Ultima 5: Warriors of Destiny other
- Ultima 5: Warriors of Destiny
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THE BOOK OF LORE:
The Book of Lore was commissioned by Lord British, at the
dawn of the Fifth Age, as a compendium of common
knowledge to this date. Its inspiration is the great prosperity
and progress that has come about as a result of the defeat of
the Triad of Evil and the rise of the Avatar ethic. Its purpose
is to keep alive our understanding of the past and the present
as safeguards for a bright future. The book also serves as a
guide for youth and other travelers throughout Britannia.
Folklore 2 History and folklegend
Geography 6 Terrain and topography
Government 8 Political policy and structure
Economy 10 Industry, service, and the marketplace
Settlements 12 Centers of civilization, urban and rural
Populace 15 The people: adventurers and townefolk
Transport 16 The many methods of travel
Astronomy 18 Influences from the sky
Language 19 Runes to the present day
Music 20 Art and legend in sound
Combat 21 Strategies for war and wilderness
Armaments 23 Armour and weaponry
Creatures 25 Beasts of land and sea
Virtue 31 Elements of Avatarhood
Magic 32 Reagents and the eight circles of magic
Long before the ascendance to power of Lord British, Sosaria,
as it was then known, was made up of numerous citystates.
The eight largest and most enduring of these are today the
eight leading townes in Britannia.
Each citystate had its own ruler and some semblance of
laws. However, there was constant bickering for power and
resources, which meant that the smaller states often fell prey
to the aggressions of the larger.
During this time, in another world, an idealistic youth was
growing discouraged. All around him, he saw people
pursuing personal wealth and power. Where were the heroes
fighting for justice and prosperity for all people? Was there
no leader willing to seek the way to a better world for
The youth took to spending his days roaming the hills.
One autumn day, he came upon a rock-bordered clearing
surrounded by towering oaks. From a bed of dry leaves, the
glint of metal caught his eye. It was a silver medallion in the
shape of a great serpent. In his hand, the medallion felt
Suddenly a line of blue light rose from the leaves,
expanding into a door of shimmering light. The youth stared,
astonished, then stepped through.
The door disappeared and autumn with it. Green fields
now surrounded the youth. Feeling the medallion still in his
hand, the youth slipped it into his pocket. He detected a wisp
of smoke rising above a grove of trees in the distance, and
headed towards it. There he surprised a slender, blond man
chopping wood. As the man looked up, the axe struck the
wood awkwardly, glanced off, and opened a gash in his
The youth rushed forward to help but the man put his
hand up. Concentration replaced the pain that had flashed
across his face. He knelt, touching his injured leg with one
hand, tracing intricate patterns in the air with his other, and
softly murmured. The bleeding stopped.
The man stood up, brushing woodchips from his clothes.
He smiled broadly at the youth's amazement, then spoke with
a deep voice.
"Aye mek mye leg feelle na panne, and ayee haellede it,
too. Aye ought ha' kwit myne axynge. But aye dinna ken
The youth's eyes grew huge. He actually understood this
strange, new language. "But how did you heal your leg?"
The man's eye's twinkled. "Why, 'tis th' simplest of
The man's name was Shamino. That night, the youth
stayed in Shamino's house. The youth told Shamino about
the land from which he came. Shamino could not fathom
such a land, but believed the lad was sincere and telling the
"What again was the name of thy birthplace?'
"Cambridge," the youth replied, "in the British Isles.'
Shamino thought for a minute, "I like that. I shall call
The youth laughed, but accepted his new name.
Initially, British looked diligently for a way to return to
his homeland, but over time his need to return to his own
people lessened. It was only after he gave up looking for a
way back that he discovered one. British made the journey
several times. In fact, it's believed he brought back close
friends to dwell with him in his chosen world- Iolo the Bard
and the knight Dupre are almost certainly his landsmen.
Among the evidence of this is the aging process. It appears
that a decade in our world is equivalent to a single year in the
homeland of British. He and his countrymen age at one tenth
the rate at which we age.
Through the years, British's deeds demonstrated both
wisdom and bravery. As respect for him grew, British
became the leader of a region of Sosaria including many
citystates, and was awarded the title of Lord British.
The First Age of Darkness.
At the time British arrived at Shamino's, a native lad was
growing up in Sosaria, being trained in the ways of sorcery.
He was a moody youth, given to sudden rages and fits of
despondency. To offset the latter, he would take his dagger
into the woods and hunt, leaving his prey to rot where they
fell. He would return to his manor restored, strong in the
confirmation of his power over life and death.
His name was Mondain, and Mondain's strange ways
were a constant worry to his father, a busy, much respected
mage. When Mondain was fifteen, his father took a stand.
"Thou shalt take a year off from magic, Mondain," his
father said, "to improve thine attitudes and develop thy
virtues. I have arranged for thee to live with the brothers in
the abbey, where thou shalt practice compassion and
"Learn thy lessons well, my son, and this ruby gem,
which harnesses the power of the sun, shall be thine."
Mondain said nothing. The next night he slew his father
and took the gem, for he was ready for power and his father
was in his way.
At the same time as Lord British was gaining a
reputation for fair and honest government over his provinces
and attracting attention for his startlingly innovative ideas,
Mondain was using his father's gem against itself to produce
a black jewel that would render him and his evil immortal.
Success meant gaining even greater power over the minions
As terrors wrought by Mondain caused increasing unrest
and dismay across Sosaria, British's ideas for unity of the
citystates became more and more appealing.
But the time was not quite ripe, for the widespread evil
was beginning to take a tremendous toll. Something new was
needed, thought British. He absently reached for the silver
serpent he wore about his neck. Touching it in
contemplation, he envisioned the kind of hero Sosaria needed
to deal with Mondain.
Within days, a stranger arrived in Sosaria. With utter
devotion to truth and good, the stranger grew into a hero
capable of facing Mondain. Eventually, the heroic stranger
found the malevolent gem and destroyed it, along with its
creator. With Mondain's destruction, the forces of evil began
The Second Age of Darkness.
But good was not to rise victorious for long. Mondain's
apprentice in sorcery was a beautiful young woman.
Underestimated because of her youth, Minax was furious at
the defeat of Mondain and at the destruction of the gem,
whose existence she had surmised, and which she had
intended to study and replicate for herself.
Setting her fury aside, Minax decided to take control of
the evils of the world without the gem. She succeeded.
Through her network of beasts and her own frightening
power, she rained evil upon the world.
Again Lord British sent out the call for a hero. Again a
stranger appeared. Again the evil was hunted down and
destroyed. And with the destruction of Minax, this stranger
was able to alter the future of the world from destruction to
The Third Age of Darkness.
Decades passed in relative peace. Good leaders of the
citystates turned more and more to Lord British for guidance,
and Sosaria became a united land under his rule.
Then, one day, a sailor reported to Lord British the
appearance of a hitherto unknown island, fiery and emanating
terrifying evil. Scouts began reporting malevolent
occurrences that seemed to be the work of a great evil mind.
Once more, Lord British sent out the call. This time,
four strangers appeared. They survived the horrors of great
dungeons and, with the help of the mystical timelord, the
heroes found the secret island fortress of Exodus, the only
progeny of Mondain and Minax, and annihilated it.
The Triad of Evil was destroyed, and great celebration
ensued. In honor of the day, they called the new world
The Age of the Avatar.
Tremendous growth and prosperity characterized the Age of
the Avatar. The pursuits of scholarship, arts, and physical
perfection flourished. The great castles of learning were
established to study the principles of Truth, Love, and
Courage. The eight citystates, now townes united under Lord
British, were each dedicated to fostering the study and spread
of a single virtue. Thus, virtue blossomed and spread, science
was born and began to grow at a healthy pace, and happiness
became a reality.
Now Lord British called for a single individual to be an
example for his people. A champion of great devotion and
dedication, the stranger who answered discovered the Codex
of Ultimate Wisdom within the Great Stygian Abyss.
The Closing of Doom.
After the downfall of the Triad of Evil, and even after the Age
of the Avatar, eight terrible dungeons survived: Deceit,
Despise, Dastard, Wrong, Shame, Covetous, Hythloth, and
the Great Stygian Abyss.
When Lord British summoned the Great Council, they
determined both to raise and enshrine the Codex of Ultimate
Wisdom and to seal the dungeons, those pits so conducive to
the breeding of evil. And so they did. Thus ended the
influence of great evil in the world.
Britannia's terrain is rich in variety, from white sandy
deserts to thick, lush forests to icy crags of towering
The largest portion of Britannia is grassland. Vast rich green
grasslands and fertile farming land stretch the vision and fill
the heart with promise. For travelers, grasslands are fast and
easy going. Although grasslands afford no cover against the
hostile creatures that roam them, they enable thee to see
danger approaching and prepare for it.
In the brush, seas of tall grass and scrubby shrubs,
everything is as visible and as vulnerable as on the
grasslands; only the going is slower and tougher. There is no
advantage to traveling through the brush over grasslands,
unless thou doth need to reach a point within it or it is well
out of thy way to circumvent it.
Forests cover nearly all of northwest Britannia. The
cool, redolent softness of the leaf-covered earth and the sweet
air of the deep forests have enchanted many a traveler into a
false sense of well-being in one of the most treacherous
terrains. Dense, dark, and mysterious, the forests are haven
to all sorts of creatures. Nor is the forest kind, for it allows
no warning; a foe might be upon thee too quickly for thee to
The deserts of northeastern Britannia are hot, dry, and
easy to lose one's way in. Besides all sand looking much like
all other sand, the heat is apt to play tricks on the eye,
misleading travelers with landmarks that are not really there.
The hills are rustically beautiful, but climbing is time-
consuming, even when the rise is gentle.
Mountains are rugged natural barriers for anyone
without proper equipment. Beware, however, of certain wild
creatures to whom the rocky crags are home. The highest
peaks are simply impassable.
Swamps are generally poisonous, yet some life-giving
herbs grow nowhere else. Some use the deadly mire as
fortress against intrusion, for even monsters dislike venturing
into the putrid muck. At least, some monsters dislike it; there
are rumors of rare and strange monsters that thrive on the
swamps and use them to devour their victims.
Besides the toxicity, slogging through the slime and hip-
deep ooze of the swamps is an extremely slow business.
Britannia's vast oceans are fed by many rivers and streams
that find their origin in mountain lakes and jungle swamps.
There are two major lakes: Lost Lake, in western central
Britannia, feeds Lost River, which empties into the delta on
the northwestern shore, by means of a network of tiny
estuaries; Lock Lake. in north central Britannia, is actually a
cutoff inlet from the sea and still has a mix of salt water.
Britannia's third large lake, the one-time picturesque Lake
Generosity, was a casualty of the great drought of the
northeast and is now simply a bed of dry sand.
Whether river, lake, or sea, shallows are bubbly and
impassable for large ships; coastal waters are ripply, deep
enough for tall ships, calm enough for small boats; and deep
ocean waters are rough, bumpy, and dangerous for any but
the largest frigates.
Under Lord British, Britannia has undergone a great
transformation from totalitarian monarchy to representative
democracy in what is called a monarchic republic. Instead of
the single rule of the king, Lord British, Britannia is ruled by
a combination of Lord British and a council comprised of
representatives from each of the eight major townes.
Although his intent for the future was that each towne elect
its representative to the council, the first council was deter-
mined by appointment. British traveled to each towne,
spending long hours with its leaders to determine the right
choice for the first council.
The historic first meeting of the Great Council consisted
of two parts. First, Lord British met with the council
members and outlined his vision of participatory government.
It was as follows:
This council and Lord British would begin to build a
document, based on nature and reality, that set forth those
rights of the people that should never be usurped. British
believed that the eight virtues of the Avatar would play a
major role in the nature of the document. Once adopted, the
document would be binding on everyone, including Lord
Each year, a council member would be elected by each
towne. That council member would conduct towne meetings
at regular intervals to determine problems in the towne and to
become acquainted with the needs and interests of the people.
Several times a year, at regular intervals, the council member
would travel to Britain to sit on the Great Council.
The council would ponder problems that occurred in
Britannia and decide if the problems were in the purview of
government. If so, they would determine the course of action
government should take, perhaps writing a law, perhaps
repealing a law, perhaps altering ways and means.
Council recommendations would then be presented to
British, and he could accept them or object to them. If he
objected, his own rules would require him to sit with the
council to try to work out solutions acceptable to all.
Nevertheless, Lord British reserved to himself the power of
veto in the event that agreement could not be reached.
At that first gathering of the council, Lord British
withdrew from the meeting after presenting his plan,
directing the council to discuss the ideas and his rule in
After several days, the council was ready to present its
findings. Its members were unanimously in favor of the new
government plan Lord British had presented, and so it was
The first meeting continued for one month. Half the time
was spent pounding out the new constitution and half the
time was spent discussing affairs in what was to become
normal council fashion. Since that time the council meets for
two weeks four times a year, beginning on the solstices and
The monarchy continues in some respects. The crown
jewels, for example, continue to define the office of ruler,
both figuratively and, by their magic content, truly. These
precious emblems consist of the jewel encrusted gold crown,
believed to contain a perfect ray of sunlight; the pure gold
sceptre, topped by the crystal orb of power; and the silver
amulet, in the shape of the mighty earth serpent, said to have
come from another world.
The chief industry of Britannia is farming, but it is the
distribution of farm products and other goods through a wide
network of merchants that is most visible. Pubs and inns
thrive throughout Britannia, forges of weapons and armour
for stalwart adventurers are common, and healers and the
sellers of herbs and reagents flourish.
Farming is the major occupation in most rural areas. Farms
produce wheat, corn, barley, and, in season, all the sumptuous
fruits and vegetables Britannians love.
Many shoppes and enterprises are available to citizens and
knights throughout the land. Armouries provide a market for
both weapons and armour. Most armouries will consider
buying used equipment, as they recognize the likelihood that
one will then need new. The prices they will pay vary, but
expect not nearly full value, as they must make a profit on
resale. The types of goods sold also vary among armouries;
shoppers may have to visit many armouries to find the wares
Stables are not found in many cities, but there are a few
in castles and private residences that will consider selling to
the public. Most stables deal in strong plough horses, rugged
mountain horses, swift steppes horses, and a few even have
Valorian steeds, which are most excellent war horses. All
carry full supplies for the well equipped rider.
Meals purchased at markets or in restaurants are often
delicious and comfortably filling, but will not sustain
travelers long on the road. Most markets offer travelers packs
of rations in quantity. Prices vary greatly from towne to
Pubs are oft found in markets and inns. Good ale and
stout is complemented by a well-cooked leg of mutton, a fresh
pheasant, or a juicy side of beef. A good customer may find
the chef offering a taste of the day's special and of the local
gossip as well.
Some of the best eating houses and pubs have music
provided by minstrels. Do not hesitate to speak to the
musicians and let them know how much their work is
appreciated. Some musicians may have something
interesting to tell, or may become friends or supporters.
Pub owners are a friendly lot. They chat with their
clientele and they listen well. A good tipper may learn
something very interesting in a pub.
Healers have shoppes in many cities and villages, and in
some castles and keeps. Bold knights frequently incur serious
wounds. Poison and plague also take their toll. Fortunately,
medicine is advanced in the treatment of just these problems.
While it is hard to say any price is unfair for saving a life,
some healers are known for their reasonable prices and others
are not. Skara Brae's healer has been known to heal even
those who cannot pay at all.
Few health problems are beyond the ken of the healers,
whether disease, wounds, or poison. Some healers are even
experimenting with the concept of resurrection. There have
rumbled persistent rumors of magical resurrection techniques
being used by extremely adept mages within closeknit, secret
groups. There is still some controversy over whether such
techniques should be pursued, but Lord British is known to
have supported the research at every turn.
Apothecaries are experts in growing and preparing
herbs and reagents for use in magic. Shoppes generally offer
mostly locally available reagents, although some apothecaries
have better facilities for importing than others. Climate and
terrain have a lot to do with plant availability and the
consequent variable prices. Shop carefully, for the shoppe
that has the best price on one herb or reagent may have the
worst on another.
Inns are a source of pride for several Britannian townes
and villages. They are comfortable and reasonable and
usually provide a good, healing night's rest. The inn in the
island city of Skara Brae even boasts a magnificent view.
Most inns also provide for long stays. If a party member has
a long-term need for lodging, the party can rent a room by the
month and pick up the friend at a later date.
Shipwrights are found in several port cities. These are
where frigates and skiffs are built. Since shipbuilders are
usually busy building ships, their shoppe hours are often short
and sporadic. When the shipwright is in, one can buy skiffs
alone, which are not very expensive, or frigates, which are
very expensive and generally come with skiffs on board.
Guilds carry the ancient symbol of the thieves' trade,
though many a good adventurer oft has need of their goods.
In olden times, guilds sold such items as lockpicks, various
kinds of glasses for seeing what the naked eye cannot,
equipment for working clandestinely in the dark, and the like.
The Government, symbolized by the crown and the
scales of justice, has its seat in the castle of Lord British, the
king. But the government offices, where the day-to-day
administration takes place, reside in Yew, the towne of
justice. This centre houses the high court of justice and the
public prison for all Britannia.
The Castle of Lord British. Headquarters and home of Lord
British, located on Britanny Bay. Those aspiring to the Way
of the Avatar should become very familiar with this
landmark. The marble and tile castle has been enlarged and
improved since the Age of the Avatar. Now five stories, the
castle has among its many features two kitchens, an excellent
armoury, a rooftop observatory, and the finest stable in the
The Lycaeum. In the northwestern comer of Verity Isle,
ever searching the skies, the observatory tower that crowns
Britannia's centre of learning can be seen from many leagues
across the ocean. Libraries and laboratories, writing desks
and discussion rooms, and every known tool for the
discerning of truth are housed here.
Empath Abbey. Nestled quietly against the sheltering
trees of the Deep Forest, just southwest of Yew, this cloister
of love lies open to all of good heart. Here, by the shores of
the calming sea, the sisters and brothers of Empath Abbey
retreat to meditate, growing ever nearer to understanding and
answers that will benefit us all.
Serpent's Hold. Staunchly guarding the deep harbor of
the Isle of Deeds, itself bulwarked by mountains and streams,
the Serpent's Hold stands as a monument to the courage of all
those who fight for good. In this stronghold are gymnasiums
to hone thy body and training fields on which to hone thy
battle skills. Here also are healers to tend thy wounds, and
sunny strands to heal thy soul. And finally here too are
comrades in arms sharing stories of honor, valor, triumph,
and restraint which are perhaps the greatest teachers and
healers of all.
The Townes and Villages
Britain. Principal towne of the Empire of Britannia, the busy
seaport of Britain lies in central Britannia on Britanny Bay.
Because of the large number of visitors to Lord British's castle
who pass through or headquarter in Britain, the bards
headquartered in this towne of compassion and the arts put
their emphasis on hospitality. Britain has a large hotel and
outstanding pubs and food. There is also an armoury wherein
thou canst buy the finest bows made.
The Britannys. These three important suburbs recently
sprung up around Lord British's castle provide many of the
goods and services needed by the court of Lord British. East
Britanny specializes in shipbuilding and boasts a fine healer.
North Britanny offers a small, rustic inn and fine stables
among its several farms. West Britanny is a farming towne,
supplying its own needs and those of the four surrounding
settlements, including the Castle of Lord British and Britain.
Buccaneer's Den. This island village lies due east of
Paws. Said to be a centre for thieves and blackguards to this
day, Buccaneer's Den is a thriving towne that offers some
exotic shopping, as well as an inn, restaurant, armoury, and
Cove. The magical village of Cove nestles among the
mountains south of Lock Lake. Cove's healers and alchemists
are among the best in Britannia. Here too is the magnificent
temple of virtue, built to honor those on the quest of the
Jhelom. Far off the mainland, among the mountains on
the central and largest of the Valorian Isles, the bustling
towne of Jhelom provides food and lodging to visitors as well
as to its fighters and students of valor. A fine armoury and
shipwright ensure safe access to the mainland.
Minoc. This towne in north central Britannia is
renowned for the fine metalwork and armour of its tinkers.
Minoc is the centre for studying the virtue of sacrifice. The
homeless of Britannia are welcomed in Minoc; here they find
refuge in the Mission of the Helpless, with ready access to a
fine and charitable healer.
Located on the northern coast, Minoc has a large
shipwright as well as its famous armoury.
Moonglow. Honesty and the quest for truth is foremost
to the mages of Moonglow, in fact, they abide no dishonesty
and have no room for those who do. This towne, tucked on a
southern tip of Verity Isle, has good food, reasonably priced
herbs, and a fine observatory. There are rumors that thou
mayst see thy future here.
New Magincia. A towne built on the ruins of old
Magincia by a colony of humble people who understand well
the dangers of false. self-serving pride and the beauty of
humility. New Magincia has a healer and a restaurant tucked
among its numerous modest farms and orchards.
Paws. A village nestled on a cove near the southern edge
of the Fens of the Dead, midway between Britain and Trinsic,
Paws provides food and shelter for the traveler, as well as a
change of horses.
Skara Brae. A centre for rangers, Skara Brae is a city
immersed in the study of spirituality. The city lies on the
southernmost of three isles just west of Spiritwood. A gentle
towne of kind, thoughtful, and generous people, Skara Brae
houses a fine but inexpensive inn, an excellent apothecary,
and a healer who uses physical, magical, and spiritual
medicine. Those in need are always welcome at the Skara
Brae healer, and can be healed regardless of their wealth.
Trinsic. On a grassy plain on the southeastern shore of
Britannia, Trinsic's honorable paladins impress visitors with
their courage and devotion to truth. A sunny towne of marble
buildings and shaded parks, Trinsic has a lovely pond, an
armoury, a healer, and a fine stable.
Yew. Long a gathering place for druids in their pursuit
of justice, Yew is the site of the Supreme Court of Britannia
and nurtures the great legal and judicial minds who practice
there. Besides the courts, jail, and penal areas, Yew has one
of the best restaurants, with a fine pub, an armoury, and an
apothecary. Nestled beneath the trees of the deep forest, Yew
is second in population only to Britain.
Keeps are fortified manors, often isolated, away from townes
and villages. While many are personal retreats, some are
schools for young people, cloisters, and organizations.
Rustic lighthouses were built throughout Britannian waters
during the recent years of peace; their bright presence has
dramatically lowered the number of ships breaking up on
reefs and shoals in dark and storms.
Adventurers are generally categorized by professional
affiliation: mages, bards, and fighters. Druids, magicians
who draw their very powers from nature and natural
phenomena, are regarded as a subset of mages. Tinkers are
bards with a special knack for building or repairing who serve
as keepers of our oral history as they move from towne to
towne. And paladins, shepherds, and rangers, long having
fought valiantly at the side of the elite fighters from the
Valorian Isles, are generally associated with fighters.
Of course mages, bards, and fighters are not always
adventuring. Often they may be found among the general
populace along with villagers, merchants, minstrels, jesters,
farmers, beggars, and guards.
Mage is the title subsuming all Britannians endowed with full
magic powers and for whom magic is primary. Mages tend to
settle in Moonglow, enjoying its proximity to the scholarly
and esoteric treasures of the Lycaeum; indeed, many
youngsters who show magical leanings early are sent to live
with groups of mages near the Lycaeum and are schooled in
its ways from an early age. Others favor Yew for its
emphasis on nature.
Skill in magic requires serious study. With such
sedentary childhoods it is no wonder that most mages are not
very strong. Do not, however, take that to mean they are not
healthy; as a group, mages tend to live longer than any
Bards excel in dexterity and poise. They rightly choose
professions that make good use of their talented hands and
agile bodies: minstrel, archer, locksmith, and tinker are just a
few. Fearless in battle, bards are often as quick of mind as of
hand and their magic abilities are keen, although their power
for magic is half that of mages.
Britain is a favorite gathering place of many bards.
Others, especially tinkers, are based in Minoc.
In the isolation of the Valorian Isles, valorous fighters are
trained in the arts of battle. Strong and fearless, the fighters
of Jhelom can overcome any known foe. They are trained in
all weapons and they show dexterity in all armour. Most
fighters prefer the sword or bludgeoning weapon, for they
have the strength to wield the heaviest two-handed sword and
to do extreme damage with it.
Often found fighting beside the best of Jhelom are the
paladins of Trinsic, the fierce rangers of Skara Brae, and the
humble shepherds of New Magincia.
Although fighters enjoy the advantages of magic, they do
not practice it and seldom show any tendencies of talent in
that direction. They do show an almost magical intuition
about animals: no people train horses or outthink monsters
better than fighters.
Most traveling in Britannia is done on foot, even though it is
rough going, slow and dangerous. There are alternatives for
those who can afford and handle them.
Many travelers enjoy riding on horseback: it is faster, less
tiring, and a lot safer than walking, since horses can outrun
many of the hostile types of creatures. Know, though, that
horses cannot travel over water and are apt to wander away
(with or without encouragement) if not properly secured when
Visiting island communities requires travel by ship. Despite
rather outlandish rumors of people wandering the heavens in
great airships, sailing on water is the fastest and most popular
long-distance mode of transportation there is. The most
common watercraft on the ocean are frigates. Tall, stately
three-masters, the frigates cut through seas swiftly and
smoothly. They generally have a two-level open deck and a
below-deck with a forward cabin, rear bunkroom, and centre
cargo hold. Most ocean going frigates are built to
accommodate heavy cannons for broadside fighting and have
two gangplank gateways on each side.
Speedy it is, but ocean travel is fraught with dangers,
especially after dark near rocky coasts. Many unpleasant
monsters populate the deep, and pirate ships are always on
the lookout for moneyed prey.
Small double-lock rowboats, used as lifeboats on frigates,
skiffs can make their way through all but the shallowest mud
or swamp. Widely used for exploration of riverheads and
mountain streams, they are also occasionally found being put
to more recreational uses in townes. They provide a
charming way to follow the little estuaries that crisscross
Britannia. In fact, there are said to be little-known places
unreachable by any other means. However, skiffs are unsafe
on deep ocean waters.
Speed is critical on the open seas. There are many dangerous
inhabitants of the deep who will overtake and attack slow
ships. Speed is optimized by traveling perpendicular to the
wind. Angling directly into the wind affords only the slowest
passage possible. When the wind dies completely, there is no
option but to resort to the oars.
Too close to shore, speed can be fatal, and sails should be
replaced with oars for careful maneuvering. Unfortunately,
many foolhardy captains have run their ships up on reefs and
shoals at full speed under sail, losing ship and crew. Those
that survive such wrecks have had to hole up and repair their
vessels. Since extensive repairs take quite a while to
accomplish, it is important to hole up in safe harbors for this
The definitive work in astronomy is Celestial Britannia by Sir
John, astronomer and scribe at the Lycaeum. This passage is
comprised of excerpts from his book recording his scientific
discoveries and documenting Britannian astral theories that
predate the emergence of science.
In the heaven beyond our skies, dwell stars whose
numbers are beyond our reckoning. Within our heaven,
circling our world, sweeps our bright sun. Ten other orbs
trace tight paths around our world. The twin moons
Trammel and Felucca are desolate, their light only a
reflection of the sun's brilliance.
The other eight orbs are thought by some to be planets
like our own. According to the roles they play in our many
legends, they have been named for the virtues of the Avatar.
The closest is Honesty, followed further out by Compassion,
Valor, Justice, Sacrifice, Honor, Spirituality, and Humility.
Many tales are told of knights traveling from towne to
towne, even across water, merely by stepping into a wall of
light. There are few verifiable reports of moongate travel.
However, sifting through those reports that are verifiable, it
has become clear that they operate as follows.
Each night at the apex of the first moon, Trammel, the
eight moongates appear, rectangles of shimmering blue light
rising from the ground. They remain until Felucca reaches
her apex. While the moongates are open, a traveler entering
one will be instantly transported to another moongate in a
The traveler's destination is determined by the phase of
the moon closest to midheaven. Moongate travel is said to be
fast and safe; however, there have been confusing and
conflicting reports of what transpires when the moons are
equidistant in the midheaven. Moongate travelers should
Over the ages, comets, fiery nebulae, have tom through
our skies as harbingers of impending doom. They appeared
just before the emergence of the Dark Lord Mondain. They
heralded the reign of the Enchantress Minax, and they
foretold the impending danger of the hellborn Exodus.
Now, while we live in the midst of peace and
enlightenment, the comets have begun again.
The language of Britannia is rich and poetic. It is derived
from Old Sosarian, which varies mostly from the widespread
current language in its alphabet, which is more runic than
today's. The old runes continue to be used widely in rural
areas, and there is a movement to increase their familiarity to
city people. Still, among the citybom, translation of runic
messages, letter for letter, is sometimes necessary. The Runic
Alphabet is the earliest known system of writing sounds using
runes or letters. The most commonly used runes follow, with
their modem equivalents.
Music is much loved throughout Britannia. Those wealthy
enough often own a harpsichord, and the better pubs employ
good lute playing minstrels to entertain their patrons.
Without question the best known name in folkmusic is that of
Iolo FitzOwen. "Stones," a ballad about the mystic shrines,
has long been popular among bards and the commonfolk. It
is known to be a favorite of His Majesty, Lord British, as well.
FitzOwen's masterwork, with lyrics by his wife Gwenllian
Gwalch'gaeaf, is a sample of fine music.
Long ago ran the sun on a folk who had a dream
And the heart and the will and the power:
They moved earth; they carved stone; moulded hill and
That we might stand on the wide plains of Wiltshire.
Now men asked who they were, how they built and wonder
That they wrought standing stones of such size.
What was done 'neath our shade? What was pray'ed 'neath
As we stood on the wyrd plains of Wiltshire.
Oh what secrets we could tell if you'd listen and be still.
Rid the stink and the noise from our skirts.
But you haven't got the clue and perhaps you never will.
Mute we stand on the cold plains of Wiltshire.
Still we loom in the mists as the ages roll away
And we say of our folk, "they are here!"
That they built us and they died and you'll not be knowing
Save we stand on the bare plains of Wiltshire.
Three important lessons have been derived from the great
battles with evil in our past. The foremost is that neither
magic, nor prowess at arms, nor purity of spirit alone is
enough to defeat evil. Only the careful coordination of arms
with magic by the virtuous will bring victory. The second
lesson is basic: prowess comes only with practice and
experience. The third lesson is this: the use of force against
the innocent will always bring retribution.
Armaments have improved greatly over the years.
Today's knights have a great selection of weapons and armour
at their disposal. In addition, fortunate knights may come
across magical rings and amulets to wear or use. Before
battle, knights can ready several items of equipment carried
by their party: helms, shields, suits of armour, and weapons
from daggers to halberds. Weapons can be dropped or
exchanged in the midst of battle, but no enemy has ever
waited while a knight changed armour.
Strength and endurance may get a knight through a few
battles, but none survive long without developing tactical
skills. Successful knights learn to watch for mistakes the
enemy makes. Successful leaders learn to design strategies
around the strengths and weaknesses of their party.
In particular, fighters are known for their strength and
ability to wield great weapons while wearing the heaviest of
armour. In general, they are most effective when formed into
a shield wall in the frontmost ranks. There are exceptions-
desperate situations where an offensively well-armed fighter
may do well to charge headfirst into enemy ranks, attacking
the key members.
Bards, while weaker than fighters, are proficient archers
because of their keen sight and excellent dexterity. Their
dexterity also enables them to regroup faster and strike more
blows against their opponents.
Mages, who are not as strong, often prefer to avoid
warfare entirely, spending their time instead in scholarly
pursuits. However, those mages who choose to defend the
crown are among the most fearsome foes of evil. An
accomplished archmage may annihilate an entire horde of
monstrous enemies with a single spell.
Missile weapons such as bows and crossbows are
essentially useless in hand-to-hand combat; nearby foes are
apt to seize the opportunity to interfere with an archer's fire as
they do with a magic user's spellcasting, For this reason,
mages and bow-wielders are generally best placed behind a
cover of fighters, where they can effectively deliver their
blows. However, when a spell of cataclysmic and widespread
effect is needed, a mage often must venture to the front lines
and seek a niche in the shield wall from which to cast his
spell, so the spell will not act to destroy friends as well as
The most courageous knight shows good sense to wear strong
armour on any expedition. Full body armour, helmets,
shields, magical rings and jewelry, and other magical trinkets
are all worthwhile; but they are also expensive.
Body armour comes in a range of styles and degrees of
Cloth. Usually little more than a heavy quilted
gambeson worn below a tunic, cloth armour is inexpensive
and comfortable. But it affords only limited protection.
Leather. A cut above cloth, yet also fairly inexpensive,
leather armour is made from thick leather hardened by
boiling, often in paraffin.
Scale. Fashioned from four to six inch square
overlapping plates attached to cloth or leather gambeson,
scale armour looks like its namesake: fish scales. Although
scale is often somewhat noisy, it offers good protection.
Chain. Chain mail is fashioned from small loops of
metal wire linked in a manner to make something resembling
metal cloth. The best chain mail has each link actually
riveted shut. Chain mail provides very good protection but is
Plate. Custom-made from hand-forged sheets of metal,
plate armour affords its wearer the most complete protection
possible. However, it is very expensive and can be borne by
only the strongest.
Helms often match body armour in material and
strength, but variations, such as offensively spiked helmets,
Shields also vary greatly. Not all war rigs call for
shields- any use of two handed weapons precludes them and
they require some strength yet many thank shields for their
The weapon is the most important material choice an
adventurer has to make. A wide range exists.
Daggers offer two choices. The common dagger is
useful when its ability to be concealed is a benefit; and it can
be thrown in open combat. The main gauche is more
formidable, especially when used as a second weapon.
Swords continue to be the most popular weapon. There
are long and short swords, and two-handed swords.
Missile weapons are carried by most experienced knights
no matter what weapon they keep ready in their hand. It is
always an advantage to fell thine enemy from afar when
possible, before the threats of his hand weapons can reach
thee. Inexpensive and easy to port is the sling, and
ammunition is plentiful in open country. Bows come from
craftsmen in the deep forest. Made from strong and resilient
yew, bows, and their stronger counterparts, crossbows, make
formidable long-range weapons. Be aware, however, that one
engaged in hand-to-hand combat is unlikely to be able to load
such a weapon, much less shoot it.
Some knights prefer missiles they can hurl without
mechanical aid. Popular throwing weapons include daggers,
spears, axes, and flasks of flaming oil.
The effectiveness of most weapons depends upon the
dexterity of the weapons' wielders, but mass weapons are
often preferred by the very strong, if not so nimble, because
these bludgeons depend upon the great strength of the wielder
to crush through an opponents' defenses rather than evade
Oldest of all bludgeons, and probably of all weapons, is
the club. Clubs are crude weapons, but when a blow connects
it often does the trick. The mace is much more streamlined
than the club. Its weight is balanced to derive the most
possible effect with the most possible accuracy. A "mace on a
chain" is the morning star, which reaches over obstacles to
smite thy foe at range. One blow straight on from this and
the enemy is out till morning- at least. Finally, there is the
two-handed hammer. It takes great strength to wield it, but
the hammer can inflict devastating damage.
Polearms require much strength to wield but they're
extremely effective. Most popular among those strong
enough to wield it is the halberd, a long stout staff with a
battleax blade at the end that allows its wielder to strike a foe
at twice the distance of most weapons.
Wild creatures, intelligent and not, roam the countryside;
others frequent the waters. Few of these creatures are evil;
but many attack out of hunger or when surprised.
Creatures of the Land and Sky
Insect Swarms. Pesty insects have little muscle or brain,
but their tiny size lets them move quickly, dodging and
feinting. They bite more often than they miss, but their sting
does little damage. Once hit, all insects are easily squashed.
Rare is the insect that delivers a fatal bite, but a swarm of
thousands can mean death.
Bats. These annoying creatures live by night, usually,
and travel in flocks. Often their high pitched screech is heard
before they are seen. Though flighty and hard to hit, bats are
not difficult to kill. As attackers they are relentless and
Giant Rats. Natural agility and sharp teeth are rats'
chief advantages. They are not strong and do not hit very
hard. The mortal danger rats pose to knights comes from
their capacity for passing on noxious germs and substances.
Seldom do knights tangle with rats without someone in the
group becoming ill with poison. At worst, the result of such
an encounter is infection with plague.
Slimes. In appearance, slimes are gooey green splats.
They are weak, clumsy, and not very damaging, individually.
But they almost always travel in schools and, when a slime is
hit, it is apt to split into two healthy, hostile slimes. If the
slime does not split, it succumbs quite easily. Slimes carry no
Giant Spiders. Although weak and slow, spiders take
their toll: they poison, both on touch and by spitting venom
from a distance. Spiders have been known to carry a few
Snakes. Extremely poisonous and quite accurate when
shooting their poison even from a distance, snakes are
otherwise relatively harmless. They are easy to destroy, once
Orcs. Orcs are often more annoying than dangerous to
the seasoned adventurer, but they can be a grave threat to the
novice, especially when they travel in large groups or
accompanied by a giant or two. Generally, they are fairly
easy to defeat, do a modicum of damage if they hit, and carry
Trolls. Large misshapen humanoids that like to live
underground, trolls are strong and dextrous and can cause
moderate damage to their victims. Fortunately, they are not
very enduring. Trolls tend to lie in wait to ambush
unsuspecting travelers. Trolls like treasures and often carry
some with them.
Ettins. Strange two-headed creatures, Ettins hurl large
boulders with enough strength to do considerable damage.
Though not magical, they are quite hardy and often carry a
good many interesting belongings.
Gremlins. The blow of a gremlin is hardly felt, and he is
not very hard to do in; but beware, for he travels in huge
packs and he may leave you starving. The gremlin's ability to
consume food at an inordinate rate is startling and dismaying.
Once overcome, he usually leaves some goods.
Headlesses. No one knows exactly how the senses work
on these mutant abominations. Do they sense the world only
through touch and feeling? Or do they "see" with some inner
vision? Whatever the answer, these relatively strong
creatures are fairly enduring and do mild damage to their
foes. They tend to carry goods with them.
Gazers. Giant, magical floating eyes, gazers mesmerize
their foes, turning them against each other. They make up for
their weak, clumsy physique with strong intelligence and a
fairly good constitution.
Mimic. Masters of imitation, mimics make themselves
so like treasure chests that many an adventurer has met his
doom trying to open one. Mimics have little courage and
even less patience, though, so if one is willing to wait a few
minutes just step a few steps away from suspect chests, they
are apt to reveal themselves by shooting poison. Close up,
mimics bludgeon with strength and dexterity, doing
unpleasant damage. Getting past their deadly deceptions can
reveal fine treasure.
Reapers. The strange, magical creatures known as
reapers are strong, enduring, and do severe damage by
bludgeoning. Their weakness, if it can be so called, is their
immobility; although their arms strike out about them, they
cannot change locations. They throw magical bolts at distant
foes. They also bludgeon nearby creatures with their thick
tentacles. Reapers are quite hardy, but often worth the
trouble: they hoard good booty.
Wisps. It simply is not known exactly what a wisp is.
Harmless looking little bits of flashing light, wisps are
extremely agile and highly intelligent. Although they are not
strong, they do serious damage, taking their victims by
surprise again and again, blow after blow. They often attack
in large groups and they teleport from place to place on the
battlefield. Worst of all, they can magically possess members
of the opposing party. Wisps seem to have impossible strong
constitutions and are quite difficult to destroy.
Sand Traps. Sand traps burrowing in the sand are
nearly impossible to notice, but a party passing too close to
one is in for trouble. Strong and agile, these desert monsters
strike out at anything that comes near their hiding places, and
they hit very hard. They are also very hardy, and their
endurance has meant the demise of more that one adventurer.
When a sand trap is overcome, however, generous treasure is
revealed in the sand.
Dragons. Strongest and most feared of creatures,
dragons shoot extremely damaging magic fireballs and are
nearly impossible to defeat. They may do in an entire party
before it has a chance to engage in close combat. Killing a
dragon, however, can earn the slayer great treasure.
Creatures of the Sea
Sharks. Strong and agile in water, sharks are not
particularly intelligent and cause little damage to creatures
that are not in the water, despite their frightening appearance.
They can endure quite a beating before dying.
Sea Horses. These graceful, appealing ocean creatures
have nasty personalities. They enjoy shooting foes at range,
which they do very effectively. They are also rather strong,
flexible, even intelligent, and they take a fair amount of
punishment to be defeated.
Squids. Squids are unintelligent, but the dexterity of
their tentacles makes their considerable strength a real
menace. They throw their poisonous ink from a distance, and
it is always very damaging. These unpleasant sea creatures
are hardy and difficult to overcome.
Sea Serpents. These serpents can appear from nowhere
to rock a ship. Capable of launching great fireballs from a
considerable distance - even across an entire island- they are
among the most formidable of opponents. Since they are not
intelligent and are easily out-witted, the best strategy is often
to evade them and flee. However, if forced into battle, closing
in to engage the serpent directly in combat will improve a
ship's odds of surviving.
From Beyond the Grave
Ghosts. Spirits of the uneasy dead, these bodiless
creatures compensate for their lack of strength with excellent
dexterity and the ability to disappear at will. Although ghosts
do not inflict much damage with a blow, defeating them will
Skeletons. Perhaps the most common of undead
creatures, skeletons lack strength and brains, but they are
dextrous and can take a surprising amount of punishment.
They often carry some goods.
Daemons. Very strong, agile, and smart, daemons have
repertoires of magic that include summoning other daemons
and possessing their opponents. They are extremely hardy
and difficult to kill even if incapacitated. Daemons fly and
can easily manage to cross rivers or shallow waters, although
they are seldom encountered in mid ocean.
When daemons possess another creature, they disappear
into that soul, leaving neither trace nor treasure.
After years of meditation and thought, after hundreds of
quests along the mental, physical, and spiritual path to peace
and fulfillment, a person might reach near perfection in the
eight virtues of Avatarhood. Only while an individual
continues to strive against the external and internal forces of
evil, can he or she be said to be on the path of the Avatar.
The ankh is the symbol of peace and benevolence toward
all creatures, worn as a sign by those on the lifelong Quest of
the Avatar. Ankhs are believed also to enhance courage and
loyalty to goodness and to help ward off harm for knights
striving to achieve the eight virtues.
Honesty is scrupulous respect for truth- the willingness
never to deceive oneself or another. Compassion is
nonjudgmental empathy for one's fellow creatures. Valor is
the courage to take actions in support of one's convictions.
Justice is the devotion to truth, tempered by love. Sacrifice is
the courage to give of oneself in the name of love. Honor is
the courage to stand for the truth, against any odds.
Spirituality is the concern with one's inner being and how
one deals with truth, love, and courage. Humility is
perceiving one's place in the world, not according to one's
own accomplishments, but according to the intrinsic value of
Each of Britannia's eight leading townes celebrates one
of the virtues of Avatarhood, and each has raised a shrine to
that virtue. The shrines are located in retreats to ensure
tranquillity in natural settings, so traveling to some shrines
requires a considerable journey from their townes.
The only requirement for using a shrine is knowing the
mantra for that virtue. A mantra is a sound repeated
continuously during meditation, helping to clear the mind
and focus the spirit. Each virtue has a specific mantra that
works best for it, and sincere meditation can bring great
wisdom. Someone in towne will usually divulge the mantra
for the towne's shrine.
No one knows exactly when the powers of magic were
discovered. Little by little, stories of impossible coups and
miraculous recoveries increased in number and detail, until
finally even the most skeptical people began to give credence
to some mystic factors. And only then did the serious
scholarly search for magical means and lore begin. Few
remain who do not accept the reality of magic.
Yet the knowledge of magic and its use appears to be in
its infancy. There are few formal schools in which to learn
magic. To be a user of magic, one must travel far and wide to
learn from various mages who have developed and honed
special magical abilities. Even then there is no guarantee the
mages will impart their knowledge.
The Language of Magic
Some aspects of magical lore have become fairly well known.
One such is the language of magic. This is a set of twenty-
four syllables compiled by a great language scholar after
traveling throughout Britannia for more than seven years.
These are all the components of any magic spell yet known;
but they are little help- and extremely dangerous- without
knowledge of how to combine them into the phrases that
make meaningful incantations.
Following is a list of these powerful syllables, approximations
of their meanings, and a guide to their pronunciation.
Syllable Idea Sound Syllable Idea Sound
An negate ah n Nox poison n ah ks
Bet small b eh t Por movement p oar
Corp death koar p Quas illusion kw ah ss
Des down d eh ss Rel change r eh I
Ex freedom x Sanct protection s aa ng kt
Flam flame fl ah m Tym time t ih m
Grav energy gr ah v Uus up oo ss
Hur wind h oo r Vas great v ah ss
In create ih n Wis knowledge w ee ss
Kal invoke k ah I Xen creature z eh n
Lor light I oar Ylem matter aye l eh m
Mani life mah nee Zu sleep z oo
The Mixtures of Magic
Reagents are herbs needed for the preparation of magical
mixtures. Most are sold in apothecaries; a few are hard to
find and require special effort to obtain. Following is a chart
of the magical reagents and the general areas of proficiency
A rare version of the standard white pearl, a black pearl is a
forceful reagent in the creation of kinesthetic magic, that is,
Fungal growth usually found in deep forests and warm, damp
areas; especially favored as a reagent for its ability to enhance
Ubiquitous and strong-scented reagent, used effectively in
warding off evil spirits.
Ancient reagent used extensively in healing.
Mandrake Root Power
Very rare and usually expensive magical herb growing only
in swampy areas, mandrake root is said to bring great power
to magic that uses it.
Rare, poisonous plant that appears only when the moons are
in a certain conjunction. Those who learn its whereabouts
and manage to be there in the dead of night when the moons
are full can pick nightshade without danger and benefit from
its powerful ability as a reagent to create illusions.
Spider Silk Binding
The magical product of the garden spider and its relatives has
no peer in its ability to bind. As a reagent mixed for magic,
spider silk magnifies its binding power many times over.
Sulphurous Ash Energy
Common material left by volcanic action, ash is an excellent
source of energy in magical mixtures.
Spells diverge greatly in terms of difficulty, and,
correspondingly, in terms of danger to the caster. After years
of observation and experimentation, scholars in magic have
classified spells into eight circles of difficulty. Thus, mages
who can command only the simplest spells are considered to
be of the first circle, and so on.
Full mages' magical ability is directly related to their
intelligence. Bards appear to have half the magical ability of
full mages and fighters rarely have any. Casting spells drains
magical powers, limiting how many spells mages can cast
before resting. A spell will drain magical powers in amounts
proportional to the spell's circle of difficulty.
On the facing page, a chart classifies the spells by circle,
with a brief indication of each spell's use, a note on when it
can be used. and an ingredient list. Do not take the
ingredient lists to be recipes, as wrong quantities or careless
mixing could have terrible results.
Note that not all spells can be used in all situations.
Quite a few spells need far too much time or concentration to
be cast during combat; others feed on the energies present in
the battle arena.
The Spell Book
The First Circle
An Nox Negate Poison
Few deadly problems are as easy to arrest as poison. So
common is the use of poison that alchemists have been able to
devise a formula, us the relatively common plants garlic and
ginseng, that is effective against nearly every form of poison
in nearly every user. However, the magic works on
individuals only; thus, simple as it is, novice mages in a party
must have magic endurance among them great enough to cast
An Nox many times as they have afflicted members, or
someone may be left with life seeping away. Even then,
safety is not secured. Strength already sapped by toxins is not
regained without peaceful rest or healing magic.
An Zu Negate Sleep
An Zu, which requires a simple mixture of ginseng and
garlic, is used awaken sleeping comrades. An Zu has
limitations: it works only on members of the caster's party, it
awakens only one person per cast and it has no lasting
Grav Por Energy Movement
A novice magic user had best count on a good solid weapon
in battle. A good spell for novices to practice, not rely on, in
battle, is Grav Por, which casts a missile of energy at a target
on the battlefield. If the caster's mental powers exceed the
foe's, small damage will be inflicted.
Grav Por requires sulphurous ash for energy and black pearl
to project it. This spell has little effect for novices, not
because of weak ingredients, but because of inexperience.
In Lor Create Light
This simple spell creates a pool of light. Although of short
duration, In Lor creates a brighter light than the best of
torches. Note, however, that In Lor cannot be used in place
of real flame to enhance the mixing of reagents for spells, for
its properties are quite different.
In Lor's sole ingredient is sulphurous ash powder. Place that
powder upon the object intended as the light source, rub it
rhythmically while chanting "In Lor." Almost instantly, the
object will blaze with white light.
Mani is the simplest healing spell. Mani does not cure
patients, but it does make them feel better and may take them
out of immediate danger. Mani is useful even to higher circle
magicians, because it is simple enough to cast during combat.
Spider silk and ginseng are the components needed for Mani.
No special conditions are necessary during mixing or casting.
The Second Circle
An Sanct Negate Protection
Many evil creatures carry chests full of treasure and useful
items, often the result of thievery against some other good
Britannian. No good person begrudges the vanquisher a
monster's gold and goods.
But evil creatures often arm their chests with deadly traps.
Popular chest traps are acid sprays, poison fumes, bombs, and
gaseous atmospheres. The first two are designed with intent
to destroy the individual tampering with the lock. The last
two affect the entire area of the chest and injure anyone in
An Sanct uses blood moss and sulphurous ash to seep into
hidden traps and render them impotent. The spell also
negates any nonmagical locks in the chest. The same spell
may be used to unlock doors locked by mechanical keys.
An Xen Corp Negate Creature of Death
The powers of evil revel in their ability to command the
uneasy dead. Rotted corpses and corrupted spirits, given
motion and a semblance of life, are set on the mindless
destruction of everything good.
Such phantoms are not living but are merely animated. They
act mindlessly, unaware of their own horrible state. By
negating their armour of mindlessness, An Xen Corp causes
most risen dead to flee in lurching terror.
An Xen Corp is not a difficult spell, especially for casters
of good intellect. Nor is its mixture difficult: ordinary
amounts of common garlk and sulphurous ash must be mixed
while pronouncing words of reverence for life and beauty.
In Wis Create Knowledge
In Wis performs the job of a navigator, determining one's
precise location in terms of the recently devised concepts of
latitude and longitude. Nightshade is its only ingredient, but
that nightshade must be encased in glass and kept alive with
dew drops until its use is required.
Kal Xen Summon Creature
Beginning mages often find their responsibility onerous, with
an entire group of adventurers relying on their meager
magical skills for protection and assistance in difficult
situations. These novice mages may quickly and frequently
turn to Kal Xen to add to the offensive ranks of their party in
Kal Xen summons small nasty creatures such as rats and
snakes to help in combat. Nasty or not, these summoned
beasts are always loyal to the caster, and often direct a foe's
attention away from members of the mage's party.
Mix mandrake root with spider silk to ensure the beast's
loyalty. The locale where the mandrake root is gathered
influences what type of creature is summoned.
Rel Hur Change Wind
Those who love the open sea will find frequent use for Rel
Hur. This powerful spell can redirect the wind for a time.
To mix Rel Hur, line a board with damp blood moss and set
the board against a tree or mast. Study the wind and find the
exact spot in which to stand so that sulphurous ash thrown
into the air will be caught by the wind and flung against the
blood moss. Complete the spell by blowing in the direction
the wind should follow.
The Third Circle
In Flam Grav Create Flame Energy
One of three energy field spells, alike except for the nature of
the horrors they create, In Flam Grav causes the particular
spot indicated by the caster to erupt into red hot flames. Any
creature on that spot or that steps into that spot is seared by a
wall of flame. Be careful not to direct this spell too close to
friends or they shall suffer the same as foes.
Sulphurous ash and black pearl project the burning fire to the
chosen spot; spider silk holds it there a short while. The mix
works best when blended over a flame.
In Nox Grav Create Poison Energy
Another of the three energy field spells, In Nox Grav causes a
cloud of nauseating poison to occur in the location indicated.
Any creatures entering the cloud suffer some degree of
poisoning. Like In Flam Grav, this spell can be just as
effective in harming friends as enemies, so use care.
That rare but deadly poison, nightshade, is required for In
Nox Grav. Add to the nightshade spider silk to shape the
cloud, and a black pearl to direct its placement.
In Por Create Movement
In Por teleports an entire party a fair distance in any specified
direction. However, incanting this spell during the haste of
battle will diminish its effects. It will only remove the caster,
and then only to another place on the field of battle.
In Por will not transport a party if there is no clear,
grassy spot to which the party can be moved. Nor will In Por
work in dungeons or in townes, as its energies require a fair
bit of open space to operate.
The dust for In Por consists of spider silk and fresh
young blood moss. The caster must close his eyes and
conjure a vision of the current position after the party has left.
In a wink, the party will be elsewhere and the vision, reality.
In Zu Grav Create Sleep Energy
Least damaging of the three energy field spells, In Zu Grav is
often the most effective. The spell cloaks a foe in a purple
haze that puts it instantly to sleep, taking it out of the fight,
rendering it helpless.
Like the other two similar spells. In Zu Grav can affect
friends as easily as enemies. While sleep will not directly
harm friends, falling asleep on the field of battle can be
In Zu Grav is easily mixed of common ginseng, spider
silk, and black pearl. For best results, add the air of many
yawns and sand from sleepy eyes.
Vas Flam Great Flame
Vas Flam effectively gathers a great ball of flame, which may
then be hurled at a foe. A simple spell, the great advantage of
Vas Flam is that, aimed accurately, it will surely hit its mark
and, just as surely, inflict damage.
Combine common sulphurous ash and a single black
pearl over a hot flame. When the ash has adhered well to the
pearl, remove it and store it until needed. Cast the talisman
at a foe while uttering "Vas Flam" and a great flaming ball
will smite him.
Vas Lor Great Light
Vas Lor conjures a great light. This light is equivalent to In
Lor's in quality and range, but Vas Lor lasts much longer
than the beginner's spell. Its endurance comes from rare
mandrake root. Mix the prepared root with sulphurous ash
and proceed as if making In Lor.
The Fourth Circle
An Grav Negate Energy
Adventuring parties are sometimes prevented from pursuing
their objective by obstructing or noxious fields. An Grav
removes the obstructing field by negating the field's energy.
Ash countermines the field's energy; a black pearl thrusts
the negating energy in the direction indicated by the spell
caster. The obstructing field is instantly dispersed.
Des Por Downward Movement
Uus Por Upward Movement
Magic users often travel with courageous groups, and
courageous group often find themselves in danger. When
problems occur within dungeon, it is sometimes helpful to use
Des Por and its complement Uus Por for moving among
floors. Only effective when going from empty corridor to
empty corridor, Des Por transports an entire group to the
exact same location one floor lower. Uus Por works in
reverse, and transports upward. Unfortunately, these spells
take too long to intone during the heat of battle.
Blood moss provides the motion and spider silk keeps the
party together during the transport.
In Sanct Create Protection
Sometimes young questers join in battles beyond their might.
In Sanct helps balance the fight by creating a protective
shield around each party member.
In Sanct works only during combat and does not last
long, so knights should be sure to hit hard and fast while the
iron is doubled.
In Sanct is most effective when sulphurous ash, fast-
working ginseng, and reeking garlic are mixed by the mage
and the group's strongest fighter, simultaneously.
In Sanct Grav Create Protective Energy
In Sanct Grav's protective energy provides a strong defense.
Its shimmering blueness cannot be entered or passed through.
An excellent recourse when a few moments of safety are
required, In Sanct Grav is well used to block dungeon
Mandrake root is necessary for In Sanct Grav; choose
older, tougher specimens for this concoction. Add spider silk
to make it impenetrable and pearl for placement.
Wis Quas Knowledge of Illusion
Wis Quas strips illusion from creatures hidden by the cloak of
invisibility, instantly revealing their positions.
Nightshade cut many times to form a paperlike sheet,
then carved into lace, is secured by spider silk. It is glazed,
dried in the sun, and then crystallized into a shiny powder
that must be tossed in the sky over the field of battle as the
spell is cast.
The Fifth Circle
An Ex Por Negate Freedom of Movement
The magical locking of doors works in nearly every situation.
Even normal locks can be transformed to magical locks by
means of this spell. Thus the very creature who initially
locked a door with its own key may be forbidden access.
Mix ash and moss, gathered from darkest glens under
heavy clouds, into a strong garlic paste. While mixing, sing a
melody that no other creature has ever heard. For greatest
security, the melody should be different each mixing-, so each
magical lock will require a subtly different magical key, and
anyone trying to break the magical lock will not be able to use
any previously discovered keys.
In Bet Xen Create Small Creature
This combat spell creates a powerful ally by calling up four
swarms of small but deadly insects. All four swarms are
generated in the same location. However, each can be
commanded to move independently and on its own turn.
Quartets of insect swarms generated by In Bet Xen have been
known to surround and suffocate an enemy by their very
The powder for In Bet Xen consists of sulphurous ash to
give life energy, blood moss to set them swarming, and spider
silk to bind the swarm in obedience. For deadliest results,
blend with stagnant water from the dankest swamp.
In Ex Por Create Freedom of Movement
This powerful spell can open magical locks. The power of In
Ex Por is that it first analyzes the lock to be broken and then
actually produces t precise tool or magical potion that will
break the lock.
The success of this spell comes from combining ash and moss
in isolation, in complete darkness.
In Zu Create Sleep
The first mass effect spell the developing magician learns, In
Zu causes the scent of poppies to emanate from the caster in
an ever-widening wedge, dropping into a sound sleep all
those touched by it. Only the toughest minds and wills may
Nightshade, gathered when high tide coincides with a
moonless midnight, must be mixed with ocean ginseng and
spider silk. Moisten with brine and add sand to mix
thoroughly. Lay to dry in bright moonlight. Note that this
spell is just as effective on friend as foe; aim carefully.
Rel Tym Change Time
Rel Tym doubles a party's speed, anytime, anywhere. It is
especially effective in battle, when a party's members can
return two blows for each of the enemies' blows. It is also
effective in surveillance, when being caught could be
Sulphurous ash provides energy, blood moss creates
movement, and mandrake root provides the magical power
required for this incantation.
Vas Mani Great Life
Whole health restored; full vitality given: such is the nature
of Vas Mani. A miraculous spell requiring concentration and
vast knowledge of anatomy, Vas Mani is reserved for
Vas Mani fully restores patients from combat wounds.
While it provides neither antidote to poison nor cure for
disease, Vas Mani does heal all damage wrought by these
ravagers, ensuring survival until a cure can be found.
The difficulty in preparing Vas Mani is in locating the
mandrake root-, otherwise the preparation is straightforward:
mix the mandrake root with ginseng and spider silk.
To cast Vas Mani successfully, the caster must
concentrate totally on the subject to be healed. When the
concentration is full, one can actually see wounds heal.
Because the healing process can take several hours, Vas Mani
cannot be used during combat.
The Sixth Circle
An Xen Ex Negate a Creature's Freedom
A most effective tactic to use against enemies is to charm
members of their party to work against them. However, this
spell is most difficult to apply where it could be of the most
help, against the most diabolical of foes, those of superior
Control of a charmed individual is limited to fighting and
moving; it does not extend to use of magic or special forms of
attack. This spell can also be used to bring back party
members after they have been charmed by a foe.
An Xen Ex requires a careful mixture of nightshade, to
poison the mind; a black pearl, for projection; and spider silk,
to bind loyalty.
In An Create Negation
In An creates an air of magical negation. Spells fizzle when
In An is in effect and neither side in combat can use magic
for several rounds.
First, mandrake root must be gathered; the root must be
rubbed wit garlic and wrapped in a damp, black cloth for
several hours. At midnight it must be pulverized and mixed
with sulphurous ash. The mixture must be dried on a
parchment and the parchment then folded into a tricorn. I
casting the spell, a hole must be cut in the tricorn and the
mixture dispensed from this in a wide arc.
In Vas Por Ylem Create a Great Movement of Matter
In Vas Por Ylem is a terrifying spell that can generate a
massive earthquake. While it reaches every enemy in combat,
even if lurking in distant, corners or behind mountains, the
magical earthquake leaves allies unshaken and unharmed.
Seek mandrake root that has grown unobstructed, so that
its form is strong yet fibrous. Grind it with sulphurous ash
and blood moss until no ingredient can be distinguished from
Quas An Wis Illusion of Negated Knowledge
Quas An Wis turns a foe's orderly, well planned attack into
bedlam. Confusion reigns and creatures strike out at
whomever is nearest, regardless of loyalty. Extremely
effective against the likes of rats and orcs, Quas An Wis loses
much of its impact against more intelligent monsters, which
are often capable of recognizing and resisting it.
A mix of rare mandrake root and nightshade, the cloud
of Quas An Wis works only for experienced mages.
Wis An Ylem Knowledge of Negated Matter
Adept magicians are relied upon, not only to aid in battle and
to repair wounds, but to guide their party wisely. Wis An
Ylem provides the necessary insight by making the hidden,
apparent. For an instant, the caster may see through the
densest forest, the tallest mountain, the most solid rock. No
wall can be too thick, no door too heavy, and no night too
Requiring intensity of concentration, Wis An Ylem
cannot be maintained for more than a flash of time. Thick,
mature mandrake root must be combined with sulphurous ash
in clear rain water. Boil the mixture until it becomes steam
and capture the steam in a small glass box. Open the box as
the spell is uttered.
The Seventh Circle
In Nox Hur Create a Poison Wind
A cone of poisonous wind emanates from the hands of an
agile wizard when In Nox Hur is cast, widening as it moves
forward and sickening at in its path- friend or foe. Quite
effective against many kinds of creature In Nox Hur is
dangerous to use since the slightest error can destroy
comrades as well as foes. Only the most dextrous should
Nightshade is required, in great quantity, along with
blood moss, thoroughly crushed, and sulphurous ash, as dry
In Quas Corp Create an Illusion of Death
Illusion is a dangerous tool and In Quas Corp creates a
powerful illusion Suddenly, in the eyes of all creatures not
intelligent enough to recognize the illusion, each party
member may be made to appear as a twelve-foot giant, with a
sword like a guillotine and a staff like a tree trunk. Fear
strikes foes to the cores of their beings. They shriek and flee.
In Quas Corp is expensive. The dust that must fill the
atmosphere a the spell is cast contains both powerful
mandrake root and hallucinogenic nightshade. Simple garlic
adds to the distastefulness of the experience for the foe.
In Quas Wis Create an Illusion for Knowledge
Travelers in Britannia tell of magical gems that transport the
vision of one gazing into their depths to a viewpoint
thousands of feet above the land, like that of an eagle
suspended in flight. It is illusion and reality, The change of
viewpoint is illusion, but the knowledge provided is real
Powerful mages can replicate these miraculous effects
In Quas Wis requires only two ingredients to create its
illusion. Only the most powerful mandrake root will work for
this spell; and only the most convoluted stems of nightshade.
Mix the two in dark of night with seven drops of ice cold
spring water. Let the moisture evaporate. then place the
shimmering powder in a cloth sack.
When intoning In Quas Wis, cast the powder high to
view the world about as if from the air. If cast within a
towne, building, or dungeon, all the detail of that level will be
In Quas Xen Create an Illusionary Creature
Another powerful combat spell is In Quas Xen. By means of
illusion, this spell duplicates friend or foe, in every detail.
Although the new creature is an illusion, it fights, bleeds,
cares, exactly as its original.
When a friend is cloned, the original and duplicate are still
joined. Injury to each is felt by the other, death to one
destroys the other. Yet the two are physically separate; they
have independent turns in battle and may work together to
vanquish a foe.
When a hostile creature is duplicated, no connection
between copy and original seems to remain. Pain to a
monster's clone is not felt by the monster; and death of the
creature does not remove the clone.
The power of mandrake root is essential to this spell; as are
the illusionary properties of nightshade. To mature root add
spider silk to bind and ginseng to heal; mix with the living
energy of sulphurous ash and add blood moss for animation.
When casting the spell, fling the glittering sand that
results into the air. The wind will catch the granules, and
where the first one touches earth, there shall the clone arise.
Sanct Lor Protect from Light
Sanct Lor affects the path of light, bending it around the
caster, so it may continue on. The result is the illusion that
the caster is not there.
Mix mandrake root and nightshade picked in absolute
darkness with blood moss to bend the light. It is essential
that, while intoning this spell, none see any indication of its
casting. Speak without moving lips.
Xen Corp Creature Death
Regardless of the strength, size, or endurance of a foe, Xen
Corp will overcome it. Only a creature with intelligence
capable of greater concentration than that used in the casting,
and capable of recognizing the intent before the spell is
completed, has a chance of escaping death when assailed by
Mix nightshade that has never seen light with the
blackest pearl. Pour the powder into a small lead capsule and
seal with black wax. While intoning the spell, hurl the
capsule at the foe selected for destruction.
The Eighth Circle
An Tym Negate Time
Perhaps the most difficult of spells, An Tym appears to stop
time itself. For eons, scholars of thaumaturgy have tried to
learn the secret of controlling the universe, and the more they
discovered, the more convinced they became that they could
never control this power even if they understood it. It is a
tribute to the brilliance and creativity of Britannian minds
that experts, undaunted by their failures, simply turned the
problem around and found a way to achieve every advantage
of briefly controlling time without actually controlling it at
Those capable of this spell will witness their foes
paralyzed in midmotion. After a few moments, all returns to
normal, just as though time has actually stopped and started
up again. However, the caster's party re-
mains active throughout the spell.
An Tym requires a mixture of mandrake root, well
preserved blood moss, and a garlic clove.
In Flam Hur Create A Flame Wind
In Flam Hur causes the wind itself to catch fire and devastate
all in its path. Those who intone this spell can direct the
flaming wind in a deadly, spreading wedge. All creatures in
the path of this wedge are severely burned, few ever survive.
Careless misdirection of In Flam Hur over one's own
companions may result in their deaths as well.
Sulphurous ash, blood moss, and mandrake root combine
best for this spell in an iron cauldron over great heat.
In Mani Corp Create Life from Death
There are many rewards for hard work and concentrated
practice. For practiced wizards, having attained the eighth
circle, there is the reward of being able to reverse death itself.
Resurrection requires such total concentration and peace of
mind that it should never be attempted on the harried field of
To mix, place a mandrake root in a sieve in a fresh water
spring on a sunlit day. One by one, add garlic, to keep away
ills and evil, spider silk for binding the life forces together,
ginseng for healing, sulphurous ash for the spark of life, and
blood moss to animate the spirit.
Remove the sieve from the spring and let the mixture
dry. A small crystal will form from the drying mass. To
revive a companion, place the crystal on the friend's forehead
and intone In Mani Corp. The resurrected person will be
weak and in need of further assistance.
In Vas Grav Corp Create a Great Energy of Death
In Vas Grav Corp is the most powerful instrument of death
yet devised. This spell lays waste to every living creature in
its path unless the creature be exempt from the natural laws
of this world or be of strong enough intellect to resist the
Mandrake root must be gathered on a dark night during a
lightning storm. It must be marinated in shme from stagnant
mosquito fens and wrapped in nightshade, which must have
been picked at midnight in total darkness. This package
should be rolled in sulphurous ash and left on a grave
overnight. If it is not discovered, it is ready to be dried into
stringy dreadlocks of death.
Kal Xen Corp Call a Creature of Death
Kal Xen Corp resembles Kal Xen, but its summons has far
greater complexity and power. Kal Xen Corp calls forth a
daemon. But only an experienced wizard is able to devote the
concentration needed to bind the daemon's allegiance and
prevent it from turning on his party. Then, although the
daemon cannot use its own powers of possession, it can hurl
great balls of fire across long distances to smite foes.
Mandrake root, gathered as near as possible to entrances
to dungeons, pits, and other vile holes, is the base of this
spell. Add garlic, blood moss, and the strongest spider silk.
Meld the lot together letting the moisture of the root act as a
binding. Now shape the mixture into the form of the winged
daemon. Raise the icon to the sky, intone this spell, and hear
it calling its own.
Vas Rel Por Gate Travel
A moongate traveler cannot rely on magic alone. The
knowledge of the influence of the moon's phases is also
required. Take a black pearl and shine it well. Bury the pearl
in a clean piece of mandrake root. Sprinkle the whole with
sulphurous ash and expose the conglomeration to the moons
during one night. In morning it will be a fine silver powder.
To travel, cast the powder in the direction of the gate to
be reached while speaking the name of that gate's town
followed by "Vas Rel Por." Immediately drop to the ground
and meditate on the proper phases of the moon for that gate.
Instantly, the party will be there.
Between the time this volume originally went to press and the
time galleys arrived for final alterations, Lord British was lost
while on an expedition to explore the newly discovered
underworld. Days before we were to print, Lord Blackthorn
declared martial law to deal with the general unrest in the
wake of British's disappearance. The Ethics section of this
book has be-en added to reflect the new measures imposed by
The Ethics of Britannia, or the accepted measure of proper
behavior, were long based on the Way of the Avatar. As time
progressed, the lessons of this historic tale came to be
interpreted in many ways. In fact, many people interpreted
the Way of the Avatar in ways that wouldn't require them to
strive to uphold these virtues.
Now, Lord Blackthorn, acting king of all Britannia, has
enacted a Code of Virtue that leaves no room for
1. Thou shalt not lie, or thou shalt lose thy tongue.
2. Thou shalt help those in need, or thou shalt suffer the
3. Thou shalt fight to the death if challenged, or thou shalt
be banished as a coward '
4. Thou shalt confess to thy crime and suffer its just
punishment, or thou shalt be put to death.
5. Thou shalt donate half of thy income to charity, or thou
shalt have no income.
6. If thou dost lose thine own honor, thou shalt take thine
7. Thou shalt enforce the laws of virtue, or thou shalt die as
8. Thou shalt humble thyself to thy superiors, or thou shalt
suffer their wrath.
27th day of the 11th month of
the year 137
Herein is detailed the odyssey of his Majesty
Lord British as recorded by Remoh, scribe
to the court of Lord British. With us on this
journey into the uncharted Underworld
venture the knights Arionis, Meridin,
Geraci, Shaana, Noin, and Roin.
At dawn, we set off on our skiff down the River Maelstrom,
east of Spiritwood. Before the falls, we pause to remember
the brave men who discovered this entrance to the
Underworld. Then we cast off and repeat their plunge into the
lightless underground waterway. We land our boat on the
western shore of a great lake. The cavern's low ceiling hangs
close over us and the humidity is oppressive.
Arionis and Geraci erect a wooden sign commemorating our
expedition. The rest of us repair the damage to our skiff
inflicted by the subterranean rapids that carried us here.
We embark again, following a navigable stream south. After
a short distance, a tributary branches off to the east, but we
continue south. The cavern walls now tower above us, dimly
reflecting our torchlight.
The current grows stronger and the crashing sound of
tortured water steadily increases. Abruptly, the river turns a
sharp bend. The roar grows painfully loud as our skiff
careens down a great fall. A storage cask breaks loose and
knocks Meridin our of the boat during our fall. The skiff
lands flooded, bur miraculously upright. We drag the
unconscious Meridin back into the boat and retrieve the cask.
He revives as we row west, past a southern tributary.
The river slows as we arrive at another fork. We continue
north, hugging the water-hewn stone wall on our right. As the
river swings back to the southwest, we hear the sound of
approaching waterfalls. Quickly we land the boat on the
southern shore. Geraci sets off to explore a promising
passage through the rocks to the southeast. On returning, she
reports that the natural fissure slopes downward steeply, but
rejoins the river beyond the treacherous falls. We portage
our skiff around the falls with little difficulty and are once
again on our way. While the day wanes thousands of feet
above us, the river empties into a calm lake, stretching out
beyond our sight into the murky gloom. We row south by
southeast, following the shore.
A muffled scream, a heavy splash are our first omens of
danger. We all stare at the stern where, moments before, the
raven haired knight Shaana sat. Meridin quickly intones two
words of magic, and the lake around us explodes in light,
blinding us momentarily. We see a hideous ebony creature,
twice as large as our skiff with Shaana clutched in one of its
slimy tentacles. Already dozens of yards away, it is retreating
ten paces further with every heartbeat.
Lord British strides to the stern and stretches his arms toward
the receding monstrosity. In a voice as clear as crystal, in a
tone as urgent as the wind, he speaks seven words. We do not
comprehend their meaning, but we witness their impact. The
squid creature pulls up suddenly. A wrenching noise tears
through the dank air. A large wave passes under our boat.
The squid creature has been vanquished. The light from
Meridin's spell fades, and new torches are lit to replace those
dropped in panic. Shaana, dragged from the water, now
sleeps at her place upon the boat's stern. Our king rests also,
deep in the meditation of the virtues. We row on.
Eventually, at the southern shore of the lake, we follow the
westernmost of two identical-looking streams. We explore
several land passages along the way, but they all prove to be
dead ends. The river turn north, flows on a while, and then
perversely turns south. Our firs day's journey ends at this
We awaken to a morning as dark as the blackest of nights.
Our campfire is a damp mound of cold ashes. The
underground river has risen in the night, soaking the meager
supply of dry wood we brought with us.
Setting out upon the waters again, we row south. Scarcely an
hour passes before we come upon another waterfall, one with
no opportunities for portaging around. From the beach,
however, we can see the river resuming only a few yards
beyond the falls. With few options, we brace ourselves and
steer over the falls. As soon as we are righted, though, the
coursing water turns abruptly and we plunge down another
fall. Shaken and bruised, the group has barely enough time to
secure a firm grip on the boat before we plunge down a third
After a brief respite, we pass over a fourth, though smaller
falls. Finally, we pass into a small, tranquil lake. We land on
the south shore and examine the area. Though a large fissure
in the cliff walls provides a land exit to the south, no
navigable waterway leaves the cavern. There is no choice: we
shoulder our remaining provisions and continue on foot
through the fissure. The rough ride over the falls has
eliminated another option: if we ever return to Britannia, it
will not be by retracing our steps.
The path leaving the cavern is at first swampy and tedious to
walk upon, but the way becomes easier as we leave the lake
behind. Soon the path curves north again and we come upon
a great cavern with an uneven rock ceiling many stories high.
We are now walking on yellow grass-like growth.
A movement by his feet causes Arionis to halt. Before we can
draw our weapons, a great leathery tentacle as thick as a
man's leg coils around Arionis then starts dragging him into
its underground lair. Noin drives his deadly main gauche into
the tentacle. Thick green fluid streams from the severed
tentacle as it falls away. As Arionis stumbles to his feet, he
quickly shouts a warning. Noin turns to sever a second
tentacle just before it ensnares him. Movement in the grass
from which we have just come indicates more tentacled
monstrosities approaching. We flee together to the north side
of the cavern, slipping between rocks into a passage leading
away to the east. Before long the passage turns and we head
At the end of the passage, we find ourselves in a massive
cavern. The walls and ceiling extend beyond the glow of our
torches. We wait in vain for our echoes to return. It is
difficult to fathom a cavern so large it stifles echoes. We turn
to the right, hugging the southern wall. The stench of a
stagnant river fills the air. As we walk, the mud gives way to
sand. When we have left the river miles behind us, we
A shriek of pain awakens us after only a few hours of sleep.
Meridin utters an oath followed by two eerie sounds, and a
grisly scene is revealed. The knight Geraci is standing
unsteadily, slicing her dagger at six great worm that swarm
around her, rearing up to strike, while deftly evading her
dagger. Her left arm is held against her chest, in an attempt
to staunch the flow of blood from a gaping wound.
Lord British raises his staff and utters an incantation. A deep
chill descends momentarily, then the six worms forget their
prey and assault each other with unreasoned fury. Meridin
magically draws out the worms' poisonous venom. We
quickly bind Geraci's arm, gather our gear, and resume our
journey eastward along the southern wall. Only two worms
remain writhing in combat as we depart.
After the wall finally curves to the north, we take a passage
out of the cavern to the northeast. The trail is rocky, and
wide enough for three to walk abreast. The twins, Noin and
Roin, bringing up the rear, are the first to notice the large,
winged creature with matted, brown fur and sharp,
unsheathed talons. When we stop to look, however, it flies off.
Half an hour later, we notice two of these creatures, but both
fly off again as we turn. An hour later, three of these ugly
creatures approach, flying closer than the previous forays
dared, before veering off. We quicken our pace.
The passage empties into a large grassy area with a high,
earthen ceiling. As we stop to rest, a deafening crescendo of
screeches heralds the invasion of a dozen winged monsters.
The avian terrors attack in force. Armour and skin is ripped
from our backs. Our swords swing, our daggers fly, but to no
avail. Only two winged monsters are wounded then finished.
The remaining ten circle us furiously as Lord British shouts
ou words of mystic command. Four more attackers are
destroyed, but many more of our party have fallen.
As I fight, I see Meridin from the corner of my eye. He crawls
out of the fray and raises his arms. Before he falls, he gasps
four words. A great flame breaks out between his outstretched
arms and surges forward. One by on, the last of the
nightmarish creatures is consumed with flame. The largest
bat spirals to the ground. Its burning carcass crashes next to
Meridin's corpse - a memorial fire to our great archmage.
Today, the three of us remaining buried the valiant knights
Arionis, Meridin, Geraci, Noin, and Roin, here upon the
underground battlefield where they fell. Tomorrow we seek
our way back to our own world; our disastrous quest here is
The Wraiths came this morning. There were three of them.
They walked through the stone. Their blackness was deeper
than the shadows from which the emerged. Advancing
towards Lord British, they ignored Shaana and myself. Lord
British held their gazes, murmuring words of life, healing and
protection. Still they advanced. One raised its hand, pointing
at our lord. Then a silver bolt struck our immortal king and
he fell to the stony earth.
Shaana was frozen, transfixed. I stumbled forward, but when I
touched that cloak, I shrank back. Foreboding washed over
me. They took our lord with them. I was powerless to stop
them. I am afraid we all are.
Player Reference Card
Except in dungeons or while engaged in combat, your party is
represented by a single figure. During combat, each party
member is shown and allowed to act independently. The
north, south, east, and west keys will move your party or
party member in the designated direction. The keypad is also
used to indicate direction when aiming weapons and casting
When in dungeons, pressing [ENTER] or [PERIOD] keys
will turn you around.
The diagonal keys are used exclusively for aiming
weapons or casting spells in combat. Movement is not
allowed using the diagonal keys.
In a game menu, use the directional keys to move the cursor
bar and highlight your choice. When you are satisfied with
your selection, press the [SPACE BAR] or the [ENTER] key.
To leave a menu without making a choice, press the
[ESCAPE] key. If you are selecting a member of the party
from the party roster, you ma alternatively indicate your
choice by typing in the number of the player's position in the
An arrow symbol just below a menu indicates that the list
extends to include more items in one or both directions
Following is a list of commands that can be executed by
pressing the designated key.
A Attack - Attempt to engage a person or creature in
combat. Must be followed by a direction. In combat,
you can aim weapons in any direction, at any target
within the weapon's range by using the number
keypad and moving the crosshair on top of the
target. Press the A key again or the [SPACE BAR] to
B Board - Board a frigate, skiff, or other conveyance,
or mount a horse. If you board a ship from a skiff,
the skiff will be stowed and kept ready for later use
C Cast - Cast a spell. Must be followed by the first
letters of the spell's syllables. Only works when the
proper reagents have already been mixed and the
spellcaster has enough Magic Points remaining.
Some spells require additional information (direction
E Enter - Enter townes, castles, and other structures.
Party members must be standing directly on structure
F Fire - Fire cannons. Must be followed by a direction.
Ship cannons may only fire when the ship's
broadsides are facing the target.
G Get - Take possession of gold, food, and other items.
Must be followed by a direction.
H Hole Up - In dungeons and wilderness, hole up and
camp once a day to rest, heal wounds, and recover
magical strength. In cities, hole up in an unoccupied
bed to quickly pass time. On the sea, hole up to make
minor repairs to your ship.
I Ignite a torch - Light a torch, if you have one, to see
at night or in dungeons.
J Jimmy lock - Unlock most doors and safely open
chests with a skeleton key. Keys are re-usable, but
often break if the person jimmying is not nimble
K Klimb - Climb up or down ladders in buildings and
dungeons, down steel grates, or over small rockpiles,
fences, and other objects.
L Look - Identify any object or terrain feature or read
signs one step away. Must be followed by a direction.
May allow further interaction with some objects,
such as wells and fountains.
M Mix - Prepare spell reagents for later use. Enter the
first letters of the spell's syllables, then select the
appropriate reagents from the menu. Press M again
N New Order - Exchanges the position of any two
party members, except the leader. Select the two
members to be exchanged from the roster menu with
the cursor bar or by pressing the number key
representing the players' positions within the party.
O Open - Opens an unlocked door or chest. Opening a
locked chest will set off a trap is the chest has one.
P Push - Allows small objects, like tables and chairs,
to be moved. May be used to block doors.
Q Quit and Save - Save the current game status. If you
do not use this command to end a playing session,
any progress made since the last save will be lost.
R Ready - Equip a party member with personal items
from the party's stores. Use the direction keys and
[SPACE BAR] or [ENTER] key to select or de-select
and item in the menu bar. Press [ESCAPE] when
finished. (See Note below Z-Stats command)
S Search - Search the location or object in the
direction indicated. Searching may detect traps on
chests, concealed doors, dungeon floor traps, or
reveal hidden items. Use the south direction key (2),
to search the immediate area in dungeon halls.
T Talk - Allows you to converse with merchants or
townfolk in the direction indicated. Conversation is
possible over counters, tables, fences, and through
windows and doors with windows.
U Use - Use a potion, scroll, or other special item
found during the game. (See Note below Z-Stats
V View - Reveals a bird's-eye view of the surrounding
countryside, city, or dungeon floor currently
occupied. View requires a special item.
X X-it - Exit or dismount current form of
transportation, leaving it behind while continuing on
foot. Horses not left by a hitching post may wander
off. Exiting from a ship is possible only if there is a
skiff available or if the ship is next to land.
Y Yell - On a ship, Yell will hoist or furl sails. In other
situations, Yell will allow you to enter up to two
lines of text to be spoken loudly.
Z Z-Stats - Displays the status and attributes of your
party members, including several screens of
information such as supplies, weapons, and spells.
Use the East and West directional keys to change
pages. Use the North and South directional keys to
scroll up and down long lists. Pressing the
[ESCAPE] key or the [SPACE BAR] will exit the Z-
Note: Extra keys available for Z-Stats, Ready, and Use
Home: move to beginning of list. End: move to end of list.
Page Up: scroll a page up Page Down: scroll a page down
Designate/Clear Active Player
Several commands request one party member be selected to
perform the action requested. When this is required, an
illuminated cursor bar will appear over the names of your
party members. Use the directional keys to highlight the
name of the character you wish to designate and press
[ENTER], or abort the command by pressing [ESCAPE].
Instead of selecting a party member to perform a command
each time you invoke it, you may set any living party member
as the "active player". The "active player" will be the default
player for those commands which require a single party
member for execution (i.e., jimmy, get, search, etc.) This
player will remain your active player until you select another
party member or disable this feature by pressing 0. This
player will not server as the default during combat. You may
assign a party member to be the active player during combat
if you so choose. To assign a player as the active player, press
the number key from 1 to 6 representing that player's position
in the party roster.
Pass - Pass a turn, allowing time in the game to proceed. Also
aborts any command requiring a directional key.
Aborts or exits commands which use scrolling menus.
[Escape] speeds exit from combat scenes after all foes have
been overcome, and allows you to abandon any charmed
creatures in combat and dungeon rooms.
Toggle Sound - Turns sound effects on or off
Toggle Buffer - Turns keyboard buffer on or off.
Ultima 5 Walkthrough
SAVE NOW, SAVE OFTEN. If you want to back up a
certain save, just copy out the SAVED.GAM file in the
Ultima 5 directory and rename it.
Make sure that you have some Cure Poison potions or
spells (An Nox) prepared at all times. If you get
poisoned, every step you take will do a point of damage
to a poisoned character.
Be careful when fighting rats and snakes because they
can poison you (that's why its a good idea to get ranged
weapons as soon as possible).
Get magic axes as soon as you can. Combat becomes
much more enjoyable when you have this weapon.
The healer in Minoc is free. Use this to your advantage
and do some experience gathering in that area.
Ultima 5 is not very strict about the 8 Virtues. Running
from combat and some minor theft can be overlooked. If
you ever want to see how your Karma is doing, hit
The dungeon Covetous is one of the number one places to
get gold and experience.
You can designate a character in the party as the active
player by hitting their number (1-6) during combat. This
is best used when you want a certain party member to
If you see one of the following messages when you walk
into a city, leave. These messages mean a Shadowlord is
present, and they will tear you up.
An air of falsehood doth surround thee.
An air of cowardice doth surround thee.
An air of hatred doth surround thee.
When you are ready to go up a level, an apparition of an
old man will appear when you sleep. He will give you a
message that lets you know how your Karma is doing.
Those messages are as follows (top is worst, bottom is
Thou hast strayed far from the path of the
Avatar. Seek now to renew a life of Virtue, lest
thy soul pass finally beyond my reach!
Thy soul seeks direction from thy heart,
misguided one. Accept now this new chance to
prove thy worth, ere thou loseth the Way
It is within thee to attain great power, O seeker.
Search always for new ways of good, and arm
thyself well for the trial that lie ahead!
Thou showest well the wisdom of an Avatar, but
not yet hast thou achieved the potential. Stasy on
the path and thy soul shall flourish.
Well armed art thou to fight Death's embrace, O
enlightened one! Return once more to the world
for thy Destiny awaits thee!
Look for secret doors by looking at the walls. You will
see a small dash in the wall, and that is the spot to
Let's Win the Game
Here is the walkthrough for Ultima 5. It covers all the things
you will need to do to win the game.
When you start the game, you will be in the chair in the
middle of Iolo's hut, and Shamino has been severely
wounded. You must rest to heal him as soon as possible.
Leave hut, and walk NE (do not leave the area) and find
the shed. Jimmy the lock and search the barrel and get
the potion you find.
Go East and camp out at the sign for 8 hours (to heal
Go to Lord British's castle
Climb the ladder in the NW tower. Keep climbing until
you are on the top of the castle (you will see the
When guard is gone (this is easiest at night) push a
cannon until it is in front of the door to Lord British's
room. Now fire the cannon.
Get the magic carpet.
Now leave the castle (do not get caught by the guards,
they will put you in prison in Yew).
Now return to the castle (the guards have forgotten about
your indiscretion with the king's door).
Talk to everyone (no one tells you anything critical, but
its a good practice to talk to everyone in a town)
Get ring of Regeneration and a ring of keys in the
basement by searching the barrels
Take all the torches you can. It will not hurt your karma
to do this.
Talk to everyone (here is the gist of what will be said to
Talk to Greyson about the Codex and Mantras
Talk to Eb, the busboy
Talk to Telila about Gossip
Talk to Annon at night and get the Word of
Talk to Terrance about his Living to get free
food, and talk about the Times and the
Shadowlords to learn about the resistance.
Purchase slings and ready them (ranged weapons are best
at this point)
Talk to Gwenno. Allow her to join the party.
Talk to Chamfort at Arms of Justice about the Resistance
Go through the fireplace at Chamfort's and go down the
Talk to Jaana. Allow her to join the party.
Find the secret door at the end of the hallway and search
the barrel to get a silver sword.
At 3 p.m. talk to Landon: tell him the password (Dawn)
Get reagents at the herb shop. Prepare a lot of An Nox
and Mani spells.
Free the prisoners in the stocks (Mario and his son,
Visit the Jail cells. In the left cell, Felespar gives you a
Word of Power.
You can buy Food, Keys and Information from Jeremy.
Return to Chamfort and ask about the Mantra.
Shrine of Justice
Meditate at the Shrine and get a Shrine quest. (mantra:
Minoc is the bonus spot to gain some experience by
killing monsters. The healer is free, and there is food to
be had in Minoc.
Talk to Rew, the sailmaker, about her Job, the Hours and
the Weeks. She will sing a song. It contains some
information, so pay attention. Now ask about Wells and
Talk to Fiona at the poorhouse. Ask about the Great
Council and the Word of Power for Covetous.
Give some coins to the beggar. Now leave and return and
give some more coins to the beggar. The beggar will give
you a hint about Shenstone.
Follow Shenstone from the Darkwatch Armoury around
11 a.m. to noon. He will walk to a tree (if you know
where the tree is, you do not need to follow him). Search
at the tree and get the Skull keys (the keys will
regenerate every day, so hang around and get about 30 of
them. Kill some monsters and gain experience while you
are doing this. Remember, the healer in Minoc is FREE.)
Talk to Tactus about Judge Dryden in Yew for some plot
Castle Britannia (again)pg 212
Ok. This is going to tarnish your "Avatarhood" a
little bit, but do not fret because all this will be
recoverable. What this will allow you to do is get
some supplies and good weapons without buying or
working for them. Actually, it is a lot like theft,
however, you will be able to repent for it later. You
do not have to do this to win the game.
Return to Castle Britannia and go to the basement. Use
the skull keys to open the treasury door (it has a purple
border around it). Each time you open a chest, you are
going to lose some Karma points (hit CTRL-K to check
your Karma), but this can really be worth it. When you
are done getting EVERYTHING in the room, go climb
the up ladder and then climb back down and repeat the
process again. The goal here is to get some magical axes
(which can be thrown and used in close quarters) and any
valuable stuff you can sell. Ready the axes and gather up
stuff until you are satisfied (this can take as many as 20
to 25 times). When you are finished, your Karma will
very likely be zero. Fear not, you can remedy that later.
Now journey on with your new stuff, and sell anything
you do not want to keep for some gold (keep the magic
axes, as you can pass them on to other party members as
(NOTE: the Shadowlords NEVER visit the villages of
Britanny, so they are a safe haven of sorts)
Talk to Sir Adam and Squire Jimmy to learn about the
Go to the room in the Eastern end of the Oaken Oar and
jimmy the lock on the door. Search the chests of drawers
and get the HMS Cape plans.
Purchase a Frigate. The alternate way to get a frigate is to
go near deep water (so the boat comes up so that you can
engage it in melee combat), and pass until a frigate
attacks you. Or, if you find a frigate, lead it to a place
where you can take it on. Once the owners are dead, the
boat is yours (do not worry about your Karma, these guys
are pirates, so it has no effect on your Karma).
Talk to Thentis, a farmer, and ask about the Resistance.
(the password is Dawn).
Meet him by the well at midnight and talk to his friends
(Joshua, Vigil, and Leof). You will gain some great
information. Mention the password, Dawn, to loosen
Search the dead tree and get the gems.
Talk to everyone, but do not miss Christopher, he will
spout out an Origin add.
Shrine of the Codex
Sail to Avatar Isle (South of Moonglow) and visit the
Codex. NOTE: NEVER visit the Codex unless a Shrine
sent you there.
Shrine of Justice
Complete the first Shrine quest by returning to the Shrine
Give some money to the beggar so you can recover some
Karma points. You can give as much as you want. Do
this until your Karma is 50 (doing the Shrine quests will
give you more later).
Get some more Skull Keys from the tree.
Shrine of Sacrifice
Visit the Shrine of Sacrifice in the desert East of Minoc.
Then visit the Codex; return to the Shrine (do you see the
pattern?) (mantra: Cah)
Talk to Sven and find out about Glass Swords.
Talk to Scally to learn about the Sextant.
Talk to Bidney to learn about the Grapple.
Talk to Geoffrey and he will join your party.
Visit the Guild of the Broken Lock and make some fine
Shrine of Compassion
Visit the Shrine to get the quest. (mantra: Mu)
Talk to Lord Shalineth to learn the name of the
Shadowlord of Falsehood (Faulinei)
Talk to Lady Janell to learn about the twin sisters in
Cove and about the Shrine of Spirituality.
Talk to Sir Sean about Stonegate.
Talk to Zachariah to learn about comets and Goeth.
Talk to Lord Stuart to get the food spell.
Talk to Malik to learn about Saul. You are going to have
to drag it out, so have patience.
Talk to Malifora, Maliks's mother, about Words of
Power, Blackthorn, and anything that comes to mind.
This lady is full of information.
Search the barrels in the towers for interesting objects
(will not affect your Karma)
Pick up more reagents at the herbalist
Talk to Ava and Leona to learn about the Shard of
Talk to Ambrose (after 11 p.m.) at the Healer's to learn
about Mystic weapons and armor.
Talk to Lord Michael about Love, about Evil, and about
the Grapple. Get the Grapple.
Talk to Barbra about her vision (pay close attention, this
is an important one).
Talk to Tim to learn about Lord Kenneth and the
You can pretty much take anything that you find hidden
in Empath Abbey. It's like a no Karma depletion zone.
Find a magic axe by opening the hidden door in the NE
tower. Search the dead tree outside the city walls.
Talk to Thorne to learn the Mantra of Valor.
Trian will tell you about Goeth, but you must ask about
the Word of Power.
Talk to Goeth and ask about the Drow of Rewop, and ask
about Noom Senots.
Talk to Sir Simon to learn about the Crown, Sceptre, and
Talk to Lady Tessa to learn even more about the Amulet.
You can get Dupre and Sentri to join your party if you
have any slots full. It's worth dumping someone to get
Dupre (he is pretty tough).
The Shattered Shield has some awesome selection if you
can afford the goods.
Talk to Froed and learn about his imprisoned father
(Greymarch at Yew). Froed is an agile little guy, but
running him down is worth it. His father is very thankful
when you return to Yew and let him know Froed is OK.
Talk to Saul about his friend, and ask him about
Mandrake and Nightshade.
Visit Kindor at the Healer's after 5 p.m. to learn the
Mantra of Spirituality.
Get any reagents you may need.
Talk to Flain (in the tower with the magically locked
doors. Once you kill some bats, you will be able to climb
up and have a word with him). You can get him to tell
you the password for the Oppression, but for him to do
this, you have to tell him the name of a member of the
High Council. This is not a good thing (it will hurt your
virtue, and its just a really creepy thing to do). So, here is
the password (if you want it): Impera.
Shrine of Valor
Get the Shrine quest.
Complete the Shrine quest (go to the Codex, and then
return to the Shrine of Valor)
Talk to the Great Mage Temme. You do not really need
the spells she has, but it doesn't hurt to chat with her.
Talk to Seggallion about the Spyglass. Get the spyglass
(you can use this to track the Shadowlords. They will
look like comets)
Talk to Lord Kenneth and get some lessons on the
Harpsichord (the answers are: 678 and 987).
Talk to David about the Sextant. Flatter him about it, and
then take it when he offers.
Talk to Lord Malone about Shadowlords to learn the
name of the Shadowlord of Cowardice (Nosfentor).
In the basement, visit the Flame of Courage and talk to
Gardner about his Visions. He will give you information
concerning the Shard of Cowardice.
You can get 5 Skull Keys from Kristi the cook.
You can get Maxwell to join your party, if you have
Talk to Toede, the prisoner, for information about secret
doors and traps in Blackthorn's Castle.
Talk to Gruman to get the Mantra of Honor (mantra:
Get gems from a barrel near the NE corner of the
Go to the battlements at night and talk to Sindar, the
sleepwalking wizard. He knows the Word of Power for
the dungeon Shame.
Talk to Glinkie about the method to restore a destroyed
shrine. You shouldn't need this information, but it is
possible to destroy a shrine, and if you do it, Glinkie's
method can make it all better again.
Talk to Bandaii about the Magic Carpet. He will want to
talk about Smith, the talking horse.
Talk to Kaiko to learn about Hassad.
Talk to Katrina. She will join the party if you have room.
Talk to Sharita, the grave-tender, to learn about
Talk to Wartow about Humilty and learn the mantra
(mantra: Lumm). Pay attention to what he is asking you.
Go South of New Magincia to find Sutek's Island
Talk to Sutek to learn about the Shards and how to use
them to destroy the Shadowlords.
This is another Karma free zone, so take some scrolls
and potions if you need them.
Shrine Quest Round-up
Complete the quests for the Shrines of Honor, Humility,
Spirituality, and Honesty. To get to the Shrine of
Spirituality, wait until both moons are full and walk into
a moongate (Minoc is the best to use for this). Complete
these quests just as you completed the earlier ones (go to
Shrine, go to Codex, return to Shrine). You can do these
in any order.
Find the Daemon Sin'Vraal in the southern desert, just
West of Dagger Isle.
Talk to him to learn the name of the Shadowlord of
Hatred (Astaroth), and the location of the Shard of
Castle Britannia (again)
Go to Lord British's room and sit in the chair in front of
the harpsichord and play the song that Lord Kenneth
taught you. To do this, just sit in the chair and start
hitting the correct numbers (678 987 8767653). A secret
door will open. Get the box that appears.
DO NOT let Saduj join your party. He will betray you in
Serpent's Spine and the Glass Swords
Climb into the Serpent's Spine from the Northeaster
foothills to get to the location FA' EA' (it is a patch of
grass in the middle of the mountain). Now search and
you will find a Glass Sword. Now equip another player
with it and search again. You will find another glass
sword. Equip it to another player and repeat this process
until everyone has a glass sword. These swords will kill
anything except for a Shadowlord with one blow, so
don't waste them.
Mandrake Root and Nightshade
Search for Mandrake Root South of Minoc at midnight
(location DG' LG').
Search for Nightshade South of Spiritwood at midnight
(location JF' CO')
Stonegate and the Scepter
This would be a great time to SAVE THE GAME.
Stonegate is located deep in the mountains North of the
rat Grendel's hut (location EK' JE' to be exact). Enter
the mountain range from the North and climb south and
the west to find Stonegate. When you get to Stonegate,
you will face Balinor. You can try to answer his riddle,
but he's going to fight you anyway.
If you did not save the game just a little bit ago, this
would be a VERY STRATEGIC time to save the game. If
the Shadowlords are still alive (and if you are following
all of this, they should be) they will be here also. They
are guarding the Scepter. The Scepter will make the
dungeon crawling to come much easier, so it is worth the
risk to get it (it will dispel any magical field). There are a
number of ways to outsmart and avoid the Shadowlords
so that you can get the Scepter and run. The best is to use
the magic carpet, and its superior speed, to outmaneuver
the Shadowlords. Good luck!
Windemere and the Black Badge
Now is the time to go to Windemere, just off the tip of
the Isle of the Avatar (location AI' PI').
Talk to Elestaria and get the black badge. To do this, ask
her about the Oppression and give her the password. If
you don't have it (and you might not) here it is: Impera.
Give her the password, and she will give you the badge.
This will make life in Blackthorn's castle much easier.
If you have the Black Badge, go to the roof and get Lord
British's Crown. Wear it all the time, as it protects you
from magic attacks.
Go to the basement and talk to Hassad. Mention Kaiko
and he will tell you the Word of Power for the dungeon
Dungeon Hythloth (Mystic Weapons and the Shard of
Prepare at least 15 Blink spells (more is much better)
and stock up on as many gems as you can afford.
In the Undwerworld, take a path leading northwest from
Hythloth' exit. Find the Mystic Armor and Weapons in
the middle of the lava pool (location OJ' OJ'). Keep
searching until you find them all. Use the gems to find
your way when you get lost.
Travel South from Hythloth's exit as far as you can
walk. Now use a Blink spell to travel west to another
meadow. Walk northwest, then Blink to the west again.
Blink west again, then walk a short distance to the west.
Use another gem to line up then next meadow to the
north. Blink north, blink north again, into a swampy
area. Ride the magic carpet to the northeastern tip of the
area, and blink north one more time. The Shard of
Cowardice is to the northwest.
Drop a member of your party before going to this area.
Find a whirlpool and sail into it. The sail southeast until
you find a waterfall. Go down the falls and you will find
Talk to Captain Johne, and let him join you (he is tough
and can cast high level spells). He also has some stuff
worth taking (its another no Karma zone).
Shard of Hatred
Here is the easy way to get the Shard of Hatred right after
you recruit Capt. Johne.
Go northeast as far as you can go, and then Blink east.
Enter the mountains to the northwest and wind your way
through the maze, using gems to find your way. You will
eventually reach the Shard of Hatred.
You can return via Wrong or Covetous.
Shard of Falsehood
The shard of falsehood lies in the underworld below the
dungeon Deceit. From that entrance to the underworld,
you should go Southwest across the mountains, then
northwest at an intersection. When the path splits, go
Northeast. You should soon find a series of waterfalls
which you should go over, and the shard is on an island
in the middle of that lake (location: FA' MA').
Getting the Amulet
Make sure you have some Blink spells and plenty of
This is in the underworld under the dungeon Destard.
You can also enter this part of the underworld by falling
into the underworld through certain waterfalls. If you
follow the path of Lord British's last journey, you should
find it without any problem. It is east of a vast swamp.
Follow the path that leads to a large meadow with five
graves. The amulet is needed in order to provide light in
the dark region around the final dungeon. If you don't use
it, you will be trapped in the darkness.
Death to the Shadowlords
To kill the Shadowlords, you must go to the Lycaeum,
Serpent's Hold, and Empath Abbey (in any order), stand
before the Eternal Flame and Yell the appropriate
Shadowlord's name, wait until he steps into the flame,
and Use the Shard.
Serpent's Hold- Yell: Nosfentor and Use the Shard
Lycaeum- Yell: Faulinei and Use the Shard of
Empath Abbey- Yell: Astaroth and Use the Shard of
Shame (the Grand Finale)
NOTE!!! Make sure that your party is FULLY healed
and loaded to the hilt with all you can find. You must
also have the following items in your possession: the
Crown, the Scepter, the Amulet, and the Sandalwood
Enter the underworld under Shame. You must get
through Shame to get to dungeon Doom. The first room
in Shame is sort of tricky. You must attack the walls to
open a passage to the south. Once the passage is open,
you must Klimb over the rocks. Now just get through
This would be an ideal time to SAVE THE GAME and
hole up and camp to make sure you r party is at its
To the East of where you emerge (from Shame), there is
an island covered with lava. Enter the dark center of the
island, and use the amulet. Yell 'Veramocor' and enter
the dungeon Doom. Use the scepter to destroy the
barriers, and leave the room in any direction (did you
remember the Scepter? If you did not, I hope you saved
the game, because there is no way out of this dungeon). If
you follow along the path of Lord British pretty carefully,
this dungeon shouldn't be too bad (it does have some