strengthening than any foods made by Men, and it is more
	pleasant than cram, by all accounts.'
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	The lowliest of the inhabitants of hell.
	... the leucrocotta, a wild beast of extraordinary swiftness,
	the size of the wild ass, with the legs of a Stag, the neck,
	tail, and breast of a lion, the head of a badger, a cloven
	hoof, the mouth slit up as far as the ears, and one continuous
	bone instead of teeth; it is said, too, that this animal can
	imitate the human voice.
		[ Curious Creatures in Zoology, by John Ashton ]
	The Irish Leprechaun is the Faeries' shoemaker and is known
	under various names in different parts of Ireland:
	Cluricaune in Cork, Lurican in Kerry, Lurikeen in Kildare
	and Lurigadaun in Tipperary.  Although he works for the
	Faeries, the Leprechaun is not of the same species.  He is
	small, has dark skin and wears strange clothes.  His nature
	has something of the manic-depressive about it:  first he
	is quite happy, whistling merrily as he nails a sole on to a
	shoe; a few minutes later, he is sullen and morose, drunk
	on his home-made heather ale.  The Leprechaun's two great
	loves are tobacco and whiskey, and he is a first-rate con-man,
	impossible to out-fox.  No one, no matter how clever, has ever
	managed to cheat him out of his hidden pot of gold or his
	magic shilling.  At the last minute he always thinks of some
	way to divert his captor's attention and vanishes in the
	twinkling of an eye.
		[ A Field Guide to the Little People
				   by Nancy Arrowsmith & George Moorse ]
	But on its heels ere the sunset faded, there came a second
	apparition, striding with incredible strides and halting when
	it loomed almost upon me in the red twilight-the monstrous mummy
	of some ancient king still crowned with untarnished gold but
	turning to my gaze a visage that more than time or the worm had
	wasted. Broken swathings flapped about the skeleton legs, and
	above the crown that was set with sapphires and orange rubies, a
	black something swayed and nodded horribly; but, for an instant,
	I did not dream what it was.  Then, in its middle, two oblique
	and scarlet eyes opened and glowed like hellish coals, and two
	ophidian fangs glittered in an ape-like mouth.  A squat, furless,
	shapeless head on a neck of disproportionate extent leaned
	unspeakably down and whispered in the mummy's ear. Then, with
	one stride, the titanic lich took half the distance between us,
	and from out the folds of the tattered sere-cloth a gaunt arm
	arose, and fleshless, taloned fingers laden with glowering gems,
	reached out and fumbled for my throat . . .
		[ The Abominations of Yondo, Clark Ashton Smith, 1926 ]
	The chamber was of unhewn rock, round, as near as might
	be, eighteen or twenty feet across, and gay with rich
	variety of fern and moss and lichen.  The fern was in
	its winter still, or coiling for the spring-tide; but
	moss was in abundant life, some feathering, and some
	gobleted, and some with fringe of red to it.
		[ Lorna Doone, by R.D. Blackmore ]
	Strange creatures formed from energy rather than matter,
	lights are given to self-destructive behavior when battling
	foes.
	Lizards, snakes and the burrowing amphisbaenids make up the
	order Squamata, meaning the scaly ones.  The elongate, slim,
	long-tailed bodies of lizards have become modified to enable
	them to live in a wide range of habitats.  Lizards can be
	expert burrowers, runners, swimmers and climbers, and a few
	can manage crude, short-distance gliding on rib-supported
	"wings".  Most are carnivores, feeding on invertebrate and
	small vertebrate prey, but others feed on vegetation.
		[ Macmillan Illustrated Animal Encyclopedia ]
	Loki, or Lopt, is described in Snorri's _Edda_ as being
	"pleasing and handsome in appearance, evil in character, and
	very capricious in behaviour".  He is the son of the giant
	Farbauti and of Laufey.
	Loki is the Norse god of cunning, evil, thieves, and fire.
	He hated the other gods and wanted to ruin them and overthrow
	the universe.  He committed many murders.  As a thief, he
	stole Freyja's necklace, Thor's belt and gauntlets of power,
	and the apples of youth.  Able to shapechange at will, he is
	said to have impersonated at various times a mare, flea, fly,
	falcon, seal, and an old crone.  As a mare he gave birth to
	Odin's horse Sleipnir.  He also allegedly sired the serpent
	Midgard, the mistress of the netherworld, Hel, and the wolf
	Fenrir, who will devour the sun at Ragnarok.
	This legendary bow grants ESP when carried and can reflect magical
	attacks when wielded.  When invoked it provides a supply of arrows.
	But as Snow White grew, she became more and more beautiful,
	and by the time she was seven years old she was as beautiful
	as the day and more beautiful than the queen herself.  One
	day when the queen said to her mirror:

		"Mirror, Mirror, here I stand.
		Who is the fairest in the land?" -

	the mirror replied:

		"You, O Queen, are the fairest here,
		But Snow White is a thousand times more fair."
		[ Snow White, by Jakob and Wilhelm Grimm ]
	Lord Carnarvon was a personality who could have been produced
	nowhere but in England, a mixture of sportsman and collector,
	gentleman and world traveler, a realist in action and a
	romantic in feeling.  ...  In 1903 he went for the first time
	to Egypt in search of a mild climate and while there visited
	the excavation sites of several archaeological expeditions.
	...  In 1906 he began his own excavations.
		[ Gods, Graves, and Scholars, by C. W. Ceram ]
	Lord Sato was the family head of the Taro Clan, and a mighty
	daimyo.  He is a loyal servant of the Emperor, and will do
	everything in his power to further the imperial cause.
	Yet first was the world in the southern region, which was
	named Muspell; it is light and hot; that region is glowing
	and burning, and impassable to such as are outlanders and
	have not their holdings there.  He who sits there at the
	land's-end, to defend the land, is called Surtr; he brandishes
	a flaming sword, and at the end of the world he shall go forth
	and harry, and overcome all the gods, and burn all the
	world with fire.
			[ The Prose Edda, by Snorri Sturluson ]
	Lugh, or Lug, was the sun god of the Irish Celts.  One of his
	weapons was a rod-sling which worshippers sometimes saw in
	the sky as a rainbow.  As a tribal god, he was particularly
	skilled in the use of his massive, invincible spear, which
	fought on its own accord.  One of his epithets is _lamfhada_
	(of the long arm).  He was a young and apparently more
	attractive deity than Dagda, the father of the gods.  Being
	able to shapeshift, his name translates as lynx.
	These dungeon scavengers are very adept at blending into the
	surrounding walls and ceilings of the dungeon due to the
	stone-like coloring of their skin.
	In 1573, the Parliament of Dole published a decree, permitting
	the inhabitants of the Franche-Comte to pursue and kill a
	were-wolf or loup-garou, which infested that province,
	"notwithstanding the existing laws concerning the chase."
	The people were empowered to "assemble with javelins,
	halberds, pikes, arquebuses and clubs, to hunt and pursue the
	said were-wolf in all places where they could find it, and to
	take, burn, and kill it, without incurring any fine or other
	penalty."  The hunt seems to have been successful, if we may
	judge from the fact that the same tribunal in the following
	year condemned to be burned a man named Giles Garnier, who
	ran on all fours in the forest and fields and devoured little
	children, "even on Friday."  The poor lycanthrope, it appears,
	had as slight respect for ecclesiastical feasts as the French
	pig, which was not restrained by any feeling of piety from
	eating infants on a fast day.
		[ The History of Vampires, by Dudley Wright ]
	To dream of seeing a lynx, enemies are undermining your
	business and disrupting your home affairs.  For a woman,
	this dream indicates that she has a wary woman rivaling her
	in the affections of her lover. If she kills the lynx, she
	will overcome her rival.
		[ 10,000 Dreams Interpreted, by Gustavus Hindman Miller ]
	The pen is mightier than the sword.
		[ Richelieu, by Edward Bulwer-Lytton ]
	This powerful mirror was created by Merlin, the druid, in ages
	past, when trees sang and rocks danced.  It protects all who
	carry it from magic missiles, and gives them ESP.
	It is rumoured that these strange creatures can be harmed by
	domesticated canines only.
	Normally called Manannan, Ler's son was the patron of
	merchants and sailors.  Manannan had a sword which never
	failed to slay, a boat which propelled itself wherever its
	owner wished, a horse which was swifter than the wind, and
	magic armour which no sword could pierce.  He later became
	god of the sea, beneath which he lived in Tir na nOc, the
	underworld.
	The gnats of the dungeon, these swarming monsters are rarely
	seen alone.
	The Mangler (1995)
	Starring: Robert Englund, Ted Levine
	Director: Tobe Hooper
	Synopsis: An industrial laundry machine develops a taste for blood in
	 this Stephen King adaptation. Strictly for genre fans who overlook
	 ludicrous plot, acting, and prefer bloody gore to genuine scares.
	Runtime: 106 minutes
		[ www.reel.com ]
	First insisting on recognition as supreme commander, Marduk
	defeated the Dragon, cut her body in two, and from it created
	heaven and earth, peopling the world with human beings who not
	unnaturally showed intense gratitude for their lives.  The
	gods were also properly grateful, invested him with many
	titles, and eventually permitted themselves to be embodied in
	him, so that he became supreme god, plotting the whole course
	of known life from the paths of the planets to the daily
	events in the lives of men.
		[ The Immortals, by Derek and Julia Parker ]
	The marilith has a torso shaped like that of a human female,
	and the lower body of a great snake.  It has multiple arms,
	and can freely attack with all of them.  Since it is
	intelligent enough to use weapons, this means it can cause
	great damage.
	The god of war, and one of the most prominent and worshipped
	gods.  In early Roman history he was a god of spring, growth in
	nature, and fertility, and the protector of cattle.  Mars is
	also mentioned as a chthonic god (earth-god) and this could
	explain why he became a god of death and finally a god of war.
	He is the son of Jupiter and Juno.
		[ Encyclopedia Mythica, ed. M.F. Lindemans ]
	He strolled down the stairs, followed by a number of assassins.
	When he was directly in front of Ymor he said: "I've come for
	the tourist." ...
	"One step more and you'll leave here with fewer eyeballs than
	you came with," said the thiefmaster.  "So sit down and have
	a drink, Zlorf, and let's talk about this sensibly.  _I_
	thought we had an agreement.  You don't rob -- I don't kill.
	Not for payment, that is," he added after a pause.
	Zlorf took the proffered beer.
	"So?" he said.  "I'll kill him.  Then you rob him.  Is he that
	funny looking one over there?"
	"Yes."
	Zlorf stared at Twoflower, who grinned at him.  He shrugged.
	He seldom wasted time wondering why people wanted other people
	dead.  It was just a living.
	"Who is your client, may I ask?" said Ymor.
	Zlorf held up a hand.  "Please!" he protested.  "Professional
	etiquette."
		[ The Colour of Magic, by Terry Pratchett ]
	This skeleton key was fashioned in ages past and imbued with
	a powerful magic which allows it to open any lock.  When
	carried, it grants its owner warning, teleport control, and
	reduces all physical damage by half.  Finally, when invoked,
	it has the ability to disarm any trap.
	There was a flutter of wings at the window.  Ymor shifted his
	bulk out of the chair and crossed the room, coming back with
	a large raven.  After he'd unfastened the message capsule from
	its leg it flew up to join its fellows lurking among the
	rafters.  Withel regarded it without love.  Ymor's ravens were
	notoriously loyal to their master, to the extent that Withel's
	one attempt to promote himself to the rank of greatest thief
	in Ankh-Morpork had cost their master's right hand man his
	left eye.  But not his life, however.  Ymor never grudged a
	man his ambitions.
		[ The Colour of Magic, by Terry Pratchett ]
	Yakwawi, the Mastodon, was placed on the world to be useful 
	to man; but the great monstrous beast was fierce, powerful and
	invincible. Its hide was so strong and so thick that the sharpest 
	spears and arrows could hardly penetrate it. This terrible 
	creature made war against all the other animals that lived in 
	the woods and on the plains; other animals that the Creator put 
	here to be used as meat for the Lenapé people.)
		[ From Legends of the Lenape Native Americans ]
	Any large, elephantlike mammal of the genera Mammut, Mastodon,
	etc., from the Oligocene and Pleistocene epochs, having
	conical projections on the molar teeth.
		[ Webster's Encyclopedic Unabridged Dictionary
			of the English Language ]
	Some hae meat and canna eat,
	And some would eat that want it;
	But we hae meat, and we can eat,
	Sae let the Lord be thankit.
		[ Grace Before Meat, by Robert Burns ]
	Medusa, one of the three Gorgons or Graeae, is the only one
	of her sisters to have assumed mortal form and inhabited the
	dungeon world.

	When Perseus was grown up Polydectes sent him to attempt the
	conquest of Medusa, a terrible monster who had laid waste the
	country.  She was once a beautiful maiden whose hair was her
	chief glory, but as she dared to vie in beauty with Minerva,
	the goddess deprived her of her charms and changed her
	beautiful ringlets into hissing serpents.  She became a cruel
	monster of so frightful an aspect that no living thing could
	behold her without being turned into stone.  All around the
	cavern where she dwelt might be seen the stony figures of men
	and animals which had chanced to catch a glimpse of her and
	had been petrified with the sight.  Perseus, favoured by
	Minerva and Mercury, the former of whom lent him her shield
	and the latter his winged shoes, approached Medusa while she
	slept and taking care not to look directly at her, but guided
	by her image reflected in the bright shield which he bore, he
	cut off her head and gave it to Minerva, who fixed it in the
	middle of her Aegis.
		[ Bulfinch's Mythology, by Thomas Bulfinch ]
	"What is it, Umbopa, son of a fool?" I shouted in Zulu.
	"It is food and water, Macumazahn," and again he waved the
	green thing.
	Then I saw what he had got.  It was a melon.  We had hit upon
	a patch of wild melons, thousands of them, and dead ripe.
	"Melons!" I yelled to Good, who was next me; and in another
	second he had his false teeth fixed in one.
	I think we ate about six each before we had done, and, poor
	fruit as they were, I doubt if I ever thought anything nicer.
		[ King Solomon's Mines, by H. Rider Haggard ]
	Roman god of commerce, trade and travellers.  He is commonly
	depicted carrying a caduceus (a staff with two snakes
	intertwining around it) and a purse.
	The ancestors of the modern day chameleon, these creatures can
	assume the form of anything in their surroundings.  They may
	assume the shape of objects or dungeon features.  Unlike the
	chameleon though, which assumes the shape of another creature
	and goes in hunt of food, the mimic waits patiently for its
	meals to come in search of it.
	This creature has a humanoid body, tentacles around its
	covered mouth, and three long fingers on each hand.  Mind
	flayers are telepathic, and love to devour intelligent beings,
	especially humans.  If they hit their victim with a tentacle,
	the mind flayer will slowly drain it of all intelligence,
	eventually killing its victim.
	Made by Dwarfs.  The Rule here is that the Mine is either long
	deserted or at most is inhabited by a few survivors who will
	make confused claims to have been driven out/decimated by humans/
	other Dwarfs/Minions of the Dark Lord.  Inhabited or not, this
	Mine will be very complex, with many levels of galleries,
	beautifully carved and engineered.  What was being mined here
	is not always evident, but at least some of the time it will
	appear to have been Jewels, since it is customary to find
	unwanted emeralds, etc., still embedded in the rock of the
	walls.  Metal will also be present, but only when made up into
	armor and weapons (_wondrous_).
		[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	The Minotaur was a monster, half bull, half human, the
	offspring of Minos' wife Pasiphae and a wonderfully beautiful
	bull. ...  When the Minotaur was born Minos did not kill him.
	He had Daedalus, a great architect and inventor, construct a
	place of confinement for him from which escape was impossible.
	Daedalus built the Labyrinth, famous throughout the world.
	Once inside, one would go endlessly along its twisting paths
	without ever finding the exit.
		[ Mythology, by Edith Hamilton ]
	Originating in India (Mitra), Mithra is a god of light who
	was translated into the attendant of the god Ahura Mazda in
	the light religion of Persia; from this he was adopted as
	the Roman deity Mithras.  He is not generally regarded as a
	sky god but a personification of the fertilizing power of
	warm, light air.  According to the _Avesta_, he possesses
	10,000 eyes and ears and rides in a chariot drawn by white
	horses.  Mithra, according to Zarathustra, is concerned with
	the endless battle between light and dark forces:  he
	represents truth.  He is responsible for the keeping of oaths
	and contracts.  He is attributed with the creation of both
	plants and animals.  His chief adversary is Ahriman, the
	power of darkness.
		[ The Encyclopaedia of Myths and Legends of All
			Nations, by Herbert Spencer Robinson and
			Knox Wilson ]
	_Mithril_!  All folk desired it.  It could be beaten like
	copper, and polished like glass; and the Dwarves could make
	of it a metal, light and yet harder than tempered steel.
	Its beauty was like to that of common silver, but the beauty
	of _mithril_ did not tarnish or grow dim.
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	This helm of brilliance performs all of the normal functions
	of a helm of brilliance, but also has the ability to protect
	anyone who carries it from fire.  When invoked, it boosts
	the energy of the invoker, allowing them to cast more spells.
	Forged by the dwarves Eitri and Brokk, in response to Loki's
	challenge, Mjollnir is an indestructible war hammer.  It has
	two magical properties:  when thrown it always returned to
	Thor's hand; and it could be made to shrink in size until it
	could fit inside Thor's shirt.  Its only flaw is that it has
	a short handle.  The other gods judged Mjollnir the winner of
	the contest because, of all the treasures created, it alone had
	the power to protect them from the giants.  As the legends
	surrounding Mjollnir grew, it began to take on the quality of
	"vigja", or consecration.  Thor used it to consecrate births,
	weddings, and even to raise his goats from the dead.  In the
	Norse mythologies Mjollnir is considered to represent Thor's
	governance over the entire cycle of life - fertility, birth,
	destruction, and resurrection.
	Mold, multicellular organism of the division Fungi, typified
	by plant bodies composed of a network of cottony filaments.
	The colors of molds are due to spores borne on the filaments.
	Most molds are saprophytes.  Some species (e.g., penicillium)
	are used in making cheese and antibiotics.
		[ The Concise Columbia Encyclopedia ]
	And the Lord spake unto Moses, saying,
	Again, thou shalt say to the children of Israel, Whosoever
	he be of the children of Israel, or of the strangers that
	sojourn in Israel, that giveth any of his seed unto Molech;
	he shall surely be put to death: the people of the land shall
	stone him with stones.
	And I will set my face against that man, and will cut him off
	from among his people; because he hath given of his seed unto
	Molech, to defile my sanctuary, and to profane my holy name.
	And if the people of the land do any ways hide their eyes
	from the man, when he giveth of his seed unto Molech, and kill
	him not:
	Then I will set my face against that man, and against his
	family, and will cut him off, and all that go a whoring after
	him, to commit whoredom with Molech, from among their people.
		[ Leviticus 20:1-5 ]
	Moradin is the creator, the ancestral father of the dwarven race.
	He is an excellent craftsman and warrior, as befits the respected
	leader of the dwarven pantheon, and is a master of the forge.  He
	is pictured as a tall, muscular dwarf, wearing rough blacksmith's
	clothing.  In most representations of him, he is at the forge,
	working on a piece of steel.  As could be expected, his symbol of
	worship is the anvil and hammer.
	In appearance, a cross between a small boy and a bat, this nimble
	creature is capable of quick, aerial strikes. Fortunately, a
	mongbat's small size renders its attack little more than a painful
	nuisance.
	    [ Beyond the Serpent Pillars by Andrew Morris ]

	Though a novice, the warrior had riches.
	In finery, he assaulted the liches.
	  An orc got his suit,
	  A spectre one boot,
	And a mongbat is wearing his britches.
	    [ Limericks, by Magus ]
	"Listen, man-cub," said the Bear, and his voice rumbled like
	thunder on a hot night.  "I have taught thee all the Law of
	the Jungle for all the peoples of the jungle--except the
	Monkey-Folk who live in the trees.  They have no law.  They
	are outcasts.  They have no speech of their own, but use the
	stolen words which they overhear when they listen, and peep,
	and wait up above in the branches.  Their way is not our way.
	They are without leaders.  They have no remembrance.  They
	boast and chatter and pretend that they are a great people
	about to do great affairs in the jungle, but the falling of
	a nut turns their minds to laughter and all is forgotten.
	We of the jungle have no dealings with them.  We do not drink
	where the monkeys drink; we do not go where the monkeys go;
	we do not hunt where they hunt; we do not die where they die...."
		[ The Jungle Book, by Rudyard Kipling ]
	... the Mumak of Harad was indeed a beast of vast bulk, and
	the like of him does not walk now in Middle-Earth; his kin
	that live still in latter days are but memories of his girth
	and majesty.  On he came, ... his great legs like trees,
	enormous sail-like ears spread out, long snout upraised like
	a huge serpent about to strike, his small red eyes raging.
	His upturned hornlike tusks ... dripped with blood.
		[ The Two Towers, by J.R.R. Tolkien ]
	But for an account of the manner in which the body was
	bandaged, and a list of the unguents and other materials
	employed in the process, and the words of power which were
	spoken as each bandage was laid in its place, we must have
	recourse to a very interesting papyrus which has been edited
	and translated by M. Maspero under the title of Le Rituel de
	l'Embaumement. ...
	Everything that could be done to preserve the body was now
	done, and every member of it was, by means of the words of
	power which changed perishable substances into imperishable,
	protected to all eternity; when the final covering of purple
	or white linen had been fastened upon it, the body was ready
	for the tomb.
		[ Egyptian Magic, by E.A. Wallis Budge ]
	He held a white cloth -- it was a serviette he had brought
	with him -- over the lower part of his face, so that his
	mouth and jaws were completely hidden, and that was the
	reason for his muffled voice.  But it was not that which
	startled Mrs. Hall.  It was the fact that all his forehead
	above his blue glasses was covered by a white bandage, and
	that another covered his ears, leaving not a scrap of his
	face exposed excepting only his pink, peaked nose.  It was
	bright, pink, and shiny just as it had been at first.  He
	wore a dark-brown velvet jacket with a high, black, linen-
	lined collar turned up about his neck.  The thick black
	hair, escaping as it could below and between the cross
	bandages, project in curious tails and horns, giving him
	the strangest appearance conceivable.
		[ The Invisible Man, by H.G. Wells ]
	The naga is a mystical creature with the body of a snake and
	the head of a man or woman.  They will fiercely protect the
	territory they consider their own.  Some nagas can be forced
	to serve as guardians by a spellcaster of great power.
	A Japanese pole-arm, fitted with a curved single-edged blade.
	The blades ranged in length from two to four feet, mounted on
	shafts about four to five feet long.  The naginata were cut
	with a series of short grooves near to the tang, above which
	the back edge was thinned, but not sharpened, so that the
	greater part of the blade was a flattened diamond shape in
	section.  Seen in profile, the curve is slight or non-
	existent near the tang, becoming more pronounced towards the
	point.

	"With his naginata he killed five, but with the sixth it
	snapped asunder in the midst and, flinging it away, he drew
	his sword, wielding it in the zigzag style, the interlacing,
	cross, reversed dragonfly, waterwheel, and eight-sides-at-
	once styles of fencing and cutting down eight men; but as he
	brought down the ninth with a mighty blow on the helmet, the
	blade snapped at the hilt."
	[ Story of Tsutsui no Jomio Meishu from Tales of Heike ]
	Not only do these demons do physical damage with their claws
	and bite, but they are capable of using magic as well.
	Nalzok is Moloch's cunning and unfailingly loyal battle
	lieutenant, to whom he trusts the command of warfare when he
	does not wish to exercise it himself.  Nalzok is a major
	demon, known to command the undead.  He is hungry for power,
	and secretly covets Moloch's position.  Moloch doesn't trust
	him, but, trusting his own power enough, chooses to allow
	Nalzok his position because he is useful.
	1.  Valley between Duesseldorf and Elberfeld in Germany,
	where an ancient skull of a prehistoric ancestor to modern
	man was found.  2.  Human(oid) of the race mentioned above.
	(kinds of) small animal, like a lizard, which spends most of
	its time in the water.
		[ Oxford's Student's Dictionary of Current English ]

	"Fillet of a fenny snake,
	In the cauldron boil and bake;
	Eye of newt and toe of frog,
	Wool of bat and tongue of dog,
	Adder's fork and blind-worm's sting,
	Lizard's leg and howlet's wing,
	For a charm of powerful trouble,
	Like a hell-broth boil and bubble."
		[ Macbeth, by William Shakespeare ]
	A Japanese broadsword.
	The Norns were the three Norse Fates, or the goddesses of fate.
	Female giants, they brought the wonderful Golden Age to an end.
	They cast lots over the cradle of every child that was born,
	and placed gifts in the cradle.  Their names were Urda,
	Verdandi, and Skuld, representing the past, the present, and
	the future.  Urda and Verdandi were kindly disposed, but Skuld
	was cruel and savage.  Their tasks were to sew the web of
	fate, to water the sacred ash, Yggdrasil, and to keep it in
	good condition by placing fresh earth around it daily.  In her
	fury, Skuld often spoiled the work of her sisters by tearing
	the web to shreds.
		[ The Encyclopedia of Myths and Legends of All
			Nations by Herbert Spencer Robinson and Knox
			Wilson ]
	A Japanese flail.
	A female creature from Roman and Greek mythology, the nymph
	occupied rivers, forests, ponds, etc.  A nymph's beauty is
	beyond words:  an ever-young woman with sleek figure and
	long, thick hair, radiant skin and perfect teeth, full lips
	and gentle eyes.  A nymph's scent is delightful, and her
	long robe glows, hemmed with golden threads and embroidered
	with rainbow hues of unearthly magnificence.  A nymph's
	demeanour is graceful and charming, her mind quick and witty.

	"Theseus felt her voice pulling him down into fathoms of
	sleep.  The song was the skeleton of his dream, and the dream
	was full of terror.  Demon girls were after him, and a bull-
	man was goring him.  Everywhere there was blood.  There was
	pain.  There was fear.  But his head was in the nymph's lap
	and her musk was about him, her voice weaving the dream.  He
	knew then that she had been sent to tell him of something
	dreadful that was to happen to him later.  Her song was a
	warning.  But she had brought him a new kind of joy, one that
	made him see everything differently.  The boy, who was to
	become a hero, suddenly knew then what most heroes learn
	later -- and some too late -- that joy blots suffering and
	that the road to nymphs is beset by monsters."
		[ The Minotaur by Bernard Evslin ]
	Also called Sigtyr (god of Victory), Val-father (father of
	the slain), One-Eyed, Hanga-god (god of the hanged), Farma-
	god (god of cargoes), Hapta-god (god of prisoners), and
	Othin.  He is the prime god of the Norsemen:  god of war and
	victory, wisdom and prophecy, poetry, the dead, air and wind,
	hospitality, and magic.
	As the god of war and victory, Odin is ruler of the Valkyries,
	warrior-maidens who lived in the halls of Valhalla in Asgard,
	the hall of dead heroes where he held his court.
	These chosen ones will defend the realm of the gods against
	the Frost Giants on the final day of reckoning, Ragnarok.
	As god of the wind, Odin rides through the air on his eight-
	footed horse, Sleipnir, wielding Gungner, his spear, normally
	accompanied by his ravens, Hugin and Munin, who he would also
	use as his spies.
	As a god of hospitality, he enjoys visiting the earth in
	disguise to see how people were behaving and to see how they
	would treat him, not knowing who he was.
	Odin is usually represented as a one-eyed wise old man with a
	long white beard and a wide-brimmed hat (he gave one of his
	eyes to Mimir, the guardian of the well of wisdom in Hel, in
	exchange for a draught of knowledge).
	Anyone who has met a gluttonous, nude, angry ogre, will not
	easily forget this encounter -- if he survives it at all.
	Both male and female ogres can easily grow as tall as three
	metres.  Build and facial expressions would remind one of a
	Neanderthal.  Its small, pointy, keen teeth are striking.
	Since ogres avoid direct sunlight, their ragged, unfurry
	skin is as white as a sheet.  They enjoy coating their body
	with lard and usually wear nothing but a loin-cloth.  An elf
	would smell its rancid stench at ten metres distance.
	Ogres are solitary creatures:  very rarely one may encounter
	a female with two or three young.  They are the only real
	carnivores among the humanoids, and its favourite meal is --
	not surprisingly -- human flesh.  They sometimes ally with
	orcs or goblins, but only when they anticipate a good meaty
	meal.
		[ het Boek van de Regels; Het Oog des Meesters ]
	During our watches below we overhauled our clothes, and made
	and mended everything for bad weather.  Each of us had made
	for himself a suit of oil-cloth or tarpaulin, and these we
	got out, and gave thorough coatings of oil or tar, and hung
	upon the stays to dry.  Our stout boots, too, we covered
	over with a thick mixture of melted grease and tar.  Thus we
	took advantage of the warm sun and fine weather of the
	Pacific to prepare for its other face.
		[ Two Years Before the Mast, by Richard Henry Dana ]
	Summer passed all too quickly.  On the last day of camp, Mr.
	Brickle called his counselors together and paid them what he
	owed them.  Louis received one hundred dollars - the first
	money he had ever earned.  He had no wallet and no pockets,
	so Mr. Brickle placed the money in a waterproof bag that had
	a drawstring.  He hung this moneybag around Louis' neck,
	along with the trumpet, the slate, the chalk pencil, and the
	lifesaving medal.
		[ The Trumpet of the Swan, by E.B. White ]
	But at the end of the Third Age a troll-race not before seen
	appeared in southern Mirkwood and in the mountain borders of
	Mordor.  Olog-hai they were called in the Black Speech.  That
	Sauron bred them none doubted, though from what stock was not
	known.  Some held that they were not Trolls but giant Orcs;
	but the Olog-hai were in fashion of body and mind quite unlike
	even the largest of Orc-kind, whom they far surpassed in size
	and power.  Trolls they were, but filled with the evil will
	of their master:  a fell race, strong, agile, fierce and
	cunning, but harder than stone.  Unlike the older race of the
	Twilight they could endure the Sun....  They spoke little,
	and the only tongue they knew was the Black Speech of Barad-dur.
		[ The Return of the King, by J.R.R. Tolkien ]
	Delphi under towering Parnassus, where Apollo's oracle was,
	plays an important part in mythology.  Castalia was its
	sacred spring; Cephissus its river.  It was held to be the
	center of the world, so many pilgrims came to it, from
	foreign countries as well as Greece.  No other shrine rivaled
	it.  The answers to the questions asked by the anxious
	seekers for Truth were delivered by a priestess who went into
	a trance before she spoke.
		[ Mythology, by Edith Hamilton ]
	What was the fruit like?  Unfortunately, no one can describe
	a taste.  All I can say is that, compared with those fruits,
	the freshest grapefruit you've ever eaten was dull, and the
	juiciest orange was dry, and the most melting pear was hard
	and woody, and the sweetest wild strawberry was sour.  And
	there were no seeds or stones, and no wasps.  If you had once
	eaten that fruit, all the nicest things in this world would
	taste like medicines after it.  But I can't describe it.  You
	can't find out what it is like unless you can get to that
	country and taste it for yourself.
		[ The Last Battle, by C.S. Lewis ]
	This Orb is a crystal ball of exceptional powers.  When
	carried, it grants ESP, limits damage done by spells, and
	protects the carrier from magic missiles.  When invoked it
	allows the carrier to become invisible.
	Some say that Odin himself created this ancient crystal ball,
	although others argue that Loki created it and forged Odin's
	signature on the bottom.  In any case, it is a powerful
	artifact.  Anyone who carries it is granted the gift of
	warning, and damage, both spell and physical, is partially
	absorbed by the orb itself.  When invoked it has the power
	to teleport the invoker between levels.
	The Great Goblin gave a truly awful howl of rage when he
	looked at it, and all his soldiers gnashed their teeth,
	clashed their shields, and stamped.  They knew the sword at
	once.  It had killed hundreds of goblins in its time, when
	the fair elves of Gondolin hunted them in the hills or did
	battle before their walls.  They had called it Orcrist,
	Goblin-cleaver, but the goblins called it simply Biter.
	They hated it and hated worse any one that carried it.
		[ The Hobbit, by J.R.R. Tolkien ]
	Orcus, Prince of the Undead, has a ram's head and a poison
	stinger.  He is most feared, though, for his powerful magic
	abilities.  His wand causes death to those he chooses.
	Orcs, bipeds with a humanoid appearance, are related to the
	goblins, but much bigger and more dangerous.  The average orc
	is only moderately intelligent, has broad, muscled shoulders,
	a short neck, a sloping forehead and a thick, dark fur.
	Their lower eye-teeth are pointing forward, like a boar's.
	Female orcs are more lightly built and bare-chested.  Not
	needing any clothing, they do like to dress in variegated
	apparels.  Suspicious by nature, orcs live in tribes or
	hordes.  They tend to live underground as well as above
	ground (but they dislike sunlight).  Orcs can use all weapons,
	tools and armours that are used by men.  Since they don't have
	the talent to fashion these themselves, they are constantly
	hunting for them.  There is nothing a horde of orcs cannot
	use.
		[ het Boek van de Regels; Het Oog des Meesters ]
	Orion was the son of Neptune. He was a handsome giant and a
	mighty hunter. His father gave him the power of wading
	through the depths of the sea, or, as others say, of
	walking on its surface.

	He dwelt as a hunter with Diana (Artemis), with whom he
	was a favourite, and it is even said she was about to marry
	him. Her brother was highly displeased and often chid her,
	but to no purpose. One day, observing Orion wading through
	the sea with his head just above the water, Apollo pointed
	it out to his sister and maintained that she could not hit
	that black thing on the sea. The archer-goddess discharged
	a shaft with fatal aim. The waves rolled the dead body of
	Orion to the land, and bewailing her fatal error with many
	tears, Diana placed him among the stars, where he appears
	as a giant, with a girdle, sword, lion's skin, and
	club. Sirius, his dog, follows him, and the Pleiads fly
	before him.
		[ Bulfinch's Mythology, by Thomas Bulfinch ]
	The osaku is a small tool for picking locks.
	Owlbears are probably the crossbreed creation of a demented
	wizard; given the lethal nature of this creation, it is quite
	likely the wizard who created them is no longer alive.  As
	the name might already suggest, owlbears are a cross between
	a giant owl and a bear.  They are covered with fur and
	feathers.
	And lo! almost where the ascent began,
	A panther light and swift exceedingly,
	Which with a spotted skin was covered o'er!

	And never moved she from before my face,
	Nay, rather did impede so much my way,
	That many times I to return had turned.
		[ Dante's Inferno, as translated
			by Henry Wadsworth Longfellow ]
	Conan cried out sharply and recoiled, thrusting his companion
	back.  Before them rose the great shimmering white form of Satha,
	an ageless hate in its eyes.  Conan tensed himself for one mad
	berserker onslaught -- to thrust the glowing faggot into that
	fiendish countenance and throw his life into the ripping sword-
	stroke.  But the snake was not looking at him.  It was glaring
	over his shoulder at the man called Pelias, who stood with his
	arms folded, smiling.  And in the great, cold, yellow eyes
	slowly the hate died out in a glitter of pure fear -- the only
	time Conan ever saw such an expression in a reptile's eyes.
	With a swirling rush like the sweep of a strong wind, the great
	snake was gone.
	"What did he see to frighten him?" asked Conan, eyeing his
	companion uneasily.
	"The scaled people see what escapes the mortal eye," answered
	Pelias cryptically.  "You see my fleshy guise, he saw my naked
	soul."
	    [ Conan the Usurper, by Robert E. Howard and L. Sprague de Camp ]
	Phase potion, which is related to oil of etherealness, is more
	useful for general combat. When imbibed, this potion allows the
	user to shift in and out of phase with the Prime Material plane
	at will, much like a phase spider. When out of phase, the user
	is impervious to all forms of attack except those that reach
	into Ethereal plane. ... Phase potions are brewed from phase-spider
	ichor or from the concentrated juices of rare underground fungi.
		[ RPG Sheets by Amalor Mymnyx ]

	Phase Spiders are not true Spiders, but an alien race which
	appear as giant spiders with humanoid shaped heads. Phase Spiders
	speak a whispery language which is reminiscent of the sound of the
	wind blowing through the trees. ... Phase Spiders are considered
	Enlightened creatures as they have the ability to phase in and out
	of our normal space-time into what most scientists would refer to
	as Void-Space. Phase Spiders use this ability to their great
	advantage in combat.
		[ Alien Update Lexicon by Randy Walker ]
	The mine is full of holes;
	With the wound of pickaxes.
	But look at the goldsmith's store.
	There, there is gold everywhere.
		[ Divan-i Kebir Meter 2, by Mevlana Celaleddin Rumi ]
	Ye Piercer doth look like unto a stalactyte, and hangeth
	from the roofs of caves and caverns.  Unto the height of a
	man, and thicker than a man's thigh do they grow, and in
	groups do they hang.  If a creature doth pass beneath them,
	they will by its heat and noise perceive it, and fall upon
	it to kill and devour it, though in any other way they move
	but exceeding slow.
		[ the Bestiary of Xygag ]
	Amid the thought of the fiery destruction that impended, the
	idea of the coolness of the well came over my soul like balm.
	I rushed to its deadly brink.  I threw my straining vision
	below.  The glare from the enkindled roof illumined its inmost
	recesses.  Yet, for a wild moment, did my spirit refuse to
	comprehend the meaning of what I saw.  At length it forced --
	it wrestled its way into my soul -- it burned itself in upon my
	shuddering reason.  Oh! for a voice to speak! -- oh! horror! --
	oh! any horror but this!
		[ The Pit and the Pendulum, by Edgar Allan Poe ]
	Pit fiends are among the more powerful of devils, capable of
	attacking twice with weapons as well as grabbing and crushing
	the life out of those unwary enough to enter their
	domains.
	Do fairies live in the hedge by the lawn?
	With pale, violet eyes and wings that shimmer?
	Not in my garden of thistle and thorn,
	Well, not since I tidied it up with my strimmer.
		[ Learning to Live with Orcs by Richard A. Bartle ]
	This is an ancient artifact made of an unknown material.  It
	is rectangular in shape, very thin, and inscribed with
	unreadable ancient runes.  When carried, it grants the one
	who carries it ESP, and reduces all physical damage done to
	the carrier by half.  It also protects from magic missile
	attacks.  Finally, its power is such that when invoked, it
	can charge other objects.
		Hey! now! Come hoy now! Whither do you wander?
		Up, down, near or far, here, there or yonder?
		Sharp-ears, Wise-nose, Swish-tail and Bumpkin,
		White-socks my little lad, and old Fatty Lumpkin!

	[...]
	Tom called them one by one and they climbed over the brow and
	stood in a line.  Then Tom bowed to the hobbits.

	"Here are your ponies, now!" he said.  "They've more sense (in some
	ways) than you wandering hobbits have -- more sense in their noses.
	For they sniff danger ahead which you walk right into; and if they
	run to save themselves, then they run the right way."
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	Portals can be Mirrors, Pictures, Standing Stones, Stone
	Circles, Windows, and special gates set up for the purpose.
	You will travel through them both to distant parts of the
	continent and to and from our own world.  The precise manner
	of their working is a Management secret.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	Poseido(o)n, lord of the seas and father of rivers and
	fountains, was the son of Chronos and Rhea, brother of Zeus,
	Hades, Hera, Hestia and Demeter.  His rank of ruler of the
	waves he received by lot at the Council Meeting of the Gods,
	at which Zeus took the upper world for himself and gave
	dominion over the lower world to Hades.
	Poseidon is associated in many ways with horses and thus is
	the god of horses.  He taught men how to ride and manage the
	animal he invented and is looked upon as the originator and
	guardian deity of horse races.
	His symbol is the familiar trident or three-pronged spear
	with which he can split rocks, cause or quell storms, and
	shake the earth, a power which makes him the god of
	earthquakes as well.  Physically, he is shown as a strong and
	powerful ruler, every inch a king.
		[ The Encyclopedia of Myths and Legends of All
		  Nations, by Herbert Robinson and Knox Wilson ]
	POTABLE, n.  Suitable for drinking.  Water is said to be
	potable; indeed, some declare it our natural beverage,
	although even they find it palatable only when suffering
	from the recurrent disorder known as thirst, for which it
	is a medicine.  Upon nothing has so great and diligent
	ingenuity been brought to bear in all ages and in all
	countries, except the most uncivilized, as upon the
	invention of substitutes for water.  To hold that this
	general aversion to that liquid has no basis in the
	preservative instinct of the race is to be unscientific --
	and without science we are as the snakes and toads.
		[ The Devil's Dictionary, by Ambrose Bierce ]
	Where am I?
		In the Village.
	What do you want?
		Information.
	Whose side are you on?
		That would be telling.  We want information ...
		information ...
	You won't get it.
		By hook or by crook, we will.
	Who are you?
		The new Number 2.
	Who is Number 1?
		You are Number 6.
	I am not a number!  I am a free man! 
		[ The Prisoner, by Patrick McGoohan ]
	Known under various names (Nu, Neph, Cenubis, Amen-Kneph,
	Khery-Bakef), Ptah is the creator god and god of craftsmen.
	He is usually depicted as wearing a closely fitting robe
	with only his hands free.  His most distinctive features are
	the invariable skull-cap exposing only his face and ears,
	and the _was_ or rod of domination which he holds,
	consisting of a staff surmounted by the _ankh_ symbol of
	life.  He is otherwise symbolized by his sacred animal, the
	bull.
	A gargantuan version of the harmless rain-worm, the purple
	worm poses a huge threat to the ordinary adventurer.  It is
	known to swallow whole and digest its victims within only a
	few minutes.  These worms are always on guard, sensitive
	to the most minute vibrations in the earth, but may also
	be awakened by a remote shriek.
	The woodlands and other regions are inhabited by multitudes
	of four-legged creatures which cannot be simply classified.
	They might not have fiery breath or deadly stings, but
	adventurers have nevertheless met their end numerous times
	due to the claws, hooves, or bites of such animals.
	These creatures are not native to this universe; they seem
	to have strangely derived powers, and unknown motives.
	Quasits are small, evil creatures, related to imps.  Their
	talons release a very toxic poison when used in an attack.
	Many, possibly most, Tours are organized as a Quest.  This
	is like a large-scale treasure hunt, with clues scattered
	all over the continent, a few false leads, Mystical Masters
	as game-show hosts, and the Dark Lord and the Terrain to
	make the Quest interestingly difficult.  [...]
	In order to be assured of your future custom, the Management
	has a further Rule:  Tourists, far from being rewarded for
	achieving their Quest Object, must then go on to conquer
	the Dark Lord or set about Saving the World, or both.  And
	why not?  By then you will have had a lot of practice in
	that sort of thing and, besides, the Quest Object is usually
	designed to help you do it.
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	One of the principal Aztec-Toltec gods was the great and wise
	Quetzalcoatl, who was called Kukumatz in Guatemala, and
	Kukulcan in Yucatan.  His image, the plumed serpent, is found
	on both the oldest and the most recent Indian edifices. ...
	The legend tells how the Indian deity Quetzalcoatl came from
	the "Land of the Rising Sun".  He wore a long white robe and
	had a beard; he taught the people crafts and customs and laid
	down wise laws.  He created an empire in which the ears of
	corn were as long as men are tall, and caused bolls of colored
	cotton to grow on cotton plants.  But for some reason or other
	he had to leave his empire. ...  But all the legends of
	Quetzalcoatl unanimously agree that he promised to come again.
		[ Gods, Graves, and Scholars, by C. W. Ceram ]
	The god of thunder.
	"Lonely men are we, Rangers of the wild, hunters -- but hunters
	ever of the servants of the Enemy; for they are found in many
	places, not in Mordor only.
	If Gondor, Boromir, has been a stalwart tower, we have played
	another part.  Many evil things there are that your strong walls
	and bright swords do not stay.  You know little of the lands
	beyond your bounds.  Peace and freedom, do you say?  The North
	would have known them little but for us.  Fear would have
	destroyed them.  But when dark things come from the houseless
	hills, or creep from sunless woods, they fly from us.  What
	roads would any dare to tread, what safety would there be in
	quiet lands, or in the homes of simple men at night, if the
	Dunedain were asleep, or were all gone into the grave?"
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	A variant of the pike, the ranseur has a thin, double-edged 
	primary blade. Secondary blades are backward-hooking projections 
	set well below the large central blade, forming a crown-shape. 
	The spearing function of the weapon is apparent, and the 
	deflection includes the trapping of opponent weapons in the space 
	below the main blade, where a twist of the shaft would apply 
	pressure from it or the secondary projections to either break the 
	caught weapon or disarm its wielder. Additionally, the side 
	projections provide both a means of holding an opponent at long 
	range or of pulling mounted opponents off their steed.
	Rats are long-tailed rodents.  They are aggressive,
	omnivorous, and adaptable, often carrying diseases.

	"The rat," said O'Brien, still addressing his invisible
	audience, "although a rodent, is carnivorous.  You are aware
	of that.  You will have heard of the things that happen in
	the poor quarters of this town.  In some streets a woman dare
	not leave her baby alone in the house, even for five minutes.
	The rats are certain to attack it.  Within quite a small time
	they will strip it to the bones.  They also attack sick or
	dying people.  They show astonishing intelligence in knowing
	when a human being is helpless."
	[ 1984, by George Orwell ]
	But the raven, sitting lonely on the placid bust, spoke only
	That one word, as if his soul in that one word he did outpour.
	Nothing further then he uttered -- not a feather then he fluttered--
	Till I scarcely more than muttered, 'other friends have flown before--
	On the morrow *he* will leave me, as my hopes have flown before.'
		Then the bird said, 'Nevermore.'
				[ The Raven - Edgar Allan Poe ]
	Three Rings for the Elven-kings under the sky,
	Seven for the Dwarf-lords in their halls of stone,
	Nine for Mortal Men doomed to die,
	One for the Dark Lord on his dark throne,
	In the Land of Mordor where the Shadows lie.
	One Ring to rule them all, One Ring to find them,
	One Ring to bring them all and in the darkness bind them
	In the Land of Mordor where the Shadows lie.
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	Robes are the only garments, apart from Shirts, ever to have
	sleeves.  They have three uses:
	1.  As the official uniform of Priests, Priestesses, Monks,
	Nuns (see Nunnery), and Wizards.  The OMT [ Official Management
	Term ] prescribed for the Robes of Priests and Nuns is that
	they _fall in severe folds_; of Priestesses that they _float_;
	and of Wizards that they _swirl_.  You can thus see who you
	are dealing with.
	2.  For Kings.  The OMT here is _falling in stately folds_.
	3.  As the garb of Desert Nomads.  [...]
	[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	Bilbo saw that the moment had come when he must do something.
	He could not get up at the brutes and he had nothing to shoot
	with; but looking about he saw that in this place there were
	many stones lying in what appeared to be a now dry little
	watercourse.  Bilbo was a pretty fair shot with a stone, and
	it did not take him long to find a nice smooth egg-shaped one
	that fitted his hand cosily.  As a boy he used to practise
	throwing stones at things, until rabbits and squirrels, and
	even birds, got out of his way as quick as lightning if they
	saw him stoop; and even grownup he had still spent a deal of
	his time at quoits, dart-throwing, shooting at the wand,
	bowls, ninepins and other quiet games of the aiming and
	throwing sort - indeed he could do lots of things, besides
	blowing smoke-rings, asking riddles and cooking, that I
	haven't time to tell you about.  There is no time now.  While
	he was picking up stones, the spider had reached Bombur, and
	soon he would have been dead.  At that moment Bilbo threw.
	The stone struck the spider plunk on the head, and it dropped
	senseless off the tree, flop to the ground, with all its legs
	curled up.
		[ The Hobbit, by J.R.R. Tolkien ]
	A rock mole is a member of the rodent family.  They get their
	name from their ability to tunnel through rock in the same
	fashion that a mole tunnels through earth.  They are known to
	eat anything they come across in their diggings, although it
	is still unknown how they convert some of these things into
	something of nutritional value.
	I understand the business, I hear it: to have an open ear, a
	quick eye, and a nimble hand, is necessary for a cut-purse; a
	good nose is requisite also, to smell out work for the other
	senses.  I see this is the time that the unjust man doth
	thrive. <...> The prince himself is about a piece of iniquity,
	stealing away from his father with his clog at his heels:  if
	I thought it were a piece of honesty to acquaint the king
	withal, I would not do't:  I hold it the more knavery to
	conceal it; and therein am I constant to my profession.
		[ Autolycus the Rogue, from The Winter's Tale by
						  William Shakespeare ]
	The rothe (pronounced roth-AY) is a musk ox-like creature with
	an aversion to light.  It prefers to live underground near
	lichen and moss.
	The Nome King declared, "Cruelty is a thing I can't abide. So, 
	as slaves must work hard, and the Queen of Ev and her children 
	were delicate and tender, I transformed them all into articles of 
	ornament and bric-a-brac and scattered them around the various 
	rooms of my palace. Instead of being obliged to labor, they 
	merely decorate my apartments, and I really think I have treated 
	them with great kindness." 
		[ Ozma of Oz, by L. Frank Baum ]
	"'Royal Jelly,'" he read aloud, "'must be a substance of
	tremendous nourishing power, for on this diet alone, the
	honey-bee larva increases in weight fifteen hundred times in
	five days!'"

	"How much?"

	"Fifteen hundred times, Mabel.  And you know what that means
	if you put it in terms of a human being?  It means," he said,
	lowering his voice, leaning forward, fixing her with those
	small pale eyes, "it means that in five days a baby weighing
	seven and a half pounds to start off with would increase in
	weight to five tons!"
		[ Royal Jelly, by Roald Dahl ]
	These strange creatures live on a diet of metals.  They can
	turn a suit of armour into so much useless rusted scrap in no
	time at all.   
	Flashed all their sabres bare,
	Flashed as they turned in air,
	Sab'ring the gunners there,
	Charging an army, while
	All the world wondered:
	Plunged in the battery smoke,
	Right through the line they broke;
	Cossack and Russian
	Reeled from the sabre-stroke
	Shattered and sundered.
	Then they rode back, but not--
	Not the six hundred.
		[ The Charge of the Light Brigade,
		  by Alfred, Lord Tennyson ]
	The horseman serves the horse,
	The neat-herd serves the neat,
	The merchant serves the purse,
	The eater serves his meat;
	'Tis the day of the chattel,
	Web to weave, and corn to grind,
	Things are in the saddle,
	And ride mankind.
		[ Ode, by Ralph Waldo Emerson ]
	Japanese rice wine.
	For hundreds of years, many people believed that salamanders
	were magical.  In England in the Middle Ages, people thought
	that fire created salamanders.  When they set fire to damp
	logs, dozens of the slimy creatures scurried out.  The word
	salamander, in fact, comes from a Greek word meaning "fire
	animal".
		[ Salamanders, by Cherie Winner ]
	Ildefonse left the terrace and almost immediately sounds
	of contention came from the direction of the work-room.
	Ildefonse presently returned to the terrace, followed by
	Osherl and a second sandestin using the guise of a gaunt blue
	bird-like creature, some six feet in height.

	Ildefonse spoke in scathing tones:  "Behold these two
	creatures!  They can roam the chronoplex as easily as you
	or I can walk around the table; yet neither has the wit to
	announce his presence upon arrival.  I found Osherl asleep
	in his fulgurite and Sarsem perched in the rafters."
		[...]
	"No matter," said Rhialto.  "He has brought Sarsem, and this
	was his requirement.  In the main, Osherl, you have done well!"

	"And my indenture point?"

	"Much depends upon Sarsem's testimony.  Sarsem, will you sit?"

	"In this guise, I find it more convenient to stand."

	"Then why not alter to human form and join us in comfort at
	the table?"

	"That is a good idea."  Sarsem became a naked young epicene
	in an integument of lavender scales with puffs of purple hair
	like pom-poms growing down his back.  He seated himself at
	the table but declined refreshment.  "This human semblance,
	though typical, is after all, only a guise.  If I were to put
	such things inside myself, I might well become uneasy."
		[ Rhialto the Marvellous, by Jack Vance ]
	The name _Sasquatch_ doesn't really become important in Canada
	until the 1930s, when it appeared in the works of J. W. Burns,
	a British Columbian writer who used a great deal of Indian
	lore in his stories.  Burn's Sasquatch was a giant Indian who
	lived in the wilderness.  He was hairy only in the sense that
	he had long hair on his head, and while this Sasquatch lived a
	wild and primitive life, he was fully human.
	Burns's character proved to be quite popular.  There was a
	Sasquatch Inn near the town of Harrison, British Columbia, and
	Harrison even had a local celebration called "Sasquatch Days."
	The celebration which had been dormant for years was revived
	as part of British Columbia's centennial, and one of the
	events was to be a Sasquatch hunt.  The hunt never took place,
	perhaps it was never supposed to, but the publicity about it
	did bring out a number of people who said they had encountered
	a Sasquatch -- not Burns's giant Indian, but the hairy apelike
	creature that we have all come to know.
		[ The Encyclopedia of Monsters, by Daniel Cohen ]
	This mace was created aeons ago in some unknown cave,
	and has been passed down from generation to generation of
	cave dwellers.  It is a very mighty mace indeed, and in
	addition will protect anyone who carries it from magic
	missile attacks.  When invoked, it causes conflict in the
	area around it.
	A sub-species of the spider (_Scorpionidae_), the scorpion
	distinguishes itself from them by having a lower body that
	ends in a long, jointed tail tapering to a poisonous stinger.
	They have eight legs and pincers.
		[ Van Dale's Groot Woordenboek der Nederlandse Taal ]
	Since early times, the Scorpion has represented death, darkness,
	and evil.  Scorpius is the reputed slayer of Orion the Hunter.
	[...]  The gods put both scorpion and hunter among the stars, but
	on opposite sides of the sky so they would never fight again.
	As Scorpius rises in the east, Orion sets in the west.
		[ 365 Starry Nights, by Chet Raymo ]
	And I was gazing on the surges prone,
	With many a scalding tear and many a groan,
	When at my feet emerg'd an old man's hand,
	Grasping this scroll, and this same slender wand.
	I knelt with pain--reached out my hand--had grasp'd
	Those treasures--touch'd the knuckles--they unclasp'd--
	I caught a finger: but the downward weight
	O'erpowered me--it sank. Then 'gan abate
	The storm, and through chill aguish gloom outburst
	The comfortable sun. I was athirst
	To search the book, and in the warming air
	Parted its dripping leaves with eager care.
	Strange matters did it treat of, and drew on
	My soul page after page, till well-nigh won
	Into forgetfulness; when, stupefied,
	I read these words, and read again, and tried
	My eyes against the heavens, and read again.
		[ Endymion, by John Keats ]
	Shades are undead creatures.  They differ from zombies in
	that a zombie is an undead animation of a corpse, while a
	shade is an undead creature magically created by the use
	of black magic.
	Making his quarters in the Caves of the Ancestors, Shaman
	Karnov unceasingly tries to shield his neanderthal people
	from Tiamat's minions' harassments.
	The Chinese god of Mountains and Seas, also the name of an
	old book (also Shan Hai Tjing), the book of mountains and
	seas - which deals with the monster Kung Kung trying to
	seize power from Yao, the fourth emperor.
		[ Spectrum Atlas van de Mythologie ]
	A Japanese stabbing knife.
	A white, precious, metallic chemical element that is extremely 
	ductile and malleable, capable of high polish, and an excellent
	conductor of heat and electricity: symbol, Ag; atomic weight,
	107.880; atomic number, 47.
	[ Webster's New Twentieth Century Dictionary Unabridged,
		Second Edition]
	A skeleton is a magically animated undead creature.  Unlike
	shades, only a humanoid creature can be used to create a
	skeleton.  No one knows why this is true, but it has become
	an accepted fact amongst the practitioners of the black arts.
	"That dog belonged to a settler who tried to build his cabin
	on the bank of the river a few miles south of the fort,"
	grunted Conan. ...  "We took him to the fort and dressed his
	wounds, but after he recovered he took to the woods and turned
	wild.  -- What now, Slasher, are you hunting the men who
	killed your master?" ...  "Let him come," muttered Conan.
	"He can smell the devils before we can see them." ...
	Slasher cleared the timbers with a bound and leaped into the
	bushes.  They were violently shaken and then the dog slunk
	back to Balthus' side, his jaws crimson. ...  "He was a man,"
	said Conan.  "I drink to his shade, and to the shade of the
	dog, who knew no fear."  He quaffed part of the wine, then
	emptied the rest upon the floor, with a curious heathen
	gesture, and smashed the goblet.  "The heads of ten Picts
	shall pay for this, and seven heads for the dog, who was a
	better warrior than many a man."
		[ Conan The Warrior, by Robert E Howard ]
	Slime mold or slime fungus, organism usually classified with
	the fungi, but showing equal affinity to the protozoa.  Slime
	molds have complex life cycles with an animal-like motile
	phase, in which feeding and growth occur, and a plant-like
	immotile reproductive phase.  The motile phase, commonly
	found under rotting logs and damp leaves, consists of either
	solitary amoebalike cells or a brightly colored multinucleate
	mass of protoplasm called a plasmodium, which creeps about
	and feeds by amoeboid movement.
		[ The Concise Columbia Encyclopedia ]
	"There he lay, a vast red-golden dragon, fast asleep; a thrumming
	came from his jaws and nostrils, and wisps of smoke, but his fires
	were low in slumber.  Beneath him, under all his limbs and his
	huge coiled tail, and about him on all sides stretching away
	across the unseen floors, lay countless piles of precious things,
	gold wrought and unwrought, gems and jewels, and silver
	red-stained in the ruddy light."
		[The Hobbit by J.R.R. Tolkien]
	And it came to pass, when the Philistine arose, and came and
	drew nigh to meet David, that David hasted, and ran toward
	the army to meet the Philistine.
	And David put his hand in his bag, and took thence a stone,
	and slang it, and smote the Philistine in his forehead, that
	the stone sunk into his forehead; and he fell upon his face
	to the earth.
	So David prevailed over the Philistine with a sling and with
	a stone, and smote the Philistine, and slew him; but there
	was no sword in the hand of David.
		[ 1 Samuel 17:48-50 ]
	Now the serpent was more subtle than any beast of the field
	which the Lord God had made.  And he said unto the woman, Yea,
	hath God said, Ye shall not eat of every tree of the garden?
	And the woman said unto the serpent, We may eat of the fruit of
	the trees of the garden:  but of the fruit of the tree which is
	in the midst of the garden, God hath said, Ye shall not eat of
	it, neither shall ye touch it, lest ye die.  And the serpent
	said unto the woman, Ye shall not surely die:  for God doth
	know that in the day ye eat thereof, then your eyes shall be
	opened, and ye shall be as gods, knowing good and evil.  And
	when the woman saw that the tree was good for food, and that it
	was pleasant to the eyes, and a tree to be desired to make one
	wise, she took of the fruit thereof, and did eat, and gave also
	unto her husband with her; and he did eat.

	And the Lord God said unto the woman, What is this that thou
	hast done?  And the woman said, The serpent beguiled me, and I
	did eat.  And the Lord God said unto the serpent, Because thou
	hast done this, thou art cursed above all cattle, and above
	every beast of the field; upon thy belly shalt thou go, and
	dust shalt thou eat all the days of thy life:  And I will put
	enmity between thee and the woman, and between thy seed and her
	seed; it shall bruise thy head, and thou shalt bruise his heel.
		[ Genesis 3:1-6,13-15 ]
	Ah, never shall I forget the cry,
		or the shriek that shrieked he,
	As I gnashed my teeth, and from my sheath
		I drew my Snickersnee!
	--Koko, Lord high executioner of Titipu
		[ The Mikado, by Sir W.S. Gilbert ]
	Sokoban (Japanese for "warehouse person") is a puzzle-type
	game where the player must push around treasure to a goal
	area.  It apparently won first prize in a Japanese programming
	contest.
		[ Xsokoban web site ]
	The soldiers of Yendor are well-trained in the art of war,
	many trained by the Wizard himself.  Some say the soldiers
	are explorers who were unfortunate enough to be captured,
	and put under the Wizard's spell.  Those who have survived
	encounters with soldiers say they travel together in platoons,
	and are fierce fighters.  Because of the load of their combat
	gear, however, one can usually run away from them, and doing
	so is considered a wise thing.
	- they come together with great random, and a spear is brast,
	and one party brake his shield and the other one goes down,
	horse and man, over his horse-tail and brake his neck, and
	then the next candidate comes randoming in, and brast his
	spear, and the other man brast his shield, and down he goes,
	horse and man, over his horse-tail, and brake his neck, and
	then there's another elected, and another and another and
	still another, till the material is all used up; and when you
	come to figure up results, you can't tell one fight from
	another, nor who whipped; and as a picture of living, raging,
	roaring battle, sho! why it's pale and noiseless - just
	ghosts scuffling in a fog.  Dear me, what would this barren
	vocabulary get out of the mightiest spectacle? - the burning
	of Rome in Nero's time, for instance?  Why, it would merely
	say 'Town burned down; no insurance; boy brast a window,
	fireman brake his neck!'  Why, that ain't a picture!
		[ A Connecticut Yankee in King Arthur's Court, by Mark
		  Twain ]
	The Book of Three lay closed on the table.  Taran had never
	been allowed to read the volume for himself; now he was sure
	it held more than Dallben chose to tell him.  In the sun-
	filled room, with Dallben still meditating and showing no
	sign of stopping, Taran rose and moved through the shimmering
	beams.  From the forest came the monotonous tick of a beetle.
	His hands reached for the cover.  Taran gasped in pain and
	snatched them away.  They smarted as if each of his fingers
	had been stung by hornets.  He jumped back, stumbled against
	the bench, and dropped to the floor, where he put his fingers
	woefully into his mouth.
	Dallben's eyes blinked open.  He peered at Taran and yawned
	slowly.  "You had better see Coll about a lotion for those
	hands," he advised.  "Otherwise, I shouldn't be surprised if
	they blistered."
		[ The Book of Three, by Lloyd Alexander ]
	Eight legged creature capable of spinning webs to trap prey.

	"You mean you eat flies?" gasped Wilbur.
	"Certainly.  Flies, bugs, grasshoppers, choice beetles,
	moths, butterflies, tasty cockroaches, gnats, midges, daddy
	longlegs, centipedes, mosquitoes, crickets - anything that is
	careless enough to get caught in my web.  I have to live,
	don't I?"
	"Why, yes, of course," said Wilbur.
		[ Charlotte's Web, by E.B. White ]
	...Great horns she had,  and behind her short stalk-like neck
	was her huge swollen body, a vast bloated bag, swaying  and
	sagging between her legs; its great bulk was black, blotched
	with livid marks, but the belley underneath was pale and 
	luminous and gave forth a stench. Her legs were bent, with 
	great knobbed joints high above her back, and hairs that stuck
	out like steel spines, and at each leg's end there was a claw.
		[ The Two Towers, by J.R.R. Tolkien ]

	A spell is a consciously directed act of magic which may take
	almost any form, depending on the laws of magic in operation.
	Commonly there will be a spoken element, ranging from a simple 
	phrase or name to elaborately complex ritual incantations. 
	[...]  Hand-gestures or passes may be required -- called 
	the "somatic element" by the scientific magic investigators 
	in L. Sprague de Camp's and Fletcher Pratt's _Incomplete
	Enchanter_ series.
	Many spells exhaust the caster, like Gorice's arduous conjuration
	in _The Worm Ouroboros_ (1922) by E. R. Eddison.  Jack Vance's 
	_The Dying Earth_ (1950) has spells which must be painstakingly 
	impressed on the mind (whose capacity is finite), and when cast 
	are gone until re-learned.  
		[ The Encyclopedia of Fantasy by David Langford ]
	The attack by those who want to die -- this is the attack
	against which you cannot prepare a perfect defense.
					--Human aphorism
		[ The Dosadi Experiment, by Frank Herbert ]
	So they stood, each in his place, neither moving a finger's
	breadth back, for one good hour, and many blows were given
	and received by each in that time, till here and there were
	sore bones and bumps, yet neither thought of crying "Enough,"
	or seemed likely to fall from off the bridge.  Now and then
	they stopped to rest, and each thought that he never had seen
	in all his life before such a hand at quarterstaff.  At last
	Robin gave the stranger a blow upon the ribs that made his
	jacket smoke like a damp straw thatch in the sun.  So shrewd
	was the stroke that the stranger came within a hair's breadth
	of falling off the bridge; but he regained himself right
	quickly, and, by a dexterous blow, gave Robin a crack on the
	crown that caused the blood to flow.  Then Robin grew mad
	with anger, and smote with all his might at the other; but
	the stranger warded the blow, and once again thwacked Robin,
	and this time so fairly that he fell heels over head into the
	water, as the queen pin falls in a game of bowls.
		[ The Merry Adventures of Robin Hood, by Howard Pyle ]
	This staff is considered sacred to all healers, as it truly
	holds the powers of life and death.  When wielded, it
	protects its user from all life draining attacks, and
	additionally gives the wielder the power of regeneration.
	When invoked it performs healing magic.
	Up he went -- very quickly at first -- then more slowly -- then
	in a little while even more slowly than that -- and finally,
	after many minutes of climbing up the endless stairway, one
	weary foot was barely able to follow the other.  Milo suddenly
	realized that with all his effort he was no closer to the top
	than when he began, and not a great deal further from the
	bottom.  But he struggled on for a while longer, until at last,
	completely exhausted, he collapsed onto one of the steps.
	"I should have known it," he mumbled, resting his tired legs
	and filling his lungs with air.  "This is just like the line
	that goes on forever, and I'll never get there."
	"You wouldn't like it much anyway," someone replied gently.
	"Infinity is a dreadfully poor place.  They can never manage to
	make ends meet."
		[ The Phantom Tollbooth, by Norton Juster ]
	Then at last he began to wonder why the lion was standing so
	still - for it hadn't moved one inch since he first set eyes
	on it.  Edmund now ventured a little nearer, still keeping in
	the shadow of the arch as much as he could.  He now saw from
	the way the lion was standing that it couldn't have been
	looking at him at all.  ("But supposing it turns its head?"
	thought Edmund.)  In fact it was staring at something else -
	namely a little dwarf who stood with his back to it about
	four feet away.  "Aha!" thought Edmund.  "When it springs at
	the dwarf then will be my chance to escape."  But still the
	lion never moved, nor did the dwarf.  And now at last Edmund
	remembered what the others had said about the White Witch
	turning people into stone.  Perhaps this was only a stone
	lion.  And as soon as he had thought of that he noticed that
	the lion's back and the top of its head were covered with
	snow.  Of course it must be only a statue!
		[ The Lion, the Witch and the Wardrobe by C.S. Lewis ]
	There was the usual dim grey light of the forest-day about
	him when he came to his senses.  The spider lay dead beside
	him, and his sword-blade was stained black.  Somehow the
	killing of the giant spider, all alone and by himself in the
	dark without the help of the wizard or the dwarves or of
	anyone else, made a great difference to Mr. Baggins.  He felt
	a different person, and much fiercer and bolder in spite of
	an empty stomach, as he wiped his sword on the grass and put
	it back into its sheath.
	"I will give you a name," he said to it, "and I shall call
	you Sting."
		[ The Hobbit, by J.R.R. Tolkien ]
	There were sounds in the distance, incongruent with the 
	sounds of even this nameless, timeless sea: thin sounds, 
	agonized and terrible, for all that they remained 
	remote - yet the ship followed them, as if drawn by
	them; they grew louder-pain and despair were there, but 
	terror was predominant.
	Elric had heard such sounds echoing from his cousin Yyrkoon's
	sardonically named 'Pleasure Chambers' in the days before he 
	had fled the responsibilities of ruling all that remained of 
	the old Melnibonean Empire.  These were the voices of men 
	whose very souls were under siege; men to whom death meant 
	not mere extinction, but a continuation of existence, forever 
	in thrall to some cruel and supernatural master.  He had heard 
	men cry so when his salvation and his nemesis, his great black
	battle-blade Stormbringer, drank their souls.
		[ The Lands Beyond the World, by Michael Moorcock ]

	Without thinking, he drew Stormbringer from its sheath.
	The Black Sword began to howl and the familiar black radiance
	spilled from it.  The runes carved into its blade pulsed a vivid
	scarlet which slowly turned to a deep purple and then to black
	once more.
	The creatures were wading through the water on their
	stiltlike legs and paused when they saw the sword, glancing at
	one another.  And they were not the only ones unnerved by the
	sight, for Duke Avan and his men paled too.
	'Gods!' yelled Duke Avan.  'I know not which I prefer
	the look of - those who attack us or that which defends us!'
	'Stay well away from that sword,' Smiorgan warned.
	'It has the habit of killing more than its master chooses.'"
		[ The Sailor On the Seas of Fate, by Michael Moorcock ]

	The Pan Tangian strove to imitate Elric's irony.  
	'But you will note, Sir Demon, that we outnumber you.  
	Considerably.'
	Softly the albino spoke: 'I've noticed that fact, but I'm not 
	disturbed by it,' and he had drawn the black blade even as he
	finished speaking, for they had come at him with a rush.
	The Pan Tangian was the first to die, sliced through the
	side, his vertebrae sheared, and Stormbringer, having taken its
	first soul, began to sing.
	A Chalalite died next, leaping with stabbing javelin
	poised, on the point of the runesword, and Stormbringer murmured
	with pleasure.
	But it was not until it had sliced the head clean off a
	Filkharian pike-master that the sword began to croon and come
	fully to life, black fire flickering up and down its length, its
	strange runes glowing."
		[ The Sailor On the Seas of Fate, by Michael Moorcock ]
	The Shinto chthonic and weather god and brother of the sun
	goddess Amaterasu, he was born from the nose of the
	primordial creator god Izanagi and represents the physical,
	material world.  He has been expelled from heaven and taken
	up residence on earth.
		[ Encyclopedia of Gods, by Michael Jordan ]
	Samurai plate armor of the Yamato period (AD 300 - 710).
	The tengu was the most troublesome creature of Japanese
	legend.  Part bird and part man, with red beak for a nose
	and flashing eyes, the tengu was notorious for stirring up
	feuds and prolonging enmity between families.  Indeed, the
	belligerent tengus were supposed to have been man's first
	instructors in the use of arms.
	[ Mythical Beasts, by Deirdre Headon (The Leprechaun Library) ]
	Known as 'Thorin Oakenshield' because in the Battle of Azanulbizar
	he used an oak-branch as a shield and club.  He id the King of
	Durin's folk in exile, and wears a golden necklace and a belt.
	The Egyptian god of the moon and wisdom, Thoth is the patron
	deity of scribes and of knowledge, including scientific,
	medical and mathematical writing, and is said to have given
	mankind the art of hieroglyphic writing.  He is important as
	a mediator and counsellor amongst the gods and is the scribe
	of the Heliopolis Ennead pantheon.  According to mythology,
	he was born from the head of the god Seth.  He may be
	depicted in human form with the head of an ibis, wholly as an
	ibis, or as a seated baboon sometimes with its torso covered
	in feathers.  His attributes include a crown which consists
	of a crescent moon surmounted by a moon disc.
	Thoth is generally regarded as a benign deity.  He is also
	scrupulously fair and is responsible not only for entering
	in the record the souls who pass to afterlife, but of
	adjudicating in the Hall of the Two Truths.  The Pyramid
	Texts reveal a violent side of his nature by which he
	decapitates the adversaries of truth and wrenches out their
	hearts.
		[ Encyclopedia of Gods, by Michael Jordan ]
	Men say that he [Thutothmes] has opposed Thoth-Amon, who is
	master of all priests of Set, and dwells in Luxor, and that
	Thutothmes seeks hidden power [The Heart of Ahriman] to
	overthrow the Great One.
		[ Conan the Conqueror, by Robert E. Howard ]
	Methought I saw the footsteps of a throne
	Which mists and vapours from mine eyes did shroud--
	Nor view of who might sit thereon allowed;
	But all the steps and ground about were strown
	With sights the ruefullest that flesh and bone
	Ever put on; a miserable crowd,
	Sick, hale, old, young, who cried before that cloud,
	"Thou art our king,
	O Death! to thee we groan."
	Those steps I clomb; the mists before me gave
	Smooth way; and I beheld the face of one
	Sleeping alone within a mossy cave,
	With her face up to heaven; that seemed to have
	Pleasing remembrance of a thought foregone;
	A lovely Beauty in a summer grave!
		[ Sonnet, by William Wordsworth ]
	1.  A well-known tropical predator (_Felis tigris_): a
	feline.  It has a yellowish skin with darker spots or
	stripes.  2.  Figurative: _a paper tiger_, something that is
	meant to scare, but has no really scaring effect whatsoever,
	(after a statement by Mao Ze Dong, August 1946).
		[ Van Dale's Groot Woordenboek der Nederlandse Taal ]

	Tyger! Tyger! burning bright
	In the forests of the night,
	What immortal hand or eye
	Could frame thy fearful symmetry?
		[ The Tyger, by William Blake ]
	"You know salmon, Sarge," said Nobby.
	"It is a fish of which I am aware, yes."
	"You know they sell kind of slices of it in tins..."
	"So I am given to understand, yes."
	"Weell...how come all the tins are the same size?  Salmon
	gets thinner at both ends."
	"Interesting point, Nobby.  I think-"
		[ Soul Music, by Terry Pratchett ]
	Less than thirty Cat tribes now survived, roaming the cargo
	decks on their hind legs in a desperate search for food.
	But the food had gone.
	The supplies were finished.
	Weak and ailing, they prayed at the supply hold's silver
	mountains: huge towering acres of metal rocks which, in their
	pagan way, the mutant Cats believed watched over them.
	Amid the wailing and the screeching one Cat stood up and held
	aloft the sacred icon.  The icon which had been passed down
	as holy, and one day would make its use known.
	It was a piece of V-shaped metal with a revolving handle on
	its head.
	He took down a silver rock from the silver mountain, while
	the other Cats cowered and screamed at the blasphemy.
	He placed the icon on the rim of the rock, and turned the
	handle.
	And the handle turned.
	And the rock opened.
	And inside the rock was Alphabetti spaghetti in tomato sauce.
		[ Red Dwarf, by Rob Grant and Doug Naylor ]
	Gaea, mother earth, arose from the Chaos and gave birth to
	Uranus, heaven, who became her consort.  Uranus hated all
	their children, because he feared they might challenge his
	own authority.  Those children, the Titans, the Gigantes,
	and the Cyclops, were banished to the nether world.  Their
	enraged mother eventually released the youngest titan,
	Chronos (time), and encouraged him to castrate his father and
	rule in his place.  Later, he too was challenged by his own
	son, Zeus, and he and his fellow titans were ousted from
	Mount Olympus.
		[ Greek Mythology, by Richard Patrick ]
	The road from Ankh-Morpork to Chrim is high, white and
	winding, a thirty-league stretch of potholes and half-buried
	rocks that spirals around mountains and dips into cool green
	valleys of citrus trees, crosses liana-webbed gorges on
	creaking rope bridges and is generally more picturesque than
	useful.
	Picturesque.  That was a new word to Rincewind the wizard
	(BMgc, Unseen University [failed]).  It was one of a number
	he had picked up since leaving the charred ruins of
	Ankh-Morpork.  Quaint was another one.  Picturesque meant --
	he decided after careful observation of the scenery that
	inspired Twoflower to use the word -- that the landscape was
	horribly precipitous.  Quaint, when used to describe the
	occasional village through which they passed, meant fever-
	ridden and tumbledown.
	Twoflower was a tourist, the first ever seen on the discworld.
	Tourist, Rincewind had decided, meant "idiot".
		[ The Colour of Magic, by Terry Pratchett ]
	The Hitchhiker's Guide to the Galaxy has a few things to say
	on the subject of towels.
	A towel, it says, is about the most massively useful thing
	an interstellar hitchhiker can have.  Partly it has great
	practical value.  You can wrap it around you for warmth as
	you bound across the cold moons of Jaglan Beta; you can lie
	on it on the brilliant marble-sanded beaches of Santraginus
	V, inhaling the heady sea vapors; you can sleep under it
	beneath the stars which shine so redly on the desert world of
	Kakrafoon; use it to sail a miniraft down down the slow heavy
	River Moth; wet it for use in hand-to-hand combat; wrap it
	round your head to ward off noxious fumes or avoid the gaze
	of the Ravenous Bugblatter Beast of Traal (a mind-bogglingly
	stupid animal, it assumes that if you can't see it, it can't
	see you - daft as a brush, but very very ravenous); you can
	wave your towel in emergencies as a distress signal, and of
	course dry yourself off with it if it still seems to be clean
	enough.
		[ The Hitchhiker's Guide to the Galaxy,
		  by Douglas Adams ]
	Towers (_brooding_, _dark_) stand alone in Waste Areas and
	almost always belong to Wizards.  All are several stories high,
	round, doorless, virtually windowless, and composed of smooth
	blocks of masonry that make them very hard to climb. [...]
	You will have to go to a Tower and then break into it at some
	point towards the end of your Tour.
		[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
	I knew my Erik too well to feel at all comfortable on jumping
	into his house.  I knew what he had made of a certain palace at
	Mazenderan.  From being the most honest building conceivable, he
	soon turned it into a house of the very devil, where you could
	not utter a word but it was overheard or repeated by an echo.
	With his trap-doors the monster was responsible for endless
	tragedies of all kinds.
		[ The Phantom of the Opera, by Gaston Leroux ]
	The trapper is a creature which has evolved a chameleon-like
	ability to blend into the dungeon surroundings.  It captures
	its prey by remaining very still and blending into the
	surrounding dungeon features, until an unsuspecting creature
	passes by.  It wraps itself around its prey and digests it.
	I think that I shall never see
	A poem lovely as a tree.
	A tree whose hungry mouth is prest
	Against the earth's sweet flowing breast;
	A tree that looks at God all day,
	And lifts her leafy arms to pray;
	A tree that may in Summer wear
	A nest of robins in her hair;
	Upon whose bosom snow has lain;
	Who intimately lives with rain.
	Poems are made by fools like me,
	But only God can make a tree.
		[ Trees - Joyce Kilmer ]
	If you start from scratch, cooking tripe is a long-drawn-out
	affair.  Fresh whole tripe calls for a minimum of 12 hours of
	cooking, some time-honored recipes demanding as much as 24.
	To prepare fresh tripe, trim if necessary.  Wash it thoroughly,
	soaking overnight, and blanch, for 1/2 hour in salted water.
	Wash well again, drain and cut for cooking.  When cooked, the
	texture of tripe should be like that of soft gristle.  More
	often, alas, because the heat has not been kept low enough,
	it has the consistency of wet shoe leather.
		[ Joy of Cooking, by I Rombauer and M Becker ]
	The troll shambled closer.  He was perhaps eight feet tall,
	perhaps more.  His forward stoop, with arms dangling past
	thick claw-footed legs to the ground, made it hard to tell.
	The hairless green skin moved upon his body.  His head was a
	gash of a mouth, a yard-long nose, and two eyes which drank
	the feeble torchlight and never gave back a gleam.
	[...]
	Like a huge green spider, the troll's severed hand ran on its
	fingers.  Across the mounded floor, up onto a log with one
	taloned forefinger to hook it over the bark, down again it
	scrambled, until it found the cut wrist.  And there it grew
	fast.  The troll's smashed head seethed and knit together.
	He clambered back on his feet and grinned at them.  The
	waning faggot cast red light over his fangs.
		[ Three Hearts and Three Lions, by Poul Anderson ]
	This most ancient of swords has been passed down through the
	leadership of the Samurai legions for hundreds of years.  It
	is said to grant luck to its wielder, but its main power is
	terrible to behold.  It has the capability to cut in half any
	creature it is wielded against, instantly killing them.
	The tsurugi, also known as the long samurai sword, is an
	extremely sharp, two-handed blade favored by the samurai.
	It is made of hardened steel, and is manufactured using a
	special process, causing it to never rust.  The tsurugi is
	rumored to be so sharp that it can occasionally cut
	opponents in half!
	"Rincewind!"
	Twoflower sprang off the bed.  The wizard jumped back,
	wrenching his features into a smile.
	"My dear chap, right on time!  We'll just have lunch, and
	then I'm sure you've got a wonderful programme lined up for
	this afternoon!"
	"Er --"
	"That's great!"
	Rincewind took a deep breath.  "Look," he said desperately,
	"let's eat somewhere else.  There's been a bit of a fight
	down below."
	"A tavern brawl?  Why didn't you wake me up?"
	"Well, you see, I - _what_?"
	"I thought I made myself clear this morning, Rincewind.  I
	want to see genuine Morporkian life - the slave market, the
	Whore Pits, the Temple of Small Gods, the Beggar's Guild...
	and a genuine tavern brawl."  A faint note of suspicion
	entered Twoflower's voice.  "You _do_ have them, don't you?
	You know, people swinging on chandeliers, swordfights over
	the table, the sort of thing Hrun the Barbarian and the
	Weasel are always getting involved in.  You know --
	_excitement_."
		[ The Colour of Magic, by Terry Pratchett ]
	Yet remains that one of the Aesir who is called Tyr:
	he is most daring, and best in stoutness of heart, and he
	has much authority over victory in battle; it is good for
	men of valor to invoke him.  It is a proverb, that he is
	Tyr-valiant, who surpasses other men and does not waver.
	He is wise, so that it is also said, that he that is wisest
	is Tyr-prudent.  This is one token of his daring:  when the
	Aesir enticed Fenris-Wolf to take upon him the fetter Gleipnir,
	the wolf did not believe them, that they would loose him,
	until they laid Tyr's hand into his mouth as a pledge.  But
	when the Aesir would not loose him, then he bit off the hand
	at the place now called 'the wolf's joint;' and Tyr is one-
	handed, and is not called a reconciler of men.
		[ The Prose Edda, by Snorri Sturluson ]
	Umber hulks are powerful subterranean predators whose
	iron-like claws allow them to burrow through solid stone in
	search of prey.  They are tremendously strong; muscles bulge
	beneath their thick, scaly hides and their powerful arms and
	legs all end in great claws.
	Men have always sought the elusive unicorn, for the single
	twisted horn which projected from its forehead was thought to
	be a powerful talisman.  It was said that the unicorn had
	simply to dip the tip of its horn in a muddy pool for the water
	to become pure.  Men also believed that to drink from this horn
	was a protection against all sickness, and that if the horn was
	ground to a powder it would act as an antidote to all poisons.
	Less than 200 years ago in France, the horn of a unicorn was
	used in a ceremony to test the royal food for poison.

	Although only the size of a small horse, the unicorn is a very
	fierce beast, capable of killing an elephant with a single
	thrust from its horn.  Its fleetness of foot also makes this
	solitary creature difficult to capture.  However, it can be
	tamed and captured by a maiden.  Made gentle by the sight of a
	virgin, the unicorn can be lured to lay its head in her lap, and
	in this docile mood, the maiden may secure it with a golden rope.
	[ Mythical Beasts, by Deirdre Headon (The Leprechaun Library) ]

	Martin took a small sip of beer.  "Almost ready," he said.
	"You hold your beer awfully well."
	Tlingel laughed.  "A unicorn's horn is a detoxicant.  Its
	possession is a universal remedy.  I wait until I reach the
	warm glow stage, then I use my horn to burn off any excess and
	keep me right there."
		[ Unicorn Variations, by Roger Zelazny ]
	"Aye, we must stick together," growled Ugluk. "I don't trust you 
	little swine. You've got no guts outside your own sties. But for 
	us you'd all have run away. We are the fighting Uruk-Hai! We slew 
	the great warrior. We took the prisoners. We are the servants of 
	Saruman the Wise, the White Hand: the hand that gives us 
	man's-flesh to eat. We came out of Isengard, and led you
	here, and we shall lead you back by the way we choose. I am 
	Ugluk. I have spoken."

	[ The Return of the King, by J.R.R. Tolkien ]
	The Valkyries were the thirteen choosers of the slain, the
	beautiful warrior-maids of Odin who rode through the air and
	over the sea.  They watched the progress of the battle and
	selected the heroes who were to fall fighting.  After they
	were dead, the maidens rewarded the heroes by kissing them
	and then led their souls to Valhalla, where the warriors
	lived happily in an ideal existence, drinking and eating
	without restraint and fighting over again the battles in
	which they died and in which they had won their deathless
	fame.
		[ The Encyclopaedia of Myths and Legends of All
			Nations, by Herbert Robinson and Knox
			Wilson ]
	The Oxford English Dictionary is quite unequivocal:
	_vampire_ - "a preternatural being of a malignant nature (in
	the original and usual form of the belief, a reanimated
	corpse), supposed to seek nourishment, or do harm, by sucking
	the blood of sleeping persons. ..."
	Venus, the goddess of love and beauty, was the daughter of
	Jupiter and Dione.  Others say that Venus sprang from the
	foam of the sea.  The zephyr wafted her along the waves to
	the Isle of Cyprus, where she was received and attired by
	the Seasons, and then led to the assembly of the gods.  All
	were charmed with her beauty, and each one demanded her
	for his wife.  Jupiter gave her to Vulcan, in gratitude for
	the service he had rendered in forging thunderbolts.  So
	the most beautiful of the goddesses became the wife of the
	most ill-favoured of gods.
		[ Bulfinch's Mythology, by Thomas Bulfinch ]
	Vlad Dracula the Impaler was a 15th-Century monarch of the
	Birgau region of the Carpathian Mountains, in what is now
	Romania.  In Romanian history he is best known for two things.
	One was his skilled handling of the Ottoman Turks, which kept
	them from making further inroads into Christian Europe.  The
	other was the ruthless manner in which he ran his fiefdom.
	He dealt with perceived challengers to his rule by impaling
	them upright on wooden stakes.  Visiting dignitaries who
	failed to doff their hats had them nailed to their head.
	Swirling clouds of pure elemental energies, the vortices are
	thought to be related to the larger elementals.  Though the
	vortices do no damage when touched, they are noted for being
	able to envelop unwary travellers.  The hapless fool thus
	swallowed by a vortex will soon perish from exposure to the
	element the vortex is composed of.
	Place a hefty cleaver at the end of a long, stout shaft, and 
	the leverage which the pole gives the wielder will enable him 
	to cleave through armor. The voulge has no provision to keep 
	the enemy at a distance in its basic model, but with the top 
	front or back edge is ground down so as to provide a pointed, 
	dagger-like tip, the weapon assumes a more complete form.
	The vrock is one of the weaker forms of demon.  It resembles
	a cross between a human being and a vulture and does physical
	damage by biting and by using the claws on both its arms and
	feet.
	The samurai warrior traditionally wears two swords; the
	wakizashi is the shorter of the two.  See also katana.
	'Saruman!' he cried, and his voice grew in power and authority.
	'Behold, I am not Gandalf the Grey, whom you betrayed.  I am
	Gandalf the White, who has returned from death.  You have no
	colour now, and I cast you from the order and from the Council.'
	He raised his hand, and spoke slowly in a clear cold voice.
	'Saruman, your staff is broken.'  There was a crack, and the
	staff split asunder in Saruman's hand, and the head of it
	fell down at Gandalf's feet.  'Go!' said Gandalf.  With a cry
	Saruman fell back and crawled away.
		[ The Two Towers, by J.R.R. Tolkien ]
	Suddenly Aragorn leapt to his feet.  "How the wind howls!"
	he cried.  "It is howling with wolf-voices.  The Wargs have
	come west of the Mountains!"
	"Need we wait until morning then?" said Gandalf.  "It is as I
	said.  The hunt is up!  Even if we live to see the dawn, who
	now will wish to journey south by night with the wild wolves
	on his trail?"
	"How far is Moria?" asked Boromir.
	"There was a door south-west of Caradhras, some fifteen miles
	as the crow flies, and maybe twenty as the wolf runs,"
	answered Gandalf grimly.
	"Then let us start as soon as it is light tomorrow, if we can,"
	said Boromir.  "The wolf that one hears is worse then the orc
	that one fears."
	"True!" said Aragorn, loosening his sword in its sheath.  "But
	where the warg howls, there also the orc prowls."
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	They had come together at the ford of the Trident while the
	battle crashed around them, Robert with his warhammer and his
	great antlered helm, the Targaryen prince armored all in
	black.  On his breastplate was the three-headed dragon of his
	House, wrought all in rubies that flashed like fire in the
	sunlight.  The waters of the Trident ran red around the
	hooves of their destriers as they circled and clashed, again
	and again, until at last a crushing blow from Robert's hammer
	stove in the dragon and the chest behind it.  When Ned had
	finally come on the scene, Rhaegar lay dead in the stream,
	while men of both armies scrambled in the swirling waters for
	rubies knocked free of his armor.
		[ A Game of Thrones, by George R.R. Martin ]
	Day after day, day after day,
	We stuck, nor breath nor motion;
	As idle as a painted ship
	Upon a painted ocean.

	Water, water, everywhere,
	And all the boards did shrink;
	Water, water, everywhere
	Nor any drop to drink.
		[ The Rime of the Ancient Mariner, by Samuel Taylor
		  Coleridge ]
	Oh what a tangled web we weave,
	When first we practise to deceive!
		[ Marmion, by Sir Walter Scott ]
	When he came to himself again, for a moment he could recall
	nothing except a sense of dread.  Then suddenly he knew that
	he was imprisoned, caught hopelessly; he was in a barrow.  A
	Barrow-wight had taken him, and he was probably already under
	the dreadful spells of the Barrow-wights about which whispered
	tales spoke.  He dared not move, but lay as he found himself:
	flat on his back upon a cold stone with his hands on his
	breast.
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	The Wizard of Balance holds office in his hidden tower, only
	reachable by magical means, where he teaches his apprentices
	the enigmatic skills of occultism.  He considers himself a
	guardian of the equilibrium of the universe, and goes out of
	his way to promote stability.
	No one knows how old this mighty wizard is, or from whence he
	came.  It is known that, having lived a span far greater than
	any normal man's, he grew weary of lesser mortals; and so,
	spurning all human company, he forsook the dwellings of men
	and went to live in the depths of the Earth.  He took with
	him a dreadful artifact, the Book of the Dead, which is said
	to hold great power indeed.  Many have sought to find the
	wizard and his treasure, but none have found him and lived to
	tell the tale.  Woe be to the incautious adventurer who
	disturbs this mighty sorcerer!
	The ancestors of the modern day domestic dog, wolves are
	powerful muscular animals with bushy tails.  Intelligent,
	social animals, wolves live in family groups or packs made
	up of multiple family units.  These packs cooperate in hunting
	down prey.
	The Usenet Oracle requires an answer to this question!

	> How much wood could a woodchuck chuck if a woodchuck could
	> chuck wood?

	"Oh, heck!  I'll handle *this* one!"  The Oracle spun the terminal
	back toward himself, unlocked the ZOT-guard lock, and slid the
	glass guard away from the ZOT key.  "Ummmm....could you turn around
	for a minute?  ZOTs are too graphic for the uninitiated.  Even *I*
	get a little squeamish sometimes..."  The neophyte turned around,
	and heard the Oracle slam his finger on a computer key, followed
	by a loud ZZZZOTTTTT and the smell of ozone.
		[ Excerpted from Internet Oracularity 576.6 ]
	[The crysknife] is manufactured in two forms from teeth taken
	from dead sandworms.  The two forms are "fixed" and "unfixed".
	An unfixed knife requires proximity to a human body's
	electrical field to prevent disintegration.  Fixed knives
	are treated for storage.  All are about 20 centimeters long.
		[ Dune, by Frank Herbert ]
	Immediately, though everything else remained as before, dim
	and dark, the shapes became terribly clear.  He was able to
	see beneath their black wrappings.  There were five tall
	figures:  two standing on the lip of the dell, three advancing.
	In their white faces burned keen and merciless eyes; under
	their mantles were long grey robes; upon their grey hairs
	were helms of silver; in their haggard hands were swords of
	steel.  Their eyes fell on him and pierced him, as they
	rushed towards him.  Desperate, he drew his own sword, and
	it seemed to him that it flickered red, as if it was a
	firebrand.  Two of the figures halted.  The third was taller
	than the others:  his hair was long and gleaming and on his
	helm was a crown.  In one hand he held a long sword, and in
	the other a knife; both the knife and the hand that held it
	glowed with a pale light.  He sprang forward and bore down
	on Frodo.
		[ The Fellowship of the Ring, by J.R.R. Tolkien ]
	The Wumpus, by the way, is not bothered by the hazards since
	he has sucker feet and is too big for a bat to lift.  If you
	try to shoot him and miss, there's also a chance that he'll
	up and move himself into another cave, though by nature the
	Wumpus is a sedentary creature.
		[ wump(6) -- "Hunt the Wumpus" ]
	They sent their friend the mosquito [xan] ahead of them to
	find out what lay ahead.  "Since you are the one who sucks
	the blood of men walking along paths," they told the mosquito,
	"go and sting the men of Xibalba."  The mosquito flew
	down the dark road to the Underworld.  Entering the house of
	the Lords of Death, he stung the first person that he saw...

	The mosquito stung this man as well, and when he yelled, the
	man next to him asked, "Gathered Blood, what's wrong?"  So
	he flew along the row stinging all the seated men until he
	knew the names of all twelve.
			[ Popul Vuh, as translated by Ralph Nelson ]
	A distant cousin of the earth elemental, the xorn has the
	ability to shift the cells of its body around in such a way
	that it becomes porous to inert material.  This gives it the
	ability to pass through any obstacle that might be between it
	and its next meal.
	The arrow of choice of the samurai, ya are made of very
	straight bamboo, and are tipped with hardened steel.
	Yeenoghu, the demon lord of gnolls, still exists although
	all his followers have been wiped off the face of the earth.
	He casts magic projectiles at those close to him, and a mere
	gaze into his piercing eyes may hopelessly confuse the
	battle-weary adventurer.
	The Abominable Snowman, or yeti, is one of the truly great
	unknown animals of the twentieth century.  It is a large hairy
	biped that lives in the Himalayan region of Asia ... The story
	of the Abominable Snowman is filled with mysteries great and
	small, and one of the most difficult of all is how it got that
	awful name.  The creature is neither particularly abominable,
	nor does it necessarily live in the snows.  _Yeti_ is a Tibetan
	word which may apply either to a real, but unknown animal of
	the Himalayas, or to a mountain spirit or demon -- no one is
	quite sure which.  And after nearly half a century in which
	Westerners have trampled around looking for the yeti, and
	asking all sorts of questions, the original native traditions
	concerning the creature have become even more muddled and
	confused.
		[ The Encyclopedia of Monsters, by Daniel Cohen ]
	Japanese leather archery gloves.  Gloves made for use while
	practicing had thumbs reinforced with horn.  Those worn into
	battle had thumbs reinforced with a double layer of leather.
	The samurai is highly trained with a special type of bow,
	the yumi.  Like the ya, the yumi is made of bamboo.  With
	the yumi-ya, the bow and arrow, the samurai is an extremely
	accurate and deadly warrior.
	The zombi... is a soulless human corpse, still dead, but
	taken from the grave and endowed by sorcery with a
	mechanical semblance of life, -- it is a dead body which is
	made to walk and act and move as if it were alive.
		[ W. B. Seabrook ]
	The zruty are wild and gigantic beings, living in the
	wildernesses of the Tatra mountains.
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nla(|`qp(sicvou!oeq0xgp(rd"szurval0gpke0hv%
---
Ujk}wi"p`u!qlg`jgaxusq$ju!uezi-"p`ydta{0icrm0ogrmbujadurq${dnnaf0lwg`0c{$}chlc
ujaab!fmowhlc(g`l`{0um$`qrvaf0dzm|c!vlztel(dig$xqwgim~u,
---
Hd$|xnw$`qrv$`qe"pzt`hm0vkp`0sww|0nl$|xhla(qsokz0np$u`rkfc-"p`t"w`tn`{d
jlk0uje|0ujk}0bcj{d!rvmfdlp(dikw(rx.$xhna(yo"e(snlb}cdf${d`va$0sgelyoe$|xd
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Tlc}uovw(g"h}rskgidhmj(}`{$xbntmlu!qmeymcv(`smpmsukkf<!chjuhv$gv!c
upefchvkzi!le|esg*
---
Cglg|e"p`u!akk{`vvasd.$xnqa(thomfeukrm0rve|esg$jumka{0hvw(xhf`m~!omoxu,$(Dig
bmgcqupmku!aef0qgpzyg{$i~x"kzthlezi!`aa~f"m|0bmj|qbvw%=rcrm0ujk{u!um{u
`frm~uwvmbr"s`!ge|0`"`mqe"haj`p`(s"fdc"kn0`aml0vjaf0ujaq0ggad0ujaecdnrmc
rnk|x"p}bokjo0um${dnla&
---
Vjmdu!qkeu!ueqv`pazc!padi!mj(cbpk}~fkjo0gkjacig`(qsok}b!kj(dig$leoeag~-"p`u
sgwgesaanem"ofv"p`u!o}{dhaed0lgefc!`}(gikg`0lcmd0lc}(rd"bicikkfue"k}d!mb
raedur"bzl"e(tsccg~&q$`yeg*
---
Hv$ac!aq{dnoezym{$c~nuj(qlmjo0upe~umgv{0uje|0dzpzq,jai|hlc(tscqoxuq$eqx"gdu`p
uj}(cdlwmc!ulm~!vlge!cv|0`f`due"fq0egh}cnp}(fhqmg~r,$(Rtv$fuwgv(vnpcmd-"p`u
mmsdi!rk|ynl$xhal(}`ia{0nla(chao(}`{$ju!wwmt!dkz0uja(c`oa(`tptgcd,
---
Vjmdu!vlm0bmj{elrpao"kn0mk~ibe"bdurj$gb!ue|us"fm|ntal0nd$|xd"cgtr"iii!ahmqs
uja(}tf`due"lmqe.$|xd"ex`mkgidhmj(g"p`u!jkz~!mb(q!avmquwvm0nd$}dlmw|0qwvadx
bcj(qmna~y`va(}`l}(ujaz0`dbdybvmg~r"e{0vghd>
---
Hd$|xnw$tn`{d!vvifdn$yehaodi!`a|gdgj(thqpi~u"hgs`vmg~r.$|xnw$eerv$ju
``hm0um$kovvg|!vlq0ughm`npp{<!cjl0hl$i0bmjnerg`(cucpm0lkwzu`f$|xd"wkbnnh
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`"tibukg}|`p$i}cwwkqeg*
---
@nigcu"ed|!c`~uovqzusq$xn"gg}d"p`yr"sii!jkxu!vk(``qw(dig$lbdc`(]dfq{q/"$\
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bpaidtpa(dn"a{`x"m|c!msf0sgbdubvmg~!kj(q!omzbnp*
---
@l`(gigvm0hv$ac!uvadugj(2`f$iuscvael ((thnmouov${u`pg`yoe$ymn$gvugj(bdtai|
uja(g`{$|!c$|b`r$xhal(cdl`{0nla(dn"p`u!Oeoyb"Im}np}(F`wh|<!ulmbd"p`u!pmkxdq
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icvlus"p`qo"cmdukjo0hl*
---
Hv$ac!uad|!ijggo"p`qu"sa|x"w`qiam`dpw(b`kwm0ujaab!rvasdq$xdla/us"p`ux
dqtq0uja(w`pm{x!ctxqsgh(g"p`u!ctxbncg`yoe$|tpm{d!mv(dig$ktlpm~`lgm0nd$i
ekwnqwmvmt!re|bnl*(0Ujaq0gcrgb!vlm0fgj||d"kn0lcjfus"eft!vlm0gcmz0nd$nqbg*
Uja(rnmv(}`{$mhqgg|0tltzgkpirmg$|b`lwisukkfc/
---
Uja(smkg`u!mb(dig$cyualm~!qmf{!qsi|mmsa~f"efi!wjnsvqfqug$zyoew(dicp(snlpisu
hvw(`dpjashmq{0rwvnqbg$zugnakddvl(wsge|us"pzeuj$|x`l$eqo{$`lkhaur.$quu
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upefcgkc}b`vmg~r"anvdapmt!wtg~!vlm0wmvishmq{0egrasd%w(vscim>
---
Uja(}dcp(g"afsicj|ue"gzu`vqzur"kndukimc!akffd{a|x!oeoybch(`smtmbuka{
tlpg0uja(snlw}}dp*(0@"bzurj$ksrwm0nd$n|ncpa~f"aqu!fk|x!da|si"e(xhel
qpmku!cig~f"saj`p`{0gmv(yuq$}dhnm|i!kj(snlbmbskjo0Ughm``vlq<!`}(gikg`
uja(chel||dqw(}`{$dbcpm0rwvztl`a~f"ia~eq*
---
Uja(tdvakdhmj(g"fdurqmfwr"eft!aqzcdq$ac!kj(dig$llcmf0nd$|xd"cgtr,$(Dig}(ghnh
lcom0ujm{0hlbgblcpao"e~qhnej|d"pg0lmv|qmq$xn"vmatgw|0hv$id!vlmys"tdqbgw(g
vmv{xhr((s"adcdulmbd"bgb!vlgcd"igbuch{0vjk(tdtk|u!vlm}rgh~ur"pg0uja(cdprasd
nd$|xd"cgtr,
---
@v$|ylgw$0uja(wnfw(}`{$nqwmv(gnpp`i!qqx`mkgi~uq$yuj$fqlg`(rmc`mc!ulgcd
qmsmbr"akxn"p`bnwc`tv$dufgjl>!"Hmqslal0vc}nqsgv{0bcj(bdrvgttaa(rmc`mc!mb
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---
Ujazu!cvm0lcjq0rvkzydq$gv!c$eyfjpq0`oqduu.$|xd"kzyfkj{0nd$xhal(qsg${qhf
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qpa{usta(dig$jqmcjku/
---
Hv$ac!qeat!vlid!vlge!oeqcu"ciyo"afds{$|!Okdbj#{0rcjkdtcvq<!kb(dimq
ecvmcu.$nbno$i0qneku!ulmbd"p`u!evgeof$~ycpe|uuj$a~!vlm0egaxurv$luqvl{0nd
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sgel0gpke0Lmhgsi%w(rnmo$0rjed|!ae}cd"p`u!gezdi"pg0upaermg$eyfjpa|x,$(Dig
mkc`d!mb(qo"afsicj|ue"gi~eghirswi(cichd0rjk0ujam0uja(g`{*
---
Hl$|xd"`muqgw|0sggmcrgw(g"p`u!Fqfwdmj{0nd$Lno((wtcvlyoe$isbgw{0um$|xd
ogp`us"vmwhmj{<!vlmbd"w|qofa|x!c$kqrvhm<!ulmbdkj(|hgp`0`"si~e"kn0vkw`ur,
Hd$|xnw$tn`{d!eea~!gj|bx.$ju`p$yuj$|xdg$i~!kj{dswim~u"kn0lwwas-"bgb!vlm
qmj||dtm{0lc}(rd"g`qsoal0emsf0vkp`0uja(`smtmb!oade{*(0Vje|0ompmc!ake`skwm
hv$g~m{$|xd"cgtr"ofv.$jeu"e(}tqmkqm"iicugveyof$eqx"}md!qqksdg`(rx"sadgwh
hotzwk~idhmj&0!Jkuwgv$0uja(|dqw(`dpwxybcgatq$ibd"jgd!um|xnwp(bdak}brg(
rjk}|e"p`ux"fm0qpaxqsg`(dn"gabbwii}cwhidd"p`u!ae{dmg$|!vlm0qmw|usl*
---
Trkf0`"hmfdn$jugmvm0`nh(}`xa
Ujazu!nmmc!c$lcj(gim$cymnw(ghvl(w`xa&
Rjk}|e"w`u!`a({hnhmt-"jgd!ra|bhdmmt-
Xmq(ghnh(bdaaafd"e(}`emkqm"vatd,
---
Uja(~`oa(g"Adrdpa|x!oeq0rvva{d"bmqs"mfdn"p`u!jaibuq$gv!vla~d"afulka{<!kb
ujk}0emw|0vpm|u!kp(eqmj(dig$obnwjl0`v$|xx"bmuu,$(Yg"p`t"iiyovea~dqp(dig
tvigcu"gi|l.$|xx"wivdv}(ghnh(rd"eatdf$obdcpdi-"f}d!`aqsg$durv$|xx"gdelq}
gga|0raqnv!vlm0hlwkbhrpao.$kqoaad|hlc(yuq$xugjku/
---

    SlashEM version 0.0.6E4F7 [beta]

Options compiled into this edition:

    ANSI default terminal, blackmarket level, color, data librarian,
    debug mode, Elbereth, experience points on status line,
    floppy drive support, insurance files for recovering from crashes,
    light sourced spell effects, invisible objects, Keystone Kops, log file,
    news file, redo command, saddles and riding, screen clipping, seduction,
    shell command, show damage amounts, show weight of inventory, sinks,
    tourists, walled mazes, yeomen, zero-compressed save files,
    basic NetHack features.

Supported windowing systems:

    traditional tty-based graphics,
    with a default of tty.

#	This data file is generated by 'makedefs'.  Do not edit. 
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Dnb(snpt{ur"ezu!kjklre|ycna(ghvl(dig${qofii~-"eft!cp(dhoa{0uja(wnfw(qr"sm|m,
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        Welcome to NetHack!                ( description of version 3.3 )

        NetHack is a Dungeons and Dragons like game where you (the adventurer)
descend into the depths of the dungeon in search of the Amulet of Yendor,
reputed to be hidden somewhere below the twentieth level.  You begin your
adventure with a pet that can help you in many ways, and can be trained
to do all sorts of things.  On the way you will find useful (or useless)
items, quite possibly with magic properties, and assorted monsters.  You can
attack a monster by trying to move onto the space a monster is on (but often
it is much wiser to leave it alone).

        Unlike most adventure games, which give you a verbal description of
your location, NetHack gives you a visual image of the dungeon level you are
on.

        NetHack uses the following symbols:

        - and |  The walls of a room, possibly also open doors or a grave.
        .        The floor of a room or a doorway.
        #        A corridor, or iron bars, or a tree, or possibly a kitchen
                 sink (if your dungeon has sinks), or a drawbridge.
        >        Stairs down: a way to the next level.
        <        Stairs up: a way to the previous level.
        @        You (usually), or another human.
        )        A weapon of some sort.
        [        A suit or piece of armor.
        %        Something edible (not necessarily healthy).
        /        A wand.
        =        A ring.
        ?        A scroll.
        !        A potion.
        (        Some other useful object (pick-axe, key, lamp...)
        $        A pile of gold.
        *        A gem or rock (possibly valuable, possibly worthless).
        +        A closed door, or a spell book containing a spell
                 you can learn.
        ^        A trap (once you detect it).
        "        An amulet, or a spider web.
        0        An iron ball.
        _        An altar, or an iron chain.
        {        A fountain.
        }        A pool of water or moat or a pool of lava.
        \        An opulent throne.
        `        A boulder or statue.
        A to Z, a to z, and several others:  Monsters.

                 You can find out what a symbol represents by typing
                 '/' and following the directions to move the cursor
                 to the symbol in question.  For instance, a 'd' may
                 turn out to be a dog.


y k u   7 8 9   Move commands:
 \|/     \|/            yuhjklbn: go one step in specified direction
h-.-l   4-.-6           YUHJKLBN: go in specified direction until you
 /|\     /|\                        hit a wall or run into something
b j n   1 2 3           g<dir>:   run in direction <dir> until something
      numberpad                     interesting is seen
                        G<dir>,   same, except a branching corridor isn't
 <  up                  ^<dir>:     considered interesting
 >  down                m<dir>:   move without picking up objects
                If the number_pad option is set, the number keys move instead.

Commands:
        NetHack knows the following commands:
        ?       Help menu.
        `       Main Menu.
        /       Tell what a symbol represents.  You may choose to specify
                a location or give a symbol argument.
        &       Tell what a command does.
        <       Go up a staircase (if you are standing on it).
        >       Go down a staircase (if you are standing on it).
        .       Rest, do nothing for one turn.
        a       Apply (use) a tool (pick-axe, key, lamp...)
        A       Remove all armor.
        ^A      Redo the previous command

        ^B      Steal
        c       Close a door.
        C       Call (name) an individual monster.
        d       Drop something.  d7a:  drop seven items of object a.
        D       Drop multiple items.  This command is implemented in two
                different ways.  One way is:
                "D" displays a list of all of your items, from which you can
                pick and choose what to drop.  A "+" next to an item means
                that it will be dropped, a "-" means that it will not be
                dropped.  Toggle an item to be selected/deselected by typing
                the letter adjacent to its description.  Select all items
                with "+", deselect all items with "=".  The <SPACEBAR> moves
                you from one page of the listing to the next.
                The other way is:
                "D" will ask the question "What kinds of things do you want
                to drop? [!%= au]".  You should type zero or more object
                symbols possibly followed by 'a' and/or 'u'.
                Da - drop all objects, without asking for confirmation.
                Du - drop only unpaid objects (when in a shop).
                D%u - drop only unpaid food.
        ^D      Kick (for doors, usually).
        f       Fire ammunition from quiver.
        F       Followed by direction, fight a monster (even if you don't
                sense it).
        e       Eat food. Vampires cannot eat as such. However, they can
                gain nutrition by draining blood from fresh corpses using
                this command.
        E       Engrave a message on the floor.
                E- - write in the dust with your fingers.
        f       Fire ammunition from quiver.
        i       Display your inventory.
        I       Display selected parts of your inventory, as in
                I* - list all gems in inventory.
                Iu - list all unpaid items.
                Ix - list all used up items that are on your shopping bill.
                I$ - count your money.
	n#      repeat next command             
	N       name or classify an item
        o       Open a door.
        O       Review current options and possibly change them.
                A menu displaying the option settings will be displayed
                and most can be changed by simply selecting their entry.
                Options are usually set before the game with a NETHACKOPTIONS
                environment variable, or via a config file (defaults.nh,
                Slash'EM Defaults, nethack.cnf, .nethackrc, etc.), not with 
                the 'O' command.
        p       Pay your shopping bill/Shopkeeper services.
        P       Put on an accessory (ring, amulet, etc).
        ^P      Repeat last message (subsequent ^P's repeat earlier messages).
        q       Drink (quaff) a potion.
        Q       Ready ammunition in quiver.
        r       Read a scroll or spell book.
        R       Remove an accessory (ring, amulet, etc).
        ^R      Redraw the screen.
        s       Search for secret doors and traps around you.
        S       Save the game.
        t       Throw an object or shoot a projectile.
        T       Take off armor.
        ^T      Teleport, if you are able.
        v       Displays the version number.
        V       Display a longer identification of the version, including the
                history of the game.
        w       Wield weapon.  w- means wield nothing, use bare hands.
        W       Wear armor.
        x       Switch weapon slots.
        X       List the spells you know (same as '+').
	^Y	polymorph (if possible)
        z       Zap a wand.
        Z       Cast a spell.
        ^Z      Suspend the game.
        :       Look at what is here.
        ;       Look at what is somewhere else.
        ,       Pick up some things.
        @       Toggle the pickup option.
        ^       Ask for the type of a trap you found earlier.
        )       Tell what weapon you are wielding.
        [       Tell what armor you are wearing.
        =       Tell what rings you are wearing.
        "       Tell what amulet you are wearing.
        (       Tell what tools you are using.
        *       List and change items in use.
        *       Tell what equipment you are using; combines the preceding five.
        $       Count your gold pieces.
        +       List the spells you know; also rearrange them if desired.
        \       Show what types of objects have been discovered.
        !       Escape to a shell, if supported in your version and OS.
        #       Introduces one of the "extended" commands.  To get a list of
                the commands you can use with "#" type "#?".  The extended
                commands you can use depends upon what options the game was
                compiled with, along with your class and what type of monster
                you most closely resemble at a given moment.  If your keyboard
                has a meta key (which, when pressed in combination with another
                key, modifies it by setting the 'meta' (8th, or 'high') bit),
                these extended commands can be invoked by meta-ing the first
                letter of the command.

        If the "number_pad" option is on, some additional letter commands
        are available:

        j       Jump to another location.
        k       Kick (for doors, usually).
        l       Loot a box on the floor.
        n       Name an object or type of object.
        u       Untrap a trapped object or door.

        You can put a number before a command to repeat it that many times,
        as in "40." or "20s.".  If you have the number_pad option set, you
        must type 'n' to prefix the count, as in "n40." or "n20s".


        Some information is displayed on the bottom line.  You see your
        attributes, your alignment, what dungeon level you are on, how many
        hit points you have now (and will have when fully recovered), what
        your armor class is (the lower the better), your experience level,
        and the state of your stomach.  Optionally, you may or may not see
        other information such as spell points, how much gold you have, etc.

        Have Fun, and Happy Hacking!
y k u   7 8 9   Move commands:
 \|/     \|/            yuhjklbn: go one step in specified direction
h-.-l   4-.-6           YUHJKLBN: go in specified direction until you
 /|\     /|\                        hit a wall or run into something
b j n   1 2 3           g<dir>:   run in direction <dir> until something
      numberpad                     interesting is seen
                        G<dir>,   same, except a branching corridor isn't
 <  up                  ^<dir>:     considered interesting
 >  down                m<dir>:   move without picking up objects
                If the number_pad option is set, the number keys move instead.

General commands:
?       help    display one of several informative texts
`       menu    access the menusystem
S       save    save the game (to be continued later)
!       sh      escape to some SHELL (if allowed)
^Z      suspend suspend the game (independent of your current suspend char)
O       options set options
/       whatis  tell what a map symbol represents
\       known   display list of what's been discovered
v       version display version number
V       history display game history
X       explore switch the game to explore (discovery) mode
^A      again   redo the previous command (^A denotes the keystroke CTRL-A)
^R      redraw  redraw the screen
^P      prevmsg repeat previous message (subsequent ^P's repeat earlier ones)
#               introduces an extended command (#? for a list of them)

Game commands:
^B      bereave steal
^D      kick    kick (a door, or something else)
^T      'port   teleport (if you can)
^Y	poly'	polymorph (if possible)
a       apply   apply or use a tool (pick-axe, key, camera, etc.)
A       armor   take off all armor
c       close   close a door
C       call    name an individual monster (ex. baptize your dog)
d       drop    drop an object.  d7a:  drop seven items of object 'a'
D       Drop    drop selected types of objects
f       fire    fire ammunition from quiver
F       fight   followed by direction, fight a monster
e       eat     eat something (or drain corpse, if vampire)
E       engrave write a message in the dust on the floor  (E-  use fingers)
f	fire    fire item from quiver           
i       invent  list your inventory (all objects you are carrying)
I       Invent  list selected parts of your inventory
                Iu: list unpaid objects
                Ix: list unpaid but used up items
                I$: count your money
n#      repeat  repeat next command             
Q       quiver  select ammunition for quiver
N       name    name or classify an item
o       open    open a door
p       pay     pay your bill (in a shop)/shopkeeper services
P       puton   put on an accessory (ring, amulet, etc)
q       quaff   drink a potion
Q       quiver  ready ammunition (quiver)
r       read    read a scroll or spell book
R       remove  remove an accessory (ring, amulet, etc)
s       search  search for secret doors, hidden traps and monsters
t       throw   throw or shoot a weapon
T       takeoff take off some armor
w       wield   wield a weapon  (w-  wield nothing)
W       wear    put on some armor
x       exchange swap weapon slots               
X       spells  list the spells you know
z       zap     zap a wand
Z       Zap     cast a spell
<       up      go up the stairs
>       down    go down the stairs
^       trap_id identify a previously found trap
),[,=,",(               ask for current items of specified symbol in use
*       items   list and change items in use
$       gold    count your gold
+       spells  list the spells you know
.       rest    wait a moment
,       pickup  pick up all you can carry
@               toggle "pickup" (auto pickup) option on and off
:       look    look at what is here
;       farlook look at what is somewhere else by selecting a map symbol

Keyboards that have a meta key can also use these extended commands
via the meta modifier instead of the # prefix:

M-2     twoweapon toggle two-weapon combat
M-a     adjust  adjust inventory letters
M-b     bereave steal
M-c     chat    talk to someone
M-d     dip     dip an object into something
M-e     enhance advance or check weapons skills
M-f     force   force a lock
M-i     invoke  invoke an object's special powers
M-j     jump    jump to another location
M-l     loot    loot a box on the floor
M-m     monster use a monster's special ability
M-n     name    name an item or type of object
M-o     offer   offer a sacrifice to the gods
M-p     pray    pray to the gods for help
M-q	quit	quit the game
M-r     rub     rub a lamp
M-s     sit     sit down
M-t     tech    use a class specific technique
M-u     untrap  untrap something
M-y     youpoly polymorph yourself
M-v     version print compile time options for this version
M-w     wipe    wipe off your face

If the "number_pad" option is on, these additional variants are available:

n               followed by number of times to repeat the next command
j       jump    jump to another location
k       kick    kick something (usually a door)
l       loot    loot a box on the floor
N       name    name an item or type of object
u       untrap  untrap something (usually a trapped object)
^       Show the type of a trap
^[      Cancel command
^A      Redo the previous command
^C      Quit the game
^D      Kick something (usually a door, chest, or box)
^E      Search a room (available in wizard mode only)
^F      Map the level (available in wizard mode only)
^G      Create a monster (available in wizard mode only)
^I      Identify all items (available in wizard mode only)
^J      go up an experience level (available in wizard mode only)
^O      Show location of special levels (available in wizard mode only)
^P      Toggle through previously displayed game messages
^R      Redraw screen
^T      Teleport around level
^V      Teleport between levels (available in wizard mode only)
^W      Wish (available in wizard mode only)
^X      Show your attributes (intrinsic ones included in debug or explore mode)
^Y	Polymorph (if you can)
^Z      Suspend game (only if defined)
a       Apply (use) a tool
A       Remove all armor
b       Go southwest 1 space
B       Go southwest until you are on top of something
^B      Go southwest until you are near something
c       Close a door
C       Call (name) a particular monster
d       Drop an item
D       Drop specific item types
e       Eat something
E       Engrave writing on the floor
f       Fire ammunition from quiver
F       Followed by direction, fight a monster (even if you don't sense it)
g       Followed by direction, move until you are near something
G       Followed by direction, same as control-direction
h       Go west 1 space
H       Go west until you are on top of something
^H      Go west until you are near something
i       Show your inventory
I       Inventory specific item types
j       Go south 1 space (or if number_pad is on, jump to another location)
J       Go south until you are on top of something
^J      Go south until you are near something
k       Go north 1 space (or if number_pad is on, kick something)
K       Go north until you are on top of something
^K      Go north until you are near something
l       Go east 1 space (or if number_pad is on, loot a box on the floor)
L       Go east until you are on top of something
^L      Go east until you are near something
m       Followed by direction, move without picking anything up
M       Followed by direction, move a distance without picking anything up
n       Go southeast 1 space
N       Go southeast until you are on something (if number_pad, name an object)
^N      Go southeast until you are near something
o       Open a door
O       Set options (O? explains options)
p       Pay your shopping bill/Shopkeeper services
P       Put on an accessory (ring, amulet, etc)
q       Quaff (drink) something
Q       Ready ammunition in quiver
r       Read a scroll or spell book
R       Remove an accessory (ring, amulet, etc)
s       Search for traps and secret doors
S       Save the game
t       Throw something
T       Take off one piece of armor
u       Go northeast 1 space (or if number_pad is on, untrap something)
U       Go northeast until you are on top of something
^U      Go northeast until you are near something
v       Show version
V       Show long version and game history
w       Wield (put in use) a weapon
W       Wear a piece of armor
x       Swap wielded and secondary weapons
X       List known spells
y       Go northwest 1 space
Y       Go northwest until you are on top of something
^Y      Go northwest until you are near something
z       Zap a wand
Z       Zap (cast) a spell
<       Go up a staircase
>       Go down a staircase
/       Show what type of thing a symbol corresponds to
?       Give a help message
&       Tell what a command does
`       Access the menusystem
!       Do a shell escape (only if defined)
\       Show what object types have been discovered
.       Rest one move while doing nothing
        Rest one move while doing nothing (if rest_on_space option is on)
:       Look at what is on the floor
;       Show what type of thing a map symbol on the level corresponds to
,       Pick up things at the current location
@       Toggle the pickup option on/off
)       Show the weapon currently wielded
*       Show all equipment in use (combination of the ),[,=,",( commands)
[       Show the armor currently worn
=       Show the ring(s) currently worn
"       Show the amulet currently worn
(       Show the tools currently in use
*       Display and change items in use
$       Count your gold
+       List known spells
#       Perform an extended command
M-2     Toggle two-weapon combat
M-a     Adjust inventory letters
M-b     Steal
M-c     Talk to someone
M-d     Dip an object into something
M-e     Class special effect
M-f     Force a lock
M-i     Invoke an object's special powers
M-j     Jump to another location
M-k     Advance or check weapons skills
M-l     Loot a box on the floor
M-m     Use a monster's special ability
M-n     Name an item or type of object
M-o     Offer a sacrifice to the gods
M-p     Pray to the gods for help
M-q     Quit
M-r     Rub a lamp
M-s     Sit down
M-t     Use techniques
M-u     Untrap something (trap, door, or chest)
M-v     Print compile time options for this version of NetHack
M-w     Wipe off your face
M-y     Polymorph yourself
SLASH'EM History file for release 0.2

Behold, mortal, the origins of SLASH'EM...

Jay Fenlason wrote the original Hack with help from Kenny Woodland,
Mike Thome, and Jon Payne.

Andries Brouwer did a major re-write, transforming Hack into a very different
game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for
UNIX(tm) machines to the Usenet.

Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing
PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and
went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).

R. Black ported PC HACK 3.51 to Lattice(tm) C and the Atari 520/1040ST,
producing ST Hack 1.03.

Mike Stephenson merged these various versions back together, incorporating
many of the added features, and produced NetHack version 1.4.  He then
coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and
released NetHack versions 2.2 and 2.3.
 
Later, Mike coordinated a major rewrite of the game, heading a team which
included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson,
Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz,
to produce NetHack 3.0c.  The same group subsequently released ten patch-
level revisions and updates of 3.0.

NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo
Hakulinen, and to VMS by David Gentzel.  The three of them and Kevin Darcy
later joined the main development team to produce subsequent revisions of
3.0.

Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga.  Norm Meluch, Stephen
Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0.
Johnny Lee ported NetHack 3.0 to the Macintosh.  Along with various other
Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports
through the later revisions of 3.0.

A scant one month before the next major version  release  of Nethack,  two  
adventurous souls undertook their own modification to the sacred Nethack
formula. Tom Proudfoot and  Yuval  released Nethack++,   which  was rapidly
renamed Nethack--,  containeing new monsters,  items and other miscellaneous
modifications.
 
Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz,
the development team which now included Ken Arromdee, David Cohrs,
Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart,
Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical
revision of 3.0.  They re-structured the game's design, and re-wrote major
parts of the code.  They added multiple dungeons, a new display, special
individual character quests, a new endgame and many other new features, and
produced NetHack 3.1.

Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison,
Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga.

Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen
Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC.

Jon Watte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David
Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke,
and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for
MPW.  Building on their development, Barton House added a Think C port.  

Timo Hakulinen ported NetHack 3.1 to OS/2.  Eric Smith ported NetHack 3.1
to the Atari.  Pat Rankin, with help from Joshua Delahunty, is responsible
for the VMS version of NetHack 3.1.  Michael Allison ported NetHack 3.1 to
Windows NT.

Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11.
Warwick Allison added in the "tiled" version of the game and generated most
of the individual tiles for NetHack 3.2.

Time passed,  and Nethack-- was ported to 3.11 by Chris.

Stephen White then released his own  modification  known  as Nethack  Plus,
which  contained  new  character classes.  Unbeknownst to the world at large,
Tom Proudfoot  took  this  source and combined it with his Nethack--.
Stephen White went on to add weapon skills,  which were eventually integrated
into  the  next version of Nethack,  and other features.

In February 1996,  Tom Proudfoot released SLASH V1.  Including part of
Stephen White's Nethack Plus and his  own  Nethack--, leaving  unmentioned
his own slew of further modifications,  this is perhaps the best known of
the Nethack modifications.  Six versions of this,  ending with SLASH V6,
are known to exist.

The 3.2 development team, comprised of: Michael Allison; Ken Arromdee; David
Cohrs; Jessie Collet; Steve Creps; Kevin Darcy; Timo Hakulinen; Steve
Linhart; Dean Luick; Pat Rankin; Eric Smith; Mike Stephenson; Janet Walz; and
Paul Winner, released version 3.2 in April of 1996.

Version 3.2 marks the tenth anniversary of the formation of the development
team.  In a testament to their dedication to the game, all thirteen members
of the original development team remained on the team at the start of work
on the current release.  During the interval between the release of 3.1.3
and 3.2, one of the founding members of the development team, Dr. Izchak
Miller, passed away.  This release of the game is dedicated to him by the
development and porting teams.

Version 3.2 is more stable than previous versions, (it is hoped).  Many bugs
have been fixed, abuses eliminated, and game features tuned for better game
play.  The menus have been modified to give players more choices in styles
for menus which require pick list selections.  A graphical display has been
added for some ports.  (Added to the X11 port by Dean Luick, to the
Amiga port by Ken Lorber, and to the DOS port by Michael Allison.)  The
spell system and weapon proficiency portions of the game were adapted by
Stephen White from his NHPlus variant.  (The #qualifications' and '#enhance'
extended commands were added to make use of these changes.)  Additional game
changes worth mentioning: light sources no longer have to be carried by the
player to be used; wands can be destroyed if desired (use the 'a'pply
command); treasures can be found buried in walls or in the floor; the
'#untrap' command has been improved; and, wands of probing now provide more
information.  Other more subtle changes have also been added to the game.
You will have to play the game to discover them.

Pat Rankin maintained 3.2 for VMS.

Michael Allison, Yitzhak Sapir, and Paul Winner, with help from Steve Linhart,
Kevin Smolkowski, Mike Stephenson and Stephen White ported 3.2 for MSDOS.
Keizo Yamamoto and Ken Washikita ported 3.2 for the NEC 98xx machines popular
in Japan.

Ken Lorber, Andy Church, and Gregg Wonderly, with help from Richard Addison,
ported 3.2 for the Amiga.

Dean Luick ported 3.2 to the Macintosh.

Eric Smith and Warwick Allison ported 3.2 for the Ataris.

Michael Allison ported 3.2 for the Microsoft Windows NT platform.

Timo Hakulinen remains responsible for the OS/2 port.

Larry Stewart-Zerba set along a different track - to enhance the spellcasting
abilities of the Wizard.   Thus, in April  1996, he  released  version  0.1
of the Wizard Patch.  By July,  he was joined by Warwick Allison and
version 0.4 of the Wizard Patch was released.   The final update came in
September 1996,  with the release of Wizard Patch 0.7.

SLASH V6 was picked up by Enrico Horn managed to synchronize it  with the
3.2 source.  The new SLASH 4.1.2 was released as far back as November 1996
went through at least 4 editlevels (E5, E6, E7)  with  the  latest  version
being 4.1.2E8,  synchronized with Nethack 3.2.2 and the Blackmarket option
available,  released in June 1997.

Nathan La began the arduous task of drawing  tiles  for  the SLASH monsters.

Kentaro Shirakata ported SLASH 4.1.2E8 to Unix.

Lief Clennon ported SLASH 4.1.2E8 to OS/2.

Romain Dolbeau ported SLASH 4.1.2E8 to Macintosh.

Warren Cheung combined SLASH 4.1.2 and Wizard Patch to  create SLASH'EM 0.1
in November 1997.  Several revisions including new spells and other minor
additions have led to SLASH'EM  0.0.3. Steven Uy has generously made
additional modifications.

Dirk  Schoenberger has continued updating the SLASH/SLASH'EM monster tiles.
He has also ported SLASH'EM to Linux.

Lief Clennon ported SLASH'EM to OS/2 EMX.

Kevin Hugo ported SLASH'EM to Macintosh,  and has also contributed
additional changes and improvements.

Robin Johnson finished arduous task of drawing tiles for the SLASH'EM
monsters.  He has also contributed many more new tiles.

			   - - - - - - - - - -

From time to time, some depraved individual out there in netland sends a
particularly intriguing modification to help out with the game.  The Gods of
the Dungeon sometimes make note of the names of the worst of these miscreants
in this, the list of Dungeoneers:

    Adam Aronow               Helge Hafting             Mike Engber
    Andy Church               Irina Rempt-Drijfhout     Mike Gallop
    Andy Swanson              Izchak Miller             Mike Passaretti
    Ari Huttunen              Janet Walz                Mike Stephenson
    Barton House              Jean-Christophe Collet    Norm Meluch
    Benson I. Margulies       Jochen Erwied             Olaf Seibert
    Bill Dyer                 John Kallen               Pat Rankin
    Boudewijn Waijers         John Rupley               Paul Winner
    Bruce Cox                 John S. Bien              Pierre Martineau
    Bruce Holloway          Johnny Lee                Ralf Brown
    Bruce Mewborne          Jon W{tte                 Richard Addison
    Carl Schelin            Jonathan Handler          Richard P. Hughey
    Chris Russo               Joshua Delahunty          Rob Menke
    David Cohrs               Keizo Yamamoto            Roland McGrath
    David Damerell            Ken Arromdee              Ron Van Iwaarden
    David Gentzel             Ken Lorber                Ronnen Miller
    David Hairston            Ken Washikita             Ross Brown
    Dean Luick                Kevin Darcy               Sascha Wostmann
    Del Lamb                  Kevin Hugo                Scott R. Turner
    Deron Meranda             Kevin Sitze               Stephen Spackman
    Dylan O'Donnell           Kevin Smolkowski          Stephen White
    Eric Backus               Kevin Sweet               Steve Creps
    Eric Hendrickson          Mark Gooderum             Steve Linhart
    Eric R. Smith             Mark Modrall              Steve VanDevender
    Eric S. Raymond           Matthew Day               Tim Lennan
    Frederick Roeber          Merlyn LeRoy              Timo Hakulinen
    Gil Neiger                Michael Allison           Tom Almy
    Greg Laskin               Michael Feir              Tom West
    Greg Olson              Michael Hamel             Warwick Allison
    Gregg Wonderly          Michael Sokolov           Yitzhak Sapir
    Hao-yang Wang
Boolean options not under specific compile flags (with default values in []):
(You can learn which options exist in your version by checking your current
option setting, which is reached via the 'O' cmd.)

autopickup     automatically pick up objects you move over        [TRUE]
autoquiver     when firing with an empty quiver, select some
               suitable inventory weapon to fill the quiver       [FALSE]
BIOS           allow the use of IBM ROM BIOS calls                [FALSE]
confirm        ask before hitting tame or peaceful monsters       [TRUE]
DECgraphics    use DEC/VT line-drawing characters for the dungeon [FALSE]
disclose       offer information at the end of the game           [TRUE]
eight_bit_tty  send 8-bit characters straight to terminal         [FALSE]
extmenu        use a menu for selecting extended commands (#)     [FALSE]
fixinv         try to retain the same letter for the same object  [TRUE]
help           print all available info when using the / command  [TRUE]
IBMgraphics    use IBM extended characters for the dungeon        [FALSE]
ignintr        ignore interrupt signal, including breaks          [FALSE]
legacy         print introductory message                         [TRUE]
lit_corridor   show a dark corridor as lit if in sight            [FALSE]
mail           enable the mail daemon                             [TRUE]
null           allow nulls to be sent to your terminal            [TRUE]
               try turning this option off (forcing NetHack to use its own
               delay code) if moving objects seem to teleport across rooms
number_pad     use the number keys to move instead of yuhjklbn    [FALSE]
perm_invent    keep inventory in a permanent window               [FALSE]
prayconfirm    use confirmation prompt when #pray command issued  [TRUE]
pushweapon     when wielding a new weapon, put your previously
               wielded weapon into the secondary weapon slot      [FALSE]
rawio          allow the use of raw I/O                           [FALSE]
rest_on_space  count the space bar as a rest character            [FALSE]
safe_pet       prevent you from (knowingly) attacking your pet(s) [TRUE]
silent         don't use your terminal's bell sound               [TRUE]
sortpack       group similar kinds of objects in inventory        [TRUE]
sound          enable messages about what your character hears    [TRUE]
               (note: this has nothing to do with your computer's audio
               capabilities, and the game resets it periodically)
standout       use standout mode for --More-- on messages         [FALSE]
time           display elapsed game time, in moves                [FALSE]
tombstone      print tombstone when you die                       [TRUE]
toptenwin      print topten in a window rather than stdout        [FALSE]
verbose        print more commentary during the game              [TRUE]



There are further boolean options controlled by compilation flags.

Boolean option if INSURANCE was set at compile time:
checkpoint save game state after each level change, for possible  [TRUE]
           recovery after program crash

Boolean option if NEWS was set at compile time:
news       print any news from game administrator on startup      [TRUE]

Boolean option if MFLOPPY was set at compile time:
checkspace check free disk space before writing files to disk     [TRUE]

Boolean option if EXP_ON_BOTL was set at compile time:
showexp    display your accumulated experience points             [FALSE]

Boolean option if SCORE_ON_BOTL was set at compile time:
showscore  display your approximate accumulated score             [FALSE]

Boolean option if SHOW_DMG was set at compile time:
showdmg    display damage inflicted/received on message line      [FALSE]

Boolean options if SHOW_WEIGHT was set at compile time:
invweight  display weights of items in inventory in braces        [FALSE]
showweight display total weight in inventory on bottom line       [FALSE]

Boolean options if TEXTCOLOR was set at compile time:
color      use different colors for objects on screen   [TRUE for micros]
hilite_pet display pets in a highlighted manner                   [FALSE]

Boolean option if TIMED_DELAY was set at compile time (tty interface only):
timed_delay    on unix and VMS, use a timer instead of sending    [TRUE]
               extra screen output when attempting to pause for
               display effect.  on MSDOS without the termcap
               lib, whether or not to pause for visual effect.    

Boolean options if KEEP_SAVE was set at compile time:
keep_savefile  keep save file after restore                       [FALSE]

Boolean option if USE_TILES was set at compile time (MSDOS protected mode only):
preload_tiles  control whether tiles get pre-loaded into RAM at the
               start of the game.  Doing so enhances performance
               of the tile graphics, but uses more memory.        [TRUE]

Any Boolean option can be negated by prefixing it with a '!' or 'no'.


Compound options are written as option_name:option_value.

Compound options which can be set during the game are:

disclose      the types of information you want offered at the end of the
              game  [all]
fruit         the name of a fruit you enjoy eating  [slime mold]
              (basically a whimsy which NetHack uses from time to time).
menustyle     user interface for selection of multiple objects:
              Traditional -- one object at a time prompting;
              Combination -- prompt for classes of interest, then menu;
              Partial     -- skip class prompt, use menu of all objects;
              Full        -- menu for classes of interest, then object menu;
              only the first letter ('T','C','P','F') matters; 'N' (None)
              is a synonym for 'T', as is boolean style negation  [Full]
packorder     a list of default symbols for kinds of objects that gives the
              order in which your pack will be displayed  [")[%?+!=/(*`0_]
              (If you specify only some kinds of items, the others from the
              default order will be appended to the end.)
pickup_burden when you pick up an item that exceeds this encumberance
              level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
              or overLoaded), you will be asked if you want to continue. [S]
pickup_types  a list of default symbols for kinds of objects to autopickup
              when that option is on  [all]
scores        the parts of the score list you wish to see when the game ends
              You choose a combination of top scores, scores around the top
              scores, and all of your own scores.  [!own/3 top/2 around]
suppress_alert disable various version-specific warnings about changes
              in game play or the user interface, such as notification given
              for the 'Q' command that quitting is now done via #quit
              (e.g., use suppress_alert:0.0.6 to stop that and any other
              notifications added in that version or earlier) default: (none)
tileset       the name of a predefined (with TILESET=) tileset to use.  This
              option may be negated (eg., !tileset) or set to an emty value
              to disable tiles.  If the windowing port does not support the
              named tileset then a suitable alternative will be used.
              [depends on windowing port]

Compound options which may be set only on startup are:

align      Your starting alignment (align:lawful, align:neutral,
           or align:chaotic).  You may specify just the first letter.  [RANDOM]
catname    the name of your first cat  [NONE]
dogname    the name of your first dog  [NONE]
dungeon    a list of symbols to be used in place of the default ones for
           drawing the dungeon.
           The symbols are subjected to a fair amount of processing, so
           that you can use C-style escapes such as \n or \081 as well as
           indicate control characters by ^x or meta characters by \Mx.
           As usual, \ can force the next character to be taken literally.
           Since many of the default symbols are overloaded, they are
           given here by name instead of symbol, with some added notes:
           stone                               (solid rock, normally ' ')
           vwall hwall tlcorn trcorn blcorn brcorn      (room boundaries)
           crwall tuwall tdwall tlwall trwall (wallified maze characters)
           nodoor vodoor hodoor      (no, vertical, horizontal open door)
           vcdoor hcdoor               (vertical, horizontal closed door)
           ironbars tree room darkcorr litcorr
           upstair dnstair upladder dnladder
           altar grave throne sink toilet fountain pool ice lava
           vodbridge hodbridge     (vertical, horizontal open drawbridge)
           vcdbridge hcdbridge   (vertical, horizontal closed drawbridge)
           air cloud water
           default:  \ |--------||.-|++##.##<><>_|\\##{}.}..##\ #}
effects    like dungeon, but for special effects symbols
           vbeam hbeam lslant rslant                  (generic zap beams)
           digbeam flashbeam      (special beams for digging and cameras)
           boomleft boomright                                (boomerangs)
           ss1 ss2 ss3 ss4                           (shielding sequence)
           sw_topl, sw_topm, sw_topr,                  (swallow, top row)
           sw_midl, sw_midr,            (swallow, middle row [no center])
           sw_botl, sw_botm, sw_botr                (swallow, bottom row)
           mextl mextm mextr           (magical explosion matrix top row)
           mexml mexmm mexmr        (magical explosion matrix middle row)
           mexbl mexbm mexbr        (magical explosion matrix bottom row)
           fextl fextm fextr              (fire explosion matrix top row)
           fexml fexmm fexmr           (fire explosion matrix middle row)
           fexbl fexbm fexbr           (fire explosion matrix bottom row)
           cextl cextm cextr              (cold explosion matrix top row)
           cexml cexmm cexmr           (cold explosion matrix middle row)
           cexbl cexbm cexbr           (cold explosion matrix bottom row)
           dextl dextm dextr             (death explosion matrix top row)
           dexml dexmm dexmr          (death explosion matrix middle row)
           dexbl dexbm dexbr          (death explosion matrix bottom row)
           lextl lextm lextr         (lightning explosion matrix top row)
           lexml lexmm lexmr      (lightning explosion matrix middle row)
           lexbl lexbm lexbr      (lightning explosion matrix bottom row)
           pextl pextm pextr            (poison explosion matrix top row)
           pexml pexmm pexmr         (poison explosion matrix middle row)
           pexbl pexbm pexbr         (poison explosion matrix bottom row)
           aextl aextm aextr              (acid explosion matrix top row)
           aexml aexmm aexmr           (acid explosion matrix middle row)
           aexbl aexbm aexbr           (acid explosion matrix bottom row)
           default:  |-\\/*!)(0#@*/-\\||\\-//-\\|\ |\\-//-\\|\ |\\-//-\\|\ |\\-/
	            /-\\|\ |\\-//-\\|\ |\\-//-\\|\ |\\-//-\\|\ |\\-/
gender     Your starting gender (gender:male or gender:female).
           You may specify just the first letter.  Although you can
           still denote your gender using the "male" and "female"
           options, the "gender" option will take precedence.  [RANDOM]
horsename  the name of your first horse  [NONE]
ghoulname  the name of your first ghoul  [NONE]
menu_*     create single character accelerators for menu commands.  Below
           is a list of all commands.  Each is followed by a list of window-
           ports that implement them:  'x' is X11, 't' is tty, 'g' is Gem,
           'a' is Amiga.
           menu_deselect_all  deselect all items in a menu [-](gxta)
           menu_deselect_page deselect all items on this page of a menu [\](gta)
           menu_first_page    jump to the first page in a menu [^](gta)
           menu_invert_all    invert all items in a menu [@](gxta)
           menu_invert_page   invert all items on this page of a menu [~](gta)
           menu_last_page     jump to the last page in a menu [|](gta)
           menu_next_page     goto the next menu page [>](gta)
           menu_previous_page goto the previous menu page [<](gta)
           menu_search        search for a menu item [:](gxa)
           menu_select_all    select all items in a menu [.](gxta)
           menu_select_page   select all items on this page of a menu [,](gta)
monsters   like dungeon, but for monster symbols
           default:  abcdefghijklmnopqrstuvwxyz
                     ABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~]
msghistory number of top line messages to save [20]
name       the name of your character  [obtained by asking the system or
           the player]
objects    like dungeon, but for object symbols
           default:  ])[="(%!?+/$*`0_.
pettype    your preferred type of pet (cat or dog), if your character
           class uses both types  [RANDOM]
race       Your starting race (e.g., race:Human, race:Elf).  [RANDOM]
role       Your starting role (e.g., role:Barbarian, role:Valk).
           Although you can specify just the first letter(s), it will
           choose only the first role it finds that matches; thus, it
           is recommended that you spell out as much of the role name
           as possible.  You can also still denote your role by
           appending it to the "name" option (e.g., name:Vic-V), but the
           "role" option will take precedence.  [RANDOM]
traps      like dungeon, but for trap symbols
           arrow_trap dart_trap falling_rock_trap squeaky_board
           bear_trap land_mine rolling_boulder_trap sleeping_gas_trap
           rust_trap fire_trap pit spiked_pit hole trap_door
           teleportation_trap level_teleporter magic_portal web statue_trap
           magic_trap anti_magic_trap polymorph_trap
           default:  ^^^^^^^^^^^^^^^^^"^^^^
windowtype windowing system to be used  [depends on operating system]
wolfname   the name of your first wolf  [NONE]


Some sample options lists are:
!autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around
female,nonews,dogname:Rover,dungeon: |--------||.-|++.##<><>_\\#{}.}..## #}
rest_on_space,!verbose,menustyle:traditional
Debug-Mode Quick Reference:

^C  ==  increase AC
^E  ==  detect secret doors and traps.
^F  ==  do magic mapping.
^G  ==  create monster.
^I  ==  identify items in pack.
^J  ==  go up an experience level
^N  ==  toggle invulnerability
^O  ==  tell locations of special levels.
^T  ==  do intra-level teleport.
^V  ==  do trans-level teleport.
^W  ==  make wish.
^X  ==  show attributes including intrinsic attributes.
                    NETHACK GENERAL PUBLIC LICENSE
                    (Copyright 1989 M. Stephenson)

               (Based on the BISON general public license,
                   copyright 1988 Richard M. Stallman)

 Everyone is permitted to copy and distribute verbatim copies of this
 license, but changing it is not allowed.  You can also use this wording to
 make the terms for other programs.

  The license agreements of most software companies keep you at the mercy of
those companies.  By contrast, our general public license is intended to give
everyone the right to share NetHack.  To make sure that you get the rights we
want you to have, we need to make restrictions that forbid anyone to deny you
these rights or to ask you to surrender the rights.  Hence this license
agreement.

  Specifically, we want to make sure that you have the right to give away
copies of NetHack, that you receive source code or else can get it if you
want it, that you can change NetHack or use pieces of it in new free
programs, and that you know you can do these things.

  To make sure that everyone has such rights, we have to forbid you to
deprive anyone else of these rights.  For example, if you distribute copies
of NetHack, you must give the recipients all the rights that you have.  You
must make sure that they, too, receive or can get the source code.  And you
must tell them their rights.

  Also, for our own protection, we must make certain that everyone finds out
that there is no warranty for NetHack.  If NetHack is modified by someone
else and passed on, we want its recipients to know that what they have is
not what we distributed.

  Therefore we (Mike Stephenson and other holders of NetHack copyrights) make
the following terms which say what you must do to be allowed to distribute or
change NetHack.


                        COPYING POLICIES

  1. You may copy and distribute verbatim copies of NetHack source code as
you receive it, in any medium, provided that you keep intact the notices on
all files that refer to copyrights, to this License Agreement, and to the
absence of any warranty; and give any other recipients of the NetHack
program a copy of this License Agreement along with the program.

  2. You may modify your copy or copies of NetHack or any portion of it, and
copy and distribute such modifications under the terms of Paragraph 1 above
(including distributing this License Agreement), provided that you also do the
following:

    a) cause the modified files to carry prominent notices stating that you
    changed the files and the date of any change; and

    b) cause the whole of any work that you distribute or publish, that in
    whole or in part contains or is a derivative of NetHack or any part
    thereof, to be licensed at no charge to all third parties on terms
    identical to those contained in this License Agreement (except that you
    may choose to grant more extensive warranty protection to some or all
    third parties, at your option)

    c) You may charge a distribution fee for the physical act of
    transferring a copy, and you may at your option offer warranty protection
    in exchange for a fee.

  3. You may copy and distribute NetHack (or a portion or derivative of it,
under Paragraph 2) in object code or executable form under the terms of
Paragraphs 1 and 2 above provided that you also do one of the following:

    a) accompany it with the complete machine-readable source code, which
    must be distributed under the terms of Paragraphs 1 and 2 above; or,

    b) accompany it with full information as to how to obtain the complete
    machine-readable source code from an appropriate archive site.  (This
    alternative is allowed only for noncommercial distribution.)

For these purposes, complete source code means either the full source
distribution as originally released over Usenet or updated copies of the
files in this distribution used to create the object code or executable.

  4. You may not copy, sublicense, distribute or transfer NetHack except as
expressly provided under this License Agreement.  Any attempt otherwise to
copy, sublicense, distribute or transfer NetHack is void and your rights to
use the program under this License agreement shall be automatically
terminated.  However, parties who have received computer software programs
from you with this License Agreement will not have their licenses terminated
so long as such parties remain in full compliance.


Stated plainly:  You are permitted to modify NetHack, or otherwise use parts
of NetHack, provided that you comply with the conditions specified above;
in particular, your modified NetHack or program containing parts of NetHack
must remain freely available as provided in this License Agreement.  In
other words, go ahead and share NetHack, but don't try to stop anyone else
from sharing it farther.
Read Your Fortune
  For 50 zorkmids, the gypsy will draw a random card.  If your
  card is a suited card, you get a special fortune.  Trump cards
  each have specific effects, good or bad.

  There is no skill involved with this service; however, the
  most useful effects have an extra cost that can be only paid
  by credit.  For this reason, you may want to play the other
  games first to win enough credit for a good outcome.


Three-Card Monte
  "Let me show you the easiest game to win.  I've got these three
  cards: the ace of swords, two of swords, and three of swords.
  Watch me shuffle them in front of you.  Are you looking carefully?
  Good.  Now can you tell me which one is the ace?  That's right!
  Wasn't that easy?  Would you like to win some credit?  Just
  place a bet, and if you can pick the ace again, I'll pay your
  bet."

  Actually, it doesn't matter how carefully you watch the gypsy --
  by using slight of hand, she can control whether you win or lose.
  Your chances of winning may increase or decrease as you continue
  to play the game, depending upon whether the gypsy thinks you are
  "hooked" on the game.


Ninety-Nine
  After placing a bet, you and the gypsy are each dealt three cards.
  You alternate turns with the gypsy in which you must play one card
  from your hand, adjust a total depending on the card you played,
  and then draw a new card.  The object of the game is to force your
  opponent to play a card that makes the total less than zero or more
  than niney-nine.  The effects of the cards upon the total are as
  follows:
    Ace           Adds 1 to the total.
    2 through 10  Adds the card's value to the total.
    Jack, Queen   Subtracts 10 from the total.
    King          Raises the total to 99.  Always safe to play.
    Fool          Raises the total to 100.  Always loses.
    Other trumps  No change to the total.  Always safe to play.
  You are the first to play.  If there are no more cards left to draw
  from, you win.


Yendorian Tarocchi
  This game is still under construction, and will be released in
  a future version.

  Tarot cards originated for the purpose of playing Tarocchi, an
  Italian trick-based card game.  (Their use in fortunetelling
  and the occult began much later.)  Tarocchi has been adapted
  and renamed by other cultures: Tarot (France), Tarok (Danish),
  Troccas (Switzerland), and so on.


Pawn Gems
  You can sell valuable gems to gypsies for credit.


About the Cards
Our deck of playing cards is derived from several different European
card systems.  The Italian card system is the oldest, believed to be
imported from India, Persia, or Arabia circa 1370.  (Note that although
playing cards were invented in China, scholarly evidence indicates
that they had no direct influence on European cards.  Also, cards did
not appear in Europe until long after Marco Polo or the Crusades, so
it is unlikely that they were introduced by these travellers.)  Tarot
cards were invented during the 15th century for the purpose of playing
trick-taking card games.  They were not associated with Gypsies or the
occult until the 18th century.  Finally, there is the French card system,
which has been widely adopted by the English-speaking world.

The deck can be divided into two parts.  There are 52 "suited" cards
that are very similar to the familiar French system (4 suits with 13 ranks);
in a Tarot deck, these are called the "minor arcana".  The other part
of the deck are the "trump" cards, which are called the "major arcana" in
a Tarot deck.

Our suits are named "swords", "wands", "shields", and "rings".  These
are assigned by matching the Tarot suits to their closest equivalent
NetHack object.  Interestingly, there are two "offensive" suits (swords,
wands), two "defensive" suits (shields, rings), two "ordinary" suits
(swords, shields), and two "magical" suits (wands, rings).












                           A Guide to the Mazes of Menace
                           (Guidebook for SLASH'EM 0.0.6)


                                   Eric S. Raymond
            (Extensively edited and expanded for 3.0 by Mike Threepoint)
                    (Revised for SLASH'EM 0.0.3 by Warren Cheung)
                    (Revised for SLASH'EM 0.0.6 by J. Ali Harlow)



          1.  Introduction

          Recently, you have begun to find yourself unfulfilled and distant
          in your daily occupation.  Strange dreams of prospecting,  steal-
          ing,  crusading,  and  combat  have haunted you in your sleep for
          many months, but you aren't  sure  of  the  reason.   You  wonder
          whether  you have in fact been having those dreams all your life,
          and somehow managed to forget about them until now.  Some  nights
          you awaken suddenly and cry out, terrified at the vivid recollec-
          tion of the strange and powerful creatures that seem to be  lurk-
          ing  behind  every  corner  of  the dungeon in your dream.  Could
          these details haunting your dreams be real?  As each night  pass-
          es,  you feel the desire to enter the mysterious caverns near the
          ruins grow stronger.  Each morning, however, you quickly put  the
          idea  out  of  your head as you recall the tales of those who en-
          tered the caverns before you and did not return.  Eventually  you
          can  resist  the yearning to seek out the fantastic place in your
          dreams no longer.  After all, when other  adventurers  came  back
          this  way after spending time in the caverns, they usually seemed
          better off than when they passed through the first time.  And who
          was to say that all of those who did not return had not just kept
          going?


               Asking around, you hear about a bauble, called the Amulet of
          Yendor  by  some, which, if you can find it, will bring you great
          wealth.  One legend you were told even mentioned that the one who
          finds  the  amulet  will be granted immortality by the gods.  The
          amulet is rumored to be somewhere beyond the Valley of  Gehennom,
          deep  within  the Mazes of Menace.  Upon hearing the legends, you
          immediately realize that there is some profound and  undiscovered
          reason that you are to descend into the caverns and seek out that
          amulet of which they spoke.  Even if the rumors of  the  amulet's
          powers are untrue, you decide that you should at least be able to
          sell the tales of your adventures to the local  minstrels  for  a
          tidy  sum,  especially if you encounter any of the terrifying and
          magical creatures of your dreams along the way.   You  spend  one
          last  night  fortifying  yourself at the local inn, becoming more
          and more depressed as you watch the odds of  your  success  being


          SLASH'EM Guidebook                                              1





          SLASH'EM Guidebook                                              2



          posted on the inn's walls getting lower and lower.


                 In the morning you awake, collect your belongings, and set
          off for the dungeon.  After several days  of  uneventful  travel,
          you  see the ancient ruins that mark the entrance to the Mazes of
          Menace.  It is late at night, so you make camp  at  the  entrance
          and  spend the night sleeping under the open skies.  In the morn-
          ing, you gather your gear, eat what may be your  last  meal  out-
          side, and enter the dungeon...


          2.  What is going on here?

               You  have  just  begun  a game of SLASH'EM.  Your goal is to
          grab as much treasure as you can, retrieve the Amulet of  Yendor,
          and escape the Mazes of Menace alive.

               Your abilities and strengths for dealing with the hazards of
          adventure will vary with your background and training:

               Archeologists understand dungeons pretty well; this  enables
          them  to  move  quickly  and sneak up on the local nasties.  They
          start equipped with the tools for a proper scientific expedition.

               Barbarians  are  warriors out of the hinterland, hardened to
          battle.   They  begin  their  quests  with  naught  but  uncommon
          strength, a trusty hauberk, and a great two-handed sword.

               Cavemen  and  Cavewomen start with exceptional strength but,
          unfortunately, with neolithic weapons.

               Flame Mages have managed to harness mystical  energies  into
          the  control  of  the element of fire.  Notwithstanding their pet
          hell hounds,  woe be unto anyone who  stands  in  the  way  of  a
          skilled mage casting a fireball.

               Healers  are wise in medicine and apothecary.  They know the
          herbs and simples that can restore  vitality,  ease  pain,  anes-
          thetize, and neutralize poisons; and with their instruments, they
          can divine a being's state of health or sickness.  Their  medical
          practice earns them quite reasonable amounts of money, with which
          they enter the dungeon.

               Ice Mages command the forces of cold.  An  experienced  Mage
          can  summon  great blizzards yet remain unaffected by the turmoil
          of the elements.

               Knights are distinguished  from  the  common  skirmisher  by
          their  devotion  to  the ideals of chivalry and by the surpassing
          excellence of their armor.

               Monks are ascetics, who by rigorous practice of physical and
          mental disciplines have become capable of fighting as effectively


          SLASH'EM 0.0.6                                    October 7, 2000





          SLASH'EM Guidebook                                              3



          without weapons as with.  They wear no armor but make up  for  it
          with increased mobility.

               Necromancers  have  delved  into  the darkest of the magical
          lore, and mastered some of the  most  forbidden  of  the  magical
          lore.  Many have fallen to the armies of the undead that they are
          capable of bringing forth and controlling.

               Priests and Priestesses are clerics militant, crusaders  ad-
          vancing  the  cause  of  righteousness with arms, armor, and arts
          thaumaturgic.  Their ability to commune with deities  via  prayer
          occasionally extricates them from peril, but can also put them in
          it.

               Rangers are most at home in the woods, and some say slightly
          out of place in a dungeon.  They are, however, experts in archery
          as well as tracking and stealthy movement.

               Rogues are agile and stealthy  thieves,  with  knowledge  of
          locks,  traps,  and  poisons.  They specialize in surprise, which
          they employ to great advantage.

               Samurai are the elite warriors of feudal Nippon.   They  are
          heavily  armored  but  quick, and wear the dai-sho, two swords of
          the deadliest keenness.

               Tourists start out with lots of gold (suitable for  shopping
          with),  a  credit card, lots of food, some maps, and an expensive
          camera.  Most monsters don't like being photographed.

               Undead Slayers are specialists,  trained to hunt the  undead
          as  well  as  other incarnations of evil.  They are well aware of
          the weaknesses of their foes and come prepared.  Few denizens  of
          darkness  ever  encounter such warriors of light and live to tell
          of it.

               Valkyries are hardy warrior women.  Their upbringing in  the
          harsh  Northlands  makes  them strong, inures them to extremes of
          cold, and instills in them stealth and cunning.

               Wizards start out with a knowledge of magic, a selection  of
          magical  items,  and a particular affinity for dweomercraft.  Al-
          though seemingly weak and easy to overcome at first sight, an ex-
          perienced Wizard is a deadly foe.

               Yeomen are sturdy fighters. They are famed for their ability
          to stand doing nothing for hours. It is said that this is because
          they  are  none  too bright. Yeomen can both take a lot of damage
          and inflict it on others.

               You may also choose the race of your character:

               Doppelgangers have the anviable ability to  change  form  at
          will,   at  a  cost  of some mystic energy (mana),  although what


          SLASH'EM 0.0.6                                    October 7, 2000





          SLASH'EM Guidebook                                              4



          they become may be a bit of a surprise,  even for them.

               Dwarves are smaller than humans or elves, but are stocky and
          solid  individuals.   Dwarves'  most notable trait is their great
          expertise in mining and metalwork.  Dwarvish armor is said to  be
          second in quality not even to the mithril armor of the Elves.

               Elves  and Drows are agile, quick, and perceptive; very lit-
          tle of what goes on will escape an Elf.   The  quality  of  Elven
          craftsmanship often gives them an advantage in arms and armor.

               Gnomes  are  smaller  than but generally similar to dwarves.
          Gnomes are known to be expert miners, and it is known that a  se-
          cret  underground  mine  complex built by this race exists within
          the Mazes of Menace, filled with both riches and danger.

               Hobbits are quick of hearing and sharp-eyed, and though they
          are  inclined  to be fat and do not hurry unnecessarily, they are
          nonetheless nimble and deft in their movements. A love of  learn-
          ing  (other  than  genealogical  lore)  is far from general among
          them. Hobbits are difficult to daunt, or to kill, and at need can
          still handle arms.

               Humans are by far the most common race of the surface world,
          and are thus the norm by which other races  are  often  compared.
          Although  they have no special abilities, they can succeed in any
          role.

               Lycanthropes are wild beasts who draw  their  strength  from
          the  phases of the moon,  and can transform into wolves when they
          channel their magical energies.  Even unarmed,  a Lycanthrope  is
          a  savage fighter,  as many scarred by their deadly claws can at-
          test.

               Orcs are a cruel and barbaric race that  hate  every  living
          thing  (including other orcs).  Above all others, Orcs hate Elves
          with a passion unequalled, and will go out of their way  to  kill
          one  at  any opportunity.  The armor and weapons fashioned by the
          Orcs are typically of inferior quality.

               Vampires strike fear into the heart of many. Their super-hu-
          man strength, notorious dexterity and resiliance make them diffi-
          cult to defeat while their almost hypnotic charm makes them  dan-
          gerous  opponents.  Even  their own Gods treat vampires with some
          distaste.

          3.  What do all those things on the screen mean?

               On the screen is kept a map of where you have been and  what
          you  have  seen on the current dungeon level; as you explore more
          of the level, it appears on the screen in front of you.

               When SLASH'EM's ancestor rogue first  appeared,  its  screen
          orientation  was  almost  unique  among  computer  fantasy games.


          SLASH'EM 0.0.6                                    October 7, 2000





          SLASH'EM Guidebook                                              5



          Since then, screen orientation has become the  norm  rather  than
          the  exception;  SLASH'EM  continues this fine tradition.  Unlike
          text adventure games that accept commands in pseudo-English  sen-
          tences  and  explain  the results in words, SLASH'EM commands are
          all one or two keystrokes and the results are  displayed  graphi-
          cally  on  the  screen.   A minimum screen size of 24 lines by 80
          columns is recommended; if the screen is  larger,  only  a  21x80
          section will be used for the map.

               SLASH'EM  can  even be played by blind players, with the as-
          sistance of Braille readers or speech synthesisers.  Instructions
          for configuring SLASH'EM for the blind are included later in this
          document.

               SLASH'EM generates a new dungeon every  time  you  play  it;
          even  the authors still find it an entertaining and exciting game
          despite having won several times.

               SLASH'EM offers a variety of display options.   The  options
          available  to  you  will vary from port to port, depending on the
          capabilities of your hardware and software, and  whether  various
          compile-time options were enabled when your executable was creat-
          ed.  The three possible display options are: a monochrome charac-
          ter  interface,  a color character interface, and a graphical in-
          terface using small pictures called tiles.  The two character in-
          terfaces allow fonts with other characters to be substituted, but
          the default assignments use standard ASCII characters  to  repre-
          sent everything.  There is no difference between the various dis-
          play options with respect to game play.  Because we cannot repro-
          duce the tiles or colors in the Guidebook, and because it is com-
          mon to all ports, we will use the default ASCII  characters  from
          the  monochrome  character  display  when referring to things you
          might see on the screen during your game.

               In order to understand what is going on in  SLASH'EM,  first
          you  must understand what SLASH'EM is doing with the screen.  The
          SLASH'EM screen replaces the ``You see ...'' descriptions of text
          adventure  games.  Figure 1 is a sample of what a SLASH'EM screen
          might look like.

          ------------------------------------------------------------------------
           The bat bites!

               ------
               |....|    ----------
               |.<..|####...@...$.|
               |....-#   |...B....+
               |....|    |.d......|
               ------    -------|--



           Player the Rambler         St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15  Neutral



          SLASH'EM 0.0.6                                    October 7, 2000





          SLASH'EM Guidebook                                              6



           Dlvl:1 $:0  HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak

          ------------------------------------------------------------------------
                                      Figure 1


          3.1.  The status lines (bottom)

               The bottom two lines of the screen contain  several  cryptic
          pieces  of information describing your current status.  If either
          status line becomes longer than the  width  of  the  screen,  you
          might not see all of it.  Here are explanations of what the vari-
          ous status items mean (though your configuration may not have all
          the status items listed below):

          Rank
               Your character's name and professional ranking (based on the
               experience level, see below).

          Strength
               A measure of your character's strength; one of your six  ba-
               sic  attributes.  Your attributes can range from 3 to 18 in-
               clusive (occasionally you may  get  super-strengths  of  the
               form  18/xx).   The  higher  your strength, the stronger you
               are.  Strength affects how successfully you perform physical
               tasks,  how  much damage you do in combat, and how much loot
               you can carry.

          Dexterity
               Dexterity affects your chances to hit in  combat,  to  avoid
               traps,  and do other tasks requiring agility or manipulation
               of objects.

          Constitution
               Constitution affects your ability to recover  from  injuries
               and other strains on your stamina.

          Intelligence
               Intelligence  affects  your  ability to cast spells and read
               spellbooks.

          Wisdom
               Wisdom comes from your practical experience (especially when
               dealing with magic).  It affects your magical energy.

          Charisma
               Charisma affects how certain creatures react toward you.  In
               particular, it can affect the prices shopkeepers offer  you.

          Alignment
               Lawful, Neutral, or Chaotic.  Often, Lawful is taken as good
               and Chaotic as evil, but legal and ethical do not always co-
               incide.   Your alignment influences how other monsters react
               toward you.  Monsters of a like alignment are more likely to


          SLASH'EM 0.0.6                                    October 7, 2000





          SLASH'EM Guidebook                                              7



               be  non-aggressive, while those of an opposing alignment are
               more likely to be seriously offended at your presence.

          Dungeon Level
               How deep you are in the dungeon.  You start at level one and
               the  number  increases  as  you  go deeper into the dungeon.
               Some levels are special, and are identified by  a  name  and
               not  a  number.  The Amulet of Yendor is reputed to be some-
               where beneath the twentieth level.

          Gold
               The number of gold pieces you  are  openly  carrying.   Gold
               which you have concealed in containers is not counted.

          Hit Points
               Your  current  and  maximum hit points.  Hit points indicate
               how much damage you can take before you die.  The  more  you
               get  hit in a fight, the lower they get.  You can regain hit
               points by resting, or by  using  certain  magical  items  or
               spells.   The  number  in  parentheses is the maximum number
               your hit points can reach.

          Power
               Spell points.  This tells you how much mystic energy  (mana)
               you  have  available for spell casting.  Again, resting will
               regenerate the amount available.

          Armor Class
               A measure of how effectively your armor stops blows from un-
               friendly  creatures.  The lower this number is, the more ef-
               fective the armor; it is quite possible to have negative ar-
               mor class.

          Experience
               Your current experience level and experience points.  As you
               adventure, you gain experience points.  At  certain  experi-
               ence  point  totals, you gain an experience level.  The more
               experienced you are, the better you fight and withstand mag-
               ical attacks.  Many dungeons show only your experience level
               here.

          Weight
               The total weight of all items in your  inventory,  displayed
               if  you have the showweight option set. The number after the
               slash is your carrying capacity.

          Time
               The number of turns elapsed so far, displayed  if  you  have
               the time option set.

          Hunger status
               Your  current  hunger  status, ranging from Satiated down to
               Fainting.  If your hunger status is normal, it is  not  dis-
               played.


          SLASH'EM 0.0.6                                    October 7, 2000





          SLASH'EM Guidebook                                              8



               Additional  status flags may appear after the hunger status:
          Conf when you're confused, FoodPois or Ill when sick, Blind  when
          you can't see, Stun when stunned, and Hallu when hallucinating.

          3.2.  The message line (top)

               The top line of the screen is reserved for messages that de-
          scribe things that are impossible to represent visually.  If  you
          see  a ``--More--'' on the top line, this means that SLASH'EM has
          another message to display on the screen, but it  wants  to  make
          certain  that  you've  read the one that is there first.  To read
          the next message, just press the space bar.

          3.3.  The map (rest of the screen)

               The rest of the screen is the map of the level as  you  have
          explored  it  so far.  Each symbol on the screen represents some-
          thing.  You can set various graphics options to  change  some  of
          the  symbols  the game uses; otherwise, the game will use default
          symbols.  Here is a list of what the default symbols mean:

          - and |
               The walls of a room, or an open door.  Or a grave (|).

          .    The floor of a room, ice, or a doorless doorway.

          #    A corridor, or iron bars, or a tree, or possibly  a  kitchen
               sink (if your dungeon has sinks), or a drawbridge.

          >    Stairs down: a way to the next level.

          <    Stairs up: a way to the previous level.

          +    A  closed door, or a spellbook containing a spell you may be
               able to learn.

          @    Your character or a human.

          $    A pile of gold.

          ^    A trap (once you have detected it).

          )    A weapon.

          [    A suit or piece of armor.

          %    Something edible (not necessarily healthy).

          ?    A scroll.

          /    A wand.

          =    A ring.



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          !    A potion.

          (    A useful item (pick-axe, key, lamp...).

          "    An amulet or a spider web.

          *    A gem or rock (possibly valuable, possibly worthless).

          `    A boulder or statue.

          0    An iron ball.

          _    An altar, or an iron chain.

          {    A fountain.

          }    A pool of water or moat or a pool of lava.

          \    An opulent throne.

          a-zA-Z and other symbols
               Letters and certain other symbols represent the various  in-
               habitants  of  the  Mazes of Menace.  Watch out, they can be
               nasty and vicious.  Sometimes, however, they can be helpful.

               You  need  not  memorize  all these symbols; you can ask the
          game what any symbol represents with the  `/'  command  (see  the
          next section for more info).


          4.  Commands

               Commands  are  initiated  by  typing  one or two characters.
          Some commands, like ``search'', do not require that any more  in-
          formation be collected by SLASH'EM.  Other commands might require
          additional information, for example a direction, or an object  to
          be used.  For those commands that require additional information,
          SLASH'EM will present you with either a menu of choices or with a
          command  line  prompt requesting information.  Which you are pre-
          sented with will depend chiefly on how you have set the menustyle
          option.

               For  example,  a  common question, in the form ``What do you
          want to use? [a-zA-Z ?*]'', asks you to choose an object you  are
          carrying.   Here,  ``a-zA-Z''  are  the inventory letters of your
          possible choices.  Typing `?' gives  you  an  inventory  list  of
          these  items, so you can see what each letter refers to.  In this
          example, there is also a `*' indicating that you  may  choose  an
          object  not on the list, if you wanted to use something unexpect-
          ed.  Typing a `*' lists your entire inventory, so you can see the
          inventory  letters  of every object you're carrying.  Finally, if
          you change your mind and decide you don't want to do this command
          after all, you can press the ESC key to abort the command.



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               You  can  put  a  number before some commands to repeat them
          that many times; for example, ``10s'' will search ten times.   If
          you have the number_pad option set, you must type `n' to prefix a
          count, so the example above  would  be  typed  ``n10s''  instead.
          Commands  for  which  counts make no sense ignore them.  In addi-
          tion, movement commands can be prefixed for greater control  (see
          below).  To cancel a count or a prefix, press the ESC key.

               The  list  of commands is rather long, but it can be read at
          any time during the game through the `?' command, which  accesses
          a  menu  of  helpful  texts.  As well,  there is now a menusystem
          available through the '`' command for those who would rather page
          through  menus than hunt and peck for keys. Here are the commands
          for your reference:

          ESC  Cancel the current operation (where applicable) or skip mes-
               sages.  If the menu_on_esc option is set, then this key will
               access the menusystem when  pressed  while  the  program  is
               waiting for a command.

          ?    Help menu:  display one of several help texts available.

          `    Main menu:  access the menusystem.

          /    Tell  what a symbol represents.  You may choose to specify a
               location or type a symbol (or even a whole word) to explain.
               Specifying a location is done by moving the cursor to a par-
               ticular spot on the map and then pressing one of  `.',  `,',
               `;',  or `:'.  `.' will explain the symbol at the chosen lo-
               cation, conditionally check for ``More info?'' depending up-
               on whether the help option is on, and then you will be asked
               to pick another location; `,' will explain  the  symbol  but
               skip  any  additional  information; `;' will skip additional
               info and also not bother asking you to choose another  loca-
               tion  to  examine;  `:'  will  show additional info, if any,
               without asking for confirmation.  When picking  a  location,
               pressing  the ESC key will terminate this command, or press-
               ing `?'  will give a brief reminder about how it works.

               Specifying a name rather than a location  always  gives  any
          additional information available about that name.

          &    Tell what a command does.

          <    Go  up to the previous level (if you are on the staircase or
               ladder).

          >    Go down to the next level (if you are on  the  staircase  or
               ladder).

          [yuhjklbn]
               Go  one  step in the direction indicated (see Figure 2).  If
               you can sense a monster there, you will  fight  the  monster
               instead.  Only these one-step movement commands cause you to


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               fight monsters; the others (below) are ``safe.''

                                    y  k  u          7  8  9
                                     \ | /            \ | /
                                    h- . -l          4- . -6
                                     / | \            / | \
                                    b  j  n          1  2  3
                                              (if number_pad is set)

                                         Figure 2


          [YUHJKLBN]
               Go in that direction until you hit a wall or run into  some-
               thing.

          m[yuhjklbn]
               Prefix:   move  without picking up objects or fighting (even
               if you remember a monster there)

          F[yuhjklbn]
               Prefix:  fight a monster (even if  you  only  guess  one  is
               there)

          M[yuhjklbn]
               Prefix:  move far, no pickup.

          g[yuhjklbn]
               Prefix:  move until something interesting is found.

          G[yuhjklbn] or <CONTROL->[yuhjklbn]
               Prefix:   same  as `g', but forking of corridors is not con-
               sidered interesting.

          .    Rest, do nothing for one turn.

          a    Apply (use) a tool (pick-axe, key, lamp...).

          A    Remove one or more worn items, such as armor.  Use `T' (take
               off)  to take off only one piece of armor or `R' (remove) to
               take off only one accessory.

          ^A   Redo the previous command.

          ^B   Borrow (steal) money from an adjacent monster.

          c    Close a door.

          C    Call (name) an individual monster.

          ^C   Panic button.  Quit the game.

          d    Drop something.  Ex. ``d7a'' means drop seven items  of  ob-
               ject a.


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          D    Drop several things.  In answer to the question ``What kinds
               of things do you want to drop? [!%= aium]'' you should  type
               zero  or more object symbols possibly followed by `a' and/or
               `i' and/or `u' and/or `m'.

                    Da  - drop all objects, without asking for confirmation.
                    Di  - examine your inventory before dropping anything.
                    Du  - drop only unpaid objects (when in a shop).
                    Dm  - use a menu to pick which object(s) to drop.
                    D%u - drop only unpaid food.

          ^D   Kick something (usually a door).

          e    Eat food. Vampires cannot eat as  such.  However,  they  can
               gain  nutrition  by  draining blood from fresh corpses using
               this command.

          E    Engrave a message on the floor.  Engraving  the  word  ``El-
               bereth'' will cause most monsters to not attack you hand-to-
               hand (but if you attack, you will rub it out); this is often
               useful  to  give  yourself a breather.  (This feature may be
               compiled out of the game, so your  version  might  not  have
               it.)

                    E- - write in the dust with your fingers.

          f    Fire  one of the objects placed in your quiver.  You may se-
               lect ammunition with a previous `Q' command, or let the com-
               puter pick something appropriate if autoquiver is true.

          i    List your inventory (everything you're carrying).

          I    List selected parts of your inventory.

                    I* - list all gems in inventory;
                    Iu - list all unpaid items;
                    Ix - list all used up items that are on your shopping bill;
                    I$ - count your money.

          o    Open a door.

          O    Set  options.  A menu showing the current option values will
               be displayed.  You can change most values simply by  select-
               ing  the  menu entry for the given option (ie, by typing its
               letter or clicking upon it, depending on  your  user  inter-
               face).   For  the  non-boolean  choices,  a  further menu or
               prompt will appear once you've closed this menu.  The avail-
               able  options  are  listed later in this Guidebook.  Options
               are usually set before the game rather  than  with  the  `O'
               command; see the section on options below.

          p    Pay your shopping bill/Shopkeeper services.




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          P    Put on a ring or other accessory (amulet, blindfold).

          ^P   Repeat previous message (subsequent ^P's repeat earlier mes-
               sages).

          q    Quaff (drink) a potion.

          Q    Select an object for your quiver.  You can then  throw  this
               using  the  `f'  command.  (In NetHack versions prior to 3.3
               this was the command to quit the game, which  has  now  been
               moved to `#quit'.)

          r    Read a scroll or spellbook.

          R    Remove an accessory (ring, amulet, etc).

          ^R   Redraw the screen.

          s    Search  for  secret  doors and traps around you.  It usually
               takes several tries to find something.

          S    Save (and suspend) the game.  The game will be restored  au-
               tomatically the next time you play.

          t    Throw an object or shoot a projectile.

          T    Take off armor.

          ^T   Teleport, if you have the ability.

          v    Display version number.

          V    Display the game history.

          w    Wield weapon.

                    w- - wield nothing, use your bare hands.

          W    Wear armor.

          x    Exchange your wielded weapon with the item in your secondary
               weapon slot.  The latter is used as your  second  weapon  in
               two-weapon  combat.  Note that if one of these slots is emp-
               ty, the exchange still takes place.

          X    Enter explore (discovery) mode, explained in its own section
               later.

          ^X   Display your name, role, race, gender, and alignment as well
               as the various deities in your game.

          ^Y   Polymorph yourself, if you have the ability.




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          z    Zap a wand.  To aim at yourself, use `.' for the  direction.

          Z    Zap (cast) a spell.

          ^Z   Suspend the game (UNIX(R) versions with job control only).

          :    Look at what is here.

          ;    Show what type of thing a visible symbol corresponds to.

          ,    Pick up some things.

          @    Toggle the autopickup option on and off.

          ^    Ask for the type of a trap you found earlier.

          )    Tell what weapon you are wielding.

          [    Tell what armor you are wearing.

          =    Tell what rings you are wearing.

          "    Tell what amulet you are wearing.

          (    Tell what tools you are using.

          *    Tell  what  equipment  you are using; combines the preceding
               five type-specific commands into one.

          $    Count your gold pieces.

          +    List the spells you know.  Using this command, you can  also
               rearrange  the  order in which your spells are listed.  They
               are shown via a menu, and if you  select  a  spell  in  that
               menu, you'll be re-prompted for another spell to swap places
               with it, and then  have  opportunity  to  make  further  ex-
               changes.

          \    Show what types of objects have been discovered.

          !    Escape to a shell.

          #    Perform an extended command.  As you can see, the authors of
               NetHack used up all the letters, so this is a way to  intro-
               duce  the less frequently used commands.  What extended com-
               mands are available depends on what features  the  game  was
               compiled with.

          #adjust
               Adjust inventory letters (most useful when the fixinv option
               is ``on'').

          __________
          (R)UNIX is a registered trademark of AT&T.


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          #borrow
               Borrow (steal) money from an adjacent monster, if  you  have
               the ability.

          #chat
               Talk to someone.

          #conduct
               List which challenges you have adhered to.

          #dip Dip an object into something.

          #enhance
               Advance or check weapons and spell skills.

          #force
               Force a lock.

          #invoke
               Invoke an object's special powers.

          #jump
               Jump to another location.

          #loot
               Loot  a  box  or bag on the floor beneath you, or the saddle
               from a horse standing next to you.

          #monster
               Use a monster's special ability (when polymorphed into  mon-
               ster form).

          #name
               Name an item or type of object.

          #offer
               Offer a sacrifice to the gods.

          #pray
               Pray to the gods for help.

          #quit
               Quit the program without saving your game.

          #ride
               Ride (or stop riding) a monster.

          #rub Rub a lamp.

          #sit Sit down.

          #technique
               Perform  a  role  or race specific technique. A menu showing
               the  techniques  available  to  your   character   will   be


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               displayed.

          #turn
               Turn undead.

          #twoweapon
               Toggle  two-weapon combat on or off.  Note that you must use
               suitable weapons for this type of combat, or it will be  au-
               tomatically turned off.

          #untrap
               Untrap something (trap, door, or chest).

          #youpoly
               Polymorph yourself, if you have the ability.

          #version
               Print compile time options for this version of SLASH'EM.

          #wipe
               Wipe off your face.

          #?   Help menu:  get the list of available extended commands.

               If your keyboard has a meta key (which, when pressed in com-
          bination with another key, modifies  it  by  setting  the  `meta'
          [8th,  or  `high'] bit), you can invoke many extended commands by
          meta-ing the first letter of the command.  In NT,  OS/2,  and  PC
          SLASH'EM, the `Alt' key can be used in this fashion.

          M-2  #twoweapon

          M-a  #adjust

          M-b  #borrow

          M-c  #chat

          M-d  #dip

          M-e  #enhance

          M-f  #force

          M-i  #invoke

          M-j  #jump

          M-l  #loot

          M-m  #monster

          M-n  #name



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          M-o  #offer

          M-p  #pray

          M-q  #quit

          M-r  #rub

          M-s  #sit

          M-t  #technique

          M-u  #untrap

          M-v  #version

          M-w  #wipe

          M-y  #youpoly

               If  the number_pad option is on, some additional letter com-
          mands are available:

          j    Jump to another location.  Same as ``#jump'' or ``M-j''.

          k    Kick something (usually a door).  Same as `^D'.

          l    Loot a box or bag on the floor beneath you,  or  the  saddle
               from  a  horse  standing  next to you.  Same as ``#loot'' or
               ``M-l''.

          N    Name an item or type of object.  Same as ``#name''  or  ``M-
               N''.

          u    Untrap  a trap, door, or chest.  Same as ``#untrap'' or ``M-
               u''.


          5.  Rooms and corridors

               Rooms and corridors in the dungeon are either lit  or  dark.
          Any  lit  areas within your line of sight will be displayed; dark
          areas are only displayed if they are within  one  space  of  you.
          Walls and corridors remain on the map as you explore them.

               Secret corridors are hidden.  You can find them with the `s'
          (search) command.

          5.1.  Doorways

               Doorways connect rooms and corridors.  Some doorways have no
          doors;  you  can  walk right through.  Others have doors in them,
          which may be open, closed, or locked.  To open a closed door, use
          the  `o'  (open)  command; to close it again, use the `c' (close)


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          command.

               You can get through a locked door by using a  tool  to  pick
          the lock with the `a' (apply) command, or by kicking it open with
          the `^D' (kick) command.

               Open doors cannot be entered diagonally; you  must  approach
          them  straight  on, horizontally or vertically.  Doorways without
          doors are not restricted in this fashion.

               Doors can be useful for shutting out  monsters.   Most  mon-
          sters cannot open doors, although a few don't need to (ex. ghosts
          can walk through doors).

               Secret doors are hidden.  You can find  them  with  the  `s'
          (search)  command.  Once found they are in all ways equivalent to
          normal doors.

          5.2.  Traps (`^')

               There are traps throughout the dungeon to snare  the  unwary
          delver.   For  example,  you  may suddenly fall into a pit and be
          stuck for a few turns trying to climb out.  Traps don't appear on
          your map until you see one triggered by moving onto it, see some-
          thing fall into it, or you discover it with the `s' (search) com-
          mand.   Monsters can fall prey to traps, too, which can be a very
          useful defensive strategy.

               There is a special pre-mapped branch of the dungeon based on
          the  classic  computer game ``Sokoban.''  The goal is to push the
          boulders into the pits or holes.  With careful foresight,  it  is
          possible  to  complete  all of the levels according to the tradi-
          tional rules of Sokoban.  Some allowances are permitted  in  case
          the player gets stuck; however, they will lower your luck.

          5.3.  Stairs (`<', `>')

               In  general, each level in the dungeon will have a staircase
          going up (`<') to the previous level and another going down (`>')
          to  the  next  level.  There are some exceptions though.  For in-
          stance, fairly early in the dungeon you will find  a  level  with
          two down staircases, one continuing into the dungeon and the oth-
          er branching into an area known  as  the  Gnomish  Mines.   Those
          mines  eventually hit a dead end, so after exploring them (if you
          choose to do so), you'll need to climb back up to the  main  dun-
          geon.

               When  you  traverse a set of stairs, or trigger a trap which
          sends you to another level, the level you're leaving will be  de-
          activated  and  stored  in a file on disk.  If you're moving to a
          previously visited level, it will be loaded from its file on disk
          and  reactivated.   If you're moving to a level which has not yet
          been visited, it will be created (from scratch  for  most  random
          levels,  from  a  template for some ``special'' levels, or loaded


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          from the remains of an earlier game  for  a  ``bones''  level  as
          briefly  described  below).  Monsters are only active on the cur-
          rent level; those on other levels  are  essentially  placed  into
          stasis.

               Ordinarily  when  you climb a set of stairs, you will arrive
          on the corresponding staircase  at  your  destination.   However,
          pets  (see  below)  and  some other monsters will follow along if
          they're close enough when you travel up or down stairs, and occa-
          sionally  one  of  these  creatures  will displace you during the
          climb.  When that occurs, the pet or other monster will arrive on
          the staircase and you will end up nearby.

          5.4.  Ladders (`<', `>')

               Ladders  serve  the  same purpose as staircases, and the two
          types of inter-level  connections  are  nearly  indistinguishable
          during game play.


          6.  Monsters

               Monsters  you  cannot  see  are not displayed on the screen.
          Beware!  You may suddenly come upon one in a  dark  place.   Some
          magic  items  can  help  you  locate  them before they locate you
          (which some monsters can do very well).

               The commands `/' and `;' may be used to  obtain  information
          about  those  monsters who are displayed on the screen.  The com-
          mand `C' allows you to assign a name to a monster, which  may  be
          useful  to  help  distinguish one from another when multiple mon-
          sters are present.  Assigning a name which is just a  space  will
          remove any prior name.

               The  extended command ``#chat'' can be used to interact with
          an adjacent monster.  There is no actual dialog (in other  words,
          you  don't get to choose what you'll say), but chatting with some
          monsters such as a shopkeeper or the Oracle of Delphi can produce
          useful results.

          6.1.  Fighting

               If  you see a monster and you wish to fight it, just attempt
          to walk into it.  Many monsters you  find  will  mind  their  own
          business unless you attack them.  Some of them are very dangerous
          when angered.  Remember:  discretion is the better part of valor.

          6.2.  Your pet

               You  start the game with a little dog (`d'), cat (`f'), hell
          hound pup ('d'), winter wolf cub  ('d'),  ghoul  ('Z'),  or  pony
          (`u'),  which  follows  you about the dungeon and fights monsters
          with you.  With the exception of ghouls, your pet needs  food  to
          survive.   It  usually  feeds  itself  on fresh carrion and other


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          meats.  If you're worried about it or want to train it,  you  can
          feed it, too, by throwing it food.  A properly trained pet can be
          very useful under certain circumstances.

               Your pet also gains experience from  killing  monsters,  and
          can  grow  over  time,  gaining hit points and doing more damage.
          Initially, your pet may even be better  at  killing  things  than
          you, which makes pets useful for low-level characters.

               Your  pet  will  follow  you up and down staircases if it is
          next to you when you move.  Otherwise your pet will  be  stranded
          and  may  become wild.  Similarly, when you trigger certain types
          of traps which alter your location (for  instance,  a  trap  door
          which  drops you to a lower dungeon level), any adjacent pet will
          accompany you and any non-adjacent pet will be left behind.  Your
          pet  may trigger such traps itself; you will not be carried along
          with it even if adjacent at the time.

          6.3.  Steeds

               Some types of creatures in the dungeon can actually be  rid-
          den if you have the right equipment and skill.  Convincing a wild
          beast to let you saddle it up is  difficult  to  say  the  least.
          Many  a dungeoneer has had to resort to magic and wizardry in or-
          der to forge the alliance.  Once you do have the beast under your
          control  however,  you  can easily climb in and out of the saddle
          with the `#ride' command.  Lead the beast around the dungeon when
          riding, in the same manner as you would move yourself.  It is the
          beast that you will see displayed on the map.

               Riding skill is managed by the `#enhance' command.  See  the
          section on Weapon proficiency for more information about that.

          6.4.  Bones levels

               You  may encounter the shades and corpses of other adventur-
          ers (or even former incarnations of yourself!) and their personal
          effects.   Ghosts  are  hard  to  kill,  but easy to avoid, since
          they're slow and do little damage.  You can plunder the  deceased
          adventurer's  possessions; however, they are likely to be cursed.
          Beware of whatever killed the former player; it is probably still
          lurking around, gloating over its last victory.


          7.  Objects

               When you find something in the dungeon, it is common to want
          to pick it up.  In SLASH'EM, this is  accomplished  automatically
          by  walking  over  the object (unless you turn off the autopickup
          option (see below), or move with the `m' prefix (see above)),  or
          manually by using the `,' command.

               If you're carrying too many items, SLASH'EM will tell you so
          and you won't be able to pick up anything  more.   Otherwise,  it


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          will  add  the  object(s) to your pack and tell you what you just
          picked up.

               As you add items to your inventory, you also add the  weight
          of  that  object to your load.  The amount that you can carry de-
          pends on your strength and your constitution.  The  stronger  you
          are, the less the additional load will affect you.  There comes a
          point, though, when the weight of all of that stuff you are  car-
          rying  around  with  you  through  the dungeon will encumber you.
          Your reactions will get slower and you'll burn  calories  faster,
          requiring  food  more  frequently  to  cope with it.  Eventually,
          you'll be so overloaded that you'll either have to  discard  some
          of what you're carrying or collapse under its weight.

               SLASH'EM  will  tell you how badly you have loaded yourself.
          The symbols `Burdened', `Stressed', `Strained',  `Overtaxed'  and
          `Overloaded' are displayed on the bottom line display to indicate
          your condition.

               When you pick up an object, it is assigned an inventory let-
          ter.   Many commands that operate on objects must ask you to find
          out which object you want to use.   When  SLASH'EM  asks  you  to
          choose a particular object you are carrying, you are usually pre-
          sented with a list of inventory letters to choose from (see  Com-
          mands, above).

               Some  objects,  such  as weapons, are easily differentiated.
          Others, like scrolls and potions, are  given  descriptions  which
          vary  according to type.  During a game, any two objects with the
          same description are the same type.   However,  the  descriptions
          will vary from game to game.

               When you use one of these objects, if its effect is obvious,
          SLASH'EM will remember what it is for you.  If its  effect  isn't
          extremely  obvious,  you will be asked what you want to call this
          type of object so you will recognize it later.  You can also  use
          the  ``#name''  command for the same purpose at any time, to name
          all objects of a particular type or just  an  individual  object.
          When you use ``#name'' on an object which has already been named,
          specifying a space as the value will remove the  prior  name  in-
          stead of assigning a new one.

          7.1.  Curses and Blessings

               Any  object  that you find may be cursed, even if the object
          is otherwise helpful.  The most common effect of a curse is being
          stuck  with (and to) the item.  Cursed weapons weld themselves to
          your hand when wielded, so you cannot unwield them.   Any  cursed
          item  you  wear is not removable by ordinary means.  In addition,
          cursed arms and armor usually, but not always, bear negative  en-
          chantments that make them less effective in combat.  Other cursed
          objects may act poorly or detrimentally in other ways.




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               Objects can also be blessed.   Blessed  items  usually  work
          better  or more beneficially than normal uncursed items.  For ex-
          ample, a blessed weapon will do more damage against demons.

               There are magical means of bestowing or removing curses upon
          objects,  so  even  if you are stuck with one, you can still have
          the curse lifted and the item removed.  Priests  and  Priestesses
          have  an  innate  sensitivity  to this property in any object, so
          they can more easily avoid cursed objects  than  other  character
          roles.

               An  item with unknown status will be reported in your inven-
          tory with no prefix.  An item which you know the state of will be
          distinguished  in  your  inventory  by  the  presence of the word
          ``cursed'', ``uncursed'' or ``blessed'' in the description of the
          item.

          7.2.  Weapons (`)')

               Given  a  chance,  most monsters in the Mazes of Menace will
          gratuitously try to kill you.  You need weapons for  self-defense
          (killing  them  first).   Without  a  weapon, you do only 1-2 hit
          points of damage (plus bonuses, if any).  Monk characters are  an
          exception; they normally do much more damage with bare hands than
          they do with weapons.

               There are wielded weapons, like maces and swords, and thrown
          weapons,  like arrows and spears.  To hit monsters with a weapon,
          you must wield it and attack them, or throw it at them.  You  can
          simply elect to throw a spear.

               To  shoot an arrow, you should first wield a bow, then throw
          the arrow.  An alternative method would be wield a bow and  place
          the  arrows  in your Quiver, after which you fire the ammunition.
          Rangers and the like may find that having a  bow  as  their  sec-
          ondary  weapon  is  a  useful combination. In order to use a sec-
          ondary weapon to fire ammunition however, it must first be  moved
          to  the  primary  weapon slot. The ``x'' command is available for
          this use.  Crossbows shoot crossbow bolts.  Slings hurl rocks and
          (other) stones (like gems).

               Enchanted weapons have a ``plus'' (or ``to hit enhancement''
          which can be either positive  or  negative)  that  adds  to  your
          chance  to  hit and the damage you do to a monster.  The only way
          to determine a weapon's enchantment is to have it magically iden-
          tified  somehow.  Most weapons are subject to some type of damage
          like rust.  Such ``erosion'' damage can be repaired.

               The chance that an attack will successfully hit  a  monster,
          and  the  amount  of damage such a hit will do, depends upon many
          factors.  Among them are: type of weapon, quality of weapon  (en-
          chantment and/or erosion), experience level, strength, dexterity,
          encumbrance, and proficiency (see below).   The  monster's  armor
          class  - a general defense rating, not necessarily due to wearing


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          of armor - is a factor too; also, some monsters are  particularly
          vulnerable to certain types of weapons.

               Many  weapons  can be wielded in one hand; some require both
          hands.  When wielding a two-handed weapon, you  can  not  wear  a
          shield,  and  vice versa.  When wielding a one-handed weapon, you
          can have another weapon ready to use by setting  things  up  with
          the  `x'  command,  which  exchanges  your primary (the one being
          wielded) and secondary weapons.  And if you have  proficiency  in
          the  ``two  weapon combat'' skill, you may wield both primary and
          secondary weapons simultaneously; use the  `#twoweapon'  extended
          command  to engage or disengage that.  Only some types of charac-
          ters (barbarians, for instance), have the necessary skill  avail-
          able.   Even  with that skill, using two weapons at once incurs a
          penalty in the chance to hit your target compared to  using  just
          one weapon at a time.

               There  might be times when you'd rather not wield any weapon
          at all.  To accomplish that, wield `-', or else use the `A'  com-
          mand  which  allows you to unwield the current weapon in addition
          to taking off other worn items.

               Those of you in the audience who are AD&D players, be  aware
          that  each weapon which exists in AD&D does roughly the same dam-
          age to monsters in SLASH'EM.  Some of the  more  obscure  weapons
          (such as the aklys, lucern hammer, and bec-de-corbin) are defined
          in an appendix to Unearthed Arcana, an AD&D supplement.

               The commands to use weapons are `w'  (wield),  `t'  (throw),
          `f'  (fire,  an  alternative  way of throwing), `Q' (quiver), `x'
          (exchange), `#twoweapon', and `#enhance' (see below).

          7.2.1.  Throwing and shooting

               You can throw just about anything via the `t'  command.   It
          will  prompt  for the item to throw; picking `?' will list things
          in your inventory which are considered likely to  be  thrown,  or
          picking `*' will list your entire inventory.  After you've chosen
          what to throw, you will be prompted for a direction  rather  than
          for  a specific target.  The distance something can be thrown de-
          pends mainly on the type of object and your strength.  Arrows can
          be  thrown  by  hand,  but can be thrown much farther and will be
          more likely to hit when thrown while you are wielding a bow.

               You can simplify the throwing operation  by  using  the  `Q'
          command  to select your preferred ``missile'', then using the `f'
          command to throw it.  You'll  be  prompted  for  a  direction  as
          above,  but  you  don't  have to specify which item to throw each
          time you use `f'.  There is also an option, autoquiver, which has
          SLASH'EM  choose  another  item to automatically fill your quiver
          when the inventory slot used for `Q' runs out.

               Some characters will throw multiple items in  a  single  ac-
          tion.  Rangers, for instance, or anyone who achieves a high level


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          of proficiency in the relevant weapon  skill  (in  bow  skill  if
          you're  wielding one to shoot arrows, or in sling skill if you're
          wielding one to shoot stones).  There is little  you  can  do  to
          control  this;  if SLASH'EM decides that you'll be shooting 3 ar-
          rows on the current shot, then three arrows will  travel  in  the
          direction  you've indicated, even if the first or second succeeds
          in killing the target.  You can explicitly limit  the  number  of
          shots  by  using  a numeric prefix before the `t' or `f' command.
          For example, ``2f'' (or ``n2f'' if using number_pad  mode)  would
          ensure  that  at  most 2 arrows are shot even if SLASH'EM decides
          that your skill warrants 3.  If you specify a larger number  than
          would have been shot (``4f'' in this example), you'll just end up
          shooting the same number (3, here) as if no limit had been speci-
          fied.

          7.2.2.  Weapon proficiency

               You will have varying degrees of skill in the weapons avail-
          able.  Weapon proficiency, or weapon skills, affect how well  you
          can  use  particular  types of weapons, and you'll be able to im-
          prove your skills as you progress through a  game,  depending  on
          your role, your experience level, and use of the weapons.

               For  the  purposes of proficiency, weapons have been divided
          up  into  various  groups  such  as  daggers,  broadswords,   and
          polearms.   Each  role has a limit on what level of proficiency a
          character can achieve for each group.  For instance, wizards  can
          become  highly  skilled in daggers or staves but not in swords or
          bows.

               The `#enhance' extended command is used  to  review  current
          weapons  proficiency (also spell proficiency) and to choose which
          skill(s) to improve when you've used one or more skills enough to
          become eligible to do so.  The skill rankings are ``none'' (some-
          times also referred to as ``restricted'', because  you  won't  be
          able  to  advance),  ``unskilled'',  ``basic'',  ``skilled'', and
          ``expert''.  Restricted skills simply will not appear in the list
          shown  by  `#enhance'.   (Divine  intervention might unrestrict a
          particular skill, in which case it will start at unskilled and be
          limited  to basic.)  Some characters can enhance their barehanded
          combat or martial arts  skill  beyond  expert  to  ``master''  or
          ``grand master''.

               Use of a weapon in which you're restricted or unskilled will
          incur a modest penalty in the chance to hit a monster and also in
          the  amount of damage done when you do hit; at basic level, there
          is no penalty or bonus; at skilled level, you  receive  a  modest
          bonus  in  the chance to hit and amount of damage done; at expert
          level, the bonus is higher.  A successful hit  has  a  chance  to
          boost  your  training towards the next skill level (unless you've
          already reached the limit for this skill).   Once  such  training
          reaches  the  threshold  for that next level, you'll be told that
          you feel more confident in your skills.  At that  point  you  can
          use  `#enhance'  to increase one or more skills.  Such skills are


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          not increased automatically because there is a limit to your  to-
          tal  overall  skills, so you need to actively choose which skills
          to enhance and which to ignore.

          7.3.  Armor (`[')

               Lots of unfriendly things lurk about; you need armor to pro-
          tect yourself from their blows.  Some types of armor offer better
          protection than others.  Your armor class is a  measure  of  this
          protection.  Armor class (AC) is measured as in AD&D, with 10 be-
          ing the equivalent of no armor, and lower numbers meaning  better
          armor.   Each  suit  of armor which exists in AD&D gives the same
          protection in SLASH'EM.  Here is an (incomplete) list of the  ar-
          mor classes provided by various suits of armor:

                             dragon scale mail         1
                             plate mail                3
                             crystal plate mail        3
                             bronze plate mail         4
                             splint mail               4
                             banded mail               4
                             dwarvish mithril-coat     4
                             elven mithril-coat        5
                             chain mail                5
                             orcish chain mail         6
                             scale mail                6
                             studded leather armor     7
                             ring mail                 7
                             orcish ring mail          8
                             leather armor             8
                             leather jacket            9
                             no armor                 10

               You can also wear other pieces of armor (ex. helmets, boots,
          shields, cloaks) to lower your armor class even further, but  you
          can  only  wear one item of each category (one suit of armor, one
          cloak, one helmet, one shield, and so on) at a time.

               If a piece of armor is enchanted, its armor protection  will
          be  better  (or  worse)  than normal, and its ``plus'' (or minus)
          will subtract from your armor class.  For  example,  a  +1  chain
          mail  would  give  you  better protection than normal chain mail,
          lowering your armor class one unit further to 4.  When you put on
          a  piece  of  armor, you immediately find out the armor class and
          any ``plusses'' it provides.  Cursed pieces of armor usually have
          negative enchantments (minuses) in addition to being unremovable.

               Many types of armor are subject to some kind of damage  like
          rust.   Such damage can be repaired.  Some types of armor may in-
          hibit spell casting.

               The commands to use armor are `W' (wear) and `T' (take off).
          The  `A'  command  can  also be used to take off armor as well as
          other worn items.


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          7.4.  Food (`%')

               Food is necessary to survive.  If you go  too  long  without
          eating  you  will  faint, and eventually die of starvation.  Some
          types of food will spoil, and become unhealthy  to  eat,  if  not
          protected.  Food stored in ice boxes or tins (``cans'') will usu-
          ally stay fresh, but ice boxes are heavy, and tins take  a  while
          to open.

               When you kill monsters, they usually leave corpses which are
          also ``food.''  Many, but not all, of these are edible; some also
          give  you special powers when you eat them.  A good rule of thumb
          is ``you are what you eat.''

               Some character roles and some monsters are vegetarian.  Veg-
          etarian  monsters  will typically never eat animal corpses, while
          vegetarian players can, but with some rather unpleasant  side-ef-
          fects.

               You  can  name one food item after something you like to eat
          with the fruit option.

               The command to eat food is `e'.

          7.5.  Scrolls (`?')

               Scrolls are labeled with various titles, probably chosen  by
          ancient  wizards  for  their amusement value (ex. ``READ ME,'' or
          ``THANX MAUD'' backwards).  Scrolls disappear after you read them
          (except for blank ones, without magic spells on them).

               One  of  the most useful of these is the scroll of identify,
          which can be used to determine what another object is, whether it
          is  cursed  or  blessed, and how many uses it has left.  Some ob-
          jects of subtle enchantment are  difficult  to  identify  without
          these.

               A mail daemon may run up and deliver mail to you as a scroll
          of mail (on versions compiled with this feature).   To  use  this
          feature  on versions where SLASH'EM mail delivery is triggered by
          electronic mail appearing in your system mailbox,  you  must  let
          SLASH'EM  know where to look for new mail by setting the ``MAIL''
          environment variable to the file name of your mailbox.   You  may
          also  want  to set the ``MAILREADER'' environment variable to the
          file name of your favorite reader, so SLASH'EM can  shell  to  it
          when  you read the scroll.  On versions of SLASH'EM where mail is
          randomly generated internal to the game, these environment  vari-
          ables  are  ignored.   You can disable the mail daemon by turning
          off the mail option.

               The command to read a scroll is `r'.





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          7.6.  Potions (`!')

               Potions are distinguished by the color of the liquid  inside
          the flask.  They disappear after you quaff them.

               Clear  potions  are  potions  of water.  Sometimes these are
          blessed or cursed, resulting in holy or unholy water.  Holy water
          is  the  bane  of  the  undead, so potions of holy water are good
          things to throw (`t') at them.  It is also sometimes very  useful
          to dip (``#dip'') an object into a potion.

               The command to drink a potion is `q' (quaff).

          7.7.  Wands (`/')

               Magic  wands  usually  have  multiple magical charges.  Some
          wands are directional--you must give a direction in which to  zap
          them.   You can also zap them at yourself (just give a `.' or `s'
          for the direction). Be warned, however, for this is often unwise.
          Other  wands  are nondirectional--they don't require a direction.
          The number of charges in a wand is random and  decreases  by  one
          whenever you use it.

               When  the number of charges left in a wand becomes zero, at-
          tempts to use the wand will usually result in nothing  happening.
          Occasionally, however, it may be possible to squeeze the last few
          mana points from an otherwise spent wand, destroying  it  in  the
          process.   A  wand  may be recharged by using suitable magic, but
          doing so runs the risk of causing it to explode.  The chance  for
          such  an  explosion starts out very small and increases each time
          the wand is recharged.

               In a truly desperate situation, when your back is up against
          the  wall,  you might decide to go for broke and break your wand.
          This is not for the faint of heart.  Doing so  will  almost  cer-
          tainly cause a catastrophic release of magical energies.

               When  you have fully identified a particular wand, inventory
          display will include additional information in  parentheses:  the
          number  of  times  it  has been recharged followed by a colon and
          then by its current number of charges.  A current charge count of
          -1 is a special case indicating that the wand has been cancelled.

               The command to use a wand is `z' (zap).  To break  one,  use
          the `a' (apply) command.

          7.8.  Rings (`=')

               Rings  are very useful items, since they are relatively per-
          manent magic, unlike the usually  fleeting  effects  of  potions,
          scrolls, and wands.

               Putting  on  a  ring activates its magic.  You can wear only
          two rings, one on each ring finger.


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               Most rings also cause you to grow hungry more  rapidly,  the
          rate varying with the type of ring.

               The commands to use rings are `P' (put on) and `R' (remove).

          7.9.  Spellbooks (`+')

               Spellbooks are tomes of mighty magic.  When studied with the
          `r'  (read) command, they transfer to the reader the knowledge of
          a spell (and therefore eventually become  unreadable)  --  unless
          the  attempt  backfires.   Reading a cursed spellbook or one with
          mystic runes beyond your ken can be harmful to your health!

               A spell (even when learned) can also backfire when you  cast
          it.   If  you  attempt to cast a spell well above your experience
          level, or if you have little skill  with  the  appropriate  spell
          type,  or  cast  it at a time when your luck is particularly bad,
          you can end up wasting both the energy and the time  required  in
          casting.

               Casting  a  spell  calls  forth magical energies and focuses
          them with your naked mind.  Releasing the magical energy releases
          some  of  your memory of the spell with it.  Each time you cast a
          spell, your familiarity with it will dwindle, until you eventual-
          ly forget the details completely and must relearn it.

               Just as weapons are divided into groups in which a character
          can become proficient (to varying degrees), spells are  similarly
          grouped.  Successfully casting a spell exercises the skill group;
          sufficient skill may increase the potency of the spell and reduce
          the  risk  of spell failure.  Skill slots are shared with weapons
          skills.  (See also the section on ``Weapon proficiency''.)

               Casting a spell also requires flexible movement, and wearing
          various types of armor may interfere with that.

               The  command to read a spellbook is the same as for scrolls,
          `r' (read).  The `+' command lists your current  spells  and  the
          number  of  spell  points  they  require.  The `Z' (cast) command
          casts a spell.  The ``#enhance'' extended command  advances  your
          spellcasting skills.

          7.10.  Tools (`(')

               Tools are miscellaneous objects with various purposes.  Some
          tools have a limited number of uses, akin to wand  charges.   For
          example,  lamps burn out after a while.  Other tools are contain-
          ers, which objects can be placed into or taken out of.

               The command to use tools is `a' (apply).






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          7.10.1.  Containers

               You may encounter bags, boxes, and chests in  your  travels.
          A  tool  of  this  sort can be opened with the ``#loot'' extended
          command when you are standing on top of it (that is, on the  same
          floor  spot), or with the `a' (apply) command when you are carry-
          ing it.  However, chests are often locked, and are  in  any  case
          unwieldy  objects.   You must set one down before unlocking it by
          using a key or lock-picking tool with the `a' (apply) command, by
          kicking  it  with the `^D' command, or by using a weapon to force
          the lock with the ``#force'' extended command.

               Some chests are trapped, causing nasty things to happen when
          you unlock or open them.  You can check for and try to deactivate
          traps with the ``#untrap'' extended command.

          7.11.  Amulets (`"')

               Amulets are very similar to rings, and often more  powerful.
          Like rings, amulets have various magical properties, some benefi-
          cial, some harmful, which are activated by putting them on.

               Only one amulet may be worn at a time, around your neck.

               The commands to use amulets are the same as for  rings,  `P'
          (put on) and `R' (remove).

          7.12.  Gems (`*')

               Some  gems  are valuable, and can be sold for a lot of gold.
          They are also a far more efficient way of carrying  your  riches.
          Valuable gems increase your score if you bring them with you when
          you exit.

               Other small rocks are also categorized as gems, but they are
          much  less  valuable.  All rocks, however, can be used as projec-
          tile weapons (if you have a sling).  In  the  most  desperate  of
          cases, you can still throw them by hand.

          7.13.  Large rocks (``')

               Statues  and  boulders  are not particularly useful, and are
          generally heavy.  It is rumored that some statues  are  not  what
          they seem.

               Very  large humanoids (giants and their ilk) have been known
          to use boulders as weapons.

          7.14.  Gold (`$')

               Gold adds to your score, and you can  buy  things  in  shops
          with  it.  There are a number of monsters in the dungeon that may
          be influenced by the amount of gold you are carrying (shopkeepers
          aside).


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          8.  Conduct

               As  if  winning  SLASH'EM were not difficult enough, certain
          players seek to challenge themselves by imposing restrictions  on
          the  way  they play the game.  The game automatically tracks some
          of these challenges, which can be checked at any  time  with  the
          #conduct  command or at the end of the game.  When you perform an
          action which breaks a challenge, it will  no  longer  be  listed.
          This gives players extra ``bragging rights'' for winning the game
          with these challenges.  Note that it is perfectly  acceptable  to
          win  the game without resorting to these restrictions and that it
          is unusual for players to adhere to  challenges  the  first  time
          they win the game.

               Several  of  the  challenges are related to eating behavior.
          The most difficult of these is the foodless challenge.   Although
          creatures can survive long periods of time without food, there is
          a physiological need for water; thus there is no  restriction  on
          drinking  beverages,  even  if they provide some minor food bene-
          fits.  Calling upon your god for help with  starvation  does  not
          violate any food challenges either.

               A  strict  vegan  diet  is one which avoids any food derived
          from animals.  The primary source of nutrition is fruits and veg-
          etables.  The corpses and tins of blobs (`b'), jellies (`j'), and
          fungi (`F') are also considered to be vegetable matter.   Certain
          human  food  is  prepared without animal products; namely, lembas
          wafers, cram rations, food rations (gunyoki), K-rations,  and  C-
          rations.   Metal  or another normally indigestible material eaten
          while polymorphed into a creature that can digest it is also con-
          sidered  vegan  food.   Note however that eating such items still
          counts against foodless conduct.

               Vegetarians do not eat animals; however, they are  less  se-
          lective  about eating animal byproducts than vegans.  In addition
          to the vegan items listed above, they may eat any kind of pudding
          (`P') other than the black puddings, eggs and food made from eggs
          (fortune cookies and pancakes), food made with milk  (cream  pies
          and candy bars), and lumps of royal jelly.  Monks are expected to
          observe a vegetarian diet.

               Eating any kind of meat violates the vegetarian, vegan,  and
          foodless  conducts.   This includes tripe rations, the corpses or
          tins of any monsters not mentioned above, and the  various  other
          chunks  of meat found in the dungeon.  Swallowing and digesting a
          monster while polymorphed is treated as if you ate the creature's
          corpse.   Eating  leather, dragon hide, or bone items while poly-
          morphed into a creature that can digest  it,  or  eating  monster
          brains  while polymorphed into a (master) mind flayer, is consid-
          ered eating an animal, although wax is only an animal  byproduct.

               Regardless  of  conduct,  there will be some items which are
          indigestible, and others which are hazardous  to  eat.   Using  a
          swallow-and-digest  attack  against  a  monster  is equivalent to


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          eating the monster's corpse.  Please note that the term ``vegan''
          is  used here only in the context of diet.  You are still free to
          choose not to use  or  wear  items  derived  from  animals  (e.g.
          leather,  dragon hide, bone, horns, coral), but the game will not
          keep track of this for you.  Also note that ``milky'' potions may
          be a translucent white, but they do not contain milk, so they are
          compatible with a vegan  diet.   Slime  molds  or  player-defined
          ``fruits'',  although they could be anything from ``cherries'' to
          ``pork chops'', are also assumed to be vegan.

               An atheist is one who rejects religion.  This means that you
          cannot  #pray,  #offer  sacrifices  to  any god, #turn undead, or
          #chat with a priest.  Particularly selective  readers  may  argue
          that  playing  Monk or Priest characters should violate this con-
          duct; that is a choice left to the player.  Offering  the  Amulet
          of  Yendor  to  your  god is necessary to win the game and is not
          counted against this conduct.  You are also not penalized for be-
          ing  spoken  to  by an angry god, priest(ess), or other religious
          figure; a true atheist would hear the words but attach no special
          meaning to them.

               Most  players  fight with a wielded weapon (or tool intended
          to be wielded as a weapon).  Another challenge is to win the game
          without  using such a wielded weapon.  You are still permitted to
          throw, fire, and kick weapons; use a wand, spell, or  other  type
          of item; or fight with your hands and feet.

               In  SLASH'EM,  a  pacifist refuses to cause the death of any
          other monster (i.e. if you would get experience for  the  death).
          This  is a particularly difficult challenge, although it is still
          possible to gain experience by other means.

               An illiterate character cannot read or write.  This includes
          reading  a scroll, spellbook, fortune cookie message, or t-shirt;
          writing a scroll; or reading (or making) an engraving of anything
          other than a single ``x'' (the traditional signature of an illit-
          erate person).  Reading any item that is absolutely necessary  to
          win  the  game is not counted against this conduct.  The identity
          of scrolls and spellbooks  (and  knowledge  of  spells)  in  your
          starting  inventory  is  assumed to be learned from your teachers
          prior to the start of the game and isn't counted.

               There are several other minor challenges.  It is possible to
          eliminate a species of monsters by genocide; playing without this
          feature is considered a challenge.  You can change  the  form  of
          any  object into another object of the same type (``polypiling'')
          or the form of your own body into another creature (``polyself'')
          by  wand,  spell,  or potion of polymorph; avoiding these effects
          are each considered challenges.  Finally, you may  sometimes  re-
          ceive  wishes; a game without an attempt to wish for an object is
          a challenge, as is a game without wishing for an  artifact  (even
          if the artifact immediately disappears).




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          9.  Options

               Due  to variations in personal tastes and conceptions of how
          SLASH'EM should do things, there  are  options  you  can  set  to
          change how SLASH'EM behaves.

          9.1.  Setting the options

               Options  may  be  set in a number of ways.  Within the game,
          the `O' command allows you to view all options and change most of
          them.   You can also set options automatically by placing them in
          the SLASHEMOPTIONS environment variable  or  in  a  configuration
          file.   Some  versions  of  SLASH'EM also have front-end programs
          that allow you to set options before starting the game.

          9.2.  Using the SLASHEMOPTIONS environment variable

               The SLASHEMOPTIONS variable is  a  comma-separated  list  of
          initial  values for the various options.  Some can only be turned
          on or off.  You turn one of these on by adding the  name  of  the
          option to the list, and turn it off by typing a `!' or ``no'' be-
          fore the name.  Others take a character string as a  value.   You
          can  set  string  options  by  typing the option name, a colon or
          equals sign, and then the value of the string.  The value is ter-
          minated by the next comma or the end of string.

               For example, to set up an environment variable so that ``au-
          toquiver'' is on, ``autopickup'' is  off,  the  name  is  set  to
          ``Blue  Meanie'',  and  the fruit is set to ``papaya'', you would
          enter the command

               % setenv SLASHEMOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"

          in csh (note the need to escape the ! since it's special  to  the
          shell), or

               $ SLASHEMOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
               $ export SLASHEMOPTIONS

          in sh or ksh.

          9.3.  Using a configuration file

               Any  line  in  the  configuration  file  starting with ``OP-
          TIONS='' may be filled out with options in the same syntax as  in
          SLASHEMOPTIONS.   Any  line  starting  with  ``DUNGEON='',  ``EF-
          FECTS='', ``MONSTERS='', ``OBJECTS='', or ``TRAPS='' is taken  as
          defining the corresponding dungeon, effects, monsters, objects or
          traps option in a different syntax, a sequence of decimal numbers
          giving  the  character position in the current font to be used in
          displaying each entry.  Such a sequence can be continued to  mul-
          tiple  lines  by putting a `\' at the end of each line to be con-
          tinued.  Any line starting with ``TILESET='' defines a  tile  set
          in the same syntax as in SLASHEMOPTIONS (although the options are


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          different). See the section on tile sets, below, for more  infor-
          mation.  Any line starting with `#' is treated as a comment.

               The default name of the configuration file varies on differ-
          ent operating systems, but SLASHEMOPTIONS can also be set to  the
          full  name  of  a  file  you want to use (possibly preceded by an
          `@').

          9.4.  Customization options

               Here are explanations of what the various options do.  Char-
          acter  strings  that  are too long may be truncated.  Some of the
          options listed may be inactive in your dungeon.

          align
               Your starting  alignment  (align:lawful,  align:neutral,  or
               align:chaotic).  You may specify just the first letter.  The
               default is to randomly pick an appropriate alignment.   Can-
               not be set with the `O' command.

          autopickup
               Automatically  pick  up  things onto which you move (default
               on).

          autoquiver
               This option controls what happens when you attempt  the  `f'
               (fire) command with an empty quiver.  When true, the comput-
               er will fill your quiver with some  suitable  weapon.   Note
               that  it  will not take into account the blessed/cursed sta-
               tus, enchantment, damage, or quality of the weapon; you  are
               free  to  manually fill your quiver with the `Q' command in-
               stead.  If no weapon is found or the option  is  false,  the
               `t' (throw) command is executed instead.  (default false)

          BIOS
               Use  BIOS  calls to update the screen display quickly and to
               read the keyboard (allowing the use of arrow keys  to  move)
               on machines with an IBM PC compatible BIOS ROM (default off,
               OS/2, PC, and ST SLASH'EM only).

          catname
               Name your starting cat (ex. ``catname:Morris'').  Cannot  be
               set with the `O' command.

          character
               Pick  your  type of character (ex. ``character:Monk''); syn-
               onym for ``role''.  See ``name'' for an alternate method  of
               specifying your role.  Normally only the first letter of the
               value is examined; the string ``random'' is an exception.

          checkpoint
               Save game state after each level change, for possible recov-
               ery after program crash (default on).



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          checkspace
               Check  free disk space before writing files to disk (default
               on).  You may have to turn this off if you have more than  2
               GB  free space on the partition used for your save and level
               files.  Only applies when MFLOPPY was defined during  compi-
               lation.

          color
               Use  color for different monsters, objects, and dungeon fea-
               tures (default on for microcomputers).

          confirm
               Have user confirm attacks on pets,  shopkeepers,  and  other
               peaceable creatures (default on).

          DECgraphics
               Use  a  predefined  selection of characters from the DEC VT-
               xxx/DEC Rainbow/ANSI line-drawing character set  to  display
               the dungeon/effects/traps instead of having to define a full
               graphics set yourself (default off).  This option also  sets
               up  proper  handling  of graphics characters for such termi-
               nals, so you should specify it when appropriate even if  you
               override the selections with your own graphics strings.

          disclose
               Offer  to  disclose  various  information when the game ends
               (default all).  The possibilities are identifying  your  in-
               ventory ('i'), disclosing your attributes ('a'), summarizing
               monsters that have been vanquished ('v'), and  listing  mon-
               ster  species that have been genocided ('g'), and displaying
               your conduct ('c').  Note that the vanquished monsters  list
               includes all monsters killed by traps and each other as well
               as by you.

          dogname
               Name your starting dog (ex.  ``dogname:Fang'').   Cannot  be
               set with the `O' command.

          dungeon
               Set the graphics symbols for displaying the dungeon (default
               `` |--------||.-|++##.##<><>_|\\##{}.}..## #}'').  The  dun-
               geon  option  should be followed by a string of 1-42 charac-
               ters to be used instead of the default  map-drawing  charac-
               ters.   The  dungeon map will use the characters you specify
               instead of the default symbols, and default symbols for  any
               you  do  not  specify.  Remember that you may need to escape
               some of these characters on a command line if they are  spe-
               cial to your shell.

               Note  that  SLASH'EM  escape-processes this option string in
               conventional C fashion.  This means that `\' is a prefix  to
               take  the  following character literally.  Thus `\' needs to
               be represented  as  `\\'.   The  special  escape  form  `\m'
               switches on the meta bit in the following character, and the


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               `^' prefix causes the following character to be treated as a
               control character.

               The  order  of  the  symbols is:  solid rock, vertical wall,
               horizontal wall, upper left corner, upper right corner, low-
               er  left  corner,  lower  right corner, cross wall, upward T
               wall, downward T wall, leftward T wall, rightward T wall, no
               door,  vertical  open  door,  horizontal open door, vertical
               closed door, horizontal closed door, iron bars, tree,  floor
               of  a  room,  dark corridor, lit corridor, stairs up, stairs
               down, ladder up, ladder down, altar, grave, throne,  kitchen
               sink,  toilet,  fountain,  pool or moat, ice, lava, vertical
               lowered drawbridge, horizontal lowered drawbridge,  vertical
               raised drawbridge, horizontal raised drawbridge, air, cloud,
               under water.

               You might want to use `+' for the corners and T walls for  a
               more  aesthetic,  boxier display.  Note that in the next re-
               lease, new symbols may be added, or the present  ones  rear-
               ranged.

               Cannot be set with the `O' command.

          effects
               Set the graphics symbols for displaying special effects (de-
               fault
               ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-//-\\| |\\-/'').
               The effects option should be followed by a  string  of  1-83
               characters to be used instead of the default special-effects
               characters.  This string is subjected to the same processing
               as the dungeon option.

               The  order  of  the  symbols  is:  vertical beam, horizontal
               beam, left slant, right slant, digging  beam,  camera  flash
               beam,  left  boomerang,  right boomerang, four glyphs giving
               the sequence for magic resistance displays, the  eight  sur-
               rounding  glyphs for swallowed display, nine glyphs each for
               magical, fire, cold, death, lightning, poison and  acid  ex-
               plosions.  An explosion consists of three rows (top, middle,
               and bottom) of three characters.  The explosion is  centered
               in the center of this 3 by 3 array.

               Note  that in the next release, new symbols may be added, or
               the present ones rearranged.

               Cannot be set with the `O' command.

          eight_bit_tty
               Pass eight-bit character values (for example, specified with
               the traps option) straight through to your terminal (default
               off).  Only applies to the tty port.

          extmenu
               Changes the extended commands interface to pop-up a menu  of


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               available  commands.   It  is  keystroke compatible with the
               traditional interface except that it does not  require  that
               you  hit  Enter. It is implemented only by the tty port (de-
               fault off), when the game has been compiled to  support  tty
               graphics.

          female
               An  obsolete  synonym  for ``gender:female''.  Cannot be set
               with the `O' command.

          fixinv
               An object's inventory letter sticks to it when it's  dropped
               (default on).  If this is off, dropping an object shifts all
               the remaining inventory letters.

          fruit
               Name  a  fruit  after  something  you  enjoy   eating   (ex.
               ``fruit:mango'') (default ``slime mold'').  Basically a nos-
               talgic whimsy that SLASH'EM uses from  time  to  time.   You
               should  set  this to something you find more appetizing than
               slime mold.  Apples, oranges, pears, bananas, and melons al-
               ready exist in SLASH'EM, so don't use those.

          gender
               Your  starting  gender  (gender:male or gender:female).  You
               may specify just the first letter.  Although you  can  still
               denote  your  gender  using  the ``male'' and ``female'' op-
               tions, the ``gender'' option will take precedence.  The  de-
               fault  is to randomly pick an appropriate gender.  Cannot be
               set with the `O' command.

          ghoulname
               Name your starting ghoul (ex. ``ghoulname:Casper'').  Cannot
               be set with the `O' command.

          help If  more  information  is  available for an object looked at
               with the `/' command, ask if you want  to  see  it  (default
               on).  Turning  help off makes just looking at things faster,
               since you aren't interrupted with the ``More info?'' prompt,
               but  it  also  means  that  you  might miss some interesting
               and/or important information.

          hilite_pet
               Visually distinguish  pets  from  similar  animals  (default
               off).   In  text windowing, use text highlighting when color
               is turned off; with X11 and Qt interfaces in tile mode, dis-
               play a heart symbol near pets.  In the GTK interface in tile
               mode, display a red box around the pet.

          horsename
               Name your starting horse (ex. ``horsename:Trigger'').   Can-
               not be set with the `O' command.




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          IBMgraphics
               Use  a predefined selection of IBM extended ASCII characters
               to display the dungeon/effects/traps instead  of  having  to
               define a full graphics set yourself (default off).  This op-
               tion also sets up proper handling of graphics characters for
               such  terminals,  so  you should specify it when appropriate
               even if you override the selections with your  own  graphics
               strings.

          ignintr
               Ignore interrupt signals, including breaks (default off).

          invweight
               Display the weights of items in your inventory (and at other
               times) in braces (default off).

          keep_savefile
               Keeps the save file after restore.  SLASH'EM usually deletes
               your  savefile  after  you restore,  making death permanent.
               This option can allow you to restore  from  the  last  save.
               (default off).

          legacy
               Display  an introductory message when starting the game (de-
               fault on).

          lit_corridor
               Show corridor squares seen by night vision or a light source
               held by your character as lit (default off).

          mail
               Enable mail delivery during the game.

          male
               An obsolete synonym for ``gender:male''.  Cannot be set with
               the `O' command.

          menustyle
               Controls the interface used when you need to choose  various
               objects  (in  response  to  the Drop command, for instance).
               The value specified should be the first letter of one of the
               following:   traditional,  combination,  partial,  or  full.
               Traditional was the only  interface  available  for  earlier
               versions;  it  consists of a prompt for object class charac-
               ters, followed by an object-by-object prompt for  all  items
               matching  the selected object class(es).  Combination starts
               with a prompt for object class(es)  of  interest,  but  then
               displays  a  menu  of matching objects rather than prompting
               one-by-one.  Partial skips the object  class  filtering  and
               immediately displays a menu of all objects.  Full displays a
               menu of object classes rather than a character  prompt,  and
               then a menu of matching objects for selection.




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          menu_deselect_all
               Menu  character accelerator to deselect all items in a menu.
               Implemented by the X11, GTK and tty ports.  Default '-'.

          menu_deselect_page
               Menu character accelerator deselect all items on  this  page
               of  a menu.  Implemented only by the tty port.  Default '\'.

          menu_first_page
               Menu character accelerator to jump to the first  page  in  a
               menu.  Implemented only by the tty port.  Default '^'.

          menu_invert_all
               Menu  character  accelerator  to invert all items in a menu.
               Implemented by the X11, GTK and tty ports.  Default '@'.

          menu_invert_page
               Menu character accelerator to invert all items on this  page
               of  a menu.  Implemented only by the tty port.  Default '~'.

          menu_last_page
               Menu character accelerator to jump to the  last  page  in  a
               menu.  Implemented only by the tty port.  Default '|'.

          menu_next_page
               Menu  character accelerator to goto the next menu page.  Im-
               plemented only by the tty port.  Default '>'.

          menu_on_esc
               Make the ESC key a synonym for the ``' (main  menu)  command
               (default on).

          menu_previous_page
               Menu  character  accelerator to goto the previous menu page.
               Implemented only by the tty port.  Default '<'.

          menu_search
               Menu character accelerator to search for a menu  item.   Im-
               plemented only by the X11 port.  Default ':'.

          menu_select_all
               Menu  character  accelerator  to select all items in a menu.
               Implemented by the X11, GTK and tty ports.  Default '.'.

          menu_select_page
               Menu character accelerator to select all items on this  page
               of  a menu.  Implemented only by the tty port.  Default ','.

          monsters
               Set the characters used to display monster classes  (default
               ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
               VWXYZ@ '&;:~]'').  This string is subjected to the same pro-
               cessing  as the dungeon option.  The order of the symbols is
               ant or other insect, blob, cockatrice, dog or other  canine,


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               eye  or  sphere, feline, gremlin, humanoid, imp or minor de-
               mon, jelly, kobold, leprechaun, mimic, nymph, orc,  piercer,
               quadruped, rodent, spider, trapper or lurker above, horse or
               unicorn, vortex, worm, xan or other  mythical/fantastic  in-
               sect,  light,  Zouthern  aminal, angelic being, bat or bird,
               centaur, dragon, elemental, fungus or mold, gnome, giant hu-
               manoid,  invisible  monster, jabberwock, Keystone Kop, lich,
               mummy, naga, ogre, pudding or ooze, quantum  mechanic,  rust
               monster,  snake,  troll,  umber hulk, vampire, wraith, xorn,
               yeti or ape or other  large  beast,  zombie,  human,  ghost,
               golem,  demon, sea monster, lizard, long worm tail, and mim-
               ic.  Cannot be set with the `O' command.

          msghistory
               The number of top line messages to save (and recall with ^P)
               (default 20).  Cannot be set with the `O' command.

          name
               Set your character's name (defaults to your user name).  You
               can also set your character's role by appending a  dash  and
               one  or  more letters of the role (that is, by suffixing one
               of -A -B -C -F -H -I -K -M -N -P -Ra -Ro -S -T -U -V -W -Y).
               If  -@ is used for the role, then a random one will be auto-
               matically chosen.  Cannot be set with the `O' command.

          news
               Read the SLASH'EM news file, if present (default on).  Since
               the  news  is shown at the beginning of the game, there's no
               point in setting this with the `O' command.

          null
               Send padding nulls to the terminal (default off).

          number_pad
               Use the number keys to move instead of  [yuhjklbn]  (default
               off).

          objects
               Set  the  characters used to display object classes (default
               ``])[="(%!?+/$*`0_.'').  This string  is  subjected  to  the
               same  processing  as  the  dungeon option.  The order of the
               symbols is illegal-object (should never  be  seen),  weapon,
               armor,  ring, amulet, tool, food, potion, scroll, spellbook,
               wand, gold, gem or  rock,  boulder  or  statue,  iron  ball,
               chain, and venom.  Cannot be set with the `O' command.

          packorder
               Specify   the   order  to  list  object  types  in  (default
               ``")[%?+!=/(*`0_'').  The value of this option should  be  a
               string  containing the symbols for the various object types.
               Any omitted types are filled in at the end from the previous
               order.




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          perm_invent
               If  true, always display your current inventory in a window.
               This only makes sense for windowing system  interfaces  that
               implement this feature.

          pettype
               Specify  the  type of your initial pet, if you are playing a
               character class that uses multiple type of  pets.   Possible
               values  are ``cat'' and ``dog''.  Cannot be set with the `O'
               command.

          pickup_burden
               When you pick up an item that would exceed this  encumbrance
               level  (Unburdened, Burdened, streSsed, straiNed, overTaxed,
               or overLoaded), you will be asked if you want  to  continue.
               (Default `S').

          pickup_types
               Specify  the object types to be picked up when autopickup is
               on.  Default is all types.

          prayconfirm
               Prompt for confirmation before praying (default on).

          preload_tiles
               For the protected mode MSDOS version, control whether  tiles
               get  pre-loaded into RAM at the start of the game.  Doing so
               enhances performance of the tile  graphics,  but  uses  more
               memory. (default on).  Cannot be set with the `O' command.

          pushweapon
               Using  the  `w'  (wield) command when already wielding some-
               thing pushes the old item into your  secondary  weapon  slot
               (default off).

          race Selects your race (for example, ``race:human'').  Default is
               random.  Cannot be set with the `O' command.

          radar
               Display a radar (overview)  map,  useful  when  using  large
               tiles. Implemented only by the GTK port (default off).

          rawio
               Force  raw (non-cbreak) mode for faster output and more bul-
               letproof input (MS-DOS sometimes treats `^P'  as  a  printer
               toggle  without it) (default off).  Note:  DEC Rainbows hang
               if this is turned on.  Cannot be set with the `O' command.

          rest_on_space
               Make the space bar a synonym for the `.' (rest) command (de-
               fault off).

          role
               Pick  your type of character (ex. ``role:Samurai''); synonym


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               for ``character''.  See ``name'' for an alternate method  of
               specifying your role.  Normally only the first letter of the
               value is examined;  `r'  is  an  exception  with  ``Rogue'',
               ``Ranger'', and ``random'' values.

          safe_pet
               Prevent  you  from  (knowingly) attacking your pets (default
               on).

          scores
               Control what parts of the score list you are  shown  at  the
               end  (ex.   ``scores:5  top  scores/4  around  my  score/own
               scores'').  Only the first letter  of  each  category  (`t',
               `a', or `o') is necessary.

          showexp
               Show  your accumulated experience points on bottom line (de-
               fault off).

          showscore
               Show your approximate accumulated score on bottom line  (de-
               fault off).

          showdmg
               Show damage inflicted/damage received (default off).

          showweight
               Show total weight in inventory on bottom line (default off).

          silent
               Suppress terminal beeps (default on).

          sortpack
               Sort the pack contents by  type  when  displaying  inventory
               (default on).

          standout
               Boldface monsters and ``--More--'' (default off).

          suppress_alert
               This  option  may be set to a SLASH'EM version level to sup-
               press alert notification messages about feature changes  for
               that and prior versions (ex. ``suppress_alert:0.0.6'').

          tiles
               This  option may be set to the name of a tile set to use, or
               specified as ``notiles'' to disable the use  of  tiles.  Not
               all  windowing  interfaces support this option. The tile set
               named must also be defined. See the section on tile sets for
               more information on that.

          time
               Show  the elapsed game time in turns on bottom line (default
               off).


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          timed_delay
               When pausing momentarily for display effect,  such  as  with
               explosions and moving objects, use a timer rather than send-
               ing extra characters to the screen.  (Applies to ``tty'' in-
               terface  only;  ``X11'' and ``GTK'' interfaces always uses a
               timer based delay.  The default is on if configured into the
               program.)

          tombstone
               Draw a tombstone graphic upon your death (default on).

          toptenwin
               Put  the  ending  display in a SLASH'EM window instead of on
               stdout (default off).  Setting this option makes  the  score
               list visible when a windowing version of SLASH'EM is started
               without a parent window, but it no longer leaves  the  score
               list  around  after game end on a terminal or emulating win-
               dow.

          traps
               Set the  graphics  symbols  for  displaying  traps  (default
               ``^^^^^^^^^^^^^^^^^"^^^^'').   The  traps  option  should be
               followed by a string of 1-22 characters to be  used  instead
               of  the  default traps characters.  This string is subjected
               to the same processing as the dungeon option.

               The order of the symbols is: arrow trap, dart trap,  falling
               rock  trap,  squeaky  board,  bear  trap, land mine, rolling
               boulder trap, sleeping gas trap, rust trap, fire trap,  pit,
               spiked pit, hole, trap door, teleportation trap, level tele-
               porter, magic portal, web, statue trap,  magic  trap,  anti-
               magic field, polymorph trap.

               Cannot be set with the `O' command.

          verbose
               Provide more commentary during the game (default on).

          videocolors
               Set the color palette for PC systems using NO_TERMS (default
               4-2-6-1-5-3-15-12-10-14-9-13-11).  The order  of  colors  is
               red,   green,  brown,  blue,  magenta,  cyan,  bright.white,
               bright.red, bright.green, yellow, bright.blue, bright.magen-
               ta, and bright.cyan.  Cannot be set with the `O' command.

          videoshades
               Set  the  intensity level of the three gray scales available
               (default dark normal light, PC SLASH'EM only).  If the  game
               display is difficult to read, try adjusting these scales; if
               this does not correct the problem, try  !color.   Cannot  be
               set with the `O' command.

          windowtype
               Select  which  windowing  system  to use, such as ``tty'' or


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               ``X11'' (default depends on version).  Cannot  be  set  with
               the `O' command.

          wolfname
               Name your starting wolf (ex. ``wolfname:Beast'').  Cannot be
               set with the `O' command.

          9.5.  Tile sets

               For those windowing ports which support tiles  (multicolored
          pictures instead of the traditional characters), tile sets can be
          defined using a  line  in  the  configuration  file  that  begins
          ``TILESET=''.  There  should  be one tile set definition line for
          each available tile set. Once defined, tile sets can be  selected
          for  initial  display (using the tiles option) or dynamically se-
          lected during the game (for those windowing  ports  that  support
          this).

               A ``TILESET'' line has the same syntax as an ``OPTION'' line
          but with the following options available:

          name The name of the tile set (for selection). This  can  be  any
               string  of characters excluding the comma. It must be speci-
               fied.

          file The name of the file which contains the tile set. This  must
               be specified.

          transparent
               Marks  a  tile  set  as  being  transparent  (as  opposed to
               opaque). Transparent tile sets allow  eg.,  monsters  to  be
               displayed  on  top of the background.  Tile sets must be de-
               signed to be used in this way in order to achieve meaningful
               results.  This option is ignored by windowing ports which do
               not support transparency.

          pseudo3D
               Marks a tile set as being designed for  use  with  Mitsuhiro
               Itakura's  pseudo-3D  display algorithm. They are assumed to
               have an offset-X value equal to one third of the total  tile
               width  and  an offset-Y value equal to one half of the total
               tile height. Such tile sets are not compatible with standard
               tile  sets  and while amusing effects can be created by set-
               ting  this  option  incorrectly,  nothing  useful   can   be
               achieved. Windowing ports that do not support pseudo-3D dis-
               play will ignore tile sets with this option set.

          9.6.  Configuring SLASH'EM for Play by the Blind

               SLASH'EM can be set up to use only standard ASCII characters
          for  making  maps of the dungeons. This makes the MS-DOS versions
          of SLASH'EM completely accessible to the  blind  who  use  speech
          and/or  Braille access technologies.  Players will require a good
          working knowledge of their screen-reader's review  features,  and


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          will  have  to  know  how to navigate horizontally and vertically
          character by character. They will also find the search  capabili-
          ties  of their screen-readers to be quite valuable. Be certain to
          examine this Guidebook before playing so you have  an  idea  what
          the  screen layout is like. You'll also need to be able to locate
          the PC cursor. It is always  where  your  character  is  located.
          Merely  searching for an @-sign will not always find your charac-
          ter since there are other humanoids represented by the same sign.
          Your  screen-reader  should  also have a function which gives you
          the row and column of your  review  cursor  and  the  PC  cursor.
          These  co-ordinates  are  often useful in giving players a better
          sense of the overall location of items on the screen.

               While it is not difficult for experienced users to edit  the
          defaults.nh  file  to accomplish this, novices may find this task
          somewhat daunting.  Included in  all  official  distributions  of
          SLASH'EM  is  a  file  called NHAccess.nh.  Replacing defaults.nh
          with this file will cause the game to run in a manner  accessible
          to the blind. After you have gained some experience with the game
          and with editing files, you may want to alter settings to  better
          suit your preferences. Instructions on how to do this are includ-
          ed in the NHAccess.nh file itself. The most crucial  settings  to
          make the game accessible are:

          IBMgraphics
               Disable IBMgraphics by commenting out this option.

          menustyle:traditional
               This will assist in the interface to speech synthesizers.

          number_pad
               A lot of speech access programs use the number-pad to review
               the screen.  If this is the case, turn  off  the  number_pad
               option and use the traditional Rogue-like commands.

          Character graphics
               Comment  out all character graphics sets found near the bot-
               tom  of  the  defaults.nh  file.   Most  of  these   replace
               SLASH'EM's default representation of the dungeon using stan-
               dard ASCII characters with fancier characters from  extended
               character  sets,  and  these  fancier  characters  can annoy
               screen-readers.

          10.  Scoring

               SLASH'EM maintains a list of the top scores  or  scorers  on
          your machine, depending on how it is set up.  In the latter case,
          each account on the machine can post only one  non-winning  score
          on  this  list.   If  you  score higher than someone else on this
          list, or better your previous score, you will be inserted in  the
          proper  place  under your current name.  How many scores are kept
          can also be set up when SLASH'EM is compiled.




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               Your score is chiefly based upon  how  much  experience  you
          gained, how much loot you accumulated, how deep you explored, and
          how the game ended.  If you quit the game, you escape with all of
          your  gold  intact.   If, however, you get killed in the Mazes of
          Menace, the guild will only hear about 90% of your gold when your
          corpse  is  discovered  (adventurers  have  been known to collect
          finder's fees).  So, consider whether you want to take  one  last
          hit  at  that  monster  and  possibly live, or quit and stop with
          whatever you have.  If you quit, you keep all your gold,  but  if
          you swing and live, you might find more.

               If  you  just want to see what the current top players/games
          list is, you can type slashem -s all on most versions.


          11.  Explore mode

               SLASH'EM is an intricate and difficult game.  Novices  might
          falter in fear, aware of their ignorance of the means to survive.
          Well, fear not.  Your dungeon may come  equipped  with  an  ``ex-
          plore''  or  ``discovery'' mode that enables you to keep old save
          files and cheat death, at the paltry cost of not getting  on  the
          high score list.

               There  are  two  ways  of  enabling explore mode.  One is to
          start the game with the -X switch.  The other is to issue the `X'
          command  while  already  playing the game.  The other benefits of
          explore mode are left for the trepid reader to discover.


          12.  Credits

               The original hack game was  modeled  on  the  Berkeley  UNIX
          rogue  game.   Large  portions  of  this  paper  were shamelessly
          cribbed from A Guide to the Dungeons of Doom, by Michael  C.  Toy
          and  Kenneth  C.  R. C. Arnold.  Small portions were adapted from
          Further Exploration of the Dungeons of Doom, by Ken Arromdee.

               SLASH'EM is the product  of  literally  dozens  of  people's
          work.   Main events in the course of the game development are de-
          scribed below:


               Jay Fenlason wrote the original Hack, with help  from  Kenny
          Woodland, Mike Thome and Jon Payne.

               Andries Brouwer did a major re-write, transforming Hack into
          a very different game, and published (at  least)  three  versions
          (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.

               Don  G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
          producing PC HACK 1.01e, added support for DEC  Rainbow  graphics
          in  version 1.03g, and went on to produce at least four more ver-
          sions (3.0, 3.2, 3.51, and 3.6).


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               R. Black ported PC HACK 3.51 to  Lattice  C  and  the  Atari
          520/1040ST, producing ST Hack 1.03.

               Mike Stephenson merged these various versions back together,
          incorporating many of the added features,  and  produced  NetHack
          1.4.   He  then  coordinated a cast of thousands in enhancing and
          debugging NetHack 1.4 and released NetHack versions 2.2 and  2.3.

               Later, Mike coordinated a major rewrite of the game, heading
          a team which included Ken Arromdee, Jean-Christophe Collet, Steve
          Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
          oint, and Janet Walz, to produce NetHack 3.0c.

               NetHack 3.0 was ported to the Atari by  Eric  R.  Smith,  to
          OS/2  by  Timo Hakulinen, and to VMS by David Gentzel.  The three
          of them and Kevin Darcy later joined the main development team to
          produce subsequent revisions of 3.0.

               Olaf  Seibert ported NetHack 2.3 and 3.0 to the Amiga.  Norm
          Meluch, Stephen Spackman and Pierre  Martineau  designed  overlay
          code  for  PC  NetHack 3.0.  Johnny Lee ported NetHack 3.0 to the
          Macintosh.  Along with various other Dungeoneers, they  continued
          to  enhance  the PC, Macintosh, and Amiga ports through the later
          revisions of 3.0.

               A scant one month before the next major version  release  of
          NetHack,  two  adventurous souls undertook their own modification
          to the sacred NetHack formula. Tom Proudfoot and  Yuval  released
          Nethack++,   which  was rapidly renamed Nethack--,  contained new
          monsters,  items and other miscellaneous modifications.

               Headed by Mike Stephenson and coordinated by  Izchak  Miller
          and  Janet  Walz, the development team which now included Ken Ar-
          romdee, David Cohrs, Jean-Christophe Collet,  Kevin  Darcy,  Matt
          Day,  Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
          Raymond, and Eric Smith undertook  a  radical  revision  of  3.0.
          They re-structured the game's design, and re-wrote major parts of
          the code.  They added multiple dungeons, a new  display,  special
          individual  character  quests,  a  new endgame and many other new
          features, and produced NetHack 3.1.

               Ken Lorber, Gregg Wonderly and Greg Olson,  with  help  from
          Richard  Addison,  Mike  Passaretti,  and Olaf Seibert, developed
          NetHack 3.1 for the Amiga.

               Norm Meluch and Kevin Smolkowski, with help from Carl  Sche-
          lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
          NetHack 3.1 to the PC.

               Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
          Engber,  David  Hairston, Michael Hamel, Jonathan Handler, Johnny
          Lee, Tim Lennan, Rob Menke, and Andy Swanson,  developed  NetHack
          3.1 for the Macintosh, porting it for MPW.  Building on their de-
          velopment, Barton House added a Think C port.


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               Timo Hakulinen ported NetHack 3.1 to OS/2.  Eric Smith port-
          ed  NetHack  3.1 to the Atari.  Pat Rankin, with help from Joshua
          Delahunty, was responsible for the VMS version  of  NetHack  3.1.
          Michael Allison ported NetHack 3.1 to Windows NT.

               Dean  Luick,  with  help from David Cohrs, developed NetHack
          3.1 for X11.  Warwick Allison wrote a tiled  version  of  NetHack
          for  the Atari; he later contributed the tiles to the DevTeam and
          tile support was then added to other platforms.

               Time passed,  and Nethack-- was ported to 3.11 by Chris.

               Stephen White then released his own  modification  known  as
          Nethack  Plus,   which  contained  new  character classes.  Unbe-
          knownst to the world at large,  Tom Proudfoot  took  this  source
          and combined it with his Nethack--.  Stephen White went on to add
          weapon skills,  which were eventually integrated  into  the  next
          version of Nethack,  and other features.

               In February 1996,  Tom Proudfoot released SLASH V1.  Includ-
          ing part of Stephen White's Nethack Plus and his  own  Nethack--,
          leaving  unmentioned his own slew of further modifications,  this
          is perhaps the best known of the Nethack modifications.  Six ver-
          sions of this,  ending with SLASH V6,  are known to exist.

               The  3.2 development team, comprised of Michael Allison, Ken
          Arromdee, David Cohrs, Jessie Collet, Steve Creps,  Kevin  Darcy,
          Timo  Hakulinen,  Steve  Linhart,  Dean  Luick,  Pat Rankin, Eric
          Smith, Mike Stephenson, Janet Walz,  and  Paul  Winner,  released
          version 3.2 in April of 1996.

               Version 3.2 marked the tenth anniversary of the formation of
          the development team.  In a testament to their dedication to  the
          game,  all  thirteen members of the original development team re-
          mained on the team at the start of work on that release.   During
          the  interval  between  the  release of 3.1.3 and 3.2, one of the
          founding members of the development team, Dr. Izchak Miller,  was
          diagnosed  with cancer and passed away.  That release of the game
          was dedicated to him by the development and porting teams.

               Larry Stewart-Zerba set along a different track - to enhance
          the  spellcasting abilities of the Wizard.   Thus, in April 1996,
          he released version 0.1 of the Wizard Patch.  By  July,   he  was
          joined by Warwick Allison and version 0.4 of the Wizard Patch was
          released.  The final update came in April 1997,  with the release
          of Wizard Patch 1.0.

               Warwick Allison also ported NetHack to use the Qt interface.

               SLASH V6 was picked up by Enrico Horn, who managed  to  syn-
          chronize  it  with  the  3.2 source.  The new SLASH 4.1.2 was re-
          leased as far back as November 1996 went through at least  4  ed-
          itlevels  (E5,  E6,  E7)  with  the latest version being 4.1.2E8,
          synchronized  with  Nethack  3.2.2  and  the  Blackmarket  option


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          available,  released in June 1997.

               Nathan  La  began  the arduous task of drawing tiles for the
          SLASH monsters.

               Kentaro Shirakata ported SLASH 4.1.2E8 to Unix.

               Lief Clennon ported SLASH 4.1.2E8 to OS/2 EMX.

               Romain Dolbeau ported SLASH 4.1.2E8 to Macintosh.

               Warren Cheung combined SLASH 4.1.2 and Wizard Patch to  cre-
          ate  SLASH'EM  0.1 in November 1997.  Several revisions including
          new  spells  and  other  additions  led  eventually  to  SLASH'EM
          0.0.5E7F1. Steven Uy generously made additional modifications.

               Dirk Schoenberger continued updating the SLASH/SLASH'EM mon-
          ster tiles.  He also ported SLASH'EM to Linux.

               Lief Clennon ported SLASH'EM to OS/2 EMX.

               Kevin Hugo ported SLASH'EM  to  Macintosh,   and  also  con-
          tributed additional changes and improvements.

               Robin Johnson finished the arduous task of drawing tiles for
          the SLASH'EM monsters.  He also contributed many more new  tiles.

               Kevin  later joined the DevTeam and incorporated the best of
          these ideas in NetHack 3.3.

               JNetHack (the Japanese version of NetHack) has  been  around
          since  at  least  1994, developed by Issei Numata and others. The
          GTK interface was written for this variant and released in  1999.

               Mitsuhiro  Itakura  headed a team which began the process of
          redrawing the NetHack tiles in 8-bit color at 32x32 pixels.

               The 3.3 development team consisted of Michael  Allison,  Ken
          Arromdee,  David  Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
          Timo Hakulinen,  Kevin  Hugo,  Steve  Linhart,  Dean  Luick,  Pat
          Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner.

               As with version 3.2, various people contributed to the  game
          as a whole as well as supporting ports on the different platforms
          that NetHack runs on:

               Pat Rankin maintained 3.3 for VMS.

               Michael Allison maintained NetHack 3.3 for the MS-DOS  plat-
          form.  Paul Winner and Yitzhak Sapir provided encouragement.

               Dean  Luick, Mark Modrall, and Kevin Hugo maintained and en-
          hanced the Macintosh port of 3.3.



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          SLASH'EM Guidebook                                             49



               Michael Allison maintained and  enhanced  3.3  for  the  Mi-
          crosoft Windows NT platform.

               Ron Van Iwaarden took over responsibility for the OS/2 port.

               The Amiga port of NetHack was resurrected for 3.3.1 by Janne
          Salmijarvi.

               The  Atari  port  of  NetHack  was  resurrected for 3.3.1 by
          Christian ``Marvin'' Bressler.

               Warren Cheung combined SLASH'EM 0.0.5E7F1 and NetHack 3.3 to
          create  SLASH'EM  0.0.6 and continues to maintain the DOS and Mi-
          crosoft Windows ports.

               J. Ali Harlow incorporated the GTK interface  and  Mitsuhiro
          Itakura's  32x32  tileset  into  SLASH'EM 0.0.6 and maintains the
          UNIX port of SLASH'EM.  Peter Makholm maintains the Debian  pack-
          age.

               Paul Hurtley maintains the MAC port of SLASH'EM.

                  - - - - - - - - - -

               From  time  to  time,  some depraved individual out there in
          netland sends a particularly intriguing modification to help  out
          with  the  game.   The Gods of the Dungeon sometimes make note of
          the names of the worst of these miscreants in this, the  list  of
          Dungeoneers:



























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          SLASH'EM Guidebook                                             50



                   Adam Aronow       Irina Rempt-Drijfhout       Mike Gallop
                   Andy Church           Izchak Miller         Mike Passaretti
                  Andy Swanson             Janet Walz          Mike Stephenson
                  Ari Huttunen          Janne Salmijarvi         Norm Meluch
                  Barton House       Jean-Christophe Collet     Olaf Seibert
               Benson I. Margulies       Jochen Erwied           Pat Rankin
                    Bill Dyer             John Kallen            Paul Winner
                Boudewijn Waijers         John Rupley         Pierre Martineau
                    Bruce Cox             John S. Bien           Ralf Brown
                 Bruce Holloway            Johnny Lee          Richard Addison
                 Bruce Mewborne            Jon W{tte           Richard Beigel
                  Carl Schelin          Jonathan Handler      Richard P. Hughey
                   Chris Russo          Joshua Delahunty          Rob Menke
                   David Cohrs           Keizo Yamamoto         Robin Johnson
                 David Damerell           Ken Arromdee         Roland McGrath
                  David Gentzel            Ken Lorber         Ron Van Iwaarden
                 David Hairston          Ken Washikita          Ronnen Miller
                   Dean Luick             Kevin Darcy            Ross Brown
                    Del Lamb               Kevin Hugo          Sascha Wostmann
                  Deron Meranda           Kevin Sitze          Scott R. Turner
                 Dylan O'Donnell        Kevin Smolkowski      Stephen Spackman
                   Eric Backus            Kevin Sweet           Stephen White
                Eric Hendrickson          Lars Huttar            Steve Creps
                  Eric R. Smith          Mark Gooderum          Steve Linhart
                 Eric S. Raymond          Mark Modrall        Steve VanDevender
                  Erik Andersen         Marvin Bressler          Tim Lennan
                Frederick Roeber          Matthew Day          Timo Hakulinen
                   Gil Neiger             Merlyn LeRoy            Tom Almy
                   Greg Laskin          Michael Allison           Tom West
                   Greg Olson             Michael Feir          Warren Cheung
                 Gregg Wonderly          Michael Hamel         Warwick Allison
                  Hao-yang Wang         Michael Sokolov         Yitzhak Sapir
                  Helge Hafting           Mike Engber

          Brand  and  product names are trademarks or registered trademarks
          of their respective holders.




















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