diff --git a/src/libnpsharp/Master/README.txt b/src/libnpsharp/Master/README.txt
new file mode 100644
index 0000000..9d8a16a
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+++ b/src/libnpsharp/Master/README.txt
@@ -0,0 +1,48 @@
+# Master API source code
+
+This folder is supposed to contain the source code that will provide both, a master server and client.
+
+alterIWnet and fourdeltaone made use of the open-sourced DP master server code to serve registration of dedicated servers
+and the dedicated server list for the game client.
+
+This server is supposed to be replaced by a full implementation of the protocol, both as server and client, in C# and is
+to be integrated into libnpsharp.
+
+## Protocol
+
+The master server protocol is based on Quake 3's:
+
+Request message:
+ AA AA AA AA|BB .. .. BB| A=Header, B=Body ending with line break or \x00
+
+Response message:
+ AA .. .. AA|0a|BB .. .. A=Message name, B=Body
+ BB
+
+Important: The response is supposed to be one or multiple specific-length plus a less-than-specific-length
+UDP packet(s).
+
+TODO: Look up the specific length in the DP master source code. It's somewhere around 1400/1500 bytes.
+
+The master server itself has to only serve for the "getservers" request and has to respond with a getServersResponse message.
+This getServersResponse message's body is serialized as following:
+
+ XX AA AA AA AA BB BB[CC X=ascii("\\"), A=IP (uint, network byte order), B=Port 1 (ushort, network byte order), C=Optional port 2 (ushort, network byte order)
+ CC[..] ]XX .. .. .. ..
+ XX YY YY YY 00 00 00[00 Y=ascii("EOT")
+ 00]
+
+In short, serialized ip-port pairs/triples separated by ASCII backslashes and ended by an entry which decodes to "EOT".
+
+## Internal management
+
+Both the server and the client should be able to handle a variable amount of ports. For this, we plan following things:
+
+1) Assume "\" at the beginning of an entry. If not true, stream out of sync -> throw exception/disconnect.
+2) Assume an IP address exists (4 bytes minimum).
+ a) If IP address is ASCII "EOT" with \x00 bytes at the end, stop reading the message.
+3) Do not assume a fixed amount of ports. Instead
+ a) ...if rest > 0 bytes, read 2 bytes and append to a ushort list for ports.
+ b) ...if rest == 0 bytes, prepare for reading next entry.
+
+This should be compatible with both, messages with 1 IP address + 1 port (game) and 1 IP address + 2 ports (game/query).
diff --git a/src/libnpsharp/libnpsharp.csproj b/src/libnpsharp/libnpsharp.csproj
index e760539..9a9e1bf 100644
--- a/src/libnpsharp/libnpsharp.csproj
+++ b/src/libnpsharp/libnpsharp.csproj
@@ -126,6 +126,7 @@
+