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-
-
- THE MAGIC CANDLE
-
- TABLE OF CONTENTS
-
- INTRODUCTION
-
- The Tattered Paper and the Tarnished Buckle .................................1
-
- PLAYING THE GAME
-
- Quick Start..................................................................3
- The Main Screen..............................................................5
- Travel in the Deruvias.......................................................8
- Status Screens...............................................................10
- Commands.....................................................................13
- Combat Mechanics.............................................................18
-
- SAGE ADVICE
-
- Volunteers (King Rebnard's Advisors).........................................21
- Geography (Lady Subia).......................................................28
- Towns and Villages (Captain Garlin)..........................................31
- Rest and Recuperation (Sir Gustron)..........................................33
- Races and Professions (Lord Banas and Prince Nethien)........................35
- Conversations (Lord Bhardagast)..............................................39
- The Servants of Darkness (Sir Brontos).......................................41
- Combat (Commander Grolf).....................................................45
- Magic (Rimfiztrik)...........................................................49
- Strongholds of Darkness (Sir Levnkor)........................................54
- History and Legends (Father Gostav)..........................................56
-
- APPENDICES
-
- Strategies in the Early Game.................................................59
- Fragments of the Zirvanad....................................................60
- Supplies Available for Purchase......................................Back Cover
-
-
- HEROES WANTED
-
- THE LANDS OF DERUVIA ARE IN DIRE PERIL.
- A BAND OF BRAVE COMPANIONS MUST BE FORMED.
- VOLUNTEERS REPORT TO OUT ROYAL CASTLE.
-
- REBNARD, KING OF DERUVIA.
-
- This was written on the paper tacked to the signpost on the road to Phaleng.
- The young ranger called Lukas had hidden in the underbrush while the man in
- monk's robes posted the paper in the mists of dawn. He had read the paper at
- sunrise, and returned to his hiding place. He had watched a band of orcs tear
- the paper down, defile it, and grind its shreds into the dirt.
- Lukas well knew that Deruvia was no longer the peaceful domain of the
- Children of Light. Orcs and wolvinga from across the eastern sea wandered the
- countryside of Pheron at will. The Children of Light were still safe within
- their towns, villages, and castles, but could travel the roads of Deruvia only
- at the whims of the forces of Darkness.
- But this paper must mean that the plight of Deruvia was desparate! How
- could the King expect to raise a force of heroes with a few papers that would
- not last from dawn until the dew was dry? Lukas touched his belt buckle - his
- only legacy of the father he had never known - and felt his destiny descend
- upon him. His years of service to
- [ page 1, column 1]
- the forests of Pheron were at an end. He must present himself at King
- Rebnard's court and do everything in his power to save Deruvia and the
- Children of Light.
- Lukas had gazed upon King Rebnard's castle from afar many times, but had
- never before left the forests of Pheron to enter its gates. The splendor of
- the castle was more than he had imagined: the towering ceilings, the intricate
- tapestries, the marble fountain in the main hall.... Lukas saw the splendor,
- but could not marvel at it as he wished. A pall of gloom seemed to hang over
- the entire castle, damping everyone's spirits. The papers posted about the
- countryside had done their job after all: many heroes of Deruvia had answered
- King Rebnard's summons. But all seemed to feel, as Lukas sometimes did him-
- self, that this was not a call to a glorious quest. This was, instead, a final
- meaningless gesture, a hopeless sacrifice of the Children of Light to the
- powers of Darkness.
- Why were they here? Commander Grolf of the royal guard guided the heros to
- their barracks, but he would not say why they had been called. The servants
- who cleaned
- [ page 1, column 2]
- their clothes and served their food, Dincher and Gelhad, had no idea why the
- call had been sent out. Sir Brontos, the Honorable Rimfiztrik, and the elf,
- Prince Nethien of Trilliad, drilled the heros all day in swordplay, spell-
- casting, and archery, but would not tell them why.
- Lukas felt nothing but frustration. In the bunk below him, his old friend
- Nazim felt the same. Something very important was happening, but what? Lukas
- glanced around the barracks. In the next bunk, Alhan was oiling and sharpening
- his gem-cuttings tools, and Amad was sound asleep. No point in bothering them.
- Same story beyond them: Nehor asleep, and Eflun crouched over his spell
- book. Lukas wished, not for the first time, that he had taken his magic
- lessons more seriously. A few more months, and he would have earned his own
- spell book...it would have given him something to do on a night like this.
- Across the aisle was Sakar, the dwarf. Furiously sharpening his axe. Sakar
- did everything furiously. No wonder that nobody chose him for a bunkmate.
- Beyond Sakar were the halflings. Miko, Jimbo, and Min. Lukas wondered once
- more why the halflings had been given barracks space. Cute little fellows, and
- fine company, but what could they do to defeat the Forces of Darkness? Beat
- Zorlims and trolls at dice?
- For that was what they were doing now. Playing dice. Not with zorlims and
- trolls, of course, but with three guards from the
- [ page 2, column 1]
- castle. No, two guards and someone else...Lord Bhardagast?? Yes, King
- Rebnard's Chief Advisor! The halflings had a wider circle of friends than
- Lukas had imagined! What was Bhardagast saying?
- As Sakar paused to look for a polishing rag, Lukas overheard a few words.
- The 44 guardians of the Magic Candle had...vanished?? Deruvia's peril was
- dire indeed!
- Suppressing a sigh, Lukas began to undress for the night. His fingers
- touched his father's legacy. A belt buckle. A pair of brass circles fused
- together. A device to keep his trousers secure on his waist and to bear the
- weight of his sword in its scabbard. Lukas knew enough of magic to recognize
- the buckle as nothing more than it seemed. It would not transport him through
- the skies; it would not bring lightning bolts down upon his enemies. It would
- hold his trousers up, that was all, and even for that it would need the help of
- a strong leather belt.
- But that was not all. Magic was not all. Strength was not all. What the
- buckle gave Lukas was not magic, nor was it strength. It was certainly not
- comfort. All Lukas could tell, as the days wore on at King Rebnard's castle,
- was that his heirloom - a simple belt buckle - seemed to protect him from the
- descending curtain of gloom and despair. Perhaps all the buckle gave him was
- hope. Perhaps that was enough.
- [ page 2, column 2]
-
- QUICK START
-
- The Magic Candle is a game with many features and options. As you progress,
- you will need to read the "Sage Advice" later in this book. The advisers of
- King Rebnard will provide your hero with information he must know.
- You should get a feel for the game before you seriously attempt to take care
- of the problem of the magic candle. Follow these directions for a quick start.
- Later, you may decide to start over. But, first, go through this process to
- become familiar with the game system.
- - START THE GAME
- Refer to the enclosed machine-specific instructions to start the game on
- your system. Since The Magic Candle runs on several different computers, the
- rules are different for each. On some computers, you will have a choice of
- using the keyboard, a joystick, or a mouse. For now, choose the keyboard.
- Eventually, you will have the option to start a "New" game. Do so.
- - NAME YOUR HERO
- The leader of your quest calls himself "Lukas". You may choose to reveal
- his real name. Use your own name for his real name, if you wish, or another.
- The Magic Candle limits the length of his name to five letters, in order to
- display enough information about him and all his companions on your screen at
- the same time.
- - THE KING
- King Rebnard will explain your quest to your hero. Pay attention. When the
- last line on the screen is (space), and you have read
- [ page 3, column 1]
- what His Majesty has to say, press the space bar to continue. When His Majesty
- asks if you accept the assignment, press "Y" for "Yes". (Or, since "Yes" is
- already highlighted, just press the space bar.)
- When His Majesty has finished, you will find your hero - we'll still call
- him "Lukas" - in the corridors of His Majesty's castle.
- - CONTROLLING YOUR HERO
- You gain control of Lukas as he leaves the court of King Rebnard. Refer to
- the machine-specific instructions to learn which keys move him around and in-
- dicate directions. He can do other things than "Walk": they are listed at
- the bottom left of the screen. Pressing the key of the first letter ("G" for
- "Greet") allows him to do them. Some commands need additional information:
- they are explained in the "COMMANDS" chapter.
- - THE KNIGHTS' ROOM
- Find the Knights' Room - a few steps south and several steps west- and
- select five companions for Lukas. The "Call" command lists the volunteers
- available. Press "A" for the wizard Ziyx. The screen will show a list of
- Ziyx's abilities and important possesions. Ziyx, for example, has a Sword
- Skill of 20, out of a possible 45, and a Magic Level of 50, out of a possible
- 99. Nobody's abilities ever get over 99. Ziyx has no weapons and no armor,
- but he carries the mnagical book of Sabano.
- Press the space bar (since "(spcae)" is at the bottom of the screen). The
- Knights' Room is back on the screen, with Ziyx
- [ page 3, column 2]
- standing opposite Lukas. The "Invite" command (press "I") invites Ziyx to
- become a companion. He mves to Lukas's side of the room, and his name appears
- in the bottom right of the screen.
- Many commands are available only in the Knights' Room. See the "COMMANDS"
- chapter for details.
- Pick four more companions. All the volunteers are worthy. The "Call" and
- "Invite" commands will let them join Lukas and Ziyx. When you have invited
- all of them, "Xit" the Knights' Room.
- - THE ACTIVE COMPANION
- Now that you have gathered the companionship, notice that many commands
- apply to one member only. There is always one "active companion". His name is
- highlighted in the lower right of your screen. His number and his position in
- the party formation are highlighted in the party formation box at the upper
- right. When a command like "Use" is issued, he will be the one to follow your
- orders. If you wish to change to a different active companion, press his
- number ("1" through "6").
- - REBNARD'S GIFTS
- Return ot King Rebnard's court when your party is formed. His Majesty will
- give Lukas and his companions some provisions to get started. Check the time
- of day if the court is empty. His Majesty is only human, so he must eat and
- sleep as well. If His Majesty is not there when you return, try again at a
- more reasonable time.
- - STATUS REPORTS
- The "0" (zero) key gives you a status report on all the companions, telling
- you about their abilities, possessions, and magic spells. Try it out. The
- space bar pages through the reports. See the "STATUS
- [ page 4, column 1]
- SCREENS" chapter for details. Pressing the "0" key again will bring you back
- to the action.
- - THE GUEST ROOM
- Now that you've created a group of companions, it's time to rest and ex-
- plore. "Xit" from the Throne Room, if you're still there. Then find the
- Guest Room. (It's upstairs, north of the staircase.) "Divide" the companions
- into two parties, selecting the high-charisma companions for the exploring
- party, and leaving the wizards in the Guest Room.
- Tell your wizards to "Learn" spells. Tell everyone else in their party to
- sleep. Then press "B" to begin. When you are asked to play another party, say
- "Yes" and select the high-charisma party.
- - EXPLORING THE CASTLE
- While the wizards are learning their spells, explore the castle. Greet
- everyone you meet. Ask them for advice. Ask them about rumors. Ask them
- about other subjects that they (or other people) mention. The members of King
- Rebnard's court are particularly good sources of advice.
- "Switch" back to the wizards' party every now and then to make sure they are
- not getting tired. If they are, have them use sermin mushrooms to restore
- their energy.
- - PREPARING FOR THE QUEST
- Soon, you will have enough information to plan your first project - perhaps
- a trip to Soldain or Bondell. Retur then to the Guest Room and "Join" the
- wizards' party. Your first journey will be to the nearby town of Port Avur for
- supplies, for more information, and, perhaps for training or enjoyment. First,
- you will probably want to get some sleep, so you can start traveling first
- thing in the morning.
- [ page 4, column 2]
-
- THE MAIN SCREEN
- THE PICTURE
- The Picture is shown in the large window in the top left of the screen. In
- this window you graphically observe your party as they explore Deruvia, fight
- the Minions of darkness, and deal with the Children of Light, all under your
- direction and commands. There are levels of detail in what you see graphic-
- ally. The highest level is shown when you explore and journey through the
- countryside. You see the portion of Deruvia through which your party walks,
- and some of the Minions of Darkness with whom you may have to contend. You
- see more detail when your party is in a castle, town, or dungeon. At this
- level all your players are individually visible on your screen, with the active
- player shown by a blinking box. If your party enters a building or room, you
- reach the lowest level of detail, where you control your characters on an
- individual basis. At this lowest level, only one player moves at a time.
- - MOVEMENT
- The "direction keys" move your party north, south, east or west when "Walk"
- is the active command. (That is, when WALK is highlighted in the "Commands"
- section of the screen, as it normally is.) See the
- [ page 5, column 1]
- enclosed machine-specific instructions for the direction keys on your computer
- - usually the arrow keys. The active party or player will move in the di-
- rection you select, unless blocked.
- If you are using a joystick, it causes movement in the direction you select
- when the "Walk" command is flashing. To make it flash, select it by moving
- the joystick forward and to the left until WALK is highlighted, then press the
- (first) fire button. To stop it flashing, press the fire button again.
-
- INFO SECTION
- At the top right you see the "Info Section", which is divided into six
- subsections.
- - DATE AND TIME
- The current date and time in the game, along with a day/night indicator.
- (In the Commodore version, light or dark is indicated by L or D in the small
- box).
- Time passes in the game only when the companions do things that consume
- time. They do not normally use up any time while you are called away from the
- computer. Although most things they do take up some time, the Date and Time
- display only changes at five-minute intervals. In Deruvia, five minutes is
- called a "tick".
- [ page 5, column 2]
- - POSITION
- The current party's Floor Level in a castle, dungeon or tower. The game
- starts at Level 2 - the ground floor - of King Rebnard's castle. In His
- Majesty's castle, Level 1 is the cellar and Level 3 houses visiting digni-
- taires. If the party is someplace else, this box shows their latitude and
- longitude. The "x" number measures their distance east, and the "y" number
- south, of the farthest reaches of the lands of Deruvia.
- - DAYS REMAINING
- "Days" is the number of days remaining before the Magic Candle totally melts
- and Dreax bursts forth to conquer Deruvia in the name of the forces of Dark-
- ness.
- The number of days you have to complete your assignment and win the game
- depends on the difficulty level you select as you start. The more days you
- have, the easier your quest.
- - PARTY FORMATION
- The "1 2 3 4 5 6" box shows the characters in the current party, in their
- current formation. Their formation can be changed with the FORMATN command,
- explained in the "Commands" chapter.
- The "Status Summary" area below always shows the companions in the order in
- which they were invited, but the Formation Box always shows their current
- formation. (The current formation sometimes makes no difference - in such a
- case, you may see the characters on the screen in a different order. Always
- remember to refer to them by their order number in the bottom right of the
- screen.)
- - COMPASS
- A compass highlights the current action direction.
- The direction keys change the current direction, both when you walk and
- when you are asked: "Direction?" To answer the question, press a direction
- key, or press the space bar if the current direction is correct,
- [ page 6, column 1]
- or, with a joystick, move the stick and press the fire button.
- - LOCATION
- Finally, a description of the current party's location.
-
- COMMANDS
- The lower left section of the screen contains a list of commands that you
- may give to your party at any time, depending on the situation. See the
- "Commands" chapter for details of the commands.
- - EXECUTING A COMMAND
- The simplest way to execute a command is to press its first letter on the
- keyboard. Press E to eat; press A to ask or attack, whichever appears on the
- screen.
- If you are using a joystick, move it to highlight the command you want, then
- press the fire button.
- Another way of using the keyboard is to use the "cursor-movement keys" to
- highlight the command, then press the space bar. The cursor-movement keys for
- your computer are identified in the enclosed machine-specific instructions.
- They are not the same as the direction keys.
- If the selected command applies to a single player, then your command will
- be carried out by the active player. If you want to change the active player
- prior to command selection, you have two ways to do it. You can either press
- 1,2,3,4,5 or 6 to indicate the number of the new active player, or you can
- press ctrl-P to activate the player selection mechanism. A blinking arrow on
- the right side of the player's box can be moved up or down with the direction
- keys. When it points to the desired character, press the space bar.
- - CONTROL KEYS
- Some commands affect how you play the game, not what the companions do. They
- [ page 6, column 2]
- are not shown on the screen, but they are always available. They are activated
- by control key combinations: hold down the CTRL key while pressing the letter
- key.
- CTRL-V ("volume") toggles the sound. If the sound was on, it gets turned
- off. If it was off, it gets turned on.
- CTRL-I ("input") toggles the joystick, if you selected joystick mode at the
- start of the session.
- CTRL-D ("delay") during combat adjusts the speedwit which the screen de-
- scribes monster movements. The speed is indicated by a number between 0 and 9.
- 0 is fast (no delay), 9 is slow. The default is 4.
- (On the Commodore 64, the F1-F7 keys are used instead. See your separate
- instructions.)
-
- STATUS SUMMARY
- In the lower right section, the names, vital statistics, and health of your
- party members
- [ page 7, column 1]
- are displayed. If you have more than one party formed, only members of the
- current party are shown in detail. The name of the currently active player is
- always highlighted. The following figure illustrates a typical player display.
-
- ---------------------
- | Lukas o.k. |
- | St:35 En:98h |
- ---------------------
-
- Lukas's health is o.k. (not tired or ill). His current stamina level is 35;
- his current evergy level is 98. The h means he is hungry. (An s would mean he
- was starving.)
- This is only a summary. Pressing 0 (zero) will give you a complete status
- report. See the "Status Screens" chapter for details.
- [ page 7, column 2]
-
- TRAVEL IN THE DERUVIAS
-
- The lands of Deruvia cover a vast area. When you travel through the
- countryside, the picture on the screen will show only the aread you can cover
- in about a day's travel. The active party's location is indicated by a
- blinking arrow. If you have divided the companions, any other parties in view
- will be indicated by arrows that do not blink. The VIEW command will show you
- a map in much larger scale, with your party's location indicated by a blinking
- dot.
-
- TRAVEL ON FOOT
- You may move your party north, south, east or west through passable terrain.
- Some types of terrain take more time. Some types take a greater toll of your
- energy. Roads and bridges provide the easiest travel. More time is needed to
- pick your way through forests and across glaciers - the treacherous marshes
- take the most time of all. The drain on your energy ranges from roads up
- through plains, forests, deserts and glaciers to those treacherous marshes
- again. Mountains and rivers simply cannot be crossed without magic.
- The going is slower after dark, and when your party members are tired. It
- is impossible when they are exhausted. The CAMP command allows them to pitch
- camp and rest. Sermin and drelin mushrooms can also be used. Or you can
- DIVIDE the companions into fast and slow parties, explore with the fast party,
- and rest the slow one.
- While you journey, keep in mind that the roads of Deruvia are busy with
- traffic
- [ page 8, column 1]
- during the daylight hours. If you keep to these roads, you may meet all sorts
- of travelers. They may be merchants, monks, farmers carrying their crops to
- market, or other Deruvians.
-
- SEA TRAVEL
- Sea captains sail their ships in established trade routes from the Deruvian
- port towns. You can buy passage on their ships to distant lands. Sea travel
- takes time, but you can use that time to your advantage - LEARN spells, FIX
- weapons, or just SLEEP. The captains visit their home port's taverns regularly
- while their ships are docked.
-
- TELEPORTATION
- Deruvian magic allows instantaneous transportation by teleporting. The
- TELEPORT spell, in the Book of Ishban, can save a day's travel time or more in
- the hands of a powerful wizard.
- The teleport magic is also imbued in ancient teleportal chambers scattered
- through (and below) the lands of Deruvia. These chambers are hard to find, and
- harder still to activate.
-
- SUBIA'S MAP
- The enclosed map, painted after Deruvia-wide travel by Lady Subia, shows the
- known terrain, bridges, towns, villages, castles, towers, sanctuaries, and
- guest houses. There are secluded locations that are not marked on her map.
- You must discover
- [ page 8, column 2]
- those by exploration. When your party moves next to these special locations,
- a picture and a message will appear on the screen to disclose what you have
- sighted. If it is a building, KNOCK on the door. If not, INSPECT in that
- direction.
- [ page 9, column 1]
- When you reach a town or village, you may have to walk around its boundaries
- until you find its gate. When you find it, it may be closed - many places
- close their gates against the Forces of Darkness at sunset.
- [ page 9, column 2]
-
- STATUS SCREENS
-
- Press 0 (zero) to see the status and inventory screens. Each companion
- has two to four screens you can page through. Step through them by pressing
- the space bar, or skip to another companion by pressing his number. Press 0
- again, or ESC, to return from the status screens.)
-
- CURRENT STATUS
- The first status screen shows the companion's current status. At the top
- are his name, race and profession, followed by his player number, his party
- number, and his current activity (e.g., "Sleep", "Train", or "Work"). The IBM
- version shows the current activity below the "In Use" box.
- Next are shown his twelve character attributes. Each one shows the current
- level, followed by the maximum possible for him. You will find that each race
- has its own specialities and weaknesses, with variations among individuals
- based largely on their professions.
- STRENGTH determines the type of weapon a person can wield and the amount of
- damage he can do with them. As you play, you will learn how to increase both
- maximum and current strengths to their racial limits. Dwarves are strongest,
- wizards weakest.
- STAMINA determines the amount of damage a person can sustain before dying.
- Current stamina can be raised to the maximum by sleeping, by using a Potion, or
- by receiving a Heal spell. The maximum can increase in the same way as
- strength. In
- [ page 10, column 1]
- general, dwarves have the most stamina and halflings the least.
- ENERGY is a measure of fatigue. When it falls below a certain level, a per-
- son becomes tired and unable to concentrate. When it falls to zero, the person
- is exhausted and can do nothing but wait for a chance to sleep. The maximum
- for anyone is 99. Enegy can be increased by sleep, a Sermin mushroom, or an
- Energy spell. Dwarves tire easily; halflings go on and on.
- SWORD SKILL, which means "Axe Skill" for dwarves, dictates how likely a per-
- son is to score a successful hit in combat. The maximum is fixed by a person's
- race: dwarves have the most potential, wizards the least. The current skill
- level can be increased by experience in killing the Servants of Darkness and
- by training in combat schools in the towns of Deruvia.
- BOW SKILL is for archery the same as "Sword Skill" is for close combat.
- Starting levels vary greatly. Elves have the highest potential, and halflings
- the least - except for wizards, who have absolutely no talent at all.
- AGILITY is the ability to dodge physical attacks. The Minions of darkness
- tend to gang up on their least agile opponents. Current and maximum agility
- can be increased in the same way as strength. Halflings dodge the best. Wiz-
- ards dodge the worst, followed closely by dwarves, who often don't bother to.
- MAGIC LEVEL determines the effectiveness of spells, and the energy needed to
- cast them. It does not determine the ability to
- [ page 10, column 2]
- cast spells: anyone with any magical talent (wizards, elves and rangers) and
- the proper Spell Book can learn any spell, and anyone who has learned a spell
- can cast it. Magic level can be increased by training in magic schools and by
- experience casting spells in high-pressure situations.
- CHARISMA is the art of dealing with people, and is especially useful in
- greeting strangers and asking them questions. Charisma also assists in bar-
- gaining for supplies. It can be increased by training. It can also be in-
- creased in some local areas by performing heroic acts. Halflings have the most
- charisma, followed by the race of man.
- HUNTING SKILL measures the likelihood of finding food in the plains and
- forests of Deruvia. Most Deruvians learned all their hunting skills in their
- youth; however, there is a slight chance of skill improvement after a success-
- ful hunting session.
- LEARNING SKILL decreases the time needed to learn spells, and increases the
- benefits of training at some schools. Learning skill can be increased by
- "learning to learn" from masters of the art.
- DEXTERITY can allow a person to do more than one thing in one combat turn.
- With dexterity over 50, three actions are sometimes possible. Current and max-
- imum dexterity can be increased in the same way as strength and agility. Elves
- and halflings have the highest potential. Gonshi mushrooms provide an enor-
- mous, but temporary, boost in dexterity.
- SPEED determines how long it takes to travel through the lands of Deruvia on
- foot. Maximum speed can be increased like maximum stamina. Current speed is
- the maximum when traveling in the daylight, with plenty of energy, on a well-
- maintained highway. Otherwise, it's lower.
- Below the twelve attributes is a list of combat-related information.
- [ page 11, column 1]
- The READY SPELL is the spell most recently Recalled. The READY WEAPON is
- the weapon most recently Drawn ("None" if not in combat, or if the weapon is
- broken.)
- Next are show the companion's ARMOR, the level of protection given him by a
- magical SHIELD, his WEAPONS, with their accumulated wear and tear (W-T), and
- the number of ARROWS he has remaining. All of these items are explained in the
- "Combat Mechanics" chapter.
- The HEALTH box in the top center of the screen shows the companion's phys-
- ical complaints. If nothing is wrong, he is O.K. He can't feel any better
- than "o.k." on a quest like this...
- But he can feel worse. His worst problem is shown not only in the "Health"
- box, but in his Status Summary on the right edge of the screen. The worst
- problem he can possibly have is to be DEAD. A quick Resurrect spell can
- alleviate this condition.
- Or he might be ILL, or POISONED, or both. The Forces of Darkness use dis-
- ease and poison as weapons and defenses. Both illness and poisoning are very
- debilitating, effectively reducing maximum stamina and energy by one-half, and
- impairing concentration.
- During combat, he may be temporarily PARALYZED by an opponent's spell. Par-
- alysis can be cured by magic, by the passage of time, by victory, or by death.
- If he runs low on energy, he may become TIRED or even EXHAUSTED. Tired
- people move more slowly and can do fewer things. Exhausted people can do no-
- thing but sleep. Dwarves tire at an energy level of 25, the race of man at 20,
- elves and wizards at 15, and halflings at 12.
- Finally, he will become HUNGRY or STARVING if he does not eat enough food.
- Hunger prevents sleep. Starvation prevents everything else, as well. Food is
- discussed on the "Inventory" screen.
- [ page 11, column 2]
- Some magical mushrooms and plants have long-lasting effects. The IN USE box
- shows whether the companion is currently feeling their effects. Read Rimfiz-
- trik's Sage Advice about gonshi mushrooms and nift, mirge, luffin and drelin
- plants.
-
- INVENTORY
- The second status screen shows the companion's inventory of coins, food and
- objects. The name of each is shown, followed by the number carried.
- COINS: The currency of Deruvia is tiny gold coins. King Rebnard will give
- you a generous supply to quip your quest. You will need more before long. You
- can get more by looting the Minions and Strongholds of Darkness, by trading in
- jewels, by gambling, or even by working for wages.
- A hot meal costs a coin or two. A night's lodging for a party of six
- usually costs under ten coins. A brom bow costs hundreds of coins, and a spell
- book costs well over a thousand.
- One person can carry no more than 9,999 coins - a limitation you won't have
- to worry about for a long time.
- FOOD: Each companion can carry up to 99 rations of food. A ration is ap-
- proximately one day's worth for a member of the race of man. Halflings, with
- their between-meal snacks, go through four rations in three days. Dwarves and
- wizards, on the other hand, get by on considerably less.
- Food can be purchased by the meal or in bulk, and it can be hunted for in
- forests and fields.
- A companion carrying more than five rations will automatically eat whenever
- he feels the need to. But when his supply gets low, he will complain and be-
- come "hungry" instead, and will only eat at your
- [ page 12, column 1]
- command. If he is still hungry at his next mealtime, he will become "starving".
- OBJECTS: Each companion can carry as many as 23 different kinds of object,
- and up to 99 of each kind. Many objects are for sale in supply shops in the
- towns of Deruvia. They are listed on the back cover of this book for your
- reference. You will find many other objects in the course of your quest.
-
- SPELLS AND BOOKS
- Any companions who own spell books or have learned magic spells have a
- third, and perhaps a fourth, status screen showing the spells they have learned
- and the spells they can learn.
- The top line of the screen shows the companion's name and repeats his
- current magic level from screen 1. The rest of the screen is divided into five
- columns.
- The BOOKS column names the spell books he owns. The SPELLS column lists the
- spells for each of those books. If he has learned spells that are not in a
- book he currently owns, they are listed in the "Spells" column in a separate
- group.
- Next to each spell, the MEM column shows the number of copies of the spell
- that he has in his memory - that he has learned. The ENE USG column shows the
- enegy usage necessary for him to cast the spell, based on his magic level, and
- the LEV TIM column shows the time it would take him to learn a copy of the
- spell. The time is measured in "ticks" - five-minute intervals. See Rimfiz-
- trik's Sage Advice on "Magic" for an explanation of the concepts.
- While a companion is actively learning a spell, it will have a mark to the
- left of its name. There will also be an LT: notation in the "Books" column
- telling the number of ticks remaining to learn this copy of the spell.
- [ page 12, column 2]
-
- COMMANDS
-
- The bottom left of the screen usually shows the commands that you can give
- to the current party. This chapter lists them all, with usage notes.
- If you are using the keyboard to select commands by their first letter, it
- may disturb you to realize there are more commands in "The Magic Candle" than
- there are letters in the alphabet. Don't worry. They all fit in - at any
- given time, all the commands are unique and appropriate. A glance at the
- screen when you are surrounded by slavering Minions of Darkness should remind
- you that "F" means "Flee", not "Fix".
-
- COMMAND LIST
- ASK someone for advice, rumors, or other information. If you don't ask
- questions, you'll never learn anything. See the Sage Advice on "Conversations".
- ATTACK a Minion of Darkness. It pays to "Draw" a weapon first. (If you want
- to attack the Minion with a hard-hitting, demoralizing and painful magic spell
- instead of with a puny little shortsword, use "Magic" instead of "Attack".
- BEGIN a rest period. After the active party has decided what to do - see
- the Sage Advice on "Rest and Recuperation" - select "Begin" to let them do it/
- "Begin" always gives the option to leave this party alone and switch to another
- one. If you don't switch, you get to watch the time pass. Your reverie will
- be interrupted when something drastic happens - the com-
- [ page 13, column 1]
- panions are ambushed, they begin to starve, or you select "Stop".
- BUY something in a shop. The proprietor will usually present a list of
- items available. Remember that his quoted price will often depend on your
- active character's Charisma.
- CALL a volunteer companion into a Knights' Room for inspection. Or, if you
- are seated comfortably in a tavern, CALL a serving girl to your table.
- CAMP out in the countryside or in an empty dungeon chamber. As explaied in
- the Sage Advice about "Rest and Recuperation", "Camp" starts a rest period for
- a party that would rather be home, snuggled up int their cozy little beds.
- CHANT some magic words. (If you don't know any magic words, you haven't
- been talking to the right people.) Type in the words, one at a time, hitting
- the "return" key after each word. Before you hit return, you can use the back-
- space key to make corrections. In Deruvia, proper spelling is necessary for
- survival.
- DISTRIBUTE objects among the party members. The option to distribute appears
- after the "Transfer" command has been issued, if the party is acting as a unit.
- Distribution means that the selected companion will divide his goods evenly,
- and therefore might not work quite the way you expect. An example: Lukas, Min
- and Ziyx are the members of the active party. Lukas has six Gonshi mushrooms
- and distributes them. He gives two to Min, two to Ziyx, and keeps two for him-
- self. He doesn't care that
- [ page 13, column 2]
- Ziyx already has eleven of them - distribution does not insure that everyone
- winds up with an equal amount. If it is important to equalize the number of
- items, "Pool" them first.
- DIVIDE the active party into two parties, (If the active party has only one
- member, the laws of Deruvia prohibit splitting him in two.)
- DRAW a sword, ready a bow, or unsheathe an axe. The "Draw" command is a
- combat option: you will not see it on the screen when you are visiting a li-
- brary.
- DROP a companion from the quest. Companions can be dropped only in Knights'
- Rooms. Anyone who is dropped retains his possessions and experience, and his
- eagerness to rejoin the quest at a later time.
- EAT food, mushrooms, plants or healing potions. You may call for a general
- feast for all the members of the active party, or for just the active member to
- eat something. Healing potions, by the way, are somewhat thicker than honey,
- and must be eaten rather than drunk. Remember that the companions will auto-
- matically eat food when they get hungry, as long as they have enough for the
- next few days.
- FIX a sword, axe or bow. Combat inflicts wear and tear ("W-T") on weapons
- as well as on combatants. During a rest period, the companions can choose to
- repair their weapons with the "Fix" command. Dwarves have been known to stay
- awake for nights on end to get their battleaxes back to "zero-wear-and-tear".
- Dwarves love shiny axes...
- FLEE through the countryside twice as fast as comfortable, using up a re-
- grettable amount of energy. Sometimes fleeing is the only way to evade
- pursuing monsters or to reach a rendezvous on time.
- FORMATN ("Formation") rearranges the companions in the current party. They
- are always listed down the right side of the
- [ page 14, column 1]
- screen in 1,2,3,4,5,6 order, but they are show in the picture in Formation or-
- der. Changing the Formation can be useful to get the companion with the most
- charisma into the right position to deal with a delicate situation. During the
- "Formation" command, the spots are filled left-to-right, top-to-bottom. If
- there are fewer than six companions in the party, you can skip spots with the
- space bar. It's easier to do than to explain - try it out in the halls of King
- Rebnard's castle. Notice how the Formation is reflected in the "Party" box in
- the top right part of the screen. By the way, going through gates and doors
- can disorganize the party - they might re-form on the other side in their
- original order.
- GREET another person. Charisma determines the greeting technique that your
- party members use. Assume that the opening ranges from "Good morning, kind
- sir. My name is Min. Of whom do I have the pleasure of making an acquaint-
- ance?" down to "Hey, you! You with the big nose!"
- HUNT for food in the wilderness during a rest period. Some of the com-
- panions are better hunters than others, and some campsites are better suited
- for hunting than others. Forests are good. Icefields, deserts and highways
- are bad.
- INSPECT something that looks interesting - a sign on a wall or on a sign-
- post, for example. Or a mushroom patch, in order to harvest those magical
- little fungi. Of course, the people you meet should be greeted instead of in-
- spected - it's very rude to stare. But in general, if you see something you
- want, like the mushrooms in a mushroom patch, or a reasonable possibility, like
- whatever those fermigons the party just killed were guarding, "Inspect". If
- there's something worth taking, you will be given the chance to take it.
- INVITE someone in one of the Knights' Rooms to become a companion on your
- [ page 14, column 2]
- quest, after you have called him forth for examination.
- JOIN another party. Parties in the same room or shop can always join, if
- the "Join" command is shown on the screen. Out in the countryside, both par-
- ties must be in the same location. In the streets of town or in castle or
- dungeon corridors, the parties must be next to each other, and there must be
- enough room for them to join. Joining parties can be tricky in close quarters.
- If you have trouble, maneuver the parties into a normal three-by-two arrange-
- ment and try again. (You may need to use the "Formatn" command on one or both
- parties.) If it still doesn't work, "Switch" to the other party and then
- "Join". If it STILL doesn't work, you'll have to move everyone to a more open
- area first.
- KICK a dungeon door into smithereens. Outside a dungeon, more politeness is
- appropriate - see "Knock", coming up next.
- KNOCK on the door of a room or building, or on the gate of a town or castle.
- When your party knocks on the door of a residence, they'll be asked whom they
- seek. Conditions in Deruvia being what they are, people are unlikely to invite
- random strangers into their living quarters.
- LEARN a spell during a rest period. Magic spells require even more concen-
- tration to prepare than they do to cast, and considerably more time as well.
- They also require good health - a tired wizard is unable to concentrate. A
- magic-user's status display shows the "Learn Time" for each spell he can learn.
- While he is learning a spell, the display also marks the spell he is learning,
- and shows how close he is to mastering the next copy of the spell. Beware
- interrupting a wizard who is learning spells: a command such as "Sleep" or
- "Fix" will cause him to lose his concentration - any progress he has made
- toward learning a spell will be lost.
- [ page 15, column 1]
- MAGIC: The active member of the active party casts his active spell. Magic
- is touchy: don't temp its random powers by selecting "Magic" without being sure
- the right companion is active, with the correct spell recalled.
- NAMES: List the names, races, and professions of the prospective companions
- in a Knights' Room.
- OFFER an object to someone your party has encountered. You can also offer
- to buy drinks for people you meet in taverns. Try not to spend the whole game
- buying drinks for friendly strangers...
- PACK up and leave camp. Everyone stops sleeping, hunting, learning spells,
- fixing weapons, standing watch..."Pack" can also be used in guest rooms, but
- "Xit" is quicker.
- PASS the time away for five minutes. The companions take a little time to
- comb their hair and to smell the flowers. Meanwhile, an important person
- approaches a rendezvous, or a town's gates begin to open, or the orcs patroll-
- ing the road wnader off into the forest...
- POOL objects into one companion's possession. Like "Distribute", "Pool"
- only appears after "Transfer" has been selected while the active party is act-
- ing as a unit. There are two steps: first select the companion to receive the
- items, then select the item that everyone else will give him. Pooling is most
- often used with coins, in order to allow one of the party members to buy some-
- thing he's always wanted but can't afford by himself. "Pool" can also be used
- before "Distribute", to even out the supply of food or mushrooms among the
- party members.
- PROFILE a prospective companion during recruitment in a Knights' Room. His
- statistics will be shown, just as when he was called to the recruiting desk.
- [ page 15, column 2]
- QUIT and save the game in progress. See the enclosed machine-specific in-
- structions for "Saving Games".
- RECALL a spell that has been learned in an earlier moment of leisure.
- SEARCH the bloody corpse of a defeated Minion of Darkness for possible valu-
- ables. A nasty job. Especially since some of those Minions of Darkness don't
- look much better dead than alive. But, after combat, the bodies on the side of
- light should be resurrected and the bodies on the side of Darkness should be
- plundered. Just be glad it wasn't the other way around...
- SELL a gem or weapon. Used weapons can be sold in weapon shops, to make
- room for more effective weapons. Gems can be sold to general merchants, to
- make a profit. Nobody wants to buy a used rope. Deruvian health laws prohibit
- the sale of used mushrooms.
- SLEEP, and restore your stamina and energy. Sleep is a luxury in Deruvia,
- but it becomes a necessity if there are no Sermin mushrooms to provide energy.
- Woo betide the dwarf on shipboard who is too seasick to sleep and who has no
- Sermins...
- SORT a list of the Knights' Room volunteers by any of their talents.
- STOP the rest period you are watching. When you have nothing better to do,
- and are watching companions sleep, or learn spells, or repair weapons, "Stop"
- is the only available command. Select it when enough game time has passed that
- you want to resume active play - maybe when the sun rises, and the display at
- the top of the screen changes from "Dark" to "Light".
- SWITCH from the active party to another party. The companions must have
- been Divided into separate parties first; otherwise, the only only "other
- party" you can Switch to is "None". When resting, "Begin" serves the same
- purpose as "Switch".
- [ page 16, column 1]
- TRANSFER things between party members. When a party is moving as a unit,
- (out in the country, or in a street or corridor), you may "Pool" items into one
- player's possession, "Distribute" them among the party, or "Transfer" them from
- one companion to another. "Distribute" and "Pool" areexplained above. When
- the party members are moving separately (in a room or chamber), they can only
- "Transfer" items to the companions next to them. Transferring has four steps.
- Select the generous companion who will give something away; select the worthy
- companion who will be the recipient; select the item to be transferred; state
- how many of that item. Sometimes, when you are transferring (or distributing
- or pooling) items, a companion will be unable to carry any more. Don't worry.
- If this is the worst of your problems, you're well on your way to victory -
- unless what you have too much of is satin pillows embroidered with the scenic
- highlights of Fubernel...
- USE something that the active party member has in his possession. The com-
- panions are sensible enough to use objects in a sensible way. Using a mushroom
- involves putting it into the mouth, chewing, and swallowing. Using a shovel
- involves pointing it into the ground, pushing, throwing the contents to one
- side, and repeating the process. Using a rope - but you get the drift. Some
- objects, like mushrooms, may be used only once; others, like shovels, can be
- used many times. Some possessions may either be Used or Eaten; the effect is
- the same.
- VIEW a large-scale map of one quarter of Deruvia. A blinking dot shows your
- party's current location.
- WALK in the direction shown on the compass at the upper right of the screen.
- You will almost never need to hit "W" for "Walk". See the "Travel in the
- Deruvias" chapter.
- [ page 16, column 2]
- WATCH over the other companions while they rest. The companion who stands
- watch must be in reasonably good health to accept the assignment. His rewards
- will be few: a night without sleep, a sore back, and the other companions com-
- plaining, as they arise, that breakfast isn't ready yet. But if standing watch
- prevents an ambush by the
- [ page 17, column 1]
- Denizens of Darkness, standing watch will have been worth it.
- XIT from the current location. You will usually be given a choice of di-
- rections. The first choice is always "None", allowing you to change your mind
- and the party to remain where it is.
- [ page 17, column 2]
-
- COMBAT MECHANICS
-
- You willbe given much "Sage Advice" about combat by Commander Grolf. This
- chapeter simply explains how to perform the actions he recommends.
-
- SETTING UP
- Unless you are ambushed, you will have time to prepare for combat by walking
- into position, drawing weapons, and recalling spells.
- "Walk" works the same way as in a castle room, except that you are limited
- to your portion of the battleground. Once combat begins, you can walk anywhere
- that isn't blocked by terrain or other combatants.
- "Draw" lets you draw a weapon. If the active companion has two unbroken
- weapons, he can select which one.
- "Recall" lets you recall a spell.
- "Begin" starts the combat. Do not select "Begin" until all the party
- members are ready.
-
- COMBAT SEQUENCE
- During combat, all the members of one side take a turn, then all the members
- of the other side. In an ambush, the monsters go first; otherwise, you do. In
- your turn, you may allow the companions to act in party order or you may select
- them out of sequence using the number keys (1-6).
- Natural dexterity or a gonshi mushroom may give a companion time to do more
- than one thing during his turn. You may interrupt one companion with another.
- For example, Ziyx could eat a gonshi and cast a Shatter
- [ page 18, column 1]
- spell he had already recalled. Then Eflun could cast energy on Ziyx, and Ziyx
- could cast two more Shatter spells with his renewed energy.
-
- ESCAPE
- In some cases, retreat may be your best course of action. To escape from
- the monsters, press the ESC key (CLR HOME on the Commodore) during your combat
- turn. The monsters will receive one final turn, and then, if you still want
- to, you may retreat from the combat.
- [ page 18, column 2]
- WEAPON ATTACKS
- Swords and axes can be used only against adjacent monsters. The "Attack"
- command swings the weapon. So does attempting to move in the direction of the
- monster - saving you a keystroke. A sword or axe does damage equal to the
- strength of its wielder, up to the maximum possible for the weapon.
- Bows can be used in any one of the four directions, but not when a monster
- is right next to the bowman. Only the "Attack" command will shoot an arrow;
- moving in the monster's direction acts like a normal move. An arrow does
- damage equal to half the bowman's strength - three-quarters if shot from a Brom
- bow. (Inborn talents give elves an additional five points of damage when using
- bows).
-
- ARMOR AND MAGIC SHIELDS
- Armor can be purchased in towns. Each set of armor is made to measure, cash
- in advance. The better the armor, the longer it takes to make, and the more it
- costs. Leather armor is the least expensive, and takes a day or two.
- [ page 19, column 1]
- Armor reduces the effect of nonmagical attacks. A blow that would normally
- inflict eight points of damage will cause only six to someone wearing leather
- armor - and none at all to a fighter in steel plate.
- Magical shields - the result of the Shield spell - protect their owners from
- magical damage. Unlike armor, magic shields wear out as they absorb magical
- energy. Shield spells can be cast on top of each other, up to a maximum of 99
- points of protection for any one person at any one time.
-
- COMBAT RESULTS
- After each move by a character or monster, a message shows the action taken
- and its results. These messages range from reporting a miss to the results of
- a spell cast. Here are some examples of combat messages:
-
- Lukas hits Orc -20
- Dam:18 (A-2) Stamina:8
-
- Lukas scored a hit against an orc worth 20 points. The actual damage was
- 18 due to the orc's leather armor. As a result of the hit, the orc has 8
- stamina points left.
-
- Shatter!
- Ziyx hits Zorlim -20
- Dam:0 (Sh:4) Stamina:26
- Shatter!
- Ziyx hits Zorlim -24
- Dam:20 (Sh:0) Stamina:6
-
- Ziyx attacks the same Zorlim twice in a row with the Shatter spell. The
- first one hits for 20 but does no damage because of the Zorlim's shield. How-
- ever, the shield is now down to 4 points. The second Shatter scores 24 and
- does damage equal to 20. The shield is gone. The Zorlim's stamina is down to 6.
-
- Orc hits Lukas -10
- Dam:0 (Nf:1) Stamina:36
-
- An orc hits Lukas for 10 but does no damage. Lukas had a Nift "in use",
- which is still good after this hit for one more.
- [ page 19, column 2]
- SAGE ADVICE
- from the wisest of the Children of Light
- [ page 20]
-
- VOLUNTEERS
-
- At King Rebnard's request, the wisest advisors of His Royal Highness have
- interviewed and evaluated the volunteers for the quest to save the Magic Can-
- dle. The advisor's reports are shown below. A table at the end of this
- appendix summarizes the volunteers' abilities, talents and skills. You will
- note that the reports of the volunteers at the Crystal Castle contain much less
- detail: the reports were delivered by high-flying birds unable to carry more
- than the barest statistics.
- [ page 21, top]
- RECOMMENDED HERO: "Lukas"
-
- ARMED WITH: SHORT SWORD.
- Among the volunteers as Your Royal Highness's Castle, we are most impressed
- by a young Man calling himself "Lukas". We are undecided whether Lukas is his
- true name. He is reluctant to boast about his past. However, when he is
- called before Your Royal Highness, we feel sure that it will be by his true
- name. His devotion to the lands of Deruvia and to the Children of
-
- [To avoid possible embarassment, the details of your evaluation
- have been excised from this report.]
-
- much to learn, we nonetheless give "Lukas" our highest recommendation as the
- hero of this quest. (Commander Grolf adds that he regrets the castle armory
- cannot provide proper weapons and armor, and recommends that Lukas proceed
- immediately to Port Avur to equip himself and his chosen companions.) (Lord
- Bhardagast suggests that, while Commander Grolf's concerns are justified, Lukas
- should set his own priorities, with the advice of his chosen companions, par-
- [ page 21, column 1]
- ticularly those companions who are skilled in the social and diplomatic graces)
-
- VOLUNTEER: ALHAN
-
- ARMED WITH: ASH BOW, 25 ARROWS.
- The Elf Alhan comes to our castle from the forests of Marmaris. Alhan is a
- skilled archer, with considerable magical training. These skills alone qualify
- him for the quest. But of particular interest is his friendship with the
- dwarves who fled Uberion to establish the settlement of Soldain in coastal Mar-
- maris. From them, he learned the profession of gem-cutting. Alhan is, in
- fact, the only Gemcutter among the volunteers at our castle. (His grace, Lord
- Banas, emphasizes that the companions will be required to fund their own en-
- deavors, and that the gemcutting skill will provide both substantial wages in
- town and increased profits - as much as one-third - on gems traded for during
- the companions' travels.)
- [ page 21, column 2]
- VOLUNTEER: AMAD
-
- ARMED WITH: SCIMITAR, ASH BOW, 20 ARROWS, RING MAIL.
- With some misgivings, we recommend the Mercenary Amad of the Race of Man as
- a candidate for the quest. We are forced to acknowledge his prowess with the
- sword and bow, and his eagerness to slay the minions of Darkness. However, we
- understand that Amad has made his living as a hired killer since his youth in
- the dark streets of Knessos. We are convinced that Amad will stab, slash, gut
- and loot the minions of Darkness at every opportunity. We are not convinced of
- his dedication to the Children of Light. (Sir Brontos, joined by Commander
- Grolf, respectfully present the opinion that Amad has proved himself as a su-
- perb fighter, and that fighters must be the core of the questing companions.
- If the gods grant that fighting the forces of Darkness is no longer the most
- important goal of the quest, Amad can return to the castle with his well-earned
- plunder and be replaced with a companion with subtler skills.)
-
- VOLUNTEER: BEN (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: LONG SWORD, ASH BOW, 30 ARROWS, RING MAIL.
- From the Crystal Castle: Ben: Mercenary/Race of Man Skilled. Experienced
- mercenary officer. Left service age 45 to marry childhood sweetheart.
- Later took one final commission: family killed by Jerrahs while on campaign
- Nothing left to lose
- [ page 22, column 1]
- VOLUNTEER: DALIN
-
- ARMED WITH: LIGHT AXE
- We are honored to have Dalin, prince of the royal Dwarvish blood, volunteer
- to join the quest to save the Magic Candle. Of course, we must evaluate the
- candidates on their merits, however regal their blood may be. We are pleased
- to say that Prince Dalin has shown himself to be an excellent fighter, though
- he claims that his talents lie in smithing. And our smiths judge Dalin a
- master metalsmith, confirming his modest claim. (Commander Grolf stresses the
- importance of a metalsmith in a traveling party: weapons can be repaired more
- quickly, and with a smaller likelihood of future breakage.) (The Honorable Wiz-
- ard Rimfiztrik has announced his intention to include a comment on Prince
- Dalin's candidacy. When he presents that comment, it will be included here.)
-
- VOLUNTEER: DOKAR (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: THE BOOK OF SABANO
- From the Crystal Castle: Dokar: Mage/Wizard Suprisingly quick. Young,
- for a wizard. No personal data. Refused interview: "Too much to learn".
- Impressive/frightening ability to learn spells.
-
- VOLUNTEER: EFLUN
-
- ARMED WITH: THE BOOK OF DEMARO
- Any wizard is welcome to join the quest to save the Magic Candle. And, as
- Your Royal Highness knows, any wizard is extremely difficult to interview and
- evaluate. Eflun's remarks tend to indicate that he might have spent some in-
- determinate
- [ page 22, column 2]
- period of time in Upper Deruvia, perhaps. He looks healthy, and a surprise
- test showed that he knows how to handle a sword. (The Honorable Wizard Rimfiz-
- trik insists on adding, in his words, "Rebnard! Pay attention, this is impor-
- tant! This wizard, Elf-what's his name, knows the Resurrect spell. Don't let
- these kids out the gate without him! Sire. Your Royal Highness.")
-
- VOLUNTEER: ELDAI (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: ASH BOW, 50 ARROWS, LEATHER ARMOR
- From the Crystal Castle: Eldai: Carpenter/Elf Skilled in archery and
- magic. Gave an amazing demonstration of rapid shelter construction from
- living saplings. Claims that living plants cooperate; dead plants do not.
-
- VOLUNTEER: JIMBO
-
- ARMED WITH: SHORT SWORD
- The young halfling Jimbo has impressed us with his carpenter's skill. He
- convinced the Mayor of Bondell to bring some samples of his cabinetry to the
- Council Meeting, and they are beautiful pieces of work, indeed. Jimbo's en-
- thusiasm cannot be faulted, and he has shown some ability with the sword and
- bow. We cannot deny Jimbo the opportunity to join the quest. (His Grace, Lord
- Banas, dissents "Appealing as the halflings may be, enthusiasm cannot substi-
- tute for proven skills. Young Jimbo has proven himself only as a carpenter,
- and carpentry skills are not in short supply in northwestern Deruvia. At this
- time, Jimbo's talents would be put to far
- [ page 23, column 1]
- better use in improving the defenses of our castle.") (Lady Subia submits a re-
- buttal: "Remember that the Companions of Light will, of necessity, be wander-
- ing the Deruvian wilderness for days on end. I have heard that master car-
- penters can provide shelter in the most barren terrain. Jimbo recently accom-
- panied me, and several trusted retainers, on an overnight hunting tri. I can
- truthfully state that, because of Jimbo, the night in the forest was as com-
- fortable as any I have spent in my own room in the castle.")
-
- VOLUNTEER: KRUGA (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: BATTLEAXE, CHAIN MAIL
- From the Crystal Castle: Kruga: Fighter/Dwarf Awesome. Made mockeries
- of our most difficult combat tests. Personal mission to rid all former
- dwarven holds of forces of Darkness. Possible ability to do so.
-
- VOLUNTEER: LUPI (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: BROM BOW, 50 ARROWS, LEATHER ARMOR
- From the Crystal Castle: Lupi: Ranger/Elf Skilled in archery. Trained
- in magic. Owns Brom Bow, named Darkfinder. Confidential: Lupi admits to
- being an elven princess of the royal blood, disguised in male attire.
- Motives unclear. Recommend secrecy.
- [ page 23, column 2]
- VOLUNTEER: MADIR (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: SCIMITAR, LEATHER ARMOR, THE BOOK OF DEMARO
- From the Crystal Castle: Madir: Mage/Wizard Confusing. Boasts of sword
- prowess (adequate). Does not mention magic skill (impressive). Suspect
- mid-career disillusionment with chosen profession, possible despair that
- magic can defeat Darkness.
-
- VOLUNTEER: MIKO
-
- ARMED WITH: SHORT SWORD
- Miko is the largest and strongest of our three halfling volunteers. His
- dismay at the invasion of Fubernel caused him to sell his smithy in Delkona and
- to travel to our court to join the fight against the forces of Darkness. He
- admits that his fighting skills have been neglected during his years at the
- forge, but we feel that his remarkable strength and his metal-working ability
- qualify him for the quest. (His Grace, Lord Banas, points out that Miko's
- strength is remarkable only for a halfling; it is rather ordinary compared to
- the other volunteers. His Grace respectfully repeats his opinion that the
- talents of the halflings would serve our cause better here in the castle.)
-
- VOLUNTEER: MIN
-
- ARMED WITH: SHORT SWORD
- The third of our halfling volunteers is an amusing little tailor who arrived
- in the party of the Mayor of Bondell. We admit that we found it difficult to
- take Min's candidacy seriously - his combat skills are negligible, and his
- survival skills are ques-
- [ page 24, column 1]
- tionable. But Min has somehow convinced us to recommend him as a volunteer.
- (Lady Subia points out that the companions will be facing not only the minions
- of Darkness, but also other Children of Light. Combat skills are of little use
- when enlisting the cooperation of isolated villagers and frightened townsfolk.
- Min's persuasive abilities and his effects on the companions' morale may be
- essential to the success of the quest.) (His Grace, Lord Banas, withholds his
- endorsement, "for obvious reasons.")
- [ page 24, column 2]
- VOLUNTEER: NAGI (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: LONG SWORD, STEEL PLATE ARMOR
- From the Crystal Castle: Nagi: Knight/Race of Man Leader of our defenses.
- Beloved by all. Sir Nagi is prepared to join your quest when it reaches
- our castle. We will miss him sorely.
-
- VOLUNTEER: NAZIM
-
- ARMED WITH: SHORT SWORD
- Nazim is a childhood friend of "Lukas" and another of the rare rangers of
- the Race of Man. He was closely considered for the hero's position. Nazim
- is highly recommended. (Sir Brontos remarks that Nazim, like Lukas, would
- benefit greatly from additional training. This is to be taken not as crit-
- icism, but as advice. Sir Brontos also is impressed by Nazim's hunting and
- trapping skill; the companions will never want for food if Nazim is among them)
-
- VOLUNTEER: NEHOR
-
- ARMED WITH: ASH BOW, 50 ARROWS
- The elvish ranger Nehor is an ideal companion for wilderness travel. His
- speed makes him an excellent scout, his hunting skill is surpassd only by his
- fellow ranger Nehor, and his accuracy with the bow is astonishing. He admits
- to being uncomfortable indoors or surrounded by others, and can therefore not
- be expected to be an asset to the companions in the towns and villages of
- Deruvia. Nonetheless, he is highly recommended. (The Honorable Wizard Rimfiz-
- trik has not submitted a written addendum, but his oral comments were delivered
- with such vigor that they deserve
- [ page 25, column 1]
- paraphrasing. The gist, omitting comments on the other advisors' mental
- acuity, moral fiber, and sanity, was that Nehor would be nearly as valuable as
- a wizard once a spell book was obtained for him, and that distaste for crowds
- is not a character fault, but a sign of incipient wisdom.)
-
- VOLUNTEER: NIMMO (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: ASH BOW, 30 ARROWS, LEATHER ARMOR
- From the Crystal Castle: Nimmo: Gemcutter/Halfling One of the few half-
- lings ever seen in Yberton. Charming. Skilled in combat. Learned gem-
- cutting from Bedangidar dwarves in Kharin exile. Do all halflings eat this
- much?
-
- VOLUNTEER: RASUL (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: SHORT SWORD
- From the Crystal Castle: Rasul: Tailor/Race of Man Refugee from Nessos.
- Quick learner. Has been studying swordplay with other volunteers and ad-
- vising them on demeanor and deportment.
-
- VOLUNTEER: REXOR
-
- ARMED WITH: SCIMITAR, STEEL PLATE ARMOR
- Sir Rexor is, of course, well-known to all. His courageous exploits in the
- field, his winning smile, and his insistence on polishing his armor to a
- mirror-like sheen have endeared him to everyone in our castle. He modestly
- declined to be considered for the hero's position; had he not, the selection of
- [ page 25, column 2]
- "Lukas" would not have been so easy. Needless to say, Sir Rexor is most highly
- recommended. (His Grace, Lord Banas, adds the observation that Sir Rexor would
- be of nearly as much service in the towns and villages as one of the halfling
- volunteers, and of immeasurably more service in the strongholds of Darkness.)
-
- VOLUNTEER: ROGGA (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: LIGHT AXE, RING MAIL
- From the Crystal Castle: Rogga: Metalsmith/Dwarf Superb blacksmith, spec-
- ializing in weapon repair. Excellent axeman as well, with an unusual fore-
- hand-backhand technique that often allows him to land two blows in a single
- pass. Refuses to reveal where he learned this type of axeplay.
-
- VOLUNTEER: SAKAR
-
- ARMED WITH: LIGHT AXE, CHAIN MAIL
- Of all volunteers at Your Highness's castle, the dwarf Sakar shows the most
- prowess in combat. And, except for Sir Rexor, he is the best-armed of the
- volunteers. He would be a great asset to the companions during hostile action.
- (Lord Bhardagast comments that, if Sakar is chosen, the other companions should
- be selected carefully. Sakar's personality streches the limits of tolerance:
- he considers each and every minion of Darkness a personal enemy, and is so
- consumed by fury that one wonders how he can sleep at night.) (Sir Brontos
- mentions a rumor that Sakar's former home in the mountains of Uberion was taken
- by orcs, and that the blame for the dwarves' defeat fell on Sakar.)
- [ page 26, column 1]
- VOLUNTEER: TAMAS (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: THE BOOK OF ISHBAN
- From the Crystal Castle: Tamas: Mage/Wizard Handsome (for a wizard) and
- arrogant, but with good reason. Most talented of our mages, and the only
- holder of the book of Ishban.
-
- VOLUNTEER: YULIG (AT THE CRYSTAL CASTLE)
-
- ARMED WITH: LIGHT AXE, RING MAIL
- From the Crystal Castle: Yulig: Gemcutter/Dwarf Dwarvish friend of the
- halfling Nimmo. Fine gemcutter; good dwarvish combat skills. Almost like-
- able. Told a joke once.
- [ page 26, column 2]
-
- VOLUNTEER: ZIYX
-
- ARMED WITH: THE BOOK OF SABANO
- The Honorable Ziyx is simply the greatest wizard alive. It goes without
- saying that he is highly recommended for the quest. He has asked to provide
- his own evaluation of himself as a companion. While such a request would be
- ludicrous, even insulting, from any other volunteer, it seems only natural from
- the Honorable Ziyx. His message follows.
- "Your Royal Highness: I believe that you will now understand why I refused
- your appointment of me as chief advisor in the matter of the Magic Candle
- Quest. My flimsy excuse of 'pressing matters needing extensive research' was,
- of course, a sham, and I thank your Royal Highness for accepting it without
- question.
- "In my youth, centuries ago, I dreamed of adventure. I dreamed of great
- danger, high excitement, and forces of evil that could be conquered only by the
- greatest bravery, cunning and magical skill. In my dreams, I
- [ page 27, column 1]
- was the bravest, cleverest, and most skillful of them all. Time after time, I
- saved the Deruvias from Darkness, and was honored forever after by the Children
- of Light.
- "The dreams were but dreams of youth, and I set them aside. I devoted my-
- self to my studies, and, through diligence and good fortune, reached my present
- position in the Deruvian court. I have served you and your predecessors faith-
- fully and, I hope, well.
- "But, with this invasion of Deruvia by Darkness and the news of the danger
- to the Candle, my youthful dreams have returned. I cannot ignore them. Even
- wizards grow old, and I am convinced this is my last chance to fufill those
- dreams. My arms and legs are withered sticks, but bravery and cunning need not
- depend on strength and speed. As for magical skill, I cannot be modest con-
- cerning my life's work. Call it a second childhood, if you will, but I humbly
- beseech your Royal Highness to consider me for the quest to save the Magic
- Candle."
- [ page 27, column 2]
-
-
- GEOGRAPHY
-
- Lady Subia is a cousin of King Rebnard. She has made hobbies both of tra-
- veling and studying the lands through which she travels. Most recently, she
- has traveled to King Rebnard's castle from the Crystal Castle at the farthest
- reaches of Rebnard's domain. This is her description of the lands through
- which your quest will take you.
- [ page 28, top of page ]
- The lands of Deruvia, sometimes called "Deruvias", or "the Deruvias" - con-
- sist of a large continent, a major island to its northeast, and several smaller
- islands. Your map will give you a clear picture of the local geography. As
- you travel around the Deruvias, you will notice that Deruvia is but a small
- part of the world: while the seasons have their effects - the sun rises later
- and sets earlier in winter - any one of the Deruvian districts is much like
- another.
- Rumors tell of other continents: the "Lost Realm" lies to the west, and the
- lands of Gurtex - the home of Darkness, but perhaps also the home of lost col-
- onies of the children of light - lie to the east. The north contains only
- oceans of ice; the south is protected by a band of equatorial storms.
- Deruvia's main continent might just as well have been two large islands.
- The northwestern tundra and the southeastern forest are connected only by a
- narrow bridge of land. But, where you might expect such a land bridge to be a
- chain of islands or a barely passable marsh, the world of Deruvia came forth
- with Blackrock Mountains - a major upheaval in the world's crust. The moun-
- tains are miles high; the seas at their feet are miles deep. The only known
- passage from the northwest to the southeast is Gambode
- [ page 28, column 1 ]
- Pass. The origin of the name "Gambode" is not clear. It may be related to the
- word "gamble" in the language of man; it may be derived from the elvish
- "cambodex" or the dwarvish "ghambordoi". Oddly enough, both the elvish and
- dwarvish words refer to people of other races who undertake a project that is
- doomed to failure.
- The northwestern part of Deruvia has seven districts. The largest is the
- desert of SHERTUZ, occupying the middle of the demi-continent. Once a mag-
- nificent prairie, Shertuz has been devastated by the forces of Darkness and is
- now the desert home of deadly Sandgus.
- South of Shertuz are the sunken lands of MERAM. Darkness has turned the
- fields of Meram to marshes, as it has turned the pastures of Shertuz to
- deserts. The farmers of Meram have fled to other lands, and their places have
- been taken by disease-ridden Slime.
- The other five districts have been more fortunate. PHERON, at the far
- northwest, is the seat of government of King Rebnard. The forces of Darkness
- have made only a token appearance in Pheron. Several members of Rebnard's
- court, however, believe that Darkness is insinuating itself into Pheron in less
- obvious ways...
- [ page 28, column 2 ]
- UBERION, to the south of Pheron, has always been a harsh district. Pheron's
- forests give way to Uberion's mountains, overlooking the western sea. Dwarves
- have moved south from Uberion to Marmaris, but Nature herself is still as
- dangerous a foe as the new-come minions of Darkness.
- Meanwhile, MARMARIS, south of the mountains of Uberion, has become the home
- of the Western dwarves. The dwarves live in the village of Soldain, keeping
- the Hammer of Thorin safe for their return to the Uberion Mountains.
- Another trade route leads east from Pheron through the northern lands of
- PHELANG. While Phelang cannot be considered safe, its tundra is no more
- attractive to the minions of Darkness than to the children of Light (at least
- during the summer months).
- The eastern road eventually leads to the district of KENDAR. The road then
- turns south toward the Gambode Pass, passing the picturesque village of Ly-
- meric. You should make a point of visiting Lymeric, especially if you know of
- someone who lives in this quaint riverside village.
- The southeastern half of the Deruvian continent also consists of seven
- regions.
- Beyond the Gambode Pass is the great forest of TRILLIAD, the ancient home of
- the elven folk. Roads skirt Trilliad to the north and west, but no roads lead
- into its heart. Many roads into Trilliad have been started, but they all have
- mysteriously turned back outward as they led forward, and have shown nothing
- but the original forest as they led backward. On the northern edge of
- Trilliad, on the Strait of Sungar, is Merg, the city built by Lord Merg II.
- East of Trilliad are the plains of BIHUN, sheltered from the eastern sea by
- the Bedangidar Mountains. Millenia ago, on these plains, the armies of Light
- and Darkness came face to face. It was then that the
- [ page 29, column 1 ]
- arch-demon Dreax fled into the mountains and was captured and imprisoned by the
- great wizard Zirva. After thousands of years, the plains of Bihun have re-
- covered their fertility, only to become once again the favorite landing point
- of the minions of Darkness from the East.
- South of Trilliad, surrounded by mountains, is the desert basin of KHERBEL.
- This deep depression in the middle of the southeastern continent, puzzles the
- Deruvian scholars as much as the Blackrock Mountains, where the land should be
- at sea level or below. But the Kherbel basin interests only the scholars and
- some very dedicated monks; other Deruvians are content to stat as far away from
- its burning sands as they possibly can. The Kherbel district is not completely
- barren: on its west coast, across the mountains from the great desert, is the
- town of Sumrusa.
- The impenetrable marshes of PIYAN lie south of Kherbel. Wedged between
- Kherbel and Piyan is the Hidden Vale, surrounded by rugged mountains with no
- known passes. There, the fortress of Berbezza holds the Magic Candle that
- imprisons the archdemon Dreax in its flame.
- The other three provinces in Southeast Deruvia extend down the eastern
- coast. Proceeding southward from Bihun are the rocky peninsula of FISESTAR,
- the forests of YBERTON, and the crags of UDAR. The famed Crystal Castle, one
- last stronghold of the Children of Light in the East, is in Yberton; Udar con-
- tains little more than the isolated dwarvish village of Kharin.
- Northeast of the double continent of Deruvia is the large island known as
- Upper Deruvia. Civilization in Upper Deruvia is limited to the port town of
- Knessos, which manages to exist by shipping timber and ore to the settled areas
- on the Deruvian mainland. (There are also legends of a
- [ page 29, column 2 ]
- small community of wizards - a village called Shiran - somewhere in western
- Upper Deruvia.)
- Upper Deruvia is divided into six regions. Down the east coast are FIZTRAZ,
- a mountainous area with Knessos at its southern border; SELDARAD, a large fo-
- rest that may not have been completely abandoned by the elves; and KHIRISS, a
- cold and wind-swept marsh. Down the west coast are DAKLAND, another mountain-
- ous area noted for its glaciers; DARVALE, where Shiran probably is, if it
- actually exists; and the ROSUS peninsula, surrounded by Kraken Bay, the Bay of
- Meric, and the Strait of Sungur.
- Beyond Upper Deruvia - sometimes visible from Knessos - is a rockbound is-
- land that is called by some "The Forbidden Isle" and by others "Wizard's Isle".
- Still others (those who know best) refuse to mention it at all. This island
- had no known inhabitants other than the creatures of Darkness that are rumoured
- to dwell in Thakass Keep, a large stone tower in the very center of the island.
- King Rebnard rules also over several islands to the southwest of Deruvia,
- although his rule has little effect on the southernmost isles.
- SHENDY, the westernmost of the islands, is also the least bothered by the
- forces of Darkness. Its port town, Keof, is a trade center for shipments sail-
- ing to and from western Deruvia.
- FUBERNEL is the largest of the islands, and formerly rivaled Shendy as a
- trade center. However, Darkness has made severe inroads into the safety of
- Fubernel, and
- [ page 30, column 1 ]
- ships' captains have become reluctant to sail into the Fubernian port of Del-
- kona. The plight of Fubernel distresses the Children of Light, because Fuber-
- nel is the home of the halflings. If their village of Bondell were to fall to
- Darkness, grief would flood all the Deruvias.
- Several other islands are located near the Deruvian coast. KUSKUNN is a
- desert island between Shendy and Fubernel. It has no fresh water, and there-
- fore no inhabitants. HEAVENLY lies just south of Kuskunn, and is a complete
- contrast. It is so fertile that it is completely covered by heavy forest.
- Sailors pass Heavenly by, and believe that its huge fir trees are the home of
- races of Faery. South of Sumruna is the island of VO. Vo has no ports of
- call, but sailors are grateful for its shelter from the westerlies as they make
- the southern passage from Sumruna to Merg and Knessos.
- The western winds and ocean currents have had harsh effects on the southern-
- most Deruvian islands. The ISLES OF ICE are high mountains thrust up from the
- depths of the ocean, covered by frost, ice fields and glaciers. Minions of
- Darkness are reported to live on the ice, and rumored to live beneath it. The
- ISLE OF GIANTS, to the east, receives shelter from the Isles of Ice, rather
- than ice fields and glaciers, it consists mostly of tidal marshes. In the
- center of the Isle of Giants is a ring of high mountain peaks surrounding a
- rain-fed lake known as The Dark. And, in the middle of The Dark is a huge
- spire known as the Tower of Shadrum or the Tower of Ogres. It cannot be con-
- sidered a tourist attraction.
- [ page 30, column 2 ]
- Lady Subia wishes you well, and entreats you to take all the time you need
- to plan your quest in the safety of King Rebnard's castle.
- [ page 30, bottom of page]
-
- TOWNS AND VILLAGES
-
- The famous sea-captain, Garlin the Blue, has visited every harbor in the
- Deruvias, and knows all the seaports well. He refuses to disclose the names
- and number of his wives, but is glad to advise you about the places his wives
- (if any) might live.
- [ page 31, top of page]
- There are six towns and six villages to explore in the lands of Deruvia.
- Towns are market centers; villages are residential areas. The towns and the
- villages have kept themselves safe - so far - from the Forces of Darkness.
- Feel safe and comfortable there. Split up your companions into separate par-
- ties: check some of them into a Guest House where they can sleep, repair wea-
- pons or learn spells; put some of them to work with the local tailor, metal-
- smith, carpenter or gemcutter; send some of them to school; let others go
- shopping or visiting.
- When you first enter a town or village, you will find many people to meet.
- Greet them politely, and ask them for information. They are sure to know
- things that you don't. In narrow streets and wooded parks, you may need to re-
- arrange your walking formation to allow the companion with the highest charisma
- to start the conversation.
- But you will not want to wander the streets forever. There are more import-
- ant things than getting a nice suntan. There are buildings to enter, things to
- buy, people to meet, songs to hear, soft beds to snuggle up in...
- It's polite to knock before entering a strange building. If it is someone's
- house, you will need to ask for the owner by name. If it is a shop, tavern,
- guest house,
- [ page 31, column 1]
- or another building open to the public, you can walk right in.
- You can see the doors on the south sides of buildings. If the door is on
- another side, a guess or two should locate it. For example, the food store
- just west of the south gate of Port Avur backs up against the south wall of the
- town. As you would expect, its door is in its north side.
- You will find that many buildings close at sundown. This is a good sign -
- they are owned and operated by the Children of Light, and will open again at
- at sunrise. Taberns and gambling halls stay open later, and guest houses al-
- ways have a desk clerk on duty.
- Some of the buildings you will find in Deruvia's towns and villages:
- CRAFTSMEN - Carpenters, gemcutters, smiths and tailors do not sell to the
- general public, but are often willing to hire temporary help.
- GUEST HOUSES - Prices at guest houses are reasonable, and the beds are
- ususally soft and clean. Unfortunately, you will often find that you and your
- companions have more important things to do than sleep...
- LIBRARIES - A surprising amount of information can be found in the libraries
- maintained by the Monks of Light - and from
- [ page 31, column 2]
- the monks themselves - if you know where to look and whom to ask.
- MERCHANTS - Stores sell food, weapons, armor and general merchandise.
- RESIDENCES - If you know ther persons you want to visit, and knock politely
- on their doors, the rewards can be great. Friendly Deruvians can give you im-
- portant information and can train you in important skills.
- SCHOOLS - Combat and magic are taught in the schools of Deruvia. A course
- of study can be very valuable, but might take days to complete.
- [ page 32, column 1]
- TAVERNS - The hungry, the thirsty, and those who enjoy companionship gather
- in the taverns of the Children of Light, where the lights are bright even after
- sundown. After a long voyage, I am always hungry and thirsty and looking for
- companions (and prospective passengers). Don't pass up the chance to buy a
- drink and offer it to someone else - dry throats can be very appreciative.
- However, it can sometimes require a great deal of charisma for a stranger to
- join comfortably into the conversation of a group of happly locals...
- [ page 32, column 2]
-
- REST AND RECUPERATION
-
- Sir Gustron has returned to King Rebnard's castle after a long campaign
- against the forces of Darkness. His injuries prevent him from volunteering for
- your quest. But his advice should prove welcome.
- [ page 33, top of page]
- WHY TO REST
- After a hard day of travel, combat and exploration, you and your companions
- may find yourselves short of sleep, food, and magic spells. Maybe a bowstring
- needs replacing, or an axe needs sharpening. Go ahead, take a rest break.
- Forget for a while that the Candle keeps melting and the Forces of Darkness
- grow stronger by the minute. Nobody can keep going at full efficiency 24 hours
- a day, and everybody deserves some rest. Right?
- Well, yes. One of the keys to successful completion of your quest will be
- the efficient use of off-duty periods. Magic users can learn more spells only
- then. Fighters can repair their weapons, and hunters can search for food -
- saving considerable time and gold. And some party members may even be able to
- afford some time to sleep, restoring stamina and energy without using up their
- precious mushrooms.
- You might even decide to divide your party, letting some rest while others
- explore the countryside or visit a nearby village.
-
- WHERE TO REST
- You won't be able to rest just anyplace you want. The streets of town and
- the king's throne room are impossible. The first place you can rest is here in
- King Rebnard's castle, in the guest room
- [ page 33, column 1]
- upstairs. Later, you'll rest in guest houses that you will find in the towns
- and across the countryside, and in the monks' sanctuaries in the wilderness.
- (The guest houses require payment; the sanctuaries ask for "voluntary" dona-
- tions. It amounts to the same thing, in my experience.) And, if you travel by
- ship, there's nothing to do but rest.
- In between, you'll need to camp in the fields and forests. That's not as
- comfortable, and you need to worry about ambushes.
- Sir Revnkor has told me it is quite possible to rest in the rooms in dun-
- geons. The idea is once you have defeated the creatures in the room, you have
- grown used to their smell and can manage to sleep. The other monsters in the
- dungeon will still avoid the smell of the original inhabitants, and will leave
- the room alone. Seems chancy to me.
-
- HOW TO REST
- When you start resting, everyone will be doing "nothing". Everyone who is
- not totally disabled should do something, instead. There areas many as five
- better choices:
- LEARN: Party members who have magic skill and own spell books can learn
- spells.
- FIX: Someone can repair the party's weapons that have suffered wear and
- tear in combat. Even a broken weapon can be
- [ page 33, column 2]
- made as good as new, given enough time. Metalsmiths repair weapons very well.
- HUNT: While camping in the countryside, party members can hunt for food in
- the area. The chance of success depends not only on the hunting skill of the
- hunters, but also on the terrain in which they are hunting; food is more plen-
- tiful in forests and plains than in deserts and ice fields.
- SLEEP: Those party members lucky enough (or not healthy enough) to be as-
- signed to Learn or Fix or Hunt can go to sleep to regain their energy and
- stamina.
- WATCH: If the party needs to rest where there are Minions of Darkness on
- the prowl, it is best to have someone on watch to avoid ambushes.
- Once all members have been assigned rest-period activities, begin the rest
- period. If your companions have been divided, you may switch to supervising
- another party. If you do not switch, you will watch the time pass until you
- stop. When you stop, you can reassign activities - put someone else on watch,
- for in-
- [ page 34, column 1]
- stance - and begin resting again; or you can have the party members pack up and
- end the rest period.
-
- SOME FINAL NOTES
- During a rest period, the party members' health limits their activities.
- Hungry and starving members can't sleep until they eat something. (If they had
- listened to their mothers, they would have had a well balanced meal hours be-
- fore bedtime. But, if they had listened to their mothers, they wouldn't have
- been on this quest in the first place.)
- Party members who are ill or poisoned can't do much but sleep, and their
- feverish sleep still will not restore much of their energy and stamina.
- Finally, nobody can sleep well without comfortable blankets. Sanctuaries
- and Guest Houses furnish blankets (and even shake them out after the party
- leaves). Out in the wood, though, the party had better be carrying their own
- bedrolls.
- [ page 34, column 2]
-
- RACES AND PROFESSIONS
-
- Deruvia is the home to several races of intelligent beings, and now seems to
- be under attack by others. Lord Banas will describe the four or five races and
- the professions of the Children of Light who will volunteer to become com-
- panions on your quest. His Elvish Highness, Prince Nethien, here from
- Trilliad, has provided additional comments.
- [ page 35, top of page]
- THE RACES
- The races are Dwarves, Elves, Halflings, Man and Wizards. There is some
- controversy among the scholars of Deruvia whether Wizards are actually a sep-
- arate race: the best tailors, armorers, and healers have been unable to find
- any physical differences between Wizards and the race of Man. However, it is
- undeniable that Wizards are somehow different. They have magic skill greater
- even than the Elves, and far greater than all but the most exceptional Man. On
- the other hand, they are unable to do things all other races can do with ease.
- Using the acid test of interbreeding, the evidence is inconclusive. There are
- no records of Wizards interbreeding successfully with any other race. Neither
- are there any records of Wizards breeding successfully among themselves. It
- appears that they have other things on their minds...
- Two reasons compel us to treat Wizards as a fifth race. First, most Deru-
- vians (all but the most skeptical scholars and the very young) believe that
- Wizards are not of the race of Man, andshun them in their day-to-day lives.
- Second, in the thousands of years of recorded history, no Wizard has yet been
- known to die of natural causes. While
- [ page 35, column 1]
- Man is the shortest-lived race, Wizards live even longer than Elves.
- A brief description of the races:
- - DWARVES
- Dwarves are very short and exceptionally strong. They live in the moun-
- tains, and they have very close ties to the earth - so much that crossing a
- river is an adventure, and crossing a sea is a nightmare. While dwarvish
- skill in metalworking and gemcutting can appear magical, a Dwarf has never
- shown any ability in the kind of magical skills wielded by the most inexperi-
- enced Wizard. Therefore, most dwarvish villages have persuaded at least one
- Wizard to take up residence, providing him with food, lodging, privacy, and an
- occasional emerald. against the possible need of his protection against the
- Powers of Darkness.
- Dwarves usually stay at home, prepared to protect their mines when danger is
- near, and to produce as much wealth as possible when danger goes elsewhere.
- (But accomplishment is the important thing, not greed - remember this when you
- meet a dwarf in the road.) Some of te dwarves, however, feel a greater duty
- toward the entire realm of Deruvia. You will meet them in the Knights' Rooms,
- and you will be impressed by their strength and stamina. If
- [ page 35, column 2]
- you recruit a dwarf as a companion in your quest, you will find that he prefers
- axes to swords - long handles go better with short arms.
- - ELVES
- The Elves are a mysterious race. Tall and slender, but not as tall as they
- seem, and stronger than they appear. Youthful in appearance, but the youngest
- elf can tell tales of the ages before the first Wizard appeared in Deruvia.
- Elves live in the forests and love the forests, as Dwarves live in the moun-
- tains and love the mountains. The two races are similar, but are as different
- as forests are from mountains. Dwarves love the mountains for what the moun-
- tains give to dwarves; Elves love the forests for what the elves give to the
- forests. Men have, for ages, tried to judge between the dwarves' pride in the
- bounty brought forth from the mountains and the elves' pride in the glory
- invested into the forests. Neither the Elves nor the Dwarves have paid the
- slightest bit of attention to the pronouncementsof the Men.
- Like Dwarves, Elves are much inclined to stay home" it is so very important
- to maintain the living enviroment of the forest's trees, birds, animals... down
- to the worms creeping through the mud. But there are a very few Elves who un-
- derstand that the Forces of Darkness are threatening even the lowly worms.
- They have come to the Castles of Man to volunteer their services in your quest.
- You will find, as many before you, that Elves are endowed with an impressive
- amount of magic skill, although few Elves have been allowed to leave home with-
- out surrendering their magic books. You will be surprised to discover the
- other skills that the elvish folk can bring to the companionship.
-
- Prince Nethien: With all respect to Lord Banas, it is impolite to compare
- dwarves to elves, and par-
- [ page 36, column 1]
- ticularly impolite to say that elves are "like dwarves" in any way. The
- culture of the dwarves is simple and easily understandable, even by the
- race of man. Our elvish culture is much more complex, and cannot really be
- explained to other races.
-
- - HALFLINGS
- The Halfling race may be related to the Elves. Halflings and Elves both
- have pointed ears, and both races have an uncanny ability to remove themselves
- from unwanted attention. However, for the Elves, almost any attention is un-
- wanted; for the Halflings, attention is unwanted only when accompanied by a
- large weapon in rapid motion. Also, Elves do not have large furry feet. And
- the average Halfling is half the height of the average Elf.
-
- Prince Nethien: Actually, there are no average elves. We are all consider-
- ably above average. Although the halflings are an endearing race, they are
- not related to us.
-
- Halflings are excellent conversationalists. They tell interesting stories,
- and they listen very attentively - especially over a hearty meal. A well-fed
- Halfling could charm the scales from a dragon. But Deruvian history has no
- records of any Halflings who considered themselves well-fed...
- - MAN
- The origin of the race of Man is unknown. The histories of the Dwarves and
- the Elves, and the fireside tales of the Halflings, all include old stories of
- the time before Man. But, some thousands of years ago, Man appeared in Deruvia,
- and quickly became the dominant race. Some would say that Man became dominant
- because Dwarves, Elves and Halflings saw no reason to strive for domination,
- but they cannot deny that the race of Man is the hope of Deruvia. Among the
- Children of Light, only the race of Man has the poten-
- [ page 36, column 2]
- tial to become powerful in all areas. Elves, Halflings, and Dwarves are born
- and raised to nearly their full potential. A Man must work hard to match any
- of the other races in their strengths, but can work even harder to match all
- of them at once.
- Some groups of the race of Man have settled in the forests of Deruvia, and
- have become close allies of the native Elves. An occasional Man child has been
- brought up with the Elvish rangers, and has received their magical training.
- - WIZARDS
- Wizards look like they belong to the race of Man. They are considerably
- taller than Dwarves and Halflings. They do not have the Elves' pointed ears.
- However, Wizards look like the race of Man only to the extent that one can
- imagine a Man surviving long beyond his normal span of years. The other races
- have no records of any young Wizards; the other races have no knowledge of how
- Wizards are born, created, or trained.
-
- Prince Nethien: Although pointed ears are essential to civilized
- behaviour, they have nothing to do with the origin of the wizards.
- I am afraid that there are some things that the race of man was
- simply not meant to know.
-
- Wizards have forsaken the physical skills for the magical. Wizards are
- slow. Wizards are weak. Wizards barely know which end of a sword is the hilt,
- and cannot find the hilt of a bow or an arrow at all. Wizards live for, with,
- and (probably) by magic.
-
- THE PROFESSIONS
- The folk of Deruvia provide for themselves in many ways. Farmers live off
- the land, merchants buy and sell goods for a profit, monks depend upon the
- kindness of
- [ page 37, column 1]
- strangers, and scholars never know from where their next meal will come.
- The volunteers for your quest will come from more exciting professions. As
- you call them into the Knights' Room, you will see their exact characteristics.
- These are the nine professions you can expect:
- - CARPENTER
- While many of the volunteers are dedicated to combat - mercenaries, fighters
- and knights - some will have more mundane professions. Do not overlook such
- professions as "carpenter". Carpenters have strong arms, accurate eyes, and an
- expert's knowledge of the forests of Deruvia. In the wilderness, a good car-
- penter can piece together a shelter so that camping out is nearly as comfort-
- able as resting in a castle. And, like ohter non-fighting professionals, a
- carpenter can often find a job to provide food and lodging for himself and ex-
- tra gold for his companions.
- - FIGHTER
- Fighters have committed themselves to defeating the enemy. (For the fighters
- you meet in the Knights' Rooms, "the enemy" is Darkness. For the fighters on
- the side of Darkness, "the enemy" is you.) Fighters are highly skilled in com-
- bat, but embarass themselves easily in times of peace. Fighters on the side
- of light usually come from the races of Dwarves and Man.
- - GEM-CUTTER
- Like carpenters, gem-cutters have been trained in skills other than combat.
- But combat skills are not the only important skills; a steady hand, a keen eye,
- and an ability to recognize the true worth of gems for sale may prove more use-
- ful than being able to chop orcs into small pieces. Especially when there
- aren't any orcs in the vicinity. (Except for some leftover small pieces.)
- [ page 37, column 2]
- - KNIGHT
- Some members of the race of Man are privileged to be trained as knights.
- Knight training includes not only combat skill, but also an ingrained duty to
- protect the Children of Light.
-
- Prince Nethien: Somewhat pretentious. Knighthood is an institution
- invented by the race of man in an attempt to give itself some dignity.
- But there is no doubt that knights are strong fighters, with excellent
- armor.
-
- - MAGE
- Only Wizards are mages; only mages are Wizards. The profession and the race
- are the same, and no one outside the profession really understands anything
- about Wizards - except that it is foolhardy to face the forces of Darkness
- without wizardly allies.
- - MERCENARY
- The recent history of Deruvia has required combat service from many of the
- Children of Light. Some of the race of Man have trained themselves well, and
- offer their expert services for hire, where the need is highest and the pay is
- best. While the Deruvians might admire the mercenaries' skill in combat, they
- tend to shun them in social situations.
- - METAL SMITH
- You will find both dwarves and halflings trained in metal-working. Dwarves
- emphasize the focused power needed to beat
- [ page 38, column 1]
- unyielding iron into shape; halflings concentrate on the subtleties of keen
- edges and perfect balance. Your volunteers will be welcome employees of any
- smithy in Deruvia, and their knowledge of weaponry will serve you well both
- during combat and afterwards, when your weapons need repair.
- - RANGER
- The rangers protect the forests of Deruvia. Most rangers are elves, but
- some few are of the race of Man. They hunt well, and move efficiently through
- unknown terrain. They have been trained to oppose the Forces of Darkness with
- magical powers as well as physical weapons.
-
- Prince Nethien: I understand that you yourself have been trained as a
- ranger. I trust that our training will serve you well.
-
- - TAILOR
- A brave little tailor may seem an unlikely choice to help save Deruvia from
- the powers of Darkness. True, a tailor will be of little use while fighting
- goblins and scaling mountain passes. But a good tailor can get a high-paying
- job in nearly any town in Deruvia. And, more importantly, a tailor can talk to
- anyone. A nervous Deruvian who might swallow his own tongue when approached by
- a scar-faced fighter will be happy to carry on a long, relaxed conversation
- with a humble tailor.
- [ page 38, column 2]
-
- CONVERSATIONS
-
- You and your companions do not face the Forces of Darkness alone. There are
- many other Children of Light in Deruvia who stand ready to assist worthy ad-
- venturers with advice and information. Some have even more assistance to
- offer, when and if the circumstances warrant. Lord Bhardagast, His Majesty's
- Chief Advisor, offers his guidance in dealing with them.
- [ page 39, top of page]
- While you are not engaged in deadly combat, you will have many opportunities
- to talk to strangers in the castles, towns, villages and roads of Deruvia.
- However, times are desparate, and feelings are running high. Most people
- are concerned with their own survival. You will find few with the wisdom of
- Belazar, who are willing to put their immediate concerns aside to help the
- party of heros for the ultimate triumph of Deruvia.
- In times like these, a person confronted by a gruff dwarf or fearsome wiz-
- ard will, understandably, bow politely, make an excuse, back away, and go about
- his or her business. This person needs to be put at ease, made comfortable,
- impressed with his or her own importance...Charisma must be put to use. Half-
- lings are amazingly good at extracting information from people. (It's because
- they're so cute and cuddly, but don't tell
- [ page 39, column 1]
- the halflings - they think it's because they're so courageous and daring.)
- Greeting someone politely serves as an introduction, In most cases, the
- most you will receive is the person's name - but that name could be crucial
- information. However, sometimes a mere greeting will lead to much more, as you
- will find when you return to King Rebnard's Throne Room and greet His Majesty
- after selecting the companions for your quest.
- After greeting someone, you should ask for more detailed information. Al-
- most anyone who will talk to you at all will have advice for you and will be
- eager to pass along the latest rumors...His or her advice or rumors, or infor-
- mation you have learned earlier, may lead you to ask about other subjects.
- Some peple may be willing to greet you, say "Hello, how are you, best of
- luck on your quest", but then be unwilling to com-
- [ page 39, column 2]
- mit themselves further. This is a sign that additional charisma would come in
- handy. Make sure that the proper party member is speaking. You may need to
- change your party's formation to approach the stranger best. If the stranger
- still doesn't respond, you'll be sure to remember Lord Belazar's advice about
- Halfling Teachers.
-
- THINGS TO REMEMBER
- The other Children of Light have their own schedules. Take, for instance,
- Ferdo, a wealthy merchant of Pheron who spends his mornings running his busi-
- ness, and then stands by the fountain outside Rebnard's Throne Room in the
- afternoons, waiting for inside information about the struggle between the
- Forces of Darkness and the
- [ page 40, column 1]
- Children of Light. If you need to talk to Ferdo, arrange your schedule so some
- of the companions are outside the Throne Room while he is enjoying the
- fountain's spray.
- When someone gives you advice or information, listen closely for further
- subjects of inquiry. If someone says "Ask Pyotr about 'temples' in Bihun", you
- probably won't get any more information from this person on the subject of tem-
- ples, but he probably can tell you more about Pyotr or Bihun. You can bet that
- Pyotr, if you can find him, has something to say about temples - if you're
- lucky, he can tell you where to find the temples in Bihun and the rituals that
- they expect.
- [ page 40, column 2]
-
- THE SERVANTS OF DARKNESS
-
- Sir Brontos has spent years studying the Servants of Darkness, the "mon-
- sters" invading Deruvia. He has studied many of them with sword in hand, in
- bloody combat. He has studied others only in the reports of travelers, and
- admits that such study is considerably less wearying. He envies you the ex-
- citement of your quest, and presents to you the results of his studies. He
- recommends that you study them closely. "A matter of life or death," he says,
- "which might well be important."
- [ page 41, top of page]
- MONSTER CLASSIFICATION
- I call them "Monsters". Others may call them the Servants of Darkness, or
- the Minions or Denizens of Darkness: I call them "Monsters". Lord Banas has
- explained to me, in great detail and at great length, that the term "monster"
- only applies to creatures that could not be expected to exit in nature. His
- Grace admits that fermigons are monsters. I call all of them "Monsters", and
- I hope you succeed in arranging that the Children of Light never see any of
- them again.
- At any rate, I have found that monsters fall into several categories. By
- this I mean that they will attack you in several different ways. I suppose
- that tey could be classified by eating habits (universally disgusting),
- cultural proclivities (none), or in some other way. But what you need to know
- is how to defeat them in combat. I feel sure that the monsters will not invite
- you to dinner and an evening at the theater.
- The most primitive monsters are what I call the soldiers and the beasts.
- They will attack you by advancing until they are
- [ page 41, column 1]
- within striking distance, then attempting to whack your head off or tear your
- guts out. Most of them simply head for the nearest target and fight to the
- death.
- The archers are harder to defend against. I call them archers, because they
- attack in the same way that your archers will. They move into a position where
- they have a target in a straight line, then bombard their opponents with
- missiles. Unlike your archers, however, they do not use bows and arrows. Some
- of them throw rocks the size of cattle. Others are even more dangerous.
- Most dangerous are the thaumaturges. (Rimfiztrik taught me the word "thau-
- maturge". I'm not particularly happy with it, but it serves.) These monsters
- and demons cast magical spells, usually where it will do you the most harm. If
- you encounter one, make it your first target.
-
- SOLDIERS
- ORCS: Orcs are stupid creatures. You will face many of them. The Powers
- of Darkness seem to have decided to use orcs and their close cousins, goblins,
- as their primary invading forces. I imagine that this is because there are so
- many of them, and none of them will be mourned. Orcs sometimes go into a rage,
- neglecting to defend
- [ page 41, column 2]
- themselves. This rage does the orc no good, but leaves it open to attack from
- anyone. Your aged aunt with a knitting needle could severely damage an en-
- raged orc. The orc, however, could severely damage her in turn. None of the
- Minions of Darkness are harmless.
- GOBLINS: Goblins are not quite as stupid as orcs. They are small, but
- strong. One might be tempted to compare goblins to dwarves, with their short
- stature, high stamina, and preference for the axe as a weapon. Personally, I
- abhor such a comparison. One might as well compare orcs to the race of Man.
- Goblins, incidentally, are also subject to the fighting rage, but no so much as
- orcs.
- WOLVINGA: Sadly, it is impossible to avoid comparing wolvinga to elves.
- Goblins are not (I swear) debased dwarves, and orcs cannot possibly be per-
- verted specimens of the race of Man. But it cannot be denied that the wolvinga
- are elves gone bad. There seems to be no hope of redemption for these "dark
- elves". Call them monsters. Eliminate them. Thank the gods that the wolvinga
- have forgotten their ancestral archery skills.
- TROLLS: I may be wrong to classify trolls as "soldiers" instead of
- "beasts". Trolls are nearly as stupid as they are strong. Nevertheless, they
- are intelligent enough to extort large sums of money as fees for crossing the
- bridges they guard. Trolls become enraged even more easily than orcs, espec-
- ially when they encounter interesting opponents. I wager that your party will
- never have the chance to pay a toll in lieu of battle.
- GNOLLS: Gnolls are the most skilled of the soldier types. They seem to be
- a result of breeding demons to goblins, with some orc and troll blood thrown
- in. From the demons, they inherit a dislike of daylight. From the orcs, they
- inherit a taste for the
- [ page 42, column 1]
- sword. From the breeding program, they inherit a hearty appetite for more
- breeding. I wish you much luck in your efforts to control the resulting
- underground population.
-
- BEASTS
- SANDGUS: Although sandgus can be found anywhere, their natural habitat is
- the desert. A sandgu has large claws, a hard carapace, and a vile disposition.
- Built low to the ground, sandgus are quite agile. They do not kill for food
- (they eat thorny desert plants), but for enjoyment.
- SLIMES: The sanguineous cephalopod, or "slime", is a thoroughly disgusting
- creature. It has filthy habits, it emits a terrible stench, and it carries
- hideous diseases on its pustular tentacles. Slimes live in moist, dark, filthy
- and disgusting places. They fit quite well into the armies of Darkness.
- MINOTAURS: Minotaurs are at least as intelligent as trolls. However, I am
- forced
- [ page 42, column 2]
- to classify them as beasts, since they shun weapons and simply tear travelers
- to bits with their heads and hands. A minotaur's head resembles a bull's, with
- horns hardened and honed. Its body resembles...well, you have met Sir Rexor.
- Imagine a body half again as large and strong.
- HRAFFELS: Hraffels do not smell quite so bad as slimes, but hraffels are
- much more sharp. The hraffel's quills carry deadly diseases, and serve as
- arms, legs and piercing weapons. Keep your distance.
- BARGS: Bargs smell better yet. They smell like clean, fresh mountain air
- in a thunderstorm. And their touch brings a lightning bolt. Neither armor nor
- magical shields will protect you from the touch of a barg.
- FERMIGONS: Monsters by any definition, fermigons were created by the forces
- of Darkness to guard treasures in their strongholds. Also, I think, as a cruel
- joke. You will recognize a fermigon when you see one - its mouth is bigger
- than its stomach, and than any other part of its body.
- [ page 43, column 1]
- ARCHERS
- DOMUGS: The domug is a strange little creature. The forces of Darkness
- have, it seems, brought the domugs from the far East, beyond Gurtex. Domugs
- hang back from the battle line and throw sharp little four-pointed things.
- Quite often they hit vital spots.
- CYCLOPS: His Grace, Lord Banas, insists that one cyclop is a cyclops, and
- that several cyclops are cyclopes, or cyclopides, or some such. I am sure that
- he is correct. But you and I know that one cyclop is a fearsome one-eyed gi-
- ant, and several cyclops are a situation to be avoided at all costs. I men-
- tioned monsters that throw rocks the size of cattle: those monsters are the
- cyclops.
- ZEBANIS: Zebanis are lesser demons who do not attack with magic. They
- throw knives. There is probably magic involved in the fact that a Zebani never
- seems to run out of knives...unlike other demons, Zebanis are willing to travel
- by daylight.
- MONGORS: Like fermigons, mongors are true monsters, showing the crudity of
- the sense of humor of the powers of Darkness. Mongors have the ultimate in bad
- breath, which they use as archers use arrows and cyclops use boulders. Sturdy
- armor will allow you to resist its corrosive effects somewhat.
- OGRES: It is common knowledge that ogres are extinct. I had better des-
- cribe them to you anyway - it would embarass us all if you were destroyed by an
- extinct monster. Ogres were giant creatures with incredible reserves of stam-
- ina. Ogres threw rocks as big as elephants.
- ZUMAGINS: We recently captured a marauding wolvinga, which I had the oppor-
- tunity to interrogate. He told a
- [ page 43, column 2]
- story of a powerful demon called "Zumagin". This demon, according to the wol-
- vinga, casts a ray of deadly light from its "diamond-like eyes". The wolvinga
- claimed that neither armor nor magical shields can resist this "death ray".
- All this information may, of course, be false.
-
- THAUMATURGES
- ZORLIMS: You will quite often find a zorlim, or "goblin monk", leading a
- patrol of orcs or goblins. A zorlim leads from the rear. He will order his
- troops to charge, while he stands back and casts balls of fire at what he con-
- siders his most dangerous opponents.
- DEATH KNIGHTS: The so-called "death knights" are, of course, not knights.
- The forces of Darkness have no trace of honor or nobility, and can therefore
- not have the concept of knighthood. Death knights are no more than dead
- bodies, magically animated and equipped with a mockery of knightly gear. Their
- swords are endowed with a deadly magic, allowing them to inflict severe damage
- over any obstacle, and against any opponent. I admit to a personal prejudice
- against the "death knights". I suppose that our priestly brethren would have
- a similar prejudice against zorlims and jerrahs because of their monkish garb.
- JERRAHS: Jerrahs have but recently arrived in Deruvia, and little is known
- of them in the west. From reports, they are like zorlims - as a gorilla is
- like a monkey. Their magic spells apparently first paralyze their opponents,
- then destroy them with balls of fire. I would guess that the forces of Dark-
- ness plan for the jerrahs to replace our mayors and princes in the provinces of
- Deruvia.
- NECROMEN: As a wolvinga is an elf gone bad, so is a necroman a wizard gone
- [ page 44, column 1]
- bad. I shudder to think that necromen have become more that a theoretical
- possibility.
- GRAGANS: There have been reports of demons known as "gragans" who cast a
- spell called "mindblast". This spell ignores all obstacles and passes through
- any armor (like the magic in the swords of death knights). Magical shields are
- apparently still effective.
- GAEMS: Gaems are major demons in Gurtex, the home of Darkness across the
- Easten Sea. Their powers seem to be similar to those of gragans, but are pro-
- bably greater in effect. I have not heard of any Gaems invading Deruvia. Yet.
- DREADS: Thousands of years ago, in the Elden Wars, a chief foe of the Chil-
- dren of Light was the dread, a being of purest evil. It was thwarted, but not
- defeated. I wish I did not need to tell you that the dread may still exist.
- It may have allied with the invading forces of Darkness. And, worst of all, it
- may have spawned more of its kind.
- HIBLISS: In the caves of Mount Mandarg, in the heart of Gurtex, the Hibliss
- work their evil magic. It is the Hibliss who created the mongors, the fer-
- migons and the death knights. It is the Hibliss who trained the jerrahs. But,
- as far as I know, none of the Hibliss have ever left their home caverns.
- AZRAELS: The leaders of the forces of Darkness, while the archdemon Dreax
- remains imprisoned, call themselves "dark angels". I cannot give them that
- dignity, perverted though it is. I call them "azraels", after the first of
- their number. Father Gostav, I believe, will explain their history to you. My
- task is simply to tell you that the arzaels exist, and that some of them are
- leading the invasion of Deruvia. Their powers are beyond my comprehension. I
- hope that, by the time you face the arzaels, as I am sure you must, that your
- comprehension will be far beyond mine.
- [ page 44, column 2]
-
- COMBAT
-
- Commander Grolf commands the defenses of King Rebnard's castle. He has
- faced many of the Minions of Darkness, and is glad to tell you of thier habits,
- their strategy and tactics, and his recommendations for their defeat.
- [ page 45, top of page]
- First, let me congratulate you on the honor of being chosen to undertake
- your mission. I wish only that His Majesty had allowed me to volunteer to join
- you. Next, I want to make sure that you know the danger of your mission. I
- don't claim to know everything about fighting the Forces of Darkness, but I
- know more than anyone else in this castle, including you. So read what I have
- to say carefully. Anything you miss could turn out to kill you.
-
- WHERE THE MONSTERS ARE
- Now let's get down to business. I want to tell you where the monsters are,
- so you can stay away from them when you have to, and find and kill them when
- you can.
- When you leave the castle, you'll start running into enemy patrols. If you
- have a wizard with the Locate spell, he can probably find some right away. Pa-
- trols wander around looking for victims. If a patrol finds you, it'll stay on
- your tail until you leave the province or cast a Confuse spell. Or fight it.
- The patrols here in Pheron aren't much to worry about, once you're equipped
- with decent weapons and armor and a good supply of mushrooms. Lady Subia says
- that they get a lot stronger as you travel east or south, especially on some of
- the islands.
- [ page 45, column 1]
- Patrols keep searching night and day. If you camp for the night, you should
- have someone stand watch to avoid ambushes.
- There are some groups of monsters out there that don't move around. The
- Powers of Darkness have given them strategic locations to guard, or maybe
- they've decided to stick to one spot, like a bridge. The guards can be tougher
- than the patrols, but there's usually a good reason to fight them.
- One thing you should take advantage of is the replacement schedule. Once
- you've killed a patrol or a guard party, they're gone for a while. Around
- here, replacements have been coming in three times a year. You'll be glad to
- know that they just arrived a few days ago.
- There are more monsters in the dungeons. Sir Levnkor will tell you more
- about the dungeons. The one under this castle has been sealed up for years. I
- don't know why, but I intend to leave it that way. Lady Subia says that
- there's a dungeon at the Crystal Castle, too. And there's an old mine in Uber-
- ion that people call a dungeon. It's called Dermagud. We know something about
- how the monsters that live there behave.
- Some of the dungeon monsters hide in corridors and wait in ambush when they
- hear strangers approaching. If you're exploring a dungeon, and you run into a
- real-
- [ page 45, column 2]
- ly tough ambush, your best strategy may be escaping if you can, then trying
- some other corridors or finding a place to rest.
- Other monsters live in chambers in the dungeons. They usually guard some-
- thing important or valuable. The more important or valuable, the more powerful
- the monsters.
- The Powers of Darkness don't seem to have a replacement policy for the
- dungeons, as they do for the patrols and guards on the surface.
- One other place you will find monsters is in their tower in Delkona. It's
- an old eight-story lighthouse, and is supplied by sea. The monsters are using
- it as a headquarters for the patrols and guards in Fubernel. If you can con-
- quer it, the Delkonans will adore you. It wouldn't surprise me to find out
- that the Forces of Darkness are set up the same way in the eastern towns.
-
- TACTICS
- Now let's discuss tactics. Three things should be second nature to you.
- - KNOW YOUR ENEMY
- Remember everything Sir Brontos told you about the Forces of Darkness.
- - STAY ALERT
- Avoid ambushes. If you're ambushed, the enemy can do its worst before you
- can even draw your swords.
- - BE PREPARED
- Always have your weapons in good repair. Keep your magical shield charged.
- Eat mushrooms and use magic plants ahead of time.
- Beyond those three, your tactics have to depend on the monsters you're
- facing and what you're facing them with.
- SWORDS AND AXES: You swordsmen (and axe-wielding dwarves) must always re-
- member that you can't do any damage until you close with your opponent. To get
- [ page 46, column 1]
- there soon as possible, use a gonshi mushroom. To make sure you hit, use a
- luffin. To do the most damage, use a mirget. To protect yourself, use a nift.
- Against the weaker monsters, you can afford to save your mushrooms and
- plants. Sir Rexor's plate armor, for example, will protect him form almost all
- the damage the orcs in Pheron can give. He should save his nifts. Sakar's
- strength and skill mean that he doesn't really need mirgets and luffins against
- our local monsters, as long as you all are healthy enough to help him.
- Try to surround your opponent. If he has nowhere to dodge, you are bound to
- hit him. And, for the same reason, don't let yourself get surrounded. Corpses
- on the ground prevent dodging as much as live fighters, although corpses can be
- kicked aside when you're moving.
- Buy your best weapon. A better weapon does more damage. I see some of you
- with short swords, when you should be carrying scimitars. When you get
- stronger, you can cary even better weapons. By the way, the weapon shop in
- Port Avur is across the street from the guest house.
- BOWS AND ARROWS: You archers have to make your arrows count. Move to a
- spot where you can shoot at several monsters with the same arrow. Maybe not
- all of them will dodge. If you are behind one of your companions, it is likely
- that the monsters will stay in your line of fire, and others may move in.
- Keep an eye out for monsters who are blocked from dodging sideways. Shoot
- at them. Dodging forward or back won't stop an arrow.
- Buy a brom bow. Its increased pull will increase the damage your arrows do.
- Buy a sword. When you run low on arrows, you'll have something to do. Talk
- your companions into buying arrows. They can
- [ page 46, column 2]
- carry them around, and then transfer them to you when you run short.
- MAGIC: Rimfixtrik will explain the magic that you spell-casters can use in
- combat. I have a few recommendations.
- Have plenty of gonshi and sermin mushrooms available. You need to work
- quickly and recover fast.
- Buy a sword. It will come in handy mopping up the last orc or two. You
- might even kill one, if it's surrounded.
- Choose a spell ahead of time and stick to it if you can. It's hard to find
- the time to switch to another spell in the middle of combat.
- Use the terrain according to your spell. If you need a line of sight for
- Fireball or Shatter, pick a spot where you can see the enemy. If you are using
- Energy or Fear, pick a spot where they can't see you.
- Some monsters are intelligent enough to concentrate on magic-using oppo-
- nents. You can deal with this by avoiding magic, disappearing, or spreading
- the magic around, whichever seems right at the time.
- Magical monsters are likely to have magical shields. Non-magical monsters
- are likely to have physical armor. All of you - not just the magic users -
- should remember this when choosing your attacks.
-
- DEFENSE
- Now that you know how to kill monsters, you need to know how to keep the
- monsters from killing you. And, after you survive one bunch, how to survive
- the next bunch. There are three kinds of defense. Four, if you count common
- sense, like staying out of the way of flying rocks. But the three I have in
- mind are "solid", "volatile", and "panic".
- - SOLID DEFENSE
- The most dependable kind of defense is good armor. Armor costs money, and it
- [ page 47, column 1]
- takes time to make, but it's always there. It doesn't protect you against
- everything, but it never does you any harm.
- The other solid defense is a magical shield. It doesn't last, like armor,
- but it only wears out when it has to. It's never wasted, like some of the
- mushrooms. There's no harm in keeping your shields up all the time.
- - VOLATILE DEFENSE
- Armor and shields are always solid. They're not a gamble, just an expense.
- There are other defenses that you'll be using, and should be using, but they
- might not pay off.
- The best example is the nift plant. It protects you completely from the
- next three non-magical attacks. A great idea. But if the next three attacks
- wouldn't have hurt you much, then you've wasted a nift.
- It's still a good idea for most of you to be using nifts all the time. Pass
- nifts up only if you don't expect serious danger and you have enough stamina
- and armor to put up with a few orcs or goblins.
- Some of the magic spells fall into the same category. Fear and Freeze can
- protect you from the worst monsters, but they're a waste of energy against the
- monsters you can beat without them. Disappear is another. There's no point in
- disappearing somebody who isn't in any real danger, but sometimes you have to
- hide someone. Like your only survivor who knows Resurrect.
- Escaping from combat is also a gamble. For one thing, the monsters will
- attack you as you retreat. So make sure to Freeze or Fear them before you
- issue the order to escape. The othe thing is that you'll probably have to face
- them again, after they've rested.
- - PANIC DEFENSE
- Sometimes you'll have to spend time, energy, and resources on defense, even
- though you know it's expensive, and might
- [ page 47, column 2]
- not be needed. It's usually a choice in the heat of battle.
- Say that Amad gets wounded fighting some Fermigons. He can use a potion to
- recover his stamina. Or a nift plant might stop further damage. Or Ziyx could
- cast a Heal spell to bring his stamina back. Maybe he should use a gonshi to
- make sure he has enough time. Maybe Ziyx needs a gonshi to take care of Amad
- right now and get back to the fermigons. Maybe Amad can make it anyway. If
- not, maybe the rest of you can kill the fermigons and Resurrect Amad. But if
- Amad survives, he'll recover his stamina with a good night's sleep. Meanwhile,
- the fermigons are gnashing their teeth.
- I can't tell you what to do. You'll have to make your own decisions in
- every fight. Your choices will usually involve Energy and Heal spells, and
- sermins, potions, nifts and gonshis. And time.
-
- WEAR AND TEAR
- Take care of your weapons. They become bloody, damaged, and generally worn
- out when you use them. The higher their wear and tear ("W-T"), the likelier
- they are to break. Sir Gustron has told you how important it is to fix your
- weapons when you have the chance.
-
- AFTER COMBAT
- After combat is over, you'll have some cleaning up to do.
- [ page 48, column 1]
- - CASUALTIES
- Your first priority is taking care of your dead and wounded. Resurrect your
- dead. If you're out of Resurrect spells, be sure to transfer all your dead
- companions possessions to the survivors. Then take care of the wounded, ill
- and poisoned, using mushrooms, plants or spells. Some of them might be able to
- wait until a rest period, especially if you're near one of the monk's sanc-
- tuaries.
- If you have split up into parties, and one party is slaughtered, the monsters
- won't leave any traces for another party to find. However, the Powers of Dark-
- ness might return some of their belongings to their original hiding places.
- - PLUNDER
- Before you leave the scene of combat or begin a rest period, be sure to
- search all your slain opponents for valuables.
- In Dermagud, the Forces of Darkness are said to keep treasures in locked
- chests. Take a pick along to unlock them. Take a spare pick in case the first
- one breaks.
- The dwarves who were forced out of Dermagud by the Minions of Darkness tell
- of magical fountains there. If you find any, inspect them closely. They might
- still be working.
- The dwarves had to abandon buried treasures when they fled Dermagud. Take
- along a shovel in case the monsters have not found them.
- [ page 48, column 2]
- MAGIC
-
- The Honorable Rimfiztrik, Court Magician and Wizard Laureate of Shertuz, has
- agreed to advise you on the use of magical spells, plants and mushrooms. Un-
- fortunately, his Honor has not quite finished. We have taken the liberty of
- including our scribes' notes of Rimfiztrik's comments in the spots that are not
- yet completed.
-
- [ page 49, top of page]
- THE LAWS OF MAGIC
- Magic is an art practiced by wizards, elves, and those few of the race of
- Man who have been trained as rangers. Wizards are, at least potentially, the
- most competent.
- You will undoubtedly want to include magic-users in your quest. In fact, as
- I understand, you are something of a magic-user yourself.
-
- [He is? Then why do I need to go through all the basics? Well, maybe
- a list of the twelve rules. I'll put in an intro later.]
-
- RULE 1. Spells are recorded in spell books, and can only be learned from
- those books.
- RULE 2. Spells can be learned from spell books only during a period of un-
- disturbed concentration.
- RULE 3. Spells that have been learned must be recalled to memory before they
- can be cast.
- RULE 4. Once a spell has been cast, it escapes from the caster's mind. How-
- ever, if the spell has been learned more than once, the next copy immediately
- jumps into the caster's recollection. No more than 99 copies of any one spell
- can be learned at a time.
-
- [I should talk about the mystic number 99. Maybe later. It doesn't
- fit in here.
- [ page 49, column 1]
- Remind me.]
-
- RULE 5. Spell-casting uses energy. Less experienced casters use their own
- energy. Those of more experience draw some of the energy from the atmosphere
- surrounding them.
- RULE 6. More experienced spell-casters get a greater effect from most
- spells. (Fireball does more damage, Fear lasts longer, Teleport goes farther.)
- RULE 7. The time it takes to learn a spell depends on the difficulty of the
- spell, and on the learning skill of the magic-user learning it.
- RULE 8.
-
- [Does anybody remember rule 8 and rule 9? One of them is the one about
- "If you pull a dove out of someone's ear, sooner or later you'll have
- to put it back." Never mind. I'll look them up.]
-
- RULE 10. Spell effectiveness depends on enviroment and circumstances. (Tele-
- port does not work indoors. Resurrect requires a newly dead body. Each spell
- has its limits of appropriateness.)
-
- [I'll put in the last two rules later. They're not that important unless
- you cast spells to make a living.]
- [ page 49, column 2]
- SPELL BOOKS
- Four different spell books are known to the mages of Deruvia. Each has a
- different set of spells, and each is directed to a different purpose. Sabano
- is the book of conflict, Ishban is the book of change, Demaro is the book of
- protection, and Zoxinn is the book of
-
- [I don't remember what they call Zoxinn. I can't just call it the book
- of "Look out, here it comes!" Besides, I don't know if there are any
- Zoxinns left in Deruvia. And I'm feeling bad about not mentioning
- Whacha, the book of entertainment, but I think I have the only one, and
- they won't need it. I'll fix this part up later.]
-
- THE BOOK OF SABANO
- Sabano is the book of conflict. Like the other books, it contains six
- spells. Sabano's spells all deal with the fight against the forces of Dark-
- ness. You should learn several of each of the spells recorded in Sabano.
-
- [Boring! These people know about the first three spell books; otherwise
- Rebnard wouldn't have let them in the door! And Sabano is Ziyx's book,
- for the god's sake! I can't teach HIM anything - he taught me every-
- thing that I know!
- All right. Yes, it's important. I'll explain the spells. In detail,
- if you want. Well, I'll do Fear in detail now, and explain the others
- as soon as I can spare the time.]
-
- FEAR instills a fear of combat into an opponent for a time. The length of
- time depends both on the skill of the magic-user casting the Fear spell and the
- Dark power of
- [ page 50, column 1]
- the opponent who is the target. The target will neither move nor attack for
- the duration of the Fear spell. Your companions may approach and attack your
- target without danger - from him. But Fear does not paralyze him. He can
- still dodge your attacks. An inexperienced magic-user will expend almost half
- his energy on a Fear spell. It will take him about three hours (36 "ticks") of
- rest time to learn another Fear.
- CONFUSE avoids conflict when traveling outdoors. When enemy patrols have
- located your party and are pursuing you, a Confuse spell will cause them to
- forget about you. They will resume their random wanderings. Of course, there
- is no guarantee that they will not randomly find you again right away.
- SHATTER is a deadly spell in the form of an ice ball which shatters upon
- contact, with dozens of small ice particles piercing the target. The damage
- varies greatly from attack to attack, but the average damage done depends on
- the caster's magic skill.
- REPEL is the only way to resolve conflict with the poisonous snakes that in-
- fest some dungeon corridors. Each Repel spell clears a path for one person to
- take one more step. You may need to cast several to clear a path for your en-
- tire party.
- LOCATE can be used either to avoid conflict or to find it. When a Locate
- spell is cast, the party becomes aware of all the Forces of Darkness in the
- area. It can only be cast outdoors. Its duration depends on the skill of the
- caster.
- ASSESS gives you knowledge of your opponents. If it is cast during combat,
- it will give you detailed knowledge of each of your enemies' strengths and
- weaknesses. If it is cast outdoors, it allows you to determine the general
- makeup of a faraway patrol or guardpost. The outdoor range depends on the
- skill of the caster.
- [ page 50, column 2]
- THE BOOK OF ISHBAN
- Ishban is the book of change.
-
- [Hokum! All spells make changes - otherwise, there wouldn't be any
- point in casting them, would there?]
-
- FIREBALL changes the very air to fire, and propels it toward your chosen
- opponent. Like Shatter, its strength depends on the caster's magic skill. Un-
- like Shatter, its power is always predictable.
- TELEPORT changes the location of the caster and his companions. The tele-
- port spell can only be used outdoors, and only where conditions are proper for
- it. Its range is limited by the caster's magic skill. The most powerful mages
- can save several hours of travel by teleporting, but Teleport is more often
- used to cross impassable terrain than to save time.
- HEAL changes the stamina of its target to be as high as possible. It does
- not cure illness or poisoning. For that, you need magical plants, or a visit
- to one of the monks' sanctuaries.
- WEAKEN changes the target opponent's armor to sand, and its magical shield
- to air. Later attacks on that opponent will then do far more damage.
- VISION changes doors to glass for a brief time. After casting a vision
- spell, the magic user can see the hostile occupants of the chamber his party is
- considering. (The wizard's code prohibits using the vision spell to invade the
- privacy of friendly folk.)
- FREEZE changes the target's sense of time, paralyzing him so that he is un-
- able to attack or defend. The duration of the spell depends on the magic skill
- of the caster and the strength of the target.
-
- THE BOOK OF DEMARO
- Demaro is the book of protection. Its spells are used to prevent harm, to
- remove obstacles, and to repair damage.
- [ page 51, column 1]
- ENERGY restores the target's energy to its maximum possible. The maximum is
- lower when the target is ill or poisoned/
- PIERCE removes the energy fields that the Powers of Darkness use to block
- access to vital areas of their strongholds.
- DISAPPEAR protects the person on whom it is cast by making him invisible for
- a short time. The duration of the invisibility depends on the magic skill of
- the caster. An invisible person can attack an opponent with no chance of miss-
- ing, but the attack immediately makes him visible again.
- WALKWATER congeals portions of underground pools and streams, allowing the
- caster and his party to walk on them. It is not effective on deeper and
- swifter bodies of water, such as oceans, lakes and rivers. The distance that
- can be covered during each walkwater spell depends on the magic skill of the
- caster. Several walkwater spells may be needed to cross a large pond, so it is
- important to plan ahead.
- SHIELD erects a magical shield around the target. The shield protects
- against magical attacks only, not against physical attacks, poison, or disease.
- The strength of the shield depends on the caster's magical skill. A second
- shield spell will increase the strength of the shield, up to a maximum of 99
- magic points.
- RESURRECT is the most powerful spell in the Demaro book. It actually raises
- the dead. But it has its limits. The person to be resurrected must have been
- slain in combat with the Forces of Darkness, and cannot have been dead for very
- long. The resurrect spell should always be cast as soon as possible.
-
- [Resurrect works by cleansing the corpse of the traces of Darkness.
- That usually returns the body from "nearly alive" to "nearly dead".
- I should explain the theory.]
- [ page 51, column 2]
- THE BOOK OF ZOXINN
-
- [Zoxinn does a lot of things to a lot of people. They call it "The Book
- of Something." Here are the spells.]
-
- ZOFIR is the counterspell to Freeze. It removes paralysis, allowing its
- target to return to combat immediately.
- ZAPALL throws fireballs against all the party's opponents at once. The
- fireballs are only half as powerful as those thrown against a single opponent
- by the fireball spell, but still have their effect.
- ZENGRL restores full stamina to all the members of the caster's party. While
- it can be cast in combat, it is usually more useful afterwards.
- ZISHOXE is to "Shield" as Zapall is to "Fireball". It strengthens the mag-
- ical shields of everyone in the caster's party, but only half as much as an
- individual shield spell would.
- ZEFOAR throws a giant fireball. It damages everyone near its landing point,
- friend or enemy, as would a normal fireball spell. Use with care.
- ZUTYUN makes the "Weaken" spell obsolete. It affects all your opponents as
- Weaken would affect one of them. Their armor turns to sand; their shields van-
- ish into air.
-
- MAGICAL MUSHROOMS AND PLANTS
- Casting spells is not all there is to magic. The informed use of magical
- plants and mushrooms is also very important, especially for those of you who
- are unable to cast magical spells. Anyone can eat a mushroom.
- You may buy magical plants and mushrooms in supply shops in the towns, or
- find them growing wild in secluded spots. Make careful note of the location of
- any wild mushroom patches you find, so that you may return for another harvest
- when more have grown.
- [ page 52, column 1]
- [I should remind them to leave a few - if they pick all the plants, nothing
- will ever grow there again]
-
- To restore energy when you can't afford to sleep, eat a SERMIN mushroom.
- Its effects are the same as the Energy spell. Sermins are especially important
- to magic-users. During combat, sermins restore the energy used by casting
- spells. Afterwards, they allow a magic-user to stay awake learning spells
- while his companions sleep.
- Eating a GONSHI mushroom before or during combat will give you a burst of
- magical dexterity. When next you act, you will accomplish three times as much
- as a person of normal dexterity.
- Eat a DRELIN mushroom to keep up with the rest of your party. It will in-
- crease your traveling speed significantly, for a considerable period of time.
- Since a party is only as fast as its slowest member,
-
- [I don't need to tell Ziyx about drelins.]
-
- When your next attact MUST succeed, chew a LUFFIN flower. It will magically
- increase your sword or axe skill, so that your next swing will be guaranteed to
- connect. Although luffins are only useful during combat, they may be eaten
- ahead of time to make sure that your first attack strikes home. Luffins grow
- well in deserts.
- If you rub the leaves of the MIRGET plant on your arm, your strength will
- magically increase for the next swing of your sword or axe. If you connect,
- the damage you do will be the greatest your weapon can afford. (To make sure
- you don't waste a mirget, use a luffin at the same time.) Mirgets grow in
- swamps and marshes.
- If you rub the leaves of the NIFT plant on the back of your neck, your flesh
- will be magically toughened against physical attacks by the Minions of Dark-
- ness. Their next three blows will do you no harm. Nifts
- [ page 52, column 2]
- are of no avail against the magical spells of Darkness.
- The monks cure poison with tea made from the root of the LOKA plant. You
- can also carry the powdered loka root with you. It removes the poison from
- your body, but will not restore your lost stamina and energy. Loka is said to
- grow in hidden valleys and mountain passes.
- [ page 53, column 1]
- The MEDICIN plant is grown by the monks, who make a paste of its seeds.
- This medicin paste is the universal cure for diseases carried by the Minions of
- Darkness.
-
- [Pronounced 'meDISSin", not like the medicine I take for my rheumatism.]
-
- Finally, the monks distill a powerful healing POTION from extracts of a var-
- iety of herbs and fungi. This potion restores stamina in the same way as a
- "Heal" spell.
- [ page 53, column 2]
-
- STRONGHOLDS OF DARKNESS
-
- Sir Levnkor, a noted explorer, has recently departed King Rebnard's castle.
- He left behind the following notes for theuse of the companions.
- [ page 54, top of page]
- As the Forces of Darkness have gained strength in Deruvia, they have also
- established strongholds. They have taken over abandoned mines; they have con-
- structed towers; they have even infiltrated castle dungeons. In fact, "Dun-
- geon" has become the word Deruvians use to refer to the strongholds of Dark-
- ness.
- On general principles, these dens of vileness should be cleaned up. General
- principles aside, there are many practical reasons to take time from your quest
- to explore these "dungeons." Some of the most treasured secrets of earlier
- Dervians were hidden underground - in the very spots the Denizens of Darkness
- now occupy. And the Denizens themselves hide thier own treasures in their
- strongholds - ill-gotten gains that should be put to better use (after careful
- inspection, cleaning and polishing).
- [ page 54, column 1]
- DUNGEON OBSTACLES
- The Powers of Darkness have, for their own reasons, built similar features
- into all their strongholds. These features are generally nasty, but can some-
- times be turned to your advantage.
- DOORS: Most of the valuable things, and most of the dangerous things as
- well, are behind closed doors. If you can't walk through a door, try kicking
- it off its hinges. (Hinges rust easily in a damp subterranean enviroment.)
- STAIRS: Stairs might go up or down more than one level. Luckily, Deruvians
- have very sensitive inner ears - you can always tell exactly which level the
- party is exploring.
- MAPPING: Without the sun and stars to guide you, it is easy to become con-
- fused. If you were an orc of little brain, imagine how much easier it
- [ page 54, column 2]
- would be to become confused. To direct their Minions, the Lords of Darkness
- have placed mapping devices in their strongholds.
- PORTAL AREAS: Some areas in a stronghold trigger automatic teleportal
- devices. These areas provide quick transportation to another part of the
- stronghold. They are strictly one-way.
- CHUTES: More aids to quick transportation are the slippery chutes on which
- the Denizens of Darkness slide to a lower level. They generally land on each
- other at the bottom, causing a great deal of merriment and mayhem.
- WATER: Subterranean areas are subject to seepage. The Powers of Darkness
- do not always concentrate on keeping things clean and dry and neat and tidy.
- You will find deep pools of water - or something looking much like water - in
- your path. The "Walkwater" spell allows the party to skip gracefully across
- the pools - for a short period of time. Don't go forward further than you can
- go back.
- PARASITE MOSS: Damp areas are not always submerged. Sometimes they provide
- an ideal growing enviroment for a species of moss that spreads spores and ex-
- tends tendrils to drain energy from anyone walking in the area. Exterminating
- the moss appears impossible. Just tiptoe across it, and make sure you have
- plenty of sermin mushrooms to restore your energy on the other side.
- ENERGY FIELDS: Certain places are protected from casual visits, vandalism
- and graffiti by energy fields. Any magic-user with the "Pierce" spell can gain
- entrance.
- GUARDIAN SNAKES: The Powers of Darkness do not trust energy fields to pro-
- tect all the important locations in their
- [ page 55, column 1]
- strongholds. They have also created poisonous entities resembling snakes that
- must be sent away with the "Repel" spell - normal attacks and other spells do
- not affect them.
- LAVA: The Powers of Darkness do not always trust either energy fields or
- guardian snakes for protection. (If the truth be told, the Powers of Darkness
- have not yet been known to trust anything or anyone.) Since energy fields and
- guardian snakes are vulnerable to normal magic, some locations have been pro-
- tected by rifts in the crust of the world. The resulting lava flows can be
- crossed only by wearing special protective boots. The rifts in the crust of
- the world are also a disheartening prospect.
- TIME TRAPS: While the lava, snakes and energy fields protect the Secrets of
- Darkness from Darkness's own Minions, the Time Traps scattered throughout the
- strongholds are designed purely to defend against invasion by the Children of
- Light. Anyone stepping into a Time Trap feels no effect. But, on taking the
- next step, the party will realize that it is considerably later than they
- think...The Forces of Darkness have gained their most precious commodity: time.
-
- OLD DWARVISH
- Some of the dungeons were formerly dwarf mines. The signs and scrolls en-
- countered at these locations will be written in the ancient Dwarvish tongue.
- In order to decipher these messages, you must find certain scholars who still
- possess the knowledge to understand the language. They can provide you with
- simple dictionaries.
- [ page 55, column 2]
-
- HISTORY AND LEGENDS
-
- Father Gostav has spent many years composing a history of the Deruvias. He
- is now on a pilgrimage, visiting his brother monks in their sanctuary in Uber-
- ion and searching for a passage to the lost temple of Valon. These abridged
- chapters of his history may be of use to you in your quest.
- [ page 56, top of page]
- THE DARK INVASION
- In the latter part of the Elden Age, long before the appearance of wizards
- and the race of man in the Deruvias, the Powers of Darkness launched the great-
- est invasion history has ever known. From faroff Gurtex the Minions of Dark-
- ness came in thousands, and then came thousands more.
- Surprised and overwhelmed, the Eldens were unable to resist. Their scat-
- tered remnants fled deep into the mountains of Udar and the forests of Trilliad
- to gather themselves for defense and counterattack.
- In the crags and chasms of Udar, the hardy subjects of Dwarvenking Thorin
- joined with the Eldens led by the mighty warrior Zilbann and the great mage
- Zokadir to keep the Minions of Darkness at bay. During the years of exile, the
- dwarves forged for Zilbann the mighty sword Brennix, and Zokadir placed upon
- Brennix its famed enchantment.
- Those same years were put to good use in Trilliad, where Speaker Zehran of
- the Eldens and King Enegail of the elves gathered and trained the largest army
- ever formed by the Children of Light.
- Finally, Zehran sent the call southward. The two Elden armies and their
- allies would meet on the banks of the River Shelan in
- [ page 56, column 1]
- South Bihun to drive the archdemon Dreax and his Dark Horde from Deruvia.
-
- (Here, Father Gostav relates at length the trials and glories of the marches
- to Bihun.)
-
- THE BATTLES OF BIHUN
- As the armies advanced northward into Bihun, they discovered the Forces of
- Darkness to be much stronger than their worst fears. Zehran had not exepected
- an easy victory, even with the powerful new Elden magic from Zokadir's studies,
- but now any victory at all was almost beyond hope.
-
- (Father Gostav details the many heroic battle that followed.)
-
- After weeks of fighting, Zehran was close to despair. Despite victory after
- victory for the Children of Light, the forces of Darkness were as numerous as
- ever. With free access to the beaches of North Bihun, Dark reinforcements were
- arriving in swarms, as if they were created from the smoky air. There were too
- many beaches, and the Children of Light could not build a blockading navy in
- the mountains and forests.
- In council, the great mage Zokadir uttered the now-famous words: "If you
- cannot wound the body, you must sever the head." All agreed that, were it not
- for the leader-
- [ page 56, column 2]
- ship of the archdemon Dreax, the Dark Horde could be eventually defeated. But
- Dreax could not be killed. They had all seen Dreax slain in battle several
- times, only to vanish in a cloud of greasy smoke and reappear on the field the
- next day.
- "Dreax cannot be killed, true," said Zokadir, "but he can be captured." He
- explained his plan. He and his apprentice Zirva had developed a series of
- spells designed to trap the mighty demon in the flame of a pure white candle.
-
- THE CAPTURE OF DREAX
- (Father Gostav tells the well known story of the "Five Against Bedangidar."
- We skip to the climax:)
-
- Zibann fell, still clutching the ichor-covered Brennix, with a gaping wound
- in his noble chest! Dolgas and Elmion rushed to the attack, but were no match
- for the demon, even with one arm gone. Dreax swatted Dolgas across the bloody
- chamber, then slashed the elf from gullet to bowel. The archdemon turned from
- the remains of Elmion to dispose of the semi-conscious dwarf and paused. He
- sniffed the dust and ashes in the air, whirled, finally noticed Zokadir and
- Zirva, and realized his doom. With a thunderous scream of despair, the arch-
- demon was sucked into the flame of the Elden candle.
- As the Elden mages completed their sealing spells, Dolgas staggered to his
- feet and went to Zilbann's side. The warrior still lived! "But not for long,
- young friend," Zilbann whispered. "Leave me. Save the candle. I would give
- you Brennix, but you know the spell. None save its rightful owner can lift the
- sword, and I fear that I will remain its owner until my spirit is laid to rest.
- Hurry! Save the candle!"
-
- (The story continues with the flight
- [ page 57, column 1]
- through the tunnels, Zokadir's tragic death, and the escape of Zirva and
- Dolgas with the candle. With Dreax gone, the Forces of Darkness begin
- to fight among themselves, and the Children of Light prevail. It's an
- old story, but Father Gostav tells it well.)
-
- FORT BERBEZZA
- The war was over. Enegail and his elves had returned to Trilliad, Thorin
- and his dwarves were about to leave. Most were returning to Udar with Thorin,
- but some were heading northwest with the hero Dolgas to see what lay beyond the
- Gambode Pass. As the groups parted, Thorin called to Dolgas. "May dwarvenkind
- always remember this struggle, and your bravery," said Thorin. He handed Dol-
- gas his battered warhammer. "Take this with you as a reminder. May you never
- need to use it. If you do, use it well."
- Zehran basde farewell to Thorin and Dolgas. But where was the other hero?
- Zirva had, thought Zehran, been absent from many of the recent ceremonies and
- celebrations. He sought Zirva out in Zokadir's old quarters, and found him
- slumped in exhaustion at the table on which stood Dreax's candle.
- How much bravery resembles foolishness, thought Zehran. Throughout the
- close of the war, throughout the celebrations, throughout the ceremonies, Zirva
- must have been maintaining the candle's spells all by himself, never asking for
- help. Zehran's thoughts unwillingly proceeded to his own foolishness. He
- should have realized that candles melt and that candle flames are likely to
- flicker out. All of Zirva's energies must have gone to keeping the candle at
- its full height and the flame at its full strength
- [ page 57, column 2]
- And so it came to pass that Speaker Zehran ordered a mighty fortress built
- at Berbezza. Zirva and his new assistants - for Zirva was now a master mage,
- no longer an apprentice - were given the finest of accomodations there, with
- the best of serving staffs to attend to their everyday needs.
- A giant candle of purest white was made under Zirva's direction and in-
- stalled in Berbezza's main hall. Forty-four Elden mages labored for forty-four
- days to transfer the archdemon Dreax from the flame
- [ page 58, column 1]
- brought from Bedandigar to the flame of the giant candle at Berbezza. King
- Enegail of the elves sent forty-four of his finest rangers to seal the passes
- into Berbezza with elvish sorcery, so that none might wander in Berbezza un-
- wanted.
- And so it came to pass that the valley of Berbezza became known as the "Hid-
- den Vale", and the giant candle in Fort Berbezza became known as the "Magic
- Candle". And forty-four mages labor there still. And so shall they forever.
- [ page 58, column 2]
- Father Gostav, as you have noticed, borrows highly from liturgy in this
- chapter. Since he left, the liturgy has been shaken to its very roots. "For-
- ever" may be over. We have not had word from even one mage at Berbezza this
- year, let alone 44. The Magic Candle cannot last long if it is unattended.
- [ page 58, bottom of page]
-
- APPENDICES
-
- STRATEGIES IN THE EARLY GAME
-
- After you have recruited your companions, talked to the inhabitants of King
- Rebnard's castle, traveled to Port Avur, bought supplies, and talked to the
- townsfolk in the streets, in the library, and at the tavern, you may be unsure
- about the right thing to do next. That's fine. We, the developers and play-
- testers of The Magic Candle, believe that there is no one "right thing" to do
- next. There are several possibilities, and most of them are worthwhile.
- Your ultimate goal, of course, is to restore the Magic Candle and keep
- Dreax captive forever. You can't do that yet. You need more resources, more
- power, and more information.
-
- PORT AVUR
- You might stay in Port Avur for a while, building up resources and pwer.
- Resources are found as Lufer says, and on the corpses of the patrols and guards
- you defeat. Check out the rumor that bridge guardians carry a lot of cash.
- Cleaning out the patrols and guards also gives you power as your weapon and
- magic skills increase by successful use, and makes Pheron safe for future
- travel (until September). You can also gain information - both about interest-
- [ page 59, column 1]
- ing locations in Pheron and from encounters on the roads. While you're resting
- at night, you can learn spells and hunt for food.
-
- BONDELL
- If you have been having trouble getting people to talk to you, you can
- travel to Bondell to improve your charisma. The trip won't be cheap - you'll
- need over 500 coins for passage and lessons. 1000 coins would be even better.
- This strategy is good for increasing power - the charisma you'll gain, and the
- spells you'll learn on shipboard - and information, from the citizens of Keof
- and Bondell.
-
- SOLDAIN
- Two immediate reasons to visit Soldain are to check out Sir Gustron's rumor
- about the Hammer of Thorin and to follow Chilek's advice about spell books.
- Much information is to be gained, both during the trip and after your arrival.
- And, if you can afford to buy a spell book in Soldain (which, frankly, is un-
- likely), you will gain a great deal of power.
-
- DERMAGUD
- Your boldest and most dangerous strategy is to set off for Dermagud immed-
- iately from Port Avur. Before you set out, you should be properly equipped and
- should know the magic words to chant at Dermagud's gate. Although Dermagud is
- full of peril, it is an excellent source of power, resources, and information.
- [ page 59, column 2]
-
- FRAGMENTS OF THE ZIRVANAD
-
- Our loyal servant Chilek has found a scrap of parchment in a storage room.
- It might be a fragment of the lost Zirvanad. Some parts are illegible.
- [ page 60, top of page]
- CHAPTER V. SHOULD THE CANDLE START TO MELT
- In the event that the candle starts to melt, the following steps must be
- taken to prevent Dreax's escape.
- Three magic users must enter the hall and locate the three lighting stones.
- Each magic user must possess one of the following items: The white amulet
- of light; The green ring of order; The blue ring of power.
- The holder of each item must stand on the stone of its color: blue on blue,
- white on white, and green on green.
- The holder of the .................. starts the process by chanting the
- "Ritual of ......................." It is essential that the steps described
- herein be executed in the exact order specified.
- (Three of the following spells must be cast immediately after using magical
- dusts and ashes. Do not allow the dust to settle before chanting the magic
- words.)
- Next, the wearer of the ............. must throw ...................... into
- the air and conjure a "Bubble of Captivity." The bubble will cage Dreax while
- the candle is being repaired.
- [ page 60, column 1]
- Once the bubble is formed, it is time to transfer Dreax from the flame of
- the candle into the bubble.
- This is done by the ............. holder, who sprinkles .............. dust
- into the air and chants the "Three ................................ while the
- dust floats around the candle.
- Without the effect ................, Dreax cannot be contained within the
- bubble for more than a few seconds.
- Following the transfer, the .................. chants "Ude", "S........."
- and "D..........." to prepare the candle for repair.
- Immediately, ............... holder must fling a pinch of ..................
- into the air and chant "Exi.............to", "H................." and "Behsaim"
- before it settles.
- At this point, if all was done properly, the candle will now be whole again.
- There now remains one last step, the task of transferring Dreax back into
- the candle's flame.
- This operation is performed by ................ chanting "E...............",
- "Hox", and, finally, "Begone".
- [ page 60, column 2]