Ants wrote:I have an idea: making books with giftboxes. You fill a giftbox with parchments or custom images, seal it, give it a "title" and sell it. A giftbox can contain 9 pages.
Until Jorbtar implements books properly, that's probably the best we can do regarding literature.

This is more a solution to the present concerns than the addition of a robust book-making system.
I was thinking about this idea involving the books passing on knowledge (Understanding of resources, etc) and it occurred to me there's a potential (I won't comment on how good it is) way of making Lore Relevant and useful.
A properly crafted book can provide x% of the discovery experience for discovering these items (up to a maximum of 100% + any account bonuses) for every item they discover to those who use them.
This experience would start at 10% at Q10 and cap at 100%
So: Q10 = 10%, Q40 = 20%, Q90 = 30%, Q160 = 40%, etc.
I feel this would make them a valuable (and useful) trade resource, especially if they were consumed on use (as they should be).
The involved stats should be, IMO:
Carpentry, Sewing, Survival, Lore, & Intelligence (For the lesser tomes)
Smithing, Masonry, Survival, Lore, & Intelligence (For the greater tomes)
Potential Kingdom Level Item:
A Codex Stone/Library:
The Codex Stone can have a new item added to it by anyone who has access to it. The Codex stone takes a certain amount of authority each day to maintain but allows a given number of brand new characters to make use of the stone to gain the above benefits. The quality of the stone matters in the same way that the quality of the book matters. The Kingdom Ruler would have the ability to set how much authority the stone would be allowed to drain each day, with each x amount of authority = 1 resident who can make use of the codex.
Confession: I liked the Codex Stone a lot more when I started writing it than I did by the time I finished it, but I figure I'll throw it out for peoples discussion.