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- ____________/\ /\ ________________________/\__________________
- \ / \ / \ \ \ \ / \ \ /
- / / / / / / / / / / / /
- / / / /___ / /___ / / / / / ____/ ____/
- / / / \/ / \/ / / / / /
- / / / / / / / / / / / ___/
- \ /___/\________/\________/\ /\ /___/\ /_____/\______/ /
- \ / \ / \ / \/ \________/Ci
- \/ \/ \/
- -+(*- PRESENT -*)+-
-
-
- Amberstar from Thalion - Complete Docs.
-
-
- CONTENTS
- ~~~~~~~~
-
- Virus warning 6
- Loading and Installation 7
- Installation on Floppy Disk 7
- Loading from Floppy Disk 8
- Installation on Hard Disk 8
- Loading from Hard Disk 8
- The Character Editor 13
- Screen layout, control 13
- The party ID 13
- Display panels 14
- Control panel 15
- Movement icons 15
- Action icons 19
- The graphics window 23
- Set-up display 24
- The drawer 29
- Dialogue 30
- Holding conversations 33
- The camp 34
- Magic 37
- Events 46
- Doors 46
- Discover objects and treasures 49
- Trap doors 51
- Traps 51
- Puzzlemouths 53
- Guilds and traders 54
- General functions 56
- Guild-specific functions 57
- Special functions for traders 59
- Special functions with food traders 61
- Special function of horse traders 62
- Special functions with healers 63
- Special functions with wise men 64
- Special function of the raft trader 66
- Special function of the boat trader 67
- Special function of the guest house 68
- Battles 69
- Tables 79
- The keys 84
- The Story of Tarbos - God of Chaos 87
- Expression of thanks 163
-
-
- VIRUS WARNING
- ~~~~~~~~~~~~~
- The original AMBERSTAR game discs we supply are guaranteed to be free of
- virus infections. In order to avoid destruction of the program by a virus
- you should switch off your computer and all equipment connected to it
- (separate disc drive, monitor etc.) for at least 30 seconds before you load
- the program. Only in this way can you be certain that no virus is alive in
- the computer's memory. Thalion Software GmbH cannot accept any claims
- under the warranty if any part of the program or program data has been
- destroyed or affected by a virus, a virus protector or other tools.
-
- > 6 <
-
-
- LOADING AND INSTALLATION INSTRUCTIONS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The AMBERSTAR program is supplied on three discs and includes this manual.
- The game also includes a map, a novel and a table of runes. You will find
- the last three items at various locations when you play the game. Leave
- them alone for now and only look at the card, the novel and the table of
- runes when you actually discover them during your adventures.
-
-
- You need approx. 2.5 MB (2,621,440 bytes) of memory available in the
- disc partition onto which AMBERSTAR is installed. The installation rou-
- tine creates a folder called AMBRSTAR in the selected partition and cop-
- ies all the data and the program into it. And even when using a hard disc,
- always remember: If you want to play the program again right from the be-
- ginning, you must always install AMBERSTAR again.
-
- - Switch on your computer and the hard disc.
- - Place the original disc 1 of AMBERSTAR in the internal drive (A: or
- DF0:).
- - Double click on the drive symbol A: or the disc icon of the AMBERSTAR
- disc 1.
- - Double click on the INSTALL program.
- - Follow the on-screen instructions.
-
- > 9 <
-
- LOADING FROM HARD DISC
- ~~~~~~~~~~~~~~~~~~~~~~
- Open the partition into which you installed AMBERSTAR. Double click
- on the folder AMBRSTAR to open it and then double click on the
- AMBRSTAR program to run it.
-
-
- > 10 <
-
- THE CHARACTER EDITOR
- ~~~~~~~~~~~~~~~~~~~~
- Each time you install AMBERSTAR on a hard disc or floppy disc the character
- editor appears first. Under the party ID (identification) at the right you
- will see a poster of your herQ Below it is the icon panel and to the left
- of it is a panel for entering the characteristics of the person in- volved.
- You can set up these characteristics and some details of the poster with
- this character editor.
-
- > 11 <
-
-
- The numeric keypad corresponds to the layout of the
- keys in the icon panel:
-
- [1] Characteristics are set by chance by using the dice. You can click on
- this icon as often as you wish.
- [2] This makes the character female.
- [3] This makes thecharacter male.
- [4] Give your hero a name which can consist of up to 15 characters.
- [7] Choose a portrait for your herQ
- [9] Only click on this icon when all the data is just how you want it.
-
- When you have exited from the character editor you cannot return to it
- during a game even if you start the program again after saving your inter-
- mediate situation. The character editor is only ever available the very
- FIRST time a newly installed AMBERSTAR game is started.
-
- > 12 <
-
- SCREEN LAYOUT, CONTROL
- ~~~~~~~~~~~~~~~~~~~~~~
- The screen is divided into five sections: The party ID is at the top edge,
- the graphics window to the left below it, the display panels for special
- items and magic spells are at the right and the monitor panel is at the
- bottom right.
-
- You control the game with the mouse or the numeric keypad on the keyboard.
- In the manual the two mouse buttons are abbreviated to LMB for for the Left
- Mouse Button and RMB for the Right Mouse Button. The numeric keys [1] to
- [9] correspond to the functions of the monitor panel which can also be
- selected with the mouse.
-
-
- THE PARTY ID
- ~~~~~~~~~~~~
- For each of the six characters in your party the party ID (identification)
- has a picture with two bars and a special display to its right. The name
- of the person appears below the picture. If the name is displayed in
- bright letters, the person is active. The active character executes all
-
-
- > 13 <
-
- the actions - for example SPEAKING, SEARCHING. The lefthand bar indicates
- the number of life points remaining and the righthand bar indicates the
- magic spell points, i.e. the person's capacity to perform as a wizard.
- Special conditions for the person are shown above the two bars, such as for
- example illness, madness or blindness.
-
- The active person can be changed with the LMB. All characters whose
- condition makes activity impossible cannot be selected. Click on the
- picture of the character required. The keys [1] to [6] on the numeric
- keypad also execute this function.
-
- Whenever the party ID is accessible with the mouse pointer the first status
- page of the character can be called with the RMB. The function keys [F1]
- to [F6] call the second page of the relevant character.
-
-
- DISPLAY PANELS
- ~~~~~~~~~~~~~~
- Items which give the party helpful information are displayed in the upper
- of the two display panels, such as for example a compass or a clock.
-
- > 14 <
-
- These items can be bought or found by the party during the adventure.
- Temporary magic spells are shown as symbols on the magic spell display
- panel.
-
- CONTROL PANEL
- ~~~~~~~~~~~~~
- The set of icons for movements on a 2-dimensional or 3-dimensional display
- are shown here as required or, after switching with the RMB, action icons
- are shown. Select one of the icons with the LMB. The keys [1] to [9] on
- the numeric keypad always correspond to the nine icons on the panel.
-
- MOVEMENT ICONS
- ~~~~~~~~~~~~~~~
- Either the 2-dimensional or 3-dimensional set of icons is available,
- depending upon the location of the party as displayed.
-
- > 15 <
-
- The directions available in the 2-dimensional set are as follows:
-
- Numeric keypad Cursor block Icon Direction
- ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~~
- [7] ^ \ North West
- [8] ^ North
- [9] < / North East
- [4] < West
- [5] Zzz Pause ( 5 minutes )
- [6] > > East
- [1] / South-West
- [2] \/ \/ South
- [3] \ South East
-
- > 16 <
- The directions available in the 3-dimensional set are as follows:
-
- Numeric keypad Cursor block Icon Direction
- ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~~
- [7] Insert <-: Turn 90 Degrees left.
- [8] ^ ^ Straight Ahead
- [9] CLR Home :-> Turn 90 Degrees Right.
- [4] < < Left without Turning.
- [5] Zzz Pause ( 5 minutes )
- [6] > > Right without Turning
- [1] <-: Turn 180 degrees left.
- [2] \/ \/ Back Without Turning.
- [3] :-> Turn 180 degrees right.
-
- > 18 <
-
-
- ACTION ICONS
- ~~~~~~~~~~~~
- Press the RMB on the control panel and the nine action icons will appear.
- All icons which cannot operate in the current situation or which cannot be
- used by the active character are shown with bright shading and cannot be
- selected. Unless they are general functions, these only apply to the
- active character. The layout of the numeric keys corresponds to the nine
- icons. On the screen the cursor always takes on the shape of the action
- selected. The functions are as follows from bottom left (key [1]) to top
- right (key [9]):
-
- - Map drawer ([1] - Map). Only active in the 3-D mode.
- Automatically draws a map of the labyrinth where the party is
- located.
-
- - Set battle formation ([2] - Figures). This allows you to change the
- members of your party for the next round of the battle.
-
- > 19 <
-
- - Options ([3] - Disc). Special functions for saving/loading the game
- situation, switching music on/off and finishing the game. With the
- SAVE function you can also dismiss members from your party.
-
- > 20 <
-
-
- - Enter/leave your means of transport ([4] - Horse). The active
- character enters or leaves a means of transport, for example a boat
- or a horse.
-
- - Magic spells ([5] - Stars). If the active character has enough magic
- spell points, you can compose a magic spell.
-
- - Camping ([6] - Tent). Only outside villages and towns. Your party
- makes camp for the night.
-
- - Read/View/Search ([7] - Eye). The active character reads a sign,
- sees something or searches in something, and the result depends
- upon his abilities. On the 3-D display this feature always operates in
- the direction as seen by the party. On the 2-D display the cursor can
- be set to a panel around the figure. The RMB interrupts this function
- and the LMB executes it.
-
- - Listening ([8] - Ear). The active character listens and the result
- again depends upon his abilities.
-
- > 21 <
-
- - Speaking ([9] - Mouth). The active figure speaks to another
- character. On the 3-D display the figure is spoken to in the same
- panel. On the 2-D display the cursor can be placed within a radius of
- two panels around the figure involved. The RMB interrupts the
- function and the LMB executes it.
-
-
- > 22 <
-
- THE GRAPHICS WINDOW
- ~~~~~~~~~~~~~~~~~~~
- The name of the town at which the party is located is shown above the
- graphics window. In a labyrinth the display changes from a 2-dimensional
- top view to a 3-dimensional view as seen by the party. The function
- selected from the function panel is shown by the cursor in the graphics
- window. The directions can always be selected directly in the graphics
- window, even if the action panel is active. The cursor therefore also
- represents the active direction here but you do not need to first click
- on the function in the movement panel.
-
- > 23 <
-
-
- SET-UP DISPLAY
- ~~~~~~~~~~~~~~
- If you position the mouse pointer on one of the pictures of the members in
- the party ID and press the RMB, you move to the first set-up display.
- Below the party ID you will see at the right the poster of the character
- selected. Below that is the icon panel and to the left is a panel showing
- the characteristics of the person involved. Poster:
-
-
- > 24<
-
-
- POSTER:
-
- The poster gives the race, sex, age, class and name of the person and
- details of their number of experience, life, magic spell and spell learning
- points. It also includes information about the amount of gold, the number
- of rations, the combat value and the defence performance capability
- involved.
-
- Characteristics:
-
- This panel shows the attributes and abilities of the person involved. The
- value at the left always gives the current status of the character; the
- right gives the normal maximum value, not the value assisted by magic. The
- righthand column gives you information about the languages the person can
- speak and a report on his physical and mental condition (blindness, illness
- etc.).
-
- > 25 <
-
- Two icons are active in the icon panel. The numeric keypad corresponds
- to the nine keys on the icon panel:
-
- [7] Open the rucksack (second page of the set-up display)
-
- [9] Exit from the set-up display
-
- When you open the rucksack with icon 7 you are moved to the second page of
- the set-up screen. Below the party ID you now see at the right the
- well-known poster and a new icon panel. To the left of that there is a
- text panel showing all the actions you select in the icon panel,
- information about the equipment being carried (at the left) and the
- contents of the rucksack (at the centre). Below the display for the
- equipment which the character is carrying is a display showing how heavy
- this equipment and luggage is and the maximum weight the character can
- carry.
-
- > 26 <
-
- The keys in the icon panel correspond to the numeric keys on the
- keyboard. All functions refer to icons in the luggage or the equipment
- being carried:
-
- [1] Give something to another member of the party
- [2] Give gold to another member of the party
-
- > 27 <
-
- [3] Give rations to another member of the party
- [4] Use it
- [5] Collect gold from members of the party
- [6] Look at it
- [7] Open the first page of the set-up display
- [8] Put it down
- [9] Exit from the set-up display
-
- If an item from the rucksack can also be carried by hand or on your body,
- you can get it by clicking first on the item and then on the relevant part
- of the body. If an item is to be taken from the character's body and
- placed in the rucksack, simply click the item on the relevant part of the
- body.
-
- > 28 <
-
- THE DRAWER
- ~~~~~~~~~~
- Whenever the party is moving in a 3-D area a map of the area involved is
- always drawn automatically as long as there is sufflcient light and the
- active character is not blind. A section of the map is displayed below the
- party ID at the left. To the right of that below the legend explaining
- the
-
- > 29 <
-
- symbols you used on the map there are the nine icons with which you can
- move the section of the map on the display and exit from the map if you
- wish. The keys in the icon panel coincide with those on the numeric
- keypad.
-
- DIALOGUE
- ~~~~~~~~
- If your party is on the same panel as another person (3-D) or the figure is
- right next to another figure (2-D), you can ask questions of that person.
- To do this, select the dialogue icon and if necessary on the 2-D display
- click with the mouth cursor on the person you wish to ask.
-
- Brief dialogue:
-
- Some people will not enter into a protracted discussion. When you speak to
- them, just a single text window appears showing the information these
- people are giving. If the text covers more than one text window, the next
- part of the text is displayed by pressing the LMB. When all the text has
-
- > 30 <
-
- been displayed you can scroll up and down through it with the mouse and can
- close the text window again by pressing the RMB.
-
- Long dialogue:
-
- When someone is in a longer discussion, the dialogue display appears.
- Below the party ID the person involved, the gold and rations of the active
- character and the icon panel are displayed to the right of the poster. A
- text window appears at the left and may perhaps show a list of items which
- can be used for certain actions.
-
- The icons on the action panel match the numeric keypad. All actions with
- items always refer to the list of items displayed below the text window and
- the person approached:
-
- [1] Offer
- [2] Pay gold
-
- > 31 <
-
- [3] Give rations
- [4] Show
- [5] Talk
- [6] Ask them to join the party
- [7] Give to a member of the party
- [8] Dispose of or reject
- [9] Exit from the dialog
-
- > 32 <
-
-
- HOLDING CONVERSATIONS
- ~~~~~~~~~~~~~~~~~~~~~
- If you select icon 5, a list of expressions appears. The two arrows scroll
- through the list if it exceeds one page of text. Select an expression by
- clicking on it with the LMB. If the expression you require is not in the
- list
-
- > 33 <
-
- click on the mouth icon. A text windows appears into which you can type
- an expression of up to 20 letters in length.
-
- The charcters being spoken to will respond to the expression selected
- or input.
-
- But do not rely on the existing list of expressions. Certain key words
- which occur in the reply can give you furtger valuable information
- about the person involved.
-
- THE CAMP
- ~~~~~~~~
- You can make camp at many places where your party can rest from the toil
- of adventure and where you can learn and practise magic spells.
-
- > 34 <
-
- A picture of the camp is shown below the party ID at the left. To the
- right of this is a text panel to show information. At the bottom right of
- the screen is a set of icons for the camp and to the left of this are
- spaces for various objects, mainly the scrolls from which new magic spells
- can be learned.
-
- > 35 <
-
-
- The layout of the numeric keypad on the keyboard matches the icons on
- the action panel:
-
- [1] Let your party sleep for eight hours. All party members who have
- food rations in their luggage then regenerate around a tenth of their
- magic spell and life points, but only up to the maximum value for
- the appropriate figure.
-
- [4] With this function a character can learn a magic spell from a scroll y
- into one of the 12 panels to the left of the icon panel. .
-
- [7] The magic spells shown here can be used in the camp.
-
- E9] Use this icon to break camp to continue your journey.
-
- > 36 <
-
- MAGIC
- ~~~~~
- We differentiate between three types of magic spells - white magic, grey
- magic and black magic. Each spell has a number of spell points and learn-
- ing points which the character wishing to learn or use the spell must
- possess. Not all spells can be used at every location. Each spell only
- acts upon certain figures or objects. The spells and their effects are
- shown in the tables. The abbreviation SP denotes the required number of
- spell points for using a spell and SL denotes the required number of points
- for learning the spell.
-
- The place where a spell can be used is as follows:
-
- W = Wilderness T = Town
- D = Dungeon B = Battle
- C = Camp
-
-
- > 37 <
-
-
- The target affected by the spell can be as follows:
-
- C = A character in the party
- P = The party itself
- M = A monster (during the battle)
- G = A group of monsters (during the battle)
- A = All monsters during the battle
- O = An object.
- S = Special spell.
- LP are the life points of a character.
-
- > 38 <
-
- WHITE MAGIC
- ~~~~~~~~~~~
- Name SP SL LOCATION TARGET EFFECT
- ~~~~~~~~~~~~~~~~~~~~ ~~ ~~ ~~~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~
- Healing 1 2 1 WTDCB C Plus 1 to 5 LP
- Healing 2 4 2 WTDCB C Plus 2 to 10 LP
- Healing 3 6 3 WTDCB C Plus 4 to 20 LP
- Healing 4 8 4 WTDCB C Plus 8 to 40 LP
- Healing 5 10 5 WTDCB C Plus 16 to 80 LP
- Salvation 20 15 WTDCB P Plus 4 to 20 LP
- Reincarnation 30 20 C C Reincarnation of a body.
- Conversion of ashes 50 25 C C Reincarnation of burned body.
- Conversion of dust 70 30 C C Reincarnation of pulverised Body.
- Neutralise poison 5 2 WTDCB C Detoxification of a person.
- Heal stun 10 4 WTDCB C Healing a stunned person.
- Heal sickness 15 6 WTDCB C Heal a sick person.
- Rejuvenation 20 8 WTDCB C Correct un-naturla ageing.
-
-
- > 39 <
-
- Name SP SL LOCATION TARGET EFFECT
- ~~~~~~~~~~~~~~~~~~~~ ~~ ~~ ~~~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~
- De-petrification 30 10 WTDCB C Bring petrified back to life.
- Wake up 5 2 B C Awake a party from unnatural
- sleep.
- Calm Panic 10 4 B C Calm a Person.
- Remove irritation 15 6 B C Heal an irritated person.
- Heal Blindness 20 8 WTDCB C Heal someone from blindness.
- Heal madness 30 10 WTDCB C Heal someone from Madness.
- Stun 15 3 B M Stun a monster.
- Sleep 10 3 B C Pot horde of monsters to sleep.
- Fear 15 6 B M Frighten a monster.
- Irritation 15 9 B M Confuse a monster.
- Blind 20 12 B M Make a monster blind.
- Destroy Undead 15 5 B M Remove Undead.
- Hold Word 30 10 B G Remove a hordeof undead.
- Remove Curse 25 10 WTDC O Remove a curse from an object.
- Provide Food 20 15 WTDC O One food ration per party
- member.
-
-
- > 40 <
-
- GREY MAGIC
- ~~~~~~~~~~
- Name SP SL LOCATION TARGET EFFECT
- ~~~~~~~~~~~~~~~~~~~~ ~~ ~~ ~~~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~
- Light 1 5 1 WTDC S 2 hours of light.
- Light 2 8 3 WTDC S 8 hours of light.
- Light 3 12 5 WTDC S 16 hours of light.
- Armour Protection 1 10 2 WTDCB S 2 hours + 5% parade.
- Armour Protection 2 20 6 WTDCB S 8 hours + 10% parade.
- Armour Protection 3 30 10 WTDCB S 16 hours + 15% parade.
- Weapons Power 1 10 2 WTDCB S 2 hours + 5% attacks.
- Weapons Power 2 20 6 WTDCB S 8 hours + 10% attacks.
- Weapons Power 3 30 10 WTDCB S 16 hours + 15% attacks.
- Anti-Magic 1 15 4 WTDCB S 2 hours + 5% protection.
- Anti-Magic 2 30 8 WTDCB S 8 hours + 10% protection.
- Anti-Magic 3 45 12 WTDCB S 16 hours + 15% protection.
- Clairvoyance 1 15 5 WTDC S 2 hours clairvoyance.
- Clairvoyance 2 30 10 WTDC S 8 hours clairvoyance.
-
- > 41 <
-
- Name SP SL LOCATION TARGET EFFECT
- ~~~~~~~~~~~~~~~~~~~~ ~~ ~~ ~~~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~
- Clairvoyance 3 45 15 WTDC S 16 hours clairvoyance.
- Invisibility 1 20 8 WTDC S 2 hours invisibility.
- Invisibility 2 40 16 WTDC S 8 hours invisibility.
- Invisibility 3 60 24 WTDC S 16 hours invisibility.
- Magic Sphere 80 95 WTDC S Covers the 6 previous spells
- each at level 6.
- Magic Compass 5 1 WTD S Shows Direction in which
- party is looking/
- Identification 25 15 WTDC O Reveals all data of an object.
- Levitation 10 5 WTD S Party can use trap door upwards
- or downwards.
- Haste 15 8 B C Character doubles its attacks.
- Increases its age by 1.
- Mass Haste 30 14 B P Party Doubles its attacks and
- Increases its age by 1.
- Teleport 40 20 W P Moves the party in the direction
- chosen.
- X-Ray vision 30 20 WTD S Allows you to see through walls.
-
- > 42 <
-
- BLACK MAGIC
- ~~~~~~~~~~~
-
- Name SP SL LOCATION TARGET EFFECT
- ~~~~~~~~~~~~~~~~~~~~ ~~ ~~ ~~~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~
- Beam of Fire 1 1 B M Reduces LP by 1 to 2
- Wall of Fire 2 2 B M Reduces LP by 2 to 4
- Fireball 5 4 B G Reduces LP by 4 to 8
- Fire Storm 15 8 B G Reduces LP by 8 to 16
- Fire Cascade 25 16 B A Reduces LP by 16 to 32
- Waterhole 2 2 B M Reduces LP by 2 to 4
- Waterfall 4 4 B M Reduces LP by 4 to 8
- Ice Ball 10 8 B G Reduces LP by 8 to 16
- Ice Shower 30 16 B G Reduces LP by 16 to 32
- Hail Storm 50 30 B A Reduces LP by 32 to 64
- Mud Catapult 4 3 B M Reduces LP by 4 to 8
- Falling Rock 8 6 B M Reduces LP by 8 to 16
- Bog 15 12 B G Reduces LP by 16 to 32
-
- > 43 <
-
-
- Name SP SL LOCATION TARGET EFFECT
- ~~~~~~~~~~~~~~~~~~~~ ~~ ~~ ~~~~~~~~~ ~~~~~~ ~~~~~~~~~~~~~~~~~~~
- Landslide 45 15 B G Reduces LP by 32 to 64
- Earthquake 75 40 B A Reduces LP by 64 to 128
- Strong Wind 8 5 B M Reduces LP by 8 to 16
- Storm 12 10 B M Reduces LP by 16 to 32
- Tornado 28 20 B G Reduces LP by 32 to 64
- Thunder 60 30 B G Reduces LP by 64 to 128
- Hurricaine 100 50 B A Reduces LP by 128 to 256
- Desintegration 100 35 B M Kills a monster.
- Magic Arrows 8 15 B G Reduces LP by 8.
-
-
- The tables showing the white, grey and black magic give you some im-
- pression of the abilities of a competent wizard. Naturally a wizard must
- practice his spells before he can use them safely. The table shows how
- many spell learning points are required. If a character can control a
- spell he can use it at the appropriate location (in the wilderness or a
- town, for example) or during a battle, by using the number of spell points
- given.
-
- > 44 <
-
- Spells are always directed at certain persons, groups or objects.
- A spell intended for a monster cannot be used against a member of your
- party.
-
- If a spell is to be directed at a character in your party, choose the
- character with the LMB. The RMB interrupts the spell.
-
- But also non-wizards can use magic spells if they use an object charged
- with magical energy. You do not need to practice with such objects be-
- cause the spell is always successful and does not cost the person involved
- y any spell points. When the magical energy of an object is exhausted it
- de-composes.
-
- If necessary, a text window will open during or after a magic spell, show-
- ing the results.
-
- > 45 <
-
- EVENTS
- ~~~~~~
- Events always refer to the active character. He carries out all the
- specific actions and is therefore also responsible for the possible
- consequences. This naturally excludes events which affect the entire
- party.
-
- Various actions are possible for some events. The icons required then ap-
- pear in the control window. Actions which would be possible in theory but
- which cannot be executed because certain conditions are not fulfilled are
- shown in bright shading and cannot be selected. For example, it is not
- possible to disable a trap before it is discovered.
-
-
- DOORS
- ~~~~~
- Many doors can only be opened with the correct object. If the attempt is
- unsuccessful, this could release a trap.
-
- > 46 <
-
- - Exit
- You step back from the door.
-
- - Open the lock
- A trap can be released if you attempt to open the lock.
-
-
- > 47 <
-
- - Use an object
- The objects in the rucksack of the active character are displayed. The RMB
- interrupts the action and the LMB selects an object. If the object is not
- the right one to open the door, the action is interrupted. If a passkey is
- used, the door opens and the passkey disappears. It is particularly
- unfortunate if the passkey snaps off. Then the lock is always locked and
- the passkey is useless.
-
- - Detect a trap
- Examine a lock for hidden traps.
-
- - Disable a trap
- Try to disable a trap once it has been discovered.
-
- > 48 <
-
- DISCOVER OBJECTS AND TREASURES
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When checking a locked chest it is possible that you may set off a trap.
- If you succeed in opening the chest without setting off the trap the
- contents of the chest are displayed in a window. Most chests can also be
- opened with a passkey.
-
- - Exit
- You step back from the object.
-
- - Open the lock
- A trap can be released by an attempt to open the lock.
-
- - Use the object
- The active character can use a suitable object from his luggage to
- open chests.
-
- - Discover a trap
- Examine a lock for hidden traps.
-
- > 49 <
-
-
- - Disable a trap
- Once discovered, a trap can be disabled or also set off if the attempt is
- unsuccessful.
-
- - Take the gold
- If you find gold in the chest, this function transfers it into your
- luggage.
-
- Taking gold like this depends upon whether the members of the party
- are able to carry any further luggage at all. Use the LMB to choose the
- character to take the pieces of gold and indicate how many pieces
- should be transferred to his luggage. The RMB interrupts the action.
-
- - Distribute the gold
- This distributes gold coins found in a chest as far as possible amongst
- the luggage of the various members of the party.
-
- - Take an object
- Use the LMB to transfer an object from the chest into the luggage of a
- member of your party. The RMB interrupts the action.
-
- > 50 <
-
- This process is only possible if there is enough room left in the luggage
- of the relevant character, the character can carry the additional weight
- and his mental and physical state is such that he can accept the object.
-
- TRAP DOORS
- ~~~~~~~~~~
- Trap doors can be found in the floor or the ceiling of a room. Using the
- magic "Levitation" the party can get through the trap door without harm.
- Trap doors located in the ceiling of a room or a corridor can generally
- only Y be overcome by using levitation.
-
- TRAPS
- ~~~~~
- Traps can affect all members of a party or just the active character alone.
- The level of injury or damage varies.
-
- > 51 <
-
- Traps can be found on chests, doors and trap doors. There are seven dif-
- ferent types of traps:
-
- - The simple trap Affects the whole party.
- - Poisoned needles Affects the active character.
- - Cloud of poisonous gas Affects the entire party.
- - Blinding flash Affects the entire party.
- - Cloud of paralysing gas Affects the entire party.
- - Petrifying gas Affects the active character.
- - Infection Affects the active character.
-
- A trap is always triggered by the active character.
-
- > 52 <
-
-
- PUZZLEMOUTHS
- ~~~~~~~~~~~~
- Many of the puzzlemouths welcome the party. All of them expect to hear the
- correct answer to their puzzles.
-
- > 53 <
-
- - Exit
- You retreat from the puzzlemouth.
-
- - Answers
- If the person asking the question is not answered, you can select either
- words from the list, ask about new expressions not yet included on the
- list or can enter an expression of up to 20 characters via the keyboard.
-
- - Question
- The puzzlemouth is patient. If you did not understand the puzzle it will
- repeat its question if you ask it to.
-
- GUILDS AND TRADERS
- ~~~~~~~~~~~~~~~~~~
- Many traders and guilds are open all round the clock. With others, you are
- given information about when the trader or the guild is available. The
- guilds and traders to which your party can turn are as follows:
-
-
- GUILDS
- ~~~~~~
- Guild of warriors
- Guild of paladines
- Guild of rangers
- Guild of white magicians
- Guild of grey magicians
- Guild of black magicians
- Guild of thieves
- Guild of monks
-
- TRADERS
- ~~~~~~~
- Goods traders
- Food traders
- Horse traders
- Raft traders
- Boat traders
- Healers
- Wise men
- Guest houses
-
- Your party can only make purchases if it has either put its gold together
- or gold is available from the sale of an item.
-
- > 55 <
-
- GENERAL FUNCTIONS
- ~~~~~~~~~~~~~~~~~~
-
- - Exit
- You leave the guild or the trader.
-
- - Putting gold together
- This function allows you to use all the gold of the party.
-
- - Distribute the gold
- The gold in the party is distributed evenly amongst all members.
-
- - Transfer the gold
- The RMB interrupts this action. Use the LMB to choose a character
- who is to have more gold put in his luggage. For this, you must always
- remember the abilities of the relevant character.
-
- > 56 <
-
-
- GUILD SPECIFIC FUNCTIONS
- ~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Join a guild
- The active character can join a guild if he is not already a member.
- He must have sufficient gold to do so and also have enough experience
- to
-
- > 57 <
-
- successfully pass the first examination for entry into the guild. He
- must also be a member of a race allowed to enter the guild.
-
-
- - Promotion
-
- In order to be promoted to the next level in a guild to which he belongs
- the active character must again have the required guantity of gold with
- him and possess the corresponding number of experience points. Se-
- lect the characteristic you wish to improve. You must allocate your
- new points to one or more characteristics whereby naturally no char-
- acteristic can be increased beyond the maximum value. The different
- classes obtain the following points on entering the next level:
-
- Warrior 8 points
-
- Ranger 14 points
-
- Monk 10 points
-
- Paladine 10 points
-
- Thief 1 6 points
- Wizard (white/grey/black) 12 points
-
- Increase the value of a characteristic with the LMB and reduce it with
- the RMB if you accidentally allocated too many new points to a spe-
- cific characteristic.
-
- > 58 <
-
-
- SPECIAL FUNCTIONS FOR TRADERS.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - sell an object
- The active charcter can sell an object from his luggage. Select the
- object which a trader is to make an offer on, using the LMB. You can
-
- > 59 <
-
- Decide whether you wish to sell or would prefer to retain the object. The
- RMB interrupts the action.
-
- - Buy an object
- If a trader is offering one or more items, you can make a purchase, but
- naturally only if your party has enough gold.
-
- Choose an item with the LMB. You can buy up to 99 units if the trader
- has enough of the goods available and your party has sufficient gold.
- The price and the name of the goods will be displayed. The RMB in-
- terrupts the action.
-
- -Take over the item
-
- The RMB interrupts the action. You can transfer an object from the
- counter to the luggage of a person if there is enough room in the lug-
- gage and the character involved is able to accept the item.
-
- > 60 <
-
-
- SPECIAL FUNCTIONS WITH FOOD TRADERS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Accept the food
- The action is interrupted with the RMB. The LMB selects the charak-
- ter in the party who is to accept the food.
-
- - Distribute food
- The food is distributed equally amongst all members of the party.
-
- > 61 <
-
-
- SPECIAL FUNCTION OF HORSE TRADERS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Buy Horses
- You must always buy as many horses as members in your party. The price
- is displayed.
-
-
- > 62 <
- SPECIAL FUNCTIONS WITH HEALERS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Remove Curses
- With the necessary amount of gold the active charcter can free himself
- of cursed objects. The relevant object is removed from the luggage.
-
- - Healing
- Physical or mental defects in the active character are removed.
-
- > 63 <
-
- SPECIAL FUNCTIONS WITH WISE MEN
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Show items being carried
- The items carried by the active character are displayed.
-
- > 64 <
-
- - Show items in rucksack
- The items in the rucksack carried by the active character are displayed.
-
- - Examine item
- For a fee an item displayed can be examined.
-
- > 65 <
-
- SPECIAL FUNCTION OF THE RAFT TRADER
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Buy raft
- You buy a raft for the party.
-
- > 66 <
-
-
- SPECIAL FUNCTION OF THE BOAT TRADER
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Buy a boat
- The party buys a boat (- This is beginning to get silly! -)
-
- > 67 <
-
-
- SPECIAL FUNCTION OF THE GUEST HOUSE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- - Look for quarters
- The party can rent a room for an overnight stay in a guest house.
-
- > 68 <
- BATTLES
- ~~~~~~~
- If the party encounters one or more monsters, we switch to combat mode.
- You can decide whether you want to fight or flee. Fleeing is not always
- successful and the monsters then have the advantage of the first strike
- without the party being able to defend itself.
-
- If your party is invisible, the monster or horde of monsters cannot defend
- itself against your first strike. An invisible party can naturally flee
- without hindrance.
-
- Various monsters with varying strengths will get in the way of your party.
-
- In the tactical section of the battle the monsters are always displayed at
- the top and the members of the party at the bottom.
- Slow and fast mode
-
- > 69 <
-
- - Slow and Fast mode.
-
- The two icons ">" and ">>" represent the slow and the fast mode
- which affect the battle as follows: If the slow mode is activated there
- will be a pause between each move. Press the LMB after a move to
- continue with the battle. In fast mode the battle will run automatically
- after you have clicked on the OK icon.
-
- > 70 <
-
- - Fleeing
-
- An individual member of the party takes flight. A check is made to de-
- termine whether he was successful. The character does not get any
- new experience points. Only a figure from the back row of the battle
- configuration can flee.
-
- - Movement
-
- If possible, a member of the party can change his position. When the
- last member of the party has been withdrawn to the back row of the
- battle configuration, the row of monsters moves forwards.
-
- - Attack
-
- Close-combat weapons can only be used in the front row of the battle
- and only against monsters located right next to or in front of the se-
- lected person. The character involved must carry the correct ammuni-
- tion for using long-distance weapons. All monsters in the battle can be
- attacked with long-distance weapons.
-
- The action is interrupted with the RMB. Use the LMB to select a
- character and the monster to be attacked.
-
-
- 71
- - Parade
-
- The selected character moves the parade position and helps to fend
- off an attack by a monster.
-
- - Use a magic spell
-
- The RMB interrupts the action. Use the LMB to choose a character
- from your party who is to use a magic spell in the next round of the
- battle. When the type of spell has been selected, a window opens
- showing all available spells of that type. The number after the spell
- shows how often the character can use it before his spell points are
- used up. The number for every spell listed is calculated from the
- number of the spell points required for each spell in relation to the
- number of spell points available to the active character. You can only
- choose battle spells for which the character has achieved the required
- minimum number of spell points.
-
- After choosing the spell you indicate which member of the party or
- which monster it should affect if the entire group is not to be affected.
-
- > 72 <
-
- Spells which contain magic can be used by all members of the party of
- the class involved in the object. A sword with a fireball spell can there-
- fore only be used by Warriors, Paladines or other fighters who use a
- sword. No spell points are used. When the magic in an object is ex-
- hausted, the object will disappear.
-
- The success of any magic not only depends upon the ability of the
- character using it but also on the resistance of the defenders.
-
- - OK
-
- The setting is accepted and the next round of the battle can com-
- mence.
-
- The person whose values are to be modified can be selected by clicking
- on it on the tactical panel.
-
- Monsters which cannot reach a member of your party with their weapons
- or magic spells are always in the "parade" function.
-
- > 73 <
-
- Groups of monsters have a certain level of combat morale, i.e. the remain-
- der of a group of four Kobolds with a morale level of 50% will attempt to
- flee if two of the group are killed.
-
- When the actions for all figures in the battle have been set, they are ex-
- ecuted consecutively. All figures are in the parade position at the beginn-
- ing of a round of the battle. If the opponent of a figure is no longer capable
- of combat or has flown, the action is not executed and the figure returns
- to the parade position.
-
- Restrictions:
-
- Stunning - Figures which are stunned are immobile and
- can only use magic.
-
- Poisoning- Has no effect in the battle.
-
- Petrified- The figure affected is dead.
-
- > 74 <
-
-
- Illness - The probability of combat success is
- reduced by 50%.
-
- Ageing - Fast ageing has no effect upon the battle.
-
- Death - The relevant character no longer takes part
- in the battle.
-
- Irritation -The figure affected can no longer use magic.
- The probability of success in the battle is
- reduced by 25%. The irritation disappears
- when the battle is completed.
-
- Madness - You cannot control the character affected in
- the party - he acts independently.
-
- Sleep - Figures at sleep do not take part in the
- battle. If injured, the relevant figure wake
- up. The restriction disappears when the
- battle is finished.
-
- > 75 <
-
-
- Panic - The figure affected attempts to flee. Panic
- disappears when the battle is over.
-
- Blindness - The probability of success in the battle is
- decreased by 75%.
-
- A Battle is over when :
-
- - All members of a group are dead
- - All members of a group have successfully taken flight
- - All monsters are dead or have flown.
-
- If members of your party survived, you can collect objects from the dead
- monsters.
-
- > 76 <
-
- Exit
- ----
- You exit from the battle mode without collecting further objects.
-
- Take an object
- --------------
- An object can be taken if there is room in the rucksack and the char-
- acter can carry it.
-
- Next page
- ---------
- If the list covers more than one screen, this selects the next page.
-
- Previous page
- -------------
- You can step one screen page backwards with this command.
-
- Take the gold
- -------------
- You can take gold coins if there is room in the rucksack and the char-
- acter selected can carry them.
-
-
- 77
-
- Distribute the gold
- -------------------
- The gold is distributed amongst all members of your party.
-
- Take the food
- -------------
- You can take food if there is enough room in the rucksack and the
- character selected can carry it.
-
- Distribute food
- ---------------
- The food is distributed evenly amongst all members of the party.
-
- 78
-
- TABLES
- ~~~~~~
- The races
-
- Each race has its own individual strengths and weaknesses. The char-
- acteristics are STRength, INTelligence, DEXterity, SPEed, CONstitution,
- CHArisma, LUCk, MAGic resistance and AGE. The values given are the
- maxlmum values.
-
-
- Race STR INT DEX SPE CON CHA LUC MAG AGE
-
- Human 60 60 60 60 60 60 100 0 80
- Elf 30 100 70 80 30 90 100 20 950
- Dwarf 90 30 20 30 100 40 100 100 600
- Gnome 40 70 80 50 40 80 100 80 350
- Halfling 20 40 100 100 20 100 100 20 250
- Half-Elf 45 80 65 70 30 30 100 10 200
- Half-Ork 80 20 50 40 80 20 100 0 50
-
-
- 79
- Races can enter the following classes:
-
- Human All
- Elf Warriors, rangers, white, grey and black wizards
- Dwarf Warriors and monks
- Gnome Thieves, monks, white, grey and black wizards
- Halfling Thieves and monks
- Half-elf Thieves, white, grey and black wizards
- Half-Ork Warriors and thieves
-
-
- The classes
- ~~~~~~~~~~~
- The class table describes the abilities of the classes in the individual
- disci- plines. The abilities are ATTack, PARry, SWImming, LIStening,
- Finding Traps, Disarming Traps, Picking Locks, SEArching, Reading Magic
- Scrolls and Use Magic. The figures are percentages.
-
- Class ATT PAR SWI LIS F-T D-T P-L SEA RMS U-M
- ~~~~~~~~~~~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~ ~~~~
- WARRIOR 95 80 95 50 20 10 15 20 0 0
- PALADINE 80 95 95 50 30 10 0 10 70 50
- RANGER 70 70 95 80 40 40 40 30 30 30
- THIEF 50 50 95 95 95 95 95 95 0 0
- MONK 60 60 95 60 40 30 35 70 50 60
- WHITE WIZARD 20 20 95 20 15 15 0 50 95 95
- GREY WIZARD 30 30 95 20 10 10 0 50 95 95
- BLACK WIZARD 40 40 95 20 0 0 0 50 95 95
-
- > 81 <
-
- The classes can learn magic spells of the followina cateaories. accordin
- to their abilities:
-
-
- Warriors None
- Paladines White
- Rangers White and Grey
- Thieves None
- Monks Grey
- White wizards White
- Grey wizards Grey
- Black wizards Black
-
-
- > 82 <
-
- The levels
- ~~~~~~~~~~
- A member of the party reaches the next level in his class with different
- numbers of experience points:
-
-
- Level Warrior Paladine Ranger Thief Monk Wizard (W/G) Wizard (BLK)
- ~~~~~ ~~~~~~~ ~~~~~~~~ ~~~~~~ ~~~~~ ~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~
- 1 30 50 90 40 80 70 75
- 2 90 150 270 120 240 210 225
- 3 180 300 540 240 480 420 450
- 4 300 500 900 400 800 700 750
- 5 450 750 1350 600 1200 1050 1125
- 6 630 1050 1890 840 1680 1470 1575
- 7 840 1400 2520 1120 2240 1960 2100
- 8 1080 1800 3240 1440 2880 2520 2700
- 9 1350 2250 4050 1800 3600 3150 3375
- 10 1650 2750 4950 2200 4400 3850 4125
- 11 1980 3300 5940 2640 5280 4620 4950
- 12 2340 3900 7020 3120 6240 5460 5850
- 13 2730 4550 8190 3640 7280 6370 6825
- 14 3150 5250 9450 4200 8400 7350 7875
- 15 3600 6000 10800 4800 9600 8400 9000
- 16 4080 6800 12240 5440 10880 9520 10200
- 17 4590 7650 13770 6120 12240 10710 11475
- 18 5130 8550 15390 6840 13680 11970 12825
- 19 5700 9500 17100 7600 15200 13300 14250
- 20 6300 10500 18900 8400 16800 14700 15750
-
-
- > 83 <
-
- THE KEYS
- ~~~~~~~~
- The nine numbers on the numeric keypad coincide in their function and
- configuration with the nine icons on the movement and action panel.
-
- The keys [1] to [6] on the panel determine the active character according
- to the configuration in the party ID.
-
- The function keys [F1] to [F6] open the second page of the set-up list for
- the relevant character according to the configuration in the party ID.
- In 2-D representation the cursor block has the following functions:
-
- ^ - I am going to the North
- < - I am going to the West
- \/ - I am going to the South
- ^ - I am going to the East
-
- > 84 <
-
- In 3-D representation the cursor block has the following functions:
-
-
- Insert - Turn left through 90 degrees
- ^ - Go straight ahead
- Clr Home - Turn right through 90 degrees
- < - Go the left without turning
- \/ - Go back without turning
- > - Go to the right without turning
-
-
- > 85 <
-
-
- TARBOS
- ======
-
- THIS IS THE TALE OF TARBOS, GOD OF CHAOS, WHO DEVASTATED
- THE LANDS OF LYRAMION; OF HOW HE CAME TO BE. AND HOW
- HE CAME TO FALL....
-
-
- Children
- =========
- A thousand years ago, tucked deep in the beautiful woods to the south-
- east of Lyramion, there was a small village called Forkbrook. The
- people who lived there were blond haired and good natured; they lived by
- fishing and hunting and traded with the nearest town which lay two days
- travel to the west.
-
- In this village lived a small boy named Tar. He was not like the other
- village- lagers. His hair was as dark as raven feathers by night and his
- temper was even darker. The other children often teased him and many were
- the times he Tar came home, dirty and covered with bruises, seeking the
- soft arms of his his mother and pressing his face into her long blond hair.
- He never cried. His His mother comforted and loved him, but sometimes she
- lay awake at nigh- night when her husband was asleep and thought about her
- strange son.
-
- To avoid the other children Tar often went into the woods alone, leaving
- early in the morning when his chores were done and returning just before
- the evening meal. His father often grumbled about his son's long absences
- but knew in his heart that it spared the boy the cruelty of the other chil-
- dren.
-
- One day Tar left especially early. He felt filled with anticipation and
- was determined to go deeper into the woods than ever before, even though
- his father had warned him that a heavy storm was coming. He walked on,
- through hidden vales, crossing small tinkling brooks and using paths where
- the sun seldom reached the leaf-strewn earth. But he had seen all this
- before and hurried on without really looking.
-
- Finally he reached a clearing in the forest where he had never been before.
- He felt the thrill of the unknown run through his body and looked up at the
- darkening sky. On the other side of the clearing, almost invisible in the
- deep shadows, was a bare mound. In the mound was a dark hole, the en-
- trance to a cave. Tar slowly crossed the clearing. He looked up at the
- sky again. He would have to hurry if he didn't want to get soaked to the
- bone. But first he must explore this cave, which seemed to be calling him
- in a voice he sensed and could almost hear. Everything in the clearing
- seemed to point at the dark cave entrance. Everything was quiet, so as not
- to dis- turb what was drawing Tar towards the inky black opening. With
- each step forward, Tar felt less in control, more a spectator than an
- actual par- ticipant.
-
- At last he reached the entrance. A spot of light grew larger, far back in
- the depths of the cave. Tar felt his feet take him forward again. He
- entered the cave. The air inside was heavy. The smell reminded Tar of
- a dead fox he had once found, but this smell was a thousand times stronger.
-
- The light grew brighter and bigger, flickering on the rough surface of the
- cave wall. Tar could make out a large shape Iying on the floor ahead. He
- didn't know what was producing the light. A distant sound reached his
- ears, gradually growing louder. It sounded like water running over stones
- but was somehow different.
-
- His feet brought him to a standstill in front of the the large shape. He
- looked down. It was a corpse. The corpse of a bear. It had not been dead
- for very long but was already starting to decompose. Now the stench hit
- Tar with it's full force and he drew back at the sight of the maggots
- twist- ing and turning in the rotting flesh. His feet wouldn't obey him,
- not even when the corpse started to move, started to lift itself, meat and
- maggots falling from it to the floor. It raised it's head until it was
- level with Tar's own and opened it's eyes. Tar saw life flickering deep in
- the mouldering skull, an evil and unclean life.
-
- The corpse breathed in deeply. For a short moment all was still. Then the
- corpse said ~Tarbos~, breathing out a cloud of rotten air into Tar's face.
-
- Tar regained control of himself, clutched his face, and stumbled back-
- wards. He could not breathe, could not see, tried to get the foul gas out
- of his lungs, gasping, choking. He fell back and started crawling towards
- the entrance, not seeing the corpse of the bear fall to the floor as if a
- pup- peteer had let go of the strings. The flickering light faded away.
- The mound started trembling as Tar crawled towards the light, dust and dirt
- falling on him. Then he was out- side. He looked back, blinking, tears
- streaming from his eyes. The mound collapsed with a loud rumbling. As the
- dust settled, all that could be seen was a rough patch of earth.
-
- Tar coughed and wiped the tears from his face. He spat, trying to get the
- vile taste out of his mouth. He sat still and wondered about what he was
- feeling. He felt as if fire was running through his veins, and it felt
- good. His head was clearer than it had ever been before. He looked
- around and saw everything anew, every leaf, every blade of grass, every
- pebble on the ground. At the same time he felt ashamed and shocked, as if
- someone had stripped away his body and exposed his naked spirit.
-
- He stood up, spat a last time and looked at the sky. It was very dark now.
- He ran towards his village, exhilarated, filled with a strange new power.
-
- The sky was almost black when Tar came running out of the forest. He
- stood still, smiling broadly. He wasn't even tired.
-
- "What are you laughing about, dirthead?", said a sneering voice from be-
- hind him. Tar turned around. It was Mank. He was always teasing Tar,
- call- ing him names, picking fights. Mank was big for his age. Tar looked
- up at him, a cold look in his eyes, and said "Go scratch your flea-bites,
- you horse-faced dog turd." Mank's eyes widened, then he smiled. "So,
- learned some new words from your Dad, did you?" His smile broadened.
- "Only, he isn't your Dad, you know. Your real Dad was a forest pig".
-
- Mank started laughing and some other children who had come to watch
- laughed as well. Tar opened his mouth to reply, but then Mank pushed
- him hard and he stumbled back and fell to the ground. "See? He can't
- even walk properly!"
-
- All the kids were standing around Tar now, laughing. Mank bent over him,
- smiled and said "And do you know what your mother was, runt ?~ Tar felt
- anger growing inside him, like a fire. "I'll tell you what your mother was."
- Tar no longer knew what he was doing, he knew only anger and hate. Ev-
- erything turned red. He raised his arm and put his hand on Mank's chest.
-
- "She was..." But Mank never got any further. Tar felt something, some
- power running through his arm, through his hand. And he felt something
- move violently under his hand, in Mank's chest. It made a sound which
- suddenly seemed very loud. Mank's eyes grew very wide. Everyone was
- absolutely still, as if time were standing still.
-
- Thunder rumbled. Tar looked closely at Mank's face, his hand still on his
- chest. A small trickle of blood came out of the corner of Mank's mouth.
- Then he fell back, an expression of surprise and fear on his face.
-
- Everything started to move again, all at once. Children started screaming,
- parents ran outside to see what was going on and talked in loud voices.
- Only Tar still sat there, his arm raised, absolutely still. And Mank? Mank
- was lying in the dirt, very still.
-
- The villagers were moving towards Tar. He looked up at their angry faces.
- Then the storm finally broke and it's full force was unleashed upon the for-
- est and the village. The rain lashed down, the wind tore at the trees and
- houses, flashes of lightning struck four trees at almost the same time and
- deafening thunder drowned out every sound.
-
- Tar was sitting on the bed in his parent's room, the storm raging outside.
- His mother had told him to wait when she had pushed him in inside, his fa-
- ther had only looked at him, angry and disgusted. Now he could hear
- them talking outside. He didn't understand why everyone was so angry at
- his son.
-
- - "Mank shouldnt have pushed me, I gave him what he deserved. I did!"
-
- He stood up and pressed his ear against the rough wood of the door. He
- could just make out what his parents were saying. "We really tried, but
- we knew when we found him. We should have left him in the woods."
-
- His mother was crying. She managed to stop sobbing and then said "But
- what can we do about it now?" Tar's father replied "The villagers want to
- kill him. They think he's a demon." His mother started to sob even more
- loudly. Tar felt his father move to comfort her, hold her, and heard his fa-
- ther speak.
-
- "Don't worry, my dear, I know something better. We'll take him to Latheoz.
- He's a wizard, he'll know what to do"
-
- As his father took him along the path leading north to the hills Tar looked
- back at the village. He saw his mother but she didn't look at him. She had
- still been crying when she had kissed him goodbye. She was surrounded
- by the other villagers. They looked at him with angry faces, as if he was
- something detestable. The children were hiding behind their mothers. He
- wanted to look some more but his father pulled him around a bend in the
- path. He never saw the village again.
-
- > 97 <
-
- They camped that night. His father caught a rabbit and roasted it over the
- fire. They ate in silence, then slept. Tar's father hadn't said a word to him
- since they left.
-
- They reached the house of Latheoz the next day. Latheoz was an old man
- and was wearing a grey robe. He lived alone in a small stone house filled
- with weird magical objects and a lot of large mysterious books. Tar's fa-
- ther greeted him respectfully. The wizard grunted a little and asked why
- they had come.
-
- "It is because of him," Tar's father said and pointed at Tar, "He killed an-
- other boy. We think by magic. Now the other people want to kill him -
- they say he is a demon. I promised his mother, my wife, that I would bring
- him to you.
-
- Tar looked up at his father and asked: "Aren't you my father any more?~
- His father looked down at him as if seeing him for the first time that day.
- He kept looking for a while, not saying anything, then turned back to
- Latheoz, who was also looking at Tar. The old man mumbled something,
- stood up and rummaged around in a dark corner. After a while he came
- back with a big crystal.
-
- "Hold this", he said to Tar. Tar took the crystal in his hands. He had
- ex- pected a shock or a tingling feeling, but it felt just like a big piece
- of stone. Latheoz laid his old wrinkled hand on the crystal and closed his
- eyes. He held still for some time, then frowned, sweat forming on his
- forehead. With a sudden movement he jerked his hand away and opened his
- eyes. He stared at Tar, then looked at his father.
-
- "Just a big black wall...", he mumbled, seemingly confused, then he came
- to his senses and said "I advise you send him to the Seekers of Perilous
- Knowledge. They might know what to do with him."They stared at each
- other for a while, then Tar's father said " Very well. But how will he get
- there?" - "I'll take him," said Latheoz,"I know some of the Seekers."
-
- Tar had never seen anything like the lands through which Latheoz led him.
- They had travelled through the foothills of the Bollgar range (Bollgar-
-
-
- Berge) and were now walking along a steep trail towards a pass through
- the mountains themselves. Latheoz didn't talk much but he didn't glare at
- Tar either, although he sometimes had a curious glint in his eyes.
-
- Tar could see that the journey was hard for the old man. Even so, Latheoz
- rested only for short periods and never ate much. After two days travel
- they came down into small rock valley. At it's centre stood a tall tower,
- made entirely of cold stone.
-
- "What's that?", asked Tar.
-
- "That's the Tower of the Seekers," answered Latheoz.
-
- "What do they seek?", asked Tar again.
-
- "Perilous knowledge."
-
- "Like moving dead things?"
-
- Latheoz looked strangely at Tar. "Perhaps, yes."
-
- Tar was more interested now. He stared at the tower.
-
-
- Finally they stood at the base of the tower, after having crossed the
- diffi- cult country surrounding it. Latheoz seemed very tired.
-
- "AIright, here you are. I'm going back now." - "Wait," Tar said, "Aren't
- you coming in?" - Latheoz looked up at the tower and shivered. "No, I
- don't want to go in there." - "But they won't know who brought me, or
- why I'm here!", Tar exclaimed. - "Don't worry," said Latheoz with a weary
- smile, "They know we're here."
-
- Then Latheoz turned around and started walking back towards the moun-
- tains. Tar looked at him as he grew smaller and smaller, then looked at the
- double wooden doors at the bottom of the tower. He reached out to
- knock, but before his hand touched the wood, the door opened and some-
- one inside said: "Well? Are you going to stand outside all day or are you
- coming in?"
-
- Tar looked into the dark hall but couldn't see anything. He stepped inside.
- The door closed behind him.
-
- Tar was standing in a dark hall. A man dressed in a dark robe and holding
- a torch gestured for him to follow. Tar followed him, up a winding stairway
- then down a corridor. Finally he was pushed into a small room where a
- bearded man, also clad in a dark robe, sat behind a large wooden desk.
- The man gazed sternly at him. Tar felt a little uncomfortable under the
- gaze but did not lower his eyes.
-
- After a while the man said: "So Latheoz thinks you're fit to be a wizard."
- He looked at his papers and wrote something down.
-
- "What is your name?", he asked without looking up. "Tar." Tar replied.
- The bearded man stared at him briefly as if he didn't believe him. Then he
- wrote the name down.
-
- "Very well," said the man, "You have some talent, so much is clear." Tar
- didn't understand but said nothing. The man looked at him. "Do you have
- any questions?" Tar thought intently, then asked "Am I a Seeker now?"
- The man smiled and said: "Not yet. But with a little luck, you'll be a true
- Seeker one day."
-
- And so Tar joined the Seekers of Perilous Knowledge. The Seekers made
- him work hard, but he had enough to eat and his bed was warm and dry.
- They also taught him to read and write, and when they saw he learned
- quickly, they gave him basic knowledge of Elementals and the Demonic
- Realms. Tar absorbed everything they taught him with a speed that sur-
- prised even the Seekers and he rose through the ranks faster than anyone
- before. But he never made any friends.
-
-
- II - Wizards
-
- Well, Tar, you're doing your Master's test tomorrow. Do you think you'll
- make it ?" Tar lifted his eyes from the roll of parchment he was
- reading and looked into the eyes of the Master who had spoken to him.
- He smiled slowly and said "Of course, Master Zanthi. I don't think there
- will be any problem."
-
- Master Zanthi laughed uneasily, having sensed the mocking tone. ~Ha!
- You may be the youngest ever to attempt the Master's Trial, but don't over-
- estimate yourself. Calling up a third level demon isn't something to be
- taken lightly."
-
- Tar smiled again and turned back to his studies.
-
- - Old fool, he thought, the demons are eating out of my hand. And I
- have already called up a fourth level demon.
-
- Then he wondered. Things were easy for him. He performed with ease
- those incantations which other seekers considered very difficult.
-
- - They're all fools.
-
- The next day Tar was called at dawn and brought before the council. The
- twelve looked at him with stern eyes but Tar stood before them with no
- apparent fear or concern, even though he knew they all felt he was
- too young.
-
- Grandmaster Kantoun cleared his throat and spoke. "Brother Tar, you will
- now risk your very being in an attempt to invoke and control a Demon
- of the third level, thus proving that you are worthy to be a master.
- Do you wish to reconsider?" He looked Gravely at Tar who smiled as
- he said "No, Grandmaster".
-
- Kantuon continued to look at him, his expression unchanging. Then he
- said: "I repeat, do you wish to reconsider?" Tar looked straight into the
- Grandmaster's eyes without flinching and replied "No, Grandmaster."
-
- Kantuon sighed and looked down at the scroll in his hands. A Very well,A
- he said, "Go through that door." He pointed towards a door on Tar's right.
- "We'll check your progress here."
-
- Tar nodded, walked to the door and entered the Trial Room. It was small
- and completely dark except for a tall black candle which cast its wildly
- flickering light over the rough walls. Tar sat down and entered the trance
- state. Without hesitation he sank down through the outer levels of the De-
- monic Realms, casually fighting off the attacks and temptations of the
- lesser demons. He stopped on the fifth level to do battle with a group of
- demons who were trying to stop him.
-
- After destroying them, he sank further to the fourth level. A demon of for-
- midable size blocked his path and attacked him. Tar frowned and coun-
-
- midable size blocked his path and attacked him. Tar frowned and coun-
- ter attacked, knocking the demon over the horizon of the realm's non-
- space. He waited patiently for the demon to return but it stayed away.
-
- He sank to the third level, quickly sensing a powerful demon in his
- vicinity. He honed in on it and bound it with his most powerful binding
- spells. It struggled, tried to attack, but Tar simply squeezed his
- mental hand until the demon no longer resisted. He calmly held his grip.
- The twelve would soon sense his control of the demon and he would return
- a Master.
-
- A giant hand came up from below, grabbed him, enclosing him completely,
- then drew him down. Tars binding spell was broken.
-
- - "Hellfire, a second level demon?
-
- He didnt resist, sensing it was useless, but waited. He felt how he
- entered the second level and was thrilled.
-
- He was deeper than he had ever been before. But still he was going down,
- and soon he felt himself sinking out of the second level, crossing the final
- barrier. The realization of what was happening shocked him.
-
- - Only a Demon Lord could do this!
-
- Then the giant hand opened, exposing him to the first level. He sensed the
- huge power which had drawn him down, the immense entity which was
- dwarfing his puny human form. He felt fear grow inside him but his curios-
- ity was greater.
-
- "Who are you?", he demanded silently. If the Demon Lord gave his name,
- he could be called again.
-
- - If I get out of here.
-
- The King of Hell changed his appearance of pure chaos and took on a
- shape which could be comprehended by the human senses. A smile
- crossed the huge face.
-
- "Greetings, Tarbos. I am Thornahuun. I am your father," said the King
- with a thunderous sound which filled the space completely. Tar was
- speechless.
-
- - Tarbos ... The cave ... My father? Preposterous!
-
- The Demon King's smile broadened. "Goodbye, Tarbos. We shall meet
- again." Tar felt himself being propelled upwards, faster and faster. He
- screamed: "Wait, Thornahuun! Come back!" But all that he heard from
- the Demon Lord as he sped up through the nine levels was great laughter.
-
- Tar was screaming as he came out of his trance. The Twelve came into the
- room and surrounded him.
-
- "Tar, what happened?", they asked. "We sensed you controlling the third
- level demon when you suddenly disappeared. Where..."
-
- Tar regained control over himself. He stood up without answering,
- brushed off their helping hands and looked at Kantuon who gazed calmly
- back at him. The other Masters fell quiet. Kantuon spoke: "I don't know
- what happened to you down there, Tar, but you demonstrated your wor-
- thiness. You are now a Master of the Seekers of Perilous Knowledge."
-
- Tar nodded, completely calm now. But under his calmness burned great
- anger and ambition.
-
- Tar sat in his small room and closed the huge book of scrolls he had been
- studying with an angry thud. None of the normal tomes contained the
- knowledge he needed. He had to invoke Thornahuun and bind him,
- forcing him to tell the truth. He thought once more about the mound and
- the corpse of the bear, about his parents who had found him, about the
- Demon Lord who had called him Tarbos. How else could he have known
- that name if he hadn't been the force behind the gruesome messenger in
- the mound?
-
- Tar pounded the great book of power with his fist. Useless. It contained
- power of which most men only dreamed, yet it wasn't enough to summon
- a King of Hell. He needed older, deeper scrolls filled with greater power.
-
- Tar walked to Kantuon's study and knocked on the wooden door."Come
- in," came the Grandmaster's voice from inside. Tar entered. Kantuon
- wasn't alone. In a wide chair next to his large desk sat a young woman,
- not much younger than Tar. Tar hesitated, surprised. Kantuon noticed his
- reaction and said "Ah, yes. Tar, this is my niece, Princess Mylneh. Mylneh,
- this is Tar."
-
- Mylneh extended her hand. Tar kissed it. She smiled at him. Then Tar
- looked at Kantuon, raising his eyebrows. "Princess?", he asked. "Hm,
- yes." Kantuon seemed a little embarrassed. "It isn't very well known, but
- King Marakahn is my brother. I'd appreciate it if you would keep it to your-
- self.
-
- Tar smiled. "Of course, Grandmaster." Kantuon looked at a stack of pa-
- pers on his desk. "Meanwhile, perhaps you might like to show Mylneh
- around the tower. She will be staying for a while and sadly I haven't got
- much time at the moment." Tar hesitated, thinking about his original pur-
- pose, then smiled at Mylneh. "Of course, Grandmaster. Your Highness?"
-
- He held out his arm to the princess. "Oh silly, call me Mylneh," she said,
- laughing, and took his arm. They walked out of the room. Kantuon
- watched them, then sighed and went back to his work.
-
- "I'm surprised at your manners, Tar," Mylneh said as they walked through
- the larger chambers towards the centre of the tower. Tar feigned shock.
- "Have I insulted you in some way, Milady ?" She laughed. ~Call me Myl-
- neh! No, I would have thought that someone who lived in a tower away
- from everything wouldn't know how what a girl looked like, let alone how
- to speak to one."
-
- Tar smiled. ~Well, Mylneh, our education does not only concern itself with
- dark things and you would be surprised at the kind of temptations one
- has to resist when dealing with the darker sides of magic."
-
- They walked up the stairs towards the top of the tower. Tar felt pleased by
- her interest in him. Out of the corner of his eye he looked at her long,
- chestnut brown hair and her dark blue eyes. Her face and body weren't as
- perfect as those of the demons who had tried to seduce him, but she was
- warm and real, and Mylneh seemed genuinely kind and not out to destroy
- him, which was a nice change.
-
- As they came to the top, Mylneh gasped at the incredible sight of the Boll-
- gar mountain range all around her. Tar stood next to her. It was a
- magnifi- cent view, he had to admit. Everywhere one looked one saw the
- stark, un- compromising beauty of the mountains. Mylneh looked at him, her
- eyes sparkling, laughing. "It's wonderful!", she exclaimed. "Yes, it is,"
- said Tar. "But you're not looking at the mountains! You're looking at
- me!" she said, feigned annoyance on her face.
-
- "Yes."
-
- Mylneh laughed at him. "Silly!", she said, then became more serious. "You
- know," she said after a while, "I thought this would be a really boring
- stay, but it might become interesting after all." "Why is that?", Tar asked
- innocently. "Well, I thought the only people I would be talking to would
- be these old men." She smiled at him.
-
- The next day Tar visited the Grandmaster again. "Yes, Tar," he said, look-
- ing up from the scrolls on his desk, "What is it?" Tar looked him straight
- in the eyes. "I should like to read the forbidden scrolls, the ones that are
- locked away at the back of the library."
-
- Kantuon sat up. "You're not even supposed to know about them!" Tar
- shrugged. "It wasn't difficult to find out. Can I read them?" Kantuon sat
- back in his chair. a stern look on his face. "What do vou need them for?"
-
- Tar looked away, then said "It's an experiment I want to perform. I want to
- invoke a Demon Lord."
-
- "What?!", exclaimed Kantuon. "Have you gone mad ? Not even I would
- attempt to call up a King of Hell! I order you to abandon this experiment!"
- Tar glowered, then calmed his features again.
-
- - You old fool, Tar thought, I will have those books even without your
- permission.
-
- "Of course, Grandmaster. I will destroy my notes immediately." Then he
- turned around and left. Kantuon watched him leave and wondered why
- Tar wanted to invoke a Demon Lord.
-
- Over the next few days Tar and Mylneh saw each other often. Tar showed
- her the tower and told her what the Seekers did here, Mylneh told Tar
- about her father and the court. Tar noticed that when he was with Mylneh,
- he no longer felt angry or troubled. He was happiest when he was with
- her.
-
- One night, they again climbed to the top of the tower to look at the stars.
- Mylneh was enchanted by the night sky. Tar stood next to her. After a
- while he put his arm around her shoulders. Mylneh looked at him. "Tar?"
- Tar looked in her eyes. She seemed sad and happy at the same time.
-
- "Yes?", he said. "Kiss me."
-
- Tar raised his eyebrows, but saw she meant it. He took her chin gently in
- his hand and placed his lips on hers. It seemed to last forever. Then Myl-
- neh pulled back and Tar noticed that her eyes were moist.
-
- "Tar?" she asked. "Yes?" "I must leave tomorrow."
-
- Tar was quiet for a moment. Then he recovered. "What?" - "I wanted to
- tell you as late as possible, so as not to spoil our last few days." - "Is
- that why I got a kiss?" His voice sounded bitter. "In payment for
- entertaining you for a while?"
-
- "Tar. Don't make this too hard. You knew I had to leave at some time.
- But he had turned away and was leaning on the parapet."
-
- "Tar?"
-
- He didn't reply for a moment, then he said "I wanted you to be there. I
- wanted you to see it." - "See what?" she asked. He turned around, fire
- burning in his eyes. "I'm going to invoke a Demon Lord. I'm going to fight
- him."
-
- Mylneh took a step back, frightened by this sudden change in him. "But,
- you told me that Demon Lords were the most powerful demons there are."
- - "They are. And I'm going to conquer one. Think of the power I'll have."
- - "Oh Tar, don't do it. How can you possibly stand up to a creature like
- that? He'll crush you like a fly!" He looked coolly at her. "He won't. I
- know."
-
- "Tar, you mustn't ..." He interrupted her. "No-one can tell me what to do
- or what not to do. This is all academic anyway, isn't it? You won't be
- there. I'll ask you only once, Mylneh. Stay. It won't take long. I'll
- have finished my preparations soon."
-
- But Mylneh shook her head and took a few steps away from him. "No,
- Tar. I don't want to be around when you try something like that." And with
- that she turned and ran down the steps. Tar didn't stop her. He leaned on
- the parapet again and gazed sombrely at the starlit landscape.
-
- - Stupid girl, he thought. You're just as small-minded as the others.
-
- The next day Tar wasn't there when Mylneh left. Instead he sat in the li-
- brary and read the forbidden scrolls. He had managed to pick the lock and
- break the magical seals. Now he sat there, reading intently, occasionally
- making notes.
-
- Time passed unnoticed. He found the spell he needed and copied the vital
- parts. He was writing down the final incantations when the door to the li-
- brary suddenly crashed open. Grandmaster Kantuon stood in the door-
- way, obviously furious. He strode forward to the desk where Tar was
- studying, looked down at the scrolls and back at Tar and slammed the
- books shut.
-
- "Tar," he said with a voice seething with suppressed rage, "I told you ex-
- pressly not to read these books. They are only to be used with consent
- from the Twelve and from me. You have ignored a direct order and will re
- ceive just punishment. By sunset, you will have left this tower. You may
- continue your studies in the small hut on the hill to the north." Kantuon's
- eyes widened in anger as he saw that Tar looked back at him levelly, obvi-
- ously not impressed.
-
- "Very well, Grandmaster, he said with a calm voice. "I have found what I
- was searching for. I have no need to stay at the tower any longer."
-
- He stood up and walked out of the library, leaving Kantuon staring
- speechlessly at his retreating back.
-
- The same afternoon Tar left the tower and entered the hut. It had been
- standing empty for a while but he had soon made it inhabitable. He never
- looked back at the tower.
-
- Tar looked out of the window in his study. It was dark enough now. A
- huge storm was forming over the hut. He turned away and prepared him-
- self. He now had enough knowledge. He might be able to find and control
- Thornahuun. A shudder went through his body. The forbidden scrolls had
- been horrible. His very being had felt tainted after reading those ancient,
- gruesome books. But now he was ready.
-
- He breathed deeply and entered the magical trance state. Fast, faster than
- ever before, he sank through the first eight levels, slicing through the
- lesser demons like a hot knife through butter. Then he once again passed
- the fi- nal barrier. He was on the first level.
-
- He didn't hesitate, but spoke the name of the one he sought.
-
- - Thornahuun!
-
- Surprisingly, the Demon Lord appeared almost instantly. The King had to
- be up to something. He looked at the boiling chaotic shape which was
- slowly changing into a huge, vaguely human entity. The King was smiling.
-
- "Greetings, Tarbos." His smile broadened. "What can I do for you, my
- son?" He chuckled. Tar remained calm, although he felt anger rising up
- within him. "Why do you persist in calling me your son?", he asked. "Be-
- cause you are, answered Thornahuun. "Do you not remember when we
- met in th cave with the mound?" Tar frowned, sensing the King was telling
- the truth. "Then my parents did find me in the forest ..."
-
- The King chuckled again. "Yes. Your real mother was a witch. She was all
- too glad to be inseminated by a Demon Lord. She didn't realize what it
- meant, what exquisite pain it would cause. You had burrowed your way out
- after only seven months. You had quite an appetite." The King laughed
- cruelly. Tar steeled himself, suppressing his anger. He had never known
- this woman.
-
- "Why did you do this?"
-
- The King looked down at him, still smiling. "Why, I have big plans for you,
- Tarbos. You will conquer the world for me."
-
- Tar felt his anger growing almost out of control now. "Not before I con-
- quer you!", he screamed, and let power stream from his being towards
- Thornahuun. The King was hurled back by the blast but recovered imme-
- diately. His smile grimmer, he said "So, that is how you want it, eh? Very
- well. I created you. Now I will destroy you." With that he raised his claw
- and attacked.
-
- Thus began a magical battle which shook the foundations of the Demonic
- Realms. In the natural world, over Tar's hut, a storm raged with unparal-
- leled force. In the Tower of the Seekers, Kantuon felt the immense magical
- vibrations and concentrated deeply to find their source.
-
- After an immeasurable time, both Tar and Thornahuun stopped fighting.
- They were exhausted. Tar's new- found power was a match for the King's
- but he couldn't beat him. Neither could the King destroy Tar. Thornahuun
- smiled wearily. His plan needed a change. He saw an opportunity for
- bringing even more chaos to the world. He mentally called his brother.
-
- -Bralkur.
-
- It didn't take long. All the Realms had been following the gigantic battle.
-
- - "Thornahuun, my brother"
-
- Thornahuun did not even consider asking for help.
-
- - "Bralkur, I shall be defeated."
-
- Bralkur showed no reaction at all.
-
- - "My essence will enter my son. I ask you to help him if he should need
- it." ,,
-
- Bralkur didn't hesitate.
-
- - "As you wish, my brother. Farewell."
-
- Thornahuun raised himself for one final effort. Tar saw the movement and
- attacked the King, power flaring from him. However, Thornahuun was not
- resisting but was flying straight towards Tar, closer and closer, laughing.
- Then he merged with Tar's being. Tar felt his mind being stretched beyond
- it's limits as his essence mingled with the Demon Lord's. He reeled at the
- size of the King's mind, the world it encompassed, and tried to flee, tried to
- hide, but couldn't. His being spread itself across the Demon Lord's, mixed
- with it, became one with it. For an eternity, his universe was destroyed.
- Then he felt his mind accept it's new form and he slowly, half-consciously
- started floating up through the levels of the Realms. No demon blocked
- his way.
-
- Kantuon opened his eyes, deeply shocked. He tried to fully comprehend
- what Tar had done but couldn't.
-
- - To merge with a King of Hell ... the power it would give.
-
- He stood up, covered his face with his hands. He mustn't think about it. A
- being with enough power to move mountains, concentrated in one human.
- But then he wondered if Tar was really human. He couldn't be, not any
- more. He stood up and called for a servant.
-
- - The council must come together. This abomination must be destroyed.
-
-
- He looked up at the Seeker who had entered. "Call the Twelve," he said
- and started at the sound of his own voice. He sounded older, much older
- than he really was.
-
- - Nn matter ... The King. I must warn Marakahn.
-
- Tar came to slowly. He felt as if his body had been speeded up a thousand
- times. Somehow, he had managed to control Thornahuun's essence. He
- was himself, Tarbos. No longer Tar. He was infinitely more powerful now.
- His mind still reeled when he contemplated the size of his new power.
-
- - I have defeated my father. I have his power now. He was like a god.
- Yes. I am a god now. TARBOS, GOD OF CHAOS.
-
- He started laughing, louder and louder. He couldn't stop himself, and he
- didnt care. Not even when the hut started trembling with his laughter.
-
-
- III - GODS
-
- Kantuon looked around the circle of Masters. These were the Twelve,
- the most powerful Seekers of Lyramion. Few would think of challeng-
- ing them.
-
- - Yet now, who will say what we can do about this threat?
-
- He cleared his throat. "My brothers, we are in a dire situation. Our former
- brother, Tar, has mingled his essence with that of a King of Hell." They
- gasped, then all started talking at the same time.
-
- "But ..." "How could he ..." "That's preposterous!"
-
- Kantuon held up his hand, demanding quiet. They fell silent. "It is true, my
- brothers. I have already sent a message to King Marakahn. Meanwhile, we
- must try to stop him ourselves."
-
- The Twelve looked at each other. Together, they formed a magical force
- which knew no equal. Yet each of them felt that they would very probably
- lose their lives, and worse, in the coming battle. Kantuon stared at each of
- the silent Masters. "Let us go, my brothers."
-
- Tarbos sat on an ornamental throne he had burned out of a large block of
- stone. The stone had originally been a part of the foundations of his
- keep, which had collapsed. He smiled and looked down at the ruined land
- which lay around him. He heard a sound. A group of people was approaching
- the ruins of his hut. He waited patiently. It was Kantuon and the Twelve.
-
- "Ah, Kantuon," he exclaimed with obvious pleasure, "You have come to
- worship me. Good."
-
- Kantuon stopped, a grave expression on his face.
-
- - It is as If feared, he thought, the power was too much for him.
-
- "We have not come to worship you, Tar. We have come to stop you. We
- ..." Tarbos' loud laughter interrupted him. It grew louder and more mania-
- cal. The Twelve looked at each other. Tears were running down Tarbos'
- face now. It seemed as if he would never stop. Finally he calmed down,
- and managed to talk without chuckling too much. "You, you want to stop
- ME?~
-
- He burst out our laughing again. Then after a few moments he became se-
- rious again. He looked sternly down at Kantuon and the Twelve.
-
- "Seriously now. First of all, you will call me Tarbos. Second, I am now a
- God, the God of Chaos, and I expect proper worship. So, if you want to
- live, go down on your knees."
-
- The Twelve were shocked at this display of insane, conceited calm. Kan-
- tuon turned to them. "My friends," he said in a calm voice, "it is as I
- feared. We must combine our powers and destroy him." They gazed at
- each other, then, one by one, they all entered the magical trance state,
-
- holding each other's hands so as to form a circle of thirteen. All thirteen
- dark wizards sank deeper into their trances, sweat forming on their brows.
- A globe of pure energy formed in the centre of the circle. It grew, pulsing
- with many colours. Then it expanded and curved toward Tarbos at the
- speed of light. Tarbos, who had been watching, held up his hand and de-
- flected the incredible power without flinching. He stood up, no longer
- amused, and spoke. His voice was terrible, no longer human. "So, you will
- not bow before your rightful Lord? Puny fools! You will all perish, here
- and now! "
-
- And with that he raised his hand. From the palm of his hand burst forth a
- fountain of black energy which shot towards the circle of wizards. The ef-
- fect was terrible. They were simply blown to pieces before they could even
- react.
-
- Meanwhile, King Marakahn had received his brother's message and sat
- with his counsellors in the great hall of his citadel. "Well, Mandek? What
- do the wizards say of this threat?"
-
- Mandek, an old man clad in the grey robes of the Keepers of the Balance,
- stood up and said with a grave voice "Your Majesty, my eleven brothers
- and I have considered this throughout the night. We think this menace
- must be destroyed before he is our doom."
-
- The king thought quietly about this and then said ~Very well. I think this
- is a matter where magic is the best solution. But can he be stopped?" He
- looked up and stared at Mandek, who coughed and answered "It is possi-
- ble, Your Majesty. Ancient spells are available to us, for control over
- a Demon Lord, which is what this Tar has become if we may believe Grand-
- master Kantuon's story."
-
- The King looked vaguely annoyed. "I trust my brother in this, Mandek. He
- wouldn't send a message like this if he weren't absolutely sure.~ Mandek
- cast down his eyes. "Of course, Your Majesty."
-
- "Meanwhile," continued the King, aI have sent a messenger to this Tar to
- inform him that he may not enter our land. It is doubtful that he will
- heed this if things are as you say, but we must try."
-
- "Yes, Your Majesty. May I ask whom you have sent?" "It was Sir Mando,
- one of my best knights. He volunteered."
-
- Sir Mando rode down from the Bollgar mountains on his tired horse and
- looked out over the valley below him. He saw the Tower of the Seekers to
- his right. The hut, his destination, was supposed to be a bit further, but he
- couldn't see a thing. The sun started to sink behind the mountains when
- he rode past the tower which stood there like a black gravestone. Mando
- called but no-one answered. Puzzled, he rode on through the big boulders
- towards the place where the hut was supposed to be. The land around
- him was completely lifeless, the silence absolute. Once he thought he saw
- something scurrying away behind a boulder but he didn't find anything
- when he looked. He rode on, his unease deepening.
-
- Mando reached the hill where the hut was supposed to be. It simply wasn't
- there. Mystified, he tied his horse's reins to a tree and started to climb the
- steep path to the top of the hill. Something was Iying on the rocky ground
- further up. It was the size of a human hand. He climbed on until he ap-
- proached the small object. Then he saw what it was. He turned pale and
- sank slowly to his knees. It was a human hand, severed at the wrist and
- burned black. He turned it around with his knife. Disgusted, he stood and
- walked on towards the top.
-
- Tarbos sat on his throne of rock and gazed around. He was bored. He had
- been sitting there for two days and had found out that he no longer
- needed food or drink. However, he found that he longed for something
- else.
-
- - Mylneh.
-
- He was angry at her. He wanted to punish her, to show her how wrong
- she had been, how powerful he had become. On the other hand he
- wanted to hold her, to kiss her, to once again experience the simple joy he
- had ...
-
- His senses warned him of a living being approaching and he broke from
- his reverie. Someone was coming up the hill. No form of life had come in
- his vicinity since he had destroyed the wizards. Every man, woman and
- child, every animal, bird and insect had left the valley. Tarbos sat up,
- all his senses focused on this sudden diversion.
-
- - It's a human. Iron ... a Knight. The first to worship the God of Chaos.
-
- Tarbos grinned.
-
- The blackened hand wasn't the only thing Mando found as he climbed to- y
- wards the top of the hill. As he came higher, he noticed more signs of a
- massacre; pieces of black cloth burned at the edges, pieces of indefinable
- flesh, more limbs. He found an ear in a clump of dead grass. A sense of
- horror and impending doom filled him as he climbed over the last ridge.
-
- They looked each other in the eyes. Mando flinched and looked away un- der
- Tarbos' terrible gaze. A deep, evil light shone out of those eyes. He
- knew this man, or demon, was responsible for the massacre which had left
- the gruesome remains. He cleared his throat and spoke.
-
- "I have been sent by the good King Marakahn. He has heard from Grand-
- master Kantuon of your despicable action and informs you that you are
- no longer welcome in his Kingdom. If you are caught within it's borders,
- you will be captured and executed." He said the last words very quietly.
-
- When Tarbos still hadn't reacted after around a minute had passed Man-
- do looked up. Tarbos was sitting there, expressionless. Then, he chuckled.
- And he chuckled again. He started chuckling more loudly until eventually
- he was laughing. Louder and louder he laughed until he was roaring and
- Mando felt the ground shake under the force of the demonic glee. Then
- suddenly Tarbos sat up and screamed "KNEEL BEFORE ME, YOU WORM!"
-
- Shaken by this outburst of anger, Mando felt himself fall forward on his
- knees. Tarbos stood up. Miserable, pitiful human! How dare you and your
- puny King address me, the God of Chaos, in such a manner! I have a mes-
- sage for your KING."
-
- He raised his hands and a piece of Mando's armour and clothing fell away,
- revealing his naked belly. He felt a tearing sensation, starting at his
- navel, and gasped as the pain hit him. Realizing what was happening to him
- he tried to stop it with his hands but it was no use. After a while,
- Tarbos low- ered his hand and Mando looked down at his body with a look of
- shocked disbelief on his face. Tarbos grinned and said: "Do not worry.
- You will not die. Not until you have delivered my message to your King."
-
- After the messenger had left, Tarbos smiled grimly.
-
- - So, this king thinks to command me. Soon he will lie grovelling at my
- feet and then I will take his daughter before his uery eyes.
-
- But first Tarbos needed an army. He extended his senses like tendrils into
- the ground and searched for all the warriors who lay buried on the ancient
- battlefields around the valley. With one thrust of his will he forced their
- rotten corpses up. With another he opened a thousand gateways to the
- Demonic Realms and ordered demons to come through, bringing new, evil
- life to the long-dead bodies.
-
- They came slithering and shuffling towards his hill, vile light flickering
- deep in their empty eye sockets. Some still had flesh on their bones,
- others were mere skeletons. Tarbos looked at his army and smiled broadly.
-
- "Greetings, my loyal servants. We shall go and conquer a kingdom." The
- earth shuddered as the demons responded to him, screeching and howling,
- clattering their rusty swords against their shields.
-
- Meanwhile, Mando rode as if a demon was on his heels. His horse sensed
- that it's rider was no longer sane and was on the verge of panic. Mando
- felt only the pain from his belly growing worse with each mile. The only
- things which kept him from going insane were his oath as a knight and the
- message he must deliver to his king.
-
- A lone horse hobbled slowly towards the king's castle. It was visibly ex-
- hausted, trembling on it's feet. As it neared the castle, the guards
- recognized a knight slumped in the saddle and led the horse into the
- courtyard. There the knight fell off the horse with a loud crash. As the
- stable hands pulled him up, he regained consciousness. The men then
- noticed what was wrong with the knight and backed away in terror. But the
- knight didn't see them and stumbled slowly into the castle.
-
- King Marakahn was listening to the sorry tale of a cheated merchant when
- several servants came running into the great hall, horrified expres- sions
- on their pale faces as if they were fleeing from something. The chancell
- cellor came to a halt before the king, opened his mouth, his entire body
- trembling, and all fell quiet. The chancellor closed his mouth and turned
- around, his face filled with terror, to look at the figure who had appeared.
- The king who had been watching all this with growing wonder and anxi-
- ety, raised his eyes to the wide doorway. The person standing there stum-
- bled forward. Marakahn gasped as he recognized the broken man.
-
- "Mando!", he exclaimed and rushed forward to help him. But as he reached
- out to grasp Mando's shoulders, he drew back with disgust and horror on his
- face. For Mando was not the man who had ridden out to deliver a message
- for his king. His skin was pale as a corpse's, his hair as white and
- lifeless. His eyes were dead orbs sunken deep in their sockets. But worst
- was the horrible wound in his belly - a large hole in his armour and
- clothing exposed the ragged opening in his skin and flesh. Marakahn
- staggered back as he saw the empty abdomen. Mando gazed at him, a look of
- extreme pain in his eyes, and spoke. "He told me I would not die until I
- gave you his message."
-
- His voice sounded like that of an old, sick man. Marakahn stood trem-
- bling. "What is his ...", he stammered, then stopped. He looked in Mandos
- eyes with pity on his face. "Mando..", he whispered, "Perhaps our wizards
- can..."
-
- But Mando looked back calmly and grimaced. Marakahn realized he was
- trying to smile. Mando cast down his eyes. "No, my Lord." He looked up
- and his expression had changed. "Please ..." he said, pleading.
-
- Marakahn swallowed. Then he asked, almost whispering "What is his
- message?"
-
-
- Mando took a deep breath and answered " Lord Tarbos, God of Chaos, tells
- you that he will soon come to claim these lands and that he may show mercy
- upon those who worship him faithfully, and that, and that ..
- Coughing racked his weakened body. He managed to stop for a mo- ment, took
- another deep breath, tears glistening in his eyes, and said his last words.
- And that he will take Princess Mylneh as his bride."
-
- For a number of heartbeats all went quiet. Then blood came from Mando's
- wound, a trickle at first, then growing into a steady flow. His knees
- buck- led and he fell into King Marakahn's arms. The blood was gushing
- from the gaping hole in Mando~s body as the king held him tenderly and
- watched his face, tears running down his own cheeks. The king had never
- seen a happier expression on a man's face than on Mando~s when he died.
-
- Marakahn slowly lowered Mando's body to the floor and closed his broken
- eyes. Then he stood and looked at the side entrance, where Princess Myl-
- neh had just come in. She stared at her father, his grim expression, his
- blood-covered clothes and the body Iying in a pool of blood on the st
- floor.
-
- "Father?" she stammered. "What has happened?"
-
- The King looked down at the body, then clicked his fingers. The frightened
- Chancellor came up to him, nervously wringing his hands. "Take Sir Man-
- do away," said the King with a harsh voice. "Prepare him for a suitable
- burial." He turned around and sat down on his throne.
-
- "Yes, Your Majesty," stammered the Chancellor. He hurriedly ordered
- some of the servants to carry the body away and some others to remove
- the blood.
-
- Mylneh walked up to her father and asked again "Father? What hap- pened?"
- The King, who had been staring sombrely into the distance, looked up and
- stared at Mylneh as if seeing her for the first time. ~Mando has brought a
- message from Tar ... Tarbos," he said, staring at the pool of blood to
- which the servants were attending. "It cost him his life." He shivered
- and looked away. Mylneh saw how deeply shocked her father was. "What was
- the message?", she asked very softly.
-
- "He claims to be a god. Lord Tarbos, God of Chaos. He is ... coming here,
- to take this kingdom. And ... he wants you as his bride."
-
- Mylneh turned white as she heard these last words, then sadness filled her
- soul and her eyes became moist. ~I knew it ... I knew he would go too far."
- She looked at the king. "Oh father, will we be able to stop him?" The king
- sighed. "I hope so, my dearest. I will summon Mandek and ask him how
- the preparations are progressing."
-
- Mandek came shortly after that, looking a little disgruntled. Marakahn told
- him about the message. "Well, Mandek? Have you and your brothers
- found the right spell yet?" Mandek cleared his throat. We have found
- one, Your Majesty. But there is one problem. He cast down his eyes,
- coughed, then glanced briefly at Mylneh before continuing. "The spell
- must be cast by thirteen people - four white wizards, four grey, four
- black, and ... someone who knew Tarbos." Mylneh's eyes widened. She
- opened her mouth to speak but the king cut her off with a gesture and
- asked ~Is there any danger?"
-
- Mandek looked down, then answered. There is, yes. It all depends on the
- determination of, er, the person who is the, er, focus of the spell." He
- glanced at Mylneh again.
-
- The king leaned back in his chair and said "I will not endanger my ..."
-
- But Mylneh interrupted him and said "I will do it." The king looked long at
- her but said nothing. Instead he turned to Mandek and said very quietly
- "Very well. Prepare her." Mandek sighed. "Yes, Your Majesty." He pre-
- pared to leave with Mylneh when the king said Wait. Does it matter
- where the spell is cast?" "Uhm ... No, Your Majesty. Why?"
-
- The king smiled. "There is an old castle in the mountains to the northeast
- of the capital. It would be much safer there." Mandek bowed. "Of course,
- Your Majesty. What is this castle called?" "It's name is too old to be re-
- membered. You will call it Godsbane."
-
- Dark, oily clouds hung over the battlefield as Tarbos looked out over his
- undead army and smiled. The remains of the army which had opposed
- him were fleeing, mercilessly followed by his warriors who needed neither
- rest nor nourishment. Soon he would reach the capital and the king's cas-
- tle. Then Mylneh would be his and all would crawl in the dust before him.
-
- ~Your Majesty, there is another messenger from your army." King
- Marakahn sighed, dreading more bad news. "Very well. What is your mes-
- sage, good man?"
-
- The messenger looked up. One could clearly feel he had seen many horri-
- ble things in the last few days and the king waited patiently until he had
- drawn his wits together.
-
- Greetings, Your Majesty. I ... I have been sent by Sir Laneanor to tell you
- that the province of North Danormia has been conquered by Tarbos'
- army. We ... We were forced to retreat, Your Majesty. They were demons!
- Undead monsters! We ..." The king raised his hand to silence him.
-
- "Yes, I have heard many reports like this." He fell silent in thought, a
- troubled expression on his face as so often over the last few days."
-
- - If only I could be sure that Mylneh is safe and that the spell will work.
-
- He pushed these doubts away and forced a smile.
-
- - They mustn't suspect how bad things really are.
-
- Alright. I thank you for your message. Do not worry, we will stop him."
- But his mind was filled with the image of Tarbos' demonic army, cutting
- through his land like a sharp sword through flesh, leaving only gray death
- in it's wake.
-
- When Tarbos was two days away from the capital, having chased the king's
- army before him all the time, he sensed a great concentration of magic to
- the northeast. Troubled, he went into a trance and sent his mind out on
- wings of darkness towards the source of magic. Once there, he rek ognized
- which spell was being worked and who was the focus.
-
- - Mylneh.
-
- He concentrated on the place.
-
- - It's a castle... Godsbane...
-
- He returned to his body, seething with anger, and changed his army's
- course with a single unspoken command.
-
- "Mylneh? What is wrong?"
-
- She looked up. Just now, she had sensed dark fingers obscenely caressing
- her mind. She shivered, feeling unclean. "It was nothing," she told Man-
- dek, then went on with the chanting of the Great Spell. Mandek frowned,
- then continued with his own part of the spell.
-
- Marakahn was pacing the great hall, angry and frustrated in his helpless-
- ness.
-
- - How can I convince these people that all will be well when I am not
- sure myself? When nothing seems to stop this Tarbos?
-
- He rubbed his eyes, he hadn't slept properly in days. A weary messenger
- entered the great hall and knelt before him. Marakahn grimaced and said
- NYes? What is your message?"
-
- "Your Majesty", the man stammered, "Lord Tarbos's army has changed
- course. They are no longer heading for the capital!" Horror filled the king
- as he asked what he already knew.
-
- "Where is he headed?"
-
- "To the northeast, Your Majesty."
-
- The king sat down on his throne, defeated.
-
- - The northeast ... to Godsbane.
-
- Tarbos strode forward through the ranks of his demonic army with long,
- powerful strides, pushing aside those who weren't quick enough to get out
- of his way. As he neared the centre of the battle he drew his great sword
- and walked on purposefully. He felt filled with power and exhilaration.
- Soon Godsbane would fall, although all the king's armies were gatheret
- here to defend it.
-
- Then Tarbos reached the front line and grinned as he saw the horror Ol
- the defenders' faces at the sight of him. He raised his sword and started
- hacking. Men fell before him like corn before the farmer's sickle as he
- fought steadily onward towards the large gates of Godsbane. He could
- have blasted them all apart here and now, but this was much more fun.
-
- Inside, Mylneh heard the sounds of battle raging, the clash of metal on
- metal, the screams of the dying. Terrified, she looked at the twelve wizards
- but they were all mumbling their part of the spell. She closed her eyes
- tightly and continued to chant.
-
- Laneanor had the remaining human knights regroup before the gates of
- Godsbane in a last desperate attempt. They held off the demonic warriors
- as best they could but they were tired and Laneanor knew that they would
- all die here. He fought on, grimly. If they could buy the necessary time with
- their lives, so be it.
-
- Then he noticed the huge warrior who came through the ranks of the en- emy
- and his eyes widened with fear. It was Lord Tarbos. He looked like the
- demon he was, his face a mask of hatred and passion, his eyes burn- ing
- with evil fire, his armour of the coldest, strongest steel. Tarbos raised
- his great jagged sword and attacked.
-
- Laneanor tried to parry, but after two vicious slashes his own sword was
- cut in two. He backed against the wooden gate and looked around for an-
- other sword. Then he realized he was the last one left. Enrodar, who had
- fought so bravely in so many wars, lay in the dirt, cut from shoulder to
- chest. Gambon, who had been his friend for over ten years, lay against the
- gate, blood seeping from a score of wounds. Over and under them lay the
- other knights.
-
- - All dead.
-
- looked out over the enemy's army. The sky was boiling. And all he could
- see under the cover of dark clouds were row upon row of Tarbos' undead
- warriors, with an insane red light glaring from their eyes and flesh
- falling from their bones. Finally his gaze fell upon the face of Lord
- Tarbos him- self.
-
- They looked at each other for an infinite moment. Then Tarbos effort-
- lessly lifted the huge sword and plunged it through Laneanor.
-
- Mylneh stood at the centre of the circle of the twelve wizards, holding the
- star-shaped jewel in her hands. It was the Amberstar, the jewel which
- would capture Tarbos and banish him far, far away.
-
- It had taken long days and nights to create it, but at last it was
- finished. Now came the most difficult part; the twelve wizards would
- concentrate all their power in Mylneh, who had to focus her entire being
- and direct this power towards Tarbos. Mylneh swallowed. Mandek had
- explained that the least distraction would mean failure and instant
- dispersal of the combined power. She closed her eyes again and ignored the
- mumbling of the wizards. All she should think of was Tarbos.
-
- Tarbos had blasted the gates wide open and slaughtered the few defend- ers
- in the castle. He sensed that the magic came from far above him and ran
- towards the central tower. With a casual gesture he raised his hand. The
- door set in the bottom of the tower blew apart into a thousand pieces. A
- knight who had been guarding it screamed and ran out, where he fell under
- Lord Tarbos' sword. Tarbos started climbing the stairs.
-
- Mylneh felt her hair stand on end as the power of the wizards gathered it-
- self inside her. She frowned, then ignored the curious sensation and con-
- centrated on Tarbos again.
-
- Tarbos was almost running up the stairs now, sensing the huge concentra-
- tion of magical power in the chamber above him. He came to the last door
- which shattered under his hand and then he had reached the source of the
- magic. His eyes widened as he saw that Mylneh was the focus of the
- twelve wizards' power and he strode towards the centre of the magic circle
- with his sword ready in his hand. The wizards kept on mumbling, caught
- too deep in their trance to sense or react to anything. Mylneh did not
- move but simply stared at Tarbos, horrified.
-
- - How he has changed...
-
- She felt the power growing inside hery Tarbos stood before her, his face a
- mask of hatred and anger, and raised his sword. Mylneh felt the power
- reach a climax inside her and lifted the Amberstar. Her eyes still wide
- with wonder, she placed it on Tarbos' chest. Then she felt a force being
- released and the power flowed througfh her into Tarbos.
-
- Tarbos looked down at his chest and saw his armour beginning to melt under
- the glowing Amberstar. Then his clothes were burned away and his flesh was
- touched. His scream made the tower tremble. He tried to move his arms.
- to destroy Mylneh with magic, but he was powerless. Slowly the Amberstar
- sunk deeper inside him and he felt how it burned a hole. through his body.
- The essence of his being was trying desperately to es- cape but was pinned
- down like a butterfly. He felt his body burning away from the inside. He
- felt a force tugging at his being, drawing it away. It tore loose from his
- body and he saw his own shuddering, burning body being destroyed by a
- wide-eyed Mylneh. He was being dragged higher and higher, faster and
- faster, as if he was falling upwards. He suddenly sensed where he was
- going.
-
- - The third moon!
-
-
- He was slammed down deep into the core of the cold block of stone that
- was Lyramion's third moon.
-
- Without Tarbos the gateways to the Demonic Realms were closing and the
- demons had to leave the land of the living. Uninhabited, the bodies of the
- undead warriors fell lifelessly to the ground. The entire area around
- Godsbane looked as if a battle had raged there a hundred years ago, not
- just a moment agQ Mylneh looked in confusion at the Amberstar and the heap
- of ash at her feet. Mandek came and gently took the star-shaped jewel from
- her. "Come, Mylneh. We must go now."
-
- He took her hand and led her out of the chamber, followed by the other
- wizards. She didn't react to seeing the bodies, ancient and fresh, Iying
- all around. The wizards behind her closed the gates and put great magical
- seals on it. Mandek took the Amberstar and pressed it onto the wood, where
- it left a deep impression. The seam between the double doors disappeared
- and, starting around the Amberstar, the wood changed into something else,
- something harder and smoother. The hardening effect spread over the great
- doors and went on over the walls, over all of the castle until entire
- Godsbane had been turned into something stronger than stone.
-
- EPILOGUE
-
- The only way to ever free Tarbos from his celestial prison deep in the
- third moon was to perform a counter-spell inside Godsbane, which is
- why the great Sealing Spell was put on the castle by the twelve wizards.
- Only the Amberstar could break the seal, but the Amberstar had been di-
- vided into thirteen pieces. Each wizard kept one of the twelve points of
- the star, to guard them. Mylneh kept the centre piece.
-
- To further ensure that no-one would ever try to enter Godsbane, the Guild
- of Paladines was founded, who vowed to guard it's gates forever.
-
- The task of repairing the damage which Tarbos had caused could begin.
-
-
- MARIMON
-
- This is the tale of what happened a thousand years later.
-
- One night. a dark wizard called Marimon was studying scrolls when he
- felt a tugging force on his mind. He frowned in puzzlement and entered
- the magical trance state. Slowly he sank through the Demonic Realms,
- where he was soon greeted by a Demon Lord.
-
- "Greetings, Marimon" "How do you know my name?" Marimon stuttered.
- "I know many things. I am Bralkur, King of Hell. I want to make a
- pact with you."
-
- - He must have sensed my true power.
-
- Bralkur smiled. "How right you are. But I am sure you will be interested in
- the kind of power I can offer you." Marmion squirmed under the incredible
- aura of the Demon Lord. Then he slowly realized what he would be able
- to do with the power Bralkur offered. A sly smile spread over his face.
-
- "Well? What kind of pact?"
-
- Bralkur chuckled inwardly.
-
- - The most powerful are always the easiest to seduce.
-
- There was only one being where this had not been true.
-
- - I'm going to help your son, Thornahuun.
-
- Sir Marillion stood on the battlements of the small keep which guarded
- the ancient castle of Godsbane and thought sombrely about the conversa-
- tion he had had with his fellow paladines. They said that Lord Tarbos
- would not return after a thousand years, that they were fools to guard an
- old castle. Some of them even said that Lord Tarbos was only a myth, a
- story to frighten children.
-
- But he believed the story, and he believed the danger was still there. So
- he guarded with vigilance, whereas his fellow paladines slept when they had
- guard duty.
-
- A loud explosion brought him out of his reverie. Looking over the walls,
- he saw smoke and fire coming from the gates of the tower. He hurried down
- the stairs and saw that several other paladines had heard the noise and
- were waking the others. He reached the entrance hall and saw immedi- ately
- that a battle was going on. As he tried to count the numbers of the enemy,
- he was surprised when he saw only one man in a black robe.
-
- Marmion stood before the baffled paladines and grinned.
-
- - Fools! Soon you will realize what a wizard can do!
-
- A dry voice inside his head added:
-
- - Especially when he is assisted by a King of HelL
-
- Marmion frowned and raised his hands. Magical missiles flew forth to-
- wards the paladines.
-
- Sir Marillion saw how the paladines who stood at the front fell before the
- red-hot arrows which flew out of the wizard's hands. He felt anger rise up
- in him.
-
- - I told all of you that there is still danger.
-
- He drew his sword and ran towards the wizard from the side. Out of the
- corner of his eye he saw how his fellow paladines were slaughtered by the
- blistering fire. Raising his sword, he bellowed his war cry and charged
- the wizard, who looked up at the unexpected attacker. But the wizard
- raised his hand faster than lightning and fire flared at Marillion who felt
- how his body was being engulfed in energy, how his skin and flesh were
- burned away, how his bones crumbled. He felt it all. His being was caught
- in the wizard's fire even thou~h his body had turned to ashes.
-
- Marmion smiled and wiped the sweat from his brow. All the paladines
- were dead, even that last one.
-
- - Well how do we get in? We do not haue the Amberstar.
-
- - Easy.
-
- Bralkur created a disc of glowing light in front of the gates of Godsbane.
- Marmion was surprised.
-
- - What is that?
-
- - A teleport through the Great Seal, right into the castle.
-
- Marmion fell quiet when he realized the power needed for such a spell.
- Then he stepped through the disc. He had to perform the ritual to free Tar
- bos. Thus he would gain ultimate power. Bralkur had said so.
-
-
- The end and the beginning
-
- Only a band of courageous adventurers can stop Marmion, and he must
- be stopped for he has enough power to perform the ritual and bring Tar-
- bos back to Lyramion.
-
- To stop Marmion, you must enter Godsbane. However, Bralkur's teleport .
- leads through the Demonic Realms, if it is still there at all. ,
-
- So you must find the thirteen pieces of the Amberstar. Some have be- come
- lost, others are still being kept. You will find clues all over Lyramion.
- Once you have found all pieces, you must assemble the Amberstar. This must
- happen in a special place, but sadly no-one knows where ...
-
- Now, go with my blessing. Know that I will try to help you if you really
- need me.
-
- Good Luck!
-
- Shandra.
-