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- T H E K I N G D O M O F S Y R E E
-
- I I
-
- B L A C K M A G I C
-
- Based on the novels by Lord Steven
-
- Copyright 1993 Everlasting Software
- "Black Magic" Copyright 1987 Everlasting Films and Dragon's Breath
- Productions
-
-
- I N T R O D U C T I O N
-
- SONGS ARE STILL sung regarding thy great victory over the evil wizard.
- Never since the time of Rancit had Syree seen such a terrible threat. But
- thou dost shy away from such accolade. Thou dost instead return to thy
- humble village, cast aside thy battle gear, and take up once again the
- simple, quite life of a humble farmer, content with the knowledge that the
- Great Evil had been done away with, not concerned with who did the doing-
- away.
-
- Time passes and thy mind doth find the peace that thou hast been
- seeking, refreshing thy soul and spirit. But one day, a very frightening
- rumour doth come to thy village, borne on the lips of someone from Barren
- Sheol. It seems that the Keeper of the Power hath died, and a race was on
- to find the new Keeper.
-
- Thy blood doth turn cold. Thou dost remember from thy teachings that
- all the mystic power is held by a single person called the Keeper. If this
- person be Good, then all have access to this power. But if this person be
- Evil, then the Dark Forces would reign supreme.
-
- When a Keeper dies, the Power is immediately transferred to a newborn
- child who will grow up to be the new Keeper. It is imparitive that this
- child be found by the forces of Good so that he or she may be raised in the
- virtues of Truth and Justice. But Evil is also looking for this child, and
- whoever finds him first will seal the Fate of Good and Evil for the life of
- the Keeper.
-
- Horrible memories flood thy mind. Thou hast heard stories about the
- last time the Keeper fell into the clutches of the Dark Forces. Humanity
- barely survived. But thou dost know thy duty. Thou art still the Lord
- Champion, sworn to protect and defend the realm.
-
- Thou dost arise from thy bed and light a fire, but its warmth scarcely
- penetrates thee. Thy destiny is again decided. Thou dost dawn thy armour
- and sheath thy weapon. Meager they art, for thou hast sold thy weapons of
- war long ago in the hopes of never needing them again, but thou art filled
- with fortitude. Truth shall be thy weapon and Righteousness thy armour.
- Thou art ready ... for whatever may come -- Once upon a time ... Long, long
- ago...
-
-
- L O A D I N G T H E G A M E
-
- The Kingdom of Syree II: Black Magic requires an IBM or 100 percent
- compatible with a VGA/MCGA (screen 13) capable monitor and DOS 3.1 or later.
-
-
-
- T H E L A N D S O F S H E O L
-
- When the evil wizard was finally dispatched, the very world was shaken
- to its foundations. Tides rose and mountains fell. The cancer was removed,
- but a terrible price was paid. Some townes and villages were never heard
- from again, and we can only hope that they still survive somewhere, cut off
- from the rest of the world.
-
- The wise traveller would do well to learn the different types of
- terrain, for they can serve as useful landmarks when one is lost, and can
- also keep one away from danger as well.
-
- GRASS - The rolling plains of Sheol are truly breathtaking to behold.
- Grass is easy to travel over and affords good sustenance for thine equine
- companion.
-
- WEEDS - The dried up remains of a dead river. Yellow in colour, they
- serve as good landmarks for those trying to find rivers which no longer
- exist.
-
- SWAMPS - These areas emit poisonous gasses which could severely harm
- the unwary traveller. Care should be taken to watch thy step, for many a
- reckless wayfarer has been overcome by the swamps of Sheol, never to have
- been heard from again.
-
- BRUSH - The presence of brush usually heralds a forest nearby.
-
- TREES - For those who like the outdoor life, the forests of Sheol,
- especially those in the land of Garrett, provide a unique experience.
- However, thy vision is extremely limited, and thou couldst easily be
- surprised by a band of wandering Orcs. Care should therefore be taken in
- the forests.
-
- HILLS - The hills provide a splendid view of the sunset. They also
- indicate the presence of mountainous terrain nearby.
-
- MOUNTAINS - Large and extremely unscalable, mountain travel is closed
- to the normal wayfarer.
-
- WATER - The oceans of Sheol are deep and treacherous. Swiming is not
- recommended, especially with the unpredictable tides and even more
- unpredictable seamonsters. Water travel should be restricted to ship.
-
-
- T H E P E O P L E O F S H E O L
-
- Sheol is not a conglomerate of lands and landmarks, but rather it is
- the people that make her unique. From towne to village to castle, thou
- shalt find such a variety of peoples and professions that it would take a
- foreigner years to see and appreciate all that Sheol has to offer. Herein,
- however, we have attempted to separate some of the peoples and professions
- that thou art likely to come across in thy travels for thy ease of
- reference.
-
- ARCHER - One who specializes in archery, they can usually be identified
- by their green attire.
-
- CHILDREN - With the search for the new Keeper taking a more desperate
- tone, children are not allowed to travel from towne to towne anymore for
- fear of their abduction by Evil. It is only a matter of time now, and
- rumours have come that orphanages are being ransacked and babies stolen away
- from their murdered mothers.
-
- CLERICS - They make their home in Yew, but can usually be found
- travelling amoung the populace, comforting the sick and helping the poor.
- One can always refresh his or her spirit talking with a cleric. Clerics
- also have been known to dabble in the magical arts.
-
- FARMERS - Farmers till the soil in their village homes and sell their
- produce in the townes. Of course, those long nights amoung tight-knit
- families and friends breed some of the wildest tales. Whether one believes
- in them or not, they make for good listening.
-
- GUARDS - These people protect and defend the townes and castles. Hired
- or appointed because they are big and strong, though some not necessarily
- bright, they are looked upon with the honour they deserve.
-
- JESTERS - More of a pest than an entertainer, they keep the kings
- happy, though on occasion thou couldst find them harassing ordinary folk.
-
- KINGS AND QUEENS - The rulars of the various kingdoms of Sheol and
- surrounding lands. They reside in the castles, Telbor in Syree, and Ashad
- and Mirlan in Zoar. There is currently no King of Garrett.
-
- KNIGHTS - Those who have dedicated their lives to the service of their
- king. They art known for their bravery and chivalry. One can gain a true
- appreciation for gallantry when thou dost sup with a knight.
-
- MERCHANTS - They keep the shops and run the local economies. Merchants
- are the mainstay of Sheol.
-
- PALADIN - A shining example to virtue, paladins are the elite of the
- knights and are fearsome foes in combat.
-
- TRAVELLER - These people go from towne to towne, village to village,
- land to land, learning and sampling the various cultures that Sheol has to
- offer. Much can be learned from their experiences.
-
- WIZARD - The true practitioners of the magic arts, wizards are the
- teachers of the powers to those who are so endowed. Learn well from these,
- for one of them may have found a way to tap the Power.
-
- As thou dost travel from place to place, thou wouldst be wise to
- converse with as many people as thou canst. Who knows what information thou
- mayest gleen from such conversations. Thou mayest learn a new spell, or
- come across a new fighting technique, or even discover a clue as to who the
- new Keeper is.
-
- When thou dost transact with the people of Sheol, some may just give
- thee a salutation. Others a quick comment. Then there art those who will
- engage thee in a whole conversation. When this happens, it is customary, as
- a way of polite inquiry, to ask people of their NAME and JOB. The
- information thou dost gain from this, and from the initial salutation or
- description thou dost receive, will directly lead thee to other inquires
- that thou might wish to make. For example, if thou dost meet a man carrying
- a flashing sword who's job is to hunt orcs, thou mayest wish to ask him of
- FLASHING, SWORD, or ORCS.
-
- Generally speaking, inquires are single words. Therefore, "orange
- orcs" would be two different queries: ORANGE and ORCS. Proper names,
- however, should be given completely. PHANTEO EIFCON instead of PHANTEO or
- EIFCON. "Lord Helmsby", however, would be just HELMSBY.
-
- When thou art asked a question, thou art generally expected to respond.
- When a response is necessary, thou shalt see the prompt "YOU ANSWER".
-
- To review the initial description or salutation given to thee, use the
- command "LOOK".
-
- Finally, to end a conversation, simply say GOOD BYE, or just BYE.
-
-
- M E R C A N R I L E
-
- Located throughout the townes and villages of Sheol are many shops and
- markets in which thou couldst transact thy business, buying necessary
- equipment for thy travels and selling the spoils from thy conquests for
- profit. But not all shops are the same from towne to towne. One merchant
- may offer thee a good deal on a bow but charge extravagant prices for a
- quiver of arrows. Another may not offer certain items at all, depending
- upon the skill of the craftmaker. The wise bargain-hunter would do well to
- take note of who offers the best prices and stock up while thou art in his
- company. No telling where thou mayest be when thy need for a certain item
- might come up again.
-
- FOOD MERCHANT - Thou wouldst not forget to stock up on these necessary
- supplies, would thee? Starvation, after all, is such a terrible thing to
- behold. Food is sold by the pack, the price of which and the amount of food
- per pack varies from place to place. Food, however, is generally cheaper in
- villages where it is grown.
-
- WEAPONS - Journeying without a stout weapon in thy hand invites a quick
- death. Fortunately, there are a goodly variety of smithcrafters willing to
- meet thy need ... for a price. Of course, the skill of these artisans vary,
- and each shop may only offer a few selections from amoung the many different
- types of weapons available overall. Shop wisely, though. Each has in mind
- his own margin of profit. Weapons are usually more plentiful and cheaper in
- the townes, though the odd bargain might be had elsewhere. Used weapons can
- be sold back, though rarely for profit.
-
- ARMOUR - If thou dost intend to go hunting, thou shouldst provide some
- protection for thy fragile skin. Like weapon merchants, each shop offers
- different prices and variety. And each will buy back used armour, though
- the buy-back price is oft not too generous.
-
- INNS - For the weary traveller, several townes and villages will
- provide thee a comfortable night's stay where thy energies can recharge for
- the coming morning's trial. Each inn is different, some impressive and some
- more humble. However, looks can be deceiving. Some of the best inns are
- some of the poorest looking.
-
- PUBS - To those who like a draught after a hard day's battle, thou
- couldst indulge thyself in one of several pubs located throughout Sheol.
- Sometimes, some good gossip can be heard from the publican. Remember,
- though, that strong drink can rob thee of precious hit points. And public
- drunkenness is prohibited throughout the three kingdoms.
-
- HEALERS - Sometimes, even for the most experienced, battle-hardened
- knight, evil will overcome, and the need for a healer is called for.
- Healers, depending on their individual skill, offer curing from poison or
- healing of wounds. The wise traveller will also stock up on the elixirs and
- salves which can be purchased for thy need on the road. Exlixers will cure
- the poison running through thy blood, while salve will take some of the
- sting from out of thy wounds. Prices, of course, vary.
-
- SHIP MASTERS - If thou dost intend to navigate upon the oceans of
- Sheol, thou shalt need a stout ship. Ship masters will provide for thee one
- of their finest frigates for rent or sale, depending on thy need and purse.
- Rented vessels are a one way trip. Don't disembark unless thou dost have a
- way back home, or thou shalt be stranded for the rest of thy days. Know
- also that, due to the difficult times, thou art allowed but a single vessel
- to thy name. If thou dost already have a boat and thou dost rent or buy
- another, thou shalt be required to forfeit thy previous possession.
-
- GUILDS - Holdovers from the days of anarchy, these shops are still
- outlawed by the kings of Sheol, for they cater to thieves and pirates.
- However, those who intend to stray off the beaten path may be well advised
- to seek out these specialty shops, for they can provide for thee items which
- may prove invaluable. Torches to explore the dark dungeons are commonly
- found in these markets as well as some of the more exotic goods that could
- make thy travels a little bit safer. Remember, though, that thou shalt be
- dealing with people who operate outside the law, so tread gently and always
- keep thy sword in the ready.
-
-
- I N T O T H E D U N G E O N S
-
- Deep beneath the surface of Sheol lie the treacherous dungeons. Home
- of every foul denizen both man and beast, natural and unnatural, most people
- stay far away from these hellholes. But there are those who will not heed
- such sound advice, and it is from these brave -- or foolhardy -- souls that
- we have gained what information we have as to what one may find in these
- catacombs of death.
-
- There are those who say that the dregs of humanity have made their
- homes in these caves, choosing to take their chances with whatever else may
- dwell in them than pay for their crimes in prison. There are others who say
- that, in the deepest dungeons, creatures of frightening powers live which
- can sap the life from the most hardiest adventurer with but a single glance
- from their evil eyes.
-
- To those who are willing to brave the dangerous, however, rich rewards
- are said to await them. Chests full of gold can be found scattered
- throughout the dungeon levels. The deeper one goes, the richer the booty.
- Or so go the tales. Then there are the strange fountains -- one sip of
- their refreshing waters is said to heal even the fiercest wounds.
-
- One never knows what one mayest find in the dungeons. Best take an
- allotment of torches and have thy best weapon at hand. Many who have dared
- brave the deeps have never been heard from again. And it is also said that
- their corpses can still be found down there ... feeding who knows what.
-
- M A G I C A L A R T S
-
- Beyond the physical is the spiritual. To those who can tap this realm,
- the possibilities are endless. Healing, travel, attack, and defense are at
- thy beck and call.
-
- Using magic is easy for those who have the ability. One must only know
- the name of the spell to cast and possess the necessary magic points to cast
- it. Magic points are regulated by the amount of wisdom one possesses. The
- names of spells are known by those schooled in this arcane practice. Seek
- ye out the wizards and clerics, for they possess great knowledge in this
- field.
-
- Be warned, though, that with the death of the Keeper, the spiritual
- world is in chaos. Many of the old spells no longer work. A new order is
- being established. To date, we know of only these spells which continue to
- be accessible:
-
- EIDO (15 magic points) - Used to see thy surroundings unimpaired by
- forests or mountains. Can only be used on the surface of Sheol.
-
- HAELAN (50 magic points) - Will heal thy wounds. This is not a
- particularly powerful spell, so it should not be depended upon to restore
- too great an amount of thy health. If thy wounds are severe, it is probably
- for the better to visit a healer.
-
- SHALAB THANATOS (55 magic points) - Strike thy foe from a distance.
- Amount of damage delivered is in proportion to thy wisdom.
-
- Alas, the list is small. Perhaps there are those who have discovered
- new spells to tap. One can only hope.
-
- A B E A S T A L I T Y
-
- Would it be that all of God's creatures walked along the path of Light.
- But alas, at least for now, such is not the case. There are those -- both
- man and beast, natural and unnatural -- who travel across the land in search
- of victims for their unspeakable evil. Herein we have attempted to catalog
- those whom thou mayest be unfortunate enough to come across so thou mayest
- be more prepared to defend against them. Let us honour those brave souls
- who gave their lives to bring this information to us.
-
- BALERON - These marshals of hate can fly and pass through walls,
- chasing thee to thy end. Capable to casting horrible spells, Balerons can
- be found dwelling in the deepest parts of the dungeons. However, there are
- reports from several reliable sources of sightings of large, leather-winged
- beasts around the surface entrances to the caverns of the underworld. It
- could be that they are about to bring their terror to the peaceful
- inhabitants of Sheol.
-
- CLERIC - These backslidden men of the cloth have given themselves over
- to the Dark Side and now use their powers for evil. As well as being adept
- at hand-to-hand combat, clerics sometimes arm themselves with slings to
- attack their enemies from a distance.
-
- CYCLOPS - These one-eyed monsters carry huge clubs in their hands and
- can crush thy skull with but a single blow. Care should be taken when
- approaching one of these beasts.
-
- DEAMON - Lieutenants of evil, these beings from hell do their master's
- bidding by dragging as many souls as they can down to the fiery depths.
- Avoid conflict with them as much as possible! Of those who have encountered
- a deamon and survived, very few remain. Unfortunately, there were very few
- to begin with.
-
- DEVIL - Could be considered a colonel if hell-dwellers had any rank,
- these creatures are more frightening than their weaker deamon counterparts.
- Using their pitchforks to skewer their victims, devils are extremely hard to
- defeat and should be avoided. If thou dost encounter a devil and must fight
- for thy life, a quick prayer would not be out of order.
-
- DRAGON - Winged beasts, these cousins of the sea serpents can spit fire
- at thee from a distance as well as rake thee with their razor-sharp claws.
- Hardy and hard to kill, only the most seasoned warriors should attempt to
- challenge a dragon.
-
- GARGOYLE - The hardiest of all the creatures known, these evil monsters
- seem to be made out of stone, for only once has one been killed -- but not
- before seven brave men lost their lives protecting their king. No one has
- seen a gargoyle use any magic, yet it would be premature to say that such
- terrible monsters have no arcane ability to speak of. If thou dost happen
- across one of these horrors, it would be prudent to make as quick a
- departure as possible.
-
- OBE - No one knows much about these creatures, for no one has seen one.
- The only time thou shalt know when an obe is nearby is when thou dost feel a
- powerful strike against thy person. Many an adventurer has gone down trying
- to engage a creature that he could not see. Obes are much to be feared.
-
- ORC - Creatures whose sole reason for existence seems to be to attack
- travellers, orcs are surprisingly agile for their size. They can deliver
- blow after blow and take a fair amount of punishment before succumbing.
- Such creatures can usually be found, if one is actually looking for them,
- three or four levels below the surface in the dungeons.
-
- PHANTOM - Spirits possessed by evil and forced to do their bidding,
- phantoms attack and kill without cause or provocation. Thou shalt be doing
- a mercy by killing these poor souls and freeing them from their evil bonds.
-
- RAT - About three to five feet long, not including the tail, with
- razor-sharp teeth, these creatures can easily tear through flimsy armour.
- They ferociousness should not be underestimated.
-
- SEA SERPENT - Ocean travel was once the safest route to take since most
- monsters could not navigate the seas. That is, until the sea serpents arose
- from the depths to attack ships and those who travelled too close to the
- water's edge. Not only could they strike their foes with their sharp claws,
- but these water dwelling nightmares can spit fire at thee from a distance,
- bringing thee down before thou hast had a chance to engage the monster in
- honourable combat.
-
- SKELETON - Animated bones from long dead evil creatures, they have come
- back to complete the tasks they did not finish in life.
-
- SNAKE - Fortunately, the snakes that have been appearing with more and
- more frequency appear to be the non-venomous kind, but this should not lull
- one into a false sense of security. Their bite is still very painful and
- can do quite a bit of damage.
-
- SPIDER - These creatures of the night are large and frightening. Their
- bite is something the wise would avoid. It should also be noted that spider
- venom is poisonous, and can be deadly if left untreated.
-
- THIEF - The dregs of society, they make their living as highwaymen or
- pirates. Their favourite haunt is a village called Dyrone in the middle of
- the ocean. Watch thy pockets when dueling with a thief, for they have been
- known to pick peoples' purses clean while masterfully dodging their foe's
- sword.
-
- TROLL - The war-clubs these evil beings carry can cause a considerable
- amount of damage, so it is best if thou dost avoid conflict with them if
- thou art low on hit points or have only meager armour.
-
- WIZARD - Not all magic users follow the side of Light, and these in
- particular have given themselves over to the Dark Forces, selling their
- souls for temporary power. Be wary of these beings of Black, for not only
- can they attack thee with sword and spear, but also cast devastating magical
- spells to strike thee from a distance.
-
-
-