The Chronicle of Pagan
A Treatise on the Glorious History of this Foremost Society
by
Bentic, Humble Scholar and Student
There is little in the world more refreshing to me than knowledge. I remember in my youth hearing tales of legendary times, unexplored places and fantastic beasts. I constantly pestered my parents and instructors with and endless number of questions. How does this work? Why did they act in such a manner? Where can I find these plants? My thirst for information was – nay, still is – insatiable. I spent hours at time investigating all I could about my surroundings. Unfortunately, as I realized early in life, I lacked much in the way of physical prowess, making exploration difficult. Imagine my pleasure when I discovered that not only did life itself teach me things great and wondrous, but the myriad ancient tomes could offer nearly as much. It was then that I elected to dedicate this humble life to filling my mind and library with all the knowledge I could. Thus, I humbly add these works to the collection of wisdom that already fills the multitude of bookshelves throughout the land. I hope my work may someday imbue the hearts of the others with curiosity.
HISTORY
FIRST EPOCH: AGE OF THE ANCIENT ONES
Ages ago, in the First Epoch of our lands, mankind was able to walk across the plains and traverse the seas which are today so hazardous. Our forebears, known as Zealans, worshipped the false words of the Ancient Ones, the rulers of emotions. The beautiful goddess Amoras, say the ancient texts, controlled the aspects of love and joy, appearing when those feelings were prevalent in Zealan communities. However, when their primitive emotions changed to hate or grief, fierce Odion was there to display his might. Ever holding the links between those two, so the legend goes, is proud Apathas, ruler of cool impartiality. Under the questionable comfort of these three lay the entire world, within which lived and toiled our ancestors.
ZEALANS
Our forebears were a simple lot, savagely ignoring rational thought in deference to the false tenets of emotion. They had little sense of society, often quarreling among themselves, and even less knowledge of economy. To their credit, they were skilled warriors and hunters, and many of their martial forms are taught to this day. Centuries passed before a Zealan war chieftain, called Khumash-Gor, conquered most of his competing tribes. He unified them into a single community of considerable size and influence, and ruled for decades before failing to an assassin's poisoned blade. Several of his successors attempted to recapture the qualities of Khumash-Gor's leadership, all of whom failed. Then, once again, the people broke into conflicting clans, keeping only their primitive religion as a unifying aspect of Zealan society.
SECOND EPOCH: THE TIME OF CHANGE
Then came a glorious change to the people of the land. Spoken only in hushed whispers, the leaders of a religious rebellion first made the words of the Guardian known to the public. This Guardian talked to them within their minds, foretelling of a dark time when a champion of tremendous evil would try to enter their world. This Destroyer would turn the very forces of nature - the elements of earth, water, air and fire - against them, raining destruction across the land. Only by offering worship to those very elements could the people hope to dissuade them from assisting the Destroyer.
Most of the Zealans scoffed, but several heeded the warnings of the Guardian, building, on his advice, a great temple high atop a mountain peak. With much effort and considerable magics they constructed a giant, black obelisk. There, so the Guardian explained, they could focus their worship of the elements, offering lives in sacrifice to the elemental spirits. As the Guardian had promised, the spirits grew in power, assuming titanic forms: Lithos, the Mountain King, Elemental of Earth; Hydros, the Lurker, Elemental of Water; Stratos, the Mystic Voice, Elemental of Air; and Pyros, Lord of Flame, Elemental of Fire.
The archaic deities of the emotions became enraged as their powers diminished, commanding their worshippers to slay the followers of this new religion, who thus became known as Pagans. Brother turned against brother as a bloody war raged across the land. The message of the Guardian grew louder, and fewer Zealans heeded the words of the Ancient Ones, turning instead to the worship of the Elemental Titans. Though the war raged for years, it became quickly apparent that the Pagans would emerge victorious. Thousands of Zealans were killed when Hydros withdrew from their lands and Lithos forever sealed them within the Lost Vale. Then, when the Pagans had nearly routed most of the Zealan resistance, the Guardian gave his final warning: "Take your people and depart from the temple. The Destroyer has come."
The Pagans fled the temple and, just as the Guardian had prophesied, a scarlet visage appeared in the sky - the last time the Pagan sky was visible. The Destroyer's malevolent yellow eyes glared out across the land, finally resting upon the great temple, and bolts of lightning shot forth, obliterating the entire mountain top. The people cried out, calling for the aid of the Titans. Also as predicted, the Titans rose to the challenge, facing the Destroyer in a fantastic battle.
Clouds shrouded the earth. Night and day seemed to cease, pitching the world into a state of never-ending twilight. The earth shook in violent tremors while torrents of rain and hail pelted down from above. The very winds transformed into cyclones, whipping across the land, and volcanoes opened up like wounds, hurling fiery death upon the people. Much of the land was broken apart and many islands were annihilated or forced beneath the seas. Finally, the Titans returned to face the people, claiming victory against the Destroyer.
The world that remained was pitted and scarred, a vast wasteland with a smattering of island chains. The ocean brine had increased ten-fold formerly lush shore plants now withered at the touch of the tide. Many of the survivors, both Pagans and Zealans, gathered on one of the larger islands, from then on called Morgaelin after the volcanic remains of its lone mountain of the same name. However, despite the falling of the Destroyer, the world did not return to peaceful times. The Titans became enamored of their vast powers, demanding even greater sacrifices in return for their past deed. They set upon each other as they vied for supremacy of the world.
The Pagans constructed holy sanctuaries, one for each of the Titans, in an effort to appease them. The fight for control between the Elemental Titans continued, while the few remaining Zealans who had sought refuge in the nearby mountains launched continual raids upon the Pagans. Though the Destroyer was gone, the people were still in constant turmoil.
THIRD EPOCH: PACIFYING THE TITANS
Calming the Earth
The elder Pagans knew it would be impossible to overcome the might of the Titans, so they sought to bargain instead. They sent a champion, Moriens, to the Hall of the Mountain King to plead with Lithos, begging him to cease his destructive quakes. In return, Lithos demanded the service of the people, even beyond life. Upon their deaths the people were to be interred, and thus conveyed to his realm for eternal slavery. In addition, ordered the hungry Mountain King, several Pagans must be given to him immediately. With this pact Lithos would not only quiet the land, but also instill within Moriens the magical powers necessary to perform rituals required to satisfy the Titan of Earth, including minor manipulation of the earth. The elders accepted the terrible price and the covenant was formed.
Moriens became the leader of the Pagans – the first in a long line of Necromancers. He established a cemetery near the newly built Tenebrae, City of Eternal Twilight. He selected several elderly citizens to volunteer as Lithos’ first servants. As agreed, the tremors ended and the earth calmed.
As the decades passed, Moriens began to feel within himself the infirmity of age and its resultant illnesses. He went to Lithos and asked to have his life extended so that he might continue his work. The Mountain King explained that such was not within his power, but that there was another way to have the Pagans continue their service. He permitted Moriens to choose an Apprentice so that, upon his death, a new Necromancer would assume his position. In turn, the deceased Necromancer would enter into a different service that the other Pagans, tone that involved eternal rest, where his wisdom could be called upon by other Necromancers down through the ages. Each succeeding Necromancer would, in turn, find an Apprentice to whom the powers would be passed on upon death. The earth shook no more, but still the volcano raged, the winds blew and the rains fell.
Stilling the Seas
Many generations of hardships passed and a hero became known to the people. His name was Kalen, and in time he became their Necromancer. He fell in love with his Apprentice, who returned his affections, and soon they were to undergo the Ceremony of Bonding. Then tragedy befell them as Hydros, considerably displeased with the pact between Lithos and the Pagans, sent a great wave to wash across the city, pulling Kalen's beloved into the seas. As the people began repairs to the city, Kalen headed to the Temple of Flowing Waters.
There Kalen begged for the return of his betrothed, but Hydros refused his request. Instead she revealed to him the image of his love in her new form, pale and sickly as that of one of the Lurker's minions. Thoughts of vengeance entered Kalen's mind and he visited Lithos to learn of means for justice. He found the Mountain King eager to comply, having no love for a rival Titan. Lithos revealed that a powerful substance, called Blackrock, was immutable by any amount of the Lurker's powerful waves.
Kalen remembered the tales of the ancient Pagan Temple and the great obelisk. He returned to the volcano and found in the crater the remains of the obelisk. There, in the murky waters continually filled by Hydros' rains, was the darkened silt of this Blackrock. Using his Necromantic powers, Kalen reshaped the crater to prevent fresh water from entering the Temple of Flowing Water. In addition, he melded the Blackrock into the crater wall, preventing the Lurker from eroding away the land. He had trapped Hydros.
Entering the Temple, Kalen was prepared to destroy both it and Hydros by reforming the crater. His intention was that not enough water should remain for the Titan's existence. Before he could complete the task, the Lurker's pleas stayed his hand. She promised to return his beloved's body so that it could be interred properly, no longer a servant to the Titan of Water. She also offered to pass on to him and all in his future bloodline a modicum of her powers, equal in measure to the abilities he gained from l,ithos. Kalen accepted her bargain for the good of the people. From that point on, the storms ended, and two separate sects of magic, Necromancy and Tempestry, were present in the land.
Assisting the Air
Several years after the torrential rains ceased, a mystical voice contacted Stellos, a wizened follower of Stratos, while he was praying at Argentrock Isle. The voice identified herself as Stratos, ruler of Air. Stellos began telling others of the Mystic Voice, but they thought nothing of his insane ranting ... until he began performing miracles. Quickly it spread through the land that Stellos could aid the sick and draw truth from the lips of liars. Word of his powers reached Kalen, who brought to Stellos the body of his betrothed. The elderly man took Kalen's love to Windy Point and asked for the power to return her to life.
Stratos explained that the woman's body had been separated from her spirit for too long. It would be possible to breathe life into her, but only at great cost. Hoping to repay Kalen for his work in ending the rains, Stellos agreed to the unknown fee. Stratos permitted the determined man to send his spirit into the realm of Air. Farther and farther he went, facing tremendous winds. There he finally found a shimmering cloud at the very verge of the sky itself and something he later called the ethereal void. As he entered the cloud, the light of day confronted him; he was the first and, to this day, only Pagan to see sunlight in many generations. On the dark island below, his mouth opened and from it flowed the breath of life into the body of Kalen's beloved.
The old man, prepared to greet the lovers, returned to his body only to discover he had lost his vision - forever blinded by the sight of the sun. Kalen began to weep, but Stellos bade him stop. He was himself truly joyful at the sight he had witnessed far above the darkness of the clouds. To show his gratitude, Kalen commanded the rocky ground to form the walls for a stone construct to house and protect the old man. Here Stellos could pass on his knowledge of healing and purification throughout the ages, for with the power of resurrection came immortality. Stellos and his pupils became known as Theurgists, and together they were proclaimed the Order of Enlightenment. The Order was never wanting for students, for one Titan's violence was yet unquelled, and with the fires came always the wounded.
Binding the Flame
Centuries after Stellos' miracle of resurrection, a group of five Theurgists pooled their knowledge and resources to learn more about the Lord of Flame. During their studies, they reached an important realization. If Blackrock was anathema to the Lurker, they conjectured, perhaps it held debilitating effects for Pyros, as well. Knowing that the fires spewing from the volcano would annihilate the island in less than a year, the five acted on their speculation.
Some of the Theurgists visited the Necromancer to procure as much Blackrock as they could. They received several small chips, in addition to a single fragment larger than a man's head. Other Theurgists set about formulating the necessary diagrams and components required to shape the dark substance, and with luck, bind Pyros within.
Finally, the five were ready to begin. They drew a pentagram upon the floor in Pyros' Temple, setting the Blackrock in the center where the Lord of Flame was likely to appear. Four of the Theurgists took a point of the pentagram and knelt in readiness, while the fifth stood at the final point and began the traditional Ritual of Summoning. As expected, Pyros appeared in a searing blaze of fire. Immediately feeling the effects of the Blackrock with which he was in contact, he pointed towards a Theurgist and instantly enveloped him in fire. Before the dying Theurgist's tortured scream could fade, the remaining four made up for the loss and quickly commenced the binding process' chants. Flames licked about the Theurgists as they intoned the various words of power until finally it was over. Pyros was bound in the larger fragment.
Adversely affected from within the Blackrock, Pyros was unable to hurl lava upon the Pagans. At first the Thcurgists were revered as saviors, until the people began to realize what corrupting mental transformations had been required of the four Theurgists. Rightly fearing the power the Theurgists wielded over fire, the people labeled them Sorcerers for their dealings with Daemons, and shunned them. The Sorcerers readily accepted their fate and secreted themselves away from the others. They named a Master Sorcerer, though after a violent death he was replaced by the First Acolyte. Many accusations were cast about who was responsible for the death, though nothing ever came of it. A precedent was set, however, and in the subsequent centuries, the more powerful Acolytes were always ready to take the Mastery from those fellow Sorcerers who grew weak or complacent.
FOURTH EPOCH: THE AGE OF PEACE
After the Titans were appeased or controlled, the era of peace which still exists to this day settled on the people. The few Zealans who clung tenaciously to their weakening gods are now extinct, though only after the Pagans endured decades of raiding and murder.
People are free to live normal lives. They tend their fields or wares, performing their daily duties as is right. Those few who have instead devoted their lives to the pursuit of magic live apart from the populous. The Necromancers, asked to depart from society to perform the distasteful but necessary task of preparing the dead for Lithos, have handed over their rule to the Tempests. The Sorcerers remain in their hidden enclave, while the Theurgists continue their studies in the monastery on their small island.
BRITANNIA
Of our land and our culture. However, at Vardion's rather persuasive - and sorcerous - insistence, I have included it within these pages. Though the veracity of the source is unknown, Vardion claims these stories, as told by his grandmother, Mordra, must have some bearing on reality or she would not have passed them on. Vardion is a great and widely respected Sorcerer, and even the Thaumaturge Mythran speaks highly of the aged woman, yet one must wonder about the truth of tales describing this other world, the one called Britannia.
Three Ages of Darkness
During the early formation of this mythical Britannia, there came to be three embodiments of evil. The first was a spellcaster named Mondain, the second was his Apprentice Minax, and the third was their unusual offspring, the entity Exodus. In each case, the ruler of this Britannia called for assistance in defeating the great evil, and, in each case, the same strange champion appeared to conquer the malevolent forces assaulting the land. The stranger was able to claim victory all three times, thus proving considerable courage and skill.
Three Ages of Enlightenment
Following the destruction of the three faces of evil, there came three more times of trial for this world of Britannia. The first involved establishing a set of ethical codes by which the general population should live. In addition, the ruler of the land called for a hero to step forward and solve several quests designed to represent one of the codes of ethics. The selfsame champion who defeated the three sources of ultimate evil emerged successfully from the eight quests, becoming the embodiment of those codes. As champion, the hero was integral in resolving political strife when the ruler of the land disappeared and was replaced by Blackthorn, a tyrannical lord who harshly enforced the letter of the law. Finally, the champion served the kingdom a sixth time, demonstrating that a perceived source of malevolence was in reality a collection of individuals trying to right a serious wrong.
Age of Armageddon
The mighty Thaumaturge Mythran has added a bit of credibility to Mordra's tales by telling one of his own. He does not seem to remember the source of this story, but he believes that it must be part of the mythology put forth by Vardion's grandmother.
Following the sixth adventure, the champion disappeared from the land, returning nearly two centuries later! This time, however, the hero appeared without summons, for no one knew of any cataclysms that required reparations. Yet it was not long before the champion was again facing great evil, this time in the form of an insidious organization called The Fellowship that had insinuated itself into Britannian society. In addition, a magical island, once home to the very Exodus of the Third Age of Darkness, had risen to the surface, indicating a further threat to Britannia. During this seventh period of service, the champion was able to uncover the dastardly plot of The Fellowship and remove the evil presence forming on the island.
There is nothing more known about the history of this unusual land, for Vardion has had no contact with his grandmother for some time now and Mythran remembers no more stories. Yet Vardion remains confident of the existence of this world of Britannia, and that its presence is related to his grandmother's alleged disappearance.
TRAVELER’S GUIDE
PLACES
Tenebrae
Named the City of Eternal Twilight, Tenebrae is the only community excluding the various groups of spellcasters - known still to exist on Morgaelin. It was first built ages ago by our Zealan ancestors, who were forced out during the ancient wars. Despite its heritage, many of the edifices are new, having been reconstructed in recent years.
In the central part of the city is the Great Palace, home and court of the reigning Lady. From there she rules with a firm hand, keeping the peace via her very real threat of sending criminals to a watery grave.
Plateau
This crag that overlooks the city supports a small hut, home to the mysterious Mythran. Covered with a few groves of trees, the area is remarkably nondescript, and Mythran has done little to change the flora and fauna other than construct his unusual abode. It is said that this is where to find information no others could possibly know.
Vengeance Bay
This area is beyond the reach of those without the means to cross the seas in safety - a rare thing in these times. The bay was the site of the last and greatest true battle between the Zealans and the Pagans, who won by calling upon Hydros to pull the Zealan leader's ship under the sea. To further the show of power, Hydros spat the ship back up, cursing all on board to eternal slavery as part of her undead legion.
Cemetery
The cemetery is where the dead are interred and then sent to Lithos. It is also home not only to the Necromancer and her Apprentice, but to dozens of the Mountain King's servants. Even before reaching the cemetery, the stench of death becomes overpowering, and many ghouls and skeletons are visible from the gates. Very few are brave or foolish enough to enter the graveyard to speak with the Necromancer, and usually only the Apprentice travels into the city for supplies.
Hall of the Mountain King
Located at the base of the mountain at Stone Cove, the Hall of the Mountain King is, indeed, where the Necromancers may go to speak with Lithos. In fact, only those with the powers of a Necromancer or Apprentice are able to enter, for the seemingly inoperable stone door stops all others.
Argentrock Isle
This small islet, reached only by a bridge, is home to the monastery of the Order of Enlightenment. There the Theurgists have the opportunity to attend to their studies in the peace and quiet necessary to achieve Enlightenment and Purity. Those Theurgists who learn well the lessons of Stratos are permitted to visit Windy Point, where a truly pure Adept might hope to hear the Mystic Voice.
Sorcerer's Enclave
Among the most dark-some places in Pagan is the treacherous territory known as Sorcerer's Enclave. There the Mages of Fire perform unknown and possibly horrific magics, as they consort with their patron Titan, Pyros. Fortunately, the area is quite secluded, as a boiling lake of fire surrounds the collection of buildings, making it impossible for those who are not members of the sorcerous cabal to traverse.
PEOPLE
Mordea
Ruler and Tempest of Tenebrae, our Lady Mordea governs with strict attention to detail. Her right of rule was inherited from her Tempest father, Keldan, and noble mother, Celidia - both royalty and real power support her claim to rulership. Our Lady is extremely aware of her position, accepting only the utmost in loyalty from her subjects.
Lothian and Vividos
Lothian is the strong and stoic Necromancer, quite competent in her abilities to convey the deceased to Lithos. She has little opportunity to converse with the citizens of nearby Tenebrae; her work keeps her so tremendously occupied. The townspeople are, however, friendly to her new Apprentice, Vividos. His vivacious personality is a good complement to Lothian's, making it easy for him to deal with the world outside the distasteful realm of the cemetery.
Stellos
Stellos is a wise and kind man for whom the term elderly is more a measure of appearance than chronology, for his dealings with Stratos have left him immortal. Ever concerned for the welfare of others, he is perfectly suited for his role as instructor at the Order of Enlightenment. The only man alive from our tumultuous past, Stellos is a still-breathing legend who matches perfectly the stories of his heroic encounter in the realm of Air.
Makhir
Few know much about Malchir, the Master Sorcerer, and those who know anything at all are his fellow followers of fire. It is said he is a dark man, but no one knows whether his bitterness led him to, or is a result of, his status. There are those who speculate he bears a greater resemblance to the Daemons he commands than to normal men.
Mythran
Master of Thaumaturgy, Mythran, is a quirky, peculiar man. Many give witness to his abilities with magic, yet none can draw a connection between his powers and those of any of the other spellcasters. There seems little that he does not know or cannot find out, and many have made their way to his home atop the plateau to glean what they can from his wisdom. He speaks as though there were other Thaumaturges, but I have heard naught of them elsewhere.
Those who have seen it say his house is quite unusual. Only a small hovel on the outside, his home is considerably larger within. Rumors claim that the entire second story is devoted to his research and experiments, and considering his vast wealth of knowledge, there seems no reason for doubt.
MERCHANTS AND MONEY
During the Third Epoch, after the Age of the Necromancers passed and Tempests came to rule, the Pagans learned the value of coins - namely that a universal currency saved wear and tear on the feet. Much deliberation went on as to what should best represent this abstract item of value. Some wanted the trappings of precious metals, but decided such was too valuable for crafts and weaponry to waste on coinage. Others thought that objects from the sea, such as oysters, clams and starfish, would best honor the Tempest rulers. Conversely, proponents of toraxen hides argued that it would be sacrilege to remove such sea belongings from the domain of Hydros.
Finally, the people agreed upon shaped and stamped obsidian chips. Obsidian is no longer used for other objects, it comes from the ground, honoring earth, and can be imprinted with the icons of the other Titans to show deference to them as well. Moreover, it is possible to confine to government agencies the technology for heating raw obsidian and molding the ore into chips. Thus they can enforce a necessary, though arbitrary, value within city walls.
Those who cannot or will not craft for themselves use these obsidian chips throughout the city as legitimate exchange for goods and services. Since there are not many merchants in town, I have taken the liberty of compiling a list of the few types of goods offered to the general public. Fresh fish and vegetables can be purchased at the tavern. The weaver produces fine apparel that is both functional and comfortable. Exquisite jewelry can be purchased from the jeweler, who also produces some glassware. Quality refreshment is available at the tavern, where herdsmen bring torax chops and kith fillets. Finally, several of the craftsmen about town are likely to sell tools of their various trades.
WEAPONS AND ARMOR
As any member of the militia is sure to admit, finding good weapons and armor is extremely important. Even though the Zealan raids ended some time ago, there is always need for arms to protect against the wilds of nature. The weaponsmith forges and sells all sorts of swords, axes, maces and hammers, in addition to a wide assortment of armor and shields. However, being a metalworker, the smith rarely sells lighter forms of protection. Fortunately for those who have taken an oath to police and protect the city, the current captain of the guard crafts armor from toraxen hides, and has been known to offer his wares for sale upon request.
BESTIARY
DOMESTICATED CREATURES
Kith
Although they are large, multicolored quadrupeds, kith bear a remarkable resemblance to the common insect. The major difference between the kith and what some consider to be their smaller cousins is size. At full maturity, a kith's head easily reaches the waist of a man. A few may grow even larger.
Being omnivorous by nature, kith tend to live on the various plant life found throughout the land, though they prefer denser flora. Domestic kith are de-venomed and de-fanged at birth, feral kith are far more dangerous, often rearing up on their abdomens to strike with poisoned fangs.
Kith excretions come in the form of silky strands, which are woven together to make fine clothing and linens. The finer weaves of kith silk make excellent canvases, for the paints adhere well to the fibrous material. In addition, the meat taken from the kith's abdomen and thorax is quite tasty, and many herdsmen raise kith solely for the sustenance they provide.
Torax
Large, slow reptiles, toraxen are the staple of the herdsman's stock. They are usually brown in color, though some have dark brown or dark gray spots. Their heads are broad and flat, filled more with bone and muscle than brain. Half as tall as a man and usually docile, the torax is particularly strong for its size, often able to knock down trees in one angry charge. Setting its head down, the torax charges victims and then snaps with its bone-crushing jaws. Their tough hide is thickest around the legs and back, making them especially difficult to damage in these areas.
The tremendous strength of a torax makes it an excellent dray beast; able to carry great loads for a long amount of time. In addition, their thick skin makes excellent leather, which is usable as clothing, armor and even temporary shelters. Torax meat is a staple food, whether served fresh as chops or dried as jerky.
CREATURES OF THE WILDS
Changeling
Changelings are, indeed, a curious species. As they are shapeshifters, it is difficult to describe their true form. However, there is one shape that is apparently available to all changelings - or at least in all of those encountered thus far. In that form, they appear much like short, disfigured and disproportioned men. The changelings' movements seem jerky and erratic, yet the creatures seem to be in control of their actions.
In battle, the changeling assumes the shapes of its opponent or flora! In these forms, the changeling has the strengths and abilities of these other creatures, including any toxins they might be able to employ. In what must be assumed is its natural form, the changeling bounces about the area and then suddenly leaps at its opponent with it huge tooth-filled maw opened widely. No one has had the opportunity to learn exactly what it is that allows a changeling to shapeshift or what makes it act as it does, for it fights viciously to the death. Moreover, the creature disappears when it dies, making study impossible.
Troll
Trolls are large, lumbering bipedal creatures, standing half again as tall as a man. Their skin color ranges from a pale green to an olive or tan, and they wear little in the way of clothing. Trolls move quite slowly, as if they must first decide where to place each foot before taking a step - though anyone who has watched a troll move through a small community, stepping on whatever is underfoot, knows better than to think a troll is careful. There are those who speculate that trolls are the offshoot of an ancient tribe of particularly evil and stupid Zealans, though none of the ancient tomes in Tenebrae support that theory.
Trolls fight poorly, being so slow and bulky. However, their solid strength means certain death for most who are careless enough to be struck. All trolls use clubs, usually pulled from dead vegetation, though even their powerful fists are enough to deliver a tremendous blow.
Seeker
The seeker is nothing more than an abomination of nature. One large eye floats about connected to a huge, snapping mouth via a thick red membrane. It is hoped that this creature is the result of a magical concoction, but others claim that seekers are the living remains of the Destroyer, as foretold by the one who called himself the Guardian.
The seeker seems to be neither herbivore nor carnivore - no one has ever seen it eat. The creature simply hovers about until it sights a target and then launches into a furious assault of gnashing teeth. Yet no scholar has ever been able to explain the seeker's sole purpose of wanton destruction. It does not eat, and yet nothing eats it. Even in death the seeker mocks other life, exploding into a myriad of sharp bone and cartilage that can be fatal to those caught within the radius of its devastating blast.
UNDEAD AND SUPERNATURAL CREATURES
Aerial Servant
Many people who die before they finish important tasks become spirits bound to the welfare of others. Unlike ghosts, for whom the Titans have no use, aerial servants function as messengers and assistants to Stratos. Moreover, aerial servants do not possess the same dark gray appearance of their counterparts, the ghosts, seeming instead to be made up of simple currents of air.
Aerial servants do not attack others, whether they are living or otherwise. However, they are usually loyal to the Theurgists who summon them, obeying their commands to the best of their abilities. Some say that aerial servants can affect the objects they touch, temporarily changing the objects into air currents as well. This way, the aerial servant is able to transport otherwise solid objects through the smallest wall chinks and such.
Daemon
Those consumed by flame, either in life or death, or are slain by another Daemon, become servants and warriors for the Lord of Flame and his followers. Daemons are bipedal creatures with mottled and scaly skin, sporting sharp claws and talons. Atop their heads are two horns, while coarse brown fur covers their legs.
These hideous beasts are terrible tools of destruction. With their powerful arms and sharp fangs and claws, they rend their victims with razor-like ability. According to the few witnesses who have seen a Daemon attack, the victims scream of the burning pain that comes from each strike, and legend maintains that Daemons can even hurl destructive balls of flame. As fire is their primary tool, Daemons seem immune to the effects of flame themselves, and their thick scales make them nearly impervious to the common blade.
Ghost
Ghosts, also known as wraiths, are the disembodied spirits of those who died so tragically that even the Titans have no use for them. They appear as twisted shapes of gray floating above the ground. Tied to the general location of their demise, ghosts rarely travel far in search of victims. They consume life forces to give them strength. Ghosts have complete control over their visibility, often remaining invisible until prey is near enough to scare.
Feeding on the spirits of the living, wraiths attack with a draining touch that leaves the victim weak of body and will. Armor is useless against their attack, and weapons without some sort of enchantment cannot hurt them. Legend claims that some of the Necromantic magics may affect a ghost, but I doubt there is any evidence to support the supposition. Note that a ghost's non-corporeal nature permits it to access many areas sealed to ordinary folk.
Ghoul
Ghouls are the animated corpses of the recently dead. Wearing nothing more than the clothing in which they were interred, ghouls - or zombies are extremely slow in both thought and action. Unlike skeleton warriors, the ghouls' function is far less oriented towards combat, and they begin their service as soon as they make their way to the Mountain King's domain.
However, when sacred areas such as the cemetery are disturbed, ghouls are there to confront the trespasser. Fortunately for the perpetrator, movement for ghouls is extremely difficult and painful, rendering them poor combatants. An ironic twist to the ghouls' nature is that they consume the flesh of their prey, thus making it impossible for the victims ever to reach Lithos and serve him.
Minion of the Lurker
The Tempests tell us that those whose bodies fall dead in the water, whether by drowning or other means, tragically face service not with l,ithos, but with Hydros, the Lurker. Little is known about the vile minions, for they do not walk upon the land and no one has dared to enter the Lurker's domain to view them up close. The few glimpses that have been seen reveal a large, fish-like head filled with a row of sharp teeth. It is assumed that the transformation into this disgusting beast takes some time, though how much is unknown.
There is no record of anyone surviving a direct encounter in the water with a minion, though some of the fishing folk have managed to avoid the creatures by remaining in their boats. It is unknown whether minion victims are consumed or dragged deep below the waves to become minions themselves.
Skeleton Warrior
The remains of warriors from ages past, skeletons are the servants of Lithos and the Necromancers who follow him. Their body and spirits, passed to the Mountain King during interment, are held in waiting until needed. However, they still carry with them the accouterments of their fighting days: axes, swords, shields, armor and so forth.
Though dead, these animated skeletons are extremely agile and strong, often felling a man before he can even strike. They are brainless, yet seem to retain much of the fighting skill they possessed in life. Skeletons attack only with their ancient weapons, which are oft times filthy with disease-ridden decay. As they are already dead and serve only a single function, skeleton warriors attack relentlessly until destroyed.
MAGIC
Compiling this information took considerably more effort than I expected. The project began at first as idle curiosity - I merely wanted to know more about spellcasting. I contacted the leader of each of the four types of magic - Necromancy, Tempestry, Theurgy and Sorcery and requested that they convey what information they could to me. The Theurgists and Necromancer complied readily. The Tempest responded via her seneschal, who informed me that Our Lady Mordea was occupied with too many 'important" matters to concern herself with my trivia. Equally frustrating, the Master Sorcerer was quite reluctant to reveal much about spells of Fire, only sending what he did after becoming completely assured I was up to no nefarious plotting.
Fortunately, Mytbran knows quite a lot about magic and spells, as I suspected, and was extremely helpful in filling in the gaps left by Lady Mordea and Malchir. Indeed, I learned from Mythran that be, bimse4r, has acquired the ability to cast snippets of the other types of magic. Though I do not mistrust his words, I do think it strange that he mentions reagents for his spells the likes of which I have never seen. Nevertheless what follows is Mythran's explanation of magic in his own words.
A TREATISE
by Mythran the Thaumaturge
My years of research in the field of magic have led me to the conclusion that all magic is simply the manifestation of a being's will, superimposed upon reality, through the means of etheric emanations. Furthermore, I propose that such emanations are truly limited only by the imagination and willpower of the entity in question.
Certain rituals and words can assist the caster in visualizing the desired effect, just as certain physical objects can lend power, stability and shape to the caster's will. These props are not always necessary for beings of considerable power or intellect, but are useful for most spellcasters.
Following is a detailed analysis of the styles of spellcrafting that I have been able to observe in this world - Necromancy, the rituals of death; Tempestry, the power of the Water and storms; Theurgy, the discipline of attuning the spirit; Sorcery, the craft of destruction; and what I call Thaumaturgy, my personal study of magic.
A WORD ON CASTING
All spells, save the seemingly innate abilities of the Tempests, require a ritual of some sort before casting. The rituals, or props as I called them earlier, are each of varying duration, and sometimes are performed long before the actual spell is cast. In addition, the rituals all require from one to three of the following components: spell books, foci or reagents.
Effectively, spell books are used as sources for spell formulae. These books describe the rituals, foci or reagents necessary to cast the spells, as well as explaining the results of success and, sometimes, the results of failure.
Foci are material items used to bind and release magical energy. Sometimes they do nothing more than enhance the caster's ability to concentrate, that is, focus on his or her spell. Other foci store the energy in the form of charges, allowing the caster to prepare much of the spell beforehand and then II simply release the energy when necessary. At the very least, foci serve to channel the etheric waves into usable power.
Finally, reagents are the disposable components of casting. They are natural materials consumed when the spell is cast. Sometimes the spell caster scatters the reagents about the affected area, while other times they are simply mixed together in precise proportions.
NECROMANCY
Within all living things is a magical energy or life-force. However, once the life has passed from a body, a byproduct of the life-force, emitted as etheric waves, remains inside. Lithos, the Titan of Earth, imbues those of his choice with the insight and fortitude to have some power over death and Earth.
The focus of a Necromantic spell is a small pouch filled with the reagents required to cast the spell. These reagents are easily obtainable as they are bits and pieces of the land and of those who once lived upon it.
REAGENTS
Reagent Purpose Notes
Blood Summoning/Communication The essence of life, reft from the body, serves as a reminder of mortality.
Bone Summoning/Communication The source of blood is also, strangely enough, the source of the will, and remembers the life it once embraced.
Wood Preservation/Binding Almost ageless, a time-aided tree can be stronger than the hardest rock.
Dirt Protection The plant grows from the womb of the land, its roots deeply embedded in the safety of soil.
Executioner's Hood Death This fungus is black in hue, dark in purpose and shaped like the head-covering of its namesake.
Blackmoor Power This is an odd mixture of the element of Earth and the mysterious Blackrock.
RITUALS
Mask of Death (Quas Corp)
By this ritual, the Necromancer may assume a state of near-death that will appear as actual death. The Necromancer is completely cognizant, and can dispel the effects at any time.
Reagents: Wood, Executioner's Hood
Call Quake (Kal Vas Ylem Por)
This ritual causes the very earth to rise up and heave.
Reagents: Blood, Bone, Wood, Blackmoor
Death Speak (Kal Wis Corp)
This ritual briefly returns a semblance of life to a deceased body and allows the Necromancer to converse with the spirit of the once living. However, if the being has not undergone certain preparations before death, this spell is quite a painful experience, usually rendering the subject incoherent.
Reagents: Blood, Bone
Rock Flesh (Rel Sanct Ylem)
With this ritual, the Necromancer gains an innate resistance to damage by transforming the very flesh into a substance as strong as stone.
Reagents: Wood, Dirt
Summon Dead (Kal Corp Xen)
This spell summons from the Earth a number of dead warriors to serve the Necromancer as guardians. They are mindless, attacking anyone not endowed with the power of Necromancy. Though it is possible to summon armies of the walking dead, I have never seen more than one appear.
Reagents: Blood, Bone, Wood
Open Ground (Des Por Ylem)
When cast near a tombstone, this ritual, under the guidance of a Necromancer, shapes the ground and stone. Most often, however, it is merely used to create a grave or open a weakened wall of rock.
Reagents: Blood, Blackmoor
Create Golem (In Ort Ylem Xen)
This spell calls up a creature made of Earth, generally in the shape of a man, to perform the bidding of the caster. It follows a few terse commands, usually understanding statements to retrieve or open things.
Reagents: Blood, Bone, Wood, Dirt, Blackmoor
Withstand Death (Vas An Corp)
By means of this preparation ritual, the Necromancer returns from death once (and only once), with all ailments removed and in full health.
Reagents: Wood, Dirt, Blackmoor
Grant Peace (In Vas Corp)
This potent ritual calls upon the bailiwick of the Necromancer, that being death. The recipient, if the undead of Earth, instantly reverts to the lifeless corpse it was before becoming animated. If cast upon the fully living, the life force of the recipient is momentarily severed from the body, often resulting in death, but in some instances, causing only temporary confusion.
Reagents: Executioner's Hood, Blackmoor
TEMPESTRY
This power is purely and simply the ability to control the Water and storms. It is an inherited trait, and therefore little is known about it. We do know some of' the powers displayed to date by the ruling nobility of Tenebrae. Since I do not know the actual names of the powers, I will merely list what I have observed.
POWERS OF TEMPESTRY
I have seen a trained Tempest walk upon the Water as if upon dry land, breathe Water as easily as Air, create and calm windy storms, still the turbulent seas, cause clouds to skid across the sky with preternatural agility, and send great bolts of lightning to strike those deemed unworthy of life.
Note that the Tempest requires no components, foci or magical incantations, as all etheric waves are amplified and channeled by Hydros, the Titan of Water.
THEURGY
The Order of Enlightenment from which issued this magical discipline believes that to purify oneself and focus the inner energies of the mind eliminates the need to find power in the world around. Therefore these mages require no reagents of any sort.
However, in the process of becoming attuned to Stratos, the Titan of Air, small silver tokens representing the spells become necessary. These tokens are the doorways to power for the Novice, unlocked by words of magic. Once a monk has become an Adept, achieved "enlightenment," and then continued studies for several more years, he or she will find the foci no longer required and that the power flows from the mind of the Theurgist unimpeded by physical restraints.
INVOCATIONS
Divination (In Wis)
This invocation reveals the Theurgist's location, time of day, day of the week, and current month.
Focus: Sextant
Healing Touch (In Mani)
This is a healing spell, affecting minor wounds.
Focus: Pointing Hand
Aerial Servant (Kal Ort Xem)
This spell calls a whirling being of Air, which will accept the Theurgist's directives to manipulate or move any object. An unusual ability of this creature is that it is able to move an object through solid obstacles, such as walls and closed doors.
Focus: Arm Band
Reveal (Ort Lor)
This spell releases a wave of energy that dispels all forms of invisibility around the Theurgist.
Focus: Open Eye
Restoration (Vas In Mani)
This is a powerful invocation. It restores a living recipient to full health, eliminating wounds, maiming or disease.
Focus: Open Hand
Fade from Sight (Quas An Lor)
As the name of this invocation states, the Theurgist becomes completely invisible to the sight of nearly all mortal beings.
Focus: Closed Eye
Air Walk (Vas Hur Por)
By means of this invocation, the Theurgist is capable of jumping a great distance with the aid of the surrounding Air. I am told that this is cast the first time without a focus, when the Theurgist leaps to Windy Point to speak with Stratos.
Focus: Wings
Hear Truth (An Quas Lor)
This invocation reveals the truth to any lie spoken knowingly to the Theurgist, as if the Air, itself, were unraveling the thread of the message.
Focus: Chain
Intervention (In Sanct An Jux)
One of the most powerful abilities of the Theurgist is to call into existence a wall of air that blocks all damaging forces. While this spell can make the mightiest sword blow feel like a tap, it will not prevent death from immersion in lava or drowning in Water.
Focus: Fist
Resurrection (Vas An Corp)
The most powerful ability of the Order of Enlightenment is the ability to restore life to the recently departed. However, the price for this ability is eternal blindness. I am sure there must be an easier way, but my research has yielded nothing worthwhile.
Focus: None but blindness and eternal life
SORCERY
Sorcerers deal in magic of Fire and destruction, having long ago founded the Cabal that bound Pyros, the Titan of Fire, to their wills. In doing so, they also garnered the ability to call upon his servants, the Daemons.
In the performance of Sorcery, one must use rituals, reagents, foci, magical words and a specially designed protective circle, called a pentacle or pentagram for the five-pointed star confined within. The tremendous powers of Pyros are released in great gouts of flame, and only a trained Sorcerer would dare to call upon them. Even then, the pentacle is required to keep the Sorcerer from being consumed along with the reagents.
The Sorcerer places the spell's focus at the pentagram I s center, the candles at each point around the circle, and the reagents near the candles, all while intoning the mystic words to shape the unbound energies. When this ritual enchantment is done, the Sorcerer is left with a charged (even multiply charged), glowing focus, suffused with the power of the spell invoked. The spell can then be cast at any time.
REAGENTS
Reagent Purpose Notes
Volcanic Ash Flame The refuse of the volcano has the property of creating the initial spark of Fire.
Pumice Distance This rock, cast highest and farthest from the volcano, retains the etheric impetus built up in the flight.
Obsidian Duration While seeming to be a fragile, easily broken substance, it endures the heat of the volcano.
Pig Iron Protection Iron's hard yet versatile nature works in protective Sorcery as no other reagent can.
Brimstone Power This is the rock that burns or, more to the point in Sorcery, explodes. A virtually limitless source of power dwells within its etheric composition.
Daemon Bone Summoning/ Having taken a hint from the Necromancers, the Cabal found that Bone
Binding does, indeed, retain its tie to life. It is even useful in the ritual of binding when enough power is at hand. Daemonic forces are summoned and controlled by use of this reagent.
SPELLCRAFT
Extinguish (An Flam)
This spell douses any flame, save the very hottest.
Foci: Symbol, Wand, Rod or Staff
Ignite (In Flam)
This spell lights the red and black candles placed around the pentagram.
Foci: Symbol, Wand, Rod or Staff
Flash (Flam Por)
By means of this spell, the Sorcerer can move from one visible place to another without actually traversing the intervening space. After many years of practice, a Sorcerer can even move to places visible not only to the eye, but to memory as well.
Foci: Wand, Rod, Staff or Symbol*
Flame Bolt (In Ort Flam)
This spell shoots a bolt of fire from the caster, burning anything unlucky enough to be the target of the Sorcerer's ire.
Foci: Wand, Rod, Staff or Symbol*
Endure Heat (Sanct Flam)
This spell creates a glowing field that allows the Sorcerer to touch any non-magical flame and remain unhurt. With this spell, a Sorcerer can even endure the heat of lava if it is solid enough to walk upon.
Foci: Rod, Staff or Symbol*
Fire Shield (In Flam An Por)
With this spell, flames come into existence encircling the Sorcerer. No tangible creature except a Daemon can pass through this flaming barrier, including the Sorcerer. Anyone foolish enough to try is thrown back and burned in the bargain.
Foci: Rod, Staff or Symbol*
Armor Of Flames (Vas Sanct Flam)
This spell bathes the Sorcerer in a corona of magical flames that ward off all other Fires of magical nature, including those cast by another Sorcerer.
Foci: Rod, Staff or Symbol*
Create Fire (In Flam Ylem)
At the casting of this spell, a fire erupts around the target. Those who are foolish enough to remain in the blaze will continue to suffer damage until they step out of the flames.
Foci: Staff or Symbol*
Explosion (Vas Ort Flam)
This is much like the Flame Bolt spell, but with considerably larger and more devastating effects.
Foci: Staff or Symbol*
Summon Daemon (Kai Flam Corp Xen)
This ritual of binding will summon a Daemon to attack one foe of the Sorcerer's designation. The dangerous nature of this spell lies in the fact that if no victim is specified as soon as the creature appears, the Daemon will attack the Sorcerer.
Foci: Daemon Talisman or Symbol*
Banish Daemon (An Flam Corp Xen)
As the name so plainly states, this spell will usually return a Daemon to its home in the Fire of the volcano. Unfortunately, even the most skilled Sorcerers have been known to perform an unsuccessful banishment.
Foci: Daemon Talisman or Symbol*
Conflagration (Kai Vas Flam Corp Xen)
This is the most powerful ritual that the Sorcerer's Cabal has revealed. If any greater exists, only they know about it. By use of this spell, a malicious, Daemonic force of destructive nature manifests near the caster, where it then commences to wreak savage destruction on all things near the Sorcerer.
Foci: Daemon Talisman or Symbol*
*Note: As it is not the most stable focus for these spells, the Sorcerer's symbol of the pentagram will be able to retain only one charge.
THAUMATURGY
Thaumaturgy is the term I use to define the collection of spells that I have learned over time. Put quite simply, Thaumaturgy borrows and steals a bit from each of the other magics, choosing the clear path of chaos rather than becoming too well defined and stagnant. Much like Sorcerers, I enchant items with the power of reagents and the mind.
Any Thaumaturge who knows the business may craft spells, scrolls, potions or various other implements of magic. There is almost nothing that I cannot do through the use of this form of magic, as it does not confine itself to a style.
In Thaumaturgy, the foci are the actual spell books that contain the formulae and references to the reagents required for the spell. In addition, enchanted, single-use scrolls that require no other components can also be used to cast spells. Most of the spells from the other forms of magic can be distilled to their basics and put into scrolls and books as well - by a Thaumaturge of sufficient skill, that is.
REAGENTS
These unusual reagents are used in combination with those from other disciplines.
Reagent Purpose Notes
Eye of Newt Sight/ Knowledge This aids a mage in focusing the inner eye within the mind.
Bat Wing Life/ Creatures The flesh, bone and blood found in this structure serve as an excellent lodestone to the essence of life.
Serpent Scale Destruction/ Separation The poison in the mouth of this beast seeps into the flesh and corrupts the scales, giving them the magical ability to act as a destructor of bonds.
Dragon Blood Great Power So powerful is this creature that the blood burns as if aflame. Precise measurements of this are wise, for too much and the magic will go dangerously awry.
ENCHANTMENTS
Confusion Blast (In Quas Wis)
This causes a release of etheric energies, inflicting no real physical damage, but causing all combatants near the Thaumaturge to forget completely the present combat.
Reagents: Eye of Newt, Bat Wing, Serpent Scale, Obsidian, Brimstone
Summon Creature (Kal Xen)
This highly variable spell magically calls a creature to the Thaumaturge's defense. The type of creature that appears is not automatically under the control of the caster, depending upon creature's vicinity and the caster's power.
Reagents: Bat Wing, Pumice, Obsidian, Bone
Call Destruction (Kai Vas Grav Por)
This spell causes bolts of lightning and destructive explosions to cascade around the Thaumaturge, unerringly striking any visible foes.
Reagents: Serpent Scale, Dragon Blood, Ash, Pig Iron, Executioner's Hood
Devastation (In Vas Ort Corp)
This spell, first formulated by what could only have been an insane mage, is designed to disrupt the very fabric of life throughout the world. All creatures and beings, save the crazed Thaumaturge who casts this spell, face instant eradication. As far as I can tell, there has never been a successful casting of this spell.
Reagents: Bat Wing, Serpent Scale, Dragon Blood, Pig Iron, Executioner's Hood, Blackmoor, Brimstone
Meteor Shower (Kal Des Flam Flem)
Rocks, summoned from unseen heights, cascade in a fiery torrent upon friends and foes alike - only the caster remains untouched.
Reagents: Ash, Dirt, Serpent Scale, Brimstone, Blackmoor
Though I had initially intended this work to act as a grand reference for future scholars, I realize now that much of this is too inconsequential for such a treatise. It is the result of my fascination with people of the present as well as the past. To those students who cannot use the dated words within this text, I hope at least that I have provided a little insight to the times as they are now, so that historical essays compiled long after I have gone to serve the Mountain King may benefit from these idle observations. To the sages of the next generations, I offer my salutations and best wishes. This, my small gift of knowledge, is the greatest offering I can give.
ULTIMA VIII PAGAN
PLAYGUIDE
STARTING THE GAME
The Beginning…
Watch the introduction to Ultima VIII and learn what the Guardian plans for you. When it is over, a diary appears and you should type in the name you wish to use while visiting Pagan. Press [ENTER] to begin playing the game.
INTRODUCTORY WALKTHROUGH
Ultima VIII is primarily mouse-driven.
In addition to the mouse commands, there are some keyboard shortcuts to simplify frequently used commands. If you wish to reverse the controls of your mouse, press [ALT-H] - all following commands referring to the right mouse button will then be controlled by the left, and vice versa. See the last page of this guide for other shortcuts.
INTERACTION WITH PEOPLE AND ITEMS
Conversations
There is a kind fisherman standing nearby - you automatically get up and begin a conversation with him
To adjust the amount of time text remains on the screen, see Diary: Options, below.
Your possible responses are always in red, and can be identified by their bullets.
Although conversations in Pagan do not halt the game, some scenes are important enough to move the center of the screen to the person or people with whom you are talking. When this happens, pay close attention to what is being said. You regain control as soon as the scene has run its course. Not all conversations are repeated, so pay close attention the first time you talk to anyone!
Using Objects and Containers
The large display that appears shows what the basket contains. You open books by double-left-clicking as well.
You can’t pick up items that are not close enough, or that are on the other side of something.
Blue pointer - you can place the object here.
Blue cross hair - you can throw the object there.
Red cross - you cannot pick up/release it because the location is either too far away or is obstructed. Releasing the button when the cursor is a red cross returns the object to its original position
Be careful to check all containers carefully. Some have valuable items hidden beneath debris.
MOVEMENT
Notice that the mouse pointer has three lengths.
Jumping
You can jump nearly half your height to climb taller objects - but you cannot climb some things such as most vegetation, sharp objects and the highest mountain ledges.
You jump in place
If there were a ledge or something overhead to grab, you would grab it and pull yourself up
You jump forward
Walking, Running, and Running Leaps
The three arrow lengths represent speeds you get when you press the right mouse button.
short - makes a small, cautious step forward (a "careful step")
medium - walks at a normal pace.
Long - runs at full speed.
You move in the direction the arrow points.
On the next step you leap forward about twice your height. If you hold the right button as you leap across a chasm, you can grab the ledge on the other side (See Dangerous Terrain to learn how to navigate wide gorges.)
Climbing and Careful Stepping
You teeter, trying to maintain your balance.
This is very useful when walking near cliffs - you won’t accidentally walk off the edge.
You can fall a certain distance without damage, but from greater heights it becomes increasingly difficult to survive the experience. Falling more than two times your height is fatal.
COMBAT
Arming
The dagger disappears.
The larger display shows what your equipment looks like in much greater detail. In your right hand you are now holding the dagger you just acquired.
In addition to weapons, you can ready shields, helmets, body armor and leg armor by placing them on you character display. Everything else is carried in the backpack.
The dagger appears inside the pack.
Objects inside the pack may be rearranged any way you like - they stay where you put them.
It appears in the right hand again.
Close all expanded displays at once by pressing [Backspace].
Unsheathing You Weapon
Whenever the weapon is drawn, you are in combat-ready position.
Kicking
Note that when you try to kick in another direction, you turn in that direction instead of kicking.
Advancing and Retreating
When in combat stance, you move differently. You cannot jump or climb while in combat stance, so you must first sheathe the weapon.
You turn when the mouse is clicked anywhere other than directly ahead or behind.
To cover ground quickly during combat, move the mouse to the edge of the screen while advancing - you sheathe your weapon and begin to run. When you wish to stop and fight, release the right button - you return to combat stance.
Dangerous Terrain
Water and lava are both dangerous. Because you do not have the skills necessary for surviving in water, falling in means certain death! Also, the many lava lakes and rivers that flow underground are deadly. Be careful when traveling near any of these.
Wide gorges are also dangerous, but can be crossed. Stand at one edge of the gorge. Click both buttons to begin the leap across the gorge, then let go of the left button but don’t release the right button yet! If you jump far enough, you can grab the ledge before falling. At this point, you can drop from the ledge by releasing the right button, or you can pull yourself up by clicking the left mouse button. You can also combine leaping and climbing for a longer jump by running at full speed toward the edge. Two steps from the gorge, click the left button to begin the jump. High Dexterity and practice are the keys to proficiency.
PERSONAL STATS
To the right of your picture are you statistics:
Strength (STR) affects the amount of damage each blow does in a fight. It also determines how high you can jump, how much you can carry and how far you can throw objects. Your Strength increases the more you jump or engage in combat. Your maximum encumbrance (how much you can carry) is three times your Strength.
Intelligence (INT) determines your potential Mana. Maximum Mana is twice your Intelligence. The more spells you cast, the more rapidly Intelligence increases throughout the game.
Dexterity (DEX) affects the frequency of your attacks during combat. It also determines your ability to grab ledges and throw objects. Practicing these activities during the game is what increases Dexterity.
Armor Class (ARMR) is a measure of how difficult it is for your opponent to make a successful attack. The better your armor, the higher your armor class. The higher the armor class, the more difficult you are to hit.
Hit Points (HITS) is a measure of how much damage you can withstand. Your maximum Hit Points are twice your Strength. When your Hit Pints drop to zero, you die! Unlike previous Ultimas, you do not get magically resurrected in Pagan - you must load a previously saved game. Fortunately, Hit Points restore themselves over time, and for faster recuperation you can see a healer. Eating periodically helps your recuperation.
Mana (MANA) determines your stamina when casting spells. As you cast spells, your mental fatigue increases and your Mana drops toward zero. Without Mana, you are unable to cast spells. Mana slowly replenishes itself once you cease casting spells.
Weight (WGHT) is the heaviness of your load.
DIARY
Left-click on any item in the Table of Contents to select it, or type the corresponding number of your selection on the keyboard
To begin a new game, select READ DIARY from the Table of Contents. Left-click on ENTRY 1: THE BEGINNING to load a game at the start.
To load a previously saved game, select READ DIARY form the Table of Contents. Left-click on the entry you wish to load. Left-click on downturned corners to turn pages.
To save your current game, select WRITE DIARY from the Table of Contents. Left-click where you wish to save the current game and enter a description of the saved game. You have up to four lines to describe the game. When finished, press [Enter] to save the game. If you wish to abort the procedure, press [ESCAPE] to restore the previous entry. You will not be able to save your game if you’ve destroyed an item or character necessary to the completion of the game.
Options Page
MUSIC and SOUND FX can be turned on or off. Digital sound effects include all speech.
AVATAR STEPS lets you turn off and on the sound of your footsteps.
On slower computers, turn off ANIMATIONS, FRAME SKIPPING, and/or SPEED LIMITING to speed the game up.
To prolong or shorten how long text remains on the screen, click on TEXT SPEED. The "slider bar" makes the text disappear more quickly or slowly (9 is the fastest).
Beginning the Story
Enter the city when the execution is over.
QUICK REFERENCE
MOVEMENT
Careful step Small arrow/right-click
Walk Medium arrow/right-click-and-hold
Run Long arrow/right-click-and-hold
Standing Jump Medium arrow pointing in desired direction/click both buttons
Running Leap Long arrow/right-click-and-hold to get a running start, left-click to jump
Jump & Grab Stand beneath object/short arrow/click both buttons
OBJECTS
Move/Throw Object Left-click-and hold object/drag "ghost" to new position.
Use/Talk Double-left-click on item/person
Open Display Double-left-click
Close Display Double-left-click on expanded display
Close all Displays [Backspace]
Open Inventory/Stats Double-left-click on your character
Open Backpack Double-left-click on the backpack in your display
COMBAT
Draw Weapon/ Double-right-click and Avatar
Combat Stance
The following can only be done from Combat Stance
Swing Weapon Double-left-click
Kick Double-right-click
Advance Right-click with arrow pointing in attack direction
Block Left-click or left-click-and-hold
Retreat Right-click with arrow pointing in retreat direction
Sheathe Weapon Double-right-click (on Avatar)
DIARY (Load/Save Game, Music or Sound On/Off, Change Name)
Open/Close Diary [ESC]
Open Category Left-click on category
Make Selection Left-click on selection
Save Selection Type in your selection, press [ENTER]
KEYBOARD COMMANDS
C Draws/Sheathes your weapon
Alt-H Changes the "handedness" of the moue
I Opens your backpack
O Opens Options screen
Z Opens your equipment and stats display
Backspace Closes all open displays
Alt-X Quits the game
Ctrl-V Displays the version number of Ultima VIII
ULTIMA VIII PAGAN
WALKTHROUGH
Intro
Talk to Devon. He knows some basic historical information. Talk to him until he tells you to go to Bentic in East Tenebrae. Roll up the bedroll and put it in your backpack. Go west to the docks.
HINT: Get the key in far east corner behind a big mushroom up against a big wall, unlock the chest in the wooden ruins and get the helmet. The skeletal remains in this chest hold several death disks. To use a disk, double click on it, then click on the target. The Avatar will throw the disk at the target. If there is any obstruction in the way, then it will hit it and explode. If the Avatar is too close then he will take damage from the explosion.
Execution
Approach the execution area on the dock. Watch the execution. Shaana decapitates Toran. Rhian sobs over her husband's body. Answer Tarna's interrogation questions. Go to Tenebrae to the north.
Answer the gate guard's questions and enter Tenebrae.
Tenebrae and Plateau
Talk to the townspeople. Kilandra (in Fisherman's Reef west of West Tenebrae) has opinions about Mordea's despotic rule, and Orlok (in West Tenebrae) mentions the past reign of the Necromancers. Activate the Recall Pad on top of Mordea's Palace (a large red castle) by walking near or on it. Recall Pads are square gray platforms that raise and animate an X on top of them as well as have animating pixels under them.
EXTRA: In the southeastern tower of the castle there is a key ring inside a basket that is inside a barrel. The key ring helps because, no matter how many keys are on the ring, it always weighs one stone, and it keeps your keys organized and cannot be lost.
Talk to Bentic. He is in the library in East Tenebrae, just go through the "upper" east gate. The library is the first building to the north of the path. Bentic is either upstairs or at one of the two "table desks" down stairs.
Ask about "Pagan".
Tell him "I thought this place was Tenebrae."
Tell him you wish to leave Pagan.
Ask about Mythran.
Ask where Mythran lives.
Go to the cave Bentic describes. To get there, return to the castle, then leave the castle by the north exit. Go straight north through Herdsman's Valley and enter the cave on the face of the cliff there. To get through the cave, begin by crossing the water by jumping from stone to stone, then head south.
HINT: In this cavern, ANY skeletal remains that are wearing pants have potions or other items on them.
You will come to a large lever on a platform. Throwing this lever does nothing until you cross the rope bridge to the west and throw all the small levers the do not have skulls in front of them. Throw the large lever to open the gate to the south.
Talk to Mythran.
Tell him "I have many questions."
Tell him you wish to leave Pagan.
Mythran will ask you if you are serious or just testing him, reply that you wish to leave Pagan.
Get the Recall Item and a healing potion from Mythran. Then activate Mythran's recall pad (upstairs on the front balcony). Use the Recall Item (double-click it) and it will give you a list of all Recall Pads triggered so far. Click on "Tenebrae" and you will return to the palace.
EXTRA: Get Korghin's Fang. It is in a downstairs room with two big casks, in a backpack next to a coiled rope on the southern table. The backpack also contains a bedroll and some money. Korghin's Fang is a dagger with increased accuracy, and the damage of a long sword.
Graveyard
From Central Tenebrae, head east into East Tenebrae. Exit Tenebrae to the east and you will be on the East Road. Simply follow it as it turns north and you will find the entrance to the Cemetery.
NOTE: The East Road has many ghouls, skeletons, and changelings in a pit. This is an excellent time to run around killing things to raise your strength and dexterity. This is also where you will return later to find the Executioner's Hood reagent.
Talk to Vividos.
He tells you about the Necromancers' past, and also about the dagger which was taken from them by Mordea.
Ask about joining them. Continue to ask about the necromancers until the question "What about Mordea?" comes up.
Ask about the dagger.
Offer to get the dagger.
Use the Recall Item to return to the Palace.
Talk to Aramina, Mordea's servant. She will tell you to meet her at her house at Bloodwatch (midnight).
Go to Aramina's house. It is in southern East Tenebrae, just west of Salkind's house (the large house with the stone wall around it). If Aramina is not there, WALK UNITL HER HOUSE IS OFF THE SCREEN, the use your bedroll to sleep for an hour. Come back and try again. If you sleep in or near her house, she will not talk to you about the dagger.
Ask about the dagger.
Promise she won't get in trouble.
Get the key.
In Mordea's throne room there is a cushion (a black square with the skull on it) on a table on the western side of the room. Under that cushion is a key that will allow you to gain you access to Mordea's bedroom. Go to Mordea's bedroom. It is safest to go when she is eating in the dining room. If she is asleep, she won't wake up unless you step on the carpet. Just hug the west wall.
Open the inner door with Aramina's key.
Open the chest in the closet with Aramina's key.
Get the Ceremonial Dagger.
Return to Vividos in the graveyard, and give him the dagger.
Ask if he is the Necromancer.
Ask what a Scion is.
Accept his offer to become his apprentice.
Offer to get the reagents for Vividos.
Get a sample of Executioner's Hood. This can be found in the center of the changeling's pit near the East Road.
Get the Dead Man's Elbow from near the ruined house in the far north corner of West Tenebrae. There is a ghost that haunts this house, but it will not attack if you do not go into combat mode. Dead Man's Elbow looks like a crooked, upside-down Y. THIS IS NOT THE SAME AS THE "WOOD" REAGENT. THIS IS SIMPLY THE STICK THAT VIVIDOS WANTS.
Return to Vividos and give him the reagents.
Get the Key of the Caretaker from Vividos. You are now a Necromancer and can cast spells.
Get all of the reagents and bags in the house. Read all of the books upstairs, they will teach you how to cast your first few Necromancy spells. TAKE NOTES!
Change in Rule
As you re-enter Tenebrae, the guard on the East Road will stop you and tell you that Bentic has been executed, and Devon is in jail. Go to the jail, which is in the basement of the palace. Use the switch beside the prison door to open it. Talk to Devon and tell him you will help him learn Mordea's motivation.
Talk to Salkind. Learn that the logbook is kept in his room. Read the logbook. It mentions "forbidden" research, sealed in the dungeon behind magically locked doors.
Use the Recall Item to return to Mythran's house.
Talk to Mythran. Get the "Secret Door" Scroll from the jewelry box upstairs, or buy it from Mythran for 50 coins. Get the ceremonial shield from a wall upstairs. There is a book about it nearby.
Use the Recall Item to return to the palace (don’t you love that thing?) Go back to the jail and use the "Secret Door" Scroll next to the room that does not have a door. Read Bentic's research. The palace guards discover and arrest you. A lot of players panic here, but it's part of the plot.
As you are hauled to the docks for a double execution, explain to the people on the docks that Devon is Mordea's older brother, and thus rightful ruler of Tenebrae. Devon will use his new-found Tempest powers to destroy Mordea in one of the coolest sequences of the game.
Necromancers
Return to Vividos' Cemetery. Along the north mountain wall there is a fence with a building behind it. Go through the gate (RUN because if you walk, a ghost will pop up and block your way) and walk around the east side of the building until you come to double doors. Go in and you will find a corridor of pillars leading to the northern mountain wall.
Create a hole in the building's north wall by casting the "Open Earth" spell. The mountain wall will crumble to reveal a passage through the rock. Walk through and you will be in the first chamber of the Upper Catacombs.
You are looking for a small building WITHOUT a roof. There is a ghoul and a jewelry box inside. Once you walk near, the ghoul will wake up. Walk in and the Avatar will fall through the floor to the Necromancer's area.
EXTRA: In the jewelry box are magic leggings and coins, to get them you have to walk in. When the floor drops, click and hold the left button. The Avatar will then be hanging on the other side of the hole. Quickly release then click and hold the left button, and the Avatar will pull himself up. You will have to kill the ghoul in order to get the jewelry box. Then drop into the hole, which takes you to the Necromancers.
HINT: If you know that you will have to cast a spell several times, make the spell chits ahead of time. The spell chits weigh less than the reagents necessary to make the chit in the first place.
Cast "Death Speak" on each Necromancer as you find them. This allows the Avatar to speak to them.
Learn the "Mask of Death" spell from the first Necromancer. This spell requires Wood & Executioner's Hood. At this point you will leave the Necromancer and head northeast until you find a ridge that previously had spikes on top of it blocking your way. Climb over and jump down, to find a kith waiting for you. Either run around the kith or kill it. At this point there will be three Daemons. You can either cast Mask of Death and they will leave you alone, or you can run around them.
The second Necromancer is located northeast of the Daemons along the west wall. Cast Death Speak on him and he will teach you "Rock Flesh". This requires Wood and Dirt. As soon as you learn the spell, cast it and head north then west. The Avatar will be struck five times going down the corridor but it will not kill him as long as he keeps running.
You will find the third Necromancer. Cast "Death Speak" on him and learn the "Summon Dead" spell. This requires Blood, Bone, and Wood. Once you learn this spell you will be teleported to a small raised plateau.
HINT: There are several skeletal remains here that contain reagents, and a shield.
Go to the east through the electrical fences. There will be a chasm with several ghouls and a skeleton waiting on the other side. The next plateau hatches another skeleton.
HINT: If you do not have a magic weapon (which can kill them for good), the best way to get rid of skeletons here is to knock them down into a stack of bones, then throw them over the side. THIS CAN BE DIFFICULT. Just make sure the monsters are away from you before you talk to the Necromancer.
Learn the "Grant Peace" spell from the fourth Necromancer. This requires Blackmoor and Executioner's Hood. You are then teleported, once you reach your destination, head north. You should encounter changelings, and right on the other side of them is a big green square of grass with a structure in the middle. The structure has no top, two chests, and two candelabras outside of it. In these chests are reagents, the surrounding area is full of reagents as well. Entering the structure from the south will teleport you to another area. This area has water and lava with plenty 'o' lava mortars going off all around the avatar. DO NOT STOP FOR LONG ON THIS MAP, YOU WILL BE KILLED BY THE MORTARS. Once you appear, run to the south until you see a set of stairs to the north. At the top of the stairs there is magic armor and a bag. Head north and west until you come to lava. To the north is a place behind the wall where mortars cannot reach you unless the avatar is fully visible. Jump west across the lava to the other side, climb up on the raised walkway in the lava. Follow the walkway to the west then north until you come to the end. To the east is another raised platform. Once you jump to it the avatar is teleported to another map 'o' mortars. Head west and south then west again until you come to the fifth Necromancer.
Learn the "Withstand Death" spell from the fifth Necromancer. It requires Wood, Dirt and Blackmoor. Head west and north, along your path will be a small building with a switch on the outside. This switch opens a gate to the east to gain access to a larger switch. (all this does is release a skeleton from the small building) Then head west and then north. Follow the northeastern wall until you come to a shooter with no apparent way around. At this time cast "Withstand Death" and walk through. (If you go along the west wall you will be blocked by stalagmites) Once past the shooter head west then north, then head east and once again north. you will come up on a building with stairs to the north. Go inside the building to find the sixth Necromancer.
Learn the "Create Golem" spell from the sixth necromancer. This requires Blood, Bone, Wood, Dirt, and Blackmoor. Go outside the building and head for the stairs. A ghost will appear at the bottom of the stairs. You can either cast "Grant Peace" on him or run around and climb up on the stairs from the north side. Once you go through the doorway you will be teleported to the upper catacombs. At this point check your hit points! You will have to make the Avatar fall off of the wall that he is currently standing on, (this could result in the Avatar's death upon landing if hit points are low.) From here head south, west, south, and then east, this will leave you at a door leading to a cavern.
HINT: On the cavern floors, there are puddles of water that should be avoided at all costs. If the Avatar walks on these areas he will fall to his death in lava. Walking along the outer walls is highly advisable!
Earth
Once you go through these doors head immediately south. You will have to find a large door flanked by red pillars with bluish-gray spikes on top. Near this door is a small crevice that the Avatar must walk through. Continue south. Pull the lever to open the gate and go through the unlocked door. This is the only unlocked door in this area. You are now in Stone Cove. There should be three exits: the cave entrance that you just came through, a large set of double doors in the center, and a smaller door to the right.
Cast "Create Golem" and tell the golem to open the large double doors. Go through them to the Hall of the Mountain King.
Head north and jump over a chasm. Look for an area that has a checkered floor. Climb over the wall and throw the switch next to the throne. (The switch outside the wall does NOTHING.) Either kill the ghouls that pop up or run around them. Go back close to the beginning then head west. There will be a bridge that formed from throwing that switch. (Watch out- the pads that make up the bridge fade in and out.) Run around the golem and follow the passage. Next you will come upon platforms that are floating back and forth. Just jump across each one individually. You will now be forced to deal with yet another golem, lure him down to the south then run around him to the north. This will give you time to gauge and jump to platforms that are appearing and disappearing. After two disappearing platforms there are solid platforms. (I recommend that you save at these stationary points.) Once across the platforms, head to the north until you come to the force fields. The force fields are easily recognizable by the Avatar being thrown backwards by blue walls that appear and zap the Avatar.
HINT: Pick up the abundant mushrooms in the area and throw them through where you think a field may be. Also, if you have a couple of purple potions, take one and run half way through, stop and take another and run the rest of the way to the north end.
Go through the maze of force fields to find a chest at the north end. In this chest is a key and a gem of protection for returning through the fields. Take both and head back through the fields and then follow the west wall looking for a door that can be opened by that key. Follow the corridor west, then south, then west again. When the cavern opens up again wider, head north, you will see water with stepping stones. Jump one by one to get across.
HINT: Once you reach the water, go west along the edge of the water, once you can no longer see the avatar take about three more steps then jump west, and continue to follow the edge of the water all the way around to the other side.
Now you are in a long hallway to the north, this is the hall way with very difficult to see passages to the west. The first hard to see passage opens up to a cavern with changelings, blue force fields and a chest in the south corners. Move the potions around to find a key. Take the key and go back out to the main hall again, and head north. Look for the second hard to see passage to the west.
HINT: At the far north end of this passage is two fading platforms that take you to an island with an earth symbol. DO NOT GO OUT HERE!! You will be teleported back to the beginning of the hall of the mountain king. There is nothing worth going out here for. If you go far enough to find a troll, then you have gone too far.
Go down that passage, and once this cavern opens up you have no choice but to go north and jump some water. On the other side is a locked door that the key you found will open.
Go through the door and then head west to the end of the passage. To the south at this point are more moving platforms. To get across here you have to jump to the first platform then jump at an angle to the second. Then to the land itself, DO NOT JUMP TO THE THIRD PLATFORM. The only difficulty here is jumping to the land when the platform is not in the way. From here Lithos is to the north.
HINT: Go south and look for the recall teleporter so that you can activate it for later use. But watch out for the big land symbol on the ground. This will send you back to the beginning of the Hall of the Mountain King. THIS IS NOT GOOD!
Go north and talk to Lithos.
Ask to be Lithos' apprentice.
Agree to perform the Ritual of Interment.
Return to Vividos.
Talk to Vividos about interring Lothian.
Get the Key of the Scion from Vividos.
Go to the north end of the Cemetery to find Lothian laying in front of a table with candles around. JUST DOUBLE CLICK ON THE BODY AND IT WILL BE INTERRED. Talk to Vividos again and agree to go on his pilgrimage to find the Birthplace of Moriens. Agree to go on Vividos' pilgrimage.
Get the Heart of Earth. Go back to Stone Cove. The door on the far right side with the spikes on top of the walls is now your destination. Use the Key of the Scion to open this door. Go in and immediately go southwest to find a large ruined wall with tall doors. Create another golem to open these doors. Run in and climb up on the edge of the center arena, go to the center of the arena and cast Open Earth in front of the tombstone. The earth will open up and the Heart of Earth will be there.
Zealans
Return to the catacombs and head north east until You find an H-shaped building with doors on the east side. The nameplate differs depending on the version. In early versions, it reads "Towards Fate Do You Travel". Later versions read "To Moriens", or "Birthplace of Moriens". This building is recognizable by the natural cave wall to the north. Now find your way to the north west to find double doors with a barrel to the left. There is a book just to the south of these doors that talks about the shield and the Zealans. Go north, then slightly northwest past some rolling spiked balls, then north again. Go east, at the end of the hall is a room with four levers and a chest.
HINT: The skull candles can be moved off screen to disable the trap here.
Flip the levers to lower the gates. This is trial and error. If the screen flips upside down, don't worry just flip the same lever and the screen will return right side up. Open the chest and take the key. Use the key on the door to the north. Continue north (watch out for shooters) then east and south again. At this point to the west there is a chest (IT IS TRAPPED). Within this chest is the Skull of Quakes. Take the skull for later. Head back the way you came and instead of going back through the shooters, head north, then west, and then south, west, south, and west to the end of the hallway. To the north from here there are two alcoves. The one to the right has a gravestone. Cast open earth and the grave will collapse. Drop down and go south then north east. You will come upon a room with a gate to the north, a table, and multi-colored rolling spheres. There is a platform on the other side of the fence and to the left. Stand on the skull so you can throw the marbles on the floor far enough to trigger the touch plate. This will open the gate so that you may continue. There are platforms to the left and the right. Go to the left, and underneath the platform you will find a key back in the southwestern corner that opens the chest to the south. Go to the other platform and go under the southwestern part to find a chest that has a key to open the chest to the north. Now go to the north into another cavern hallway then east to find the stairway puzzle along the north wall (refer to maps). The object is to get the stairs built in the middle- the actual puzzle is a variation on the old "Towers of Hanoi" puzzle in that you can only put a smaller stair on top of a larger stair. This is accomplished by triggering the touch plates using the clock (or by having the Avatar stand on them). If the touchpads were numbered 1, 2, and 3 going from left to right, this would be the most direct solution: 313-212-312-321-313-212-132-312-313-212. This solution was broken up into threes simply to make it easier to read.
A doorway will open at the top of the stairs. Climb to the top then cast "Rock Flesh" before you walk the Avatar through the two light beams here. Go down the stairs then west to find a set of tall double doors. The Key of the Scion opens these doors. The next set of doors just opens if you double click on them.
Get the key from under the skeleton near the statues on a bench. (This key opens all of the short double doors in this cavern, they are short cuts through the walls.)
Talk to Zealan statues. They recognize the Shield from Mythran's house IF YOU LAY IT ON THE ALTER IN FRONT OF THE STATUES. They tell you to enter the Tomb of Kumash-Gor. Use an Opening Scroll (from Mythran) to go through the door behind them. Defeat Khumash-Gor (he will appear as a ghost) by using the "Grant Peace" spell, or smacking him REALLY hard with a magical weapon. Once you destroy the ghost, Kumash-Gor's scimitar will be lying where the ghost once was, take it.
Get the Obelisk Tip, which is in one of the SMALL chests behind the throne of Kumash-Gor. Talk to the Zealan statues again. They tell you they know your goals and potential. They mention Ether, the Fifth Titan, and that such a status is your "destiny." They also tell you to seek out the Titans of Water and Air. Return to the Catacombs.
Use the Skull of Quakes on the red hole in the wall in the Upper Catacombs. This will cause the screen to go black while everything is shaking. Once the screen fades back in, there will be a hole in the floor to the east of the avatar. Go down the stairs and through the door at the bottom and walk near the Recall Pad to activate it.
Air
Return back into the catacombs and on to upper catacombs II again in the southern most tip of the upper catacombs. (the natural looking area) . Go south again like you are going to stone cove. half way there, there is an entrance to the east. You will find yourself teleported to Argentrock Isle. Cross the bridge and look for the teleporter directly north. (south of the abbey outside the wall).
Talk to Xavier. He normally hangs out around the entrance to the abbey.
Ask for enlightenment.
Pass the common sense test (books in the main building of the abbey contain stories teaching common sense).
THE FOLLOWING ARE THE ANSWERS TO THE TEST: Comfort children, look for honesty in companions, welcome your child, tell the truth, enjoy breezy evenings on the porch, sacrifice your sight to heal the sick, say that weapons destroy but wit builds, don't brag, tend the injured, and always give truthful testimony.
At this time ask to take the second test. He will tell you to go to windy point which is west of town. The Test of Centerness is comprised of a tall platform with a symbol on the top. Climb up to the top and the test begins. Maneuver the avatar to stay on the platform until the wind stops.
HINT: Do not use full arrow during this test unless absolutely necessary. Remember that the center of where the arrow (cursor) originates is the symbol, NOT the avatar.
Once you pass the test, return to Xavier.
Talk to Xavier. He should send you to Stellos.
Talk to Stellos. He tells you to prepare for the next test by constructing your foci.
Get the key to the testing room from him. He will send you to go below the main building. The stairs are located in the kitchen of that building. once you are in the cavern head east to the locked door, use the key that Stellos gave you and enter. In this cavern, find EIGHT pieces of "Silver Ore". The silver ore looks just like the other light gray stones in this cavern but smaller.
Use the teleporter item to return to Central Tenebrae. Go to West Tenebrae and find Korick, he is in the southwestern portion of town in a large one-story rock building. Have him make the foci. Be patient and careful because you have to ask him TO MAKE EACH INDIVIDUAL PIECE.
WARNING: Korick WILL make duplicate foci and you WILL be left with one foci short of a complete set due to lack of silver ore!
Now return to Argentrock Isle via the recall item.
Place each foci on the Altar of Focus to charge them. The altar is located in the main room of the main building, Just lay the focus on the alter and a ring of pixel pretty stuff will happen and your foci are charged.
Study spells in the Monastery upstairs in the main building.
Talk to Torwin and go through his entire conversation.
Talk to Stellos and tell him that you have made your foci. Ask to take the third test, he will once again send you below the monastery. He gives no clues as to what the test is. Go down the stairs in the kitchen again but this time go west to find a ledge.
On the other side of the water is a wounded torax. At this time you must use "Aerial Servant" (looks like a shackle) cast it on the torax, get cross hairs then click on the ground next to the avatar. The torax will appear on the ground next to the avatar. Now use "Healing Touch" (looks like a hand pointing) on the torax. He will howl, be healed, then he will disappear in a ring of pixel pretty stuff. Return to Stellos.
Talk to Stellos. He tells you that Xavier is missing the focus of healing.
Talk to Xavier. He tells you about Torwin's research on combining foci and power.
Talk to Stellos. Say you met both Torwin and Xavier.
Talk to Cyrrus.
Cast Hear Truth spell on Cyrrus to learn that Torwin is heading to Windy Point to perform his experiment.
Confront Torwin at Windy Point north of the Test of Centerness.
Torwin attempts the Leap.
Pick up the focus of healing and the ring.
Talk to Stellos.
Tell him that you have found the focus.
Tell Xavier that you have found the focus.
Talk to Stellos, and he will tell you that you need to take the Leap of faith.
Go back to Windy Point where Torwin jumped, stand between the pillars at the edge, fully extend the cursor to the top left corner of the screen and jump. Make your way up the stepping stones (saving about every three successful jumps) until you land on the largest platform and walk to the northern part of that platform. Stratos will now pick you up and talk to you.
Receive Air Walk focus.
Learn about the Blackrock fragment called the Breath of Wind.
Talk to Stellos and learn of the Breath of Wind.
WARNING: DO NOT GO AND GET THE BREATH OF WIND AT THIS POINT, all air spells no longer work once you have the breath of wind in your possession!
Now go to water, go back to the caverns and head towards stone cove, but go past to find the entrance to Carthax lake.
Water
Once at Carthax head immediately west all the way until you can go no further, then go south until you can go no further. Now go east until you can go no further. Now go north to the edge of the water, follow the edge of the water west to find a bridge going out across the water. At the broken end of the bridge, there is a cross bridge with another broken bridge on the other side. Jump to the cross piece, then follow that piece around to the west, then north. You should now be on a raised plateau with water in the middle of it. There is a platform in the middle accessible from the east. Walk out onto it. Hydros will talk to you, but will say that she is trapped. Agree to help her. She will tell you that you must cast open earth on the grave of her captor and set the water free.
Go back across the broken bridge and go west to find a cavern entrance. Go in. Come out on the other side and find the tombstone. Go near the tombstone, cast "Open Earth". This will set the water free, and form a waterfall.
Return to Temple. Learn that Hydros is unleashed, and Devon is powerless and in danger. Use the recall item to Central Tenebrae and talk to Devon. (He is now in power and should be found within the castle).
Agree to resolve storms and find the Sorcerers.
Fire
Teleport back to Catacombs and return to the lower catacombs as if you are going to stone cove once more. The way to Daemon's Crag the very last entrance past Carthax. You will now be in the lava tubes, which are cooled rivers of lava. Go to the very edge of the lava, and Beren should talk to you.
Talk to Beren. In lava tunnels skirt lava or use "Air Walk". Go to the southern wall and in the center of that wall is a passage, climb up and go south to enter Daemon’s Crag. Activate the teleporter in Daemon’s Crag.
HINT: Do not attack ANY Sorcerer, otherwise all the Sorcerers will turn against you, and you will not be able to complete the plot.
Talk to Bane.
Her house is the first one to the right of the path leading from the Lava Tunnels.
Reveal your name.
Ask about the Enclave, Morgaelin, current Sorcerers, Acolytes and First Acolyte.
Agree to find out Vardion's true name.
Talk to Vardion.
His house is down the path from Bane's house to the right and is the only house with double doors.
Reveal your name.
Explain you go where you will.
Ask about the First Acolyte, dealings with Tenebrae and shrewd bargaining.
Agree to find out Bane's true name.
Tell either Bane or Vardion the other's true name (it does not matter which).
The Sorcerer you tell summons a Daemon to kill the other Sorcerer.
Malchir appears and scolds the Sorcerer and asks who will fill the now vacant position. The Sorcerer offers you as a candidate. Accept the vacant position and agree to take the necessary test after studying at the Library. Get the key to the Library from Sorcerer.
Go to the Library to study and get items necessary to be a Sorcerer. The Library is down from Vardion's house taking an immediate left, and is the building with the huge double doors and barred windows.
Learn spells, information on Ritual of Flame and info about the Blackrock Fragment and its affect on the titans. Obtain all wands, symbols, rods, etc. in the library. Get three candles of each color as well as many of the reagents in the library as you can carry.
Talk to the First Acolyte (the surviving Sorcerer) and agree to take test.
Enchant the foci with "Flame Bolt", "Flash", and "Endure Heat". The reagents and foci are in the library.
HINT: During the test all the reagent, candles, wands, etc. in the First Acolyte's house are yours for the taking.
HINT: When creating spells with the pentagram there are several important items to remember:
Once you have created the spells you are now ready to see Malchir and endure the trials of the Obsidian fortress to become a full fledged Acolyte Sorcerer. Learn from other Sorcerers that Malchir hangs out at the Obsidian Fortress.
HINT: Since all the reagents in the Library are yours for the taking it is an excellent place to make the spells you will need without having to carry a bunch of reagents with you, there is also a room in the Obsidian Fortress that offers the same opportunity.
HINT: The spells that you MUST have to complete the Fire Plot are "Extinguish", "Ignite", "Flash", "Flame Bolt", "Endure Heat", "Armor of Flames", "Explosion", "Summon Daemon", and "Banish Daemon".
Go to the Obsidian Fortress to Talk to Malchir. The entrance to the Fortress is at the end of the Bridge over the lava to the Northwest of the Library. It will only open once you have passed the three tests.
When you enter, Malchir appears and summons two Daemons and then disappears. You can either run past these two or cast "Banish Daemon" on them. Go down the steps to Arcadion's pad.
HINT: You can use all the magic stuff here to create the spells you will need for the upcoming trials.
Talk to the Daemon Arcadion and tell him you want to see Malchir.
HINT: Do not attack Arcadion or banish him, otherwise you will not be able to continue.
Walk to the alcove opposite the stairs and you are teleported to the trials.
Your objective here is to get the four symbols. Each "quest" will require a spell to complete, these are: "Extinguish", "Flash", "Endure Heat", and "Armor of Flames" and there will be a sign at the entrance to each trial telling you which you will need.
In the Extinguish trial you will need to find the pentagram with the five fires burning around it and the magic helm in the middle, then you will need to cast "Extinguish" on yourself or on each lit candle. When this is done the fires will disappear and you will be able to obtain the Helm and the symbol underneath it.
In the Flash trial you can cast "Flash" to get past the spiked balls and the fire mushrooms to obtain the symbol.
HINT: you may also use instead : "Rock Flesh" or "Intervention" or a purple magic potion, and then run through the balls and explosive mushrooms, not worrying about occasional hits.
In the Endure Heat trial you will need to cast "Endure Heat" to walk over the lava to get to the symbol (remember that you can only walk on the orange lava not the yellow).
In the Armor of Flames trial you will need to cast "Armor of Flames" to survive the fireballs on the way to the symbol.
HINT: you may also use instead : "Rock Flesh" or "Intervention" or a purple magic potion, and not worry about the fire balls. The magical shield will also protect you from fire balls.
Once you get the four symbols return to the middle where you will return to see Arcadion. Talk to Arcadion who will then send you to see Malchir via the teleporter you used to get to the trials.
Prepare an "Ignite" spell and make sure you have a red candle for the "Ritual of Flame", directly after Malchir's tests.
Talk to Malchir.
Cast "Flame Bolt", "Explosion" and "Summon Daemon" at Malchir, in that order. Banish the Daemon Malchir summons. Malchir teleports you to Great Pentacle. Perform the Ritual of Flame. Follow Malchir's instructions. Pyros finds a weakness in the binding spell. Malchir sends Pyros back.
Talk to Beren or Gorgrond. Fragment of Fire is Pyros' Blackrock nemesis, and all Titans are adversely affected by Blackrock.
Go back to Malchir in the Obsidian Fortress.
Duel with him and kill him.
Get the book "The Destruction of the Temple" from Malchir's possessions. The book describes the original location and destruction process of the gate. Get the Tongue of Flame from his inventory. You must walk over the pentagram with both of these items in your possession to free Pyros. If you just have the Tongue of Flame, the firestorms will start, but Pyros will not be freed.
Go back to the Catacombs and teleport to your next destination. The Recall Item will not work in Daemon’s Crag or in the Obsidian Fortress.
HINT: Before leaving the Fire plot, make sure you have a couple of charges of "Endure Heat" and "Flash" (very useful in the Earth Realm). "Banish Daemon" wouldn't hurt, either.
Ethereal Plane
Talk to Mythran. He tells you about the Blackrock fragments and also about the gate.
Get the Tear of Seas.
Ask Devon for help.
Get the key to his chest in the study.
Get the Tear of the Seas from the chest in the southwest corner of the Great Palace.
Get the Breath of Wind.
Use the recall item to teleport to Argentrock Isle. Use "Air Walk" and go back to Stratos. Once you have talked to Stratos again, cast reveal to find the Breath of Wind on a pedestal to the north. Now use "Aerial Servant" to retrieve it. Now teleport to Mythran.
Buy the "Ethereal Travel" spell from Mythran. This costs 250 obsidian coins.
NOTE: Placing the fragments in a pentagram around you in the order of Air, Fire, Water, Earth, and the Obelisk Tip (with the Obelisk tip being the lowest tip of the pentagram) also works. Double click on the tip and you will be teleported to the Ethereal Realm.
WARNING: If you lay the pieces down and read the book again YOU WILL BE TELEPORTED TO THE ETHEREAL REALM WITHOUT THE BLACKROCK PIECES!
You will appear on a platform floating in space. To the north is the Water Plane. To the west is the Fire Plane. To the south is the Air Plane. To the east is the Earth Plane.
Water Plane:
This map is nothing but jumping from pedestal to pedestal heading towards the west. Once you find the Hydros, double click on the Tear of the Seas then SINGLE click on Hydros. If you have done this properly she will say "You will regret this day". The Tear of Seas will begin to glow and you will be teleported back to the Ethereal Plane.
Fire Plane:
This map is made up of paths through lava. To the northeast there is a path with broken bridges that you must walk up on, and jump to the other side. In the far north corner of the map, is a small shrine with a chest in it. In the chest are spheres that are necessary to get to Pyros. There is a center path that ends at a star puzzle. The puzzle looks like a star with glowing circles surrounding it. Just throw the spheres from the shrine onto the glowing circles. The circle will disappear and the sphere will change to red then disappear. Keep doing this until all circles disappear. For each circle that disappears, a platform will raise in the lava to the north. Jump from platform to platform until you reach the other side.
WARNING: Once you jump OFF a platform it will disappear, so there is no going back. Also, if you are on a platform and jump straight up then the avatar will sink into the lava.
Find Pyros. Double click on the Tongue of Flame and single click on Pyros.
He will sink into the pit and the avatar will be teleported back to the Ethereal Plane.
Air Plane:
WARNING: Some of the platforms fall out from under the avatar when he lands on them so SAVE OFTEN.
Stratos is located to the northeast so just jump from platform to platform heading in a northeasterly pattern. Find Stratos, double click on the Breath of Wind and SINGLE click on Stratos. The Breath of Wind will begin to glow and you will be teleported back to the Ethereal Plane.
Earth Plane:
This map is a cavern of traps and monsters. Head northwest to find many monsters and gates leading to lava. There is an invisible walkway over the lava to get past.
HINT: You can also just cast "Endure Heat" and walk along outer edge.
Now head to the north and west again to find platforms over lava. Jump from platform to platform to get across.
HINT: You can also just jump down on outer edge and walk around the outer edge.
Now head to the southwest and find Lithos in the furthest southeastern corner of the map. Double click on the heart of the earth and SINGLE click on Lithos. Lithos will crumble and the avatar will be teleported back to the Ethereal Plane.
Victory
Lay the now energized Blackrock fragments on the large gray pentagram. When you put each piece on the correct place they will sparkle red, so it's not too hard to figure out what goes where.
For the last place, double click on the Obelisk Tip then click on the avatar. This will charge the Tip. Step off of the pentagram and then lay the tip in the last place on the pentagram. Watch the pillar rise, and then walk into it.
The game is over.
Slayer Quest
Got to the East Road and head South until the road ends, then go East to find a ruined building at the end of the road. The building is noticeable by a fire gem in the middle of the building and skeletal remains nearby (Location 9712, 21208, 48, 5). Walk into the building and the floor will drop out from under you. Head west through the door, continue west, then southwest until you come to a book on top of a structure, then go west, south, west, south, and then west through the door (there will be a troll and some women). In the west corner there is a backpack with a key in it. Get the key and then run back east, north, east, north, and then east until you come back to the book on the structure. From the book, go north and you will come to a small room with a lever in it. Open the door and use the lever.
The metal door to the north will open and a ghost will appear in front of the door. Go north through the door then head east, north, and then east and you will come to a book in the middle of the hallway. Now go north and you will come to some water. Jump north to the other path, climb up the ledge, jump down the ledge (to the north), then you will come to blocks the submerge under the water then raise back up. Jump from block to block and get to the other side. Now run west and you will come to a building with a locked door. Unlock the door with the key that you got from the backpack and go through the door. You will come to another set of doors being guarded by two skeletons, which will come alive when you get close to them. You can either fight the skeletons then open the doors, run away from the skeletons and climb over the wall, or open the doors quick and run past the skeletons through the door. Climb up the building and get the Slayer.
(If you go through the door covered with the spider web, you WILL be teleported out). When you have the Slayer, jump back down and go through the door covered with the spider web to teleport out.
Ghost Quest
NOTE: This quest can only be done once the Air quest is completed. "Aerial Servant" is required. Most of this quest involves talking to various people, so I have taken the liberty of providing the responses that the Avatar should pick.
Ask Orlok (in his tavern in West Tenebrae) to tell you some of his tales.
Talk to Jenna (in the tavern) and mention that Orlok likes to tell tales. She will ask you if he has told you the tale of the ghost. Say no (unless he has, it's random which tale he tells). If you say no, you should then talk to Orlock again and ask him to tell you the tale of the ghost.
Talk to Darion (West Tenebrae or East Tenebrae) and say:
"I heard a tale from Orlok."
"This tale concerned a ghost.
Darion will tell you that the herders believe in the ghost.
Talk to Gwillim (Herdsman's Valley, home or up in northwest corner with the torax) and say:
"Is there a ghost in the Valley?"
"I heard stories in town."
"Is it true?"
"I didn't mean to upset you."
Talk to Corinth (Herdsman's Valley, home) and say:
"What do you do?"
"Many things?"
"Your son?"
"Simple folk?"
"You've been here for generations?"
"What happened to the others?"
"Cursed? By a ghost, perhaps?"
"I have heard tales."
"Can you tell me of the ghost?"
"Gwillim's seen the ghost?"
"Why is he reluctant to talk?"
"What about the second time?"
"They both saw it?"
"Where was the second time?"
"It looked unusual?"
"How is it different?"
Talk to Gwillim (Herdsman Valley, home or in northwest corner with the torax) and say:
"Corinth told me of the ghost."
"You've seen it?"
"Don't get mad at Corinth."
"She was trying to help."
"You, Gwillim."
"She wants you to talk."
"The ghost killed your brother?"
"How did he die?"
"Others have died?"
"Who is she?"
"She talks to fish?"
"I want to find the ghost."
"I need help only to find it."
Go to cave entrance covered with wood blocks. Move the wood and enter the cave. Drop through the hole in the floor and read the scroll. Try to open the two doors (you must do this to set a plot flag).
Talk to Kilandra (Fisherman’s Reef, home) and say:
"Tell me of Tenebrae."
"Why is the city no good?"
"A bath was more important?"
"What happened to the child?"
"Did the child recover?"
"How do you know this?"
"I am sorry."
Talk to Kilandra again and say:
"Tell me about ghosts."
"I heard Orlok's ghost story."
"You talk to your daughter?"
"Good advice?"
Talk to Kilandra again and say:
"Do you know of a key?"
"A key to the door in the cavern."
"Trolls built the cavern?"
"You know Orlok?"
Talk to Kilandra again and say:
"Tell me where the key is!"
"Your daughter?!"
Kilandra will tell you to go to the Cemetery.
Go to the Cemetery. Go west once you enter. At the second tombstone, go north and read the first tombstone you come to. It should read "Elaina - her mothers greatest treasure". A ghost will appear and drop a key. Pick up the key and head back to the cave entrance with the locked doors. Unlock the doors with the key. Walk to the northwest and you will find orange magic armor (the ghost). Cast "Aerial Servant" on the armor and immediately pick up the armor.