Games PC LORDS OF MAGIC User Manual

Ron Alpert
AArrtt DDiirreeccttoorr ffoorr SSppeecciiaall EEddiittiioonn
Darrin Horbal
PPrroodduuccttiioonn aanndd DDeevveellooppmmeenntt
AAssssiissttaannccee
Brett Levin Alain de Leonardis Hans Wang Doug Gonya Gerald (PapaJ) Jones
DDiiaalloogguuee EEddiittiinngg
Jennifer Wells
DDooccuummeennttaattiioonn
Wayne McCaul John McAuley Allison Lassieur
QQuuaalliittyy AAssssuurraannccee MMaannaaggeerr
Jon Payne
LLeeaadd TTeesstteerr
John McAuley
TTeesstteerrss
Ken Parker Pete Santom Greg Sheppard Matt Williams Hans Wang
CCrreeaattiivvee DDiirreeccttoorr
Chris Beatrice
DDeessiiggnneerrss
Jeff Fiske Steve Serafino Gregor Koomey
LLeeaadd PPrrooggrraammmmeerr
Mike Gingerich
PPrrooggrraammmmeerrss
Chris Gurski Thanh Pham Jason Benham Dave LeCompte Jim Solomon Scott Delekta
SSoouunndd && VViiddeeoo
Ed Saltzman
MMuussiicc
Keith Zizza
AArrttiissttss
Heidi Mann Mike Malone Adam Carriuolo Bob Curtis Peter Crafts Dennis Rose
3
CCrreeddiittss
CCrreeddiittss
Eduardo Flores Gabriel Nanda
VVooiiccee TTaalleenntt
Fran Brill Ralph Byers Keith Charles Thom Christopher Frank Dolan Raymond Dutch Bob Feldman Sam Freed Edmund F. Gilbert Jo Haden Larry Keith Willliam Lobley Robert Tarlow Karen Woodward
AAddddiittiioonnaall tteessttiinngg bbyy
Joseph (Chezni) Cherlin Michael (Quarantine) Collins Kevin Crowley Philip (Wildzword) Daay Tim (Lord Gek) Jordan Charles B. Holden Andrew (Syrneus) Kenney Glen Lee Cutter (ORK!) Matlock Terry A. McKelvey Doug McGetchin Brian (Gilgamesh) Ott Scott (furfoot) Schrank Micki (Lady of Magic)
Simonds Pete (WindWalker) Simonds
WWeebb DDeessiiggnneerr
Jeremy (Reed) Freyholtz
TThhaannkkss ttoo SSoonniiccss SSttuuddiiooss
SSppeecciiaall TThhaannkkss
Impressions Software and the entire Lords of Magic team would like to make a special mention of the incredible community that has devel­oped in support of Lords of Magic on the impresionsgames.com mes­sage board. This is an unusu­al group, both in their dedica­tion to the game but also in their loyalty to each other as members of the gaming com­munity. The support of this group has been a major dri­ving force, helping us to bring you this Special Edition. We thank you from the bottom of our hearts.
TTaabbllee ooff CCoonntteennttss
TTaabbllee ooff CCoonntteennttss
IInnttrroodduuccttiioonn
Who Are You in the World? . . . . . . . . . . . . .8
Installation & Loading . . . . . . . . . . . . . . . . .9
Setup & Game Start Options . . . . . . . . . . . .10
Choosing a Difficulty Level . . . . . . . . . . . . .12
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . .15
Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
CChhaapptteerr 11::GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . .42
Lord Types . . . . . . . . . . . . . . . . . . . . . . . . . .45
Faith Selection . . . . . . . . . . . . . . . . . . . . . . .47
CChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakk
Viewing the Map . . . . . . . . . . . . . . . . . . . . .56
Parties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Selecting & Moving Parties . . . . . . . . . . . . .59
The Party Roster . . . . . . . . . . . . . . . . . . . . .63
Grouping Parties . . . . . . . . . . . . . . . . . . . . .64
Exploration . . . . . . . . . . . . . . . . . . . . . . . . . .65
Terrain and Movement . . . . . . . . . . . . . . . . .66
CChhaapptteerr 33:: BBuuiillddiinnggss
Capital: Pre-Stronghold . . . . . . . . . . . . . . . .70
Great Temples . . . . . . . . . . . . . . . . . . . . . . .71
Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
Capitals: Post-Stronghold . . . . . . . . . . . . . .74
Capital Buildings . . . . . . . . . . . . . . . . . . . . .75
Military Buildings . . . . . . . . . . . . . . . . . . . . .78
Upgrading Buildings . . . . . . . . . . . . . . . . . .80
Resource Management . . . . . . . . . . . . . . . . .82
Villages . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Guard Towers . . . . . . . . . . . . . . . . . . . . . . . .84
Great Temples: Revisited . . . . . . . . . . . . . . .85
Mysterious Places . . . . . . . . . . . . . . . . . . . . .87
Primary Structures . . . . . . . . . . . . . . . . . . . .88
5
CChhaapptteerr 44:: CCoommbbaatt
Experience . . . . . . . . . . . . . . . . . . . . . . . . . .92
Unit Selection & Information . . . . . . . . . . .93
Grouping Units . . . . . . . . . . . . . . . . . . . . . .94
Unit Hot Keys . . . . . . . . . . . . . . . . . . . . . . .94
Getting the Battle Started . . . . . . . . . . . . . .95
Giving Orders:
Using the Combat Interface . . . . . . . . . .97
Champions in Combat . . . . . . . . . . . . . . . . .101
Thieving Abilities . . . . . . . . . . . . . . . . . . . . .101
Outdoor Combat . . . . . . . . . . . . . . . . . . . . .102
Combat in Dungeons & Buildings . . . . . . .102
Combat in Capitals . . . . . . . . . . . . . . . . . . .103
Naval Units . . . . . . . . . . . . . . . . . . . . . . . . .103
Mob Rules, Flank and Rear Attacks . . . . . .104
After Combat Results . . . . . . . . . . . . . . . . .104
Rest and Recovery . . . . . . . . . . . . . . . . . . . .104
CChhaapptteerr 55:: MMaaggiicc
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Type of Spells . . . . . . . . . . . . . . . . . . . . . . .108
Selecting a Spell . . . . . . . . . . . . . . . . . . . . . .109
Casting Spells . . . . . . . . . . . . . . . . . . . . . . .110
Gaining Arcane Knowledge . . . . . . . . . . . .111
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . .113
Magic Scrolls . . . . . . . . . . . . . . . . . . . . . . . .115
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . .116
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
Intelligence &Reports . . . . . . . . . . . . . . . .120
Intelligence Report . . . . . . . . . . . . . . . . . . .120
Alliances &Political Opinions . . . . . . . . . .122
The Art of the Deal - Parley . . . . . . . . . . . .124
Barter Rules . . . . . . . . . . . . . . . . . . . . . . . . .126
6
Thievery . . . . . . . . . . . . . . . . . . . . . . . . . . .129
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Spying . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
Prisoners . . . . . . . . . . . . . . . . . . . . . . . . . . .133
CChhaapptteerr 77:: MMuullttiippllaayyeerr
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .137
CChhaapptteerr 88:: LLeeggeennddss ooff UUrraakk -- TThhee QQuueessttss
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
CChhaapptteerr 99:: TThhee MMaapp EEddiittoorr
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150
CChhaapptteerr 1100:: TThhee LLoorrdd EEddiittoorr
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
CChhaapptteerr 1111::TThhee SSttoorryy ooff UUrraakk
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
Of the Beliefs & Religions of Urak . . . . . . .184
Appendix
Strategy Hints & Tips . . . . . . . . . . . . . . . . .206
Designers Notes . . . . . . . . . . . . . . . . . . . .210
Technical Tips . . . . . . . . . . . . . . . . . . . . . . .212
Customer Service, Support, & Sales . . . . . .214
Technical Support . . . . . . . . . . . . . . . . . . . .216
Great Temple Annex Buildings . . . . . . . . . .218
Spell Index . . . . . . . . . . . . . . . . . . . . . . . . . .222
Artifact Index . . . . . . . . . . . . . . . . . . . . . . .226
Unit Index . . . . . . . . . . . . . . . . . . . . . . . . . .228
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .238
7
Insert the Lords of Magic CD into your CD­ROM drive. If the Autoplay option on your computer is enabled, a panel will automatically appear on your screen. Click on the Install but­ton and follow the onscreen instructions. If the Autoplay feature is not active, click on your Windows Start button and click Run then type D:\setup (D being the letter of your CD Drive).
The installation program gives you three install options: Standard, Full and Special. The Standard install will install 190 MB and is recom­mended for P166mhz and up, with 32+ MB RAM. The Full install will install everything to your hard drive for maximum performance. This install will take up 390 MB and is recommended for P166mhz and up with 32+ MB RAM (you will still be required to have the CD present to play the game). The Special Install is recom­mended for machines with a P150mhz or less and at least 16 MB RAM. This install requires 135 MB of hard drive space.
Once installed, you can launch Lords Of Magic by clicking on your Start Button and selecting Sierra - >Lords Of Magic. If the Autoplay function is enabled, whenever you load the CD, you will be given the option to launch the game. You can also access the directo­ry on your hard drive where you have installed the game and double click on LOM.exe.
These are black days for Urak. Evil envelops the land and the people cry out for a savior. Is there no one who can stop Balkoth's march of death and destruction?
For a thousand years, peace reigned on the pas­toral lands of Urak. Then forces of darkness, led by the evil sorcerer Balkoth, unleashed a night­mare of war and terrorism that destroyed the people and laid waste to the land. Now the cities are defenseless. The people are starving. The Great Temples of the land, once the centers of beauty and learning lie crumbling, overrun by worshippers of Balkoth. The people pray for a leader who can defeat Balkoth and end this night­mare.
Are you that leader? Do you and your adventur­ers have the courage to defeat the forces of tyran­ny and return Urak to its former glory? You have the magic of the land and the loyalty of your comrades to aid you in this quest. But it will not be easy. The bloody road to victory will be strewn with the bodies of the dead and the dying
Even as you claim small victories, the armies of Darkness lie in wait. In dungeons, caverns, and even in the light of day, these forces amass to oppose you. Horrible battles lie ahead.
Can you save Urak from the fiendish hand of Balkoth? Can you return to the people of Urak their beautiful lands? Do you have the courage and power it takes to lead an army into the dark­ness - with any hope of survival?
9
WWhhoo AArree YYoouu iinn tthhee WWoorrlldd??
IInnssttaallllaattiioonn && LLooaaddiinngg
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
When you first run the game, an introductory movie plays, followed by a message welcoming you to Lords of Magic. After this screen you arrive at the Start Options Panel:
Lords of Magic- Starts a new game from scratch.
Legends Of Urak- Allows you to play the spe-
cial Lords of Magic quests (see page 146). We rec­ommend that you familiarize yourself with the standard game of Lords of Magic before attempt­ing one of these.
Last Save- This selection loads the last game that was saved, including, the autosave feature that automatically saves your game prior to entering a non-autocalculated combat. If you're continuing an epic campaign from your last outing in Urak, just hit this button and you won't have to scroll through a list of saved games. Likewise if you were killed in a battle, you can restart at the point just before the combat took place.
them with other Lords of Magic players.(See page
151).
Custom- Brings up a list of saved custom maps for single player games on user-created maps.
Exit Game- Exits the Game to the Desktop.
SSttaarrttiinngg AA NNeeww GGaammee..
Click on Lords of Magic. This brings up the Lord Selection Screen. Here you choose the profes­sion, or class of the Lord you will play in Lords of Magic. You can choose Warrior, Mage or Thief. Each class has different strengths and weaknesses that affect gameplay. By choosing one of these
11
Load Game- Brings up a list of saved games. Among these are the tutorial files, used later. (See
page 22).
Multiplayer- Brings up the Multiplayer Options Panel, where you can begin adventuring on-line and with others.(See page 136).
Map Editor- Opens the World Map Editor. Here you can make infinite new landscapes of Urak and add whole new dimensions to Lords of Magic. You can save these maps and exchange
Lord Class Selection Screen
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnssSSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
12 13
classes, you are not limiting your entire party to that particular class. Any party can be comprised of a combination of these characters, but the strategy of your Faith will be influenced by the kind of Lord you choose to play. At any time during the selection process, you can click on Back in the lower left corner of the screen to return to the previous screen. Once you have chosen a class, you will be asked to select the Faith that you will play. This is another important decision since each Faith also has its own strengths and weaknesses. The kind of game you will play depends largely on this
choice. See the sections entitled Quick Start or Selecting Your Lord for more information.
See page 45 for more information on Classes.
CChhoooossiinngg AA DDiiffffiiccuullttyy LLeevveell
EEaassyy
If you choose to play an Easy game, you start with extra resources, while all of the other Faiths, including Balkoth begin with less. When you conquer a dungeon, you will receive more spoils than normal. When other Faiths swear fealty to you, you receive a larger percentage of their standing army - units and resources - than on the other difficulty levels. You may also find extra scrolls throughout the world.
MMeeddiiuumm
Faith Selection Screen
This level is designed for players who are familiar with the game and provides a good challenge for a long time. In a Medium level game, you and the other Faiths begin with fewer resources and expe­rience than in Easy mode. In addition, Balkoth is not at as much of a disadvantage as he is in an Easy game. Dungeon spoils are even, and a nor­mal amount of parties swear fealty to you when another Faiths Great Temple is liberated.
SSeettuupp && GGaammee SSttaarrtt OOppttiioonnss
14 15
HHaarrdd
This is, understandably, the most difficult level to play. You and the other Faiths start with fewer resources while Balkoth gains an extra Champion. You'll find fewer dungeon spoils for the same work, and there aren't as many scrolls in the world. When an other Faith swear fealty to you, you receive only a small percentage of its standing army. This level is not for the shy or inexperienced. Good luck.
SSeettttiinngg UUpp MMuullttiippllaayyeerr GGaammeess
See Chapter 7: Multiplayer Games.
QQuuiicckk SSttaarrtt
So you're chomping at the bit, ready to get out there and slay a few enemies? Then pick up your battleaxe and start hacking.
Many avid gamers want to get right to it - they don't want to waste any precious game time going through tutorials and manuals. Take heart, we wrote this section just for you! Here you'll find what you need to know to start adventuring in Urak as fast as possible. If you need to know more, we've added page numbers and references directing you to more detailed information. If you want to learn even more about playing the game, then go to the tutorials on page 22.
CChhoooossee aa CChhaarraacctteerr
In Urak, you can be the adventurer you always wanted to be. Start the game, after the introduc­tory story is finished, select Lords of Magic and read the descriptions of the Warrior, Mage and Thief that appear on the screen. Select the class that is closest to the character you wish to por­tray. Next, choose a Faith based on the descrip­tions and start conditions given on the screen. You can always go back a step in the selection process by clicking on the Back button in the lower left corner of the screen. Finally, select the difficulty level and begin.
See page 47 for more information on Faiths See page 45 for more information on Champions.
QQuuiicckk SSttaarrttQQuuiicckk SSttaarrtt
16 17
LLooookkiinngg AArroouunndd YYoouurr HHoommee
After loading, you will see your Lord and his or her party in the wilderness of the land. Somewhere close by will be the Capital of your Faith. Surrounding this is a small cluster of buildings: A Barracks, a Mage Tower with a Spell Library and a Thieves Guild. You will use all of these buildings to hire and train units of your Faith to help you in your adventures. Somewhere in the area is a large unique ornamen­tal structure. This is your Great Temple, a key facility that you will need to liberate from the scourge of evil.
See page 74 for more information on city man­agement. See page 71 for more information on Great Temples.
EExxpplloorraattiioonn
See page 59 for more information on Movement and Interface. See page 87 for more information on Caves, Dungeons and Towers.
TTrraaddee RReessoouurrcceess && HHiirree aa UUnniitt
Take your leader into your Capital and visit the Tavern, Temple, Magistrate, and Marketplace. Clicking directly on the buildings will allow you to conduct business with them. It is here that you will be able to manage your resources over time.
Exit the Capital and go to the Thieves Guild to hire Mercenary Missile (ranged attack) units. Now you are ready to attempt to conquer that structure closest to you.
See page 75 for more information on Resource Management.
To explore the darkened regions around your Capital, move your Lord by left-clicking twice on a destination - once to set the location and again to execute the move. When you move, you'll see more land and structures revealed as the shroud is lifted. Move your cursor over these structures and a highlight may appear, indicating that they are objects that can be interacted with. If you leave the cursor over a structure for a few seconds you will see a description pop-up appear. Keep in mind that these buildings, caves, statues, and other mysterious objects represent potential hiding places for your enemies.
CCoommbbaatt
Combat in Lords of Magic is similar to other real-time strategy games. Select units and move them into combat. However, Lords of Magic allows you to pause the action by pressing the space bar. In this way you can stop to take a more tactical look around and issue orders to units while the game is paused. There are three ways to select units: by clicking on them directly, by clicking on the unit icons at the bottom of the screen, or by cycling through them with the + and - keys. Once the unit is
QQuuiicckk SSttaarrtt
QQuuiicckk SSttaarrtt
18
highlighted, you can issue orders in one of two ways: By clicking on the physical destination or target, or by using the buttons above the icons and then clicking on the destinations or targets. Champions take orders as individuals, but Military Units (Infantry, Cavalry and Missile Troops) all take orders in squads of three. You can, if you wish, select individual Military Units by holding down CTRL and clicking on the unit on the map. Once combat ends, the Combat Results panel will appear. This shows unit losses and the spoils that the victor receives. In order to become a recognized Lord, you must have a Stronghold built in your honor. This is necessary to gain the resources required to wage a successful campaign against Balkoth. In order to have this Stronghold built for you, you must gain enough strength, by conquering dungeons and hiring Mercenaries, to remove the evil from your Great Temple.
See Chapter 4 for more information on Combat.
At any time during the game while on the Overland Map, you can change the game options. Click on the disk icon on the left side of the Interface Panel or hit the ESC key to bring up the Options Panel. The Options Panel gives you con­trol over the following options.
New Game:Quits the current game and brings you back to the Startup Screen to begin another game.
Last Save:Loads the last saved game or the last point before you entered a non auto-calculated combat.
Save Game:Saves the game in progress and allows it to be loaded later.
Load Game:Allows you to load a game from a list of previously saved games.
Sound:Clicking on this button brings up anoth­er panel from which you can adjust the volumes for different game sounds.
19
Music:This allows you to change the volume of the music that is played in the background.
Sound FX:The volume of all of the sounds made by characters, such as walking, spells and combat noises, can be controlled from here.
Speech:This alters the volume of the verbal replies that characters give when you select them and give them orders.
21
QQuuiicckk SSttaarrtt
20
Ambience: This allows you to change the volume of the background noises that make up the atmosphere of the game such as wind blowing, birds chirping and waves crashing.
Building Speech On/Off: Clicking this button selects whether or not you want to hear the state­ments made whenever you enter a Capital or Military buildings, such as the Barracks, Mage Towers, Thieves Guilds.
Reset Help: When you first start playing Lords of Magic you receive Help Text when certain events occurs. You have the option to disable each of these panels after you view them for the first time. If, at some later date, you want to re ­enable them again, pressing this button will reset all of the Help Text Panels.
Center Move On/Off: Toggle this button to choose whether or not you want to have the game screen constantly center on the currently moving party. With this option turned on, the screen will automatically center on any units that are moving within any line of sight your parties have. This is useful for tracking enemy move­ment that may otherwise go unnoticed. Turned off, the screen will remain where you have left it and not track any movement. This is a good option to have on if you one have one party and want to keep an eye on it. Leave this option turned off if you have multiple parties and you want to scroll around the map looking at them.
The last options that you can adjust are the
Game Speed and Combat Speed. Modifying the
Game Speed will change the speed in which
everything happens on the Overland Map while changing the Combat Speed affects the speed at which combat takes place. Clicking the Default button will reset both speeds to their default val­ues.
Finally, you have the options to either Quit or Resume the game with your new options.
QQuuiicckk SSttaarrtt
TTuuttoorriiaall
22 23
TTuuttoorriiaallss
HHiirriinngg MMeerrcceennaarriieess
At the main start screen, choose the LOAD option. Click on the saved game called MERC.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
When the game begins, you do not have any fol­lowers (people willing to work for you) to train as new units in your army. However, you do need to increase your forces, so hiring Mercenaries becomes your only option. Mercenaries are very expensive to maintain, so you'll need to keep a watchful eye on your treasury when you have mercenaries in your ranks.
To hire a mercenary, first left-click on your party to select it and then left-click twice on the Barracks to move the party into the Barracks. If you do not know which structure is the Barracks, you can hold the cursor over buildings, and you will see mouse help text appear above each struc­ture. Find the structure marked "Archon Barracks" and left-click twice to enter the build­ing. You will be greeted by a voice welcoming you to the Barracks. An adventurers' viewpoint of the Military building that stands before your Lord
appears on a panel, with a description of the building (note: it is always a good idea to careful­ly read the descriptions of any buildings or units that you encounter as they give hints to what this building is suited for and the strengths and weak­nesses of the units found within). After reading the description of the building, click on the Footmen button to see a description of these dis­ciplined foot soldiers.
You now have two options: Train and Hire Merc. The resources that appear above the Train button are the costs associated with training a follower, whereas the resources above the Mercenary (Hire) button pertain to a "pay as you play" method used by the mercenaries. Notice that training a Footman unit requires that you have at least one follower (the little man raising his arm). If the resource display at the bottom of your screen on the lower right shows that you have no followers available, the only way to acquire any units is to hire a mercenary. Click on the Hire Merc. button and you will see and hear that the mercenary has been hired. Exit the barracks screen. You now have a new unit to command, and as you can see from your resource display in the lower right, this mercenary is very costly, requiring four gold and one ale for every day that they are in your service.
Strategy note: Mercenaries are a temporary solu­tion at best. It is vital that you do not pay them to sit around idle. Hire them and go and kill something! For more information on mercenar­ies and how to dismiss them, see pages 58-59. This concludes the tutorial on hiring Mercenaries. At this point you should go on to the next tutorial.
TTuuttoorriiaallTTuuttoorriiaall
24 25
LLiibbeerraattiinngg aa GGrreeaatt TTeemmppllee
At the main start screen, choose the LOAD option. Click on the saved game called TEM­PLE.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
Taking a Great Temple is the single most impor­tant step that you can make in Lords of Magic, short of slaying Balkoth. Freeing the Great Temple provides you with a five-fold reward:
· When you defeat the creatures that infest your Great Temple, your people build a Stronghold for your Lord to use as his or her base of operations.
· You will receive an immediate reward of 10 fol­lowers in your Stronghold upon freeing the Great Temple.
· The Great Temple remains as the focal point to attract future followers to join your cause. After visiting the Great Temple, new followers will journey to your Stronghold every week (seven turns).
· Mere possession of the Great Temple spreads your name and increases your fame.
· The Great Temple will eventually allow you to summon the most powerful creatures in Urak.
Select the party that is outside the Great Temple by left-clicking on it. Left-click on the massive
statue adjacent to the party. enter the Great Temple and prepare for battle. The battle has been pre-arranged so that there should be little challenge. Do not expect it to be this easy in the actual game!
The Order Great Temple
Assuming you win the battle at the Great Temple, a message appears describing the epic event. Scroll the map to your Capital and you now see the proud presence of a Stronghold waving a ban­ner above the rooftops. Click the End Turn but­ton. Notice that you were on your sixth turn, so the next turn will be your seventh. At the end of the week (seventh turn), another message appears, informing you of the number of follow­ers who have gathered in the Stronghold to join you. Click on the Capital and you can now assign these followers to do various jobs for you. Assign followers to the Marketplace to work as mer­chants to earn gold, to the Tavern to brew ale, to the Temple to enchant magic crystals, or to the Magistrate to spread the word of your cause and raise your fame (see page 82 for more informa-
tion on city and resource management).
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RReesseeaarrcchhiinngg aa SSppeellll
At the main start screen, choose the LOAD option. Click on the saved game called MAGIC.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
The task of learning more powerful spells is han­dled by assigning Mages to research in the spell Library. To assign a Mage to begin research on a spell, select the party near the Mage Tower and place the mouse cursor over the Library. If you are not sure about which building this may be, just leave the cursor over a building for a moment and help text will appear above the structure describing it to you. Once you find the Library, left-click to enter. You will immediately be taken to the Library interior where you will see your Mage, sitting at a desk, hard at work.
Now you must choose which spell you wish to research. There are four books on the shelf to choose from, combat attack, combat defense, overland spells, and general knowledge. Click on the first book on the left (with the sword on the spine) to open it, and you will see the first com­bat attack spell that your Mage can learn for you (in fact you already know this spell). Left-click on the right page to turn to the next spell, which you do not know. The left page tells you how many days (turns) it will take to complete research on this spell. Exit the Library by clicking on the doorway to the left of the screen and end your turn. At the start of the next turn, enter the Library again by left-clicking on the Enter Building button above your Mage. You will now see an open book on the bookstand that repre­sents the spell being researched. Left-click on the book and you will now see the report on the left page giving you the current status of the spell being researched. This page also tells you the names and experience levels of the Mages cur­rently researching in the library. Over time you will notice that the runes on the bottom of the right page become readable, signifying your progress in the practical application of this spell.
CCoommbbaatt
At the main start screen, choose the LOAD option. Click on the saved game called COM­BAT.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial
27
case, however, choose "Enter".
Now you are inside the Large Estate. Combat is currently paused so take a moment to look around. Using your mouse cursor, scroll to the upper left portion of the screen - there you will see your enemy. Rest your mouse cursor on one of the enemy creatures; notice that the selected enemy is now outlined in brown, and mouse help appears giving the name and experience level (approximate strength in the case of creatures) of your vile enemy. The interface panel on the lower left of your screen now provides more detailed statistics on the abilities of any foe you highlight. Just above the enemy are descending stairs. These stairs indicate that this Large Estate contains another level below the current battle level, with more wretched inhabitants to oppose you. If you wish to explore deeper into the next level, you must ensure that you remain healthy enough to continue your adventure.
You will also notice two colored flags planted in the ground and waving above your Mage. To find your Mage's location (or that of any other unit) on the battle map, right-click on the Mage's icon in the lower panel and you will automatically cen­ter on him. Hold the mouse cursor over the flags; mouse help will appear indicating that this is a "Flee Area". If you ever find yourself facing a superior enemy and want to leave combat before all your troops are exterminated, press the "Flee From Combat" button (the picture of the person running with upraised hands) located on the lower right side of the interface panel. Giving this order will cause all your troops to disengage from
29
and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
Success or failure in combat is one of the most important factors in any adventurer's journey through Urak. This tutorial is designed to give you a basic overview on the capabilities of the various troops you will lead into battle. In this tutorial, you command three champions: a Life Mage, a Life Warrior, and a Life Thief as well as a unit of Life Infantry and a unit of Life Missile Troops. Note that the Champions are graphically represented by only one figure at all times, while Military units (Infantry, Cavalry & Missile Troops) are represented by three figures in com­bat.
Directly above your party on the overland map is a structure with a blue roof and a gray banner waving over it. Rest the mouse cursor over it; mouse help will appear indicating that this struc­ture is called a "Large Estate". Double-click on the Large Estate; a pop-up panel will appear that describes the difficulty level (i.e. difficulty - level 1 is the easiest, level 11 is the most difficult) and gives a brief description of who or what awaits to battle your party within. There are also three but­tons at the bottom of this pop-up: "Enter", "Autocalc" and "Retreat". Enter will take your party into battle, Autocalc lets the computer determine the winner, and Retreat allows you return to the overland map unscathed (although what brave adventurer would ever contemplate running away with his tail between legs?). In this
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combat and make their way to the flee point. Troops who make it to the flee point will return to overland map. Directly below the "Flee" but­ton is the "Surrender" button. Giving an order to surrender will kill all of your non-Champion troops and make your Champions prisoners-of­war. The other two buttons are the "Pause Combat" button (the red/green light next to the "Flee" button) and "Autocalc" (the button with the computer on it).
Now right click on your Warrior (the guy riding the green lizard). Notice that a new set of action buttons appears above the unit icon panel. These buttons give specific orders to the Warrior that only he can carry out. These buttons are (from left to right): Attack, Defend, Go Berserk and Rally. Notice that each button has mouse- help associated with it. Clicking on the Attack button and then clicking on a particular enemy unit will make the Warrior advance to that unit and attack it. Click on the Defend button, and then click on a location on the map or on a particular friendly unit. Choosing to defend a location will cause the Warrior to move to the specified area and wait for the enemy to approach. If you choose to defend a particular unit, the Warrior will move near to the unit he has been ordered to protect, and defend him if he comes under attack. If you order the Warrior to defend himself, he will parry; applying one half of his attack value to his defense, and subsequently entirely forfeiting the opportunity to attack. This is useful for infantry, to stall the enemy's approach and hold him at bay, while Mages or Missile Troops attack from afar. Clicking on the Go Berserk button will cause
your Warrior's defense to drop to zero, but will increase his attack by one half of his original defense. This button is only really useful if you either completely outclass your enemy or if your enemy is so powerful that you have no other alternative. Clicking on the Rally button will cause your Warrior to issue a mighty war-cry and will inspire your military units to fight at plus one to attack and defense. (Military units are: Infantry, Cavalry, and Missile Troops.)
The next Champion to right-click on is the Thief, which causes a new set of action buttons to appear above the unit icon panel. These buttons are (from left to right): Subdue, Aimed Attack, Stealth, and Detect Thief. Again, each button has mouse-help associated with it. Subdue is used to capture Champions of another faith. Click on the Subdue button and then click on the enemy Champion you want to capture. If your Thief successfully subdues an enemy, he will become your prisoner of war. See page 133 for further information on POW options. Please note: sub­due can only be used on Champions belonging to another "player faith"; it cannot be used on wan­dering monster or renegade champions that live in, or come from caves and dungeons, such as the ones in this battle, and it can never be used on non-champion units. Giving the order for an Aimed Attack allows your Thief to cause greater damage with her missile attacks, at the expense of slowing down her rate of fire. Clicking on the Stealth button turns your Thief invisible to all enemy units, until detected. Detection is based on the sneaking thief's level and distance from the detecting parties. When a sneaking thief either
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gets very close to her enemies, or when that enemy is of higher level than she, the chance for detection rises dramatically. The last action but­ton: Detect Thief, allows your Thief to try to detect any enemy Thieves that are in stealth mode, and trying to sneak up on you. Though again the ability of your thief to detect an enemy thief in stealth mode depends on the relative lev­els of the thieves, this method of detection offers your party the best chance at detecting enemy thieves.
The final Champion to right-click on is the Mage. Notice that two yellow spell buttons now appear above the unit icon window. The left button rep-
resents combat attack spells, and the right com­bat defense spells. Move your cursor over these
buttons and notice that mouse help appears describing the spell effects and the mana cost to cast these spells. In the unit statistics area in the left portion of the interface panel, the middle sta­tistic box on the bottom row tells how much mana your mage currently has. At the moment, she has 17 mana at her disposal. As she casts spells, the amount mana remaining decreases. See
page 110 for further information on mana and
spell casting. Now place your cursor over the "Spirit Arrow" spell (the yellow button on left with an arrow on it) and right click. Notice that a pop-up box appears with a button for Spirit Arrow and another button for a spell called "Bless". As you learn new spells through research in the Mage Library they will appear in this pop­up box area. A red outline appears around Spirit Arrow because it had been selected spell. Left­click on the button for "Bless" to select it - "Bless"
will now appear above the unit icon where the Spirit Arrow button used to be. Right-click on the button for "Bless" and observe that a red out­line is now surrounding the button for "Bless". Left-click on the button for "Spirit Arrow" to res­elect it and notice that it again appears above the unit icon panel. Left-click on the button for "Spirit Arrow" once more; your cursor will now turn into a white star to indicate that a spell has beenreadied for casting. Scroll over to your enemy and rest your cursor on one of the blue "Sprites" creatures. The star cursor will begin to animate and a red outline will appear around the creature you have targeted. Left-click on the creature to cast "Spirit Arrow" on this foul enemy. Now unpause the game by hitting the space bar and watch as your Mage casts "Spirit Arrow" on your opponent. After the spell has hit the targeted creature, notice that his health (rep­resented by the gray bar above the creature) has been reduced. Hit the space bar again to pause the game and select another target on which to cast "Spirit Arrow". If you want the game to con­tinue in real-time but just want to slow things down a bit, use the "," and "." keys to speed things up or down until you find a speed suitable to you.
Notice that after you attack the creatures they begin to move toward you. While the game is still paused, issue orders to set up the positions of your troops. It's best to place your Infantry units in front of your Missile Troops to protect them and allow them to fire without being attacked. You can give your units orders by either selecting them in the unit icon panel or left-clicking and dragging a box around their figures on the map.
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You can even select individual members of a Military Unit by combining a left-click with the <CNTL> key. You can give your units orders to move (and attack) when the game is paused; however, they will not execute these orders until the game is unpaused. Move your troops so that the Elven Staffmen are in front of the Elven Archers and Thief Champion to protect them. Continue to have your Mage cast "Spirit Arrow" on the enemy creatures. Use the Rally button and then move your Warrior up to attack any stray enemies that might attempt to sneak through your defenses.
Once you have dispatched your enemy, you receive a pop-up informing you of the combat results: who was killed, what spoils you received, and any units that have increased in experience level. In multi-level encounters, such as this, you
receive a panel informing you that you may now manipulate artifacts and cast spells. This means that if you had any potions or healing spells you could now use them (see page 116 for details on
using potions). In this case you have neither, so
click on the "Close" button located on the lower right side of the panel. You now have the option to return to the overland map (by clicking on the globe located on the lower right side of the screen) or proceeding down to the next level of the dungeon to clear out the evil inhabitants located within. You also have the option of split­ting up your party and sending any severely dam­aged unit back to the surface. This is done by first sending your stronger units down to do battle with creatures located below, and then clicking on the flee button for the remaining troops to leave . In this case, however, send all your units down below by selecting them and giving them an order to move to the descending staircase. Once all the units have made it to the staircase, you will be transported to the next level of the dungeon with a whole new group of enemies that oppose you. Using the knowledge you gained from your previous battle, you should be able to turn these creatures into dragon appetizers in no time. You may notice that as you continue to order your Mage to cast spells on the enemy that the spell buttons gray and out and she can no longer cast spells. This is because she has run out of mana. Mana can be replenished either by using a potion (see page 116 for details on using mana
potions) or by ending your turn (your Mage will
have full mana on the next day). Once victory is yours, you receive another combat results report, and your party returns to the overland map.
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right-click in an open portion of the overland map to deselect it. Now place your cursor on the Barracks and left-click to select the empty build­ing. A pop-up options panel will appear; notice that next to the "Experience Conferred to Recruits" and "Next Turn" the numbers both indi­cate that zero experience will be conferred to any units produced because no Champion is present to instruct them. Click on the button labeled "Elven Staffmen" in the middle of the upper row. Another panel will appear that gives a brief description of the Elven Staffmen as well as their statistics (attack, defense, movement, etc.) and their cost. Observe that their current experi­ence(shown by the temperature bar underneath the word "Level") indicates that if you produced the unit now, it would appear with only Level 1 experience, and hence would be quite weak and vulnerable in combat. Hit the "Cancel" button and exit the Barracks. Now select your party by left-clicking on it and order it to move into the Barracks. You will now see that because you have brought the appropriate Champion (a Warrior) into the Barracks, he will confer 46 points of experience onto any units produced in the next turn. A new line also appeared: "Max With This Champion", indicating that a unit produced while using this Champion as Steward will receive a maximum of 465 experience points if the Champion remains as Steward for the longest possible time.
Select the "Elven Staffmen" button again. Observe that the temperature bar underneath the word "Level" now contains two colors: green to indicate the experience level that a unit will pos-
37
Notice that a gray banner no longer flies over the large estate - all its evil denizens have been exter­minated. If you had failed to defeat the creatures within, a gray banner would continue to wave above the estate.
CCoonnffeerrrriinngg EExxppeerriieennccee ttoo NNeeww UUnniittss
At the main start screen, choose the LOAD option. Click on the saved game called EXPERI­ENCE.SAV so that it appears in the box at the top; now click on the word LOAD on the lower left side of the pop-up. Follow the instructions as described in the Tutorial below. If for some rea­son you encounter difficulty playing the tutorial and you wish to restart the tutorial, click on the gray diskette at the left side of the main interface to access the OPTIONS MENU, click on the LOAD button, and reload the saved game.
Having your Champions confer some of their experience to new units can be the easiest (not to mention safest) way to acquire units with a high­er experience level, without ever taking them into battle. This tutorial will show you how to assign Champions as stewards to your military build­ings, to greatly enhance the strength of the forces that your buildings produce for you to lead into battle.
Find your Elven Barracks - it is to the left of your party. You can find your various building by rest­ing the cursor over them to receive mouse help.. Do not enter the Barracks with your party; if your party is currently selected (i.e. it appears in the unit icon panel at the bottom of the screen),
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Staffmen have reached their maximum level of experience (as indicated by a Level temperature bar that is all yellow), click on the "Train Unit" button and observe that the newly created unit will posses Level 3 experience.
39
sess next turn, and blue for the maximum amount of experience the unit will receive. Notice that a blue "+1" appears below the number 2 on the level temperature bar. This means that the maxi­mum amount of experience the unit will possess will advance him beyond experience Level 2. Hit the Exit button to exit the Barracks and then click on the end turn gem in the lower right cor­ner to end your turn. At the beginning of your next turn, go back into your Barracks and select "Elven Staffmen" once again. The temperature bar will now contain three colors: yellow to indicate the current experience the Staffmen will possess if produced on this turn, green to show how much experience they will posses if produced the following turn, and blue to show their maximum experience. Keep on ending turn until no more blue remains in the temperature bar, and the bar is entirely yellow (10 turns). Notice that the experience the unit will possess if produced on this turn will put him just below experience Level
3. In addition to the experience of the Champion who is residing as Steward, the upgrade level of the Barracks (or Thieves Guild, or Mage Tower) can affect the amount of experience conferred upon new units produced as well. The top of the first pop-up panel when you enter the Barracks indicates that this structure is currently at upgrade level 1. Click on the button labeled "Upgrade" on the upper right of this panel. Now click on the button for "Elven Staffmen" and observe that the amount of experience the Staffmen can possess will place them above expe­rience Level 3. Remember that a military build­ing cannot be upgraded higher than the level of its corresponding Stronghold. Once the Elven
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CChhaapptteerr 11::
GGaammee OOvveerrvviieeww &&
SSeelleeccttiinngg YYoouurr LLoorrdd
o you think you've got what it takes to defeat Balkoth? Let me tell you some-
S
you. All of them are dead. I won't relate the man­ner of their deaths, but let us say that what little remained of the bodies wouldn't feed a hungry crow.
thing, my friend. Many have come before
- Balathustrius
again, the people will sing your praise and build you a Stronghold in your Capital, attracting Followers who will work for you.
The resources necessary for maintaining your parties and continuing your campaigns, are Gold, Crystals, and Ale. These can be obtained by clear­ing local structures. While clearing out a cave or dungeon will yield some instant resources, a steady flow can be found by conquering and maintaining control of a Gold Mine, Crystal Mine, Brewery or Statue.
Much of your success in Urak hinges on your reputation, or Fame. How famous you become depends on your actions and your conquests dur­ing the course of the game. As your Fame grows, numerous Followers from across Urak volunteer to help in your campaign. These Followers appear in your Stronghold and await your orders.
Followers can be assigned to the vital tasks of brewing ale, running your Marketplace, spreading the word of your campaign, and harvesting magic crystals. Additionally, you can invest resources into training Followers to create powerful units in any of the Military buildings on the outskirts of the Capital. Mercenaries, too, can be hired , at a cost.
Live long enough, and your soldiers and Champions become more experienced and much more powerful in combat. Once your Lord has gained a few levels of experience, you are ready to venture out beyond the relative safety of your own region and visit your neighbors.
OObbjjeeccttiivveess
When the game begins, it's just you and a few loyal adventurers in a big, unexplored world.
To defeat Balkoth and restore Urak you will need to build a force great enough to vanquish him. There are many steps that you must take in order to accomplish this goal.
First you need a base of operations where you can build and train your forces. To do this, you will need to prove yourself a worthy Lord to the good people of the Faith you have chosen to lead. Your people may support you and pray you are suc­cessful, but this does not mean that they will work for you or lay down their lives for you. In order for your people to support you in action, not just in words, you must clear the poison that Golgoth has summoned within your Great Temple. When the Great Temple is free once
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
The Overland Map
your campaigns will be run. An Order Mage game is very different than a Water Thief game. These two choices, Lord Type and Faith Selection, are the most important decisions in the game.
LLoorrdd TTyyppeess
A Warrior's life is one of loneliness and glory, days spent in the thick of battle, nights alone on the cold ground with a thin blanket and dis­tant memories of home. The world of a Mage, thick with the dust of spell books and heavy with the perfume of potions, hints of mystery and foreboding. The romance of a thief's life is more myth than truth, for Thieves are sought by all and trusted by none.
- Balathustrius
There are three Lord Types that you may choose from: Warrior, Mage, and Thief.
Choose to become a Warrior and your talents lie on the battlefield. Even the most inexperienced Warriors have superior combat skills, and all Warriors have a powerful charisma that can be used to rally their troops during combat. Many Warriors ride proud battle-mounts into combat. Choose to study the mystic arts as a Mage, and the magical abilities you possess can make you a powerful, dangerous leader. It is true that novice Mages starting a campaign are weak, with untried skills and untested spells fresh from their books. But as a Mage, you have the opportunity to learn additional spells as the game progresses, making you a force to be reckoned with (provided you can stay alive long enough!).
A word about Bartering: As you encounter the other Faiths in the game, you will meet some that agree with your cause and some that support Balkoth in the hopes of sharing the spoils of a broken Urak. Depending on the political attitude of your neighbors, they may seek your help.
People that you encounter who are sympathetic to your cause can become permanent allies of yours if you clear out the Great Temple in their region. When this is done, the people are so grateful that the Lord of that Faith swears fealty to you, and his or her people come under your rule, adding their resources to yours. Any Faith that swears fealty to you provides you with an Heir that will continue your campaigns if you should die. Should you encounter hostile Faiths whose opinions cannot be turned, you must con­quer their Capital by force.
Consolidating the power of the peoples of Urak in this way will undoubtedly give you the leverage you need to face Balkoth. His power is unques­tionably the strongest in Urak. But with perse­verance, cunning, good leadership, and enough allies fighting alongside you, you may just become the savior this land so desperately needs.
SSeelleeccttiinngg YYoouurr LLoorrdd
Before you can lead your army against the dark­ness, you must choose what kind of Lord you wish to become. Choosing the type of Lord that you will play may seem like a simple process. However, each decision affects the way in which
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
ble-clicking a unit icon on the status bar) you notice that Lords, unlike all other units, cost nothing to maintain.
FFaaiitthh SSeelleeccttiioonn
...winning the battle against Dark. For it is that when beliefs coalesce into one, Good will tri­umph and… the shadows will face banishment forever to the depths of Urak.
- Fragment of a parchment from the
Prophesy of Urak, Volume 24.
As a Lord, you must choose to lead one of the eight Faiths of Urak before you start your cam­paign. At the beginning of the game, you will see the Circle of Life. Here is where you will choose what Faith to worship. There are eight archways, one for each Faith. Choose carefully, for this decision affects everything that comes after it. Each Faith has its own strengths and weaknesses that distinguish it on the battlefield, and you must choose a Faith that complements the cam­paign you wish to conduct.
Choose the life of a Thief and you choose to live amongst the shadows. Thieves embrace an exis­tence of cunning, deception and stealth. Good Thieves can roam the world spying on enemies without being detected.
In combat, a Thief has the ability to sneak up to enemy Champions, subdue them and take them prisoner.
Lords carry a double banner on the Overland Map, enabling their party to stand out from the others. As a Lord, you wear your personal colors, which are different from those of other Champions and your enemies. Also, if you look at the Unit Information Panel (accessed by dou-
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
A Lord riding a trusty steed
enemy units, but they make up for this with their powerful attacks and impressive collection of strong defensive spells.
FFiirree
I annoyed a Fire Giant once. I don't recom­mend it.
- Balathustrius
Worshippers of Fire are just akin to the worship­pers of Chaos. They tend to be strong, and attack with startling vehemence. Fire mages love pyrotechnics, and their impressive array of spells both look great and can ruin an opponent's day from quite a distance. Their weaknesses are few but serious, for Fire worshippers have little defensive magic, fairly useless armor, and low hit points. As a result, a typical strategy for Fire wor­shippers is to torch and run, so expect to see them attack first.
WWaatteerr
If you're smart, you'll never board one of the leaky tubs that pass for ships on Urak. Mark me, the decision to tempt the creatures of Water may be the last dry choice you make. Not to mention that ship food ranks as the foulest slop ever to curse a dinner table.
- Balathustrius
From the gentle foam that teases the western coast to the crashing waves beneath the Cliffs of Amshanan, the Water Faith has complete domi­nance of the oceans. Their sea monsters can smash enemy ships and their land-based lizard
AAiirr
Damned Storm Giant mages. It never fails ...they always call the rain when I want to work in my garden.
- Balathustrius
Air creatures soar above a battle, striking fast and moving out quickly. Air creatures don't have much in the way of armor, but their agility gives them an edge against attack. Air Mages have an exceptional library of offensive spells at their dis­posal, and these spellslingers can usually be found at the rear of an army, throwing lightning bolts from long distances (and keeping themselves well out of the fray). Mages of the Air Faith are leg­endary for their ability to control the weather.
EEaarrtthh
I've always liked the Dwarves. They're slow and stubborn, but honorable and good allies in a clinch.
- Balathustrius
Earth followers move like the slow-growing glimmer vines of Urak - you can't really see them move, then all of a sudden they've covered your garden. But don't mistake their lack of speed for lack of brains. Earth creatures have a battle savvy that comes with an intimate knowledge of the terrain, and their superior armor and unmatched endurance make them difficult to kill. Earth crea­tures can usually be out-maneuvered by faster
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
TThhee EElleemmeennttaall FFaaiitthhss
OOrrddeerr
I've never been terribly impressed with the wor­shippers of Order. They're highly disciplined in a way too serious for my taste.
- Balathustrius
To believe in Order is to believe in balance. Order worshippers embrace the view that everything in the universe has its place and every event happens for a reason. On the battlefield, the soldiers of Order are renowned for their balance of defense, attack, movement, and hit points. Soldiers the world over envy the troops of Order, for their Mages are experts at spells that increase the fight­ing abilities of Warriors and that protect the less­er troops from whatever harm is flung their way.
LLiiffee
The Elves confuse me. On one hand, they're worshippers of the eternal web of life on Urak. On the other hand, when crossed they can be frighteningly lethal opponents.
- Balathustrius
Elves are agile and quick, with an unmatched long-range attack that enables them to inflict serious amounts of damage from a distance. Life Mages employ powerful healing spells that revive wounded troops on the battlefield. Legends, from long ago, speak of Life Mages resurrecting their fallen comrades. Unfortunately for the Elves, their melee skills pale in comparison to their ranged prowess. Their greatest weaknesses lie in their lack of close­range fighting skills and their distaste for wearing armor. It's rare to see Life troops in hand-to-hand
men are fast and tough enough to make quick work of the enemy. Water Mages begin as extremely weak characters, but theirs is a profes­sion that grows in strength as the game progress­es. Over time, Water Mages gain the knowledge and experience to learn extremely powerful spells. They are the only Faith with the ability to change water into land. In times of peace they use the healing powers of water to restore hit points to wounded creatures.
CChhaaooss
I've got no patience with Barbarians and their ilk. They're big, they smell of stale ale and horse droppings, and you never know which side they'll end up fighting for during the battle.
- Balathustrius
Barbarians make great soldiers because they have simple needs: warm food, enough ale to addle their brains, and a dry place to sleep. They're good in battle situations; they have relatively high hit points and can perform devastating melee attacks. They don't wear much armor though, and they're not too good with projectile weapons. Chaos Mages have some awe-inspiring spells at their fingertips. It is rumored that they have the power to transform themselves and their enemies into other creatures. With this power comes tur­moil, however, because magic of this type is high­ly unstable, and therefore unpredictable.
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
TThhee AArrccaannee FFaaiitthhss
combat, and only foolish Leaders order Life troops to the front lines of battle.
DDeeaatthh
No sane Urakian speaks aloud of the Golgothan troops. The followers of Death lurk in the scorched forests and dank caves of Urak, and inhabit the nightmares of all that bat­tle to simply live...
- Balathustrius
In order to play as Balkoth, you must first defeat him in single play. The Death Faith is always avail­able in Multiplayer games. The following informa­tion is still relevant to gameplay.
It is known that members of the Dark Faith wield stunning powers, given to them by the fetid princes of the nether regions. Death worshippers are well armored and fast, possessing a superior power in battle that destroys most of their ene­mies. Death troops tend to be equally skilled at range and melee attacks. Their Mages overwhelm their opponents with some of the most devastat­ing spells known on Urak. These dark elves use sorcery to raise the dead, replenishing their troops as the battle rages around them. This unspeakable act is a nightmare to see and an eter­nal terror for the pitiful souls who have the mis­fortune to be so reanimated. Death creatures seem to drain the courage from their enemies; they display such offensive might that it turns opponents' hearts to jelly and keeps them from attacking. One should take care to be adequately prepared when meeting Death on the battlefield.
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CChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrddCChhaapptteerr 11:: GGaammee OOvveerrvviieeww && SSeelleeccttiinngg YYoouurr LLoorrdd
I
chose my three best soldiers - Gil Sarve, Kildonan and Sarith - to explore the crum­bling tower before us. They went gladly, as I
knew they would, filled with honor at being picked by my hand. As their shadows disappeared in the yawing mouth that was once the door, I wondered if I should ever see them again. As their comman­der, I had to order someone to go inside. As their comrade, my heart filled with worry for their safety. But I can never let the troops see me hesitate.
- From the war journal of Arius, first Champion of Order forces
CCHHAAPPTTEERR 22::
GGeettttiinngg AArroouunndd UUrraakk
only the most powerful Champion (or, barring a Champion, the most powerful unit) is displayed in each party. Capitals, Great Temples, Mage Towers, Thieves Guilds, Barracks, Mines, Breweries, Statues, and Crystal Mines will always fly the colors of the Faiths that own them. Caves, Huts, Dungeons and other mysterious places that have not been explored have grey banners, indicating that they are occupied by an unaffiliated or renegade party. Once cleared out, they will have no flag, unless occupied by an party, in which case they will dis­play that party's banner..
PPaarrttiieess
My troops are a rowdy crew, for Order wor­shippers. They sometimes drink too much and are overly fond of the dice. But when it's time for battle, they face the enemy in deadly earnest.
- From the war journal of Arius, first
Champion of Order forces
The portrait next to the magnifying glasses shows the Leader of the currently selected party. To the right of the portrait are windows that show everyone in the party and bars indicating their current health appear above their heads. A single party can consist of up to 3 Champions and 9 Units. Parties on the Overland Map always carry the faith-specific colored banners (i.e. Yellow for Life, Blue for Water, Brown for Chaos, etc). Lords carry a double banner. Parties are displayed on the Interface Panel within Unit Windows located at the center.
VViieewwiinngg tthhee MMaapp
The tools necessary to command your forces are located in the Interface Panel at the bottom of the screen. There are three zoom levels for view­ing the scrolling map of Urak. Three magnifying glasses located on the left of the Interface Panel control the zoom levels. The largest one provides the closest or "detailed view", the middle one gives a "regional view", and the small magnifying glass changes the view to a maximum zoom or "World View." At the closest view - the biggest glass - all troop types are displayed on the scrolling map. At the medium and World View,
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Magnifying
Glasses
The Overland Map
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Champions always occupy the first slot in each Unit Window, and there can only be one Champion per Unit Window. If there is no Champion, this slot will be left open. Three Units may occupy the remaining area of the Unit Window. Up to three Unit Windows will be dis­played depending on the size of the party. Experience levels are indicated by hash marks beneath each unit icon. Any equipped artifacts appear under the corresponding Champion (see
Artifacts on page 116). The current number of
living military unit members (normally three) is indicated underneath that military unit. If you want more information on a specific party mem­ber, double click directly on his or her icon. The resulting popup tells everything you need to know about that unit, including upkeep costs, attack strength, his or her defensive skills, hit points, movement, Mana supply, Experience, and
values on Strength, Dexterity, and Wisdom. You will also see a Dismiss button here. It is rep­resented by a unit with its back turned and a large X. This allows you to send expensive mercenary troops on their way, thus saving you some money.
SSeelleeccttiinngg aanndd MMoovviinngg PPaarrttiieess
Selecting which parties to move, deciding when to move them, and choosing the places to explore are the first steps in your adventure. To move a party across the Overland world map, you must first select it. Place the cursor over the party. A faith-specific colored outline (i.e. Yellow for Life, Blue for Water, etc) appears around the units in the party. Hold the cursor over the party and pop-up text appears. If the party contains a Champion, a name followed by the Faith will appear. If there is no Champion, only the party's Faith will be dis­played. Left-click on one of your own parties and it appears in the Unit Window(s) below. You are now ready to move this party. Click once on the map where you want the party to move to. A series of Green Movement Beads appears with a green X at the end. This tells you the route the party will take to get to its destina­tion. If the X and some of the beads are Grey, this means that the destination is further than the party can travel in one turn. A pop-up tells how many turns away the destina­tion is. Click again on the X, confirming the movement order, and the units will begin moving.
Movement that requires more than one turn
Movement
Beads
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CChhaapptteerr 22:: GGeettttiinngg AArroouunndd UUrraakk
Next/Previous
Party Arrows
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MMoovveemmeenntt PPooiinnttss
All Units move at different individual rates across the Overland Map. Grouping units into parties forces the whole party to move at the rate of the slowest unit. Furthermore, parties that do not contain a Champion do not move quite as fast as those parties that have a Champion present. Once a party has moved its full movement, it is still possible to separated units that still have movement points remaining from the party to continue on.
MMoovviinngg IInnttoo AA SSttrruuccttuurree
To move a party into a structure, select the party, then move the cursor over the structure Structures that you own have your faith-specific colored outline. Structures that you do not own always appear with a red outline. Click twice on the structure and the units move into it if you own it. A pop up gives other options if the struc­ture is owned by someone else.
See Combat beginning on page 91.
LLooccaattiinngg PPaarrttiieess
There are several methods of locating parties on the Overland map. The Next/Previous Parties Arrows located at the top, center of the Interface Panel bring up each party, re-centering the map on their location. Likewise, using the plus and minus keys ( + / - ) will cycle through the parties in the same way. Another option is to bring up the Party Roster screen (see page 63 for more
information on the Party Roster). From within
this panel, click on the partys unit icons, then select Go To ->, the screen re-centers on the
party. Of course you can always just scroll around the map until you come across what looks like one of your guys
MMoovvee AAllll PPaarrttiieess BBuuttttoonn
Located next to the Fame counter, is a grey but­ton that resembles a trail of footprints. As the game progresses, you may find that you have more parties to worry about and often you may find that you will set destinations that will take two or more turns to reach. Because parties do not automatically proceed to their destinations when it is your turn again, the Move All Parties button will cause all of your par­ties with movement beads remaining (that is, par­ties that have not reached their destinations in one turn), to move as far as possible to their des­tinations.
PPrreevviioouuss//NNeexxtt PPaarrttyy WWiitthh MMoovveemmeenntt RReemmaaiinniinngg BBuuttttoonn
Left of the Move All Parties Button , are two opposing arrows. Clicking on one of these will cycle through your parties that still have move­ment points remaining. This is useful to locate a party that may have reached its destination but can still move, or rounding up troops that have been idle and getting them moving, just in case you've forgotten anyone.
JJooiinniinngg//SSpplliittttiinngg PPaarrttiieess
During the course of the game, you will have many reasons to change the makeup of your par­ties around, such as adding archers to take on a
Move All Parties
Button
Parties With
Movement
Remaining
Arrows
TThhee PPaarrttyy RRoosstteerr
In order to get an overview of what parties cost, where they're located and what they're doing, view the Party Roster screen. This screen displays your entire army as it is currently divided. The grey icons indicate what each party is currently doing.
Footprints: This indicates that the party is out­side on the Overland map.
Greyed Footprints with a Number: This indi­cates that the party is marching to a destination that is not reachable in one turn. The number dis­plays how many turns it will take for the party to reach its destination.
House with Zzz: The party is currently resting inside a structure. This could be a building or cave.
House with R: This shows a Mage is Researching a spell within a Spell Library.
House with TR: This is a Champion that's Training new units within a structure such as Barracks, Mage Tower or Thieves Guild.
Selected Party Upkeep: This tells you the cost upkeep of the entire party that is currently select­ed.
Total Units: The total number of units under your command.
pesky dragon, getting that Mage out of active ser­vice to go study spells, breaking the Thief off for some stealthy reconnaissance.
Parties are limited to a maximum of 3 Champions and 9 other units.
To Add Units:
Select the unit(s) you want to join. Move the cursor over the party you wish to join them to. The cursor will change from the hand to two people with a plus sign. This is the join com­mand. Double click on the party, once to set the order and again to execute the command, and your units will walk up and join together.
To Split Units:
Select the party you want to separate unit(s) from. Either select an entire party, or in the Unit Window, click on the icons of the unit(s) you wish to separate. The units will then have a faith­specific color outline around them. Move the cursor away from the party, to the loca­tion you want the separated units to move to. Double click and the separated units will split off from the party.
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Selecting an individual party member
The Party
Roster Button
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Expenses:This is the total number of Ale, Crystals and Gold that you are currently spend­ing on maintaining your parties.
Income:This is the total amount of incoming Fame, Ale, Crystals and Gold that you receive each turn.
Followers Arrive in X Turns:The number of turns until the next batch of followers will be available in your stronghold(s).
Next - Prev Party Member:Cycles through the individual members of each party. Double click­ing on the unit will bring up a unit information panel.
GoTo->:Exits Party Roster and returns to the Overland Map centered on the last party high­lighted.
Exit:Exits the Party Roster and returns to the Overland Map where you last left it.
your parties before going into combat to give them the best starting positions. To do this, sim­ply click and hold on the unit you wish to move and drag it the new position. You may move any unit to any other unit position. If the new posi­tion is currently occupied, the units will exchange positions. You many not move Champions this way. Moving a Champion, moves the entire win­dow, and can therefore only be exchanged with another Champion. This changes the leadership of that party. Units in the first Unit Window will always be Unit Hot Key number One. This position tends to find itself in more hazardous combat starting locations.
EExxpplloorraattiioonn
In the distance we saw a single, crumbling col­umn. A mist swirled behind it, looking for all the world like the fetid breath of some legendary Earth beast. Although my face remained calm, inside my chest I felt the cold fingers of fear
GGrroouuppiinngg PPaarrttiieess
The Unit Windows display how parties are grouped. When entering combat, Units that occupy the same Window as a Champion will start close to that Champion. Furthermore, all occupants of a Unit Window will all have the same Unit Hot Key, when combat begins (see
Combat on page 91) starting with the farthest
left being One, the middle is Two then Three on the right. While you can reassign numbers and move troops around in combat, it can be easier to re-group
grip my heart.
- From the war journal of Arius, first
Champion of Order forces
SShhrroouudd
As no maps of Urak exist, unexplored areas of the world are covered with a black shroud that is only lifted after your troops have explored the area. However, once your units no longer occupy a place, the area becomes grey. You are allowed to view the terrain, but you cannot see any units hat may be there.
that of their opposite Faith, will experience extreme disdain for it. Although Fire Giants run through lava, for example, they're not too keen about ice. Life Warriors will move with caution across the dark marshes of Death. Earth Dwarves find scaling the mountains of Air more difficult than most.
Units travel farthest on familiar terrain and suffer no ill effects from traversing it
Terrain is a significant factor in movement. Climbing mountains to cross the land will take considerably more time than charging across an open field.
Before the darkness came, each Faith agreed to build roads to its neighbors to help further trade. Travelling upon the remains of these roads signif­icantly speeds up movement. Units will naturally move towards roads when given long destina­tions.
Water is impassible to all but ships and flying units. Exploring with a ship will reveal all coastal areas. Each ship can carry a single sub-party con­sisting of up to one Champion and three other units. Ship movement tends to be faster than overland.
SSiigghhtt RRaaddiiuuss
Each unit has its own sight radius; the distance around itself that a unit can see. The amount of terrain revealed varies between units. Most Air units have a wider sight radius than others. When travelling across the Overland Map, parties use the sight radius of their best member to see. The sight radius can also be enhanced by magic.
SSccoouuttss
One of the best ways to explore Urak is with scouts. When scouts act alone they can cover a wider area and move faster than almost any unit. They tend to be small and lack any appreciable fighting skills, but they can locate the enemy quickly, keeping an eye on troop movements or even makeing first contact with a potential ally.
TTeerrrraaiinn aanndd MMoovveemmeenntt
We didn't expect that the Narrow Pass through the Red Mountains would be choked with snow this early in the season. Personally, I think a Storm Giant Mage sent a blizzard in the pass to slow us down. It took all my troops three days to dig a path through that cold mess. By then, all we cared for were warm beds and dry clothes.
- From the war journal of Arius, first
Champion of Order forces
Every race of Urak is most comfortable travelling lands similar to that of its homelands. Although all Faiths and races can travel throughout Urak, units travelling across enemy terrain, especially
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A
s our defeated and wounded troops shuf­fled toward the Capital, I wondered if
many of them would make it. Then, as if by some magical command, the gray clouds lifted and a beam of late-afternoon sun struck the city ahead of us. I've never seen a more beautiful sight
- the whitewashed walls shone, beckoning us for­ward. The change in the troops was instantaneous. Their battered heads lifted, their steps quickened, and soon they all had made it safely home.
- Ilysanth, Life Mage
CChhaapptteerr 33::
BBuuiillddiinnggss
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CCaappiittaall:: PPrree--SSttrroonngghhoolldd
Every Lord begins the campaign near his or her Faith's Capital. Each Capital contains four build­ings: a Tavern, a Marketplace, a Magistrate, and a Temple. Since you have not yet established your­self in the region, expect the inhabitants of the Capital to be wary of doing business with you. For now, all you can do is visit your Capital to procure goods and services. Once you have estab­lished yourself in the region, you'll see that the shopkeepers and businesspeople become much friendlier toward you and your troops (and the prices get a little better, too).
If you find yourself short on money, going to the Market allows you to sell some of your supplies. Here you can trade some of your Ale and Crystals for Gold. The merchants can be under-
handed and shrewd, so don't expect to receive the best price for your exchange.
By utilizing some of your Crystals, a Temple priest can heal a wounded party member or even exorcise a curse. They also possess the power to transmute your Gold into Crystals.
The Tavern is the place to go to stock up on Ale. Also, if you want to make a name for yourself, you can hold a festival. Buying a round of drinks never fails to make one popular.
If, through your escapades, you have nothing of value left to trade with, you can always beg for money at the local Magistrate. Be warned though, beggars are seldom seen as glamorous, so doing this will cost you some Fame.
GGrreeaatt TTeemmpplleess
No structures are more important to the people of Urak than their ancient Great Temples. Their desecration by Balkoth and the worshippers of Golgoth has cast a pall of despair and hopeless­ness across the land. You must raise an army of your own and defeat the heretics who have cor­rupted the Great Temple in your region.
When you have completed this task, your people will rise up, embrace you as their Lord, and build a Stronghold for you in the Capital. As news of your victory travels across the land, the good people of Urak will make pilgrimages to the Great Temple to see for themselves that right has triumphed. Their new-sprung hope in the future
Interior view of city without a Stronghold
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you have constructed them they can be used to call forth a mythical being. These beings can only be summoned once per game but are of such incredible power that their presence can easily turn the tide for any Faith that possesses them.
FFaammee
T reat Fame as you would a fickle lover--pursue gently, handle carefully, watch it constantly, and never forget that it can turn on you in the blink of an eye.
- Inscription on the wall of an Earth barracks
You may scorn the idea that what others think of you determines your strength on the battlefields of Urak, but do not underestimate the power of Fame to your cause. Fame is a crucial factor in the game of life and death on Urak, for it determines the number of Followers who become inspired to join you.
Each encounter has the potential to affect Fame, no matter how insignificant that encounter may seem at the time. When you achieve victory against an enemy on the battlefield, the word of your glory spreads quickly and your Fame increases. Soon you'll find that Followers seek you out to join your cause. These Followers will perform certain tasks for you in the Capital or train to fight alongside you. The greater your Fame becomes, the more Followers join your cause. If you lose the day on the field of battle, you lose
(and faith in your strength) may fill them with the desire to join your cause. If this happens, you will discover that you have many loyal Followers at the doorstep of your Stronghold, offering their services to you.
After you have established yourself as a compe­tent leader, you may use your Great Temple to your benefit. When you have upgraded your Mage Tower to level 3 your Mages will gain the knowledge to summon a Great Creature at your Great Temple. These creatures are powerful com­batants that can greatly assist you in battle and usually have resistance to certain types of magic.
As long as you control both the Great Temple and the Stronghold of a region you will be able to attract Followers and assign them to work for you in the Capital. You can also build an addition to your Great Temple. Doing this creates an annexed structure that provides you with a pow­erful benefit that is determined by your Faith. These buildings are the stuff of legend and once
CChhaapptteerr 33:: BBuuiillddiinnggssCChhaapptteerr 33:: BBuuiillddiinnggss
more than a few soldiers. News of defeat travels fast, and your Fame will plummet.
The amount of Fame that is gained or lost in a battle is determined by the strength of your opponent. Defeating a strong enemy will award you with a lot of Fame while being overcome by a weaker enemy will subtract a greater portion of your Fame. However, Fame is not always based on victory. If you are defeated by a more power­ful foe but manage to inflict more damage to him than he did to you then you will receive a certain amount of additional Fame, so sometimes it's a good idea to stand your ground against a greater adversary.
CCaappiittaall:: PPoosstt--SSttrroonngghhoolldd
FFoolllloowweerrss
After you liberate your Great Temple, a Stronghold is built in your honor. Once you have this Stronghold, you'll notice that new Followers flock to the Capital once per week (7 turns), offering their services to you and your cause. At the start of a turn, if your reputation in the land is good enough, a message appears informing you that your Fame has brought more Followers to your side. At this point, it's a good idea to pay a visit to the Capital, for it's up to you to decide where to assign the new recruits. Enter the Capital and view the buildings on the Capital screen. A panel next to each building shows the name of the building and how many Followers have been assigned there. Click on the Up or Down arrows on these panels to assign your Followers to work as you desire.
RReessoouurrcceess
Keep in mind that each area of the Capital has specific advantages for you and your Followers. Those assigned to the Marketplace become shop­keepers, who enrich your war chests with Gold by trading and selling supplies. Followers dedi­cated to the peace of Temple life learn to make magic Crystals for you. Assign Followers to the Tavern as brewmeisters to craft Ale for you. Placing Followers in the Magistrate as deputies earns you greater Fame by spreading the word about your campaign against Balkoth. If you decide to remove Followers from a particular assignment, they will return to the Stronghold to await further instructions and thereby also become available for training in a Military Building.
CCaappiittaall BBuuiillddiinnggss
SSttrroonngghhoolldd
Your Stronghold is your base of operations. It is where your new Followers arrive at your Capital. Clicking on your Stronghold provides you with a report of what you possess and intelligence gath­ered on the other Faiths of Urak. For more infor-
mation on the Intelligence Report see page 118.
Once you have a Stronghold, you interact with the Capital buildings in a different manner. Instead of just going to them to shop and spend your resources, these buildings now produce resources for you and you can assign people to each building to increase the amount of resources being produced there.
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Ale
CChhaapptteerr 33:: BBuuiillddiinnggss
Crystals
a potent elixir and a valuable resource; never underestimate its power to keep your people happy. You may also hold a festival at your Tavern to increase your Fame.
MMaaggiissttrraattee
Generating resources and providing for your people are very important responsibilities, but every leader needs representatives to maintain law and order. The deputies you appoint will ensure that all of your decrees are carried out, will help to spread the good news of your adventures and keep you in high standing with your citizens. If your coffers should run low, you can have your deputies collect money from your citizens. This will, however, lower your popularity, so do this sparingly.
MMiilliittaarryy BBuuiillddiinnggss
When you control a Capital you also control the surrounding Military Buildings: a Barracks, a Thieves Guild and a Mage Tower with its Library. In these buildings you can hire Mercenaries or conscript Followers to help you with your con­quests. Hired Mercenaries are expensive and require a steady salary but are readily available. Conscripted Followers are much less expensive and will fight out of loyalty to you rather than for financial gains.
TTrraaiinniinngg UUnniittss
Loyal Champions come in quite handy once you have a Stronghold. Champions can become Stewards at any Military Building by simply remaining inside. Stewards act as valuable teach-
MMaarrkkeett
The merchants in your Market serve a vital role of providing your kingdom with the funds you need to finance your exploits. And if you should run low on Gold you can sell any surplus resources. Entering the Market allows you to sell Ale and Crystals for Gold.
TTeemmppllee
It is here where the truly faithful of your people endeavor to spread spirituality to the citizens of your kingdom. Through study and discipline, Temple disciples have become proficient in the art of healing the body, the mind and the soul. Utilizing the magic that Crystals possess, Temple Followers can heal an entire party or just individ­ual members. To choose which members of the party are to be healed, simply highlight them before entering the Temple. Inside, you will be informed as to how many Crystals it will require to perform the healing ritual. Disciples are also adept at the art of alchemy and you may have them transform a portion of your Gold into Crystals. If, through your encounters with other Faiths, you or one of your troops should fall vic­tim to another Mage's curse, you may have it exorcised here.
TTaavveerrnn
Wherever people gather to work or live near each other there will always arise a need for a place where they can go to socialize with their neigh­bors. Especially in these dark times, your citizens need a place to congregate so that they may for­get their troubles and gladden their spirits. Ale is
Gold
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Chaos Barracks
Order Thieves
Guild
Water Mage
Tower and
Library
ers to the Followers who have joined your cause, and to the Mercenaries that you hire at your Military Buildings. By placing a Champion in a building, his or her experience is gradually con­ferred to that building, and that building will retain that experience even after the Champion has left. Units who train in a Military Building overseen by a skilled Steward start with some knowledge imparted to them by their teacher. The amount of knowledge passed from Steward to student is dependent on the level of the Steward as well as the level of the Military Building. When you put a Champion in his or her corresponding building you will see a display of how much experience is being conferred to the trainees inside. The top yellow number shows how much experience a new adventurer produced in the current turn will have. The middle green number shows the experience an adventurer pro­duced next turn will have (providing that the residing Steward remains inside). The bottom blue number shows the maximum experience that a new adventurer can have, given the current Steward and the level of the building.
The level of a building and the experience of the Steward inside of it affect the experience of the troops that are being trained. Stewards with greater experience impart their knowledge to their students and higher level buildings are bet­ter equipted to train recruits. Obviously, the higher the levels of the Stewards and buildings, the highter the levels of the troops being trained within.
When you click on a particular unit, the Train/Hire panel uses the same color-coded dis-
play within the level temperature bar. If an adven­turer produced on a subsequent turn would have experience exceeding the current range of the temperature bar, the bar will show the appropri­ate color coded numbers preceded by a "+" plus sign.
BBaarrrraacckkss
Military troops such as Warriors, Infantry, and Cavalry train in the Barracks. Their specialty is in the art of hand-to-hand combat and they serve as the foundation for any army. This is also where you can construct ships to explore the rivers and oceans of Urak.
TThhiieevveess GGuuiilldd
Aspiring thieves and missile units, such as archers, can be found in the Thieves Guild. Missile troops are invaluable in battle. They can damage enemy units before they even have a chance to reach you. Reconnaissance units, also known as scouts, reside here too. Use them, with their ability to travel much longer distances than other members of your army, to explore the countryside for you.
MMaaggee TToowweerr
While not adept at combat, Mages have abilities that are priceless to any campaign. No other Champion can heal wounded Warriors, offer magical protection or damage every enemy unit with the mere utterance of a magic spell. Another benefit provided by the Mage Tower is the cre­ation of Magic Potions that can restore health and mana.
Every Mage Tower has a companion Library for researching new spells. It's always wise to keep one or more Mages in the Library to research spells as your parties goes about their pursuits. When a spell has been fully researched, Mages of that spell's Faith will acquire the knowledge immediately
UUppggrraaddiinngg BBuuiillddiinnggss
When I was a young man, I once chanced to visit an Order Mage Tower. I swear to you, even the dust on the shelves was arranged in perfect stacks… gave me the shivers.
- Balathustrius
From time to time you will be able to afford to upgrade any of your buildings. Clicking on the Upgrade button will allow you to improve a building if you have the means to pay for it, oth­erwise you will be presented with a panel explain-
ing which resources you lack. Consider spending the money, because improvements allow you to train more highly skilled Champions and other adventurers. However, you can't upgrade a build­ing to a level higher than that of your Stronghold. A good strategy might be to upgrade the Stronghold as soon as you get the opportunity, then upgrade the buildings most suited to your Lord type. For example, if you are a Warrior, upgrade the Barracks before improving the Thieves Guild or the Mage Tower. The Library cannot be upgraded independent of the Mage Tower, but it automatically receives benefits from improvements made to the accompanying Mage Tower.
Upgrading your Stronghold grants you many more privileges. The most important advantage is the ability to support more Followers inside your Capital, which allows you to produce more resources. Another benefit is stronger fortifica­tion from enemy attacks. For every level you upgrade your Stronghold, you build a stronger barrier around your Capital. Level 1 Capitals have no wall around them at all. Level 2 Capitals have a wall with an entryway, forcing enemies to attack you from a centralized location and allowing you to shoot at them from the city walls. Upgrading to level 3 gives all the advantages of a level 2 wall but with a sturdy gate blocking its entrance. Enemies must break down this gate before they can attack you, but you can still attack them from atop the walls.
The final benefit of an upgraded Stronghold is that the region's Capital receives at least one Follower for every level of the Stronghold -
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Interior view of city with a Stronghold
regardless of which player controls the Great Temple in the region. While you obviously want all of your buildings to be of the highest possible level, your enemies would like just the opposite. To this endeavor, it is possible for a building to be demolished by you or your opponents. You can even destroy your own buildings if you find it necessary. All destroyed buildings are considered to be level 0 and lose any experience previously conferred to them from a Steward. You must pay to rebuild a structure back to level 1, so if the structure was previously level 2 or 3, its destruction can be a devastating blow.
RReessoouurrccee MMaannaaggeemmeenntt
The moment you are recognized as the rightful Lord of your Faith and your people build you a Stronghold, the nature of gameplay in Lords of Magic changes. No longer are you an aspiring adventurer risking your neck, obligated to no one but yourself. You become a Lord with Followers and all the responsibilities that go along with it. What to do with all the Gold, Ale, and Crystal you've worked so hard for is never an easy deci­sion, nor should it be a hasty one. You must have a plan for managing your lands as well as for investing in an army.
VViillllaaggeess
The Village I was born in doesn't exist any­more. A party of Dark Elves made short work of the place many years ago. Today, all that's left is a black scar in a field where nothing grows.
- Balathustrius
A Village is a fascinating blend of two cultures. These quiet hamlets usually lie on the border of two neighboring regions and are home to peoples of both beliefs. Because of their distance from the Capitals and Military Buildings of the land, they are usually the first areas to be taken over by hos­tile forces. Liberating these communities will help to alert you to enemy forces on the borders of your region. When a Champion first enters a liberated Village, the grateful villagers will ask if the Champion wishes them to build a Military Building appropriate to that Champion's class.
Additionally, the Champion must choose between constructing a building dedicated to his or her Faith or building a structure devoted to the other Faith worshipped in the Village. For exam­ple, if a party that includes a Warrior, Mage and Thief walked into a Village situated between Water Amazons and Order Humans, this party could opt to construct one of six different struc­tures. This works strategically, for it allows a weak military Faith (such as Life) to travel to the border of a militarily strong Faith (such as Earth) and construct a "foreign" Barracks there.
But like everything in life and war, it isn't always that simple. A single Village can support only one Military structure at a time (although a Library is automatically constructed with a Mage Tower). Like other Military Buildings, this structure can't be upgraded higher than the Stronghold of the neighboring Capital under your control. A nasty maneuver that some may choose to do is to raze Villages. This poisons the land, preventing any Faiths from rebuilding on these locations again.
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This tactic does not affect Military Buildings already constructed by villagers.
GGuuaarrdd TToowweerrss
When a Village has been liberated or conquered, a Champion may construct a Guard Tower there. These turrets tower high above the land allowing the owner to see great distances without the need to station units there. This is very useful for detecting an enemy advancing on one of your
Strongholds. Guard Towers can be upgraded just like any other building; each subsequent upgrade extending the vision radius of the tower. The type of Tower constructed is determined by the Faith of the Village. For example, if the Village is a Death Village on the border of Death and Earth, the Tower must be a Death Guard Tower.
GGrreeaatt TTeemmpplleess:: RReevviissiitteedd
The damned dark soldiers. They desecrate everything of beauty and laugh about it. What I wouldn't give to see just one Great Temple returned to its former glory before I die. Doubt it will happen, though. T oo many have tried and failed already.
- Balathustrius
Your Great Temple serves as a source of Fame for you as well as being the ultimate source of magi­cal power in your region. Once you upgrade your Stronghold and your Mage Tower to level 3, you will have the ability to use this mystical source of power to summon great creatures of legend.
When a Great Temple is freed by any Faith in the game, this action reverberates throughout Urak. The word quickly spreads to all the Lords in the land. You may occasionally receive messages informing you that your fellow Lords are clearing their Great Temples as well.
As you explore outside your home region, you may find many Lords in your neighboring lands paralyzed with fear and inactivity. They most likely have not gathered the strength to clear out their Great Temples, and their people are desper­ate for a hero they can look up to. If you can clear the evil scourge from other Great Temples, their people will embrace you as their true leader (as long as these people have no cause to distrust you), the Lord of that region swears fealty to you and you gain an Heir. This means that if, at any
The Chaos Great Temple
point in the game, your Lord happens to die, your Heir swears to continue the cause for you and you continue to play as that new character. Swearing fealty to you also means that that Lord converts to your Faith, you gain control of the region and the people in it. You also acquire a per­centage of their Gold and knowledge of some of their spells. However, not all of the Champions and other units of this Faith feel this way. Many will not join you. The amount that do join your cause is partially determined by your selection of the Easy, Medium, or Hard difficulty level at the start of the game.
Public opinion of you and your cause isn't shared alike by all the people in Urak. You could be the savior of one Faith yet reviled as a traitor by another. If you decide to overtake a Great Temple held by a Faith who distrusts you (or feels even worse towards you), be prepared to face the con­sequences. Your enemies will take great offence at your transgression and will vow to retaliate against your Faith.
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MMyysstteerriioouuss PPllaacceess
Me, explore a dungeon? I'd rather pick a fight with a drunken Barbarian. Much more fun, and I'd have a slightly better chance of coming out of it alive.
- Balathustrius
No matter where on Urak your adventures take you, you'll surely stumble upon these special structures as you uncover new areas on the map. No adventurer can resist exploring one of these legendary locales - and for good reason. Rumor and myth tell of great treasures and unsurpassed rewards to the brave (some would say foolhardy) souls who enter these places.
When you travel to one of these places, a message appears on the screen indicating the reputation of this locale. It's quite likely that many nasty sur­prises await you right inside the entrance, and the occupants won't be too happy to see you. The creatures that reside in these places are not con­trolled by another Lord, but are the independent inhabitants of Urak; renegade parties and miscre­ants. Dungeons, caves, and towers pulse with power, and the farther you get from civilization, the more fierce the inhabitants become. Think hard before you risk entry into any structure. You can return another day, when your forces are stronger and your abilities are greater.
PPrriimmaarryy SSttrruuccttuurreess
In every territory there are basic structures that are the foremost habitat for its citizens. These can be things such as Caves, Shrines or Huts. These occupied localities are the closest threats to your kingdom and are usually the simplest to conquer, making them a prime place to build up your experience and improve your reputation.
MMiinneess && BBrreewweerriieess
Strewn throughout Urak are veins of precious minerals that are the lifeblood of commerce and trade. To get to these valuable resources one must enter one of the many mines that are scattered about the land. These mines are almost always guarded by greedy renegade parties, eager to tap their wealth for their own purposes. The same can be said for the many breweries that produce Ale for the residents of the kingdoms. Conquering one of these structures will wrest control away from the villains that overtook it and will transfer its resources to your Faith.
SSttaattuueess
The land of Urak is rich with legend and many statues have been built to commemorate the deeds of past heroes. These statues are sources of inspiration and pride, and their corruption has dampened the spirits of the populace. Liberating one of these sculptures will restore the people's happiness and the tale of your achievement will increase your Fame for as long as it remains free.
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DDuunnggeeoonnss,, TToowweerrss && MMyysstteerriioouuss KKeeeeppss
Out beyond the relative safety of the established kingdoms lie the wildernesses of Urak. Amid these uninhabited stretches of land are strange and dangerous edifices. Being so far from anyone who might hinder their growth, the parties and creatures who have taken up residence in these buildings have grown strong and powerful. These are among the most perilous places in all of Urak. Conquering the enemies within requires a large and experienced party, but the rewards can be great. These powerful adversaries have usually amassed great fortunes and it is not uncommon for them to possess some great artifact...
MMuullttii--LLeevveell DDuunnggeeoonnss
The most dangerous structures in all of Urak may very well be the dungeons that extend deeper into the earth. These places present the adventurer with an even greater challenge. The deeper the level of a dungeon, the more menacing it becomes and the farther your party travels from the outside world and the resources that it pro­vides. After defeating the inhabitants of the uppermost level, you will be provided with the choice to exit the dungeon or descend to the next level. Not every member of your party needs to go down to the lower level. You may instruct some party members to go to the surface while the rest move onward. You will remain in the cur­rent dungeon level until all party members have either fled to the surface or proceeded to the lower level. Before proceeding to the next level you will have the opportunity to use and rearrange any artifacts that you own or cast any spells that you have access to.
I
was not born with naked steel in my hand, nor did I ever believe that I would someday fell a two headed ogre with nary a scratch. I
did not achieve this feat by my strengths or my wits, but because I had lived through my mistakes and learned from them.
- From the war journal of Aruius, first Champion of Order forces
CCHHAAPPTTEERR 44::
CCoommbbaatt
at the Cathedral of Knighthood). Reconnaissance units and all summoned creatures do not gain any levels of experience, although they are assigned a level of knowledge indicative of their level of power and resistance to magic.
UUnniitt SSeelleeccttiioonn && IInnffoorrmmaattiioonn
Too long since you've bloodied the tip of your sword? Your arrow points haven't been stained by the slime of enemy guts in a while? Come to the Stronghold and discover the thrill of unfet­tered and unrepentant combat.
- Recruitment poster seen on the Barbarian barracks
Combat in Urak is a fairly simple process: when you see an enemy party on the Overland Map that you wish to confront, simply move one of your parties to it. When your party reaches the foreign party, a message appears, asking if you want to Parley, Fight, or Cancel the engagement. Click on Fight to immediately enter combat. You may also choose to have the results of the battle be instantly calculated automatically by selecting Autocalc, if you feel that it is a sure win on your part.
To give orders to your units in combat you must first select them. Select an individual unit by clicking on the small icon in the Unit Window, or simply left-click on the unit figure on the combat map. Selection of several units can be made by "lasso-selecting" them, that is by left-clicking and holding down the mouse button as you drag a box around your units on the combat map. You
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EExxppeerriieennccee
Every adventurer in Urak learns from victory on the battlefield and eventually becomes more powerful as a result. The amount of experience gained from a victory in combat depends on the difficulty of the encounter. Individual surviving party members receive experience based on how many of their comrades lived and how strong the opposition was. For instance, if your group defeats a much larger party and all of your units survive, all members would share an equal por­tion of a large amount of experience. If only two members survive, they would split the entire sum of the experience between them.
Once a unit has gained enough experience, it gains a level of proficiency. Additional Hit Points, Strength, Wisdom, or Agility, depending on the level and the type of unit, usually accompany this change. These experience levels are also used to determine relative success of special activities, for example: when a fourth level Thief is trying to sneak past a third level Warrior or when a fifth level Mage is trying to turn a sixth level Thief into a cow.
Lords can learn the most from their experience and can gain up to twelve levels of knowledge, whereas normal Champions cannot progress above the tenth level. Military units gain more fighting ability per experience level than Champions, but progress more slowly and can only learn a total of five skill levels. (The only exception to this rule is that Knights (Order Cavalry) can be made honorary 6th level Warriors
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her Retinue is automatically assigned to a group in combat and be selected by the 1, 2 or 3 num­ber keys. Units in the left Unit Window are in group 1; units in the middle third are in group 2; and units on the right are in group 3. To reassign groups, press "Ctrl" with any number key and the currently selected units will all be assigned to this group regardless of their lotion in the Unit Windows. Press that number key to select the group, or press "Alt" plus the number key to select and center on that group. Group numbers appear above party members' health bars. Holding down "Shift" while selecting units (using either the number keys or the mouse) will add units cumulatively to the current selection, with­out deselecting those already chosen.
When you enter combat with any Military Unit, (Infantry, Cavalry, or Missile Units), in a Champion's Retinue you will notice right away that three members appear ready for combat for each Military Unit that was present on the scrolling map. In the Unit Window, below that unit's portrait, are three icons representing each unit; its health bar in the Unit Window repre­sents the health of all three squad members as a whole. These members are all given orders as one group, but can fight independently.
GGeettttiinngg tthhee BBaattttllee SSttaarrtteedd
Combat begins in paused mode. This can be tog­gled on and off by hitting the space bar or by clicking on the pause button on the lower right of the panel. This is important, because in Lords of Magic, orders can be given while the action is
95
will see a bar appear above the heads of the units selected. This bar represents the percent of health remaining for each unit. When the bar is empty, the unit dies. Health information is also updated in the Unit Window below. As your mouse cur­sor passes over both friendly and enemy units, their combat statistics appear in the lower left of your information panel.
GGrroouuppiinngg UUnniittss
Whenever you enter a combat, your units appear on the Battle Map the way that they are grouped in the Unit Windows. The party members that are grouped with a given Champion are known as a Sub-party or Retinue. Units in a given Retinue will begin combat close to one another, which is important for protecting your Champions. Therefore, it's a good idea to group your party members together before you begin a combat. For instance, if a Mage is the only one in a Unit Window before entering combat, that Mage will appear on the Battle Map with no other units in the immediate area; it would be wiser to include a few melee units in that group to balance it out. Group your party members together in a way that will work the best in a combat situation.
UUnniitt HHoott KKeeyyss
When two parties clash, it can sometime be a lit­tle bit difficult to distinguish one unit from another, or to select a unit that is in a crowded area. To alleviate this, you can assign units to numeric hot keys. Each Champion with his or
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you'd rather let the computer calculate the results, click on the Autocalc button. If, on the other hand, you foresee your troops losing this battle, press the Flee button to make your escape to the Flee Point, which is indicated by a waving flag in your faith's color.
GGiivviinngg OOrrddeerrss:: UUssiinngg tthhee CCoommbbaatt IInntteerrffaaccee
As far as I'm concerned, soldiering is the worst way to make a living. It's a life filled with long stretches of mind-numbing boredom punctuat­ed by moments of sheer terror. Yea, that's how I like to spend my days.
- Balathustrius
Combat in Urak seems pretty simple: you decide to attack an enemy (or the enemy attacks you) and one side comes out alive at the end of the engagement or runs away. But the details of com­bat are in constant flux; direction of attack, spells, leadership, and plain good luck constantly change the odds and can mean the difference between a joyful victory or a crushing defeat. Every member of your party has Combat Values, which you should know before you enter into any battle. These include Attack, Range and Ranged Damage, Defense, and Health.
The action buttons above your Party change depending on the units selected. These buttons give you the ability to give complex orders with a single click. Each unit has its own way of follow­ing orders. For instance, the order to Defend a location means something slightly different to a Missile Unit than to a Mage.
97
paused. If you find yourself frantic, or wanting more time to peruse which spell to cast or which bad guy to attack, just tap the space bar and you'll have all the time that you require to decide your next set of actions. Although actions will not happen until the game is unpaused, the cursors do indicate and confirm your orders. This system allows players unaccustomed to the pace of Real­Time combat to play Combat as a sort of Turn Based/Real-Time hybrid.
Once you've begun the battle your primary con­cerns are attacking the enemy and defending your own troops. If you feel that victory is certain and
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Combat
and attack them with everything that you've got. This is what the Berserk command does. Characters in Berserk mode ignore impending danger, reducing their Defense to zero. Their Attack, however, increases by half of their origi­nal Defense. This tactic is recommended when you are completely outclassed by an opponent and have no other option, or you want to make quick work of an enemy.
PPaarrrryy
Use this command when you want your soldiers to stand their ground. To use the Parry option, click on the Defend button and move the shield over the unit, thus ordering that unit to simply defend itself. Parry reduces the unit's Attack and increases its Defense by half of the Attack value.
When more than one unit is selected, your com­bat buttons will change to group-combat icons.
99
AAttttaacckk
Issuing the order to Attack will cause soldiers to advance on an enemy and assail them with what­ever weapon that they are proficient with. Clicking on an area on the map will simply cause your units to move to that area. Clicking on an enemy unit will cause your troops to move to that unit, following it if necessary, and engage it in battle. Missile units will not go directly to the enemy but will move within range and attack.
DDeeffeenndd
The shield button will give all selected units the order to Defend a location or a fellow unit, depending on what unit or place on the battle­field is targeted. Defending a location causes units to move to that area to wait for the enemy to come to them. Defending a unit will have your troops guarding a particular unit against the attacks of the enemy, adjusting their location if necessary.
AAiimmeedd MMiissssiillee
This increases a Missile Unit's Attack damage by half, but watch out, because the extra time it takes to aim makes this method valuable only in limited circumstances. When a Missile Unit tries to hit a moving target, it will try to predict the target's final destination, with a limited degree of success.
BBeerrsseerrkk
Sometimes the best way to defeat an enemy is to just charge them, ignoring any danger to yourself,
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Berserk
Aimed Attack
Parry
Defend
Attack
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GGrroouupp AAttttaacckk
If you give this command, everyone selected advances on the enemy with an all-out attack and does what they must to defeat the enemy. Your Military units go charge the enemy, your missile units commence aimed attacks and so on
GGrroouupp DDeeffeenndd
This command simply tells all of the selected units to defend a specific target unit or location.
GGrroouupp AAiimmeedd MMiissssiillee
Issue this command when you want all of your Missile units to attack an enemy.
FFlleeee
When you give this command, you've lost all hope of victory. All party members still alive will run for their lives to the Flee Point.
GGrroouupp SSuurrrreennddeerr
This destroys all non-Champion units and hands over your Champion units to the enemy as pris­oners of war. Make sure that you don't surrender your Lord without having an heir or else your game will be over.
AAuuttoo--ccaallccuullaattee ((AAuuttooccaallcc))
When the outcome of a battle is a foregone con­clusion and you just don't feel like asking your soldiers to chase the enemy around the combat area, use this option. Based on the strength of
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your melee, missile, and spell casting troops com­pared with thoses of your opponent,the comput­er automatically calculates the results of the bat­tle for you.
CChhaammppiioonnss iinn CCoommbbaatt
Champions have many more advantages than the common soldier does. One important advantage that they possess is the ability to wield magical artifacts. Another privilege they enjoy are special abilities that they use in combat. Selecting a Champion brings up its own specialized Action Buttons.
RRaallllyy
Once per day (turn) a Warrior may Rally the troops, blowing a horn or howling a battle yell, inspiring his or her immediate followers (the three characters who comprise the Champion's retinue) to redouble their efforts in battle.
SSppeellllss
Selecting a Mage will allow you to cast any one of a number of spells. See Chapter Five: Spells for more information on casting spells.
TThhiieevviinngg AAbbiilliittiieess
Thieves have several special abilities that make them deadly opponents in combat. Thieves can
CChhaapptteerr 44:: CCoommbbaattCChhaapptteerr 44:: CCoommbbaatt
Group Surrender
Auto Calc
Flee
Rally
Group Defend
Group Missile
Group Attack
CCoommbbaatt iinn aa CCaappiittaall
Combat in a Capital may at first appear the same as overland combat - depending on the level of the Stronghold. If it's a level one Stronghold, it has no walls and is very much like outdoor com­bat. A Capital with a Stronghold at level two is surrounded by a wall with an opening in the front. This gives the defender a significant advan­tage, because the walls can't be destroyed. To get to the enemy, the attacker must enter through a narrow "kill zone" defended by the town's inhab­itants. The defender can also put missile units on the wall and rain terror on the attacker. With a third level Stronghold, a town's defenses are improved additionally by adding a gate to the entrance in the Capital's walls. Now an attacker must break down the gate before engaging the inhabitants in melee combat. The defender has the option to open the gates. To do this, simply right click on the gates to open and close them. This can be useful if you want to send some troops outside of the gates to deal with the invaders while your reserve troops wait inside.
NNaavvaall UUnniittss
All Faiths have access to at least one naval unit, which allows them to explore the waterways of Urak and transport troops. Ships are equipped with weaponry that may be used to attack enemy parties and sea creatures. If your ship is destroyed during combat, all survivors will make their way to the nearest shoreline. The Water Faith also has their Kraken and Sea Serpent units to employ in the water.
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sneak around the battlefield undetected, and get into a good position for ranged attacks from hid­ing. In the right circumstances, a Thief can Subdue a Champion (with or without help from others) by sneaking up and using the Subdue Attack. Lastly, a Thief can stand still and try to detect other Thieves. See Chapter Six: Advanced Features for information on Thievery.
Combat can take place in a variety of locations. While the rules of combat remain constant, dif­ferent environments affect combat in slightly dif­ferent ways.
OOuuttddoooorr CCoommbbaatt
When you fight your battles outdoors, the part of the world occupied by your troops enlarges into a close-up combat screen. Outdoor combat is the most direct form of battle, with the two opposing armies having little choice but to advance on one another.
CCoommbbaatt iinn DDuunnggeeoonnss && BBuuiillddiinnggss
Fighting inside dungeons and buildings is differ­ent from outdoor combat in that interior settings have a wide diversity of areas that can affect your units' tactical advantage during the melee. There are objects to obstruct missiles and terrain that must be maneuvered around. Sometimes fighting can become confined to small sections of the combat area while other times you must negoti­ate choke points to reach the enemy.
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in the next combat. While resting in the wilder­ness will regain lost hit points, resting inside a structure (building, mine, cave, etc.) will regain more per turn. Strategically, resting in a structure removes your party from the Overland Map. The structure will fly your party's banner, but the size and strength of your party will be unknown unless directly confronted, thus affording you some measure of secrecy. Your party may also recover its strength through the use of spells, scrolls and potions.
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MMoobb RRuulleess,, FFllaannkk,, aanndd RReeaarr AAttttaacckkss
Flank and rear attacks usually do more damage, so seriously consider flank moves as part of any battle strategy. Thieves sneaking up from the rear (even if armed only with bows and knives) have a much greater chance of making a critical strike and doing serious damage to the enemy. Keep in mind that this goes for the enemy as well. Ganging up on a single party member forces that party member to either get hit or block every attack. This interrupts the ability to strike back. So a mighty Warrior who could handle fifty skele­tons one at a time may wind up getting killed when ten surround him. Gang attack is a good tactic to use with fast, nimble units such as Elves and Fairies.
AAfftteerr CCoommbbaatt RReessuullttss
When the fighting is over, you will be presented with an Combat Results Report. This displays the outcome of the battle: who won, which units were killed and what spoils were won or lost. It also shows which units advanced to another level.
RReesstt aanndd RReeccoovveerryy
When the dust settles it may be a good idea for you to head for the nearest building or cave that you control, or is otherwise unoccupied, to regain your health. Generally, troops that do not move take time to regain lost hit points. Troops consistently on the march will have little time to treat the wounded and will be that much weaker
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Combat Results Screen
CChhaapptteerr 44:: CCoommbbaattCChhaapptteerr 44:: CCoommbbaatt
CChhaapptteerr 55::
MMaaggiicc
pells are highly overrated. I mean, you spend half your life shut up in a dusty
S
and for what? A few minutes of glory on the battle­field and a permanent case of eye strain.
tower pouring over unintelligible tomes,
- Balathustrius
party's movement, increase the production of resources in your Capital or even alter the land­scape itself, terraforming it into the environment that is preferred by your Faith. Some Overland spells can even be used to attack other Faiths out­side of combat. All Faiths share some of the same General Knowledge spells which include, but are not limited to: Teleport Artifact, Dispel Magic, detecting their opposing Faith and increasing their party's rate of healing.
SSeelleeccttiinngg AA SSppeellll
When you select a Mage, you'll see two Action Buttons displayed above its Unit Icon. These are your selected spells from those available in your spell books. In combat situations the left button will be your Attack Spells and the right one will be your Defense Spells. On the Overland Map the left button will be your Overland Spells while the button on the right is for your General Knowledge Spells.
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SSppeellllss
There isn't an adventurer alive who isn't drawn to the mystery and romance of a good spell well thrown. Each Faith has its own Library of spells, and the Mages of Urak have more than 160 spells at their disposal - everything from the benign Guardian Winds to the truly nasty Inferno. Among the elite of Urak, however, only Mages have the skill and knowledge to cast spells.
TTyyppeess ooff SSppeellllss
Magical spells are divided into four Spell Books: Attack, Defense, Overland and General Knowledge. These categories determine how spells are researched, as well as when they can be cast. Attack and Defense spells can only be used in combat while Overland and General Knowledge spells can only be used on the Overland Map. A few spells fit into more than one of these categories, like healing spells that can aid both in and out of combat.
Attack and Defense spell books are accessible during combat to defeat your enemies and pre­vent damage to your troops. Attack spells cause damage to the opposing party. Defensive spells can protect you in various ways: they can increase a unit's hit points and/or armor, create barriers in the landscape, shield the Mage from arrows, etc.
Overland and General Knowledge spell books are available outside of combat to perform numerous tasks. Overland spells can be used to extend your
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Cure Wounds
I
ce Bolt
CChhaapptteerr 55:: MMaaggiiccCChhaapptteerr 55:: MMaaggiicc
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To see what other spells the Mage has in his or her repertoire, simply right-click on the spell but­tons. All spells known for that category will be displayed. Left-click on an icon to set it as your selected spell.
To see a detailed description of a spell at any time just rest the pointer on top of its icon for a moment and a text description will automatically be displayed.
CCaassttiinngg SSppeellllss
In order for any Mage to cast a spell, he or she must have enough Mana for the particular spell. Mana is the mystical energy that is the power source for all magic. Every time a spell is cast, a certain amount of Mana is expended. When a
Mage uses up his or her supply of Mana, he
or she can no longer cast any
more spells until the Mana has been replenished. Mana is completely restored at the
beginning of each day (turn)
and can also be restored through the
use of potions.
To cast a spell, first select a Mage. This
will bring up your selected spell book
icons. Any spell icon that is dark-
ened is known to you, but is
unavailable due to insufficient
Mana. Some spells require a target while others will be cast automat-
ically. Spells that require a target
will have that information listed
in its text description. Once you have clicked on
your chosen spell and selected a target, the spell will be cast. It's a good idea to be completely
familiar with all the spells that you have available so that you can combat the enemy as effectively as possible. For example, some spells do damage to everyone on the battlefield including members of your own party, while other spells increase some attributes while decreasing others. Also, be careful whom you select to be on the receiving end of your sorcery. It's as possible to bestow a beneficiary spell on an enemy as it is to inadver­tantly attack your own units with your magic. Aim carefully! Also, many creatures have some form of magical resistance, so don't expect a Dragon to fall lifeless from the sky if you shoot a Fireball at it. When a unit comes under the effects of a spell you will be able to see just which spell was cast by resting your cursor on that unit, bringing up a pop-up text. This text is helpful in reminding you of which spells you have cast and for discovering what spells an enemy has cast on you.
GGaaiinniinngg AArrccaannee KKnnoowwlleeddggee
Most Mages are very protective of their knowl­edge, rarely sharing their secrets with any but others of their own Faith. The only sure way to learn the arcane arts is to assign one or more Mage to the task of researching spells in your Library. In order to do this, you must already have a Stronghold in the corresponding region before you can ask a Mage to research for you. Libraries are automatically upgraded when the corresponding Mage Tower is upgraded. The
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Blades Of Fury
Chain Lightning
one tower of the same Faith, make sure that they are researching different spells, otherwise your time will have been wasted.
MMaaggiiccaall IItteemmss
A mage down on his luck once tried to sell me an Amulet of Protection. Good thing I never bought it, because I found out later that he'd gotten it off a dead Halfling burglar.
- Balathustrius
Locking yourself in a library researching spells is one way to learn the esoteric art of magic, but for those who choose to pursue other avenues there are alternatives. Through the use of scrolls, potions and artifacts a Champion can gain some of the advantages of spells without the lengthy process of learning magic.
Only Champions can use artifacts and may only wield two at a time. A display located below a Champion shows what artifacts he or she is wielding. Double-click on the Champion to dis­play the Unit Information Display, which shows all artifacts in possession. To view a detailed description of an item, double-click on its icon from within your Champion's Unit Information Display to bring up a screen that includes a pic­ture of the magic item, icons representing the various bonuses and statistics for the item, and a description of what it does. It is wise to take a look at this screen before you use an item, so you don't accidentally turn one of your units into a Goat!
113numbers of desks in a Library reflects the number of Mages that can work in it. Once your Mage gets to the Library, you must decide which spells to work on. First, choose a book from the bookshelf by clicking on it. Once a book is open, you can look through it by click­ing on each page. You'll see a brief description of a spell on each page. Mages stationed in the Library must research spells in order, within each individual book-hierarchy.
When you've chosen a spell to research, click on the Research button on the spell page to begin the study. The book will not return to the shelf, but will appear open on the bookstand, indicating that a spell in it is being researched. As you research the spells, the runic text begins to clear and you'll learn what the precise effects of each spell will be when it is cast. On the opposite page you'll be informed of how your work is progress­ing, how many turns it will take to complete the research and how fast your Mages are working. The amount of time that it takes to research a spell depends on the number of Mages you have working on it and their experience levels. When a player gains access to a spell (either by study or utilizing an acquired scroll), all the Mages of that Faith serving that player automatically know the spell and can use it providing they have enough Mana to cover the casting cost. The gemstones on the side of the bookstand can be clicked on to view the research in other Libraries that you con­trol.
Note: it is possible, through the conquering of villages, to build more than one Mage Tower of he same Faith. If you have Mages in more than
112
CChhaapptteerr 55:: MMaaggiiccCChhaapptteerr 55:: MMaaggiicc
Curse
Possession
double-click on the Champion carrying the arti­fact in the Unit Information Display. Then click on the artifact icon and, while holding down the mouse button, drag the artifact icon to another Champion's open hand, in his or her Unit Information Display.
MMaaggiiccaall SSccrroollllss
In days past, when a Mage wished to preserve a spell to be used at a later date, he or she would magically inscribe it onto a roll of parchment. That scroll would be imbued with the very essence of the incantation and could then be used by any other Mage that possessed it. The art of magical inscription has all but been lost, but there still exist the odd enchanted scroll to be discov­ered by a fortunate conjurer. Magical scrolls can be used by Mages of all Faiths without being researched, which makes scrolls handy to have ­particularly during battle. Scrolls require the same amount of Mana as the particular spell would normally cost, so be sure that your caster is up to the task before trying to use one. If the spell on the scroll is of the same Faith as the Mage who is carrying it, the spell becomes common knowledge to the entire Faith after the Mage has cast it. If the spell is of another Faith, the Mage can still use it (and cast the spell as often as he or she has the Mana to do so) but its secrets remain hidden to the rest of the Faith.
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CChhaapptteerr 55:: MMaaggiicc
Ray Of Hope
Fireball
CChhaapptteerr 55:: MMaaggiicc
When you want a Champion to wield a magic item, drag it into one of the hands at the bottom of the panel. One caution: a Champion cannot wield two magical weapons or two magical pro­tective devices (such as magical suits of armor or shields) at once, as all weapons can be wielded only in the right hand and armor can be wielded only in the left. Champions can wield rings and amulets in either hand when they are ready to use them.
Party members can trade and exchange items among themselves. All units may carry artifacts but only Champions may use them. To do this,
limited to that Faith, but some artifacts are more useful to specific Champions and have more power when someone of the same Faith wields them. For example, an Earth Warrior can bran­dish an Axe of Mauling with much more effec­tiveness than a Chaos Warrior can.
Some of the Greater Artifacts must be used by someone of the appropriate class and Faith, and a rare few artifacts will cause damage to someone of the wrong Faith who tries to wield them. So examine that strange sword you found before you swing it at an enemy's back, otherwise you might be the one who is surprised.
Some artifacts allow a Champion to cast a spell. If you want a Champion to use an artifact spell, click on the artifact spell button located above the portraits on the interface panel. Champions use artifacts the same way as spells.
117
PPoottiioonnss
Potions are enchanted concoctions permeated with the magic force that is contained within crystals. Using magic and alchemy, Mages pro­duce these elixirs to replenish their energies, both physical and magical.
There are two types of potions: Potions of Healing and Potions of Mana, that can be obtained at your Mage Towers. Potions are basi­cally restorative items, and when purchasing them you can select the amount of health or Mana they rejuvenate. The cost is 1 crystal per recovery point. But there is only so much magic that can be contained in such a small vessel and therefore no one potion can contain more than 12 points of restoration. Only Mages can use a Potion of Mana but any Champion can use a Potion of Healing. Potions can be used only once for the full amount of recovery that they contain.
AArrttiiffaaccttss
Mages may be the only ones with the capability for casting spells, but there are objects in Urak which have their own magical properties that oth­ers can use. Most adventurers can find a magical artifact or two during their exploration through­out Urak. Artifacts can be such things as special weapons, armor, magical rings, amulets, staffs, and chalices.
Each artifacts is aligned to both a class and a Faith. This doesn't mean that its usefulness is
116
CChhaapptteerr 55:: MMaaggiicc
Knife of Life
Stealing
Amulet of
Indecision
CChhaapptteerr 55:: MMaaggiicc
Potions Button
I
n this wretched world, my friend, never underestimate the power of an enemy or the potential treachery of a friend.
- Balathustrius
CChhaapptteerr 66::
AAddvvaanncceedd FFeeaattuurreess
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
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Intelligence
Report Button
IInntteelllliiggeennccee && RReeppoorrttss
It is vital to become knowledgeable of your neighbors while you venture forth into the unknown, encountering others, making both friends and enemies. Whenever you encounter the people of another Faith, your trusty scribes record any information about its culture and army that you may have learned. A wise Lord evaluates his neighbors as soon as possible and seeks to keep information current; thereby avoid­ing strategic blunders based on old information.
IInntteelllliiggeennccee RReeppoorrtt
This information can be accessed by clicking on the Intelligence Report button on the interface, or by clicking on the Stronghold in your Capital, once your people have constructed one. Your reports can give you a pretty good idea of your enemies' strength, their current resources & income, level of spell knowledge, and any arti­facts that you know they possess. Perhaps the most practical part of the Intelligence Report is that it gives vital and up to date information about your current opinion of all Faiths in the game and their attitude toward you. Remember, just because you like someone does not mean he or she likes you. Not only can you access data about the other seven Faiths in the game, but you also get a very good overview of your own Faith.
goods that you wish to procure, you will want to anticipate the needs of the Faith that you will be Bartering with. Thus, if you have accurate eco­nomic or military information about a potential trade partner you can anticipate his or her need for a resource that you have in surplus. For more information about Bartering, see The Art of the
Deal on page 124.
No matter how you get your information, it isn't valid forever. The accuracy of information on this panel is based on your latest encounter with a particular Faith. Those other Faiths are constant­ly pursuing their own interests, so the longer you
121
This report is particularly useful to look at prior to Bartering, as you will want to trade resources you have in surplus for other resources that you need. In order to ensure the acquisition of any
The Barter Panel
The political conditions between each of the eight Faiths are constantly in flux, ranging from complete trust to mild annoyance to irrational hatred. Although the information on the Intelligence Report about Faith relations is always accurate, this does not mean that the rela­tionships will stay this way for long.
When you start a new game, all Faiths have atti­tudes about one another relevant to their beliefs. In other words, all the "good" Faiths (Life, Order, Air, and Water) start out at least neutral towards one another, as do all of the "evil" Faiths (Death, Chaos, Fire, and Earth) towards one another. As the game progresses, expect tensions to rise and players to fear and distrust others who wrong them in some way. In the same fashion, Faiths begin to build trust and empathy when they begin to make trades that benefit both partners.
Generally, you fight on the same side as the Faiths with whom you're allied, and it's a bad idea to antagonize anyone who's fighting on your side. For example, if you're fighting against Balkoth, you don't want to annoy another Faith that's also fighting him. In this war, as in all wars, combining armies makes the whole much more powerful than the sum of its parts.
Trade negotiations are another important aspect of an alliance. Two allied Faiths that tend to have good trade relations are likely to assist each other. If an ally needs a certain artifact, resource, unit, or spell, for example, it is in your best interests to help him out. On the other side of that coin, be wary of trading or Bartering with an enemy--
123
go without contact the more inaccurate your information can become. One of the best ways to keep tabs on your neighbors is to have a cloaked Thief follow them and spy on them.
Accessing the Intelligence Report allows you to see a summary of all of the Faiths, but always starts with your own. The Intelligence Report displays the level of your Stronghold, your resources and how much you are currently spending, what artifacts you possess, the spells you know and your attitude towards the remain­ing Faiths. Click on the Faith Icon Buttons at the top of the report to choose which Faith to dis­play.
At the bottom of the report is a horizontal bar showing military strength. Two vertical lines bracket the potential range of Faith's military power. The space between the two lines is based on the accuracy of your information. The wider the distance between them, the less sure you can be of the information. The military power bar is relevant to the most powerful Faith in the game, meaning that the strongest army is always repre­sented as a nearly full bar and all other Faiths' strengths are shown relative to that.
AAlllliiaanncceess && PPoolliittiiccaall OOppiinniioonn
If you always remember that there is no such thing as a true alliance anywhere on Urak, you are less likely to be taken for a fool. Think of an alliance as a fragile porcelain vessel, difficult to make and easy to shatter.
- Balathustrius
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CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreessCChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
party or compromise with an enemy. The prima­ry element of Parley is Bartering, exchanging the goods that you have for those you need. You can Barter anything you possess. Remember that it's a good idea to check your reports prior to Barter to get an idea of what you want to Barter for.
Barter and Parley represent diplomatic negotia­tions between two Faiths. As a result of this con­cept, everything from units to spell knowledge is up for negotiation. There is a lot of information on the initial panels, but the functionality is quite simple. Think of it as a big table in the middle of your screen. Your Faith is represented at the bot­tom of the screen and your trading partner is rep­resented opposite you. Whoever initiated the Barter makes the first offer. Buttons representing spells, units, buildings and artifacts on your side of the table (the bottom) bring up portraits or graphics of the items that you own. Click on what you wish to offer in Barter and it jumps onto the negotiation table. The same rules apply for selecting what you want from the opposite party. Look at the party sitting across the table from you and you will see they have all of the same categories for Barter that you do. Keep in mind that information that appears in Barter is based on your information about your trading partner. Now click on anything that you wish to receive and notice that it now also sits on the negotiation table. To remove anything from the table, just click on it.
When adding standard resources, such as gold, to the table, click on it in your interface panel and a flyout panel will offer you more precise numbers to add to the table.
125
your own people might not like the act and the enemy probably won't appreciate the gesture any­way, unless you were very generous.
If you must deal with the enemy, you have a few options to consider that can minimize any politi­cal fallout. For example, offering a gift to appease an enemy Faith may be a better move than accepting a bad trade from them (see the next section for more information). Your own people would most likely understand the need for the gift. However, you may have a revolt on your hands if you trade an important resource or unit for something you did not need.
Each time you act against an alliance, the ally becomes wary of you and your enemies begin to have new respect for you. Beware of playing both sides of the political game, even if you think it's in your best interest: if you spy on or steal from an ally and get caught, your allies' political opin­ion you of will plummet. Your enemies, on the other hand, won't really care - and they might even drink a toast to your ineptitude.
TThhee AArrtt ooff tthhee DDeeaall -- PPaarrlleeyy
Talk is cheap. But if it keeps your belly full and your grave empty, it's worth more than gold.
- Sign on a merchant stall near the Great Temple of Fire
When your party encounters a party of a differ­ent Faith, you'll have a few options to consider: Fight, Cancel the engagement, or Parley. Parley is a good way to exchange resources with a friendly
124
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreessCChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
RReeqquueesstt
A Request is akin to asking a friend for a loan; and they had better be a friend or you will not receive much. In addition, once the deal is done, your friend might develop a bad taste in his mouth. You yourself may even lose respect for him as well. The best thing to do with Requests is to use them sparingly and only on those whom you know you can trust or repay.
GGiifftt
Most trading partners will almost always accept a Gift unless they truly hate you. Only a fraction of the true value of the Gift will go towards swaying
127
BBaarrtteerr rruulleess
Before you can swap that Ring of Protection for a Fire Sword, you need to set the tone of the deal: a plea, request, gift, trade, demand, or threat. This tone puts the trade in context for the people of that Faith, and modifies the chances of success and the political ramifications of any successful agreement.
Before you decide what type of context the nego­tiations are being governed by, you need to con­sider your current state of political relations. Glance across the negotiating table, and check the current political opinion: how that Faith feels about your people. From worst to best, the states of political opinion are: Loathing, Hatred, Hostility, Aversion, Distaste, Neutral, Empathy, Trust, Kinship, Pact and Devotion. These opin­ions are very important if you want to be a savvy negotiator.
PPlleeaa
For those cases when you are absolutely desper­ate for something and you do not have the mus­cle to back it up, getting down on your knees just might work. Don't expect your fellow Lords to be generous; this option does not damage their opinion of you too much, and your opinion of them increases quite a lot. Thus if a neighbor comes to you with a Plea for something, and you give it to him, he will be very grateful to you; much more so than if a normal Trade had taken place.
126
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
The Barter Panel
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
negotiable. Anyone on the receiving end of a Barter may choose to Accept, Decline or Renegotiate the transaction. Either side can also enter combat at any point and you may elect to fight it out or Autocalc the battle.
TThhiieevveerryy
Those who choose the life of a Thief should do so with careful thought. Although Thieves have many impressive skills and talents, it's a chancy way to make a living. I've never met an old, stupid Thief.
- Balathustrius
Thieves stay alive not through military prowess but because they possess skills unique to their chosen profession. Having a Thief around, or adding one to a party, is always a good idea. Information gathering techniques of all types rank as the Thief's most valuable asset. Thieves use a variety of tools to glean information from an enemy: spy­ing, torture, and interrogation. Lastly, Thieves enjoy a good larceny once in awhile. However, as all Thieves know, stealing is a risky way to earn a living. Getting caught rifling through the pockets of a two-headed ogre can lead to several unpleasant situations.
Thieves have better chances of success in all Thievish endeavors the higher their experience is compared to that of their target. These advan-
129
the public opinion if the two Faiths do not respect one another. Do not offer a Gift and ask for resources at the same time, however, as this can cause a severe loss of face for you.
TTrraaddee
The success of this is partially based on the actu­al value of items being traded and the political state that exists between the two parties. Once both sides walk away from the table, if the deal made was not all that fair, one side will lose respect for the other, depending on the inequity of the deal and the political state between the two Faiths to begin with.
DDeemmaanndd
If you decide that you must have something that another Lord (or player) has, you can Demand that he give it to you. If you are bargaining from a point of strength and he is not too attached to the goods, he just might give you what you ask for. Offering him something in return might help to convince him to give you what you want, but will not decrease the negative feelings that a Demand will generate.
TThhrreeaatt
When you no longer need a player as an ally and you want something from him you can try a Threat. There is no better way of destroying a relationship with a neighbor than by threatening him, except killing him.
All of these rules apply to what is being offered. Whether or not a Barter is accepted or declined is
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CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreessCChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
other Thieves but must not be moving to do so. To order your Thief to attempt to detect other Thieves, click on the Detect Thief button. An Ear will appear next to the Thief attempting to detect others.
Every Faith in the game has a spell that detects all units of a given opposite Faith in a radius around the caster. If you try sneaking past a Mage, he or she may know you are there - even if you can't be seen.
Highly skilled Thieves can attempt to sneak other party members around with them. When trying this risky technique, don't get cocky, stick to the smaller parties - stay away from anything magical, big or on a horse.
More is definitely not merrier when it comes to sneaking others about. The risk of getting caught jumps with each member of a party that is added to the sneaking party. In addition the non­Thieves slow the Thief down; he or she can move at only 75% of the speed of the slowest party member.
SSppyyiinngg
Thieves make great spies. They're sneaky, quick, and subtle. A good Thief can get a great deal of vital information about the enemy by spying. Any information gained while spying or perform­ing other clandestine activities automatically updates your Intelligence Report. To command a Thief to do a little surveillance, your Thief must be in stealth mode and sneak up on a party unde-
131
tages accelerate when two levels separate the thief from the target. Thieves in general offer the best protection against having your party robbed or being spied on. Thieves are also good at detecting other thieves.
SStteeaalltthh
Crafty Thieves tend to stay alive longer, and one of a Thief's most useful skills is stealth. Using the Stealth button hides a Thief's movements from all other players in the game. Thieves using Stealth in combat situations can surprise an enemy and severely reduce the chance of the enemy drawing any further breath. When a Thief is cloaked, you see only its shadow on the screen. But using Stealth doesn't always guarantee suc­cess. Whether a Thief runs a higher risk of detec­tion is based on many things, including the Thief's personal stealthing abilities, experience, how close he or she is to the enemy, how much experience the enemy has and his or her race. If you have been detected, or have detected another Thief, the shadow will have a red target attached to it. Unfortunately, if you are the one who is detected on the Overland Map, you have no way of knowing which enemy party has detected you. When a player detects a Thief, the detection lasts until the beginning of the Thief's next turn. After that, the Thief goes back into Stealth mode.
Sneaking around is a skill that requires some trial and error. The Fairy Air Thief is best at sneaking around undetected and the Dwarven Fire Thief is worst. Thieves have the best chance to detect
130
CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreessCChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
Thief in Stealth
mode
Detect Thief
Button
Stealth Button
ity during combat can knock enemy Champions unconscious during the heat of battle. Choosing the Subdue button for the Thief and selecting an enemy Champion for a target, immediately puts the Thief in Stealth mode. The Thief will then attempt to sneak up on the Champion and knock him out. A Champion getting knocked cold dur­ing combat can be fairly devastating to the enemy morale - which you should quickly use to your advantage. Whichever side wins the battle gains the Champion. So, if the Thief's party wins the battle, the Champion is now a prisoner. Each Thief is limited to 3 prisoners and they must all be of the same Faith. Thieves cannot take Lords as prisoners. If you manage to subdue a Lord and win the battle, that Faith is no longer in the game. Likewise, you cannot take Renegade champions as prisoners. Knocking them out and winning the battle only nets you the normal spoils of any battle (Gold, Ale, Crystals and Fame).
PPrriissoonneerrss
Once a Thief has subdued a Champion, he or she is then a Prisoner of that Thief. The unit's banner will change to the color of the Thief and the unit will trail the Thief, attached to, but not part of the party. Clicking on the Prisoner unit brings up the Prisoner Interface. These buttons will allow your Thief to interact with the Prisoner. Your options include: Knock Out, Execute, Interrogate, Torture and Free This Prisoner.
133
tected. If your Thief is detected you will jump right into combat. If you do encounter a party undetected, a new Spy Menu pop-up will appear with the following choices: Steal, Spy, Parley, Fight and Cancel.
Steal: This option brings up a pop-up that con­tains the enemy portraits and three of the resources: Gold, Ale and Crystals (you can't steal fame). Each of these resources will have question marks. Clicking on them will display the resource and the amount you are attempting to steal. Further clicking will increase the amount of resources you are trying to pilfer, however if you attempt to steal more than the party has, then you will, undoubtedly, be caught.
Spy: A successful spying attempt will reveal the partys Unit Window. This will allow you to view all of the stats of the unit(s) as if they were your own. Also displayed is the total amount of Gold, Ale and Crystal that the party has, which can be stolen. Spying will, sometimes, also reveal infor­mation on the enemy as a whole. The intelligence gained and added to your report varies from arti­facts possessed to military strength to amount of the world explored. Parley: This functions exactly like the Parley option in the enter panel.
Fight: Enters combat with that party.
Cancel: Voids all actions.
Subdue: Thieves have another special ability:
subduing Champions. A Thief who uses this abil-
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CChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreessCChhaapptteerr 66:: AAddvvaanncceedd FFeeaattuurreess
Subdue Button
change more in your favor.
When a Prisoner reveals information (such as the location of an enemy Lord) or if a Thief success­fully spies on an enemy, a text message appears on the debriefing screen alerting you to the new information. When a message appears informing you that you know the location of an enemy party or Lord, exit the screen and go to the Overland Map. Look for a lighted area that is not occupied by any of your units. This highlighted area reveals the enemy location and maybe even the Lord of that Faith. When the next turn begins, this area greys out, hiding the exact loca­tion of the party from you once again. Spell information and Military Power appear in your Intelligence Report.
135
Knock Out: Knocks the Prisoner unconscious and eliminates possible escape.
Execute: This kills the Prisoner instantly. Be warned; when a Prisoner dies, all the Faiths will learn of it and there will be political ramifications. Sometimes it can be such a major opinion swing that relations between two Faiths will be very dif­ficult, or impossible, to repair.
Interrogate: This allows you to attempt to gar­ner information from the Prisoner. The amount of information gained (if any) varies, and some­times takes more than one session to procure. Military units will crack, spilling military strength information, troop locations, where artifacts may be found, and which areas have already been explored. Mages can tell you what spells the Faith knows or where to find some artifacts. Capturing and Interrogating a Thief can yield economic data, army information, and even where his or her Lord might be located. Like Executing a prisoner, a failed attempt at Interrogation can cause politi­cal ramifications.
Torture: This is a more violent form of interro­gation. Thieves who use torture run the risk of killing the Prisoner. As with Execute, a dead Prisoner or failed attempt at Torture, will be known to all Faiths and you're Fame and relations may suffer.
Free This Prisoner: Lets the Prisoner go back to its original Lord. Sometimes the a Lord will be so grateful for the return of one of his prized heroes that his Faith's political opinion of you will
134
Free This
Prisoner Button
Interrogate
Button
Torture Button
Knock Out
Button
Execute Button
CChhaapptteerr 77::
MMuullttiippllaayyeerr
T
o battle against foes that are known is easy. The known enemy can be expect-
ed to act as he always has, protect the same things and attack with the same tried and true forces. But the enemy that is unknown pre­sents a real problem. A leader whos motives can­not be understood is likely to attack from a quarter that you didn’t know existed and didn’t have defended.
- Balathustrius
139
Lords of Magic can be played by as many as 4 people connected through a IPX compatible net­work or over the Internet through Sierra's WON.NET, or by 2 people connected by modem or null modem cable. A single CD-ROM in the host computer can support up to 3 other spawned games. A spawned game is a game that has been installed onto a computer but is played without the CD inserted in the CD-ROM drive. Spawned games can only play multiplayer games as a guest player, which means that they cannot host a game and therefore cannot choose any stating options.
DDiirreecctt SSeerriiaall CCaabbllee
Select this option for a two-player game between two computers connected by a null modem cable.
1. From the Main Menu Select Multiplay.
2. From the Multiplay Menu select Direct Cable.
3. Next you'll see the Create Or Join A Network Game screen; there are two boxes here, the top one displays the game that is being created or selected, the bottom one is a list of all available network games.
4. To create a game, type in the game's name in the upper box and select Create.
5. To join a game, click on the name of the game from bottom list and select Join.
MMooddeemm
A modem game connects two computers through a modem and phone line.
1. From the Main Menu Select Multiplay.
2. From the Multiplay Menu select Modem.
3. Next you'll see the Create Or Join A Network Game screen.
138
4. To create a game, select Create.
5. To join a game, type in the host's phone num­ber and select Dial.
LLooccaall AArreeaa NNeettwwoorrkk ((LLAANN//IIPPXX NNeettwwoorrkk))
Up to 4 players can play over an IPX compatible network.
1. From the Main Menu Select Multiplay.
2. From the Multiplay Menu select Local Area Network.
3. Next you'll see the Create Or Join A Network Game screen; there are two boxes here, the top one displays the game that is being created or selected, the bottom one is a list of all available network games.
4. To create a game, type in the game's name in the upper box and select Create.
5. To join a game, click on the name of the game from bottom list and select Join.
WWOONN..NNEETT ((IInntteerrnneett))
You can play Lords of Magic over the Internet using Sierra's World Opponent Network (WON) with players from all over the world.
1. Make sure that your computer is connected to the Internet.
2. Start Lords of Magic.
3. From the Main Menu Select Multiplay.
4. From the Multiplay Menu select WON.NET.
5. The game will minimize and the WON.NET logon dialog box will appear. Type your name and password and hit Enter. If you do not have a WON.NET account, select Create Member and complete the online form.
6. From WON.NET you can Create Game or choose to Join Game.
CChhaapptteerr 77:: MMuullttiippllaayyeerrCChhaapptteerr 77:: MMuullttiippllaayyeerr
screen. From this screen players can chat with one another and the game's host can set several start conditions.
At the top of the screen are panels where players' Lords and names are displayed. Players are dis­played in the order in which they joined the game, so there may be some blank spaces until all players have joined the game and selected their Lord type.
Below this is the chat dialogue box, where play­ers' chats with each other are displayed. To chat with other players, left-click on the empty dialog line in the middle of the page, type your message and hit ENTER.
To the right of the chat dialogue box is the panel where the host can elect to either load a previ-
141
After you have signed onto WON, you will see the "Gaming Rooms" screen. Here you can chat with other online players, join in a game or create your own game. There are also links to other Sierra web pages that contain hints and tips, dis­cussion groups, technical help and much more. If you want to play exclusively with a group of peo­ple you can create your own private gaming room which can be secured with a password and other variables.
CCoommppaattiibbiilliittyy IIssssuueess
WON requires a 32-bit Winsock in order to run. If you have Windows 95, then most ISPs will use its 32-bit Winsock to connect to the Internet. Some ISPs use their own Winsock, however, which may not be compatible with WON. If you aren't using a 32-bit Winsock, then you'll get an error message indicating that WON doesn't rec­ognize your Internet connection. You can be sure you're using the Windows '95 32-bit Winsock if your ISP uses Windows 95's Dial Up Networking feature to establish an Internet connection
WWOONN HHeellpp
For further information about WON visit the WON Web page at http://www.won.net or visit Sierra's Web page at http://www.sierra.com
MMuullttiippllaayyeerr OOppttiioonnss
When you have entered a multiplayer game you will be presented with the Multiplayer Options
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include only those things in the players' sight radii. Leaving this box unchecked will allow play­ers to see everything that happens on the Overland Map. Take note, however, that the AI players are also affected by the Shroud setting and that turning it off will influence their behav­ior.
Resources (Gold, Crystals and Ale): The amount of beginning resources for all players may be selected, ranging from 0 to 1000, in incre­ments of 50.
Turn Limit: This determines the time that any one player has to perform actions. Times range from Unlimited, 5 Minutes, 3 Minutes, 1 Minute and 30 Seconds. Choosing Unlimited will allow all players to take as much time as they want for every turn. Selecting a time limit will display a countdown timer during the last 30 seconds of a player's turn. Time spent in combat is not count­ed against a player.
AI Players: Decides the number of AI players. Regardless of the number chosen, all faiths will exist in a game. For every number clicked on here, one faith will be "active" and seek liberation of their own Great Temple, as well as the destruc­tion of their enemies.
Spells Known: The number of spells that all Mages will have knowledge of, ranging from 0 to 20, can be selected here. The number of spells that you have knowledge of will be given to every Mage that you have of your Faith, whether your Lord is a Mage, you rescue one, you hire a mer-
143
ously saved game or start a new game with a cus­tom map. If a custom map is chosen, only custom maps where all eight Faiths are present will be displayed. Only eight-player maps are valid, and the computer automatically assigns AI Lords to the remaining 4-6 Faiths. If no custom map is selected the game will start with its own default map. If a saved game is loaded, all presets that can be selected here (including the players' Lord types, names and order) will be ignored and the original conditions will be used. The name of the map or saved game is displayed in the top right­hand corner of the screen.
The bottom portion of the screen contains start condition that the game's host may set.
Shroud: Checking this box will turn on the over­land shroud, which limits the players' visibility to
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CChhaapptteerr 77:: MMuulliittppllaayyeerrCChhaapptteerr 77:: MMuullttiippllaayyeerr
this, sometimes information will reach some computers at a different rate than others, and players will see slight differences in characters' positions or the speed in which gameplay takes place. Lords of Magic is designed to handle these small differences and usually all players will be perfectly in sync at the start of every turn. If, however, one computer falls too far behind, all players will be notified of the divergence. Players have the option to exit the game if they wish but the host computer will have the option to re-sync all of the computers. Re-syncing a game brings all players back to the last point where everyone was in perfect sync, usually the beginning of the turn.
145
cenary Mage or recruit one in your Mage Tower. Any Mage of another Faith that you have access to will not be affected by this start condition. If you are playing as Death take note; Balkoth actu­ally has 21 spells, selecting 20 Spells Known will enable all 21 of Death's spells.
Stronghold: Checking this box will give all of the players their Strongholds at the start of the game. Your Stronghold will include 3 beginning Followers. Reclaiming your Great Temple is not necessary to receive your Stronghold; you will, however, need to take over your Great Temple to receive more Followers.
Combat: This allows you to select which battles will be viewed by all players. Selecting Observe All Combat will show every combat that is being played out, including both player and AI combat. Selecting Only Observe Player Combat will show only those battles engaged in by the players but not any by the AI. Selecting Always Autocalc Combat will autocalc every battle that takes place; you will not see or interact with the inside of any of the dungeons.
Once all of the start conditions have been select­ed, the host starts the game by pressing the PLAY button.
DDiivveerrggeenncceess
Sometimes connections between computers can become unsynchronized due to various causes such as phone line noise or large differences between computer processing speeds. Because of
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CChhaapptteerr 88::
LLeeggeennddss ooff UUrraakk -- TThhee QQuueessttss
W
h en I look around and see the state that our world is in, I try to imagine
how it must have been in the days of antiquity, back when our world was being shaped and molded by the deeds of our ancestors. Sometimes I wonder, if they had known that it would all turn out like this, if they would have both­ered to get out of bed at all.
- Balathustrius
a quest, the Roster may be blank, or it might con­tain only one or two item. As you venture further into the quest, additional items will be added to the Roster. This will help to inform you of all of the actions that you need to perform and which ones have been completed. The key objectives of a quest, called "adventures", can be anything, such as recovering a lost item, defeating an opposing character, gaining an ally's trust, and so on... For the specific rules governing each quest, click on the ? icon on the Adventure Roster Interface. Completed adventures will be checked off from the Roster. You also have the option to hide the completed adventures by clicking on the Filter check box. When a new adventure has been assigned to you in the roster, the roster icon will pulse on and off, indicating that you have not yet viewed the latest addition to the list.
Also note that there are some characters and items that exist in these quests that do not exist in the Lords of Magic game proper. Plus, while it is still possible to rename some of your party members, many of the main characters can not be renamed. Always remember that this is a legend, enjoy the story-like qualities that it takes on and pay attention to the plot as it unfolds
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CChhaapptteerr 88:: LLeeggeennddss ooff UUrraakk -- TThhee QQuueessttss
The land of Urak is in itself a magical and leg­endary place, but even its denizens have legends that inspire them. Tales of past glories, brave leaders and amazing discoveries are the basis for many of the beliefs and practices of today's citi­zens. Many a person would jump at the chance to become one of those mythological characters. In this section of the game, you now have that chance.
When you play one of the quests of Urak you will, for the most part, be playing the same type of game that you are used to in Lords of Magic. But this component of the game has its own unique elements and style of play.
All of these quests take place in the ancient his­tory of Urak, long before Balkoth tried to con­quer the world. The goal of each quest is unique and relies less on befriending or subjugating other Faiths. You will take on the role of an already established character who has his or her own objectives in mind and therefore will be somewhat constrained to that character's leg­endary actions. This may involve your only gain­ing access to certain parts of the world or limiting your entry into particular buildings until after you have performed a designated task. Also, many of these quests will rely more on specific actions than on fighting. You might, for example, be called upon to find a certain item or contact a particular person to gain information.
Each quest has an accompanying Adventure Roster. This is a list of all of the key objectives that you have uncovered so far. When you begin
CChhaapptteerr 88:: LLeeggeennddss ooff UUrraakk -- TThhee QQuueessttss
CChhaapptteerr 99 ::
TThhee MMaapp EEddiittoorr
A
nd then the mountains will crash down, the oceans will boil away and the land will be torn asunder, creating, in the end, a
landscape foreign to all...
- Fragment of a parchment from the Prophesy of Urak, Volume 8.
world. The following is a list of the terrain types and which Faiths are best suited to them.
Rough is the terrain where for the creatures of the Earth Faith are most comfortable.
Water can be crossed using flying and seagoing units. Land based units can be transported across water on boats.
Desert is preferred by the Fire Giants. This ter­rain slows down units from the Life, Air and Water races.
Mountain is favored by the Chaos Barbarians. It slows down units from the Death, Order and Water races.
Meadow is the choice of Life worshipping Eldren and the Water worshipping Amazons. This ter­rain slows down units from the Death, Chaos and Fire races.
Ice is the terrain for the Air Storm Giants. This terrain slows down units from the Order and Fire races.
Plains are enjoyed by the Order worshipping Archons. This terrain slows down units from the Chaos and Earth races.
Swamp is the land for the Death Race. This ter­rain slows down units from the Life, Earth and Air races.
Lava slows down units from the Life, Death, Order, Chaos, Water and Air races.
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To create a new world, launch Lords of Magic and choose Map Editor from the Start Options Panel. The Map Editor displays a default barren world. All Capitals, Great Temples and starting posi­tions for Lords are placed in their default areas.
New - Clears the current map and creates a new default map. Load - Brings up the list of maps in the LOM/MAP folder. Save - Allows the user to save the current map. All World Map files have the extension .SCN and are saved in the LOM/MAP folder. Exit - Exits the Map Editor back to the Start Options Panel
TTeerrrraaiinn EEddiittoorr VVss SSpprriittee EEddiittoorr
Located on the far right are two buttons: Terrain and Sprites. By clicking on each of these, you place the Map Editor into different modes. The Terrain Editor allows you to edit the terrain and topography of the world map, creating whole new worlds for Lords of Magic. The Sprite Editor allows you to define and place combat encoun­ters, Capitals, Great Temples, and Lords starting locations in your world.
TThhee TTiillee SSeettss
In the center of the interface panel are 11 squares of different textures. These are the terrain types that make up the landscapes of Urak. By clicking on one of these, you are ready to Paint or Terraform the basic landscape into your own
CChhaapptteerr 99:: TThhee MMaapp EEddiittoorr CChhaapptteerr 99:: TThhee MMaapp EEddiittoorr
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PPaaiinnttiinngg
Painting Mode takes the currently selected tile set and covers the surface of the map without altering the terrains elevation. To enter Painting Mode, click on the Terrain Button on the left side of the interface. Then click on the PaintBrush mountain in the center box, this puts the Terrain Editor in Painting Mode.
Holding the Right or Left mouse button down, will cause the terrain under the cursor to become painted with the selected terrain type.
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Impassable This terrain type is used to make land impassable to all, except flying units.
Roads are specially designed to be connected to each other in a line or zigzag patterns. Using them as a mass terrain will create land that is a patchwork of unconnected road tiles. Therefore, they are unsuitable for widespread use.
TTeerrrraaffoorrmmiinngg
Terraforming is the act of elevating the landscape to create hills and mountains, or lowering it to create valleys or seas. In order to raise or lower the terrain, you must be in Terraform Mode. To enter Terraform Mode, click on the Terrain Button on the left side of the interface, then click on the WireMesh mountain in the center box. This puts the Terrain Editor in Terraform Mode (the Map Editor default starts in this mode).
Left-clicking with the mouse on the map will cause the terrain under the cursor to raise eleva­tion. Right-clicking with the mouse will cause the ter­rain under the cursor to lower elevation.
The default map begins at just above sea-level. Lowering the terrain beyond sea-level will create water.
Located to the immediate left of the Terraform/Paint modes, are the 11 terrain-type tiles. By choosing a tile type, then raising/lower­ing terrain, you can create hills and mountains of that particular terrain.
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CChhaapptteerr 99:: TThhee MMaapp EEddiittoorrCChhaapptteerr 99:: TThhee MMaapp EEddiittoorr
The Map Editor in Terrain Mode
in when entering the objects you place, removing some of the randomness. This allows you a great deal of control when creating your own worlds, with a more deliberate feel and atmosphere.
To enter Sprite Mode, click on the Sprites button located on the far left of the interface panel. Then click on one of the following buttons to bring up that sprite group.
Sprites - This group is composed of the regular Terrain Sprites. Mountains, Icebergs, Bones and other generic landmarks.
Special - This group comprises all of the Faiths, Champions, Great Temples and Villages. These Sprites are not editable and are used to establish starting conditions.
Dungeon - This group consists of Dungeons, Mines, Towers, Statues, Hamlets, Huts, etc.
The other buttons of importance here are:
Encounter - Sets the type of encounter to which the sprite will lead.
Level - Sets the Difficulty Level of the encounter.
SSeettttiinngg SSpprriitteess
To place a sprite on the map, simply click on sprite you wish to use in the center of the inter­face at the lower half of the screen. Then bring the cursor over the map and left-click again, this will plant the sprite on the map.
157
The default map is painted with the Rough ter­rain type.
SSpprriittee MMooddee
Sprites are the structures and objects that dot the landscape of Urak. While some are dungeons, mines, villages and areas that players can enter, other are simply decoration. The Map Editor allows you to decide which objects will contain Encounters and which will not. Furthermore, while in Sprite Mode, you are allowed to dictate what kinds of Encounters the players will engage
156
CChhaapptteerr 99:: TThhee MMaapp EEddiittoorrCChhaapptteerr 99:: TThhee MMaapp EEddiittoorr
In Sprite Mode, Placing a Nasty Orc Encounter
PPrrooppeerrttiieess
One other feature of the Map Editor is the abili­ty to turn off the random dungeon generation. By clicking on the Props (Properties) button, you can disable the computer from placing any additional Encounter that you have not set. This means that only the Encounters that you have created and set down will be placed. Great Temples, Capitals and their buildings will be pre­sent.
SSaavviinngg aanndd PPllaayyiinngg YYoouurr MMaappss
To save your maps, choose the SAVE button. All custom maps are saved to your LOM/MAP fold­er. Maps can be made with any number of Faiths, however, Multiplayer maps must have all eight Faiths present in order to be valid. To play custom maps, from the Start Panel Options choose the Custom button. This will bring up a list of all maps located in the LOM/MAP folder. Choose your map and click OK. Lords Of Magic will then load normally, but with your new map.
159
CChhaapptteerr 99 :: TThhee MMaapp EEddiittoorr
You can place as many of the same sprite as you desire. However, the exceptions to this are the Special Sprites. Among the Special Sprites, only the Villages can be placed multiple times. The Lords, Capitals and Great Temples are unique items and cannot be placed multiple times. Setting down one of these, per Faith, removes it from its previous position. The Lord sprites are the starting points for each player, wherever you place them, that is where that Faith - human or AI - will begin.
SSeettttiinngg EEnnccoouunntteerrss
To create an Encounter, click on the Encounter button. From the list, choose the encounter type you wish (i.e. Water Encounter, Orc Encounter, etc) and click SET. Next, click on Level, this will establish the Difficulty Level of the Encounter. Choose the Difficulty Level you want the Encounter to be, then click Set. The bottom of the center interface displays the Encounter type and Difficulty Level you have chosen (i.e. Water Encounter - Level 8). Now choose the object you want the Encounter to take place in by left-clicking on the sprite in the center of the interface. Left-click on the map to place the sprite. You have just set an Encounter of your choosing. Place the cursor over the sprite and you will see that it is outlined in red, indicat­ing it is an object that can be interacted with. Note that all Encounters placed subsequently will be of the same type and Difficulty Level unless changed via the Encounter and Level but­tons.
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CChhaapptteerr 99 :: TThhee MMaapp EEddiittoorr
CChhaapptteerr 1100 ::
TThhee LLoorrdd EEddiittoorr
W
hat are those fine qualities that make the difference between the common man and a Lord? Maybe it’s divine
intervention, maybe it’s wealth and charisma, or maybe it’s sheer luck. I think being born of royal blood tends to help.
- Balathustrius
amount it will cost. Double-click on the unit to bring up further information. Click and hold on the unit you wish to purchase, then drag it to an empty slot in the Units Purchased window. Remember that you are limited to a total of 3 Champions and 9 Military Units in your starting party.
AAddddiinngg SSppeellllss
Click on the Spells button to bring up a list of all the spells in the game arranged according to Faith. By running the cursor over them, a pop-up will give a description of the spell and its cost. Click and hold then drag the spell to the Spells Purchased window in the center of the screen.
AAddddiinngg AArrttiiffaaccttss
To purchase Artifacts, click on the Artifact but­ton at the lower left. Like Spells and Units, there is a graphic list of all the artifacts in the game. Running the cursor over the artifact will give a pop-up description of it, and it's cost. Double­click on the Artifact to bring up a more detailed description and illustration of it. To purchase an item, click and hold then drag the Artifact to the Artifacts Purchased window at the top. If your Lord, or any Champion you have purchased, can weild the Artifact, you can equip them as you would in the game, by selecting the appropriate character and placing it in his or her hands on the left side of the screen.
163
CChhaapptteerr 1100 :: TThhee LLoorrdd EEddiittoorr
The Lord Editor is a useful tool for creating a more personalized starting Lord and party. The Lord Editor allows you to mix and match units from all Faiths, change the amount of resources you begin a game with, acquire spells and artifacts and more. Edited Lord files are located in the LOM/CUSTLDR folder.
To create a Lord and party, launch Lords of Magic and choose Lords of Magic. Choose the Lord Type and click on the Faith you wish to play. At the Information Panel pop-up, click on the Edit button located directly below the Lords Portrait. This will bring you to the Lord Editor.
BBaarrtteerr VVaalluuee PPooiinnttss
Lord Editing is based on Barter Value Points. Depending on what Faith, Lord type and level of difficulty you choose to start with affects the amount of points you are given. These points are located at the top of the left-hand side. This is the total amount that you can spend on spells, arti­facts, units and everything else. Adding values to units (purchasing spells, adding levels, etc.) will be deducted from your Points' total, while sub­tracting values (lowering the amount of ale, decreasing a level, etc.) will add Points to your total.
AAddddiinngg UUnniittss
To add units to your party, click on the Units button located to the lower right. This will bring up a scrollable list of units arranged according to Faith. Placing the cursor over the unit will reveal a pop-up that gives the unit's name and the
CChhaapptteerr 1100 :: TThhee LLoorrdd EEddiittoorr
162
modify the experience level of any unit. Clicking on either the + or - under the Level Indicator Bar, will slowly adjust the unit's experience. Clicking on the level number itself will increase or decrease the experience a whole level at a time. With modifications to experience, changes in Attack, Defense, Mana and Hit Points will auto­matically occur.
AAlltteerriinngg RReessoouurrcceess
The starting resources (Gold, Ale, Crystals and Fame) are located at the bottom left, directly beneath the character inventory box. To change the starting resource values, click on the icon of the resource you wish to change. A gold box will surround the item you've chosen and it will appear between the + and - keys. Then simply add or subtract the amount you desire using the + and - keys.
TThhee SSttrroonngghhoolldd,, GGrreeaatt TTeemmppllee aanndd OOtthheerr BBuuttttoonnss
Checking on these boxes will give your Lord either, or both, of the buildings as a starting con­dition.
Clear: Clicking on Clear will reset the Lord to its original stats and starting items. Back: Will exit the editor and return to the Circle of Life where you can choose a new Lord. Continue: This will being a game of Lords of Magic with your new Lord and party. Save: Saves the Lord and party in the CUSTLDR folder of LOM. Load: Loads files from the CUSTLDR folder of LOM
165
CChhaapptteerr 1100 :: TThhee LLoorrdd EEddiittoorr
RReemmoovviinngg IItteemmss
To remove any item you've purchased (Units, Spells or Artifacts), right-click on the item and it will be sent back. You will receive a full refund of the items cost in Barter Points.
EEddiittiinngg YYoouurr LLoorrdd aanndd UUnniittss
To edit your Lord, or any unit, you must select the unit by clicking on the it in the Units Purchased window. The selected unit will be hightlighted with a colored outline. Once high­lighted, the unit's stats will appear on the left side, under the Barter Points. Here, you can change the name of your Lord or his Champions, and
164
CChhaapptteerr 1100 :: TThhee LLoorrdd EEddiittoorr
The Lord Editor
CChhaapptteerr 1111::
TThhee SSttoorryy ooff UUrraakk
T
he past is just the present, after it happens.
- Graffiti in the outhouse
behind Tarnak's Tavern
HHiissttoorryy ooff UUrraakkHHiissttoorryy ooff UUrraakk
169
But after all of that, one thing shone through like a Water crystal on a dewy morning: words are the only true power. The wisest monarchs know this, the foolish and the cowardly fear it. The gods respect it, but they, too, are not immune to the sting of a bitter truth well told. I do not shun truth, no matter how base and unflattering it may be. This most likely will someday get me killed, but for now I've avoided that fate.
So to the honor of words and to the worship of the gods I do dedicate and offer this tome, my life's work and the truth of the History of Urak as I understand it to be.
 Balathustrius
TThhee BBeeggiinnnniinngg
The beginning was a void without light and breath. Swirling through this void were the Timeless Ones, twisting and pulling at one anoth­er through the blackness. For centuries beyond count they strug­gled, dancing in a deadly, silent embrace. As the Timeless Ones fought, their battles flung fire and light and energy into the void.
BBeeiinngg tthhee OOnnee aanndd TTrruuee AAccccoouunntt
ooff tthhee HHiissttoorryy ooff UUrraakk
These days, anyone with a steady hand and a love of comfort can call himself a historian. They are the "wise" men, the consuls, and scribes, driven by duty (and, if truth be told, boredom) to spend their lives scratching ink into dry pages. Most of these sages know little of the events they record and even less of those whose lives they chronicle. For them, their jobs at the right hand of whatever powermonger happens to wield the biggest sword is prestige enough. Every word that glorifies their mortal gods means one day more in the circle of the power that feeds their bellies and fills their purses. I chose this profession, the recorder of events, chronicler of histories, long before it was common for any sot off the street to take up a pen and get a job as a scribe. In these sorry times, the greatest challenge for these imbeciles is whether to spell "knight" with a "k." It was not this way before. Scribing was once a respected profession, and we actually had to learn to spell before we were hired. In those days, one sour word could mean the difference between a life of luxury and the end of life itself.
I long ago ceased to fear the wrath of those whose pimply buttocks warm the purple cushions of carved thrones, and believe me, it has gotten me into much trouble. I have been honored, threatened, gifted, tortured, comforted, imprisoned, rescued, and reviled by more monarchs in my day than most knights can claim in winters they have seen as living men. After writing a particularly glowing account of a minor duke's prowess on the field, he gave me the warmest tower of Caer Dyonas for my chambers. After recording his crushing defeat the next spring, I found myself begging for coins on the cold, cobbled streets of Rak. Ah, truth hurts and I've been the brunt of that pain more times than I care to count.
168
171
HHiissttoorryy ooff UUrraakk
and, with a shriek, disappeared into the abyss of darkness.
Below, the planet crackled and screeched, undulating like a serpent. The surface twisted and rose into mountains of rock and earth. Massive boulders of glowing hot rock fell from the infant mountains like pebbles, thundering through valleys and cutting deep fissures into the living stone. Miles of liquid stone oozed among newly formed crags and flowed across the landscape, hardening into vast, flat expanses. Through it all, a soup of gas, water, and shards of rock spewed onto the planet surface. As the world cooled, the Timeless Ones became trapped. Desperate to escape, but loathe to work together to find a way out, they separated. Alone, and with their strength spent from the battle with the Form, they fought madly to break away.
The raging conflagrations deep within the belly of the new planet claimed the first Timeless One. As it slid, defeated, into the depths of the molten rock, its energy sparked and rose as the magic of Fire. Above, the cooling rock entombed the second Timeless One, and its energy spread and became the magic of Earth. Alongside Earth, drowned in the soupy mess of the cold liquid that flowed over the siz­zling rock, the third Timeless One disappeared and became the magic of Water. The final Timeless One broke from the clutches of the evolv­ing planet, only to be swallowed in the swirling gases of the sky. It cre­ated the magic of Air. The Timeless Ones were now one with the liv­ing essence of Urak, coalescing into four polar nexus of power that we now know as the elemental magics: Fire, Earth, Water, and Air.
TThhee FFiirrsstt AAggee
Slowly, life lifted itself from the chaos. At a snail's crawl of countless thousands years, this life gravitated toward the energies surrounding these four polar powers: Earth, Air, Water, and Fire. This life evolved into the Great Giant races. These Giants worshiped the four powers
170
HHiissttoorryy ooff UUrraakk
From this energy came planets, bare places of empty earth and poi­soned skies that held no life within them. The black crackled with the light from their rage, and this became the countless points of light in the night sky.
Slowly, in countless thousands of years, a new force rose from this chaos. The Timeless Ones, intent on their own rage, ignored this force. They continued to hurl themselves through the void, ebbing and flowing through the darkness like a great, invisible beast.
This force awoke into consciousness, becoming form where there was no form, substance where there had been no substance. Within this consciousness was born a wrath that burned hotter than the fires of the struggles that beget it. This fury grew stronger as it swal­lowed the light and energy that the Timeless Ones flung from them during their conflict. This Form followed the Timeless Ones and fed on the anger and hatred that emanated from them.
For thousands of years the Form grew, feeding on energy and grow­ing its hate. Then, with a howl that tore the very fabric of the void, the Form burst forth and flew with a fury toward the Timeless Ones. Too late they realized their terrible mistake in ignoring this Form. For the first time, they stopped their struggle as the Form bore down upon them with a speed that seemed to stretch time itself. Breaking apart, the Timeless Ones turned to face this terrible thing that attacked them.
The ensuing battle shattered planets and flung debris throughout the void. The stars themselves, ripped from their orbits, tumbled through the darkness in chaos. The universe moved, stretched, and swayed, but did not break. In this fateful moment, when the uni­verse itself shifted, Urak was spat from this cosmic upheaval. The Form saw this orb of fire shoot from the center of the battle, and with one stroke hurled the Timeless Ones into its churning surface. Its work done, the Form turned from the glow of the infant planet
173
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crafted Golem Giants, molded from the clay and stone of Urak. These creatures had no life force within themselves, but were almost indestructible in battle. The Water Giants filled the oceans with monstrous creatures that swallowed entire ships and used their fins and spikes to churn the seas.
The Giant mages also brought hundreds of lesser creatures to life. All these new beings were linked to Urak with mortal bonds, but all served a purpose for their creators in their struggle against one another: halflings and humans from the Earth, elves from the Air, kraken and serpents from the Water, and dwarves and gnomes from the Fire.
During this time of endless unrest, a Fire Giant Prince, Jeriacor, rose in the ranks of the Fire Armies. He became known for his courage in battle and his ruthlessness with prisoners, especially those of the Water faith, Fire's sworn enemies. Soon he achieved the rank of Commander, a feat unheard of in one so young. Everyone of the Fire faith adored him, and as his fame grew with each success, it seemed that he could do no wrong.
But more famous than Jeriacor's valor on the battlefield was the small circlet of red gold he wore on his brow. Set in the center of this circlet was a Water crystal, simple and pure. Jeriacor never removed this circlet, even when he slept. During battle, when the light of war raged in Jeriacor's eyes, it was said that the crystal crackled with color and energy. No one who had ever seen this sight lived to tell of it. No one knew where Jeriacor got this crystal, but there were many rumors. Some said that it was from the first Water Giant he had killed on the battlefield. Others insisted that it was a gift from a great Fire mage, who had defeated a Water mage during the first Battle long ago. But all agreed, it was a powerful and precious thing.
The truth of the Water crystal was more dangerous than any imag-
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and built magnificent temples dedicated to their chosen magics. On secret sites, near the greatest concentration of power for each magic, the Giants erected Grand Temples. These holiest of holy places, where the power existed in its purest forms, served as a focus for the believers.
Throughout this time, the magics of Urak lay in opposition. Their followers, restless and at odds with one another, made war: Fire against Water, Earth against Air. The cosmic struggle of the Timeless Ones had moved to the sphere of mortal beings.
Through divination and worship, the Great Giant mages were given the secrets to life itself. They disappeared into their temples and worked to build new life, in their own images, to honor their mas­ters and to feed the great war machines that were needed to defeat their enemies.
The Fire Giant mages created the Lesser Fire Giants. These beings, smaller than their creators, were made strong and quick for victory on the battlefield. The Air Giants created the Storm Giants. These beings had the power of hurling electric energy through the sky, blinding their enemies with the lightning bolts. The Earth Giants
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Sertof, fighting with his dwarven soldiers at the side of Jeriacor, felt this breath of evil fill him with a terrible joy. Before anyone could stop him, he turned and attacked Jeriacor with a mighty thrust of his sword. In a rush, the dwarven soldiers fell upon the wounded Jeriacor, tearing at his flesh with a wild anger that none had ever seen.
It is said that Jeriacor, his eyes wide with surprise and pain, spoke only one word before he died: "Vysantha." As his brother fell, Sertof ripped the circlet from his brow and snapped the delicate gold band in two. The Water crystal, which had been shining brilliantly, cracked. Sertof dropped the now-brown and lifeless crystal onto Jeriacor's bloody chest. With the heel of his muddy boot he crushed it into Jeriacor's open heart.
All erupted into chaos. Suddenly, the battles that were once between enemies became war among allies. Brother turned upon brother, friend slew friend, and entire armies fell in battles fought with none but their own kinsmen. A band of Fire cavalry who had seen the murder quickly sliced the evil Sertof into pieces. Battlefields were slick with blood, and carrion eaters grew fat with the bounty of death. The mages of Earth, Fire, Air, and Water could not stop this senseless slaughter and watched, helplessly, and this unseen evil dec­imated all who felt its icy touch.
And far away, in a white tower surrounded by Water magic, the beautiful Vysantha lay dying. For the Water crystal was more than an amulet given in love by a woman to a man. It held within it the essence of Vysantha's soul. The powerful magic of the crystal had served as an Amulet of Protection, keeping Jeriacor safe from his enemies in battle. But it did not protect him from his friends.
Before she died, Vysantha confessed all to those gathered around her. When the powers of Water realized what had happened, they rushed to the battlefield in the hopes of stopping the carnage. But
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ined. For it was given to Jeriacor by Vysantha, his one true love and the greatest Water mage that Urak had ever seen. The two had been in love since childhood, secretly meeting at night, along the lava rocks and near hidden streams of Urak. As they grew, their love blossomed into a power that even their ancient rivalry couldn't break. They were determined to marry one day, with the hope that their joining would end the hatred and warfare for good.
During this time, unnoticed by all, a darkness descended upon the battlefields of Fire, Water, Earth, and Air as they fought. It was like a tingle of hatred, fanned by battle and stoked by anger until it burst from within. Those with hatred in their bellies and anger in their eyes fell victim to this unnamed blackness. One of these pitiful peo­ple was Sertof, Jeriacor's sworn Firebrother and second in command of all the Fire armies. He alone knew the secret of the Water crystal and Vysantha and for years had kept this secret close.
As the blackness enveloped his heart, he saw that if Jeriacor and Vysantha ever declared their love, the wars would end. His black ambition of becoming Fire King and defeating all the hated Water enemies would be thwarted. Sertof opened his heart and embraced the darkness, feeling a power and hatred fill him that he had never known. With this power he called to him a group of dwarves, who also had succumbed to the power of the dark. They spent many moonless nights in the Fire army barracks, discussing what to do, as Jeriacor slept unknowingly in the next room.
The evil that filled Sertof's soul with images of death had its own plan. By day, it swirled around the battlefields, manifesting itself as a chill wind that blew across the killing fields. Some swore they heard a whispered laugh in their ears as they went about their bloody business. "I am Golgoth," it said. "Your torment has begun."
On one unnamed day, a war day like any other, this wind changed.
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TThhee SSeeccoonndd AAggee
With the defeat of Golgoth came the Second Age. After the battle had been won, the Giants and the mortal beings they created set about the task of rebuilding their home. It was difficult, for they were unused to working together for a common goal. Only the shared experience of defeating the minions of Golgoth united them in their task.
Years passed. The Giants soon lost touch with the mortal races they created. They retreated to the temples and the holy places of their elemental gods. It is said that the Great Fire Giants now stoke the forges of the Inner World, joining with the Earth Giants beneath the ground. When the Giants are angry, the ground shakes and liquid rock spews from the mountaintops in a waterfall of fire. Legend also says that the Giants of Water and Air rule the sea and sky, com­manding the waves and the clouds to do their bidding. The clear rivers, lakes, and streams flow as the Water Giants command, and the sun obeys the wishes of the Giants of Air. Anger them, and the waves will crash from the oceans in walls of deadly water, and the sun and moon will disappear into the void, casting everything in darkness. The mortal beings of Urak continued to worship the elemental mag­ics. With the end of warfare among the Giants came ten thousand years of peace. And with this peace came complacency...
TThhee TThhiirrdd AAggee
And so began the Third Age. The Great Giants gradually disap­peared from living memory, becoming the stuff of legend and myth. The mortal beings they created, conceived in alchemist's labs and born in the fire of battle, abhorred the evil of warfare and worked to live together in peace and harmony. Because they were made from different elements, each race found its place in the web of Urakian life.
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the elemental powers that lived within Urak seethed in anger at this evil that had rocked the land. Those who lived through that day say that at the moment Vysantha died, a wail that shook the earth rose like a symphony from the very foundations of Urak. And with that sound, the mages of Water, Fire, Earth, and Air did what they had not been able to do before: they united in their hatred of Golgoth and vowed to destroy it.
The Great War of Golgoth had begun. It ripped the very essence of Urak and the universe that held it. The battle raged for centuries, day and night, as the forces of Earth, Air, Fire, and Water attacked the unearthly minions summoned by Golgoth. The dead piled up like cordwood, and the living used the bodies as shelter from the onslaught of the undead troops they fought. And underneath the death and smoke and fire of battle, the Elemental powers joined, mingling their energy for the first time. From them emanated a force that penetrated Urak with a power that none could ever have achieved alone. Their power, channeled through their Great Temples throughout the land, enveloped their armies and gave them strength and the will to live.
And with this power the Armies of Good, as they called themselves, began winning the war. Their armies, imbued with a heat and passion before unknown, decimated the ghastly troops before them. The undead soldiers fell by the thousands and disappeared in a foul­smelling mist, which turned the battlefields to wastelands. When Golgoth saw his minions defeated, his anger knew no limit. He roared and swirled around Urak, covering the planet with a purplish black smoke that no light could penetrate. The Great Giant mages, summoning the last remnants of strength they could pull from the elements, hurled Golgoth spinning into the universe. The Great War was over.
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Plains and became masters of cavalry combat. But they, like the other mortals, preferred peace and enjoyed the warmth of a good fire and the contentment of a happy home.
Halflings were created, well, for the gods know what. Halfling his­tory says they provided support to the war machines in their treks throughout Urak. I think that an Earth Mage fell asleep on the job and just didn't finish a spell. But regardless of my personal distaste for these creatures, they did manage to do something useful. Too small to fight, halflings were master chefs, caretakers, and squires. During warfare their purpose was to give what comfort they could to the armies of the Timeless Ones, cooking meals and maintaining the morale of the troops. They were master vintners and brewers, and Halfling ale became a byword in camps throughout Urak. During peace, halfling colonies sprung up in the quiet places of the forest, and most of them found work as chefs and brewers through­out the land.
As the Third Age progressed, these mortal races mingled, creating strong bonds of friendship and mutual respect. The races developed an intricate trade network, buying and selling goods to one another throughout Urak. Marriages brought alliances between households and races, and mixed-race offspring were not uncommon in any part of the world. The powerful households of each race - the barons, the dukes, the kings and queens - lived in harmony with their brethren. Although the occasional skirmish did erupt (usually between the hot-tempered dwarves and some other faction) warfare was unheard of, even feared, by all.
But beneath the contented lands of Urak lay an evil that no one could see. With each petty squabble, each minor skirmish, the heat of the evil passions fueled this blackness. This evil, part of the living structure of Urak itself, spread insidiously through the land, stretch-
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The elves, sprung from the imaginations of the Air Giant mages, made their homes high in the treetops. They traveled through the air on gossamer wings. These people, light and willowy, revered the wild places of Urak. They were the peacemakers, the counselors, and their first instinct was always to solve a problem before it became a war. But they were bred as warriors, and the skills of their archers was legend throughout the land.
The dwarves and gnomes, born of Fire, were a sturdy lot prone to hot tempers and loud brawling. They lived in caves near the moun­tains that oozed the liquid rock, building vast underground keeps with the pliable molten stone. They were of medium height, smaller than humans but taller than halflings, and with stout legs and arms. The Fire Giant mages created them as laborers and infantrymen, and gave them the skill to wield hammers and maces with deadly accura­cy. The dwarves that had conspired with Sertof had been banished from their homes, and their descendants even today wander Urak, driven by hatred and death and a lust to destroy all in their paths.
The Water Giant mages molded the deadly kraken and serpents from the living seas. These beings, unable to leave the safety of their watery world, made their homes in the blue-black depths of the oceans. It was said that at night, when the moon cast its shimmering light onto the surface of the sea, these water beings rose from their homes and writhed on the waves in an eerie waterdance. Their sounds had the power to seem like beautiful music, luring unsus­pecting sailors as they followed the music in a watery death.
From the Earth Giant mages came halflings and humans, the most prolific (and the least useful, if truth be told) of the mortal crea­tures. Humans, built tall and lithe for speed, were simple creatures with simple needs. They built their homes of stone and wood. Humans were bred to be warlike and cruel, without remorse when an enemy was to be slain. They tamed the wild beasts of the Ronak
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For the followers of Life, their love of all creatures and respect for the living world bound them together with a chain of friendship and respect that none could break. Their god was Llanwylln, the spirit of Light. The followers of Order believed in the purity of the world, black and white, good and evil. For them, everything on Urak had a purpose that no one could alter. Chaos worshippers lived for the thrill of battle and the love of their kinsfolk. Their animal gods lived in the forests and imbued their followers with power and skill on the battlefield.
As the numbers of each new faith grew, they built their own holy places in the most sacred lifegiving spots on Urak. Mortals from all races flowed to these sanctuaries, combining their faiths in the Elemental with their belief in the good.
TThhee RRiissee ooff tthhee DDaarrkk EEllvveess
One of the followers of Death was Balkoth, a minor lord of the Elves. He lived more than five hundred years ago, born during the Seventh Rising. There was a prophecy that a White creature would turn Dark during this Rising, but of course it had been long forgot­ten by the time Balkoth came into this world.
The blackness had wrapped around his heart when he was but a child. By the time he reached the Age of Sentience he had built a fol­lowing of other elves who had been seduced by the terrible beauty of the darkness. He yearned for power and control, and appealed to Golgoth for help. He and his Dark Elf minions vowed their lives to their god if he would but grant them the power to subjugate and possess the world.
On a moonless night when the Air Giants spread gray, cloudy wisps over the stars, the followers of Death gathered in their ebony tem­ple. Thousands watched as hundreds of innocents were slaughtered
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ing tendrils of discontent into even the most remote places.
In forgotten thorn groves, in shallow pools of brackish water, in the center of rotting trees, the discontented creatures from all races began to gather. At first only a few would meet, bound by their anger and uneasiness and finding kindred spirits in the dead places of Urak. The blackness concentrated its powers in these places, and these acolytes gradually formed into a new religion, Death. Their god was Golgoth himself, reborn from the legends. As these reli­gions grew, they pulled toward them others, those with grudges or jealousies that the blackness fed and cherished.
Also rising at the same time were other beliefs followed by those with purer hearts: Chaos, Life, and Order. These believers met in the holiest of places on Urak: the mighty oak groves, atop white moun­tain peaks, and in the great sanctuaries devoted to the worship of the Elements.
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dozens of soldiers made fortunes selling their memoirs to a public hungry for tales of victory. Tactics used by the armies of Urak against Balkoth became standard military maneuvers, studied by recruits the world over. The Amulet of Darkness was exhibited in museums throughout Urak, then carefully packed away in a secret chamber that none but the highest Elemental mages knew.
But all societies are doomed to repeat the past if they do not remem­ber it, and it was the same for us poor sots of Urak. As the horrors of the Battle of Golgoth and the War of Balkoth faded through the centuries, Urak became ripe for another onslaught from the powers of Darkness. Five hundred years have passed since Balkoth was cast into the Amulet, but even that great stretch of time means nothing to the powers of Evil.
I have read the ancient prophecies, and I knew that a great Darkness would again come to Urak. But neither I nor anyone else under­stood what horrible evil was in store or that it would afflict our world in my own lifetime. For Golgoth has returned, and following in his putrid path is an army drawn from the dead of Urak.
Even worse, he has released Balkoth from his prison. Balkoth, wild with dark joy and supported by all the power of Golgoth and his minions, has captured the Great Temples of our land. He has killed the caretakers and laid waste to every corner of Urak.
Now Urak is in dire need of help. Balkoth is free, the temples are overwhelmed with the power of Darkness, and the land begs for a savior to return it to its former glory. It is hard to imagine that any one, mortal or god, can defeat the powers of Golgoth and Balkoth, but that person must soon be found. Until that time, Urak will lan­guish in despair, its people desperate and starving. Who will come and gather the power of Urak to defeat this horrible pestilence that has ravaged the world?
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in sacrifice to the Dread Demon god, Golgoth, Master of Death. In the center of the chaos stood Balkoth, with his arms raised in wor­ship toward his most unearthly god.
As each innocent was killed, its blood was poured onto the Dark Elf until he was slick with the red lifeforce of every race. The followers lifted their voices, moaning and wailing, while the screams of the dying swirled around them. They writhed in an unearthly dance, pulling power from the earth, the rock, the sky, the blood. The air crackled with energy. Above the temple the sky began to move, surging in waves of blackness. Balkoth lifted his face to the sky and began to scream. A voice thundered in the temple, "You are Balkoth the Destroyer. My power is yours, and you are mine."
Balkoth the Destroyer now began his campaign of death. He led the Dark Elves and others who ascribed to the Black Religions against the powers of Life and the Elements. Town after town shattered under his onslaught, and the mortal beings who stood against him fell by the thousands. But standing against him were the lords of Urak. They battled Balkoth, and in a frenzy of death and destruction trapped his soul inside the Great Amulet of Darkness.
EEppiilloogguuee
(written by my own hand and not paid for by any monarch)
I recorded the previous history, many decades ago, for Earl Merkot Ravensonn. I was a young man then, fresh from Scribe School and eager to earn my way in the world. The history that I wrote is truth­ful and accurate, but I am afraid it is now incomplete. Recent events have changed the entire fabric of Urak and have shaken my faith to the core of my being.
The story of Urak should have ended with the entrapment of Balkoth. The final battle was recorded in hundreds of histories, and
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LLiiffee
Those who ascribe to the Life religion share one thing in common: a healthy respect for Urak and all the living things she sustains. They have a reverence for nature and for the web of life that connects all living beings together in all ways. Most Life believers regard the conception and nurturing of new life a top priority. This is why most beings who worship this religion are especially good parents and caretakers. You will also find them working in healing houses, in nurseries, and tending to the beautiful gardens on the rolling castle grounds of the elite of Urak.
Some of the less enlightened of our world mistakenly assume that Life believers cannot be aggressive or seek glory in battle. Most of these misguided sots are dead now. While it is true that most beings who worship Life find warfare distasteful, they do not shun it out­right. In their minds, the end justifies the means. If killing a few will ensure that many will have life, they will kill. But the methods of killing are usually quiet, swift - and effective. Few can match their skill at archery and those foolish enough to confront them rarely get close enough to inflict any damage. If they have any weakness it is that, in their preference for living a more natural life, they shun the wearing of any heavy armor. And while their elegance makes for powerful long-range attacks, they are less adept at the art of hand­to-hand combat. Still, for the Warriors of Life that are injured in bat­tle, the Mages of that Faith have some of the most powerful healing spells ever known. So potent is their magic in this respect that it is said that they actually possess the ability to resurrect their fallen comrades. There are tales of Life worshippers creating items that can heal those who possess them, as well as others. There are also rumors that somewhere in their kingdom lies a shrine that will heal all those who enter and rewards all those who fight for the cause of Life and nature to heal themselves after battle.
Ah, religion. It is said that if the gods hadn't already been around, we mortals would have invented them. I learned long ago that religion isn't the sedative of the people, it's the crutch. And believe me, there are a lot of cripples out there.
I've seen what beliefs can do to people - and it isn't pretty. Religion has the power to sustain life, but it can also be the root of unspeakable evil. There has been more blood and death in the name of "religion" than in the name of any political agenda. Sometimes it angers me. Most of the time, however, it frightens me. One cannot reason with a zealot any more than a human can win a game of dice with a dwarf. But it is the zealots of the world - not the loud, angry ones, but the quiet, brooding ones ­that are the most perilous. I would prefer taking on a rabble of disgruntled Terramages to spending fifteen minutes alone with a Viantha in her study any day.
I learned long ago that the best way to get by in this world is to "believe" whatever everyone else in the room seems to hold dear. It keeps you alive and sometimes makes you richer in the process. And if the popular wind changes? Smile a lot and run like hell.
Most of what I know about the different Faiths of Urak come from many sources. In some cases, I personally followed specific beliefs during various stages of my life. Dear friends have told me of others. Occasionally, an enemy provided me with a few details. But mainly what I know (especially of the darker Faiths) comes from rumor, innuendo, and speculation. So, brave reader, take all you see with a grain of salt, and be sure and keep an Amulet of Protection with you wherever you go.
- Balathustrius
OOff tthhee BBeelliieeffss aanndd RReelliiggiioonnss ooff UUrraakk
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mountain ranges, avoiding terrain such as desert or swamp. Of all the beings of Urak, they are the closest to the life spirit of Urak, and they consider themselves to be the caretakers of the planet. Unicorns, pixies, and other citizens of the Elflands also follow the teachings of Life. One or two stories have been told describing Elven Warriors mounted on winged horses of incredible strength and beauty while others speak of a magnificent bird that fights fiercely and is reborn again and again. The worshippers of Life are the natural foes of those who choose to serve Death and Life Mages have spells that specifically target undead monsters.
DDeeaatthh
Followers of this Faith are a shadowy brood. They worship in the dark corners of Urak - the dank swamps that no sunlight touches, the rotting feast halls of long-abandoned castles, and in the base­ments of unnoticed buildings throughout the world. Their universe is that of the dying and the dead. They have great disdain for areas of the world covered with lush life and beauty.
Those who have tasted the dark joy of death worship seldom speak of it to the living. Although there are thousands upon thousands of Death worshippers, they stay hidden and silent. But when battle rages in the land or when their god instructs them to, they rise like a terrible black army to revel in a feast of turmoil and death. They believe that it is only through Death that true redemption can be found. The highest honor is for their souls to be cast into the ghast­ly, undead feast hall in the depths of Karnog with their dark god Golgoth.
There are many legends of the beginning of the Death cult, so many that no one knows what the real story is. Some believe that the evil that begat this planet also spit out the god of Death in the fiery chaos of creation. Others think that Golgoth is just the shadow of
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Llanwylln rules as the Goddess of Life. Believers speak of her with reverence and respect, for she nurtures the planet and creates the life forces that sustain it. Most Life worshippers consider Llanwylln (which, translated from the s'Nai dialect, means " life spirit of all") to be the creator of all things - the ugly as well as the radiant. They understand that without the balance of light and dark, good and evil, life and death, there is nothing.
The origins of the Life Faith are shrouded in myth. Most believe that Llanwylln has existed since the beginning of time, and a few scholars are convinced that she was one of the Timeless Ones that battled Golgoth so long ago. The Eri'th du Bonan (Book of Life) explains it this way:
In the great light that was Urak after the Battle, an enormous crea­ture rose from the living rock. This creature had no form, no ener­gy of its own. But it glowed with a light not of this world, but from the light of the universe, the lifelight discarded from countless plan­ets and tossed to die on Urak.
This form, seeing that life struggled to be born on the surface of the planet, coaxed and nurtured it until it burst forth in a symphony of plants, animals, and beings. This creature was Llanwylln. She became one with the land, still coaxing and gently guiding life from all that exists here.
Some subcults of Life worship the Others, a group of Great Giants who serve Llanwylln in specific duties. Brynith is the keeper of crea­tures and cares for the animals of the world. Mithander gives nature its music and sounds. D'naian is the goddess of childbirth, and her twin, D'hestan cares for newborns and children of all creatures.
Elves make up the majority of Life believers. These beings, the Eldren, surround themselves with the beauty of nature an choose to live in the depths of the forests and in the hollows and valleys of the
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The other cult of Death is known simply as the Shadow. Not quite an organized cult, it is more of an army of skeletons, shades and winged creatures that serve Golgoth and Balkoth in all ways. Whispers of the dreaded vampire, a creature that grows steadily stronger by sucking the life out of others, have given nightmares to many. No one knows where these forms come from; some believe that Golgoth himself calls forth the newly dead to serve him in his work. Country folk believe that the delicate, silver blossoms of the glimmer tree repel the body snatchers that lurk in the darkness, stealing new recruits for Golgoth's ghastly army. This is why many bodies are buried with a garland of glimmer leaves lovingly placed in the coffin. I've never had the courage to tell them it doesn't work.
Facing an army of Death is enough to make a sane being's heart run cold, and for good reason. Death is powerful in almost every aspect of warfare and adorn themselves with thick armor and powerful weapons. The minions of Golgoth have many potent spells at their disposal. It is not uncommon for Death Mages to hurl body-wither­ing curses upon their mortal enemies. And the most horrifying power of all is their ability to raise the dead - thus increasing their army in the field during battle. I cannot describe the fear that grips your heart when you see a beloved friend, mangled and bloody, rise from the battlefield and turn to attack you. But once an Undead is destroyed, it is gone for good. No powers of Death can revive one of these pitiful creatures. Death's understanding of life and vitality is limited and no magical means to heal their wounded exists. In order to be revived they must rest or visit their Temple to appease their dark lord.
No other Faith in Urak is more mysterious and the frightening. Myths and rumors that surround Death have found their way into every corner of the world. The few that have returned from an encounter with these dark foes report great armies led by powerful Lords possessing artifacts of immense power. The mere mention of the dreaded Soul Stealer or the Ring of Azz'Taruth are enough to
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Llanwylln, her opposite and her nemesis. A smaller faction is rabid in its belief that Balkoth is the true Master of Death, sent by Golgoth to Urak to rule in his place. They are Balkoth's soldiers, the minions who defend his terrible existence and will fight to a joyful death anyone who tries to stop him.
There are no tomes that detail the beliefs of this most unholy reli­gion. At least, none that I know of. But I do know that there are two cults of Death that seem to wield some power. Although both of these cults worship Death and Golgoth, they have their different ways of practicing their beliefs.
The Bloodguard are the true believers of Death. Most Bloodguard are mortal beings who have turned from their natural Faiths to wor­ship at the feet of Golgoth. They believe that the only way to true redemption is unshaking faith in their god and undying desire to destroy all living things for his glory. Dark Elves are the most fero­cious of the Bloodguard, exhibiting all of the speed and agility of their race but with a dark intent. They are known as the "Golgothans" for their unshaking faith in their god. They kill with­out remorse. The lucky few who have survived a Bloodguard attack report that the Golgothans delight in the killing - even to the point of lovingly cradling their prey before they throw the final death blow. Unlike most Elves, the Dark Elves prefer edged weapons in combat, such as knives and halberds. A few humans have also turned to the darker Faiths, but they are rare. Usually Warriors, followers of Order who have fallen from grace, become Bloodguard.
Oddly enough, however, most Dark Elves have a true respect for the life they take. Life is a vital force in death - only the energy of the living can feed the power of the dead - and they understand this bal­ance. It doesn't stop them from killing, but they are known to be merciful in their work. Death by torture is rare for an Elf. Humans who worship Death, however, have no such compunction.
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with certainty. The world is good and evil, black and white, and nothing can ever change the path of destiny that each living thing follows.
Order followers tend to gather in large, organized groups, headed by a knight or other important leader. They prefer to construct their cities on the flat, orderly plains and avoid hectic landscapes such as mountains and swamps. They have three gods, which they refer to as the Triad, and whom they worship as one entity. I've never been too clear on exactly which god was in charge of what; my theory is that there is a god of time, one of energy, and the third of space. No Order believer speaks of his or her gods, and no outsider has ever participated in an Order service. These are very private, very small affairs that occur away from the larger gatherings. All that is known is that some are held at the Cathedral of Knighthood, where a cho­sen few are granted a higher level of power through a mysterious ceremony.
Open Order meetings are usually sedate affairs, because the humans who make up most of the Order followers tend to be serious to the point of boredom. Humans are drawn to Order because that Faith tends give them comfort and a sense that something outside of themselves determines their destiny. Humans seem to need to be cared for, I'm not sure why. At these gatherings the knights, soldiers, cavalry, sailors, and Mages (along with the occasional Thief) argue and discuss a course of action. When there are no wars to be fought, these meetings usually degenerate into trifling debates. When war is at hand, Order followers work together like a well-oiled balista to prepare for battle.
A primary strength of Order is the intense and unquestioning loy­alty of those who follow it and those who are in its presence. White Stags, majestic creatures who normally disdain warfare, will serve out of loyalty whenever trouble arises. Gargoyles will climb down from their towers and precipices to assist in battles. And there are stories of long dead warriors whose devotion and sense of duty is so
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dissuade someone from entering Death territory. Balkoth is said to own a magical weapon of such strength that one wave of his scythe can cut down an entire army. And on the darkest nights, the citizens of Urak fear that they might be stolen away and taken to Death's notorious Altar of Sacrifice, where it is said that the living are slaughtered for the amusement of Golgoth, bestowing the murder­er with great strength. Some say that Death Mages will sometimes voluntarily kill themselves, only to have their dead bodies raised. These fearsome creatures possess the mortal powers of the Mage with the added benefits of an undead body and are among the most frightening monsters that one can imagine.
OOrrddeerr
Devotees of Order believe that everything in the universe has its place, and there is nothing that gods or mortals can do to change it. Events happen for a reason, beings act according to their preor­dained scripts, and the consequences of all actions can be foretold
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Residing in the precipices and crags of jagged mountains, far away from the tranquility of the plains and forests, lies the most volatile Faith of Urak, Chaos. Believers in Chaos are unpredictable, angry, prone to argument, quick to laugh, and never to be trusted. Believers in the Chaotic religions have only one thing in common: they revel in confusion and delight in creating havoc wherever they go. They can be formidable enemies and strong allies - if you can trust them. Just about the only thing that assures the loyalty of a Chaotic is the promise of glory in battle and the weight of mercenary coins in their purses.
The roots of this religion lie in the very fabric of Urak. The planet was born of chaos, forming from the battle between the Timeless Ones and the Form. Followers of Chaos speak of this time as the "Age of Beginning" when the stage was set for all future life. They believe that all life forms - plant, animal, creature, beings - are part of a cosmic puzzle that can never be completed. They believe that life is random, death is unexpected, and the only glory comes from following the gods into battle and in honoring their clan kin.
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strong that their very spirits will make their way back to the mortal realm to assist their Lords. Legend speaks of one of the finest Warriors of Order who roams the land, performing good and defeat­ing evil, and who has taken a oath to always return to his homeland when trouble is at hand.
No other Faith has the discipline and organization that Order does and these qualities naturally lend themselves to militaristic proce­dures. Order Warriors are especially powerful in battle. They are strongest when in large numbers, for their energy feeds one anoth­er. They are proficient in every aspect of warfare and their weapons and armor are made with the finest of skill. Such is the quality of their work that some weapons and artifacts have gained legendary status. Many a person has heard the tale of mythical Guardian, a sword imbued with such fantastic power that the mere sight of its blade has roused smaller armies into defeating larger foes and whose sharp sting can kill an enemy with a single blow.
The Mages of Order have banded into their own sect, referring to themselves as the Accord. Their skills lie in spells that protect and inspire their armies. It is said that they can take possession of their enemies and make them fight against their own kind. Others speak of Order troops protected by a magic shield, making them almost invulnerable to attack. Their skill in combat is relatively weak, so during combat they tend to stay behind the lines, casting their pow­ers from a safe area away from the bloodshed.
CChhaaooss
We revel in the disorder of formless matter and infinite space. We live in a state of eternal upheaval, following nothing and everything. Our gods existed before the ordered universe and will remain long after Urak returns to its lifeless, dead form.
- Quote from Xithander, Hrothark of Discord
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think the battle is lost. When they are not fighting, most of these creatures live far from the barbarian villages in their own small clans. Some claim to have seen a peculiar type of dragon in Chaos' territo­ry, one with many heads that can attack multiple enemies at once. Most people have dismissed this rumor while others assume that the observer must have seen a group of dragons, perhaps a nest of newly born hatchlings.
Although Chaotics tend to shun high magic, they do call on the magical powers of their animal gods for assistance during battle. There are a few Mages in the Chaos Faith. Their Mages, whom they call Hrothark, rely on animal magics in war. Animal magic is incred­ibly powerful, but highly unpredictable and even the most skilled Hrothark is hard pressed to control it. Hrothark and other Chaotics have the power to Polymorph themselves and others, which is an arcane skill few can master and even the Mages can not predict what form the recipient will take on. Offensive spells take precedence, as Chaotics are prone to first attack during warfare. To attack a party of Chaos followers with a Mage is throw yourself into an unpre­dictable situation. There are reports of entire parties suddenly becoming confused, wandering aimlessly on the battlefield while Chaos warriors butcher them one by one. Some speak of magical blades that appear out of nowhere, cutting down entire sections of an army in a great swirling mass. And while they possess great arti­facts, there are few outside the Faith that would be willing to use them for fear of becoming victim to their unpredictable nature. Myths abound of unlucky adventurers who, upon wearing a Chaotic amulet, found themselves transformed into cow or chicken!
A note on the Elemental Faiths
Little is known of the Faiths of Fire, Water, Earth, and Air. The Elemental religions are of a distant past, part of Urak's history that has fallen into myth and legend. Most of the followers of the Elemental Faiths were the Giants and creatures of the Second Age,
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Chaotics prefer to rely on the strength of their swords and their muscle to assure victory in battle. They love confrontation and pre­fer hand-to-hand combat to projectile weapons, which they are hardly expert at. They clothe themselves in furs and animal skins which, while not providing the greatest of protection, allow the greatest freedom of movement. They worship a wide variety of gods and goddesses, all of whom are associated with various animals and creatures of Urak. Most clans identify with a particular god or god­dess and consider other clans who follow that totem to be their blood relations. Thrith, the wolf god, has the most followers. Thrith is worshiped by Warriors and weaponsmakers as the god of battle and blood. Gwynned, his wife, is a battle goddess also worshiped by Warriors. She is a fiery she-wolf, lusty for battle and deadly against her enemies. Danu, the Crow, is worshiped as the god of death. He appears on the battlefield in the form of a carrion crow, feeding on the flesh of the dead. Other Chaotic gods include the cow goddess Brigid, goddess of the hearth and home; and the bear god, Visoth, the god of strength.
A vast majority of Chaotics are human, and most of them are bar­barians. They are generally a brutish group who value combat and freedom. They prefer the sureness of a blade and a good horn of ale to the vagueness of magic. Strength is everything to the followers of Chaos, a fact well exemplified by their Barbarian Arena, a theater of war where participants fight each other (as well as the occasional slave and prisoner of war) to determine the mightiest among them. They highly prize personal honor, and their society is based on trust among everyone. A promise and a handgrip are as binding as a doc­ument to them. Betrayal is punishable by death, and Chaotics know many ways to make a dishonest kinsman suffer.
A few creatures follow the Chaotic Faiths - Goblins, two headed Ogres, and Cyclops. They generally keep to themselves until they are called to battle. These creatures are very volatile, however, and have been known to turn on a fellow Chaotic during combat if they
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of Eternal Flame, where the most skilled blacksmiths use the sear­ing heat of magically permeated lava and flame to reshape objects. It is from this forge where many of Fire's most powerful artifacts have been born, objects such as the fearsome Staff of Incineration and the mysterious Spitfire. A blade marked with the symbol of a Red Dwarf is highly prized. When battle is imminent, Red Dwarves appear in great numbers, to barter their weapons in exchange for a chance at glory on the field. These beings are also skilled Thieves and legendary dice players. Anyone who can beat a dwarf at dice (and come out alive) is truly a superior gambler.
Fire creatures also include dragons, imps, and balrogs. Do not scoff at my mentioning these beings, reader. Although you may believe that they are the stuff of bedtime stories, they are very real - and quite deadly. Only the most powerful Fire Mages can control a drag­on, and it is said that Golgoth himself raises Fire Dragons in prepa­ration for his final onslaught on Urak. Many consider the realm of Fire to be the birthplace of all dragons and say that deep in most remote part of that kingdom the mother of all dragons has her layer, a place rumored to contain fantastic treasures. Imps are the dark cousins of the elves, hiding in hot springs and foul-smelling mud­pots. Balrogs are among the most elusive of the Fire creatures. These cruel, demonic creatures despise the world of mortals and can only be pressed into service by blackmail or threat of death.
Followers of Fire wear relatively little metallic armor and are them­selves not the hardiest of soldiers. Their actions on the field of com­bat are very much likened to fire itself: quick, explosive bursts of attacks. While Fire Mages have relatively few defensive spells they are some of the most powerful enemies on a field of battle. The mag­ics at their fingertips make them especially deadly. They have the ability to shoot fire from their staves, heat the metallic armor of an enemy soldier or cause the entire battlefield to burst into flames, roasting everyone in the area. Fire Warriors are also much better at offense than defense, so they work to dispatch their foes quickly on
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and precious little from that time has survived to this day. But there are still those who follow the Faiths, their beliefs passed down through the generations and guarded like precious gems. Elemental creatures are rarely seen by the mortal beings who inhabit the world now, and some people today doubt that they even exist. But I can assure you that they do.
FFiirree
It is difficult to write of the Fire worshippers, because so little is known of them. Mortals seldom see the followers of Fire, simply because they rarely leave the depths of their volcanic caverns that lie deep within the belly of the Red Mountains, having a strong dislike of any temperate or frozen region. Their religion was born in the flames, during the Beginning when Urak was but a ball of writhing fire, air, water, and earth. As Urak cooled and became a ball of life­sustaining matter, the Timeless Ones who were caught in the flames receded to the caverns and volcanoes of Urak. There they created the Great Fire Giants, who in turn created the Lesser Fire Giants. It is these smaller beings who now inhabit the Red Mountains and who are the most powerful followers of Fire.
The Lesser Giants revere their creators, to whom they constantly give offerings of blood and flesh. They believe that the only way to be granted the powers of Flame is to offer members of their group back to the Great Fire Giants of their past. Elaborate ceremonies (one in spring and fall) last for weeks, and all participate. The high­light of the festivities is the Abnegation, when one Giant voluntari­ly agrees to join the Great Fire Giants and is sacrificed to the gods.
There are mortal followers of Fire, mostly Dwarves who live in the warm roots of the volcanic mountains. Little is known of them, save that they are legendary smiths and weaponsmakers. Their weapons can be made greater still when they are tempered by the Great Forge
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believe that they are the helpmates of Earth and Air, and they work in conjunction with one another to complete the cycle of life on Urak.
There is only one Water goddess in their religion: Synora. She is believed to be one of the Great Water Giants, created by the Timeless Ones to govern the waters of Urak. According to the beliefs, Synora is the last surviving Giant from a terrible First Age battle between Water and Fire. After all her kinsfolk were destroyed, Synora hid in the depths of the Sea of Arnak. For thousands of years she lived there, gathering power from the water and creating the mortal creatures who now populate the lakes and seas. It is said that she remains there, a queen of the watery depths, controlling her minions and, when angry, causing the waves to crash. Mortal sailors, regardless of their beliefs, always give offerings to Synora as they ply the seas in their flimsy wooden ships. Better to be safe than sorry. Those that worship Synora are themselves unmatched when it comes to sea travel and are famed for their oceanic expeditions.
As far as anyone can tell, most of Water's followers are the creatures of the sea. Among the greatest of these is the Kraken, a horrifying creature well-known for attacking ships and swallowing sailors alive. During sea battles, a Water army can usually influence a Kraken long enough for it to fight on their side. The Giant Serpents of the oceans are the stuff of legend; no one has actually seen one. There is a story that, once a year, on the longest day of Urak's summer, the Serpents rise to the surface and writhe in an eerie dance. A few sailors claim to have seen this, but I suspect that any mortal who sees this spec­tacle would not live long enough after to tell about it. Occasionally, a mariner has spouted a tale or two about gigantic spiders that can walk across water as easily as land and whose webs are death for any­one unfortunate to be caught in them.
The few humans who ascribe to the Water Faith align with Synora and are known as Viantha. The Viantha are a matriarchal culture ded-
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the field of battle - before their foes have a chance to fight back. If the battle seems lost, a Fire Warrior will still fight to the death, pre­ferring the glory of blood to the shame of capture. No Fire Giant, Mage or creature has ever been caught alive.
WWaatteerr
Lurking by the streams, rivers, lakes, and even under the waves of the Sea of Arnak are the followers of Water. This religion is indeli­bly linked to the creatures who need water to sustain life - unlike other Faiths, who simply ascribe to a set of beliefs. Although those who follow the Water Faiths are mortal, few have been glimpsed by humans. A few humans follow Water, but for the most part this reli­gion is not practiced by a great many beings of Urak.
Water was born in The Beginning, when Golgoth and the Timeless Ones battled for control of the universe. When water formed on Urak, the Timeless Ones infused it with life-giving powers that are vital to the web of living creatures on the planet. The Water Faith follows the ideals of this life-giving strength. The disciples of Water
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