Locating the Serpent Pillars took considerably less eff o rt
than I first expected, though even now I am still a bit
dizzy from the trip. This new land beyond the Pillars is
m a rvelous! Here, free from the tyrannical rule of Lord
British, I can further my studies in magic. I know there is
still much to see, far too much to observe without re c o rd keeping – for even my mind could not retain the memories
of all I see.
* * *
It is perhaps best to note here what made all this investigation
much simpler than I had expected. While investigating one of the
ruins, I noticed a large, ivory-toned object in the shape of a half
moon. As I picked up the item, requiring both hands, I realized it
was made of bone. Though I saw no teeth, I surmised I held in
my hands the jawbone of some cre a t u re. But what could it be?
I re t u rned to my laboratory for further observation. I was able to match the shape
to sketches I had made both here and in Sosaria, pleased that I have always had the
f o resight to note my surroundings in journals. The jawbone matched that of a serpent
in all aspects save its size. Then, remembering the many serpentine re f e rences I had
seen throughout the land, including the runes, I realized what I had. This must be, I
thought, an archaic relic, sacred to the continent’s original inhabitants. I was holding
the jawbone of a giant serpent – a cre a t u re they must have worshipped!
* * *
I was determined to learn more. Returning to the ruins I continued my searc h .
Spying more bone-like material, I dug through the debris and pulled out what looked
like a large fang. And then I noticed another. And another! Soon I had several such
teeth. Back in my study, I set the teeth inside the jawbone. The
fit was better than one of Dro g e n i ’s lambskin gloves.
Suspecting great powers were now in my possession, I
began a series of experiments to learn what secrets I could. It was not long before I
had discovered all I needed to know. Each tooth, when set within the jawbone,
called forth magical pathways leading to other locations about the land. Sadly, other
mages, envious of my new-found power, secreted away most of the teeth, leaving me
powerless to explore the entire land. It is for this reason I have departed their petty,
thieving company forever.
2
LESSONS OF THE PAST
I put this history to paper for but one reason: posterity. Future generations should
know of the events that led to our emigration to the Serpent Isle, that they may
avoid repeating the mistakes of their forebears. Know that ruling power should be
granted to no single individual, for such will turn any lord into a tyrant, especially
one already weak in character. Mark well what is documented here. Shouldst all my
research be for naught, leaving my body lifeless and withered, this record shall be all
that is left as a reminder of the past.
What is known of our history begins centuries ago, before the unfortunate
Sosarian unification. Eight great kingdoms coexisted, albeit often uneasily, upon a
fantastic world. This land upon which we lived we called Sosaria. Despite frequent
outbreaks of violence, the times were good and the people happy. At this point, even
Lord British, monarch of one of the eight kingdoms, ruled with an even hand.
First Age of Darkness
Then came the time when a terrible sorcerer rose to power. The cruel Mondain,
seeking the keys to immortality — not a bad pursuit in and of itself — slew his father
for secreting away such knowledge. Focusing his awesome powers against the eight
kingdoms, Mondain began his onslaught, planning soon to control all of Sosaria.
L o rd British, unable to marshal his own forces, summoned a hero — an outsider,
no less — to confront the wicked mage and protect his precious kingdom. Only with
the aid of this stranger was the land re t u rned to its former state. Mondain’s artifact of
d e s t ruction, the gem of power, was annihilated, as was he.
An interesting note touching on the foreign hero: There were many reports that
colorful gates of magical light had begun to appear, gates that seemed to be linked
directly with the phases of the Sosarian moons, Trammel and Felucca. Rumors hold
that it was through a gate such as this that the stranger didst arrive.
For reasons still unknown, the destruction of Mondain caused great upheaval.
As much as thre e - f o u rths of Sosaria simply disappeared, wrenched from the world
as if it had never existed. Among the missing
lands were Shamino’s kingdom (the
Lands of Danger and
Despair), the Lands of the
Dark Unknown and the
Lands of the Feudal Lord s .
It is interesting to note
that only the realm of Lord
British re m a i n e d .
3
H o w e v e r, at least some of the missing lands remained within our reach, as I
l e a rned when I discovered the secrets of the Serpent Pillars. They were ru m o red to
exist, so the tales of drunken sailors indicated, beneath the surface of the Great Ocean.
Other stories mentioned that the pillars would rise only when both moons were above
the horizon; some said that the sun itself must also be visible. Yet other tales suggested
that the pillars would only appear in the depths of winter. That, combined with speculative essays from long ago, allowed me to lead a group of emigrés to this new land, but
m o re of that anon.
Second Age of Darkness
A scant few years passed before the second age was upon us. Mondain’s student, Minax,
whose talent for magic and capacity for malevolence far exceeded her tutor (and lover),
was now in a position to seek revenge upon the people of Sosaria. Her ability to command armies of the dead brought a terror to the land unknown in earlier times.
Yet again was witless Lord British caught without the power re q u i red to stop this
wicked ravager. And yet again did the mysterious hero come to the aid of the helpless
ru l e r. The war against Minax’s vile legions was long and hard, but the stranger did
finally slay the sorc e ress and defeat her ghoulish tro o p s .
Third Age of Darkness
However, the forces of darkness were not through with Sosaria. Unbeknownst to us
all, a horrible creature was brought into being by the union of Mondain and Minax.
This spawn, neither man nor machine, came forth from the very floor of the Great
Ocean to claim vengeance for the death of its parents.
For a third time, the hapless Lord British was forced to seek assistance. This
time, the strange hero appeared to do battle with the beast known as Exodus. To the
dismay of all, most especially the hero, Exodus was more terrifying than either of its
parents and too awesome to face alone. A mysterious being called the Time Lord was
integral to the destruction of Exodus. Together, the hero and the Time Lord felled the
powerful beast, ending the Third Age of Darkness.
(Note to self: Seek out this Time Lord. His knowledge of longevity could prove
useful.)
Further Ages
With peace at long last a re a l i t y , Lord British, considering himself responsible for
the salvation of Sosaria, forced the remaining kingdoms to unite into one. This n e w
kingdom he chose to call Sosaria, electing himself ru l e r. In addition, this selfappointed Lord began to propagate a set a values — Vi rtues, he called them — of
his own devising.
4
To further establish these virtues, he had shrines erected to each of them,
including three forged on the very home island of Exodus — the Isle of Fire. He
put forth another challenge, this time for an individual to step forw a rd and
become the Av a t a r, epitome of Beast British’s tyrannical virt u e s .
In the name of these virtues, Lord British turned ethics into law — his e t h i c s
and his l a w. Details of the injustices spawned by these rulings I will save for future
discourse, but suffice it to say there was enough strife to cause our emigration.
Several of the wiser communities, Fawn, the Montors and a coalition of mages
f rom Moon, sent members to a secret conclave to discuss possible courses of
action. With what information we had, all obtained through my re s e a rch and
investigation, we set sail to find the Serpent Pillars — and what we would come to
call the Serpent Isle.
The trip was long and arduous and many gave up hope, myself included. But one
m o rn, surrounded by a storm sure to shatter the rigging of our ship, a sailor spied
two great pillars rising in the distance. With a will of its own, the ship sped to them.
As we approached, we watched with a mixture of optimism and tre p i d a t i o n .
S u d d e n l y, we were blinded by a brilliant flash of white. And then it was over. We were
alive and through the storm. One observant lad noticed that the sky had changed;
t h e re was a differing set of stars — star-navigation would not be possible until we
could learn these new constellations. However, not even half of the next day passed
b e f o re we were upon our new homeland.
I know nothing more of the history of Sosaria, or whether anyone ever achieved the
exalted state of Av a t a rhood. I expect British has led his people into a fourth Dark Age
and can only hope the stranger re t u rns again to save those who chose to remain behind.
As for the sequence of events following our arrival here, there is far less of intere s t
— by that I mean conflict. Those of us who made the journey came from thre e
p r i n c ipal areas: Moon, Fawn and the sister settlements of The Montors. For reasons
of simp l i c i t y, the arriving colonists divided up to form three towns based upon area of
5
origin: Moonshade, Fawn and Monitor, re s p e c t i v e l y. Though peaceful coexistence is
the rule, there is little interaction among the three cities, so information must be transf e rred via the few travelers who traverse the ancient roads we discovered upon our
a rr i v a l .
Several colonists are planning a return trip through the great Serpent Pillars, but
I expect naught will come of that. It is unlikely a ship could return to the realm of
Sosaria, and even were that possible, I doubt the vessel would arrive intact.
Ophidian History
Originally, we had planned to name the continent beyond the Serpent Pillars “New
Sosaria.” However, what we discovered upon arrival suggested — nay, demanded —
a different name. Ruins were scattered about the land, strong indication of previous
c u l t u res. Unusual serpentine hieroglyphs covered many of the abandoned constru c t s ,
providing us with a better name — the Serpent Isle. Little else in the way of artifacts
remained, though there is still much left to explore.
I did discover one item of interest. Actually, it would be
more accurate to mention two things. The first is the serpent’s jawbone, an artifact that I described in greater detail
earlier in this work. However, using the amazing power of
the jawbone, which enabled me to travel long distances
very quickly, I uncovered a scroll that had survived the
ravages of time. It took much time to translate the
ancient language, but I suspect the collection of serpents
juxtaposed in varying positions describes a set of beliefs for whomever – or whatever
– inhabited the isle before
we landed. I have recorded
the translation here, for
those who may one day
make use of it:
6
To those who follow,
I write this in great haste, for I can already hear the forces of Order breaching the keep
walls. I know not how this missive will survive to reach the outside lands, or for that matter,
future generations. My only hope is that this speedily drafted work will offer record of our
hallowed philosophy. For our culture to have any chance of enduring the ages, someone,
somewhere, must find this. Please, Reader, I beseech thee, spread the word of our peoples.
Release the spirit of our word and learn from the wisdom of the past.
Balance — the harmony between the Principles of Order and Chaos — is the one pure
axiom we hold true. All three Principles are symbolized in our hieroglyphs: The Great Earth
Serpent, keeper of Balance, lies on a vertical plane, around which the two opposing serpents
of Chaos and Order wrap themselves.
Chaos and Order each embrace three Forces. These six Forces, when combined, form
the three Principles of Balance. The Forces of Chaos are Tolerance, Enthusiasm and
Emotion; the Forces of Order are Ethicality, Discipline and Logic.
Chaos
• Tolerance is that which encourages the acceptance of all things.
• Enthusiasm is the energy that allows one to perform great tasks.
• Emotion is the ability to perceive those feelings that come from the heart, as opposed
to those from the mind.
Order
• Ethicality is the belief that there is great value in abiding by rules of conduct.
• Discipline is the drive to complete a task and avoid the distractions that will prevent
its completion.
• Logic permits clear, reasoned thought, free from any instinctual biases.
Balance
From the marriage between two Forces, one each from Chaos and Order, come the
Principles of Balance:
• Tolerance and Ethicality combine to form Harmony, the ability to be at peace with
oneself, other individuals and the world.
• From the union of Enthusiasm and Discipline springs Dedication, that which
permits one to surmount obstacles and lead others.
• Emotion tempered by Logic results in Rationality, the ability to comprehend life and
understand the world around us.
As thou canst surely see, my world has been torn asunder by disregard for Balance —
our dearest axiom! If thou dost thrive in a time less violent, I can do no more than plead
with thee to help restore Balance to the Serpent Isle! I must end this brief explication here,
for I can hear my attackers pounding upon the oaken door downstairs. I wish thee and thy
world better fortunes than mine own.
— Ssithnos, The Great Hierophant
7
Doubtless the writer was someone of grave import, though this short snippet gives
no indication of the author’s status save for the mysterious title following the name. I
hope to learn more of this and of the war that seems to have annihilated an entire
culture. At such time when I have additional information to impart, I will pen more
of this unusual land’s history.
Runic, Ophidian and Druidic
Here are the original symbols from which I translated the scroll into our common
alphabet and language. It is easy to see why even I had difficulty, for the combinations are not intuitive. As my understanding may be slightly flawed, I trust that all
who apply my work to their studies will excuse any misinformation. Make what
thou canst of it.
1234567890
ABCDEFGHI
JKLMNOPQR
STUVWXYZ
I include an alphabet of the druidic runes as well. I do this for comparison’s sake
o n l y, for I can but hope that any similarities between our language, the druidic ru n e s
and the serpentine alphabet will lead to a better understanding of their ancient culture .
ABCDEFGHIJKL
MNOPQRSTUVWX
YZ TH EE NG EA ST
8
A GUIDE FOR TRAVELLERS
Cities and Towns
There are three towns now established upon the new continent. With effort and
more than a little luck, each one will flourish and grow into a larger, self-supporting
city. Already, they have begun to establish their own systems of rule and currency.
Fawn
This unusual village is named after its original in Sosaria, which in turn is named for
its founding queen. Lady Fawn, renowned for her lovely appearance, held beauty as
the one true trait of value. In her honor, the town quickly adopted the same belief.
Though Lady Fawn has since died, her rather superficial values continue on. A port
town, Fawn’s main sources of income are the various sea-based occupations, including
ship building and fishing. The currency accepted in Fawn is called the Filari.
Monitor
Though still a warr i o r-based society, Monitor bears little resemblance to the Tw o
Montors, its source cities. The town is quickly dividing into three clans: the Bear, Wo l f
and Leopard. Apparently all three seem to have retained their admiration of the principle of Courage, but their competition has reduced such a lofty aspiration to an object
of trivial contention. Not even on the definition of Courage can they agree. There are
plans to devise tests of mettle, though I expect there will be no cooperation to speed
p ro g ress along. The coin used by the residents of Monitor is the Monetari.
Later note: The test was constructed. Despite my prediction to the contrary, all three factions
worked in harmony to design this challenge. In more than two hundred years, the tenuous ties
among the three have weakened remarkably little. However, the lines of division are still present. Members of each clan color their faces with tattoos symbolizing their totem animal.
Moonshade
Both in Sosaria and here on the new continent, this town
is dominated by members of my profession. In an
attempt to rid ourselves of Lord British’s tyrannical
rule, we set out, joined by the residents of Fawn
and the twin cities of Montor, to find the Serpent
Pillars. Upon discovering land, my fellows and I
settled immediately upon the Isle of Beyond’s lake
s h o res. So far, we have agreed upon government by
a council of mages. Those who live in Moonshade
trade with the Guilder.
9
Later note: As the surrounding area is filled with useful resources, Moonshade has attracted a
great many artisans. They trade in wood-workings, glass, weaponry and wine, in addition to
our own supply of reagents. I know the others are displeased, as am I. However, I find still less
pleasure in the ridiculous propositions of my fellow enchanters. Beragdole even had the audacity
to claim I was becoming paranoid! I have no need for their petty squabbles and inconsequential
spells, for my research has taken me far beyond their capabilities.
Further note: I am forced to withdraw from Moonshade. Like the other two centers of population, the city has prospered and of that I am proud. But the incessant babbling of the Council of
Mages, an organization I faulted from the beginning, reaches inside me, wearing at my sanity.
There is now a Magelord who reigns over the Council — practically a king! Here, away from
the others, I can pursue the true discipline of magic.
Other Landmarks
Swamp of Gorlab
This murky area keeps a very dark secret which the supernatural forces that contain
it will not release. It is impossible to enter the swamp itself, for long before one can
approach too near, powerful enchantments induce slumber. Many witnesses attest to
the veracity of this rumor, but I must see for myself.
Later note: It is truly amazing, but the stories are accurate! Mine own eyes have shown me,
though I admit fear prevented me from experiencing this mysterious sleep first hand.
Mountains of Freedom
This mountain range lies due north of Moonshade. There is little of interest within its
peaks and valleys, but many people seeking to avoid the unpleasant aspects of larg e r
societies often head for its areas of solitude. There is talk of converting the caverns of
F reedom into a prison — the irony of this conversion delights me, but I know not
whether anything will come of the plan.
Spinebreaker Mountains
I know nothing for certain about these mountains save their name and location.
However, rumors abound that they are riddled with underground lairs and caves.
Western Forest
There are rumors of evil beasts dwelling in this place, but I have not yet been able to
find my way there, nor have I found anyone who could reliably report to me of it.
Tradesfolk and Commerce
Although I have procrastinated much in preparing this section, hoping to re c o rd
f u rther development, it seems that our commerce system evolved and stabilized
q u i c k l y. Our re s o u rces show no sign of depletion lo these two centuries. I had
10
hoped to abandon the ridiculous trappings of coinage that were common in Sosaria,
but so many others found barter cumbersome. There f o re, I must resign myself to
accepting a currency-based system. Regardless, let me now discuss the practitioners
of this form of exchange.
Farmers
This term applies to any who tend either livestock or vegetation for a living. The temperate climate in the central are a
so unlike the frozen north, permits farmers to continue
in much the same way their forebears did when
they first arrived. Pass a farmer and one is
likely to be off e red an egg, chicken, fru i t
or whatever else they gro w.
Merchants
The true proponents of our currency-based economy, merchants seek to buy products in great quantities at discounted prices. Then they sell smaller amounts to the
public at greater prices. While bartering rarely prevents the same practice, it does
help standardize values. After all, any educated man can determine the value of
another good or service based on his need for it.
Taverns
I rarely visit taverns, for the trivia spouted by their
patrons is never useful in comparison to the knowl-
edge gleaned from study, and food and drink are not
reasons to vacate one’s dwelling when there is perf e c t l y
fine bread and butter at home. Of course, were
one interested in song, tales of fantasy and local
gossip, then I suppose the tavern could be considered quite enthralling.
Inns
As icy temperatures have claimed more than one
traveller’s life, especially during extremely cold
evenings, several individuals have chosen to offer houses of safety and comfort for
those on the road. The price is sometimes expensive, but to those making long journeys, it is often worth the charge. The Inn of the Sleeping Bull, located along the
ancient Serpent Highway, is an excellent place to rest a weary body for the night. It
once belonged to an enemy of mine, but he is long dead now, and the inn has passed
on to more hospitable hands.
11
Provisioners
Provisioners are, perhaps, the only true merchant class of
quality. They supply necessities, not luxuries. When
we first arrived on the continent, it became apparent
that we would have a great need for supplies and
equipment. A small group chose to become the
providers of such items, initially in exchange for shelter
and food. When I find myself short on candles or vellum,
it is to the provisioner that I go.
Mages
Practitioners of my art — especially those charlatans in
Moonshade — are often willing to sell spells and
reagents. Weaving magic is expensive and often wiz-
a rds are forced to this sort of livelihood as a source of
income. While I hope never to fall prey to such necess i t y, I will always be willing to share knowledge with other masters — shouldst
t h e re be any — of the arcane art s .
Artisans
This broad group includes all skilled craftsmen who fabricate tools and trinkets for sale. While thou wouldst
rarely see me purchasing such baubles, many people
desire these objects. And let not my harsh judgment
mislead thee — these artisans create quite beautiful,
though oft-times useless, works.
Blacksmiths
Those hard-working men and women who toil
long over the anvil deserve some mention, for the
ability to work metal is not a common skill. Some
smiths, called weaponsmiths or arm o u rers, work
specifically on forging and selling arms and
a rm o u r. Others make utensils for eating,
chopping and construction. Some have
called the smith’s skill magic. While we
know better than to think any spell craft is
involved, the compliment is, indeed, welld e s e rv e d .
12
Healers
P e rhaps the only forms of true magic not fully understood by mages are the healing
a rts. While any healer will tell thee that the body, assisted by herbs and pro p e r
t reatment, is a powerful force in curing itself, it is evident that some wizard ry must
be involved. Many times have I seen a healer apply a concoction that instantly
removed all traces of a wound. No doubt magic is afoot!
Apothecaries
Not long after the cities were established, several members of the population set out
to collect and transform herbs and plants into elixirs of magic. Some of these potions
make one invisible, some induce sleep and some do nothing but fizzle. Regardless,
potions are excellent tools for those without the ability to enchant, providing one
can afford them.
Clothiers
Taking thread, weaving it into cloth and then sewing it to make apparel is an art
unto itself. I have seen styles change during the past few hundred years, but the
painstaking effort required to make clothing has always been something for which I
have had no time. Therefore, I find the services of the clothier to be quite useful.
Shipwrights
Normally, travel between the islands would be impossible for the common person
(without the aid of magic, that is). To meet the needs of the poor souls forced to live
without the luxury of the arcane arts, several craftsmen began building various
watercraft and selling them to those who were planning voyages across the seas. To
discourage the theft of such expensive vehicles, the people of Serpent Isle have
established the practice of issuing deeds to ship buyers, thus denoting ownership.
Later note: Due to a decrease in the number of trips across the waters, no new ships have been
constructed in the past several years and ship's deeds are things of the past. Thus, the once-common occupation of the shipwright has lost its value, forcing such builders to learn other trades.
Paths Through Life
Often many people determine that the life of a trader or artisan is too sedate. These
individuals, in search of excitement and novelty, take up adventure and exploration.
Their motives are as varied as they, themselves, are. Some seek to discover the
unknown, others travel throughout the civilized lands learning from the populace. Still
others strive for glory and honor. Regardless of the inspiration, two elements bring
them all together: knowledge and danger.
13
Fighters
The world beyond the cities — and sometimes within — can be
a violent place. Many monstrosities indigenous to the
Serpent Isle have a blood-
thirsty hatred for humans,
and even some non-sentient
plants have lethal forms of
protection. Fighters take up
arms and armour to do battle
with foes both natural and other-
worldly. Some warriors travel
great distances to receive
proper training. Others learn
directly upon the battlefield
of life. Fighters discover early
the importance of strength, agility and perception, else they die. Skilled with many
weapons, fighters compose the bulk of the adventure-minded population and are
often the protectors of entire communities.
Bards
Warrior, singer, story-teller and sage: the bard is all of these and more. Quick with
wit or crossbow, bards have their place in the adventuring world. Fighters seek them
out for their attention to detail and their ability to recall daring exploits in vivid
imagery. And we mages tolerate them for their charismatic skills of diplomacy, which
we so often lack from too much time spent in solitary pursuits. I have recently heard
a saying that best sums up all that is a bard: A bard’s value to society is measured in
how well history is retold.
Mages
When I make my notes about spell-casting, I will better describe the true essence of
mages and our craft. However, here I will simply list what makes a young person
choose a profession in the mysterious and unforgiving world of magic.
T h e re is a saying among our kind: Mages are born, not made. This seems accurate,
for those of us who pursue magic begin at an early age. I remember well my aff i n i t y
for enchantments in my youth. My senses exploded with life, detecting the waves of
ether before I was even old enough to know what ether was! Within a few years I had
a l ready started collecting reagents, finding the natural ingredients with uncanny ease.
While not all wizards were that proficient so early in their lives, I have met pre c i o u s
few who claim to have learned spellcraft after mastering a previous trade.
14
We mages are born with a sharp mind able to understand unusual concepts and
suspend mundane beliefs. Bards may be cunning, but wizards are the only ones who
can truly grasp the intangible waves of ether and shape them to our bidding. Beware
the wizard who is angry, for there is no wrath like that of one who can command the
elements.
Arms and Armour
Though I have no need for such provisions, many are the
common journeymen who find use in weapons and
armour, and longer-lived is the adventurer who chooses
such items wisely. My disregard for arms and such leaves me
inexperienced, but I have overheard enough loose tongues
spewing tales of heroic bravado that I can relate what others claim.
Armour and Shields
A rm o u r ’s main use lies not in its ability to prevent another’s blow fro m
landing, but from its ability to prevent, or at least decrease, damage caused by the
o p p o n e n t ’s strike. Most armour is pieced together to cover six main regions of the b o d y .
The three most vital are the torso, neck and head. While most defenders naturally protect these three areas more than their extremities, limbs are also integral to surv i v a l .
Thus, it is important to provide armour for all parts of the body, including the
remaining three regions — the arms, legs and feet. While these latter three are easier
to live without, the appendages are directly in the line of fire, if thou wilt permit the
t u rn of phrase, and there f o re struck more often.
A rmour is crafted from four types of
material: leather, metal scales, chain mail (or
chain links) and metal plates. For the
most part, the thicker the material, the
higher the level of protection. In
addition, the thicker the material,
the heavier and more expensive it
is. Leather, being light and inex-
pensive, is useful for those less
likely to face powerful foes. But
w e re one to enter a war- t o rn battlefield without metal armour of
some sort, I would assume the
w a rrior poor, weak, or fatally
f o o l i s h !
15
Although a shield serves the same function as armour, its form is entirely different. A shield does little to reduce the effects of a blow; its main purpose is to deflect
attacks away from the fighter. Personally, I see little difference, but many warriors
have sworn to the distinction. I do, however, know that the experienced combatant
wears the best armour and carries the sturdiest shield that money can buy and
endurance will permit.
Weapons
A c c o rding to sources, the simplest definition of a weapon is anything that extends
the range and enhances the wounding capability of the wielder. I cannot argue, for
that sounds logical to me.
Weapon selection seems to be as important a decision as armour selection, as
each type leads to a variety of effects. There are four main types of weapons: bludgeoning, cutting, piercing and projectile. Appare n t l y, some weapons blur the distinction, their versatility making them exceptionally valuable.
S w o rds are very useful, as blades slice through skin quite easily. The main
drawback, it appears, is that armour is very effective protection against them. In
contrast, blunt weapons such as maces and clubs deliver their punch, limited
though it might be, based on the brute strength of the wielder, nearly ignoring the
p rotection of the targ e t .
The third weapon type, piercing, perf o rms much like cutting weapons. Pierc i n g
weapons re q u i re less force to penetrate armour but leave more devastating wounds
upon the flesh. And projectile weapons, often referred to as missile weapons, include
any tool that permits the attacker to strike at a distance.
As far as I can see, many of these weapon types do overlap. Most swords can
cut and pierce; a two-handed sword can bludgeon and cut; an arrow is a pierc i n g
missile weapon; and a slung rock is a bludgeoning projectile. Pre s u m a b l y, it is up to
the individual warrior to chose a pre f e rred form of attack based on his or her personal strengths and weaknesses. To be candid, I find the Vas Corp Hur spell much
m o re eff e c t i v e .
16
Acid SlugAlligatorGiant Bat
BESTIARY
As I had expected, the fauna here bear much resemblance to the cre a t u res we left
behind. Once part of Sosaria, Serpent Isle has changed little since the days before
Mondain. However, it behooves me to re c o rd the details of all observable life here, however common, if for no other reason than to compare it to that in Sosaria. There are, no
doubt, indigenous lifeforms unknown to me. I leave it to the more adventurous to discover them and re p o rt to me their findings, that I may update this list in the future .
Acid Slug. Much larger than its cousin, the common slug, the acid slug prefers habitats far below ground. The cre a t u re ’s slimy covering is quite acidic, burning easily
t h rough metal and flesh alike. If it is like its Sosarian counterpart, fire is the most
potent way in which to combat one.
A l l i g a t o r. This large, amphibious lizard is quick and dangerous, utilizing all of its
e x t remities in battle.
Bat, Giant. As its name implies, this is an enlarged version of the common bat, a
small flying mammal capable of sensing cre a t u res in total darkness. Their nests are
found most often in caves and other areas where little light is pre s e n t .
B e a r. This ursine cre a t u re stands well over a man when fully upright. Able to easily
rend flesh with their teeth and claws, bears are quite fearsome opponents, especially
when their lairs are thre a t e n e d .
B e a r, Polar. Like its brother from warmer climes, this bear is a terrifying pre d a t o r.
The most notable diff e rence between these and ord i n a ry bears is the color of their fur,
white as white can be. Polar bears usually inhabit the cooler regions of the land and
h i b e rnate longer than do other bears.
BearBear (Polar)
17
BirdBoar
CatChicken
Bird. A variety of avian creatures inhabit the land, though an attractive silver-winged
creature seems the most prevalent. Preferring fruits and vegetables, birds rarely
attack people, though I have witnessed a few that were so inclined. One of the most
colorful birds, the parrot, is even rumored to be able to converse in human language.
Boar. This wild creature displays a nasty temperament. Though boar’s meat is quite
delectable, fear of being gored by a tusk leads many to seek less violent sustenance.
Cat. The stereotyped familiar of wizened mages (another myth I hope to dispel), cats
populate the nooks and crannies of every area of civilization. Little more than a nuisance, they do seem to possess the cunning necessary to survive in big cities.
Chicken. C o w a rdly birds with little or no ability to fly, chickens are an excellent
s o u rce for both meat and eggs. I have yet to see any that are not domesticated.
C o r p s e r. A thorough description of this vile ghoul has never been compiled, for no one
has ever survived a close encounter with one. However, once one has made its pre s e n c e
known, it can be identified easily by the tentacles it forces up through the ground to
grasp its pre y. As with the acid slug, fire is the only re p o rted way to slay a corpser.
C o w. This large domestic mammal is our main supply of milk and beef.
Cyclops. Cyclops are giant, man-like creatures recognized by their lone eye centered
in the forehead. Fond of large bludgeoning weapons, such as clubs and boulders,
cyclops make deadly combatants.
Daemon. These evil, red-hued beasts hold even less love for mankind then we do
for them. They call themselves “Gargoyles,” but a change in name is not a change in
disposition.
CorpserCowCyclopsDaemon
18
DeerDog
DragonFish
D e e r. Another source of meat, deer inhabit the forests. Their antlers are more than
adequate defense against most pre d a t o ry beasts.
Dog. A versatile cre a t u re, the dog is many things to many people. Partner to the
h u n t e r, aid to the parent, companion to the child and defender to the family, the
dog is indeed man’s best and most reliable friend.
Dragon. Similar to the ferocious, flying lizards of old Sosarian fame, the dragons
h e re differ primarily in appearance. Ice dragons have white-blue scales and spew
flames of blue death.
Fish. Fish are nothing more than food from the rivers. While some contend that
l a rger members of the species oft times display a fair amount of intelligence, I have
yet to know one serve better than on my plate.
Fox. Lesser relatives to both wolves and dogs, these cunning animals prefer smaller
c re a t u res to fill their diet.
F rost Serpent. A distant relative of the Sea Serpent of Sosaria, these serpents pre f e r
the icy arctic waters of the Nort h .
G a z e r. Hovering orbs of flesh, gazers seem to spend all their time in search of pre y.
Their name comes from their multiple eyes, all but their central eye extending
f rom tentacle-like arms. Having faced one in battle, I can re p o rt that a gazer’s
death results in an explosion of swarming insects.
Ghost. Manifestations of the remains of the deceased, ghosts are known for their
ability to ignore most natural laws, floating about at whim. Presumably in deference
to their origin, ghosts tend to gravitate toward locations relevant to the dead.
Fox
Frost SerpentGazerGhost
19
Goblin
GremlinGwani
Goblin. The result of ancient magical experimentation (poorly conducted experimentation, I am sure) goblins only vaguely resemble the men from whom their
f o rebears sprang. Although some attempt has been made to civilize them, surliness
still dominates their nature .
G remlin. It is difficult to identify individual traits of these bothersome cre a t u re s ,
for they always travel in bands. Quite coward l y , they are a greater threat to one’s
food supply than to oneself. I have heard of, but not seen, a few who use magic.
Gwani. These white-furred cre a t u res appear to be a cross between men and apes.
Despite their unusual form, the combination seems more natural than magical and
I have seen no evidence they have any familiarity with magic. There is some element of civilization in their culture, however slight, for I have seen them entomb
their dead in the icy lands that they inhabit. If such is possible, I hope to find a
way to communicate with them soon.
H a r p y. This abhorrent cross between human and bird is as vile in behavior as it is
in appearance. Harpies favor an attack from the air, seeking to utilize their hawklike talons.
Headless. As the name implies, these are cre a t u res without heads. Barring that diff e rence, albeit significant, these bipedal beasts resemble humans. I have not yet
c a p t u red one for study, but the ease with which they act without apparent senses
defies logic.
Ice Corpser. Even less is known about these vile beings than their slightly more
common namesake. Again, only ice-like tentacles have ever been seen by humans
who lived to retell the tale.
Harpy
HeadlessIce Corpser
20
Ice Elemental Ice Troll
Ice WormInsect
Ice Elemental. Composed entirely of ice, this bipedal cre a t u re attacks with swinging, stone-like arm s .
Ice Troll. Much like true trolls, these are nothing more than brigands and killers.
H o w e v e r, their cold nature makes them even more dangerous, for the nearer one
comes to an ice troll, the lower the surrounding temperature drops. Sadly, I have
witnessed a man quite literally freeze to death while combating one of these terr ifying monsters.
Ice Wo rm. L a rge, squirming cre a t u res without appendages, it is from these beasts
that we get our supply of a rare reagent, w o rm ’s heart .
Insect. This term refers to a great variety of tiny, six-legged cre a t u res. Some fly,
some bite, some travel in swarms, but all are a nuisance.
Mongbat. In appearance, a cross between a small boy and a bat, this nimble cre at u re is capable of quick, aerial strikes. Fort u n a t e l y , a mongbat’s small size re n d e r s
its attack little more than a painful nuisance.
Mouse. One of the smallest rodents known, this scavenger is quite useful as a test
subject in spell re s e a rc h .
M u m m y. A p p a rently a form of undead, the mummy seems to be nothing more
than a dead person wrapped entirely in rotting bandages. I know not whether
t h e re is a connection, but what history of this land I have chanced upon indicates
that the original civilizations buried their dead in a similar manner, wrapping the
corpses completely in strips of cloth.
Mongbat
MouseMummy
21
PhoenixPenguin
Rabbit
Penguin. These are flightless, black and white aquatic fowl. Their slow movements
would make them easy prey for humans, were penguin worth eating.
Phoenix. This unique, orange-plumed bird lives for a thousand years, then re t u rns to
its nest and dies. But if its body is then burned, the phoenix rises from the ashes and
lives again for another thousand years.
Rabbit. Another scavenging rodent, the rabbit is quite fond of the carrots found on
many farm s .
Rat, Giant. Much larger and fiercer than its smaller brother, the giant rat is the king
of carrion. When several are found together, what little fear they possess for humans
vanishes entirely. Both here and back in Sosaria, we sought to eliminate the local
population with poison, but whatever it is in their metabolism that causes them to
feast on refuse has also granted them immunity to most toxins.
Ratman. These half-men, half-rats are the scourge of Moonshade. They infest the catacombs beneath that city, preventing access to the underg round. There are far too many
for us to overcome, but some day the time will arrive to purge the catacombs.
R e a p e r. The cruel spirit of a living plant, the reaper is a most devastating hunter.
Although tethered by roots to one location, the reaper possesses tentacle-like branches
s t rong enough to grasp even the stoutest of warriors. In addition, the cre a t u re ’s magical
abilities permit it to fling awesome bolts of lightning. While its natural intangible form
p revents harm to a re a p e r, its body is simply the wood of the dying tree it has inhabited.
Killing its host tree renders a reaper powerless.
Rat (Giant)Ratman
22
Reaper
ScorpionSerpent
SheepSkeletal Dragon
Scorpion. This giant arachnid is a most fearsome cre a t u re, as its large size gives it the
power to hunt even humans as food. It is fond of gripping prey in its pincers and then
using its tail to inflict a paralyzing sting.
Serpent. Serpents are large, pre d a t o ry snakes. Their lightning reflexes permit them to
strike quickly, usually killing their targets with little eff o rt .
Sheep. Another domesticated animal, sheep are our source for mutton and wool.
Skeletal Dragon. Some dragons reach heights of great intellect, learning so much
that they lose the need for their corporeal forms. After time has ravished their scales
and flesh, only the mind remains intact, caged in the gray-white bones of the original
body. Such monstrosities continue their accumulation of power, far surpassing the
strength of their living counterparts.
Skeleton. The undead remains of warriors from ages past, skeletons fight just as well
as their living, fleshy counterparts. Until animated, one skeleton appears no different
from another, so the wise traveller will always beware when encountering a disinterred pile of bones.
Slime. It is difficult to describe these creatures in any way other than to repeat their
name. They reproduce through division, sometime initiated by opponents’ blows;
they can quickly increase size by melding with other slimes. A useful tool for combating slimes is a lit torch, for fire hampers their ability to divide and, therefore, to
reproduce.
Snow Leopard. Snow leopards are large, sleek felines native to colder climates.
These man-eating beasts are equipped with sufficient claws and fangs to shred other
creatures in a surprising flash of movement.
SkeletonSlimeSnow Leopard
23
Spider (Giant)Stone Harpy
Swamp Tentacle
Spider, Giant. The giant spider prefers to spin its web in darkness, hoping the lack
of light will assist in securing a victim. Not only is its bite poisonous, but it can spray
the same poison considerable distances.
Stone Harpy. Harpy is a misnomer, for the name actually refers to any enchanted
statue capable of human-like animation. In general, these stone constructions are
used to guard valuables long-since secreted away in dark tombs.
Swamp Tentacle. Like the corpser, nothing has been observed of these beasts save
their appendages, which seem designed to pull hapless victims into the murky
depths of the monsters’ home.
Troll. Trolls are nothing more than bandits: large, fearsome bandits, perhaps, but
bandits nonetheless. They set upon their targets with heavy bludgeoning weapons,
hoping to stun or kill the victim quickly and claim its possessions as booty. Like as
not, a troll will select for its home a secluded bridge.
Wolf. Larger than either dog or fox, wolves are among the most efficient hunters of
the wild, travelling in fearsome packs across the plains. Their prey of choice is other
animals, from the rodent to the sheep. However, in desperation, a few have been
known to set upon humans, though only when with the pack.
TrollWolf
24
MYSTIC ARTS
Components of Casting
I write this down for the edification of no one,
for I doubt I will wish these words to reach anyo n e ’s eyes save mine. However, as I have
a l ready noted, posterity is a strong motivator.
T h e re f o re shall I document a layman’s version
of the study of magic.
As an interesting note, some of my earlier
spells no longer function here in the new land. Interestingly enough, I have discovere d
d i ffering spells on the Serpent Isle that perf o rm similarly, in addition to spells of entire l y
new natures with unique reagents and words of power. I expect the colder climate has
much to do with this diff e rence, as freezing temperatures are far more hazardous here
than fire is. Perhaps, too, this relates to the still unknown culture that predates our pre sence here. Alas, it may be several lifetimes before we learn the truth about their disapp e a r a n c e .
T h e re are three main aspects of spellcasting: the grimoire, or spell book; the
reagents; and the words of power.
Spell Book
The spell book is the most fundamental facet of casting, for within it lie the complete
details for every spell in the mage’s re p e rt o i re. Descriptions of the necessary re a g e n t s ,
explanations for the words of power and listings of the incantations
a re all presented. Most such re f e rences are unreadable by the
common person, but a wizened spell caster can understand
any spell he has already learned. The more enchantments a
w i z a rd has in his spell book, the more powerful he
b e c o m e s .
I might also note that I have discovered scrolls engraved
with spells in this new realm. I know that such spells can be cast
directly from their scroll (rendering them subsequently useless, unfortunately), and I
am investigating the possibility that they can be transcribed into my spell book for
repeated use.
Reagents
H e re is the list of known reagents, the physical components necessary to transform
matter into magical energ y. While useless as individual parts, the various combinations, augmented by chanting and the proper use of a word of power, are quite
e ffective for imbuing a mage with tremendous magical abilities.
25
Black Pearl. Though ultimately crushed for casting purposes, the rare black pearl must
be perfectly spherical when collected. The powder is that element which gives some
spells their propelling energ y. Here on the Serpent Isle, the fishermen in Fawn find the
only known supply.
Blood Moss. This reddish fungus, found only in the swamp south of Moonshade,
usually grows on dead trees and is found between the bark and the outermost ring of
wood. Blood Moss is used to instill a spell with the power to increase speed and
m o b i l i t y.
Blood Spawn. This reagent is formed in quite an unusual way. Stoneheart, the red ro c k
collected from stalagmites, must be crushed and then combined with the blood of the cast-e r! Blood spawn is an additive reagent that enhances the power of several inner circ l e
o ffensive spells. Needless to say, perhaps, this reagent is not one to be bought and sold.
Garlic. Though the grated seasoning is found in any well-maintained kitchen, the
reagent is ground to a fine, odorous paste. Garlic is the reagent that permits the casting of protective enchantments. The horticulturists in Fawn have begun to sell their
garlic in reagent form for a fair price.
Ginseng. Another reagent found in Fawn, this root must be boiled in stream water 40
times until it becomes a syrup. Known for its curative pro p e rties, ginseng is generally
p re p a red in greenhouses, where it can be treated immediately after it is collected.
Mandrake Root. This is, perhaps, the most difficult reagent to procure, for the
method of collection requires precise cutting below the mucky bed of a swamp.
Once boiled and dried, mandrake root is an excellent power enhancer for many
spells. The swamps of Gorlab have a large supply of the natural root; it grows on
Monk Island, as well, I am told.
Nightshade. G reat care must be taken when preparing this mushroom, for it is highly
poisonous. By boiling the caps in tea or crushing the entire fungus, the deadly nightshade transforms into a useful reagent to aid spells designed to damage another individual. Nightshade is found in the soft mud of Gorlab swamp.
Serpent Scales. Spells gleaned from the serpent ruins re q u i re a peculiar reagent, serpent scales. However, untreated snake scales are useless, and the ancient method of
p reparation has been lost. The only known supply of this ancient reagent is within the
serpent ruins themselves.
S p i d e r ’s Silk. Although the strands from any spider’s web will suffice, it is very try i n g
to find enough silk from any one web. Many mages raise their own spiders, hoping to
gather the webs the way a farmer squeezes milk from a cow. However, I have noticed
26
the Isle of Crypts, filled with the dead, is home to more spiders than I could ever have
possibly imagined, with plenty of accompanying webs.
Sulfurous Ash. This is nothing more than the ashen remains of a volcanic eruption.
Here in the new land, the adventurous gather such ash in the cavern known as
Furnace — those whom the Daemons do not slay, that is.
Worm’s Heart. This reagent, cut from the innards of the ice worm, is useful to a
variety of unusual spells, often allowing enchantments involving snow or cold.
Words of Power
While the list below appears to be nothing more than an amalgamation of unrelated
syllables, the words of power hold great significance. When spoken aloud, the words
are the summation of the energy required to supplement, or rather, to complement
the incantations and the reagent. To some extent, the words of power are the very
spells themselves!
Much research has gone into the perfection of these words. Their rhythm, pronunciation and inflection must be performed with precision, for a simple mistake
can radically alter the effects of a spell. Legend holds, for example, that a mage could
metamorphose into a cow while intending to take the form of a dragon.
The list presented here is, to the best of my knowledge, a compilation of every
known syllable that can be combined to form one of the words of power.
LOR ................LightZU...................Sleep
MANI.............Life/Healing
27
SPELLS
The nine circles of magic are as profound and complex a study as any other in the
realm. Each circle re p resents a ring of waves within the Void known as the ether, the
envelope of energy that enables all spellcasting. The spells found on the outerm o s t
ring are learned first, and skilled mages will have most or all in their spell books.
H o w e v e r, as a mage strives for each successive circle, the spells become more diff i c u l t
to learn and master. Only wizards of the higher circles are able to grasp the essence of
the innermost spells. Here, listed by circle, are descriptions of all known spells,
including their re q u i red reagents and words of power.
First Circle of Magic
IN MANI YLEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell calls forth enough food to address the hunger of the caster and any dinner
guests, as if a single meal had been served.
AN NOX (Cure)
Reagents: Garlic, Ginseng
This spell neutralizes the effects of all poisons on its subject, including those of a
paralytic nature.
WIS JUX (Detect Trap)
Reagents: Nightshade, Spider’s Silk
This spell locates all traps near the caster.
VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider’s Silk
As its name implies, this spell puts out all flames within view of the caster.
VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider’s Silk
This spell causes all combustibles in the area to burst into flames.
IN LOR (Light)
Reagent: Sulfurous Ash
This spell brings into being a mobile source of light that lasts for half an hour.
IN WIS (Locate)
Reagent: Nightshade
This spell identifies the area occupied by the caster when the spell is cast.
ORT POR YLEM (Telekinesis)
Reagents: Black Pearl, Blood Moss, Mandrake Root
This spell enables the caster to manipulate an object without the application of
physical forc e .
28
Second Circle of Magic
AN ZU (Awaken)
Reagents: Garlic, Ginseng
This spell pulls one individual from the trance of sleep, whether sleeping from
fatigue or enchantment.
AN JUX (Destroy Trap)
Reagents: Blood Moss, Sulfurous Ash
When cast upon a specific trapped item or location, this spell eliminates both the
threat of harmful effects and the trap itself.
REL YLEM (False Coin)
Reagents: Nightshade, Sulfurous Ash
When cast upon any coin, this spell creates five such coins in its place. However, the
spell will fail when cast upon another such magically created duplicate.
VAS FRIO (Cold Blast)
Reagents: Black Pearl, Sulfurous Ash, Worm’s Heart
This creates a projectile sphere of cold energy, much like a snowball, though with
significantly greater capacity to inflict wounds.
VAS LOR (Great Light)
Reagents: Mandrake Root, Sulfurous Ash
This spell performs like the Light spell, but with four times the duration.
MANI (Heal)
Reagents: Garlic, Ginseng, Spider’s Silk
This powerful enchantment speeds up the healing process of most wounds, as if the
afflicted were to rest for a great many days.
VAS AN NOX (Mass Cure)
Reagents: Garlic, Ginseng, Mandrake Root
This spell acts just like the Cure spell, except that it can cure all toxins afflicting the
caster and those with him.
UUS SANCT (Protection)
Reagents: Garlic, Ginseng, Sulfurous Ash
Not only does this spell reduce the subject’s vulnerability to attack, it also temporarily
eliminates the possibility of harm from traps and other similar hazard s .
Third Circle of Magic
DES SANCT (Curse)
Reagents: Garlic, Nightshade, Sulfurous Ash
This spell severely hampers the subject’s abilities in combat, affecting both defensive
and offensive qualities.
29
ORT YLEM (Enchant Missiles)
Reagents: Black Pearl, Mandrake Root
A ffecting an entire bundle if present, this spell enchants arrows and bolts so as to
enhance their eff e c t i v e n e s s .
WIS JUX YLEM (Columna’s Intuition)
Reagents: Black Pearl, Garlic
This spell identifies sources of possible danger by imbuing the source with radiant luminescence. This spell is noticeably more effective away from populated are a s .
This spell is a more advanced version of P ro t e c t i o n, affecting all members of the caster’s
t ro u p e .
AN POR (Paralyze)
Reagents: Nightshade, Spider’s Silk
This spell renders the subject immobile for a relatively short duration.
IN ZU (Sleep)
Reagents: Black Pearl, Nightshade, Spider’s Silk
This spell puts the subject to sleep for a varying length of time.
REL WIS (Translation)
Reagents: Black Pearl, Mandrake Root, Spider’s Silk, Sulfurous Ash
Once cast, this spell temporarily enables its subject to understand unknown languages,
including ancient runes and text. It is very useful for the scholarly mage.
Fourth Circle of Magic
REL POR (Blink)
Reagents: Blood Moss, Mandrake Root
This is a very limited form of teleportation, magically transporting the caster and
any companions to a new location about twenty paces from their original location.
Blink will not p e rmit the subjects to pass through locked doors or other
i m p e n e t r able are a s .
AN XEN JUX (Deter)
Reagents: Garlic, Spider’s Silk
This spell often discourages hostile, non-sentient animals from attacking its subject.
IN VAS LOR (Flash)
Reagents: Mandrake Root, Sulfurous Ash
This spell creates an ephemeral, brilliant glow, blinding all creatures within the
affected area, save the caster.
This spell renders its subject invisible, undetectable to all visual senses.
VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider’s Silk
This spell makes all opponents in the area fall asleep.
UUS VAS GRAV (Surprise)
Reagents: Black Pearl, Garlic, Mandrake Root, Sulfurous Ash
As I am the creator of this spell, others call it E r s t a m ’s Surprise. This spell creates gre a t
clouds of gasses that inflict a variety of effects on those who breathe them — p o i s o n ,
sleep and fear being the most common.
31
Sixth Circle of Magic
AN XEN EX (Betray)
Reagents: Black Pearl, Nightshade, Spider’s Silk
This spell encourages its subject, a foe to the caster, to change sides in a battle and fight
against former comrades.
AN QUAS (Dispel Illusion)
Reagents: Garlic, Mandrake Root, Nightshade
This spell destroys the knots of force that create an illusion, affecting structures and
creatures alike.
QUAS WIS (Cause Fear)
Reagents: Garlic, Mandrake Root, Nightshade
This powerful spell magically terrifies all members of an opposing force, making the
more cowardly ones flee.
IN FRIO GRAV (Fire Field)
Reagents: Black Pearl, Worm’s Heart, Spider’s Silk, Sulfurous Ash
This spell creates a field of blue flame that damages those who try to cross it.
This spell is identical to Fire Field, save that it forms a protective ring of blue flame.
VAS IN FRIO GRAV (Cold Strike)
Reagents: Blood Moss, Black Pearl, Worm’s Heart, Sulfurous Ash
This spell creates a temporary field of blue flame at the feet of all hostile creatures in
the area.
IN JUX YLEM (Create Missile)
Reagents: Blood Moss, Ginseng, Sulfurous Ash
This spell creates missiles for either bows or crossbows, depending on which
weapon the caster’s party has more of. (If the party has none, or an equal number of
each, the spell creates arrows.)
This spell, new to me, re q u i res Translation to understand it. Appare n t l y , it repairs a
b roken “automaton.” I am unsure what the original creators of the spell intended, but
it seems the only value of such a re p a i red “automaton” is as a pack-mule.
Seventh Circle of Magic
IN SANCT GRAV (Energy Field)
Reagents: Black Pearl, Mandrake Root, Spider’s Silk, Sulfurous Ash
This spell creates a field of energy that harms any who try to pass through it.
This is the definitive spell for healing, affecting all members of the caster’s group. Any
h a rmful effects, whether from poisons, wounds or curses, are eradicated by
R e s t o r a t i o n, as long as its subjects are still alive.
AN GRAV EX ( V i b r a t e )
Reagents: Black Pearl, Blood Moss, Mandrake Root, Spider’s Silk
This unusual spell surrounds a specified target with intense physical energ y, as if a
giant troll were grasping the target and shaking it to find loose gold. The effect not
only damages its subject, but also loosens any hold on possessions.
ORT GRAV ( L i g h t n i n g )
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
This spell shoots a bolt of electrical energy at a specified targ e t .
Eighth Circle of Magic
IN FRIO (Create Ice)
Reagent: Worm’s Heart, Spider’s Silk
This spell creates a block of ice that immobilizes its target for a short time until the
block shatters, freeing the trapped individual. C reate Ice can also be created on an
a rea, forming an impassable barrier for a limited duration.
CORP POR (Mind Blast)
Reagents: Blood Spawn, Black Pearl, Nightshade, Sulfurous Ash
This spell, whose effect is greatly based on the mental powers of the caster and the targ e t, releases a bolt of lethal energ y .
This spell forms a magical sphere designed to explode after eight seconds of delay,
damaging all who are near the blast.
POR YLEM (Fetch)
Reagents: Blood Moss, Black Pearl, Mandrake Root
This is the more advanced version of the First Circle spell Telekinesis, permitting the
caster to reach any object in view, re g a rdless of location or barr i e r s .
This spell calls forth a swirling mist of black death that will follow its target until that
t a rget falls to the ground dead or the spell duration passes.
This very powerful spell instantly slays all enemies in view of the caster. However, the
e x t reme amount of ether energy re q u i red to cast Mass Death leaves the caster near
death as well.
VAS SANCT LOR (Invisibility All)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Nightshade
This spell removes the caster and any allies from the visual perceptions of all others.
34
UUS VAS JUX YLEM (Spiral Missile)
Reagents: Blood Moss, Blood Spawn, Black Pearl, Nightshade, Sulfurous Ash
This spell is extremely useful against multiple enemies, for it sends a number of lethal
bolts equal to the level of the caster toward random opponents.
AN HUR (Stop Storm)
Reagents: Black Pearl, Garlic, Mandrake Root, Spider’s Silk, Sulfurous Ash
When disturbed by the constant fits of thunder and lightning spawned by a terrible
storm, the caster can use this spell to calm the clouds and return clear skies.
This spell brings into being a mighty, but never pre-determined, creature to side with
the caster against any foes.
AN TYM (Time Stop)
Reagents: Blood Moss, Garlic, Mandrake Root
This spell renders all but the caster and any friends immobile for what appears to be
twenty seconds. As the spell actually halts the passage of time, the real duration of
Time Stop has been a subject of great debate.
This chaotic spell is difficult to control and should be cast only in dire emergencies.
Its result is a wave of fire fields, explosions and streaks of lightning.
AFTERWORD
The information I have compiled has taken several centuries to collect, for much has
changed since our arrival. Now that this is done I am forced to wonder who will ever see
my work. My fellow islanders know as much as they care to, and those still in Lord
B r i t i s h ’s realm are unlikely to have the opportunity to benefit from the wisdom compiled
in this tome. Nothing came of our attempts to contact Sosaria, save the broken hearts of
m o re than one sailor’s spouse.
H o w e v e r, I do not re g ret my eff o rts here, for now I, myself, have a valuable source of
i n f o rmation. My people’s history, this island’s history — as much as we have discovered —
and the land’s cre a t u res are all described within. As I sit back in momentary relaxation, fre e
f rom my self-appointed task as scribe, I am able to cease observing my surroundings and
begin absorbing them. I can hear the crackle of the fire and the buzzing of a bothersome fly.
I can hear a roar outside — no doubt another teleportation storm preparing to rage acro s s
the landscape. And I can hear the sound of shutters clattering against the window sill.
In a moment, I shall rise to close them and then re t u rn to pursue my studies on
i m m o rtality … in a moment.
Box Graphic Design.....................Jennifer Davis, Craig Miller
ORIGIN Systems, Inc. LIMITED 90 DAY WARRANTY.
ORIGIN warrants to the original purchaser of this computer software product that the recording medium on which the software programs are recorded will be
free from defects in material and workmanship for 90 days from the date of purchase.
If the recording medium is found defective within 90 days of original purchase, ORIGIN agrees to replace, free of charge, any such product upon receipt at
its Factory Service Center of the product, postage paid, with proof of date of purchase. This warranty is limited to the recording medium containing the software
program originally provided by ORIGIN. This warranty shall not be applicable and shall be void if the defect has arisen through abuse, mistreatment or neglect.
Any implied warranties applicable to this product are limited to the 90-day period described above. If failure of the software product, in the judgment of ORIGIN,
resulted from accident, abuse, mistreatment of neglect, or if the recording medium should fail after the original 90-day warranty period has expired, you may
return the software program to ORIGIN, at the address noted below, with a check or money order for $5.00 (U.S. currency), which includes postage and handling, and ORIGIN will mail a replacement to you. To receive a replacement, you should enclose the defective medium (including the original product label) in
protective packaging accompanied by: (1) a $5.00 check (2) a brief statement describing the defect and (3) your return address. Canada and Foreign Orders Note:
Only U.S. money orders are accepted.
Except as set forth above, this warranty is in lieu of all other warranties, whether oral or written, express or implied, including any warrant of merchantability or fitness for a particular purpose, and no other representation of claims of any nature shall be binding on or obligate ORIGIN. In no event will ORIGIN be
liable for special, incidental or consequential damage resulting from possession, use or malfunction of this product, including damage to property and to the
extent permitted by law, damages for personal injury, even if ORIGIN has been advised of the possibility for such damages. Some states do not allow limitations
on how long an implied warranty lasts and/or the exclusion or limitation of incidental or consequential damages, so the above limitation and/or exclusion or limitation of liability may not apply to you. This warranty gives you specific legal rights. You may have other rights that vary from state to state.
This manual and the software described in it are copyrighted, with all
rights reserved. Under the copyright laws, this manual or the software may
not be copied, in whole or part, without written consent of Electronic
Arts, except in the normal use of the software or to make a backup copy
of the software. The same proprietary and copyright notices must be
affixed to any permitted copies as were affixed to the original. This exception does not allow copies to be made for others, whether or not sold, but
all of the material purchased (with all backup copies) may be sold, given,
or loaned to another person. Under the law, copying includes translating
into another language or format.
You may use the software on any computer owned by you, but extra
copies cannot be made for this purpose.
Loading...
+ hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.