                        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



                        ULTIMA VIII PAGAN
                           WALKTHROUGH


Intro
Talk to Devon. He knows some basic historical information. 
Talk to him until he tells you to go to Bentic in East 
Tenebrae. Roll up the bedroll and put it in your backpack. Go 
west to the docks.

HINT: Get the key in far east corner behind a big mushroom 
up against a big wall, unlock the chest in the wooden ruins 
and get the helmet. The skeletal remains in this chest hold 
several death disks. To use a disk, double click on it, then 
click on the target. The Avatar will throw the disk at the 
target. If there is any obstruction in the way, then it will hit it 
and explode. If the Avatar is too close then he will take 
damage from the explosion.

Execution
Approach the execution area on the dock. Watch the 
execution. Shaana decapitates Toran. Rhian sobs over her 
husband's body. Answer Tarna's interrogation questions. Go 
to Tenebrae to the north.

Answer the gate guard's questions and enter Tenebrae.

Tenebrae and Plateau
Talk to the townspeople. Kilandra (in Fisherman's Reef west 
of West Tenebrae) has opinions about Mordea's despotic rule, 
and Orlok (in West Tenebrae) mentions the past reign of the 
Necromancers. Activate the Recall Pad on top of Mordea's 
Palace (a large red castle) by walking near or on it. Recall 
Pads are square gray platforms that raise and animate an X 
on top of them as well as have animating pixels under them.

EXTRA: In the southeastern tower of the castle there is a key 
ring inside a basket that is inside a barrel. The key ring helps 
because, no matter how many keys are on the ring, it always 
weighs one stone, and it keeps your keys organized and 
cannot be lost.

Talk to Bentic. He is in the library in East Tenebrae, just go 
through the "upper" east gate. The library is the first building 
to the north of the path. Bentic is either upstairs or at one of 
the two "table desks" down stairs.

Ask about "Pagan".
Tell him "I thought this place was Tenebrae."
Tell him you wish to leave Pagan.
Ask about Mythran.
Ask where Mythran lives.

Go to the cave Bentic describes. To get there, return to the 
castle, then leave the castle by the north exit. Go straight 
north through Herdsman's Valley and enter the cave on the 
face of the cliff there. To get through the cave, begin by 
crossing the water by jumping from stone to stone, then head 
south.

HINT: In this cavern, ANY skeletal remains that are wearing 
pants have potions or other items on them.

You will come to a large lever on a platform. Throwing this 
lever does nothing until you cross the rope bridge to the west 
and throw all the small levers the do not have skulls in front 
of them. Throw the large lever to open the gate to the south.

Talk to Mythran.

Tell him "I have many questions."
Tell him you wish to leave Pagan.
Mythran will ask you if you are serious or just testing 
him, reply that you wish to leave Pagan.

Get the Recall Item and a healing potion from Mythran. Then 
activate Mythran's recall pad (upstairs on the front balcony). 
Use the Recall Item (double-click it) and it will give you a list 
of all Recall Pads triggered so far. Click on "Tenebrae" and 
you will return to the palace.

EXTRA: Get Korghin's Fang. It is in a downstairs room with 
two big casks, in a backpack next to a coiled rope on the 
southern table. The backpack also contains a bedroll and 
some money. Korghin's Fang is a dagger with increased 
accuracy, and the damage of a long sword.

Graveyard
From Central Tenebrae, head east into East Tenebrae. Exit 
Tenebrae to the east and you will be on the East Road. Simply 
follow it as it turns north and you will find the entrance to the 
Cemetery.

NOTE: The East Road has many ghouls, skeletons, and 
changelings in a pit. This is an excellent time to run around 
killing things to raise your strength and dexterity. This is also 
where you will return later to find the Executioner's Hood 
reagent.

Talk to Vividos.

He tells you about the Necromancers' past, and also 
about the dagger which was taken from them by 
Mordea.

Ask about joining them. Continue to ask about the 
necromancers until the question "What about 
Mordea?" comes up.

Ask about the dagger.
Offer to get the dagger.
Use the Recall Item to return to the Palace.
Talk to Aramina, Mordea's servant. She will tell you 
to meet her at her house at Bloodwatch (midnight).

Go to Aramina's house. It is in southern East Tenebrae, just 
west of Salkind's house (the large house with the stone wall 
around it). If Aramina is not there, WALK UNITL HER 
HOUSE IS OFF THE SCREEN, the use your bedroll to sleep 
for an hour. Come back and try again. If you sleep in or near 
her house, she will not talk to you about the dagger.

Ask about the dagger.
Promise she won't get in trouble.
Get the key.

In Mordea's throne room there is a cushion (a black square 
with the skull on it) on a table on the western side of the 
room. Under that cushion is a key that will allow you to gain 
you access to Mordea's bedroom. Go to Mordea's bedroom. It 
is safest to go when she is eating in the dining room. If she is 
asleep, she won't wake up unless you step on the carpet. Just 
hug the west wall.

Open the inner door with Aramina's key.
Open the chest in the closet with Aramina's key.
Get the Ceremonial Dagger.

Return to Vividos in the graveyard, and give him the dagger.

Ask if he is the Necromancer.
Ask what a Scion is.
Accept his offer to become his apprentice.
Offer to get the reagents for Vividos.

Get a sample of Executioner's Hood. This can be found in the 
center of the changeling's pit near the East Road.

Get the Dead Man's Elbow from near the ruined house in the 
far north corner of West Tenebrae. There is a ghost that 
haunts this house, but it will not attack if you do not go into 
combat mode. Dead Man's Elbow looks like a crooked, 
upside-down Y. THIS IS NOT THE SAME AS THE 
"WOOD" REAGENT. THIS IS SIMPLY THE STICK THAT 
VIVIDOS WANTS.

Return to Vividos and give him the reagents.

Get the Key of the Caretaker from Vividos. You are now a 
Necromancer and can cast spells.

Get all of the reagents and bags in the house. Read all of the 
books upstairs, they will teach you how to cast your first few 
Necromancy spells. TAKE NOTES!

Change in Rule
As you re-enter Tenebrae, the guard on the East Road will 
stop you and tell you that Bentic has been executed, and 
Devon is in jail. Go to the jail, which is in the basement of the 
palace. Use the switch beside the prison door to open it. Talk 
to Devon and tell him you will help him learn Mordea's 
motivation.

Talk to Salkind. Learn that the logbook is kept in his room. 
Read the logbook. It mentions "forbidden" research, sealed in 
the dungeon behind magically locked doors.

Use the Recall Item to return to Mythran's house.

Talk to Mythran. Get the "Secret Door" Scroll from the 
jewelry box upstairs, or buy it from Mythran for 50 coins. Get 
the ceremonial shield from a wall upstairs. There is a book 
about it nearby.

Use the Recall Item to return to the palace (don't you love 
that thing?) Go back to the jail and use the "Secret Door" 
Scroll next to the room that does not have a door. Read 
Bentic's research. The palace guards discover and arrest you. 
A lot of players panic here, but it's part of the plot.

As you are hauled to the docks for a double execution, explain 
to the people on the docks that Devon is Mordea's older 
brother, and thus rightful ruler of Tenebrae. Devon will use 
his new-found Tempest powers to destroy Mordea in one of 
the coolest sequences of the game.

Necromancers
Return to Vividos' Cemetery. Along the north mountain wall 
there is a fence with a building behind it. Go through the gate 
(RUN because if you walk, a ghost will pop up and block your 
way) and walk around the east side of the building until you 
come to double doors. Go in and you will find a corridor of 
pillars leading to the northern mountain wall.

Create a hole in the building's north wall by casting the 
"Open Earth" spell. The mountain wall will crumble to reveal 
a passage through the rock. Walk through and you will be in 
the first chamber of the Upper Catacombs.

You are looking for a small building WITHOUT a roof. 
There is a ghoul and a jewelry box inside. Once you walk 
near, the ghoul will wake up. Walk in and the Avatar will fall 
through the floor to the Necromancer's area.

EXTRA: In the jewelry box are magic leggings and coins, to 
get them you have to walk in. When the floor drops, click and 
hold the left button. The Avatar will then be hanging on the 
other side of the hole. Quickly release then click and hold the 
left button, and the Avatar will pull himself up. You will have 
to kill the ghoul in order to get the jewelry box. Then drop 
into the hole, which takes you to the Necromancers.

HINT: If you know that you will have to cast a spell several 
times, make the spell chits ahead of time. The spell chits 
weigh less than the reagents necessary to make the chit in the 
first place.

Cast "Death Speak" on each Necromancer as you find them. 
This allows the Avatar to speak to them.

Learn the "Mask of Death" spell from the first Necromancer. 
This spell requires Wood & Executioner's Hood. At this point 
you will leave the Necromancer and head northeast until you 
find a ridge that previously had spikes on top of it blocking 
your way. Climb over and jump down, to find a kith waiting 
for you. Either run around the kith or kill it. At this point 
there will be three Daemons. You can either cast Mask of 
Death and they will leave you alone, or you can run around 
them.

The second Necromancer is located northeast of the Daemons 
along the west wall. Cast Death Speak on him and he will 
teach you "Rock Flesh". This requires Wood and Dirt. As 
soon as you learn the spell, cast it and head north then west. 
The Avatar will be struck five times going down the corridor 
but it will not kill him as long as he keeps running.

You will find the third Necromancer. Cast "Death Speak" on 
him and learn the "Summon Dead" spell. This requires 
Blood, Bone, and Wood. Once you learn this spell you will be 
teleported to a small raised plateau.

HINT: There are several skeletal remains here that contain 
reagents, and a shield. 

Go to the east through the electrical fences. There will be a 
chasm with several ghouls and a skeleton waiting on the 
other side. The next plateau hatches another skeleton.

HINT: If you do not have a magic weapon (which can kill 
them for good), the best way to get rid of skeletons here is to 
knock them down into a stack of bones, then throw them over 
the side. THIS CAN BE DIFFICULT. Just make sure the 
monsters are away from you before you talk to the 
Necromancer.

Learn the "Grant Peace" spell from the fourth Necromancer. 
This requires Blackmoor and Executioner's Hood. You are 
then teleported, once you reach your destination, head north. 
You should encounter changelings, and right on the other 
side of them is a big green square of grass with a structure in 
the middle. The structure has no top, two chests, and two 
candelabras outside of it. In these chests are reagents, the 
surrounding area is full of reagents as well. Entering the 
structure from the south will teleport you to another area. 
This area has water and lava with plenty 'o' lava mortars 
going off all around the avatar. DO NOT STOP FOR LONG 
ON THIS MAP, YOU WILL BE KILLED BY THE 
MORTARS. Once you appear, run to the south until you see a 
set of stairs to the north. At the top of the stairs there is magic 
armor and a bag. Head north and west until you come to lava. 
To the north is a place behind the wall where mortars cannot 
reach you unless the avatar is fully visible. Jump west across 
the lava to the other side, climb up on the raised walkway in 
the lava. Follow the walkway to the west then north until you 
come to the end. To the east is another raised platform. Once 
you jump to it the avatar is teleported to another map 'o' 
mortars. Head west and south then west again until you come 
to the fifth Necromancer.

Learn the "Withstand Death" spell from the fifth 
Necromancer. It requires Wood, Dirt and Blackmoor. Head 
west and north, along your path will be a small building with 
a switch on the outside. This switch opens a gate to the east to 
gain access to a larger switch. (all this does is release a 
skeleton from the small building) Then head west and then 
north. Follow the northeastern wall until you come to a 
shooter with no apparent way around. At this time cast 
"Withstand Death" and walk through. (If you go along the 
west wall you will be blocked by stalagmites) Once past the 
shooter head west then north, then head east and once again 
north. you will come up on a building with stairs to the north. 
Go inside the building to find the sixth Necromancer.

Learn the "Create Golem" spell from the sixth necromancer. 
This requires Blood, Bone, Wood, Dirt, and Blackmoor. Go 
outside the building and head for the stairs. A ghost will 
appear at the bottom of the stairs. You can either cast "Grant 
Peace" on him or run around and climb up on the stairs from 
the north side. Once you go through the doorway you will be 
teleported to the upper catacombs. At this point check your 
hit points! You will have to make the Avatar fall off of the 
wall that he is currently standing on, (this could result in the 
Avatar's death upon landing if hit points are low.) From here 
head south, west, south, and then east, this will leave you at a 
door leading to a cavern.

HINT: On the cavern floors, there are puddles of water that 
should be avoided at all costs. If the Avatar walks on these 
areas he will fall to his death in lava. Walking along the outer 
walls is highly advisable!

Earth
Once you go through these doors head immediately south. 
You will have to find a large door flanked by red pillars with 
bluish-gray spikes on top. Near this door is a small crevice 
that the Avatar must walk through. Continue south. Pull the 
lever to open the gate and go through the unlocked door. This 
is the only unlocked door in this area. You are now in Stone 
Cove. There should be three exits: the cave entrance that you 
just came through, a large set of double doors in the center, 
and a smaller door to the right. 

Cast "Create Golem" and tell the golem to open the large 
double doors. Go through them to the Hall of the Mountain 
King.

Head north and jump over a chasm. Look for an area that has 
a checkered floor. Climb over the wall and throw the switch 
next to the throne. (The switch outside the wall does 
NOTHING.) Either kill the ghouls that pop up or run around 
them. Go back close to the beginning then head west. There 
will be a bridge that formed from throwing that switch. 
(Watch out- the pads that make up the bridge fade in and 
out.) Run around the golem and follow the passage. Next you 
will come upon platforms that are floating back and forth. 
Just jump across each one individually. You will now be 
forced to deal with yet another golem, lure him down to the 
south then run around him to the north. This will give you 
time to gauge and jump to platforms that are appearing and 
disappearing. After two disappearing platforms there are solid 
platforms. (I recommend that you save at these stationary 
points.) Once across the platforms, head to the north until you 
come to the force fields. The force fields are easily 
recognizable by the Avatar being thrown backwards by blue 
walls that appear and zap the Avatar.

HINT: Pick up the abundant mushrooms in the area and 
throw them through where you think a field may be. Also, if 
you have a couple of purple potions, take one and run half 
way through, stop and take another and run the rest of the 
way to the north end.

Go through the maze of force fields to find a chest at the 
north end. In this chest is a key and a gem of protection for 
returning through the fields. Take both and head back 
through the fields and then follow the west wall looking for a 
door that can be opened by that key. Follow the corridor west, 
then south, then west again. When the cavern opens up again 
wider, head north, you will see water with stepping stones. 
Jump one by one to get across.

HINT: Once you reach the water, go west along the edge of 
the water, once you can no longer see the avatar take about 
three more steps then jump west, and continue to follow the 
edge of the water all the way around to the other side.

Now you are in a long hallway to the north, this is the hall 
way with very difficult to see passages to the west. The first 
hard to see passage opens up to a cavern with changelings, 
blue force fields and a chest in the south corners. Move the 
potions around to find a key. Take the key and go back out to 
the main hall again, and head north. Look for the second hard 
to see passage to the west.

HINT: At the far north end of this passage is two fading 
platforms that take you to an island with an earth symbol. DO 
NOT GO OUT HERE!! You will be teleported back to the 
beginning of the hall of the mountain king. There is nothing 
worth going out here for. If you go far enough to find a troll, 
then you have gone too far.

Go down that passage, and once this cavern opens up you 
have no choice but to go north and jump some water. On the 
other side is a locked door that the key you found will open.

Go through the door and then head west to the end of the 
passage. To the south at this point are more moving 
platforms. To get across here you have to jump to the first 
platform then jump at an angle to the second. Then to the 
land itself, DO NOT JUMP TO THE THIRD PLATFORM. 
The only difficulty here is jumping to the land when the 
platform is not in the way. From here Lithos is to the north.

HINT: Go south and look for the recall teleporter so that you 
can activate it for later use. But watch out for the big land 
symbol on the ground. This will send you back to the 
beginning of the Hall of the Mountain King. THIS IS NOT 
GOOD!

Go north and talk to Lithos.

Ask to be Lithos' apprentice.
Agree to perform the Ritual of Interment.

Return to Vividos.

Talk to Vividos about interring Lothian.

Get the Key of the Scion from Vividos.

Go to the north end of the Cemetery to find Lothian laying in 
front of a table with candles around. JUST DOUBLE CLICK 
ON THE BODY AND IT WILL BE INTERRED. Talk to 
Vividos again and agree to go on his pilgrimage to find the 
Birthplace of Moriens. Agree to go on Vividos' pilgrimage.

Get the Heart of Earth. Go back to Stone Cove. The door on 
the far right side with the spikes on top of the walls is now 
your destination. Use the Key of the Scion to open this door. 
Go in and immediately go southwest to find a large ruined 
wall with tall doors. Create another golem to open these 
doors. Run in and climb up on the edge of the center arena, 
go to the center of the arena and cast Open Earth in front of 
the tombstone. The earth will open up and the Heart of Earth 
will be there.

Zealans
Return to the catacombs and head north east until You find 
an H-shaped building with doors on the east side. The 
nameplate differs depending on the version. In early versions, 
it reads "Towards Fate Do You Travel". Later versions read 
"To Moriens", or "Birthplace of Moriens". This building is 
recognizable by the natural cave wall to the north. Now find 
your way to the north west to find double doors with a barrel 
to the left. There is a book just to the south of these doors that 
talks about the shield and the Zealans. Go north, then slightly 
northwest past some rolling spiked balls, then north again. 
Go east, at the end of the hall is a room with four levers and a 
chest.

HINT: The skull candles can be moved off screen to disable 
the trap here.

Flip the levers to lower the gates. This is trial and error. If the 
screen flips upside down, don't worry just flip the same lever 
and the screen will return right side up. Open the chest and 
take the key. Use the key on the door to the north. Continue 
north (watch out for shooters) then east and south again. At 
this point to the west there is a chest (IT IS TRAPPED). 
Within this chest is the Skull of Quakes. Take the skull for 
later. Head back the way you came and instead of going back 
through the shooters, head north, then west, and then south, 
west, south, and west to the end of the hallway. To the north 
from here there are two alcoves. The one to the right has a 
gravestone. Cast open earth and the grave will collapse. Drop 
down and go south then north east. You will come upon a 
room with a gate to the north, a table, and multi-colored 
rolling spheres. There is a platform on the other side of the 
fence and to the left. Stand on the skull so you can throw the 
marbles on the floor far enough to trigger the touch plate. 
This will open the gate so that you may continue. There are 
platforms to the left and the right. Go to the left, and 
underneath the platform you will find a key back in the 
southwestern corner that opens the chest to the south. Go to 
the other platform and go under the southwestern part to find 
a chest that has a key to open the chest to the north. Now go 
to the north into another cavern hallway then east to find the 
stairway puzzle along the north wall (refer to maps). The 
object is to get the stairs built in the middle- the actual puzzle 
is a variation on the old "Towers of Hanoi" puzzle in that you 
can only put a smaller stair on top of a larger stair. This is 
accomplished by triggering the touch plates using the clock 
(or by having the Avatar stand on them). If the touchpads 
were numbered 1, 2, and 3 going from left to right, this would 
be the most direct solution: 313-212-312-321-313-212-132-
312-313-212. This solution was broken up into threes simply 
to make it easier to read.

A doorway will open at the top of the stairs. Climb to the top 
then cast "Rock Flesh" before you walk the Avatar through 
the two light beams here. Go down the stairs then west to find 
a set of tall double doors. The Key of the Scion opens these 
doors. The next set of doors just opens if you double click on 
them.

Get the key from under the skeleton near the statues on a 
bench. (This key opens all of the short double doors in this 
cavern, they are short cuts through the walls.)

Talk to Zealan statues. They recognize the Shield from 
Mythran's house IF YOU LAY IT ON THE ALTER IN 
FRONT OF THE STATUES. They tell you to enter the Tomb 
of Kumash-Gor. Use an Opening Scroll (from Mythran) to go 
through the door behind them. Defeat Khumash-Gor (he will 
appear as a ghost) by using the "Grant Peace" spell, or 
smacking him REALLY hard with a magical weapon. Once 
you destroy the ghost, Kumash-Gor's scimitar will be lying 
where the ghost once was, take it.

Get the Obelisk Tip, which is in one of the SMALL chests 
behind the throne of Kumash-Gor. Talk to the Zealan statues 
again. They tell you they know your goals and potential. They 
mention Ether, the Fifth Titan, and that such a status is your 
"destiny." They also tell you to seek out the Titans of Water 
and Air. Return to the Catacombs.

Use the Skull of Quakes on the red hole in the wall in the 
Upper Catacombs. This will cause the screen to go black 
while everything is shaking. Once the screen fades back in, 
there will be a hole in the floor to the east of the avatar. Go 
down the stairs and through the door at the bottom and walk 
near the Recall Pad to activate it.

Air
Return back into the catacombs and on to upper catacombs II 
again in the southern most tip of the upper catacombs. (the 
natural looking area) . Go south again like you are going to 
stone cove. half way there, there is an entrance to the east. 
You will find yourself teleported to Argentrock Isle. Cross the 
bridge and look for the teleporter directly north. (south of the 
abbey outside the wall).

Talk to Xavier.  He normally hangs out around the entrance 
to the abbey.

Ask for enlightenment.
Pass the common sense test (books in the main 
building of the abbey contain stories teaching 
common sense).

THE FOLLOWING ARE THE ANSWERS TO THE TEST: 
Comfort children, look for honesty in companions, welcome 
your child, tell the truth, enjoy breezy evenings on the porch, 
sacrifice your sight to heal the sick, say that weapons destroy 
but wit builds, don't brag, tend the injured, and always give 
truthful testimony.

At this time ask to take the second test. He will tell you to go 
to windy point which is west of town. The Test of Centerness 
is comprised of a tall platform with a symbol on the top. 
Climb up to the top and the test begins. Maneuver the avatar 
to stay on the platform until the wind stops.

HINT: Do not use full arrow during this test unless absolutely 
necessary. Remember that the center of where the arrow 
(cursor) originates is the symbol, NOT the avatar.

Once you pass the test, return to Xavier.

Talk to Xavier. He should send you to Stellos.

Talk to Stellos. He tells you to prepare for the next test by 
constructing your foci.

Get the key to the testing room from him. He will send you to 
go below the main building. The stairs are located in the 
kitchen of that building. once you are in the cavern head east 
to the locked door, use the key that Stellos gave you and 
enter. In this cavern, find EIGHT pieces of "Silver Ore". The 
silver ore looks just like the other light gray stones in this 
cavern but smaller.

Use the teleporter item to return to Central Tenebrae. Go to 
West Tenebrae and find Korick, he is in the southwestern 
portion of town in a large one-story rock building. Have him 
make the foci. Be patient and careful because you have to ask 
him TO MAKE EACH INDIVIDUAL PIECE.

WARNING: Korick WILL make duplicate foci and you WILL 
be left with one foci short of a complete set due to lack of 
silver ore!

Now return to Argentrock Isle via the recall item.

Place each foci on the Altar of Focus to charge them. The 
altar is located in the main room of the main building, Just 
lay the focus on the alter and a ring of pixel pretty stuff will 
happen and your foci are charged.

Study spells in the Monastery upstairs in the main building.

Talk to Torwin and go through his entire conversation.

Talk to Stellos and tell him that you have made your foci. Ask 
to take the third test, he will once again send you below the 
monastery. He gives no clues as to what the test is. Go down 
the stairs in the kitchen again but this time go west to find a 
ledge.

On the other side of the water is a wounded torax. At this 
time you must use "Aerial Servant" (looks like a shackle) cast 
it on the torax, get cross hairs then click on the ground next 
to the avatar. The torax will appear on the ground next to the 
avatar. Now use "Healing Touch" (looks like a hand pointing) 
on the torax. He will howl, be healed, then he will disappear 
in a ring of pixel pretty stuff. Return to Stellos.

Talk to Stellos. He tells you that Xavier is missing the focus 
of healing.
Talk to Xavier. He tells you about Torwin's research on 
combining foci and power.
Talk to Stellos. Say you met both Torwin and Xavier.

Talk to Cyrrus.
Cast Hear Truth spell on Cyrrus to learn that Torwin is 
heading to Windy Point to perform his experiment.
Confront Torwin at Windy Point north of the Test of 
Centerness.
Torwin attempts the Leap.
Pick up the focus of healing and the ring.
Talk to Stellos.
Tell him that you have found the focus.
Tell Xavier that you have found the focus.
Talk to Stellos, and he will tell you that you need to take the 
Leap of faith.

Go back to Windy Point where Torwin jumped, stand between 
the pillars at the edge, fully extend the cursor to the top left 
corner of the screen and jump. Make your way up the 
stepping stones (saving about every three successful jumps) 
until you land on the largest platform and walk to the 
northern part of that platform. Stratos will now pick you up 
and talk to you.

Receive Air Walk focus.

Learn about the Blackrock fragment called the Breath of 
Wind.

Talk to Stellos and learn of the Breath of Wind.

WARNING: DO NOT GO AND GET THE BREATH OF 
WIND AT THIS POINT, all air spells no longer work once 
you have the breath of wind in your possession!

Now go to water, go back to the caverns and head towards 
stone cove, but go past to find the entrance to Carthax lake.

Water
Once at Carthax head immediately west all the way until you 
can go no further, then go south until you can go no further. 
Now go east until you can go no further. Now go north to the 
edge of the water, follow the edge of the water west to find a 
bridge going out across the water. At the broken end of the 
bridge, there is a cross bridge with another broken bridge on 
the other side. Jump to the cross piece, then follow that piece 
around to the west, then north. You should now be on a raised 
plateau with water in the middle of it. There is a platform in 
the middle accessible from the east. Walk out onto it. Hydros 
will talk to you, but will say that she is trapped. Agree to help 
her. She will tell you that you must cast open earth on the 
grave of her captor and set the water free.

Go back across the broken bridge and go west to find a cavern 
entrance. Go in. Come out on the other side and find the 
tombstone. Go near the tombstone, cast "Open Earth". This 
will set the water free, and form a waterfall.

Return to Temple. Learn that Hydros is unleashed, and Devon 
is powerless and in danger. Use the recall item to Central 
Tenebrae and talk to Devon. (He is now in power and should 
be found within the castle).

Agree to resolve storms and find the Sorcerers.

Fire
Teleport back to Catacombs and return to the lower 
catacombs as if you are going to stone cove once more. The 
way to Daemon's Crag the very last entrance past Carthax. 
You will now be in the lava tubes, which are cooled rivers of 
lava. Go to the very edge of the lava, and Beren should talk to 
you.

Talk to Beren. In lava tunnels skirt lava or use "Air Walk". 
Go to the southern wall and in the center of that wall is a 
passage, climb up and go south to enter Daemon's Crag. 
Activate the teleporter in Daemon's Crag.

HINT: Do not attack ANY Sorcerer, otherwise all the 
Sorcerers will turn against you, and you will not be able to 
complete the plot.

Talk to Bane.

Her house is the first one to the right of the path leading from 
the Lava Tunnels. 

Reveal your name. 
Ask about the Enclave, Morgaelin, current Sorcerers, 
Acolytes and First Acolyte. 
Agree to find out Vardion's true name.

Talk to Vardion.

His house is down the path from Bane's house to the right and 
is the only house with double doors.

Reveal your name.
Explain you go where you will.
Ask about the First Acolyte, dealings with Tenebrae 
and shrewd bargaining.
Agree to find out Bane's true name.

Tell either Bane or Vardion the other's true name (it does not 
matter which).

The Sorcerer you tell summons a Daemon to kill the other 
Sorcerer.

Malchir appears and scolds the Sorcerer and asks who will 
fill the now vacant position. The Sorcerer offers you as a 
candidate. Accept the vacant position and agree to take the 
necessary test after studying at the Library. Get the key to the 
Library from Sorcerer.

Go to the Library to study and get items necessary to be a 
Sorcerer. The Library is down from Vardion's house taking 
an immediate left, and is the building with the huge double 
doors and barred windows.

Learn spells, information on Ritual of Flame and info about 
the Blackrock Fragment and its affect on the titans. Obtain all 
wands, symbols, rods, etc. in the library. Get three candles of 
each color as well as many of the reagents in the library as 
you can carry.

Talk to the First Acolyte (the surviving Sorcerer) and agree to 
take test.

Enchant the foci with "Flame Bolt", "Flash", and "Endure 
Heat". The reagents and foci are in the library. 

HINT: During the test all the reagent, candles, wands, etc. in 
the First Acolyte's house are yours for the taking.

HINT: When creating spells with the pentagram there are 
several important items to remember: 
1) Candles must be placed very close (better 
exactly) on the holders (centered) and be lit. 
Each spell has different places for black and red 
candles.
2) The reagents must be as close to their respective 
candles as possible, in some cases you can place 
them on top of the candles.
3) The foci (wand, rod, etc.) has to be as near the 
center of the pentagram as possible.
4) If any of the above criteria are not met then you 
will not be able to create the spell.
5) You then must get slightly off the pentagram 
and double click on it for the focus to be 
enchanted.
6) If there is something wrong, there be will a brief 
message. If you kneel down, the candles are 
placed correctly (and lit), and the problem is 
either in the reagents' placement or you are not 
using the appropriate focus.
7) You can cast the three spells in any order you 
wish.
8) The reagents disappear after the focus is 
enchanted, but the candles remain and can be 
reused.
9) You must have all the reagents with you when 
you take the test. If you leave the house in 
middle of the test, you have to start all over 
again.

Once you have created the spells you are now ready to see 
Malchir and endure the trials of the Obsidian fortress to 
become a full fledged Acolyte Sorcerer. Learn from other 
Sorcerers that Malchir hangs out at the Obsidian Fortress.

HINT: Since all the reagents in the Library are yours for the 
taking it is an excellent place to make the spells you will need 
without having to carry a bunch of reagents with you, there is 
also a room in the Obsidian Fortress that offers the same 
opportunity.

HINT: The spells that you MUST have to complete the Fire 
Plot are "Extinguish", "Ignite", "Flash", "Flame Bolt", 
"Endure Heat", "Armor of Flames", "Explosion", "Summon 
Daemon", and "Banish Daemon".

Go to the Obsidian Fortress to Talk to Malchir. The entrance 
to the Fortress is at the end of the Bridge over the lava to the 
Northwest of the Library. It will only open once you have 
passed the three tests.

When you enter, Malchir appears and summons two 
Daemons and then disappears. You can either run past these 
two or cast "Banish Daemon" on them. Go down the steps to 
Arcadion's pad.

HINT: You can use all the magic stuff here to create the spells 
you will need for the upcoming trials.

Talk to the Daemon Arcadion  and tell him you want to see 
Malchir.

HINT: Do not attack Arcadion or banish him, otherwise you 
will not be able to continue.

Walk to the alcove opposite the stairs and you are teleported 
to the trials.

Your objective here is to get the four symbols. Each "quest" 
will require a spell to complete, these are: "Extinguish", 
"Flash", "Endure Heat", and "Armor of Flames" and there 
will be a sign at the entrance to each trial telling you which 
you will need.

In the Extinguish trial you will need to find the pentagram 
with the five fires burning around it and the magic helm in 
the middle, then you will need to cast "Extinguish" on 
yourself or on each lit candle. When this is done the fires will 
disappear and you will be able to obtain the Helm and the 
symbol underneath it.

In the Flash trial you can cast "Flash" to get past the spiked 
balls and the fire mushrooms to obtain the symbol. 

HINT: you may also use instead : "Rock Flesh" or 
"Intervention" or a purple magic potion, and then run 
through the balls and explosive mushrooms, not worrying 
about occasional hits.

In the Endure Heat trial you will need to cast "Endure Heat" 
to walk over the lava to get to the symbol (remember that you 
can only walk on the orange lava not the yellow).

In the Armor of Flames trial you will need to cast "Armor of 
Flames" to survive the fireballs on the way to the symbol.

HINT: you may also use instead : "Rock Flesh" or 
"Intervention" or a purple magic potion, and not worry about 
the fire balls. The magical shield will also protect you from 
fire balls.

Once you get the four symbols return to the middle where you 
will return to see Arcadion. Talk to Arcadion who will then 
send you to see Malchir via the teleporter you used to get to 
the trials.

Prepare an "Ignite" spell and make sure you have a red 
candle for the "Ritual of Flame", directly after Malchir's tests.

Talk to Malchir.

Cast "Flame Bolt", "Explosion" and "Summon Daemon" at 
Malchir, in that order. Banish the Daemon Malchir 
summons. Malchir teleports you to Great Pentacle. Perform 
the Ritual of Flame. Follow Malchir's instructions. Pyros 
finds a weakness in the binding spell. Malchir sends Pyros 
back.

Talk to Beren or Gorgrond. Fragment of Fire is Pyros' 
Blackrock nemesis, and all Titans are adversely affected by 
Blackrock.

Go back to Malchir in the Obsidian Fortress.

Duel with him and kill him.

Get the book "The Destruction of the Temple" from Malchir's 
possessions. The book describes the original location and 
destruction process of the gate. Get the Tongue of Flame from 
his inventory. You must walk over the pentagram with both 
of these items in your possession to free Pyros. If you just 
have the Tongue of Flame, the firestorms will start, but Pyros 
will not be freed.

Go back to the Catacombs and teleport to your next 
destination. The Recall Item will not work in Daemon's Crag 
or in the Obsidian Fortress.

HINT: Before leaving the Fire plot, make sure you have a 
couple of charges of "Endure Heat" and "Flash" (very useful 
in the Earth Realm). "Banish Daemon" wouldn't hurt, either.

Ethereal Plane

Talk to Mythran. He tells you about the Blackrock fragments 
and also about the gate.

Get the Tear of Seas.

Ask Devon for help.
Get the key to his chest in the study.
Get the Tear of the Seas from the chest in the southwest 
corner of the Great Palace.

Get the Breath of Wind.

Use the recall item to teleport to Argentrock Isle. Use "Air 
Walk" and go back to Stratos. Once you have talked to 
Stratos again, cast reveal to find the Breath of Wind on a 
pedestal to the north. Now use "Aerial Servant" to retrieve it. 
Now teleport to Mythran.

Buy the "Ethereal Travel" spell from Mythran. This costs 250 
obsidian coins.

NOTE: Placing the fragments in a pentagram around you in 
the order of Air, Fire, Water, Earth, and the Obelisk Tip 
(with the Obelisk tip being the lowest tip of the pentagram) 
also works. Double click on the tip and you will be teleported 
to the Ethereal Realm.

WARNING: If you lay the pieces down and read the book 
again YOU WILL BE TELEPORTED TO THE ETHEREAL 
REALM WITHOUT THE BLACKROCK PIECES!

You will appear on a platform floating in space. To the north 
is the Water Plane. To the west is the Fire Plane. To the south 
is the Air Plane. To the east is the Earth Plane.

Water Plane:

This map is nothing but jumping from pedestal to pedestal 
heading towards the west. Once you find the Hydros, double 
click on the Tear of the Seas then SINGLE click on Hydros. If 
you have done this properly she will say "You will regret this 
day". The Tear of Seas will begin to glow and you will be 
teleported back to the Ethereal Plane.

Fire Plane:

This map is made up of paths through lava. To the northeast 
there is a path with broken bridges that you must walk up on, 
and jump to the other side. In the far north corner of the map, 
is a small shrine with a chest in it. In the chest are spheres 
that are necessary to get to Pyros. There is a center path that 
ends at a star puzzle. The puzzle looks like a star with 
glowing circles surrounding it. Just throw the spheres from 
the shrine onto the glowing circles. The circle will disappear 
and the sphere will change to red then disappear. Keep doing 
this until all circles disappear. For each circle that disappears, 
a platform will raise in the lava to the north. Jump from 
platform to platform until you reach the other side.

WARNING: Once you jump OFF a platform it will disappear, 
so there is no going back. Also, if you are on a platform and 
jump straight up then the avatar will sink into the lava.

Find Pyros. Double click on the Tongue of Flame and single 
click on Pyros.

He will sink into the pit and the avatar will be teleported back 
to the Ethereal Plane.

Air Plane:

WARNING: Some of the platforms fall out from under the 
avatar when he lands on them so SAVE OFTEN.

Stratos is located to the northeast so just jump from platform 
to platform heading in a northeasterly pattern. Find Stratos, 
double click on the Breath of Wind and SINGLE click on 
Stratos. The Breath of Wind will begin to glow and you will 
be teleported back to the Ethereal Plane.

Earth Plane:

This map is a cavern of traps and monsters. Head northwest 
to find many monsters and gates leading to lava. There is an 
invisible walkway over the lava to get past. 

HINT: You can also just cast "Endure Heat" and walk along 
outer edge.

Now head to the north and west again to find platforms over 
lava. Jump from platform to platform to get across.

HINT: You can also just jump down on outer edge and walk 
around the outer edge.

Now head to the southwest and find Lithos in the furthest 
southeastern corner of the map. Double click on the heart of 
the earth and SINGLE click on Lithos. Lithos will crumble 
and the avatar will be teleported back to the Ethereal Plane.

Victory

Lay the now energized Blackrock fragments on the large gray 
pentagram. When you put each piece on the correct place they 
will sparkle red, so it's not too hard to figure out what goes 
where.

For the last place, double click on the Obelisk Tip then click 
on the avatar. This will charge the Tip. Step off of the 
pentagram and then lay the tip in the last place on the 
pentagram. Watch the pillar rise, and then walk into it.

The game is over.

Slayer Quest

Got to the East Road and head South until the road ends, then 
go East to find a ruined building at the end of the road. The 
building is noticeable by a fire gem in the middle of the 
building and skeletal remains nearby (Location 9712, 21208, 
48, 5). Walk into the building and the floor will drop out 
from under you. Head west through the door, continue west, 
then southwest until you come to a book on top of a structure, 
then go west, south, west, south, and then west through the 
door (there will be a troll and some women). In the west 
corner there is a backpack with a key in it. Get the key and 
then run back east, north, east, north, and then east until you 
come back to the book on the structure. From the book, go 
north and you will come to a small room with a lever in it. 
Open the door and use the lever.

The metal door to the north will open and a ghost will appear 
in front of the door. Go north through the door then head 
east, north, and then east and you will come to a book in the 
middle of the hallway. Now go north and you will come to 
some water. Jump north to the other path, climb up the ledge, 
jump down the ledge (to the north), then you will come to 
blocks the submerge under the water then raise back up. Jump 
from block to block and get to the other side. Now run west 
and you will come to a building with a locked door. Unlock 
the door with the key that you got from the backpack and go 
through the door. You will come to another set of doors being 
guarded by two skeletons, which will come alive when you 
get close to them. You can either fight the skeletons then 
open the doors, run away from the skeletons and climb over 
the wall, or open the doors quick and run past the skeletons 
through the door. Climb up the building and get the Slayer.

(If you go through the door covered with the spider web, you 
WILL be teleported out). When you have the Slayer, jump 
back down and go through the door covered with the spider 
web to teleport out.

Ghost Quest

NOTE: This quest can only be done once the Air quest is 
completed. "Aerial Servant" is required. Most of this quest 
involves talking to various people, so I have taken the liberty 
of providing the responses that the Avatar should pick.

Ask Orlok (in his tavern in West Tenebrae) to tell you some 
of his tales.

Talk to Jenna (in the tavern) and mention that Orlok likes to 
tell tales. She will ask you if he has told you the tale of the 
ghost. Say no (unless he has, it's random which tale he tells). 
If you say no, you should then talk to Orlock again and ask 
him to tell you the tale of the ghost.

Talk to Darion (West Tenebrae or East Tenebrae) and say:

"I heard a tale from Orlok."
"This tale concerned a ghost.
Darion will tell you that the herders believe in the 
ghost.

Talk to Gwillim (Herdsman's Valley, home or up in 
northwest corner with the torax) and say:

"Is there a ghost in the Valley?"
"I heard stories in town."
"Is it true?"
"I didn't mean to upset you."

Talk to Corinth (Herdsman's Valley, home) and say:

"What do you do?"
"Many things?"
"Your son?"
"Simple folk?"
"You've been here for generations?"
"What happened to the others?"
"Cursed? By a ghost, perhaps?"
"I have heard tales."
"Can you tell me of the ghost?"
"Gwillim's seen the ghost?"
"Why is he reluctant to talk?"
"What about the second time?"
"They both saw it?"
"Where was the second time?"
"It looked unusual?"
"How is it different?"

 Talk to Gwillim (Herdsman Valley, home or in northwest 
corner with the torax) and say:

"Corinth told me of the ghost."
"You've seen it?"
"Don't get mad at Corinth."
"She was trying to help."
"You, Gwillim."
"She wants you to talk."
"The ghost killed your brother?"
"How did he die?"
"Others have died?"
"Who is she?"
"She talks to fish?"
"I want to find the ghost."
"I need help only to find it."

Go to cave entrance covered with wood blocks. Move the 
wood and enter the cave. Drop through the hole in the floor 
and read the scroll. Try to open the two doors (you must do 
this to set a plot flag).

Talk to Kilandra (Fisherman's Reef, home) and say:

"Tell me of Tenebrae."
"Why is the city no good?"
"A bath was more important?"
"What happened to the child?"
"Did the child recover?"
"How do you know this?"
"I am sorry."

Talk to Kilandra again and say: 

"Tell me about ghosts."
"I heard Orlok's ghost story."
"You talk to your daughter?"
"Good advice?"

Talk to Kilandra again and say:

"Do you know of a key?"
"A key to the door in the cavern."
"Trolls built the cavern?"
"You know Orlok?"
 
Talk to Kilandra again and say:

"Tell me where the key is!"
"Your daughter?!"

Kilandra will tell you to go to the Cemetery.

Go to the Cemetery. Go west once you enter. At the second 
tombstone, go north and read the first tombstone you come to. 
It should read "Elaina - her mothers greatest treasure". A 
ghost will appear and drop a key. Pick up the key and head 
back to the cave entrance with the locked doors. Unlock the 
doors with the key. Walk to the northwest and you will find 
orange magic armor (the ghost). Cast "Aerial Servant" on the 
armor and immediately pick up the armor.


