The
Chronicle of Pagan
A Treatise on the Glorious
History of this Foremost Society
by
Bentic, Humble Scholar and
Student
There is little in the world
more refreshing to me than knowledge. I remember in my youth hearing
tales of legendary times, unexplored places and fantastic beasts. I
constantly pestered my parents and instructors with and endless
number of questions. How does this work? Why did they act in such a
manner? Where can I find these plants? My thirst for information was
– nay, still is – insatiable. I spent hours at time investigating
all I could about my surroundings. Unfortunately, as I realized early
in life, I lacked much in the way of physical prowess, making
exploration difficult. Imagine my pleasure when I discovered that not
only did life itself teach me things great and wondrous, but the
myriad ancient tomes could offer nearly as much. It was then that I
elected to dedicate this humble life to filling my mind and library
with all the knowledge I could. Thus, I humbly add these works to the
collection of wisdom that already fills the multitude of bookshelves
throughout the land. I hope my work may someday imbue the hearts of
the others with curiosity.
HISTORY
FIRST EPOCH: AGE OF THE ANCIENT
ONES
Ages ago, in the First Epoch of
our lands, mankind was able to walk across the plains and traverse
the seas which are today so hazardous. Our forebears, known as
Zealans, worshipped the false words of the Ancient Ones, the rulers
of emotions. The beautiful goddess Amoras, say the ancient texts,
controlled the aspects of love and joy, appearing when those feelings
were prevalent in Zealan communities. However, when their primitive
emotions changed to hate or grief, fierce Odion was there to display
his might. Ever holding the links between those two, so the legend
goes, is proud Apathas, ruler of cool impartiality. Under the
questionable comfort of these three lay the entire world, within
which lived and toiled our ancestors.
ZEALANS
Our forebears were a simple lot,
savagely ignoring rational thought in deference to the false tenets
of emotion. They had little sense of society, often quarreling among
themselves, and even less knowledge of economy. To their credit, they
were skilled warriors and hunters, and many of their martial forms
are taught to this day. Centuries passed before a Zealan war
chieftain, called Khumash-Gor, conquered most of his competing
tribes. He unified them into a single community of considerable size
and influence, and ruled for decades before failing to an assassin's
poisoned blade. Several of his successors attempted to recapture the
qualities of Khumash-Gor's leadership, all of whom failed. Then, once
again, the people broke into conflicting clans, keeping only their
primitive religion as a unifying aspect of Zealan society.
SECOND EPOCH: THE TIME OF
CHANGE
Then came a glorious change to the
people of the land. Spoken only in hushed whispers, the leaders of a
religious rebellion first made the words of the Guardian known to the
public. This Guardian talked to them within their minds, foretelling
of a dark time when a champion of tremendous evil would try to enter
their world. This Destroyer would turn the very forces of nature -
the elements of earth, water, air and fire - against them, raining
destruction across the land. Only by offering worship to those very
elements could the people hope to dissuade them from assisting the
Destroyer.
Most of the Zealans scoffed, but
several heeded the warnings of the Guardian, building, on his advice,
a great temple high atop a mountain peak. With much effort and
considerable magics they constructed a giant, black obelisk. There,
so the Guardian explained, they could focus their worship of the
elements, offering lives in sacrifice to the elemental spirits. As
the Guardian had promised, the spirits grew in power, assuming
titanic forms: Lithos, the Mountain King, Elemental of Earth; Hydros,
the Lurker, Elemental of Water; Stratos, the Mystic Voice, Elemental
of Air; and Pyros, Lord of Flame, Elemental of Fire.
The archaic deities of the
emotions became enraged as their powers diminished, commanding their
worshippers to slay the followers of this new religion, who thus
became known as Pagans. Brother turned against brother as a bloody
war raged across the land. The message of the Guardian grew louder,
and fewer Zealans heeded the words of the Ancient Ones, turning
instead to the worship of the Elemental Titans. Though the war raged
for years, it became quickly apparent that the Pagans would emerge
victorious. Thousands of Zealans were killed when Hydros withdrew
from their lands and Lithos forever sealed them within the Lost Vale.
Then, when the Pagans had nearly routed most of the Zealan
resistance, the Guardian gave his final warning: "Take your
people and depart from the temple. The Destroyer has come."
The Pagans fled the temple and,
just as the Guardian had prophesied, a scarlet visage appeared in the
sky - the last time the Pagan sky was visible. The Destroyer's
malevolent yellow eyes glared out across the land, finally resting
upon the great temple, and bolts of lightning shot forth,
obliterating the entire mountain top. The people cried out, calling
for the aid of the Titans. Also as predicted, the Titans rose to the
challenge, facing the Destroyer in a fantastic battle.
Clouds shrouded the earth. Night
and day seemed to cease, pitching the world into a state of
never-ending twilight. The earth shook in violent tremors while
torrents of rain and hail pelted down from above. The very winds
transformed into cyclones, whipping across the land, and volcanoes
opened up like wounds, hurling fiery death upon the people. Much of
the land was broken apart and many islands were annihilated or forced
beneath the seas. Finally, the Titans returned to face the people,
claiming victory against the Destroyer.
The world that remained was pitted
and scarred, a vast wasteland with a smattering of island chains. The
ocean brine had increased ten-fold formerly lush shore plants now
withered at the touch of the tide. Many of the survivors, both Pagans
and Zealans, gathered on one of the larger islands, from then on
called Morgaelin after the volcanic remains of its lone mountain of
the same name. However, despite the falling of the Destroyer, the
world did not return to peaceful times. The Titans became enamored of
their vast powers, demanding even greater sacrifices in return for
their past deed. They set upon each other as they vied for supremacy
of the world.
The Pagans constructed holy
sanctuaries, one for each of the Titans, in an effort to appease
them. The fight for control between the Elemental Titans continued,
while the few remaining Zealans who had sought refuge in the nearby
mountains launched continual raids upon the Pagans. Though the
Destroyer was gone, the people were still in constant turmoil.
THIRD EPOCH: PACIFYING THE TITANS
Calming the Earth
The
elder Pagans knew it would be impossible to overcome the might of the
Titans, so they sought to bargain instead. They sent a champion,
Moriens, to the Hall of the Mountain King to plead with Lithos,
begging him to cease his destructive quakes. In return, Lithos
demanded the service of the people, even beyond life. Upon their
deaths the people were to be interred, and thus conveyed to his realm
for eternal slavery. In addition, ordered the hungry Mountain King,
several Pagans must be given to him immediately. With this pact
Lithos would not only quiet the land, but also instill within Moriens
the magical powers necessary to perform rituals required to satisfy
the Titan of Earth, including minor manipulation of the earth. The
elders accepted the terrible price and the covenant was formed.
Moriens became the leader of the
Pagans – the first in a long line of Necromancers. He established a
cemetery near the newly built Tenebrae, City of Eternal Twilight. He
selected several elderly citizens to volunteer as Lithos’ first
servants. As agreed, the tremors ended and the earth calmed.
As the decades passed, Moriens
began to feel within himself the infirmity of age and its resultant
illnesses. He went to Lithos and asked to have his life extended so
that he might continue his work. The Mountain King explained that
such was not within his power, but that there was another way to have
the Pagans continue their service. He permitted Moriens to choose an
Apprentice so that, upon his death, a new Necromancer would assume
his position. In turn, the deceased Necromancer would enter into a
different service that the other Pagans, tone that involved eternal
rest, where his wisdom could be called upon by other Necromancers
down through the ages. Each succeeding Necromancer would, in turn,
find an Apprentice to whom the powers would be passed on upon death.
The earth shook no more, but still the volcano raged, the winds blew
and the rains fell.
Stilling the Seas
Many
generations of hardships passed and a hero became known to the
people. His name was Kalen, and in time he became their Necromancer.
He fell in love with his Apprentice, who returned his affections, and
soon they were to undergo the Ceremony of Bonding. Then tragedy
befell them as Hydros, considerably displeased with the pact between
Lithos and the Pagans, sent a great wave to wash across the city,
pulling Kalen's beloved into the seas. As the people began repairs to
the city, Kalen headed to the Temple of Flowing Waters.
There Kalen begged for the return
of his betrothed, but Hydros refused his request. Instead she
revealed to him the image of his love in her new form, pale and
sickly as that of one of the Lurker's minions. Thoughts of vengeance
entered Kalen's mind and he visited Lithos to learn of means for
justice. He found the Mountain King eager to comply, having no love
for a rival Titan. Lithos revealed that a powerful substance, called
Blackrock, was immutable by any amount of the Lurker's powerful
waves.
Kalen remembered the tales of the
ancient Pagan Temple and the great obelisk. He returned to the
volcano and found in the crater the remains of the obelisk. There, in
the murky waters continually filled by Hydros' rains, was the
darkened silt of this Blackrock. Using his Necromantic powers, Kalen
reshaped the crater to prevent fresh water from entering the Temple
of Flowing Water. In addition, he melded the Blackrock into the
crater wall, preventing the Lurker from eroding away the land. He had
trapped Hydros.
Entering the Temple, Kalen was
prepared to destroy both it and Hydros by reforming the crater. His
intention was that not enough water should remain for the Titan's
existence. Before he could complete the task, the Lurker's pleas
stayed his hand. She promised to return his beloved's body so that it
could be interred properly, no longer a servant to the Titan of
Water. She also offered to pass on to him and all in his future
bloodline a modicum of her powers, equal in measure to the abilities
he gained from l,ithos. Kalen accepted her bargain for the good of
the people. From that point on, the storms ended, and two separate
sects of magic, Necromancy and Tempestry, were present in the land.
Assisting the Air
Several
years after the torrential rains ceased, a mystical voice contacted
Stellos, a wizened follower of Stratos, while he was praying at
Argentrock Isle. The voice identified herself as Stratos, ruler of
Air. Stellos began telling others of the Mystic Voice, but they
thought nothing of his insane ranting ... until he began performing
miracles. Quickly it spread through the land that Stellos could aid
the sick and draw truth from the lips of liars. Word of his powers
reached Kalen, who brought to Stellos the body of his betrothed. The
elderly man took Kalen's love to Windy Point and asked for the power
to return her to life.
Stratos explained that the woman's
body had been separated from her spirit for too long. It would be
possible to breathe life into her, but only at great cost. Hoping to
repay Kalen for his work in ending the rains, Stellos agreed to the
unknown fee. Stratos permitted the determined man to send his spirit
into the realm of Air. Farther and farther he went, facing tremendous
winds. There he finally found a shimmering cloud at the very verge of
the sky itself and something he later called the ethereal void. As he
entered the cloud, the light of day confronted him; he was the first
and, to this day, only Pagan to see sunlight in many generations. On
the dark island below, his mouth opened and from it flowed the breath
of life into the body of Kalen's beloved.
The old man, prepared to greet the
lovers, returned to his body only to discover he had lost his vision
- forever blinded by the sight of the sun. Kalen began to weep, but
Stellos bade him stop. He was himself truly joyful at the sight he
had witnessed far above the darkness of the clouds. To show his
gratitude, Kalen commanded the rocky ground to form the walls for a
stone construct to house and protect the old man. Here Stellos could
pass on his knowledge of healing and purification throughout the
ages, for with the power of resurrection came immortality. Stellos
and his pupils became known as Theurgists, and together they were
proclaimed the Order of Enlightenment. The Order was never wanting
for students, for one Titan's violence was yet unquelled, and with
the fires came always the wounded.
Binding the Flame
Centuries
after Stellos' miracle of resurrection, a group of five Theurgists
pooled their knowledge and resources to learn more about the Lord of
Flame. During their studies, they reached an important realization.
If Blackrock was anathema to the Lurker, they conjectured, perhaps it
held debilitating effects for Pyros, as well. Knowing that the fires
spewing from the volcano would annihilate the island in less than a
year, the five acted on their speculation.
Some of the
Theurgists visited the Necromancer to procure as much Blackrock as
they could. They received several small chips, in addition to a
single fragment larger than a man's head. Other Theurgists set about
formulating the necessary diagrams and components required to shape
the dark substance, and with luck, bind Pyros within.
Finally, the five were ready to
begin. They drew a pentagram upon the floor in Pyros' Temple, setting
the Blackrock in the center where the Lord of Flame was likely to
appear. Four of the Theurgists took a point of the pentagram and
knelt in readiness, while the fifth stood at the final point and
began the traditional Ritual of Summoning. As expected, Pyros
appeared in a searing blaze of fire. Immediately feeling the effects
of the Blackrock with which he was in contact, he pointed towards a
Theurgist and instantly enveloped him in fire. Before the dying
Theurgist's tortured scream could fade, the remaining four made up
for the loss and quickly commenced the binding process' chants.
Flames licked about the Theurgists as they intoned the various words
of power until finally it was over. Pyros was bound in the larger
fragment.
Adversely affected from within the
Blackrock, Pyros was unable to hurl lava upon the Pagans. At first
the Thcurgists were revered as saviors, until the people began to
realize what corrupting mental transformations had been required of
the four Theurgists. Rightly fearing the power the Theurgists wielded
over fire, the people labeled them Sorcerers for their
dealings with Daemons, and shunned them. The Sorcerers readily
accepted their fate and secreted themselves away from the others.
They named a Master Sorcerer, though after a violent death he was
replaced by the First Acolyte. Many accusations were cast about who
was responsible for the death, though nothing ever came of it. A
precedent was set, however, and in the subsequent centuries, the more
powerful Acolytes were always ready to take the Mastery from those
fellow Sorcerers who grew weak or complacent.
FOURTH EPOCH: THE AGE OF PEACE
After the Titans were appeased or
controlled, the era of peace which still exists to this day settled
on the people. The few Zealans who clung tenaciously to their
weakening gods are now extinct, though only after the Pagans endured
decades of raiding and murder.
People are free to live normal
lives. They tend their fields or wares, performing their daily duties
as is right. Those few who have instead devoted their lives to the
pursuit of magic live apart from the populous. The Necromancers,
asked to depart from society to perform the distasteful but necessary
task of preparing the dead for Lithos, have handed over their rule to
the Tempests. The Sorcerers remain in their hidden enclave, while the
Theurgists continue their studies in the monastery on their small
island.
BRITANNIA
Of our land and our culture.
However, at Vardion's rather persuasive - and sorcerous -
insistence, I have included it within these pages. Though the
veracity of the source is unknown, Vardion claims these
stories, as told by his grandmother, Mordra, must have some
bearing on reality or she would not have passed them on.
Vardion is a great and widely respected Sorcerer, and even the
Thaumaturge Mythran speaks highly of the aged woman, yet
one must wonder about the truth of tales describing this other
world, the one called Britannia.
Three Ages of Darkness
During the early formation of this
mythical Britannia, there came to be three embodiments of evil. The
first was a spellcaster named Mondain, the second was his Apprentice
Minax, and the third was their unusual offspring, the entity Exodus.
In each case, the ruler of this Britannia called for assistance in
defeating the great evil, and, in each case, the same strange
champion appeared to conquer the malevolent forces assaulting the
land. The stranger was able to claim victory all three times, thus
proving considerable courage and skill.
Three Ages of Enlightenment
Following the destruction of the
three faces of evil, there came three more times of trial for this
world of Britannia. The first involved establishing a set of ethical
codes by which the general population should live. In addition, the
ruler of the land called for a hero to step forward and solve several
quests designed to represent one of the codes of ethics. The selfsame
champion who defeated the three sources of ultimate evil emerged
successfully from the eight quests, becoming the embodiment of those
codes. As champion, the hero was integral in resolving political
strife when the ruler of the land disappeared and was replaced by
Blackthorn, a tyrannical lord who harshly enforced the letter of the
law. Finally, the champion served the kingdom a sixth time,
demonstrating that a perceived source of malevolence was in reality a
collection of individuals trying to right a serious wrong.
Age of Armageddon
The mighty Thaumaturge Mythran has
added a bit of credibility to Mordra's tales by telling one of his
own. He does not seem to remember the source of this story, but he
believes that it must be part of the mythology put forth by Vardion's
grandmother.
Following the sixth adventure, the
champion disappeared from the land, returning nearly two centuries
later! This time, however, the hero appeared without summons, for no
one knew of any cataclysms that required reparations. Yet it was not
long before the champion was again facing great evil, this time in
the form of an insidious organization called The Fellowship that had
insinuated itself into Britannian society. In addition, a magical
island, once home to the very Exodus of the Third Age of Darkness,
had risen to the surface, indicating a further threat to Britannia.
During this seventh period of service, the champion was able to
uncover the dastardly plot of The Fellowship and remove the evil
presence forming on the island.
There is nothing more known about
the history of this unusual land, for Vardion has had no contact with
his grandmother for some time now and Mythran remembers no more
stories. Yet Vardion remains confident of the existence of this world
of Britannia, and that its presence is related to his grandmother's
alleged disappearance.
TRAVELER’S GUIDE
PLACES
Tenebrae
Named the City of Eternal
Twilight, Tenebrae is the only community excluding the various groups
of spellcasters - known still to exist on Morgaelin. It was first
built ages ago by our Zealan ancestors, who were forced out during
the ancient wars. Despite its heritage, many of the edifices are new,
having been reconstructed in recent years.
In the central part
of the city is the Great Palace, home and court of the
reigning Lady. From there she rules with a firm hand, keeping the
peace via her very real threat of sending criminals to a watery
grave.
Plateau
This crag that
overlooks the city supports a small hut, home to the mysterious
Mythran. Covered with a few groves of trees, the area is remarkably
nondescript, and Mythran has done little to change the flora and
fauna other than construct his unusual abode. It is said that this is
where to find information no others could possibly know.
Vengeance Bay
This area is beyond the reach of
those without the means to cross the seas in safety - a rare thing in
these times. The bay was the site of the last and greatest true
battle between the Zealans and the Pagans, who won by calling upon
Hydros to pull the Zealan leader's ship under the sea. To further the
show of power, Hydros spat the ship back up, cursing all on board to
eternal slavery as part of her undead legion.
Cemetery
The
cemetery is where the dead are interred and then sent to Lithos. It
is also home not only to the Necromancer and her Apprentice, but to
dozens of the Mountain King's servants. Even before reaching the
cemetery, the stench of death becomes overpowering, and many ghouls
and skeletons are visible from the gates. Very few are brave or
foolish enough to enter the graveyard to speak with the Necromancer,
and usually only the Apprentice travels into the city for supplies.
Hall of the Mountain
King
Located at the base of the mountain at Stone
Cove, the Hall of the Mountain King is, indeed, where the
Necromancers may go to speak with Lithos. In fact, only those with
the powers of a Necromancer or Apprentice are able to enter, for the
seemingly inoperable stone door stops all others.
Argentrock Isle
This
small islet, reached only by a bridge, is home to the monastery of
the Order of Enlightenment. There the Theurgists have the opportunity
to attend to their studies in the peace and quiet necessary to
achieve Enlightenment and Purity. Those Theurgists who learn well the
lessons of Stratos are permitted to visit Windy Point, where a
truly pure Adept might hope to hear the Mystic Voice.
Sorcerer's Enclave
Among
the most dark-some places in Pagan is the treacherous territory known
as Sorcerer's Enclave. There the Mages of Fire perform unknown and
possibly horrific magics, as they consort with their patron Titan,
Pyros. Fortunately, the area is quite secluded, as a boiling lake of
fire surrounds the collection of buildings, making it impossible for
those who are not members of the sorcerous cabal to traverse.
PEOPLE
Mordea
Ruler and Tempest of Tenebrae, our
Lady Mordea governs with strict attention to detail. Her right of
rule was inherited from her Tempest father, Keldan, and noble mother,
Celidia - both royalty and real power support her claim to rulership.
Our Lady is extremely aware of her position, accepting only the
utmost in loyalty from her subjects.
Lothian and Vividos
Lothian is the strong and stoic
Necromancer, quite competent in her abilities to convey the deceased
to Lithos. She has little opportunity to converse with the citizens
of nearby Tenebrae; her work keeps her so tremendously occupied. The
townspeople are, however, friendly to her new Apprentice, Vividos.
His vivacious personality is a good complement to Lothian's, making
it easy for him to deal with the world outside the distasteful realm
of the cemetery.
Stellos
Stellos is a wise and kind man for
whom the term elderly is more a measure of appearance than
chronology, for his dealings with Stratos have left him immortal.
Ever concerned for the welfare of others, he is perfectly suited for
his role as instructor at the Order of Enlightenment. The only man
alive from our tumultuous past, Stellos is a still-breathing legend
who matches perfectly the stories of his heroic encounter in the
realm of Air.
Makhir
Few know much about Malchir, the
Master Sorcerer, and those who know anything at all are his fellow
followers of fire. It is said he is a dark man, but no one knows
whether his bitterness led him to, or is a result of, his status.
There are those who speculate he bears a greater resemblance to the
Daemons he commands than to normal men.
Mythran
Master of Thaumaturgy, Mythran, is
a quirky, peculiar man. Many give witness to his abilities with
magic, yet none can draw a connection between his powers and those of
any of the other spellcasters. There seems little that he does not
know or cannot find out, and many have made their way to his home
atop the plateau to glean what they can from his wisdom. He speaks as
though there were other Thaumaturges, but I have heard naught of them
elsewhere.
Those who have seen it say his
house is quite unusual. Only a small hovel on the outside, his home
is considerably larger within. Rumors claim that the entire second
story is devoted to his research and experiments, and considering his
vast wealth of knowledge, there seems no reason for doubt.
MERCHANTS AND MONEY
During the Third Epoch, after the
Age of the Necromancers passed and Tempests came to rule, the Pagans
learned the value of coins - namely that a universal currency saved
wear and tear on the feet. Much deliberation went on as to what
should best represent this abstract item of value. Some wanted the
trappings of precious metals, but decided such was too valuable for
crafts and weaponry to waste on coinage. Others thought that objects
from the sea, such as oysters, clams and starfish, would best honor
the Tempest rulers. Conversely, proponents of toraxen hides argued
that it would be sacrilege to remove such sea belongings from the
domain of Hydros.
Finally, the people agreed upon
shaped and stamped obsidian chips. Obsidian is no longer used for
other objects, it comes from the ground, honoring earth, and can be
imprinted with the icons of the other Titans to show deference to
them as well. Moreover, it is possible to confine to government
agencies the technology for heating raw obsidian and molding the ore
into chips. Thus they can enforce a necessary, though arbitrary,
value within city walls.
Those who cannot or will not craft
for themselves use these obsidian chips throughout the city as
legitimate exchange for goods and services. Since there are not many
merchants in town, I have taken the liberty of compiling a list of
the few types of goods offered to the general public. Fresh fish and
vegetables can be purchased at the tavern. The weaver produces fine
apparel that is both functional and comfortable. Exquisite jewelry
can be purchased from the jeweler, who also produces some glassware.
Quality refreshment is available at the tavern, where herdsmen bring
torax chops and kith fillets. Finally, several of the craftsmen about
town are likely to sell tools of their various trades.
WEAPONS AND ARMOR
As any member of the militia is
sure to admit, finding good weapons and armor is extremely important.
Even though the Zealan raids ended some time ago, there is always
need for arms to protect against the wilds of nature. The weaponsmith
forges and sells all sorts of swords, axes, maces and hammers, in
addition to a wide assortment of armor and shields. However, being a
metalworker, the smith rarely sells lighter forms of protection.
Fortunately for those who have taken an oath to police and protect
the city, the current captain of the guard crafts armor from toraxen
hides, and has been known to offer his wares for sale upon request.
BESTIARY
DOMESTICATED CREATURES
Kith
Although
they are large, multicolored quadrupeds, kith bear a remarkable
resemblance to the common insect. The major difference between the
kith and what some consider to be their smaller cousins is size. At
full maturity, a kith's head easily reaches the waist of a man. A few
may grow even larger.
Being omnivorous by nature, kith tend to
live on the various plant life found throughout the land, though they
prefer denser flora. Domestic kith are de-venomed and de-fanged at
birth, feral kith are far more dangerous, often rearing up on their
abdomens to strike with poisoned fangs.
Kith excretions come in the form
of silky strands, which are woven together to make fine clothing and
linens. The finer weaves of kith silk make excellent canvases, for
the paints adhere well to the fibrous material. In addition, the meat
taken from the kith's abdomen and thorax is quite tasty, and many
herdsmen raise kith solely for the sustenance they provide.
Torax
Large, slow reptiles, toraxen are
the staple of the herdsman's stock. They are usually brown in color,
though some have dark brown or dark gray spots. Their heads are broad
and flat, filled more with bone and muscle than brain. Half as tall
as a man and usually docile, the torax is particularly strong for its
size, often able to knock down trees in one angry charge. Setting its
head down, the torax charges victims and then snaps with its
bone-crushing jaws. Their tough hide is thickest around the legs and
back, making them especially difficult to damage in these areas.
The
tremendous strength of a torax makes it an excellent dray beast; able
to carry great loads for a long amount of time. In addition, their
thick skin makes excellent leather, which is usable as clothing,
armor and even temporary shelters. Torax meat is a staple food,
whether served fresh as chops or dried as jerky.
CREATURES OF THE WILDS
Changeling
Changelings are, indeed, a curious
species. As they are shapeshifters, it is difficult to describe their
true form. However, there is one shape that is apparently available
to all changelings - or at least in all of those encountered thus
far. In that form, they appear much like short, disfigured and
disproportioned men. The changelings' movements seem jerky and
erratic, yet the creatures seem to be in control of their
actions.
In battle, the changeling assumes the shapes of its
opponent or flora! In these forms, the changeling has the strengths
and abilities of these other creatures, including any toxins they
might be able to employ. In what must be assumed is its natural form,
the changeling bounces about the area and then suddenly leaps at its
opponent with it huge tooth-filled maw opened widely. No one has had
the opportunity to learn exactly what it is that allows a changeling
to shapeshift or what makes it act as it does, for it fights
viciously to the death. Moreover, the creature disappears when it
dies, making study impossible.
Troll
Trolls are large, lumbering
bipedal creatures, standing half again as tall as a man. Their skin
color ranges from a pale green to an olive or tan, and they wear
little in the way of clothing. Trolls move quite slowly, as if they
must first decide where to place each foot before taking a step -
though anyone who has watched a troll move through a small community,
stepping on whatever is underfoot, knows better than to think a troll
is careful. There are those who speculate that trolls are the
offshoot of an ancient tribe of particularly evil and stupid Zealans,
though none of the ancient tomes in Tenebrae support that theory.
Trolls fight poorly, being so slow
and bulky. However, their solid strength means certain death for most
who are careless enough to be struck. All trolls use clubs, usually
pulled from dead vegetation, though even their powerful fists are
enough to deliver a tremendous blow.
Seeker
The seeker is nothing more than an
abomination of nature. One large eye floats about connected to a
huge, snapping mouth via a thick red membrane. It is hoped that this
creature is the result of a magical concoction, but others claim that
seekers are the living remains of the Destroyer, as foretold by the
one who called himself the Guardian.
The seeker seems to be
neither herbivore nor carnivore - no one has ever seen it eat. The
creature simply hovers about until it sights a target and then
launches into a furious assault of gnashing teeth. Yet no scholar has
ever been able to explain the seeker's sole purpose of wanton
destruction. It does not eat, and yet nothing eats it. Even in death
the seeker mocks other life, exploding into a myriad of sharp bone
and cartilage that can be fatal to those caught within the radius of
its devastating blast.
UNDEAD AND SUPERNATURAL
CREATURES
Aerial Servant
Many people who die before they
finish important tasks become spirits bound to the welfare of others.
Unlike ghosts, for whom the Titans have no use, aerial servants
function as messengers and assistants to Stratos. Moreover, aerial
servants do not possess the same dark gray appearance of their
counterparts, the ghosts, seeming instead to be made up of simple
currents of air.
Aerial servants do not attack
others, whether they are living or otherwise. However, they are
usually loyal to the Theurgists who summon them, obeying their
commands to the best of their abilities. Some say that aerial
servants can affect the objects they touch, temporarily changing the
objects into air currents as well. This way, the aerial servant is
able to transport otherwise solid objects through the smallest wall
chinks and such.
Daemon
Those
consumed by flame, either in life or death, or are slain by another
Daemon, become servants and warriors for the Lord of Flame and his
followers. Daemons are bipedal creatures with mottled and scaly skin,
sporting sharp claws and talons. Atop their heads are two horns,
while coarse brown fur covers their legs.
These hideous beasts
are terrible tools of destruction. With their powerful arms and sharp
fangs and claws, they rend their victims with razor-like ability.
According to the few witnesses who have seen a Daemon attack, the
victims scream of the burning pain that comes from each strike, and
legend maintains that Daemons can even hurl destructive balls of
flame. As fire is their primary tool, Daemons seem immune to the
effects of flame themselves, and their thick scales make them nearly
impervious to the common blade.
Ghost
Ghosts,
also known as wraiths, are the disembodied spirits of those who died
so tragically that even the Titans have no use for them. They appear
as twisted shapes of gray floating above the ground. Tied to the
general location of their demise, ghosts rarely travel far in search
of victims. They consume life forces to give them strength. Ghosts
have complete control over their visibility, often remaining
invisible until prey is near enough to scare.
Feeding on the
spirits of the living, wraiths attack with a draining touch that
leaves the victim weak of body and will. Armor is useless against
their attack, and weapons without some sort of enchantment cannot
hurt them. Legend claims that some of the Necromantic magics may
affect a ghost, but I doubt there is any evidence to support the
supposition. Note that a ghost's non-corporeal nature permits it to
access many areas sealed to ordinary folk.
Ghoul
Ghouls are the animated corpses of
the recently dead. Wearing nothing more than the clothing in which
they were interred, ghouls - or zombies are extremely slow in both
thought and action. Unlike skeleton warriors, the ghouls' function is
far less oriented towards combat, and they begin their service as
soon as they make their way to the Mountain King's domain.
However, when sacred areas such as
the cemetery are disturbed, ghouls are there to confront the
trespasser. Fortunately for the perpetrator, movement for ghouls is
extremely difficult and painful, rendering them poor combatants. An
ironic twist to the ghouls' nature is that they consume the flesh of
their prey, thus making it impossible for the victims ever to reach
Lithos and serve him.
Minion of the Lurker
The
Tempests tell us that those whose bodies fall dead in the water,
whether by drowning or other means, tragically face service not with
l,ithos, but with Hydros, the Lurker. Little is known about the vile
minions, for they do not walk upon the land and no one has dared to
enter the Lurker's domain to view them up close. The few glimpses
that have been seen reveal a large, fish-like head filled with a row
of sharp teeth. It is assumed that the transformation into this
disgusting beast takes some time, though how much is unknown.
There is no record of anyone
surviving a direct encounter in the water with a minion, though some
of the fishing folk have managed to avoid the creatures by remaining
in their boats. It is unknown whether minion victims are consumed or
dragged deep below the waves to become minions themselves.
Skeleton Warrior
The remains of warriors from ages
past, skeletons are the servants of Lithos and the Necromancers who
follow him. Their body and spirits, passed to the Mountain King
during interment, are held in waiting until needed. However, they
still carry with them the accouterments of their fighting days: axes,
swords, shields, armor and so forth.
Though dead, these
animated skeletons are extremely agile and strong, often felling a
man before he can even strike. They are brainless, yet seem to retain
much of the fighting skill they possessed in life. Skeletons attack
only with their ancient weapons, which are oft times filthy with
disease-ridden decay. As they are already dead and serve only a
single function, skeleton warriors attack relentlessly until
destroyed.
MAGIC
Compiling this information took
considerably more effort than I expected. The project began at
first as idle curiosity - I merely wanted to know more about
spellcasting. I contacted the leader of each of the four types of
magic - Necromancy, Tempestry, Theurgy and Sorcery and requested that
they convey what information they could to me. The Theurgists
and Necromancer complied readily. The Tempest responded via
her seneschal, who informed me that Our Lady Mordea was
occupied with too many 'important" matters to concern
herself with my trivia. Equally frustrating, the Master
Sorcerer was quite reluctant to reveal much about spells of
Fire, only sending what he did after becoming completely
assured I was up to no nefarious plotting.
Fortunately, Mytbran knows
quite a lot about magic and spells, as I suspected, and was
extremely helpful in filling in the gaps left by Lady Mordea
and Malchir. Indeed, I learned from Mythran that be, bimse4r,
has acquired the ability to cast snippets of the other types
of magic. Though I do not mistrust his words, I do think it
strange that he mentions reagents for his spells the likes of
which I have never seen. Nevertheless what follows is
Mythran's explanation of magic in his own words.
A TREATISE
by Mythran the Thaumaturge
My years of research in the field
of magic have led me to the conclusion that all magic is simply the
manifestation of a being's will, superimposed upon reality, through
the means of etheric emanations. Furthermore, I propose that such
emanations are truly limited only by the imagination and willpower of
the entity in question.
Certain rituals and words can
assist the caster in visualizing the desired effect, just as certain
physical objects can lend power, stability and shape to the caster's
will. These props are not always necessary for beings of considerable
power or intellect, but are useful for most spellcasters.
Following is a detailed analysis
of the styles of spellcrafting that I have been able to observe in
this world - Necromancy, the rituals of death; Tempestry, the power
of the Water and storms; Theurgy, the discipline of attuning the
spirit; Sorcery, the craft of destruction; and what I call
Thaumaturgy, my personal study of magic.
A WORD ON CASTING
All spells, save the seemingly
innate abilities of the Tempests, require a ritual of some sort
before casting. The rituals, or props as I called them earlier, are
each of varying duration, and sometimes are performed long before the
actual spell is cast. In addition, the rituals all require from one
to three of the following components: spell books, foci or reagents.
Effectively, spell books are
used as sources for spell formulae. These books describe the rituals,
foci or reagents necessary to cast the spells, as well as explaining
the results of success and, sometimes, the results of failure.
Foci are material items
used to bind and release magical energy. Sometimes they do nothing
more than enhance the caster's ability to concentrate, that is,
focus on his or her spell. Other foci store the energy in the
form of charges, allowing the caster to prepare much of the spell
beforehand and then II simply release the energy when necessary. At
the very least, foci serve to channel the etheric waves into usable
power.
Finally, reagents are the disposable components
of casting. They are natural materials consumed when the spell is
cast. Sometimes the spell caster scatters the reagents about the
affected area, while other times they are simply mixed together in
precise proportions.
NECROMANCY
Within all living
things is a magical energy or life-force. However, once the life has
passed from a body, a byproduct of the life-force, emitted as etheric
waves, remains inside. Lithos, the Titan of Earth, imbues those of
his choice with the insight and fortitude to have some power over
death and Earth.
The focus of a Necromantic spell is a small
pouch filled with the reagents required to cast the spell. These
reagents are easily obtainable as they are bits and pieces of the
land and of those who once lived upon it.
REAGENTS
Reagent Purpose Notes
Blood
Summoning/Communication The essence of life, reft from the
body, serves as a reminder of mortality.
Bone Summoning/Communication
The source of blood is also, strangely enough, the source of the
will, and remembers the life it once embraced.
Wood Preservation/Binding
Almost ageless, a time-aided tree can be stronger than the hardest
rock.
Dirt Protection The
plant grows from the womb of the land, its roots deeply embedded in
the safety of soil.
Executioner's Hood Death
This fungus is black in hue, dark in purpose and shaped like the
head-covering of its namesake.
Blackmoor Power This
is an odd mixture of the element of Earth and the mysterious
Blackrock.
RITUALS
Mask of Death (Quas
Corp)
By this ritual, the Necromancer
may assume a state of near-death that will appear as actual death.
The Necromancer is completely cognizant, and can dispel the effects
at any time.
Reagents: Wood,
Executioner's Hood
Call Quake (Kal
Vas Ylem Por)
This ritual causes the very earth
to rise up and heave.
Reagents: Blood, Bone, Wood,
Blackmoor
Death Speak (Kal
Wis Corp)
This ritual briefly returns a
semblance of life to a deceased body and allows the Necromancer to
converse with the spirit of the once living. However, if the being
has not undergone certain preparations before death, this spell is
quite a painful experience, usually rendering the subject incoherent.
Reagents: Blood, Bone
Rock Flesh (Rel
Sanct Ylem)
With this ritual, the Necromancer
gains an innate resistance to damage by transforming the very flesh
into a substance as strong as stone.
Reagents: Wood, Dirt
Summon Dead (Kal
Corp Xen)
This spell summons from the Earth
a number of dead warriors to serve the Necromancer as guardians. They
are mindless, attacking anyone not endowed with the power of
Necromancy. Though it is possible to summon armies of the walking
dead, I have never seen more than one appear.
Reagents: Blood, Bone, Wood
Open Ground (Des
Por Ylem)
When cast near a tombstone, this
ritual, under the guidance of a Necromancer, shapes the ground and
stone. Most often, however, it is merely used to create a grave or
open a weakened wall of rock.
Reagents: Blood, Blackmoor
Create Golem (In
Ort Ylem Xen)
This spell calls up a creature
made of Earth, generally in the shape of a man, to perform the
bidding of the caster. It follows a few terse commands, usually
understanding statements to retrieve or open things.
Reagents: Blood, Bone, Wood,
Dirt, Blackmoor
Withstand Death (Vas
An Corp)
By means of this preparation
ritual, the Necromancer returns from death once (and only once), with
all ailments removed and in full health.
Reagents: Wood, Dirt,
Blackmoor
Grant Peace (In
Vas Corp)
This potent ritual calls upon the
bailiwick of the Necromancer, that being death. The recipient, if the
undead of Earth, instantly reverts to the lifeless corpse it was
before becoming animated. If cast upon the fully living, the life
force of the recipient is momentarily severed from the body, often
resulting in death, but in some instances, causing only temporary
confusion.
Reagents: Executioner's
Hood, Blackmoor
TEMPESTRY
This power is purely and simply
the ability to control the Water and storms. It is an inherited
trait, and therefore little is known about it. We do know some of'
the powers displayed to date by the ruling nobility of Tenebrae.
Since I do not know the actual names of the powers, I will merely
list what I have observed.
POWERS OF TEMPESTRY
I
have seen a trained Tempest walk upon the Water as if upon dry land,
breathe Water as easily as Air, create and calm windy storms, still
the turbulent seas, cause clouds to skid across the sky with
preternatural agility, and send great bolts of lightning to strike
those deemed unworthy of life.
Note that the Tempest requires
no components, foci or magical incantations, as all etheric waves are
amplified and channeled by Hydros, the Titan of Water.
THEURGY
The Order of Enlightenment from
which issued this magical discipline believes that to purify oneself
and focus the inner energies of the mind eliminates the need to find
power in the world around. Therefore these mages require no reagents
of any sort.
However, in the process of becoming attuned to
Stratos, the Titan of Air, small silver tokens representing the
spells become necessary. These tokens are the doorways to power for
the Novice, unlocked by words of magic. Once a monk has become an
Adept, achieved "enlightenment," and then continued studies
for several more years, he or she will find the foci no longer
required and that the power flows from the mind of the Theurgist
unimpeded by physical restraints.
INVOCATIONS
Divination (In
Wis)
This invocation reveals the
Theurgist's location, time of day, day of the week, and current
month.
Focus: Sextant
Healing Touch (In
Mani)
This is a healing spell, affecting
minor wounds.
Focus: Pointing Hand
Aerial Servant (Kal
Ort Xem)
This spell calls a whirling being
of Air, which will accept the Theurgist's directives to manipulate or
move any object. An unusual ability of this creature is that it is
able to move an object through solid obstacles, such as walls and
closed doors.
Focus: Arm Band
Reveal (Ort Lor)
This spell releases a wave of
energy that dispels all forms of invisibility around the Theurgist.
Focus: Open Eye
Restoration (Vas
In Mani)
This is a powerful invocation. It
restores a living recipient to full health, eliminating
wounds, maiming or disease.
Focus: Open Hand
Fade from Sight
(Quas An Lor)
As the name of this invocation
states, the Theurgist becomes completely invisible to the sight of
nearly all mortal beings.
Focus: Closed Eye
Air Walk (Vas Hur
Por)
By means of this invocation, the
Theurgist is capable of jumping a great distance with the aid of the
surrounding Air. I am told that this is cast the first time without a
focus, when the Theurgist leaps to Windy Point to speak with Stratos.
Focus: Wings
Hear Truth (An
Quas Lor)
This invocation reveals the truth
to any lie spoken knowingly to the Theurgist, as if the Air, itself,
were unraveling the thread of the message.
Focus: Chain
Intervention (In
Sanct An Jux)
One of the most powerful abilities
of the Theurgist is to call into existence a wall of air that blocks
all damaging forces. While this spell can make the mightiest sword
blow feel like a tap, it will not prevent death from immersion in
lava or drowning in Water.
Focus: Fist
Resurrection (Vas
An Corp)
The most powerful ability of the
Order of Enlightenment is the ability to restore life to the recently
departed. However, the price for this ability is eternal blindness. I
am sure there must be an easier way, but my research has yielded
nothing worthwhile.
Focus: None but blindness
and eternal life
SORCERY
Sorcerers deal in magic of Fire
and destruction, having long ago founded the Cabal that bound Pyros,
the Titan of Fire, to their wills. In doing so, they also garnered
the ability to call upon his servants, the Daemons.
In the
performance of Sorcery, one must use rituals, reagents, foci, magical
words and a specially designed protective circle, called a pentacle
or pentagram for the five-pointed star confined within. The
tremendous powers of Pyros are released in great gouts of flame, and
only a trained Sorcerer would dare to call upon them. Even then, the
pentacle is required to keep the Sorcerer from being consumed along
with the reagents.
The Sorcerer places the spell's focus at
the pentagram I s center, the candles at each point around the
circle, and the reagents near the candles, all while intoning the
mystic words to shape the unbound energies. When this ritual
enchantment is done, the Sorcerer is left with a charged (even
multiply charged), glowing focus, suffused with the power of the
spell invoked. The spell can then be cast at any time.
REAGENTS
Reagent Purpose Notes
Volcanic Ash Flame
The refuse of the volcano has the property of creating the initial
spark of Fire.
Pumice Distance This
rock, cast highest and farthest from the volcano, retains the etheric
impetus built up in the flight.
Obsidian Duration
While seeming to be a fragile, easily broken substance, it endures
the heat of the volcano.
Pig Iron Protection
Iron's hard yet versatile nature works in protective Sorcery as no
other reagent can.
Brimstone Power This
is the rock that burns or, more to the point in Sorcery, explodes. A
virtually limitless source of power dwells within its etheric
composition.
Daemon Bone
Summoning/ Having taken a hint from the Necromancers, the Cabal found
that Bone
Binding does, indeed, retain its
tie to life. It is even useful in the ritual of binding when enough
power is at hand. Daemonic forces are summoned and controlled by use
of this reagent.
SPELLCRAFT
Extinguish (An
Flam)
This spell douses any flame, save
the very hottest.
Foci: Symbol, Wand, Rod or Staff
Ignite (In Flam)
This spell lights the red and
black candles placed around the pentagram.
Foci: Symbol, Wand, Rod or
Staff
Flash (Flam Por)
By means of this spell, the
Sorcerer can move from one visible place to another without actually
traversing the intervening space. After many years of practice, a
Sorcerer can even move to places visible not only to the eye,
but to memory as well.
Foci: Wand, Rod, Staff or
Symbol*
Flame Bolt (In
Ort Flam)
This spell shoots a bolt of fire
from the caster, burning anything unlucky enough to be the target of
the Sorcerer's ire.
Foci: Wand, Rod, Staff or
Symbol*
Endure Heat (Sanct
Flam)
This spell creates a glowing field
that allows the Sorcerer to touch any non-magical flame and remain
unhurt. With this spell, a Sorcerer can even endure the heat of lava
if it is solid enough to walk upon.
Foci: Rod, Staff or Symbol*
Fire Shield (In
Flam An Por)
With this spell, flames come into
existence encircling the Sorcerer. No tangible creature except a
Daemon can pass through this flaming barrier, including the Sorcerer.
Anyone foolish enough to try is thrown back and burned in the
bargain.
Foci: Rod, Staff or Symbol*
Armor Of Flames (Vas
Sanct Flam)
This spell bathes the Sorcerer in
a corona of magical flames that ward off all other Fires of magical
nature, including those cast by another Sorcerer.
Foci: Rod, Staff or Symbol*
Create Fire (In
Flam Ylem)
At the casting of this spell, a
fire erupts around the target. Those who are foolish enough to remain
in the blaze will continue to suffer damage until they step out of
the flames.
Foci: Staff or Symbol*
Explosion (Vas
Ort Flam)
This is much like the Flame
Bolt spell, but with considerably larger and more devastating
effects.
Foci: Staff or Symbol*
Summon Daemon (Kai
Flam Corp Xen)
This ritual of binding will summon
a Daemon to attack one foe of the Sorcerer's designation. The
dangerous nature of this spell lies in the fact that if no victim is
specified as soon as the creature appears, the Daemon will attack the
Sorcerer.
Foci: Daemon Talisman or
Symbol*
Banish Daemon (An
Flam Corp Xen)
As the name so plainly states,
this spell will usually return a Daemon to its home in the Fire of
the volcano. Unfortunately, even the most skilled Sorcerers have been
known to perform an unsuccessful banishment.
Foci: Daemon Talisman or
Symbol*
Conflagration (Kai
Vas Flam Corp Xen)
This is the most powerful ritual
that the Sorcerer's Cabal has revealed. If any greater exists, only
they know about it. By use of this spell, a malicious, Daemonic force
of destructive nature manifests near the caster, where it then
commences to wreak savage destruction on all things near the
Sorcerer.
Foci: Daemon Talisman or
Symbol*
*Note: As it is not the most
stable focus for these spells, the Sorcerer's symbol of the pentagram
will be able to retain only one charge.
THAUMATURGY
Thaumaturgy is the term I use to
define the collection of spells that I have learned over time. Put
quite simply, Thaumaturgy borrows and steals a bit from each of the
other magics, choosing the clear path of chaos rather than becoming
too well defined and stagnant. Much like Sorcerers, I enchant items
with the power of reagents and the mind.
Any Thaumaturge who
knows the business may craft spells, scrolls, potions or various
other implements of magic. There is almost nothing that I cannot do
through the use of this form of magic, as it does not confine itself
to a style.
In Thaumaturgy, the foci are the actual spell
books that contain the formulae and references to the reagents
required for the spell. In addition, enchanted, single-use scrolls
that require no other components can also be used to cast spells.
Most of the spells from the other forms of magic can be distilled to
their basics and put into scrolls and books as well - by a
Thaumaturge of sufficient skill, that is.
REAGENTS
These unusual reagents are used
in combination with those from other disciplines.
Reagent Purpose
Notes
Eye of Newt Sight/
Knowledge This aids a mage in focusing the inner eye within the mind.
Bat Wing Life/
Creatures The flesh, bone and blood found in this structure serve as
an excellent lodestone to the essence of life.
Serpent Scale
Destruction/ Separation The poison in the mouth of this beast seeps
into the flesh and corrupts the scales, giving them the magical
ability to act as a destructor of bonds.
Dragon Blood Great
Power So powerful is this creature that the blood burns as if aflame.
Precise measurements of this are wise, for too much and the magic
will go dangerously awry.
ENCHANTMENTS
Confusion Blast (In
Quas Wis)
This causes a release of etheric
energies, inflicting no real physical damage, but causing all
combatants near the Thaumaturge to forget completely the present
combat.
Reagents: Eye of Newt, Bat
Wing, Serpent Scale, Obsidian, Brimstone
Summon Creature (Kal
Xen)
This highly variable spell
magically calls a creature to the Thaumaturge's defense. The type of
creature that appears is not automatically under the control of the
caster, depending upon creature's vicinity and the caster's power.
Reagents: Bat Wing, Pumice,
Obsidian, Bone
Call Destruction
(Kai Vas Grav Por)
This spell causes bolts of
lightning and destructive explosions to cascade around the
Thaumaturge, unerringly striking any visible foes.
Reagents: Serpent Scale,
Dragon Blood, Ash, Pig Iron, Executioner's Hood
Devastation (In
Vas Ort Corp)
This spell, first formulated by
what could only have been an insane mage, is designed to disrupt the
very fabric of life throughout the world. All creatures and beings,
save the crazed Thaumaturge who casts this spell, face instant
eradication. As far as I can tell, there has never been a successful
casting of this spell.
Reagents: Bat Wing, Serpent
Scale, Dragon Blood, Pig Iron, Executioner's Hood, Blackmoor,
Brimstone
Meteor Shower (Kal
Des Flam Flem)
Rocks, summoned from unseen
heights, cascade in a fiery torrent upon friends and foes alike -
only the caster remains untouched.
Reagents: Ash, Dirt, Serpent
Scale, Brimstone, Blackmoor
Though I had initially intended
this work to act as a grand reference for future scholars, I
realize now that much of this is too inconsequential for such
a treatise. It is the result of my fascination with people of
the present as well as the past. To those students who cannot
use the dated words within this text, I hope at least that I
have provided a little insight to the times as they are now,
so that historical essays compiled long after I have gone to
serve the Mountain King may benefit from these idle observations.
To the sages of the next generations, I offer my salutations
and best wishes. This, my small gift of knowledge, is the
greatest offering I can give.
ULTIMA
VIII PAGAN
PLAYGUIDE
STARTING THE GAME
The Beginning…
Watch the introduction to Ultima
VIII and learn what the Guardian plans for you. When it is over,
a diary appears and you should type in the name you wish to use while
visiting Pagan. Press [ENTER] to begin playing the game.
INTRODUCTORY WALKTHROUGH
Ultima VIII is primarily
mouse-driven.
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 and Avatar
Combat Stance
The following can only be done
from Combat Stance
Swing Weapon
Double-left-click
Kick Double-right-click
Advance Right-click with
arrow pointing in attack direction
Block Left-click or
left-click-and-hold
Retreat Right-click with
arrow pointing in retreat direction
Sheathe Weapon
Double-right-click (on Avatar)
DIARY (Load/Save Game, Music or
Sound On/Off, Change Name)
Open/Close Diary [ESC]
Open Category Left-click on
category
Make Selection Left-click
on selection
Save Selection Type in your
selection, press [ENTER]
KEYBOARD COMMANDS
C Draws/Sheathes your
weapon
Alt-H Changes the
“handedness” of the moue
I Opens your backpack
O Opens Options screen
Z Opens your equipment and
stats display
Backspace Closes all open
displays
Alt-X Quits the game
Ctrl-V Displays the version
number of Ultima VIII