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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







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