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- Table Of Contents
-
-
- Royal Notice of King Gelfman............................ 2
- Book of Travelers and Adventurers....................... 3
- Combat.................................................. 4
- The Magical Cities of Kairn............................. 7
- The Adventurers Guild and Creating Characters.......... 8
- Races................................................. 11
- Attributes............................................ 11
- Professions........................................... 12
- Skills................................................ 14
- In The Dungeon.......................................... 16
- Resting................................................. 17
- The Book of Magery...................................... 20
- Cleric Spells.......................................... 21
- Mage Spells............................................ 23
- The Book of Artifacts, Arms, Armor and Treasure......... 25
- The Book of Creatures................................... 28
- Appendix................................................ 30
- System Requirements.................................... 31
-
- Notice
-
- Know ye by all these presents,
-
- Gelfman, King of Hamnlin, Prince of Rengaria and Lord of Korlar sends
- greetings and salutations to the five worthy and loyal knights, mages
- and other adventurers of Styrtlan assembled this day.
-
- Be it known that the vile and evil Mage Inshanis of the Island of
- Mysterion to our south plots the basest and most dangerous of schemes
- against our realm and threatens the whole of Kairn by his madness.
-
- Be it also known that Inshanis of Mysterion now holds five of the
- fabled Eight Ancient Artifacts and that he intends to gather all eight
- of the Artifacts together, and to sacrifice them to the dark gods. By
- doing so Inshanis will unleash a great and terrible evil, dooming all
- of Kairn. Even now, the minions of Inshanis are about the land
- searching for the three remaining Artifacts so that Inshanis may work
- his evil.
-
- Be it further known that three Artifacts remain hidden somewhere on
- Kairn out of Inshanis' evil grasp, deep in the deepest dungeons,
- protected by the most powerful evil in all the land. One is said to
- be far to the north in the Catacombs of Losivis, the other two across
- the mountains to the west. Only the bravest and most hardy may find
- and recover them and use them to destroy Inshanis.
-
- Therefore the King bids you honest and worthy knights and other
- adventurers,
-
- Quest forth to recover these three items, and when you have recovered
- all three of the remaining Artifacts, venture to the Island of
- Mysterion and destroy the Mad Mage Inshanis.
-
- To assist you in your quest you are hereby granted the power to
- recruit, to change and alter the roll in any guildhall of the
- Adventurer's Guild in the land. You are also hereby granted the use
- of The Book of Travelers and Adventurers, the Book of Magic Words, the
- Book of Spells, The Book of Artifacts, Arms, Armor and Treasure.
-
- In return for the recovery of the last three Artifacts of Power and
- the destruction of Inshanis I, King Gelfman promise you the bounty of
- Hamnlin.
-
- Signed this the twenty-fifth year of my reign,
- /s/ Gelfman I
-
- The Book of Travelers and Adventurers
-
- Arrows are the keys to direction.
-
- As your quest opens you will find yourself just outside the gate to
- Styrtlan. Your group of five adventurers is shown to you by the magic
- of Kairn in the form of an icon on a map of Kairn in the upper right
- hand corner of the screen. At the bottom of the screen you will see
- each adventurer's name, title, present hit points and spells points.
-
- To move about Kairn you must use the eight Magic Words of Movement:
- Uparo, Downaro, Home, End, Pgdown, Pgup, Leftaro and Rightaro. With
- these words you may move your group icon across the continent of
- Kairn, through forests and across fields.
-
- Many ways are impassable to the group. The adventuring group cannot
- pass over such obstacles as The Heacliff Mountains, Loch Deop, the
- Rengarian River, and the ocean. Only through magic will the group be
- able to travel across the ocean to the Island of Mysterion.
-
- magic words of travel
-
- Magic Word of Entrance and Exit - "Ee<E>" may cause the adventurer to
- enter or exit a city provided he is at an entrance.
-
- Magic Word of Rest - "Arr<R>" will grant rest to the weary adventuring
- party.
-
- Magic Word of Formation - "Eff<F>" will cause an adventuring party to
- change its formation. The formations will show on the screen as Eff
- is used. You must note the icons for each adventurer. To place a
- different party member in a different position in these formations you
- must use the Word of Rest and then the Word of Order.
-
- Magic Word of Remembrance - "Ess<S>" will cause the adventurer's
- present position to be remembered by the Magic of Kairn.
-
- Magic Word of Exit - "Eks<X>" will cause an adventurer to quit his
- quest and leave Kairn.
-
- Whilst traveling, the adventurer in Kairn may use the following
- magical words to assist the group in its quest: EE, ARR, EFF, ESS and
- EKS. With these Magic Words, the adventurer may enter and leave
- cities and dungeons, gain rest from his travels, change his party's
- present travel formation, save his present position through the Magic
- of Kairn, or leave the world of Kairn altogether.
-
- magic words of movement
-
- Magic Word of Movement "Uparo<Up Arrow>" will cause an adventuring
- group to move north,
-
- Magic Word of Movement "Downaro<Down Arrow>" will cause an adventuring
- group to move south,
-
- Magic Word of Movement "Leftaro<Left Arrow>" will cause an adventuring
- group to move west,
-
- Magic Word of Movement "Rightaro<Right Arrow>" will cause an
- adventuring group to move east,
-
- Magic Word of Movement "Home<Number pad 7>" will cause an adventurer to
- move northwest,
-
- Magic Word of Movement "End<Number pad 1>" will cause an adventurer to
- move southwest,
-
- Magic Word of Movement "Pgup<Number pad 9>" will cause an adventurer to
- move northeast,
-
- Magic Word of Movement "Pgdown<Number pad 3>" will cause an adventurer
- to move southeast.
-
- Magic Word of Movement "Effnine<F9>" will change the colors of Kairn,
-
- Magic Word of Movement "Efften<F10>" will change the background color
- of Kairn.
-
- Combat
-
- The wise man runs in the face of overwhelming odds.
-
- Occasionally, the hardy group of adventurers will be called upon to
- fight monsters and other evil creatures which they chance upon in the
- wild or within a dungeon. When the group encounters an enemy, you
- will first be shown a picture of the enemy, the icon which represents
- that enemy, and finally the name of the enemy.
-
- The Magic of Kairn will then present the relative positions of the
- group and the enemy. Each group member and enemy will be represented
- by an icon. As the battle progresses each member of the surprizing
- group will be called upon one at a time by the Magic of Kairn to take
- some action, followed by each member of the surprised group. Beware
- of those enemies who surprise you because they will all take some
- action before any member of your group can move. Their actions and
- the results will be shown by messages from the Magic of Kairn, and by
- the damage inflicted upon the group as revealed at the bottom of the
- screen.
-
- When it is the group's turn to act the group member in the first
- position will have a chance to act, followed by the group member
- in the second position and so on until all members of the group have
- had a chance to act. You may chose one of the following actions: you
- can use an item which a chosen adventurer is carrying, strike an enemy
- with a handheld weapon, use a bow to shoot an arrow at a chosen enemy,
- strike an enemy with an empty hand, retreat from combat, parry an
- enemy's blow, cast a spell, cancel a previous Magic Word, or chose a
- target for a spell or arrow, or if no action is chosen for that
- character, pass that adventurer's turn in combat. To take these
- actions you must use one or more of the following Magic Words: IYE,
- DUBU, BEA, ESS, ARR, PEA, AYCH, EKS, RETURN/ENTER. Combat will
- continue until all of the enemy are killed or chased away, or all of
- the group are killed or retreat.
-
- Magic words of combat
-
- Magic Word of Use - "Iye<I>" will allow an adventurer to use an item.
- When this Word is used you will be shown a list of items the presently
- chosen adventurer is carrying, and asked to chose which item to use.
- Some items are not useable in combat.
-
- Magic Word of Arms - "Dubuaro<W><arrow key>" will allow the adventurer
- to use a handheld weapon when his turn comes to strike a blow. You
- must use one of the Magic Words of Movement to strike in that
- direction. Note that the chosen adventurer must have equipped himself
- with a weapon while the group rested before he may strike an enemy in
- combat with a weapon.
-
- Magic Word of Bows - "Bearo<B><arrow key>" will allow an adventurer to
- shoot his bow. When this word is used, the target creature will
- blink. You must use the Magic Words of Movement to change targets,
- and ENTER that target for the Magic of Kairn. As with Dubuaro, the
- chosen adventurer must have equipped himself with a bow while the
- group rested before he may use it in battle.
-
- Magic Word of Fists - "Aycharo<H>" will allow an adventurer to strike
- an opponent with his unarmed fists. You must use one of the Magic
- Words of Movement to strike in that direction. Unlike Dubuaro or
- Bearo, you need not equip an adventurer to strike with an unarmed
- fist.
-
- Magic Word of Retreat - "Arr<R>" will allow an adventurer to flee
- danger to fight again another day. If the retreat is successful, the
- Magic of Kairn will return to the normal travel view. If the retreat
- is not successful, the combat will continue.
-
- Magic Word of Parry - "Pea<P>" will allow an adventurer to parry one
- of his opponent's blows. A parry may or may not stop an opponents
- blows.
-
- Magic Word of Casting - "Seeh<C>" will allow an adventurer with the
- ability to cast a spell. When this word is used a listing of spells
- the caster knows will be displayed. You must move the highlight with
- one of the arrow keys and ENTER it into the Magic of Kairn. Spells
- are listed according to spell point costs. If the present adventurer
- does not have enough spell points to cast the chosen spell he may try
- again without losing the chance to act in combat.
-
- Magic Word of Cancellation - "Eks<X>" will cancel most magic words.
- When used immediately after another Word of Combat it will cancel that
- Word without causing the adventurer to lose his chance to act in
- combat.
-
- Magic Word of Selection - "RETURN or ENTER<Return>" will chose a
- target for a spell or if no action is chosen for an adventurer, will
- pass that adventurer's chance to act in combat to the next adventurer
- or to the enemy.
-
- The Magic Words of Travel, Uparo, Downaro, Leftaro and Rightaro will
- move an adventurer or targeting crosshairs to move up, down, left, or
- right. The Magic Words of Travel Home, End, Pgup, Pgdown will cause
- an adventurer to move diagonally up to the left, down to the left, up
- to the right, and down to the right. When the Magic Word CONTROL is
- used with Uparo, Downaro, Leftaro or Rightaro the crosshairs will move
- at twice its normal rate. Note that an adventurer may move several
- steps and then use an item, fire a bow or cast a spell.
-
- magic words of combat movement
-
- Magic Word of Movement "Uparo<Up arrow>" will cause an adventurer or
- the target crosshairs to move up one place,
-
- Magic Word of Movement "Downaro<Down arrow>" will cause an adventurer
- or the target crosshairs to move down one place,
-
- Magic Word of Movement "Leftaro<Left arrow>" will cause an adventurer
- or the target crosshairs to move left one place,
-
- Magic Word of Movement "Rightaro<Right arrow>" will cause an
- adventurer or the target crosshairs to move right one place,
-
- Magic Word of Movement "Home<Number pad 7>" will cause an adventurer
- to move diagonally up to the left,
-
- Magic Word of Movement "End<Number pad 1>" will cause an adventurer to
- move diagonally down and to the left,
-
- Magic Word of Movement "Pgup<Number pad 9>" will cause an adventurer
- to move diagonally up and to the right,
-
- Magic Word of Movement "Pgdown<Number pad 3>" will cause an adventurer
- to move diagonally down and to the right.
-
- Magic Word of Movement "CONTROL<CTRL>" when used with Uparo, Downaro,
- Leftaro or Rightaro will double the movement rate for the crosshairs.
-
- Note that with each combat the group members who survive will become
- more experienced and more powerful. This change will be reflected in
- their increased power after they use the Magic Word of Training in an
- Adventurer's Guildhall. Group members who do not survive encounters
- do not share in the experience gained by an encounter, and will not
- increase in power. Dead group members are not lost altogether
- however. They are carried along with the remaining living group
- member(s) on their quest, even if only one group member survives an
- encounter.
-
- The Magical Cities of Kairn
-
- One may enter only through the main gate, not by the postern door.
-
- There are four cities on Kairn: Styrtlan in Hamnlin where the group
- starts out, Gravis in Cullvania near the Catacombs of Losivis, Korlar
- in Derago west of the Dwergon Mountains, and Kryllian in Northern
- Rengaria on Loch Deop. In each of these cities, the group may buy or
- sell equipment, call forth additional hardy adventurers, heal members
- of the group, or wager their gold in a gambling house.
-
- To enter a city, the group must journey first to the main gate. Once
- before the main gate, you must use the Magic Word of Entrance and Exit
- to enter the city. Once inside the city the traveler is confronted by
- a list of the many places to go: The Adventurer's Guild, the Trading
- House, the Temple, the Gambling House and the Apothecary. As the wise
- men in Rengaria say, "Arrows are the keys to both up and down when you
- wish to get around the City." To enter one of these fabulous places
- the weary traveler need only highlight the name of the place he
- desires to see and ENTER it, and he will be whisked there by the Magic
- of Kairn. magic words of the city
-
- Magic Word of Movement "Uparo<Up arrow>" will select the next place in
- the city or the next adventurer above the present selection,
-
- Magic Word of Movement "Downaro<Down arrow>" will select the next
- place in the city or the next adventurer below the present selection,
-
- Magic Word of Entrance and Exit - "Ee<E>" will cause the party to
- enter a city if the party is at gate, or to exit the city once it is
- inside,
-
- Magic Word of Rest - "Arr<R>" will cause the party to rest,
-
- Magic Word of Selection - "ENTER" or "RETURN<Return>" will select the
- presently highlighted person thing or place in the city.
-
- the adventurer's guild
-
- Variety is the spice of life.
-
- To form or disband a party one must first ENTER the Adventurers Guild.
- Upon ENTERing the Guildhall you will be shown the present guildhall
- roll of adventurers. One may gather and shape a group from the
- Guildhall rolls by one or more of the following magical words, ARR,
- PEA, DEEH, TEE, ENNH, EE.
-
- magic words of the Adventurers Guild
-
- Magic Word of Calling - "Seeh<C>" will call forth a new adventurer for
- your quest. You must specify the name, race, attribute, profession
- and skills of the adventurer you seek and he will be called forth.
-
- Magic Word of Review - "Arr<R>" will allow one to review an
- adventurer's present condition to see if he is fit for your quest.
- The Magic Word of Review will reveal an adventurer's attributes,
- experience, skills and belongings. You may wish to make a copy of
- this information for each adventurer
-
- Magic Word of Formation - "Pea<P>" will form or disband a party of
- hardy chosen adventurers. Injured, unfit or even deceased party
- members may be left in the Adventurer's Guildhall until a later date.
-
- Magic Word of Deletion - "Deeh<D>" will delete an adventurer from the
- Guildhall rolls forever. All items on that character will be lost,
- and that particular character cannot be recalled for service to the
- King.
-
- Magic Word of "Tee<T>" will cause a chosen adventurer with experience
- in the quest to train to become more powerful, an action required of
- all Guild members after they have quested. The Guildmaster will
- inform you when a character has advanced to the next level of power
- and expertise.
-
- Magic Word of Naming - "Ennh<N>" will cause the adventurer to assume a
- new name. The Guildmaster will prompt you for the new name. It
- cannot be over twelve characters.
-
- Magic Word of Entrance and Exit - "Ee<E>" will cause the group to
- leave the Guildhall and return to the city.
-
- Magic Word of Switching and Swapping - "Ess<S>" will cause two chosen
- adventurers to swap items and gold. You must highlight and ENTER the
- two adventurers to swap items. You must then ENTER the items to be
- swapped from those displayed.
-
- The Magic Word of Calling
-
- If no listed adventurer is worthy of your quest, you may use the magic
- word SEEH to call forth an adventurer not listed in the guild rolls.
- In summoning another adventurer you must know the following things and
- make the following choices:
-
- Name
-
- A rose by any other name would smell as sweet.
-
- As ordained by gods long ago on Kairn, and required by the
- Adventurer's Guild, ever creature must have a name. You must
- therefore choose a name to be entered upon the Guildhall rolls for
- your adventurer. His name may be no longer than twelve letters. Note
- that if you wish to change his name on the rolls you may do so at a
- later date with the Magic Word of Naming.
-
- Races
-
- Only through each of the five may the quest be won.
-
- The worthy which you summon forth may be one of the five races upon
- Kairn: human, elven, half-elven, dwarven or hobbit. You must
- therefore chose which race your adventurer should be.
-
- Human, by far the most common of races, said to be slightly resistant
- to magic, humans are generally strong and hearty.
-
- Elf, though not so rare on Kairn as Half-elves, Elves too are said to
- be slightly susceptible to magic, elves are generally agile and
- intelligent.
-
- Half-Elf, a rarity on Kairn, said to be slightly susceptible to magic,
- half-elves are generally strong and agile.
-
- Dwarf, this diminutive race is one of the hardiest upon Kairn and is
- said to be very resistant to magic, dwarves are generally strong but
- clumsy. It is said that only a dwarf wielding the dwarven amulet can
- find his way through the Dwergon Mountains.
-
- Hobbit, the most diminutive, but the hardiest of races, Hobbits are
- said to be extremely resistant to magic and are generally agile but
- weak.
-
- Attributes
-
- To each profession its own.
-
- The worthy which you summon forth will have the following attributes;
- note them well for they bear on his skills and his chosen profession:
-
- Strength, which is might in arms.
-
- Agility, which is the facility with tools, the suresightedness of the
- bowman, the quickness of the man in battle.
-
- Intuition, which is the ability to understand without thought, to
- grasp the workings of items, machines or magery.
-
- Memory, which is the ability to remember the way or the last throw of
- the dice.
-
- Reasoning, which the ability to figure the odds or size up the
- situation.
-
- Presence, which is the ability to influence others.
-
- Wisdom, which is the benefit of knowledge from god.
-
- These attributes will be generated by the Magic of Kairn and presented
- to you in the form of a number from 1 to 100 across from an
- abbreviation of the attribute. The greater the number, the greater
- the corresponding attribute. You may add to one or more of these
- attributes according to the number shown to you at the bottom of the
- attribute list. This additional number will vary according to the
- race and the individual.
-
- You may add to the currently highlighted attribute by pressing the
- plus key. You may subtract added points by pressing the minus key.
- You may advance to the next attribute by pressing ENTER. The prudent
- adventurer will call forth group members whose attributes for their
- professions are high.
-
- Through the Magic Word of Quitting <Q> you will proceed to the next
- step. You may proceed only when you have added all the points
- available.
-
- Professions
-
- Only by the skills of all may one succeed.
-
- The worthy you summon may follow any one of the ten professions on
- Kairn: fighter, rogue, thief, ranger, bard, cleric, magician,
- sorceror, monk or ninja. You must therefore chose one of these
- professions for your adventurer.
-
- Fighter, one who works his way through life by might of arms and the
- martial arts. Fighters may use any armor, up to and including full
- plate armor. Fighters advance in training and power fastest of all
- the professions.
-
- Rogue, one whose primary endeavors lie in discovery and disarming
- traps, opening locks, and recovering items for use or sale, but who
- also has studied the use of arms. Rogues may wear full chain mail and
- a great helm for armor. Rogues advance slower than clerics and faster
- than magicians.
-
- Thief, one who may work with mage spells which alter the elements of
- Kairn, to an extent, but whose primary endeavors lie in discovery and
- disarming traps, opening locks, and recovering items for use or sale.
- Thieves advance in training and power equal to the fighter. Thieves
- may wear chain shirts and bracers for armor.
-
- Ranger, one who works with cleric spells from a god, though he does
- not follow the full path of cleric. A Ranger may have other skills
- and pursuits than a Cleric such fighting armed and armored. Rangers
- advance slowest of all the professions. Rangers may wear armor up to
- and including full chain mail. It is said that only a Ranger wielding
- the rangers amulet can find his way through the Forest of Afyle.
-
- Bard, one who works with mage spells altering the elements of Kairn,
- but not to the extent of a Mage. A Bard may have other skills and
- pursuits than a Mage. For instance, Bards train in the martial arts
- and may wear a chain vest and bracers for armor while retaining the
- ability to cast spells. Bards advance in training and power equal to
- the ranger.
-
- Cleric, one who works with cleric spells from a god, usually offering
- protection and healing in times of need. Those who follow the magical
- way of the gods must have the greatest wisdom to use their powers for
- good. Clerics are sometimes schooled in the martial arts and may wear
- armor as a fighter does, up to and including full plate armor.
- Clerics advance in training and power more slowly than fighters and
- thieves, but faster than Rogues, Magicians, Rangers or Bards.
-
- Magician, one who works with mage spells altering the very elements of
- Kairn. Those who practice Magery must have the intuition to
- understand the magics they cast. Magicians are not adept at the use
- of arms or the wearing of armor, which tends to interfere with their
- spell casting abilities. Consequently, Magicians may only wear cloaks
- or leather vests as protection. Magicians advance in training and
- power more slowly than fighters, thieves, clerics or rogues, but
- faster than rangers or bards.
-
- Sorcerer, one who works with mage spells which alter the elements of
- Kairn, and also with cleric spells from a god, but not to the extent
- of either a Mage or a Cleric. Sorcerers, like Magicians, cannot wear
- more than a leather vest for armor. Sorcerers advance equal to the
- Rangers.
-
- Monk, one who works with cleric spells from a god, but who also
- studies the martial arts. Monks excel at unarmed combat. Because of
- their peculiar training, Monks may only wear a cloak or leather vest
- as armor. Monks advance equal to the Ranger.
-
- Ninja, one who may work with mage spells which alter the elements of
- Kairn, but who also studies the martial arts. Ninja excel at unarmed
- combat. Because of their peculiar training, Ninja may only wear a
- cloak or leather vest as armor. Ninja advance equal to the Ranger.
-
- Skills
-
- To each individual his own skills shared amongst all.
-
- The worthy which you summon forth will develop certain skills
- according to their profession, additionally they may specialize in
- certain skills or develop skills not available to their profession.
- The number of additional skills you may choose for him is shown to you
- in parenthesis, this number will vary according to the individual and
- his race. You may choose:
-
- Picking Locks, which is the skill to open the locked door or chest.
- The agile and intelligent adventurer will excel at the skill of
- picking locks.
-
- Disarming Traps, which is the skill to disarm the traps that one may
- find on treasure chests. The agile and intelligent adventurer will
- excel at the skill disarming traps.
-
- Gambling, which is the skill to win at games of chance. The
- adventurer with a good memory and reasoning powers will excel at the
- skill of gambling.
-
- Trading, which is the skill to bargain over a purchase or sale. The
- adventurer with a fine presence will excel at trading.
-
- Fighting unarmed, which is the skill to fight with one's bare hands.
- The strong adventurer will excel at fighting unarmed.
-
- Fighting with handheld arms, which is the skill to fight armed with
- sword, axe, dagger, staff or mace. The strong adventurer will excel
- at fighting with handheld arms.
-
- Shooting bows, which is the skill to shoot the bow. The agile
- adventurer will excel at shooting a bow.
-
- Identifying items, which is the skill of deducing the type of potion,
- scroll or item one has found. The wise and intuitive adventurer will
- excel at identifying items.
-
- Reading Runes, which is the skill of translating a scroll into a
- useable spell. The intuitive and retentive adventurer will excel at
- reading runes.
-
- Adventurer's Record
-
- Once you have chosen a worthy adventurer for your party, you will be
- shown his final credentials. Note these credentials well for they
- show the adventurer's attributes, his present offensive and defensive
- abilities, his present skill abilities and the amount of gold he shall
- start with. All of this information is shown in the form of a number
- of from 1 to 100 next to the attribute, skill etc.
-
- After reviewing an adventurer you must determine whether you will
- enter the adventurer on the Guildhall rolls through the Magic Word of
- Saving <S>, call another adventurer through the Magic Word of Recall
- <R>, or quit trying to call an adventurer through the Magic Word of
- Ceasing <Q>. Entering the adventurer on the Guildhall Rolls will only
- make the adventurer available to you when you are in the Guildhall.
- You still must use the Magic Word of Formation to join this adventurer
- to your group if you so wish. Calling another adventurer will take
- you through the Magic Word of Calling again, dismissing the presently
- called adventurer from service. Ceasing to call adventurers returns
- you to the
-
- Adventurer's Guildhall.
-
- the trading house
-
- Only a snake oil salesman will fare well with a trader.
-
- Now only the most foolish adventurers would dare venture into the wild
- without the proper equipment. Therefore the wise adventurers will
- seek first to buy themselves weapons, armor, equipment and magic to
- protect them on their quest. To this end the adventurer may wish to
- visit a Trading House. The group may ENTER such establishments as
- with any other place in the city. After ENTERing the Trading House
- the group will be asked which one will enter to deal with the
- proprietor. Only one customer will be served at a time. One
- adventurer must be chosen from the group to enter and deal with the
- proprietor or priest. The one chosen will be asked whether he wishes
- to buy or sell something or whether another will enter in his place.
- Upon speaking the Magic Word to Buy <B>, or the Magic Word to Sell
- <S>, the worthy customer shall be shown a list of goods, scrolls or
- other items to be bought or sold. He shall select his choice and
- ENTER it on the bill, and will be automatically charged or paid for
- that item. Those with skill in trading may fare well in the Trading
- houses particularly.
-
- Trading houses typically have such items as are listed in the Book of
- Artifacts, Arms, Armor and Treasure.
-
- the temple
-
- A place where adventurers may purchase magical scrolls and potions of
- healing. In these halls may one purchase the scroll of Lifegiving to
- restore the spirit to a lifeless adventurer.
-
- the gambling house
-
- Now upon a time the worthy adventurer may have extra gold from his
- quests. In every city on Kairn there is a Gambling House. Some it is
- said win at games of chance far more than they wager in the Gambling
- Houses, others lose. If one wishes to take a chance, he may enter the
- Gambling House and play the games therein. It is said that those with
- skill at such things may be more successful.
-
- Upon entering a Gambling House the adventurer is shown who in the
- group is gambling and how much gold that adventurer has. The gambling
- adventurer is then asked for a wager, and must enter an amount to bet
- on the game. The game is Black Jack.
-
- The gambler is dealt two cards face up, the dealer is dealt one card
- face up, one card face down. The gambler is then asked to whether he
- will stand on his deal or whether he wants to be hit with another
- card. The dealer deals, if the gambler's hand is greater than the
- dealer's and less than or equal to twenty-one, the player wins.
-
- the apothecary
-
- A place where adventures may purchase or sell magical potions, scrolls
- and maybe even wands and rings of power.
-
- In the Dungeon
-
- Now upon a time, the adventurer must enter the darkest of dungeons on
- Kairn in pursuit of his goal. Whilst in the dungeon, the hardy
- adventurer can use the following magic words: IYE, EUU, DEEH, ARR,
- EFF, PEA, SEEH, EKS, ESS, Home, 5, Uparo, Downaro, Leftaro and
- Rightaro. With these Magic Words, the adventurer can identify items,
- use an item, go down a ladder, gain rest, attempt to pick the lock on
- a door, cast a spell to open a door, leave Kairn altogether, save the
- group's present position through the Magic of Kairn, open a door, go
- forward, turn around, turn left, or turn right.
-
- Magic words for Dungeons
-
- Magic Word of Use - "Iye<I>" will allow an adventurer to use an item.
- When this Word is used you will be shown a list of items the presently
- chosen adventurer is carrying, and asked to chose which item to use.
- Some items are not useable while traveling around a dungeon.
-
- Magic Word of Ascension - "Euu<U>" will cause an adventuring party to
- go up a ladder.
-
- Magic Word of Descent - "Deeh<D>" will cause an adventuring party to
- go down a ladder.
-
- Magic Word of Rest - "Arr<R>" will grant rest to the weary adventuring
- party.
-
- Magic Word of Formation - "Eff<F>" will cause an adventuring party to
- change its formation. The formations will show on the screen as Eff
- is used. You must note the icons for each adventurer. To place a
- different party member in a different position in these formations you
- must use the Word of Rest and then the Word of Formation.
-
- Magic Word of Picking - "Pea<P>" will cause an adventurer to attempt
- to pick a lock on a door. You must specify which adventurer will
- attempt to pick the lock.
-
- Magic Word of Casting - "Seeh<C>" will allow an adventurer with the
- ability to cast a spell. When this word is used a listing of spells
- the caster knows will be displayed. You must move the highlight with
- one of the arrow keys and ENTER it into the Magic of Kairn. Spells
- are listed according to spell point costs. If the present adventurer
- does not have enough spell points to cast the chosen spell he may try
- again without losing the chance to act in combat.
-
- Magic Word of Leaving - "Eks<X>" will cause an adventurer to quit his
- quest and leave Kairn.
-
- Magic Word of Remembrance - "Ess<S>" will cause the adventurer's
- present position to be remembered by the Magic of Kairn.
-
- Magic Word of Opening - "HOME<Home>" or "NUMFIVE<Number pad five>"
- will cause one of the adventuring party to open a closed door in the
- dungeon.
-
- Magic Word of Movement "Uparo<Up Arrow>" will cause an adventuring
- group to move forward, or move north.
-
- Magic Word of Movement "Downaro<Down Arrow>" will cause an adventuring
- group to turn around, or move south
-
- Magic Word of Movement "Leftaro<Left Arrow>" will cause an adventuring
- group to turn left, or move west
-
- Magic Word of Movement "Rightaro<Right Arrow>" will cause an
- adventuring group to turn right or move east.
-
- Mapping a Dungeon
-
- Ordinarily, when adventurers are traveling in a dungeon they must rely
- upon their own memory to find their way. However, should an
- adventurer find or buy vellum and a quill, and that item is used
- through the Magic Word for using an item, then a map shall magically
- be made. The vellum and quill will magically map out the dungeon as
- it is explored and be displayed by the Magic of Kairn. Once mapped,
- explored regions remain mapped, and will be presented by the Magi of
- Kairn. Speaking the Magic Word for using an item again will turn off
- the mapping if the adventurer so desires.
-
- Resting
-
- Now upon a time, the adventurer must rest from his wearying travels to
- heal himself and take stock of his situation. Whilst the weary
- traveler is resting he may use the following magic words, ESS, QUE,
- SEEH, EUU, TEE, IYE, ARR, EE and OH. With these words the adventurer
- may swap items between adventurers, equip a chosen member of the
- group, cast a spell, use an item, translate a scroll into a usable
- rune, use an item, review an adventurer's present condition, leave his
- place of rest, or reorder the formation of the group.
-
- magic words for Resting
-
- Magic Word of Switching and Swapping - "Ess<S>" will cause two chosen
- adventurers to swap items and gold. You must highlight and ENTER the
- two adventurers to swap items. You must then ENTER the items to be
- swapped from those displayed.
-
- Magic Word of Equipping - "QUE<Q>" will cause a chosen adventurer to
- equip himself with the chosen items listed. You must first equip
- yourself with weapons and some magic items before you may use them.
-
- Magic Word of Casting - "Seeh<C>" will allow an adventurer with the
- ability to cast a spell. When this word is used a listing of spells
- the caster knows will be displayed. You must move the highlight with
- one of the arrow keys and ENTER it into the Magic of Kairn. Spells
- are listed according to spell point costs. If the present adventurer
- does not have enough spell points to cast the chosen spell he may try
- again.
-
- Magic Word of Dropping - "Dee<D>" will cause a chosen adventurer to
- drop an item chosen from those listed.
-
- Magic Word of Use - "Iye<I>" will allow an adventurer to use an item.
- When this Word is used you will be shown a list of items the presently
- chosen adventurer is carrying, and asked to chose which item to use.
- Some items are not useable while the group is at rest.
-
- Magic Word of Translation - "Tee<T>" will translate a Scroll into a
- usable rune. Scrolls must be translated before they may be used.
-
- Magic Word of Identification - "Iye<I>" will cause a chosen character
- to attempt to identify chosen unknown items. After being identified
- the item will be listed by its color if it is a potion, by its spell
- name if it is a scroll, by its name if it is a special item, and by
- its plus if it is a regular enchanted item.
-
- Magic Word of Review - "Arr<R>" will allow one to review an
- adventurer's present condition to see if he is fit for your quest.
- The Magic Word of Review will reveal an adventurer's attributes,
- experience, skills and belongings. You may wish to make a copy of
- this information for each adventurer.
-
- Magic Word of Entrance and Exit - "Ee<E>" will cause the adventuring
- group to leave its resting place and continue questing.
-
- Magic Word of Order - "Oh<O>" will cause the party of adventurers to
- change their formation. You will be prompted for which adventurer
- will occupy which position. You must use the Magic Word of Order to
- place a particular adventurer in the front or back of any of the
- available formations.
-
- the book of Magery
-
- When the world was yet young the Gods passed unto man the
- understanding of magic. But fearing man may become too powerful with
- such knowledge the Gods created laws governing it use. These laws as
- understood by contemporary users of magic are as follows;
-
- I. All spells require power for the casting,
- this power is commonly known as Spell Points.
-
- II. To each his power develops with time,
- spell points increase with level.
-
- III. Power is related to the understanding,
- spell points are determined by the prime attribute,
- the higher the attribute the more spell points
- developed.
-
- IV. To know all is to use half,
- users of both type of magic suffer a decrease in
- spell points.
-
- V. The devoted shall gain the most,
- classes dedicated to spell casting will develop
- spell points the quickest.
-
- VI. The greatest shall require the greatest,
- high level spells use much more spell points than
- lower level spells. The spell points required to
- cast a spell is called it level.
-
- VII. All creatures will resist the workings of magic,
- magic will not always work on all creatures.
-
- the book of Spells
-
- Cleric Spells
-
- spells of the first Level
-
- Heal 1-10 - When cast will heal 1-10 points of damage
-
- Repel Undead I - When cast will dispel type I undead creatures such as
- skeletons and zombies
-
- spells of the second Level
-
- Protection I - Will give +5 to party defensive bonus for duration of
- combat
-
- Light I - Will provide light for 30 rounds
-
- spells of the third Level
-
- Stun I - Will stun monsters for 1-2 rounds
-
- Light Ball - Will cast ball of charged light for 2-16 points of damage
-
- spells of the fourth Level
-
- Protection II - Will give +10 to party defensive bonus for duration of
- combat
-
- Open Door - Will open locked doors
-
- spells of the fifth Level
-
- Heal 3-30 - Will heal 3-30 points of damage
-
- Cure Poison - Will neutralize effect of poison on one target
-
- spells of the sixth Level
-
- Silence - When cast on a spellcaster will prevent casting of spells
- for 1-5 rounds
-
- Stun III - Will stun monsters for 1-5 rounds
-
- spells of the seventh Level
-
- Light III - Will provide light for 200 rounds
-
- Protection IV - Will give +20 to defensive bonus of party for duration
- of combat
-
- spells of the eighth Level
-
- Call Fire - Will call a bolt of fire from the heavens for 7-70 points
- of damage on one target
-
- Repel Undead II - Will repel greater forms of undead creatures such as
- Ghouls, Wights and Ghost
-
- spells of the ninth Level
-
- Cure Disease - Will heal a diseased character
-
- Lightning Call - Will call a bolt of lightning from the heavens
- striking one enemy for 7-70 points of damage
-
- spells of the tenth Level
-
- Heal X - Will heal 50-100 points of damage
-
- spells of the fifteenth Level
-
- Spirit Whip - Will hit enemy with charged spiritual energy doing 10-100
- points of damage
-
- spells of the twentieth Level
-
- Protection V - Will give +20 to defensive bonus of party for duration
- of descent into the dungeon
-
- spells of the twenty-fifth Level
-
- Holy Shout - Will cause all monster to suffer 10-100 points of damage
-
- spells of the thirtieth Level
-
- Repel undead III - Will repel higher levels of undead creatures such
- as vampires
-
- spells of the fortieth Level
-
- Remove Curse - Will allow cursed items to be removed
-
- spells of the fiftieth Level
-
- Lifegiving - Will restore the spirit to a lifeless companion
-
- spells of the sixtieth Level
-
- Absolution - Will banish all enemies to another plane
-
- Mage Spells
-
- spells of the first Level
-
- Light Bolt - Will shoot bolt of charged light for 1-10 points of damage
-
- Sleep I - Will cause monsters to sleep for 1-2 rounds
-
- spells of the second Level
-
- Fire Bolt - Will shoot bolt of fire for 2-16 points of damage
-
- Detect Trap - Will detect traps on chests
-
- spells of the third Level
-
- Silence - As cleric spell
-
- Disarm Trap - Will disarm traps on chests
-
- spells of the fourth Level
-
- Fear - Will cause enemies to flee from the caster
-
- Sleep II - Will cause monsters to sleep for 1-5 rounds
-
- spells of the fifth Level
-
- Strength - Will increase strength of party members increasing the
- chance to hit and damage done
-
- Cancel Magic - If cast will prevent enemy spells from working on the
- caster for 2 rounds
-
- spells of the sixth Level
-
- Fireball - Ball of fire will engulf enemies for 4-32 points of damage
-
- Teleport - Will teleport party up or down one level of dungeon
-
- spells of the seventh Level
-
- Awaken - Will awaken characters who are asleep
-
- Haste I - Increase speed of party for one round ie. twice movement and
- double attacks
-
- spells of the eighth Level
-
- Lightning Bolt - Create bolt of lightning for 7-70 points of damage
-
- Vigor - Will double a characters hit points for the duration of combat
-
- spells of the ninth Level
-
- Water Bolt - Create a bolt of water doing 7-70 points damage
-
- Ice Ball - Ball Of Ice will engulf enemies for 6-60 Points Damage
-
- spells of the tenth Level
-
- Haste III - Increase party speed for 3 rounds
-
- spells of the fifteenth Level
-
- Firestorm - Storm of fire surrounds enemies for 8-64 points of damage
-
- spells of the twentieth Level
-
- Light III - Will Create Light for 200 rounds
-
- spells of the twenty-fifth Level
-
- Dispel Magic - Protects entire party from the effects of enemy magic
- for 2 rounds
-
- spells of the thirtieth Level
-
- Teleport True - Will teleport party out of a dungeon to the outside
-
- spells of the fortieth Level
-
- Ice Storm - Storm of ice surrounds enemies for 10-100 points
-
- spells of the fiftieth Level
-
- Word of death - Will cause one enemy to die if successful
-
- spells of the sixtieth Level
-
- Death fog - Poison fog surrounds all enemies killing all who fail to resist
-
-
- The Book of Artifact, Arms, Armor and Treasure
-
- i. Artifacts
-
- In all of Kairn there are Eight Ancient Artifacts of Power. Made in
- time immemorial, these artifacts embody the very magical essence of
- Kairn. It is said that only those who reach the height of their
- profession have the power to use them. Each item confers great power
- upon the holder. The items are,
-
- The Mace of the Dead - A magical mace usable only by Clerics and
- Rangers. The Mace of the Dead Will cast Repel Undead III. It cannot
- be broken.
-
- The Axe of Lords - A powerful magical axe usable only by fighters.
-
- The Staff of Mages - A magical staff usable by only Mages and
- Sorcerers. The Staff of Mages adds to spell power and hit points.
- The Staff of Mages can cast Word of Death spell. It cannot be broken.
-
- The Kings Robe - A magical robe usable by anyone which offers magical
- protection from harm.
-
- The Sword of Kings - A magical sword usable by anyone, a powerful
- magical weapon.
-
- The Wand of Power - A magical wand usable by Mages and Clerics only.
- This wand amplifies the powers of its wielder.
-
- The Cross of Life - A magical cross usable only by clerics and rangers
- which has the power to raise the dead.
-
- The Bow of Death - A magical bow usable by anyone who finds it. The
- Bow of Death is a powerful magical weapon. An arrow fired from the
- Bow of Death is said to strike dead whatever it hits.
-
- ii. arms
-
- Great Sword - Long two handed sword doing much damage.
- Battle Axe - Two handed war axe doing very good damage.
- Long Sword - Long one handed sword doing good damage.
- Mace - One handed weapon doing good damage.
- Hammer - One handed war hammer doing very good damage.
- Short Sword - One handed sword doing moderate damage.
- Hand Axe - More of a tool doing moderate damage.
- Dagger - Inexpensive weapon doing some damage.
- Short Bow - Missile weapon doing moderate damage.
- Long Bow - Missile weapon doing good damage.
-
- iii. Armor
-
- Cloak - A heavy cloak more for warmth than defense.
- Leather Vest - A light leather vest providing partial
- protection,
- Target Shield - A small shield providing some protection.
- Full Shield - A full body shield providing good
- protection.
- Chain Vest - Tightly woven chain mesh covering the torso
- providing good protection.
- Bracers - Protection for the forearms.
- Leather Helm - Light leather helm providing some protection.
- Full Chain - Woven chain mesh same as chain vest but
- covering most of the body providing very
- good protection.
- Breast Plate - Same as Full Chain with the addition of
- metal plates covering the torso providing
- excellent protection.
- Full Plate - Same as Breast Plate but using additional
- metal plates protecting most of the body
- providing the best protection.
-
- iii. Treasure
-
- The hardy and successful adventurer may upon a time encounter chests
- of treasure. Although many of these chests are evilly trapped, many
- contain treasure beyond the adventurer's wildest imaginings. Among
- the other things such treasure chests contain are:
-
- Gold, the common currency of Kairn, good in any of the great and
- magical cities of Kairn to buy equipment, magical items or healing.
-
- In addition to gold, the adventurer may find many other items, some of
- which can magically protect by increasing one's defensive powers,
- protecting partially or wholly against magical attacks. Sometimes
- these items may be arms or armor, scrolls or potions. Beware the
- items the evilly cursed items among those that protect.
-
- Scrolls are the written forms of magic which can be used by any
- adventurer, regardless of his class. Before a scroll can be used by
- anyone it must first be translated by one who is skilled at Reading
- Runes. Only those who possess a scroll may translate it. Moreover,
- one may only attempt to translate a scroll while the group is resting.
- A failure can mean the destruction of the scroll. After the magic of
- a scroll is used up it is destroyed.
-
- A scroll, and any other item may only be identified while the
- adventurer possesses that item and the group is resting. Potions are
- the liquid forms of magic. When a potion is found it is known only as
- a 'potion' until identified. A potion must be identified to discover
- what type of potion it is such as Red, Clear, or Smelly. Identifying
- a potion will not reveal what a potion does, the brave explorer must
- discover this by trial and error.
-
- the book of Creatures
-
- Now upon a time whilst traveling about the wilds of Kairn the brave
- adventures will surely happen upon many strange and wondrous
- creatures. While it may be new and exciting to discover these
- creatures the brave adventurers must be cautious for these creatures
- will surely not be friendly and will probably attack on sight.
-
- Creatures of the wild:
- Wolves, Wargs and Wild dogs - These creatures always hunt in large
- packs and are to be feared.
- Large bats - can be found in the dark
- recesses of many dungeons, while not usually capable of killing a man
- they do carry diseases.
- Griffins - A ferocious hybrid creature, the
- most dangerous creature of the wild.
-
- Humanoid creatures, foul and evil abominations of mankind:
- Orcs - Stupid but fierce fighters.
- Gnolls - A larger cousin of the Orc.
- Goblin - A smaller cousin of the Orc.
- Harpies - An aviarian cross with man, quick an fierce.
- Kobolds - A cross between dog and man, a fierce creature with a deep
- hatred of all creatures.
- Minotaur - The legendary creature, a cross
- between a bull and man, a deadly fighter.
- Werewolves and Wereboars - Men who are capable of changing into
- horrible creatures of the night.
-
- The Undead, the touch of the undead is to be feared it is said that
- the merest touch of an undead creature to human flesh can cause
- disease or worse:
- Skeleton - The animated skeleton of dead creatures.
- Zombies - An animated body with flesh.
- Ghouls - An evil creature needing the flesh of the living to sustain
- itself.
- Mummies - The preserved remains of the dead that has somehow
- hung on to an evil half life.
- Wraiths & Ghosts - Powerful evil spirits that seek to destroy all
- living creatures.
- Wights - A creature animated by its own greed to protect its burial
- place from all intruders.
- Vampires - The most powerful undead creature, its touch is
- said to drain the very life from ones body.
-
- The Worms spawn, children of the great worm:
- Vipers - Poisonous snakes.
- Lizard Men - Humanoid reptiles using arms and armor.
- Man Drakes - Large reptiles with the torso of a man.
- Gribbons - A larger and quicker cousin of the Lizard men.
- Draggards - A small but poisonous dragon.
- Earth Drake - A small ferocious dragon.
- Fire & Ice Drake - Small dragons capable of using breath weapons.
- Viprous Magi - Lager vipers capable of using spells.
- Wyverns - Larger than the drakes but not quite a true dragon, capable
- of breathing fire.
- Gargoyles - A humanoid lizard, very quick and strong.
- Basilisk - Small lizard like creature whose gaze can kill a man.
- Hydra - Multi headed creature of lore.
- Graygarns and Dragon worms - Cousins of the dragon but without wings
- and unable to fly. Very adept users of magic.
- Dragon - The true dragon, the most dangerous of the Worms children. All
- intelligent creatures fear them with good reason.
-
- Constructs and Giants:
-
- Flesh Golems - Created from the body parts of the recently deceased,
- stupid but strong and hard to kill.
- Stone Goliaths - Animated stone creatures used to guard valuable
- treasures, incredibly strong and very difficult to kill.
- Kralls & Trolls - Large fearsome creatures who fear the sunlight.
- Ogres - Large humanoid creatures 8-10 ft tall, crafty and strong.
- The giants are a large humanoid race ranging from 10-20 ft in height
- they are very strong and capable of dealing great damage. Some are
- even said to be resistant to magic. The following giants are know to
- exist on Kairn; Hill Giants, Stone Giants, Frost Giants, Fire Giants
- and the one eyed Cyclops.
-
- Demons and Devils; Creatures summoned from the nether world, they are
- some of the most powerful evil creatures throughout the land. They are
- said to be immune to many forms of magic and capable of wielding great
- magic themselves. A brief list of many of the various type are as
- follows: Green Devils, Night Devils, Horned Devils, Fire Hounds,
- Succubi, Equis Demons, Lesser Demons, Night Shades, Ice Demons, Fire
- Demons, Great Demons and the dread Demon Lord.
-
-
-
- APPENDIX
-
- Professional Names
-
- Fighter: Hireling, Soldier, Fighter, Warrior, Defender, Knight
-
- Magician: Apprentice, Trickster, Enchanter, Conjuror, Magician, Archmage
-
- Cleric: Blesser, Advocate, Cleric, Priest, Protector, Avatar
-
- Bard: Shill, Shyster, Minstrel, Troubadour, Jongleur, Bard
-
- Ranger: Scout, Tracker, Escort, Gallant, Warder, Ranger
-
- Sorcerer: Initiate, Channeler, Wizard, Diabolic, Sorcerer, Necromancer
-
- Monk: Competitor, Monk, Master, Grandmaster, Highmaster, Dragon
-
- Thief: Snitch, Swindler, Cutpurse, Prowler, Bungler, Thief
-
- Rogue: Rascal, Scoundrel, Knave, Brigand, Mercenary, Rogue
-
- Ninja: Nightwalker, Nightkiller, Skulker, Stalker, Assassin, Ninja
-
- Levels associated with profession names:
- 1-5, 6-8, 9-11, 12-14, 15-17, 18-up
-
- The Dungeons of Kairn program requires the following;
-
- * IBM compatible system with a minimum of 256K of RAM
- if more memory is available the program will use it
- and require less disk accessing.
- * 2-Floppy drives or a Hard Disk Drive
- * A CGA monitor and graphics card
- * Config.Sys files needs to have the minimum of
- Files=20 as one of the lines
-
-
-
-