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- The Cronicles of Sir Cabirus
-
-
- presented by Boba Fet
-
-
-
-
-
-
-
- A Note of Explanation: This volume came into our possession only
- recently, though it was penned decades ago. The chronicler is one
- Corby, scribe to the Cabirus whose life was devoted to the doomed
- experiment on the Isle of the Avatar. All contact with the
- settlers of the Abyss was lost years ago, and we therefore
- suppose the colony to be extinct -- Joye the Librarian
-
- Proclamation
-
- To All Who Strive Along the Avatars Path:
-
- I Cabirus, call upon those of Virtue to join me in a Valorous
- Quest, one which promises to be rich in Sacrifice and
- Spirituality.
-
- Decades ago, Lord British in his wisdom rounded eight
- settlements, each dedicated to one of the Virtues. We Britianians
- have lived up to our lord s expectations, for the towns of
- Britain, Jhelom, Minoc, Moon Glow, Skara Brae, Trinsic and Yew
- have flourished to the present day.
-
- I believe the time has now come to found one further town,
- where all of the Eight Virtues are bound together into a untried
- whole. In order to people this new community, I call upon the
- most faithful among our citizenry to come forward in this cause
- -- fighters and mages first, and later craftsmen and even
- children.
-
- Further, it is my intent to bring together in this new
- settlement those who have seldom been a part of 'our civilized
- community - creatures of the mountains, woods and swamps. Whether
- by my self or my agents, these primitive beings will be
- contacted, taught of the Way of the Avatar, and invited town our
- pioneer colony.
-
- And where shall this new town be located? This has been a
- matter of long discussion. had been thought to place this colony
- in a setting conducive to its goals -- a pleasant woodlands,
- adjacent to a place lake, or even at the peak of a lofty
- mountain. However, I have since realized the usefulness to all of
- Britannia should this Center of Virtue be situated in such a
- place as to seal off the gate that has in the past been used by
- Evil forces an the Isle of the Avatar, directly in the Great
- Stygian Abyss asleep.! With the blessing of Lord British, I
- dedicate myself to this sacred Quest, and call upon all who are
- likewise stirred by the Vision of Avatar hood to Join me in this
- Honorable Deed. Pray that we may succeed, for the auguries hint
- of dire consequences should woeful to guard the abyss against the
- incursion Evil.
- Foreword
-
- As I set these words upon this parchment, I have recently emerged
- from the stygian Abyss. lam the former page of the late Sir
- Cabirius, and the Eight Virtues have impelled me to compile these
- excerpts from the writings and speeches of my beloved spiritual
- master. Through the founding of our brave colony in the very
- heart of the Great Stygtan Abyss, Sir Cabirus has demonstrated a
- degree of Valor and Sacrifice comparable only to the selfless
- acts of Lord British or the Avatar themselves.
-
- I witness to the Honesty and Justice of this record with my
- signature.
-
- I have chosen to set down upon this parchment the facts, as they
- are known to me, concerning this island upon which I and the
- colonists have chosen to found our new town. I wish that most of
- this information were not new to my readers, but unfortunately,
- few of my fellow-citizens seem to take as much of an interest in
- our history as they once did.
-
- The Isle of the Avatar was discovered during the Fourth Age (as
- related in Quest of the Avatar), at the climax of the Avatar's
- quest. The Stranger from Another World, who came to Britannia in
- answer to Lord British's summons, completed the Test of the Eight
- Virtues and became the Avatar -- the embodiment of the pure axiom
- of life.
-
- It was during his journeys that the Avatar unearthed a chilling
- artifact: the skull of Mondain the Wicked, the first of the Triad
- of Evil. There were those who claimed that the artifact held the
- power to destroy all life on our world. Fortunately, it was the
- Stranger who discovered it, and not someone of lesser Virtue.
-
- Upon completing the Path of the Eight Virtues, the Avatar
- embarked on a search for the Codex of Ultimate Wisdom. Legend
- linked this ancient tome with the subterranean maze known as the
- Great Stygian Abyss. "Truly, no one has ever plumbed its depths,"
- wrote Shamano, who arranged by magic to obtain a map of its
- corridors. "I cannot imagine the horrors that await the first to
- venture into the Stygian depths."
-
- The entrance to the Abyss was found to lie on an uncharted island
- southeast of the mainland, guarded by a squadron of sailing
- ships crewed by ghosts of ancient pirates. Forcing his way past
- the spectral fleet and unraveling the mysteries of the Abyss, the
- Avatar at last succeeded in obtaining the Codex of Ultimate
- Wisdom. In honor of this achievement, the mystery island was
- christened the "Isle of the Avatar."
- Peace and Treachery
-
- With the Avatar's triumph accomplished, Britannia settled down
- for a period of reconstruction and consolidation. The kingdom's
- seers took note of the discoveries made by the Avatar on the Isle
- of the Avatar -- notably, the entrance to the dungeon Hythloth
- (which was sealed shut) and the location of the Shrine of
- Humility. Lord British also caused a second sanctuary to be
- built, where the Codex of Ultimate Wisdom was enshrined.
-
- Curious scholars researched the ancient records of the land, and
- identified the Isle of the Avatar as the former home -- in
- another age -- of the great daemons who destroyed Old Magincia
- for its lack of humility. The same beings had guarded the Shrine
- of Humility through the cons, but now the mystic creatures could
- no longer be found.
-
- Meanwhile, the raising of the Codex from its subterranean resting
- place had caused great disturbances across the face of the land,
- and opened a vast underground network of caverns which came to be
- known as the Underworld. The Great Stygian Abyss became one of
- the many entrances to this subsurface world. Vulcanism tore up
- the Isle, reawakening its central volcano.
-
- The next drama in Britannian history (as related in Warriors of
- Destiny) involved the kidnapping of Lord British. Since the king
- was believed dead, his realm fell under the rule of Lord
- Blackthorn, whose good nature was corrupted by the Shadow lords.
- The Avatar was once more summoned from his distant world to
- combat the menace, and his tortuous quest took him once more to
- the Isle of the Avatar and the depths beneath it, before his
- victory.
-
- The Tune of Prophecy
-
- When the Avatar liberated Lord British from imprisonment, the act
- had both geological and spiritual reverberations. The most
- dramatic of these was the collapse of the Underworld, which
- forced many denizens of the depths to venture into our surface
- world.
-
- Among those who emerged from below were the Gargoyles, whose
- sages prophesied that their race could only be saved by the
- recovery of the Codex of Ultimate Wisdom (which they claimed as
- their property) and the destruction of the Anti-Prophet (whom
- they believed the Avatar to be!). With diabolical cunning, the
- subterranean beings summoned the Avatar to Britannia in an
- attempt to kill him, but Lord British intervened in time to
- rescue the other-worlder.
-
- Still, the Gargoyles remained a threat to the peace of
- Britannia, and the Avatar embarked on a difficult quest which
- once again brought him to the Isle of the Avatar.
-
- The Twin Shrines were in time liberated from the Gargoyles'
- possession, and in the lower regions of Dungeon Hythloth - from
- which most monsters save drakes and dragons had been driven by
- lava -- the Stranger rescued a mariner with priceless information
- about the Gargoyle menace.
-
- Eventually, the Avatar realized that there was but one way
- to peace to Britannia - making the Codex of Ultimate Wisdom
- accessible to both Lord British's subjects and to the Gargoyles,
- by placing the Codex in the Vortex and then supplying both
- enemies with mystic Lenses by which they could view the arcane
- tome. By working his solution from the Shrine on Avatar Isle, the
- other worlder brought peace to our world.
- Years Later
-
- The Avatar has now returned to his world, and we must seek our
- future through our own devotion to the Eight Virtues. Thus it has
- come to pass that I, Cabirus, have set about to found a Town of
- Virtue within one of the arcane loci of Britannia -- on the Isle
- of the Avatar, within the Great Stygian Abyss.
-
- The Colony of the Abyss
-
- With the permission of Lord British, my fellow colonists and
- I set sail for the Isle of the Avatar five years ago. After a
- brief though difficult voyage, we sighted the bleak, foreboding
- island rising above the waves.
-
- We wasted no time in charting out the island, pausing to
- meditate at the Twin Shrines and once again sealing the entrance
- to the Dungeon Hythloth. Our company of warriors, mages and other
- pioneers then made the descent into the legendary Abyss. The
- eruptions and quakes of the past drove away many of the former
- predators of the chasm, and with the island again stable, we can
- dwell here in relative security. Nevertheless, our fighters find
- many challenges against which to test their Valor.
-
- Lord British ordered that a village be established upon the
- surface of our isle, as a point of contact between ourselves and
- the rest of Britannia. Baron Aimtic, formerly the King's Master
- of Hounds, has been appointed to command the settlement. His men
- have erected a rough stone tower, and the completion of a small
- fort should take only a few years more.
-
- Lord British may soon favor us with a seat upon his Council
- -- that is, we may gain equal status with the Eight Towns of the
- Virtues. If so, this can only be because of the brotherhood we
- have established among the disparate societies who have settled
- this Colony: Knights, Mountain-Folk, Seers, Lizard men, Goblins
- and Trolls.
-
- Knights of the Crux
-
- The first to respond to the Proclamation of the Abyssal
- Colony were the Knights of Jhelom. These fighting men from the
- town which Lord British dedicated to a life of Valor were
- attracted by the valorous nature of our enterprise.
-
- Here the former warriors of Jhelom have formed the Order of
- the Crux Ansata -- "crux Ansata" being an ancient term for ankh
- -- in the hope of establishing an organization to rival the
- heralded Order of the Silver Serpent. Someday they plan to have
- extensive training facilities and barracks for young recruits,
- but at the present time conditions remain primitive.
-
- Warriors and mages, while not exactly traditional enemies, have
- often been bickering companions in the world of Britannia. Such
- is not true among us, for the Knights of the Crux Ansata are
- dependent upon our wizards for magical light and healing.
- Therefore, mage and fighter are amiable allies in the Abyss.
-
- Our Knights have also renounced many lifelong prejudices and
- formed friendships with their traditional foes -- our Troll,
- Goblin and Lizard man citizens. Any fighter who violates the
- least aspect of the strict code of the Crux Ansata must submit
- himself to the will of the Knight-Master, who prides himself on
- finding acts of penance which match the violation. This method of
- discipline has worked so well that the Knights have become strict
- advocates of the Way of the Avatar, and are often the first to
- locate and bring violators to our Court of Justice.
-
- Mountain-Folk
-
- Colony in the Abyss is a place for new beginnings. This has
- certainly been true [or the Mountain-Folk of Britannia.
-
- Short of stature and broad of shoulder, the Mountain-Folk --
- known in times past as "Dwarves," though they detest this name --
- have a unique lifestyle dedicated to traditional craftsmanship.
- Over the ages, however, their distrust of outsiders and their
- well-known love for precious metals have put them in disrepute.
- In the past century, many of the Folk abandoned their old ways,
- left their homes, and married outside their clan.
- I was surprised when the Chief of the Mountain-Folk wrote to me
- concerning the desire of his people to join the Abyssal Colony.
- Knowing that the Folk were in danger of dying out as a culture, I
- suggested that the Chief might not want his people to be part of
- our town -- where, after all, our goal is to prove that all
- people can live in unity.
-
- However, Chief Goldsword was stubborn, and correct about his
- people being useful in hewing out living quarters from the rocks
- of the chasm. (Indeed, some histories claim that the
- Mountain-Folk built the original passageways of the Abyss, in the
- days when the Isle of the Avatar first rose from the ocean.)
-
- The Mountain-Folk have proved to be excellent fellow citizens,
- and they are on friendly terms with our Knights and Seers. They
- even abide the presence of their traditional foes, the Trolls.
-
- Seers of the Moonstone
-
- On the southern tip of Verity Isle, the town of Moonglow was
- rounded by the mages of Britannia as a settlement embodying the
- virtue of Honesty. The wizards of this town were among the first
- to volunteer to be colonists, and an entire contingent of mages
- joined me on our first voyage to Avatar Isle.
-
- Our magic-users have formed their own Order of Magic, and
- refer to themselves as the Ancient Illuminated Seers of the
- Moonstone. They have an especially close relationship with the
- Mountain-Folk -- it was the mountaineers who carved out the
- seers' living chambers from the rock walls of the chasm.
-
- The seers have, of necessity, chosen to specialize in those
- magic's most useful in our subterranean abode -- spells of light,
- food and comfort. They a]so conduct many magical experiments, and
- hope to find new spell reagents among the materials which occur
- naturally in the Abyss. The seers have asked our explorers to
- bring back samples of all that they find.
-
- (The seers do not speak directly to me of their matters, but
- I have overheard them on occasion. While the Eight Virtues may
- have prompted some of the mages to travel here, I believe that
- most came for the ,'chance to conduct experiments. It is said
- that the Great Abyss is unique in all of Britannia because the
- barrier between dimensions is especially thin here. -- Corby)
-
- Lizard men
-
- "The Dark Ages" is the name given to that long-ago time when
- the Triad of Evil stalked the lands. In those same years when
- Lord British first arrived upon our shores, a young mage named
- Mordain was perfecting his skills in the arcane arts. The wizard
- slew his own father in order to seize a gem with mystic powers.
- Mondain subverted the jewel to evil purposes, and began a
- campaign of unrest and dismay against all of the world.
-
- In his most foul experiments, Mondain dissected his own
- servitors as well as the great reptiles which then dwelt in the
- southern swamps. Reuniting the body parts through magical means,
- he created a variety of strange saurian forms. One strain proved
- successful, and thus came the Lizard men'
-
- After Mondain was slain, the Lizard men were by one until
- none remained. Or so it was thought, until our colonists came to
- settle the Abyss! Here we found the last clan of the reptilians
- living in the grottos. Inspired by Compassion, we forbore slaying
- the monsters and taught them of the Path of the Avatar. To our
- delight, the Lizard men can understand the common tongue, but not
- speak it.
-
- Goblins and Lizard- men intermingle in the wetter portions
- of the Abyss, and have a friendly rivalry with the Mountain-Folk
- (the mountain-men hate dampness, and would build channels and
- drain the abyss).
-
- Goblins
-
- The Goblins originated from forbidden arcane experiments
- performed on prisoners and other victims by demented,
- power-seeking mages. (It was for causes like these that magic was
- once banned in our lands.) During the Third Age of Darkness,
- Exodus bred the Goblins into an army dedicated to his wicked
- cause. Following his defeat, the survivors vanished from the face
- of Britannia - hunted down by vigilantes or banished to other
- realms. (In those times, the Goblins were so loosely bound to
- this world that a single spell could expel them frown this plane
- of existence.)
-
- It was only after our Proclamation went out, promising
- clemency to those primitive monster forms who would undertake to
- follow the Path of the Avatar, that the Goblins were
- rediscovered. A delegation of Goblin folk appeared at the gates
- of Castle Britannia, asking for an audience with Lord British.
- Not just one but two species of Goblins had survived in hiding
- from the days of Exodus. The Gray Goblins, originally mountain
- dwellers, had skulked in the caves of the Serpent's Spine
- mountains. The forest-dwelling Green Goblins hid themselves by
- retreating into an underground river's channel, near the baneful
- lake called Venom.
-
- Today, virtuous Goblin folk make up one third of our
- community. There was a time when a Green Goblin would rather slay
- a Gray Goblin than any other enemy, but the Path of the Avatar
- has brought the tribes together as brothers.
-
- (Though the two specks rarely come to blows nowadays, the Gray
- and the Green still attempt to Virtue. Old enmities die hard. --
- Corby)
-
- Trolls
-
- In the district where I was raised, it is not uncommon for Trolls
- to waylay an occasional traveler. Several times I have seen such
- brigands after justice had dealt with them, hanging from roadside
- crosses. Until I visited the Shrine of Compassion, therefore, it
- had not occurred to me how nearly civilized the Troll people are.
- After all, they use civilized weapons (stolen from us), wear
- tatters of clothing or hide, and speak a rough form of the same
- tongue which we speak.
-
- Curiosity next drove me to visit the Lycaeum on Verity Isle,
- where I learned that the Trolls had once been a mountain-dwelling
- people. Over recorded history, however, they have always moved
- closer to civilization -- today, they are commonly found along
- roads and under bridges. I became convinced that the Trolls were
- fit candidates for the Way of the Avatar.
-
- My servitors and the traveled the roads of Britannia for two
- years, recruiting Trolls for our great Abyssal Experiment. Many
- of the monster forms rejected us, and some we were forced to slay
- in self-defense. However, I am glad to report that the Trolls
- ways and now constitute an important section of our community.
-
- It has been difficult for many to accept the presence of the
- Trolls. The Knights were trained from youth to slay such
- creatures on sight, and Goblins are a favorite food of Trolls.
- Nevertheless, the Virtues have triumphed.
-
- (and those Trolls who offend by dining on Goblin flesh are
- immediately exiled.)
-
-
- Exiles
-
- What follows has been written by me in the interests of Honesty
- and Justice. The fact that Sir Cabirus did not include these
- facts among his own writings was no doubt a simple oversight. -
- Corby
-
- Some colonists prove unable or unwilling to live according
- to the Code of the Avatar. A few became discouraged by life in
- the Abyss, which is hard and bleak. Some were formerly wicked men
- who honestly adopted the Eight Virtues, but who, through weakness
- of will, returned to wickedness. There are those who say that the
- Abyss itself works to degrade the quality of a man's character,
- but Sir Cabirus regarded this as sheer Superstition.
-
- Those unable to live in peace with the rest of us are asked
- to separate themselves, and if they will not go of their own
- will, they are driven at the point of the sword. Most Exiles join
- Baron Almric's keep, or from there sail back to their former
- lands. However, some Exiles descend further into the Abyss than
- any colonists dwell. Knights who have explored the keeper
- recesses tell of reclusive beings -- they call them "ghouls" --
- who eat rats and vermin. Our warriors claim that the Exiles have
- degenerated in physical form, and that even though they were once
- of several races and colors, all approach a common, not trifle
- resemblance.
-
- I suspect these are stories embellished by a few rounds of
- a]e, for who can believe such an occurrence!
-
-
- Who Venture Here
-
- This passage is a guide to those who might feel moved to join our
- Colony. This rough place is unsuited for those with soft hands or
- unsteady swords! In particular, we are looking for settlers of
- these eight professions:
-
- Bard. Minstrels with bright songs and inspiring tales might
- relieve our bleak existence, and our Colony is worthy of a new
- talc or two. Bards considering the journey to Avatar Isle must be
- prepared to perform deeds of valor, not just chronicle them! Many
- bards are greatly skilled with sling and crossbow, not to mention
- the arcane arts - these are talents always needed here.
-
- Druid. We are now seeking a contingent of druids to join us
- in the Abyss. We hope they might be able to use their mystic
- abilities to persuade a sacred grove to take root in our chasm.
- Many druids are skilled with bow or mace, and so would be doubly
- useful. Druids generally shun the wearing of metal armor. Here
- this is good, for in the Abyss sound carries easily, and metal
- armor is noisy.
-
- Fighter. Those warriors wishing to join our number should be
- prepared to satisfy the qualifications of our fighting society,
- the Order of the Crux Ansata. Prospective Knights should have
- spent their lives in martial training and have the use of all
- weapons and armor. (The Order has particularly found the
- double-edged Britannian sword to be a devastating weapon in the
- close quarters of the Abyss.) Horses are impractical in our
- surroundings, and we have no facilities to feed or stable mounts,
- so leave your steeds behind. The Order's custom is that engaging
- in magic is only a waste of energy for fighters - Knights leave
- spell-casting to mages.
-
- Mage. As with the fighters, wizards desiring to join our
- Colony must be ready to satisfy the entry requirements of a
- fraternal organization unique to the Abyss. This is our magical
- society, the Ancient Illuminated Seers of the Moonstone. Their
- by-laws encourage magic-users to shun armor except that made of
- cloth, and to carry no weapons beside staff, sling or dagger.
- (Arcane weapons are, naturally, excluded from this limitation.)
- However, no natural or magical law prevents spell casters from
- using whatever armor and weapons they choose, and many of the
- younger Seers opt for the heaviest arms and armor they can
- manage. Still, the Seers' rules serve to keep the mage focused
- on his primary purpose -- the working of magic.
-
- I have lately regretted not encouraging immigration by
- members of this profession, as it might be useful to have
- colonists experienced in both magic and combat. It is well-known
- that paladins are formidable warriors and valued allies.
-
- Ranger. With the coming of the druids, should I be
- successful in recruiting them to establish a grove in the Abyss,
- we will of course also welcome woodsmen of all types. I have
- often thought that rangers would be useful here to track down
- intruding predators, and their training in woods lore might
- enlighten us about some of the odd creatures we find.
-
- Shepherd. I have given some thought to the introduction of
- sheep into the Abyss, and for that reason would like to encourage
- shepherds to make their way to our isle. Herders vary widely in
- their training, some being adept at certain weapons or even
- spells, but the one certain attribute of every shepherd is a
- degree of humility which would be most welcome here.
-
- Tinker. Our community has great need of any who can repair
- metal or wooden implements (especially weapons). Such artisans
- should also be warriors, due to the nature of our settlement. I
- do not think that the well known tinker aversion to magic will be
- a problem here, for our mages are never intrusive.
-
- Magic of the Depths
-
- In the first years of our settlement here in the Abyss, our mages
- have learned much about the nature of magic in this most strange
- place. What is written below is meant for the guidance of those
- pilgrim mages who may wish to join our company, lest you bring
- with you those items of great expense which will be useless to
- you here.
-
- (Many thanks to Seer Dan lock, who has advised me in places where
- my natural gifts and learning failed me.)
-
- A History of Magic
-
- Many alive today do not realize that magic -- or the "dreadful
- arts," as the mystic arts used to be known -- was once a lost art
- in the land we now call Britannia. The rulers of the various
- city-states recognized the great evil which could be worked
- through the casting of powerful spells, and enforced a rigid ban
- on the practice of magic-working.
-
- Unfortunately, there was one who did not hold himself subject to
- the rule of law. His name was Mondain, and his evil wizardry
- brought about the First Age of Darkness. In order to defeat him,
- certain good citizens took down from their shelves the
- long-disused tomes of magic, and taught themselves the secrets of
- the arcane world in order that their power might be used in
- opposition to the spells of Mondain the Wicked.
-
- There have been many ages since the defeat of Mondain, but
- the forces of evil, empowered by their knowledge of
- spell-casting, have never ceased to be a threat to our peaceful
- world. Therefore, our own mages have never abandoned their
- studies, and have greatly added to the number and power of their
- spells over time.
-
- A wizard who is also a true follower of the Way of the
- Avatar recognizes his heavy responsibility to wisely use the
- arcane powers which he possesses. The Prime Virtue of all mages
- is Honesty, for a practitioner of magic must strive to be free of
- illusions or contusions -- he must see the world as it really is,
- and correctly assess his own limitations and improper
- aspirations. Should a mage use the mystic arts for personal gain
- or vengeance, he might find that his powers have deserted him.
-
- The ways of magic are diverse and strange, and there is much
- yet to be learned by even our most advanced mages. We believe
- that the magical energies are arranged in eight spheres, all
- positioned about a common center, and each sphere larger than
- that which precedes it. Unseen bonds link these shells of energy
- with the workings of the physical plane. As a mage grows in
- learning, he also grows h his ability to touch the greater
- spheres of energy, until at last he can cast even the spells of
- the Eighth Circle.
-
- An important element in the manipulation of these arcane
- energies is the use of syllables of magic, for unless a mage can
- speak the proper words of power, the energy of the spheres will
- remain locked to him.
-
- Runic Magic
-
- The magically-attuned among our original colonists quickly
- discovered that the rules of magic as known in the rest of the
- world do not apply to our new underground home. As any student of
- our world's history must be aware, many titanic and dramatic
- events have unfolded in the vicinity of the Great Stygian Abyss
- -- indeed, the chasm and the isle itself originated in energies
- arcane! Our foremost mages believe that the release in past times
- of enormous mystic energies here has worn the dimensional fabric
- thin, allowing the laws of other worlds to mingle with and even
- negate certain of the mystic principles.
-
- Firstly, the casting of magic while within the Abyss does
- not require the use of reagents. Bring no sulfurous ash, ginseng,
- spider silk, nightshade, black pearls, blood moss or garlic --
- you will have no need for arcane ingredients in our community.
-
- Secondly, new colonists should leave behind their spell
- books. We have discovered a way to cast magic which works only in
- the Abyss, and which does not require the user to carry a
- cumbersome tome with him. There are, scattered among the
- corridors in the depths, special stones charged with mystic
- potency. Each of these stones is inscribed with a rune
- identifying its nature. These rune stones are similar in figure
- to the syllables of magic used in ordinary Britannian magic. Any
- spell can be cast by a mage who possesses the rune stones
- pertaining to that spell, unless the caster lacks the experience
- to utilize the spells of that Circle.
-
- Thirdly, rune stones can only be used when they are placed
- in a suitable receptacle. Our seers have enchanted special bags
- for this purpose, and will provide you with a rune bag upon your
- arrival.
-
- Fourthly. mages in the depths must develop proficiency in
- the physical gestures associated with spell-casting. We have
- noted spell failures here when all other conditions have been
- satisfied, and we attribute these disappointments to a lack of
- casting skill on the part of the wizard.
-
- Lastly, it is just as important for a Runic Mage to possess
- Mana as it is for any other Britannian Mage, for this is the
- power which must be channeled into all wizardry. The mystic
- energy is restored when a mage sleeps, or sometimes by the use of
- arcane objects such as scrolls.
- BEASTIARY
-
- The prospective member of our community should not be discouraged
- to learn that there are many fierce beasts which inhabit the
- Abyss. Numerous and diverse as they are, they have proved no
- match for the swords of our Knights.
-
-
- Bats
-
- These verminous, disease-ridden pests proliferate in the
- more remote portions of the Underworld. Bats are bird-like in
- aspect, but covered with a rough fur rather than feathers. Bats
- make annoying foes, as they are difficult to strike and very
- swift, and are almost always found in flocks.
-
- Our Knights report finding two varieties of bat in the Abyss.
- Cave Bats are not known to be fearsome antagonists, preferring to
- avoid battle when they can. Being dark as midnight, they are
- difficult to sight but may be detected by the high squealing
- sounds they make when communicating amongst themselves. One is
- easily killed with a well placed blow.
-
- On the other hand, the Vampire Bat is a robust creature
- which seems to seek out opponents. This cunning beast -- which
- can be distinguished from the Cave Bat by its red fur -- prefers
- to attack from above, and may easily remain unseen by those who
- keep their eyes fixed on the ground, looking for traps or gold.
- Beware the bite of the Vampire Bat, for the venom it releases is
- strong enough to sear one's skin.
- Blood worms
-
- These repulsive green crawlers are distantly related to the
- common Rot worms of Britannia, but are possessed of an
- aggressive nature that would befit a creature ten times their
- size. Sir Broderick stumbled upon a subterranean nest of these
- vermin, and quickly discovered that they were not as easily
- killed as Rot worms. Seeking to find a better location to make
- his stand against the beasts, the Knight retreated only to
- discover the worms pursuing him with single-minded determination.
-
-
- Broderick finally slew them all, only to die from poisoning
- of the blood as a result of the worms' venom. His scrawled notes,
- written as a selfless act by a dying man, were recently recovered
- by explorers, but the good knight's body has never been found.
- Fire Elementals
-
- These beings of fire, left in the chasms after eruptions of
- lava in the last age, are among the most challenging foes of the
- Abyss. First of all, one should know that these Elementals have
- the ability to toss portions of themselves -- balls of living
- fire -- at their opponents. Secondly, they are fearsome warriors:
- quick to attack with their flaming arms, nimble enough to escape
- most blows, and sturdy enough to withstand grievous damage. As
- they can kill a man in only a few blows, it is often prudent to
- avoid their attention by passing quietly and at a distance
- (Elementals are said to be nearly blind).
-
- Gazers
-
- Surely this creature was created by sorcerous means, for no
- natural law could have given birth to a beast this monstrous.
- Gazers float through the corridors of our chasm, and with their
- many eyeballs are quick to spot intruders into their domain. Do
- not underestimate the fearsomeness of this obstacle, as a Gazer's
- attack -- noted by the wink of its great central eye, or the
- twist of an eye stalk -- cuts as deep as a sword thrust, and this
- beast seldom misses its mark.
-
- Ghosts
-
- Our Seers have been at a loss to explain the presence of the
- several types of spectral beings which are sometimes found
- within the Underworld. We do not know whether these are the
- spirits of Britannia's dead or merely beasts of an ethereal
- nature. The typical Ghost is no match for an experienced warrior,
- as two or three well placed blows will quench its essence, and in
- such a short fight the specter cannot seriously injure its foe.
-
- More dangerous are the rarer, more powerful ghost forms. The
- White Ghost, which differs from a typical ghost by being opaque
- and blazingly white in hue, is more substantial in this plane and
- thus much more difficult to slay. Therefore, combat against this
- foe typically takes much longer -- and the White Ghost can easily
- slay its foe in such a span of time!
-
- The most dangerous form of ethereal being to be found here is the
- Dire Ghost. Dark as night and as substantial as a shadow, this
- creature is difficult to see until it attacks -- when its eyes
- glow a bright golden color. Seer Moonwane believes that these
- ghosts are the remnants of slain monsters, based on the
- observation that Dire Ghosts attack with an unmatched ferocity.
-
- Giant Rats
-
- Over the centuries, the rodents of Britannia have grown ever
- larger (and hunger) in the catacombs and tunnels which honeycomb
- this land. Natural agility and sharp teeth are these creatures'
- chief advantages. Even a single Giant Rat poses a significant
- danger for a lightly armed opponent, though an experienced
- warrior can slay a pack in as many blows as there are enemies.
-
- Of the rats which have bred in the Abyss, we have distinguished
- two varieties. The Giant Tan Rat, commonly found in the drier
- upper levels, is an aggressive beast with the disgusting tactic
- of leaping up in order to slash with its teeth at an enemy--s
- throat. The Great Gray Rat is found in the lower depths, where it
- feeds upon the refuse washed down from higher in the chasm.
- Consequent to their revolting eating habits, these rats are
- universally infected with noxious germs which they pass on with
- every bite. Seldom do our Knights tangle with Great Gray Rats
- without someone in the party becoming ill. Fortunately, these
- rats can often be avoided, or driven off with a spirited defense.
-
- Golems
-
- Whether these monsters are natural to this chasm, or whether
- they were created here by Long-ago wizards experimenting with
- dark forces, our wisest men cannot say. What we do know is that
- the Golems attack us on sight, and that no single mortal warrior
- has yet been a match for their fearsome strength and resistance
- to damage.
-
- Each type of Golem appears to have been formed from a
- different element, and they also differ somewhat in mass. The
- Earth Golem, a brown-hued figure composed of solidified soil, is
- the smallest. Still, it is a formidable creature best tackled
- by well-armed opponents. Knight Galloway claims that he once
- escaped from such a Golem by entering a maze of passageways -- he
- thinks these beasts track their foes by eyesight, and are
- probably hard of heating.
-
- The Stone Golem is larger than the Earth Golem, and can be
- recognized by its gray color. As it can slay a man in as few as
- two blows, and since it would seem to take many sword strikes to
- slay it, our Knights only tackle this opponent in teams.
-
- Worst of all these unnatural creatures is the Metal Golem,
- noted for its mottled rust-and-steel appearance. Few weapons
- can dent this massive being, while a single blow from a Metal
- Golem can leave a warrior crippled for life. Knight Galloway
- concluded that Metal Golems were practically blind, but his
- recent death at their hands has put this theory into disrepute.
- The Headless
-
- Do not fall prey to pity for these wretched deformities, for
- the Headless have a relentless animosity for all upright beings
- with heads -they attack without thought, and give no quarter
- unless on the verge of their own extinction. Having no visible
- eyes or ears, it has long been a mystery how the Headless find
- and pursue their prey. It is a simple matter to avoid a pack of
- these beasts by exercising silence and keeping a prudent
- distance.
-
- Imps
-
- These damnable abominations, virtually extinct elsewhere
- in Britannia, remain alive in the Abyss despite our best efforts
- to slay every last one of them. They are a foul conglomeration,
- part demon, part monkey and perhaps part creature or creators
- unknown (to account for their hideous green coloring).
-
- Flying lazily overhead in the larger crevices, taunting our
- Knights and tossing down the occasional arcane bolt, Imps have
- been a nuisance and a thorn in our flesh since our arrival. They
- are poor fighters when one can draw them into hand-to-hand
- combat, and can easily be slain with a sword-thrust or two ~ if
- they can be enticed to fight.
-
- Lurkers
- For the most pan, these tentacled monstrosities have been more of
- a nuisance than a threat. Lurkers dwell in the subterranean
- rivers and channels of the Abyss, and have never been seen on
- land. They are normally seen floating just below the surface of
- the water, with their eyes and yellow tentacles poking out above.
- We know of a few cases in which a Lurker has pursued a swimmer,
- and once a beast became so enraged that it lurked at the
- water's edge and attacked those along the shore.
-
- Knight Willomar tells of encountering a more ferocious variety of
- Lurker in the deeper catacombs. This Deep Lurker is reportedly
- a veritable giant. (We do not know if it is a lone monster, or
- one of a new sub-species.) Its great size could not be detected
- from the small profile it presented above the water, but the Deep
- Lurker should be recognizable by its distinctive green color.
- Willomar spent many days recovering from his battle, and was for
- a then wracked by a mysterious fever that poisoned his brain, but
- we do not know if the disease came from the monster or from some
- other source.
-
- Mongbats
-
- The Mongbats rank even worse than Imps as the most pestiferous
- elements in our underground abode. Resembling a cross between bat
- and monkey, these brown avians have no honor, but instead conduct
- battle by swooping down to score a hit, then flying off to circle
- out of range of one's weapons. Even worse, the beasts are so
- swift and nimble that they are difficult to hit even in close
- combat. These evil pests are most accurate in their diving
- attacks, though fortunately they are too small to cause great
- damage with any single blow. We would exterminate these vermin if
- we could.
-
- Reapers
-
- Legend tells us that the first Reapers were born when an ancient,
- enchanted forest was swallowed up in a cataclysmic upheaval long
- ago. Ever since, these animate, arcane tree forms have been
- found in subterranean places, often guarding some object they
- fancy or patrolling their chosen territory. The common Reapers
- of Britannia are fully mobile for only a brief period in their
- life cycle, but the specimens to be found here can wander about
- at will (though quite slowly). Although their wildly swinging
- branches often miss their targets, one blow that strikes a
- valiant warrior can do more damage than any sword thrust.
- Therefore, Reapers are a serious menace, to be avoided by the
- inexperienced warrior.
-
- Rot worms
-
- In the dank depths of the Underworld -where rot infects,
- corrosion ruins and corruption festers -- can be found the foul
- nests of these loathsome worms. Should one approach close enough
- to be sensed by a Rot worm, the beast is sure to attack. An
- armored warrior has little to fear from these worms, but an
- ill-equipped explorer could easily be overcome by sheer numbers.
-
- There is little we can say about this entity, or family of
- entities - we obviously cannot see that which is invisible, so we
- do not know how many there are. The Shadow Beast is thought to be
- immensely powerful, more than a match for any single warrior.
- When attacked by an unseen adversary, first look up (for a flying
- attacker) and down (lest a small worm or other foe is striking)
- -- if none of these be the case, then suspect the Shadow Beast
- and begin to strike in all directions!
-
- Skeletons
-
- Perhaps a consequence of the unique, arcane nature of our Abyssal
- environment, these un-dead creatures may be found almost anywhere
- - some think Skeletons crawl directly out of the rock walls of
- the chasm! Furthermore, these monsters are most commonly found in
- groups (should you find one Skeleton, there are likely to be more
- around the corner). Skeletons hate all living beings.
- Fortunately, they are weak, ineffective warriors.
-
- Slugs
-
- Not to be mistaken for the common Slimes of Britannia, the Slugs
- of the Abyss are gelatinous, amorphous entities. Their extremely
- small and limited minds are entirely taken up with an insatiable
- curiosity, and so Slugs are certain to follow any motion they
- detect. Fortunately for explorers, Slugs have no eyes or ears,
- and therefore miss much that occurs around them.
-
- Of the two varieties of Slug found locally, the Flesh Slug --
- notable for its pale fleshy color -- is the most common and least
- dangerous. We are not certain if these creatures intend to bite
- their victims, or of their offensive actions are accidents of
- their constant writhing. Certainly, no warrior of any
- experience need fear these pitiful beasts.
-
- However, beware the greenish Acid Slug. Though only a little
- larger than the Flesh Slug, the Acid Slug secretes a noxious
- vapor which sometimes intoxicates its foes. Despite its fearsome
- name, this Slug is not poisonous -- merely inedible.
-
- Spiders
-
- The repellent arachnids which patrol the depths of the Abyss are
- not of the web-building kind, but roam the crevices in search of
- fresh prey. The common Giant Spider is a dark gray in color.
- These gargantuan spiders are midway in stature between a
- bloodhound and a small pony, and since they travel in mated pairs
- or clans, these creatures present a reasonable challenge to the
- typical fighting man. Despite their bloated appearance and short
- legs, don't be surprised by their leaping form of attack.
-
- Smaller in form and reddish-brown in hue is the poisonous Wolf
- Spider. It is the most easily killed of the large spiders, but
- the Wolf Spider will likely score one or two bites (and inject
- its red bile, a powerful poison) before succumbing to the
- inevitable. Most Knights think this spider to be relatively
- inoffensive, but Knight Vitalar reports the beasts have attacked
- him whenever they have detected his presence.
-
- The greatest adversary among the arachnids of the Abyss is the
- Dread Spider. A ghostly white or light gray in color, this
- creature is the equivalent in combat of two or three of its
- cousins -- very sturdy and thus difficult to kill. To compound
- the problem, this spider is a vicious opponent, capable of
- repeatedly penetrating one's armor with its sharp bite. The Dread
- Spider is one of the most venomous creatures known in the Abyss.
- Wisps
- Having the harmless appearance of floating bits of light, the
- solitary Wisp of the Abyss would appear to be no more than a
- beautiful apparition. The contrary is true. Wisps are nearly
- indestructible masses of energy. and given their tremendous speed
- and devastating electrical attacks, they cannot be fought by
- ordinary mortals. Our Seers think them capable of casting magic
- as well, and often seek them out to consult them on arcane
- matters.
- Afterword
-
- The volume penned by Corby, scribe of Sir Cabirus, came into the
- possession of our Library after many years of being passed on
- from one reader to another. At this time, I should like to make
- some historical clarification.
-
- Firstly. there have been many suspicions about Sir Cabirus'
- death. These I wish to put to rest. Corby's scrawled notes
- testily that his master died in his sleep, in an ordinary though
- untimely manner. There is no evidence whatever to support rumors
- of murder by poison or strange magic. Such unfounded speculations
- apparently helped to stir up the discord which led to the
- downfall of the Abyss Colony.
-
- Secondly, there is the matter of the theft of the eight mystic
- devices which Sir Cabirus collected before his death. It was
- Cabirus' plan to cement the harmony of his settlement by
- presenting each of these artifacts to a different group or
- faction among his community. Unfortunately, he did not leave a
- guide as to how to distribute the items. This caused great
- disagreement among the Colonists, and certain factions seized
- those objects which they believed Cabirus meant for them. Even
- the grave of Sir Cabirus was desecrated by colonists hungry for
- treasure.
-
-
- What follows is a description of the eight arcane devices.
- Unfortunately, the precise nature of the enchantment upon the
- artifacts is unknown to me.
-
- Book of Truth. Said to have been penned by Ravenhurst of
- Moonglow, a great philosopher of the past age, this book contains
- meditations on the meaning of life, the importance of truth, the
- fallibility of the senses, and the difficulty of seeing even what
- is directly adjacent to one's mustache.
-
- Ring of Humility. This simple ring was worn by Bill, the humble
- son of Denn. Bill labored at Lord British's Museum of Oddities to
- repair and preserve the exhibits, yet never asked for reward.
-
- Cup of Wonder. This object was carved from the heartwood of an
- ancient oak by one of the finest craftsmen of Skara Brae.
-
- Shield of Valor. Once carried by Lord Blackthorn, this shield was
- set aside when that noble ascended to the ruler ship of Britannia
- upon the kidnapping of Lord British (a tale told in Warriors of
- Destiny). It is therefore symbolic of Valor, which Blackthorn
- also set aside when he became regent.
-
- Standard of Honor. This banner was carried by none other than Sir
- Geraci, who was slain at Lord British's side during the ill-fated
- expedition to the Underworld (as related in Warriors of Destiny).
- Though Geraci could have saved himself by fleeing, he instead
- upheld his oath to serve his king until death.
-
- Sword Caliburn. Reportedly molded after a legendary sword from
- the world of the Avatar, this weapon is said to cleave truth from
- falsehood.
-
- Taper of Sacrifice. Crafted by the finest artisans of Minoc, this
- candle was once used to illuminate the Shrine of Sacrifice. I am
- told that none may bathe in the light from this taper without
- appreciating this truth -that the candle produces light only
- through its own destruction.
-
- Wine of Compassion. Brewed by the brethren at Empath Abbey, this
- noble vintage is said to open one's heart to the sufferings of
- others.
-
- Thirdly, I must warn all to avoid the Stygian Abyss. Without Sir
- Cabirus to guide them. the Colonists warred among themselves.
- Contact with the subterranean community has been lost for many
- years, and I fear that there are no human survivors.
-
- Herein ends the Cronicles of Cibirus as notated by the Page Hoye
- and delivered to you by Boba Fet.
-