Chronicle of Pagan by Bentic & A Treatise
by Mythran the Thaumaturge
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
Binding Necromancers,the Cabal found that Bone
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.
Your hands and eyes are controlled by the left mouse
button.
Your feet are controlled by the right mouse button.
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
Left-click on his text to continue, or you can
wait until the text disappears.
To adjust the amount of time text
remains on the screen, see Diary: Options,
below.
Left-click on the phrase you would like to
respond with.
Your possible responses are always
in red, and can be identified by their
bullets.
Click on the farewell keyword (usually
GOODBYE, BYE, or something similar) when
you are satisfied with what you have learned.
When you want to begin talking to someone,
double-left-click on that person.
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
Move to the basket to the right of the
fisherman's bedroll by right-click-and-holding.
Double-left-click on the basket.
The large display that appears
shows what the basket contains. You open
books by double-left-clicking as well.
Left-click-and-hold on the bowl to pick it up.
You can't pick up items that are
not close enough, or that are on the other
side of something.
Move the mouse around the screen and notice
how the appearance of the mouse pointer
changes.
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
Double-left-click on the display of the basket to
close it.
Pick up the basket and, for practice, toss it next
to the two fish.
Put the bowl in your backpack by dragging it
over your character and releasing.
Be careful to check all containers carefully. Some have
valuable items hidden beneath debris.
MOVEMENT
Without pressing either button, move the cursor
around the screen.
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.
When the arrow is short, try clicking both
buttons simultaneously.
You jump in place
If there were a ledge or something
overhead to grab, you would grab it and
pull yourself up
With a medium arrow (pointing any direction),
try clicking both buttons.
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.
Move the arrow toward the upper right corner of
the screen until it is medium length.
Walk by pressing the right mouse button.
When you find a brown dirt area, stretch you
legs by moving the arrow to the far upper-left
corner of the screen and press the right button.
Click the left mouse button while you run.
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.)
Follow the path until you come to stairs leading
up to a wooden pier.
Walk up the stairs and continue until the railing
stops you.
Climbing and Careful Stepping
While facing the rail, click both buttons to climb
on the rail.
With a short arrow showing, right-click to take
a "careful step."
You teeter, trying to maintain your balance.
This is very useful when walking
near cliffs - you won't accidentally walk off
the edge.
Turn around and walk off the railing, back onto
the dock.
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
Examine the barrels near the dock until you find
a dagger in a small box.
Drag the dagger over your character and release it.
The dagger disappears.
Double-left-click on your character.
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.
Double-left-click on the backpack in the display
Place the dagger in you open backpack.
The dagger appears inside the pack.
Objects inside the pack may be
rearranged any way you like - they stay
where you put them.
Take out the dagger and drag it over the display
of your character.
It appears in the right hand again.
Close all expanded displays at once by pressing [Backspace].
Unsheathing You Weapon
Enter combat stance by double-right-clicking on
your character - this readies the weapon.
Whenever the weapon is drawn,
you are in combat-ready position.
Practice swinging by very quickly double-left-
clicking.
Block your opponent (in this case, imaginary) by
clicking or click-and-holding the left button
down.
Kicking
Kick by double-right-clicking ahead of your
character.
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.
Right-click ahead of your character to advance.
Right-click directly behind your character to
retreat.
You turn when the mouse is clicked
anywhere other than directly ahead or
behind.
Practice for a moment, and then sheathe the
dagger by double-right-clicking on your
character once more.
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
Double-left-click on your character to se your
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
Pressing [ESC] or dying will bring up your 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
Close the diary by pressing [ESC] when finished.
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
Return to the dock and walk toward the
water.
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 on 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