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This is the complete scanned documentation that came with Ultima VIII: Pagan
from Origin. It was OCRed by Analog Kid of RiSC. Enjoy.
/// Cleaned by: Beowulf [NEXUS] ///
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 falling 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.
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 a different service than the other
Pagans, one 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 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
Lithos. 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 Theurgists 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
This segment of history, if it can be called such, belongs more in a work of
fiction than in this objective treatise 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.
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.
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.
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 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.
Malchir
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 vegatables 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
metal-worker, 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 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 lmmune 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 Lithos, 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 first
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, Mythran 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 he, himself; 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
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 by-product 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 Movement/ The essence of life, reft from the
Animation body, serves as a reminder of mortality.
Bone Summoning/ The source of blood is also, strangely
Communication enough, the source of the will, and
remembers the life it once embraced.
Wood Preservation/ Almost ageless, a time-aided tree
Binding 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 Death This fungus is black in hue, dark in purpose
Hood 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.
Reascents: 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 Ind 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.
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 Xen)
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's center, the candles
at each point around the circle, and the reagents near the candles, all while
intoning the mystic words to shape the unbound energies. When this ritual
enchantment is done, the Sorcerer is left with a charged (even multiply
charged), glowing focus, suffused with the power of the spell invoked. The
spell can then be cast at any time.
REAGENTS
Reagent Purpose Notes
Volcanic Ash Flame The refuse of the volcano has the property of
creating the initial spark of Fire.
Pumice Distance This rock, cast highest and farthest from the
volcano, retains the etheric impetus built up
in the flight.
Obsidian Duration While seeming to be a fragile, easily
broken substance, it endures the heat
of the volcano.
Pig Iron Protection Iron's hard yet versatile nature works in
protective Sorcery as no other reagent can.
Brimstone Power This is the rock that burns or, more to the
point in Sorcery, explodes. A virtually
limitless source of power dwells within its
etheric composition.
Daemon Bone Summoning/ Having taken a hint from the Necromancers,
Binding 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 (Kal 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 (Kal 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/ This aids a mage in focusing the inner eye
Knowledge within the mind.
Bat Wing Life/ The flesh, bone and blood found in this
Creatures structure serve as an excellent lodestone
to the essence of life.
Serpent Scale Destruction/ The poison in the mouth of this beast seeps
Separation 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 (Kal 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, Excutioner's Hood,
Blackmoor, Brimstone
METEOR SHO WER (Kal Des Flam Ylem)
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 vJork 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.